diff --git a/dokuwiki/1.txt b/dokuwiki/1.txt index 2e12e99..e2db21e 100644 --- a/dokuwiki/1.txt +++ b/dokuwiki/1.txt @@ -822,6 +822,9 @@ Example: Spitting Image is a sorcery that says, in part, “Create a token that 111.10u A Lander token is a colorless Lander artifact token with “{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.”\\ 111.10u 探地器衍生物是具有“{2},{T},牺牲此衍生物:从你牌库中搜寻一张基本地牌,将之横置放进战场,然后洗牌。”的无色探地器衍生神器。 +111.10v A Mutagen token is a colorless Mutagen artifact token with “{1}, {T}, Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.”\\ +111.10v 突变剂衍生物是具有“{1},{T},牺牲此衍生物:在目标生物上放置一个+1/+1指示物。只能于法术时机起动。”的无色突变剂衍生神器。 + 111.11. If an effect instructs a player to create a token by name, doesn’t define any other characteristics for that token, and the name is not one of the types in the list of predefined tokens above, that player uses the card with that name in the Oracle card reference to determine the characteristics of that token.\\ 111.11. 如果一个效应令牌手派出一个具名称的衍生物,但未定义该衍生物的其他特征,且该名称也不是上述预定义衍生物的名称之一,则该牌手利用Oracle牌张参考文献中具该名称之牌确定该衍生物的特征。 diff --git a/dokuwiki/2.txt b/dokuwiki/2.txt index 244b8ba..f39ee07 100644 --- a/dokuwiki/2.txt +++ b/dokuwiki/2.txt @@ -267,8 +267,8 @@ Example: When choosing a creature type, “Merfolk” or “Wizard” is accepta 205.3f Many cards were printed with subtypes that are now obsolete. Many cards have retroactively received subtypes. Use the Oracle card reference to determine what a card’s subtypes are. (See rule 108.1.)\\ 205.3f 很多牌所印刷的副类别已经不再适用。很多牌得到了新的副类别。使用Oracle牌张参考文献来确认一张牌的副类别。(参见规则[[cr:1#cr108-1|108.1]]。) -205.3g Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Attraction (see rule 717), Blood, Bobblehead, Clue, Contraption, Equipment (see rule 301.5), Food, Fortification (see rule 301.6), Gold, Incubator, Infinity, Junk, Lander, Map, Powerstone, Spacecraft, Stone, Treasure, and Vehicle (see rule 301.7).\\ -205.3g 神器具有其特有的副类别;这些副类别被称为神器类别。神器类别包括景点(参见规则[[cr:7#cr717|717]])、血滴、娃娃、线索、机巧、武具(参见规则[[cr:3#cr301-5|301.5]])、食品、工事(参见规则[[cr:3#cr301-6|301.6]])、黄金、抚育器、无限[Infinity]、废料、探地器[Lander]、地图、魔力石、太空船[Spacecraft]、原石[Stone]、珍宝、以及载具(参见规则[[cr:3#cr301-7|301.7]])。 +205.3g Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Attraction (see rule 717), Blood, Bobblehead, Clue, Contraption, Equipment (see rule 301.5), Food, Fortification (see rule 301.6), Gold, Incubator, Infinity, Junk, Lander, Map, Mutagen, Powerstone, Spacecraft, Stone, Treasure, and Vehicle (see rule 301.7).\\ +205.3g 神器具有其特有的副类别;这些副类别被称为神器类别。神器类别包括景点(参见规则[[cr:7#cr717|717]])、血滴、娃娃、线索、机巧、武具(参见规则[[cr:3#cr301-5|301.5]])、食品、工事(参见规则[[cr:3#cr301-6|301.6]])、黄金、抚育器、无限[Infinity]、废料、探地器[Lander]、地图、突变剂[Mutagen]、魔力石、太空船[Spacecraft]、原石[Stone]、珍宝、以及载具(参见规则[[cr:3#cr301-7|301.7]])。 205.3h Enchantments have their own unique set of subtypes; these subtypes are called enchantment types. The enchantment types are Aura (see rule 303.4), Background, Cartouche, Case (see rule 719), Class (see rule 716), Curse, Role (see rule 303.7), Room, Rune, Saga (see rule 714), Shard, and Shrine.\\ 205.3h 结界具有其特有的副类别,这些副类别被称为结界类别。结界类别包括灵气(参见规则[[cr:3#cr303-4|303.4]])、身世、魔符、案件(参见规则[[cr:7#cr719|719]])、职业(参见规则[[cr:7#cr716|716]])、诅咒、角色(参见规则[[cr:3#cr303-7|303.7]])、隔间、符文、传纪(参见规则[[cr:7#cr714|714]])、碎片、以及祭祠。 @@ -282,8 +282,8 @@ Example: When choosing a creature type, “Merfolk” or “Wizard” is accepta 205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Adventure, Arcane, Lesson, Omen, and Trap.\\ 205.3k 瞬间和法术共享副类别;这些副类别被称为咒语类别。咒语类别包括历险、古咒、课程、预兆,以及陷阱。 -205.3m Creatures and kindreds share their lists of subtypes; these subtypes are called creature types. One creature type is two words long: Time Lord. All other creature types are one word long: Advisor, Aetherborn, Alien, Ally, Angel, Antelope, Ape, Archer, Archon, Armadillo, Army, Artificer, Assassin, Assembly-Worker, Astartes, Atog, Aurochs, Avatar, Azra, Badger, Balloon, Barbarian, Bard, Basilisk, Bat, Bear, Beast, Beaver, Beeble, Beholder, Berserker, Bird, Bison, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Capybara, Caribou, Carrier, Cat, Centaur, Child, Chimera, Citizen, Cleric, Clown, Cockatrice, Construct, Coward, Coyote, Crab, Crocodile, C’tan, Custodes, Cyberman, Cyclops, Dalek, Dauthi, Demigod, Demon, Deserter, Detective, Devil, Dinosaur, Djinn, Doctor, Dog, Dragon, Drake, Dreadnought, Drix, Drone, Druid, Dryad, Dwarf, Echidna, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Employee, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Fractal, Frog, Fungus, Gamer, Gargoyle, Germ, Giant, Gith, Glimmer, Gnoll, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guest, Hag, Halfling, Hamster, Harpy, Hedgehog, Hellion, Hero, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Inkling, Inquisitor, Insect, Jackal, Jellyfish, Juggernaut, Kangaroo, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Llama, Lamia, Lammasu, Leech, Lemur, Leviathan, Lhurgoyf, Licid, Lizard, Lobster, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mite, Mole, Monger, Mongoose, Monk, Monkey, Moogle, Moonfolk, Mount, Mouse, Mutant, Myr, Mystic, Nautilus, Necron, Nephilim, Nightmare, Nightstalker, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Otter, Ouphe, Ox, Oyster, Pangolin, Peasant, Pegasus, Pentavite, Performer, Pest, Phelddagrif, Phoenix, Phyrexian, Pilot, Pincher, Pirate, Plant, Platypus, Porcupine, Possum, Praetor, Primarch, Prism, Processor, Qu, Rabbit, Raccoon, Ranger, Rat, Rebel, Reflection, Rhino, Rigger, Robot, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scientist, Scion, Scorpion, Scout, Sculpture, Seal, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Shark, Sheep, Siren, Skeleton, Skunk, Slith, Sliver, Sloth, Slug, Snail, Snake, Soldier, Soltari, Sorcerer, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Symbiote, Synth, Tentacle, Tetravite, Thalakos, Thopter, Thrull, Tiefling, Toy, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Tyranid, Unicorn, Vampire, Varmint, Vedalken, Villain, Volver, Wall, Walrus, Warlock, Warrior, Weasel, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.\\ -205.3m 生物和亲缘共享其副类别列表;这些副类别被称为生物类别。有一种生物类别是两个单词:时间领主[Time Lord]。其他生物类别都是一个单词:参谋、乙太种、外星人、伙伴、天使、羚羊、猿猴、弓箭手、统领、犰狳、军队、神器师、杀手、组装工人、阿斯塔特、阿托格、原牛、圣者、亚札人、獾、气球[Balloon]、野蛮人、诗人、蜥怪、蝙蝠、熊、野兽、河狸、哔宝精、眼魔、狂战士、鸟、野牛[Bison]、光蛾、野猪、信使、丛枝兽、卡马利、骆驼、水豚、驯鹿、病媒、猫、半人马、儿童[Child]、盖美拉、市民、僧侣、小丑[Clown]、石化鸡蛇、组构体、懦夫、郊狼、蟹、鳄鱼、星神、禁军、赛博人[Cyberman]、独眼巨人、戴立克[Dalek]、道西、半神、恶魔、逃亡者[Deserter]、侦探、魔鬼、恐龙、巨灵、医生、狗、龙、龙兽、无畏舰、卓兹人[Drix]、奴兽、德鲁伊、树灵、矮人、针鼹[Echidna]、魔神、蛋、长老、奥札奇、元素、象、妖精、麋鹿、雇员[Employee]、眼、仙灵、雪貂[Ferret]、鱼、旗手、狐、分灵、蛙、真菌、玩家[Gamer]、石像鬼、病菌、巨人、吉斯人、烁光体[Glimmer]、豺狼人、地侏、山羊、鬼怪、神、魔像、蛇发妖、墓生、怪灵、狮鹫、宾客[Guest]、巫婆、半身人、仓鼠、哈痞、刺猬[Hedgehog]、地狱兽、英雄、河马、骏鹰、荷马利、造妖、惊惧兽、马、人类、多头龙、鬣狗、虚影、小恶魔、化身、墨灵、审判官、昆虫、豺狼、水母、攻城巨车、袋鼠[Kangaroo]、卡甫、麒麟、洁英、骑士、鬼崽、寇族、巨海兽、骆马、拉弥亚、拉玛苏、蛭、狐猴[Lemur]、海怪、拉高耶夫、立吸怪、蜥蜴、龙虾[Lobster]、翼狮、异狮、佣兵、人鱼、仿索蓝人、奴仆、牛头怪、虫械、鼹鼠、贩商、猫鼬、修行僧、猴、莫古力[Moogle]、月人、坐骑、家鼠、突变体、秘耳、秘教徒、鹦鹉螺、太空死灵、巨神灵、梦魇、夜潜魔、忍者、贵族、诺格、游牧人、宁芙、章鱼、食人魔、流浆、法球[Orb]、半兽人、欧格、水獭、奥夫、牛、牡蛎、穿山甲、平民、飞马、分节、演员[Performer]、害虫、紫河马、凤凰、非瑞人、驾手、钳手、海盗、植物、鸭嘴兽[Platypus]、豪猪、负鼠、魔判官、原体、棱镜、噬体、食族[Qu]、兔、浣熊、游侠、老鼠、反抗军、映影、犀牛、整备师、机器人、浪客、紫貂、火蜥蜴、武士、砂、腐生物、羊蹄人、稻草人、科学家、孽裔、蝎子、斥候、雕像[Sculpture]、海豹[Seal]、农奴、巨蛇、自动机、阴魂、祭师、变形兽、鲨鱼、绵羊、塞连、骷髅妖、臭鼬、斯立兹、裂片妖、树懒、蛞蝓、蜗牛、蛇、士兵、索泰利、术士[Sorcerer]、后裔、幽灵、塑法师、史芬斯、蜘蛛、钉兽、精怪、碎裂[Splinter]、海绵、乌贼、松鼠、海星、苏拉卡、求生者[Survivor]、共生体[Symbiote]、合成人、触手、四分节[Tetravite]、萨拉卡斯、振翼机、索尔兽、魔人、玩具[Toy]、树妖、三叶虫、三分节、巨魔、龟、泰伦虫族、独角兽、吸血鬼、害兽、维多肯、反派[Villain]、进化体、墙、海象、邪术师、战士、鼬鼠[Weasel]、怪奇、狼人、鲸鱼、法术师、狼、狼獾、袋熊、蠕虫、鬼魂、亚龙、雪怪、灵俑、无面鬼。 +205.3m Creatures and kindreds share their lists of subtypes; these subtypes are called creature types. One creature type is two words long: Time Lord. All other creature types are one word long: Advisor, Aetherborn, Alien, Ally, Angel, Antelope, Ape, Archer, Archon, Armadillo, Army, Artificer, Assassin, Assembly-Worker, Astartes, Atog, Aurochs, Avatar, Azra, Badger, Balloon, Barbarian, Bard, Basilisk, Bat, Bear, Beast, Beaver, Beeble, Beholder, Berserker, Bird, Bison, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Capybara, Caribou, Carrier, Cat, Centaur, Child, Chimera, Citizen, Cleric, Clown, Cockatrice, Construct, Coward, Coyote, Crab, Crocodile, C’tan, Custodes, Cyberman, Cyclops, Dalek, Dauthi, Demigod, Demon, Deserter, Detective, Devil, Dinosaur, Djinn, Doctor, Dog, Dragon, Drake, Dreadnought, Drix, Drone, Druid, Dryad, Dwarf, Echidna, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Employee, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Fractal, Frog, Fungus, Gamer, Gargoyle, Germ, Giant, Gith, Glimmer, Gnoll, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guest, Hag, Halfling, Hamster, Harpy, Hedgehog, Hellion, Hero, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Inkling, Inquisitor, Insect, Jackal, Jellyfish, Juggernaut, Kangaroo, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Llama, Lamia, Lammasu, Leech, Lemur, Leviathan, Lhurgoyf, Licid, Lizard, Lobster, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mite, Mole, Monger, Mongoose, Monk, Monkey, Moogle, Moonfolk, Mount, Mouse, Mutant, Myr, Mystic, Nautilus, Necron, Nephilim, Nightmare, Nightstalker, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Otter, Ouphe, Ox, Oyster, Pangolin, Peasant, Pegasus, Pentavite, Performer, Pest, Phelddagrif, Phoenix, Phyrexian, Pilot, Pincher, Pirate, Plant, Platypus, Porcupine, Possum, Praetor, Primarch, Prism, Processor, Qu, Rabbit, Raccoon, Ranger, Rat, Rebel, Reflection, Rhino, Rigger, Robot, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scientist, Scion, Scorpion, Scout, Sculpture, Seal, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Shark, Sheep, Siren, Skeleton, Skunk, Slith, Sliver, Sloth, Slug, Snail, Snake, Soldier, Soltari, Sorcerer, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Symbiote, Synth, Tentacle, Tetravite, Thalakos, Thopter, Thrull, Tiefling, Toy, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Tyranid, Unicorn, Utrom, Vampire, Varmint, Vedalken, Villain, Volver, Wall, Walrus, Warlock, Warrior, Weasel, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.\\ +205.3m 生物和亲缘共享其副类别列表;这些副类别被称为生物类别。有一种生物类别是两个单词:时间领主[Time Lord]。其他生物类别都是一个单词:参谋、乙太种、外星人、伙伴、天使、羚羊、猿猴、弓箭手、统领、犰狳、军队、神器师、杀手、组装工人、阿斯塔特、阿托格、原牛、圣者、亚札人、獾、气球[Balloon]、野蛮人、诗人、蜥怪、蝙蝠、熊、野兽、河狸、哔宝精、眼魔、狂战士、鸟、野牛[Bison]、光蛾、野猪、信使、丛枝兽、卡马利、骆驼、水豚、驯鹿、病媒、猫、半人马、儿童[Child]、盖美拉、市民、僧侣、小丑[Clown]、石化鸡蛇、组构体、懦夫、郊狼、蟹、鳄鱼、星神、禁军、赛博人[Cyberman]、独眼巨人、戴立克[Dalek]、道西、半神、恶魔、逃亡者[Deserter]、侦探、魔鬼、恐龙、巨灵、医生、狗、龙、龙兽、无畏舰、卓兹人[Drix]、奴兽、德鲁伊、树灵、矮人、针鼹[Echidna]、魔神、蛋、长老、奥札奇、元素、象、妖精、麋鹿、雇员[Employee]、眼、仙灵、雪貂[Ferret]、鱼、旗手、狐、分灵、蛙、真菌、玩家[Gamer]、石像鬼、病菌、巨人、吉斯人、烁光体[Glimmer]、豺狼人、地侏、山羊、鬼怪、神、魔像、蛇发妖、墓生、怪灵、狮鹫、宾客[Guest]、巫婆、半身人、仓鼠、哈痞、刺猬[Hedgehog]、地狱兽、英雄、河马、骏鹰、荷马利、造妖、惊惧兽、马、人类、多头龙、鬣狗、虚影、小恶魔、化身、墨灵、审判官、昆虫、豺狼、水母、攻城巨车、袋鼠[Kangaroo]、卡甫、麒麟、洁英、骑士、鬼崽、寇族、巨海兽、骆马、拉弥亚、拉玛苏、蛭、狐猴[Lemur]、海怪、拉高耶夫、立吸怪、蜥蜴、龙虾[Lobster]、翼狮、异狮、佣兵、人鱼、仿索蓝人、奴仆、牛头怪、虫械、鼹鼠、贩商、猫鼬、修行僧、猴、莫古力[Moogle]、月人、坐骑、家鼠、突变体、秘耳、秘教徒、鹦鹉螺、太空死灵、巨神灵、梦魇、夜潜魔、忍者、贵族、诺格、游牧人、宁芙、章鱼、食人魔、流浆、法球[Orb]、半兽人、欧格、水獭、奥夫、牛、牡蛎、穿山甲、平民、飞马、分节、演员[Performer]、害虫、紫河马、凤凰、非瑞人、驾手、钳手、海盗、植物、鸭嘴兽[Platypus]、豪猪、负鼠、魔判官、原体、棱镜、噬体、食族[Qu]、兔、浣熊、游侠、老鼠、反抗军、映影、犀牛、整备师、机器人、浪客、紫貂、火蜥蜴、武士、砂、腐生物、羊蹄人、稻草人、科学家、孽裔、蝎子、斥候、雕像[Sculpture]、海豹[Seal]、农奴、巨蛇、自动机、阴魂、祭师、变形兽、鲨鱼、绵羊、塞连、骷髅妖、臭鼬、斯立兹、裂片妖、树懒、蛞蝓、蜗牛、蛇、士兵、索泰利、术士[Sorcerer]、后裔、幽灵、塑法师、史芬斯、蜘蛛、钉兽、精怪、碎裂[Splinter]、海绵、乌贼、松鼠、海星、苏拉卡、求生者[Survivor]、共生体[Symbiote]、合成人、触手、四分节[Tetravite]、萨拉卡斯、振翼机、索尔兽、魔人、玩具[Toy]、树妖、三叶虫、三分节、巨魔、龟、泰伦虫族、独角兽、乌创[Utrom]、吸血鬼、害兽、维多肯、反派[Villain]、进化体、墙、海象、邪术师、战士、鼬鼠[Weasel]、怪奇、狼人、鲸鱼、法术师、狼、狼獾、袋熊、蠕虫、鬼魂、亚龙、雪怪、灵俑、无面鬼。 205.3n Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are The Abyss, Alara, Alfava Metraxis, Amonkhet, Androzani Minor, Antausia, Apalapucia, Arcavios, Arkhos, Avishkar, Azgol, Belenon, Bolas’s Meditation Realm, Capenna, Cridhe, The Dalek Asylum, Darillium, Dominaria, Earth, Echoir, Eldraine, Equilor, Ergamon, Fabacin, Fiora, Gallifrey, Gargantikar, Gobakhan, Horsehead Nebula, Ikoria, Innistrad, Iquatana, Ir, Ixalan, Kaldheim, Kamigawa, Kandoka, Karsus, Kephalai, Kinshala, Kolbahan, Kylem, Kyneth, The Library, Lorwyn, Luvion, Mars, Mercadia, Mirrodin, Moag, Mongseng, Moon, Muraganda, Necros, New Earth, New Phyrexia, Outside Mutter’s Spiral, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra’s Realm, Shadowmoor, Shandalar, Shenmeng, Skaro, Spacecraft, Tarkir, Theros, Time, Trenzalore, Ulgrotha, Unknown Planet, Valla, Vryn, Wildfire, Xerex, Zendikar, and Zhalfir.\\ 205.3n 时空具有其特有的副类别,这些副类别被称为时空类别。时空类别包括邃狱、阿拉若、阿尔法瓦·梅特拉西斯[Alfava Metraxis]、阿芒凯、小安德洛赞尼[Androzani Minor]、安陶西亚、阿帕拉普西亚[Apalapucia]、阿凯维沃、阿科斯[Arkhos]、阿维什卡[Avishkar]、阿兹戈尔、贝列侬、波拉斯冥想域[Bolas’s Meditation Realm]、卡佩纳、克莱哲、戴立克疯人院[The Dalek Asylum]、达勒里恩[Darillium]、多明纳里亚、地球[Earth]、埃圭尔、艾卓、埃奎罗、厄加蒙、法巴辛、翡欧拉、迦里弗莱[Gallifrey]、庞巨地、高巴汗、马头星云[Horsehead Nebula]、依克黎、依尼翠、伊夸塔纳、伊尔、依夏兰、凯德海姆、神河、坎多卡[Kandoka]、卡瑟斯[Karsus]、喀法莱[Kephalai]、金沙拉[Kinshala]、科尔帕罕[Kolbahan]、凯勒姆、凯奈斯[Kyneth]、图书馆[The Library]、洛温、卢维恩[Luvion]、火星[Mars]、玛凯迪亚、秘罗地、墨格、蒙森、月球[Moon]、莫甘达、亡灵星[Necros]、新地球[New Earth]、新非瑞克西亚、玛特螺旋外部[Outside Mutter's Spiral]、非瑞克西亚、派鲁利亚、拉拜亚、瑞斯、拉尼卡、瑞格沙、塞哥维亚、撒拉的圣域、暗影荒原、山德拉、蜃梦、斯卡罗[Skaro]、宇宙飞船[Spacecraft]、鞑契、塞洛斯、时间星球[Time]、坦泽罗[Trenzalore]、厄格罗沙、无名星球[Unknown Planet]、瓦拉、维林、野火、兹雷兹、赞迪卡、赛费尔。 @@ -374,8 +374,8 @@ Cards printed in sets prior to the Eighth Edition core set didn’t use the word 207.2b Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It usually appears below the rules text.\\ 207.2b 背景叙述以斜体字方式印刷,用来发展游戏的意境,功效有如图片。它通常印在规则叙述的下方。 -207.2c An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are adamant, addendum, alliance, battalion, bloodrush, celebration, channel, chroma, cohort, constellation, converge, council’s dilemma, coven, delirium, descend 4, descend 8, domain, eerie, eminence, enrage, fateful hour, fathomless descent, ferocious, flurry, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, magecraft, metalcraft, morbid, pack tactics, paradox, parley, radiance, raid, rally, renew, revolt, secret council, spell mastery, strive, survival, sweep, tempting offer, threshold, undergrowth, valiant, vivid, void, and will of the council.\\ -207.2c 牌上的一些异能以斜体字方式的异能提示开头。异能提示与关键字相似,它们将一些运作方式类似的牌归为一类,但是它们没有特殊的规则含义,且在完整规则中也没有独自的章节。异能提示包括固色、附案、联手、协战、血激、欢庆、魂力、渲色、齐力、星彩、聚辉、议争、鸠集、躁狂、落坟4、落坟8、领土、异景、威仪、激怒、命悬一刻、落坟无边、威猛、连咒、强横、声威、背水战、勇行、压印、启悟、携手、血族、地落、副官、魔艺、金技、丧心、集群战术、悖论、论争、辉耀、突击、奋扬、复新、反抗、密议、精熟咒语、积力、生还、扫平、诱引、门槛、朽力、英武、异彩、空洞,以及议定。 +207.2c An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are adamant, addendum, alliance, battalion, bloodrush, celebration, channel, chroma, cohort, constellation, converge, council’s dilemma, coven, delirium, descend 4, descend 8, disappear, domain, eerie, eminence, enrage, fateful hour, fathomless descent, ferocious, flurry, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, magecraft, metalcraft, morbid, pack tactics, paradox, parley, radiance, raid, rally, renew, revolt, secret council, spell mastery, strive, survival, sweep, tempting offer, threshold, undergrowth, valiant, vivid, void, and will of the council.\\ +207.2c 牌上的一些异能以斜体字方式的异能提示开头。异能提示与关键字相似,它们将一些运作方式类似的牌归为一类,但是它们没有特殊的规则含义,且在完整规则中也没有独自的章节。异能提示包括固色、附案、联手、协战、血激、欢庆、魂力、渲色、齐力、星彩、聚辉、议争、鸠集、躁狂、落坟4、落坟8、消失、领土、异景、威仪、激怒、命悬一刻、落坟无边、威猛、连咒、强横、声威、背水战、勇行、压印、启悟、携手、血族、地落、副官、魔艺、金技、丧心、集群战术、悖论、论争、辉耀、突击、奋扬、复新、反抗、密议、精熟咒语、积力、生还、扫平、诱引、门槛、朽力、英武、异彩、空洞,以及议定。 207.2d Similar to ability words, flavor words appear in italics at the beginning of some abilities. Flavor words provide a flavorful description of abilities, but they have no special rules meaning and are not listed in the Comprehensive Rules. While an ability word ties together several abilities with similar functionality, each flavor word is tailored to the specific ability it appears with.\\ 207.2d 与异能提示类似,风味提示以斜体字方式出现在一些异能的开头。风味提示使得异能的叙述更显鲜活,但是它们本身没有特殊的规则含义,且在完整规则中也没有独自的章节。 diff --git a/dokuwiki/5.txt b/dokuwiki/5.txt index e977da8..bc16435 100644 --- a/dokuwiki/5.txt +++ b/dokuwiki/5.txt @@ -166,17 +166,20 @@ Example: Obeka, Splitter of Seconds says, in part, “Whenever Obeka deals comba 506.3c If an effect would put a creature onto the battlefield attacking either a player not in the game or a permanent that’s no longer on the battlefield or isn’t either a planeswalker or a battle, that creature does enter the battlefield, but it’s never considered to be an attacking creature. See rule 508.4a.\\ 506.3c 如果一个效应将一个生物放进战场且正攻击一个不在游戏内的牌手、一个不在战场上或不再是鹏洛客或战役的永久物,此生物会进入战场,但不会视为攻击生物。参见规则[[cr:5#cr508-4a|508.4a]]。 -506.3d If an effect would put a creature onto the battlefield blocking but the creature it would block isn’t attacking the entering creature’s controller, a planeswalker that player controls, or a battle that player protects, that creature does enter the battlefield, but it’s never considered to be a blocking creature.\\ -506.3d 如果一个效应将一个生物放进战场且进行阻挡,但该生物将要阻挡的生物并没有攻击该进战场生物的操控者、该牌手操控的鹏洛客或该牌手防卫的战役,此生物会进入战场,但不会被视同阻挡生物。 +506.3d If an effect puts a creature onto the battlefield attacking during the declare blockers step, combat damage step, or end of combat step, that creature enters the battlefield unblocked. See rule 508.4d.\\ +506.3d 如果一个效应在宣告阻挡者步骤、战斗伤害步骤、或战斗结束步骤中将一个生物放进战场且进行攻击,此生物会进入战场且未受阻挡。参见规则[[cr:5#cr508-4d|508.4d]]。 -506.3e If an effect would put a creature that’s also a battle onto the battlefield attacking or blocking, that permanent enters the battlefield but it’s never considered to be an attacking or blocking creature.\\ -506.3e 如果一个效应将一个同时为战役的生物放进战场且正进行攻击或阻挡,此永久物会进入战场,但不会被视同攻击或阻挡生物。 +506.3e If an effect would put a creature onto the battlefield blocking but the creature it would block isn’t attacking the entering creature’s controller, a planeswalker that player controls, or a battle that player protects, that creature does enter the battlefield, but it’s never considered to be a blocking creature.\\ +506.3e 如果一个效应将一个生物放进战场且进行阻挡,但该生物将要阻挡的生物并没有攻击该进战场生物的操控者、该牌手操控的鹏洛客或该牌手防卫的战役,此生物会进入战场,但不会被视同阻挡生物。 -506.3f If a resolving spell or ability would cause a battle to become an attacking or blocking creature, that part of the effect does nothing.\\ -506.3f 如果一个结算中的咒语或异能将使得一个战役成为生物且正进行攻击或阻挡,该效应的此部分没有任何效果。 +506.3f If an effect would put a creature that’s also a battle onto the battlefield attacking or blocking, that permanent enters the battlefield but it’s never considered to be an attacking or blocking creature.\\ +506.3f 如果一个效应将一个同时为战役的生物放进战场且正进行攻击或阻挡,此永久物会进入战场,但不会被视同攻击或阻挡生物。 + +506.3g If a resolving spell or ability would cause a battle to become an attacking or blocking creature, that part of the effect does nothing.\\ +506.3g 如果一个结算中的咒语或异能将使得一个战役成为生物且正进行攻击或阻挡,该效应的此部分没有任何效果。 506.4. A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it’s a planeswalker that’s being attacked and stops being a planeswalker, if it’s a battle that’s being attacked and stops being a battle, or if it’s an attacking or blocking creature that regenerates (see rule 701.19), stops being a creature, or becomes a battle. A creature that’s removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker or battle that’s removed from combat stops being attacked.\\ -506.4. 如果一个永久物离开战场、改变操控者、跃离、被特定效应移出战斗、该永久物为被攻击中的鹏洛客但不再是鹏洛客、该永久物为被攻击中的战役但不再是战役、或该永久物是攻击或阻挡生物(参见规则[[cr:7#cr701-19|701.19]]),但其重生、不再是生物或成为战役,则它被移出战斗。被移出战斗的生物不再是攻击、阻挡、被阻挡和/或未被阻挡生物。被移出战斗的鹏洛客或战役不再被攻击。 +506.4. 如果一个永久物离开战场、改变操控者、跃离、被特定效应移出战斗、该永久物为被攻击中的鹏洛客但不再是鹏洛客、该永久物为被攻击中的战役但不再是战役、或该永久物是攻击或阻挡生物(参见规则[[cr:7#cr701-19|701.19]]),但其重生、不再是生物或成为战役,则它被移出战斗。被移出战斗的生物不再是攻击、阻挡、被阻挡和/或未受阻挡的生物。被移出战斗的鹏洛客或战役不再被攻击。 506.4a Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don’t remove the creature from combat.\\ 506.4a 一旦生物被宣布为攻击或阻挡生物,阻止此生物攻击或阻挡的咒语或异能不会将此生物移出战斗。 @@ -185,7 +188,7 @@ Example: Obeka, Splitter of Seconds says, in part, “Whenever Obeka deals comba 506.4b 横置或重置已经被宣告为攻击或阻挡的生物不会将该生物移出战斗,也不会防止其战斗伤害。 506.4c If a creature is attacking a planeswalker or battle, removing that planeswalker or battle from combat doesn’t remove that creature from combat. It continues to be an attacking creature, although it is not attacking any player, planeswalker, or battle. It may be blocked. If it is unblocked, it will deal no combat damage.\\ -506.4c 如果一个生物攻击鹏洛客或战役,将该鹏洛客或战役移出战斗并不会将该生物移出战斗。此生物依然为攻击生物,但它没有攻击牌手、鹏洛客或战役。它可以被阻挡。如果它没有被阻挡,也不会造成战斗伤害。 +506.4c 如果一个生物攻击鹏洛客或战役,将该鹏洛客或战役移出战斗并不会将该生物移出战斗。此生物依然为攻击生物,但它没有攻击牌手、鹏洛客或战役。它可以被阻挡。如果它未受阻挡,也不会造成战斗伤害。 506.4d A permanent that’s both a blocking creature and a planeswalker that’s being attacked is removed from combat if it stops being both a creature and a planeswalker. If it stops being one of those card types but continues to be the other, it continues to be either a blocking creature or a planeswalker that’s being attacked, whichever is appropriate.\\ 506.4d 如果一个永久物同时是阻挡生物和被攻击的鹏洛客,且它不再是生物,也不再是鹏洛客,则它被移出战斗。如果它不再是生物或鹏洛客之一(而非同时不是两者),它会继续是一个阻挡生物或者一个被攻击的鹏洛客,依据它仍然拥有的牌张类别而定。 @@ -298,7 +301,7 @@ Example: A permanent has the ability “Whenever a green creature attacks, destr 508.3. 于宣告攻击者时触发的异能可能具有不同的触发条件。 508.3a An ability that reads “Whenever [a creature] attacks, . . .” triggers if that creature is declared as an attacker. Similarly, “Whenever [a creature] attacks [a player, planeswalker, or battle], . . .” triggers if that creature is declared as an attacker attacking that player or permanent. Such abilities won’t trigger if a creature is put onto the battlefield attacking.\\ -508.3a 叙述为“每当[某生物]攻击时,…”的异能,在该生物被宣告为攻击者时触发。类似地,“每当[某生物]攻击[某牌手、鹏洛客或战役]时,…”的异能,在该生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在该生物被放进战场且正在攻击时触发。 +508.3a 叙述为“每当[某生物]攻击时,…”的异能,在该生物被宣告为攻击者时触发。类似地,“每当[某生物]攻击[某牌手、鹏洛客或战役]时,…”的异能,在该生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在该生物被放进战场且正进行攻击时触发。 508.3b An ability that reads “Whenever [a player, planeswalker, or battle] is attacked, . . .” triggers if one or more creatures are declared as attackers attacking that player or permanent. It won’t trigger if a creature is put onto the battlefield attacking that player or permanent.\\ 508.3b 叙述为“每当[某牌手、鹏洛客或战役]被攻击时,…”的异能,在一个或数个生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在某生物被放进战场且正向该牌手或永久物进行攻击时触发。 @@ -315,17 +318,20 @@ Example: A permanent has the ability “Whenever a green creature attacks, destr 508.3f An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers during the declare blockers step, not the declare attackers step. See rule 509.3g.\\ 508.3f 叙述为“每当[某生物]攻击且未受阻挡时,…”的异能,在宣告阻挡者步骤中触发,而非宣告攻击者步骤。参见规则[[cr:5#cr509-3g|509.3g]]。 -508.4. If a creature is put onto the battlefield attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s attacking). Similarly, if an effect states that a creature is attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking (unless the effect has already specified). Such creatures are “attacking” but, for the purposes of trigger events and effects, they never “attacked.”\\ -508.4. 如果一个生物放置进战场正在攻击,其操控者于该生物进入战场时选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役(除非将其放置进战场的效应指定其攻击的对象)。相似地,如果一个效应叙述一个生物正在攻击,除非该效应已有指明,否则其操控者选择该生物成为正在攻击时正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役。此类生物在“进行攻击”,但对于触发事件和效应来说,它们从未“攻击”过。 +508.4. If a creature is put onto the battlefield attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s attacking). Similarly, if an effect states that a creature is attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking (unless the effect has already specified). Such creatures are “attacking” but, for the purposes of trigger events and effects, they never “attacked.” They remain attacking creatures until they’re removed from combat or the combat phase ends, whichever comes first.\\ +508.4. 如果一个生物放置进战场且正进行攻击,其操控者于该生物进入战场时选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役(除非将其放置进战场的效应指定其攻击的对象)。相似地,如果一个效应叙述一个生物正进行攻击,除非该效应已有指明,否则其操控者选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役。此类生物在“进行攻击”,但对于触发事件和效应来说,它们从未“攻击”过。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是攻击生物。 508.4a If the effect that puts a creature onto the battlefield attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature is put onto the battlefield but is never considered an attacking creature. The same is true if the effect specifies a creature is put onto the battlefield attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player.\\ -508.4a 如果该效应将一个生物放置进战场正在攻击,并指定其攻击特定牌手,且当效应结算时该牌手已经不在游戏内,该生物被放置进战场但不会视为攻击生物。对将生物放置进战场并指定其攻击特定鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。 +508.4a 如果该效应将一个生物放置进战场且正进行攻击,并指定其攻击特定牌手,且当效应结算时该牌手已经不在游戏内,该生物被放置进战场但不会视为攻击生物。对将生物放置进战场并指定其攻击特定鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。 508.4b If the effect that states a creature is attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature doesn’t become an attacking creature. The same is true if the effect specifies a creature is attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player.\\ -508.4b 如果一个效应叙述一个生物正在攻击且指定其攻击一个特定牌手,而该牌手在该效应结算时已不在游戏中,该生物不会成为攻击生物。对指定一个生物攻击一个鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。 +508.4b 如果一个效应叙述一个生物正进行攻击且指定其攻击一个特定牌手,而该牌手在该效应结算时已不在游戏中,该生物不会成为攻击生物。对指定一个生物攻击一个鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。 508.4c A creature that’s put onto the battlefield attacking or that is stated to be attacking isn’t affected by requirements or restrictions that apply to the declaration of attackers.\\ -508.4c 放置进战场正在攻击、或被叙述为正在攻击的生物不会受到对宣告攻击者生效之要求或限制的影响。 +508.4c 放进战场正进行攻击、或被叙述为正进行攻击的生物不会受到对宣告攻击者生效之要求或限制的影响。 + +508.4d A creature that’s put onto the battlefield attacking during the declare blockers step, combat damage step, or end of combat step enters the battlefield as an unblocked creature. It remains unblocked until it is removed from combat, an effect says it becomes blocked, or the combat phase ends, whichever comes first.\\ +508.4d 在宣告阻挡者步骤、战斗伤害步骤、或战斗结束步骤中放进战场且正进行攻击的生物会进入战场且未受阻挡。在被移出战斗、效应叙述该生物正进行阻挡、或战斗阶段结束中首先发生的事件之前,它都将一直未受阻挡。 508.5. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat.\\ 508.5. 如果攻击生物上的异能提及防御牌手,或某咒语或异能同时提及某个正在攻击的生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手,其正在攻击的鹏洛客的操控者,或其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手,所攻击的鹏洛客的操控者,或所攻击的战役的防卫者。 @@ -337,13 +343,13 @@ Example: A permanent has the ability “Whenever a green creature attacks, destr 508.6. 牌手“正在攻击[某牌手]”意指,前者牌手操控某个生物,且其正在攻击后者牌手。牌手“攻击过[某牌手]”意指,前者牌手宣告一个或数个生物成为攻击后者牌手的攻击者。 508.7. Some cards allow a player to reselect which player, planeswalker, or battle a creature is attacking.\\ -508.7. 一些牌允许牌手重新选择某生物正在攻击的牌手、鹏洛客或战役。 +508.7. 一些牌允许牌手重新选择某生物所攻击的牌手、鹏洛客或战役。 508.7a The attacking creature isn’t removed from combat and it isn’t considered to have attacked a second time. That creature is attacking the reselected player or permanent, but it’s still considered to have attacked the player or permanent chosen as it was declared as an attacker.\\ -508.7a 该正在攻击的生物不会被移出战斗,也不会被视为再次攻击。该生物正在攻击重新选择后的牌手或永久物,但仍被视为攻击过其被宣告为攻击者时所攻击的牌手或永久物。 +508.7a 该进行攻击的生物不会被移出战斗,也不会被视为再次攻击。该生物正在攻击重新选择后的牌手或永久物,但仍被视为攻击过其被宣告为攻击者时所攻击的牌手或永久物。 508.7b While reselecting which player, planeswalker, or battle a creature is attacking, that creature isn’t affected by requirements or restrictions that apply to the declaration of attackers.\\ -508.7b 重新选择某生物正在攻击的牌手、鹏洛客或战役时,该生物不受宣告攻击者时生效的要求或限制所影响。 +508.7b 重新选择某生物所攻击的牌手、鹏洛客或战役时,该生物不受宣告攻击者时生效的要求或限制所影响。 508.7c The reselected player, planeswalker, or battle must be an opponent of the attacking creature’s controller, a planeswalker controlled by an opponent of the attacking creature’s controller, or a battle protected by an opponent of the attacking creature’s controller.\\ 508.7c 被重新选择的牌手、鹏洛客或战役必须是该正在攻击之生物的操控者的对手、其对手操控的鹏洛客,或其对手防卫的战役。 @@ -395,7 +401,7 @@ Example: A player controls one creature that “blocks if able” and another cr 509.1g 被选择的生物中,每个仍然由防御牌手操控的生物成为阻挡生物。它们各自阻挡所选择的攻击生物。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是阻挡生物。参见规则[[cr:5#cr506-4|506.4]]。 509.1h An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no creatures declared as blockers for it becomes an unblocked creature. This remains unchanged until the creature is removed from combat, an effect says that it becomes blocked or unblocked, or the combat phase ends, whichever comes first. A creature remains blocked even if all the creatures blocking it are removed from combat.\\ -509.1h 被一个或数个生物宣告阻挡的攻击生物成为被阻挡生物;未被任何生物宣告阻挡的攻击生物成为未被阻挡生物。在被移出战斗、一个效应令其成为被阻挡或未被阻挡或战斗阶段结束中首先发生的事件之前,这将不会改变。即使对其进行阻挡的所有生物均被移出战斗,该生物依然被阻挡。 +509.1h 被一个或数个生物宣告阻挡的攻击生物成为被阻挡生物;未被任何生物宣告阻挡的攻击生物成为未受阻挡的生物。在被移出战斗、一个效应令其成为被阻挡或未受阻挡或战斗阶段结束中首先发生的事件之前,这将不会改变。即使对其进行阻挡的所有生物均被移出战斗,该生物依然被阻挡。 509.1i Any abilities that trigger on blockers being declared trigger. See rule 509.2a for more information.\\ 509.1i 所有因宣告阻挡者而触发的异能触发。详细信息参见509.2a。 @@ -416,7 +422,7 @@ Example: A player controls one creature that “blocks if able” and another cr 509.3b 具有叙述为“每当[某生物]阻挡一个生物时,…”异能的生物阻挡的每个生物均触发一次其异能。在该生物被宣告为阻挡者时,该异能触发。如果该生物因为某个效应而成为了阻挡者,它也会触发,但只有在该生物在那之前未阻挡该生物的情况下。如果该生物是被放置进战场并进行阻挡,则此异能不会触发。 509.3c An ability that reads “Whenever [a creature] becomes blocked, . . .” generally triggers only once each combat for that creature, even if it’s blocked by multiple creatures. It will trigger if that creature becomes blocked by at least one creature declared as a blocker. It will also trigger if that creature becomes blocked by an effect or by a creature that’s put onto the battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time. (See rule 509.1h.)\\ -509.3c 叙述为“每当[某生物]被阻挡时,…”的异能,通常在该生物的每个战斗中只触发一次,即使它被多个生物阻挡。如果该生物被至少一个生物宣告阻挡,该异能触发。如果该生物因为某个效应,或某个生物放置进战场正在阻挡而成为了被阻挡,它也会触发,但只有在该生物在那之前未被阻挡的情况下。(参见规则[[cr:5#cr509-1h|509.1h]]。) +509.3c 叙述为“每当[某生物]被阻挡时,…”的异能,通常在该生物的每个战斗中只触发一次,即使它被多个生物阻挡。如果该生物被至少一个生物宣告阻挡,该异能触发。如果该生物因为某个效应,或某个生物放进战场正在阻挡而成为了被阻挡,它也会触发,但只有在该生物在那之前未受阻挡的情况下。(参见规则[[cr:5#cr509-1h|509.1h]]。) 509.3d An ability that reads “Whenever [a creature] becomes blocked by a creature, . . .” triggers once for each creature that blocks the specified creature. It triggers if a creature is declared as a blocker for the attacking creature. It will also trigger if an effect causes a creature to block the attacking creature, but only if it wasn’t already blocking that attacking creature at that time. In addition, it will trigger if a creature is put onto the battlefield blocking that creature. It won’t trigger if the creature becomes blocked by an effect rather than a creature.\\ 509.3d 具有叙述为“每当[某生物]被一个生物阻挡时,…”异能的生物,对于每个阻挡该生物的生物,均触发一次其异能。如果该攻击生物被一个生物宣告阻挡,该异能触发。该异能也会在某效应令一个生物阻挡该攻击生物时触发,但只有在该生物在那之前未阻挡该攻击生物的情况下。若某个生物被放置进战场并阻挡该攻击生物,该异能也会触发。该异能不会在该生物被效应阻挡(而不是被生物阻挡)时触发。 @@ -431,7 +437,7 @@ Example: A creature has the ability “Whenever this creature becomes blocked by 例如:某生物具有“每当此生物被一个白色生物阻挡时,在战斗结束时消灭该生物。”的异能。如果此生物被一个黑色生物阻挡,且该黑色生物之后成为白色,此异能不会触发。 509.3g An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers if no creatures are declared as blockers for that creature. It will trigger even if the creature was never declared as an attacker (for example, if it entered the battlefield attacking). It won’t trigger if the attacking creature is blocked and then all its blockers are removed from combat.\\ -509.3g 叙述为“每当[某生物]攻击且未被阻挡时,…”的异能,只有在没有任何生物被宣告为该生物的阻挡者的情况下触发。即使该生物从未被宣告为攻击者,该异能也会触发(例如,如果它被放进战场并进行攻击)。如果该攻击生物被阻挡且之后所有阻挡生物均被移出战斗,该异能不会触发。 +509.3g 叙述为“每当[某生物]攻击且未受阻挡时,…”的异能,只有在没有任何生物被宣告为该生物的阻挡者的情况下触发。即使该生物从未被宣告为攻击者,该异能也会触发(例如,如果它被放进战场并进行攻击)。如果该攻击生物被阻挡且之后所有阻挡生物均被移出战斗,该异能不会触发。 509.4. If a creature is put onto the battlefield blocking, its controller chooses which attacking creature it’s blocking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s blocking). A creature put onto the battlefield this way is “blocking” but, for the purposes of trigger events and effects, it never “blocked.”\\ 509.4. 如果一个生物被放置进战场进行阻挡,其操控者于该生物进入战场时选择它阻挡哪个攻击生物(除非将它放置进战场的效应指定它必须阻挡某个生物)。以此法放置进战场的生物在“进行阻挡”,但对于触发事件和效应来说,它从未“阻挡”过。 @@ -453,7 +459,7 @@ Example: A creature has the ability “Whenever this creature becomes blocked by 510.1a 每个攻击生物和每个阻挡生物分配的战斗伤害等同于其力量。将分配0点或更少伤害的生物不会分配战斗伤害。 510.1b An unblocked creature assigns its combat damage to the player, planeswalker, or battle it’s attacking. If it isn’t currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage.\\ -510.1b 未被阻挡生物对其攻击的牌手、鹏洛客或战役分配它的战斗伤害。如果它当前没有攻击任何东西(例如,该生物攻击的鹏洛客已经离开战场),它将不会分配战斗伤害。 +510.1b 未受阻挡的生物对其攻击的牌手、鹏洛客或战役分配它的战斗伤害。如果它当前没有攻击任何东西(例如,该生物攻击的鹏洛客已经离开战场),它将不会分配战斗伤害。 510.1c A blocked creature assigns its combat damage to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If exactly one creature is blocking it, it assigns all its combat damage to that creature. If two or more creatures are blocking it, it assigns its combat damage to those creatures divided as its controller chooses among them.\\ 510.1c 被阻挡生物对阻挡它的生物分配战斗伤害。如果当前没有生物阻挡它(例如,生物被消灭或移出战斗),该生物不会分配战斗伤害。如果只有一个生物对其进行阻挡,则它将分配所有战斗伤害给该生物。如果两个或更多的生物对其进行阻挡,则它的操控者将其战斗伤害任意分配给这些生物。 diff --git a/dokuwiki/7.txt b/dokuwiki/7.txt index 9f1171b..4478c46 100644 --- a/dokuwiki/7.txt +++ b/dokuwiki/7.txt @@ -1819,13 +1819,13 @@ Example: Glacial Ray is a red card with splice onto Arcane that reads, “Glacia 702.49. 忍术 702.49a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.”\\ -702.49a 忍术属于起动式异能,只当具有忍术异能之牌在牌手的手上时才会生效。“忍术[费用]”意指,“[费用],从你手上展示此牌,将一个由你操控且未受阻挡的生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。” +702.49a 忍术属于起动式异能,只当具有忍术异能之牌在牌手的手上时才会生效。“忍术[费用]”意指,“[费用],从你手上展示此牌,将一个由你操控且未受阻挡的攻击生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。” 702.49b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.\\ 702.49b 宣告了一张牌的忍术异能后,直到该异能离开堆叠为止,该牌会一直展示着。 -702.49c A ninjutsu ability may be activated only while a creature on the battlefield is unblocked (see rule 509.1h). The creature with ninjutsu is put onto the battlefield unblocked. It will be attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand.\\ -702.49c 只有战场上的一个生物未受阻挡,才可以起动忍术异能(参见规则[[cr:5#cr509-1h|509.1h]])。具有忍术的生物是以未受阻挡的状态放进战场。它所攻击的牌手、鹏洛客或战役与被移回其拥有者手上的生物之攻击对象相同。 +702.49c The creature put onto the battlefield with the ninjutsu ability enters attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand.\\ +702.49c 以忍术异能放进战场的生物进场时所攻击的牌手、鹏洛客或战役与被移回其拥有者手上的生物所攻击者相同。 702.49d Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in the command zone. “Commander ninjutsu [cost]” means “[Cost], Reveal this card from your hand or from the command zone, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield tapped and attacking.”\\ 702.49d 指挥官忍术是忍术异能的变化,当具指挥官忍术的牌位于统帅区中时亦会生效。“指挥官忍术[费用]”意指“[费用],从你手上或统帅区展示此牌,将一个由你操控且未受阻挡的生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。” @@ -2625,8 +2625,8 @@ Example: Garruk’s Horde says, in part, “You may cast creature spells from th 702.124h “Partner” means “You may designate two legendary cards as your commander rather than one if each of them has partner.”\\ 702.124h “拍档”意指“你可以将两张具有拍档的传奇牌共同用作你的指挥官。” -702.124i “Partner—[text]” means “You may designate two legendary cards as your commander rather than one if each of them has the same ‘partner—[text]’ ability.” The “partner—[text]” abilities are “partner—Father & son,” “partner—Friends forever,” and “partner—Survivors.”\\ -702.124i “拍档~[叙述]”意指“你可以将两张具有拍档~[叙述]异能的传奇牌共同用作你的指挥官。”这些“拍档~[叙述]”异能包括“拍档~父与子”、“拍档~友谊永恒”,以及“拍档~求生者”。 +702.124i “Partner—[text]” means “You may designate two legendary cards as your commander rather than one if each of them has the same ‘partner—[text]’ ability.” The “partner—[text]” abilities are “partner—Character select,” “partner—Father & son,” “partner—Friends forever,” and “partner—Survivors.”\\ +702.124i “拍档~[叙述]”意指“你可以将两张具有拍档~[叙述]异能的传奇牌共同用作你的指挥官。”这些“拍档~[叙述]”异能包括“拍档~角色选择”、“拍档~父与子”、“拍档~友谊永恒”,以及“拍档~求生者”。 702.124j “Partner with [name]” represents two abilities. It means “You may designate two legendary cards as your commander rather than one if each has a ‘partner with [name]’ ability with the other’s name” and “When this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle.”\\ 702.124j “与[名称]拍档”代表两个异能。它意指“你可以将一张具有‘与[名称]拍档’异能的传奇牌与一张具有该名称的牌共同用作你的指挥官。”以及“当此永久物进场时,目标牌手可以其牌库中搜寻一张名为[名称]的牌,展示该牌,然后将它置于其手上,然后洗牌。” @@ -3363,6 +3363,15 @@ Example: Tapestry Warden has as ability that reads “Each creature you control 702.189b An ability that triggers whenever a player firebends triggers whenever a firebending ability they control resolves.\\ 702.189b 每当牌手振火时触发的异能会在该牌手操控的振火异能结算时触发。 +702.190. Sneak\\ +702.190. 奇袭 + +702.190a Sneak is a keyword that represents a static ability that functions while the spell with sneak is on the stack. “Sneak [cost]” means “Any time you could cast an instant during your declare blockers step, you may choose to pay [cost] and return an unblocked creature you control to its owner’s hand rather than pay this spell’s mana cost.”\\ +702.190a 奇袭是代表一个具有该异能的咒语在堆叠上时生效的静止式异能的关键字。“奇袭[费用]”意指,“于你的宣告阻挡者步骤中你能够施放瞬间的时机,你可以选择支付[费用],并将一个由你操控且未受阻挡的生物移回其拥有者手上,而非支付此咒语的法术力费用。” + +702.190b A permanent spell cast using sneak enters the battlefield tapped and attacking (see rule 506.3a). It will be attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand to pay the sneak cost of the spell that became that permanent.\\ +702.190b 利用奇袭异能施放的永久物咒语,进战场时为横置且正进行攻击(参见规则[[cr:5#cr506-3a|506.3a]])。该永久物进场时所攻击的牌手、鹏洛客或战役,与支付成为该永久物之咒语的奇袭费用时移回其拥有者手上的生物所攻击者相同。 + ===== 703. 回合动作 Turn-Based Actions ===== 703. Turn-Based Actions\\ 703. 回合动作 @@ -4289,7 +4298,7 @@ Example: Leyline of the Void is an enchantment that reads, in part, “If a card 715.3c 如果一个历险咒语被复制,该复制品也是历险。它具有该咒语的副特征,而非代表该历险咒语的牌之正常特征。任何提及作为历险施放的咒语之规则或效应也会提及该复制品。 715.3d Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may play it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure.\\ -715.3d 作为历险施放的咒语于其结算时,该咒语的操控者改为将其放逐,而非置入其拥有者的坟墓场。于该咒语持续被放逐期间,该牌手可以使用之。它不能以此法作为历险施放,尽管其他允许某牌手施放该牌的效应可能会允许某牌手将其作为历险施放。 +715.3d 作为历险施放的咒语于其结算时,该咒语的操控者改为将其放逐,而非置入其拥有者的坟墓场。于该牌持续被放逐期间,该牌手可以使用之。它不能以此法作为历险施放,尽管其他允许某牌手施放该牌的效应可能会允许某牌手将其作为历险施放。 715.4. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.\\ 715.4. 在堆叠以外的其他区域、以及在堆叠上且不为历险时,历险者牌只具有其正常特征。 @@ -4466,7 +4475,7 @@ Example: Leyline of the Void is an enchantment that reads, in part, “If a card 721.2a “{N+}[异能]”意指“只要此永久物上面有N个或更多充电指示物,它便具有[异能]。” 721.2b “{N+}[abilities][P/T]” means “As long as this permanent has N or more charge counters on it, it has [abilities] and is a creature with base power and toughness [P/T] in addition to its other types.”\\ -721.2b “{N+}[异能][P/T]”意指“只要此生物上面有N或更多个充电指示物,它便具有[异能],是基础力量与防御力为[P/T]的生物,且仍具有原本类别。” +721.2b “{N+}[异能][P/T]”意指“只要此永久物上面有N或更多个充电指示物,它便具有[异能],是基础力量与防御力为[P/T]的生物,且仍具有原本类别。” 721.2c While in any zone other than the battlefield, station cards do not have power or toughness.\\ 721.2c 在战场之外的任何区域中,蓄势牌都没有力量或防御力。 diff --git a/dokuwiki/catalog.txt b/dokuwiki/catalog.txt index 38e70f3..c3d4402 100644 --- a/dokuwiki/catalog.txt +++ b/dokuwiki/catalog.txt @@ -2,7 +2,7 @@ 这是目录页的主要部分。将这部分内容和catalog_instruction.txt组合成完整的目录页。 ===== 目录 ===== -//此规则于2026年1月16日起生效。// +//此规则于2026年2月27日起生效。// [[CR:Intro|前言]] diff --git a/dokuwiki/glossary.txt b/dokuwiki/glossary.txt index e5e3c5a..5d8f0c7 100644 --- a/dokuwiki/glossary.txt +++ b/dokuwiki/glossary.txt @@ -357,10 +357,10 @@ The team who can attack during the combat phase of a multiplayer game using the ---- Attacks and Isn’t Blocked\\ -攻击且未被阻挡 +攻击且未受阻挡 An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an unblocked attacking creature. See rule 509.1h.\\ -一个当生物“攻击且未被阻挡”的异能在该生物成为未被阻挡的攻击生物时触发。参见规则[[cr:5#cr509-1h|509.1h]]。 +一个当生物“攻击且未受阻挡”的异能在该生物成为未受阻挡的攻击生物时触发。参见规则[[cr:5#cr509-1h|509.1h]]。 ---- Attraction\\ @@ -543,7 +543,7 @@ Blocked Creature\\ 被阻挡的生物 An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\\ -一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未被阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则[[cr:5#cr509|509]],“宣告阻挡者步骤”。 +一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未受阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则[[cr:5#cr509|509]],“宣告阻挡者步骤”。 ---- Blocking Creature\\ @@ -4154,6 +4154,13 @@ Slivercycling\\ See Typecycling.\\ 参见类别循环。 +---- +Sneak\\ +奇袭 + +A keyword ability that allows a spell to be cast for an alternative cost, including returning an unblocked attacking creature to its owner’s hand. Creatures cast this way enter tapped and attacking.\\ +一个关键字异能,允许咒语以替代性费用施放,此费用包括将未受阻挡的攻击生物移回其拥有者手上。以此法施放的生物进场时为横置且正进行攻击。 + ---- Snow\\ 雪境 @@ -4930,10 +4937,10 @@ A term that meant “can’t be blocked.” Cards that used this term have recei ---- Unblocked Creature\\ -未被阻挡的生物 +未受阻挡的生物 An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\\ -一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况未知,一直保持是未被阻挡的生物。参见规则[[cr:5#cr509|509]],“宣告阻挡者步骤”。 +一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况为止,一直保持是未受阻挡的生物。参见规则[[cr:5#cr509|509]],“宣告阻挡者步骤”。 ---- Undaunted\\ diff --git a/dokuwiki/glossarycn.txt b/dokuwiki/glossarycn.txt index 5c2be77..e456c58 100644 --- a/dokuwiki/glossarycn.txt +++ b/dokuwiki/glossarycn.txt @@ -123,7 +123,7 @@ Blocked Creature\\ 被阻挡的生物 An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\\ -一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未被阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则[[cr:5#cr509|509]],“宣告阻挡者步骤”。 +一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未受阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则[[cr:5#cr509|509]],“宣告阻挡者步骤”。 ---- Local Enchantment (Obsolete)\\ @@ -1316,10 +1316,10 @@ An option that may be used in certain multiplayer variants. See rule 802, “Att ---- Attacks and Isn’t Blocked\\ -攻击且未被阻挡 +攻击且未受阻挡 An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an unblocked attacking creature. See rule 509.1h.\\ -一个当生物“攻击且未被阻挡”的异能在该生物成为未被阻挡的攻击生物时触发。参见规则[[cr:5#cr509-1h|509.1h]]。 +一个当生物“攻击且未受阻挡”的异能在该生物成为未受阻挡的攻击生物时触发。参见规则[[cr:5#cr509-1h|509.1h]]。 ---- Attack Right Option\\ @@ -2703,6 +2703,13 @@ Starting Hand Size\\ The number of cards a player draws as a game begins. In most games, each player’s starting hand size is seven. See rule 103.5.\\ 牌手在游戏开始时抓牌的数量。在大多数游戏中,每位牌手的起手牌数量为七。参见规则[[cr:1#cr103-5|103.5]]。 +---- +Sneak\\ +奇袭 + +A keyword ability that allows a spell to be cast for an alternative cost, including returning an unblocked attacking creature to its owner’s hand. Creatures cast this way enter tapped and attacking.\\ +一个关键字异能,允许咒语以替代性费用施放,此费用包括将未受阻挡的攻击生物移回其拥有者手上。以此法施放的生物进场时为横置且正进行攻击。 + ---- Islandhome (Obsolete)\\ 潜居海岛(已废止) @@ -3582,13 +3589,6 @@ Afterlife\\ A keyword ability that leaves behind Spirit creature tokens when certain creatures die. See rule 702.135, “Afterlife.”\\ 一个关键字异能,使某些生物死去时留下精怪衍生生物。参见规则[[cr:7#cr702-135|702.135]],“往生”。 ----- -Unblocked Creature\\ -未被阻挡的生物 - -An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\\ -一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况未知,一直保持是未被阻挡的生物。参见规则[[cr:5#cr509|509]],“宣告阻挡者步骤”。 - ---- Upkeep Step\\ 维持步骤 @@ -3645,6 +3645,13 @@ Menace\\ An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.”\\ 一种躲避式异能,可以让生物不能被单一生物阻挡。参见规则[[cr:7#cr702-111|702.111]],“威慑”。 +---- +Unblocked Creature\\ +未受阻挡的生物 + +An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\\ +一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况为止,一直保持是未受阻挡的生物。参见规则[[cr:5#cr509|509]],“宣告阻挡者步骤”。 + ---- Disguise\\ 伪装 diff --git a/markdown/1.md b/markdown/1.md index 13039e0..01d9a0c 100644 --- a/markdown/1.md +++ b/markdown/1.md @@ -784,6 +784,9 @@ Example: Spitting Image is a sorcery that says, in part, “Create a token that 111.10u 探地器衍生物是具有“{2},{T},牺牲此衍生物:从你牌库中搜寻一张基本地牌,将之横置放进战场,然后洗牌。”的无色探地器衍生神器。 111.10u A Lander token is a colorless Lander artifact token with “{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.” +111.10v 突变剂衍生物是具有“{1},{T},牺牲此衍生物:在目标生物上放置一个+1/+1指示物。只能于法术时机起动。”的无色突变剂衍生神器。 +111.10v A Mutagen token is a colorless Mutagen artifact token with “{1}, {T}, Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.” + 111.11. 如果一个效应令牌手派出一个具名称的衍生物,但未定义该衍生物的其他特征,且该名称也不是上述预定义衍生物的名称之一,则该牌手利用Oracle牌张参考文献中具该名称之牌确定该衍生物的特征。 111.11. If an effect instructs a player to create a token by name, doesn’t define any other characteristics for that token, and the name is not one of the types in the list of predefined tokens above, that player uses the card with that name in the Oracle card reference to determine the characteristics of that token. diff --git a/markdown/2.md b/markdown/2.md index b064fa2..812ecb3 100644 --- a/markdown/2.md +++ b/markdown/2.md @@ -243,8 +243,8 @@ Example: When choosing a creature type, “Merfolk” or “Wizard” is accepta 205.3f 很多牌所印刷的副类别已经不再适用。很多牌得到了新的副类别。使用Oracle牌张参考文献来确认一张牌的副类别。(参见规则[108.1](/cr/1/#cr108-1)。) 205.3f Many cards were printed with subtypes that are now obsolete. Many cards have retroactively received subtypes. Use the Oracle card reference to determine what a card’s subtypes are. (See rule 108.1.) -205.3g 神器具有其特有的副类别;这些副类别被称为神器类别。神器类别包括景点(参见规则[717](/cr/7/#cr717))、血滴、娃娃、线索、机巧、武具(参见规则[301.5](/cr/3/#cr301-5))、食品、工事(参见规则[301.6](/cr/3/#cr301-6))、黄金、抚育器、无限[Infinity]、废料、探地器[Lander]、地图、魔力石、太空船[Spacecraft]、原石[Stone]、珍宝、以及载具(参见规则[301.7](/cr/3/#cr301-7))。 -205.3g Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Attraction (see rule 717), Blood, Bobblehead, Clue, Contraption, Equipment (see rule 301.5), Food, Fortification (see rule 301.6), Gold, Incubator, Infinity, Junk, Lander, Map, Powerstone, Spacecraft, Stone, Treasure, and Vehicle (see rule 301.7). +205.3g 神器具有其特有的副类别;这些副类别被称为神器类别。神器类别包括景点(参见规则[717](/cr/7/#cr717))、血滴、娃娃、线索、机巧、武具(参见规则[301.5](/cr/3/#cr301-5))、食品、工事(参见规则[301.6](/cr/3/#cr301-6))、黄金、抚育器、无限[Infinity]、废料、探地器[Lander]、地图、突变剂[Mutagen]、魔力石、太空船[Spacecraft]、原石[Stone]、珍宝、以及载具(参见规则[301.7](/cr/3/#cr301-7))。 +205.3g Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Attraction (see rule 717), Blood, Bobblehead, Clue, Contraption, Equipment (see rule 301.5), Food, Fortification (see rule 301.6), Gold, Incubator, Infinity, Junk, Lander, Map, Mutagen, Powerstone, Spacecraft, Stone, Treasure, and Vehicle (see rule 301.7). 205.3h 结界具有其特有的副类别,这些副类别被称为结界类别。结界类别包括灵气(参见规则[303.4](/cr/3/#cr303-4))、身世、魔符、案件(参见规则[719](/cr/7/#cr719))、职业(参见规则[716](/cr/7/#cr716))、诅咒、角色(参见规则[303.7](/cr/3/#cr303-7))、隔间、符文、传纪(参见规则[714](/cr/7/#cr714))、碎片、以及祭祠。 205.3h Enchantments have their own unique set of subtypes; these subtypes are called enchantment types. The enchantment types are Aura (see rule 303.4), Background, Cartouche, Case (see rule 719), Class (see rule 716), Curse, Role (see rule 303.7), Room, Rune, Saga (see rule 714), Shard, and Shrine. @@ -258,8 +258,8 @@ Example: When choosing a creature type, “Merfolk” or “Wizard” is accepta 205.3k 瞬间和法术共享副类别;这些副类别被称为咒语类别。咒语类别包括历险、古咒、课程、预兆,以及陷阱。 205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Adventure, Arcane, Lesson, Omen, and Trap. -205.3m 生物和亲缘共享其副类别列表;这些副类别被称为生物类别。有一种生物类别是两个单词:时间领主[Time Lord]。其他生物类别都是一个单词:参谋、乙太种、外星人、伙伴、天使、羚羊、猿猴、弓箭手、统领、犰狳、军队、神器师、杀手、组装工人、阿斯塔特、阿托格、原牛、圣者、亚札人、獾、气球[Balloon]、野蛮人、诗人、蜥怪、蝙蝠、熊、野兽、河狸、哔宝精、眼魔、狂战士、鸟、野牛[Bison]、光蛾、野猪、信使、丛枝兽、卡马利、骆驼、水豚、驯鹿、病媒、猫、半人马、儿童[Child]、盖美拉、市民、僧侣、小丑[Clown]、石化鸡蛇、组构体、懦夫、郊狼、蟹、鳄鱼、星神、禁军、赛博人[Cyberman]、独眼巨人、戴立克[Dalek]、道西、半神、恶魔、逃亡者[Deserter]、侦探、魔鬼、恐龙、巨灵、医生、狗、龙、龙兽、无畏舰、卓兹人[Drix]、奴兽、德鲁伊、树灵、矮人、针鼹[Echidna]、魔神、蛋、长老、奥札奇、元素、象、妖精、麋鹿、雇员[Employee]、眼、仙灵、雪貂[Ferret]、鱼、旗手、狐、分灵、蛙、真菌、玩家[Gamer]、石像鬼、病菌、巨人、吉斯人、烁光体[Glimmer]、豺狼人、地侏、山羊、鬼怪、神、魔像、蛇发妖、墓生、怪灵、狮鹫、宾客[Guest]、巫婆、半身人、仓鼠、哈痞、刺猬[Hedgehog]、地狱兽、英雄、河马、骏鹰、荷马利、造妖、惊惧兽、马、人类、多头龙、鬣狗、虚影、小恶魔、化身、墨灵、审判官、昆虫、豺狼、水母、攻城巨车、袋鼠[Kangaroo]、卡甫、麒麟、洁英、骑士、鬼崽、寇族、巨海兽、骆马、拉弥亚、拉玛苏、蛭、狐猴[Lemur]、海怪、拉高耶夫、立吸怪、蜥蜴、龙虾[Lobster]、翼狮、异狮、佣兵、人鱼、仿索蓝人、奴仆、牛头怪、虫械、鼹鼠、贩商、猫鼬、修行僧、猴、莫古力[Moogle]、月人、坐骑、家鼠、突变体、秘耳、秘教徒、鹦鹉螺、太空死灵、巨神灵、梦魇、夜潜魔、忍者、贵族、诺格、游牧人、宁芙、章鱼、食人魔、流浆、法球[Orb]、半兽人、欧格、水獭、奥夫、牛、牡蛎、穿山甲、平民、飞马、分节、演员[Performer]、害虫、紫河马、凤凰、非瑞人、驾手、钳手、海盗、植物、鸭嘴兽[Platypus]、豪猪、负鼠、魔判官、原体、棱镜、噬体、食族[Qu]、兔、浣熊、游侠、老鼠、反抗军、映影、犀牛、整备师、机器人、浪客、紫貂、火蜥蜴、武士、砂、腐生物、羊蹄人、稻草人、科学家、孽裔、蝎子、斥候、雕像[Sculpture]、海豹[Seal]、农奴、巨蛇、自动机、阴魂、祭师、变形兽、鲨鱼、绵羊、塞连、骷髅妖、臭鼬、斯立兹、裂片妖、树懒、蛞蝓、蜗牛、蛇、士兵、索泰利、术士[Sorcerer]、后裔、幽灵、塑法师、史芬斯、蜘蛛、钉兽、精怪、碎裂[Splinter]、海绵、乌贼、松鼠、海星、苏拉卡、求生者[Survivor]、共生体[Symbiote]、合成人、触手、四分节[Tetravite]、萨拉卡斯、振翼机、索尔兽、魔人、玩具[Toy]、树妖、三叶虫、三分节、巨魔、龟、泰伦虫族、独角兽、吸血鬼、害兽、维多肯、反派[Villain]、进化体、墙、海象、邪术师、战士、鼬鼠[Weasel]、怪奇、狼人、鲸鱼、法术师、狼、狼獾、袋熊、蠕虫、鬼魂、亚龙、雪怪、灵俑、无面鬼。 -205.3m Creatures and kindreds share their lists of subtypes; these subtypes are called creature types. One creature type is two words long: Time Lord. All other creature types are one word long: Advisor, Aetherborn, Alien, Ally, Angel, Antelope, Ape, Archer, Archon, Armadillo, Army, Artificer, Assassin, Assembly-Worker, Astartes, Atog, Aurochs, Avatar, Azra, Badger, Balloon, Barbarian, Bard, Basilisk, Bat, Bear, Beast, Beaver, Beeble, Beholder, Berserker, Bird, Bison, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Capybara, Caribou, Carrier, Cat, Centaur, Child, Chimera, Citizen, Cleric, Clown, Cockatrice, Construct, Coward, Coyote, Crab, Crocodile, C’tan, Custodes, Cyberman, Cyclops, Dalek, Dauthi, Demigod, Demon, Deserter, Detective, Devil, Dinosaur, Djinn, Doctor, Dog, Dragon, Drake, Dreadnought, Drix, Drone, Druid, Dryad, Dwarf, Echidna, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Employee, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Fractal, Frog, Fungus, Gamer, Gargoyle, Germ, Giant, Gith, Glimmer, Gnoll, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guest, Hag, Halfling, Hamster, Harpy, Hedgehog, Hellion, Hero, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Inkling, Inquisitor, Insect, Jackal, Jellyfish, Juggernaut, Kangaroo, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Llama, Lamia, Lammasu, Leech, Lemur, Leviathan, Lhurgoyf, Licid, Lizard, Lobster, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mite, Mole, Monger, Mongoose, Monk, Monkey, Moogle, Moonfolk, Mount, Mouse, Mutant, Myr, Mystic, Nautilus, Necron, Nephilim, Nightmare, Nightstalker, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Otter, Ouphe, Ox, Oyster, Pangolin, Peasant, Pegasus, Pentavite, Performer, Pest, Phelddagrif, Phoenix, Phyrexian, Pilot, Pincher, Pirate, Plant, Platypus, Porcupine, Possum, Praetor, Primarch, Prism, Processor, Qu, Rabbit, Raccoon, Ranger, Rat, Rebel, Reflection, Rhino, Rigger, Robot, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scientist, Scion, Scorpion, Scout, Sculpture, Seal, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Shark, Sheep, Siren, Skeleton, Skunk, Slith, Sliver, Sloth, Slug, Snail, Snake, Soldier, Soltari, Sorcerer, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Symbiote, Synth, Tentacle, Tetravite, Thalakos, Thopter, Thrull, Tiefling, Toy, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Tyranid, Unicorn, Vampire, Varmint, Vedalken, Villain, Volver, Wall, Walrus, Warlock, Warrior, Weasel, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera. +205.3m 生物和亲缘共享其副类别列表;这些副类别被称为生物类别。有一种生物类别是两个单词:时间领主[Time Lord]。其他生物类别都是一个单词:参谋、乙太种、外星人、伙伴、天使、羚羊、猿猴、弓箭手、统领、犰狳、军队、神器师、杀手、组装工人、阿斯塔特、阿托格、原牛、圣者、亚札人、獾、气球[Balloon]、野蛮人、诗人、蜥怪、蝙蝠、熊、野兽、河狸、哔宝精、眼魔、狂战士、鸟、野牛[Bison]、光蛾、野猪、信使、丛枝兽、卡马利、骆驼、水豚、驯鹿、病媒、猫、半人马、儿童[Child]、盖美拉、市民、僧侣、小丑[Clown]、石化鸡蛇、组构体、懦夫、郊狼、蟹、鳄鱼、星神、禁军、赛博人[Cyberman]、独眼巨人、戴立克[Dalek]、道西、半神、恶魔、逃亡者[Deserter]、侦探、魔鬼、恐龙、巨灵、医生、狗、龙、龙兽、无畏舰、卓兹人[Drix]、奴兽、德鲁伊、树灵、矮人、针鼹[Echidna]、魔神、蛋、长老、奥札奇、元素、象、妖精、麋鹿、雇员[Employee]、眼、仙灵、雪貂[Ferret]、鱼、旗手、狐、分灵、蛙、真菌、玩家[Gamer]、石像鬼、病菌、巨人、吉斯人、烁光体[Glimmer]、豺狼人、地侏、山羊、鬼怪、神、魔像、蛇发妖、墓生、怪灵、狮鹫、宾客[Guest]、巫婆、半身人、仓鼠、哈痞、刺猬[Hedgehog]、地狱兽、英雄、河马、骏鹰、荷马利、造妖、惊惧兽、马、人类、多头龙、鬣狗、虚影、小恶魔、化身、墨灵、审判官、昆虫、豺狼、水母、攻城巨车、袋鼠[Kangaroo]、卡甫、麒麟、洁英、骑士、鬼崽、寇族、巨海兽、骆马、拉弥亚、拉玛苏、蛭、狐猴[Lemur]、海怪、拉高耶夫、立吸怪、蜥蜴、龙虾[Lobster]、翼狮、异狮、佣兵、人鱼、仿索蓝人、奴仆、牛头怪、虫械、鼹鼠、贩商、猫鼬、修行僧、猴、莫古力[Moogle]、月人、坐骑、家鼠、突变体、秘耳、秘教徒、鹦鹉螺、太空死灵、巨神灵、梦魇、夜潜魔、忍者、贵族、诺格、游牧人、宁芙、章鱼、食人魔、流浆、法球[Orb]、半兽人、欧格、水獭、奥夫、牛、牡蛎、穿山甲、平民、飞马、分节、演员[Performer]、害虫、紫河马、凤凰、非瑞人、驾手、钳手、海盗、植物、鸭嘴兽[Platypus]、豪猪、负鼠、魔判官、原体、棱镜、噬体、食族[Qu]、兔、浣熊、游侠、老鼠、反抗军、映影、犀牛、整备师、机器人、浪客、紫貂、火蜥蜴、武士、砂、腐生物、羊蹄人、稻草人、科学家、孽裔、蝎子、斥候、雕像[Sculpture]、海豹[Seal]、农奴、巨蛇、自动机、阴魂、祭师、变形兽、鲨鱼、绵羊、塞连、骷髅妖、臭鼬、斯立兹、裂片妖、树懒、蛞蝓、蜗牛、蛇、士兵、索泰利、术士[Sorcerer]、后裔、幽灵、塑法师、史芬斯、蜘蛛、钉兽、精怪、碎裂[Splinter]、海绵、乌贼、松鼠、海星、苏拉卡、求生者[Survivor]、共生体[Symbiote]、合成人、触手、四分节[Tetravite]、萨拉卡斯、振翼机、索尔兽、魔人、玩具[Toy]、树妖、三叶虫、三分节、巨魔、龟、泰伦虫族、独角兽、乌创[Utrom]、吸血鬼、害兽、维多肯、反派[Villain]、进化体、墙、海象、邪术师、战士、鼬鼠[Weasel]、怪奇、狼人、鲸鱼、法术师、狼、狼獾、袋熊、蠕虫、鬼魂、亚龙、雪怪、灵俑、无面鬼。 +205.3m Creatures and kindreds share their lists of subtypes; these subtypes are called creature types. One creature type is two words long: Time Lord. All other creature types are one word long: Advisor, Aetherborn, Alien, Ally, Angel, Antelope, Ape, Archer, Archon, Armadillo, Army, Artificer, Assassin, Assembly-Worker, Astartes, Atog, Aurochs, Avatar, Azra, Badger, Balloon, Barbarian, Bard, Basilisk, Bat, Bear, Beast, Beaver, Beeble, Beholder, Berserker, Bird, Bison, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Capybara, Caribou, Carrier, Cat, Centaur, Child, Chimera, Citizen, Cleric, Clown, Cockatrice, Construct, Coward, Coyote, Crab, Crocodile, C’tan, Custodes, Cyberman, Cyclops, Dalek, Dauthi, Demigod, Demon, Deserter, Detective, Devil, Dinosaur, Djinn, Doctor, Dog, Dragon, Drake, Dreadnought, Drix, Drone, Druid, Dryad, Dwarf, Echidna, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Employee, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Fractal, Frog, Fungus, Gamer, Gargoyle, Germ, Giant, Gith, Glimmer, Gnoll, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guest, Hag, Halfling, Hamster, Harpy, Hedgehog, Hellion, Hero, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Inkling, Inquisitor, Insect, Jackal, Jellyfish, Juggernaut, Kangaroo, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Llama, Lamia, Lammasu, Leech, Lemur, Leviathan, Lhurgoyf, Licid, Lizard, Lobster, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mite, Mole, Monger, Mongoose, Monk, Monkey, Moogle, Moonfolk, Mount, Mouse, Mutant, Myr, Mystic, Nautilus, Necron, Nephilim, Nightmare, Nightstalker, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Otter, Ouphe, Ox, Oyster, Pangolin, Peasant, Pegasus, Pentavite, Performer, Pest, Phelddagrif, Phoenix, Phyrexian, Pilot, Pincher, Pirate, Plant, Platypus, Porcupine, Possum, Praetor, Primarch, Prism, Processor, Qu, Rabbit, Raccoon, Ranger, Rat, Rebel, Reflection, Rhino, Rigger, Robot, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scientist, Scion, Scorpion, Scout, Sculpture, Seal, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Shark, Sheep, Siren, Skeleton, Skunk, Slith, Sliver, Sloth, Slug, Snail, Snake, Soldier, Soltari, Sorcerer, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Symbiote, Synth, Tentacle, Tetravite, Thalakos, Thopter, Thrull, Tiefling, Toy, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Tyranid, Unicorn, Utrom, Vampire, Varmint, Vedalken, Villain, Volver, Wall, Walrus, Warlock, Warrior, Weasel, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera. 205.3n 时空具有其特有的副类别,这些副类别被称为时空类别。时空类别包括邃狱、阿拉若、阿尔法瓦·梅特拉西斯[Alfava Metraxis]、阿芒凯、小安德洛赞尼[Androzani Minor]、安陶西亚、阿帕拉普西亚[Apalapucia]、阿凯维沃、阿科斯[Arkhos]、阿维什卡[Avishkar]、阿兹戈尔、贝列侬、波拉斯冥想域[Bolas’s Meditation Realm]、卡佩纳、克莱哲、戴立克疯人院[The Dalek Asylum]、达勒里恩[Darillium]、多明纳里亚、地球[Earth]、埃圭尔、艾卓、埃奎罗、厄加蒙、法巴辛、翡欧拉、迦里弗莱[Gallifrey]、庞巨地、高巴汗、马头星云[Horsehead Nebula]、依克黎、依尼翠、伊夸塔纳、伊尔、依夏兰、凯德海姆、神河、坎多卡[Kandoka]、卡瑟斯[Karsus]、喀法莱[Kephalai]、金沙拉[Kinshala]、科尔帕罕[Kolbahan]、凯勒姆、凯奈斯[Kyneth]、图书馆[The Library]、洛温、卢维恩[Luvion]、火星[Mars]、玛凯迪亚、秘罗地、墨格、蒙森、月球[Moon]、莫甘达、亡灵星[Necros]、新地球[New Earth]、新非瑞克西亚、玛特螺旋外部[Outside Mutter's Spiral]、非瑞克西亚、派鲁利亚、拉拜亚、瑞斯、拉尼卡、瑞格沙、塞哥维亚、撒拉的圣域、暗影荒原、山德拉、蜃梦、斯卡罗[Skaro]、宇宙飞船[Spacecraft]、鞑契、塞洛斯、时间星球[Time]、坦泽罗[Trenzalore]、厄格罗沙、无名星球[Unknown Planet]、瓦拉、维林、野火、兹雷兹、赞迪卡、赛费尔。 205.3n Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are The Abyss, Alara, Alfava Metraxis, Amonkhet, Androzani Minor, Antausia, Apalapucia, Arcavios, Arkhos, Avishkar, Azgol, Belenon, Bolas’s Meditation Realm, Capenna, Cridhe, The Dalek Asylum, Darillium, Dominaria, Earth, Echoir, Eldraine, Equilor, Ergamon, Fabacin, Fiora, Gallifrey, Gargantikar, Gobakhan, Horsehead Nebula, Ikoria, Innistrad, Iquatana, Ir, Ixalan, Kaldheim, Kamigawa, Kandoka, Karsus, Kephalai, Kinshala, Kolbahan, Kylem, Kyneth, The Library, Lorwyn, Luvion, Mars, Mercadia, Mirrodin, Moag, Mongseng, Moon, Muraganda, Necros, New Earth, New Phyrexia, Outside Mutter’s Spiral, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra’s Realm, Shadowmoor, Shandalar, Shenmeng, Skaro, Spacecraft, Tarkir, Theros, Time, Trenzalore, Ulgrotha, Unknown Planet, Valla, Vryn, Wildfire, Xerex, Zendikar, and Zhalfir. @@ -342,8 +342,8 @@ Cards printed in sets prior to the Eighth Edition core set didn’t use the word 207.2b 背景叙述以斜体字方式印刷,用来发展游戏的意境,功效有如图片。它通常印在规则叙述的下方。 207.2b Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It usually appears below the rules text. -207.2c 牌上的一些异能以斜体字方式的异能提示开头。异能提示与关键字相似,它们将一些运作方式类似的牌归为一类,但是它们没有特殊的规则含义,且在完整规则中也没有独自的章节。异能提示包括固色、附案、联手、协战、血激、欢庆、魂力、渲色、齐力、星彩、聚辉、议争、鸠集、躁狂、落坟4、落坟8、领土、异景、威仪、激怒、命悬一刻、落坟无边、威猛、连咒、强横、声威、背水战、勇行、压印、启悟、携手、血族、地落、副官、魔艺、金技、丧心、集群战术、悖论、论争、辉耀、突击、奋扬、复新、反抗、密议、精熟咒语、积力、生还、扫平、诱引、门槛、朽力、英武、异彩、空洞,以及议定。 -207.2c An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are adamant, addendum, alliance, battalion, bloodrush, celebration, channel, chroma, cohort, constellation, converge, council’s dilemma, coven, delirium, descend 4, descend 8, domain, eerie, eminence, enrage, fateful hour, fathomless descent, ferocious, flurry, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, magecraft, metalcraft, morbid, pack tactics, paradox, parley, radiance, raid, rally, renew, revolt, secret council, spell mastery, strive, survival, sweep, tempting offer, threshold, undergrowth, valiant, vivid, void, and will of the council. +207.2c 牌上的一些异能以斜体字方式的异能提示开头。异能提示与关键字相似,它们将一些运作方式类似的牌归为一类,但是它们没有特殊的规则含义,且在完整规则中也没有独自的章节。异能提示包括固色、附案、联手、协战、血激、欢庆、魂力、渲色、齐力、星彩、聚辉、议争、鸠集、躁狂、落坟4、落坟8、消失、领土、异景、威仪、激怒、命悬一刻、落坟无边、威猛、连咒、强横、声威、背水战、勇行、压印、启悟、携手、血族、地落、副官、魔艺、金技、丧心、集群战术、悖论、论争、辉耀、突击、奋扬、复新、反抗、密议、精熟咒语、积力、生还、扫平、诱引、门槛、朽力、英武、异彩、空洞,以及议定。 +207.2c An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are adamant, addendum, alliance, battalion, bloodrush, celebration, channel, chroma, cohort, constellation, converge, council’s dilemma, coven, delirium, descend 4, descend 8, disappear, domain, eerie, eminence, enrage, fateful hour, fathomless descent, ferocious, flurry, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, magecraft, metalcraft, morbid, pack tactics, paradox, parley, radiance, raid, rally, renew, revolt, secret council, spell mastery, strive, survival, sweep, tempting offer, threshold, undergrowth, valiant, vivid, void, and will of the council. 207.2d 与异能提示类似,风味提示以斜体字方式出现在一些异能的开头。风味提示使得异能的叙述更显鲜活,但是它们本身没有特殊的规则含义,且在完整规则中也没有独自的章节。 207.2d Similar to ability words, flavor words appear in italics at the beginning of some abilities. Flavor words provide a flavorful description of abilities, but they have no special rules meaning and are not listed in the Comprehensive Rules. While an ability word ties together several abilities with similar functionality, each flavor word is tailored to the specific ability it appears with. diff --git a/markdown/5.md b/markdown/5.md index cd89974..20f1da2 100644 --- a/markdown/5.md +++ b/markdown/5.md @@ -143,16 +143,19 @@ Example: Obeka, Splitter of Seconds says, in part, “Whenever Obeka deals comba 506.3c 如果一个效应将一个生物放进战场且正攻击一个不在游戏内的牌手、一个不在战场上或不再是鹏洛客或战役的永久物,此生物会进入战场,但不会视为攻击生物。参见规则[508.4a](/cr/5/#cr508-4a)。 506.3c If an effect would put a creature onto the battlefield attacking either a player not in the game or a permanent that’s no longer on the battlefield or isn’t either a planeswalker or a battle, that creature does enter the battlefield, but it’s never considered to be an attacking creature. See rule 508.4a. -506.3d 如果一个效应将一个生物放进战场且进行阻挡,但该生物将要阻挡的生物并没有攻击该进战场生物的操控者、该牌手操控的鹏洛客或该牌手防卫的战役,此生物会进入战场,但不会被视同阻挡生物。 -506.3d If an effect would put a creature onto the battlefield blocking but the creature it would block isn’t attacking the entering creature’s controller, a planeswalker that player controls, or a battle that player protects, that creature does enter the battlefield, but it’s never considered to be a blocking creature. +506.3d 如果一个效应在宣告阻挡者步骤、战斗伤害步骤、或战斗结束步骤中将一个生物放进战场且进行攻击,此生物会进入战场且未受阻挡。参见规则[508.4d](/cr/5/#cr508-4d)。 +506.3d If an effect puts a creature onto the battlefield attacking during the declare blockers step, combat damage step, or end of combat step, that creature enters the battlefield unblocked. See rule 508.4d. -506.3e 如果一个效应将一个同时为战役的生物放进战场且正进行攻击或阻挡,此永久物会进入战场,但不会被视同攻击或阻挡生物。 -506.3e If an effect would put a creature that’s also a battle onto the battlefield attacking or blocking, that permanent enters the battlefield but it’s never considered to be an attacking or blocking creature. +506.3e 如果一个效应将一个生物放进战场且进行阻挡,但该生物将要阻挡的生物并没有攻击该进战场生物的操控者、该牌手操控的鹏洛客或该牌手防卫的战役,此生物会进入战场,但不会被视同阻挡生物。 +506.3e If an effect would put a creature onto the battlefield blocking but the creature it would block isn’t attacking the entering creature’s controller, a planeswalker that player controls, or a battle that player protects, that creature does enter the battlefield, but it’s never considered to be a blocking creature. -506.3f 如果一个结算中的咒语或异能将使得一个战役成为生物且正进行攻击或阻挡,该效应的此部分没有任何效果。 -506.3f If a resolving spell or ability would cause a battle to become an attacking or blocking creature, that part of the effect does nothing. +506.3f 如果一个效应将一个同时为战役的生物放进战场且正进行攻击或阻挡,此永久物会进入战场,但不会被视同攻击或阻挡生物。 +506.3f If an effect would put a creature that’s also a battle onto the battlefield attacking or blocking, that permanent enters the battlefield but it’s never considered to be an attacking or blocking creature. -506.4. 如果一个永久物离开战场、改变操控者、跃离、被特定效应移出战斗、该永久物为被攻击中的鹏洛客但不再是鹏洛客、该永久物为被攻击中的战役但不再是战役、或该永久物是攻击或阻挡生物(参见规则[701.19](/cr/7/#cr701-19)),但其重生、不再是生物或成为战役,则它被移出战斗。被移出战斗的生物不再是攻击、阻挡、被阻挡和/或未被阻挡生物。被移出战斗的鹏洛客或战役不再被攻击。 +506.3g 如果一个结算中的咒语或异能将使得一个战役成为生物且正进行攻击或阻挡,该效应的此部分没有任何效果。 +506.3g If a resolving spell or ability would cause a battle to become an attacking or blocking creature, that part of the effect does nothing. + +506.4. 如果一个永久物离开战场、改变操控者、跃离、被特定效应移出战斗、该永久物为被攻击中的鹏洛客但不再是鹏洛客、该永久物为被攻击中的战役但不再是战役、或该永久物是攻击或阻挡生物(参见规则[701.19](/cr/7/#cr701-19)),但其重生、不再是生物或成为战役,则它被移出战斗。被移出战斗的生物不再是攻击、阻挡、被阻挡和/或未受阻挡的生物。被移出战斗的鹏洛客或战役不再被攻击。 506.4. A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it’s a planeswalker that’s being attacked and stops being a planeswalker, if it’s a battle that’s being attacked and stops being a battle, or if it’s an attacking or blocking creature that regenerates (see rule 701.19), stops being a creature, or becomes a battle. A creature that’s removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker or battle that’s removed from combat stops being attacked. 506.4a 一旦生物被宣布为攻击或阻挡生物,阻止此生物攻击或阻挡的咒语或异能不会将此生物移出战斗。 @@ -161,7 +164,7 @@ Example: Obeka, Splitter of Seconds says, in part, “Whenever Obeka deals comba 506.4b 横置或重置已经被宣告为攻击或阻挡的生物不会将该生物移出战斗,也不会防止其战斗伤害。 506.4b Tapping or untapping a creature that’s already been declared as an attacker or blocker doesn’t remove it from combat and doesn’t prevent its combat damage. -506.4c 如果一个生物攻击鹏洛客或战役,将该鹏洛客或战役移出战斗并不会将该生物移出战斗。此生物依然为攻击生物,但它没有攻击牌手、鹏洛客或战役。它可以被阻挡。如果它没有被阻挡,也不会造成战斗伤害。 +506.4c 如果一个生物攻击鹏洛客或战役,将该鹏洛客或战役移出战斗并不会将该生物移出战斗。此生物依然为攻击生物,但它没有攻击牌手、鹏洛客或战役。它可以被阻挡。如果它未受阻挡,也不会造成战斗伤害。 506.4c If a creature is attacking a planeswalker or battle, removing that planeswalker or battle from combat doesn’t remove that creature from combat. It continues to be an attacking creature, although it is not attacking any player, planeswalker, or battle. It may be blocked. If it is unblocked, it will deal no combat damage. 506.4d 如果一个永久物同时是阻挡生物和被攻击的鹏洛客,且它不再是生物,也不再是鹏洛客,则它被移出战斗。如果它不再是生物或鹏洛客之一(而非同时不是两者),它会继续是一个阻挡生物或者一个被攻击的鹏洛客,依据它仍然拥有的牌张类别而定。 @@ -268,7 +271,7 @@ Example: A permanent has the ability “Whenever a green creature attacks, destr 508.3. 于宣告攻击者时触发的异能可能具有不同的触发条件。 508.3. Triggered abilities that trigger on attackers being declared may have different trigger conditions. -508.3a 叙述为“每当[某生物]攻击时,…”的异能,在该生物被宣告为攻击者时触发。类似地,“每当[某生物]攻击[某牌手、鹏洛客或战役]时,…”的异能,在该生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在该生物被放进战场且正在攻击时触发。 +508.3a 叙述为“每当[某生物]攻击时,…”的异能,在该生物被宣告为攻击者时触发。类似地,“每当[某生物]攻击[某牌手、鹏洛客或战役]时,…”的异能,在该生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在该生物被放进战场且正进行攻击时触发。 508.3a An ability that reads “Whenever [a creature] attacks, . . .” triggers if that creature is declared as an attacker. Similarly, “Whenever [a creature] attacks [a player, planeswalker, or battle], . . .” triggers if that creature is declared as an attacker attacking that player or permanent. Such abilities won’t trigger if a creature is put onto the battlefield attacking. 508.3b 叙述为“每当[某牌手、鹏洛客或战役]被攻击时,…”的异能,在一个或数个生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在某生物被放进战场且正向该牌手或永久物进行攻击时触发。 @@ -286,18 +289,21 @@ Example: A permanent has the ability “Whenever a green creature attacks, destr 508.3f 叙述为“每当[某生物]攻击且未受阻挡时,…”的异能,在宣告阻挡者步骤中触发,而非宣告攻击者步骤。参见规则[509.3g](/cr/5/#cr509-3g)。 508.3f An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers during the declare blockers step, not the declare attackers step. See rule 509.3g. -508.4. 如果一个生物放置进战场正在攻击,其操控者于该生物进入战场时选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役(除非将其放置进战场的效应指定其攻击的对象)。相似地,如果一个效应叙述一个生物正在攻击,除非该效应已有指明,否则其操控者选择该生物成为正在攻击时正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役。此类生物在“进行攻击”,但对于触发事件和效应来说,它们从未“攻击”过。 -508.4. If a creature is put onto the battlefield attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s attacking). Similarly, if an effect states that a creature is attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking (unless the effect has already specified). Such creatures are “attacking” but, for the purposes of trigger events and effects, they never “attacked.” +508.4. 如果一个生物放置进战场且正进行攻击,其操控者于该生物进入战场时选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役(除非将其放置进战场的效应指定其攻击的对象)。相似地,如果一个效应叙述一个生物正进行攻击,除非该效应已有指明,否则其操控者选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役。此类生物在“进行攻击”,但对于触发事件和效应来说,它们从未“攻击”过。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是攻击生物。 +508.4. If a creature is put onto the battlefield attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s attacking). Similarly, if an effect states that a creature is attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking (unless the effect has already specified). Such creatures are “attacking” but, for the purposes of trigger events and effects, they never “attacked.” They remain attacking creatures until they’re removed from combat or the combat phase ends, whichever comes first. -508.4a 如果该效应将一个生物放置进战场正在攻击,并指定其攻击特定牌手,且当效应结算时该牌手已经不在游戏内,该生物被放置进战场但不会视为攻击生物。对将生物放置进战场并指定其攻击特定鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。 +508.4a 如果该效应将一个生物放置进战场且正进行攻击,并指定其攻击特定牌手,且当效应结算时该牌手已经不在游戏内,该生物被放置进战场但不会视为攻击生物。对将生物放置进战场并指定其攻击特定鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。 508.4a If the effect that puts a creature onto the battlefield attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature is put onto the battlefield but is never considered an attacking creature. The same is true if the effect specifies a creature is put onto the battlefield attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player. -508.4b 如果一个效应叙述一个生物正在攻击且指定其攻击一个特定牌手,而该牌手在该效应结算时已不在游戏中,该生物不会成为攻击生物。对指定一个生物攻击一个鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。 +508.4b 如果一个效应叙述一个生物正进行攻击且指定其攻击一个特定牌手,而该牌手在该效应结算时已不在游戏中,该生物不会成为攻击生物。对指定一个生物攻击一个鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。 508.4b If the effect that states a creature is attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature doesn’t become an attacking creature. The same is true if the effect specifies a creature is attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player. -508.4c 放置进战场正在攻击、或被叙述为正在攻击的生物不会受到对宣告攻击者生效之要求或限制的影响。 +508.4c 放进战场正进行攻击、或被叙述为正进行攻击的生物不会受到对宣告攻击者生效之要求或限制的影响。 508.4c A creature that’s put onto the battlefield attacking or that is stated to be attacking isn’t affected by requirements or restrictions that apply to the declaration of attackers. +508.4d 在宣告阻挡者步骤、战斗伤害步骤、或战斗结束步骤中放进战场且正进行攻击的生物会进入战场且未受阻挡。在被移出战斗、效应叙述该生物正进行阻挡、或战斗阶段结束中首先发生的事件之前,它都将一直未受阻挡。 +508.4d A creature that’s put onto the battlefield attacking during the declare blockers step, combat damage step, or end of combat step enters the battlefield as an unblocked creature. It remains unblocked until it is removed from combat, an effect says it becomes blocked, or the combat phase ends, whichever comes first. + 508.5. 如果攻击生物上的异能提及防御牌手,或某咒语或异能同时提及某个正在攻击的生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手,其正在攻击的鹏洛客的操控者,或其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手,所攻击的鹏洛客的操控者,或所攻击的战役的防卫者。 508.5. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat. @@ -307,13 +313,13 @@ Example: A permanent has the ability “Whenever a green creature attacks, destr 508.6. 牌手“正在攻击[某牌手]”意指,前者牌手操控某个生物,且其正在攻击后者牌手。牌手“攻击过[某牌手]”意指,前者牌手宣告一个或数个生物成为攻击后者牌手的攻击者。 508.6. A player is “attacking [a player]” if the first player controls a creature that is attacking the second player. A player has “attacked [a player]” if the first player declared one or more creatures as attackers attacking the second player. -508.7. 一些牌允许牌手重新选择某生物正在攻击的牌手、鹏洛客或战役。 +508.7. 一些牌允许牌手重新选择某生物所攻击的牌手、鹏洛客或战役。 508.7. Some cards allow a player to reselect which player, planeswalker, or battle a creature is attacking. -508.7a 该正在攻击的生物不会被移出战斗,也不会被视为再次攻击。该生物正在攻击重新选择后的牌手或永久物,但仍被视为攻击过其被宣告为攻击者时所攻击的牌手或永久物。 +508.7a 该进行攻击的生物不会被移出战斗,也不会被视为再次攻击。该生物正在攻击重新选择后的牌手或永久物,但仍被视为攻击过其被宣告为攻击者时所攻击的牌手或永久物。 508.7a The attacking creature isn’t removed from combat and it isn’t considered to have attacked a second time. That creature is attacking the reselected player or permanent, but it’s still considered to have attacked the player or permanent chosen as it was declared as an attacker. -508.7b 重新选择某生物正在攻击的牌手、鹏洛客或战役时,该生物不受宣告攻击者时生效的要求或限制所影响。 +508.7b 重新选择某生物所攻击的牌手、鹏洛客或战役时,该生物不受宣告攻击者时生效的要求或限制所影响。 508.7b While reselecting which player, planeswalker, or battle a creature is attacking, that creature isn’t affected by requirements or restrictions that apply to the declaration of attackers. 508.7c 被重新选择的牌手、鹏洛客或战役必须是该正在攻击之生物的操控者的对手、其对手操控的鹏洛客,或其对手防卫的战役。 @@ -362,7 +368,7 @@ Example: A player controls one creature that “blocks if able” and another cr 509.1g 被选择的生物中,每个仍然由防御牌手操控的生物成为阻挡生物。它们各自阻挡所选择的攻击生物。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是阻挡生物。参见规则[506.4](/cr/5/#cr506-4)。 509.1g Each chosen creature still controlled by the defending player becomes a blocking creature. Each one is blocking the attacking creatures chosen for it. It remains a blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4. -509.1h 被一个或数个生物宣告阻挡的攻击生物成为被阻挡生物;未被任何生物宣告阻挡的攻击生物成为未被阻挡生物。在被移出战斗、一个效应令其成为被阻挡或未被阻挡或战斗阶段结束中首先发生的事件之前,这将不会改变。即使对其进行阻挡的所有生物均被移出战斗,该生物依然被阻挡。 +509.1h 被一个或数个生物宣告阻挡的攻击生物成为被阻挡生物;未被任何生物宣告阻挡的攻击生物成为未受阻挡的生物。在被移出战斗、一个效应令其成为被阻挡或未受阻挡或战斗阶段结束中首先发生的事件之前,这将不会改变。即使对其进行阻挡的所有生物均被移出战斗,该生物依然被阻挡。 509.1h An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no creatures declared as blockers for it becomes an unblocked creature. This remains unchanged until the creature is removed from combat, an effect says that it becomes blocked or unblocked, or the combat phase ends, whichever comes first. A creature remains blocked even if all the creatures blocking it are removed from combat. 509.1i 所有因宣告阻挡者而触发的异能触发。详细信息参见509.2a。 @@ -383,7 +389,7 @@ Example: A player controls one creature that “blocks if able” and another cr 509.3b 具有叙述为“每当[某生物]阻挡一个生物时,…”异能的生物阻挡的每个生物均触发一次其异能。在该生物被宣告为阻挡者时,该异能触发。如果该生物因为某个效应而成为了阻挡者,它也会触发,但只有在该生物在那之前未阻挡该生物的情况下。如果该生物是被放置进战场并进行阻挡,则此异能不会触发。 509.3b An ability that reads “Whenever [a creature] blocks a creature, . . .” triggers once for each attacking creature the creature with the ability blocks. It triggers if the creature is declared as a blocker. It will also trigger if an effect causes that creature to block an attacking creature, but only if it wasn’t already blocking that attacking creature at that time. It won’t trigger if the creature is put onto the battlefield blocking. -509.3c 叙述为“每当[某生物]被阻挡时,…”的异能,通常在该生物的每个战斗中只触发一次,即使它被多个生物阻挡。如果该生物被至少一个生物宣告阻挡,该异能触发。如果该生物因为某个效应,或某个生物放置进战场正在阻挡而成为了被阻挡,它也会触发,但只有在该生物在那之前未被阻挡的情况下。(参见规则[509.1h](/cr/5/#cr509-1h)。) +509.3c 叙述为“每当[某生物]被阻挡时,…”的异能,通常在该生物的每个战斗中只触发一次,即使它被多个生物阻挡。如果该生物被至少一个生物宣告阻挡,该异能触发。如果该生物因为某个效应,或某个生物放进战场正在阻挡而成为了被阻挡,它也会触发,但只有在该生物在那之前未受阻挡的情况下。(参见规则[509.1h](/cr/5/#cr509-1h)。) 509.3c An ability that reads “Whenever [a creature] becomes blocked, . . .” generally triggers only once each combat for that creature, even if it’s blocked by multiple creatures. It will trigger if that creature becomes blocked by at least one creature declared as a blocker. It will also trigger if that creature becomes blocked by an effect or by a creature that’s put onto the battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time. (See rule 509.1h.) 509.3d 具有叙述为“每当[某生物]被一个生物阻挡时,…”异能的生物,对于每个阻挡该生物的生物,均触发一次其异能。如果该攻击生物被一个生物宣告阻挡,该异能触发。该异能也会在某效应令一个生物阻挡该攻击生物时触发,但只有在该生物在那之前未阻挡该攻击生物的情况下。若某个生物被放置进战场并阻挡该攻击生物,该异能也会触发。该异能不会在该生物被效应阻挡(而不是被生物阻挡)时触发。 @@ -398,7 +404,7 @@ Example: A player controls one creature that “blocks if able” and another cr 例如:某生物具有“每当此生物被一个白色生物阻挡时,在战斗结束时消灭该生物。”的异能。如果此生物被一个黑色生物阻挡,且该黑色生物之后成为白色,此异能不会触发。 Example: A creature has the ability “Whenever this creature becomes blocked by a white creature, destroy that creature at end of combat.” If the creature becomes blocked by a black creature that is later turned white, the ability will not trigger. -509.3g 叙述为“每当[某生物]攻击且未被阻挡时,…”的异能,只有在没有任何生物被宣告为该生物的阻挡者的情况下触发。即使该生物从未被宣告为攻击者,该异能也会触发(例如,如果它被放进战场并进行攻击)。如果该攻击生物被阻挡且之后所有阻挡生物均被移出战斗,该异能不会触发。 +509.3g 叙述为“每当[某生物]攻击且未受阻挡时,…”的异能,只有在没有任何生物被宣告为该生物的阻挡者的情况下触发。即使该生物从未被宣告为攻击者,该异能也会触发(例如,如果它被放进战场并进行攻击)。如果该攻击生物被阻挡且之后所有阻挡生物均被移出战斗,该异能不会触发。 509.3g An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers if no creatures are declared as blockers for that creature. It will trigger even if the creature was never declared as an attacker (for example, if it entered the battlefield attacking). It won’t trigger if the attacking creature is blocked and then all its blockers are removed from combat. 509.4. 如果一个生物被放置进战场进行阻挡,其操控者于该生物进入战场时选择它阻挡哪个攻击生物(除非将它放置进战场的效应指定它必须阻挡某个生物)。以此法放置进战场的生物在“进行阻挡”,但对于触发事件和效应来说,它从未“阻挡”过。 @@ -417,7 +423,7 @@ Example: A creature has the ability “Whenever this creature becomes blocked by 510.1a 每个攻击生物和每个阻挡生物分配的战斗伤害等同于其力量。将分配0点或更少伤害的生物不会分配战斗伤害。 510.1a Each attacking creature and each blocking creature assigns combat damage equal to its power. Creatures that would assign 0 or less damage this way don’t assign combat damage at all. -510.1b 未被阻挡生物对其攻击的牌手、鹏洛客或战役分配它的战斗伤害。如果它当前没有攻击任何东西(例如,该生物攻击的鹏洛客已经离开战场),它将不会分配战斗伤害。 +510.1b 未受阻挡的生物对其攻击的牌手、鹏洛客或战役分配它的战斗伤害。如果它当前没有攻击任何东西(例如,该生物攻击的鹏洛客已经离开战场),它将不会分配战斗伤害。 510.1b An unblocked creature assigns its combat damage to the player, planeswalker, or battle it’s attacking. If it isn’t currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage. 510.1c 被阻挡生物对阻挡它的生物分配战斗伤害。如果当前没有生物阻挡它(例如,生物被消灭或移出战斗),该生物不会分配战斗伤害。如果只有一个生物对其进行阻挡,则它将分配所有战斗伤害给该生物。如果两个或更多的生物对其进行阻挡,则它的操控者将其战斗伤害任意分配给这些生物。 diff --git a/markdown/7.md b/markdown/7.md index b83e617..f978a91 100644 --- a/markdown/7.md +++ b/markdown/7.md @@ -1577,14 +1577,14 @@ Example: Glacial Ray is a red card with splice onto Arcane that reads, “Glacia 702.48c Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the spell’s total cost. Colored and colorless mana in the sacrificed permanent’s mana cost reduces mana of the same type in spell’s total cost, and any excess reduces that much generic mana in spell’s total cost. (See rule 118.7.) ### 702.49. 忍术 Ninjutsu -702.49a 忍术属于起动式异能,只当具有忍术异能之牌在牌手的手上时才会生效。“忍术[费用]”意指,“[费用],从你手上展示此牌,将一个由你操控且未受阻挡的生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。” +702.49a 忍术属于起动式异能,只当具有忍术异能之牌在牌手的手上时才会生效。“忍术[费用]”意指,“[费用],从你手上展示此牌,将一个由你操控且未受阻挡的攻击生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。” 702.49a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.” 702.49b 宣告了一张牌的忍术异能后,直到该异能离开堆叠为止,该牌会一直展示着。 702.49b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack. -702.49c 只有战场上的一个生物未受阻挡,才可以起动忍术异能(参见规则[509.1h](/cr/5/#cr509-1h))。具有忍术的生物是以未受阻挡的状态放进战场。它所攻击的牌手、鹏洛客或战役与被移回其拥有者手上的生物之攻击对象相同。 -702.49c A ninjutsu ability may be activated only while a creature on the battlefield is unblocked (see rule 509.1h). The creature with ninjutsu is put onto the battlefield unblocked. It will be attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand. +702.49c 以忍术异能放进战场的生物进场时所攻击的牌手、鹏洛客或战役与被移回其拥有者手上的生物所攻击者相同。 +702.49c The creature put onto the battlefield with the ninjutsu ability enters attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand. 702.49d 指挥官忍术是忍术异能的变化,当具指挥官忍术的牌位于统帅区中时亦会生效。“指挥官忍术[费用]”意指“[费用],从你手上或统帅区展示此牌,将一个由你操控且未受阻挡的生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。” 702.49d Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in the command zone. “Commander ninjutsu [cost]” means “[Cost], Reveal this card from your hand or from the command zone, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield tapped and attacking.” @@ -2234,8 +2234,8 @@ Example: Garruk’s Horde says, in part, “You may cast creature spells from th 702.124h “拍档”意指“你可以将两张具有拍档的传奇牌共同用作你的指挥官。” 702.124h “Partner” means “You may designate two legendary cards as your commander rather than one if each of them has partner.” -702.124i “拍档~[叙述]”意指“你可以将两张具有拍档~[叙述]异能的传奇牌共同用作你的指挥官。”这些“拍档~[叙述]”异能包括“拍档~父与子”、“拍档~友谊永恒”,以及“拍档~求生者”。 -702.124i “Partner—[text]” means “You may designate two legendary cards as your commander rather than one if each of them has the same ‘partner—[text]’ ability.” The “partner—[text]” abilities are “partner—Father & son,” “partner—Friends forever,” and “partner—Survivors.” +702.124i “拍档~[叙述]”意指“你可以将两张具有拍档~[叙述]异能的传奇牌共同用作你的指挥官。”这些“拍档~[叙述]”异能包括“拍档~角色选择”、“拍档~父与子”、“拍档~友谊永恒”,以及“拍档~求生者”。 +702.124i “Partner—[text]” means “You may designate two legendary cards as your commander rather than one if each of them has the same ‘partner—[text]’ ability.” The “partner—[text]” abilities are “partner—Character select,” “partner—Father & son,” “partner—Friends forever,” and “partner—Survivors.” 702.124j “与[名称]拍档”代表两个异能。它意指“你可以将一张具有‘与[名称]拍档’异能的传奇牌与一张具有该名称的牌共同用作你的指挥官。”以及“当此永久物进场时,目标牌手可以其牌库中搜寻一张名为[名称]的牌,展示该牌,然后将它置于其手上,然后洗牌。” 702.124j “Partner with [name]” represents two abilities. It means “You may designate two legendary cards as your commander rather than one if each has a ‘partner with [name]’ ability with the other’s name” and “When this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle.” @@ -2842,6 +2842,13 @@ Example: Tapestry Warden has as ability that reads “Each creature you control 702.189b 每当牌手振火时触发的异能会在该牌手操控的振火异能结算时触发。 702.189b An ability that triggers whenever a player firebends triggers whenever a firebending ability they control resolves. +### 702.190. 奇袭 Sneak +702.190a 奇袭是代表一个具有该异能的咒语在堆叠上时生效的静止式异能的关键字。“奇袭[费用]”意指,“于你的宣告阻挡者步骤中你能够施放瞬间的时机,你可以选择支付[费用],并将一个由你操控且未受阻挡的生物移回其拥有者手上,而非支付此咒语的法术力费用。” +702.190a Sneak is a keyword that represents a static ability that functions while the spell with sneak is on the stack. “Sneak [cost]” means “Any time you could cast an instant during your declare blockers step, you may choose to pay [cost] and return an unblocked creature you control to its owner’s hand rather than pay this spell’s mana cost.” + +702.190b 利用奇袭异能施放的永久物咒语,进战场时为横置且正进行攻击(参见规则[506.3a](/cr/5/#cr506-3a))。该永久物进场时所攻击的牌手、鹏洛客或战役,与支付成为该永久物之咒语的奇袭费用时移回其拥有者手上的生物所攻击者相同。 +702.190b A permanent spell cast using sneak enters the battlefield tapped and attacking (see rule 506.3a). It will be attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand to pay the sneak cost of the spell that became that permanent. + ## 703. 回合动作 Turn-Based Actions 703.1. 回合动作属于游戏动作,会在当某些步骤或阶段开始时,或每个步骤及阶段结束时自动执行。回合动作不使用堆叠。 703.1. Turn-based actions are game actions that happen automatically when certain steps or phases begin, or when each step and phase ends. Turn-based actions don’t use the stack. @@ -3728,7 +3735,7 @@ Example: Leyline of the Void is an enchantment that reads, in part, “If a card 715.3c 如果一个历险咒语被复制,该复制品也是历险。它具有该咒语的副特征,而非代表该历险咒语的牌之正常特征。任何提及作为历险施放的咒语之规则或效应也会提及该复制品。 715.3c If an Adventure spell is copied, the copy is also an Adventure. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Adventure spell. Any rule or effect that refers to a spell cast as an Adventure refers to the copy as well. -715.3d 作为历险施放的咒语于其结算时,该咒语的操控者改为将其放逐,而非置入其拥有者的坟墓场。于该咒语持续被放逐期间,该牌手可以使用之。它不能以此法作为历险施放,尽管其他允许某牌手施放该牌的效应可能会允许某牌手将其作为历险施放。 +715.3d 作为历险施放的咒语于其结算时,该咒语的操控者改为将其放逐,而非置入其拥有者的坟墓场。于该牌持续被放逐期间,该牌手可以使用之。它不能以此法作为历险施放,尽管其他允许某牌手施放该牌的效应可能会允许某牌手将其作为历险施放。 715.3d Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may play it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure. 715.4. 在堆叠以外的其他区域、以及在堆叠上且不为历险时,历险者牌只具有其正常特征。 @@ -3887,7 +3894,7 @@ Example: Leyline of the Void is an enchantment that reads, in part, “If a card 721.2a “{N+}[异能]”意指“只要此永久物上面有N个或更多充电指示物,它便具有[异能]。” 721.2a “{N+}[abilities]” means “As long as this permanent has N or more charge counters on it, it has [abilities].” -721.2b “{N+}[异能][P/T]”意指“只要此生物上面有N或更多个充电指示物,它便具有[异能],是基础力量与防御力为[P/T]的生物,且仍具有原本类别。” +721.2b “{N+}[异能][P/T]”意指“只要此永久物上面有N或更多个充电指示物,它便具有[异能],是基础力量与防御力为[P/T]的生物,且仍具有原本类别。” 721.2b “{N+}[abilities][P/T]” means “As long as this permanent has N or more charge counters on it, it has [abilities] and is a creature with base power and toughness [P/T] in addition to its other types.” 721.2c 在战场之外的任何区域中,蓄势牌都没有力量或防御力。 diff --git a/markdown/glossary.md b/markdown/glossary.md index 1ceeb99..af39000 100644 --- a/markdown/glossary.md +++ b/markdown/glossary.md @@ -257,8 +257,8 @@ A creature that has either been declared as part of a legal attack during the co The team who can attack during the combat phase of a multiplayer game using the shared team turns option. See rule 805, “Shared Team Turns Option.” ---- -### Attacks and Isn’t Blocked / 攻击且未被阻挡 -一个当生物“攻击且未被阻挡”的异能在该生物成为未被阻挡的攻击生物时触发。参见规则[509.1h](/cr/5/#cr509-1h)。 +### Attacks and Isn’t Blocked / 攻击且未受阻挡 +一个当生物“攻击且未受阻挡”的异能在该生物成为未受阻挡的攻击生物时触发。参见规则[509.1h](/cr/5/#cr509-1h)。 An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an unblocked attacking creature. See rule 509.1h. ---- @@ -389,7 +389,7 @@ A creature “blocks alone” if it’s the only creature declared as a blocker ---- ### Blocked Creature / 被阻挡的生物 -一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未被阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则[509](/cr/5/#cr509),“宣告阻挡者步骤”。 +一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未受阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则[509](/cr/5/#cr509),“宣告阻挡者步骤”。 An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.” ---- @@ -3001,6 +3001,11 @@ A keyword ability that restricts how a creature may be blocked. See rule 702.118 参见类别循环。 See Typecycling. +---- +### Sneak / 奇袭 +一个关键字异能,允许咒语以替代性费用施放,此费用包括将未受阻挡的攻击生物移回其拥有者手上。以此法施放的生物进场时为横置且正进行攻击。 +A keyword ability that allows a spell to be cast for an alternative cost, including returning an unblocked attacking creature to its owner’s hand. Creatures cast this way enter tapped and attacking. + ---- ### Snow / 雪境 一般只对永久物有关的超类别。参见规则[205.4](/cr/2/#cr205-4),“超类别”。 @@ -3558,8 +3563,8 @@ To move an Equipment away from the creature it’s attached to so that the Equip A term that meant “can’t be blocked.” Cards that used this term have received errata in the Oracle card reference. ---- -### Unblocked Creature / 未被阻挡的生物 -一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况未知,一直保持是未被阻挡的生物。参见规则[509](/cr/5/#cr509),“宣告阻挡者步骤”。 +### Unblocked Creature / 未受阻挡的生物 +一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况为止,一直保持是未受阻挡的生物。参见规则[509](/cr/5/#cr509),“宣告阻挡者步骤”。 An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.” ---- diff --git a/markdown/glossarycn.md b/markdown/glossarycn.md index 5aec79a..9cab324 100644 --- a/markdown/glossarycn.md +++ b/markdown/glossarycn.md @@ -69,7 +69,7 @@ Extra cards that may be used to modify a deck between games of a match. See rule A designation a permanent can have. Goaded creatures are forced to attack and to attack a player other than the player that caused it to be goaded. See rule 701.15, “Goad.” ### 被阻挡的生物 / Blocked Creature -一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未被阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则[509](/cr/5/#cr509),“宣告阻挡者步骤”。 +一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未受阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则[509](/cr/5/#cr509),“宣告阻挡者步骤”。 An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.” ### 本地结界(已废止) / Local Enchantment (Obsolete) @@ -769,8 +769,8 @@ The team who can attack during the combat phase of a multiplayer game using the 一些多人玩法中可以采用的一种模式。参见规则[802](/cr/8/#cr802),“攻击复数牌手模式”。 An option that may be used in certain multiplayer variants. See rule 802, “Attack Multiple Players Option.” -### 攻击且未被阻挡 / Attacks and Isn’t Blocked -一个当生物“攻击且未被阻挡”的异能在该生物成为未被阻挡的攻击生物时触发。参见规则[509.1h](/cr/5/#cr509-1h)。 +### 攻击且未受阻挡 / Attacks and Isn’t Blocked +一个当生物“攻击且未受阻挡”的异能在该生物成为未受阻挡的攻击生物时触发。参见规则[509.1h](/cr/5/#cr509-1h)。 An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an unblocked attacking creature. See rule 509.1h. ### 攻击右边模式 / Attack Right Option @@ -1579,6 +1579,10 @@ The hand of cards a player starts the game with, once the player has decided not 牌手在游戏开始时抓牌的数量。在大多数游戏中,每位牌手的起手牌数量为七。参见规则[103.5](/cr/1/#cr103-5)。 The number of cards a player draws as a game begins. In most games, each player’s starting hand size is seven. See rule 103.5. +### 奇袭 / Sneak +一个关键字异能,允许咒语以替代性费用施放,此费用包括将未受阻挡的攻击生物移回其拥有者手上。以此法施放的生物进场时为横置且正进行攻击。 +A keyword ability that allows a spell to be cast for an alternative cost, including returning an unblocked attacking creature to its owner’s hand. Creatures cast this way enter tapped and attacking. + ### 潜居海岛(已废止) / Islandhome (Obsolete) 一个已废止的关键字异能,指“除非防御牌手操控海岛,否则此生物不能攻击”和“当你不操控海岛时,牺牲此生物”。印有此异能的牌在Oracle牌张参考文献中得到了勘误。 An obsolete keyword ability that meant “This creature can’t attack unless defending player controls an Island” and “When you control no Islands, sacrifice this creature.” Cards printed with this ability have been given errata in the Oracle card reference. @@ -2092,10 +2096,6 @@ A keyword ability that causes a planeswalker to enter the battlefield with fewer 一个关键字异能,使某些生物死去时留下精怪衍生生物。参见规则[702.135](/cr/7/#cr702-135),“往生”。 A keyword ability that leaves behind Spirit creature tokens when certain creatures die. See rule 702.135, “Afterlife.” -### 未被阻挡的生物 / Unblocked Creature -一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况未知,一直保持是未被阻挡的生物。参见规则[509](/cr/5/#cr509),“宣告阻挡者步骤”。 -An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.” - ### 维持步骤 / Upkeep Step 回合的一部分。该步骤是开始阶段的第二个步骤。参见规则[503](/cr/5/#cr503),“维持步骤”。 Part of the turn. This step is the second step of the beginning phase. See rule 503, “Upkeep Step.” @@ -2128,6 +2128,10 @@ A keyword ability that precludes a permanent or player from being targeted. See 一种躲避式异能,可以让生物不能被单一生物阻挡。参见规则[702.111](/cr/7/#cr702-111),“威慑”。 An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.” +### 未受阻挡的生物 / Unblocked Creature +一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况为止,一直保持是未受阻挡的生物。参见规则[509](/cr/5/#cr509),“宣告阻挡者步骤”。 +An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.” + ### 伪装 / Disguise 一个关键字异能,允许该牌以牌面朝下的方式,且视为2/2、具守护{2}的生物一般施放。参见规则[702.168](/cr/7/#cr702-168),“伪装”,和规则[708](/cr/7/#cr708),“牌面朝下的咒语和永久物”。 A keyword ability that lets a card be cast face down as a 2/2 creature with ward {2}. See rule 702.168, “Disguise,” and rule 708, “Face-Down Spells and Permanents.” diff --git a/markdown/index.md b/markdown/index.md index dba596b..23087ac 100644 --- a/markdown/index.md +++ b/markdown/index.md @@ -1,6 +1,6 @@ # 目录 -*此规则于2026年1月16日起生效。* +*此规则于2026年2月27日起生效。* [前言](/cr/intro/) diff --git a/plain_text/20260227_En.txt b/plain_text/20260227_En.txt new file mode 100644 index 0000000..0252ed9 --- /dev/null +++ b/plain_text/20260227_En.txt @@ -0,0 +1,9270 @@ +Magic: The Gathering Comprehensive Rules + +These rules are effective as of February 27, 2026. + +Introduction + +This document is the ultimate authority for Magic: The Gathering® competitive game play. It consists of a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. (Note that subrules skip the letters “l” and “o” due to potential confusion with the numbers “1” and “0”; subrule 704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.) + +Changes may have been made to this document since its publication. You can download the most recent version from the Magic rules website at Magic.Wizards.com/Rules. + +Contents + +1. Game Concepts +100. General +101. The Magic Golden Rules +102. Players +103. Starting the Game +104. Ending the Game +105. Colors +106. Mana +107. Numbers and Symbols +108. Cards +109. Objects +110. Permanents +111. Tokens +112. Spells +113. Abilities +114. Emblems +115. Targets +116. Special Actions +117. Timing and Priority +118. Costs +119. Life +120. Damage +121. Drawing a Card +122. Counters +123. Stickers + +2. Parts of a Card +200. General +201. Name +202. Mana Cost and Color +203. Illustration +204. Color Indicator +205. Type Line +206. Expansion Symbol +207. Text Box +208. Power/Toughness +209. Loyalty +210. Defense +211. Hand Modifier +212. Life Modifier +213. Information Below the Text Box + +3. Card Types +300. General +301. Artifacts +302. Creatures +303. Enchantments +304. Instants +305. Lands +306. Planeswalkers +307. Sorceries +308. Kindreds +309. Dungeons +310. Battles +311. Planes +312. Phenomena +313. Vanguards +314. Schemes +315. Conspiracies + +4. Zones +400. General +401. Library +402. Hand +403. Battlefield +404. Graveyard +405. Stack +406. Exile +407. Ante +408. Command + +5. Turn Structure +500. General +501. Beginning Phase +502. Untap Step +503. Upkeep Step +504. Draw Step +505. Main Phase +506. Combat Phase +507. Beginning of Combat Step +508. Declare Attackers Step +509. Declare Blockers Step +510. Combat Damage Step +511. End of Combat Step +512. Ending Phase +513. End Step +514. Cleanup Step + +6. Spells, Abilities, and Effects +600. General +601. Casting Spells +602. Activating Activated Abilities +603. Handling Triggered Abilities +604. Handling Static Abilities +605. Mana Abilities +606. Loyalty Abilities +607. Linked Abilities +608. Resolving Spells and Abilities +609. Effects +610. One-Shot Effects +611. Continuous Effects +612. Text-Changing Effects +613. Interaction of Continuous Effects +614. Replacement Effects +615. Prevention Effects +616. Interaction of Replacement and/or Prevention Effects + +7. Additional Rules +700. General +701. Keyword Actions +702. Keyword Abilities +703. Turn-Based Actions +704. State-Based Actions +705. Flipping a Coin +706. Rolling a Die +707. Copying Objects +708. Face-Down Spells and Permanents +709. Split Cards +710. Flip Cards +711. Leveler Cards +712. Double-Faced Cards +713. Substitute Cards +714. Saga Cards +715. Adventurer Cards +716. Class Cards +717. Attraction Cards +718. Prototype Cards +719. Case Cards +720. Omen Cards +721. Station Cards +722. Controlling Another Player +723. Ending Turns and Phases +724. The Monarch +725. The Initiative +726. Restarting the Game +727. Rad Counters +728. Subgames +729. Merging with Permanents +730. Day and Night +731. Taking Shortcuts +732. Handling Illegal Actions + +8. Multiplayer Rules +800. General +801. Limited Range of Influence Option +802. Attack Multiple Players Option +803. Attack Left and Attack Right Options +804. Deploy Creatures Option +805. Shared Team Turns Option +806. Free-for-All Variant +807. Grand Melee Variant +808. Team vs. Team Variant +809. Emperor Variant +810. Two-Headed Giant Variant +811. Alternating Teams Variant + +9. Casual Variants +900. General +901. Planechase +902. Vanguard +903. Commander +904. Archenemy +905. Conspiracy Draft + +Glossary + +Credits + +1. Game Concepts + +100. General + +100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games. + +100.1a A two-player game is a game that begins with only two players. + +100.1b A multiplayer game is a game that begins with more than two players. See section 8, “Multiplayer Rules.” + +100.2. To play, each player needs their own deck of traditional Magic cards, small items to represent any tokens and counters, and some way to clearly track life totals. + +100.2a In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck has a minimum deck size of 60 cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule 201.3). + +100.2b In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck has a minimum deck size of 40 cards. A limited deck may contain as many duplicates of a card as are included with the product. + +100.2c Commander decks are subject to additional deckbuilding restrictions and requirements. See rule 903, “Commander,” for details. + +100.2d Some formats and casual play variants allow players to use a supplementary deck of nontraditional Magic cards (see rule 108.2a). These supplementary decks have their own deck construction rules. See rule 717, “Attraction Cards;” rule 901, “Planechase;” and rule 904, “Archenemy.” + +100.3. Some cards require coins or traditional dice. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and specialized dice. + +100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match. Sideboard rules and restrictions for some formats are modified by the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/rules-documents). + +100.4a In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard. + +100.4b In limited play involving individual players, all cards in a player’s card pool not included in their deck are in that player’s sideboard. + +100.4c In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team’s card pool but not in either player’s deck are in that team’s sideboard. + +100.4d In limited play involving other multiplayer team variants, each card in a team’s card pool but not in any player’s deck is assigned to the sideboard of one of those players. Each player has their own sideboard; cards may not be transferred between players. + +100.5. If a deck must contain at least a certain number of cards, that number is referred to as a minimum deck size. There is no maximum deck size for non-Commander decks. + +100.6. Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/rules-documents). These rules may limit the use of some cards, including barring all cards from some older sets. + +100.6a Tournaments usually consist of a series of matches. A two-player match usually involves playing until one player has won two games. A multiplayer match usually consists of only one game. + +100.6b Players can use the Magic Store & Event Locator at Locator.Wizards.com to find tournaments in their area. + +100.7. Certain cards are intended for casual play and may have features and text that aren’t covered by these rules. These include Mystery Booster playtest cards, promotional cards and cards in “Un-sets” that were printed with a silver border, and cards in the Unfinity™ expansion that have an acorn symbol at the bottom of the card. + +101. The Magic Golden Rules + +101.1. Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a). + +101.2. When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence. +Example: If one effect reads “You may play an additional land this turn” and another reads “You can’t play lands this turn,” the effect that precludes you from playing lands wins. + +101.2a Adding abilities to objects and removing abilities from objects don’t fall under this rule. (See rule 113.10.) + +101.3. Any part of an instruction that’s impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn’t, there’s no effect.) + +101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule. +Example: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature they control. Then each of the nonactive players, in turn order, chooses a creature they control. Then all creatures chosen this way are sacrificed simultaneously. + +101.4a If an effect has each player choose a card in a hidden zone, such as their hand or library, those cards may remain face down as they’re chosen. However, each player must clearly indicate which face-down card they are choosing. + +101.4b A player knows the choices made by the previous players when making their choice, except as specified in 101.4a. + +101.4c If a player would make more than one choice at the same time, the player makes the choices in the order specified. If no order is specified, the player chooses the order. + +101.4d If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices. + +101.4e If multiple players would make choices or take actions while starting the game, the starting player is considered the active player and each other player is considered a nonactive player. + +102. Players + +102.1. A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players. + +102.2. In a two-player game, a player’s opponent is the other player. + +102.3. In a multiplayer game between teams, a player’s teammates are the other players on their team, and the player’s opponents are all players not on their team. + +102.4. A spell or ability may use the term “your team” as shorthand for “you and/or your teammates.” In a game that isn’t a multiplayer game between teams, “your team” means the same thing as “you.” + +103. Starting the Game + +103.1. At the start of a game, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player. The game’s default turn order begins with the starting player and proceeds clockwise. + +103.1a In a game using the shared team turns option, there is a starting team rather than a starting player. + +103.1b In an Archenemy game, these methods aren’t used to determine who takes the first turn. Rather, the archenemy takes the first turn. + +103.1c One card (Power Play) states that its controller is the starting player. This effect applies after this determination has happened and supersedes these methods. + +103.2. Some games require additional steps that are taken after the starting player has been determined. Perform the actions listed in 103.2a–e in order, as applicable. + +103.2a If any players are using sideboards (see rule 100.4) or cards being represented by substitute cards (see rule 713), those cards are set aside. After this happens, each player’s deck is considered their starting deck. + +103.2b If any players wish to reveal a card with a companion ability that they own from outside the game, they may do so. A player may reveal no more than one card this way, and they may do so only if their deck fulfills the condition of that card’s companion ability. The revealed card remains outside the game. (See rule 702.139, “Companion.”) + +103.2c In a Commander game, each player puts their commander from their deck face up into the command zone. See rule 903.6. + +103.2d In a constructed game, each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. In a limited game, each player chooses up to three sticker sheets from among those in the sealed product they opened and reveals them. In either case, that player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed. (See rule 123, “Stickers.”) + +103.2e In a Conspiracy Draft game, each player puts any number of conspiracy cards from their sideboard into the command zone. See rule 905.4. + +103.3. After the starting player has been determined and any additional steps performed, each player shuffles their deck so that the cards are in a random order. Each player may then shuffle or cut their opponents’ decks. The players’ decks become their libraries. + +103.3a In a game using one or more supplementary decks of nontraditional cards (see rule 100.2d), each supplementary deck’s owner shuffles it so the cards are in a random order. Each player may then shuffle or cut their opponents’ supplementary decks. + +103.4. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals. + +103.4a In a Two-Headed Giant game, each team’s starting life total is 30. + +103.4b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card. + +103.4c In a Commander game, each player’s starting life total is 40. + +103.4d In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30. + +103.4e In an Archenemy game, the archenemy’s starting life total is 40. + +103.5. Each player draws a number of cards equal to their starting hand size, which is normally seven. (Some effects can modify a player’s starting hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, the starting player declares whether they will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles the cards in their hand back into their library, draws a new hand of cards equal to their starting hand size, then puts a number of those cards equal to the number of times that player has taken a mulligan on the bottom of their library in any order. Once a player chooses not to take a mulligan, the remaining cards become that player’s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. A player can take mulligans until their opening hand would be zero cards, after which they may not take further mulligans. + +103.5a In a Vanguard game, each player’s starting hand size is seven plus or minus the hand modifier of their vanguard card. + +103.5b If an effect allows a player to perform an action “any time [that player] could mulligan,” the player may perform that action at a time they would declare whether they will take a mulligan. This need not be in the first round of mulligans. Other players may have already made their mulligan declarations by the time the player has the option to perform this action. If the player performs the action, they then declare whether they will take a mulligan. + +103.5c In a multiplayer game and in any Brawl game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal. + +103.5d In a multiplayer game using the shared team turns option, first each player on the starting team declares whether that player will take a mulligan, then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. A player may take a mulligan even after a teammate has decided to keep their opening hand. + +103.6. Some cards allow a player to take actions with them from their opening hand. Once the mulligan process (see rule 103.5) is complete, the starting player may take any such actions in any order. Then each other player in turn order may do the same. + +103.6a If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield. + +103.6b If a card allows a player to reveal it from their opening hand, the player taking this action does so. The card remains revealed until the first turn begins. Each card may be revealed this way only once. + +103.6c In a multiplayer game using the shared team turns option, first each player on the starting team, in whatever order that team likes, may take such actions. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same. + +103.7. In a Planechase game, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it’s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. The face-up plane card becomes the starting plane. (See rule 901, “Planechase.”) + +103.8. The starting player takes their first turn. + +103.8a In a two-player game, the player who plays first skips the draw step (see rule 504, “Draw Step”) of their first turn. + +103.8b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. + +103.8c In all other multiplayer games, no player skips the draw step of their first turn. + +104. Ending the Game + +104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted. + +104.2. There are several ways to win the game. + +104.2a A player still in the game wins the game if that player’s opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game. + +104.2b An effect may state that a player wins the game. + +104.2c In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game. + +104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.) + +104.3. There are several ways to lose the game. + +104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game. + +104.3b If a player’s life total is 0 or less, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.) + +104.3c If a player is required to draw more cards than are left in their library, they draw the remaining cards and then lose the game the next time a player would receive priority. (This is a state-based action. See rule 704.) + +104.3d If a player has ten or more poison counters, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.) + +104.3e An effect may state that a player loses the game. + +104.3f If a player would both win and lose the game simultaneously, that player loses the game. + +104.3g In a multiplayer game between teams, a team loses the game if all players on that team have lost the game. + +104.3h In a multiplayer game using the limited range of influence option (see rule 801), an effect that states that a player wins the game instead causes all of that player’s opponents within the player’s range of influence to lose the game. This may not cause the game to end. + +104.3i In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.) + +104.3j In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.10.) + +104.3k In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6. + +104.4. There are several ways for the game to be a draw. + +104.4a If all the players remaining in a game lose simultaneously, the game is a draw. + +104.4b If a game that’s not using the limited range of influence option (including a two-player game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw. + +104.4c An effect may state that the game is a draw. + +104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously. + +104.4e In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the game is a draw causes the game to be a draw for that spell or ability’s controller and all players within their range of influence. Only those players leave the game; the game continues for all other players. + +104.4f In a multiplayer game using the limited range of influence option, if the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. Only those players leave the game; the game continues for all other players. + +104.4g In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team. + +104.4h In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.) + +104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6. + +104.5. If a player loses the game, that player leaves the game. If the game is a draw for a player, that player leaves the game. The multiplayer rules handle what happens when a player leaves the game; see rule 800.4. + +104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 726, “Restarting the Game.” + +105. Colors + +105.1. There are five colors in the Magic game: white, blue, black, red, and green. + +105.2. An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. An object’s color or colors may also be defined by a color indicator or a characteristic-defining ability. See rule 202.2. + +105.2a A monocolored object is exactly one of the five colors. + +105.2b A multicolored object is two or more of the five colors. + +105.2c A colorless object has no color. + +105.3. Effects may change an object’s color or give a color to a colorless object. If an effect gives an object a new color, the new color replaces all previous colors the object had (unless the effect said the object became that color “in addition” to its other colors). Effects may also make a colored object become colorless. + +105.4. If a player is asked to choose a color, they must choose one of the five colors. “Multicolored” is not a color. Neither is “colorless.” + +105.5. If an effect refers to a color pair, it means exactly two of the five colors. There are ten color pairs: white and blue, white and black, blue and black, blue and red, black and red, black and green, red and green, red and white, green and white, and green and blue. + +106. Mana + +106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities. + +106.1a There are five colors of mana: white, blue, black, red, and green. + +106.1b There are six types of mana: white, blue, black, red, green, and colorless. + +106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202). + +106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren’t mana abilities. A spell or ability that produces mana instructs a player to add that mana. If mana is produced by a spell, the source of that mana is that spell. If mana is produced by an ability, the source of that mana is the source of that ability (see rule 113.7). + +106.4. When an effect instructs a player to add mana, that mana goes into a player’s mana pool. From there, it can be used to pay costs immediately, or it can stay in the player’s mana pool as unspent mana. Each player’s mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle™ card reference to no longer explicitly refer to the mana pool. + +106.4a If any mana remains in a player’s mana pool after mana is spent to pay a cost, that player announces what mana is still there. + +106.4b If a player passes priority (see rule 117) while there is mana in their mana pool, that player announces what mana is there. + +106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead. +Example: Meteor Crater has the ability “{T}: Choose a color of a permanent you control. Add one mana of that color.” If you control no colored permanents, activating Meteor Crater’s mana ability produces no mana. + +106.6. Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn’t affect the mana’s type. +Example: A player’s mana pool contains {R}{G} which can be spent only to cast creature spells. That player activates Doubling Cube’s ability, which reads “{3}, {T}: Double the amount of each type of unspent mana you have.” The player’s mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything. + +106.6a Some replacement effects increase the amount of mana produced by a spell or ability. In these cases, any restrictions or additional effects created by the spell or ability will apply to all mana produced. If the spell or ability creates a delayed triggered ability that triggers when the mana is spent, a separate delayed triggered ability is created for each mana produced. If the spell or ability creates a continuous effect or replacement effect if the mana is spent, a separate effect is created once for each mana produced. + +106.7. Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce. +Example: Exotic Orchard has the ability “{T}: Add one mana of any color that a land an opponent controls could produce.” If your opponent controls no lands, activating Exotic Orchard’s mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}. + +106.8. If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player’s mana pool. If a generic half is chosen, an amount of colorless mana represented by that half’s number is added to that player’s mana pool. + +106.9. If an effect would add mana represented by a Phyrexian mana symbol to a player’s mana pool, one mana of the color of that symbol is added to that player’s mana pool. + +106.10. If an effect would add mana represented by a generic mana symbol to a player’s mana pool, that much colorless mana is added to that player’s mana pool. + +106.11. If an effect would add mana represented by one or more snow mana symbols to a player’s mana pool, that much colorless mana is added to that player’s mana pool. + +106.12. To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.” + +106.12a An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana. + +106.12b A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana. + +106.13. One card (Drain Power) causes one player to lose unspent mana and another to add “the mana lost this way.” (Note that these may be the same player.) This empties the former player’s mana pool and causes the mana emptied this way to be put into the latter player’s mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana. + +107. Numbers and Symbols + +107.1. The only numbers the Magic game uses are integers. + +107.1a You can’t choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down. + +107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles, triples, or sets to a specific value a player’s life total or the power and/or toughness of a creature or creature card. +Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1. +Example: Viridian Joiner is a 1/2 creature with the ability “{T}: Add an amount of {G} equal to this creature’s power.” An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool. +Example: Chameleon Colossus is a 4/4 creature with the ability “{2}{G}{G}: This creature gets +X/+X until end of turn, where X is its power.” An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesn’t become -4/2. + +107.1c If a rule or ability instructs a player to choose “any number,” that player may choose any positive number or zero. + +107.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead. + +107.3. Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X. + +107.3a If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or activation cost with an {X}, [-X], or X in it, and the value of X isn’t defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of casting the spell or activating the ability. (See rule 601, “Casting Spells.”) While a spell is on the stack, any X in its mana cost or in any alternative cost or additional cost it has equals the announced value. While an activated ability is on the stack, any X in its activation cost equals the announced value. + +107.3b If a player is casting a spell that has an {X} in its mana cost, the value of X isn’t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn’t apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, “Casting Spells.” + +107.3c If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that’s the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn’t get to choose the value. Note that the value of X may change while that spell or ability is on the stack. + +107.3d If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action immediately before they pay that cost. + +107.3e If a spell or ability refers to the {X} or X in the mana cost, alternative cost, additional cost, or activation cost of another object, any X in that spell or ability’s text uses the value of X chosen or defined for the other object. + +107.3f Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or activation cost. If the value of X isn’t defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as it’s put on the stack or as it resolves). + +107.3g If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text. + +107.3h If an effect instructs a player to pay an object’s mana cost that includes {X}, the value of X is treated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast. + +107.3i Normally, all instances of X on an object have the same value at any given time. + +107.3j If an object gains an ability, the value of X within that ability is the value defined by that ability, or 0 if that ability doesn’t define a value of X. This is an exception to rule 107.3i. This may occur with ability-adding effects, text-changing effects, or copy effects. + +107.3k If an object’s activated ability has an {X}, [-X], or X in its activation cost, the value of X for that ability is independent of any other values of X chosen for that object or for other instances of abilities of that object. This is an exception to rule 107.3i. + +107.3m If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i. + +107.3n If a delayed triggered ability created by a resolving spell or ability refers to X, X is not defined in the text of that triggered ability, and the spell or ability that created it had a value of X chosen for any of its costs, the value of X for the triggered ability is the same as the value of X for the spell of ability that created it. + +107.3p Some objects use the letter Y in addition to the letter X. Y follows the same rules as X. + +107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, {2/G}, {C/W}, {C/U}, {C/B}, {C/R}, and {C/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; the hybrid Phyrexian symbols {W/U/P}, {W/B/P}, {U/B/P}, {U/R/P}, {B/R/P}, {B/G/P}, {R/G/P}, {R/W/P}, {G/W/P}, and {G/U/P}; and the snow mana symbol {S}. + +107.4a There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, “Mana Cost and Color.” + +107.4b Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3. + +107.4c The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid only with one colorless mana. + +107.4d The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule 118.5.) + +107.4e A hybrid mana symbol is also a colored mana symbol, even if one of its components is colorless. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors. +Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}. + +107.4f Phyrexian mana symbols are colored mana symbols: {W/P} is white, {U/P} is blue, {B/P} is black, {R/P} is red, and {G/P} is green. A Phyrexian mana symbol represents a cost that can be paid either with one mana of its color or by paying 2 life. There are also ten hybrid Phyrexian mana symbols. A hybrid Phyrexian mana symbol represents a cost that can be paid with one mana of either of its component colors or by paying 2 life. A hybrid Phyrexian mana symbol is both of its component colors. +Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life. + +107.4g In rules text, the Phyrexian symbol {H} with no colored background means any of the fifteen Phyrexian mana symbols. + +107.4h When used in a cost, the snow mana symbol {S} represents a cost that can be paid with one mana of any type produced by a snow source (see rule 106.3). Effects that reduce the amount of generic mana you pay don’t affect {S} costs. The {S} symbol can also be used to refer to mana of any type produced by a snow source spent to pay a cost. Snow is neither a color nor a type of mana. + +107.5. The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6. + +107.6. The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6. + +107.7. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don’t point in either direction and feature a 0. [+N] means “Put N loyalty counters on this permanent,” [-N] means “Remove N loyalty counters from this permanent,” and [0] means “Put zero loyalty counters on this permanent.” Loyalty symbols may also appear in abilities that modify loyalty costs. + +107.8. The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].” See rule 711, “Leveler Cards.” + +107.8a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].” + +107.8b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].” + +107.9. A tombstone icon appears to the left of the name of many Odyssey™ block cards with abilities that are relevant in a player’s graveyard. The purpose of the icon is to make those cards stand out when they’re in a graveyard. This icon has no effect on game play. + +107.10. A type icon appears in the upper left corner of each card from the Future Sight™ set printed with an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that’s indicated by a black and white cross. This icon has no effect on game play. + +107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. It has five tines at the top and tapers to a point at the bottom. See rule 901, “Planechase.” + +107.12. The chaos symbol is {CHAOS}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. It looks like a swirling vortex. See rule 901, “Planechase.” + +107.13. A color indicator is a circular symbol that appears to the left of the type line on some cards. The color of the symbol defines the card’s color or colors. See rule 202, “Mana Cost and Color.” + +107.14. The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves. + +107.15. The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as “rN”. The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule 714, “Saga Cards.” + +107.15a “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].” + +107.15b “{rN1}, {rN2}—[Effect]” is the same as “{rN1}—[Effect]” and “{rN2}—[Effect].” + +107.16. The text box of a Class card contains class level bars, each of which is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability. See rule 716, “Class Cards.” + +107.16a “[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].” + +107.17. The ticket symbol is {TK}. It represents one ticket counter. + +107.17a A ticket symbol with a number inside it represents a ticket cost. To pay that cost, a player removes that many ticket counters from themselves. + +107.18. The pawprint symbol is {P}. This symbol is used to indicate the modes on some modal spells, and does not represent a cost, mana, counters, or any type of persistent resource. See rule 700.2i. + +108. Cards + +108.1. Use the Oracle card reference when determining a card’s wording. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com. + +108.2. When a rule or text on a card refers to a “card,” it means only a Magic card or an object represented by a Magic card. + +108.2a Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Traditional Magic cards are included in players’ decks. Certain formats also use nontraditional Magic cards. Nontraditional Magic cards are not included in players’ decks. They may be used in supplementary decks. Additionally, they may be oversized, have different card backs, or both. + +108.2b Tokens aren’t considered cards—even a card-sized game supplement that represents a token isn’t considered a card for rules purposes. + +108.3. The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player’s deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.) + +108.3a In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6. + +108.3b Some spells and abilities allow a player to take cards they own from outside the game and bring them into the game. (See rule 400.11b.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule 108.3. If a card outside that game is in the sideboard of a Magic game (see rule 100.4), its owner is considered to be the player who started the game with it in their sideboard. In all other cases, the owner of a card outside the game is its legal owner. + +108.4. A card doesn’t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules 110.2 and 112.2. + +108.4a If anything asks for the controller of a card that doesn’t have one (because it’s not a permanent or spell), use its owner instead. + +108.5. Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card other than a dungeon card (see rule 309, “Dungeons”) into the game from outside the game, it doesn’t; that card remains outside the game. + +108.6. For more information about cards, see section 2, “Parts of a Card.” + +109. Objects + +109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem. + +109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t refer to a specific zone or include the word “card,” “spell,” “source,” or “scheme,” it means a permanent of that card type or subtype on the battlefield. + +109.2a If a spell or ability uses a description of an object that includes the word “card” and the name of a zone, it means a card matching that description in the stated zone. + +109.2b If a spell or ability uses a description of an object that includes the word “spell,” it means a spell matching that description on the stack. + +109.2c If a spell or ability uses a description of an object that includes the word “source,” it means a source matching that description—a source of an ability, of damage, or of mana—in any zone. See rules 113.7 and 609.7. + +109.2d If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone on which that ability is printed. + +109.3. An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, defense, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on. + +109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren’t controlled by any player. See rule 108.4. There are six exceptions to this rule: + +109.4a The controller of a mana ability is determined as though it were on the stack. See rule 605, “Mana Abilities.” + +109.4b A triggered ability that has triggered but is waiting to be placed on the stack is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f. See also rule 603, “Handling Triggered Abilities.” + +109.4c An emblem is controlled by the player who puts it into the command zone. See rule 114, “Emblems.” + +109.4d In a Planechase game, a face-up plane or phenomenon card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6. + +109.4e In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6. + +109.4f In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7. + +109.4g In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5. + +109.5. The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it’s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f. + +110. Permanents + +110.1. A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it’s moved to another zone by an effect or rule. + +110.2. A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token; see rule 111.2). A permanent’s controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller. + +110.2a If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that player’s control unless the effect states otherwise. + +110.2b If an effect causes a player to gain control of another player’s permanent spell, the first player controls the permanent that spell becomes, but the permanent’s controller by default is the player who put that spell onto the stack. (This distinction is relevant in multiplayer games; see rule 800.4c.) + +110.3. A nontoken permanent’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.” + +110.4. There are six permanent types: artifact, battle, creature, enchantment, land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some kindred cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.” + +110.4a The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically, it means an artifact, battle, creature, enchantment, land, or planeswalker card. + +110.4b The term “permanent spell” is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically, it means an artifact, battle, creature, enchantment, or planeswalker spell. + +110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent. + +110.5. A permanent’s status is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories. + +110.5a Status is not a characteristic, though it may affect a permanent’s characteristics. + +110.5b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise. + +110.5c A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it. +Example: Dimir Doppelganger says “{1}{U}{B}: Exile target creature card from a graveyard. This creature becomes a copy of that card, except it has this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability. + +110.5d Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state. + +111. Tokens + +111.1. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn’t represented by a card. + +111.2. The player who creates a token is its owner. The token enters the battlefield under that player’s control. + +111.3. The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token’s “text.” The characteristic values defined this way are functionally equivalent to the characteristic values that are printed on a card; for example, they define the token’s copiable values. A token doesn’t have any characteristics not defined by the spell or ability that created it. +Example: Jade Mage has the ability “{2}{G}: Create a 1/1 green Saproling creature token.” The resulting token has no mana cost, supertypes, rules text, or abilities. + +111.4. A spell or ability that creates a token sets both its name and its subtype(s). If the spell or ability doesn’t specify the name of the token, its name is the same as its subtype(s) plus the word “Token.” Once a token is on the battlefield, changing its name doesn’t change its subtype(s), and vice versa. +Example: Dwarven Reinforcements is a sorcery that says, in part, “Create two 2/1 red Dwarf Berserker creature tokens.” The tokens created as it resolves are each named Dwarf Berserker Token and each have the creature types Dwarf and Berserker. +Example: Minsc, Beloved Ranger says, in part, “When Minsc enters, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.” That token’s subtype is Hamster, but because Minsc specifies that the token’s name is Boo, neither “Hamster” nor “Token” are part of its name. +Example: Spitting Image is a sorcery that says, in part, “Create a token that’s a copy of target creature.” All of that token’s characteristics will match the copiable characteristics of the creature targeted by that spell. If Spitting Image targets Doomed Dissenter, a Human creature, the name of the token the spell creates will be Doomed Dissenter, not Human Token or Doomed Dissenter Token. + +111.5. If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that token’s characteristics can’t enter the battlefield, the token is not created. Similarly, if an effect would create a token that is a copy of an instant or sorcery card, no token is created. + +111.6. A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack). + +111.7. A token that’s in a zone other than the battlefield ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.) + +111.8. A token that has left the battlefield can’t move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule 704. + +111.9. Some effects instruct a player to create a legendary token. These may be written “create [name], a . . .” and list characteristics for the token. This is the same as an instruction to create a token with the listed characteristics that has the given name. + +111.10. Some effects instruct a player to create a predefined token. These effects use the definition below to determine the characteristics the token is created with. The effect that creates a predefined token may also modify or add to the predefined characteristics. + +111.10a A Treasure token is a colorless Treasure artifact token with “{T}, Sacrifice this token: Add one mana of any color.” + +111.10b A Food token is a colorless Food artifact token with “{2}, {T}, Sacrifice this token: You gain 3 life.” + +111.10c A Gold token is a colorless Gold artifact token with “Sacrifice this token: Add one mana of any color.” + +111.10d A Walker token is a 2/2 black Zombie creature token named Walker. + +111.10e A Shard token is a colorless Shard enchantment token with “{2}, Sacrifice this token: Scry 1, then draw a card.” + +111.10f A Clue token is a colorless Clue artifact token with “{2}, Sacrifice this token: Draw a card.” + +111.10g A Blood token is a colorless Blood artifact token with “{1}, {T}, Discard a card, Sacrifice this token: Draw a card.” + +111.10h A Powerstone token is a colorless Powerstone artifact token with “{T}: Add {C}. This mana can’t be spent to cast a nonartifact spell.” + +111.10i An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named Phyrexian Token. + +111.10j A Cursed Role token is a colorless Aura Role enchantment token named Cursed with enchant creature and “Enchanted creature has base power and toughness 1/1.” + +111.10k A Monster Role token is a colorless Aura Role enchantment token named Monster with enchant creature and “Enchanted creature gets +1/+1 and has trample.” + +111.10m A Royal Role token is a colorless Aura Role enchantment token named Royal with enchant creature and “Enchanted creature gets +1/+1 and has ward {1}.” + +111.10n A Sorcerer Role token is a colorless Aura Role enchantment token named Sorcerer with enchant creature and “Enchanted creature gets +1/+1 and has ‘Whenever this creature attacks, scry 1.’” + +111.10p A Virtuous Role token is a colorless Aura Role enchantment token named Virtuous with enchant creature and “Enchanted creature gets +1/+1 for each enchantment you control.” + +111.10q A Wicked Role token is a colorless Aura Role enchantment token named Wicked with enchant creature, “Enchanted creature gets +1/+1,” and “When this token is put into a graveyard from the battlefield, each opponent loses 1 life.” + +111.10r A Young Hero Role token is a colorless Aura Role enchantment token named Young Hero with enchant creature and “Enchanted creature has ‘Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.’” + +111.10s A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.” See rule 701.44, “Explore.” + +111.10t A Junk token is a colorless Junk artifact token with “{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.” + +111.10u A Lander token is a colorless Lander artifact token with “{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.” + +111.10v A Mutagen token is a colorless Mutagen artifact token with “{1}, {T}, Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.” + +111.11. If an effect instructs a player to create a token by name, doesn’t define any other characteristics for that token, and the name is not one of the types in the list of predefined tokens above, that player uses the card with that name in the Oracle card reference to determine the characteristics of that token. +Example: Disa the Restless has the ability “Whenever one or more creatures you control deal combat damage to a player, create a Tarmogoyf token.” As that ability resolves, its controller creates a token with the same characteristics as the card named Tarmogoyf, as determined by the Oracle card reference. + +111.12. If an effect instructs a player to create a token that is a copy of a nonexistent object, no token is created (see rule 707, “Copying Objects”). This does not apply to an effect that would use the last known information of an object. +Example: Mimic Vat has a triggered ability whose effect gives you the option to exile a card and an activated ability that says “Create a token that’s a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.” If no card has been exiled with Mimic Vat’s triggered ability, no token is created. + +111.13. A copy of a permanent spell becomes a token as it resolves. The token has the characteristics of the spell that became that token. The token is not “created” for the purposes of any replacement effects or triggered abilities that refer to creating a token. + +112. Spells + +112.1. A spell is a card on the stack. As the first step of being cast (see rule 601, “Casting Spells”), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner’s hand. (See rule 405, “Stack.”) A spell remains on the stack as a spell until it resolves (see rule 608, “Resolving Spells and Abilities”), is countered (see rule 701.6), or otherwise leaves the stack. For more information, see section 6, “Spells, Abilities, and Effects.” + +112.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 707.10. + +112.1b Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 707.12. + +112.2. A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player who put it on the stack. Every spell has a controller. + +112.2a Some effects instruct a player to create a copy of a card and say they may cast it. In that case, the owner of that copy is the player who is instructed to create it and given permission to cast it. + +112.3. A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.” + +112.4. If an effect of a resolving spell or ability changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule 400.7. +Example: If an effect changes a black creature spell to white, the creature is white when it enters the battlefield and remains white for the duration of the effect changing its color. + +113. Abilities + +113.1. An ability can be one of three things: + +113.1a An ability can be a characteristic an object has that lets it affect the game. An object’s abilities are defined by its rules text or by the effect that created it. Abilities can also be granted to objects by rules or effects. (Effects that grant abilities usually use the words “has,” “have,” “gains,” or “gain.”) Abilities generate effects. (See rule 609, “Effects.”) + +113.1b An ability can be something that a player has that changes how the game affects the player. A player normally has no abilities unless granted to that player by effects. + +113.1c An ability can be an activated or triggered ability on the stack. This kind of ability is an object. (See section 6, “Spells, Abilities, and Effects.”) + +113.2. Abilities can affect the objects they’re on. They can also affect other objects and/or players. + +113.2a Abilities can be beneficial or detrimental. +Example: “This creature can’t block” is an ability. + +113.2b An additional cost or alternative cost to cast a card is an ability of the card. + +113.2c An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities that may be strung together on a single line (see rule 702, “Keyword Abilities”), each paragraph break in a card’s text marks a separate ability. If the object is not represented by a card, the effect that created it may have given it multiple abilities. An object may also be granted additional abilities by a spell or ability. If an object has multiple instances of the same ability, each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information. + +113.2d Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule 609, “Effects.” + +113.3. There are four general categories of abilities: + +113.3a Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text on an instant or sorcery spell is a spell ability unless it’s an activated ability, a triggered ability, or a static ability that fits the criteria described in rule 113.6. + +113.3b Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]” A player may activate such an ability whenever they have priority. Doing so puts it on the stack, where it remains until it’s countered, it resolves, or it otherwise leaves the stack. See rule 602, “Activating Activated Abilities.” + +113.3c Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and include (and usually begin with) the word “when,” “whenever,” or “at.” Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it’s countered, it resolves, or it otherwise leaves the stack. See rule 603, “Handling Triggered Abilities.” + +113.3d Static abilities are written as statements. They’re simply true. Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone. See rule 604, “Handling Static Abilities.” + +113.4. Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They don’t use the stack, and, under certain circumstances, a player can activate mana abilities even if they don’t have priority. See rule 605, “Mana Abilities.” + +113.5. Some activated abilities are loyalty abilities. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn. See rule 606, “Loyalty Abilities.” + +113.6. Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows: + +113.6a Characteristic-defining abilities function everywhere, even outside the game and before the game begins. (See rule 604.3.) + +113.6b An ability that states which zones it functions in functions only from those zones. + +113.6c An ability that states which zones it doesn’t function in functions everywhere except for the specified zones, even outside the game and before the game begins. + +113.6d An object’s ability that allows a player to pay an alternative cost rather than its mana cost or otherwise modifies what that particular object costs to cast functions on the stack. + +113.6e An object’s ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast and also on the stack. An object’s ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack. + +113.6f An object’s ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game. + +113.6g An object’s ability that states it can’t be countered or can’t be copied functions on the stack. + +113.6h An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12. + +113.6i An object’s ability that states counters can’t be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield. + +113.6j An object’s activated ability that has a cost that can’t be paid while the object is on the battlefield functions from any zone in which its cost can be paid. + +113.6k A trigger condition that can’t trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones. +Example: Absolver Thrull has the ability “When this creature enters or the creature it haunts dies, destroy target enchantment.” The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.55, “Haunt.”) + +113.6m An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless its trigger condition or a previous part of its cost or effect specifies that the object is put into that zone or, if the object is an Aura, that the object it enchants leaves the battlefield. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone. +Example: Reassembling Skeleton says “{1}{B}: Return this card from your graveyard to the battlefield tapped.” A player may activate this ability only if Reassembling Skeleton is in their graveyard. + +113.6n An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at WPN.Wizards.com/en/rules-documents. + +113.6p Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 114, “Emblems”; rule 901, “Planechase”; rule 902, “Vanguard”; rule 904, “Archenemy”; and rule 905, “Conspiracy Draft.” + +113.7. The source of an ability is the object that generated it. The source of an activated ability on the stack is the object whose ability was activated. The source of a triggered ability (other than a delayed triggered ability) on the stack, or one that has triggered and is waiting to be put on the stack, is the object whose ability triggered. To determine the source of a delayed triggered ability, see rules 603.7d–f. + +113.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability. Note that some abilities cause a source to do something (for example, “This creature deals 1 damage to any target”) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source for use while announcing an activated ability or putting a triggered ability on the stack checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it’s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists. + +113.8. The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability’s source when it triggered, or, if it had no controller, the player who owned the ability’s source when it triggered. To determine the controller of a delayed triggered ability, see rules 603.7d–f. + +113.9. Activated and triggered abilities on the stack aren’t spells, and therefore can’t be countered by anything that counters only spells. Activated and triggered abilities on the stack can be countered by effects that specifically counter abilities. Static abilities don’t use the stack and thus can’t be countered at all. + +113.10. Effects can add or remove abilities of objects. An effect that adds an ability will state that the object “gains” or “has” that ability, or similar. An effect that removes an ability will state that the object “loses” that ability. + +113.10a An effect that adds an activated ability may include activation instructions for that ability. These instructions become part of the ability that’s added to the object. + +113.10b Effects that remove an ability remove all instances of it. + +113.10c If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects. + +113.11. Effects can stop an object from having a specified ability. These effects say that the object “can’t have” that ability. If the object has that ability, it loses it. It’s also impossible for an effect or keyword counter to add that ability to the object. If a resolving spell or ability creates a continuous effect that would add the specified ability to such an object, that part of that continuous effect does not apply; however, other parts of that continuous effect will still apply, and that resolving spell or ability can still create other continuous effects. Continuous effects created by static abilities that would add the specified ability won’t apply to that object. + +113.12. An effect that sets an object’s characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (“[permanent] is [characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (“[creature] can’t be blocked,” for example), it’s neither granting an ability nor setting a characteristic. +Example: Muraganda Petroglyphs reads, “Creatures with no abilities get +2/+2.” A Runeclaw Bear (a creature with no abilities) enchanted by an Aura that says “Enchanted creature has flying” would not get +2/+2. A Runeclaw Bear enchanted by an Aura that says “Enchanted creature is red” or “Enchanted creature can’t be blocked” would get +2/+2. + +114. Emblems + +114.1. Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but usually no other characteristics. + +114.2. An effect that creates an emblem is written “[Player] gets an emblem with [ability].” This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player. + +114.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no types, no mana cost, and no color. Most emblems also have no name. + +114.4. Abilities of emblems function in the command zone. + +114.5. An emblem is neither a card nor a permanent. Emblem isn’t a card type. + +115. Targets + +115.1. Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and/or player(s) the spell or ability will affect. These targets are declared as part of the process of putting the spell or ability on the stack. The targets can’t be changed except by another spell or ability that explicitly says it can do so. + +115.1a An instant or sorcery spell is targeted if its spell ability identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the spell is cast; see rule 601.2c. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.) +Example: A sorcery card has the ability “When you cycle this card, target creature gets -1/-1 until end of turn.” This triggered ability is targeted, but that doesn’t make the card it’s on targeted. + +115.1b Aura spells are always targeted. An Aura’s target is specified by its enchant keyword ability (see rule 702.5, “Enchant”). The target is chosen as the spell is cast; see rule 601.2c. An Aura permanent doesn’t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.) + +115.1c An activated ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is activated; see rule 602.2b. + +115.1d A triggered ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is put on the stack; see rule 603.3d. + +115.1e Some keyword abilities, such as equip and modular, represent targeted activated or triggered abilities, and some keyword abilities, such as mutate, cause spells to have targets. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.” + +115.2. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, or (b) targets an object that can’t exist on the battlefield, such as a spell or ability. See also rule 115.4. + +115.3. The same target can’t be chosen multiple times for any one instance of the word “target” on a spell or ability. If the spell or ability uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 115.7). + +115.4. Some spells and abilities that refer to damage require “any target,” “another target,” “two targets,” or similar rather than “target [something].” These targets may be creatures, players, planeswalkers, or battles. Other game objects, such as noncreature artifacts or spells, can’t be chosen. + +115.5. A spell or ability on the stack is an illegal target for itself. + +115.6. A spell or ability that requires targets may allow zero targets to be chosen. Such a spell or ability is still said to require targets, but that spell or ability is targeted only if one or more targets have been chosen for it. + +115.7. Some effects allow a player to change the target(s) of a spell or ability, and other effects allow a player to choose new targets for a spell or ability. + +115.7a If an effect allows a player to “change the target(s)” of a spell or ability, each target can be changed only to another legal target. If a target can’t be changed to another legal target, the original target is unchanged, even if the original target is itself illegal by then. If all the targets aren’t changed to other legal targets, none of them are changed. + +115.7b If an effect allows a player to “change a target” of a spell or ability, the process described in rule 115.7a is followed, except that only one of those targets may be changed (rather than all of them or none of them). + +115.7c If an effect allows a player to “change any targets” of a spell or ability, the process described in rule 115.7a is followed, except that any number of those targets may be changed (rather than all of them or none of them). + +115.7d If an effect allows a player to “choose new targets” for a spell or ability, the player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal and must not cause any unchanged targets to become illegal. + +115.7e When changing targets or choosing new targets for a spell or ability, only the final set of targets is evaluated to determine whether the change is legal. +Example: Arc Trail is a sorcery that reads “Arc Trail deals 2 damage to any target and 1 damage to any other target.” The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads “You may choose new targets for target spell,” targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear. + +115.7f A spell or ability may “divide” or “distribute” an effect (such as damage or counters) among one or more targets. When changing targets or choosing new targets for that spell or ability, the original division can’t be changed. + +115.8. Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to change the target(s) of a modal spell or ability, or to choose new targets for a modal spell or ability, doesn’t allow that player to change its mode. (See rule 700.2.) + +115.9. Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both. + +115.9a An object that looks for a “[spell or ability] with [a number of] targets” checks the number of times any object or player was chosen as the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object or player became a target more than once, each of those instances is counted separately. + +115.9b An object that looks for a “[spell or ability] that targets [something]” checks the current state of that spell or ability’s targets. If an object it targets is still in the zone it’s expected to be in or a player it targets is still in the game, that target’s current information is used, even if it’s not currently legal for that spell or ability. If an object it targets is no longer in the zone it’s expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used. + +115.9c An object that looks for a “[spell or ability] that targets only [something]” checks the number of different objects or players that were chosen as targets of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability’s target is checked as described in rule 115.9b. + +115.10. Spells and abilities can affect objects and players they don’t target. In general, those objects and players aren’t chosen until the spell or ability resolves. See rule 608, “Resolving Spells and Abilities.” + +115.10a Just because an object or player is being affected by a spell or ability doesn’t make that object or player a target of that spell or ability. Unless that object or player is identified by the word “target” in the text of that spell or ability, or the rule for that keyword ability, it’s not a target. + +115.10b In particular, the word “you” in an object’s text doesn’t indicate a target. + +116. Special Actions + +116.1. Special actions are actions a player may take when they have priority that don’t use the stack. These are not to be confused with turn-based actions and state-based actions, which the game generates automatically. (See rule 703, “Turn-Based Actions,” and rule 704, “State-Based Actions.”) + +116.2. There are twelve special actions: + +116.2a Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player’s hand). By default, a player can take this action only once during each of their turns. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. See rule 305, “Lands.” + +116.2b Turning a face-down creature face up is a special action. A player can take this action any time they have priority. See rule 708, “Face-Down Spells and Permanents.” + +116.2c Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A player can take such an action any time they have priority, unless that effect specifies another timing restriction, for as long as the effect allows it. + +116.2d Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time they have priority. + +116.2e One card (Circling Vultures) has the ability “You may discard Circling Vultures any time you could cast an instant.” Doing so is a special action. A player can take such an action any time they have priority. + +116.2f A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.62, “Suspend.” + +116.2g A player who has chosen a companion may pay {3} to put that card from outside the game into their hand. This is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn, but only if they haven’t done so yet this game. (See rule 702.139, “Companion.”) + +116.2h A player who has a card with foretell in their hand may pay {2} and exile that card face down. This is a special action. A player may take this action any time they have priority during their turn. See rule 702.143, “Foretell.” + +116.2i In a Planechase game, rolling the planar die is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. See rule 901, “Planechase.” + +116.2j In a Conspiracy Draft game, turning a face-down conspiracy card in the command zone face up is a special action. A player can take this action any time they have priority. See rule 905.4a. + +116.2k A player who has a card with plot in their hand may exile that card. This is a special action. A player can take this action any time they have priority during their own turn while the stack is empty. See rule 702.170, “Plot.” + +116.2m A player who controls a permanent that has one or more locked halves (see rule 709.5) may pay the mana cost of a locked half of that permanent to give that permanent the appropriate unlocked designation. This cost is referred to as an “unlock cost.” A player can take this action any time they have priority and the stack is empty during a main phase of their turn. + +116.3. If a player takes a special action, that player receives priority afterward. + +117. Timing and Priority + +117.1. Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions. + +117.1a A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty. + +117.1b A player may activate an activated ability any time they have priority. + +117.1c A player may take some special actions any time they have priority. A player may take other special actions during their main phase any time they have priority and the stack is empty. See rule 116, “Special Actions.” + +117.1d A player may activate a mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability). + +117.2. Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority. + +117.2a Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule 603, “Handling Triggered Abilities.”) However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn’t yet been put on the stack is put on the stack. See rule 117.5. + +117.2b Static abilities continuously affect the game. Priority doesn’t apply to them. (See rule 604, “Handling Static Abilities,” and rule 611, “Continuous Effects.”) + +117.2c Turn-based actions happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority. See rule 117.3a. Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703, “Turn-Based Actions.” + +117.2d State-based actions happen automatically when certain conditions are met. See rule 704. They’re dealt with before a player would receive priority. See rule 117.5. + +117.2e Resolving spells and abilities may instruct players to make choices or take actions, or may allow players to activate mana abilities. Even if a player is doing so, no player has priority while a spell or ability is resolving. See rule 608, “Resolving Spells and Abilities.” + +117.3. Which player has priority is determined by the following rules: + +117.3a The active player receives priority at the beginning of most steps and phases, after any turn-based actions (such as drawing a card during the draw step; see rule 703) have been dealt with and abilities that trigger at the beginning of that phase or step have been put on the stack. No player receives priority during the untap step. Players usually don’t get priority during the cleanup step (see rule 514.3). + +117.3b The active player receives priority after a spell or ability (other than a mana ability) resolves. + +117.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward. + +117.3d If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player’s mana pool, they announce what mana is there. Then the next player in turn order receives priority. + +117.4. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends. + +117.5. Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, “State-Based Actions”), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule 603, “Handling Triggered Abilities”). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so. + +117.6. In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 805, “Shared Team Turns Option.” + +117.7. If a player with priority casts a spell or activates an activated ability while another spell or ability is already on the stack, the new spell or ability has been cast or activated “in response to” the earlier spell or ability. The new spell or ability will resolve first. See rule 608, “Resolving Spells and Abilities.” + +118. Costs + +118.1. A cost is an action or payment necessary to take another action or to stop another action from taking place. To pay a cost, a player carries out the instructions specified by the spell, ability, or effect that contains that cost. + +118.2. If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules 601.2f–h. + +118.3. A player can’t pay a cost without having the necessary resources to pay it fully. For example, a player with only 1 life can’t pay a cost of 2 life, and a permanent that’s already tapped can’t be tapped to pay a cost. See rule 202, “Mana Cost and Color,” and rule 602, “Activating Activated Abilities.” + +118.3a Paying mana is done by removing the indicated mana from a player’s mana pool. (Players can always pay 0 mana.) If excess mana remains in that player’s mana pool after making that payment, the player announces what mana is still there. + +118.3b Paying life is done by subtracting the indicated amount of life from a player’s life total. (Players can always pay 0 life.) + +118.3c Activating mana abilities is not mandatory, even if paying a cost is. + +118.4. Some costs include an {X} or an X. See rule 107.3. + +118.5. Some costs are represented by {0}, or are reduced to {0}. The action necessary for a player to pay such a cost is the player’s acknowledgment that they are paying it. Even though such a cost requires no resources, it’s not automatically paid. + +118.5a A spell whose mana cost is {0} must still be cast the same way as one with a cost greater than zero; it won’t cast itself automatically. The same is true for an activated ability whose cost is {0}. + +118.6. Some objects have no mana cost. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of an object with no mana cost. Attempting to cast a spell or activate an ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action. + +118.6a If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows a player to cast a spell without paying its mana cost, the alternative cost may be paid. + +118.7. What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it’s considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost. + +118.7a Effects that reduce a cost by an amount of generic mana affect only the generic mana component of that cost. They can’t affect the colored or colorless mana components of that cost. + +118.7b If a cost is reduced by an amount of colored or colorless mana, but the cost doesn’t require mana of that type, the cost is reduced by that amount of generic mana. + +118.7c If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the cost’s mana component of that color is reduced to nothing and the cost’s generic mana component is reduced by the difference. + +118.7d If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the cost’s colorless mana component is reduced to nothing and the cost’s generic mana component is reduced by the difference. + +118.7e If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a generic half is chosen, the cost is reduced by an amount of generic mana equal to that half’s number. + +118.7f If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol’s color. + +118.7g If a cost is reduced by an amount of mana represented by one or more snow mana symbols, the cost is reduced by that much generic mana. + +118.8. Some spells and abilities have additional costs. An additional cost is a cost listed in a spell’s rules text, or applied to a spell or ability from another effect, that its controller must pay at the same time they pay the spell’s mana cost or the ability’s activation cost. Note that some additional costs are listed in keywords; see rule 702. + +118.8a Any number of additional costs may be applied to a spell as it’s being cast or to an ability as it’s being activated. The controller of the spell or ability announces their intentions to pay any or all of those costs as described in rule 601.2b. + +118.8b Some additional costs are optional. + +118.8c If an effect instructs a player to cast a spell “if able,” and that spell has a mandatory additional cost that includes actions involving cards with a stated quality in a hidden zone, the player isn’t required to cast that spell, even if those cards are present in that zone. + +118.8d Additional costs don’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value. + +118.9. Some spells have alternative costs. An alternative cost is a cost listed in a spell’s text, or applied to it from another effect, that its controller may pay rather than paying the spell’s mana cost. Alternative costs are usually phrased, “You may [action] rather than pay [this object’s] mana cost,” or “You may cast [this object] without paying its mana cost.” Note that some alternative costs are listed in keywords; see rule 702. + +118.9a Only one alternative cost can be applied to any one spell as it’s being cast. The controller of the spell announces their intentions to pay that cost as described in rule 601.2b. + +118.9b Alternative costs are generally optional. An effect that allows you to cast a spell may require a certain alternative cost to be paid. + +118.9c An alternative cost doesn’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value. + +118.9d If an alternative cost is being paid to cast a spell, any additional costs, cost increases, and cost reductions that affect that spell are applied to that alternative cost. (See rule 601.2f.) + +118.10. Each payment of a cost applies to only one spell, ability, or effect. For example, a player can’t sacrifice just one creature to activate the activated abilities of two permanents that each require sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn’t pay another spell or ability’s cost, even if part of its effect is doing the same thing the other cost asks for. + +118.11. The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are performed don’t match the actions that are called for, the cost has still been paid. +Example: A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost of “Draw a card,” and Obstinate Familiar, a creature that says “If you would draw a card, you may skip that draw instead.” The player may decide to pay Psychic Vortex’s cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid. + +118.12. Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does, doesn’t, or can’t], [effect].” Or “[A player] may [do something]. If [that player] [does, doesn’t, or can’t], [effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a player] [does, doesn’t, or can’t]” clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred. +Example: You control Standstill, an enchantment that says “When a player casts a spell, sacrifice this enchantment. If you do, each of that player’s opponents draws three cards.” A spell is cast, causing Standstill’s ability to trigger. Then an ability is activated that exiles Standstill. When Standstill’s ability resolves, you’re unable to pay the “sacrifice Standstill” cost. No player will draw cards. +Example: Your opponent has cast Gather Specimens, a spell that says “If a creature would enter the battlefield under an opponent’s control this turn, it enters under your control instead.” You control a face-down Dermoplasm, a creature with morph that says “When this creature is turned face up, you may put a creature card with morph from your hand onto the battlefield face up. If you do, return this creature to its owner’s hand.” You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand onto the battlefield. Due to Gather Specimens, it enters the battlefield under your opponent’s control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner’s hand. + +118.12a Some spells, activated abilities, and triggered abilities read, “[Do something] unless [a player does something else].” This means the same thing as “[A player may do something else]. If [that player doesn’t], [do something].” + +118.12b Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, followed by an “If [a player] does” clause. This clause checks whether the player chose to search, not whether the player took any of the additional actions. + +118.13. Some costs contain mana symbols that can be paid in multiple ways. These include hybrid mana symbols and Phyrexian mana symbols. + +118.13a If the mana cost of a spell or the activation cost of an activated ability contains a mana symbol that can be paid in multiple ways, the choice of how to pay for that symbol is made as its controller proposes that spell or ability (see rule 601.2b). + +118.13b If a cost paid during the resolution of a spell or ability contains a mana symbol that can be paid in multiple ways, the player paying that cost chooses how to pay for that symbol immediately before they pay that cost. + +118.13c If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the player taking the special action chooses how to pay for that symbol immediately before they pay that cost. + +118.14. Some effects say that “mana of any type can be spent” to pay a cost. This means that players may spend mana as though it were colorless mana or mana of any color to pay that cost. If that effect also gives a player permission to cast spells, this applies only to mana that player spends to cast spells that way. See rule 609.4b. + +119. Life + +119.1. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals. + +119.1a In a Two-Headed Giant game, each team’s starting life total is 30. See rule 810, “Two-Headed Giant Variant.” + +119.1b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card. See rule 902, “Vanguard.” + +119.1c In a Commander game, each player’s starting life total is 40. See rule 903, “Commander.” + +119.1d. In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30. See rule 903.12, “Brawl Option.” + +119.1e In an Archenemy game, the archenemy’s starting life total is 40. See rule 904, “Archenemy.” + +119.2. Damage dealt to a player normally causes that player to lose that much life. See rule 120.3. + +119.3. If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly. + +119.4. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if their life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from their life total; in other words, the player loses that much life. + +119.4a If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if their team’s life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from their team’s life total. + +119.4b Players can always pay 0 life, no matter what their (or their team’s) life total is, and even if an effect says players can’t pay life. + +119.5. If an effect sets a player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. + +119.6. If a player has 0 or less life, that player loses the game as a state-based action. See rule 704. + +119.7. If an effect says that a player can’t gain life, that player can’t make an exchange such that the player’s life total would become higher; in that case, the exchange won’t happen. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become higher. In addition, a cost that involves having that player gain life can’t be paid, and a replacement effect that would replace a life gain event affecting that player won’t do anything. + +119.8. If an effect says that a player can’t lose life, that player can’t make an exchange such that the player’s life total would become lower; in that case, the exchange won’t happen. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become lower. In addition, a cost that involves having that player pay life can’t be paid. + +119.9. Some triggered abilities are written, “Whenever [a player] gains life, . . . .” Such abilities are treated as though they are written, “Whenever a source causes [a player] to gain life, . . . .” If a player gains 0 life, no life gain event has occurred, and these abilities won’t trigger. + +119.10. Some replacement effects are written, “If [a player] would gain life, . . . .” Such abilities are treated as though they are written, “If a source would cause [a player] to gain life, . . . .” If a player gains 0 life, no life gain event would occur, and these effects won’t apply. + +120. Damage + +120.1. Objects can deal damage to battles, creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. An object that deals damage is the source of that damage. + +120.1a Damage can’t be dealt to an object that’s not a battle, a creature, or a planeswalker. + +120.2. Any object can deal damage. + +120.2a Damage may be dealt as a result of combat. Each attacking and blocking creature deals combat damage equal to its power during the combat damage step. + +120.2b Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage. + +120.3. Damage may have one or more of the following results, depending on whether the recipient of the damage is a player or permanent, the characteristics of the damage’s source, and the characteristics of the damage’s recipient (if it’s a permanent). + +120.3a Damage dealt to a player by a source without infect causes that player to lose that much life. + +120.3b Damage dealt to a player by a source with infect causes that source’s controller to give the player that many poison counters. + +120.3c Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker. + +120.3d Damage dealt to a creature by a source with wither and/or infect causes that source’s controller to put that many -1/-1 counters on that creature. + +120.3e Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature. + +120.3f Damage dealt by a source with lifelink causes that source’s controller to gain that much life, in addition to the damage’s other results. + +120.3g Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number of poison counters equal to that creature’s total toxic value, in addition to the damage’s other results. See rule 702.164, “Toxic.” + +120.3h Damage dealt to a battle causes that many defense counters to be removed from that battle. + +120.4. Damage is processed in a four-part sequence. + +120.4a First, if an effect that’s causing damage to be dealt states that excess damage that would be dealt to a permanent is dealt to another permanent or player instead, the damage event is modified accordingly. If the first permanent is a creature, the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time. (See rule 120.6.) Any amount of damage greater than 1 is excess damage if the source dealing that damage to a creature has deathtouch. (See rule 702.2.) If the first permanent is a planeswalker, the excess damage is the amount of damage in excess of that planeswalker’s loyalty, taking into account damage from other sources that would be dealt at the same time. If the first permanent is a battle, the excess damage is the amount of damage in excess of that battle’s defense, taking into account damage from other sources that would be dealt at the same time. If the first permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage is the greatest of the calculated amounts for each of the card types it has. + +120.4b Second, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack. + +120.4c Third, damage that’s been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters). + +120.4d Finally, the damage event occurs. +Example: A player who controls Boon Reflection, an enchantment that says “If you would gain life, you gain twice that much life instead,” attacks with a 3/3 creature with wither and lifelink. It’s blocked by a 2/2 creature, and the defending player casts a spell that prevents the next 2 damage that would be dealt to the blocking creature. The damage event starts out as [3 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. The prevention effect is applied, so the damage event becomes [1 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. That’s processed into its results, so the damage event is now [one -1/-1 counter is put on the 2/2 creature, the active player gains 1 life, 2 damage is marked on the 3/3 creature]. Boon Reflection’s effect is applied, so the damage event becomes [one -1/-1 counter is put on the 2/2 creature, the active player gains 2 life, 2 damage is marked on the 3/3 creature]. Then the damage event occurs. +Example: The defending player controls a creature and Worship, an enchantment that says “If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.” That player is at 2 life, and is being attacked by two unblocked 5/5 creatures. The player casts Awe Strike, which says “The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way,” targeting one of the attackers. The damage event starts out as [10 damage is dealt to the defending player]. Awe Strike’s effect is applied, so the damage event becomes [5 damage is dealt to the defending player, the defending player gains 5 life]. That’s processed into its results, so the damage event is now [the defending player loses 5 life, the defending player gains 5 life]. Worship’s effect sees that the damage event would not reduce the player’s life total to less than 1, so Worship’s effect is not applied. Then the damage event occurs. + +120.5. Damage dealt to a creature, planeswalker, or battle doesn’t destroy it. Likewise, the source of that damage doesn’t destroy it. Rather, state-based actions may destroy a creature or otherwise put a permanent into its owner’s graveyard, due to the results of the damage dealt to that permanent. See rule 704. +Example: A player casts Lightning Bolt, an instant that says “Lightning Bolt deals 3 damage to any target,” targeting a 2/2 creature. After Lightning Bolt deals 3 damage to that creature, the creature is destroyed as a state-based action. Neither Lightning Bolt nor the damage dealt by Lightning Bolt destroyed that creature. + +120.6. Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.19, “Regenerate”) and during the cleanup step (see rule 514.2). + +120.7. The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 609.7, “Sources of Damage.” + +120.8. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won’t trigger. It also means that replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect. + +120.9. If an ability triggers on damage being dealt by a specific source or sources, and the effect refers to the “damage dealt,” it refers only to the damage dealt by the specified sources and not to any damage dealt at the same time by other sources. + +120.10. Some triggered abilities check whether a permanent has been dealt excess damage. These abilities check after the permanent has been dealt damage by one or more sources. If those sources together dealt an amount of damage to a creature greater than lethal damage, excess damage equal to the difference was dealt to that creature. If those sources together dealt an amount of damage to a planeswalker greater than that planeswalker’s loyalty before the damage was dealt, excess damage equal to the difference was dealt to that planeswalker. If those sources together dealt an amount of damage to a battle greater than that battle’s defense before the damage was dealt, excess damage equal to the difference was dealt to that battle. If a permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage dealt to that permanent is the greatest of the calculated amounts for each of the card types it has. + +121. Drawing a Card + +121.1. A player draws a card by putting the top card of their library into their hand. This is done as a turn-based action during each player’s draw step. It may also be done as part of a cost or effect of a spell or ability. + +121.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws. + +121.2a An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule 616.1g. + +121.2b Some effects say that a player can’t draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player can’t choose to do so. Similarly, the player can’t pay a cost that includes drawing multiple cards. + +121.2c If more than one player is instructed to draw cards, the active player performs all of their draws first, then each other player in turn order does the same. + +121.2d If more than one player is instructed to draw cards in a game that’s using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs their draws, then each player on each nonactive team in turn order does the same. + +121.3. If there are no cards in a player’s library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can’t draw cards and another effect offers that player the choice to draw a card, that player can’t choose to do so. + +121.3a The same principles apply if the player who’s making the choice is not the player who would draw the card. If the latter player has no cards in their library, the choice can be taken. If an effect says that the latter player can’t draw a card, the choice can’t be taken. + +121.4. A player who attempts to draw a card from a library with no cards in it loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.) + +121.5. If an effect moves cards from a player’s library to that player’s hand without using the word “draw,” the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards and effects that replace card draws, as well as if the player’s library is empty. + +121.6. Some effects replace card draws. + +121.6a An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player’s library. + +121.6b If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence. + +121.6c Some effects perform additional actions on a card after it’s drawn. If the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect or any subsequent replacement effects. + +121.7. Some replacement effects and prevention effects result in one or more card draws. In such a case, if there are any parts of the original event that haven’t been replaced, those parts occur first, then the card draws happen one at a time. + +121.8. If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule 601.2i) or until the casting process is reversed (see rule 732, “Handling Illegal Actions”). The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it’s being drawn, it’s revealed after the spell becomes cast or the ability becomes activated. While face down, the drawn card is considered to have no characteristics and can’t be used to pay any part of the cost of the spell or ability that would require the card to have specific characteristics. + +121.9. If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it. + +122. Counters + +122.1. A counter is a marker placed on an object or player that modifies its characteristics and/or interacts with a rule, ability, or effect. Counters are not objects and have no characteristics. Notably, a counter is not a token, and a token is not a counter. Counters with the same name or description are interchangeable. + +122.1a A +X/+Y counter on a creature or on a creature card in a zone other than the battlefield, where X and Y are numbers, adds X to that object’s power and Y to that object’s toughness. Similarly, -X/-Y counters subtract from power and toughness. See rule 613.4c. + +122.1b A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, decayed, exalted, haste, hexproof, indestructible, lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f. + +122.1c One or more shield counters on a permanent create a single replacement effect and a single prevention effect that protect the permanent. These effects are “If this permanent would be destroyed as the result of an effect, instead remove a shield counter from it” and “If damage would be dealt to this permanent, prevent that damage and remove a shield counter from it.” See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.” + +122.1d One or more stun counters on a permanent create a single replacement effect that stops the permanent from untapping. That effect is “If a permanent with a stun counter on it would become untapped, instead remove a stun counter from it.” + +122.1e The number of loyalty counters on a planeswalker on the battlefield indicates how much loyalty it has. A planeswalker with 0 loyalty is put into its owner’s graveyard as a state-based action. See rule 704. + +122.1f If a player has ten or more poison counters, that player loses the game as a state-based action. See rule 704. A player is “poisoned” if they have one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.) + +122.1g The number of defense counters on a battle on the battlefield indicates how much defense it has. A battle with 0 defense is put into its owner’s graveyard if it isn’t the source of an ability that has triggered but not yet left the stack. This state-based action doesn’t use the stack. See rule 704. + +122.1h One or more finality counters on a permanent create a single replacement effect that stops the permanent from going to the graveyard. That effect is “If this permanent would be put into a graveyard from the battlefield, exile it instead.” + +122.1i One or more rad counters on a player cause a triggered ability to trigger at the beginning of that player’s precombat main phase. See rule 727, “Rad Counters.” + +122.2. Counters on an object are not retained if that object moves from one zone to another. The counters are not “removed”; they simply cease to exist. See rule 400.7. + +122.3. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704. + +122.4. If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it as a state-based action. See rule 704. + +122.5. If an effect says to “move” a counter, it means to remove that counter from the object it’s currently on and put it onto a second object. If either of these actions isn’t possible, it’s not possible to move a counter, and no counter is removed from or put onto anything. This may occur if the first and second objects are the same object; if the first object doesn’t have the appropriate kind of counter on it; if the second object can’t have counters put onto it; or if either object is no longer in the correct zone. + +122.6. Some spells and abilities refer to counters being put on an object. This refers to putting counters on that object while it’s on the battlefield and also to an object that’s given counters as it enters the battlefield. + +122.6a If an object enters the battlefield with counters on it, the effect causing the object to be given counters may specify which player puts those counters on it. If the effect doesn’t specify a player, the object’s controller puts those counters on it. + +122.7. An ability that triggers “When/Whenever the Nth [kind] counter” is put on an object triggers when one or more counters of the appropriate kind are put on the object such that the object had fewer than N counters on it before the counters were put on it and N or more counters on it after. + +122.8. If a triggered ability instructs a player to put one object’s counters on another object and that ability’s trigger condition or effect checks that the object with those counters left the battlefield, the player doesn’t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object. If the ability specifies what kind(s) of counters to place, the player puts the same number of each of those kinds of counter the first object had onto the second object. + +122.9. If an activated ability of an object instructs a player to put its counters on another object and sacrificing the object with those counters is a cost to activate that ability, the player doesn’t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object. If the ability specified what kind(s) of counters to place, the player puts the same number of each of those kinds of counters the first object had onto the second object. + +123. Stickers + +123.1. A sticker is a marker placed on an object that modifies its characteristics and/or interacts with a rule, ability, or effect. Stickers are not objects. Notably, a sticker is not a counter or a token. Changes to an object from stickers are not part of its copiable values. There are four kinds of stickers: name stickers; ability stickers; power and toughness stickers; and art stickers. + +123.2. Stickers are found in boosters of the Unfinity expansion on numbered inserts. Each insert has a predetermined combination of stickers. Any rule that refers to a sticker sheet refers to the specific combination of stickers found on one of those inserts. Sticker sheets are not cards and have no characteristics. Each sticker sheet can be found at Gatherer.Wizards.com. + +123.2a In constructed play, a player who chooses to play with stickers must start the game with at least ten sticker sheets selected before play begins, and each of their sticker sheets must be unique. There is no maximum number of sticker sheets a player may start the game with. Each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. See rule 103, “Starting the Game.” + +123.2b In limited play, each player chooses up to three sticker sheets from among those in the sealed products they opened and reveals them. See rule 103, “Starting the Game.” + +123.2c Each player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed. + +123.3. If an effect instructs a player to put a sticker on an object, that player chooses a sticker that is not currently on any objects they own from among the stickers they have access to and puts it on that object. + +123.3a Each sticker a player has access to is discrete and is distinct from each other sticker they have access to. Two stickers are never considered to be the same sticker, even if they have the same text or information on them. + +123.3b A player can’t put a sticker on an object that they don’t own. If an effect would cause them to do so, that part of the effect does nothing. + +123.3c A sticker may have a ticket cost represented by a number inside a ticket symbol (see rule 107.17a). In order to put a sticker with a ticket cost on an object, the player who owns that object must pay that much {TK}. If they don’t have that much {TK}, they can’t put that sticker on an object. + +123.3d If a sticker that is already on an object is moved to another object, that sticker’s ticket cost does not need to be paid again. + +123.4. Some rules and effects refer to a “stickered” object. An object is “stickered” if it currently has any kind of sticker on it. An object without any stickers on it is not a stickered object, even if it previously had stickers on it. + +123.5. Stickers on an object are not retained as that object moves to a hidden zone. Stickers are retained as that object moves to a public zone and continue to apply to the new object it becomes in that zone; this is an exception to rule 400.7. + +123.5a If one or more cards with stickers on them enter the battlefield as part of a melded permanent, all of those stickers are on the permanent that object becomes on the battlefield. They maintain their relative timestamp order. + +123.5b If an object with a sticker on it becomes a component of a merged permanent on the battlefield, that sticker is on that merged permanent. + +123.5c If a melded or merged permanent with one or more stickers on it moves from the battlefield to another public zone, only one of the objects it becomes will retain those stickers. Its owner chooses which of the objects it becomes in its new zone retains any stickers that are on it. Effects from those stickers will continue to apply to only that object. + +123.6. A name sticker consists only of one or more words. A name sticker on a permanent or on a card in a zone other than the battlefield causes the word on that sticker to be added to the text of that object’s name. This is a text-changing effect. See rule 613.1c and rule 612, “Text-Changing Effects.” + +123.6a For the purposes of rules and effects related to name stickers, a “word” in an object’s name is any series of non-space characters that are separated from other non-space characters by one or more spaces. Hyphenated words and words with punctuation are considered to be one word. Blank lines, such as the one in “Wolf in ________ Clothing,” are not considered words in a card’s name. + +123.6b As a name sticker is placed on an object, that object’s controller chooses a position in that object’s name for the word in the name sticker to be added, then announces that object’s new name. That word can be added at the beginning of the object’s name or after any number of the other words that are currently in its name. The new name can be further modified by other name stickers. If that object has no name, its name becomes the word added by the name sticker. Name stickers never modify or remove any of the other words in that name. +Example: As a player puts a name sticker with the word “Dark” printed on it onto a creature named Bear Cub, that creature’s controller chooses whether its new name is “Dark Bear Cub,” “Bear Dark Cub,” or “Bear Cub Dark.” They then announce the new name to all players. + +123.6c The text that a name sticker is modifying may change due to other effects and/or a permanent’s face-down status (see rule 708, “Face-Down Spells and Permanents”). To determine the name of an object with one or more name stickers, start with the object’s copiable values, then apply each name sticker’s effect and each other text-changing effect in timestamp order. The position of each name sticker will continue to be after the number of words that were before it in the object’s name when it was placed. If there are fewer words in the object’s current name, the word on that sticker is added at the end of its name instead. The position and timestamp order of each name sticker on an object is remembered as the object that sticker is on moves from one public zone to another, and it continues to apply to the new object it becomes in that zone (see rule 123.5). This is an exception to rule 400.7. +Example: Fae of Wishes, an adventurer card, is in exile with a name sticker on it adding the word “Mana” after its second word, so its name is “Fae of Mana Wishes.” An effect allows that player to cast Granted, its Adventure, from exile. The name of that spell on the stack is “Granted Mana.” After that card is exiled as the Adventure resolves, the sticker’s position (after the second word) is remembered, so the name of the exiled card is once again “Fae of Mana Wishes.” +Example: A player owns a creature named It That Betrays on the battlefield. Using name stickers, they add the word “Eldrazi” to its name after the third word, such that its new name is “It That Betrays Eldrazi.” Later, that creature becomes a copy of a creature named Seeker of the Way. The name sticker continues to apply after the third word, so its new name is “Seeker of the Eldrazi Way.” +Example: A creature with a name sticker on it becomes enchanted by Witness Protection, an Aura that changes the creature’s name to “Legitimate Businessperson.” Since Witness Protection is also a text-changing effect, and it has a later timestamp than the name sticker, the word on that name sticker is not part of the creature’s name. Its name is “Legitimate Businessperson.” + +123.6d Some effects refer to the number of one or more specific letters on a name sticker. A lowercase letter and its uppercase equivalent are the same letter. + +123.6e Some effects refer to the number of “unique vowels” on a name sticker. These count the number of different vowels that appear on that sticker, even if one or more of them appear more than once. The vowels are A, E, I, O, U, and Y. A lowercase letter and its uppercase equivalent are the same letter. + +123.7. An ability sticker is a sticker with one or more abilities printed on it. An ability sticker on a permanent or on a card in a zone other than the battlefield causes that object to gain the ability that is printed on that sticker. See rule 613.1f. + +123.7a If an effect refers to an ability of an ability sticker, it refers to the ability that sticker grants to the object it is on, even if the object it is on doesn’t currently have that ability due to another effect. + +123.8. A power and toughness sticker is a sticker that has two numbers and a slash printed on it, resembling the power and toughness of a creature card. A power and toughness sticker on a creature or on a creature or Vehicle card in a zone other than the battlefield sets that object’s power and toughness to the values printed on that sticker (see rule 613.4b). If more than one power and toughness sticker is on a creature, use timestamp order to determine which one takes precedence (see rule 613.7). + +123.8a An effect that refers to the power and/or toughness of a sticker refers only to the printed power and/or toughness values on a power and toughness sticker. It does not refer to any printed value on any other stickers. + +123.9. An art sticker on a permanent has no effect on game play other than to act as a marker that other spells and abilities can identify. + +2. Parts of a Card + +200. General + +200.1. The parts of a card are name, mana cost, illustration, color indicator, type line, expansion symbol, text box, power and toughness, loyalty, defense, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts. + +200.2. Some parts of a card are also characteristics of the object that has them. See rule 109.3. + +200.3. Some objects that aren’t cards (tokens, copies of cards, and copies of spells) have some of the parts of a card, but only the ones that are also characteristics. See rule 111 and rule 707. + +201. Name + +201.1. The name of a card is printed on its upper left corner. + +201.2. A card’s name is always considered to be the English version of its name, regardless of printed language. + +201.2a Two or more objects have the same name if they have at least one name in common, even if one or more of those objects have additional names. An object with no name doesn’t have the same name as any other object, including another object with no name. + +201.2b Some spells and abilities refer to two or more objects with different names. Those objects have different names only if each of them has at least one name and no two objects in that group have a name in common. +Example: A player controls Liliana’s Contract, which says, in part, “At the beginning of your upkeep, if you control four or more Demons with different names, you win the game.” That player controls three Demons with different names and a face-down creature with no name, with an effect making it a Demon. Because the four creatures include one with no name, those four creatures don’t count as four Demons with different names. The ability of Liliana’s Contract won’t trigger. + +201.2c Some spells or abilities check if one object has a different name than a second object or group of objects. The first object has a different name than those objects if the first object has at least one name and has no names in common with any of the other objects, even if one or more of the other objects have no names. If the first object has no name, it does not have a different name than any of the other objects, even if those other objects themselves have names. + +201.3. Some cards with different English names are treated as though they had the same English name. Pairs of cards with this property have names that are interchangeable. + +201.3a For the purposes of all rules, abilities, and effects that refer to a card’s name, objects with interchangeable names have the same name. (See rules 201.2a–b.) + +201.3b For the purposes of deck construction and format legality, cards with interchangeable names have the same name. + +201.3c If a card has later printings with interchangeable names, the later printings will have an interchangeable names indicator in the bottom left-hand corner referring to the original printing’s three-letter set code and collector number (see rule 213.1d). + +201.4. If an effect instructs a player to choose a card name, the player must choose the name of a card in the Oracle card reference. (See rule 108.1.) A player may not choose the name of a token unless it’s also the name of a card. + +201.4a If a player is instructed to choose a card name with certain characteristics, the player must choose the name of a card whose Oracle text matches those characteristics. (See rule 108.1.) +Example: Dispossess reads, in part, “Choose an artifact card name.” The player can choose the name of any artifact card, even one that’s not legal in the format of the current game. The player can’t choose Island, even if an Island on the battlefield has been turned into artifact by some effect. + +201.4b If a player wants to choose the name of a split card, the player must choose the name of one of its halves, but not both. (See rule 709.) If a player is instructed to choose a card name with certain characteristics, use only that half’s characteristics to determine if this name can be chosen. + +201.4c If a player wants to choose a flip card’s alternative name, the player may do so. (See rule 710.) If a player is instructed to choose a card name with certain characteristics, use the card’s characteristics as modified by its alternative characteristics to determine if this name can be chosen. + +201.4d If a player wants to choose the name of the back face of a double-faced card, the player may do so. (See rule 712.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the back face to determine if this name can be chosen. + +201.4e If a player wants to choose the name of the combined back face of a meld pair, the player may do so. (See rule 713.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the combined back face to determine if this name can be chosen. + +201.4f If a player wants to choose an adventurer card’s alternative name, the player may do so. (See rule 715.) If a player is instructed to choose a card name with certain characteristics, use the card’s characteristics as modified by its alternative characteristics to determine if this name can be chosen. + +201.4g Some cards have interchangeable names (see rule 201.3). For all game purposes, these cards have the same name. If a player chooses the name of a card which has interchangeable names, the name of each of those cards has been chosen. + +201.5. Text that refers to the object it’s on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects. + +201.5a If an ability’s effect grants another ability to an object, and that second ability refers to that first ability’s source by name, the name refers only to the specific object which is that first ability’s source. The second ability does not refer to any other object with the same name as the first ability’s source. However, if the second ability also moved the first ability’s source to a different public zone, the name refers to the object the source became in its new zone. This is also true if the second ability is copied onto a new object. +Example: Gutter Grime has an ability that reads “Whenever a nontoken creature you control dies, put a slime counter on this enchantment, then create a green Ooze creature token with ‘This token’s power and toughness are each equal to the number of slime counters on Gutter Grime.’” The ability granted to the token only looks at the Gutter Grime that created the token, not at any other Gutter Grime on the battlefield. A copy of that token would also have an ability that referred only to the Gutter Grime that created the original token. + +201.5b If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name. +Example: Quicksilver Elemental says, in part, “{U}: This creature gains all activated abilities of target creature until end of turn.” If it gains an ability that says “{BB}: Regenerate Skithiryx,” activating that ability will regenerate Quicksilver Elemental, not the Skithiryx, the Blight Dragon it gained the ability from. +Example: Glacial Ray is an instant with splice onto Arcane that says “Glacial Ray deals 2 damage to any target.” If it’s spliced onto a Kodama’s Reach, that Kodama’s Reach deals 2 damage to the target. +Example: The Ever-Changing ’Dane says “{1}, Sacrifice another creature: The Ever-Changing ’Dane becomes a copy of the sacrificed creature, except it has this ability.” Its ability is activated sacrificing a Runeclaw Bear. The Ever-Changing ’Dane becomes a copy of Runeclaw Bear and gains an ability that should be treated as saying “{1}, Sacrifice another creature: Runeclaw Bear becomes a copy of the sacrificed creature, except it has this ability.” + +201.5c Text printed on some cards refers to that card by a shortened version of its name. Instances of a card’s shortened name used in this manner are treated as though they used the card’s full name. + +201.6. Promotional or alternate-art versions of some cards feature a secondary title bar below the name line. The card’s name as listed in the Oracle card reference is displayed in the secondary title bar, and an alternate name appears in the upper left corner. For the purposes of deck construction, game rules, and effects, these cards have only the card name specified in the secondary title bar. Rules text may also refer to a card’s alternate name; instances of the alternate name that are present in rules text refer to the name specified in the secondary title bar. The alternate name has no effect on game play. + +202. Mana Cost and Color + +202.1. A card’s mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration. + +202.1a The mana cost of an object represents what a player must spend from their mana pool to cast that card. Unless an object’s mana cost includes Phyrexian mana symbols (see rule 107.4f), paying that mana cost requires matching the type of any colored or colorless mana symbols as well as paying the generic mana indicated in the cost. + +202.1b Some objects have no mana cost. This normally includes all land cards, any other cards that have no mana symbols where their mana cost would appear, tokens (unless the effect that creates them specifies otherwise), and nontraditional Magic cards. Having no mana cost represents an unpayable cost (see rule 118.6). Note that lands are played without paying any costs (see rule 305, “Lands”). + +202.2. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. + +202.2a The five colors are white, blue, black, red, and green. The white mana symbol is represented by {W}, blue by {U}, black by {B}, red by {R}, and green by {G}. +Example: An object with a mana cost of {2}{W} is white, an object with a mana cost of {2} is colorless, and one with a mana cost of {2}{W}{B} is both white and black. + +202.2b Objects with no colored mana symbols in their mana costs are colorless. + +202.2c An object with two or more different colored mana symbols in its mana cost is each of the colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is not a requirement for a card to be multicolored. + +202.2d An object with one or more hybrid mana symbols and/or Phyrexian mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. (Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See rule 107.4e.) + +202.2e An object may have a color indicator printed to the left of the type line. That object is each color denoted by that color indicator. (See rule 204.) + +202.2f Effects may change an object’s color, give a color to a colorless object, or make a colored object become colorless; see rule 105.3. + +202.3. The mana value of an object is a number equal to the total amount of mana in its mana cost, regardless of color. +Example: A mana cost of {3}{U}{U} translates to a mana value of 5. + +202.3a The mana value of an object with no mana cost is 0, unless that object is the back face of a nonmodal double-faced permanent or spell, or it is a melded permanent. + +202.3b The mana value of the back face of a nonmodal double-faced permanent or spell’s back face is calculated as though it had the mana cost of its front face. If a permanent or spell is a copy of the back face of a nonmodal double-faced object (even if the card representing that copy is itself a double-faced card), the mana value of the copy is 0. +Example: Huntmaster of the Fells is a nonmodal double-faced card with mana cost {2}{R}{G}. Its mana value is 4. After it transforms to its other face (Ravager of the Fells), its mana value remains 4. +Example: A Clone enters the battlefield as a copy of Ravager of the Fells. Its mana value is 0. +Example: Insectile Aberration is the back face of a nonmodal double-faced card whose front face has mana cost {U}. It becomes a copy of Ravager of the Fells. Its mana value becomes 0. + +202.3c The mana value of a melded permanent is calculated as though it had the combined mana cost of the front faces of each card that represents it. If a permanent is a copy of a melded permanent (even if that copy is represented by two other meld cards), the mana value of the copy is 0. + +202.3d The mana value of a split card not on the stack or of a fused split spell on the stack is determined from the combined mana costs of its halves. Otherwise, while a split card is on the stack, the mana value of the spell is determined by the mana cost of the half that was chosen to be cast. See rule 709, “Split Cards.” + +202.3e When calculating the mana value of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack. + +202.3f When calculating the mana value of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol. +Example: The mana value of a card with mana cost {1}{W/U}{W/U} is 3. +Example: The mana value of a card with mana cost {2/B}{2/B}{2/B} is 6. + +202.3g Each Phyrexian mana symbol in a card’s mana cost contributes 1 to its mana value. +Example: The mana value of a card with mana cost {1}{W/P}{W/P} is 3. + +202.4. Any additional cost listed in an object’s rules text or imposed by an effect isn’t part of the mana cost. (See rule 601, “Casting Spells.”) Such costs are paid at the same time as the spell’s other costs. + +203. Illustration + +203.1. The illustration is printed on the upper half of a card and has no effect on game play. For example, a creature doesn’t have the flying ability unless stated in its rules text, even if it’s depicted as flying. + +204. Color Indicator + +204.1. The color indicator is printed to the left of the type line directly below the illustration. It consists of a circular symbol filled in with one or more colors. A color indicator is usually found on nonland cards without a mana cost. + +204.2. An object with a color indicator is each color denoted by that color indicator. + +205. Type Line + +205.1. The type line is printed directly below the illustration. It contains the card’s card type(s). It also contains the card’s subtype(s) and supertype(s), if applicable. + +205.1a Some effects set an object’s card type. In most such cases, the new card type(s) replaces any existing card types. However, an object with either the instant or sorcery card type retains that type. Counters, stickers, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when an effect sets one or more of an object’s subtypes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object’s card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object’s card type is removed. Removing an object’s subtype doesn’t affect its card types at all. + +205.1b Some effects change an object’s card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object’s prior card types, supertypes, and subtypes are retained. This rule applies to effects that use phrases such as “in addition to its other types” or that state that something is “still a [type, supertype, or subtype].” Some effects state that an object becomes an “artifact creature”; these effects also allow the object to retain all of its prior card types and subtypes. Some effects state that an object becomes a “[creature type or types] artifact creature”; these effects also allow the object to retain all of its prior card types and subtypes other than creature types, but replace any existing creature types. +Example: An ability reads, “All lands are 1/1 creatures that are still lands.” The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability’s effect applied to them, those lands would become “artifact land creatures,” not just “creatures,” or “land creatures.” The effect allows them to retain both the artifact and land card types. In addition, each land affected by the ability retains any land types and supertypes it had before the ability took effect. +Example: An ability reads, “All artifacts are 1/1 artifact creatures.” If a permanent is both an artifact and an enchantment, it will become an artifact enchantment creature. + +205.2. Card Types + +205.2a The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, kindred, land, phenomenon, plane, planeswalker, scheme, sorcery, and vanguard. See section 3, “Card Types.” + +205.2b Some objects have more than one card type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their card types. + +205.2c Tokens have card types even though they aren’t cards. The same is true of copies of spells and copies of cards. + +205.3. Subtypes + +205.3a A card can have one or more subtypes printed on its type line. + +205.3b Subtypes of each card type except creature and plane are always single words and are listed after a long dash. Each word after the dash is a separate subtype. Subtypes of creature cards are one or two words and are listed after a long dash. Each word or two-word phrase, as listed in rule 205.3m, is a separate subtype. Objects other than planes may have multiple subtypes. Subtypes of planes are also listed after a long dash, but may be multiple words; all words after the dash are, collectively, a single subtype. +Example: “Basic Land — Mountain” means the card is a land with the subtype Mountain. “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard. “Artifact — Equipment” means the card is an artifact with the subtype Equipment. + +205.3c If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type. +Example: Dryad Arbor’s type line says “Land Creature — Forest Dryad.” Forest is a land type, and Dryad is a creature type. + +205.3d An object can’t gain a subtype that doesn’t correspond to one of that object’s types. + +205.3e If an effect instructs a player to choose a subtype, that player must choose one, and only one, existing subtype, and the subtype must be for the appropriate card type. For example, the player can’t choose a land type if an instruction requires choosing a creature type. +Example: When choosing a creature type, “Merfolk” or “Wizard” is acceptable, but “Merfolk Wizard” is not. Words like “artifact,” “opponent,” “Swamp,” or “truck” can’t be chosen because they aren’t creature types. + +205.3f Many cards were printed with subtypes that are now obsolete. Many cards have retroactively received subtypes. Use the Oracle card reference to determine what a card’s subtypes are. (See rule 108.1.) + +205.3g Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Attraction (see rule 717), Blood, Bobblehead, Clue, Contraption, Equipment (see rule 301.5), Food, Fortification (see rule 301.6), Gold, Incubator, Infinity, Junk, Lander, Map, Mutagen, Powerstone, Spacecraft, Stone, Treasure, and Vehicle (see rule 301.7). + +205.3h Enchantments have their own unique set of subtypes; these subtypes are called enchantment types. The enchantment types are Aura (see rule 303.4), Background, Cartouche, Case (see rule 719), Class (see rule 716), Curse, Role (see rule 303.7), Room, Rune, Saga (see rule 714), Shard, and Shrine. + +205.3i Lands have their own unique set of subtypes; these subtypes are called land types. The land types are Cave, Desert, Forest, Gate, Island, Lair, Locus, Mine, Mountain, Plains, Planet, Power-Plant, Sphere, Swamp, Tower, Town, and Urza’s. Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6. + +205.3j Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Aminatou, Angrath, Arlinn, Ashiok, Bahamut, Basri, Bolas, Calix, Chandra, Comet, Dack, Dakkon, Daretti, Davriel, Dihada, Domri, Dovin, Ellywick, Elminster, Elspeth, Estrid, Freyalise, Garruk, Gideon, Grist, Guff, Huatli, Jace, Jared, Jaya, Jeska, Kaito, Karn, Kasmina, Kaya, Kiora, Koth, Liliana, Lolth, Lukka, Minsc, Mordenkainen, Nahiri, Narset, Niko, Nissa, Nixilis, Oko, Quintorius, Ral, Rowan, Saheeli, Samut, Sarkhan, Serra, Sivitri, Sorin, Szat, Tamiyo, Tasha, Teferi, Teyo, Tezzeret, Tibalt, Tyvar, Ugin, Urza, Venser, Vivien, Vraska, Vronos, Will, Windgrace, Wrenn, Xenagos, Yanggu, Yanling, and Zariel. + +205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Adventure, Arcane, Lesson, Omen, and Trap. + +205.3m Creatures and kindreds share their lists of subtypes; these subtypes are called creature types. One creature type is two words long: Time Lord. All other creature types are one word long: Advisor, Aetherborn, Alien, Ally, Angel, Antelope, Ape, Archer, Archon, Armadillo, Army, Artificer, Assassin, Assembly-Worker, Astartes, Atog, Aurochs, Avatar, Azra, Badger, Balloon, Barbarian, Bard, Basilisk, Bat, Bear, Beast, Beaver, Beeble, Beholder, Berserker, Bird, Bison, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Capybara, Caribou, Carrier, Cat, Centaur, Child, Chimera, Citizen, Cleric, Clown, Cockatrice, Construct, Coward, Coyote, Crab, Crocodile, C’tan, Custodes, Cyberman, Cyclops, Dalek, Dauthi, Demigod, Demon, Deserter, Detective, Devil, Dinosaur, Djinn, Doctor, Dog, Dragon, Drake, Dreadnought, Drix, Drone, Druid, Dryad, Dwarf, Echidna, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Employee, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Fractal, Frog, Fungus, Gamer, Gargoyle, Germ, Giant, Gith, Glimmer, Gnoll, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guest, Hag, Halfling, Hamster, Harpy, Hedgehog, Hellion, Hero, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Inkling, Inquisitor, Insect, Jackal, Jellyfish, Juggernaut, Kangaroo, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Llama, Lamia, Lammasu, Leech, Lemur, Leviathan, Lhurgoyf, Licid, Lizard, Lobster, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mite, Mole, Monger, Mongoose, Monk, Monkey, Moogle, Moonfolk, Mount, Mouse, Mutant, Myr, Mystic, Nautilus, Necron, Nephilim, Nightmare, Nightstalker, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Otter, Ouphe, Ox, Oyster, Pangolin, Peasant, Pegasus, Pentavite, Performer, Pest, Phelddagrif, Phoenix, Phyrexian, Pilot, Pincher, Pirate, Plant, Platypus, Porcupine, Possum, Praetor, Primarch, Prism, Processor, Qu, Rabbit, Raccoon, Ranger, Rat, Rebel, Reflection, Rhino, Rigger, Robot, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scientist, Scion, Scorpion, Scout, Sculpture, Seal, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Shark, Sheep, Siren, Skeleton, Skunk, Slith, Sliver, Sloth, Slug, Snail, Snake, Soldier, Soltari, Sorcerer, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Symbiote, Synth, Tentacle, Tetravite, Thalakos, Thopter, Thrull, Tiefling, Toy, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Tyranid, Unicorn, Utrom, Vampire, Varmint, Vedalken, Villain, Volver, Wall, Walrus, Warlock, Warrior, Weasel, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera. + +205.3n Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are The Abyss, Alara, Alfava Metraxis, Amonkhet, Androzani Minor, Antausia, Apalapucia, Arcavios, Arkhos, Avishkar, Azgol, Belenon, Bolas’s Meditation Realm, Capenna, Cridhe, The Dalek Asylum, Darillium, Dominaria, Earth, Echoir, Eldraine, Equilor, Ergamon, Fabacin, Fiora, Gallifrey, Gargantikar, Gobakhan, Horsehead Nebula, Ikoria, Innistrad, Iquatana, Ir, Ixalan, Kaldheim, Kamigawa, Kandoka, Karsus, Kephalai, Kinshala, Kolbahan, Kylem, Kyneth, The Library, Lorwyn, Luvion, Mars, Mercadia, Mirrodin, Moag, Mongseng, Moon, Muraganda, Necros, New Earth, New Phyrexia, Outside Mutter’s Spiral, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra’s Realm, Shadowmoor, Shandalar, Shenmeng, Skaro, Spacecraft, Tarkir, Theros, Time, Trenzalore, Ulgrotha, Unknown Planet, Valla, Vryn, Wildfire, Xerex, Zendikar, and Zhalfir. + +205.3p One dungeon card (Undercity) has a subtype; this subtype is called a dungeon type. That dungeon type is Undercity. + +205.3q Battles have a unique subtype, called a battle type. That battle type is Siege. + +205.3r Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes. + +205.4. Supertypes + +205.4a An object can have one or more supertypes. A card’s supertypes are printed directly before its card types. The supertypes are basic, legendary, ongoing, snow, and world. + +205.4b An object’s supertype is independent of its card type and subtype, even though some supertypes are closely identified with specific card types. Changing an object’s card types or subtypes won’t change its supertypes. Changing an object’s supertypes won’t change its card types or subtypes. When an object gains or loses a supertype, it retains any other supertypes it had. +Example: An ability reads, “All lands are 1/1 creatures that are still lands.” If any of the affected lands were legendary, they are still legendary. + +205.4c Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type. + Cards printed in sets prior to the Eighth Edition core set didn’t use the word “basic” to indicate a basic land. Cards from those sets with the following names are basic lands and have received errata in the Oracle card reference accordingly: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp. + +205.4d Any permanent with the supertype “legendary” is subject to the state-based action for legendary permanents, also called the “legend rule” (see rule 704.5j). + +205.4e Any instant or sorcery spell with the supertype “legendary” is subject to a casting restriction. A player can’t cast a legendary instant or sorcery spell unless that player controls a legendary creature or a legendary planeswalker. + +205.4f Any permanent with the supertype “world” is subject to the state-based action for world permanents, also called the “world rule” (see rule 704.5k). + +205.4g Any permanent with the supertype “snow” is a snow permanent. Any permanent that doesn’t have this supertype is a nonsnow permanent, regardless of its name. + +205.4h Any scheme card with the supertype “ongoing” is exempt from the state-based action for schemes (see rule 704.6e). + +206. Expansion Symbol + +206.1. The expansion symbol indicates which Magic set a card is from. It’s a small icon normally printed below the right edge of the illustration. It has no effect on game play. + +206.2. The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic land. A purple symbol signifies a special rarity; to date, only the Time Spiral™ “timeshifted” cards, which were rarer than that set’s rare cards, have had purple expansion symbols. (Prior to the Exodus™ set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, with the exception of the Simplified Chinese Fifth Edition core set, Magic core sets didn’t have expansion symbols at all.) + +206.3. Previously, a spell or ability that affected cards from a particular set checked for that set’s expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards “with a name originally printed” in a particular set. + +206.3a One card (City in a Bottle) refers to permanents and cards with a name originally printed in the Arabian Nights™ expansion. Those names are Abu Ja’far, Aladdin, Aladdin’s Lamp, Aladdin’s Ring, Ali Baba, Ali from Cairo, Army of Allah, Bazaar of Baghdad, Bird Maiden, Bottle of Suleiman, Brass Man, Camel, City in a Bottle, City of Brass, Cuombajj Witches, Cyclone, Dancing Scimitar, Dandân, Desert, Desert Nomads, Desert Twister, Diamond Valley, Drop of Honey, Ebony Horse, Elephant Graveyard, El-Hajjâj, Erg Raiders, Erhnam Djinn, Eye for an Eye, Fishliver Oil, Flying Carpet, Flying Men, Ghazbán Ogre, Giant Tortoise, Guardian Beast, Hasran Ogress, Hurr Jackal, Ifh-Biff Efreet, Island Fish Jasconius, Island of Wak-Wak, Jandor’s Ring, Jandor’s Saddlebags, Jeweled Bird, Jihad, Junún Efreet, Juzám Djinn, Khabál Ghoul, King Suleiman, Kird Ape, Library of Alexandria, Magnetic Mountain, Merchant Ship, Metamorphosis, Mijae Djinn, Moorish Cavalry, Nafs Asp, Oasis, Old Man of the Sea, Oubliette, Piety, Pyramids, Repentant Blacksmith, Ring of Ma’rûf, Rukh Egg, Sandals of Abdallah, Sandstorm, Serendib Djinn, Serendib Efreet, Shahrazad, Sindbad, Singing Tree, Sorceress Queen, Stone-Throwing Devils, Unstable Mutation, War Elephant, Wyluli Wolf, and Ydwen Efreet. + +206.3b One card (Golgothian Sylex) refers to permanents with a name originally printed in the Antiquities™ expansion. Those names are Amulet of Kroog, Argivian Archaeologist, Argivian Blacksmith, Argothian Pixies, Argothian Treefolk, Armageddon Clock, Artifact Blast, Artifact Possession, Artifact Ward, Ashnod’s Altar, Ashnod’s Battle Gear, Ashnod’s Transmogrant, Atog, Battering Ram, Bronze Tablet, Candelabra of Tawnos, Circle of Protection: Artifacts, Citanul Druid, Clay Statue, Clockwork Avian, Colossus of Sardia, Coral Helm, Crumble, Cursed Rack, Damping Field, Detonate, Drafna’s Restoration, Dragon Engine, Dwarven Weaponsmith, Energy Flux, Feldon’s Cane, Gaea’s Avenger, Gate to Phyrexia, Goblin Artisans, Golgothian Sylex, Grapeshot Catapult, Haunting Wind, Hurkyl’s Recall, Ivory Tower, Jalum Tome, Martyrs of Korlis, Mightstone, Millstone, Mishra’s Factory, Mishra’s War Machine, Mishra’s Workshop, Obelisk of Undoing, Onulet, Orcish Mechanics, Ornithopter, Phyrexian Gremlins, Power Artifact, Powerleech, Priest of Yawgmoth, Primal Clay, The Rack, Rakalite, Reconstruction, Reverse Polarity, Rocket Launcher, Sage of Lat-Nam, Shapeshifter, Shatterstorm, Staff of Zegon, Strip Mine, Su-Chi, Tablet of Epityr, Tawnos’s Coffin, Tawnos’s Wand, Tawnos’s Weaponry, Tetravus, Titania’s Song, Transmute Artifact, Triskelion, Urza’s Avenger, Urza’s Chalice, Urza’s Mine, Urza’s Miter, Urza’s Power Plant, Urza’s Tower, Wall of Spears, Weakstone, Xenic Poltergeist, Yawgmoth Demon, and Yotian Soldier. + +206.3c One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands™ expansion. Those names are Abbey Gargoyles; Abbey Matron; Aether Storm; Aliban’s Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki’s Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz’s Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan’s Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven’s Ferrets; Joven’s Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards’ School. + +206.4. Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or those cards are specifically allowed by the Magic: The Gathering Tournament Rules). See the Magic: The Gathering Tournament Rules for the current definitions of the constructed formats (WPN.Wizards.com/en/rules-documents). + +206.5. The full list of expansions and expansion symbols can be found in the Card Set Archive section of the Magic website (Magic.Wizards.com/en/products/card-set-archive). + +207. Text Box + +207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the card’s abilities. + +207.2. The text box may also contain italicized text that has no game function. + +207.2a Reminder text is italicized text within parentheses that summarizes a rule that applies to that card. It usually appears on the same line as the ability it’s relevant to, but it may appear on its own line if it applies to an aspect of the card other than an ability. + +207.2b Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It usually appears below the rules text. + +207.2c An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are adamant, addendum, alliance, battalion, bloodrush, celebration, channel, chroma, cohort, constellation, converge, council’s dilemma, coven, delirium, descend 4, descend 8, disappear, domain, eerie, eminence, enrage, fateful hour, fathomless descent, ferocious, flurry, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, magecraft, metalcraft, morbid, pack tactics, paradox, parley, radiance, raid, rally, renew, revolt, secret council, spell mastery, strive, survival, sweep, tempting offer, threshold, undergrowth, valiant, vivid, void, and will of the council. + +207.2d Similar to ability words, flavor words appear in italics at the beginning of some abilities. Flavor words provide a flavorful description of abilities, but they have no special rules meaning and are not listed in the Comprehensive Rules. While an ability word ties together several abilities with similar functionality, each flavor word is tailored to the specific ability it appears with. + +207.3. Some cards have decorative icons in the background of their text boxes. For example, a guild icon appears in the text box of many cards associated with the guilds of Ravnica, and a faction icon appears in the text box of most Scars of Mirrodin™ block cards. Similarly, many promotional cards include decorative icons. These icons have no effect on game play. + +207.4. The chaos symbol appears in the text box of each plane card to the left of a triggered ability that triggers whenever chaos ensues. The symbol itself has no special rules meaning. See rule 901, “Planechase.” + +207.5. One card (Cryptic Spires) has a set of symbols below the text box that represent each color and an ability that instructs a player to circle two of those colors as they create their deck. To circle a color, the player circles (or otherwise clearly indicates) that color’s symbol. The mana symbol of each circled color is considered part of that card’s printed rules text (see rule 613.1) and affects that card’s color identity (see rule 903.4). + +208. Power/Toughness + +208.1. A creature card has two numbers separated by a slash printed in its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects. + +208.2. Rather than a fixed number, some creature cards have power and/or toughness that includes a star (*). + +208.2a The card may have a characteristic-defining ability that sets its power and/or toughness according to some stated condition. (See rule 604.3.) Such an ability is worded “[This creature’s] [power or toughness] is equal to . . .” or “[This creature’s] power and toughness are each equal to . . .” This ability functions everywhere, even outside the game. If the ability needs to use a number that can’t be determined, including inside a calculation, use 0 instead of that number. +Example: Lost Order of Jarkeld has power and toughness each equal to 1+*. It has the abilities “As this creature enters, choose an opponent” and “Lost Order of Jarkeld’s power and toughness are each equal to 1 plus the number of creatures the chosen player controls.” While Lost Order of Jarkeld isn’t on the battlefield, there won’t be a chosen player. Its power and toughness will each be equal to 1 plus 0, so it’s 1/1. + +208.2b The card may have a static ability that creates a replacement effect that sets the creature’s power and toughness to one of a number of specific values as it enters the battlefield or is turned face up. (See rule 614, “Replacement Effects.”) Such an ability is worded “As [this creature] enters . . . ,” “As [this creature] is turned face up . . . ,” or “[This creature] enters as . . .” and lists two or more specific power and toughness values (and may also list additional characteristics). The characteristics chosen or determined with these effects affect the creature’s copiable values. (See rule 707.2.) While the card isn’t on the battlefield, its power and toughness are each considered to be 0. + +208.3. A noncreature permanent has no power or toughness, even if it’s a card with a power and toughness printed on it (such as a Vehicle). A noncreature object not on the battlefield has power or toughness only if it has a power and toughness printed on it. + +208.3a If an effect would be created that sets the base power and/or toughness of a noncreature permanent, or otherwise modifies its power and/or toughness, that effect is created even though it doesn’t do anything unless that permanent becomes a creature. +Example: Veteran Motorist has the ability “Whenever this creature crews a Vehicle, that Vehicle gets +1/+1 until end of turn,” and it’s tapped to pay the crew cost of a Vehicle. This triggered ability resolves while the Vehicle it crewed isn’t yet a creature. The continuous effect is created and will apply to the Vehicle once it becomes a creature. + +208.4. Some effects refer to a creature’s “base power,” “base toughness,” or “base power and toughness.” + +208.4a Effects that set a creature’s power and/or toughness to specific values may refer to base power and/or toughness. Other continuous effects may further modify the creature’s power and toughness. See rule 613, “Interaction of Continuous Effects.” + +208.4b Some effects check a creature’s base power and/or toughness. These effects see that creature’s characteristics after applying any characteristic-defining abilities and abilities that set power and/or toughness, ignoring any effects and counters that modify power and/or toughness without setting them. See rule 613, “Interaction of Continuous Effects.” + +208.5. If a creature somehow has no value for its power, its power is 0. The same is true for toughness. + +209. Loyalty + +209.1. Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while it’s not on the battlefield, and it also indicates that the planeswalker enters the battlefield with that many loyalty counters on it (see rule 306.5b). + +209.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.” + +210. Defense + +210.1. Each battle card has a defense number printed in its lower right corner. This indicates its defense while it’s not on the battlefield, and it also indicates that the battle enters the battlefield with that many defense counters on it (see rule 310.4b). + +211. Hand Modifier + +211.1. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting hand size and the maximum hand size of the vanguard card’s owner are determined. See rule 103.5. + +212. Life Modifier + +212.1. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner is determined. See rule 103.4. + +213. Information Below the Text Box + +213.1. Each card features text printed below the text box that has no effect on game play. Not all card sets were printed with all of the information listed below on each card. + +213.1a Most card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set] or simply [card number]. Some cards, such as unique cards in Planeswalker Decks®, have card numbers that exceed the listed total number of cards. + +213.1b A card’s rarity is indicated with a single letter following the collector number. + +213.1c Some promotional cards include information to indicate the specific promotion the card is associated with. + +213.1d Some cards with interchangeable names include information about a specific version of a card with that interchangeable name. See rule 201.3. + +213.1e The three-character code representing the set in which a card is printed and the two-character code representing the language in which a card is printed are separated by a bullet point. If a card is premium, these codes are instead separated by a star. + +213.1f The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation “Illus.” + +213.1g Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information. + +3. Card Types + +300. General + +300.1. The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, kindred, land, phenomenon, plane, planeswalker, scheme, sorcery, and vanguard. + +300.2. Some objects have more than one card type (for example, an artifact creature). Such objects combine the aspects of each of those card types, and are subject to spells and abilities that affect either or all of those card types. + +300.2a An object that’s both a land and another card type (for example, an artifact land) can only be played as a land. It can’t be cast as a spell. + +300.2b Each kindred card has another card type. Casting and resolving a kindred card follow the rules for casting and resolving a card of the other card type. + +301. Artifacts + +301.1. A player who has priority may cast an artifact card from their hand during a main phase of their turn when the stack is empty. Casting an artifact as a spell uses the stack. (See rule 601, “Casting Spells.”) + +301.2. When an artifact spell resolves, its controller puts it onto the battlefield under their control. + +301.3. Artifact subtypes are always a single word and are listed after a long dash: “Artifact — Equipment.” Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. See rule 205.3g for the complete list of artifact types. + +301.4. Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana symbols in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be card types other than artifact. + +301.5. Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature. It can’t legally be attached to anything that isn’t a creature. + +301.5a The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” that creature. + +301.5b Equipment spells are cast like other artifact spells. Equipment enter the battlefield like other artifacts. They don’t enter the battlefield attached to a creature. The equip keyword ability attaches the Equipment to a creature you control (see rule 702.6, “Equip”). Control of the creature matters only when the equip ability is activated and when it resolves. Spells and other abilities may also attach an Equipment to a creature. If an effect attempts to attach an Equipment to an object that can’t be equipped by it, the Equipment doesn’t move. + +301.5c An Equipment that’s also a creature can’t equip a creature unless that Equipment has reconfigure (see rule 702.151, “Reconfigure”). An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can’t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment’s controller chooses which creature it equips. + +301.5d An Equipment’s controller is separate from the equipped creature’s controller; the two need not be the same. Changing control of the creature doesn’t change control of the Equipment, and vice versa. Only the Equipment’s controller can activate its abilities. However, if the Equipment grants an ability to the equipped creature (with “gains” or “has”), the equipped creature’s controller is the only one who can activate that ability. + +301.5e If an effect attempts to put an Equipment that isn’t also an Aura (see rule 303.4i) onto the battlefield attached to either an object it can’t legally equip or an object that is undefined, the Equipment enters the battlefield unattached. If the Equipment is a token, it’s created and enters the battlefield unattached. + +301.5f An ability of a permanent that refers to the “equipped creature” refers to whatever creature that permanent is attached to, even if the permanent with the ability isn’t an Equipment. + +301.6. Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It can’t legally be attached to an object that isn’t a land. Fortification’s analog to the equip keyword ability is the fortify keyword ability. Rules 301.5a–f apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures, with one clarification relating to rule 301.5c: a Fortification that’s also a creature (not a land) can’t fortify a land. (See rule 702.67, “Fortify.”) + +301.7. Some artifacts have the subtype “Vehicle.” Most Vehicles have a crew ability which allows them to become artifact creatures. See rule 702.122, “Crew.” + +301.7a Each Vehicle has a printed power and toughness, but it has these characteristics only if it’s also a creature. See rule 208.3. + +301.7b If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect that makes it a creature, may modify these values or set them to different values. + +302. Creatures + +302.1. A player who has priority may cast a creature card from their hand during a main phase of their turn when the stack is empty. Casting a creature as a spell uses the stack. (See rule 601, “Casting Spells.”) + +302.2. When a creature spell resolves, its controller puts it onto the battlefield under their control. + +302.3. Creature subtypes are usually a single word long and are listed after a long dash: “Creature — Human Soldier,” “Artifact Creature — Golem,” and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. See rule 205.3m for the complete list of creature types. +Example: “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard. + +302.4. Power and toughness are characteristics only creatures have. + +302.4a A creature’s power is the amount of damage it deals in combat. + +302.4b A creature’s toughness is the amount of damage needed to destroy it. + +302.4c To determine a creature’s power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See rule 613, “Interaction of Continuous Effects.”) + +302.5. Creatures can attack and block. (See rule 508, “Declare Attackers Step,” and rule 509, “Declare Blockers Step.”) + +302.6. A creature’s activated ability with the tap symbol or the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. A creature can’t attack unless it has been under its controller’s control continuously since their most recent turn began. This rule is informally called the “summoning sickness” rule. + +302.7. Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 120.3). If the total damage marked on that creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a creature is removed when it regenerates (see rule 701.19, “Regenerate”) and during the cleanup step (see rule 514.2). + +303. Enchantments + +303.1. A player who has priority may cast an enchantment card from their hand during a main phase of their turn when the stack is empty. Casting an enchantment as a spell uses the stack. (See rule 601, “Casting Spells.”) + +303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under their control. + +303.3. Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment — Shrine.” Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. See rule 205.3h for the complete list of enchantment types. + +303.4. Some enchantments have the subtype “Aura.” An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is defined by its enchant keyword ability (see rule 702.5, “Enchant”). Other effects can limit what a permanent can be enchanted by. + +303.4a An Aura spell requires a target, which is defined by its enchant ability. + +303.4b The object or player an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that object or player. + +303.4c If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner’s graveyard. (This is a state-based action. See rule 704.) + +303.4d An Aura can’t enchant itself. If this occurs somehow, the Aura is put into its owner’s graveyard. An Aura that’s also a creature can’t enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner’s graveyard. (These are state-based actions. See rule 704.) An Aura can’t enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura’s controller chooses which object or player it becomes attached to. + +303.4e An Aura’s controller is separate from the enchanted object’s controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can activate that ability. + +303.4f If an Aura is entering the battlefield under a player’s control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesn’t specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects. + +303.4g If an Aura is entering the battlefield and there is no legal object or player for it to enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield. If the Aura is a token, it isn’t created. + +303.4h If an effect attempts to put a permanent that isn’t an Aura, Equipment, or Fortification onto the battlefield attached to an object or player, it enters the battlefield unattached. + +303.4i If an effect attempts to put an Aura onto the battlefield attached to either an object or player it can’t legally enchant or an object or player that is undefined, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield. If the Aura is a token, it isn’t created. + +303.4j If an effect attempts to attach an Aura on the battlefield to an object or player it can’t legally enchant, the Aura doesn’t move. + +303.4k If an effect allows an Aura that’s being turned face up to become attached to an object or player, the Aura’s controller considers the characteristics of that Aura as it would exist if it were face up to determine what it may be attached to, and they must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects. + +303.4m An ability of a permanent that refers to the “enchanted [object or player]” refers to whatever object or player that permanent is attached to, even if the permanent with the ability isn’t an Aura. + +303.5. Some enchantments have the subtype “Saga.” See rule 714 for more information about Saga cards. + +303.6. Some enchantments have the subtype “Class.” See rule 716 for more information about Class cards. + +303.7. Some Aura enchantments also have the subtype “Role.” + +303.7a If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. This is a state-based action. See rule 704. + +304. Instants + +304.1. A player who has priority may cast an instant card from their hand. Casting an instant as a spell uses the stack. (See rule 601, “Casting Spells.”) + +304.2. When an instant spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard. + +304.3. Instant subtypes are always a single word and are listed after a long dash: “Instant — Arcane.” Each word after the dash is a separate subtype. The set of instant subtypes is the same as the set of sorcery subtypes; these subtypes are called spell types. Instants may have multiple subtypes. See rule 205.3k for the complete list of spell types. + +304.4. Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead. + +304.5. If text states that a player may do something “any time they could cast an instant” or “only as an instant,” it means only that the player must have priority. The player doesn’t need to have an instant card they could cast. Effects that would preclude that player from casting an instant spell don’t affect the player’s capability to perform that action (unless the action is actually casting an instant spell). + +305. Lands + +305.1. A player who has priority may play a land card from their hand during a main phase of their turn when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see rule 116). Rather, the player simply puts the land onto the battlefield. Since the land doesn’t go on the stack, it is never a spell, and players can’t respond to it with instants or activated abilities. + +305.2. A player can normally play one land during their turn; however, continuous effects may increase this number. + +305.2a To determine whether a player can play a land, compare the number of lands the player can play this turn with the number of lands they have already played this turn (including lands played as special actions and lands played during the resolution of spells and abilities). If the number of lands the player can play is greater, the play is legal. + +305.2b A player can’t play a land, for any reason, if the number of lands the player can play this turn is equal to or less than the number of lands they have already played this turn. Ignore any part of an effect that instructs a player to do so. + +305.3. A player can’t play a land, for any reason, if it isn’t their turn. Ignore any part of an effect that instructs a player to do so. + +305.4. Effects may also allow players to “put” lands onto the battlefield. This isn’t the same as “playing a land” and doesn’t count as a land played during the current turn. + +305.5. Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. See rule 205.3i for the complete list of land types. +Example: “Basic Land — Mountain” means the card is a land with the subtype Mountain. + +305.6. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’s referring to one of these subtypes. An object with the land card type and a basic land type has the intrinsic ability “{T}: Add [mana symbol],” even if the text box doesn’t actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. See also rule 605, “Mana Abilities.” + +305.7. If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copiable effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities. + +305.8. Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type. + +305.9. If an object is both a land and another card type, it can be played only as a land. It can’t be cast as a spell. + +306. Planeswalkers + +306.1. A player who has priority may cast a planeswalker card from their hand during a main phase of their turn when the stack is empty. Casting a planeswalker as a spell uses the stack. (See rule 601, “Casting Spells.”) + +306.2. When a planeswalker spell resolves, its controller puts it onto the battlefield under their control. + +306.3. Planeswalker subtypes are always a single word and are listed after a long dash: “Planeswalker — Jace.” Each word after the dash is a separate subtype. Planeswalker subtypes are also called planeswalker types. Planeswalkers may have multiple subtypes. See rule 205.3j for the complete list of planeswalker types. + +306.4. Previously, planeswalkers were subject to a “planeswalker uniqueness rule” that stopped a player from controlling two planeswalkers of the same planeswalker type. This rule has been removed and planeswalker cards printed before this change have received errata in the Oracle card reference to have the legendary supertype. Like other legendary permanents, they are subject to the “legend rule” (see rule 704.5j). + +306.5. Loyalty is a characteristic only planeswalkers have. + +306.5a The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner. + +306.5b A planeswalker has the intrinsic ability “This permanent enters with a number of loyalty counters on it equal to its printed loyalty number.” This ability creates a replacement effect (see rule 614.1c). + +306.5c The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it. + +306.5d Each planeswalker has a number of loyalty abilities, which are activated abilities with loyalty symbols in their costs. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.” + +306.6. Planeswalkers can be attacked. (See rule 508, “Declare Attackers Step.”) + +306.7. Previously, planeswalkers were subject to a redirection effect that allowed a player to have noncombat damage that would be dealt to an opponent be dealt to a planeswalker under that opponent’s control instead. This rule has been removed and certain cards have received errata in the Oracle card reference to deal damage directly to planeswalkers. + +306.8. Damage dealt to a planeswalker results in that many loyalty counters being removed from it. + +306.9. If a planeswalker’s loyalty is 0, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.) + +307. Sorceries + +307.1. A player who has priority may cast a sorcery card from their hand during a main phase of their turn when the stack is empty. Casting a sorcery as a spell uses the stack. (See rule 601, “Casting Spells.”) + +307.2. When a sorcery spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard. + +307.3. Sorcery subtypes are always a single word and are listed after a long dash: “Sorcery — Arcane.” Each word after the dash is a separate subtype. The set of sorcery subtypes is the same as the set of instant subtypes; these subtypes are called spell types. Sorceries may have multiple subtypes. See rule 205.3k for the complete list of spell types. + +307.4. Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead. + +307.5. If a spell, ability, or effect states that a player can do something only “any time they could cast a sorcery” or “only as a sorcery,” it means only that the player must have priority, it must be during the main phase of their turn, and the stack must be empty. The player doesn’t need to have a sorcery card they could cast. Effects that would preclude that player from casting a sorcery spell don’t affect the player’s capability to perform that action (unless the action is actually casting a sorcery spell). + +307.5a Similarly, if an effect checks to see if a spell was cast “any time a sorcery couldn’t have been cast,” it’s checking only whether the spell’s controller cast it without having priority, during a phase other than their main phase, or while another object was on the stack. + +308. Kindreds + +308.1. Each kindred card has another card type. Casting and resolving a kindred card follows the rules for casting and resolving a card of the other card type. + +308.2. Kindred subtypes are usually a single word long and are listed after a long dash: “Kindred Enchantment — Merfolk.” The set of kindred subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Kindreds may have multiple subtypes. See rule 205.3m for the complete list of creature types. + +308.3. Some older kindred cards were printed with the “tribal” card type. Cards printed with that type have received errata in the Oracle card reference. + +309. Dungeons + +309.1. Dungeon is a card type seen only on nontraditional Magic cards. + +309.2. Dungeon cards begin outside the game. Dungeon cards aren’t part of a player’s deck or sideboard. They are brought into the game using the venture into the dungeon keyword action. See rule 701.49, “Venture into the Dungeon.” + +309.2a If a player ventures into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. + +309.2b A dungeon card that’s brought into the game is put into the command zone until it leaves the game. + +309.2c Dungeon cards are not permanents. They can’t be cast. Dungeon cards can’t leave the command zone except as they leave the game. + +309.2d If an effect other than a venture into the dungeon keyword action would bring a dungeon card into the game from outside the game, it doesn’t; that card remains outside the game. + +309.3. A player can own only one dungeon card in the command zone at a time, and they can’t bring a dungeon card into the game if a dungeon card they own is in the command zone. + +309.4. Each dungeon card has a series of rooms connected to one another with arrows. A player uses a venture marker placed on the dungeon card they own to indicate which room they are currently in. + +309.4a As a player puts a dungeon they own into the command zone, they put their venture marker on the topmost room. + +309.4b Each room has a name. These names are considered flavor text and do not affect game play. + +309.4c Each room has a triggered ability called a room ability whose effect is printed on the card. They all have the same trigger condition not printed on the card. The full text of each room ability is “When you move your venture marker into this room, [effect.]” As long as a dungeon card is in the command zone, its abilities may trigger. Each room ability is controlled by the player who owns the dungeon card that is that ability’s source. + +309.5. The venture into the dungeon keyword action allows players to move their venture marker down the rooms of a dungeon card. + +309.5a If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker isn’t on that dungeon’s bottommost room, they move their venture marker from the room it is on to the next room, following the direction of an arrow pointing away from the room their venture marker is on. If there are multiple arrows pointing away from the room the player’s venture marker is on, they choose one of them to follow. + +309.5b If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker is on that dungeon card’s bottommost room, they remove that dungeon card from the game. They then choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. + +309.6. If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. (This is a state-based action. See rule 704.) + +309.7. A player completes a dungeon as that dungeon card is removed from the game. + +310. Battles + +310.1. A player who has priority may cast a battle card from their hand during a main phase of their turn when the stack is empty. Casting a battle as a spell uses the stack. (See rule 601, “Casting Spells.”) + +310.2. When a battle spell resolves, its controller puts it onto the battlefield under their control. + +310.3. Battle subtypes are always a single word and are listed after a long dash: “Battle — Siege.” Battle subtypes are also called battle types. See rule 205.3q for the complete list of battle types. + +310.4. Defense is a characteristic that battles have. + +310.4a The defense of a battle card not on the battlefield is equal to the number printed in its lower right corner. + +310.4b A battle has the intrinsic ability “This permanent enters with a number of defense counters on it equal to its printed defense number.” This ability creates a replacement effect (see rule 614.1c). + +310.4c The defense of a battle on the battlefield is equal to the number of defense counters on it. + +310.5. Battles can be attacked. (See rule 508, “Declare Attackers Step.”) + +310.6. Damage dealt to a battle results in that many defense counters being removed from it. + +310.7. If a battle’s defense is 0 and it isn’t the source of an ability which has triggered but not yet left the stack, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.) + +310.8. Each battle has a player designated as its protector. + +310.8a As a battle enters the battlefield, its controller chooses a player to be its protector. Which players may be chosen as its protector are determined by its battle type (see rule 310.11). If it has no battle types, its controller becomes its protector. + +310.8b A battle’s protector can never attack it. A battle can be attacked by any attacking player for whom its protector is a defending player. Notably, a Siege battle can be attacked by its own controller. + +310.8c A battle’s protector may block creatures attacking that battle with creatures they control. Creatures controlled by other players can’t block those attackers. + +310.8d If a battle’s protector is a different player than its controller, all rules and effects that refer to the “defending player” relative to a battle that is being attacked refer to that battle’s protector rather than its controller. See rule 508.5. + +310.8e If a rule or effect refers to the player who protects a battle, it means the player who is that battle’s protector. + +310.8f A battle can have only one protector at a time. A battle’s protector stops being its protector if another player becomes its protector. + +310.8g A battle’s protector doesn’t change if it stops being a battle or it becomes a copy of another battle. + +310.9. A battle can’t be attached to players or permanents, even if it is also an Aura, Equipment, or Fortification. If a battle is somehow attached to a permanent, it becomes unattached. This is a state-based action (see rule 704). + +310.10. If a battle that isn’t being attacked has no player designated as its protector, or its protector is a player who can’t be its protector based on its battle type, its controller chooses an appropriate player to be its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. This is a state-based action (see rule 704). + +310.11. All currently existing battles have the subtype Siege. Sieges are subject to special rules. + +310.11a As a Siege enters the battlefield, its controller must choose its protector from among their opponents. Only an opponent of a Siege’s controller can be its protector. + +310.11b Sieges have the intrinsic ability “When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.” + +311. Planes + +311.1. Plane is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses plane cards. See rule 901, “Planechase.” + +311.2. Plane cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a plane card would leave the command zone, it remains in the command zone. + +311.3. Plane subtypes are listed after a long dash, and may be multiple words: “Plane — Serra’s Realm.” All words after the dash are, collectively, a single subtype. Planar subtypes are called planar types. A plane can have only one subtype. See rule 205.3n for the complete list of planar types. + +311.4. A plane card may have any number of static, triggered, and/or activated abilities. As long as a plane card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated. + +311.5. The controller of a face-up plane card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first. + +311.6. A face-up plane card that’s turned face down becomes a new object. + +311.7. Each plane card has a triggered ability that triggers “Whenever chaos ensues.” These are called chaos abilities. Each one is indicated by a chaos symbol to the left of the ability, though the symbol itself has no special rules meaning. This ability triggers if the chaos symbol is rolled on the planar die (see rule 901.9b), if a resolving spell or ability says that chaos ensues, or if a resolving spell or ability states that chaos ensues for a particular object. In the last case, the chaos ability can trigger even if that plane card is still in the planar deck but revealed. A chaos ability is controlled by the current planar controller. + +312. Phenomena + +312.1. Phenomenon is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses phenomenon cards. See rule 901, “Planechase.” + +312.2. Phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a phenomenon card would leave the command zone, it remains in the command zone. + +312.3. Phenomenon cards have no subtypes. + +312.4. The controller of a face-up phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first. + +312.5. Each phenomenon card has a triggered ability that triggers when you encounter it. “When you encounter [this phenomenon]” means “When you move this card off a planar deck and turn it face up.” + +312.6. A face-up phenomenon card that’s turned face down becomes a new object. + +312.7. If a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule 704. See also rule 701.31, “Planeswalk.”) + +313. Vanguards + +313.1. Vanguard is a card type seen only on nontraditional Magic cards. Only the Vanguard casual variant uses vanguard cards. See rule 902, “Vanguard.” + +313.2. Vanguard cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast. If a vanguard card would leave the command zone, it remains in the command zone. + +313.3. Vanguard cards have no subtypes. + +313.4. A vanguard card may have any number of static, triggered, and/or activated abilities. As long as a vanguard card is in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated. + +313.5. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner. + +313.6. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the starting hand size and maximum hand size of the vanguard card’s owner (normally seven). The resulting number is both how many cards that player draws at the beginning of the game and their maximum hand size. See rule 103.5. + +313.7. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner (normally 20) to is determined. See rule 103.4. + +314. Schemes + +314.1. Scheme is a card type seen only on nontraditional Magic cards. Only the Archenemy casual variant uses scheme cards. See rule 904, “Archenemy.” + +314.2. Scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up. They’re not permanents. They can’t be cast. If a scheme card would leave the command zone, it remains in the command zone. + +314.3. Scheme cards have no subtypes. + +314.4. A scheme card may have any number of static, triggered, and/or activated abilities. As long as a scheme card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated. + +314.5. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner. + +314.6. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.) + +314.7. If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone that’s the source of that ability. This is an exception to rule 109.2. + +315. Conspiracies + +315.1. Conspiracy cards are used only in limited play, particularly in the Conspiracy Draft variant (see rule 905). Conspiracy cards aren’t used in constructed play. + +315.2. At the start of a game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone. Conspiracy cards with hidden agenda are put into the command zone face down. (See rule 702.106, “Hidden Agenda.”) + +315.3. Conspiracy cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast or included in a deck. If a conspiracy card would leave the command zone, it remains in the command zone. Conspiracy cards that aren’t in the game can’t be brought into the game. + +315.4. Conspiracy cards have no subtypes. + +315.5. Conspiracy cards may have any number of static or triggered abilities. As long as a conspiracy card is face up in the command zone, its static abilities affect the game, and its triggered abilities may trigger. + +315.5a Abilities of conspiracy cards may affect the start-of-game procedure. + +315.5b Face-down conspiracy cards have no characteristics. + +315.6. The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner. + +315.7. At any time, you may look at a face-down conspiracy card you control. You can’t look at face-down conspiracy cards controlled by other players. + +4. Zones + +400. General + +400.1. A zone is a place where objects can be during a game. There are normally seven zones: library, hand, battlefield, graveyard, stack, exile, and command. Some older cards also use the ante zone. Each player has their own library, hand, and graveyard. The other zones are shared by all players. + +400.2. Public zones are zones in which all players can see the cards’ faces, except for those cards that some rule or effect specifically allow to be face down. Graveyard, battlefield, stack, exile, ante, and command are public zones. Hidden zones are zones in which not all players can be expected to see the cards’ faces. Library and hand are hidden zones, even if all the cards in one such zone happen to be revealed. + +400.3. If an object would go to any library, graveyard, or hand other than its owner’s, it goes to its owner’s corresponding zone. + +400.4. Cards with certain card types can’t enter certain zones. + +400.4a If an instant or sorcery card would enter the battlefield, it remains in its previous zone. + +400.4b If a conspiracy, phenomenon, plane, scheme, or vanguard card would leave the command zone, it remains in the command zone. + +400.5. The order of objects in a library, in a graveyard, or on the stack can’t be changed except when effects or rules allow it. The same is true for objects arranged in face-down piles in other zones. Other objects in other zones can be arranged however their owners wish, although who controls those objects, whether they’re tapped or flipped, and what other objects are attached to them must remain clear to all players. + +400.6. If an object would move from one zone to another, determine what event is moving the object. If the object is moving to a public zone and its owner will be able to look at it in that zone, its owner looks at it to see if it has any abilities that would affect the move. If the object is moving to the battlefield, each other player who will be able to look at it in that zone does so. Then any appropriate replacement effects, whether they come from that object or from elsewhere, are applied to that event. If any effects or rules try to do two or more contradictory or mutually exclusive things to a particular object, that object’s controller—or its owner if it has no controller—chooses which effect to apply, and what that effect does. (Note that multiple instances of the same thing may be mutually exclusive; for example, two simultaneous “destroy” effects.) Then the event moves the object. +Example: Exquisite Archangel has an ability which reads “If you would lose the game, instead exile this creature and your life total becomes equal to your starting life total.” A spell deals 5 damage to a player with 5 life and 5 damage to an Exquisite Archangel under that player’s control. As state-based actions are performed, that player’s life total becomes equal to their starting life total, and that player chooses whether Exquisite Archangel moves to its owner’s graveyard or to exile. + +400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. This rule has the following exceptions. + +400.7a Effects from spells, activated abilities, and triggered abilities that change the characteristics or controller of a permanent spell on the stack continue to apply to the permanent that spell becomes. + +400.7b Effects from static abilities that grant an ability to a permanent spell that functions on the battlefield continue to apply to the permanent that spell becomes (see rule 611.3d). + +400.7c Prevention effects that apply to damage from a permanent spell on the stack continue to apply to damage from the permanent that spell becomes. + +400.7d An ability of a permanent can reference information about the spell that became that permanent as it resolved, including what costs were paid to cast that spell or what mana was spent to pay those costs. + +400.7e Abilities that trigger when an object moves from one zone to another (for example, “When this Aura is put into a graveyard from the battlefield”) can find the new object that it became in the zone it moved to when the ability triggered, if that zone is a public zone. + +400.7f Abilities that trigger when an enchanted permanent leaves the battlefield can find the new object that each Aura enchanting that permanent became in its owner’s graveyard if it was put into that graveyard at the same time the enchanted permanent left the battlefield. It can also find the new object that each Aura enchanting it became in its owner’s graveyard as a result of being put there as a state-based action for not being attached to a permanent. (See rule 704.5m.) + +400.7g If an effect grants a nonland card an ability that allows it to be cast, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being cast this way. + +400.7h If an effect allows a nonland card to be cast, other parts of that effect can find the new object that card becomes after it moves to the stack as a result of being cast this way. + +400.7i If an effect allows a land card to be played, other parts of that effect can find the new object that land card becomes after it moves to the battlefield as a result of being played this way. + +400.7j If an effect causes an object to move to a public zone, other parts of that effect can find that object. If the cost of a spell or ability causes an object to move to a public zone, that spell or ability’s effects can find that object. + +400.7k After resolving a madness triggered ability (see rule 702.35), if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that object. + +400.7m Stickers on an object in a public zone are retained as it moves to another public zone (see rule 123.5). Any effects from stickers continue to apply to the new object it becomes in that zone. + +400.8. If an object in the exile zone is exiled, it doesn’t change zones, but it becomes a new object that has just been exiled. + +400.9. If a face-up object in the command zone is turned face down, it becomes a new object. + +400.10. If an object in the command zone is put into the command zone, it doesn’t change zones, but it becomes a new object that has just entered the command zone. + +400.11. An object is outside the game if it isn’t in any of the game’s zones. Outside the game is not a zone. + +400.11a Cards in a player’s sideboard are outside the game. See rule 100.4. + +400.11b Some effects bring cards into a game from outside the game. Those cards remain in the game until the game ends, their owner leaves the game, or a rule or effect removes them from the game, whichever comes first. + +400.11c Cards outside the game can’t be affected by spells or abilities, except for characteristic-defining abilities printed on them (see rule 604.3) and spells and abilities that allow those cards to be brought into the game. + +400.12. Some effects instruct a player to do something to a zone (such as “Shuffle your hand into your library”). That action is performed on all cards in that zone. The zone itself is not affected. + +401. Library + +401.1. When a game begins, each player’s deck becomes their library. + +401.2. Each library must be kept in a single face-down pile. Players can’t look at or change the order of cards in a library. + +401.3. Any player may count the number of cards remaining in any player’s library at any time. + +401.4. If an effect puts two or more cards in a specific position in a library at the same time, the owner of those cards may arrange them in any order. That library’s owner doesn’t reveal the order in which the cards go into the library. + +401.5. Some effects tell a player to play with the top card of their library revealed, or say that a player may look at the top card of their library. If the top card of the player’s library changes while a spell is being cast, the new top card won’t be revealed and can’t be looked at until the spell becomes cast (see rule 601.2i). The same is true with relation to an ability being activated. If the top card of the player’s library changes while a player is taking a special action (see rule 116, “Special Actions”), the new card won’t be revealed and can’t be looked at until the player has finished taking that special action. + +401.6. If an effect causes a player to play with the top card of their library revealed, and that particular card stops being revealed for any length of time before being revealed again, it becomes a new object. + +401.7. If an effect causes a player to put a card into a library “Nth from the top,” and that library has fewer than N cards in it, the player puts that card on the bottom of that library. + +402. Hand + +402.1. The hand is where a player holds cards that have been drawn. Cards can be put into a player’s hand by other effects as well. At the beginning of the game, each player draws a number of cards equal to that player’s starting hand size, normally seven. (See rule 103, “Starting the Game.”) + +402.2. Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in their hand, but as part of their cleanup step, the player must discard excess cards down to the maximum hand size. + +402.3. A player may arrange their hand in any convenient fashion and look at it at any time. A player can’t look at the cards in another player’s hand but may count those cards at any time. + +403. Battlefield + +403.1. Most of the area between the players represents the battlefield. The battlefield starts out empty. Permanents a player controls are normally kept in front of them on the battlefield, though there are some cases (such as an Aura attached to another player’s permanent) when a permanent one player controls is kept closer to a different player. + +403.2. A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone. + +403.3. Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule 110, “Permanents.” + +403.4. Whenever a permanent enters the battlefield, it becomes a new object and has no relationship to any previous permanent represented by the same card, except for the cases listed in rule 400.7. (This is also true for any objects entering any zone.) + +403.5. Previously, the battlefield was called the “in-play zone.” Cards that were printed with text that contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield. Cards that were printed with that text have received errata in the Oracle card reference. + +404. Graveyard + +404.1. A player’s graveyard is their discard pile. Any object that’s countered, discarded, destroyed, or sacrificed is put on top of its owner’s graveyard, as is any instant or sorcery spell that’s finished resolving. Each player’s graveyard starts out empty. + +404.2. Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but normally can’t change their order. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in their graveyard. + +404.3. If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order. + +405. Stack + +405.1. When a spell is cast, the physical card is put on the stack (see rule 601.2a). When an ability is activated or triggers, it goes on top of the stack without any card associated with it (see rules 602.2a and 603.3). + +405.2. The stack keeps track of the order that spells and/or abilities were added to it. Each time an object is put on the stack, it’s put on top of all objects already there. + +405.3. If an effect puts two or more objects on the stack at the same time, those controlled by the active player are put on lowest, followed by each other player’s objects in APNAP order (see rule 101.4). If a player controls more than one of these objects, that player chooses their relative order on the stack. + +405.4. Each spell has all the characteristics of the card associated with it. Each activated or triggered ability that’s on the stack has the text of the ability that created it and no other characteristics. The controller of a spell is the player who cast it. The controller of an activated ability is the player who activated it. The controller of a triggered ability is the player who controlled the ability’s source when it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f. + +405.5. When all players pass in succession, the top (last-added) spell or ability on the stack resolves. If the stack is empty when all players pass, the current step or phase ends and the next begins. + +405.6. Some things that happen during the game don’t use the stack. + +405.6a Effects don’t go on the stack; they’re the result of spells and abilities resolving. Effects may create delayed triggered abilities, however, and these may go on the stack when they trigger (see rule 603.7). + +405.6b Static abilities continuously generate effects and don’t go on the stack. (See rule 604, “Handling Static Abilities.”) This includes characteristic-defining abilities such as “[This object] is red” (see rule 604.3). + +405.6c Mana abilities resolve immediately. If a mana ability both produces mana and has another effect, the mana is produced and the other effect happens immediately. If a player had priority before a mana ability was activated, that player gets priority after it resolves. (See rule 605, “Mana Abilities.”) + +405.6d Special actions don’t use the stack; they happen immediately. See rule 116, “Special Actions.” + +405.6e Turn-based actions don’t use the stack; they happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority (see rule 117.3a). Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703. + +405.6f State-based actions don’t use the stack; they happen automatically when certain conditions are met. See rule 704. They are dealt with before a player would receive priority. See rule 117.5. + +405.6g A player may concede the game at any time. That player leaves the game immediately. See rule 104.3a. + +405.6h If a player leaves a multiplayer game, objects may leave the game, cease to exist, change control, or be exiled as a result. These actions happen immediately. See rule 800.4a. + +406. Exile + +406.1. The exile zone is essentially a holding area for objects. Some spells and abilities exile an object without any way to return that object to another zone. Other spells and abilities exile an object only temporarily. + +406.2. To exile an object is to put it into the exile zone from whatever zone it’s currently in. An exiled card is a card that’s been put into the exile zone. + +406.3. Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards “exiled face down” can’t be examined by any player except when instructions allow it. However, if a player is instructed to look at a card and then exile it face down, or once a player is allowed to look at a card exiled face down, that player may continue to look at that card until it leaves the exile zone or is part of a pile of cards that are shuffled, even if the instruction allowing the player to do so no longer applies. + +406.3a A card exiled face down has no characteristics, but the spell or ability that exiled it may allow it to be played from exile. Unless that card is being cast face down (see rule 708.4), the card is turned face up just before the player announces that they are playing the card (see rule 601.2). + +406.3b Some spells and abilities allow a player to cast spells with certain qualities from among face-down cards in exile. A player may cast such a spell only if they are allowed to look at the face-down card in exile and if the resulting spell has the specified qualities. + +406.4. Face-down cards in exile should be kept in separate piles based on when they were exiled and how they were exiled. If a player is instructed to choose an exiled card, the player may choose a specific face-down card only if the player is allowed to look at that card. Otherwise, they may choose a pile of face-down exiled cards, and then a card is chosen at random from within that pile. If choosing such a card is part of casting a spell or activating an ability, the chosen card isn’t revealed until after that cost is fully paid. (See rule 601.2i.) + +406.5. Exiled cards that might return to the battlefield or any other zone should be kept in separate piles to keep track of their respective ways of returning. Exiled cards that may have an impact on the game due to their own abilities (such as cards with haunt) or the abilities of the cards that exiled them should likewise be kept in separate piles. + +406.6. An object may have one ability printed on it that causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards that have been exiled due to the first. See rule 607, “Linked Abilities.” + +406.7. If an object in the exile zone becomes exiled, it doesn’t change zones, but it becomes a new object that has just been exiled. + +406.8. Previously, the exile zone was called the “removed-from-the-game zone.” Cards that were printed with text that “removes [an object] from the game” exiles that object. The same is true for cards printed with text that “sets [an object] aside.” Cards that were printed with that text have received errata in the Oracle card reference. + +407. Ante + +407.1. Earlier versions of the Magic rules included an ante rule as a way of playing “for keeps.” Playing Magic games for ante is now considered an optional variation on the game, and it’s allowed only where it’s not forbidden by law or by other rules. Playing for ante is strictly forbidden under the Magic: The Gathering Tournament Rules (WPN.Wizards.com/en/rules-documents). + +407.2. When playing for ante, each player puts one random card from their deck into the ante zone after determining which player goes first but before players draw any cards. Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone. + +407.3. A few cards have the text “Remove this card from your deck before playing if you’re not playing for ante.” These are the only cards that can add or remove cards from the ante zone or change a card’s owner. When not playing for ante, players can’t include these cards in their decks or sideboards, and these cards can’t be brought into the game from outside the game. + +407.4. To ante an object is to put that object into the ante zone from whichever zone it’s currently in. The owner of an object is the only player who can ante that object. + +408. Command + +408.1. The command zone is a game area reserved for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. + +408.2. Emblems may be created in the command zone. See rule 114, “Emblems.” + +408.3. In the Planechase, Vanguard, Commander, Archenemy, and Conspiracy Draft casual variants, nontraditional Magic cards and/or specially designated cards start the game in the command zone. Each variant has its own rules regarding such cards. See section 9, “Casual Variants.” + + +5. Turn Structure + +500. General + +500.1. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and ending. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and ending phases are further broken down into steps, which proceed in order. + +500.2. A phase or step in which players receive priority ends when the stack is empty and all players pass in succession. Simply having the stack become empty doesn’t cause such a phase or step to end; all players have to pass in succession with the stack empty. Because of this, each player gets a chance to add new things to the stack before that phase or step ends. + +500.3. A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see rule 502) and certain cleanup steps (see rule 514). + +500.4. As a step or phase begins, if there are effects that last until that step or phase, those effects expire. + +500.5. As a step or phase ends, if there are effects that last until the end of that step or phase, those effects expire. Then any unspent mana left in a player’s mana pool empties. This is a turn-based action that doesn’t use the stack (see rule 703.4q). + +500.5a Effects that last “until end of combat” expire at the end of the combat phase, not at the beginning of the end of combat step. + +500.5b Effects that last “until end of turn” are subject to special rules; see rule 514.2. + +500.6. When a phase or step begins, any abilities that trigger “at the beginning of” that phase or step trigger. They are put on the stack the next time a player would receive priority. (See rule 117, “Timing and Priority.”) + +500.7. Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time. If multiple players are given extra turns, the extra turns are added one at a time, in APNAP order (see rule 101.4). The most recently created turn will be taken first. + +500.8. Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first. + +500.9. Some effects can add steps to a phase. They do this by adding the steps directly after a specified step or directly before a specified step. If multiple extra steps are created after the same step, the most recently created step will occur first. + +500.10. Some effects add a step after a particular phase. In that case, that effect first creates the phase which normally contains that step directly after the specified phase. Any other steps that phase would normally have are skipped (see rule 500.11). +Example: Obeka, Splitter of Seconds says, in part, “Whenever Obeka deals combat damage to a player, you get that many additional upkeep steps after this phase.” After that ability resolves, its controller adds that many beginning phases after this phase. Those new beginning phases have only an upkeep step. The untap steps and draw steps of those phases are skipped. + +500.10a If an effect that says “you get” an additional step or phase would add a step or phase to a turn other than its controller’s, no steps or phases are added. + +500.11. Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn’t exist. See rule 614.10. + +500.12. No game events can occur between steps, phases, or turns. + +501. Beginning Phase + +501.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw. + +502. Untap Step + +502.1. First, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. This turn-based action doesn’t use the stack. See rule 702.26, “Phasing.” + +502.2. Second, if it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. If it’s night and the previous turn’s active player cast two or more spells during that turn, it becomes day. If it’s neither day nor night, this check doesn’t happen and it remains neither. This turn-based action doesn’t use the stack. See rule 730, “Day and Night.” + +502.2a Multiplayer games using the shared team turns option use a modified rule. If it’s day and no player on the previous turn’s active team cast a spell during that turn, it becomes night. If it’s night and any player on the previous turn’s active team cast two or more spells during the previous turn, it becomes day. If it’s neither day nor night, this check doesn’t happen and it remains neither. This turn-based action doesn’t use the stack. + +502.3. Third, the active player determines which permanents they control will untap. Then they untap them all simultaneously. This turn-based action doesn’t use the stack. Normally, all of a player’s permanents untap, but effects can keep one or more of a player’s permanents from untapping. + +502.4. No player receives priority during the untap step, so no spells can be cast or resolve and no abilities can be activated or resolve. Any ability that triggers during this step will be held until the next time a player would receive priority, which is usually during the upkeep step. (See rule 503, “Upkeep Step.”) + +503. Upkeep Step + +503.1. The upkeep step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”) + +503.1a Any abilities that triggered during the untap step and any abilities that triggered at the beginning of the upkeep are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”) + +503.2. If a spell states that it may be cast only “after [a player’s] upkeep step,” and the turn has multiple upkeep steps, that spell may be cast any time after the first upkeep step ends. + +504. Draw Step + +504.1. First, the active player draws a card. This turn-based action doesn’t use the stack. + +504.2. Second, the active player gets priority. (See rule 117, “Timing and Priority.”) + +505. Main Phase + +505.1. There are two main phases in a turn. In each turn, the first main phase (also known as the precombat main phase) and the second main phase (also known as the postcombat main phase) are separated by the combat phase (see rule 506, “Combat Phase”). The precombat and postcombat main phases are individually and collectively known as the main phase. + +505.1a Only the first main phase of the turn is a precombat main phase. All other main phases are postcombat main phases. This includes the second main phase of a turn in which the combat phase has been skipped. It is also true of a turn in which an effect has caused an additional combat phase and an additional main phase to be created. + +505.1b In card text, phrases such as “first main phase,” “second main phase,” and so on count the number of main phases that have occurred only in the current turn unless that text specifies otherwise. + +505.2. The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty. (See rule 500.2.) + +505.3. First, but only if the players are playing an Archenemy game (see rule 904), the active player is the archenemy, and it’s the active player’s precombat main phase, the active player sets the top card of their scheme deck in motion (see rule 701.32). This turn-based action doesn’t use the stack. + +505.4. Second, if the active player controls one or more Saga enchantments and it’s the active player’s precombat main phase, the active player puts a lore counter on each Saga they control with one or more chapter abilities. (See rule 714, “Saga Cards.”) This turn-based action doesn’t use the stack. + +505.5. Third, if the active player controls one or more Attractions and it’s the active player’s precombat main phase, the active player rolls to visit their Attractions. (See rule 701.52, “Roll to Visit Your Attractions.”) This turn-based action doesn’t use the stack. + +505.6. Fourth, the active player gets priority. (See rule 117, “Timing and Priority.”) + +505.6a The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. The active player may cast these spells. + +505.6b During either main phase, the active player may play one land card from their hand if the stack is empty, if the player has priority, and if they haven’t played a land this turn (unless an effect states the player may play additional lands). This action doesn’t use the stack. Neither the land nor the action of playing the land is a spell or ability, so it can’t be countered, and players can’t respond to it with instants or activated abilities. (See rule 305, “Lands.”) + +506. Combat Phase + +506.1. The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see rule 508.8). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4). + +506.2. During the combat phase, the active player is the attacking player; creatures that player controls may attack. During the combat phase of a two-player game, the nonactive player is the defending player; that player, planeswalkers they control, and battles they protect may be attacked. + +506.2a During the combat phase of a multiplayer game, there may be one or more defending players, depending on the variant being played and the options chosen for it. Unless all the attacking player’s opponents automatically become defending players during the combat phase, the attacking player chooses one of their opponents as a turn-based action during the beginning of combat step. (Note that the choice may be dictated by the variant being played or the options chosen for it.) That player becomes the defending player. See rule 802, “Attack Multiple Players Option,” rule 803, “Attack Left and Attack Right Options,” and rule 809, “Emperor Variant.” + +506.2b In multiplayer games using the shared team turns option, the active team is the attacking team and the nonactive team is the defending team. See rule 805, “Shared Team Turns Option.” + +506.3. Only a creature can attack or block. Only a player, a planeswalker, or a battle can be attacked. + +506.3a If an effect would put a noncreature permanent onto the battlefield attacking or blocking, the permanent does enter the battlefield but it’s never considered to be an attacking or blocking permanent. + +506.3b If an effect would put a creature onto the battlefield attacking under the control of any player except an attacking player, that creature does enter the battlefield, but it’s never considered to be an attacking creature. + +506.3c If an effect would put a creature onto the battlefield attacking either a player not in the game or a permanent that’s no longer on the battlefield or isn’t either a planeswalker or a battle, that creature does enter the battlefield, but it’s never considered to be an attacking creature. See rule 508.4a. + +506.3d If an effect puts a creature onto the battlefield attacking during the declare blockers step, combat damage step, or end of combat step, that creature enters the battlefield unblocked. See rule 508.4d. + +506.3e If an effect would put a creature onto the battlefield blocking but the creature it would block isn’t attacking the entering creature’s controller, a planeswalker that player controls, or a battle that player protects, that creature does enter the battlefield, but it’s never considered to be a blocking creature. + +506.3f If an effect would put a creature that’s also a battle onto the battlefield attacking or blocking, that permanent enters the battlefield but it’s never considered to be an attacking or blocking creature. + +506.3g If a resolving spell or ability would cause a battle to become an attacking or blocking creature, that part of the effect does nothing. + +506.4. A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it’s a planeswalker that’s being attacked and stops being a planeswalker, if it’s a battle that’s being attacked and stops being a battle, or if it’s an attacking or blocking creature that regenerates (see rule 701.19), stops being a creature, or becomes a battle. A creature that’s removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker or battle that’s removed from combat stops being attacked. + +506.4a Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don’t remove the creature from combat. + +506.4b Tapping or untapping a creature that’s already been declared as an attacker or blocker doesn’t remove it from combat and doesn’t prevent its combat damage. + +506.4c If a creature is attacking a planeswalker or battle, removing that planeswalker or battle from combat doesn’t remove that creature from combat. It continues to be an attacking creature, although it is not attacking any player, planeswalker, or battle. It may be blocked. If it is unblocked, it will deal no combat damage. + +506.4d A permanent that’s both a blocking creature and a planeswalker that’s being attacked is removed from combat if it stops being both a creature and a planeswalker. If it stops being one of those card types but continues to be the other, it continues to be either a blocking creature or a planeswalker that’s being attacked, whichever is appropriate. + +506.4e A permanent that’s being attacked that is both a planeswalker and a battle is removed from combat if it stops being both a planeswalker and a battle. If it stops being a battle but is still a planeswalker, it is removed from combat only if it is not controlled by its protector. If it stops being a planeswalker but is still a battle, it is not removed from combat. It continues to be a battle that’s being attacked. + +506.5. A creature attacks alone if it’s the only creature declared as an attacker during the declare attackers step. A creature is attacking alone if it’s attacking but no other creatures are. A creature blocks alone if it’s the only creature declared as a blocker during the declare blockers step. A creature is blocking alone if it’s blocking but no other creatures are. + +506.6. Some abilities check to see whether or not a creature “had to attack” during a particular combat phase. A creature had to attack if one or more effects were requiring that creature to attack at the time attackers were declared in that combat. A creature did not “have to attack” if there were no such effects that required it to attack, even if there were no other legal attacks that could have been declared. (See rule 508.) + +506.7. Some spells state that they may be cast “only [before/after] [a particular point in the combat phase],” in which that point may be “attackers are declared,” “blockers are declared,” “the combat damage step,” “the end of combat step,” “the combat phase,” or “combat.” + +506.7a A spell that states it may be cast “only before (or after) attackers are declared” is referring to the turn-based action of declaring attackers. It may be cast only before (or after) the declare attackers step begins, regardless of whether any attackers are actually declared. (See rule 508.) + +506.7b A spell that states it may be cast “only before (or after) blockers are declared” is referring to the turn-based action of declaring blockers. It may be cast only before (or after) the declare blockers step begins, regardless of whether any blockers are actually declared. (See rule 509.) + +506.7c Some spells state that they may be cast only “during combat” or “during a certain player’s combat phase” in addition to the criteria described in rule 506.7. If a turn has multiple combat phases, such spells may be cast at an appropriate time during any of them. + +506.7d Some spells state that they may be cast “only before (or after) [a particular point in the combat phase],” but don’t meet the additional criteria described in rule 506.7c. If a turn has multiple combat phases, such spells may be cast that turn only before (or after) the stated point of the first combat phase. + +506.7e If a spell states that it may be cast “only before [a particular point in the combat phase],” but the stated point doesn’t exist within the relevant combat phase because the declare blockers step and the combat damage step are skipped (see rule 508.8), then the spell may be cast only before the declare attackers step ends. If the stated point doesn’t exist because the relevant combat phase has been skipped, then the spell may be cast only before the precombat main phase ends. + +506.7f If a spell states that it may be cast “only during combat after blockers are declared,” but the declare blockers step is skipped that combat phase (see rule 508.8), then the spell may not be cast during that combat phase. + +506.7g Rules 506.7 and 506.7a–f apply to abilities that state that they may be activated only at certain times with respect to combat just as they apply to spells that state that they may be cast only at certain times with respect to combat. + +507. Beginning of Combat Step + +507.1. First, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. This turn-based action doesn’t use the stack. (See rule 506.2.) + +507.2. Second, the active player gets priority. (See rule 117, “Timing and Priority.”) + +508. Declare Attackers Step + +508.1. First, the active player declares attackers. This turn-based action doesn’t use the stack. To declare attackers, the active player follows the steps below, in order. If at any point during the declaration of attackers, the active player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 732, “Handling Illegal Actions”). + +508.1a The active player chooses which creatures that they control, if any, will attack. The chosen creatures must be untapped, they can’t also be battles, and each one must either have haste or have been controlled by the active player continuously since the turn began. + +508.1b If the defending player controls any planeswalkers, is the protector of any battles, or the game allows the active player to attack multiple other players, the active player announces which player, planeswalker, or battle each of the chosen creatures is attacking. + +508.1c The active player checks each creature they control to see whether it’s affected by any restrictions (effects that say a creature can’t attack, or that it can’t attack unless some condition is met). If any restrictions are being disobeyed, the declaration of attackers is illegal. +Example: A player controls two creatures, each with a restriction that states “This creature can’t attack alone.” It’s legal to declare both as attackers. + +508.1d The active player checks each creature they control to see whether it’s affected by any requirements (effects that say a creature attacks if able, or that it attacks if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of attackers is illegal. If a creature can’t attack unless a player pays a cost, that player is not required to pay that cost, even if attacking with that creature would increase the number of requirements being obeyed. If a requirement that says a creature attacks if able during a certain turn refers to a turn with multiple combat phases, the creature attacks if able during each declare attackers step in that turn. +Example: A player controls two creatures: one that “attacks if able” and one with no abilities. An effect states “No more than one creature can attack each turn.” The only legal attack is for just the creature that “attacks if able” to attack. It’s illegal to attack with the other creature, attack with both, or attack with neither. + +508.1e If any of the chosen creatures have banding or a “bands with other” ability, the active player announces which creatures, if any, are banded with which. (See rule 702.22, “Banding.”) + +508.1f The active player taps the chosen creatures. Tapping a creature when it’s declared as an attacker isn’t a cost; attacking simply causes creatures to become tapped. + +508.1g If there are any optional costs to attack with the chosen creatures (expressed as costs a player may pay “as” a creature attacks), the active player chooses which, if any, they will pay. + +508.1h If any of the chosen creatures require paying costs to attack, or if any optional costs to attack were chosen, the active player determines the total cost to attack. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, ignore this change. + +508.1i If any of the costs require mana, the active player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”). + +508.1j Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed. + +508.1k Each chosen creature still controlled by the active player becomes an attacking creature. It remains an attacking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4. + +508.1m Any abilities that trigger on attackers being declared trigger. + +508.2. Second, the active player gets priority. (See rule 117, “Timing and Priority.”) + +508.2a Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an attacker. They will not trigger if a creature attacks and then that creature’s characteristics change to match the ability’s trigger condition. +Example: A permanent has the ability “Whenever a green creature attacks, destroy that creature at end of combat.” If a blue creature attacks and is later turned green, the ability will not trigger. + +508.2b Any abilities that triggered on attackers being declared or that triggered during the process described in rules 508.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”) + +508.3. Triggered abilities that trigger on attackers being declared may have different trigger conditions. + +508.3a An ability that reads “Whenever [a creature] attacks, . . .” triggers if that creature is declared as an attacker. Similarly, “Whenever [a creature] attacks [a player, planeswalker, or battle], . . .” triggers if that creature is declared as an attacker attacking that player or permanent. Such abilities won’t trigger if a creature is put onto the battlefield attacking. + +508.3b An ability that reads “Whenever [a player, planeswalker, or battle] is attacked, . . .” triggers if one or more creatures are declared as attackers attacking that player or permanent. It won’t trigger if a creature is put onto the battlefield attacking that player or permanent. + +508.3c An ability that reads “Whenever [a player] attacks with [a creature], . . .” triggers if a creature that player controls is declared as an attacker. + +508.3d An ability that reads “Whenever [a player] attacks, . . .” triggers if one or more creatures that player controls are declared as attackers. + +508.3e An ability that reads “Whenever [a player] attacks [another player], . . .” triggers if one or more creatures the first player controls are declared as attackers attacking the second player. It won’t trigger if a creature is put onto the battlefield attacking or if a creature attacks a planeswalker or a battle. + +508.3f An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers during the declare blockers step, not the declare attackers step. See rule 509.3g. + +508.4. If a creature is put onto the battlefield attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s attacking). Similarly, if an effect states that a creature is attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking (unless the effect has already specified). Such creatures are “attacking” but, for the purposes of trigger events and effects, they never “attacked.” They remain attacking creatures until they’re removed from combat or the combat phase ends, whichever comes first. + +508.4a If the effect that puts a creature onto the battlefield attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature is put onto the battlefield but is never considered an attacking creature. The same is true if the effect specifies a creature is put onto the battlefield attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player. + +508.4b If the effect that states a creature is attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature doesn’t become an attacking creature. The same is true if the effect specifies a creature is attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player. + +508.4c A creature that’s put onto the battlefield attacking or that is stated to be attacking isn’t affected by requirements or restrictions that apply to the declaration of attackers. + +508.4d A creature that’s put onto the battlefield attacking during the declare blockers step, combat damage step, or end of combat step enters the battlefield as an unblocked creature. It remains unblocked until it is removed from combat, an effect says it becomes blocked, or the combat phase ends, whichever comes first. + +508.5. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat. + +508.5a In a multiplayer game, any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one. + +508.6. A player is “attacking [a player]” if the first player controls a creature that is attacking the second player. A player has “attacked [a player]” if the first player declared one or more creatures as attackers attacking the second player. + +508.7. Some cards allow a player to reselect which player, planeswalker, or battle a creature is attacking. + +508.7a The attacking creature isn’t removed from combat and it isn’t considered to have attacked a second time. That creature is attacking the reselected player or permanent, but it’s still considered to have attacked the player or permanent chosen as it was declared as an attacker. + +508.7b While reselecting which player, planeswalker, or battle a creature is attacking, that creature isn’t affected by requirements or restrictions that apply to the declaration of attackers. + +508.7c The reselected player, planeswalker, or battle must be an opponent of the attacking creature’s controller, a planeswalker controlled by an opponent of the attacking creature’s controller, or a battle protected by an opponent of the attacking creature’s controller. + +508.7d In a multiplayer game not using the attack multiple players option (see rule 802), the reselected player, planeswalker, or battle must be the chosen defending player, a planeswalker controlled by that player, or a battle protected by that player. + +508.7e In a multiplayer game using the limited range of influence option (see rule 801), the reselected player, planeswalker, or battle must be within the range of influence of the attacking creature’s controller. In the case of a battle, the battle’s protector must also be within the range of influence of the attacking creature’s controller. + +508.8. If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps. + +509. Declare Blockers Step + +509.1. First, the defending player declares blockers. This turn-based action doesn’t use the stack. To declare blockers, the defending player follows the steps below, in order. If at any point during the declaration of blockers, the defending player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 732, “Handling Illegal Actions”). + +509.1a The defending player chooses which creatures they control, if any, will block. The chosen creatures must be untapped and they can’t also be battles. For each of the chosen creatures, the defending player chooses one creature for it to block that’s attacking that player, a planeswalker they control, or a battle they protect. + +509.1b The defending player checks each creature they control to see whether it’s affected by any restrictions (effects that say a creature can’t block, or that it can’t block unless some condition is met). If any restrictions are being disobeyed, the declaration of blockers is illegal. + A restriction may be created by an evasion ability (a static ability an attacking creature has that restricts what can block it). If an attacking creature gains or loses an evasion ability after a legal block has been declared, it doesn’t affect that block. Different evasion abilities are cumulative. +Example: An attacking creature with flying and shadow can’t be blocked by a creature with flying but without shadow. + +509.1c The defending player checks each creature they control to see whether it’s affected by any requirements (effects that say a creature must block, or that it must block if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of blockers is illegal. If a creature can’t block unless a player pays a cost, that player is not required to pay that cost, even if blocking with that creature would increase the number of requirements being obeyed. If a requirement that says a creature blocks if able during a certain turn refers to a turn with multiple combat phases, the creature blocks if able during each declare blockers step in that turn. +Example: A player controls one creature that “blocks if able” and another creature with no abilities. If a creature with menace attacks that player, the player must block with both creatures. Having only the first creature block violates the restriction created by menace (the attacking creature can’t be blocked except by two or more creatures). Having only the second creature block violates both the menace restriction and the first creature’s blocking requirement. Having neither creature block fulfills the restriction but not the requirement. + +509.1d If any of the chosen creatures require paying costs to block, the defending player determines the total cost to block. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, ignore this change. + +509.1e If any of the costs require mana, the defending player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”). + +509.1f Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed. + +509.1g Each chosen creature still controlled by the defending player becomes a blocking creature. Each one is blocking the attacking creatures chosen for it. It remains a blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4. + +509.1h An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no creatures declared as blockers for it becomes an unblocked creature. This remains unchanged until the creature is removed from combat, an effect says that it becomes blocked or unblocked, or the combat phase ends, whichever comes first. A creature remains blocked even if all the creatures blocking it are removed from combat. + +509.1i Any abilities that trigger on blockers being declared trigger. See rule 509.2a for more information. + +509.2. Second, the active player gets priority. (See rule 117, “Timing and Priority.”) + +509.2a Any abilities that triggered on blockers being declared or that triggered during the process described in rule 509.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”) + +509.3. Triggered abilities that trigger on blockers being declared may have different trigger conditions. + +509.3a An ability that reads “Whenever [a creature] blocks, . . .” generally triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers if the creature is declared as a blocker. It will also trigger if that creature becomes a blocker as the result of an effect, but only if it wasn’t a blocking creature at that time. (See rule 509.1g.) It won’t trigger if the creature is put onto the battlefield blocking. + +509.3b An ability that reads “Whenever [a creature] blocks a creature, . . .” triggers once for each attacking creature the creature with the ability blocks. It triggers if the creature is declared as a blocker. It will also trigger if an effect causes that creature to block an attacking creature, but only if it wasn’t already blocking that attacking creature at that time. It won’t trigger if the creature is put onto the battlefield blocking. + +509.3c An ability that reads “Whenever [a creature] becomes blocked, . . .” generally triggers only once each combat for that creature, even if it’s blocked by multiple creatures. It will trigger if that creature becomes blocked by at least one creature declared as a blocker. It will also trigger if that creature becomes blocked by an effect or by a creature that’s put onto the battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time. (See rule 509.1h.) + +509.3d An ability that reads “Whenever [a creature] becomes blocked by a creature, . . .” triggers once for each creature that blocks the specified creature. It triggers if a creature is declared as a blocker for the attacking creature. It will also trigger if an effect causes a creature to block the attacking creature, but only if it wasn’t already blocking that attacking creature at that time. In addition, it will trigger if a creature is put onto the battlefield blocking that creature. It won’t trigger if the creature becomes blocked by an effect rather than a creature. + +509.3e If an ability triggers when a creature blocks or becomes blocked by a particular number of creatures, the ability triggers if the creature blocks or is blocked by that many creatures when blockers are declared. Effects that add or remove blockers can also cause such abilities to trigger. This applies to abilities that trigger on a creature blocking or being blocked by at least a certain number of creatures as well. + +509.3f If an ability triggers when a creature with certain characteristics blocks, it will trigger only if the creature has those characteristics at the point blockers are declared, or at the point an effect causes it to block. If an ability triggers when a creature with certain characteristics becomes blocked, it will trigger only if the creature has those characteristics at the point it becomes a blocked creature. If an ability triggers when a creature becomes blocked by a creature with certain characteristics, it will trigger only if the latter creature has those characteristics at the point it becomes a blocking creature. None of those abilities will trigger if the relevant creature’s characteristics change to match the ability’s trigger condition later on. +Example: A creature has the ability “Whenever this creature becomes blocked by a white creature, destroy that creature at end of combat.” If the creature becomes blocked by a black creature that is later turned white, the ability will not trigger. + +509.3g An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers if no creatures are declared as blockers for that creature. It will trigger even if the creature was never declared as an attacker (for example, if it entered the battlefield attacking). It won’t trigger if the attacking creature is blocked and then all its blockers are removed from combat. + +509.4. If a creature is put onto the battlefield blocking, its controller chooses which attacking creature it’s blocking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s blocking). A creature put onto the battlefield this way is “blocking” but, for the purposes of trigger events and effects, it never “blocked.” + +509.4a If the effect that puts a creature onto the battlefield blocking specifies it’s blocking a certain creature and that creature is no longer attacking, the creature is put onto the battlefield but is never considered a blocking creature. The same is true if the controller of the creature that’s put onto the battlefield blocking isn’t a defending player for the specified attacking creature. + +509.4b A creature that’s put onto the battlefield blocking isn’t affected by requirements or restrictions that apply to the declaration of blockers. + +510. Combat Damage Step + +510.1. First, the active player announces how each attacking creature assigns its combat damage, then the defending player announces how each blocking creature assigns its combat damage. This turn-based action doesn’t use the stack. A player assigns a creature’s combat damage according to the following rules: + +510.1a Each attacking creature and each blocking creature assigns combat damage equal to its power. Creatures that would assign 0 or less damage this way don’t assign combat damage at all. + +510.1b An unblocked creature assigns its combat damage to the player, planeswalker, or battle it’s attacking. If it isn’t currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage. + +510.1c A blocked creature assigns its combat damage to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If exactly one creature is blocking it, it assigns all its combat damage to that creature. If two or more creatures are blocking it, it assigns its combat damage to those creatures divided as its controller chooses among them. +Example: An attacking Elvish Regrower (a 4/3 creature) is blocked by Vampire Spawn (a 2/3 creature) and Helpful Hunter (a 1/1 creature). Elvish Regrower’s controller can assign all 4 damage to the Hunter, 1 damage to the Spawn and 3 damage to the Hunter, 2 damage to each creature, 3 damage to the Spawn and 1 damage to the Hunter, or all 4 damage to the Spawn. + +510.1d A blocking creature assigns combat damage to the creatures it’s blocking. If it isn’t currently blocking any creatures (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If it’s blocking exactly one creature, it assigns all its combat damage to that creature. If it’s blocking two or more creatures, it assigns its combat damage divided as its controller chooses among them. + +510.1e Once a player has assigned combat damage from each attacking or blocking creature they control, the total damage assignment (not solely the damage assignment of any individual attacking or blocking creature) is checked to see if it complies with the above rules. If it doesn’t, the combat damage assignment is illegal; the game returns to the moment before that player began to assign combat damage. (See rule 732, “Handling Illegal Actions.”) + +510.2. Second, all combat damage that’s been assigned is dealt simultaneously. This turn-based action doesn’t use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time it’s dealt. + +510.3. Third, the active player gets priority. (See rule 117, “Timing and Priority.”) + +510.3a Any abilities that triggered on damage being dealt or while state-based actions are performed afterward are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”) + +510.4. If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step. + +511. End of Combat Step + +511.1. The end of combat step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”) + +511.2. Abilities that trigger “at end of combat” trigger as the end of combat step begins. Effects that last “until end of combat” expire at the end of the combat phase. + +511.3. As soon as the end of combat step ends, all creatures, battles, and planeswalkers are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins (see rule 505). + +512. Ending Phase + +512.1. The ending phase consists of two steps: end and cleanup. + +513. End Step + +513.1. The end step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”) + +513.1a Previously, abilities that triggered at the beginning of the end step were printed with the trigger condition “at end of turn.” Cards that were printed with that text have received errata in the Oracle card reference to say “at the beginning of the end step” or “at the beginning of the next end step.” + +513.2. If a permanent with an ability that triggers “at the beginning of the end step” enters the battlefield during this step, that ability won’t trigger until the next turn’s end step. Likewise, if a delayed triggered ability that triggers “at the beginning of the next end step” is created during this step, that ability won’t trigger until the next turn’s end step. In other words, the step doesn’t “back up” so those abilities can go on the stack. This rule applies only to triggered abilities; it doesn’t apply to continuous effects whose durations say “until end of turn” or “this turn.” (See rule 514, “Cleanup Step.”) + +514. Cleanup Step + +514.1. First, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. This turn-based action doesn’t use the stack. + +514.2. Second, the following actions happen simultaneously: all damage marked on permanents (including phased-out permanents) is removed and all “until end of turn” and “this turn” effects end. This turn-based action doesn’t use the stack. + +514.3. Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception: + +514.3a At this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins. + + +6. Spells, Abilities, and Effects + +600. General + +601. Casting Spells + +601.1. Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card. + +601.1a Some effects still refer to “playing” a card. “Playing a card” means playing that card as a land or casting that card as a spell, whichever is appropriate. + +601.2. To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell includes proposal of the spell (rules 601.2a–d) and determination and payment of costs (rules 601.2f–h). To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process (see rule 601.3). If a player is unable to comply with the requirements of a step listed below while performing that step, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”). + +601.2a To propose the casting of a spell, a player first moves that card (or that copy of a card) from where it is to the stack. It becomes the topmost object on the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and that player becomes its controller. Any continuous effects that modify the characteristics of the spell as you start casting it begin as it is put on the stack (see rule 611.2f). Any one-shot effects that cause the spell to gain abilities as you cast it apply as it is put on the stack (see rule 610.5). The spell remains on the stack until it resolves, it’s countered, or a rule or effect moves it elsewhere. + +601.2b If the spell is modal, the player announces the mode choice (see rule 700.2). If the player wishes to splice any cards onto the spell (see rule 702.47), they reveal those cards in their hand. If the spell has alternative or additional costs that will be paid as it’s being cast such as buyback or kicker costs (see rules 118.8 and 118.9), the player announces their intentions to pay any or all of those costs (see rule 601.2f). A player can’t apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it’s being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost they intend to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether they intend to pay 2 life or a corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player’s options when making these choices. + +601.2c The player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets. Similarly, a spell may require alternative targets only if an alternative or additional cost was chosen for it. If the spell has a variable number of targets, the player announces how many targets they will choose before they announce those targets. In some cases, the number of targets will be defined by the spell’s text. Once the number of targets the spell has is determined, that number doesn’t change, even if the information used to determine the number of targets does. The same target can’t be chosen multiple times for any one instance of the word “target” on the spell. However, if the spell uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). If any effects say that an object or player must be chosen as a target, the player chooses targets so that they obey the maximum possible number of such effects without violating any rules or effects that say that an object or player can’t be chosen as a target. The chosen objects and/or players each become a target of that spell. (Any abilities that trigger when those objects and/or players become the target of a spell trigger at this point; they’ll wait to be put on the stack until the spell has finished being cast.) +Example: If a spell says “Tap two target creatures,” then the same creature can’t be chosen twice; the spell requires two different legal targets. A spell that says “Destroy target artifact and target land,” however, can target the same artifact land twice because it uses the word “target” in multiple places. + +601.2d If the spell requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided. + +601.2e The game checks to see if the proposed spell can legally be cast. If the proposed spell is illegal, the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”). + +601.2f The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If multiple cost reductions apply, the player may apply them in any order. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can’t be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes “locked in.” If effects would change the total cost after this time, they have no effect. + +601.2g If the total cost includes a mana payment, the player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”). Mana abilities must be activated before costs are paid. + +601.2h The player pays the total cost. First, they pay all costs that don’t involve random elements or moving objects from the library to a public zone, in any order. Then they pay all remaining costs in any order. Partial payments are not allowed. Unpayable costs can’t be paid. +Example: You cast Altar’s Reap, which costs {1}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to cast. Because a spell’s total cost is “locked in” before payments are actually made, you pay {B}, not {1}{B}, even though you’re sacrificing the Familiar. + +601.2i Once the steps described in 601.2a–h are completed, effects that modify the characteristics of the spell as it’s cast are applied, then the spell becomes cast. Any abilities that trigger when a spell is cast or put onto the stack trigger at this time. If the spell’s controller had priority before casting it, they get priority. + +601.3. A player can begin to cast a spell only if a rule or effect allows that player to cast it and no rule or effect prohibits that player from casting it. + +601.3a If an effect prohibits a player from casting a spell with certain qualities, that player may consider any choices to be made during that spell’s proposal that may cause those qualities to change. If any such choices could cause that effect to no longer prohibit that player from casting that spell, the player may begin to cast the spell, ignoring the effect. +Example: A player controls Void Winnower, which reads, in part, “Your opponents can’t cast spells with even mana values.” That player’s opponent may begin to cast Rolling Thunder, a card whose mana cost is {X}{R}{R}, because the chosen value of X may cause the spell’s mana value to become odd. + +601.3b If an effect allows a player to cast a spell with certain qualities as though it had flash, that player may consider any choices to be made during that spell’s proposal that may cause that spell’s qualities to change. If any such choices could cause that effect to apply, that player may begin to cast that spell as though it had flash. +Example: An effect says that you may cast Aura spells as though they had flash, and you have a creature card with bestow in your hand. Because choosing the bestow ability’s alternative cost causes that spell to become an Aura spell, you may legally begin to cast that spell as though it had flash. + +601.3c If an effect allows a player to cast a spell as though it had flash only if an alternative or additional cost is paid, that player may begin to cast that spell as though it had flash. + +601.3d If a spell would have flash only if certain conditions are met, its controller may begin to cast that spell as though it had flash if those conditions are met. + +601.3e Some rules and effects state that an alternative set of characteristics or a subset of characteristics are considered to determine if a card or copy of a card is legal to cast. These alternative characteristics replace the object’s characteristics for this determination. Continuous effects that would apply to that object once it has those characteristics are also considered. +Example: Garruk’s Horde says, in part, “You may cast creature spells from the top of your library.” If you control Garruk’s Horde and the top card of your library is a noncreature card with morph, you may cast it using its morph ability. +Example: Melek, Izzet Paragon says, in part, “You may cast instant and sorcery spells from the top of your library.” If you control Melek, Izzet Paragon and the top card of your library is Giant Killer, an adventurer creature card whose Adventure is an instant named Chop Down, you may cast Chop Down but not Giant Killer. If instead you control Garruk’s Horde and the top card of your library is Giant Killer, you may cast Giant Killer but not Chop Down. + +601.3f Some effects allow a player to cast a spell with certain qualities from among face-down cards in exile. A player may begin to cast such a spell only if they can look at the face-down card in exile. + +601.4. While announcing the choices of any modes, alternative costs, and/or additional costs as described in rule 601.2b, some options may be available to a player only if other choices are made that would normally be made later in that rule’s instructions. In that case, the spell’s controller may consider any other choices to be made in that step. If any such choices could allow them to choose a particular mode, alternative cost, or additional cost, they may do so. +Example: Inscription of Abundance is a modal spell with kicker and the text “Choose one. If this spell was kicked, choose any number instead.” When announcing the chosen modes for the spell, its controller may choose any number of modes, even though choosing to pay the kicker cost is normally done later in the announcement process. + +601.5. If a player is no longer allowed to cast a spell after completing its proposal (see rules 601.2a–d), the casting of the spell is illegal and the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”). It doesn’t matter if a rule or effect would make the casting of the spell illegal while determining and paying that spell’s costs (see rules 601.2f–h) or any time after the spell has been cast. + +601.5a Once a player has begun casting a spell that had flash because certain conditions were met or that could be cast as though it had flash because certain conditions were met (see 601.3d), they may continue to cast that spell as though it had flash even if those conditions stop being met. + +601.6. Some spells specify that one of their controller’s opponents does something the controller would normally do while it’s being cast, such as choose a mode or choose targets. In these cases, the opponent does so when the spell’s controller normally would do so. + +601.6a If there is more than one opponent who could make such a choice, the spell’s controller decides which of those opponents will make the choice. + +601.6b If the spell instructs its controller and another player to do something at the same time as the spell is being cast, the spell’s controller goes first, then the other player. This is an exception to rule 101.4. + +601.7. Casting a spell that alters costs won’t affect spells and abilities that are already on the stack. + +602. Activating Activated Abilities + +602.1. Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]” + +602.1a The activation cost is everything before the colon (:). An ability’s activation cost must be paid by the player who is activating it. +Example: The activation cost of an ability that reads “{2}, {T}: You gain 1 life” is two mana of any type plus tapping the permanent that has the ability. + +602.1b Some text after the colon of an activated ability states instructions that must be followed while activating that ability. Such text may state which players can activate that ability, may restrict when a player can activate the ability, or may define some aspect of the activation cost. This text is not part of the ability’s effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the ability’s effect. + +602.1c An activated ability is the only kind of ability that can be activated. If an object or rule refers to activating an ability without specifying what kind, it must be referring to an activated ability. + +602.1d Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability. + +602.1e If a spell or ability that refers to the “activation cost” of an ability modifies how a player may pay that cost, that modification applies to the total cost of that ability, even if that cost is increased and/or decreased by other effects. See rules 602.2b and 601.2f. + +602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 732, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made. + +602.2a The player announces that they are activating the ability. If an activated ability is being activated from a hidden zone, the card that has that ability is revealed (see rule 701.20a). That ability is created on the stack as an object that’s not a card. It becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. Its controller is the player who activated the ability. The ability remains on the stack until it’s countered, it resolves, or an effect moves it elsewhere. + +602.2b The remainder of the process for activating an ability is identical to the process for casting a spell listed in rules 601.2b–i. Those rules apply to activating an ability just as they apply to casting a spell. An activated ability’s analog to a spell’s mana cost (as referenced in rule 601.2f) is its activation cost. + +602.3. Some abilities specify that one of their controller’s opponents does something the controller would normally do while it’s being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the ability’s controller normally would do so. + +602.3a If there is more than one opponent who could make such a choice, the ability’s controller decides which of those opponents will make the choice. + +602.3b If the ability instructs its controller and another player to do something at the same time as the ability is being activated, the ability’s controller goes first, then the other player. This is an exception to rule 101.4. + +602.4. Activating an ability that alters costs won’t affect spells and abilities that are already on the stack. + +602.5. A player can’t begin to activate an ability that’s prohibited from being activated. + +602.5a A creature’s activated ability with the tap symbol ({T}) or the untap symbol ({Q}) in its activation cost can’t be activated unless the creature has been under its controller’s control since the start of their most recent turn. Ignore this rule for creatures with haste (see rule 702.10). + +602.5b If an activated ability has a restriction on its use (for example, “Activate only once each turn”), the restriction continues to apply to that object even if its controller changes. + +602.5c If an object acquires an activated ability with a restriction on its use from another object, that restriction applies only to that ability as acquired from that object. It doesn’t apply to other, identically worded abilities. + +602.5d Activated abilities that read “Activate only as a sorcery” mean the player must follow the timing rules for casting a sorcery spell, though the ability isn’t actually a sorcery. The player doesn’t actually need to have a sorcery card that they could cast. + +602.5e Activated abilities that read “Activate only as an instant” mean the player must follow the timing rules for casting an instant spell, though the ability isn’t actually an instant. The player doesn’t actually need to have an instant card that they could cast. + +603. Handling Triggered Abilities + +603.1. Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]” + +603.1a A triggered ability may include instructions after its effects that limit what the ability may target or state that it can’t be countered. This text is not part of the ability’s effect. It functions while the ability is on the stack. + +603.1b A triggered ability may have more than one trigger condition, and an instruction that refers to whether “all” of those conditions have happened during a particular period. This refers to whether or not all of those conditions have occurred during that period, regardless of whether that ability has triggered based on those conditions. + +603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point. + +603.2a Because they aren’t cast or activated, triggered abilities can trigger even when it isn’t legal to cast spells and activate abilities. Effects that preclude abilities from being activated don’t affect them. + +603.2b When a phase or step begins, all abilities that trigger “at the beginning of” that phase or step trigger. + +603.2c An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences. +Example: A permanent has an ability whose trigger condition reads, “Whenever a land is put into a graveyard from the battlefield, . . . .” If someone casts a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spell’s resolution. + +603.2d An ability may state that a triggered ability triggers additional times. In this case, rather than simply determining that such an ability has triggered, determine how many times it should trigger, then that ability triggers that many times. An effect that states that an ability triggers additional times doesn’t invoke itself repeatedly and doesn’t apply to other effects that affect how many times an ability triggers. An effect that states a triggered ability of an object triggers additional times refers only to triggered abilities that object has, not to any delayed or reflexive triggered abilities (see rule 603.7 and rule 603.12) that may be created by abilities the object has. + +603.2e Some trigger events use the word “becomes” (for example, “becomes attached” or “becomes blocked”). These trigger only at the time the named event happens—they don’t trigger if that state already exists or retrigger if it persists. An ability that triggers when a permanent “becomes tapped” or “becomes untapped” doesn’t trigger if the permanent enters the battlefield in that state. +Example: An ability that triggers when a permanent “becomes tapped” triggers only when the status of a permanent that’s already on the battlefield changes from untapped to tapped. + +603.2f If a triggered ability’s trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger. + +603.2g An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything. +Example: An ability that triggers on damage being dealt won’t trigger if all the damage is prevented. + +603.2h A triggered ability may have an instruction followed by “Do this only once each turn.” This ability triggers only if its source’s controller has not yet taken the indicated action that turn. + +603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere. + +603.3a A triggered ability is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f. + +603.3b If multiple abilities have triggered since the last time a player received priority, the abilities are placed on the stack in a two-part process. First, each player, in APNAP order, puts each triggered ability they control with a trigger condition that isn’t another ability triggering on the stack in any order they choose. (See rule 101.4.) Second, each player, in APNAP order, puts all remaining triggered abilities they control on the stack in any order they choose. Then the game once again checks for and performs state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority. + +603.3c If a triggered ability is modal, its controller announces the mode choice when putting the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 700.2.) + +603.3d The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell listed in rules 601.2c–d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack. + +603.4. A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn’t true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening ‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a card; this rule only applies to an “if” that immediately follows a trigger condition.) +Example: Felidar Sovereign reads, “At the beginning of your upkeep, if you have 40 or more life, you win the game.” Its controller’s life total is checked as that player’s upkeep begins. If that player has 39 or less life, the ability doesn’t trigger at all. If that player has 40 or more life, the ability triggers and goes on the stack. As the ability resolves, that player’s life total is checked again. If that player has 39 or less life at this time, the ability is removed from the stack and has no effect. If that player has 40 or more life at this time, the ability resolves and that player wins the game. + +603.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves. + +603.6. Trigger events that involve objects changing zones are called “zone-change triggers.” Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object never entered the specified zone, because it left the zone before the ability resolved, or because it is in a zone that is hidden from a player, such as a library or an opponent’s hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common zone-change triggers are enters-the-battlefield triggers and leaves-the-battlefield triggers. + +603.6a Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, “When [this object] enters, . . . “ or “Whenever a [type] enters, . . .” Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event. + +603.6b Continuous effects that modify characteristics of a permanent do so the moment the permanent is on the battlefield (and not before then). The permanent is never on the battlefield with its unmodified characteristics. Continuous effects don’t apply before the permanent is on the battlefield, however (see rule 603.6d). +Example: If an effect reads “All lands are creatures” and a land card is played, the effect makes the land card into a creature the moment it enters the battlefield, so it would trigger abilities that trigger when a creature enters the battlefield. Conversely, if an effect reads “All creatures lose all abilities” and a creature card with an enters-the-battlefield triggered ability enters the battlefield, that effect will cause it to lose its abilities the moment it enters the battlefield, so the enters-the-battlefield ability won’t trigger. + +603.6c Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to another zone, or when a phased-in permanent leaves the game because its owner leaves the game. These are written as, but aren’t limited to, “When [this object] leaves the battlefield, . . .” or “Whenever [something] is put into a graveyard from the battlefield, . . . .” (See also rule 603.10.) An ability that attempts to do something to the card that left the battlefield checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone “from anywhere” is never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the battlefield. + +603.6d Some permanents have text that reads “[This permanent] enters with . . . ,” “As [this permanent] enters . . . ,” “[This permanent] enters as . . . ,” or “[This permanent] enters tapped.” Such text is a static ability—not a triggered ability—whose effect occurs as part of the event that puts the permanent onto the battlefield. + +603.6e Some Auras have triggered abilities that trigger on the enchanted permanent leaving the battlefield. These triggered abilities can find the new object that permanent card became in the zone it moved to; they can also find the new object the Aura card became in its owner’s graveyard after state-based actions have been checked. See rule 400.7. + +603.7. An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain “when,” “whenever,” or “at,” although that word won’t usually begin the ability. + +603.7a Delayed triggered abilities are created during the resolution of spells or abilities, as the result of a replacement effect being applied, or as a result of a static ability that allows a player to take an action. A delayed triggered ability won’t trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible. +Example: Part of an effect reads “When this creature leaves the battlefield,” but the creature in question leaves the battlefield before the spell or ability creating the effect resolves. In this case, the delayed ability never triggers. +Example: If an effect reads “When this creature becomes untapped” and the named creature becomes untapped before the effect resolves, the ability waits for the next time that creature untaps. + +603.7b A delayed triggered ability will trigger only once—the next time its trigger event occurs—unless it has a stated duration, such as “this turn.” If its trigger event occurs more than once simultaneously and the ability doesn’t have a stated duration, the controller of the delayed triggered ability chooses which event causes the ability to trigger. + +603.7c A delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics. However, if that object is no longer in the zone it’s expected to be in at the time the delayed triggered ability resolves, the ability won’t affect it. (Note that if that object left that zone and then returned, it’s a new object and thus won’t be affected. See rule 400.7.) +Example: An ability that reads “Exile this creature at the beginning of the next end step” will exile the permanent even if it’s no longer a creature during the next end step. However, it won’t do anything if the permanent left the battlefield before then. + +603.7d If a spell creates a delayed triggered ability, the source of that delayed triggered ability is that spell. The controller of that delayed triggered ability is the player who controlled that spell as it resolved. + +603.7e If an activated or triggered ability creates a delayed triggered ability, the source of that delayed triggered ability is the same as the source of that other ability. The controller of that delayed triggered ability is the player who controlled that other ability as it resolved. + +603.7f If a static ability generates a replacement effect which causes a delayed triggered ability to be created, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the replacement effect was applied. + +603.7g If a static ability allows a player to take an action and creates a delayed triggered ability if that player does so, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the action was taken. + +603.7h An activated or triggered ability may create a delayed triggered ability that triggers when the ability that created it has resolved a certain number of times in a turn. In that case, that delayed triggered ability is created only once, during the appropriate resolution of that ability. + +603.8. Some triggered abilities trigger when a game state (such as a player controlling no permanents of a particular card type) is true, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They’ll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren’t the same as state-based actions.) A state-triggered ability doesn’t trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again. +Example: A permanent’s ability reads, “Whenever you have no cards in hand, draw a card.” If its controller plays the last card from their hand, the ability will trigger once and won’t trigger again until it has left the stack. If its controller casts a spell that reads “Discard your hand, then draw that many cards,” the ability will trigger during the spell’s resolution because the player’s hand was momentarily empty. + +603.9. Some triggered abilities trigger specifically when a player loses the game. These abilities trigger when a player loses or leaves the game, regardless of the reason, unless that player leaves the game as the result of a draw. See rule 104.3. + +603.10. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game “looks back in time” to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows: + +603.10a Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library. +Example: Two creatures are on the battlefield along with an artifact that has the ability “Whenever a creature dies, you gain 1 life.” Someone casts a spell that destroys all artifacts, creatures, and enchantments. The artifact’s ability triggers twice, even though the artifact goes to its owner’s graveyard at the same time as the creatures. + +603.10b Abilities that trigger when a permanent phases out look back in time. + +603.10c Abilities that trigger specifically when an object becomes unattached look back in time. + +603.10d Abilities that trigger when a player loses control of an object or when a player’s opponent gains control of an object from that player look back in time. + +603.10e Abilities that trigger when a spell is countered look back in time. + +603.10f Abilities that trigger when a player loses the game look back in time. + +603.10g Abilities that trigger when a player planeswalks away from a plane look back in time. + +603.11. Some objects have a static ability that’s linked to one or more triggered abilities. (See rule 607, “Linked Abilities.”) These objects combine the abilities into one paragraph, with the static ability first, followed by each triggered ability that’s linked to it. A very few objects have triggered abilities which are written with the trigger condition in the middle of the ability, rather than at the beginning. +Example: An ability that reads “Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card” is a static ability linked to a triggered ability. + +603.12. A resolving spell or ability may allow or instruct a player to take an action and create a triggered ability that triggers “when [a player] [does or doesn’t]” take that action or “when [something happens] this way.” These reflexive triggered abilities follow the rules for delayed triggered abilities (see rule 603.7), except that they’re checked immediately after being created and trigger based on whether the trigger event or events occurred earlier during the resolution of the spell or ability that created them. +Example: Heart-Piercer Manticore has an ability that reads “When this creature enters, you may sacrifice another creature. When you do, this creature deals damage equal to that creature’s power to any target.” The reflexive triggered ability triggers only when you sacrifice another creature due to the original triggered ability, and not if you sacrifice a creature for any other reason. + +603.12a Normally, if the trigger event or events occur multiple times during the resolution of the spell or ability that created it, the reflexive triggered ability will trigger once for each of those times. However, if a resolving spell or ability includes a choice to pay a cost “any number of times” and creates a triggered ability that triggers “when [a player] pays [that cost] one or more times,” paying that cost one or more times causes the reflexive triggered ability to trigger only once. + +604. Handling Static Abilities + +604.1. Static abilities do something all the time rather than being activated or triggered. They are written as statements, and they’re simply true. + +604.2. Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule 113.6. + +604.3. Some static abilities are characteristic-defining abilities. A characteristic-defining ability conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). Characteristic-defining abilities can add to or override information found elsewhere on that object. Characteristic-defining abilities function in all zones. They also function outside the game and before the game begins. + +604.3a A static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an object’s colors, subtypes, power, or toughness; (2) it is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect or text-changing effect; (3) it does not directly affect the characteristics of any other objects; (4) it is not an ability that an object grants to itself; and (5) it does not set the values of such characteristics only if certain conditions are met. + +604.4. Many Auras, Equipment, and Fortifications have static abilities that modify the object they’re attached to, but those abilities don’t target that object. If an Aura, Equipment, or Fortification is moved to a different object, the ability stops applying to the original object and starts modifying the new one. + +604.5. Some static abilities apply while a spell is on the stack. These are often abilities that refer to countering the spell. Also, abilities that say “As an additional cost to cast . . . ,” “You may pay [cost] rather than pay [this object]’s mana cost,” and “You may cast [this object] without paying its mana cost” work while a spell is on the stack. + +604.6. Some static abilities apply while a card is in any zone that you could cast or play it from (usually your hand). These are limited to those that read, “You may [cast/play] [this card] . . . ,” “You can’t [cast/play] [this card] . . . ,” and “[Cast/Play] [this card] only . . . .” + +604.7. Unlike spells and other kinds of abilities, static abilities can’t use an object’s last known information for purposes of determining how their effects are applied. + +605. Mana Abilities + +605.1. Some activated abilities and some triggered abilities are mana abilities, which are subject to special rules. Only abilities that meet either of the following two sets of criteria are mana abilities, regardless of what other effects they may generate or what timing restrictions (such as “Activate only as an instant”) they may have. + +605.1a An activated ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 115.6), it could add mana to a player’s mana pool when it resolves, and it’s not a loyalty ability. (See rule 606, “Loyalty Abilities.”) + +605.1b A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 115.6), it triggers from the activation or resolution of an activated mana ability (see rule 605.1a) or from mana being added to a player’s mana pool, and it could add mana to a player’s mana pool when it resolves. + +605.2. A mana ability remains a mana ability even if the game state doesn’t allow it to produce mana. +Example: A permanent has an ability that reads “{T}: Add {G} for each creature you control.” The ability is still a mana ability even if you control no creatures or if the permanent is already tapped. + +605.3. Activating an activated mana ability follows the rules for activating any other activated ability (see rule 602.2), with the following exceptions: + +605.3a A player may activate an activated mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment, even if it’s in the middle of casting or resolving a spell or activating or resolving an ability. + +605.3b An activated mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated. (See rule 405.6c.) + +605.3c Once a player begins to activate a mana ability, that ability can’t be activated again until it has resolved. + +605.4. Triggered mana abilities follow all the rules for other triggered abilities (see rule 603, “Handling Triggered Abilities”), with the following exception: + +605.4a A triggered mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after the mana ability that triggered it, without waiting for priority. +Example: An enchantment reads, “Whenever a player taps a land for mana, that player adds one mana of any type that land produced.” If a player taps lands for mana while casting a spell, the additional mana is added immediately and can be used to pay for the spell. + +605.5. Abilities that don’t meet the criteria specified in rules 605.1a–b and spells aren’t mana abilities. + +605.5a An ability with a target is not a mana ability, even if it could put mana into a player’s mana pool when it resolves. The same is true for a triggered ability that could produce mana but triggers from an event other than activating a mana ability, or a triggered ability that triggers from activating a mana ability but couldn’t produce mana. These follow the normal rules for activated or triggered abilities, as appropriate. + +605.5b A spell can never be a mana ability, even if it could put mana into a player’s mana pool when it resolves. It’s cast and resolves just like any other spell. Some older cards were printed with the card type “mana source”; these cards have received errata in the Oracle card reference and are now instants. + +606. Loyalty Abilities + +606.1. Some activated abilities are loyalty abilities, which are subject to special rules. + +606.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities. + +606.3. A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn. + +606.4. The cost to activate a loyalty ability of a permanent is to put on or remove from that permanent a certain number of loyalty counters, as shown by the loyalty symbol in the ability’s cost. This cost may be modified by other effects. + +606.5 If the total cost to activate a loyalty ability contains multiple costs to add or remove loyalty counters, those costs are combined into a single cost to add or remove loyalty counters, as appropriate. +Example: A player controls Carth the Lion, which says, in part, “Planeswalkers’ loyalty abilities you control cost an additional [+1] to activate. That player also controls a planeswalker with three loyalty counters. To activate one of that planeswalker’s abilities that normally costs [+1], they put two loyalty counters on it. To activate one of its abilities that normally costs [−4], they remove three loyalty counters from it. + +606.6. A loyalty ability with a negative loyalty cost, taking into account any additional costs, can’t be activated unless the permanent has at least that many loyalty counters on it. + +607. Linked Abilities + +607.1. An object may have two abilities printed on it such that one of them causes actions to be taken or objects or players to be affected and the other one directly refers to those actions, objects, or players. If so, these two abilities are linked: the second refers only to actions that were taken or objects or players that were affected by the first, and not by any other ability. + +607.1a An ability printed on an object within another ability that grants that ability to that object is considered to be “printed on” that object for these purposes. + +607.1b An ability printed on either face of a nonmodal double-faced object (see rule 712) is considered to be “printed on” that object for these purposes, regardless of which face is up. + +607.1c An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself. + +607.1d Abilities printed on two objects can be linked if one object is a token, emblem, or nontoken permanent and the second object was the source of the ability that either created the token or emblem or put that nontoken permanent onto the battlefield. In these cases, the abilities fit the criteria listed for one of the different kinds of linked abilities in rule 607.2 except they are printed on two objects rather than one. + +607.2. There are different kinds of linked abilities. + +607.2a If an object has an activated or triggered ability printed on it that instructs a player to exile one or more cards and an ability printed on it that refers either to “the exiled cards” or to cards “exiled with [this object],” these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a result of an instruction to exile them in the first ability. + +607.2b If an object has an ability printed on it that generates a replacement effect which causes one or more cards to be exiled and an ability printed on it that refers either to “the exiled cards” or to cards “exiled with [this object],” these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a direct result of a replacement event caused by the first ability. See rule 614, “Replacement Effects.” + +607.2c If an object has an activated or triggered ability printed on it that puts one or more objects onto the battlefield and an ability printed on it that refers to objects “put onto the battlefield with [this object]” or “created with [this object],” those abilities are linked. The second can refer only to objects put onto the battlefield as a result of the first. + +607.2d If an object has an ability printed on it that causes a player to “choose a [value]” and an ability printed on it that refers to “the chosen [value],” “the last chosen [value],” or similar, those abilities are linked. The second ability refers only to a choice made as a result of the first ability. + +607.2e If an object has an ability printed on it that allows some information to be noted and another ability which refers to information noted for that object, those abilities are linked. The second ability refers only to information noted as a result of the first ability. + +607.2f If an object has an ability printed on it that causes a player to choose from between two or more words that otherwise have no rules meaning and an ability printed on it that refers to a choice involving one or more of those words, those abilities are linked. The second can refer only to a choice made as a result of the first ability. + +607.2g If an object has an ability printed on it that causes a player to pay a cost as it enters the battlefield and an ability printed on it that refers to the cost paid “as [this object] entered,” these abilities are linked. The second ability refers only to a cost paid as a result of the first ability. + +607.2h If an object has both a static ability and one or more triggered abilities printed on it in the same paragraph, each of those triggered abilities is linked to the static ability. Each triggered ability refers only to actions taken as a result of the static ability. See rule 603.11. + +607.2i If an object has an ability printed on it that allows an additional cost to be paid and an ability printed on it that refers to whether that cost was paid, those abilities are linked. The second refers only to whether the intent to pay the additional cost listed in the first was declared as the object was cast as a spell. If an ability lists multiple such costs, it may have multiple abilities linked to it. Each of those abilities will specify which cost it refers to. +Example: Stormscape Battlemage has “Kicker {W} and/or {2}{B}” and two abilities that may trigger when it enters the battlefield. The first triggers if it was kicked with its {W} kicker, and the second triggers if it was kicked with its {2}{B} kicker. Each of those triggered abilities is linked to its kicker ability. + +607.2j If an object has an ability printed on it that causes a player to pay a variable additional cost as it’s cast and an ability printed on it that refers to the cost paid “as [this object] was cast,” these abilities are linked. The second refers only to the value chosen for the cost listed in the first as the object was cast as a spell. See rule 601.2b. + +607.2k The two abilities represented by the champion keyword are linked abilities. See rule 702.72, “Champion.” + +607.2m Abilities preceded by an anchor word are linked to the ability that allows a player to choose that anchor word. See rule 614.12b. + +607.2n If an object has a static ability printed on it that allows a player to exile one or more cards “before you shuffle your deck to start the game” and an ability printed on it that refers to cards “exiled with cards named [this object’s name],” the second ability is linked to the first ability of any objects that had the specified name before the game began. + +607.2p If an object has both a static ability that causes a player to make a choice for a characteristic-defining ability before the game begins and that characteristic-defining ability printed on it in the same paragraph, those abilities are linked. The second ability refers only to the choice made as a result of the first ability and continues to refer to that choice as the object changes zones during the game. + +607.2q If a permanent spell has an ability printed on it that allows one or more cards to be exiled while paying a cost to cast it and the permanent that spell becomes has an ability that refers to cards “exiled with [this object],” those abilities are linked. The second ability refers only to cards exiled to pay the cost of the spell that became that permanent. + +607.3. If, within a pair of linked abilities, one ability refers to a single object as “the exiled card,” “a card exiled with [this object],” or a similar phrase, and the other ability has exiled multiple cards (usually because it was copied), the ability refers to each of the exiled cards. If that ability asks for any information about the exiled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each exiled card. If that ability creates a token that is a copy of “the” card, then for each exiled card, it creates a token that is a copy of that card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected. + +607.4. An ability may be part of more than one pair of linked abilities. +Example: Paradise Plume has the following three abilities: “As this artifact enters, choose a color,” “Whenever a player casts a spell of the chosen color, you may gain 1 life,” and “{T}: Add one mana of the chosen color.” The first and second abilities are linked. The first and third abilities are linked. + +607.5. If an object acquires a pair of linked abilities as part of the same effect, the abilities will be similarly linked to one another on that object even though they weren’t printed on that object. They can’t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. +Example: Arc-Slogger has the ability “{R}, Exile the top ten cards of your library: This creature deals 2 damage to any target.” Sisters of Stone Death has the ability “{B}{G}: Exile target creature blocking or blocked by Sisters of Stone Death” and the ability “{2}{B}: Put a creature card exiled with Sisters of Stone Death onto the battlefield under your control.” Quicksilver Elemental has the ability “{U}: This creature gains all activated abilities of target creature until end of turn.” If a player has Quicksilver Elemental gain Arc-Slogger’s ability, activates it, then has Quicksilver Elemental gain Sisters of Stone Death’s abilities, activates the exile ability, and then activates the return-to-the-battlefield ability, only the creature card Quicksilver Elemental exiled with Sisters of Stone Death’s ability can be returned to the battlefield. Creature cards Quicksilver Elemental exiled with Arc-Slogger’s ability can’t be returned. + +607.5a If an object gains an ability that refers to a choice, but either (a) doesn’t copy that ability’s linked ability or (b) does copy the linked ability but no choice is made for it, then the choice is considered to be “undefined.” If an ability refers to an undefined choice, that part of the ability won’t do anything. +Example: Voice of All enters the battlefield and Unstable Shapeshifter copies it. Voice of All reads, in part, “As this creature enters, choose a color.” and “This creature has protection from the chosen color.” Unstable Shapeshifter never had a chance for a color to be chosen for it, because it didn’t enter the battlefield as Voice of All so it doesn’t gain a protection ability. +Example: A Vesuvan Doppelganger enters the battlefield as a copy of Voice of All, and the Doppelganger’s controller chooses blue. Later, the Doppelganger copies Quirion Elves, which has the ability, “{T}: Add one mana of the chosen color.” Even though a color was chosen for the Doppelganger, it wasn’t chosen for the ability linked to the mana ability copied from the Elves. If that mana ability of the Doppelganger is activated, it will not produce mana. + +608. Resolving Spells and Abilities + +608.1. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, “Effects.”) + +608.2. If the object that’s resolving is an instant spell, a sorcery spell, or an ability, its resolution may involve several steps. The steps described in rules 608.2a and 608.2b are followed first. The steps described in rules 608.2c–m are then followed as appropriate, in no specific order. The steps described in rule 608.2n and 608.2p are followed last. + +608.2a If a triggered ability has an intervening “if” clause, it checks whether the clause’s condition is true. If it isn’t, the ability is removed from the stack and does nothing. Otherwise, it continues to resolve. See rule 603.4. + +608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target that’s no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. If all its targets, for every instance of the word “target,” are now illegal, the spell or ability doesn’t resolve. It’s removed from the stack and, if it’s a spell, put into its owner’s graveyard. Otherwise, the spell or ability will resolve normally. Illegal targets, if any, won’t be affected by parts of a resolving spell’s effect for which they’re illegal. Other parts of the effect for which those targets are not illegal may still affect them. If the spell or ability creates any continuous effects that affect game rules (see rule 613.11), those effects don’t apply to illegal targets. If part of the effect requires information about an illegal target, it fails to determine any such information. Any part of the effect that requires that information won’t happen. +Example: Sorin’s Thirst is a black instant that reads, “Sorin’s Thirst deals 2 damage to target creature and you gain 2 life.” If the creature isn’t a legal target during the resolution of Sorin’s Thirst (say, if the creature has gained protection from black or left the battlefield), then Sorin’s Thirst doesn’t resolve. Its controller doesn’t gain any life. +Example: Plague Spores reads, “Destroy target nonblack creature and target land. They can’t be regenerated.” Suppose the same creature land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plague Spores still resolves because the black creature land is still a legal target for the “target land” part of the spell. The “destroy target nonblack creature” part of the spell won’t affect that permanent, but the “destroy target land” part of the spell will still destroy it. It can’t be regenerated. + +608.2c The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, “Destroy target creature. It can’t be regenerated” or “Counter target spell. If that spell is countered this way, put it on top of its owner’s library instead of into its owner’s graveyard.”) Don’t just apply effects step by step without thinking in these cases—read the whole text and apply the rules of English to the text. + +608.2d If an effect of a spell or ability offers any choices other than choices already made as part of casting the spell, activating the ability, or otherwise putting the spell or ability on the stack, the player announces these while applying the effect. The player can’t choose an option that’s illegal or impossible, with the exception that having a library with no cards in it doesn’t make drawing a card an impossible action (see rule 121.3). If an effect divides or distributes something, such as damage or counters, as a player chooses among any number of untargeted players and/or objects, the player chooses the amount and division such that each chosen player or object receives at least one of whatever is being divided. (Note that if an effect divides or distributes something, such as damage or counters, as a player chooses among some number of target objects and/or players, the amount and division were determined as the spell or ability was put onto the stack rather than at this time; see rule 601.2d.) +Example: A spell’s instruction reads, “You may sacrifice a creature. If you don’t, you lose 4 life.” A player who controls no creatures can’t choose the sacrifice option. + +608.2e Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses, that involve multiple players. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule 101.4. + +608.2f Some spells and abilities include actions taken on multiple players and/or objects. In most cases, each such action is processed simultaneously. If the action can’t be processed simultaneously, it’s instead processed considering each affected player or object individually. APNAP order is used to make the primary determination of the order of those actions. Secondarily, if the action is to be taken on both a player and an object they control or on multiple objects controlled by the same player, the player who controls the resolving spell or ability chooses the relative order of those actions. +Example: Blatant Thievery says “For each opponent, gain control of target permanent that player controls.” As Blatant Thievery resolves, its controller gains control of all permanents chosen as targets simultaneously. +Example: Soulfire Eruption says, in part, “Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card’s mana value to that permanent or player.” A player casts Soulfire Eruption targeting an opponent and a creature that opponent controls. As Soulfire Eruption resolves, the player can’t exile the top card of their library multiple times at the same time, so they first choose which target they are considering, then they exile the top card of their library, and finally Soulfire Eruption deals damage to that target. They then repeat this process for the remaining target. + +608.2g If an effect gives a player the option to pay mana, they may activate mana abilities before taking that action. If an effect specifically instructs or allows a player to cast a spell during resolution, they do so by following the steps in rules 601.2a–i, except no player receives priority after it’s cast. That spell becomes the topmost object on the stack, and the currently resolving spell or ability continues to resolve, which may include casting other spells this way. No other spells can normally be cast and no other abilities can normally be activated during resolution. + +608.2h If an effect requires information from the game (such as the number of creatures on the battlefield), the answer is determined only once, when the effect is applied. If the effect requires information from a specific object, including the source of the ability itself, the effect uses the current information of that object if it’s in the public zone it was expected to be in; if it’s no longer in that zone, or if the effect has moved it from a public zone to a hidden zone, the effect uses the object’s last known information. See rule 113.7a. If an ability states that an object does something, it’s the object as it exists—or as it most recently existed—that does it, not the ability. + +608.2i Some effects look back in time and require information about previous game states and actions rather than considering the current game state. If such an effect requires information from the game about an object or group of objects, and that effect is not taking any actions on those objects, they don’t need to be currently in the zone they were in at the time of that previous game state or action, nor do they need to currently meet the criteria described in the action, as long as they did so at the specified time. This is an exception to 608.2h. +Example: A player attacks with Bear Cub. Later in the turn, an effect causes Bear Cub to become a noncreature permanent. The same player then casts Search Party Captain, a spell that says in part “This spell costs {1} less to cast for each creature you attacked with this turn.” That spell costs {1} less because the player attacked with a creature, even though the Bear Cub they attacked with is no longer a creature. + +608.2j If an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have. +Example: An effect that reads “Destroy all black creatures” destroys a white-and-black creature, but one that reads “Destroy all nonblack creatures” doesn’t. + +608.2k If an ability’s effect refers to a specific untargeted object that has been previously referred to by that ability’s cost or trigger condition, it still affects that object even if the object has changed characteristics. +Example: Wall of Tears says “Whenever this creature blocks a creature, return that creature to its owner’s hand at end of combat.” If Wall of Tears blocks a creature, then that creature ceases to be a creature before the triggered ability resolves, the permanent will still be returned to its owner’s hand. + +608.2m If an instant spell, sorcery spell, or ability that can legally resolve leaves the stack once it starts to resolve, it will continue to resolve fully. + +608.2n As the final part of an instant or sorcery spell’s resolution, the spell is put into its owner’s graveyard. As the final part of an ability’s resolution, the ability is removed from the stack and ceases to exist. + +608.2p Once all possible steps described in 608.2c–n are completed, any abilities that trigger when that spell or ability resolves trigger. + +608.3. If the object that’s resolving is a permanent spell, its resolution may involve several steps. The instructions in rules 608.3a and b are always performed first. Then one of the steps in rule 608.3c–e is performed, if appropriate. + +608.3a If the object that’s resolving has no targets, it becomes a permanent and enters the battlefield under the control of the spell’s controller. + +608.3b If the object that’s resolving has a target, it checks whether the target is still legal, as described in 608.2b. If a spell with an illegal target is a bestowed Aura spell (see rule 702.103e) or a mutating creature spell (see rule 702.140b), it becomes a creature spell and will resolve as described in rule 608.3a. Otherwise, the spell doesn’t resolve. It is removed from the stack and put into its owner’s graveyard. + +608.3c If the object that’s resolving is an Aura spell, it becomes a permanent and is put onto the battlefield under the control of the spell’s controller attached to the player or object it was targeting. + +608.3d If the object that’s resolving is a mutating creature spell, the object representing that spell merges with the permanent it is targeting (see rule 729, “Merging with Permanents”). + +608.3e If a permanent spell resolves but its controller can’t put it onto the battlefield, that player puts it into its owner’s graveyard. +Example: Worms of the Earth has the ability “Lands can’t enter the battlefield.” Clone says “You may have this creature enter as a copy of any creature on the battlefield.” If a player casts Clone and chooses to copy Dryad Arbor (a land creature) while Worms of the Earth is on the battlefield, Clone can’t enter the battlefield from the stack. It’s put into its owner’s graveyard. + +608.3f If the object that’s resolving is a copy of a permanent spell, it will become a token permanent as it is put onto the battlefield in any of the steps above. A token put onto the battlefield this way is no longer a copy of a spell and is not “created” for the purposes of any rules or effects that refer to creating a token. + +608.3g If the object that’s resolving has a static ability that functions on the stack and creates a delayed triggered ability, that delayed triggered ability is created as that permanent is put onto the battlefield in any of the steps above. (See rules 702.109, “Dash,” 702.152, “Blitz,” and 702.185, “Warp.”) + +609. Effects + +609.1. An effect is something that happens in the game as a result of a spell or ability. When a spell, activated ability, or triggered ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Text itself is never an effect. + +609.2. Effects apply only to permanents unless the instruction’s text states otherwise or they clearly can apply only to objects in one or more other zones. +Example: An effect that changes all lands into creatures won’t alter land cards in players’ graveyards. But an effect that says spells cost more to cast will apply only to spells on the stack, since a spell is always on the stack while a player is casting it. + +609.3. If an effect attempts to do something impossible, it does only as much as possible. +Example: If a player is holding only one card, an effect that reads “Discard two cards” causes them to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible. + +609.4. Some effects state that a player may do something “as though” some condition were true or a creature can do something “as though” some condition were true. This applies only to the stated effect. For purposes of that effect, treat the game exactly as if the stated condition were true. For all other purposes, treat the game normally. + +609.4a If two effects state that a player may (or a creature can) do the same thing “as though” different conditions were true, both conditions could apply. If one “as though” effect satisfies the requirements for another “as though” effect, then both effects will apply. +Example: A player controls Vedalken Orrery, an artifact that says “You may cast spells as though they had flash.” That player casts Shaman’s Trance, an instant that says, in part, “You may play lands and cast spells from other players’ graveyards this turn as though those cards were in your graveyard.” The player may cast a sorcery with flashback from another player’s graveyard as though it were in that player’s graveyard and as though it had flash. + +609.4b If an effect allows a player to spend mana “as though it were mana of any [type or color],” this affects only how the player may pay a cost. It doesn’t change that cost, and it doesn’t change what mana was actually spent to pay that cost. The same is true for effects that say “mana of any type can be spent.” + +609.5. If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties. + +609.6. Some continuous effects are replacement effects or prevention effects. See rules 614 and 615. + +609.7. Some effects apply to damage from a source—for example, “The next time a red source of your choice would deal damage to you this turn, prevent that damage.” + +609.7a If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a replacement or prevention effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage dealt by that permanent, regardless of whether it’s combat damage or damage dealt as the result of a spell or ability. If the player chooses a permanent spell, the effect will apply to any damage dealt by that spell and any damage dealt by the permanent that spell becomes when it resolves. + +609.7b Some effects from resolved spells and abilities prevent or replace damage from sources with certain properties, such as a creature or a source of a particular color. When the source would deal damage, the “shield” rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isn’t used up. + +609.7c Some effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren’t on the battlefield that have that property. + +610. One-Shot Effects + +610.1. A one-shot effect does something just once and doesn’t have a duration. Examples include dealing damage, destroying a permanent, creating a token, and moving an object from one zone to another. + +610.2. Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that’s creating the one-shot effect resolves. See rule 603.7. + +610.3. Some one-shot effects cause an object to change zones “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect returns the object to its previous zone. + +610.3a If a resolving spell or activated ability creates the initial one-shot effect that causes the object to change zones, and the specified event has already occurred before that one-shot effect would occur but after that spell or ability was put onto the stack, the object doesn’t move. + +610.3b If a resolving triggered ability creates the initial one-shot effect that causes the object to change zones, and the specified event has already occurred before that one-shot effect would occur but after that ability triggered, the object doesn’t move. + +610.3c An object returned to the battlefield this way returns under its owner’s control unless otherwise specified. + +610.3d If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous. +Example: Two Banisher Priests have each exiled a card. All creatures are destroyed at the same time by Day of Judgment. The two exiled cards are returned to the battlefield at the same time. + +610.4. Some one-shot effects cause a permanent to phase out “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect causes the permanent to phase in. + +610.4a A permanent phased out this way doesn’t phase in as a result of the turn-based action during a player’s untap step (see rule 502.1). Other effects may cause it to phase in. If a permanent phased out this way phases in due to another effect, the second one-shot effect doesn’t happen, even if that permanent has phased out again. + +610.4b If a resolving spell or activated ability creates the initial one-shot effect that causes the permanent to phase out, and the specified event has already occurred before that one-shot effect would occur but after that spell or ability was put onto the stack, the permanent doesn’t phase out. + +610.4c If a resolving triggered ability creates the initial one-shot effect that causes the permanent to phase out, and the specified event has already occurred before that one-shot effect would occur but after that ability triggered, the permanent doesn’t phase out. + +610.4d If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous. + +610.5. Some static abilities create one-shot effects that cause spells a player casts to gain an ability as that player casts them. These effects begin to apply to appropriate spells at the time the player puts such a spell on the stack. See rule 601.2a. + +611. Continuous Effects + +611.1. A continuous effect modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. + +611.2. A continuous effect may be generated by the resolution of a spell or ability. + +611.2a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until the end of the game. + +611.2b Some continuous effects generated by the resolution of a spell or ability have durations worded “for as long as . . . .” If the “for as long as” duration never starts, the effect does nothing. Similarly, if that duration ends before the moment the effect would first be applied and doesn’t begin again during that spell or ability’s resolution, the effect does nothing. It doesn’t start and immediately stop again, and it doesn’t last forever. +Example: Master Thief has the ability “When this creature enters, gain control of target artifact for as long as you control this creature.” If you lose control of Master Thief before the ability resolves, it does nothing, because its duration—as long as you control Master Thief—was over before the effect began. + +611.2c If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won’t change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn’t modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren’t affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don’t, the set of objects each part applies to is determined independently. +Example: An effect that reads “All white creatures get +1/+1 until end of turn” gives the bonus to all permanents that are white creatures when the spell or ability resolves—even if they change color later—and doesn’t affect those that enter the battlefield or turn white afterward. +Example: An effect that reads “Prevent all damage creatures would deal this turn” doesn’t modify any object’s characteristics, so it’s modifying the rules of the game. That means the effect will apply even to damage from creatures that weren’t on the battlefield when the continuous effect began. It also affects damage from permanents that become creatures later in the turn. + +611.2d If a resolving spell or ability that creates a continuous effect contains a variable such as X, the value of that variable is determined only once, on resolution. See rule 608.2h. + +611.2e If a resolving spell or ability both puts a nontoken permanent onto the battlefield and creates a continuous effect stating that the permanent “is [characteristic],” that it “has [characteristic],” or that it doesn’t have a particular characteristic, that continuous effect applies simultaneously with the permanent entering the battlefield. This characteristic is usually a color or a creature type. If the continuous effect says the permanent “becomes [characteristic]” or “gains [an ability],” that effect applies after the permanent is on the battlefield. +Example: Arbiter of the Ideal puts an artifact, creature, or land card onto the battlefield and says, in part, “That permanent is an enchantment in addition to its other types.” An ability that triggers whenever an enchantment enters the battlefield would trigger. The permanent doesn’t enter the battlefield and then become an enchantment. + +611.2f Some spells and abilities generate a continuous effect that modifies the characteristics of the next spell a player casts, the next spell that fulfills certain conditions a player casts during some duration, or similar. These effects do not begin immediately. Rather, they begin to apply at the time that player next puts an appropriate spell on the stack, and they apply to that spell. See rule 601.2a. + +611.3. A continuous effect may be generated by the static ability of an object. + +611.3a A continuous effect generated by a static ability isn’t “locked in”; it applies at any given moment to whatever its text indicates. + +611.3b The effect applies at all times that the permanent generating it is on the battlefield or the object generating it is in the appropriate zone. +Example: A permanent with the static ability “All white creatures get +1/+1” generates an effect that continuously gives +1/+1 to each white creature on the battlefield. If a creature becomes white, it gets this bonus; a creature that stops being white loses it. + +611.3c Continuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They don’t wait until the permanent is on the battlefield and then change it. Because such effects apply as the permanent enters the battlefield, they are applied before determining whether the permanent will cause an ability to trigger when it enters the battlefield. +Example: A permanent with the static ability “All white creatures get +1/+1” is on the battlefield. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesn’t enter the battlefield as 1/1 and then change to 2/2. + +611.3d Continuous effects from static abilities may allow a player to play a land or cast a permanent spell, or may grant an ability to a permanent spell or card that allows it to be cast. If the effect also grants that object an ability that functions only on the battlefield, that ability lasts as long as stated by the effect granting that permission or ability. If no duration is stated, it lasts until the end of the game. This is an exception to rules 611.3a–b. + +612. Text-Changing Effects + +612.1. Some continuous effects change an object’s text. This can apply to any words or symbols printed on that object, but generally affects only that object’s rules text (which appears in its text box) and/or the text that appears in its type line. Such an effect is a text-changing effect. + +612.2. A text-changing effect changes only those words that are used in the correct way (for example, a Magic color word being used as a color word, a land type word used as a land type, or a creature type word used as a creature type). An effect that changes a color word or a subtype can’t change a card name, even if that name contains a word or a series of letters that is the same as a Magic color word, basic land type, or creature type. + +612.2a Most spells and abilities that create creature tokens use creature types to define both the creature types and the names of the tokens. A text-changing effect that affects such a spell or an object with such an ability can change these words because they’re being used as creature types, even though they’re also being used as names. + +612.3. Effects that add or remove abilities don’t change the text of the objects they affect, so any abilities that are granted to an object can’t be modified by text-changing effects that affect that object. + +612.4. A token’s subtypes and rules text are defined by the spell or ability that created the token. A text-changing effect that affects a token can change these characteristics. + +612.5. One card (Exchange of Words) instructs a player to exchange the text boxes of two objects. This replaces all of the rules text of each object with the rules text of the other object. (In games involving certain cards that aren’t covered by these rules, other elements of the text box may also be exchanged. See rule 100.7.) + +612.6. One card (Volrath’s Shapeshifter) states that an object has the “full text” of another object. This changes not just the text that appears in the object’s text box and type line, but also changes the text that represents its name, mana cost, color indicator, power, and toughness. + +612.7. One card (Spy Kit) states that an object has “all names of nonlegendary creature cards.” This changes the text that represents the object’s name. That object has the name of each nonlegendary creature card in the Oracle card reference. (See rule 108.1.) + +612.8. Some cards create a continuous effect that sets the name of an object. This changes the text that represents the object’s name. That object loses any names it had and has only the specified name. + +612.9. A name sticker on a permanent or on a card not on the battlefield creates a continuous effect that adds a word to the text that represents the object’s name. (See rule 123.6.) + +612.10. A splice ability changes a spell’s text by adding the rules text of the card with splice to the spell, following that spell’s own rules text. It doesn’t modify or replace any of that spell’s own text. (See rule 702.47, “Splice.”) + +613. Interaction of Continuous Effects + +613.1. The values of an object’s characteristics are determined by starting with the actual object. For a card, that means the values of the characteristics printed on that card. For a token or a copy of a spell or card, that means the values of the characteristics defined by the effect that created it. Then all applicable continuous effects are applied in a series of layers in the following order: + +613.1a Layer 1: Rules and effects that modify copiable values are applied. + +613.1b Layer 2: Control-changing effects are applied. + +613.1c Layer 3: Text-changing effects are applied. See rule 612, “Text-Changing Effects.” + +613.1d Layer 4: Type-changing effects are applied. These include effects that change an object’s card type, subtype, and/or supertype. + +613.1e Layer 5: Color-changing effects are applied. + +613.1f Layer 6: Ability-adding effects, keyword counters, ability-removing effects, and effects that say an object can’t have an ability are applied. + +613.1g Layer 7: Power- and/or toughness-changing effects are applied. + +613.2. Within layer 1, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.) + +613.2a Layer 1a: Copiable effects are applied. This includes copy effects (see rule 707, “Copying Objects”) and changes to an object’s characteristics determined by merging an object with a permanent (see rule 729, “Merging with Permanents”). “As . . . enters” and “as . . . is turned face up” abilities generate copiable effects if they set power and toughness, even if they also define other characteristics. + +613.2b Layer 1b: Face-down spells and permanents have their characteristics modified as defined in rule 708.2. + +613.2c After all rules and effects in layer 1 have been applied, the object’s characteristics are its copiable values. (See rule 707.2.) + +613.3. Within layers 2–6, apply effects from characteristic-defining abilities first (see rule 604.3), then all other effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a layer. (See rule 613.8.) + +613.4. Within layer 7, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order. (See rule 613.7.) Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.) + +613.4a Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3. + +613.4b Layer 7b: Effects that set power and/or toughness to a specific number or value are applied. Effects that refer to the base power and/or toughness of a creature apply in this layer. + +613.4c Layer 7c: Effects and counters that modify power and/or toughness (but don’t set power and/or toughness to a specific number or value) are applied. + +613.4d Layer 7d: Effects that switch a creature’s power and toughness are applied. Such effects take the value of power and apply it to the creature’s toughness, and take the value of toughness and apply it to the creature’s power. +Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Its new power and toughness is 4/1. A new effect gives the creature +5/+0. Its “unswitched” power and toughness would be 6/4, so its actual power and toughness is 4/6. +Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Its new power and toughness is 4/1. If the +0/+1 effect ends before the switch effect ends, the creature becomes 3/1. +Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Then another effect switches its power and toughness again. The two switches essentially cancel each other, and the creature becomes 1/4. + +613.5. The application of continuous effects as described by the layer system is continually and automatically performed by the game. All resulting changes to an object’s characteristics are instantaneous. +Example: Honor of the Pure is an enchantment that reads “White creatures you control get +1/+1.” Honor of the Pure and a 2/2 black creature are on the battlefield under your control. If an effect then turns the creature white (layer 5), it gets +1/+1 from Honor of the Pure (layer 7c), becoming 3/3. If the creature’s color is later changed to red (layer 5), Honor of the Pure’s effect stops applying to it, and it will return to being 2/2. +Example: Gray Ogre, a 2/2 creature, is on the battlefield. An effect puts a +1/+1 counter on it (layer 7c), making it 3/3. A spell targeting it that says “Target creature gets +4/+4 until end of turn” resolves (layer 7c), making it 7/7. An enchantment that says “Creatures you control get +0/+2” enters the battlefield (layer 7c), making it 7/9. An effect that says “Target creature becomes 0/1 until end of turn” is applied to it (layer 7b), making it 5/8 (0/1, with +4/+4 from the resolved spell, +0/+2 from the enchantment, and +1/+1 from the counter). + +613.6. If an effect should be applied in different layers and/or sublayers, the parts of the effect each apply in their appropriate ones. If an effect starts to apply in one layer and/or sublayer, it will continue to be applied to the same set of objects in each other applicable layer and/or sublayer, even if the ability generating the effect is removed during this process. +Example: An effect that reads “This creature gets +1/+1 and becomes the color of your choice until end of turn” is both a power- and toughness-changing effect and a color-changing effect. The “becomes the color of your choice” part is applied in layer 5, and then the “gets +1/+1” part is applied in layer 7c. +Example: Act of Treason has an effect that reads “Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.” This is both a control-changing effect and an effect that adds an ability to an object. The “gain control” part is applied in layer 2, and then the “it gains haste” part is applied in layer 6. +Example: An effect that reads “All noncreature artifacts become 2/2 artifact creatures until end of turn” is both a type-changing effect and a power- and toughness-setting effect. The type-changing effect is applied to all noncreature artifacts in layer 4 and the power- and toughness-setting effect is applied to those same permanents in layer 7b, even though those permanents aren’t noncreature artifacts by then. +Example: Svogthos, the Restless Tomb, is on the battlefield. An effect that says “Until end of turn, target land becomes a 3/3 creature that’s still a land” is applied to it (layers 4 and 7b). An effect that says “Target creature gets +1/+1 until end of turn” is applied to it (layer 7c), making it a 4/4 land creature. Then while you have ten creature cards in your graveyard, you activate Svogthos’s ability: “Until end of turn, this land becomes a black and green Plant Zombie creature with ‘This creature’s power and toughness are each equal to the number of creature cards in your graveyard.’ It’s still a land.” (layers 4, 5, and 7b). It becomes an 11/11 land creature. If a creature card enters or leaves your graveyard, Svogthos’s power and toughness will be modified accordingly. If the first effect is applied to it again, it will become a 4/4 land creature again. + +613.7. Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp. + +613.7a A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later. If the effect that created the ability has the later timestamp and the object the ability is on receives a new timestamp, each continuous effect generated by static abilities of that object receives a new timestamp as well, but the relative order of those timestamps remains the same. +Example: Rune of Flight is an Aura that grants enchanted Equipment “Equipped creature has flying.” A player attaches Rune of Flight to Colossus Hammer, an Equipment with “Equipped creature gets +10/+10 and loses flying.” The ability granted by Rune of Flight shares Rune of Flight’s timestamp because it is later than Colossus Hammer’s timestamp. If Colossus Hammer becomes attached to a creature, both of its abilities receive new timestamps (see rule 613.7e), but the relative order of those timestamps remains the same. + +613.7b A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it’s created. + +613.7c Each counter receives a timestamp as it’s put on an object or player. If that object or player already has a counter of that kind on it, each counter of that kind receives a new timestamp identical to that of the new counter. + +613.7d An object receives a timestamp at the time it enters a zone. + +613.7e An Aura, Equipment, or Fortification receives a new timestamp each time it becomes attached to an object or player. + +613.7f A permanent receives a new timestamp each time it turns face up or face down. + +613.7g A double-faced permanent receives a new timestamp each time it transforms or converts. + +613.7h A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up. + +613.7i A face-up vanguard card receives a timestamp at the beginning of the game. + +613.7j A conspiracy card receives a timestamp at the beginning of the game. If it’s face down, it receives a new timestamp at the time it turns face up. + +613.7k A sticker receives a new timestamp each time it’s put on an object. If the object a sticker is on receives a new timestamp, the sticker receives a new timestamp immediately after that one. If the object a sticker is on becomes part of a merged permanent on the battlefield, the sticker receives a new timestamp at that time. If an object has more than one sticker on it as it enters a zone or becomes part of a merged permanent, the relative timestamp order of those stickers remains unchanged. + +613.7m If two or more objects would receive a timestamp simultaneously, such as by entering a zone simultaneously or becoming attached simultaneously, their relative timestamps are determined in APNAP order (see rule 101.4). Objects controlled by the active player (or owned by the active player, if they have no controller) have an earlier relative timestamp in the order of that player’s choice, followed by each other player in turn order. + +613.7n If a continuous effect generated by a static ability of an object and a continuous effect generated by a resolving spell or ability that applies to that object would receive a timestamp simultaneously, such as due to an effect that puts that object onto the battlefield and sets its characteristics (see rule 611.2e), the continuous effect from the object’s own static ability receives an earlier relative timestamp. + +613.8. Within a layer or sublayer, determining which order effects are applied in is sometimes done using a dependency system. If a dependency exists, it will override the timestamp system. + +613.8a An effect is said to “depend on” another if (a) it’s applied in the same layer (and, if applicable, sublayer) as the other effect; (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to; and (c) neither effect is from a characteristic-defining ability or both effects are from characteristic-defining abilities. Otherwise, the effect is considered to be independent of the other effect. + +613.8b An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they’re applied in timestamp order relative to each other. If several dependent effects form a dependency loop, then this rule is ignored and the effects in the dependency loop are applied in timestamp order. + +613.8c After each effect is applied, the order of remaining effects is reevaluated and may change if an effect that has not yet been applied becomes dependent on or independent of one or more other effects that have not yet been applied. + +613.9. One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does. +Example: Two effects are affecting the same creature: one from an Aura that says “Enchanted creature has flying” and one from an Aura that says “Enchanted creature loses flying.” Neither of these depends on the other, since nothing changes what they affect or what they’re doing to it. Applying them in timestamp order means the one that was generated last “wins.” The same process would be followed, and the same result reached, if either of the effects had a duration (such as “Target creature loses flying until end of turn”) or came from a non-Aura source (such as “All creatures lose flying”). +Example: One effect reads, “White creatures get +1/+1,” and another reads, “Enchanted creature is white.” The enchanted creature gets +1/+1 from the first effect, regardless of its previous color. + +613.10. Some continuous effects affect players rather than objects. For example, an effect might give a player protection from red. All such effects are applied in timestamp order after the determination of objects’ characteristics. See also the rules for timestamp order and dependency (rules 613.7 and 613.8). + +613.11. Some continuous effects affect game rules rather than objects. For example, effects may modify a player’s maximum hand size, or say that a creature must attack this turn if able. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abilities are applied according to the order specified in rule 601.2f. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency (rules 613.7 and 613.8). + +614. Replacement Effects + +614.1. Some continuous effects are replacement effects. Like prevention effects (see rule 615), replacement effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a particular event that would happen and completely or partially replace that event with a different event. They act like “shields” around whatever they’re affecting. + +614.1a Effects that use the word “instead” are replacement effects. Most replacement effects use the word “instead” to indicate what events will be replaced with other events. + +614.1b Effects that use the word “skip” are replacement effects. These replacement effects use the word “skip” to indicate what events, steps, phases, or turns will be replaced with nothing. + +614.1c Effects that read “[This permanent] enters with . . . ,” “As [this permanent] enters . . . ,” or “[This permanent] enters as . . . “ are replacement effects. + +614.1d Continuous effects that read “[This permanent] enters . . .” or “[Objects] enter [the battlefield] . . .” are replacement effects. + +614.1e Effects that read “As [this permanent] is turned face up . . . ,” are replacement effects. + +614.2. Some replacement effects apply to damage from a source. See rule 609.7. + +614.3. There are no special restrictions on casting a spell or activating an ability that generates a replacement effect. Such effects last until they’re used up or their duration has expired. + +614.4. Replacement effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur. +Example: A player can activate an ability to regenerate a creature in response to a spell that would destroy it. Once the spell resolves, though, it’s too late to regenerate the creature. + +614.5. A replacement effect doesn’t invoke itself repeatedly; it gets only one opportunity to affect an event or any modified events that may replace that event. +Example: A player controls two permanents, each with an ability that reads “If a creature you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.” A creature that normally deals 2 damage will deal 8 damage—not just 4, and not an infinite amount. + +614.6. If an event is replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored. + +614.7. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything. + +614.7a If a source would deal 0 damage, it does not deal damage at all. Replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect. + +614.8. Regeneration is a destruction-replacement effect. The word “instead” doesn’t appear on the card but is implicit in the definition of regeneration. “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.” Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. See rule 701.19. + +614.9. Some effects replace damage dealt to one battle, creature, planeswalker, or player with the same damage dealt to another battle, creature, planeswalker, or player; such effects are called redirection effects. If one of those permanents is no longer on the battlefield when the damage would be redirected, or is no longer a battle, creature, or planeswalker when the damage would be redirected, the effect does nothing. If damage would be redirected to or from a player who has left the game, the effect does nothing. + +614.10. An effect that causes a player to skip an event, step, phase, or turn is a replacement effect. “Skip [something]” is the same as “Instead of doing [something], do nothing.” Once a step, phase, or turn has started, it can no longer be skipped—any skip effects will wait until the next occurrence. + +614.10a Anything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled for the “next” occurrence of something waits for the first occurrence that isn’t skipped. If two effects each cause a player to skip their next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped. + +614.10b Some effects cause a player to skip a step, phase, or turn, then take another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur. + +614.11. Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player’s library. + +614.11a If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence. + +614.11b If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect. + +614.12. Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c–d.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent. +Example: Voice of All says “As this creature enters, choose a color” and “This creature has protection from the chosen color.” An effect creates a token that’s a copy of Voice of All. As that token is created, the token’s controller chooses a color for it. +Example: Yixlid Jailer says “Cards in graveyards lose all abilities.” Scarwood Treefolk says “This creature enters tapped.” A Scarwood Treefolk that’s put onto the battlefield from a graveyard enters the battlefield tapped. +Example: Orb of Dreams is an artifact that says “Permanents enter tapped.” It won’t affect itself, so Orb of Dreams enters the battlefield untapped. + +614.12a If a replacement effect that modifies how a permanent enters the battlefield requires a choice, that choice is made before the permanent enters the battlefield. + +614.12b If multiple replacement effects that require choices from a player would modify how multiple permanents enter the battlefield simultaneously, that player may not make choices for those effects that would cause the combined costs of those effects to not be payable. + +614.12c Some replacement effects cause a permanent to enter the battlefield with its controller’s choice of one of two abilities, each marked with an anchor word and preceded by a bullet point. “[Anchor word] — [ability]” means “As long as [anchor word] was chosen as this permanent entered the battlefield, this permanent has [ability].” The abilities preceded by anchor words are each linked to the ability that causes a player to choose between them. See rule 607, “Linked Abilities.” + +614.13. An effect that modifies how a permanent enters the battlefield may cause other objects to change zones. + +614.13a While applying an effect that modifies how a permanent enters the battlefield, you may have to choose a number of objects that will also change zones. You can’t choose the object that will become that permanent or any other object entering the battlefield at the same time as that object. +Example: Sutured Ghoul says, in part, “As this creature enters, exile any number of creature cards from your graveyard.” If Sutured Ghoul and Runeclaw Bear enter the battlefield from your graveyard at the same time, you can’t choose to exile either of them when applying Sutured Ghoul’s replacement effect. + +614.13b The same object can’t be chosen to change zones more than once when applying replacement effects that modify how one or more permanents enter the battlefield. +Example: Jund (a plane card) says, “Whenever a player casts a black, red, or green creature spell, it gains devour 5.” A player controls Runeclaw Bear and casts Thunder-Thrash Elder, a red creature spell with devour 3. As Thunder-Thrash Elder enters the battlefield, its controller can choose to sacrifice Runeclaw Bear when applying the devour 3 effect or when applying the devour 5 effect, but not both. Thunder-Thrash Elder will enter the battlefield with zero, three, or five +1/+1 counters, depending on this choice. + +614.13c While applying a replacement effect that modifies how a permanent enters the battlefield, another replacement effect may cause a player to mill cards or exile cards from the top of a library. In that case, any card that is entering the battlefield from that library won’t be included in that effect, even though those cards are in the library as the effect is applied. +Example: Ashiok, Wicked Manipulator has an ability that reads “If you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead.” Breeding Pool is a land that reads, in part, “As this land enters, you may pay 2 life.” If an effect allows a player to play Breeding Pool from the top of their library while they control Ashiok, and they choose to pay life as Breeding Pool enters, Ashiok’s replacement effect will ignore Breeding Pool, because it is entering the battlefield, and the next two cards will be exiled. + +614.14. An object may have one ability printed on it that generates a replacement effect which causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards in the exile zone that were put there as a direct result of the replacement event caused by the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can’t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. See rule 607, “Linked Abilities.” + +614.15. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is being replaced, but the text can be a separate ability, particularly when preceded by an ability word. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects. + +614.16. Some replacement effects apply “if an effect would create one or more tokens” or “if an effect would put one or more counters on a permanent.” These replacement effects apply if the effect of a resolving spell or ability creates a token or puts a counter on a permanent, and they also apply if another replacement or prevention effect does so, even if the original event being modified wasn’t itself an effect. + +614.17. Some effects state that something can’t happen. These effects aren’t replacement effects, but follow similar rules. + +614.17a “Can’t” effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened. + +614.17b If an event can’t happen, a player can’t choose to pay a cost that includes that event. + +614.17c If an event can’t happen, it can only be replaced by a self-replacement effect (see rule 614.15). Other replacement and/or prevention effects can’t modify or replace it. + +614.17d Some “can’t” effects modify how a permanent enters the battlefield or whether it can enter the battlefield. Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which “can’t” effects apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent. + +615. Prevention Effects + +615.1. Some continuous effects are prevention effects. Like replacement effects (see rule 614), prevention effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a damage event that would happen and completely or partially prevent the damage that would be dealt. They act like “shields” around whatever they’re affecting. + +615.1a Effects that use the word “prevent” are prevention effects. Prevention effects use “prevent” to indicate what damage will not be dealt. + +615.2. Many prevention effects apply to damage from a source. See rule 609.7. + +615.3. There are no special restrictions on casting a spell or activating an ability that generates a prevention effect. Such effects last until they’re used up or their duration has expired. + +615.4. Prevention effects must exist before the appropriate damage event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur. +Example: A player can activate an ability that prevents damage in response to a spell that would deal damage. Once the spell resolves, though, it’s too late to prevent the damage. + +615.5. Some prevention effects also include an additional effect, which may refer to the amount of damage that was prevented. The prevention takes place at the time the original event would have happened; the rest of the effect takes place immediately afterward. + +615.6. If damage that would be dealt is prevented, it never happens. A modified event may occur instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored. + +615.7. Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage—for example, “Prevent the next 3 damage that would be dealt to any target this turn.” These work like shields. Each 1 damage that would be dealt to the “shielded” permanent or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded permanent or player by two or more applicable sources at the same time, the player or the controller of the permanent chooses which damage the shield prevents. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesn’t matter. + +615.8. Some prevention effects generated by the resolution of a spell or ability refer to the next time a specific source would deal damage. These effects prevent the next instance of damage from that source, regardless of how much damage that is. Once an instance of damage from that source has been prevented, any subsequent instances of damage that would be dealt by that source are dealt normally. + +615.9. Some effects generated by the resolution of a spell or ability prevent damage from a source of a player’s choice with certain properties. When the source would deal damage, the shield rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced and the shield isn’t used up. See rule 609.7b. + +615.10. Some prevention effects generated by static abilities refer to a specific amount of damage—for example, “If a source would deal damage to you, prevent 1 of that damage.” Such an effect prevents only the indicated amount of damage in any applicable damage event at any given time. It will apply separately to damage from other applicable events that would happen at the same time, or at a different time. +Example: Daunting Defender says “If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.” Pyroclasm says “Pyroclasm deals 2 damage to each creature.” Pyroclasm will deal 1 damage to each Cleric creature controlled by Daunting Defender’s controller. It will deal 2 damage to each other creature. + +615.11. Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves. +Example: Wojek Apothecary has an ability that says “{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.” When the ability resolves, it gives the target creature and each other creature on the battlefield that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures’ colors after the ability resolves doesn’t add or remove shields, and creatures that enter the battlefield later in the turn don’t get the shield. + +615.12. Some effects state that damage “can’t be prevented.” If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won’t prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won’t be reduced by damage that can’t be prevented. + +615.12a A prevention effect is applied to any particular unpreventable damage event just once. It won’t invoke itself repeatedly trying to prevent that damage. + +615.13. Some triggered abilities trigger when damage that would be dealt is prevented. Such an ability triggers each time a prevention effect is applied to one or more simultaneous damage events and prevents some or all of that damage. + +616. Interaction of Replacement and/or Prevention Effects + +616.1. If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected object’s controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below. If two or more players have to make these choices at the same time, choices are made in APNAP order (see rule 101.4). + +616.1a If any of the replacement and/or prevention effects are self-replacement effects (see rule 614.15), one of them must be chosen. If not, proceed to rule 616.1b. + +616.1b If any of the replacement and/or prevention effects would modify under whose control an object would enter the battlefield, one of them must be chosen. If not, proceed to rule 616.1c. + +616.1c If any of the replacement and/or prevention effects would cause an object to become a copy of another object as it enters the battlefield, one of them must be chosen. If not, proceed to rule 616.1d. + +616.1d If any of the replacement and/or prevention effects would cause a card to enter the battlefield with its back face up, one of them must be chosen (See rule 701.27, “Transform,” and rule 701.28, “Convert.”). If not, proceed to 616.1e. + +616.1e Any of the applicable replacement and/or prevention effects may be chosen. + +616.1f Once the chosen effect has been applied, this process is repeated (taking into account only replacement or prevention effects that would now be applicable) until there are no more left to apply. +Example: Two permanents are on the battlefield. One is an enchantment that reads “If a card would be put into a graveyard from anywhere, instead exile it,” and the other is a creature that reads “If this creature would die, instead shuffle it into its owner’s library.” If the creature is destroyed, its controller decides which replacement to apply first; the other does nothing. +Example: Essence of the Wild reads “Creatures you control enter as a copy of this creature.” A player who controls Essence of the Wild casts Rusted Sentinel, which normally enters the battlefield tapped. As it enters the battlefield, the copy effect from Essence of the Wild is applied first. As a result, it no longer has the ability that causes it to enter the battlefield tapped. Rusted Sentinel will enter the battlefield as an untapped copy of Essence of the Wild. + +616.1g While following the steps in 616.1a–f, one replacement or prevention effect may apply to an event, and another may apply to an event contained within the first event. In this case, the second effect can’t be chosen until after the first effect has been chosen. +Example: A player is instructed to create a token that’s a copy of Voice of All, which has the ability “As this creature enters, choose a color.” Doubling Season has an ability that reads “If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.” Because entering the battlefield is an event contained within the event of creating a token, the effect of Doubling Season must be applied first, and then the effects of the two Voice of All tokens may be applied in either order. + +616.2. A replacement or prevention effect can become applicable to an event as the result of another replacement or prevention effect that modifies the event. +Example: One effect reads “If you would gain life, draw that many cards instead,” and another reads “If you would draw a card, return a card from your graveyard to your hand instead.” Both effects combine (regardless of the order they came into existence): Instead of gaining 1 life, the player puts a card from their graveyard into their hand. + + +7. Additional Rules + +700. General + +700.1. Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability. The text of triggered abilities and replacement effects defines the event they’re looking for. One “happening” may be treated as a single event by one ability and as multiple events by another. +Example: If an attacking creature is blocked by two creatures, this is one event for a triggered ability that reads “Whenever this creature becomes blocked” but two events for a triggered ability that reads “Whenever this creature becomes blocked by a creature.” + +700.2. A spell or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” Each of those options is a mode. Modal cards printed prior to the Khans of Tarkir™ set didn’t use bulleted lists for the modes; these cards have received errata in the Oracle card reference so the modes do appear in a bulleted list. + +700.2a The controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating that ability. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. (See rule 601.2b.) + +700.2b The controller of a modal triggered ability chooses the mode(s) as part of putting that ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 603.3c.) + +700.2c If a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need to choose those targets only if they chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule 601.2c.) + +700.2d If a player is allowed to choose more than one mode for a modal spell or ability, that player normally can’t choose the same mode more than once. However, some modal spells include the instruction “You may choose the same mode more than once.” If a particular mode is chosen multiple times, the spell is treated as if that mode appeared that many times in sequence. If that mode requires a target, the same player or object may be chosen as the target for each of those modes, or different targets may be chosen. + +700.2e Some spells and abilities specify that a player other than their controller chooses a mode for it. In that case, the other player does so when the spell or ability’s controller normally would do so. If there is more than one other player who could make such a choice, the spell or ability’s controller decides which of those players will make the choice. + +700.2f Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability’s target can’t change its mode. + +700.2g A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the copy can’t choose a different mode. (See rule 707.10.) + +700.2h Some modal spells have one or more modes with a cost listed before the effect of that mode. This indicates that the mode has an additional cost that must be paid as the spell is cast if that mode is chosen. If more than one such mode is chosen, all additional costs must be paid to cast that spell. Paying these costs follows the rules for paying additional costs in rules 601.2b and 601.2f–h. + +700.2i Some modal spells have one or more pawprint symbols ({P}) rather than bullet points, as well as an instruction to choose up to a specified number of {P} “worth of modes.” While casting such a spell, its controller can choose any number of modes such that the total number of pawprint symbols listed for the chosen modes is not greater than the specified number. + +700.3. Some effects cause objects to be temporarily grouped into piles. + +700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise. + +700.3b Each object in a pile is still an individual object. The pile is not an object. + +700.3c Objects grouped into piles don’t leave the zone they’re currently in. If cards in a graveyard are split into piles, the order of the graveyard must be maintained. +Example: Fact or Fiction reads, “Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.” While an opponent is separating the revealed cards into piles, they’re still in their owner’s library. They don’t leave the library until they’re put into their owner’s hand or graveyard. + +700.3d A pile can contain zero or more objects. + +700.4. The term dies means “is put into a graveyard from the battlefield.” + +700.5. A player’s devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls. A player’s devotion to [color 1] and [color 2] is equal to the number of mana symbols among the mana costs of permanents that player controls that are [color 1], [color 2], or both colors. + +700.5a A player’s devotion to each color and combination of colors, taking into account any effects that modify devotion, is calculated after considering any copy, control, or text-changing effects but before any other effects that modify the characteristics of permanents. This is an exception to 613.10. See also rule 613, “Interaction of Continuous Effects.” +Example: Altar of the Pantheon is an artifact with no colored mana in its cost and an ability that says “Your devotion to each color and each combination of colors is increased by one.” Purphoros, God of the Forge is a permanent mana cost {3}{R} and an ability that says “As long as your devotion to red is less than five, Purphoros isn’t a creature.” If a player controls both of these permanents and another permanent that costs {R}{R}{R}, that player’s devotion to red is calculated to be five before Purphoros’s type-changing effect is applied, and Purphoros is a creature. + +700.6. The term historic refers to an object that has the legendary supertype, the artifact card type, or the Saga subtype. + +700.7. If an ability uses a phrase such as “this [something]” to identify an object, where [something] is a characteristic or other quality, it is referring to that particular object, even if it isn’t the appropriate quality at the time. +Example: An ability reads “Target creature gets +2/+2 until end of turn. Destroy that creature at the beginning of the next end step.” The ability will destroy the object it gave +2/+2 to even if that object isn’t a creature at the beginning of the next end step. + +700.8. Some cards refer to a player’s party. A player’s party consists of up to one Cleric creature that player controls, up to one Rogue creature they control, up to one Warrior creature they control, and up to one Wizard creature they control. + +700.8a If a spell, ability, or effect needs to determine the number of creatures in a player’s party, the calculation of that number is performed automatically by the game and results in a number between zero and four. Players don’t declare which specific creatures they control are in their party for such an effect. + +700.8b If a creature has multiple creature types for which it could be the party member, it is counted as the party member for only one of those types. If there are different ways to count such a creature that results in different numbers of creatures in a player’s party, it is counted in such a way to get the highest result. + +700.8c A player has a full party if there are four creatures in that player’s party. + +700.8d One card, Stick Together, instructs players to choose a party from among creatures they control. To do so, for each of the creature types listed in rule 700.8, each player chooses up to one creature they control of that type. + +700.9. Some cards refer to modified permanents. A permanent is modified if it has one or more counters on it (see rule 122), if it is equipped (see rule 301.5), or if it is enchanted by an Aura that is controlled by that permanent’s controller (see rule 303.4). + +700.10. Some cards refer to a permanent “that was activated this turn.” This means that the permanent was the source of an ability that was activated this turn, regardless of whether that permanent still has that activated ability or the player who activated it is still in the game. + +700.11. Some cards refer to whether a player has “descended this turn.” This means that a permanent card has been put into that player’s graveyard from anywhere this turn. “The number of times [a player] descended this turn” means “the number of permanent cards put into [that player’s] graveyard from anywhere this turn.” In both cases, no permanent cards put into the player’s graveyard that turn are required to still be in that graveyard. + +700.12. The term outlaw refers to an object that has the Assassin, Mercenary, Pirate, Rogue, and/or Warlock creature types. + +700.12a Some cards refer to outlaws that a player controls. Only outlaw permanents are considered for these effects unless otherwise specified. + +700.13. Some cards refer to committing a crime. A player commits a crime as that player casts a spell, activates an ability, or puts a triggered ability on the stack and that spell or ability targets at least one opponent; at least one permanent, spell, or ability an opponent controls; and/or at least one card in an opponent’s graveyard. + +700.14. Some abilities trigger “Whenever you expend N.” A player expends N if they pay a cost to cast a spell and the amount of mana that player spent this turn to cast spells prior to paying that cost was less than N and became at least N after paying that cost. +Example: A player casts Bark-Knuckle Boxer, which costs {1}{G} and reads “Whenever you expend 4, this creature gains indestructible until end of turn.” After it resolves, that player casts Divination, a spell that costs {2}{U}. Prior to paying the cost to cast Divination, that player has spent two mana to cast spells this turn. After paying the cost, they have spent five mana to cast spells this turn. Since they have now spent at least four mana to cast spells this turn, Bark-Knuckle Boxer’s ability triggers. + +700.15. The term enter[s] is short for “enter[s] the battlefield.” + +701. Keyword Actions + +701.1. Most actions described in a card’s rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These “keywords” are game terms; sometimes reminder text summarizes their meanings. + +701.2. Activate + +701.2a To activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. A player may activate an ability if they have priority. See rule 602, “Activating Activated Abilities.” + +701.3. Attach + +701.3a To attach an Aura, Equipment, or Fortification to an object or player means to take it from where it currently is and put it onto that object or player. If something is attached to a permanent on the battlefield, it’s customary to place it so that it’s physically touching the permanent. An Aura, Equipment, or Fortification can’t be attached to an object or player it couldn’t enchant, equip, or fortify, respectively. + +701.3b If an effect tries to attach an Aura, Equipment, or Fortification to an object or player it can’t be attached to, the Aura, Equipment, or Fortification doesn’t move. If an effect tries to attach an Aura, Equipment, or Fortification to the object or player it’s already attached to, the effect does nothing. If an effect tries to attach an object that isn’t an Aura, Equipment, or Fortification to another object or player, the effect does nothing and the first object doesn’t move. + +701.3c Attaching an Aura, Equipment, or Fortification on the battlefield to a different object or player causes the Aura, Equipment, or Fortification to receive a new timestamp. + +701.3d To “unattach” an Equipment from a creature means to move it away from that creature so the Equipment is on the battlefield but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to an object or player ceases to be attached to it, that counts as “becoming unattached [from that object or player]”; this includes if that Aura, Equipment, or Fortification leaves the battlefield, the object leaves the zone it was in, or that player leaves the game. + +701.4. Behold + +701.4a “Behold a [quality]” means “Reveal a [quality] card from your hand or choose a [quality] permanent you control on the battlefield.” + +701.4b The phrase “if a [quality] was beheld” refers to whether or not the object had that quality at the time the player took that action, regardless of whether or not the revealed card or chosen permanent still has that quality as the spell or ability including that phrase resolves. + +701.5. Cast + +701.5a To cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.” + +701.5b To cast a card is to cast it as a spell. + +701.6. Counter + +701.6a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard. + +701.6b The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid. + +701.7. Create + +701.7a To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield. + +701.7b If a replacement effect applies to a token being created, that effect applies before considering any continuous effects that will modify the characteristics of that token. If a replacement effect applies to a token entering the battlefield, that effect applies after considering any continuous effects that will modify the characteristics of that token. + +701.7c Previously, an effect that created tokens instructed a player to “put [those tokens] onto the battlefield.” Cards that were printed with that text have received errata in the Oracle card reference so they now “create” those tokens. + +701.8. Destroy + +701.8a To destroy a permanent, move it from the battlefield to its owner’s graveyard. + +701.8b The only ways a permanent can be destroyed are as a result of an effect that uses the word “destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner’s graveyard for any other reason, it hasn’t been “destroyed.” + +701.8c A regeneration effect replaces a destruction event. See rule 701.19, “Regenerate.” + +701.9. Discard + +701.9a To discard a card, move it from its owner’s hand to that player’s graveyard. + +701.9b By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded. + +701.9c If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard without being revealed, all values of that card’s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 732, “Handling Illegal Actions”). + +701.10. Double + +701.10a Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c. + +701.10b To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness. + +701.10c If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate. + +701.10d To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value. + +701.10e To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has. + +701.10f To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have. + +701.10g To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect. + +701.11. Triple + +701.11a Tripling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c. + +701.11b To triple a creature’s power, that creature gets +X/+0, where X is twice that creature’s power as the spell or ability that triples its power resolves. Similarly, an effect that triples a creature’s toughness gives it +0/+X, where X is twice that creature’s toughness. Tripling a creature’s power and toughness gives it +X/+Y, where X is twice its power and Y is twice its toughness. + +701.11c If a creature’s power is less than 0 when it’s tripled, tripling that creature’s power instead means that the creature gets -X/-0, where X is twice the difference between 0 and its power. Similarly, if its toughness is less than 0 when tripled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are tripled, it gets -X/+Y or +X/-Y, as appropriate. + +701.12. Exchange + +701.12a A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can’t be completed, no part of the exchange occurs. +Example: If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature. + +701.12b When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing. + +701.12c When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player’s previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 119.7–8). + +701.12d Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a player’s hand). These spells and abilities work the same as other “exchange” spells and abilities, except they can exchange the cards only if all the cards are owned by the same player, and they can exchange the cards even if one zone is empty. + +701.12e If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object. + +701.12f If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged. + +701.12g A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 119.7–8). If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule 613.4b). This rule does not apply to spells and abilities that switch a creature’s power and toughness. + +701.12h One card (Exchange of Words) instructs a player to exchange the text boxes of two creatures. This creates a text-changing effect (see rule 612, “Text-Changing Effects”). In such an exchange, the rules text of each permanent becomes the previous rules text of the other. + +701.13. Exile + +701.13a To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.” + +701.14. Fight + +701.14a A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature. + +701.14b If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage. + +701.14c If a creature fights itself, it deals damage to itself equal to twice its power. + +701.14d The damage dealt when a creature fights isn’t combat damage. + +701.15. Goad + +701.15a Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature is goaded. + +701.15b Goaded is a designation a permanent can have. A goaded creature attacks each combat if able and attacks a player other than the controller of the permanent, spell, or ability that caused it to be goaded if able. Goaded is neither an ability nor part of the permanent’s copiable values. + +701.15c A creature can be goaded by multiple players. Doing so creates additional combat requirements. + +701.15d Once a player has goaded a creature, the same player goading it again has no effect. Doing so doesn’t create additional combat requirements. + +701.16. Investigate + +701.16a “Investigate” means “Create a Clue token.” See rule 111.10f. + +701.17. Mill + +701.17a For a player to mill a number of cards, that player puts that many cards from the top of their library into their graveyard. + +701.17b A player can’t mill a number of cards greater than the number of cards in their library. If given the choice to do so, they can’t choose to take that action. If instructed to do so, they mill as many as possible. Similarly, the player can’t pay a cost that includes milling a number of cards greater than the number of cards in their library. + +701.17c An effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone is a public zone. + +701.17d If an ability checks information about a single milled card but more than one card was milled, that ability refers to each of the milled cards. If that ability asks for any information about the milled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each milled card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected. + +701.18. Play + +701.18a To play a land means to put it onto the battlefield from the zone it’s in (usually the hand). A player may play a land if they have priority, it’s the main phase of their turn, the stack is empty, and they haven’t played a land this turn. Playing a land is a special action (see rule 116), so it doesn’t use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn’t the same as playing a land. See rule 305, “Lands.” + +701.18b To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate. + +701.18c Some effects instruct a player to “play” with a certain aspect of the game changed, such as “Play with the top card of your library revealed.” “Play” in this sense means to play the Magic game. + +701.18d Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card. + +701.18e Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability. + +701.19. Regenerate + +701.19a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.” + +701.19b If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, “Regenerate [permanent]” means “Instead remove all damage marked on [permanent] and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.” + +701.19c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied. + +701.20. Reveal + +701.20a To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, or if a card is revealed because an ability is activated from a hidden zone (see rule 602.2a), the card remains revealed from the time the spell or ability is announced until the time it leaves the stack. If revealing a card causes a triggered ability to trigger, the card remains revealed until that triggered ability leaves the stack. If that ability isn’t put onto the stack the next time a player would receive priority, the card ceases to be revealed. + +701.20b Revealing a card doesn’t cause it to leave the zone it’s in. + +701.20c A card that is currently revealed may be revealed again. +Example: Telepathy is an enchantment card that reads “Your opponents play with their hands revealed.” Silvergill Adept is a creature card that reads, in part, “As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}.” A player may reveal a Merfolk card from their hand to pay the additional cost of Silvergill Adept even if that card is already revealed due to Telepathy’s effect. + +701.20d If cards in a player’s library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects. + +701.20e Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player. + +701.21. Sacrifice + +701.21a To sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent they don’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action. + +701.22. Scry + +701.22a To “scry N” means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order. + +701.22b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger. + +701.22c If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time. + +701.22d An ability that triggers whenever a player scries triggers after the process described in rule 701.22a is complete, even if some or all of those actions were impossible. + +701.23. Search + +701.23a To search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and find a card that matches the given description. + +701.23b If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn’t required to find some or all of those cards even if they’re present in that zone. +Example: Splinter says “Exile target artifact. Search its controller’s graveyard, hand, and library for all cards with the same name as that artifact and exile them. Then that player shuffles their library.” A player casts Splinter targeting Howling Mine (an artifact). Howling Mine’s controller has another Howling Mine in her graveyard and two more in her library. Splinter’s controller must find the Howling Mine in the graveyard, but may choose to find zero, one, or two of the Howling Mines in the library. + +701.23c If a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still search that zone but can’t find any cards. +Example: Lobotomy says “Target player reveals their hand, then you choose a card other than a basic land card from it. Search that player’s graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles their library.” If the target player has no cards in their hand when Lobotomy resolves, the player who cast Lobotomy searches the specified zones but doesn’t exile any cards. + +701.23d If a player is searching a hidden zone simply for a quantity of cards, such as “a card” or “three cards,” that player must find that many cards (or as many as possible, if the zone doesn’t contain enough cards). + +701.23e If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed. + +701.23f If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger. +Example: Aven Mindcensor says, in part, “If an opponent would search a library, that player searches the top four cards of that library instead.” Veteran Explorer says “When this creature dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then shuffle.” An opponent who searched the top four cards of their library because of Veteran Explorer’s ability would shuffle the entire library. + +701.23g If an effect offers a player a choice to search a zone and take additional actions with the cards found, that player may choose to search even if the additional actions are illegal or impossible. + +701.23h An effect may instruct a player to search a library for one or more cards more than once before instructing a player to shuffle that library. This is the same as a single instruction for that player to search that library for all those cards. The player searches that library only once. + +701.23i If multiple players search at once, each of those players looks at the appropriate cards at the same time, then those players decide in APNAP order (see rule 101.4) which card to find. + +701.23j If an effect instructs a player to search outside the game for a card, that player may choose an appropriate card they own from outside the game. + +701.24. Shuffle + +701.24a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order. + +701.24b Some effects cause a player to search a library for a card or cards, shuffle that library, then put some or all of the found cards into a different zone or in a certain position in that library. In such cases, the found cards aren’t included in the shuffle, even though they remain in the library at that time. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger. See also rule 401, “Library.” + +701.24c If an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone they’re expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone. +Example: Guile says, in part, “When Guile is put into a graveyard from anywhere, shuffle it into its owner’s library.” It’s put into a graveyard and its ability triggers, then a player exiles it from that graveyard in response. When the ability resolves, the library is shuffled. +Example: Black Sun’s Zenith says, in part, “Shuffle Black Sun’s Zenith into its owner’s library.” Black Sun’s Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Sun’s Zenith will be exiled, and its owner’s library will be shuffled. + +701.24d If an effect would cause a player to shuffle a set of objects into a library, that library is shuffled even if there are no objects in that set. +Example: Loaming Shaman says “When this creature enters, target player shuffles any number of target cards from their graveyard into their library.” It enters the battlefield, its ability triggers, and no cards are targeted. When the ability resolves, the targeted player will still have to shuffle their library. + +701.24e If an effect causes a player to shuffle a library containing zero or one cards, abilities that trigger when a library is shuffled will still trigger. + +701.24f If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times. + +701.24g If an effect would cause a player to shuffle a library at the same time that an object would be put into a certain position in that library, the result is a shuffled library that’s randomized except that the object is in the specified position. +Example: Darksteel Colossus and Gravebane Zombie are put into a player’s graveyard from the battlefield at the same time. Darksteel Colossus says in part “If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner’s library instead.” Gravebane Zombie says “If this creature would die, put it on top of its owner’s library instead.” The player shuffles Darksteel Colossus into their library and puts Gravebane Zombie on top of that library. + +701.25. Surveil + +701.25a To “surveil N” means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order. + +701.25b If an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may put into your graveyard and on top of your library in any order. + +701.25c If a player is instructed to surveil 0, no surveil event occurs. Abilities that trigger whenever a player surveils won’t trigger. + +701.25d An ability that triggers whenever a player surveils triggers after the process described in rule 701.25a is complete, even if some or all of those actions were impossible. + +701.26. Tap and Untap + +701.26a To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped. + +701.26b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped. + +701.27. Transform + +701.27a To transform a permanent, turn it over so that its other face is up. Only permanents represented by double-faced tokens and double-faced cards can transform. (See rule 712, “Double-Faced Cards.”) + +701.27b Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent transforms, and so on. + +701.27c If a spell or ability instructs a player to transform a permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens. + +701.27d If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is an instant or sorcery face nothing happens. + +701.27e Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule 701.28) and has the specified characteristic immediately after it does so. + +701.27f If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent does so only if it hasn’t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn’t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored. + +701.27g Some spells and abilities refer to a “transformed permanent.” This phrase refers to a double-faced permanent on the battlefield with its back face up. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously. Similarly, an object represented by more than one card, such as a melded or merged permanent, is never considered a transformed permanent, even if it has components that are back face up. See rules 701.42, “Meld,” and 729, “Merging with Permanents.” + +701.28. Convert + +701.28a To convert a permanent, turn it so that its other face is up. This follows rules 701.27a–f, 712.9–10, and 712.18. Those rules apply to converting a permanent just as they apply to transforming a permanent. + +701.28b Although converting a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent converts, and so on. + +701.28c If a spell or ability instructs a player to convert a permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens. + +701.28d If a spell or ability instructs a player to convert a permanent, and the face that permanent would convert into is an instant or sorcery face, nothing happens. + +701.28e If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to convert it, the permanent does so only if it hasn’t converted or transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to convert that permanent, the permanent does so only if it hasn’t converted or transformed since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored. + +701.28f If a spell or ability states that a permanent can’t transform, that permanent also can’t convert. + +701.29. Fateseal + +701.29a To “fateseal N” means to look at the top N cards of an opponent’s library, then put any number of them on the bottom of that library in any order and the rest on top of that library in any order. + +701.30. Clash + +701.30a To clash, a player reveals the top card of their library. That player may then put that card on the bottom of their library. + +701.30b “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.” + +701.30c Each clashing player reveals the top card of their library at the same time. Then those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time. + +701.30d A player wins a clash if that player revealed a card with a higher mana value than all other cards revealed in that clash. + +701.31. Planeswalk + +701.31a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.” + +701.31b To planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up. + +701.31c A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk. + +701.31d The plane card that’s turned face up is the plane the player planeswalks to. The plane card that’s turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena. + +701.32. Set in Motion + +701.32a Only a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in motion. See rule 314, “Schemes,” and rule 904, “Archenemy.” + +701.32b To set a scheme in motion, move it off the top of your scheme deck if it’s on top of your scheme deck and turn it face up if it isn’t face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it. + +701.32c Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times. + +701.33. Abandon + +701.33a Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 314, “Schemes,” and rule 904, “Archenemy.” + +701.33b To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck. + +701.34. Proliferate + +701.34a To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has. + +701.34b In a Two-Headed Giant game, poison counters are shared by the team. If more than one player on a team is chosen this way, only one of those players can be given an additional poison counter. The player who proliferates chooses which player that is. See rule 810, “Two-Headed Giant Variant.” + +701.35. Detain + +701.35a Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can’t attack or block and its activated abilities can’t be activated. + +701.36. Populate + +701.36a To populate means to choose a creature token you control and create a token that’s a copy of that creature token. + +701.36b If you control no creature tokens when instructed to populate, you won’t create a token. + +701.37. Monstrosity + +701.37a “Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.” + +701.37b Monstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other spells and abilities can identify. Only permanents can be or become monstrous. Once a permanent becomes monstrous, it stays monstrous until it leaves the battlefield. Monstrous is neither an ability nor part of the permanent’s copiable values. + +701.37c If a permanent’s ability instructs a player to “monstrosity X,” other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous. + +701.38. Vote + +701.38a Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices. + +701.38b The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability. + +701.38c If the text of a spell or ability refers to “voting,” it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word “vote.” + +701.38d If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted. + +701.39. Bolster + +701.39a “Bolster N” means “Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N +1/+1 counters on that creature.” + +701.40. Manifest + +701.40a To manifest a card, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a manifested permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up. + +701.40b Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.) + +701.40c If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up. + +701.40d If a card with disguise is manifested, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a manifested permanent face up. + +701.40e If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time. + +701.40f If an effect instructs a player to manifest a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up. + +701.40g If a manifested permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger. + +701.40h See rule 708, “Face-Down Spells and Permanents,” for more information. + +701.41. Support + +701.41a “Support N” on a permanent means “Put a +1/+1 counter on each of up to N other target creatures.” “Support N” on an instant or sorcery spell means “Put a +1/+1 counter on each of up to N target creatures.” + +701.42. Meld + +701.42a Meld is a keyword action that appears in an ability on one card in a meld pair. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards. See rule 712, “Double-Faced Cards.” + +701.42b Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren’t meld cards, or meld cards that don’t form a meld pair can’t be melded. + +701.42c If an effect instructs a player to meld objects that can’t be melded, they stay in their current zone. +Example: A player owns and controls Midnight Scavengers and a token that’s a copy of Graf Rats. At the beginning of combat, both are exiled but can’t be melded. Midnight Scavengers remains exiled and the exiled token ceases to exist. + +701.43. Exert + +701.43a To exert a permanent, you choose to have it not untap during your next untap step. + +701.43b A permanent can be exerted even if it’s not tapped or has already been exerted in a turn. If you exert a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step. + +701.43c An object that isn’t on the battlefield can’t be exerted. + +701.43d “You may exert [this creature] as it attacks” is an optional cost to attack (see rule 508.1g). Some objects with this static ability have a triggered ability that triggers “when you do” printed in the same paragraph. These abilities are linked. (See rule 607.2h.) + +701.44. Explore + +701.44a Certain spells and abilities instruct a permanent to explore. To do so, that permanent’s controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard. + +701.44b A permanent “explores” after the process described in rule 701.44a is complete, even if some or all of those actions were impossible. + +701.44c If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it. + +701.44d If multiple permanents are instructed to explore at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.44c) one or more of those permanents chooses one of them and it explores. Then this process is repeated for each remaining instruction to explore. + +701.45. Assemble + +701.45a Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Outside of silver-bordered cards, only one card (Steamflogger Boss) refers to assembling a Contraption. Cards and mechanics from the Unstable set aren’t included in these rules. See the Unstable FAQ for more information. + +701.46. Adapt + +701.46a “Adapt N” means “If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.” + +701.47. Amass + +701.47a To amass [subtype] N means “If you don’t control an Army creature, create a 0/0 black [subtype] Army creature token. Choose an Army creature you control. Put N +1/+1 counters on that creature. If it isn’t a [subtype], it becomes a [subtype] in addition to its other types.” + +701.47b A player “amassed” after the process described in rule 701.47a is complete, even if some or all of those actions were impossible. + +701.47c The phrases “the Army you amassed” and “the amassed Army” refer to the creature you chose, whether or not it received counters. + +701.47d Some older cards were printed with amass N without including a subtype. Those cards have received errata in the Oracle card reference so that they read “amass Zombies N.” + +701.48. Learn + +701.48a “Learn” means “You may discard a card. If you do, draw a card. If you didn’t discard a card, you may reveal a Lesson card you own from outside the game and put it into your hand.” + +701.49. Venture into the Dungeon + +701.49a If a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule 309, “Dungeons.” + +701.49b If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card’s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player’s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room. + +701.49c If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule 309.7). They then choose an appropriate dungeon card they own from outside the game, put it into the command zone, and put their venture marker on the topmost room of that dungeon. + +701.49d Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to “venture into [quality]” while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in 701.49b–c. + +701.50. Connive + +701.50a Certain spells and abilities instruct a permanent to connive. To do so, that permanent’s controller draws a card, then discards a card. If a nonland card is discarded this way, that player puts a +1/+1 counter on the conniving permanent. + +701.50b A permanent “connives” after the process described in rule 701.50a is complete, even if some or all of those actions were impossible. + +701.50c If a permanent changes zones before an effect causes it to connive, its last known information is used to determine which object connived and who controlled it. + +701.50d If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.50c) one or more of those permanents chooses one of them and it connives. Then this process is repeated for each remaining instruction to connive. + +701.50e Connive N is a variant of connive. The permanent’s controller draws N cards, discards N cards, then puts a number of +1/+1 counters on the permanent equal to the number of nonland cards discarded this way. + +701.51. Open an Attraction + +701.51a A player may open an Attraction only during a game in which that player is playing with an Attraction deck (see rule 717, “Attraction Cards”). + +701.51b To open an Attraction, move the top card of your Attraction deck off the Attraction deck, turn it face up, and put it onto the battlefield under your control. + +701.51c An ability which triggers whenever a player opens an Attraction triggers when that player puts an Attraction card onto the battlefield while performing the instruction in the above rule. If an effect prevents that Attraction from entering the battlefield or replaces entering the battlefield with another event, that ability doesn’t trigger. + +701.52. Roll to Visit Your Attractions + +701.52a To roll to visit your Attractions, roll a six-sided die. Then if you control one or more Attractions with a number lit up that is equal to that result, each of those Attractions has been “visited” and its visit ability triggers. See rule 717, “Attraction Cards,” and rule 702.159, “Visit.” + +701.53. Incubate + +701.53a To incubate N, create an Incubator token that enters the battlefield with N +1/+1 counters on it. See rule 111.10i. + +701.53b An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.” + +701.54. The Ring Tempts You + +701.54a Certain spells and abilities have the text “the Ring tempts you.” Each time the Ring tempts you, choose a creature you control. That creature becomes your Ring-bearer until another creature becomes your Ring-bearer or another player gains control of it. + +701.54b Ring-bearer is a designation a permanent can have. Being a Ring-bearer is not a copiable value. + +701.54c If a player doesn’t have an emblem named The Ring at the time the Ring tempts them, they get an emblem named The Ring before choosing a creature to be their Ring-bearer. The Ring has “Your Ring-bearer is legendary and can’t be blocked by creatures with greater power.” As long as the Ring has tempted that player two or more times, it has “Whenever your Ring-bearer attacks, draw a card, then discard a card.” As long as the Ring has tempted that player three or more times, it has “Whenever your Ring-bearer becomes blocked by a creature, the blocking creature’s controller sacrifices it at end of combat.” As long as the Ring has tempted that player four or more times, it has “Whenever your Ring-bearer deals combat damage to a player, each opponent loses 3 life.” + +701.54d Some abilities trigger “Whenever the Ring tempts you.” The Ring tempts a player whenever they complete the actions in 701.54a, even if some or all of those actions were impossible. + +701.54e Some abilities check to see if a creature “is your Ring-bearer.” For the purposes of those abilities, that condition is true if that creature is on the battlefield under your control and has the Ring-bearer designation. + +701.55. Face a Villainous Choice + +701.55a “[A player] faces a villainous choice — [option A], or [option B]” means “[A player] chooses [option A] or [option B]. Then all actions in the chosen option are performed.” + +701.55b While facing a villainous choice, a player may choose an option that is illegal or impossible. In that case, they perform as much of the action as is possible. This is an exception to rule 608.2d. + +701.55c A replacement effect may replace an instruction to face a villainous choice with an instruction to face that choice some number of additional times. In that case, the entire process described in rule 701.55a is performed for that player the appropriate number of times one at a time. + +701.55d If more than one player is instructed to face a villainous choice, the entire process described in rule 701.55a is performed for each of those players one at a time in APNAP order. This is an exception to rule 608.2e. + +701.56. Time Travel + +701.56a To time travel means to choose any number of permanents you control with one or more time counters on them and/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time counter on it or remove a time counter from it. See rule 702.62, “Suspend.” + +701.57. Discover + +701.57a “Discover N” means “Exile cards from the top of your library until you exile a nonland card with mana value N or less. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than or equal to N. If you don’t cast it, put that card into your hand. Put the remaining exiled cards on the bottom of your library in a random order.” + +701.57b A player has “discovered” after the process described in 701.57a is complete, even if some or all of those actions were impossible. + +701.57c If the final card exiled during the process described in rule 701.57a has mana value N or less, it is the “discovered card,” regardless of whether it was cast or put into a player’s hand. + +701.58. Cloak + +701.58a To cloak a card, turn it face down. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a cloaked permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up. + +701.58b Any time you have priority, you may turn a cloaked permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.) + +701.58c If a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a cloaked permanent face up. + +701.58d If a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a cloaked permanent face up. + +701.58e If an effect instructs a player to cloak multiple cards from a single library, those cards are cloaked one at a time. + +701.58f If an effect instructs a player to cloak a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t cloaked. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up. + +701.58g If a cloaked permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger. + +701.58h See rule 708, “Face-Down Spells and Permanents,” for more information. + +701.59. Collect Evidence + +701.59a To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater. + +701.59b If a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from their graveyard (usually because there aren’t enough cards to do so) they can’t choose to collect evidence. + +701.59c A spell that has an ability that allows a player to collect evidence as an additional cost to cast it may have another ability that refers to whether evidence was collected. These abilities are linked. See rule 607, “Linked Abilities.” + +701.60. Suspect + +701.60a Certain spells and abilities instruct a player to suspect a creature. That creature becomes suspected until it leaves the battlefield or until a spell or ability causes it to no longer be suspected. + +701.60b Suspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neither an ability nor part of the permanent’s copiable values. + +701.60c A suspected permanent has menace and “This creature can’t block” for as long as it’s suspected. + +701.60d A suspected permanent can’t become suspected again. + +701.61. Forage + +701.61a To forage means “Exile three cards from your graveyard or sacrifice a Food.” + +701.62. Manifest Dread + +701.62a “Manifest dread” means “Look at the top two cards of your library. Manifest one of them, then put the cards you looked at that were not manifested this way into your graveyard.” See rule 701.40, “Manifest.” + +701.62b An ability that triggers whenever a player manifests dread triggers after the process described in rule 701.62a is complete, even if some or all of those actions were impossible. + +701.63. Endure + +701.63a Certain abilities instruct a permanent to endure N. To do so, that permanent’s controller creates an N/N white Spirit creature token unless they put N +1/+1 counters on that permanent. + +701.63b If a permanent is instructed to endure 0, nothing happens. No counters are put on that permanent and no tokens are created. + +701.64. Harness + +701.64a “Harness [this permanent]” means “If this permanent isn’t harnessed, it becomes harnessed.” + +701.64b Harnessed is a designation that has no rules meaning other than to act as a marker that other spells and abilities can identify. Only permanents can be or become harnessed. Once a permanent becomes harnessed, it stays harnessed until it leaves the battlefield. Harnessed is neither an ability nor part of the permanent’s copiable values. + +701.65. Airbend + +701.65a Certain spells and abilities instruct a player to airbend one or more permanents and/or spells. To do so, that player exiles those objects. For each card exiled this way, for as long as it remains exiled, its owner may cast it by paying {2} rather than paying its mana cost. + +701.65b An ability that triggers whenever a player airbends triggers when that player exiles one or more objects as a result of an instruction to airbend. + +701.66. Earthbend + +701.66a “Earthbend N” means “Target land you control becomes a 0/0 land creature with haste in addition to its other types. Put N +1/+1 counters on it. When that land dies or is put into exile, return it to the battlefield tapped under your control.” + +701.66b An ability that triggers whenever a player earthbends triggers when the delayed triggered ability described in rule 701.66a is created. + +701.67. Waterbend + +701.67a “Waterbend [cost]” means “Pay [cost]. For each generic mana in that cost, you may tap an untapped artifact or creature you control rather than pay that mana.” + +701.67b If a waterbend cost is part of the total cost to cast a spell or activate an ability (usually because the waterbend cost itself is an additional cost), the alternate method to pay for mana described in rule 701.67a may be used only to pay for the amount of generic mana in the waterbend cost, even if the total cost to cast that spell or activate that ability includes other generic mana components. + +Example: Spirit Water Revival is a spell that costs {1}{U}{U} and says, in part, “As an additional cost to cast this spell, waterbend {6}.” As you cast it, you may tap up to six artifacts and/or creatures you control to pay the for the {6} in its waterbend cost, but you can’t tap any artifacts or creatures to pay for any part of the {1}{U}{U} mana cost. + +701.67c An ability that triggers whenever a player waterbends triggers whenever that player pays a waterbend cost, regardless of how they paid that cost. + +701.68. Blight + +701.68a To “blight N” means to put N -1/-1 counters on a creature you control. + +701.68b If a player is given the choice to blight but is unable to put N -1/-1 counters on a creature they control (usually because they control no creatures), they can’t choose to blight. + +701.68c Some spells and abilities that instruct a player to blight refer to the “blighted creature.” This phrase refers to the object that the player who was instructed to blight chose to put -1/-1 counters on when blighting. + +701.68d An ability that triggers whenever a player blights triggers after the process described in rule 701.68a is complete, regardless of what events actually occurred. + +702. Keyword Abilities + +702.1. Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule. + +702.1a If an effect refers to a “[keyword ability] cost,” it refers only to the variable costs for that keyword. +Example: Varolz, the Scar-Striped has an ability that says “Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost.” A creature card’s scavenge cost is an amount of mana equal to its mana cost, and the activation cost of the scavenge ability is that amount of mana plus “Exile this card from your graveyard.” + +702.1b An effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated. +Example: Volcano Hellion has the ability “This creature has echo {X}, where X is your life total.” If your life total is 10 when Volcano Hellion’s echo ability triggers but 5 when it resolves, the echo cost to pay is {5}. +Example: Fire//Ice is a split card whose halves have the mana costs {1}{R} and {1}{U}. Past in Flames reads “Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.” Fire//Ice has “Flashback {2}{U}{R}” while it is in your graveyard, but if you choose to cast Fire, the resulting spell has “Flashback {1}{R}.” + +702.1c An effect may state that “the same is true for” a list of keyword abilities or similar. If one of those keyword abilities has variants or variables and the effect grants that keyword or counters of that keyword to one or more objects and/or players, it grants each appropriate variant and variable of that keyword. +Example: Concerted Effort is an enchantment that reads “At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.” As that triggered ability resolves, each landwalk and protection ability from among creatures you control is granted to each creature you control. + +702.1d An effect may refer to an object “with [keyword ability]” or “that has [keyword ability].” This means the same thing as an object “with a [keyword ability] ability” or an object “that has a [keyword ability] ability.” + +702.2. Deathtouch + +702.2a Deathtouch is a static ability. + +702.2b A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704. + +702.2c Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if excess damage is being dealt. + +702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from. + +702.2e If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch. + +702.2f Multiple instances of deathtouch on the same object are redundant. + +702.3. Defender + +702.3a Defender is a static ability. + +702.3b A creature with defender can’t attack. + +702.3c Multiple instances of defender on the same creature are redundant. + +702.4. Double Strike + +702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”) + +702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step. + +702.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step. + +702.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step. + +702.4e Multiple instances of double strike on the same creature are redundant. + +702.5. Enchant + +702.5a Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant. + +702.5b For more information about Auras, see rule 303, “Enchantments.” + +702.5c If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities. + +702.5d Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents. + +702.6. Equip + +702.6a Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.” + +702.6b For more information about Equipment, see rule 301, “Artifacts.” + +702.6c Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form “Equip [quality]” or “Equip [quality] creature.” These equip abilities may legally target only a creature that’s controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don’t restrict what the Equipment may be attached to. + +702.6d If a permanent has multiple equip abilities, any of its equip abilities may be activated. + +702.6e “Equip planeswalker” is a variant of the equip ability. “Equip planeswalker [cost]” means “[Cost]: Attach this permanent to target planeswalker you control as though that planeswalker were a creature. Activate only as a sorcery.” + +702.7. First Strike + +702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”) + +702.7b If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step. + +702.7c Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t preclude that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike). + +702.7d Multiple instances of first strike on the same creature are redundant. + +702.8. Flash + +702.8a Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.” + +702.8b Multiple instances of flash on the same object are redundant. + +702.9. Flying + +702.9a Flying is an evasion ability. + +702.9b A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, “Declare Blockers Step,” and rule 702.17, “Reach.”) + +702.9c Multiple instances of flying on the same creature are redundant. + +702.10. Haste + +702.10a Haste is a static ability. + +702.10b If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since their most recent turn began. (See rule 302.6.) + +702.10c If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player continuously since their most recent turn began. (See rule 302.6.) + +702.10d Multiple instances of haste on the same creature are redundant. + +702.11. Hexproof + +702.11a Hexproof is a static ability. + +702.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.” + +702.11c “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.” + +702.11d “Hexproof from [quality]” is a variant of the hexproof ability. “Hexproof from [quality]” on a permanent means “This permanent can’t be the target of [quality] spells your opponents control or abilities your opponents control from [quality] sources.” A “hexproof from [quality]” ability is a hexproof ability. + +702.11e Any effect that causes an object to lose hexproof will cause an object to lose all “hexproof from [quality]” abilities. Any effect that allows a player to choose a creature with hexproof as a target as though it didn’t have hexproof will allow a player to choose a creature with a “hexproof from [quality]” ability. Any effect that looks for a card with hexproof will find a card with a “hexproof from [quality]” ability. + +702.11f “Hexproof from [quality A] and from [quality B]” is shorthand for “hexproof from [quality A]” and “hexproof from [quality B]”; it behaves as two separate hexproof abilities. + +702.11g “Hexproof from each [characteristic]” is shorthand for “hexproof from [quality A],” “hexproof from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate hexproof abilities. + +702.11h Multiple instances of the same hexproof ability on the same permanent or player are redundant. + +702.12. Indestructible + +702.12a Indestructible is a static ability. + +702.12b A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g). + +702.12c Multiple instances of indestructible on the same permanent are redundant. + +702.13. Intimidate + +702.13a Intimidate is an evasion ability. + +702.13b A creature with intimidate can’t be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, “Declare Blockers Step.”) + +702.13c Multiple instances of intimidate on the same creature are redundant. + +702.14. Landwalk + +702.14a Landwalk is a generic term that appears within an object’s rules text as “[type]walk,” where [type] is usually a land type, but it can also be the card type land plus any combination of land types, card types, and/or supertypes. + +702.14b Landwalk is an evasion ability. + +702.14c A creature with landwalk can’t be blocked as long as the defending player controls at least one land with the specified land type (as in “islandwalk”), with the specified type or supertype (as in “artifact landwalk”), without the specified type or supertype (as in “nonbasic landwalk”), or with both the specified type or supertype and the specified subtype (as in “snow swampwalk”). (See rule 509, “Declare Blockers Step.”) + +702.14d Landwalk abilities don’t “cancel” one another. +Example: If a player controls a snow Forest, that player can’t block an attacking creature with snow forestwalk even if they also control a creature with snow forestwalk. + +702.14e Multiple instances of the same kind of landwalk on the same creature are redundant. + +702.15. Lifelink + +702.15a Lifelink is a static ability. + +702.15b Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 120.3. + +702.15c If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink. + +702.15d The lifelink rules function no matter what zone an object with lifelink deals damage from. + +702.15e If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rules 119.9–10). +Example: A player controls Ajani’s Pridemate, which reads “Whenever you gain life, put a +1/+1 counter on this creature,” and two creatures with lifelink. The creatures with lifelink deal combat damage simultaneously. Ajani’s Pridemate’s ability triggers twice. + +702.15f Multiple instances of lifelink on the same object are redundant. + +702.16. Protection + +702.16a Protection is a static ability, written “Protection from [quality].” This quality is usually a color (as in “protection from black”) but can be any characteristic value or information. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2. + +702.16b A permanent or player with protection can’t be targeted by spells with the stated quality and can’t be targeted by abilities from a source with the stated quality. + +702.16c A permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”) + +702.16d A permanent with protection can’t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, “State-Based Actions.”) + +702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented. + +702.16f Attacking creatures with protection can’t be blocked by creatures that have the stated quality. + +702.16g “Protection from [quality A] and from [quality B]” is shorthand for “protection from [quality A]” and “protection from [quality B]”; it behaves as two separate protection abilities. + +702.16h “Protection from each [characteristic]” is shorthand for “protection from [quality A],” “protection from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities. + +702.16i “Protection from each [set of characteristics, qualities, or players]” is shorthand for “protection from [A],” “protection from [B],” and so on for each characteristic, quality, or player in the set. It behaves as multiple separate protection abilities. + +702.16j “Protection from everything” is a variant of the protection ability. A permanent or player with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities and can’t be enchanted by Auras. Such a permanent can’t be equipped by Equipment, fortified by Fortifications, or blocked by creatures. All damage that would be dealt to such a permanent or player is prevented. + +702.16k “Protection from [a player]” is a variant of the protection ability. A permanent or player with protection from a specific player has protection from each object that player controls and protection from each object that player owns not controlled by another player, regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities the specified player controls and can’t be enchanted by Auras that player controls. Such a permanent can’t be equipped by Equipment that player controls, fortified by Fortifications that player controls, or blocked by creatures that player controls. All damage that would be dealt to such a permanent or player by sources controlled by the specified player or owned by that player but not controlled by another player is prevented. + +702.16m Multiple instances of protection from the same quality on the same permanent or player are redundant. + +702.16n Some Auras both give the enchanted creature protection from a quality and say “this effect doesn’t remove” either that specific Aura or all Auras. This means that the specified Auras aren’t put into their owners’ graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal. + +702.16p One Aura (Benevolent Blessing) gives the enchanted creature protection from a quality and says the effect doesn’t remove certain permanents that are “already attached to” that creature. This means that, when the protection effect starts to apply, any objects with the stated quality that are already attached to that creature (including the Aura giving that creature protection) will not be put into their owners’ graveyards as a state-based action. Other permanents with the stated quality can’t become attached to the creature. If the creature has other instances of protection from the same quality, those instances affect attached permanents as normal. + +702.17. Reach + +702.17a Reach is a static ability. + +702.17b A creature with flying can’t be blocked except by creatures with flying and/or reach. (See rule 509, “Declare Blockers Step,” and rule 702.9, “Flying.”) + +702.17c Multiple instances of reach on the same creature are redundant. + +702.18. Shroud + +702.18a Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.” + +702.18b Multiple instances of shroud on the same permanent or player are redundant. + +702.19. Trample + +702.19a Trample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, “Combat Damage Step.”) + +702.19b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any excess damage is assigned as its controller chooses among those blocking creatures and the player, planeswalker, or battle the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. The attacking creature’s controller need not assign lethal damage to all those blocking creatures but in that case can’t assign any damage to the player or planeswalker it’s attacking. +Example: A 2/2 creature that can block an additional creature blocks two attackers: a 1/1 with no abilities and a 3/3 with trample. The active player could assign 1 damage from the first attacker and 1 damage from the second to the blocking creature, and 2 damage to the defending player from the creature with trample. +Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature’s controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker’s protection ability. The attacking creature’s controller can divide the rest of the damage as they choose between the blocking creature and the defending player. + +702.19c Trample over planeswalkers is a variant of trample that modifies the rules for assigning combat damage to planeswalkers. The controller of a creature with trample over planeswalkers assigns that creature’s combat damage as described in rule 702.19b, with one exception. If that creature is attacking a planeswalker, after lethal damage is assigned to all blocking creatures and damage at least equal to the loyalty of the planeswalker the creature is attacking is assigned to that planeswalker, further excess damage may be assigned as the attacking creature’s controller chooses among those blocking creatures, that planeswalker, and that planeswalker’s controller. When checking for assigned damage equal to a planeswalker’s loyalty, take into account damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. +Example: A player controls a planeswalker with three loyalty counters that is being attacked by a 1/1 with no abilities and a 7/7 with trample over planeswalkers. The active player could assign 1 damage from the first attacker and 2 damage from the second to the planeswalker and 5 damage to the defending player from the creature with trample over planeswalkers. + +702.19d If an attacking creature with trample or trample over planeswalkers is blocked, but there are no creatures blocking it when damage is assigned, its damage is assigned to the defending player and/or planeswalker as though all blocking creatures have been assigned lethal damage. + +702.19e If a creature with trample over planeswalkers is attacking a planeswalker and that planeswalker is removed from combat, the creature’s damage may be assigned to the defending player once all blocking creatures have been dealt lethal damage or, if there are no blocking creatures when damage is assigned, all its damage is assigned to the defending player. This is an exception to rule 506.4c, and it does not cause the creature to be attacking that player. + +702.19f If a creature without trample over planeswalkers is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker’s loyalty. + +702.19g Multiple instances of trample on the same creature are redundant. Multiple instances of trample over planeswalkers on the same creature are redundant. + +702.20. Vigilance + +702.20a Vigilance is a static ability that modifies the rules for the declare attackers step. + +702.20b Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”) + +702.20c Multiple instances of vigilance on the same creature are redundant. + +702.21. Ward + +702.21a Ward is a triggered ability. Ward [cost] means “Whenever this permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays [cost].” + +702.21b Some ward abilities include an X in their cost and state what X is equal to. This value is determined at the time the ability resolves, not locked in as the ability triggers. + +702.22. Banding + +702.22a Banding is a static ability that modifies the rules for combat. + +702.22b “Bands with other” is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all “bands with other” abilities as well. + +702.22c As a player declares attackers, they may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has “bands with other”) are all in a “band.” They may also declare that one or more attacking [quality] creatures with “bands with other [quality]” and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as they want, but each creature may be a member of only one of them. (Defending players can’t declare bands but may use banding in a different way; see rule 702.22j.) + +702.22d All creatures in an attacking band must attack the same player, planeswalker, or battle. + +702.22e Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or “bands with other” from one or more of the creatures in the band. + +702.22f An attacking creature that’s removed from combat is also removed from the band it was in. + +702.22g Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents. + +702.22h If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature. +Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If they do, then the creature with swampwalk will also become blocked by the blocking creature(s). + +702.22i If one member of a band would become blocked due to an effect, the entire band becomes blocked. + +702.22j During the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quality] creature with “bands with other [quality]” and another [quality] creature, the defending player (rather than the active player) chooses how the attacking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any creatures blocking it. This is an exception to the procedure described in rule 510.1c. + +702.22k During the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature with “bands with other [quality]” and another [quality] creature, the active player (rather than the defending player) chooses how the blocking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any creatures it’s blocking. This is an exception to the procedure described in rule 510.1d. + +702.22m Multiple instances of banding on the same creature are redundant. Multiple instances of “bands with other” of the same kind on the same creature are redundant. + +702.23. Rampage + +702.23a Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” (See rule 509, “Declare Blockers Step.”) + +702.23b The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won’t change the bonus. + +702.23c If a creature has multiple instances of rampage, each triggers separately. + +702.24. Cumulative Upkeep + +702.24a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” means “At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren’t allowed. +Example: A creature has “Cumulative upkeep {W} or {U}” and two age counters on it. When its ability next triggers and resolves, the creature’s controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature on the battlefield. +Example: A creature has “Cumulative upkeep—Sacrifice a creature” and one age counter on it. When its ability next triggers and resolves, its controller can’t choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed. + +702.24b If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves. +Example: A creature has two instances of “Cumulative upkeep—Pay 1 life.” The creature has no age counters, and both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life. + +702.25. Flanking + +702.25a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509, “Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.” + +702.25b If a creature has multiple instances of flanking, each triggers separately. + +702.26. Phasing + +702.26a Phasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out under that player’s control “phase in.” + +702.26b If a permanent phases out, its status changes to “phased out.” Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can’t affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.) +Example: You control three creatures, one of which is phased out. You cast a spell that says “Draw a card for each creature you control.” You draw two cards. +Example: You control a phased-out creature. You cast a spell that says “Destroy all creatures.” The phased-out creature is not destroyed. + +702.26c If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists. + +702.26d The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters and stickers remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control. + +702.26e If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, a phased-out permanent won’t be included in the set of affected objects. This includes continuous effects that reference the permanent specifically, unless they also specifically refer to the permanent as phased out. + +702.26f Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it’s phased in. In particular, effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it. + +702.26g When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in by itself, but instead phases in along with the permanent it’s attached to. + +702.26h If an object would simultaneously phase out directly and indirectly, it just phases out indirectly. + +702.26i An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5m and 704.5n.) + +702.26j Abilities that trigger when a permanent becomes attached or unattached from an object or player don’t trigger when that permanent phases in or out. + +702.26k Phased-out permanents owned by a player who leaves the game also leave the game. This doesn’t cause zone-change abilities to trigger. See rule 800.4. + +702.26m If an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn. + +702.26n In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules 800.4a and 800.4c.) If a phased-out permanent phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that player’s next turn would have begun. + +702.26p Multiple instances of phasing on the same permanent are redundant. + +702.27. Buyback + +702.27a Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. “Buyback [cost]” means “You may pay an additional [cost] as you cast this spell” and “If the buyback cost was paid, put this spell into its owner’s hand instead of into that player’s graveyard as it resolves.” Paying a spell’s buyback cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. + +702.28. Shadow + +702.28a Shadow is an evasion ability. + +702.28b A creature with shadow can’t be blocked by creatures without shadow, and a creature without shadow can’t be blocked by creatures with shadow. (See rule 509, “Declare Blockers Step.”) + +702.28c Multiple instances of shadow on the same creature are redundant. + +702.29. Cycling + +702.29a Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.” + +702.29b Although the cycling ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities. + +702.29c Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle this card” means “When you discard this card to pay an activation cost of a cycling ability.” These abilities trigger from whatever zone the card winds up in after it’s cycled. + +702.29d Some cards have abilities that trigger whenever a player “cycles or discards” a card. These abilities trigger only once when a card is cycled. + +702.29e Typecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost], Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library.” This type is usually a subtype (as in “mountaincycling”) but can be any card type, subtype, supertype, or combination thereof (as in “basic landcycling”). + +702.29f Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay an activation cost of a typecycling ability. Any effect that stops players from cycling cards will stop players from activating cards’ typecycling abilities. Any effect that increases or reduces a cycling cost will increase or reduce a typecycling cost. Any effect that looks for a card with cycling will find a card with typecycling. + +702.30. Echo + +702.30a Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost].” + +702.30b Urza block cards with the echo ability were printed without an echo cost. These cards have been given errata in the Oracle card reference; each one now has an echo cost equal to its mana cost. + +702.31. Horsemanship + +702.31a Horsemanship is an evasion ability. + +702.31b A creature with horsemanship can’t be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See rule 509, “Declare Blockers Step.”) + +702.31c Multiple instances of horsemanship on the same creature are redundant. + +702.32. Fading + +702.32a Fading is a keyword that represents two abilities. “Fading N” means “This permanent enters with N fade counters on it” and “At the beginning of your upkeep, remove a fade counter from this permanent. If you can’t, sacrifice the permanent.” + +702.33. Kicker + +702.33a Kicker is a static ability that functions while the spell with kicker is on the stack. “Kicker [cost]” means “You may pay an additional [cost] as you cast this spell.” Paying a spell’s kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2f–h. + +702.33b The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].” + +702.33c Multikicker is a variant of the kicker ability. “Multikicker [cost]” means “You may pay an additional [cost] any number of times as you cast this spell.” A multikicker cost is a kicker cost. + +702.33d If a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell has been “kicked.” If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b. + +702.33e Objects with kicker or multikicker have additional abilities that specify what happens if they were kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule 607, “Linked Abilities.” + +702.33f Objects with more than one kicker cost may also have abilities that each correspond to a specific kicker cost. Those abilities contain the phrases “if it was kicked with its [A] kicker” and “if it was kicked with its [B] kicker,” where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability. + +702.33g If part of a spell’s ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c. + +702.33h Sticker kicker is a keyword ability that represents a kicker ability and an ability that imposes an additional cost if the spell is kicked. “Sticker kicker [cost]” means “Kicker [cost]” and “As an additional cost to cast this spell, if it’s kicked, you get a ticket counter and you may put a sticker on this spell.” + +702.34. Flashback + +702.34a Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Flashback [cost]” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.35. Madness + +702.35a Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player’s hand. The second is a triggered ability that functions when the first ability is applied. “Madness [cost]” means “If a player would discard this card, that player discards it, but exiles it instead of putting it into their graveyard” and “When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn’t, they put this card into their graveyard.” + +702.35b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.35c After resolving a madness triggered ability, if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that card. See rule 400.7k. + +702.36. Fear + +702.36a Fear is an evasion ability. + +702.36b A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Blockers Step.”) + +702.36c Multiple instances of fear on the same creature are redundant. + +702.37. Morph + +702.37a Morph is a static ability that functions in any zone from which you could play the card it’s on, and the morph effect works any time the card is face down. “Morph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 708, “Face-Down Spells and Permanents.”) + +702.37b Megamorph is a variant of the morph ability. “Megamorph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost” and “As this permanent is turned face up, put a +1/+1 counter on it if its megamorph cost was paid to turn it face up.” A megamorph cost is a morph cost. + +702.37c To cast a card using its morph ability, turn it face down and announce that you’re using a morph ability. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a morph ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up. + +702.37d You can’t normally cast a card face down. A morph ability allows you to do so. + +702.37e Any time you have priority, you may turn a face-down permanent you control with a morph ability face up. This is a special action; it doesn’t use the stack (see rule 116). To do this, show all players what the permanent’s morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield. + +702.37f If a permanent’s morph cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the morph special action was taken. + +702.37g See rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a morph ability. + +702.38. Amplify + +702.38a Amplify is a static ability. “Amplify N” means “As this object enters, reveal any number of cards from your hand that share a creature type with it. This permanent enters with N +1/+1 counters on it for each card revealed this way. You can’t reveal this card or any other cards that are entering the battlefield at the same time as this card.” + +702.38b If a creature has multiple instances of amplify, each one works separately. + +702.39. Provoke + +702.39a Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature.” + +702.39b If a creature has multiple instances of provoke, each triggers separately. + +702.40. Storm + +702.40a Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.” + +702.40b If a spell has multiple instances of storm, each triggers separately. + +702.41. Affinity + +702.41a Affinity is a static ability that functions while the spell with affinity is on the stack. “Affinity for [text]” means “This spell costs {1} less to cast for each [text] you control.” + +702.41b If a spell has multiple instances of affinity, each of them applies. + +702.42. Entwine + +702.42a Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is on the stack. “Entwine [cost]” means “You may choose all modes of this spell instead of just the number specified. If you do, you pay an additional [cost].” Using the entwine ability follows the rules for choosing modes and paying additional costs in rules 601.2b and 601.2f–h. + +702.42b If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves. + +702.43. Modular + +702.43a Modular represents both a static ability and a triggered ability. “Modular N” means “This permanent enters with N +1/+1 counters on it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.” + +702.43b If a creature has multiple instances of modular, each one works separately. + +702.44. Sunburst + +702.44a Sunburst is a static ability that functions as an object is entering the battlefield. “Sunburst” means “If this object is entering as a creature, ignoring any type-changing effects that would affect it, it enters with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters with a charge counter on it for each color of mana spent to cast it.” + +702.44b Sunburst adds counters only if the object with sunburst is entering the battlefield from the stack as a resolving spell and only if one or more colored mana was spent on its costs, including additional or alternative costs. + +702.44c Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn’t matter whether the ability is on a creature spell or on a noncreature spell. +Example: The ability “Modular—Sunburst” means “This permanent enters with a +1/+1 counter on it for each color of mana spent to cast it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.” + +702.44d If an object has multiple instances of sunburst, each one works separately. + +702.45. Bushido + +702.45a Bushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn.” (See rule 509, “Declare Blockers Step.”) + +702.45b If a creature has multiple instances of bushido, each triggers separately. + +702.46. Soulshift + +702.46a Soulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a graveyard from the battlefield, you may return target Spirit card with mana value N or less from your graveyard to your hand.” + +702.46b If a permanent has multiple instances of soulshift, each triggers separately. + +702.47. Splice + +702.47a Splice is a static ability that functions while a card is in your hand. “Splice onto [quality] [cost]” means “You may reveal this card from your hand as you cast a [quality] spell. If you do, that spell gains the text of this card’s rules text and you pay [cost] as an additional cost to cast that spell.” Paying a card’s splice cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. +Example: Since the card with splice remains in the player’s hand, it can later be cast normally or spliced onto another spell. It can even be discarded to pay a “discard a card” cost of the spell it’s spliced onto. + +702.47b You can’t choose to use a splice ability if you can’t make the required choices (targets, etc.) for that card’s rules text. You can’t splice any one card onto the same spell more than once. If you’re splicing more than one card onto a spell, reveal them all at once and choose the order in which their effects will happen. The effects of the main spell must happen first. + +702.47c The spell has the characteristics of the main spell, plus the rules text of each of the spliced cards. This is a text-changing effect (see rule 612, “Text-Changing Effects”). The spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text gained by the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied. +Example: Glacial Ray is a red card with splice onto Arcane that reads, “Glacial Ray deals 2 damage to any target.” Suppose Glacial Ray is spliced onto Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists deals the damage. This means that the ability can target a creature with protection from red and deal 2 damage to that creature. + +702.47d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets won’t resolve if all of its targets are illegal on resolution. + +702.47e The spell loses any splice changes once it leaves the stack for any reason. + +702.48. Offering + +702.48a Offering is a static ability that functions while the spell with offering is on the stack. “[Quality] offering” means “As an additional cost to cast this spell, you may sacrifice a [quality] permanent. If you chose to pay the additional cost, this spell’s total cost is reduced by the sacrificed permanent’s mana cost, and you may cast this spell any time you could cast an instant.” + +702.48b You choose which permanent to sacrifice as you make choices for the spell (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h). + +702.48c Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the spell’s total cost. Colored and colorless mana in the sacrificed permanent’s mana cost reduces mana of the same type in spell’s total cost, and any excess reduces that much generic mana in spell’s total cost. (See rule 118.7.) + +702.49. Ninjutsu + +702.49a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.” + +702.49b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack. + +702.49c The creature put onto the battlefield with the ninjutsu ability enters attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand. + +702.49d Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in the command zone. “Commander ninjutsu [cost]” means “[Cost], Reveal this card from your hand or from the command zone, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield tapped and attacking.” + +702.50. Epic + +702.50a Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic” means “For the rest of the game, you can’t cast spells,” and “At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.” See rule 707.10. + +702.50b A player can’t cast spells once a spell with epic they control resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack. + +702.51. Convoke + +702.51a Convoke is a static ability that functions while the spell with convoke is on the stack. “Convoke” means “For each colored mana in this spell’s total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spell’s total cost, you may tap an untapped creature you control rather than pay that mana.” + +702.51b The convoke ability isn’t an additional or alternative cost and applies only after the total cost of the spell with convoke is determined. +Example: Heartless Summoning says, in part, “Creature spells you cast cost {2} less to cast.” You control Heartless Summoning and cast Siege Wurm, a spell with convoke that costs {5}{G}{G}. The total cost to cast Siege Wurm is {3}{G}{G}. After activating mana abilities, you pay that total cost. You may tap up to two green creatures and up to three other creatures to pay that cost, and the remainder is paid with mana. + +702.51c A creature tapped to pay for mana in a spell’s total cost this way is said to have “convoked” that spell. + +702.51d Multiple instances of convoke on the same spell are redundant. + +702.52. Dredge + +702.52a Dredge is a static ability that functions only while the card with dredge is in a player’s graveyard. “Dredge N” means “As long as you have at least N cards in your library, if you would draw a card, you may instead mill N cards and return this card from your graveyard to your hand.” + +702.52b A player with fewer cards in their library than the number required by a dredge ability can’t mill any of them this way. + +702.53. Transmute + +702.53a Transmute is an activated ability that functions only while the card with transmute is in a player’s hand. “Transmute [cost]” means “[Cost], Discard this card: Search your library for a card with the same mana value as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Activate only as a sorcery.” + +702.53b Although the transmute ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities. + +702.54. Bloodthirst + +702.54a Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this turn, this permanent enters with N +1/+1 counters on it.” + +702.54b “Bloodthirst X” is a special form of bloodthirst. “Bloodthirst X” means “This permanent enters with X +1/+1 counters on it, where X is the total damage your opponents have been dealt this turn.” + +702.54c If an object has multiple instances of bloodthirst, each applies separately. + +702.55. Haunt + +702.55a Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put into a graveyard from the battlefield, exile it haunting target creature.” “Haunt” on an instant or sorcery spell means “When this spell is put into a graveyard during its resolution, exile it haunting target creature.” + +702.55b Cards that are in the exile zone as the result of a haunt ability “haunt” the creature targeted by that ability. The phrase “creature it haunts” refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature. + +702.55c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone. + +702.56. Replicate + +702.56a Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell with replicate is on the stack. The second is a triggered ability that functions while the spell with replicate is on the stack. “Replicate [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When you cast this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any of the copies.” Paying a spell’s replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. + +702.56b If a spell has multiple instances of replicate, each is paid separately and triggers based on the payments made for it, not any other instance of replicate. + +702.57. Forecast + +702.57a A forecast ability is a special kind of activated ability that can be activated only from a player’s hand. It’s written “Forecast — [Activated ability].” + +702.57b A forecast ability may be activated only during the upkeep step of the card’s owner and only once each turn. The controller of the forecast ability reveals the card with that ability from their hand as the ability is activated. That player plays with that card revealed in their hand until it leaves the player’s hand or until a step or phase that isn’t an upkeep step begins, whichever comes first. + +702.58. Graft + +702.58a Graft represents both a static ability and a triggered ability. “Graft N” means “This permanent enters with N +1/+1 counters on it” and “Whenever another creature enters, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature.” + +702.58b If a permanent has multiple instances of graft, each one works separately. + +702.59. Recover + +702.59a Recover is a triggered ability that functions only while the card with recover is in a player’s graveyard. “Recover [cost]” means “When a creature is put into your graveyard from the battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.” + +702.60. Ripple + +702.60a Ripple is a triggered ability that functions only while the card with ripple is on the stack. “Ripple N” means “When you cast this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may cast any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not cast this way on the bottom of your library in any order.” + +702.60b If a spell has multiple instances of ripple, each triggers separately. + +702.61. Split Second + +702.61a Split second is a static ability that functions only while the spell with split second is on the stack. “Split second” means “As long as this spell is on the stack, players can’t cast other spells or activate abilities that aren’t mana abilities.” + +702.61b Players may activate mana abilities and take special actions while a spell with split second is on the stack. Triggered abilities trigger and are put on the stack as normal while a spell with split second is on the stack. + +702.61c Multiple instances of split second on the same spell are redundant. + +702.62. Suspend + +702.62a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player’s hand. The second and third are triggered abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if this card is suspended, remove a time counter from it,” and “When the last time counter is removed from this card, if it’s exiled, you may play it without paying its mana cost if able. If you don’t, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes.” + +702.62b A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it. + +702.62c While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibit that card from being cast. + +702.62d Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.63. Vanishing + +702.63a Vanishing is a keyword that represents three abilities. “Vanishing N” means “This permanent enters with N time counters on it,” “At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it,” and “When the last time counter is removed from this permanent, sacrifice it.” + +702.63b Vanishing without a number means “At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it” and “When the last time counter is removed from this permanent, sacrifice it.” + +702.63c If a permanent has multiple instances of vanishing, each works separately. + +702.64. Absorb + +702.64a Absorb is a static ability. “Absorb N” means “If a source would deal damage to this creature, prevent N of that damage.” + +702.64b Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage from other sources, or to damage dealt by the same source at a different time. + +702.64c If an object has multiple instances of absorb, each applies separately. + +702.65. Aura Swap + +702.65a Aura swap is an activated ability of some Aura cards. “Aura swap [cost]” means “[Cost]: You may exchange this permanent with an Aura card in your hand.” + +702.65b If either half of the exchange can’t be completed, the ability has no effect. +Example: You activate the aura swap ability of an Aura. The only Aura card in your hand can’t enchant the permanent that’s enchanted by the Aura with aura swap. The ability has no effect. +Example: You activate the aura swap ability of an Aura that you control but you don’t own. The ability has no effect. + +702.66. Delve + +702.66a Delve is a static ability that functions while the spell with delve is on the stack. “Delve” means “For each generic mana in this spell’s total cost, you may exile a card from your graveyard rather than pay that mana.” + +702.66b The delve ability isn’t an additional or alternative cost and applies only after the total cost of the spell with delve is determined. + +702.66c Multiple instances of delve on the same spell are redundant. + +702.67. Fortify + +702.67a Fortify is an activated ability of Fortification cards. “Fortify [cost]” means “[Cost]: Attach this Fortification to target land you control. Activate only as a sorcery.” + +702.67b For more information about Fortifications, see rule 301, “Artifacts.” + +702.67c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used. + +702.68. Frenzy + +702.68a Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t blocked, it gets +N/+0 until end of turn.” + +702.68b If a creature has multiple instances of frenzy, each triggers separately. + +702.69. Gravestorm + +702.69a Gravestorm is a triggered ability that functions on the stack. “Gravestorm” means “When you cast this spell, copy it for each permanent that was put into a graveyard from the battlefield this turn. If the spell has any targets, you may choose new targets for any of the copies.” + +702.69b If a spell has multiple instances of gravestorm, each triggers separately. + +702.70. Poisonous + +702.70a Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals combat damage to a player, that player gets N poison counters.” (For information about poison counters, see rule 104.3d.) + +702.70b If a creature has multiple instances of poisonous, each triggers separately. + +702.71. Transfigure + +702.71a Transfigure is an activated ability. “Transfigure [cost]” means “[Cost], Sacrifice this permanent: Search your library for a creature card with the same mana value as this permanent and put it onto the battlefield. Then shuffle your library. Activate only as a sorcery.” + +702.72. Champion + +702.72a Champion represents two triggered abilities. “Champion an [object]” means “When this permanent enters, sacrifice it unless you exile another [object] you control” and “When this permanent leaves the battlefield, return the exiled card to the battlefield under its owner’s control.” + +702.72b The two abilities represented by champion are linked. See rule 607, “Linked Abilities.” + +702.72c A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability. + +702.73. Changeling + +702.73a Changeling is a characteristic-defining ability. “Changeling” means “This object is every creature type.” This ability works everywhere, even outside the game. See rule 604.3. + +702.74. Evoke + +702.74a Evoke represents two abilities: a static ability that functions in any zone from which the card with evoke can be cast and a triggered ability that functions on the battlefield. “Evoke [cost]” means “You may cast this card by paying [cost] rather than paying its mana cost” and “When this permanent enters, if its evoke cost was paid, its controller sacrifices it.” Casting a spell for its evoke cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.75. Hideaway + +702.75a Hideaway is a triggered ability. “Hideaway N” means “When this permanent enters, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains ‘The player who controls the permanent that exiled this card may look at this card in the exile zone.’” + +702.75b Previously, the rules for the hideaway ability caused the permanent to enter the battlefield tapped, and the number of cards the player looked at was fixed at four. Cards printed before this rules change had the printed text “Hideaway” with no numeral after the word. Those older cards have received errata in the Oracle card reference to have “Hideaway 4” and the additional ability “[This permanent] enters tapped.” + +702.76. Prowl + +702.76a Prowl is a static ability that functions on the stack. “Prowl [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell’s creature types.” Casting a spell for its prowl cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.77. Reinforce + +702.77a Reinforce is an activated ability that functions only while the card with reinforce is in a player’s hand. “Reinforce N—[cost]” means “[Cost], Discard this card: Put N +1/+1 counters on target creature.” + +702.77b Although the reinforce ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with reinforce will be affected by effects that depend on objects having one or more activated abilities. + +702.78. Conspire + +702.78a Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell with conspire is on the stack. The second is a triggered ability that functions while the spell with conspire is on the stack. “Conspire” means “As an additional cost to cast this spell, you may tap two untapped creatures you control that each share a color with it” and “When you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s conspire cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. + +702.78b If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire. + +702.79. Persist + +702.79a Persist is a triggered ability. “Persist” means “When this permanent is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.” + +702.80. Wither + +702.80a Wither is a static ability. Damage dealt to a creature by a source with wither isn’t marked on that creature. Rather, it causes that source’s controller to put that many -1/-1 counters on that creature. See rule 120.3. + +702.80b If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had wither. + +702.80c The wither rules function no matter what zone an object with wither deals damage from. + +702.80d Multiple instances of wither on the same object are redundant. + +702.81. Retrace + +702.81a Retrace is a static ability that functions while the card with retrace is in a player’s graveyard. “Retrace” means “You may cast this card from your graveyard by discarding a land card as an additional cost to cast it.” Casting a spell using its retrace ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h. + +702.82. Devour + +702.82a Devour is a static ability. “Devour N” means “As this object enters, you may sacrifice any number of creatures. This permanent enters with N +1/+1 counters on it for each creature sacrificed this way.” + +702.82b Some objects have abilities that refer to the number of creatures the permanent devoured. “It devoured” means “sacrificed as a result of its devour ability as it entered the battlefield.” + +702.82c Devour [quality] is a variant of devour. “Devour [quality] N” means “As this object enters, you may sacrifice any number of [quality] permanents. This permanent enters with N +1/+1 counters on it for each permanent sacrificed this way.” + +702.83. Exalted + +702.83a Exalted is a triggered ability. “Exalted” means “Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.” + +702.83b A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat phase. See rule 506.5. + +702.84. Unearth + +702.84a Unearth is an activated ability that functions while the card with unearth is in a graveyard. “Unearth [cost]” means “[Cost]: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.” + +702.85. Cascade + +702.85a Cascade is a triggered ability that functions only while the spell with cascade is on the stack. “Cascade” means “When you cast this spell, exile cards from the top of your library until you exile a nonland card whose mana value is less than this spell’s mana value. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than this spell’s mana value. Then put all cards exiled this way that weren’t cast on the bottom of your library in a random order.” + +702.85b If an effect allows a player to take an action with one or more of the exiled cards “as you cascade,” the player may take that action after they have finished exiling cards due to the cascade ability. This action is taken before choosing whether to cast the last exiled card or, if no appropriate card was exiled, before putting the exiled cards on the bottom of their library in a random order. + +702.85c If a spell has multiple instances of cascade, each triggers separately. + +702.86. Annihilator + +702.86a Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N permanents.” + +702.86b If a creature has multiple instances of annihilator, each triggers separately. + +702.87. Level Up + +702.87a Level up is an activated ability. “Level up [cost]” means “[Cost]: Put a level counter on this permanent. Activate only as a sorcery.” + +702.87b Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level symbols that are themselves keyword abilities. See rule 711, “Leveler Cards.” + +702.87c Some enchantments have the subtype Class and associated abilities that give them a class level. These are not the same as level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.” + +702.88. Rebound + +702.88a Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the stack and may create a delayed triggered ability. “Rebound” means “If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.” + +702.88b Casting a spell as an effect of its rebound ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.88c Multiple instances of rebound on the same spell are redundant. + +702.89. Umbra Armor + +702.89a Umbra armor is a static ability that appears on some Auras. “Umbra armor” means “If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura.” + +702.89b Some older cards were printed with the ability “totem armor” or referenced that ability. The text of these cards has been updated in the Oracle card reference to refer to umbra armor instead. + +702.90. Infect + +702.90a Infect is a static ability. + +702.90b Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s controller to give the player that many poison counters. See rule 120.3. + +702.90c Damage dealt to a creature by a source with infect isn’t marked on that creature. Rather, it causes that source’s controller to put that many -1/-1 counters on that creature. See rule 120.3. + +702.90d If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had infect. + +702.90e The infect rules function no matter what zone an object with infect deals damage from. + +702.90f Multiple instances of infect on the same object are redundant. + +702.91. Battle Cry + +702.91a Battle cry is a triggered ability. “Battle cry” means “Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.” + +702.91b If a creature has multiple instances of battle cry, each triggers separately. + +702.92. Living Weapon + +702.92a Living weapon is a triggered ability. “Living weapon” means “When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this Equipment to it.” + +702.93. Undying + +702.93a Undying is a triggered ability. “Undying” means “When this permanent is put into a graveyard from the battlefield, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.” + +702.94. Miracle + +702.94a Miracle is a static ability linked to a triggered ability. (See rule 603.11.) “Miracle [cost]” means “You may reveal this card from your hand as you draw it if it’s the first card you’ve drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.” + +702.94b If a player chooses to reveal a card using its miracle ability, they play with that card revealed until that card leaves their hand, that ability resolves, or that ability otherwise leaves the stack. (See rule 701.20a.) + +702.95. Soulbond + +702.95a Soulbond is a keyword that represents two triggered abilities. “Soulbond” means “When this creature enters, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control” and “Whenever another creature you control enters, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.” + +702.95b A creature becomes “paired” with another as the result of a soulbond ability. Abilities may refer to a paired creature, the creature another creature is paired with, or whether a creature is paired. An “unpaired” creature is one that is not paired. + +702.95c When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the battlefield, or no longer under the control of the player who controls the soulbond ability, neither object becomes paired. + +702.95d A creature can be paired with only one other creature. + +702.95e A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature it’s paired with; it or the creature it’s paired with stops being a creature; or it or the creature it’s paired with leaves the battlefield. + +702.96. Overload + +702.96a Overload is a keyword that represents two static abilities that function while the spell with overload is on the stack. Overload [cost] means “You may choose to pay [cost] rather than pay this spell’s mana cost” and “If you chose to pay this spell’s overload cost, change its text by replacing all instances of the word ‘target’ with the word ‘each.’” Casting a spell using its overload ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.96b If a player chooses to pay the overload cost of a spell, that spell won’t require any targets. It may affect objects that couldn’t be chosen as legal targets if the spell were cast without its overload cost being paid. + +702.96c Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.” + +702.97. Scavenge + +702.97a Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. “Scavenge [cost]” means “[Cost], Exile this card from your graveyard: Put a number of +1/+1 counters equal to the power of the card you exiled on target creature. Activate only as a sorcery.” + +702.98. Unleash + +702.98a Unleash is a keyword that represents two static abilities. “Unleash” means “You may have this permanent enter with an additional +1/+1 counter on it” and “This permanent can’t block as long as it has a +1/+1 counter on it.” + +702.99. Cipher + +702.99a Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions while the spell with cipher is on the stack. The second is a static ability that functions while the card with cipher is in the exile zone. “Cipher” means “If this spell is represented by a card, you may exile this card encoded on a creature you control” and “For as long as this card is encoded on that creature, that creature has ‘Whenever this creature deals combat damage to a player, you may copy the encoded card and you may cast the copy without paying its mana cost.’” + +702.99b The term “encoded” describes the relationship between the card with cipher while in the exile zone and the creature chosen when the spell represented by that card resolves. + +702.99c The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield. The card remains encoded on that object even if it changes controller or stops being a creature, as long as it remains on the battlefield. + +702.100. Evolve + +702.100a Evolve is a triggered ability. “Evolve” means “Whenever a creature you control enters, if that creature’s power is greater than this creature’s power and/or that creature’s toughness is greater than this creature’s toughness, put a +1/+1 counter on this creature.” + +702.100b A creature “evolves” when one or more +1/+1 counters are put on it as a result of its evolve ability resolving. + +702.100c A creature can’t have a greater power or toughness than a noncreature permanent. + +702.100d If a creature has multiple instances of evolve, each triggers separately. + +702.101. Extort + +702.101a Extort is a triggered ability. “Extort” means “Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain life equal to the total life lost this way.” + +702.101b If a permanent has multiple instances of extort, each triggers separately. + +702.102. Fuse + +702.102a Fuse is a static ability found on some split cards (see rule 709, “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell. + +702.102b A fused split spell has the combined characteristics of its two halves. (See rule 709.4.) + +702.102c The total cost of a fused split spell includes the mana cost of each half. + +702.102d As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows the instructions of the right half. + +702.103. Bestow + +702.103a Bestow represents a static ability that functions in any zone from which you could play the card it’s on. “Bestow [cost]” means “As you cast this spell, you may choose to cast it bestowed. If you do, you pay [cost] rather than its mana cost.” Casting a spell using its bestow ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). + +702.103b As a spell cast bestowed is put onto the stack, it becomes an Aura enchantment and gains enchant creature. It is a bestowed Aura spell, and the permanent it becomes as it resolves will be a bestowed Aura. These effects last until the spell or the permanent it becomes ceases to be bestowed (see rules 702.103e–g). Because the spell is an Aura spell, its controller must choose a legal target for that spell as defined by its enchant creature ability and rule 601.2c. See also rule 303.4. + +702.103c If a bestowed Aura spell is copied, the copy is also a bestowed Aura spell. Any rule that refers to a spell cast bestowed applies to the copy as well. + +702.103d When casting a spell bestowed, only its characteristics as modified by the bestow ability are evaluated to determine if it can be cast. +Example: Aether Storm is an enchantment with the ability “Creature spells can’t be cast.” This effect doesn’t stop a creature card with bestow from being cast bestowed. +Example: Garruk’s Horde says, in part, “You may cast creature spells from the top of your library.” If you control Garruk’s Horde and the top card of your library is a creature card with bestow, you can cast it as a creature spell, but you can’t cast it bestowed. + +702.103e As a bestowed Aura spell begins resolving, if its target is illegal, it ceases to be bestowed and the effect making it an Aura spell ends. It continues resolving as a creature spell. See rule 608.3b. + +702.103f If a bestowed Aura becomes unattached, it ceases to be bestowed. If a bestowed Aura is attached to an illegal object or player, it becomes unattached and ceases to be bestowed. This is an exception to rule 704.5m. + +702.103g If a bestowed Aura phases in unattached, it ceases to be bestowed. See rule 702.26, “Phasing.” + +702.104. Tribute + +702.104a Tribute is a static ability that functions as the creature with tribute is entering the battlefield. “Tribute N” means “As this creature enters, choose an opponent. That player may put an additional N +1/+1 counters on it as it enters.” + +702.104b Objects with tribute have triggered abilities that check “if tribute wasn’t paid.” This condition is true if the opponent chosen as a result of the tribute ability didn’t have the creature enter the battlefield with +1/+1 counters as specified by the creature’s tribute ability. + +702.105. Dethrone + +702.105a Dethrone is a triggered ability. “Dethrone” means “Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on this creature.” + +702.105b If a creature has multiple instances of dethrone, each triggers separately. + +702.106. Hidden Agenda + +702.106a Hidden agenda is a static ability that functions as a conspiracy card with hidden agenda is put into the command zone. “Hidden agenda” means “As you put this conspiracy card into the command zone, turn it face down and secretly choose a card name.” + +702.106b To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card. + +702.106c Any time you have priority, you may turn a face-down conspiracy card you control in the command zone face up. This is a special action. Doing so will reveal the chosen name. See rule 116.2j. + +702.106d Hidden agenda and another ability of the object with hidden agenda that refers to “the chosen name” are linked. The second ability refers only to the card name chosen as a result of that object’s hidden agenda ability. See rule 607.2d. + +702.106e If a player leaves the game, all face-down conspiracy cards controlled by that player must be revealed to all players. At the end of each game, all face-down conspiracy cards must be revealed to all players. + +702.106f Double agenda is a variant of the hidden agenda ability. As you put a conspiracy card with double agenda into the command zone, you secretly name two different cards rather than one. You don’t reveal that more than one name was secretly chosen until you reveal the chosen names. + +702.107. Outlast + +702.107a Outlast is an activated ability. “Outlast [cost]” means “[Cost], {T}: Put a +1/+1 counter on this creature. Activate only as a sorcery.” + +702.108. Prowess + +702.108a Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.” + +702.108b If a creature has multiple instances of prowess, each triggers separately. + +702.109. Dash + +702.109a Dash represents three abilities: two static abilities that function while the card with dash is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with dash is on the battlefield. “Dash [cost]” means “You may cast this card by paying [cost] rather than its mana cost,” “If this spell’s dash cost was paid, return the permanent this spell becomes to its owner’s hand at the beginning of the next end step,” and “As long as this permanent’s dash cost was paid, it has haste.” Casting a spell for its dash cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.110. Exploit + +702.110a Exploit is a triggered ability. “Exploit” means “When this creature enters, you may sacrifice a creature.” + +702.110b A creature with exploit “exploits a creature” when the controller of the exploit ability sacrifices a creature as that ability resolves. + +702.111. Menace + +702.111a Menace is an evasion ability. + +702.111b A creature with menace can’t be blocked except by two or more creatures. (See rule 509, “Declare Blockers Step.”) + +702.111c Multiple instances of menace on the same creature are redundant. + +702.112. Renown + +702.112a Renown is a triggered ability. “Renown N” means “When this creature deals combat damage to a player, if it isn’t renowned, put N +1/+1 counters on it and it becomes renowned.” + +702.112b Renowned is a designation that has no rules meaning other than to act as a marker that the renown ability and other spells and abilities can identify. Only permanents can be or become renowned. Once a permanent becomes renowned, it stays renowned until it leaves the battlefield. Renowned is neither an ability nor part of the permanent’s copiable values. + +702.112c If a creature has multiple instances of renown, each triggers separately. The first such ability to resolve will cause the creature to become renowned, and subsequent abilities will have no effect. (See rule 603.4) + +702.113. Awaken + +702.113a Awaken appears on some instants and sorceries. It represents two abilities: a static ability that functions while the spell with awaken is on the stack and a spell ability. “Awaken N—[cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell” and “If this spell’s awaken cost was paid, put N +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It’s still a land.” Casting a spell using its awaken ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.113b The controller of a spell with awaken chooses the target of the awaken spell ability only if that player chose to pay the spell’s awaken cost. Otherwise the spell is cast as if it didn’t have that target. + +702.114. Devoid + +702.114a Devoid is a characteristic-defining ability. “Devoid” means “This object is colorless.” This ability functions everywhere, even outside the game. See rule 604.3. + +702.115. Ingest + +702.115a Ingest is a triggered ability. “Ingest” means “Whenever this creature deals combat damage to a player, that player exiles the top card of their library.” + +702.115b If a creature has multiple instances of ingest, each triggers separately. + +702.116. Myriad + +702.116a Myriad is a triggered ability that may also create a delayed triggered ability. “Myriad” means “Whenever this creature attacks, for each opponent other than defending player, you may create a token that’s a copy of this creature that’s tapped and attacking that player or a planeswalker they control. If one or more tokens are created this way, exile the tokens at end of combat.” + +702.116b If a creature has multiple instances of myriad, each triggers separately. + +702.117. Surge + +702.117a Surge is a static ability that functions while the spell with surge is on the stack. “Surge [cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell if you or one of your teammates has cast another spell this turn.” Casting a spell for its surge cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.118. Skulk + +702.118a Skulk is an evasion ability. + +702.118b A creature with skulk can’t be blocked by creatures with greater power. (See rule 509, “Declare Blockers Step.”) + +702.118c Multiple instances of skulk on the same creature are redundant. + +702.119. Emerge + +702.119a Emerge represents two static abilities that function while the spell with emerge is on the stack. “Emerge [cost]” means “You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost” and “If you chose to pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creature’s mana value.” Casting a spell using its emerge ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.119b Emerge from [quality] is a variant of emerge. “Emerge from [quality] [cost]” means “You may cast this spell by paying [cost] and sacrificing a [quality] permanent rather than paying its mana cost” and “If you pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed permanent’s mana value.” + +702.119c You choose which permanent to sacrifice as you choose to pay a spell’s emerge cost (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h). + +702.120. Escalate + +702.120a Escalate is a static ability of modal spells (see rule 700.2) that functions while the spell with escalate is on the stack. “Escalate [cost]” means “For each mode you choose beyond the first as you cast this spell, you pay an additional [cost].” Paying a spell’s escalate cost follows the rules for paying additional costs in rules 601.2f–h. + +702.121. Melee + +702.121a Melee is a triggered ability. “Melee” means “Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.” + +702.121b If a creature has multiple instances of melee, each triggers separately. + +702.122. Crew + +702.122a Crew is an activated ability of Vehicle cards. “Crew N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn.” + +702.122b A creature “crews a Vehicle” when it’s tapped to pay the cost to activate a Vehicle’s crew ability. + +702.122c If an effect states that a creature “can’t crew Vehicles,” that creature can’t be tapped to pay the crew cost of a Vehicle. + +702.122d Some Vehicles have abilities that trigger when they become crewed. “Whenever [this Vehicle] becomes crewed” means “Whenever a crew ability of [this Vehicle] resolves.” If that ability has an intervening “if” clause that refers to information about the creatures that crewed it, it means only creatures that were tapped to pay the cost of the crew ability that caused it to trigger. + +702.123. Fabricate + +702.123a Fabricate is a triggered ability. “Fabricate N” means “When this permanent enters, you may put N +1/+1 counters on it. If you don’t, create N 1/1 colorless Servo artifact creature tokens.” + +702.123b If a permanent has multiple instances of fabricate, each triggers separately. + +702.124. Partner + +702.124a Partner abilities are keyword abilities that modify the rules for deck construction in the Commander variant (see rule 903), and they function before the game begins. Each partner ability allows you to designate two legendary cards as your commander rather than one. Each partner ability has its own requirements for those two commanders. The partner abilities are: partner, partner—[text], partner with [name], choose a Background, and Doctor’s companion. + +702.124b Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone. + +702.124c A rule or effect that refers to your commander’s color identity refers to the combined color identities of your two commanders. See rule 903.4. + +702.124d Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast (see rule 903.8). When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately (see rule 903.10a). + +702.124e If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to perform an action on your commander and it could affect both, you choose which it refers to at the time the effect is applied. + +702.124f Different partner abilities are distinct from one another and cannot be combined. For example, you cannot designate two cards as your commander if one of them has “partner” and the other has “partner with [name].” + +702.124g If a legendary card has more than one partner ability, you may choose which one to use when designating your commander, but you can’t use both. Notably, no partner ability or combination of partner abilities can ever let a player have more than two commanders. + +702.124h “Partner” means “You may designate two legendary cards as your commander rather than one if each of them has partner.” + +702.124i “Partner—[text]” means “You may designate two legendary cards as your commander rather than one if each of them has the same ‘partner—[text]’ ability.” The “partner—[text]” abilities are “partner—Character select,” “partner—Father & son,” “partner—Friends forever,” and “partner—Survivors.” + +702.124j “Partner with [name]” represents two abilities. It means “You may designate two legendary cards as your commander rather than one if each has a ‘partner with [name]’ ability with the other’s name” and “When this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle.” + +702.124k “Choose a Background” means “You may designate two cards as your commander rather than one if one of them is this card and the other is a legendary Background enchantment card.” You can’t designate two cards as your commander if one has a “choose a Background” ability and the other is not a legendary Background enchantment card, and legendary Background enchantment cards can’t be your commander unless you have also designated a commander with “choose a Background.” + +702.124m “Doctor’s companion” means “You may designate two legendary creature cards as your commander rather than one if one of them is this card and the other is a legendary Time Lord Doctor creature card that has no other creature types.” + +702.124n If an effect refers to a partner ability by name, it means only that partner ability and not any others. If an effect refers to the partner ability or cards with partner and doesn’t mention a specific variant of the partner ability by name, it is referring only to partner, partner—[text], partner with [name], or cards with any of those abilities, and it does not refer to any other partner variant. + +702.125. Undaunted + +702.125a Undaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means “This spell costs {1} less to cast for each opponent you have.” + +702.125b Players who have left the game are not counted when determining how many opponents you have. + +702.125c If a spell has multiple instances of undaunted, each of them applies. + +702.126. Improvise + +702.126a Improvise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.” + +702.126b The improvise ability isn’t an additional or alternative cost and applies only after the total cost of the spell with improvise is determined. + +702.126c Multiple instances of improvise on the same spell are redundant. + +702.127. Aftermath + +702.127a Aftermath is an ability found on some split cards (see rule 709, “Split Cards”). It represents three static abilities. “Aftermath” means “You may cast this half of this split card from your graveyard,” “This half of this split card can’t be cast from any zone other than a graveyard,” and “If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.” + +702.128. Embalm + +702.128a Embalm is an activated ability that functions while the card with embalm is in a graveyard. “Embalm [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s white, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.” + +702.128b A token is “embalmed” if it’s created by a resolving embalm ability. + +702.129. Eternalize + +702.129a Eternalize is an activated ability that functions while the card with eternalize is in a graveyard. “Eternalize [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s black, it’s 4/4, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.” + +702.130. Afflict + +702.130a Afflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life.” + +702.130b If a creature has multiple instances of afflict, each triggers separately. + +702.131. Ascend + +702.131a Ascend on an instant or sorcery spell represents a spell ability. It means “If you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.” + +702.131b Ascend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.” + +702.131c The city’s blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the city’s blessing at the same time. + +702.131d After a player gets the city’s blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions. + +702.132. Assist + +702.132a Assist is a static ability that modifies the rules of paying for the spell with assist (see rules 601.2g-h). If the total cost to cast a spell with assist includes a generic mana component, before you activate mana abilities while casting it, you may choose another player. That player has a chance to activate mana abilities. Once that player chooses not to activate any more mana abilities, you have a chance to activate mana abilities. Before you begin to pay the total cost of the spell, the player you chose may pay for any amount of the generic mana in the spell’s total cost. + +702.133. Jump-Start + +702.133a Jump-start appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Jump-start” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by discarding a card as an additional cost to cast it” and “If this spell was cast using its jump-start ability, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its jump-start ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h. + +702.134. Mentor + +702.134a Mentor is a triggered ability. “Mentor” means “Whenever this creature attacks, put a +1/+1 counter on target attacking creature with power less than this creature’s power.” + +702.134b If a creature has multiple instances of mentor, each triggers separately. + +702.134c An ability that triggers whenever a creature mentors another creature triggers whenever a mentor ability whose source is the first creature and whose target is the second creature resolves. + +702.135. Afterlife + +702.135a Afterlife is a triggered ability. “Afterlife N” means “When this permanent is put into a graveyard from the battlefield, create N 1/1 white and black Spirit creature tokens with flying.” + +702.135b If a permanent has multiple instances of afterlife, each triggers separately. + +702.136. Riot + +702.136a Riot is a static ability. “Riot” means “You may have this permanent enter with an additional +1/+1 counter on it. If you don’t, it gains haste.” + +702.136b If a permanent has multiple instances of riot, each works separately. + +702.137. Spectacle + +702.137a Spectacle is a static ability that functions on the stack. “Spectacle [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if an opponent lost life this turn.” Casting a spell for its spectacle cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.138. Escape + +702.138a Escape represents a static ability that functions while the card with escape is in a player’s graveyard. “Escape [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost.” Casting a spell using its escape ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.138b A spell or permanent “escaped” if that spell or the spell that became that permanent as it resolved was cast from a graveyard with an escape ability. + +702.138c An ability that reads “[This permanent] escapes with [one or more of a kind of counter]” means “If this permanent escaped, it enters with [those counters]” That ability may have a triggered ability linked to it that triggers “When it enters this way.” (See rule 603.11.) Such a triggered ability triggers when that permanent enters the battlefield after its replacement effect was applied, even if that replacement effect had no effect. + +702.138d An ability that reads “[This permanent] escapes with [ability]” means “If this permanent escaped, it has [ability].” + +702.139. Companion + +702.139a Companion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule 103.2b.) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay {3} and put that card into your hand. This is a special action that doesn’t use the stack (see rule 116.2g). This is a change from previous rules. + +702.139b If a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards. In a Commander game, this is also before you’ve set aside your commander. + +702.139c Once you take the special action and put the card with companion into your hand, it remains in the game until the game ends. + +702.139d Cards can enter Commander games from outside the game via the companion special action. + +702.140. Mutate + +702.140a Mutate appears on some creature cards. It represents a static ability that functions while the spell with mutate is on the stack. “Mutate [cost]” means “You may pay [cost] rather than pay this spell’s mana cost. If you do, it becomes a mutating creature spell and targets a non-Human creature with the same owner as this spell.” Casting a spell using its mutate ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). + +702.140b As a mutating creature spell begins resolving, if its target is illegal, it ceases to be a mutating creature spell and continues resolving as a creature spell and will be put onto the battlefield under the control of the spell’s controller. + +702.140c As a mutating creature spell resolves, if its target is legal, it doesn’t enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule 729, “Merging with Permanents”). The spell’s controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent. + +702.140d An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell. + +702.140e A mutated permanent has all abilities of each card and token that represents it. Its other characteristics are derived from the topmost card or token. + +702.140f Any effect that refers to or modifies the mutating creature spell refers to or modifies the mutated permanent it merges with as it resolves. + +702.141. Encore + +702.141a Encore is an activated ability that functions while the card with encore is in a graveyard. “Encore [cost]” means “[Cost], Exile this card from your graveyard: For each opponent, create a token that’s a copy of this card that attacks that opponent this turn if able. The tokens gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.” + +702.142. Boast + +702.142a A boast ability is a special kind of activated ability. “Boast — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only if this creature attacked this turn and only once each turn.” + +702.142b Effects may refer to boast abilities. If an effect refers to a creature boasting, it means its boast ability being activated. + +702.143. Foretell + +702.143a Foretell is a keyword that functions while the card with foretell is in a player’s hand. Any time a player has priority during their turn, that player may pay {2} and exile a card with foretell from their hand face down. That player may look at that card as long as it remains in exile. They may cast that card after the current turn has ended by paying any foretell cost it has rather than paying that spell’s mana cost. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.143b Exiling a card using its foretell ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.” + +702.143c If an effect refers to foretelling a card, it means performing the special action associated with a foretell ability. If an effect refers to a card or spell that was foretold, it means a card put in the exile zone as a result of the special action associated with a foretell ability, or a spell that was a foretold card before it was cast, even if it was cast for a cost other than a foretell cost. + +702.143d If an effect states that a card in exile becomes foretold, that card becomes a foretold card. That effect may give the card a foretell cost. That card’s owner may look at that card as long as it remains in exile and it may be cast for any foretell cost it has after the turn it became a foretold card has ended, even if the resulting spell doesn’t have foretell. + +702.143e If a player owns multiple foretold cards in exile, they must ensure that those cards can be easily differentiated from each other and from any other face-down cards in exile which that player owns. This includes knowing both the order in which those cards were put into exile and any foretell costs other than their printed foretell costs those cards may have. + +702.143f If a player leaves the game, all face-down foretold cards that player owns must be revealed to all players. At the end of each game, all face-down foretold cards must be revealed to all players. + +702.144. Demonstrate + +702.144a Demonstrate is a triggered ability. “Demonstrate” means “When you cast this spell, you may copy it and you may choose new targets for the copy. If you copy the spell, choose an opponent. That player copies the spell and may choose new targets for that copy.” + +702.145. Daybound and Nightbound + +702.145a Daybound and nightbound are found on opposite faces of some double-faced cards (see rule 712, “Double-Faced Cards”). + +702.145b Daybound is found on the front faces of some double-faced cards and represents three static abilities. “Daybound” means “If it is night and this permanent is represented by a double-faced card, it enters transformed,” “As it becomes night, if this permanent is front face up, transform it,” and “This permanent can’t transform except due to its daybound ability.” See rule 730, “Day and Night.” + +702.145c Any time a player controls a permanent that is front face up with daybound and it’s night, that player transforms that permanent. This happens immediately and isn’t a state-based action. + +702.145d Any time a player controls a permanent with daybound, if it’s neither day nor night, it becomes day. + +702.145e Nightbound is found on the back faces of some double-faced cards and represents two static abilities. “Nightbound” means “As it becomes day, if this permanent is back face up, transform it” and “This permanent can’t transform except due to its nightbound ability.” + +702.145f Any time a player controls a permanent that is back face up with nightbound and it’s day, that player transforms that permanent. This happens immediately and isn’t a state-based action. + +702.145g Any time a player controls a permanent with nightbound, if it’s neither day nor night and there are no permanents with daybound on the battlefield, it becomes night. + +702.146. Disturb + +702.146a Disturb is an ability found on the front face of some double-faced cards (see rule 712, “Double-Faced Cards”). “Disturb [cost]” means “You may cast this card transformed from your graveyard by paying [cost] rather than its mana cost.” See rule 712.8c. + +702.146b A resolving double-faced spell that was cast using its disturb ability enters the battlefield with its back face up. + +702.147. Decayed + +702.147a Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can’t block” and “When this creature attacks, sacrifice it at end of combat.” + +702.148. Cleave + +702.148a Cleave is a keyword that represents two static abilities that function while a spell with cleave is on the stack. “Cleave [cost]” means “You may cast this spell by paying [cost] rather than paying its mana cost” and “If this spell’s cleave cost was paid, change its text by removing all text found within square brackets in the spell’s rules text.” Casting a spell for its cleave cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.148b Cleave’s second ability is a text-changing effect. See rule 612, “Text-Changing Effects.” + +702.149. Training + +702.149a Training is a triggered ability. “Training” means “Whenever this creature and at least one other creature with power greater than this creature’s power attack, put a +1/+1 counter on this creature.” + +702.149b If a creature has multiple instances of training, each triggers separately. + +702.149c Some creatures with training have abilities that trigger when they train. “When this creature trains” means “When a resolving training ability puts one or more +1/+1 counters on this creature.” + +702.150. Compleated + +702.150a Compleated is a static ability found on some planeswalker cards. Compleated means “If this permanent would enter with one or more loyalty counters on it and the player who cast it chose to pay life for any part of its cost represented by Phyrexian mana symbols, it instead enters the battlefield with that many loyalty counters minus two for each of those mana symbols.” + +702.151. Reconfigure + +702.151a Reconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery” and “[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.” + +702.151b Attaching an Equipment with reconfigure to another creature causes the Equipment to stop being a creature until it becomes unattached from that creature. + +702.152. Blitz + +702.152a Blitz represents three abilities: two static abilities that function while the card with blitz is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with blitz is on the battlefield. “Blitz [cost]” means “You may cast this card by paying [cost] rather than its mana cost,” “If this spell’s blitz cost was paid, sacrifice the permanent this spell becomes at the beginning of the next end step,” and “As long as this permanent’s blitz cost was paid, it has haste and ‘When this permanent is put into a graveyard from the battlefield, draw a card.’” Casting a spell for its blitz cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.152b If a spell has multiple instances of blitz, only one may be used to cast that spell. If a permanent has multiple instances of blitz, each one refers only to payments made for that blitz ability as the spell was cast, not to any payments made for other instances of blitz. + +702.153. Casualty + +702.153a Casualty is a keyword that represents two abilities. The first is a static ability that functions while the spell with casualty is on the stack. The second is a triggered ability that functions while the spell with casualty is on the stack. Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater,” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s casualty cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. + +702.153b If a spell has multiple instances of casualty, each is paid separately and triggers based on the payments made for it, not any other instance of casualty. + +702.154. Enlist + +702.154a Enlist represents a static ability and a triggered ability. Enlist means “As this creature attacks, you may tap up to one untapped creature you control that you didn’t choose to attack with and that either has haste or has been under your control continuously since this turn began. When you do, this creature gets +X/+0 until end of turn, where X is the tapped creature’s power.” + +702.154b Enlist’s static ability represents an optional cost to attack (see rule 508.1g). Its triggered ability is linked to that static ability (see rule 607.2h). + +702.154c A creature “enlists” another creature when you pay the cost of the creature’s enlist ability by tapping the other creature. Note that it isn’t possible for a creature to enlist itself. + +702.154d Multiple instances of enlist on a single creature function independently. The triggered ability represented by each instance of enlist triggers only once and only for the cost associated with that enlist ability. + +702.155. Read Ahead + +702.155a Read ahead is a keyword found on some Saga cards. “Read ahead” means “Chapter abilities of this Saga can’t trigger the turn it entered the battlefield unless it has exactly the number of lore counters on it specified in the chapter symbol of that ability.” See rule 714, “Saga Cards.” + +702.155b As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. See rule 714, “Saga Cards.” + +702.155c Multiple instances of read ahead on the same object are redundant. + +702.156. Ravenous + +702.156a Ravenous is a keyword found on some creature cards with {X} in their mana cost. Ravenous represents both a replacement effect and a triggered ability. “Ravenous” means “This permanent enters with X +1/+1 counters on it” and “When this permanent enters, if X is 5 or more, draw a card.” See rule 107.3m. + +702.157. Squad + +702.157a Squad is a keyword that represents two linked abilities. The first is a static ability that functions while the creature spell with squad is on the stack. The second is a triggered ability that functions when the creature with squad enters the battlefield. “Squad [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When this creature enters, if its squad cost was paid, create a token that’s a copy of it for each time its squad cost was paid.” Paying a spell’s squad cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. + +702.157b If a spell has multiple instances of squad, each is paid separately. If a permanent has multiple instances of squad, each triggers based on the payments made for that squad ability as it was cast, not based on payments for any other instance of squad. + +702.158. Space Sculptor + +702.158a One card (Space Beleren) has the space sculptor ability. This keyword ability causes creatures to gain sector designations. + +702.158b A sector designation is a designation a permanent can have. The sector designations are alpha sector, beta sector, and gamma sector. Only permanents can have a sector designation. Once a permanent gets a sector designation, it keeps it until no player controls a permanent with space sculptor or an ability whose source has space sculptor. A sector designation is not part of the permanent’s copiable values. + +702.158c Any time a permanent with space sculptor and any creatures without a sector designation are on the battlefield at the same time, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. This is a state-based action (see rule 704.5u). + +702.158d Some abilities include an instruction to choose a sector along with an instruction to perform an action on each creature in that sector. To do this, choose one of the three sector designations, then perform that action on each creature with that sector designation. + +702.158e Two permanents are in the same sector if each has the same sector designation. + +702.159. Visit + +702.159a Visit is a keyword ability found on Attraction cards (see rule 717). “Visit — [Effect]” means “Whenever you roll to visit your Attractions, if the result is equal to a number that is lit up on this Attraction, [effect].” See rule 701.52, “Roll to Visit Your Attractions.” + +702.159b Some Attractions instruct a player to “claim the prize,” followed by a second paragraph that starts with the word “Prize” and a long dash. This text is part of its visit ability. To claim the prize of an Attraction, perform the actions listed after the long dash. + +702.160. Prototype + +702.160a Prototype is a static ability that appears on prototype cards that have a secondary set of power, toughness, and mana cost characteristics. A player who casts a spell with prototype can choose to cast that card “prototyped.” If they do, the alternative set of its power, toughness, and mana cost characteristics are used. See 718, “Prototype Cards.” + +702.161. Living Metal + +702.161a Living metal is a keyword ability found on some Vehicles. “Living metal” means “During your turn, this permanent is an artifact creature in addition to its other types.” + +702.162. More Than Meets the Eye + +702.162a More Than Meets the Eye represents a static ability that functions in any zone from which the spell may be cast. “More Than Meets the Eye [cost]” means “You may cast this card converted by paying [cost] rather than its mana cost.” Casting a spell using its More Than Meets the Eye ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). See rule 701.28, “Convert.” + +702.163. For Mirrodin! + +702.163a For Mirrodin! is a triggered ability. “For Mirrodin!” means “When this Equipment enters, create a 2/2 red Rebel creature token, then attach this Equipment to it.” + +702.164. Toxic + +702.164a Toxic is a static ability. It is written “toxic N,” where N is a number. + +702.164b Some rules and effects refer to a creature’s “total toxic value.” A creature’s total toxic value is the sum of all N values of toxic abilities that creature has. +Example: If a creature with toxic 2 gains toxic 1 due to another effect, its total toxic value is 3. + +702.164c Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number of poison counters equal to that creature’s total toxic value, in addition to the damage’s other results. See rule 120.3. + +702.165. Backup + +702.165a Backup is a triggered ability. “Backup N” means “When this creature enters, put N +1/+1 counters on target creature. If that’s another creature, it also gains the non-backup abilities of this creature printed below this one until end of turn.” Cards with backup have one or more abilities printed after the backup ability. (Some cards with backup also have abilities printed before the backup ability.) + +702.165b If a permanent enters the battlefield as a copy of a permanent with a backup ability or a token is created that is a copy of that permanent, the order of abilities printed on it is maintained. + +702.165c Only abilities printed on the object with backup are granted by its backup ability. Any abilities gained by a permanent, whether due to a copy effect, an effect that grants an ability to a permanent, or an effect that creates a token with certain abilities, are not granted by a backup ability. + +702.165d The abilities that a backup ability grants are determined as the ability is put on the stack. They won’t change if the permanent with backup loses any abilities after the ability is put on the stack but before it resolves. + +702.166. Bargain + +702.166a Bargain is a static ability that functions while the spell with bargain is on the stack. “Bargain” means “As an additional cost to cast this spell, you may sacrifice an artifact, enchantment, or token.” Paying a spell’s bargain cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. + +702.166b If a spell’s controller declares the intention to pay that spell’s bargain cost, that spell has been “bargained.” See rule 601.2b. + +702.166c Objects with bargain have additional abilities that specify what happens if they were bargained. These abilities are linked to the bargain ability printed on that object: they can refer only to that specific bargain ability. See rule 607, “Linked Abilities.” + +702.166d If part of a spell’s ability has its effect only if that spell was bargained and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was bargained. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c. + +702.167. Craft + +702.167a Craft represents an activated ability. It is written as “Craft with [materials] [cost],” where [materials] is a description of one or more objects. It means “[Cost], Exile this permanent, Exile [materials] from among permanents you control and/or cards in your graveyard: Return this card to the battlefield transformed under its owner’s control. Activate only as a sorcery.” + +702.167b If an object in the [materials] of a craft ability is described using only a card type or subtype without the word “card,” it refers to either a permanent on the battlefield that is that type or subtype or a card in a graveyard that is that type or subtype. This is an exception to rule 109.2. + +702.167c An ability of a permanent may refer to the exiled cards used to craft it. This refers to cards in exile that were exiled to pay the activation cost of the craft ability that put this permanent onto the battlefield. + +702.168. Disguise + +702.168a Disguise is a static ability that functions in any zone from which you could play the card it’s on, and the disguise effect works any time the card is face down. “Disguise [cost]” means “You may cast this card as a 2/2 face-down creature with ward {2}, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 708, “Face-Down Spells and Permanents.”) + +702.168b To cast a card using its disguise ability, turn the card face down and announce that you are using a disguise ability. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a disguise ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The disguise effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up. + +702.168c You can’t normally cast a card face down. A disguise ability allows you to do so. + +702.168d Any time you have priority, you may turn a face-down permanent you control with a disguise ability face up. This is a special action; it doesn’t use the stack (see rule 116). To do this, show all players what the permanent’s disguise cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a disguise cost if it were face up, it can’t be turned face up this way.) The disguise effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield. + +702.168e If a permanent’s disguise cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the disguise special action was taken. + +702.168f See rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a disguise ability. + +702.169. Solved + +702.169a Solved is a keyword ability found on Case cards. See rule 719, “Case Cards.” “Solved” is followed by ability text. Together, they represent a static ability, a triggered ability, or an activated ability. + +702.169b For a static ability, “Solved — [Ability text]” means “As long as this Case is solved, [ability text].” + +702.169c For a triggered ability, “Solved — [Ability text]” means “[Ability text]. This ability triggers only if this Case is solved.” + +702.169d For an activated ability, “Solved — [Ability text]” means “[Ability text]. Activate only if this Case is solved.” + +702.170. Plot + +702.170a Plot is a keyword ability that functions while the card with plot is in a player’s hand. “Plot [cost]” means “Any time you have priority during your main phase while the stack is empty, you may exile this card from your hand and pay [cost]. It becomes a plotted card.” + +702.170b Exiling a card using its plot ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.” + +702.170c In addition to the plot special action, some spells and abilities cause a card in exile to become plotted. + +702.170d A plotted card’s owner may cast it from exile without paying its mana cost during their main phase while the stack is empty during any turn after the turn in which it became plotted. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. A plotted card may be cast this way even if it doesn’t have the plot ability while in exile. + +702.170e If an effect refers to plotting a card, it means performing the special action associated with a plot ability. + +702.170f An effect may allow the plot ability of a card to function in a zone other than a player’s hand. In that case, the card is exiled from the zone it is in as the action is taken rather than from its owner’s hand. + +702.171. Saddle + +702.171a Saddle is an activated ability. “Saddle N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.” + +702.171b Saddled is a designation that has no rules meaning other than to act as a marker that spells and abilities can identify. Only permanents can be or become saddled. Once a permanent has become saddled, it stays saddled until the end of the turn or it leaves the battlefield. Being saddled is not a part of the permanent’s copiable values. + +702.171c A creature “saddles” a permanent as it’s tapped to pay the cost to activate a permanent’s saddle ability. + +702.172. Spree + +702.172a Spree is a static ability found on some modal spells (see rule 700.2) that applies while the spell on the stack. Spree means “Choose one or more modes. As an additional cost to cast this spell, pay the costs associated with those modes.” + +702.172b Cards with the spree ability have a plus sign icon in the upper right corner of the card, and use a plus sign (+) rather than traditional bullet points. These symbols are a visual reminder that this card requires an additional cost to be cast, and do not have additional rules meaning. + +702.173. Freerunning + +702.173a Freerunning is a static ability that functions on the stack. “Freerunning [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a creature that, at the time it dealt that damage, was an Assassin creature or a commander under your control.” Casting a spell for its freerunning cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.174. Gift + +702.174a Gift is a keyword that represents two abilities. It is written “Gift a [something].” The first ability is a static ability that functions while the card with gift is on the stack, and the second is either an ability that functions while the card with gift is on the stack or a triggered ability that functions while the card with gift is on the battlefield. The first ability is always “As an additional cost to cast this spell, you may choose an opponent.” Paying a spell’s gift cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. The second ability depends on the [something] listed as well as whether the object with the ability is a permanent or an instant or sorcery spell. + +702.174b On a permanent, the second ability represented by gift is “When this permanent enters, if its gift cost was paid, [effect].” On an instant or sorcery spell, the second ability represented by gift is “If this spell’s gift cost was paid, [effect].” The specific effect is defined by the [something] listed. + +702.174c Some effects trigger whenever a player gives a gift. Such an ability triggers whenever an instant or sorcery spell that player controls whose gift cost was paid resolves. It also triggers whenever the gift triggered ability of a permanent that player controls resolves. + +702.174d “Gift a Food” means the effect is “The chosen player creates a Food token.” + +702.174e “Gift a card” means the effect is “The chosen player draws a card.” + +702.174f “Gift a tapped Fish” means the effect is “The chosen player creates a tapped 1/1 blue Fish creature token.” + +702.174g “Gift an extra turn” means the effect is “The chosen player takes an extra turn after this one.” + +702.174h “Gift a Treasure” means the effect is “The chosen player creates a Treasure token.” + +702.174i “Gift an Octopus” means the effect is “The chosen player creates an 8/8 blue Octopus creature token.” + +702.174j For instant and sorcery spells, the effect of a gift ability always happens before any other spell abilities of the card. If the spell is countered or otherwise leaves the stack before resolving, the gift effect doesn’t happen. + +702.174k If a spell’s controller declares the intention to pay a spell’s gift cost, that spell’s gift was promised. + +702.174m If part of a spell’s ability has its effect only if its gift was promised, and that part of the ability includes any targets, the spell’s controller chooses those targets only if the gift was promised. + +702.175. Offspring + +702.175a Offspring represents two abilities. “Offspring [cost]” means “You may pay an additional [cost] as you cast this spell” and “When this permanent enters, if its offspring cost was paid, create a token that’s a copy of it, except it’s 1/1.” + +702.175b If a spell has multiple instances of offspring, each is paid separately and triggers based on the payments made for it, not any other instances of offspring. + +702.176. Impending + +702.176a Impending is a keyword that represents four abilities. The first is a static ability that functions while the spell with impending is on the stack. The second is static ability that creates a replacement effect that may apply to the permanent with impending as it enters the battlefield from the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N—[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this permanent’s impending cost, it enters with N time counters on it,” “As long as this permanent’s impending cost was paid and it has a time counter on it, it’s not a creature,” and “At the beginning of your end step, if this permanent’s impending cost was paid and it has a time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.177. Exhaust + +702.177a An exhaust ability is a special kind of activated ability. “Exhaust — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only once.” + +702.177b An effect may allow you to take an action as long as you haven’t activated an exhaust ability this turn. Such an effect allows that action only if you haven’t begun to activate an exhaust ability this turn. +Example: Elvish Refueler has an exhaust ability that costs mana and also has an ability that reads “During your turn, as long as you haven’t activated an exhaust ability this turn, you may activate exhaust abilities as though they haven’t been activated.” Loot, the Pathfinder has an exhaust ability that is also a mana ability. If you’ve already activated both of these abilities in a previous turn, you can’t activate Loot’s mana ability during the process of activating Elvish Refueler’s exhaust ability, because you have already begun to activate a different exhaust ability. + +702.178. Max Speed + +702.178a A max speed ability is a special kind of static ability. “Max speed — [Ability]” means “As long as your speed is 4, this object has ‘[Ability].’” See rule 702.179, “Start Your Engines!” + +702.178b If an ability granted by a max speed ability states which zones it functions from, the max speed ability that grants that ability functions from those zones. (See rule 113.6c.) + +702.179. Start Your Engines! + +702.179a Start your engines! is a static ability. If a player controls a permanent with start your engines! and that player has no speed, their speed becomes 1. This is a state-based action. See rule 704. + +702.179b Players do not have speed until a rule or effect sets their speed to a specific value. + +702.179c If a player has no speed and they are instructed to increase their speed by a certain value, their speed becomes that value. + +702.179d There is an inherent triggered ability associated with a player having 1 or more speed. This ability has no source and is controlled by that player. That ability is “Whenever one or more opponents lose life during your turn, if your speed is less than 4, your speed increases by 1. This ability triggers only once each turn.” + +702.179e Rules and effects may refer to whether a player has “max speed.” A player has max speed if their speed is 4. + +702.179f Some effects refer to a player’s speed. If that player has no speed, their speed is 0 for the purpose of an effect that refers to speed. + +702.180. Harmonize + +702.180a Harmonize represents three static abilities: one that functions while the card is in a player’s graveyard and two that function while the spell with harmonize is on the stack. “Harmonize [cost]” means “You may cast this card from your graveyard by paying [cost] and tapping up to one untapped creature you control rather than paying this spell’s mana cost,” “If you cast this spell using its harmonize ability, its total cost is reduced by an amount of generic mana equal to the tapped creature’s power,” and “If the harmonize cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its harmonize ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.180b You choose which creature to tap as you choose to pay a spell’s harmonize cost (see rule 601.2b), and then tap that creature as you pay the total cost. + +702.181. Mobilize + +702.181a Mobilize is a triggered ability. “Mobilize N” means “Whenever this creature attacks, create N 1/1 red Warrior creature tokens. Those tokens enter tapped and attacking. Sacrifice them at the beginning of the next end step.” + +702.182. Job Select + +702.182a Job select is a triggered ability. “Job select” means “When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this Equipment to it.” + +702.183. Tiered + +702.183a Tiered is a static ability found on some modal spells (see rule 700.2) that applies while the spell is on the stack. Tiered means “Choose one. As an additional cost to cast this spell, pay the cost associated with that mode.” + +702.184. Station + +702.184a Station is an activated ability. “Station” means “Tap another untapped creature you control: Put a number of charge counters on this permanent equal to the tapped creature’s power. Activate only as a sorcery.” + +702.184b Each card printed with a station ability is known as a station card. It has a nonstandard layout and includes station symbols that are themselves keyword abilities. See rule 721, “Station Cards.” + +702.184c Static abilities may modify the result of a station ability by causing it to use a characteristic other than the tapped creature’s power to determine the number of counters placed on the permanent with the station ability. +Example: Tapestry Warden has as ability that reads “Each creature you control with toughness greater than its power stations permanents using its toughness rather than its power.” + +702.185. Warp + +702.185a Warp represents two static abilities that function while the card with warp is on the stack, one of which may create a delayed triggered ability. “Warp [cost]” means “You may cast this card from your hand by paying [cost] rather than its mana cost” and “If this spell’s warp cost was paid, exile the permanent this spell becomes at the beginning of the next end step. Its owner may cast this card after the current turn has ended for as long as it remains exiled.” Casting a spell for its warp cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.185b Some effects refer to “warped” cards in exile. A warped card in exile is one that was exiled by the delayed triggered ability created by a warp ability. + +702.185c Some effects refer to whether “a spell was warped this turn.” This means that a spell was cast for its warp cost this turn. + +702.186. ∞ (Infinity) + +702.186a ∞ (the mathematical symbol for infinity) is a keyword found on Infinity cards. “∞” is followed by ability text. Together, they represent a static ability. + +702.186b “∞ — [Ability]” means “As long as this permanent is harnessed, it has [ability].” See rule 701.64, “Harness.” + +702.187. Mayhem + +702.187a Mayhem is a static ability that functions while the card with mayhem is in a player’s graveyard. + +702.187b “Mayhem [cost]” means “As long as you discarded this card this turn, you may cast it from your graveyard by paying [cost] rather than paying its mana cost.” Casting a spell using its mayhem ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.187c “Mayhem” without a cost means “You may play this card from your graveyard if you discarded it this turn.” + +702.188. Web-slinging + +702.188a Web-slinging is a static ability that functions while the spell with web-slinging is on the stack. “Web-slinging [cost]” means “You may cast this spell by paying [cost] and returning a tapped creature you control to its owner’s hand rather than paying its mana cost.” Casting a spell using its web-slinging ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. + +702.189. Firebending + +702.189a Firebending is a triggered ability. “Firebending N” means “Whenever this creature attacks, add N {R}. Until end of combat, you don’t lose this mana as steps and phases end.” + +702.189b An ability that triggers whenever a player firebends triggers whenever a firebending ability they control resolves. + +702.190. Sneak + +702.190a Sneak is a keyword that represents a static ability that functions while the spell with sneak is on the stack. “Sneak [cost]” means “Any time you could cast an instant during your declare blockers step, you may choose to pay [cost] and return an unblocked creature you control to its owner’s hand rather than pay this spell’s mana cost.” + +702.190b A permanent spell cast using sneak enters the battlefield tapped and attacking (see rule 506.3a). It will be attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand to pay the sneak cost of the spell that became that permanent. + +703. Turn-Based Actions + +703.1. Turn-based actions are game actions that happen automatically when certain steps or phases begin, or when each step and phase ends. Turn-based actions don’t use the stack. + +703.1a Abilities that watch for a specified step or phase to begin are triggered abilities, not turn-based actions. (See rule 603, “Handling Triggered Abilities.”) + +703.2. Turn-based actions are not controlled by any player. + +703.3. Whenever a step or phase begins, if it’s a step or phase that has any turn-based action associated with it, those turn-based actions are automatically dealt with first. This happens before state-based actions are checked, before triggered abilities are put on the stack, and before players receive priority. + +703.4. The turn-based actions are as follows: + +703.4a Immediately after the untap step begins, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. See rule 502.1. + +703.4b Immediately after the phasing action has been completed during the untap step, if the game has either the day or night designation, it checks to see whether that designation should change. If it’s neither day nor night, this check doesn’t happen. See rule 502.2. + +703.4c Immediately after the game checks to see if its day or night designation should change during the untap step or, if the game doesn’t have a day or night designation, immediately after the phasing action has been completed during the untap step, the active player determines which permanents they control will untap. Then they untap them all simultaneously. See rule 502.3. + +703.4d Immediately after the draw step begins, the active player draws a card. See rule 504.1. + +703.4e In an Archenemy game (see rule 904), immediately after the archenemy’s precombat main phase begins, that player sets the top card of their scheme deck in motion. See rule 701.32. + +703.4f Immediately after a player’s precombat main phase begins, that player puts a lore counter on each Saga enchantment they control with one or more chapter abilities. In an Archenemy game, this happens after the archenemy’s scheme action. See rule 714, “Saga Cards.” + +703.4g Immediately after the action of placing lore counters has been completed, if the active player controls any Attractions, that player rolls to visit their Attractions. See rule 701.52, “Roll to Visit Your Attractions.” + +703.4h Immediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. See rule 507.1. + +703.4i Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1. + +703.4j Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1. + +703.4k Immediately after the combat damage step begins, each player in APNAP order announces how each attacking or blocking creature they control assigns its combat damage. See rule 510.1. + +703.4m Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2. + +703.4n Immediately after the cleanup step begins, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. See rule 514.1. + +703.4p Immediately after the active player has discarded cards (if necessary) during the cleanup step, all damage is removed from permanents and all “until end of turn” and “this turn” effects end. These actions happen simultaneously. See rule 514.2. + +703.4q As each step or phase ends, any unspent mana left in a player’s mana pool empties. See rule 500.5. + +704. State-Based Actions + +704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack. + +704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”) + +704.2. State-based actions are checked throughout the game and are not controlled by any player. + +704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends. + +704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability. +Example: A player controls Maro, a creature with the ability “Maro’s power and toughness are each equal to the number of cards in your hand” and casts a spell whose effect is “Discard your hand, then draw seven cards.” Maro will temporarily have toughness 0 in the middle of the spell’s resolution but will be back up to toughness 7 when the spell finishes resolving. Thus Maro will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution. + +704.5. The state-based actions are as follows: + +704.5a If a player has 0 or less life, that player loses the game. + +704.5b If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, that player loses the game. + +704.5c If a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.6b instead. + +704.5d If a token is in a zone other than the battlefield, it ceases to exist. + +704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist. + +704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event. + +704.5g If a creature has toughness greater than 0, it has damage marked on it, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event. + +704.5h If a creature has toughness greater than 0, and it’s been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event. + +704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard. + +704.5j If two or more legendary permanents with the same name are controlled by the same player, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.” + +704.5k If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ graveyards. This is called the “world rule.” + +704.5m If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner’s graveyard. + +704.5n If an Equipment or Fortification is attached to an illegal permanent or to a player, it becomes unattached from that permanent or player. It remains on the battlefield. + +704.5p If a battle or creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if any nonbattle, noncreature permanent that’s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield. + +704.5q If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. + +704.5r If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it. + +704.5s If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. See rule 714, “Saga Cards.” + +704.5t If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. See rule 309, “Dungeons.” + +704.5u If a permanent with space sculptor and any creatures without a sector designation are on the battlefield, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. See rule 702.158, “Space Sculptor.” + +704.5v If a battle has defense 0 and it isn’t the source of an ability that has triggered but not yet left the stack, it’s put into its owner’s graveyard. + +704.5w If a battle has no player in the game designated as its protector and no attacking creatures are currently attacking that battle, that battle’s controller chooses an appropriate player to be its protector based on its battle type. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.” + +704.5x If a Siege’s controller is also its designated protector, that player chooses an opponent to become its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.” + +704.5y If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. + +704.5z If a player controls a permanent with start your engines! and that player has no speed, that player’s speed becomes 1. See rule 702.179, “Start Your Engines!” + +704.6. Some variant games include additional state-based actions that aren’t normally applicable: + +704.6a In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule 810, “Two-Headed Giant Variant.” + +704.6b In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, “Two-Headed Giant Variant.” + +704.6c In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, “Commander.” + +704.6d In a Commander game, if a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. See rule 903, “Commander.” + +704.6e In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904, “Archenemy.” + +704.6f In a Planechase game, if a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, “Planechase.” + +704.7. If multiple state-based actions would have the same result at the same time, a single replacement effect will replace all of them. +Example: You control Lich’s Mirror, which says “If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.” There’s one card in your library and your life total is 1. A spell causes you to draw two cards and lose 2 life. The next time state-based actions are checked, you’d lose the game due to rule 704.5a and rule 704.5b. Instead, Lich’s Mirror replaces that game loss and you keep playing. + +704.8. If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed. +Example: You control Young Wolf, a 1/1 creature with undying, and it has a +1/+1 counter on it. A spell puts three -1/-1 counters on Young Wolf. Before state-based actions are performed, Young Wolf has one +1/+1 counter and three -1/-1 counters on it. After state-based actions are performed, Young Wolf is in the graveyard. When it was last on the battlefield, it had a +1/+1 counter on it, so undying will not trigger. + +705. Flipping a Coin + +705.1. Some cards refer to flipping a coin. A coin used in a flip must be a two-sided object with easily distinguished sides and equal likelihood that either side lands face up. If the coin that’s being flipped doesn’t have an obvious “heads” or “tails,” designate one side to be “heads,” and the other side to be “tails.” Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. For example, the player may roll an even-sided die and call “odds” or “evens,” or roll an even-sided die and designate that “odds” means “heads” and “evens” means “tails.” + +705.2. Some effects that instruct a player to flip a coin care only about whether the coin comes up heads or tails. No player wins or loses a coin flip for this kind of effect. For all other effects that instruct a player to flip a coin, the player that flips the coin calls “heads” or “tails.” If the call matches the result, the player wins the flip. Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved. + +705.3. An effect may state that a coin flip has a certain result and/or that a certain player wins a coin flip. In that case, ignore the actual results of that flip and use the indicated results instead. This can cause a player to win a flip that couldn’t otherwise be won. + +706. Rolling a Die + +706.1. An effect that instructs a player to roll a die will specify what kind of die to roll and how many of those dice to roll. + +706.1a Such an effect may refer to an “N-sided die,” “N-sided dice,” or one or more “dN,” where N is a positive integer. In those cases, the die must have N equally likely outcomes, numbered from 1 to N. For example, a d20 is a twenty-sided die with possible outcomes from 1 to 20. + +706.1b Players may agree to use an alternate method for rolling a die, including a digital substitute, as long as the method used has the same number of equally likely outcomes as the die specified in the instruction. + +706.2. After the roll, the number indicated on the top face of the die before any modifiers is the natural result. The instruction may include modifiers to the roll which add to or subtract from the natural result. Modifiers may also come from other sources. After considering all applicable modifiers, the final number is the result of the die roll. + +706.2a Modifiers may be optional and/or have associated costs. If a modifier has an associated mana cost, the player who rolled has the chance to activate mana abilities before applying it. + +706.2b If two or more effects are attempting to modify the natural result, the player who rolled chooses one to apply, following these steps: First, consider any effects that modify the result of a die roll by rerolling that die. Second, consider any effects that modify the result of a die roll by increasing or decreasing that result by a specified amount. + +706.3. Some abilities that instruct a player to roll one or more dice include a results table. + +706.3a The results table appears as a list or as a chart with multiple striations. Each list item or striation includes possible results and an effect associated with those results. The possible results indicated could be a single number, a range of numbers with two endpoints in the form “N1–N2,” or a range with a single endpoint in the form “N+.” Each one means “If the result was in this range, [effect].” After a die roll, use the result to determine which effect listed on the results table happens, if any. + +706.3b An instruction to roll one or more dice, any instructions to modify that roll printed in the same paragraph, any additional instructions based on the result of the roll, and the associated results table are all part of one ability. + +706.3c Some effects in results charts include the text “Roll again.” This additional roll uses the same kind of and number of dice originally called for, including any applicable modifiers. + +706.4. Some abilities that instruct a player to roll one or more dice do not include a results table. The text of those abilities will indicate how to use the results of the die rolls, if at all. + +706.5. One card (Celebr-8000) has an ability that instructs a player to roll two dice and has an additional effect if that player “rolled doubles.” A player has rolled doubles if the result of each of those rolls is equal to the other. + +706.6. If a player is instructed to ignore a roll, that roll is considered to have never happened. No abilities trigger because of the ignored roll, and no effects apply to that roll. If that player was instructed to ignore the lowest roll and multiple results are tied for the lowest, the player chooses one of those rolls to be ignored. + +706.7. In a Planechase game, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that exchange the results of that roll with another value or compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See rule 901, “Planechase.” + +706.8. One card (Centaur of Attention) has an ability that instructs a player to roll dice and “store” those results on it and another ability that allows a player to reroll any number of those results. + +706.8a To store the result of a die roll on a permanent means to note both the kind of die rolled and the result of that roll. That noted information is considered a “stored result” of that permanent, and the result is the “value” of that stored result. + +706.8b To reroll one or more stored results of a permanent, roll one of the kind of die noted for each of them. If one kind of die is noted for more than one of those results, roll that many of that kind of die. The results you rerolled stop being stored results, and you store the results of each of the new die rolls on that permanent. + +706.8c If a permanent has an ability that stores results on it and another ability that refers to the stored results, those abilities are linked. (See rule 607.2e.) + +707. Copying Objects + +707.1. Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some effects create a token that’s a copy of another object. (Certain older cards were printed with the phrase “search for a copy.” This section doesn’t cover those cards, which have received new text in the Oracle card reference.) + +707.2. When copying an object, the copy acquires the copiable values of the original object’s characteristics and, for an object on the stack, choices made when casting or activating it (mode, targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on). The copiable values are the values derived from the text printed on the object (that text being name, mana cost, color indicator, card type, subtype, supertype, rules text, power, toughness, and/or loyalty), as modified by other copy effects, by its face-down status, and by “as . . . enters” and “as . . . is turned face up” abilities that set power and toughness (and may also set additional characteristics). Other effects (including type-changing and text-changing effects), status, counters, and stickers are not copied. +Example: Chimeric Staff is an artifact that reads, “{X}: This artifact becomes an X/X Construct artifact creature until end of turn.” Clone is a creature that reads, “You may have this creature enter as a copy of any creature on the battlefield.” After a Staff has become a 5/5 Construct artifact creature, a Clone enters the battlefield as a copy of it. The Clone is an artifact, not a 5/5 Construct artifact creature. (The copy has the Staff’s ability, however, and will become a creature if that ability is activated.) +Example: Clone enters the battlefield as a copy of a face-down Grinning Demon (a creature with morph {2}{B}{B}). The Clone is a colorless 2/2 creature with no name, no types, no abilities, and no mana cost. It will still be face up. Its controller can’t pay {2}{B}{B} to turn it face up. + +707.2a A copy acquires the color of the object it’s copying because that value is derived from its mana cost or color indicator. A copy acquires the abilities of the object it’s copying because those values are derived from its rules text. A copy doesn’t wind up with two values of each ability (that is, it doesn’t copy the object’s abilities and its rules text, then have that rules text define a new set of abilities). + +707.2b Once an object has been copied, changing the copiable values of the original object won’t cause the copy to change. + +707.2c If a static ability generates a continuous effect that’s a copy effect, the copiable values that effect grants are determined only at the time that effect first starts to apply. + +707.3. The copy’s copiable values become the copied information, as modified by the copy’s status (see rule 110.5). Objects that copy the object will use the new copiable values. +Example: Vesuvan Doppelganger reads, “You may have this creature enter as a copy of any creature on the battlefield, except it doesn’t copy that creature’s color and it has ‘At the beginning of your upkeep, you may have this creature become a copy of target creature, except it doesn’t copy that creature’s color and it has this ability.’” A Vesuvan Doppelganger enters the battlefield as a copy of Runeclaw Bear (a 2/2 green Bear creature with no abilities). Then a Clone enters the battlefield as a copy of the Doppelganger. The Clone is a 2/2 blue Bear named Runeclaw Bear that has the Doppelganger’s upkeep-triggered ability. +Example: Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang (an unflipped flip card). Tomoya’s characteristics become the characteristics of Stabwhisker the Odious, which is the flipped version of Nezumi Shortfang. +Example: A face-down Grinning Demon (a creature with morph) becomes a copy of a face-up Branchsnap Lorian (a 4/1 green creature with trample and morph {G}). The Demon’s characteristics become the characteristics of Branchsnap Lorian. However, since the creature is face down, it remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. It can be turned face up for {G}. If it’s turned face up, it will have the characteristics of Branchsnap Lorian. +Example: A face-down Grinning Demon (a creature with morph) becomes a copy of Wandering Ones (a 1/1 blue Spirit creature that doesn’t have morph). It will be a face-down Wandering Ones. It remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. Its controller can’t turn it face up as a special action. If an effect turns it face up, it will have the characteristics of Wandering Ones. + +707.4. Some effects cause a permanent that’s copying a permanent to copy a different object while remaining on the battlefield. The change doesn’t cause enters-the-battlefield or leaves-the-battlefield abilities to trigger. This also doesn’t change any noncopy effects presently affecting the permanent. +Example: Unstable Shapeshifter reads, “Whenever another creature enters, this creature becomes a copy of that creature, except it has this ability.” It’s affected by Giant Growth, which reads “Target creature gets +3/+3 until end of turn.” If a creature enters the battlefield later this turn, Unstable Shapeshifter will become a copy of that creature, but it will still get +3/+3 from the Giant Growth. + +707.5. An object that enters the battlefield “as a copy” or “that’s a copy” of another object becomes a copy as it enters the battlefield. It doesn’t enter the battlefield, and then become a copy of that permanent. If the text that’s being copied includes any abilities that replace the enters-the-battlefield event (such as “enters with” or “as [this] enters” abilities), those abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a chance to trigger. +Example: Skyshroud Behemoth reads, “Fading 2 (This creature enters with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)” and “This creature enters tapped.” A Clone that enters the battlefield as a copy of a Skyshroud Behemoth will also enter the battlefield tapped with two fade counters on it. +Example: Wall of Omens reads, “When this creature enters, draw a card.” A Clone enters the battlefield as a copy of Wall of Omens. The Clone has the Wall’s enters-the-battlefield triggered ability, so the Clone’s controller draws a card. + +707.6. When copying a permanent, any choices that have been made for that permanent aren’t copied. Instead, if an object enters the battlefield as a copy of another permanent, the object’s controller will get to make any “as [this] enters the battlefield” choices for it. +Example: A Clone enters the battlefield as a copy of Adaptive Automaton. Adaptive Automaton reads, in part, “As this creature enters, choose a creature type.” The Clone won’t copy the creature type choice of the Automaton; rather, the controller of the Clone will get to make a new choice. + +707.7. If a pair of linked abilities are copied, those abilities will be similarly linked to one another on the object that copied them. One ability refers only to actions that were taken or objects that were affected by the other. They can’t be linked to any other ability, regardless of what other abilities the copy may currently have or may have had in the past. See rule 607, “Linked Abilities.” + +707.8. When copying a melded permanent or other double-faced permanent, use the copiable values of the face that’s currently up to determine the characteristics of the copy. See rule 712, “Double-Faced Cards.” + +707.8a If an effect creates a token that is a copy of a double-faced permanent or a double-faced card not on the battlefield, the resulting token is a double-faced token that has both a front face and a back face. The characteristics of each face are determined by the copiable values of the same face of the permanent or card it is a copy of, as modified by any other copy effects that apply to that object. If the token is a copy of a double-faced permanent with its back face up, the token enters the battlefield with its back face up. This rule does not apply to tokens that are created with their own set of characteristics and enter the battlefield as a copy of a double-faced object due to a replacement effect. +Example: Afflicted Deserter is the front face of a double-faced card, and the name of its back face is Werewolf Ransacker. If an effect creates a token that is a copy of that permanent, the token also has the same two faces and can transform. It enters the battlefield with the same face up as the permanent that it is a copy of. +Example: Clone is not a double-faced card, so a token that is created as a copy of a Clone is not a double-faced token, even if it enters the battlefield as a copy of a permanent due to Clone’s replacement effect. + +707.9. Copy effects may include modifications or exceptions to the copying process. + +707.9a Some copy effects cause the copy to gain an ability as part of the copying process. This ability becomes part of the copiable values for the copy, along with any other abilities that were copied. +Example: Quirion Elves enters the battlefield and an Unstable Shapeshifter copies it. The copiable values of the Shapeshifter now match those of the Elves, except that the Shapeshifter also has the ability “Whenever another creature enters, this creature becomes a copy of that creature, except it has this ability.” Then a Clone enters the battlefield as a copy of the Unstable Shapeshifter. The Clone copies the new copiable values of the Shapeshifter, including the ability that the Shapeshifter gave itself when it copied the Elves. + +707.9b Some copy effects modify a characteristic as part of the copying process. The final set of values for that characteristic becomes part of the copiable values of the copy. +Example: Copy Artifact is an enchantment that reads, “You may have this enchantment enter as a copy of any artifact on the battlefield, except it’s an enchantment in addition to its other types.” It enters the battlefield as a copy of Juggernaut. The copiable values of the Copy Artifact now match those of Juggernaut with one modification: its types are now artifact, creature, and enchantment. + +707.9c Some copy effects specifically state that they don’t copy certain characteristics and the affected objects instead retain their original values. Copy effects may also simply state that certain characteristics are not copied. + +707.9d When applying a copy effect that doesn’t copy a certain characteristic, retains one or more original values for a certain characteristic, or provides a specific set of values for a certain characteristic, any characteristic-defining ability (see rule 604.3) of the object being copied that defines that characteristic is not copied. If that characteristic is color, any color indicator (see rule 204) of that object is also not copied. This rule does not apply to copy effects with exceptions that state the object is a certain card type, supertype, and/or subtype “in addition to its other types.” In those cases, any characteristic-defining ability that defines card type, supertype, and/or subtype is copied. +Example: Quicksilver Gargantuan is a creature that reads, “You may have this creature enter as a copy of any creature on the battlefield, except it’s 7/7.” Quicksilver Gargantuan enters the battlefield as a copy of Tarmogoyf, which has a characteristic-defining ability that defines its power and toughness. Quicksilver Gargantuan does not have that ability. It will be 7/7. +Example: Glasspool Mimic is a creature that reads “You may have this creature enter as a copy of a creature you control, except it’s a Shapeshifter Rogue in addition to its other types.” Glasspool Mimic enters as a copy of a creature with changeling. Glasspool Mimic will have changeling and will have all creature types. + +707.9e Some replacement effects that generate copy effects include an exception that’s an additional effect rather than a modification of the affected object’s characteristics. If another copy effect is applied to that object after applying the copy effect with that exception, the exception’s effect doesn’t happen. +Example: Altered Ego reads, “You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.” You choose for it to enter the battlefield as a copy of Clone, which reads “You may have this creature enter as a copy of any creature on the battlefield,” for which no creature was chosen as it entered the battlefield. If you then choose a creature to copy as you apply the replacement effect Altered Ego gains by copying Clone, Altered Ego’s replacement effect won’t cause it to enter the battlefield with any +1/+1 counters on it. + +707.9f Some exceptions to the copying process apply only if the copy is or has certain characteristics. To determine whether such an exception applies, consider what the resulting permanent’s characteristics would be if the copy effect were applied without that exception, taking into account any other exceptions that effect includes. +Example: Moritte of the Frost says, in part, “You may have Moritte enter as a copy of a permanent you control, except it’s legendary and snow in addition to its other types and, if it’s a creature, it enters with two additional +1/+1 counters on it and it has changeling.” Moritte of the Frost copies a land that has become a creature until end of turn. It would enter as a noncreature permanent, so it won’t enter with two additional +1+1 counters on it and it won’t have changeling, even if it becomes a creature later in the turn. + +707.9g Some replacement effects that generate copy effects are linked to triggered abilities written in the same paragraph. (See rule 603.11.) If another copy effect is applied to that object after applying the copy effect with the linked triggered ability, the ability doesn’t trigger. + +707.10. To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn’t cast and a copy of an activated ability isn’t activated. A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made for it, including modes, targets, the value of X, and additional or alternative costs. (See rule 601, “Casting Spells.”) Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is owned by the player under whose control it was put on the stack. A copy of a spell or ability is controlled by the player under whose control it was put on the stack. A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability. +Example: A player casts Fork, targeting an Emerald Charm. Fork reads, “Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.” Emerald Charm is a modal green instant. When the Fork resolves, it puts a copy of the Emerald Charm on the stack except the copy is red, not green. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets. +Example: Fling is an instant that reads, “As an additional cost to cast this spell, sacrifice a creature” and “Fling deals damage equal to the sacrificed creature’s power to any target.” When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling. +Example: Dawnglow Infusion is a sorcery that reads, “You gain X life if {G} was spent to cast this spell and X life if {W} was spent to cast it.” Because mana isn’t an object, a copy of Dawnglow Infusion won’t cause you to gain any life, no matter what mana was spent to cast the original spell. + +707.10a If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist. These are state-based actions. See rule 704. + +707.10b A copy of an ability has the same source as the original ability. If the ability refers to its source by name, the copy refers to that same object and not to any other object with the same name. The copy is considered to be the same ability by effects that count how many times that ability has resolved during the turn. + +707.10c Some effects copy a spell or ability and state that its controller may choose new targets for the copy. The player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal. Once the player has decided what the copy’s targets will be, the copy is put onto the stack with those targets. + +707.10d Some effects copy a spell or ability for each player or object it “could target.” The copies are put onto the stack with those targets in the order of their controller’s choice. If the spell or ability has more than one target, each of its targets must be the same player or object. If that player or object isn’t a legal target for each instance of the word “target,” a copy isn’t created for that player or object. + +707.10e Some effects copy a spell or ability and specify a new target for the copy. If the spell or ability has more than one target, each of the copy’s targets must be that player or object. If that player or object isn’t a legal target for each instance of the word “target,” the copy isn’t created. In the case where a replacement effect causes the copy to target more than one object, the copy’s controller chooses one of them to be the new target. The chosen target must be a legal target for that spell or ability. +Example: Frontline Heroism is an enchantment with the ability “Whenever you cast a spell that targets only a single creature you control, create a 1/1 red Soldier creature token with haste, then copy that spell. The copy targets that token.” Anointed Procession is an enchantment with the ability “If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.” If you control both and cast Moment of Triumph targeting a creature you control, Frontline Heroism’s ability triggers. As that ability resolves, you create two 1/1 red Soldier creature tokens with haste, then copy Moment of Triumph and the copy targets one of those tokens of your choice. The copy doesn’t target both the tokens. + +707.10f Some effects copy a permanent spell. As that copy resolves, it ceases being a copy of a spell and becomes a token permanent. (See rule 608.3f.) + +707.10g If an effect creates a copy of a double-faced permanent spell, the copy is also a double-faced permanent spell that has both a front face and a back face. The characteristics of its front and back face are determined by the copiable values of the same face of the spell it is a copy of, as modified by any other copy effects. If the spell it is a copy of has its back face up, the copy is created with its back face up. The token that’s put onto the battlefield as that spell resolves is a double-faced token. + +707.11. If an effect refers to a permanent by name, the effect still tracks that permanent even if it changes names or becomes a copy of something else. +Example: An Unstable Shapeshifter copies an Olivia Voldaren. Olivia Voldaren reads, “{1}{R}: Olivia Voldaren deals 1 damage to another target creature. That creature becomes a Vampire in addition to its other types. Put a +1/+1 counter on Olivia Voldaren.” If this ability of the Shapeshifter is activated, the Shapeshifter will deal 1 damage and you will put a +1/+1 counter on it, even if it’s no longer a copy of Olivia Voldaren at that time. + +707.12. An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, except that the copy is created in the same zone the object is in and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a–h of rule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered. + +707.13. One card (Garth One-Eye) instructs a player to create a copy of a card defined by name rather than by indicating an object to be copied. To do so, the player uses the Oracle card reference to determine the characteristics of the copy and creates the copy outside of the game. + +707.14. One card (Magar of the Magic Strings) instructs a player to note the name of a particular card in a graveyard and create a copy of the card with the noted name. To do so, use the characteristics of that card as it last existed in the graveyard to determine the copiable values of the copy. (See rule 608.2h.) + +708. Face-Down Spells and Permanents + +708.1. Some cards allow spells and permanents to be face down. + +708.2. Face-down spells and face-down permanents have no characteristics other than those listed by the ability or rules that allowed the spell or permanent to be face down. Any listed characteristics are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”) + +708.2a If a face-up permanent is turned face down by a spell or ability that doesn’t list any characteristics for that object, it becomes a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost. A permanent that enters the battlefield face down also has these characteristics unless otherwise specified by the effect that put it onto the battlefield face down or allowed it to be cast face down. These values are the copiable values of that object’s characteristics. + +708.2b A face-down permanent can’t be turned face-down. If a spell or ability attempts to turn a face-down permanent face down, nothing happens and that effect doesn’t change any of its characteristics or their copiable values. + +708.3. Objects that are put onto the battlefield face down are turned face down before they enter the battlefield, so the permanent’s enters-the-battlefield abilities won’t trigger (if triggered) or have any effect (if static). + +708.4. Objects that are cast face down are turned face down before they are put onto the stack, so effects that care about the characteristics of a spell will see only the face-down spell’s characteristics. Any effects or prohibitions that would apply to casting an object with these characteristics (and not the face-up object’s characteristics) are applied to casting this object. The permanent the spell becomes will be a face-down permanent. + +708.5. At any time, you may look at a face-down spell you control on the stack or a face-down permanent you control (even if it’s phased out). You can’t look at face-down cards in any other zone or face-down spells or permanents controlled by another player. + +708.6. If you control multiple face-down spells or face-down permanents, you must ensure at all times that your face-down spells and permanents can be easily differentiated from each other. This includes, but is not limited to, knowing what ability or rules caused the permanents to be face down, the order spells were cast, the order that face-down permanents entered the battlefield, which creature(s) attacked last turn, and any other differences between face-down spells or permanents. Common methods for distinguishing between face-down objects include using counters or dice to mark the different objects, or clearly placing those objects in order on the table. + +708.7. The ability or rules that allow a permanent to be face down may also allow the permanent’s controller to turn it face up. Spells normally can’t be turned face up. + +708.8. As a face-down permanent is turned face up, its copiable values revert to its normal copiable values. Any effects that have been applied to the face-down permanent still apply to the face-up permanent. Any abilities relating to the permanent entering the battlefield don’t trigger and don’t have any effect, because the permanent has already entered the battlefield. + +708.9. If a face-down permanent or a face-down component of a merged permanent moves from the battlefield to any other zone, its owner must reveal it to all players as they move it. If a face-down spell moves from the stack to any zone other than the battlefield, its owner must reveal it to all players as they move it. If a player leaves the game, all face-down permanents, face-down components of merged permanents, and face-down spells owned by that player must be revealed to all players. At the end of each game, all face-down permanents, face-down components of merged permanents, and face-down spells must be revealed to all players. + +708.10. If a face-down permanent becomes a copy of another permanent, its copiable values become the copiable values of that permanent, as modified by its face-down status. Its characteristics therefore remain the same: the characteristics listed by the ability or rules that allowed it to be turned face down. However, if it is turned face up, its copiable values become the values it copied from the other permanent. See rule 707.3. + +708.11. If a face-down permanent would have an “As [this permanent] is turned face up . . .” ability after it’s turned face up, that ability is applied while that permanent is being turned face up, not afterward. + +708.12. If a spell or ability that instructs a player to reveal a face-down permanent needs information about the revealed object, it uses the characteristics of that object ignoring any continuous effects that may be applying to it. + +709. Split Cards + +709.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic card back. + +709.2. Although split cards have two castable halves, each split card is only one card. For example, a player who has drawn or discarded a split card has drawn or discarded one card, not two. + +709.3. A player chooses which half of a split card they are casting before putting it onto the stack. + +709.3a Only the chosen half is evaluated to see if it can be cast. Only that half is considered to be put onto the stack. + +709.3b While on the stack, only the characteristics of the half being cast exist. The other half’s characteristics are treated as though they didn’t exist. + +709.3c An effect may create a copy of a split card and allow a player to cast the copy. That copy retains the characteristics of the two halves separated into the same two halves as the original card. (See rule 707.12.) + +709.4. In every zone except the stack, the characteristics of a split card are those of its two halves combined. + +709.4a Each split card has two names. If an effect instructs a player to choose a card name and the player wants to choose a split card’s name, the player must choose one of those names and not both. An object has the chosen name if one of its names is the chosen name. + +709.4b The mana cost of a split card is the combined mana costs of its two halves. A split card’s colors and mana value are determined from its combined mana cost. An effect that refers specifically to the symbols in a split card’s mana cost sees the separate symbols rather than the whole mana cost. +Example: Assault//Battery’s mana cost is {3}{R}{G}. It’s a red and green card with a mana value of 5. If you cast Assault, the resulting spell is a red spell with a mana value of 1. +Example: Fire//Ice’s mana cost is {2}{U}{R}. It has the same mana cost as Steam Augury, but an effect such as that of Jegantha, the Wellspring sees that it contains the mana symbol {1} twice. + +709.4c A split card has each card type specified on either of its halves and each ability in the text box of each half. + +709.4d The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.102, “Fuse”). + +709.5. Some split cards are permanent cards with a single shared type line. A shared type line on such an object represents two static abilities that function on the battlefield. These are “As long as this permanent doesn’t have the ‘left half unlocked’ designation, it doesn’t have the name, mana cost, or rules text of this object’s left half” and “As long as this permanent doesn’t have the ‘right half unlocked’ designation, it doesn’t have the name, mana cost, or rules text of this object’s right half.” These abilities, as well as which half of that permanent a characteristic is in, are part of that object’s copiable values. + +709.5a Each half of a split card with a shared type line shares the types and subtypes listed on that card’s shared type line. + +709.5b The existence of each half of an object with a shared type line is part of that object’s copiable values, even if that object is a spell on the stack. This is an exception to rule 709.3b. + +709.5c “Left half unlocked” and “right half unlocked” are designations that a permanent on the battlefield can have. Together, they are called the unlocked designations. A particular half of a permanent is said to be “unlocked” if it has the appropriate unlocked designation. Otherwise, that half is said to be “locked.” + +709.5d A permanent with a shared type line is given the “left half unlocked” designation as it enters the battlefield if its left half was cast as a spell. It is given the “right half unlocked” designation as it enters the battlefield if its right half was a cast as a spell. If it’s entering the battlefield and neither half was cast as a spell, it enters with neither unlocked designation. + +709.5e A player who controls a permanent that has one or more locked halves may pay the mana cost of a locked half of that permanent to give that permanent the appropriate unlocked designation. This cost is referred to as an “unlock cost.” This is a special action (see rule 116). A player can take this action any time they have priority and the stack is empty during a main phase of their turn. + +709.5f Some spells and abilities instruct a player to “unlock” half of a permanent. To unlock half of a permanent, a player chooses a locked half of that permanent, and that permanent is given the appropriate unlocked designation. + +709.5g Some spells and abilities instruct a player to “lock” half of a permanent. To lock half of a permanent, a player chooses an unlocked half of that permanent, and that permanent loses the appropriate unlocked designation. + +709.5h Some abilities trigger when a player unlocks a particular half of a permanent. These abilities trigger when that permanent is given the appropriate unlocked designation, regardless of whether it was given that designation while entering the battlefield or after entering the battlefield. + +709.5i Some abilities trigger when a player “fully unlocks” a permanent with a shared type line. Such an ability triggers when that permanent has one of the two unlocked designations and gets the other, or when it has neither designation and gains both. + +709.5j Some cards refer to a “door” of a Room permanent. A door is a half of that permanent. + +710. Flip Cards + +710.1. Flip cards have a two-part card frame on a single card. The text that appears right side up on the card defines the card’s normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic card back. + +710.1a The top half of a flip card contains the card’s normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to “flip” if certain conditions are met. + +710.1b The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is on the battlefield and only if the permanent is flipped. + +710.1c A flip card’s color and mana cost don’t change if the permanent is flipped. Also, any changes to it by external effects will still apply. + +710.2. In every zone other than the battlefield, and also on the battlefield before the permanent flips, a flip card has only the normal characteristics of the card. Once a permanent is flipped, its normal name, text box, type line, power, and toughness don’t apply and the alternative versions of those characteristics apply instead. +Example: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says “Search your library for a legendary card” can’t find this flip card. An effect that says “Legendary creatures get +2/+2” doesn’t affect Akki Lavarunner, but it does affect Tok-Tok. + +710.3. You must ensure that it’s clear at all times whether a permanent you control is flipped or not, both when it’s untapped and when it’s tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects. + +710.4. Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to become unflipped. However, if a flipped permanent leaves the battlefield, it retains no memory of its status. See rule 110.5. + +710.5. If an effect instructs a player to choose a card name and the player wants to choose a flip card’s alternative name, the player may do so. + +711. Leveler Cards + +711.1. Each leveler card has a striated text box and three power/toughness boxes. The text box of a leveler card contains two level symbols. + +711.2. A level symbol is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].” + +711.2a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].” + +711.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].” + +711.3. The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which level symbol. Leveler cards each contain only one text box. + +711.4. Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In particular, each leveler permanent has its level up ability (see rule 702.87) at all times; it may be activated regardless of how many level counters are on that permanent. + +711.5. If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost power/toughness box. + +711.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box. + +711.7. Some enchantments have the subtype Class and associated abilities that give them a class level. These are not level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.” + +712. Double-Faced Cards + +712.1. A double-faced card has a Magic card face on one side and either a Magic card face or half of an oversized card face on the other. (It does not have a Magic card back.) There are three kinds of double-faced cards: nonmodal double-faced cards (previously called “transforming double-faced cards”), modal double-faced cards, and meld cards. + +712.2. Nonmodal double-faced cards have a Magic card face on each side and include abilities on one or both of their faces that allow the card to either “transform” or “convert” (turn over to its other face) and/or allow the card to be cast or enter the battlefield “transformed” or “converted” (with its back face up). + +712.2a A nonmodal double-faced card’s front face is marked by a front-face symbol in its upper left corner. On cards printed starting with The Brothers’ War™ release, that symbol is a single white triangle pointed upward inside a black circle. Nonmodal double-faced cards printed in older sets have different front-face symbols. On Magic Origins™ and Core Set 2019 double-faced cards, the front-face symbol is a modified Planeswalker icon. On cards in the Innistrad® block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich of the Krallenhorde in the Eldritch Moon™ set, the front-face symbol is a sun. On other Eldritch Moon double-faced cards, the front-face symbol is a full moon. On Ixalan® and Rivals of Ixalan™ cards, the front-face symbol is a compass rose. On Kamigawa®: Neon Dynasty double-faced cards, the front-face symbol is a closed fan. + +712.2b A nonmodal double-faced card’s back face is marked by a back-face symbol in its upper left or upper right corner. On cards printed starting with The Brothers’ War release, that symbol is a single white triangle pointed downward inside a black circle. Nonmodal double-faced cards printed in older sets have different front-face symbols. On Magic Origins and Core Set 2019 double-faced cards, the back-face symbol is a full Planeswalker icon. On cards in the Innistrad block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich, Uncontested Alpha in the Eldritch Moon set, the back-face symbol is a crescent moon. On other Eldritch Moon double-faced cards, the back-face symbol is a stylized image of Emrakul. On Ixalan and Rivals of Ixalan cards, the back-face symbol is a land icon. On Kamigawa: Neon Dynasty double-faced cards, the back-face symbol is an open fan. + +712.2c The front face of a nonmodal double-faced card whose back face is a creature has the back face’s power and toughness printed in gray above the power and toughness box. This is reminder text and has no effect on game play. + +712.3. Modal double-faced cards have a Magic card face on each side. These faces are usually independent from one another, but they may have an ability that allows them to “transform” or “convert” on either face. + +712.3a A modal double-faced card’s front face is marked by a front-face symbol in its upper left corner. The front-face symbol is a single black triangle inside a sideways teardrop. + +712.3b A modal double-faced card’s back face is marked by a back-face symbol in its upper left corner. The back-face symbol is two white triangles inside a sideways teardrop. + +712.3c Each face of a modal double-faced card includes a hint bar in the lower left corner with information about the opposite face. This is reminder text and has no effect on game play. + +712.4. Meld cards have a Magic card face on one side and half of an oversized card face on the other. + +712.4a One card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined (see rule 701.42, “Meld”). The resulting permanent is a single object represented by two cards. + +712.4b The back faces of a meld pair are used only to determine the characteristics of the melded permanent that pair becomes on the battlefield. If a rule or effect references the back face of a meld card when not part of a melded permanent on the battlefield, it fails to determine its characteristics, regardless of which parts of the melded permanent is represented on that card’s back face. + +712.4c Unlike other double-faced cards, meld cards cannot be transformed or converted. Any instructions to do so are ignored. + +712.5. There are seven specific meld pairs. + +712.5a Midnight Scavengers and Graf Rats meld to form Chittering Host. + +712.5b Hanweir Garrison and Hanweir Battlements meld to form Hanweir, the Writhing Township. + +712.5c Bruna, the Fading Light and Gisela, the Broken Blade meld to form Brisela, Voice of Nightmares. + +712.5d Phyrexian Dragon Engine and Mishra, Claimed by Gix meld to form Mishra, Lost to Phyrexia. + +712.5e The Mightstone and Weakstone and Urza, Lord Protector meld to form Urza, Planeswalker. + +712.5f Argoth, Sanctum of Nature and Titania, Voice of Gaea meld to form Titania, Gaea Incarnate. + +712.5g Fang, Fearless l’Cie and Vanille, Cheerful l’Cie meld to form Ragnarok, Divine Deliverance. + +712.6. Players who are allowed to look at a double-faced card may look at both sides of that card. + +712.7. Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone. To do this, the owner of a double-faced card may use completely opaque card sleeves and/or a substitute card (see rule 713). Sanctioned tournaments have additional rules for playing with double-faced cards. See rule 100.6. + +712.8. Each face of a double-faced card that isn’t a meld card has its own set of characteristics. The front face of each meld card and the combined face formed by a meld pair each has its own set of characteristics. + +712.8a While a double-faced card is outside the game or in a zone other than the battlefield or stack, it has only the characteristics of its front face. + +712.8b A meld card on the stack has only the characteristics of its front face. + +712.8c Normally, a nonmodal double-faced spell has its front face up while on the stack and has only the characteristics of its front face. However, if an effect allows a player to cast a nonmodal double-faced card “transformed” or “converted,” the resulting spell will have its back face up and have only the characteristics of its back face. Its mana value is calculated using the mana cost of its front face. + +712.8d While a double-faced permanent has its front face up, it has only the characteristics of its front face. + +712.8e While a nonmodal double-faced permanent has its back face up, it has only the characteristics of its back face. However, its mana value is calculated using the mana cost of its front face. If a permanent is copying the back face of a nonmodal double-faced permanent (even if the object representing that copy is itself a double-faced permanent), the mana value of that permanent is 0. See rule 202.3b. + +712.8f While a modal double-faced spell is on the stack or a modal double-faced permanent is on the battlefield, it has only the characteristics of the face that’s up. + +712.8g While the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards has only the characteristics of the combined back face, and its mana value is the sum of the mana values of its front faces. If a permanent is copying a melded permanent, the mana value of the copy is 0. See rule 202.3c. + +712.9. Only permanents represented by double-faced tokens and double-faced cards that are not meld cards can transform or convert. (See rule 701.27, “Transform,” and rule 701.28, “Convert.”) If a spell or ability instructs a player to transform or convert any permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens. +Example: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced card, it can’t transform. +Example: A player casts Cytoshape, causing a Kruin Outlaw (the front face of a double-faced card) to become a copy of Elite Vanguard (a 2/1 Human Soldier creature) until end of turn. The player then casts Moonmist, which reads, in part, “Transform all Humans.” Because the copy of Elite Vanguard is a double-faced card, it will transform. The resulting permanent will have its back face up, but it will still be a copy of Elite Vanguard that turn. + +712.10. If a spell or ability instructs a player to transform or convert a permanent, and the face that permanent would transform or convert into is an instant or sorcery card face, or is a double-faced token that was created with an instant or sorcery face, nothing happens. + +712.11. A double-faced spell is cast with its front face up by default. See rule 601, “Casting Spells.” + +712.11a If a double-faced card or a copy of a double-faced card is cast as a spell “transformed” or “converted,” it’s put on the stack with its back face up. + +712.11b A player casting a modal double-faced card or a copy of a modal double-faced card as a spell chooses which face they are casting before putting it onto the stack. + +712.11c Only the face that will be face up on the stack is evaluated to determine if it can be cast. Only that face is considered to be put onto the stack. + +712.11d If an ability of a double-faced card’s front face allows it to be cast “transformed” or “converted,” that ability is also considered when evaluating that spell to determine if it can be cast. This is an exception to 712.11c. + +712.12. A player playing a modal double-faced card or a copy of a modal double-faced card as a land chooses one of its faces that’s a land before putting it onto the battlefield. It enters the battlefield with that face up. See rule 305, “Lands.” + +712.13. By default, a resolving double-faced spell that becomes a permanent is put onto the battlefield with the same face up that was face up on the stack. + +712.13a Some abilities may cause a double-faced spell with its front face up on the stack to enter the battlefield transformed or converted. If the back face of the card that represents that spell is an instant or sorcery face, or that spell is a copy of a double-faced card created with an instant or sorcery back face, it doesn’t enter the battlefield, and is instead put into its owner’s graveyard. +Example: A player controls both Mycosynth Lattice and March of the Machines, the combined effects of which make all permanents artifact creatures in addition to their other types. They also control a Clone on the battlefield that is a copy of Bird Admirer, a creature with daybound. It is currently night, but that permanent can’t transform because it isn’t represented by a double-faced card. Its controller casts Mystic Reflection targeting it, then casts Invasion of Kylem, a Siege battle whose back face is a sorcery. Because Invasion of Kylem is entering the battlefield as a creature, Mystic Reflection’s replacement effect applies to it and it tries to enter the battlefield as a copy of Bird Admirer. Since it is night, the daybound ability would normally cause it to enter with its back face up. However, since its back face is a sorcery, it is instead put into its owner’s graveyard. + +712.14. A double-faced card put onto the battlefield from a zone other than the stack enters the battlefield with its front face up by default. + +712.14a If a spell or ability puts a double-faced card onto the battlefield “transformed” or “converted,” it enters the battlefield with its back face up. If a player is instructed to put a card that isn’t a double-faced card onto the battlefield transformed or converted, that card stays in its current zone. + +712.14b If a player is instructed to put a modal double-faced card onto the battlefield and its front face isn’t a permanent card, the card stays in its current zone. + +712.14c If a meld card is being melded with its counterpart, those cards enter the battlefield as a single permanent with their back faces up. + +712.15. If an effect allows a player to cast a double-faced card as a face-down creature spell, or if a double-faced card enters the battlefield face down, it will have the characteristics given to it by the rule or effect that caused it to be face down. That card remains hidden, using a face-down substitute card (see rule 713) and/or opaque sleeves. See rule 708, “Face-Down Spells and Permanents.” + +712.15a While face down, a double-faced permanent can’t transform or convert. If it’s turned face up, it will have its front face up. + +712.16. Melded permanents and other double-faced permanents can’t be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens. + +712.17. A double-faced card that is exiled face down remains hidden, using a face-down substitute card and/or opaque sleeves. See rule 713, “Substitute Cards.” + +712.18. When a double-faced permanent transforms or converts, it doesn’t become a new object. Any effects that applied to that permanent will continue to apply to it. +Example: An effect gives Village Ironsmith (the front face of a double-faced card) +2/+2 until end of turn and then Village Ironsmith transforms into Ironfang. Ironfang will continue to get +2/+2 until end of turn. + +712.19. If an effect instructs a player to choose a card name, the player may choose the name of either face of a double-faced card but not both. The player may choose the name of the combined back face of a meld pair. + +712.20. If a double-faced card would have an “As [this permanent] transforms . . .” ability after it transforms or converts, that ability is applied while that permanent is transforming or converting, not afterward. + +712.21. If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone. +Example: Chittering Host, a melded permanent, dies. An ability that triggers “whenever a creature dies” triggers once. An ability that triggers “whenever a card is put into a graveyard from anywhere” triggers twice. + +712.21a If a melded permanent is put into its owner’s graveyard or library, that player may arrange the two cards in any order. If it’s put into its owner’s library, that player doesn’t reveal the order. + +712.21b If a player exiles a melded permanent, that player determines the relative timestamp order of the two cards at that time. This is an exception to the procedure described in rule 613.7m. +Example: Duplicant is a card with the abilities “When Duplicant enters, you may exile target nontoken creature” and “As long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. It’s still a Shapeshifter.” As Duplicant’s first ability exiles Chittering Host, a melded permanent, Duplicant’s controller chooses whether the last creature card exiled is Midnight Scavengers or Graf Rats. + +712.21c If an effect can find the new object that a melded permanent becomes as it leaves the battlefield, it finds both cards. (See rule 400.7.) If that effect causes actions to be taken upon those cards, the same actions are taken upon each of them. +Example: Otherworldly Journey is an instant that reads “Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner’s control with a +1/+1 counter on it.” A player casts Otherworldly Journey targeting Chittering Host, a melded permanent. Chittering Host is exiled. At the beginning of the next end step, Midnight Scavengers and Graf Rats are both returned to the battlefield, each with a +1/+1 counter on it. +Example: False Demise is an Aura with the ability “When enchanted creature dies, return that card to the battlefield under your control.” A Chittering Host enchanted by False Demise dies. The triggered ability returns both Midnight Scavengers and Graf Rats to the battlefield. +Example: Mimic Vat is an artifact that reads, in part, “Whenever a nontoken creature dies, you may exile that card.” A Chittering Host dies. As Mimic Vat’s triggered ability resolves, its controller makes a single choice and both cards that represented Chittering Host are either exiled or not. + +712.21d If multiple replacement effects could be applied to the event of a melded permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to one of the two cards affects both cards. If the melded permanent is a commander, it may be exempt from this rule; see rules 903.9b–c. +Example: Leyline of the Void is an enchantment that reads, in part, “If a card would be put into an opponent’s graveyard from anywhere, exile it instead.” Wheel of Sun and Moon is an Aura with enchant player and the ability “If a card would be put into enchanted player’s graveyard from anywhere, instead that card is revealed and put on the bottom of its owner’s library.” If the controller of Chittering Host is affected by both cards’ effects, that player chooses one effect to apply to the event and Midnight Scavengers and Graf Rats are both moved to the appropriate zone. + +712.21e If an effect needs to know the number of objects that changed zones, a melded permanent among those objects counts as one object that moved. If the effect needs to know the number of cards that changed zones, that melded permanent counts as two cards that moved. + +713. Substitute Cards + +713.1. A substitute card is a game supplement that can be used to represent a double-faced card or meld card. A substitute card has a normal Magic card back. + +713.2. Each substitute card must clearly indicate the name of at least the front face of the card that it represents. Other information from the printed card (e.g. card type, mana cost, and power and toughness) may also be written on the substitute card. + +713.2a Some substitute cards list the names and mana costs of the cards they can represent. Exactly one of the fill-in circles must be marked to denote which card the substitute card represents. This style of substitute card was found in Magic products that released 2011–2018. + +713.2b Some substitute cards represent one specific listed card. This style of substitute card was found in the Core Set 2019 release, and it represents the card Nicol Bolas, the Ravager. + +713.2c Some substitute cards can represent any modal double-faced card. These substitute cards include the front-face and back-face symbols on the front face of the card. To use one of them, write in the name of each face of the card it represents. This style of substitute card is found in the Zendikar Rising release. + +713.3. If a substitute card is used in a deck, the card it represents is set aside prior to the beginning of the game (see rule 103.2a) and must remain available throughout the game. A substitute card can’t be included in a deck unless it is representing a double-faced card or a meld card. + +713.4. For all game purposes, the substitute card is considered to be the card it’s representing. + +713.5. If the substitute card is face up in a public zone, it should be set aside and the double-faced card or meld card that it represents should be used instead. + +714. Saga Cards + +714.1. Each Saga card has a striated text box containing a number of chapter symbols. Its illustration is vertically oriented on the right side of the card, and its type line is along the bottom of the card. + +714.1a Saga enchantments that also have the type creature are printed with both a power and toughness box and an additional text box below the type line. Any abilities in that text box are independent of its chapter symbols. + +714.2. A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability. + +714.2a A chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, III represents 3, and so on. + +714.2b “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].” + +714.2c “{rN1}, {rN2}—[Effect]” means the same as “{rN1}—[Effect]” and “{rN2}—[Effect].” + +714.2d A Saga’s final chapter number is the greatest value among chapter abilities it has. If a Saga somehow has no chapter abilities, its final chapter number is 0. + +714.2e A Saga’s final chapter ability is the chapter ability which has its final chapter number in its chapter symbol. + +714.3. Sagas use lore counters to track their progress. + +714.3a As a Saga without the read ahead ability enters the battlefield, its controller puts a lore counter on it. As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. (See rule 702.155, “Read Ahead.”) + +714.3b As a player’s precombat main phase begins, that player puts a lore counter on each Saga they control with one or more chapter abilities. This turn-based action doesn’t use the stack. + +714.4. If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number, and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. This state-based action doesn’t use the stack. + +715. Adventurer Cards + +715.1. Adventurer cards have a two-part card frame, with a smaller frame inset within their text box. + +715.2. The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right. + +715.2a If an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object that has the alternative characteristics of an Adventure spell, even if the object currently doesn’t use them. + +715.2b The existence and values of these alternative characteristics are part of the object’s copiable values. + +715.2c Although adventurer cards are printed with multiple sets of characteristics, each adventurer card is only one card. For example, a player who has drawn or discarded an adventurer card has drawn or discarded one card, not two. + +715.3. As a player plays an adventurer card, the player chooses whether they play the card normally or as an Adventure. + +715.3a When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast. + +715.3b While on the stack as an Adventure, the spell has only its alternative characteristics. + +715.3c If an Adventure spell is copied, the copy is also an Adventure. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Adventure spell. Any rule or effect that refers to a spell cast as an Adventure refers to the copy as well. + +715.3d Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may play it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure. + +715.4. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics. + +715.5. If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative name, the player may do so. + +716. Class Cards + +716.1. Each Class card has a striated text box containing two class level bars. Its illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card. + +716.2. A class level bar is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability. + +716.2a “[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].” + +716.2b A level is a designation that any permanent can have. A Class retains its level even if it stops being a Class. Levels are not a copiable characteristic. + +716.2c The phrase “to gain a Class level” means “to activate an ability indicated by a class level bar” + +716.2d If a rule or effect refers to a permanent’s level and that permanent doesn’t have a level, it is treated as though its level is 1. + +716.3. Any ability printed on a Class card that isn’t preceded by a class level bar is treated normally. In particular, the Class has the ability printed in its top text box section at all times. That ability may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability. + +716.4. Some older creature cards, called leveler cards, have level up abilities that add level counters to them. These are not the same as class level abilities. Level counters do not interact with Class cards, and class levels do not interact with leveler cards. See rule 702.87, “Level Up,” and rule 711, “Leveler Cards.” + +717. Attraction Cards + +717.1. Attraction is an artifact subtype seen only on nontraditional Magic cards. Each Attraction has an “Astrotorium” card back rather than a traditional Magic card back and has a column of circled numbers on the right side of its text box. Numbers in white text on a brightly colored background are said to be “lit up” on those cards. Note that multiple Attraction cards with the same English name may have different numbers lit up. You can see each Attraction card’s possible combinations of lights at Gatherer.Wizards.com. + +717.2. Attraction cards do not begin the game in a player’s deck and do not count toward maximum or minimum deck sizes. Rather, a player who chooses to play with Attraction cards begins the game with a supplementary Attraction deck that exists in the command zone. Each Attraction deck is shuffled before the game begins (see rule 103.3a). + +717.2a In constructed play, an Attraction deck must contain at least ten Attraction cards and each card in an Attraction deck must have a different English name. + +717.2b In limited play, an Attraction deck must contain at least three Attraction cards from that player’s card pool, and may contain multiple Attractions cards with the same English name. + +717.3. Effects can cause an Attraction card to enter the battlefield from the command zone. See rule 701.51, “Open an Attraction.” + +717.4. As a player’s precombat main phase begins, a player who controls one or more Attractions rolls to visit their Attractions. See rules 703.4g and 701.52, “Roll to Visit Your Attractions.” This turn-based action doesn’t use the stack. + +717.5. Each Attraction card has an ability that begins with the word “Visit” followed by a long dash in its rules text. This is a visit ability. A visit ability triggers whenever you roll to visit your Attractions and the result matches one of the lit-up numbers. See rule 702.159, “Visit.” + +717.6. If a card with an Astrotorium card back would be put into a zone other than the battlefield, exile, or the command zone from anywhere, instead its owner puts it into the command zone. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5. + +717.6a Each card owned by the same player that has been put in the command zone this way is kept in a single face-up pile separate from any player’s Attraction deck. This pile is informally referred to as that player’s “junkyard.” The pile is not its own zone. + +718. Prototype Cards + +718.1. Prototype cards have a two-part frame, with a smaller frame inset below the type line of the card. The inset frame contains the prototype keyword ability as well as a second set of power, toughness, and mana cost characteristics. + +718.2. The mana cost, power, and toughness in the inset frame represent alternative characteristics that the object may have while it is a spell or while it is a permanent on the battlefield. The card’s normal characteristics appear as usual. + +718.2a The existence and values of these alternative characteristics are part of the object’s copiable values. + +718.3. As a player casts a prototype card, the player chooses whether they cast the card normally or cast it as a prototyped spell using the prototype keyword ability (see rule 702.160, “Prototype”). + +718.3a While casting a prototyped spell, use only its alternative power, toughness, and mana cost when evaluating those characteristics to see if it can be cast. + +718.3b Both a prototyped spell and the permanent it becomes have only its alternative set of power, toughness, and mana cost characteristics. If that mana cost includes one or more colored mana symbols, the spell and the permanent it becomes are also that color or colors (see rule 105.2). + +718.3c If a prototyped spell is copied, the copy is also a prototyped spell. It has the alternative power, toughness, and mana cost characteristics of the spell and not the normal power, toughness, and mana cost characteristics of the card that represents the prototyped spell. Any rule or effect that refers to a prototyped spell refers to the copy as well. + +718.3d If a permanent that was a prototyped spell is copied, the copy has the alternative power, toughness, and mana cost characteristics of the permanent and not the normal power and toughness characteristics of the card that represents that permanent. Any rule or effect that refers to a permanent that was a prototyped spell refers to the copy as well. + +718.4. In every zone except the stack or the battlefield, and while on the stack or the battlefield when not cast as a prototyped spell, a prototype card has only its normal characteristics. + +718.5. A prototype card’s characteristics other than its power, toughness, and mana cost (and other than color) remain the same whether it was cast as a prototyped spell or cast normally. + +719. Case Cards + +719.1. Each Case card’s illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card. + +719.2. The Case frame has no additional rules meaning. + +719.3. Case cards have two special keyword abilities that appear before a long dash and represent a triggered ability and an ability that may be static, triggered, or activated. + +719.3a “To solve — [Condition]” means “At the beginning of your end step, if [condition] and this Case is not solved, this Case becomes solved.” + +719.3b Solved is a designation a permanent can have. It has no rules meaning other than to act as a marker that spells and abilities can identify. Once a permanent becomes solved, it stays solved until it leaves the battlefield. The solved designation is neither an ability nor part of the permanent’s copiable values. + +719.3c If a Case has the solved designation, “Solved — [Ability text]” is an ability that may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability. See rule 702.169, “Solved.” + +720. Omen Cards + +720.1. Omen cards have a two-part card frame, with a smaller frame inset within their text box. + +720.2. The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right. + +720.2a If an effect refers to a card, spell, or permanent that “has an Omen,” it refers to an object that has the alternative characteristics of an Omen spell, even if the object currently doesn’t use them. + +720.2b The existence and values of these alternative characteristics are part of the object’s copiable values. + +720.2c Although omen cards are printed with multiple sets of characteristics, each omen card is only one card. For example, a player who has drawn or discarded an omen card has drawn or discarded one card, not two. + +720.3. As a player casts an omen card, the player chooses whether they cast the card normally or as an Omen. + +720.3a When casting an omen card as an Omen, only the alternative characteristics are evaluated to see if it can be cast. + +720.3b While on the stack as an Omen, the spell has only its alternative characteristics. + +720.3c If an Omen spell is copied, the copy is also an Omen. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Omen spell. Any rule or effect that refers to a spell cast as an Omen refers to the copy as well. + +720.3d As an Omen spell resolves, its controller shuffles it into its owner’s library instead of putting it into its owner’s graveyard as it resolves. + +720.4. In every zone except the stack, and while on the stack not as an Omen, an omen card has only its normal characteristics. + +720.5. If an effect instructs a player to choose a card name and the player wants to choose an omen card’s alternative name, the player may do so. + +721. Station Cards + +721.1. Each station card has a striated text box and may have one or more power/toughness boxes. The text box of a station card contains one or two station symbols. Station cards also usually have the station keyword ability (see rule 702.184). + +721.2. A station symbol represents a static ability. The station symbol includes a single number followed by a plus sign, indicated here as “{N+}.” Any abilities printed within the same text box striation as a station symbol are part of its static ability. The same is true of any power and toughness boxes printed within that striation, indicated here as [P/T]. + +721.2a “{N+}[abilities]” means “As long as this permanent has N or more charge counters on it, it has [abilities].” + +721.2b “{N+}[abilities][P/T]” means “As long as this permanent has N or more charge counters on it, it has [abilities] and is a creature with base power and toughness [P/T] in addition to its other types.” + +721.2c While in any zone other than the battlefield, station cards do not have power or toughness. + +721.3. The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which station symbol. Station cards each contain only one text box. + +721.4. Any ability a station card has that isn’t preceded by a station symbol is treated normally. In particular, each station card has its station ability (see rule 702.184) at all times. That ability may be activated regardless of how many charge counters are on it. + +722. Controlling Another Player + +722.1. Some cards allow a player to control another player during that player’s next turn. This effect applies to the next turn that the affected player actually takes. The affected player is controlled during the entire turn; the effect doesn’t end until the beginning of the next turn. + +722.1a Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works. + +722.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn. + +722.2. Two cards (Word of Command and Opposition Agent) allow a player to control another player for a limited duration. + +722.3. Only control of the player changes. All objects are controlled by their normal controllers. A player who’s being controlled during their turn is still the active player. + +722.4. If information about an object in the game would be visible to the player being controlled, it’s visible to both that player and the controller of the player. If information about cards outside the game would be visible to the player being controlled, it’s visible only to that player, not the controller of the player. +Example: The controller of a player can see that player’s hand and the face of any face-down creatures they control. + +722.5. While controlling another player, a player makes all choices and decisions the controlled player is allowed to make or is told to make by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities. +Example: The controller of another player decides which spells that player casts and what those spells target, and makes any required decisions when those spells resolve. +Example: The controller of another player decides which of that player’s creatures attack, which player or planeswalker each one attacks, and how those attacking creatures assign their combat damage. + +722.5a The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player. +Example: If the controller of a player decides that the controlled player will cast a spell with an additional cost of discarding cards, the cards are discarded from the controlled player’s hand. + +722.5b The controller of another player can’t make choices or decisions for that player that aren’t called for by the rules or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules. +Example: The player who’s being controlled still decides if they will leave to visit the restroom, trade a card to someone else, agree to an intentional draw, or call a judge about an error or infraction. + +722.6. The controller of another player can’t make that player concede. A player may concede the game at any time, even if they are controlled by another player. See rule 104.3a. + +722.7. The effect that gives control of a player to another player may restrict the actions the controlled player is allowed to take or specify actions that the controlled player must take. + +722.8. A player who controls another player also continues to make their own choices and decisions. + +722.9. An effect may give a player control of themselves. That player will make their own decisions and choices as normal. + +723. Ending Turns and Phases + +723.1. Some cards end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”). + +723.1a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 723.1f). + +723.1b Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”). + +723.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack. + +723.1d The current phase and/or step ends. If this happens during combat, remove all creatures and planeswalkers from combat. The game skips straight to the cleanup step; skip any phases or steps between this phase or step and the cleanup step. If an effect ends the turn during the cleanup step, a new cleanup step begins. + +723.1e Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped. + +723.1f No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the cleanup step, then the active player gets priority and players can cast spells and activate abilities. Then there will be another cleanup step before the turn finally ends. If no triggered abilities have triggered during this process, no player gets priority during the cleanup step. See rule 514, “Cleanup Step.” + +723.2. One card (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”). + +723.2a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 723.2f). + +723.2b Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”). + +723.2c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack. + +723.2d The current combat phase ends. Remove all creatures and planeswalkers from combat. Effects that last “until end of combat” expire. The game skips straight to the next phase, usually the postcombat main phase; skip any steps between this step and that phase. + +723.2e Even though the combat phase ends, “at end of combat” triggered abilities don’t trigger because the end of combat step is skipped. + +723.2f No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the following phase, then the active player gets priority and players can cast spells and activate abilities. + +723.2g If an effect attempts to end the combat phase at any time that’s not a combat phase, nothing happens. + +724. The Monarch + +724.1. The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to become the monarch. + +724.2. There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. This is an exception to rule 113.8. The full texts of these abilities are “At the beginning of the monarch’s end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.” + +724.3. Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch. + +724.4. If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order who can become the monarch becomes the monarch. If no player still in the game can become the monarch, the game continues with no monarch. + +724.5. If the result of a continuous effect generated by a static ability is determined based on who is currently the monarch, but there is no monarch in the game as that effect begins to apply, that effect does nothing until a player becomes the monarch. See rule 613, “Continuous Effects.” + +725. The Initiative + +725.1. The initiative is a designation a player can have. There is no initiative in a game until an effect instructs a player to take the initiative. A player who currently has the initiative designation is said to have the initiative. + +725.2. There are three inherent triggered abilities associated with having the initiative. These triggered abilities have no source and are controlled by the player who had the initiative at the time the abilities triggered. This is an exception to rule 113.8. The full text of these abilities are “At the beginning of the upkeep of the player who has the initiative, that player ventures into Undercity,” “Whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the controller of those creatures takes the initiative,” and “Whenever a player takes the initiative, that player ventures into Undercity.” See rule 701.49, “Venture into the Dungeon.” + +725.3. Only one player can have the initiative at a time. As a player takes the initiative, the player who currently has the initiative ceases to have it. + +725.4. If the player who has the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative. + +725.5. If the player who currently has the initiative is instructed to take the initiative, this causes the last triggered ability in 725.2 to trigger but does not create a second initiative designation. + +726. Restarting the Game + +726.1. One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule 103, “Starting the Game,” with the following exception: + +726.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game. + +726.2. All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game. Ownership of cards in the new game doesn’t change, regardless of their location when the new game begins. +Example: A player casts Living Wish, bringing a creature card into the game from outside the game. Then that game is restarted. The creature card will be part of that player’s library when the new game begins. + +726.3. Because each player draws seven cards when the new game begins, any player with fewer than seven cards in their library will lose the game when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”) + +726.4. The effect that restarts the game finishes resolving just before the first turn’s untap step. If the spell or ability that generated that effect has additional instructions, those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn’s upkeep step. + +726.5. Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner’s deck as the new game begins. + +726.5a In a Commander game, a commander that has been exempted from the procedure that restarts the game won’t begin the new game in the command zone. However, it remains that deck’s commander for the new game. See rule 903, “Commander.” + +726.6. If a Magic subgame (see rule 728) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame. + +726.7. If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game. + +727. Rad Counters + +727.1. Rad counters are a kind of counter a player can have (see rule 122, “Counters”). There is an inherent triggered ability associated with rad counters. This ability has no source and is controlled by the active player. This is an exception to rule 113.8. The full text of this ability is “At the beginning of each player’s precombat main phase, if that player has one or more rad counters, that player mills a number of cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.” + +727.1a A card that refers to life loss “from radiation” refers to life lost as a result of the triggered ability associated with rad counters. + +728. Subgames + +728.1. One card (Shahrazad) allows players to play a Magic subgame. + +728.1a A “subgame” is a completely separate Magic game created by an effect. Essentially, it’s a game within a game. The “main game” is the game in which the spell or ability that created the subgame was cast or activated. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends. + +728.1b No effects or definitions created in either the main game or the subgame have any meaning in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame. + +728.2. As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in their main-game library, moves them to their subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone, except as specified in rules 728.2a–c. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.” + +728.2a As a subgame begins, if one or more supplementary decks of nontraditional cards are being used, each player moves each of their supplementary decks from the main-game command zone to the subgame command zone and shuffles it. (Face-up nontraditional cards remain in the main-game command zone.) + +728.2b As a subgame of a Vanguard game starts, each player moves their vanguard card from the main-game command zone to the subgame command zone. + +728.2c As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it’s there) to the subgame command zone. + +728.3. Because each player draws seven cards when a game begins, any player with fewer than seven cards in their deck will lose the subgame when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”) + +728.4. All objects in the main game and all cards outside the main game are considered outside the subgame (except those specifically brought into the subgame). All players not currently in the subgame are considered outside the subgame. + +728.4a Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abilities in the main game that trigger on objects leaving a main-game zone will trigger, but they won’t be put onto the stack until the main game resumes. + +728.4b A player’s main-game counters aren’t considered part of the subgame, although the player will still have them when the main game resumes. Similarly, any counters a player gets during a subgame will cease to exist when the subgame ends. + +728.5. At the end of a subgame, each player takes all traditional cards they own that are in the subgame other than those in the subgame command zone, puts them into their main-game library, then shuffles them. This includes cards in the subgame’s exile zone and cards that represent phased-out permanents as the subgame ends. Except as specified in rules 728.5a–c, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued: First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that’s no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack. +Example: If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner’s main-game library when the subgame ends. + +728.5a At the end of a subgame, each nontraditional card not in a supplementary deck that began the subgame in a supplementary deck is turned face down and put on the bottom of that deck. Then each player moves each of their supplementary decks from the subgame command zone to the main-game command zone and shuffles it. + +728.5b At the end of a subgame of a Vanguard game, each player moves their vanguard card from the subgame command zone to the main-game command zone. This is an exception to rule 313.2. + +728.5c At the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if it’s there) to the main-game command zone. + +728.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame. + +729. Merging with Permanents + +729.1. One keyword causes an object to merge with a permanent. See rule 702.140, “Mutate.” + +729.2. To merge an object with a permanent, place that object on top of or under that permanent. That permanent becomes a merged permanent represented by the card or copy that represented that object in addition to any other components that were representing it. + +729.2a A merged permanent has only the characteristics of its topmost component, unless otherwise specified by the effect that caused them to merge. This is a copiable effect whose timestamp is the time the objects merged. (See rule 613.2.) + +729.2b As an object merges with a permanent, that object leaves its previous zone and becomes part of an object on the battlefield, but the resulting permanent isn’t considered to have just entered the battlefield. + +729.2c Because a merged permanent is the same object that it was before, it hasn’t just come under a player’s control, any continuous effects that affected it continue to do so, and so on. + +729.2d If a merged permanent contains a token, the resulting permanent is a token only if the topmost component is a token. + +729.2e If a merged permanent contains face-up and face-down components, the permanent’s status is determined by its topmost component. If a face-down permanent becomes a face-up permanent as a result of an object merging with it, other effects don’t count it as being turned face up. + +729.2f If a merged permanent is turned face down, each face-up component that represents it is turned face down. If a face-down merged permanent is turned face up, each face-down component that represents it is turned face up. + +729.2g A face-down merged permanent that contains an instant or sorcery card can’t be turned face up. If such a permanent would turn face up, its controller reveals it and leaves it face down. Abilities that trigger when a permanent is turned face up won’t trigger. + +729.2h If a merged permanent contains a flip card (see rule 710), that component’s alternative characteristics are used instead of its normal characteristics if the merged permanent is flipped. + +729.2i A merged permanent is not a double-faced permanent even if it contains one or more double-faced components. If a merged permanent contains one or more double-faced components that can transform (see rule 712), transforming or converting that permanent causes each of those double-faced components to turn so that its other face is up. + +729.2j A face-up merged permanent that contains a double-faced component can’t be turned face down. + +729.3. If a merged permanent leaves the battlefield, one permanent leaves the battlefield and each of the individual components are put into the appropriate zone. + +729.3a If a merged permanent is put into its owner’s graveyard or library, that player may arrange the new objects in any order. If it’s put into its owner’s library, that player doesn’t reveal the order. + +729.3b If a player exiles a merged permanent, that player determines the relative timestamp order of the cards at that time. This is an exception to the procedure described in rule 613.7m. + +729.3c If an effect can find the new object that a merged permanent becomes as it leaves the battlefield, it finds all of those objects. (See rule 400.7.) If that effect causes actions to be taken upon those objects, the same actions are taken upon each of them. + +729.3d If multiple replacement effects could be applied to the event of a merged permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to the object applies it to all components of the object. If the merged permanent is a commander, it may be exempt from this rule; see rules 903.9b–c. + +729.3e If a replacement effect applies to a “card” being put into a zone without also including tokens, that effect applies to all components of the merged permanent if it’s not a token, including components that are tokens. If the merged permanent is a token but some of its components are cards, the merged permanent and its token components are put into the appropriate zone, and the components that are cards are moved by the replacement effect. + +730. Day and Night + +730.1. Day and night are designations that the game itself can have. The game starts with neither designation. “It becomes day” and “it becomes night” refer to the game gaining the day or night designation. It can become day or night through the daybound and nightbound keyword abilities (see rule 702.145). Other effects can also make it day or night. Once it has become day or night, the game will have exactly one of those designations from that point forward. + +730.1a The phrases “day becomes night” and “night becomes day” refer to the game losing the first designation and gaining the second one. + +730.2. As the second part of the untap step, the game checks the previous turn to see if the game’s day/night designation should change. See rule 502, “Untap Step.” + +730.2a If it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s day and no player from the previous turn’s active team cast a spell during that turn, it becomes night. + +730.2b If it’s night, and previous turn’s active player cast two or more spells during the previous turn, it becomes day. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s night and any player from the previous turn’s active team cast two or more spells during that turn, it becomes day. + +730.2c If it’s neither day nor night, this check doesn’t happen and it remains neither. + +731. Taking Shortcuts + +731.1. When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes. + +731.1a The rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable. + +731.1b Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken. + +731.1c Tournaments use a modified version of the rules governing shortcuts and loops. These rules are covered in the Magic: The Gathering Tournament Rules (found at WPN.wizards.com/en/rules-documents). Whenever the Tournament Rules contradict these rules during a tournament, the Tournament Rules take precedence. + +731.2. Taking a shortcut follows the following procedure. + +731.2a At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can’t include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut. +Example: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability “{T}: Create a 1/1 green Elf Warrior creature token,” and another player controls Intruder Alarm, which reads, in part, “Whenever a creature enters, untap all creatures.” When the player has priority, they may suggest “I’ll create a million tokens,” indicating the sequence of activating the creature’s ability, all players passing priority, letting the creature’s ability resolve and create a token (which causes Intruder Alarm’s ability to trigger), Intruder Alarm’s controller putting that triggered ability on the stack, all players passing priority, Intruder Alarm’s triggered ability resolving, all players passing priority until the player proposing the shortcut has priority, and repeating that sequence 999,999 more times, ending just after the last token-creating ability resolves. + +731.2b Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where they will make a game choice that’s different than what’s been proposed. (The player doesn’t need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence. +Example: The active player draws a card during her draw step, then says, “Go.” The nonactive player is holding Into the Fray (an instant that says “Target creature attacks this turn if able”) and says, “I’d like to cast a spell during your beginning of combat step.” The current proposed shortcut is that all players pass priority at all opportunities during the turn until the nonactive player has priority during the beginning of combat step. + +731.2c Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player. + +731.3. Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue. +Example: In a two-player game, the active player controls a creature with the ability “{0}: This creature gains flying,” the nonactive player controls a permanent with the ability “{0}: Target creature loses flying,” and nothing in the game cares how many times an ability has been activated. Say the active player activates his creature’s ability, it resolves, then the nonactive player activates her permanent’s ability targeting that creature, and it resolves. This returns the game to a game state it was at before. The active player must make a different game choice (in other words, anything other than activating that creature’s ability again). The creature doesn’t have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanent’s ability, in which case the creature would have had flying. The nonactive player always has the final choice and is therefore able to determine whether the creature has flying. + +731.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.) + +731.5. No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop. +Example: A player controls Seal of Cleansing, an enchantment that reads, “Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.” A mandatory loop that involves an artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact and end the loop. + +731.6. If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory. + +732. Handling Illegal Actions + +732.1. If a player takes an illegal action or starts to take an action but can’t legally complete it, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. Each player may also reverse any legal mana abilities that player activated while making the illegal play, unless mana from those abilities or from any triggered mana abilities they caused to trigger was spent on another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, caused a library to be shuffled, or caused cards from a library to be revealed. + +732.2. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules. + +8. Multiplayer Rules + +800. General + +800.1. A multiplayer game is a game that begins with more than two players. This section contains additional optional rules that can be used for multiplayer play. + +800.2. These rules consist of a series of options that can be added to a multiplayer game and a number of variant styles of multiplayer play. A single game may use multiple options but only one variant. + +800.3. Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering Tournament Rules for more information. They can be found at WPN.wizards.com/en/rules-documents. + +800.4. Unlike two-player games, multiplayer games can continue after one or more players have left the game. + +800.4a When a player leaves the game, all objects (see rule 109) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist. Then, if there are any objects still controlled by that player, those objects are exiled. This is not a state-based action. It happens as soon as the player leaves the game. If the player who left the game had priority at the time they left, priority passes to the next player in turn order who’s still in the game. +Example: Alex casts Mind Control, an Aura that reads, “You control enchanted creature,” on Bianca’s Assault Griffin. If Alex leaves the game, so does Mind Control, and Assault Griffin reverts to Bianca’s control. If, instead, Bianca leaves the game, so does Assault Griffin, and Mind Control is put into Alex’s graveyard. +Example: Alex casts Act of Treason, which reads, in part, “Gain control of target creature until end of turn,” targeting Bianca’s Runeclaw Bears. If Alex leaves the game, Act of Treason’s change-of-control effect ends and Runeclaw Bears reverts to Bianca’s control. +Example: Alex casts Bribery, which reads, “Search target opponent’s library for a creature card and put that card onto the battlefield under your control. Then that player shuffles their library,” targeting Bianca. Alex puts Serra Angel onto the battlefield from Bianca’s library. If Bianca leaves the game, Serra Angel also leaves the game. If, instead, Alex leaves the game, Serra Angel is exiled. +Example: Alex controls Genesis Chamber, which reads, “Whenever a nontoken creature enters, if Genesis Chamber is untapped, that creature’s controller creates a 1/1 colorless Myr artifact creature token.” If Alex leaves the game, all such Myr tokens that entered the battlefield under Alex’s control leave the game, and all such Myr tokens that entered the battlefield under any other player’s control remain in the game. + +800.4b If an object would change to the control of a player who has left the game, it doesn’t. If a token would be created under the control of a player who has left the game, no token is created. If an object would be put onto the battlefield or onto the stack under the control of a player who has left the game, that object remains in its current zone. If a player would be controlled by a player who has left the game, they aren’t. + +800.4c If an effect that gives a player still in the game control of an object ends, there is no other effect giving control of that object to another player in the game, and the player who controlled that object by default has left the game, the object is exiled. This is not a state-based action. It happens as soon as the control-changing effect ends. + +800.4d If an object that would be owned by a player who has left the game would be created in any zone, it isn’t created. If a triggered ability that would be controlled by a player who has left the game would be put onto the stack, it isn’t put on the stack. +Example: Astral Slide is an enchantment that reads, “Whenever a player cycles a card, you may exile target creature. If you do, return that creature to the battlefield under its owner’s control at the beginning of the next end step.” During Alex’s turn, Bianca uses Astral Slide’s ability to exile Alex’s Hypnotic Specter. Before the end of that turn, Bianca leaves the game. At the beginning of the end step, the delayed triggered ability generated by Astral Slide that would return Hypnotic Specter to the battlefield triggers, but it isn’t put on the stack. Hypnotic Specter never returns to the battlefield. + +800.4e If combat damage would be assigned to a player who has left the game, that damage isn’t assigned. + +800.4f If an object requires a player who has left the game to pay a cost or choose whether to pay a cost, that cost is not paid. + +800.4g If an object requires a player who has left the game to make a choice other than whether to pay a cost, the controller of the object chooses another player to make that choice. If the original choice was to be made by an opponent of the controller of the object, that player chooses another opponent if possible. + +800.4h If a rule requires a player who has left the game to make a choice, the next player in turn order makes that choice. + +800.4i If an effect requires information about a specific player, the effect uses the current information about that player if they are still in the game; otherwise, the effect uses the last known information about that player before they left the game. If an effect requires information from the game about actions players have taken, the effect can find actions that were taken by a player who has left the game. + +800.4j If a player leaves the game during their turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate. + +800.4k If a player who has left the game would begin a turn, that turn doesn’t begin. + +800.4m When a player leaves the game, any continuous effects with durations that last until that player’s next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely. + +800.4n When a player leaves the game, objects that player owns in the ante zone do not leave the game. This is an exception to rule 800.4a. See rule 407, “Ante.” + +800.4p In a Planechase game, if the player designated as the planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. See rule 311.5. + +800.5. Unless a chosen variant or option prescribes otherwise, seating order is determined by any mutually agreeable method. For example, players could agree to remain where they were before the game began, roll dice to determine seating order, and so on. + +800.6. In a multiplayer game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal. + +800.7. In a multiplayer game other than a Two-Headed Giant game, the starting player doesn’t skip the draw step of their first turn. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. See rule 103.8. + +801. Limited Range of Influence Option + +801.1. Limited range of influence is an option that can be applied to most multiplayer games. It’s always used in the Emperor variant (see rule 809), and it’s often used for games involving five or more players. + +801.2. A player’s range of influence is the maximum distance from that player, measured in player seats, that the player can affect. Players within that many seats of the player are within that player’s range of influence. Objects controlled by players within a player’s range of influence are also within that player’s range of influence. Range of influence covers spells, abilities, effects, damage dealing, attacking, making choices, and winning the game. + +801.2a The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence. +Example: A range of influence of 1 means that only you and the players seated directly next to you are within your range of influence. +Example: A range of influence of 2 means that you and the two players to your left and the two players to your right are within your range of influence. + +801.2b A player is always within their own range of influence. + +801.2c The particular players within each player’s range of influence are determined as each turn begins. +Example: In a game with a range of influence of 1, Alex is seated to the left of Rob, and Carissa is seated to the right of Rob. Carissa is not in Alex’s range of influence. If Rob leaves the game, Carissa will enter Alex’s range of influence at the start of the next turn. + +801.2d An object is within a player’s range of influence if it’s controlled by that player or by another player within that many seats of that player. In addition, a battle is within a player’s range of influence if it’s protected by that player or by another player within that many seats of that player. + +801.3. Creatures can attack only opponents within their controller’s range of influence, planeswalkers controlled by those opponents, and battles protected by those opponents. If no opponents are within a player’s range of influence, creatures that player controls can’t attack. + +801.4. Objects and players outside a player’s range of influence can’t be the targets of spells or abilities that player controls. + +801.5. Some cards require players to make choices. These cards work differently when the limited range of influence option is used. + +801.5a If a player is asked to choose an object or player, they must choose one within their range of influence. +Example: In a game with a range of influence of 1, Alex is seated to the left of Rob. Alex activates the ability of Cuombajj Witches, which reads, “{T}: Cuombajj Witches deals 1 damage to any target and 1 damage to any target of an opponent’s choice,” targeting Rob and choosing Rob as the opponent who picks the other target. Rob must choose a target that’s in both his range of influence and in the range of influence of the controller of Cuombajj Witches. He must therefore choose himself, Alex, or a creature controlled by either himself or Alex. + +801.5b If a player is asked to choose between one or more options (and not between one or more objects or players), they can choose between those options even if those options refer to objects or players outside the player’s range of influence. +Example: Alex, who has a range of influence of 2, is seated to the left of Rob, and Carissa, who has a range of influence of 1, is seated to the right of Rob. Alex casts a spell that reads, “An opponent chooses one — You draw two cards; or each creature you control gets +2/+2 until end of turn,” and chooses Carissa to make that choice. Carissa can choose the mode even though Alex is out of her range. + +801.5c If an effect requires a choice and there’s no player who can make that choice within its controller’s range of influence, the closest appropriate player to its controller’s left makes that choice. +Example: In an Emperor game in which all players have range of influence 1, an emperor casts Fact or Fiction, which reads, “Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.” Since no opponent is within the emperor’s range of influence, the nearest opponent to the emperor’s left separates the cards into piles. + +801.6. A player can’t activate the activated abilities of an object outside of their range of influence. + +801.7. A triggered ability doesn’t trigger unless its trigger event happens entirely within the range of influence of its source’s controller. +Example: In a game in which all players have range of influence 1, Alex is seated to the left of Rob. Rob controls two Auras attached to Alex’s Runeclaw Bear: One with the trigger condition “Whenever enchanted creature becomes blocked,” and one with the trigger condition “Whenever enchanted creature becomes blocked by a creature.” Alex’s Runeclaw Bear attacks the player to Alex’s left and becomes blocked. The ability of Rob’s first Aura triggers because the entire event (Runeclaw Bear becomes blocked) happens within Rob’s range of influence. The ability of Rob’s second Aura doesn’t trigger, however, because that event includes the blocking creature, which is out of Rob’s range. + +801.7a If a trigger event includes an object moving out of or into a player’s range of influence, use the game state before or after the event as appropriate to determine whether the triggered ability will trigger. See rules 603.6 and 603.10. +Example: Carissa and Alex are outside each other’s range of influence. Carissa controls a Runeclaw Bear owned by Alex and they each control an Extractor Demon, a creature which reads, in part, “Whenever another creature leaves the battlefield, you may have target player mill two cards.” The Runeclaw Bear is destroyed and is put into Alex’s graveyard. The ability of Alex’s Extractor Demon doesn’t trigger because the leaves-the-battlefield event was outside Alex’s range of influence. The ability of Carissa’s Extractor Demon does trigger, even though the creature is going to a graveyard outside her range, because the leaves-the-battlefield event was within her range. + +801.8. An Aura can’t enchant an object or player outside its controller’s range of influence. If an Aura is attached to an illegal object or player, the Aura is put into its owner’s graveyard as a state-based action. See rule 704. + +801.9. An Equipment can’t equip an object outside its controller’s range of influence, and a Fortification can’t fortify an object outside its controller’s range of influence. If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent but remains on the battlefield. This is a state-based action. See rule 704. + +801.10. Spells and abilities can’t affect objects or players outside their controller’s range of influence. The parts of the effect that attempt to affect an out-of-range object or player will do nothing. The rest of the effect will work normally. +Example: In a six-player game in which each player has range of influence 1, Alex casts Pyroclasm, which reads, “Pyroclasm deals 2 damage to each creature.” Pyroclasm deals 2 damage to each creature controlled by Alex, the player to Alex’s left, and the player to Alex’s right. No other creatures are dealt damage. + +801.11. If a spell or ability requires information from the game, it gets only information from within its controller’s range of influence. It doesn’t see objects or events outside its controller’s range of influence. +Example: In a six-player game where each player has range of influence 1, Alex controls Coat of Arms, which reads, “Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.” Coat of Arms will boost Alex’s creatures based only on what creatures are controlled by Alex, the player to Alex’s left, and the player to Alex’s right. It won’t take other creatures into account. +Example: In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost Rob’s creatures based on what creatures are controlled by players within Alex’s range of influence, including the player sitting to Alex’s left, who’s out of Rob’s range of influence. + +801.12. The “world rule” (see rule 704.5k) applies to a permanent only if other world permanents are within its controller’s range of influence. + +801.13. Replacement and prevention effects watch for a particular event to happen and then completely or partially replace that event. The limited range of influence option can cause the modified event to contain instructions that can’t be carried out, in which case the player simply ignores the impossible instructions. See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.” + +801.13a If a replacement effect tries to cause a spell or ability to affect an object or player outside its controller’s range of influence, that portion of the event does nothing. +Example: Alex casts Lava Axe (“Lava Axe deals 5 damage to target player or planeswalker.”) targeting Rob. In response, Rob casts Captain’s Maneuver (“The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.”) with X equal to 3, targeting Carissa. Carissa isn’t in Alex’s range of influence. When Lava Axe resolves, it deals 2 damage to Rob and no damage to Carissa. + +801.13b If a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a permanent or player, it can affect only permanents and players within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability’s controller’s range of influence. +Example: Rob is within Alex’s range of influence, but Carissa is not. Alex controls an enchantment that says, “Prevent all damage that would be dealt by creatures.” Carissa attacks Rob with a creature. The creature deals combat damage to Rob. +Example: Rob is within Alex’s range of influence, but Carissa is not. Carissa casts Lightning Blast (“Lightning Blast deals 4 damage to any target.”) targeting Rob. In response, Alex casts Mending Hands (“Prevent the next 4 damage that would be dealt to any target this turn.”) targeting Rob. The damage to Rob is prevented. +Example: Rob is within Alex’s range of influence, but Carissa is not. Carissa attacks Rob with a creature, and Rob blocks with a creature. Alex casts Fog (“Prevent all combat damage that would be dealt this turn.”) Carissa and Rob’s creatures deal combat damage to each other. + +801.14. If an effect states that a player wins the game, all of that player’s opponents within that player’s range of influence lose the game instead. + +801.15. If the effect of a spell or ability states that the game is a draw, the game is a draw for that spell or ability’s controller and all players within that player’s range of influence. They leave the game. All remaining players continue to play the game. + +801.16. If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. They leave the game. All remaining players continue to play the game. + +801.17. Effects that restart the game (see rule 726) are exempt from the limited range of influence option. All players in the game will be involved in the new game. + +801.18. In multiplayer Planechase games other than Grand Melee games, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. See rule 901, “Planechase.” + +802. Attack Multiple Players Option + +802.1. Some multiplayer games allow the active player to attack multiple other players. If this option is used, a player can also choose to attack only one player during a particular combat. + +802.2. As the combat phase starts, the attacking player doesn’t choose an opponent to become the defending player. Instead, all the attacking player’s opponents are defending players during the combat phase. + +802.2a Any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that player is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that player was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one. +Example: Rob attacks Alex with Runeclaw Bear and attacks Carissa with a creature with mountainwalk. Whether the creature with mountainwalk can be blocked depends only on whether Carissa controls a Mountain. + +802.3. As the attacking player declares each attacking creature, they choose a defending player, a planeswalker controlled by a defending player, or a battle protected by a defending player for it to attack. See rule 508, “Declare Attackers Step.” + +802.3a Restrictions and requirements that don’t apply to attacking a specific player are evaluated based on the entire group of attacking creatures. Restrictions and requirements that apply to attacking a specific player apply only to creatures attacking that player. The entire group of attacking creatures must still be legal. See rule 508.1. + +802.3b Creatures in a band can’t attack different players. See rule 702.22, “Banding.” + +802.4. If more than one player is being attacked, controls a planeswalker that’s being attacked, or protects a battle that’s being attacked, each defending player in APNAP order declares blockers as the declare blockers step begins. (See rule 101.4 and rule 509, “Declare Blockers Step.”) The first defending player declares all their blocks, then the second defending player, and so on. + +802.4a A defending player can block only with creatures they control. Those creatures can block only creatures attacking that player, a planeswalker that player controls, or a battle that player protects. + +802.4b When determining whether a defending player’s blocks are legal, ignore any creatures attacking other players and any blocking creatures controlled by other players. + +802.5. Combat damage is assigned in APNAP order. Other than that, the combat damage step proceeds just as in a two-player game. See rule 510, “Combat Damage Step.” + +803. Attack Left and Attack Right Options + +803.1. Some multiplayer games use the optional attack left or attack right rules. + +803.1a If the attack left option is used, a player can attack only an opponent seated immediately to their left, a planeswalker that player controls, or a battle that player protects. If a player’s nearest opponent to the left is more than one seat away, the player can’t attack. + +803.1b If the attack right option is used, a player can attack only an opponent seated immediately to their right, a planeswalker that player controls, or a battle that player protects. If a player’s nearest opponent to the right is more than one seat away, the player can’t attack. + +804. Deploy Creatures Option + +804.1. The Emperor variant always uses the deploy creatures option, and it can be used in other variants that allow players to compete in teams. Multiplayer formats in which players compete as individuals usually don’t use this option. + +804.2. Each creature has the ability “{T}: Target teammate gains control of this creature. Activate only as a sorcery.” + +805. Shared Team Turns Option + +805.1. Some multiplayer games between teams use the shared team turns option. It’s always used in the Two-Headed Giant variant (see rule 810) and the Archenemy casual variant (see rule 904). It can be used only if the members of each team are sitting in adjacent seats. + +805.2. Within each team, the player seated in the rightmost seat from that team’s perspective is the primary player. If the players on a team can’t agree on a choice, such as which creatures attack or what order triggered abilities are put on the stack, the primary player makes that choice. + +805.3. The methods described in rule 103.1 are used to determine which team will take the first turn. The team determined this way is the starting team. + +805.3a The process for handling mulligans is altered accordingly. First, each player on the starting team, in whatever order that team likes, declares whether that player will take a mulligan. Then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. Teammates may consult while choosing which cards, if any, to put on the bottom of their library. A player may take a mulligan even after a teammate has decided to keep their opening hand. See rule 103.5. + +805.3b The process for handling cards that allow a player to begin the game with them on the battlefield is altered accordingly. First, each player on the starting team, in whatever order that team likes, may put any or all such cards onto the battlefield from that player’s opening hand. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same. + +805.4. Each team takes turns rather than each player. + +805.4a The team whose turn it is is the active team. Each other team is a nonactive team. + +805.4b Each player on a team draws a card during that team’s draw step. + +805.4c Each player on a team may play a land during each of that team’s turns. + +805.4d An ability that triggers at the beginning of a step or phase may trigger multiple times if it triggers at the beginning of “each player’s” or “each opponent’s” step or phase. These abilities trigger once for each appropriate player if the ability’s trigger condition, effect, or intervening “if” clause refers to “that player,” “that opponent,” or similar. + +805.5. Teams have priority, not individual players. + +805.5a A player may cast a spell, activate an ability, or take a special action when their team has priority. + +805.5b If a team has priority and no player on that team wishes to do anything, that team passes. If all teams pass in succession (that is, if all teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority. If the stack is empty when all teams pass in succession, the phase or step ends and the next one begins. + +805.6. The Active Player, Nonactive Player order rule (see rule 101.4) is modified if the shared team turns option is used. If multiple teams would make choices and/or take actions at the same time, first the active team makes any choices required, then each nonactive team in turn order makes any choices required. If multiple players would make choices and/or take actions at the same time, first each player on the active team makes any choices required in whatever order they like, then the players on each nonactive team in turn order do the same. Once all choices have been made, the actions happen simultaneously. + +805.6a If more than one player is instructed to draw cards in a game that’s using the shared team turns option, first each player on the active team, in whatever order that team likes, performs that player’s draws, then each player on each nonactive team in turn order does the same. + +805.7. If multiple triggered abilities have triggered since the last time a team received priority, the members of the active team put all triggered abilities any of them controls on the stack in any order they choose, then the members of each nonactive team in turn order do the same. + +805.8. If an effect gives a player an extra turn or adds a phase or step to that player’s turn, that player’s team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player’s team does so. If a single effect causes more than one player on the same team to add or skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn. If an effect causes a player to control another player, the first player controls the affected player’s team. + +805.9. Any ability that refers to the “active player” refers to one specific active player, not to all of the active players. The ability’s controller chooses which one the ability refers to at the time its effect is applied. + +805.10. The shared team turns option uses different combat rules than other multiplayer options. + +805.10a Each team’s creatures attack the other team as a group. During the combat phase, the active team is the attacking team and each player on the active team is an attacking player. Likewise, the nonactive team is the defending team and each player on the nonactive team is a defending player. + +805.10b As the declare attackers step begins, the active team declares attackers. For each attacking creature, the attacking team announces which defending player, planeswalker, or battle that creature is attacking. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1. + +805.10c Any rule, object, or effect that refers to an “attacking player” refers to one specific attacking player, not to all attacking players. If an ability of a blocking creature refers to an attacking player, or a spell or ability refers to both a blocking creature and an attacking player, then unless otherwise specified, the attacking player it’s referring to is the player who controls the attacking creature that blocking creature is blocking. If a spell or ability could apply to multiple blocking creatures, the appropriate attacking player is individually determined for each of those blocking creatures. If there are multiple attacking players that could be chosen, the controller of the spell or ability chooses one. + +805.10d As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block creatures attacking any player on the defending team, attacking a planeswalker controlled by one of those players, or a battle protected by one of those players. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. See rule 509.1. + +805.10e Any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one. + +805.10f As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. Then the defending team announces how each blocking creature will assign its combat damage. See rule 510.1. + +806. Free-for-All Variant + +806.1. In Free-for-All multiplayer games, a group of players compete as individuals against each other. + +806.2. Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options. + +806.2a The limited range of influence option usually isn’t used in Free-for-All games. If it is, each player has the same range of influence, which is determined before play begins. See rule 801, “Limited Range of Influence Option.” + +806.2b Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.” + +806.2c The deploy creatures option isn’t used in the Free-for-All variant. + +806.3. The players are randomly seated around the table. + +807. Grand Melee Variant + +807.1. The Grand Melee variant is a modification of the Free-for-All variant, in which a group of players compete against each other as individuals. Grand Melee is normally used only in games begun with ten or more players. + +807.2. Any multiplayer options used are decided before play begins. The Grand Melee variant uses the following default options. + +807.2a Each player has a range of influence of 1 (see rule 801). + +807.2b The attack left option is used (see rule 803). + +807.2c The attack multiple players and deploy creatures options aren’t used in the Grand Melee variant. + +807.3. The players are seated at random. + +807.4. The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player’s turn. + +807.4a There is one turn marker for each full four players in the game. +Example: A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers. + +807.4b The starting player in the game gets the first turn marker. The player four seats to that player’s left (the fifth player) takes the second turn marker, and so on until all the turn markers have been handed out. Each turn marker is assigned a number in this way. Then all players with turn markers start their turns at the same time. + +807.4c After a player ends their turn, that player passes the turn marker to the player on their left. If a player with a turn marker leaves the game during their turn, the player to their left takes the turn marker after that turn ends. If a player with a turn marker leaves the game before their turn begins, the player to their left takes the turn marker immediately. + +807.4d A player who receives a turn marker can’t begin their turn if any player in the three seats to their left has a turn marker. If this is the case, that player waits until the player four seats to their left takes the other turn marker. + +807.4e If a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, the turn marker immediately to the departed player’s right is designated for removal. If more than one player leaves the game simultaneously, those players leaving the game would reduce the number of turn markers in the game, and there are multiple turn markers that could be removed, the marker with the lowest number is designated for removal. A turn marker may be designated for removal multiple times. + +807.4f For the purposes of determining if one or more players leaving the game would reduce the number of turn markers in the game (see rule 807.4e), disregard turn markers already designated for removal. + +807.4g If a player who’s taking a turn has a turn marker that’s been designated for removal, that turn marker is removed rather than being passed after that turn ends. If a player who’s not taking a turn has a turn marker that’s been designated for removal, that turn marker is removed immediately. If a removed turn marker had been designated for removal multiple times, the turn marker to its right becomes designated for removal that many times minus one. + +807.4h If one or more consecutively seated players leave the game, the players that were on either side of those seats don’t enter one another’s range of influence until the next turn begins. + +807.4i If an effect causes a player with a turn marker to take an extra turn after the current one, that player keeps the turn marker and starts their next turn after the current turn ends, unless another turn marker is too close on either side at that time. If a turn marker is within three seats on the player’s left, the extra turn waits to begin until the player four seats to their left takes the other turn marker. If a turn marker is within three seats on the player’s right, the player passes the turn marker to their left when the turn ends rather than keeping it, and the player will take the extra turn immediately before their next turn. + +807.4j If an effect would cause a player to take an extra turn after the current turn, but that player wouldn’t have a turn marker at the start of that turn, that player will take the extra turn immediately before their next turn instead. +Example: During Alex’s turn, he casts Time Walk, which causes him to take an extra turn after this one. During the same turn, the player to Alex’s left leaves the game, which causes the number of turn markers to be reduced. After Alex’s current turn ends, his turn marker is removed. He won’t take the extra turn from Time Walk until just before his normal turn the next time he receives a turn marker. + +807.5. Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack. + +807.5a A player gets priority for a particular turn marker’s stack only if the turn marker is within their range of influence or an object on that stack is controlled by a player within their range of influence. + +807.5b If a player has priority for multiple stacks and casts a spell, activates an ability, or a triggered ability they control triggers, the player must specify which one of those stacks the spell or ability is put on. If an object on one of those stacks caused the triggered ability to trigger, the player must put it on that stack. If a resolving spell or ability on one of those stacks causes a player to cast a spell or create a copy of a spell, the new spell must be put on the same stack. If a spell or ability targets an object on one of those stacks, it must be put on the same stack as its target; it can’t target objects on multiple stacks. + +808. Team vs. Team Variant + +808.1. Team vs. Team games are played with two or more teams. Each team may have any number of players on it. + +808.2. Each team sits together on one side of the table. Each team decides the order in which its players sit. + +808.3. Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options. + +808.3a The attack multiple players option is used (see rule 802). + +808.3b The deploy creatures options and limited range of influence options usually aren’t used in the Team vs. Team variant. + +808.4. To determine which player goes first, randomly choose a team. If that team has an odd number of players, the player in its center seat goes first. If that team has an even number of players, the player to the left of its midpoint goes first. Turn order goes to the players’ left. + +808.5. In the Team vs. Team variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents. + +809. Emperor Variant + +809.1. The Emperor variant involves two or more teams of three players each. + +809.2. Each team sits together on one side of the table. Each team decides the order in which it’s seated. Each team has one emperor, who sits in the middle of the team. The remaining players on the team are generals whose job is to protect the emperor. + +809.3. The Emperor variant uses the following default options. + +809.3a The range of influence is limited to 2 for emperors and 1 for generals. See rule 801, “Limited Range of Influence Option.” + +809.3b Emperor games use the deploy creatures option (see rule 804). + +809.3c A player can attack only an opponent seated immediately next to them, a planeswalker controlled by a player seated immediately next to them, or a battle protected by a player seated immediately next to them. +Example: At the start of an Emperor game, neither emperor can attack any opponents, even though both of the opposing generals are within their spell range. + +809.4. Randomly determine which emperor goes first. Turn order goes to the players’ left. + +809.5. The Emperor variant includes the following specifications for winning and losing the game. All other rules for ending the game also apply. (See rule 104.) + +809.5a A team wins the game if its emperor wins. + +809.5b A team loses the game if its emperor loses. + +809.5c The game is a draw for a team if the game is a draw for its emperor. + +809.6. The Emperor variant can also be played with any number of equally sized teams. If the teams have more than three players, the range of influence of each player should be adjusted. + +809.6a Each general’s range of influence should be the minimum number that allows one general from an opposing team to begin the game within their range of influence. Each emperor’s range of influence should be the minimum number that allows two generals from opposing teams to begin the game within their range of influence. Players should be seated such that no emperor begins the game within the range of influence of another emperor. +Example: In an Emperor game between two teams of four players each, the player configuration (either clockwise or counterclockwise around the table) should be: Team A general 1, Team A emperor, Team A general 2, Team A general 3, Team B general 1, Team B emperor, Team B general 2, Team B general 3. Each emperor has range of influence 3. Each general 2 has range of influence 2. Each general 1 and general 3 has range of influence 1. + +809.7. In the Emperor variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents. + +810. Two-Headed Giant Variant + +810.1. Two-Headed Giant games are played with two teams of two players each. + +810.2. The Two-Headed Giant variant uses the shared team turns option. (See rule 805.) + +810.3. Each team sits together on one side of the table. Each team decides the order in which its players sit. + +810.4. Each team has a shared life total, which starts at 30 life. + +810.5. With the exception of life total and poison counters, a team’s resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents. + +810.6. The team who plays first skips the draw step of its first turn. + +810.7. The Two-Headed Giant variant uses the combat rules for the shared team turns option (see rule 805.10). This is a change from previous rules. + +810.8. The Two-Headed Giant variant uses the normal rules for winning or losing the game (see rule 104), with the following additions and specifications. + +810.8a Players win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect says that a player can’t win the game, that player’s team can’t win the game. If an effect says that a player can’t lose the game, that player’s team can’t lose the game. +Example: In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, “You don’t lose the game for having 0 or less life.” If that player’s team’s life total is 0 or less, that team doesn’t lose the game. +Example: In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that player’s library. That player loses the game, so that player’s entire team loses the game. +Example: In a Two-Headed Giant game, a player controls Platinum Angel, which reads, “You can’t lose the game and your opponents can’t win the game.” Neither that player nor their teammate can lose the game while Platinum Angel is on the battlefield, and neither player on the opposing team can win the game. + +810.8b If a player concedes, their team leaves the game immediately. That team loses the game. + +810.8c If a team’s life total is 0 or less, the team loses the game. (This is a state-based action. See rule 704.) + +810.8d If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.) + +810.9. Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team’s shared life total. +Example: In a Two-Headed Giant game, a player casts Flame Rift, which reads, “Flame Rift deals 4 damage to each player.” Each team is dealt a total of 8 damage. + +810.9a If a cost or effect needs to know the value of an individual player’s life total, that cost or effect uses the team’s life total instead. +Example: In a Two-Headed Giant game, a player on a team that has 17 life is targeted by Beacon of Immortality, which reads, in part, “Double target player’s life total.” That player gains 17 life, so the team winds up at 34 life. +Example: In a Two-Headed Giant game, a player controls Test of Endurance, an enchantment that reads, “At the beginning of your upkeep, if you have 50 or more life, you win the game.” At the beginning of that player’s upkeep, the player’s team wins the game if their team’s life total is 50 or more. +Example: In a Two-Headed Giant game, a player on a team that has 11 life controls Lurking Evil, an enchantment that reads, “Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying.” To activate the ability, that player must pay 6 life. The team winds up at 5 life. + +810.9b If a cost or effect allows both members of a team to pay life simultaneously, the total amount of life they pay may not exceed their team’s life total. (Players can always pay 0 life.) + +810.9c If an effect sets a single player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. The team’s life total is adjusted by the amount of life that player gained or lost. +Example: In a Two-Headed Giant game, a player on a team that has 25 life is targeted by an ability that reads, “Target player’s life total becomes 10.” That player’s life total is considered to be 25, so that player loses 15 life. The team winds up at 10 life. + +810.9d If an effect would set the life total of each player on a team to a number, that team chooses one of its members. On that team, only that player is affected. +Example: In a Two-Headed Giant game, one team has 7 life and the other team has 13 life. A player casts Repay in Kind, which reads, “Each player’s life total becomes the lowest life total among all players.” Each team chooses one of its members to be affected. The result is that the chosen player on the team that has 13 life loses 6 life, so that team’s life total winds up at 7. + +810.9e A player can’t exchange life totals with their teammate. If an effect would cause that to occur, the exchange won’t happen. + +810.9f If an effect instructs a player to redistribute any number of players’ life totals, that player may not affect more than one member of each team this way. + +810.9g If an effect says that a player can’t gain life, no player on that player’s team can gain life. + +810.9h If an effect says that a player can’t lose life, no player on that player’s team can lose life or pay any amount of life other than 0. + +810.10. Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team. + +810.10a If an effect needs to know how many poison counters an individual player has, that effect uses the number of poison counters that player’s team has. If an effect needs to know how many poison counters a player’s opponents have, that effect uses the number of poison counters opposing teams have. + +810.10b If an effect says that a player loses poison counters, that player’s team loses that many poison counters. + +810.10c If an effect says that a player can’t get poison counters, no player on that player’s team can get poison counters. + +810.10d If a rule or effect needs to know what kinds of counters an individual player has, that effect uses the kinds of counters that player has and the kinds of counters that player’s team has. A player is “poisoned” if that player’s team has one or more poison counters. + +810.11. The Two-Headed Giant variant can also be played with equally sized teams of more than two players. For each player a team has beyond the second, that team’s starting life total is increased by 15 and the number of poison counters required for the team to lose is increased by five. (These variants are called Three-Headed Giant, Four-Headed Giant, and so on.) + +811. Alternating Teams Variant + +811.1. Alternating Teams games are played with two or more teams of equal size. + +811.2. Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options. + +811.2a The recommended range of influence is 2. See rule 801, “Limited Range of Influence Option.” + +811.2b Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.” + +811.2c The deploy creatures option isn’t normally used in the Alternating Teams variant. + +811.3. At the start of the game, players are seated so that no one is next to a teammate and each team is equally spaced out. +Example: In an Alternating Teams game with three teams, A, B, and C, the seating around the table at the start of the game is A1, B1, C1, A2, B2, C2, A3, B3, C3, and so on. + +811.4. A player can’t attack opponents who aren’t seated next to them, planeswalkers that aren’t controlled by opponents seated next to them, or battles that aren’t protected by opponents seated next to them. + +811.5. In the Alternating Teams variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates can’t review each other’s hands unless they are sitting next to each other. Teammates may discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents. + + +9. Casual Variants + +900. General + +900.1. This section contains additional optional rules that can be used for certain casual game variants. It is by no means comprehensive. + +900.2. The casual variants detailed here use supplemental zones, rules, cards, and other game implements not used in traditional Magic games. + +901. Planechase + +901.1. In the Planechase variant, plane cards and phenomenon cards add additional abilities and randomness to the game. The Planechase variant uses all the normal rules for a Magic game, with the following additions. + +901.2. A Planechase game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.” + +901.3. In addition to the normal game materials, each player needs a supplementary planar deck of at least ten plane and/or phenomenon cards and the game needs one planar die. No more than two cards in a planar deck can be phenomenon cards. Each card in a planar deck must have a different English name. (See rule 311, “Planes,” and rule 312, “Phenomena.”) + +901.3a A planar die is a six-sided die. One face has the Planeswalker symbol. One face has the chaos symbol. The other faces are blank. + +901.4. All plane and phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. + +901.5. Once all players have kept their opening hands and used the abilities of cards that allow them to take an action with those cards from their opening hands, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it’s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. (See rule 103.7.) No abilities of any card turned face up this way trigger during this process. The face-up plane card becomes the starting plane. + +901.6. The owner of a plane or phenomenon card is the player who started the game with it in their planar deck. The controller of a face-up plane or phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first. + +901.7. Any abilities of a face-up plane card or phenomenon card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated. + +901.7a A face-up plane card or phenomenon card that’s turned face down becomes a new object. + +901.8. Planechase games have an inherent triggered ability known as the “planeswalking ability.” The full text of this ability is “Whenever you roll the Planeswalker symbol on the planar die, planeswalk.” (See rule 701.31, “Planeswalk.”) This ability has no source and is controlled by the player whose planar die roll caused it to trigger. This is an exception to rule 113.8. + +901.9. Any time the active player has priority and the stack is empty, but only during a main phase of their turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. This is a special action and doesn’t use the stack. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. (See rule 116.2i.) + +901.9a If the die roll is a blank face, nothing happens. The active player gets priority. + +901.9b If the die roll is the chaos symbol, chaos ensues (see rule 311.7). The active player gets priority. + +901.9c If the die roll is the Planeswalker symbol, the “planeswalking ability” triggers and is put on the stack. The active player gets priority. (See rule 901.8.) + +901.9d Rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See 706, “Rolling a Die.” + +901.10. When a player leaves the game, all objects owned by that player except abilities from phenomena leave the game. (See rule 800.4a.) If that includes a face-up plane card or phenomenon card, the planar controller turns the top card of their planar deck face up. This is not a state-based action. It happens as soon as the player leaves the game. + +901.10a If a plane leaves the game while a “planeswalking ability” is on the stack, that ability ceases to exist. + +901.10b Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller. + +901.11. After the game has started, if a player moves the top card of their planar deck off that planar deck and turns it face up, that player has “planeswalked.” Continuous effects with durations that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See rule 701.31. + +901.11a A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk. + +901.11b The plane card that’s turned face up is the plane the player planeswalks to. The plane card or phenomenon card that’s turned face down, or that leaves the game, is the plane or phenomenon the player planeswalks away from. + +901.11c If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes. + +901.12. A Two-Headed Giant Planechase game uses all the rules for the Two-Headed Giant multiplayer variant and all the rules for the Planechase casual variant, with the following additions. + +901.12a Each player has their own planar deck. + +901.12b The planar controller is normally the primary player of the active team. However, if the current planar controller’s team would leave the game, instead the primary player of the next team in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller’s team leaves the game. The new planar controller retains that designation until they leave the game or a different team becomes the active team, whichever comes first. + +901.12c Even though the face-up plane or phenomenon is controlled by just one player, any ability of that plane or phenomenon that refers to “you” applies to both members of the planar controller’s team. + +901.12d Since each member of the active team is an active player, each of them may roll the planar die. Each player’s cost to roll the planar die is based on the number of times that particular player has already rolled the planar die that turn. + +901.13. In multiplayer formats other than Grand Melee, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. (See rule 801, “Limited Range of Influence Option.”) + +901.14. In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time. + +901.14a Before the first turn of the game of the game, each player who will start the game with a turn marker sets a starting plane (see rule 901.5). Each of them is a planar controller. + +901.14b If a player would leave the game and that player leaving the game would reduce the number of turn markers in the game, that player first ceases to be a planar controller (but no other player becomes a planar controller), then that player leaves the game. Each face-up plane card or phenomenon card that player controlled is put on the bottom of its owner’s planar deck. No player is considered to have planeswalked. + +901.15. Single Planar Deck Option + +901.15a As an alternative option, a Planechase game may be played with just a single communal planar deck. In that case, the number of cards in the planar deck must be at least forty or at least ten times the number of players in the game, whichever is smaller. The planar deck can’t contain more phenomenon cards than twice the number of players in the game. Each card in the planar deck must have a different English name. + +901.15b In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. + +901.15c If any rule or ability refers to a player’s planar deck, the communal planar deck is used. + +902. Vanguard + +902.1. In the Vanguard variant, a vanguard card allows each player to play the role of a famous character. Each player will have one face-up vanguard card whose abilities and other characteristics affect the game. The Vanguard variant uses all the normal rules for a Magic game, with the following additions. + +902.2. A Vanguard game may be a two-player game or a multiplayer game. + +902.3. In addition to the normal game materials, each player needs a vanguard card. Each vanguard card is placed face up next to its owner’s library before the game begins. All vanguard cards remain in the command zone throughout the game. + +902.4. Each player’s starting life total is 20 plus or minus the life modifier of their vanguard card. +Example: The life modifier of a player’s vanguard card is -3. That player’s starting life total is 17. + +902.5. Each player’s starting hand size is seven cards, as modified by the hand modifier of their vanguard card. + +902.5a If a player takes a mulligan in a Vanguard game, just like in a normal game, that player shuffles their hand back into their library, then draws a new hand equal to their starting hand size. (In a multiplayer game, a player’s first mulligan is for the same number of cards as they had before.) See rule 103.5. +Example: The hand modifier of a player’s vanguard card is +2. That player starts the game with a hand of 9 cards. If the player takes a mulligan three times before keeping, they draw a new hand of nine cards and put three of those on the bottom of their library. + +902.5b A player’s maximum hand size is seven, as modified by the hand modifier of their vanguard card. +Example: The hand modifier of a player’s vanguard card is -1. That player’s maximum hand size is six. If that player has more than six cards in their hand as their cleanup step begins, they will discard all but six of them. + +902.6. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner. + +902.7. Any abilities of a face-up vanguard card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated. + +903. Commander + +903.1. In the Commander variant, a variant created and popularized by fans, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant uses all the normal rules for a Magic game, with the following additions. + +903.2. A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.” + +903.3. Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a Vehicle card, or (c) a Spacecraft card with one or more power/toughness boxes. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones. +Example: A commander that’s been turned face down (due to Ixidron’s effect, for example) is still a commander. A commander that’s copying another card (due to Cytoshape’s effect, for example) is still a commander. A permanent that’s copying a commander (such as a Body Double, for example, copying a commander in a player’s graveyard) is not a commander. + +903.3a Some cards have an ability that states the card can be your commander. This ability modifies the rules for deck construction, and it functions before the game begins. See also rule 113.6n. + +903.3b If a player’s commander is a meld card and it’s melded with the other member of its meld pair, the resulting melded permanent is that player’s commander. + +903.3c If a player’s commander is a component of a merged permanent, the resulting merged permanent is that player’s commander. + +903.3d If an effect refers to controlling a commander, it refers to a permanent on the battlefield that is a commander. If an effect refers to casting a commander, it refers to a spell that is a commander. If an effect refers to a commander in a specific zone, it refers to a card in that zone that is a commander. + +903.3e If an effect refers to a characteristic of “your commander,” it can find the appropriate player’s commander and see its current characteristics, as modified by continuous effects and other rules, in all zones, including that player’s library and hand. + +903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204). +Example: Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the ability “{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact’s mana value to any target.” Bosh’s color identity is red. + +903.4a Color identity is established before the game begins. If a rule or effect refers to the color identity of an object in the game represented by a card, it uses the color identity established for that card as the game began. + +903.4b If a commander has a static ability that causes a player to choose its color before the game begins, that choice applies during deck construction and throughout the game, even as the commander changes zones. That choice affects the commander’s color identity. The player reveals that choice as they put their commander into the command zone before the game begins. See rules 103.2c and 607.2p. + +903.4c Reminder text is ignored when determining a card’s color identity. See rule 207.2. + +903.4d The back face of a double-faced card (see rule 712) is included when determining a card’s color identity. This is an exception to rule 712.8a. +Example: Civilized Scholar is the front face of a double-faced card with mana cost {2}{U}. Homicidal Brute is the back face of that double-faced card and has a red color indicator. The card’s color identity is blue and red. + +903.4e If a card has any alternative characteristics, such as those of adventurer cards (see rule 715, “Adventurer Cards”), those characteristics are included when determining the card’s color identity. + +903.4f If an ability refers to the colors or number of colors in a commander’s color identity, that quality is undefined if that player doesn’t have a commander. That part of the ability won’t do anything. Costs that refer to that quality are unpayable. + +903.5. Each Commander deck is subject to the following deck construction rules. + +903.5a Each deck must contain exactly 100 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 100. + +903.5b Other than basic lands, each card in a Commander deck must have a different English name. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule 201.3). + +903.5c A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck’s commander. +Example: Wort, the Raidmother is a legendary creature with mana cost {4}{R/G}{R/G}. Wort’s color identity is red and green. Each card in a Wort Commander deck must be only red, only green, both red and green, or have no color. Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, or have no color. + +903.5d A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity. +Example: Wort, the Raidmother’s color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and/or Forest. It can’t include any land cards with the basic land types Plains, Island, or Swamp. + +903.5e Commander games do not use sideboards. + +903.6. At the start of the game, each player puts their commander from their deck face up into the command zone. Then each player shuffles the remaining cards of their deck so that the cards are in a random order. Those cards become the player’s library. + +903.7. Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards. + +903.8. A player may cast a commander they own from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game. This additional cost is informally known as the “commander tax.” + +903.9. A commander may return to the command zone during a Commander game. + +903.9a If a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action. See rule 704. + +903.9b If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5. + +903.9c If a commander is a melded permanent or a merged permanent and its owner chooses to put it into the command zone using the replacement effect described in rule 903.9b, that permanent and each component representing it that isn’t a commander are put into the appropriate zone, and the card that represents it and is a commander is put into the command zone. + +903.10. The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.) + +903.10a A player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.) + +903.11. Except via rules, special actions, and effects that specifically bring cards into Commander games from outside the game, traditional cards from outside the game cannot be brought into a Commander game. + +903.11a If a player is allowed to bring a card from outside the game into a Commander game, that player can’t bring a card into the game this way if it has the same name as a card that player had in their starting deck, if it has the same name as a card that the player owns in the current game, or if any color in its color identity isn’t in the color identity of the player’s commander. + +903.12. Brawl Option + +903.12a Brawl is an option for a different style of Commander game. Brawl games use the normal rules for the Commander variant with the following modifications. + +903.12b Brawl decks are usually constructed using cards from the Standard format. + +903.12c Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a planeswalker card, (c) a Vehicle card, or (d) a Spacecraft card with one or more power/toughness boxes. + +903.12d A player’s deck must contain exactly 60 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 60. + +903.12e If a player’s commander has no colors in its color identity, that player’s deck may contain any number of basic lands of one basic land type of their choice. This is an exception to rule 903.5d. + +903.12f In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30. + +903.12g In any Brawl game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal. + +903.12h Brawl games do not use the state-based action described in rule 704.6c, which causes a player to lose the game if they’ve been dealt 21 or more combat damage by a commander. + +903.13. Commander Draft + +903.13a Commander Draft is an option for a different style of Commander game. It consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Commander Draft option uses Commander Legends booster packs by default. + +903.13b A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts two cards by placing them in a face-down pile in front of them, then passes the remaining cards to the next player. Each player then drafts two cards from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted. + +903.13c In the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right. + +903.13d During the draft, a player can look only at cards in the booster pack they are currently drafting from and cards they have already drafted. A player may not reveal drafted cards to other players unless an ability instructs them to. + +903.13e After the draft is complete, the cards a player drafted become that player’s card pool. If the draft contained draft boosters from Commander Legends or Commander Masters, each player may add up to two cards named The Prismatic Piper to their card pool, but only if those cards are used as the player’s commander(s). If the draft contained draft boosters from Commander Legends: Battle for Baldur’s Gate®, each player may add up to two cards named Faceless One to their card pool, but only if those cards are used as the player’s commander(s). + +903.13f Commander Draft deck construction follows the same rules as Commander deck construction (see rule 903.5) with three exceptions: (1) A player’s deck must contain at least 60 cards. There is no maximum deck size. (2) A player’s deck may include any number of cards from that player’s card pool with the same name. (3) If the draft contained draft boosters from Commander Masters, any card which can be a player’s commander by itself and whose color identity includes one or fewer colors is considered to have the partner ability for the purposes of deckbuilding. (See rule 702.124, “Partner.”) + +903.13g Commander Draft games follow the same rules as Commander games. See rules 903.6–903.11. + +904. Archenemy + +904.1. In the Archenemy variant, a team of players faces off against a single opponent strengthened with powerful scheme cards. The Archenemy variant uses all the normal rules for a Magic game, with the following additions. + +904.2. The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule 808) involving exactly two teams. The attack multiple players option (see rule 802) and the shared team turns option (see rule 805) are used; no other multiplayer options are used. + +904.2a One of the teams consists of exactly one player, who is designated the archenemy. + +904.2b The other team consists of any number of players. + +904.3. In addition to the normal game materials, the archenemy needs a supplementary scheme deck of at least twenty scheme cards. A scheme deck may contain no more than two of any card with a particular English name. (See rule 314, “Schemes.”) + +904.4. All scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up. + +904.5. The archenemy’s starting life total is 40. Each other player’s starting life total is 20. + +904.6. Rather than a randomly determined player, the archenemy takes the first turn of the game. + +904.7. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner. + +904.8. Any abilities of a face-up scheme card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated. + +904.9. Immediately after the archenemy’s precombat main phase begins during each of their turns, that player moves the top card of their scheme deck off that scheme deck and turns it face up. This is called “setting that scheme in motion.” (See rule 701.32.) This turn-based action doesn’t use the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger. + +904.10. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.) + +904.11. Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule 701.33). + +904.12. Supervillain Rumble Option + +904.12a As an alternative option, players may play a Free-for-All game in which each player has their own scheme deck. The attack multiple players option (see rule 802) is used; no other multiplayer options are used. + +904.12b Each player in this game is an archenemy. + +904.12c As in a normal Free-for-All game, the starting player is randomly determined. All other rules that apply to the archenemy in an Archenemy game apply to each player in a Supervillain Rumble game. + +904.13. Archenemy Commander Option + +904.13a As an alternative option, players may play a Commander game (see rule 903, “Commander”) using the Archenemy rules. The normal rules for Commander apply, as modified by the Archenemy rules, with the following exceptions. + +904.13b The archenemy starts with 60 life. The opposing team has a shared life total that starts at 60 life rather than individual life totals. The use of a shared life total is detailed in rules 810.8 and 810.9 of the Two-Headed Giant variant. + +904.13c Poison counters are not shared. If the archenemy has ten or more poison counters, they lose the game. If any individual member of the opposing team has ten or more poison counters, they lose the game. (This is a state-based action. See rule 704.) + +904.13d The archenemy’s scheme deck must contain at least ten cards, and each card must have a different English name. + +905. Conspiracy Draft + +905.1. The Conspiracy Draft variant consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Conspiracy Draft variant uses Magic: The Gathering—Conspiracy® and/or Conspiracy: Take the Crown booster packs by default. + +905.1a A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts one card by placing that card in a face-down pile in front of the player, then passes the remaining cards to the next player. Each player then drafts a card from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted. + +905.1b In the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right. + +905.1c During the draft, a player can look only at cards in the booster pack they are currently drafting from, cards they have already drafted, cards that are currently revealed as described in rule 905.2b, and cards that have been drafted face up as described in rule 905.2c. A player may not reveal drafted cards to other players unless an ability instructs them to. + +905.1d After the draft and all actions that may be taken during or after the draft, all the cards a player has drafted become that player’s card pool. The player builds their deck from only these cards and any number of basic land cards. See rules 100.2b and 100.4b. + +905.2. Some cards have abilities that function during the draft. + +905.2a During a draft, there is no active player or system of priority. If multiple players wish to take an action at the same time during the draft and can’t agree on an order, those actions are taken in a random order. + +905.2b Some cards instruct players to reveal them as they’re drafted and then note some information, such as a number or color. This information can be referred to by other abilities during the game. Any player can look at this information at any time during the draft or game. After the information is noted, the drafted card is turned face down and added to the player’s drafted cards pile. + +905.2c Some cards instruct players to draft them face up. Each such card remains face up until the draft is complete, an effect instructs the player who drafted it to turn it face down, or the card leaves that player’s drafted cards pile. While the card is face up, all players may look at it. + +905.3. A Conspiracy Draft game is a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.” + +905.4. At the start of the game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone. + +905.4a Conspiracy cards with hidden agenda are put into the command zone face down. Any time a player has priority, they may turn a face-down conspiracy card they control face up. See rule 702.106, “Hidden Agenda.” + +905.5. The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner. + +905.6. Once the starting player has been determined, each player sets their life total to 20 and draws a hand of seven cards. + +Glossary + +Abandon +To turn a face-up ongoing scheme card face down and put it on the bottom of its owner’s scheme deck. See rule 701.33, “Abandon.” + +Ability +1. Text on an object that explains what that object does or can do. +2. An activated or triggered ability on the stack. This kind of ability is an object. +See rule 113, “Abilities,” and section 6, “Spells, Abilities, and Effects.” + +Ability Word +An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 207.2c. + +Absorb +A keyword ability that prevents damage. See rule 702.64, “Absorb.” + +Activate +To put an activated ability onto the stack and pay its costs, so that it will eventually resolve and have its effect. See rule 602, “Activating Activated Abilities.” + +Activated Ability +A kind of ability. Activated abilities are written as “[Cost]: [Effect.] [Activation instructions (if any).]” See rule 113, “Abilities,” and rule 602, “Activating Activated Abilities.” + +Activation Cost +Everything that appears before the colon in an activated ability’s text. It must be paid to activate the ability. See rule 118, “Costs,” and rule 602, “Activating Activated Abilities.” + +Active Player +The player whose turn it is. See rule 102.1. + +Active Player, Nonactive Player Order +A system that determines the order by which players make choices if multiple players are instructed to make choices at the same time. See rule 101.4. This rule is modified for games using the shared team turns option; see rule 805.6. + +Active Team +The team whose turn it is in a game using the shared team turns option. See rule 805.4a. + +Adapt +A keyword action that puts +1/+1 counters on a creature that doesn’t have any yet. See rule 701.46, “Adapt.” + +Additional Cost +A cost a spell may have that its controller may pay (or, in some cases, must pay) in addition to its mana cost to cast that spell. See rule 118, “Costs,” and rule 601, “Casting Spells.” + +Adventurer Card +Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Adventure spell type. See rule 715, “Adventurer Cards.” + +Affinity +A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.41, “Affinity.” + +Afflict +A keyword ability that makes the defending player lose life for blocking. See rule 702.130, “Afflict.” + +Afterlife +A keyword ability that leaves behind Spirit creature tokens when certain creatures die. See rule 702.135, “Afterlife.” + +Aftermath +A keyword ability that lets a player cast one half of a split card only from their graveyard. See rule 702.127, “Aftermath.” + +Airbend +A keyword action that exiles one or more permanents and/or spells. The owner of each card exiled with airbend may cast it from exile by paying {2} rather than paying its mana cost. See rule 701.65, “Airbend.” + +Alternating Teams Variant +A multiplayer variant played among two or more teams of equal size. See rule 811, “Alternating Teams Variant.” + +Alternative Cost +A cost a spell may have that its controller can pay rather than paying its mana cost. See rule 118, “Costs,” and rule 601, “Casting Spells.” + +Alternate Name +A different name used on promotional or alternate-art versions of some cards. This name has no rules meaning. See rule 201.6. + +Amass +A keyword action that gives you a Zombie Army creature token or grows an Army you already have. See rule 701.47, “Amass.” + +Amplify +A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.38, “Amplify.” + +Anchor Word +A word that precedes one of two abilities a permanent may enter the battlefield with. See rule 614.12b. + +Annihilator +A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.86, “Annihilator.” + +Ante +1. A zone used only when playing “for keeps.” +2. To put a card into the ante zone. +See rule 407, “Ante.” + +Any Target +A spell or ability may require “any target.” “Any target” is the same as “target creature, player, or planeswalker.” See rule 115.4. + +APNAP Order +See Active Player, Nonactive Player Order. + +Archenemy +1. A casual variant in which a team of players faces off against a single opponent strengthened with powerful scheme cards. See rule 904, “Archenemy.” +2. A player in an Archenemy game who is playing with a scheme deck. + +Archenemy Commander +A Commander game that follows a modified version of the Archenemy rules. See rule 903, “Commander,” and rule 904, “Archenemy.” + +Artifact +A card type. An artifact is a permanent. See rule 301, “Artifacts.” + +Artifact Creature +A combination of artifact and creature that’s subject to the rules for both. See rule 301, “Artifacts,” and rule 302, “Creatures.” + +Artifact Land +A combination of artifact and land that’s subject to the rules for both. Artifact lands can only be played as lands, not cast as spells. See rule 301, “Artifacts,” and rule 305, “Lands.” + +Artifact Type +A subtype that’s correlated to the artifact card type. See rule 301, “Artifacts.” See rule 205.3g for the list of artifact types. + +As Though +Text used to indicate that the game, for some specific purpose, treats a condition as true even though it’s not. See rule 609.4. + +Ascend +A keyword causing a player to get the designation of the city’s blessing once they control ten permanents. See rule 702.131, “Ascend.” + +Assemble +Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Cards and mechanics from the Unstable set aren’t included in these rules. + +Assign Combat Damage +To determine how an attacking or blocking creature will deal its combat damage. See rule 510, “Combat Damage Step.” + +Assist +A keyword ability that lets another player help you pay for a spell. See rule 702.132, “Assist.” + +At End of Turn (Obsolete) +A trigger condition printed on abilities that triggered at the beginning of the end step (which is not the last thing to happen in the turn). Cards that were printed with that text have received errata in the Oracle card reference to say “at the beginning of the end step” or “at the beginning of the next end step.” See rule 513, “End Step.” + +Attach +To take an Aura, Equipment, or Fortification from where it currently is and put it onto a specified object or player. See rule 701.3, “Attach.” + +Attack +To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508, “Declare Attackers Step.” + +Attack Alone +A creature “attacks alone” if it’s the only creature declared as an attacker during the declare attackers step. A creature “is attacking alone” if it’s attacking but no other creatures are. See rule 506.5. + +Attack Left Option +An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.” + +Attack Multiple Players Option +An option that may be used in certain multiplayer variants. See rule 802, “Attack Multiple Players Option.” + +Attack Right Option +An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.” + +Attacking Creature +A creature that has either been declared as part of a legal attack during the combat phase (once all costs to attack, if any, have been paid), or a creature that has been put onto the battlefield attacking. It remains an attacking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 508, “Declare Attackers Step.” + +Attacking Team +The team who can attack during the combat phase of a multiplayer game using the shared team turns option. See rule 805, “Shared Team Turns Option.” + +Attacks and Isn’t Blocked +An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an unblocked attacking creature. See rule 509.1h. + +Attraction +An artifact type seen only on nontraditional Magic cards in the Unfinity expansion. See rule 717, “Attraction Cards,” rule 701.51, “Open an Attraction,” and rule 701.52, “Roll to Visit Your Attractions.” + +Attraction Deck +An optional deck of at least three (in limited play) or ten (in constructed play) Attraction cards that can be used to support play with some cards from the Unfinity expansion. See rule 717.2. + +Aura +An enchantment subtype. Aura spells target objects or players, and Aura permanents are attached to objects or players. See rule 303, “Enchantments,” and rule 702.5, “Enchant.” + +Aura Swap +A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.65, “Aura Swap.” + +Awaken +A keyword ability that lets you turn a land you control into a creature. See rule 702.113, “Awaken.” + +Background +An enchantment type that, in combination with the “choose a Background” ability, may allow a legendary enchantment card to be your commander. See rule 702.124, “Partner,” and rule 903, “Commander.” + +Backup +A keyword ability that lets a creature give +1/+1 counters to itself or another when it enters the battlefield. If a different creature is chosen, that creature also temporarily gains one or more abilities. See rule 702.165, “Backup.” + +Banding, “Bands with Other” +Banding is a keyword ability that modifies the rules for declaring attackers and assigning combat damage. “Bands with other” is a specialized version of the ability. See rule 702.22, “Banding.” + +Bargain +Bargain is a keyword ability that represents an optional additional cost of sacrificing an artifact, enchantment, or token. A spell has been bargained if its controller declared the intention to pay that cost. See rule 702.166, “Bargain.” + +Base Power, Base Toughness +Effects that change the base power and/or base toughness of a creature set one or both of those values to a specific number. See rule 613, “Interaction of Continuous Effects.” + +Basic +A supertype that’s normally relevant on lands. Any land with this supertype is a basic land. See rule 205.4, “Supertypes.” + +Basic Landcycling +See Typecycling. + +Basic Land Type +There are five “basic land types”: Plains, Island, Swamp, Mountain, and Forest. Each one has a mana ability associated with it. See rule 305, “Lands.” + +Battle +A card type. A battle is a permanent. See rule 310, “Battles.” + +Battle Cry +A keyword ability that makes other attacking creatures better in combat. See rule 702.91, “Battle Cry.” + +Battlefield +A zone. The battlefield is the zone in which permanents exist. It used to be known as the “in-play” zone. See rule 403, “Battlefield.” + +Becomes +A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2e. + +Beginning of Combat Step +Part of the turn. This step is the first step of the combat phase. See rule 507, “Beginning of Combat Step.” + +Beginning Phase +Part of the turn. This phase is the first phase of the turn. See rule 501, “Beginning Phase.” + +Behold +A keyword action that allows a player to choose a permanent they control of a particular quality or reveal a card of that quality from their hand, usually to pay a cost or get an additional effect. See rule 701.4, “Behold.” + +Bestow +A keyword ability that lets a creature card be cast as an Aura. See rule 702.103, “Bestow.” + +Blight +A keyword action. To blight N means to put N -1/-1 counters on a creature you control. See rule 701.68, “Blight.” + +Blitz +A keyword ability found on creature cards that allows them to be cast for an alternative cost. See rule 702.152, “Blitz.” + +Block +To send a creature into combat defensively. A creature can block an attacking creature. See rule 509, “Declare Blockers Step.” + +Block Alone +A creature “blocks alone” if it’s the only creature declared as a blocker during the declare blockers step. A creature “is blocking alone” if it’s blocking but no other creatures are. See rule 506.5. + +Blocked Creature +An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.” + +Blocking Creature +A creature that has either been declared as part of a legal block during the combat phase (once all costs to block, if any, have been paid), or a creature that has been put onto the battlefield blocking. It remains a blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.” + +Blood Token +A Blood token is a colorless artifact token with “{1}, {T}, Discard a card, Sacrifice this token: Draw a card.” For more information about predefined tokens, see rule 111.10. + +Bloodthirst +A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.54, “Bloodthirst.” + +Boast +A special kind of activated ability that can be activated only once each turn if the creature with the boast ability attacked that turn. See rule 702.142, “Boast.” + +Bolster +A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.39, “Bolster.” + +Booster Pack +A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule 100.2b. + +Brawl +An option for the Commander casual variant. See rule 903.12, “Brawl Option.” + +Bury (Obsolete) +A term that meant “put [a permanent] into its owner’s graveyard.” In general, cards that were printed with the term “bury” have received errata in the Oracle card reference to read, “Destroy [a permanent]. It can’t be regenerated,” or “Sacrifice [a permanent].” + +Bushido +A keyword ability that can make a creature better in combat. See rule 702.45, “Bushido.” + +Buyback +A keyword ability of instants and sorceries that can let the spell return to its owner’s hand as it resolves. See rule 702.27, “Buyback.” + +Card +The standard component of the game. Magic cards may be traditional or nontraditional. Tokens aren’t considered cards. In the text of spells or abilities, the term “card” is used only to refer to a card that’s not on the battlefield or on the stack, such as a creature card in a player’s hand. See rule 108, “Cards.” + +Card Pool +In a Limited format, the cards a player may use, in addition to basic land cards, to build their deck. + +Card Type +A characteristic. Except for abilities on the stack, each object has a card type, even if that object isn’t a card. Each card type has its own rules. See rule 205, “Type Line,” and section 3, “Card Types.” + +Cascade +A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.85, “Cascade.” + +Case +An enchantment subtype. Cases have a “to solve” ability that set a condition its controller must meet in order for the “solved” ability to take effect. See rule 719, “Case Cards.” + +Cast +To take a card from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. See rule 601, “Casting Spells.” + +Caster (Obsolete) +An obsolete term that referred to the player who cast a spell. In general, cards that were printed with the term “caster” have received errata in the Oracle card reference to say “controller.” + +Casting Cost (Obsolete) +An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference. + +Casualty +A keyword ability that allows you to sacrifice a creature to create a copy of a spell. See 702.153, “Casualty.” + +Champion, Championed +“Champion” is a keyword ability that lets one creature temporarily replace another. A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability. See rule 702.72, “Champion.” + +Change a Target +To choose a new, legal target for a spell or ability. See rule 115.7. + +Changeling +A characteristic-defining ability that grants the object it’s on every creature type. See rule 702.73, “Changeling.” + +Chaos Ability +An ability of a plane card that triggers “Whenever chaos ensues” in the Planechase casual variant. See rule 311.7. + +Chaos Symbol +The chaos symbol appears on the planar die and near some triggered abilities of plane cards in the Planechase casual variant. See rule 107.12. + +Characteristics +Information that defines an object. See rule 109.3. + +Characteristic-Defining Ability +A kind of static ability that conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). See rule 604.3. + +Choose a Background +A variant of the partner ability that lets two legendary permanent cards be your commander in the Commander variant rather than one if one of them has the “choose a Background” ability and the other is a Background enchantment card. See rule 702.124, “Partner,” and rule 903, “Commander.” + +Cipher +A keyword ability that allows you to encode a card on a creature and cast that card whenever that creature deals combat damage to a player. See rule 702.99, “Cipher.” + +City’s Blessing +A designation a player can have. The ascend keyword causes a player to get this designation once they control ten permanents. See rule 702.131, “Ascend.” + +Clash +To have a mini-contest involving the top cards of players’ libraries. See rule 701.30, “Clash.” + +Class +An enchantment subtype. Classes have a number of class level abilities that increase their level and grant them new abilities. See rule 716, “Class Cards.” + +Cleanup Step +Part of the turn. This step is the second and final step of the ending phase. See rule 514, “Cleanup Step.” + +Cleave +A keyword ability that allows you to pay an alternative cost to remove some of a spell’s text. See rule 702.148, “Cleave.” + +Cloak +A keyword action that puts a card onto the battlefield face down as a 2/2 creature with ward {2}. See rule 701.58, “Cloak,” and rule 708, “Face-Down Spells and Permanents.” + +Clue Token +A Clue token is a colorless artifact token with “{2}, Sacrifice this token: Draw a card.” For more information about predefined tokens, see rule 111.10. + +Collect Evidence +A keyword action. To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater. See rule 701.59, “Collect Evidence.” + +Collector Number +A number printed on most cards that has no effect on game play. See rule 213, “Information Below the Text Box.” + +Color +1. A characteristic of an object. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.” +2. An attribute mana may have. See rule 106, “Mana.” + +Colorless +1. An object with no color is colorless. Colorless is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.” +2. A type of mana. See rule 106, “Mana,” and rule 107.4c. + +Color Identity +A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4. + +Color Indicator +A characteristic of an object. See rule 105, “Colors,” and rule 204, “Color Indicator.” + +Combat Damage +Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510, “Combat Damage Step.” + +Combat Damage Step +Part of the turn. This step is the fourth step of the combat phase. See rule 510, “Combat Damage Step.” + +Combat Phase +Part of the turn. This phase is the third phase of the turn. See rule 506, “Combat Phase.” + +Command +A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. See rule 408, “Command.” + +Commander +1. A casual variant in which each deck is led by a legendary card (usually a creature). See rule 903, “Commander.” +2. A designation given to one legendary card in each player’s deck in the Commander casual variant. + +Commander Draft +A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 903.13, “Commander Draft.” + +Commander Ninjutsu +A variant of the ninjutsu ability. See rule 702.49, “Ninjutsu.” + +Commander Tax +Informal term for the additional cost to cast a commander based on the number of times a player has cast it previously this game. See rule 903.8. + +Companion +A keyword ability that allows a player to choose one creature card from outside the game as a companion if the restriction of that card’s companion ability is met. Once a player has chosen a companion, that player may pay {3} to put it into their hand once during the game. See rule 702.139, “Companion.” + +Compleated +A keyword ability that causes a planeswalker to enter the battlefield with fewer loyalty counters if a player chose to pay life for Phyrexian mana symbols in its cost. See rule 702.150, “Compleated.” + +Complete a Dungeon +To remove a dungeon card from the game after reaching that dungeon card’s bottommost room. See rule 309, “Dungeons.” + +Concede +To quit the game. Conceding a game immediately causes that player to leave that game and lose that game. See rule 104, “Ending the Game.” + +Connive +A keyword action that causes a player to draw a card, discard a card, and then to put a +1/+1 counter on a creature if a nonland card was discarded this way. See rule 701.50, “Connive.” + +Conspiracy +A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 315, “Conspiracies.” + +Conspiracy Draft +A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, “Conspiracy Draft.” + +Conspire +A keyword ability that creates a copy of a spell. See rule 702.78, “Conspire.” + +Constructed +A way of playing in which each player creates their own deck ahead of time. See rule 100.2a. + +Continuous Effect +An effect that modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. See rule 611, “Continuous Effects.” + +Continuous Artifact (Obsolete) +An obsolete term that appeared on the type line of artifacts without activated abilities. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.” + +Control, Controller +“Control” is the system that determines who gets to use an object in the game. An object’s “controller” is the player who currently controls it. See rule 108.4. + +Control Another Player +To make all choices and decisions that player is allowed to make, or is told to make, by rules or by any objects. See rule 722, “Controlling Another Player.” + +Convert +To turn a double-faced card so its other face is up. See rule 701.28, “Convert.” + +Converted Mana Cost (Obsolete) +An obsolete term for mana value. Cards printed with this term have received errata in the Oracle card reference. + +Convoke +A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule 702.51, “Convoke.” + +Copiable Values +Values of an object’s characteristics that are checked by copy effects. See rules 613.2, 707.2, and 707.3. + +Copy +1. To create a new object whose copiable values have been set to those of another object. +2. An object whose copiable values have been set to those of another object. +See rule 707, “Copying Objects.” + +Cost +An action or payment necessary to take another action or to stop another action from taking place. See rule 118, “Costs.” + +Counter +1. To cancel a spell or ability so it doesn’t resolve and none of its effects occur. See rule 701.6, “Counter.” +2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule 122, “Counters.” + +Counts As (Obsolete) +Some older cards were printed with text stating that the card “counts as” something. Cards printed with this text have received errata in the Oracle card reference to state that the card actually is that thing. + +Craft +Craft is an activated ability that allows a player to exile cards from their graveyard and/or permanents they control to exile the permanent with the craft ability and return it onto the battlefield transformed. See rule 702.167, “Craft.” + +Create +To create a token is to put a token onto the battlefield. See rule 701.7, “Create.” + +Creature +A card type. A creature is a permanent. See rule 302, “Creatures.” + +Creature Type +A subtype that’s correlated to the creature card type and the kindred card type. See rule 302, “Creatures,” and rule 308, “Kindreds.” See rule 205.3m for the list of creature types. + +Crew +A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. See rule 301, “Artifacts,” and rule 702.122, “Crew.” + +Crime +Targeting an opponent, anything that opponent controls, and/or any cards in an opponent’s graveyard is a crime. See rule 700.13. + +Cumulative Upkeep +A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.24, “Cumulative Upkeep.” + +Cycling +A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.29, “Cycling.” + +Damage +Objects can deal “damage” to creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. See rule 120, “Damage.” + +Damage Assignment Order (Obsolete) +Previously, if a creature blocks or becomes blocked by multiple creatures, the creature’s controller would be required to choose an order in which it would assign combat damage to the creatures blocking or blocked by it. Now, its controller no longer needs to assign an order, and simply divides its combat damage as they choose among all creatures it’s blocking or blocked by. See rules 510.1c-d. + +Dash +A keyword ability found on creature cards that allows them to be cast for an alternative cost. See rule 702.109, “Dash.” + +Day +Along with night, a designation the game can have. See rule 730, “Day and Night,” and rule 702.145, “Daybound and Nightbound.” + +Daybound +An ability found on the front faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,” and rule 730, “Day and Night.” + +Deal +See Damage. + +Deathtouch +A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2, “Deathtouch.” + +Decayed +A keyword ability that means “This creature can’t block” and “When this creature attacks, sacrifice it at end of combat. See rule 702.147, “Decayed.” + +Deck +The collection of cards a player starts the game with; it becomes that player’s library. See rule 100, “General,” and rule 103, “Starting the Game.” + +Declare Attackers +To choose a set of creatures that will attack, declare whether each creature is attacking the defending player or a planeswalker that player controls, and pay any costs required to allow those creatures to attack. See rule 508.1. + +Declare Attackers Step +Part of the turn. This step is the second step of the combat phase. See rule 508, “Declare Attackers Step.” + +Declare Blockers +To choose a set of creatures that will block, declare which attacking creature each creature is blocking, and pay any costs required to allow those creatures to block. See rule 509.1. + +Declare Blockers Step +Part of the turn. This step is the third step of the combat phase. See rule 509, “Declare Blockers Step.” + +Defender +A keyword ability that prohibits a creature from attacking. See rule 702.3, “Defender.” + +Defending Player +The player who can be attacked, and whose planeswalkers can be attacked, during the combat phase. See rule 506.2. In certain multiplayer games, there may be more than one defending player; see rule 802, “Attack Multiple Players Option,” and rule 805.10. + +Defending Team +The team who can be attacked, and whose planeswalkers can be attacked, during the combat phase of a multiplayer game using the shared team turns option. See rule 805, “Shared Team Turns Option.” + +Defense +1. Part of a card that only battle cards have. A battle card’s defense is printed in its lower right corner. See rule 210, “Defense.” +2. A characteristic that only battles can have. See rule 310, “Battles.” + +Delayed Triggered Ability +An ability created by effects generated when some spells or abilities resolve, or when some replacement effects are applied, that does something later on rather than at that time. See rule 603.7. + +Delve +A keyword ability that lets you exile cards from your graveyard rather than pay generic mana to cast a spell. See rule 702.66, “Delve.” + +Demonstrate +A triggered ability found on some spells that let its controller copy it and choose an opponent to also copy it. See rule 702.144, “Demonstrate.” + +Dependency +A system that may be used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.8. See also Timestamp Order. + +Deploy Creatures Option +An option that may be used in certain multiplayer variants to pass control of creatures between teammates. See rule 804, “Deploy Creatures Option.” + +Destroy +To move a permanent from the battlefield to its owner’s graveyard. See rule 701.8, “Destroy.” + +Detain +A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.35, “Detain.” + +Dethrone +A keyword ability that puts a +1/+1 counter on a creature when it attacks the player with the most life. See rule 702.105, “Dethrone.” + +Devoid +A characteristic-defining ability that makes an object colorless. See rule 702.114, “Devoid.” + +Devotion +A numerical value a player has, equal to the number of mana symbols of a certain color among the mana costs of permanents that player controls. See rule 700.5. + +Devour +A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.82, “Devour.” + +Dies +A creature or planeswalker “dies” if it is put into a graveyard from the battlefield. See rule 700.4. + +Discard +To move a card from its owner’s hand to that player’s graveyard. See rule 701.9, “Discard.” + +Discover +A keyword ability that may allow a player to cast a random spell for free. See rule 701.57, “Discover.” + +Disguise +A keyword ability that lets a card be cast face down as a 2/2 creature with ward {2}. See rule 702.168, “Disguise,” and rule 708, “Face-Down Spells and Permanents.” + +Disturb +A keyword ability that allows a player to cast a double-faced card transformed from the graveyard. See rule 702.146, “Disturb.” + +Doctor’s Companion +A partner ability that allows a player to play with two legendary creature cards as their commander if one of them has Doctor’s companion and the other is a Time Lord Doctor with no other creature types. + +Door +A door is one half of a Room permanent. See rule 709, “Split Cards.” + +Double +A keyword action used in a variety of contexts. See rule 701.10, “Double.” + +Double Agenda +A variant of the hidden agenda ability. See rule 702.106, “Hidden Agenda.” + +Double Strike +A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.” + +Double-Faced Cards +Cards with two faces, one on each side of the card, and no Magic card back. See rule 712, “Double-Faced Cards.” + +Draft +1. A Limited format in which players choose cards one at a time from booster packs, then construct a deck solely from the chosen cards and basic land cards. +2. To choose a card during a draft and put it into your card pool. + +Draft Round +Part of a draft in which each player opens an unopened booster pack and the cards in those booster packs are drafted. See rules 905.1a and 905.1b. + +Draw +1. To put the top card of a player’s library into their hand as a turn-based action or as the result of an effect that uses the word “draw.” See rule 121, “Drawing a Card.” +2. The result of a game in which neither player wins or loses. See rule 104.4. + +Draw Step +Part of the turn. This step is the third and final step of the beginning phase. See rule 504, “Draw Step.” + +Dredge +A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.52, “Dredge.” + +Dungeon +A card type found on nontraditional Magic cards. A dungeon card is not a permanent. See rule 309, “Dungeons.” + +During (Obsolete) +Some older cards used the phrase “during [phase], [action].” These abilities were called “phase abilities.” In general, cards that were printed with phase abilities have received errata in the Oracle card reference so they have abilities that trigger at the beginning of a step or phase. “During” still appears in current card text, but only in its normal English sense and not as game terminology. + +Earthbend +A keyword action that causes a land to become a 0/0 creature with haste in addition to its other types and puts a number of +1/+1 counters on it. When that land dies or is put into exile, return it to the battlefield tapped under your control. See 701.66, “Earthbend.” + +Echo +A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.30, “Echo.” + +EDH (Obsolete) +An older name for the Commander casual variant. See rule 903, “Commander.” + +Effect +Something that happens in the game as a result of a spell or ability. See rule 609, “Effects.” + +Embalm +A keyword ability that lets a player exile a creature card from their graveyard to create a mummified token version of that card. See rule 702.128, “Embalm.” + +Emblem +An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 114, “Emblems.” + +Emerge +A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.119, “Emerge.” + +Emperor +The middle player on each team in an Emperor game. See rule 809, “Emperor Variant.” + +Emperor Variant +A multiplayer variant played among three-player teams. See rule 809, “Emperor Variant.” + +Enchant +A keyword ability that defines what an Aura spell can target and what an Aura permanent can be attached to. See rule 303, “Enchantments,” and rule 702.5, “Enchant.” + +Enchantment +A card type. An enchantment is a permanent. See rule 303, “Enchantments.” See also Aura. + +Enchantment Type +A subtype that’s correlated to the enchantment card type. See rule 303, “Enchantments.” See rule 205.3h for the list of enchantment types. + +Encoded +A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.99, “Cipher.” + +Encore +A keyword ability that lets a player exile a creature card from their graveyard to, for each opponent, create a token that’s a copy of that card to attack that opponent. See rule 702.141, “Encore” + +Encounter +To move a phenomenon card off the top of a planar deck and turn it face up. See rule 312, “Phenomena.” + +End of Combat Step +Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, “End of Combat Step.” + +End Step +Part of the turn. This step is the first step of the ending phase. See rule 513, “End Step.” + +End the Combat Phase +To “end the combat phase” as the result of an effect is to perform an expedited process that skips everything else that would happen that phase. See rule 723, “Ending Turns and Phases.” + +End the Turn +To “end the turn” as the result of an effect is to perform an expedited process that skips nearly everything else that would happen that turn. See rule 723, “Ending Turns and Phases.” + +Ending Phase +Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, “Ending Phase.” + +Endure +A keyword ability that lets you choose put +1/+1 counters on a creature or create a Spirit creature token. See rule 702.62, “Endure.” + +Energy Symbol +The energy symbol {E} represents one energy counter. To pay {E}, a player removes one energy counter from themselves. + +Enlist +A keyword ability that allows a creature that could have attacked to support another creature. See rule 702.154, “Enlist.” + +Enter +In rules text, to enter the battlefield. See “Enters the Battlefield.” + +Enters the Battlefield +A nontoken permanent enters the battlefield when it’s moved onto the battlefield from another zone. A token enters the battlefield as it’s created. See rules 403.3, 603.6a, 603.6d, and 614.12. This phrase has been shortened to simply “enters” in rules text on cards in most contexts. + +Entwine +A keyword ability that lets a player choose all modes for a spell rather than just the number specified. See rule 702.42, “Entwine.” + +Epic +A keyword ability that lets a player copy a spell at the beginning of each of their upkeeps at the expense of casting any other spells for the rest of the game. See rule 702.50, “Epic.” + +Equip +A keyword ability that lets a player attach an Equipment to a creature they control. See rule 301, “Artifacts,” and rule 702.6, “Equip.” + +Equipment +An artifact subtype. Equipment can be attached to creatures. See rule 301, “Artifacts,” and rule 702.6, “Equip.” + +Escalate +A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule 702.120, “Escalate.” + +Escape +A keyword ability that lets a player cast a card from their graveyard. See rule 702.138, “Escape.” + +Eternalize +A keyword ability that lets a player exile a creature card from their graveyard to create an eternalized token version of that card. See rule 702.129, “Eternalize.” + +Evasion Ability +An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c. + +Event +Anything that happens in a game. See rule 700.1. + +Evoke +A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.74, “Evoke.” + +Evolve +A keyword ability that lets you put a +1/+1 counter on a creature when a larger creature enters the battlefield under your control. See rule 702.100, “Evolve.” + +Exalted +A keyword ability that can make a creature better in combat. See rule 702.83, “Exalted.” + +Exchange +To swap two things, such as objects, sets of objects, or life totals. See rule 701.12, “Exchange.” + +Exert +A keyword action that stops a permanent from untapping during the next untap step of the player who exerted it. See rule 701.43, “Exert.” + +Excess Damage +Damage dealt to a creature greater than what would be lethal damage or damage dealt to a planeswalker greater than its loyalty. See rule 120.4a. + +Exile +1. A zone. Exile is essentially a holding area for cards. It used to be known as the “removed-from-the-game” zone. +2. To put an object into the exile zone from whatever zone it’s currently in. An “exiled” card is one that’s been put into the exile zone. +See rule 406, “Exile.” + +Exhaust +A special kind of activated ability that may be activated only once. See rule 702.177, “Exhaust.” + +Expansion Symbol +A card’s expansion symbol is a small icon normally printed below the right edge of the illustration that has no effect on game play. See rule 206, “Expansion Symbol.” + +Expend +A word found on some abilities that care how much mana a player has spent to cast spells this turn. See rule 700.14. + +Exploit +A keyword ability that lets you sacrifice a creature for a benefit. See rule 702.110, “Exploit.” + +Explore +A keyword action that causes a player to reveal the top card of their library and then to take different actions depending on whether a land card is revealed this way. See rule 701.44, “Explore.” + +Extort +A keyword ability that lets you gain life and have opponents lose life whenever you cast a spell. See rule 702.101, “Extort.” + +Extra Turn +A turn created by an effect of a spell or ability. See rule 500.7. For rules about extra turns in a multiplayer game using the shared team turns option, see 805.8. For rules about extra turns in a Grand Melee game, see rule 807.4. + +Fabricate +A keyword ability that lets you choose whether to create Servo tokens or put +1/+1 counters on a creature. See rule 702.123, “Fabricate.” + +Face a Villainous Choice +A keyword action that causes a player to choose one of two listed choices. See rule 701.55, “Face a Villainous Choice.” + +Face Down +1. A card is “face down” if it’s physically positioned so the card back is showing. Cards in some zones are normally kept face down. See section 4, “Zones.” +2. A status a permanent may have. See rule 110.5 and rule 702.37, “Morph.” +3. Face-down spells have additional rules. See rule 708, “Face-Down Spells and Permanents,” and rule 702.37, “Morph.” + +Face Up +1. A card is “face up” if it’s physically positioned so the card front is showing. Cards in some zones are normally kept face up. See section 4, “Zones.” +2. A default status a permanent may have. See rule 110.5 and rule 702.37, “Morph.” + +Fading +A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.32, “Fading.” + +Fateseal +To manipulate some of the cards on top of an opponent’s library. See rule 701.29, “Fateseal.” + +Fear +A keyword ability that restricts how a creature may be blocked. See rule 702.36, “Fear.” + +Fight +When two creatures fight, each deals damage equal to its power to the other. See rule 701.14, “Fight.” + +Finality Counter +A counter that exiles the permanent it is on if that permanent would go to the graveyard from the battlefield. See rule 122.1h. + +Firebending +A keyword ability that adds red mana until end of combat whenever a creature with that ability attacks. See rule 702.189, “Firebending.” + +First Strike +A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.” + +Flanking +A keyword ability that can make a creature better in combat. See rule 702.25, “Flanking.” + +Flash +A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, “Flash.” + +Flashback +A keyword ability that lets a player cast a card from their graveyard. See rule 702.34, “Flashback.” + +Flavor Text +Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 207.2. + +Flavor Word +An italicized word with no rules meaning that provides a flavorful description of an ability. See rule 207.2d. + +Flip Cards +Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 710, “Flip Cards.” + +Flipped +A status a permanent may have. See rule 110.5 and rule 710, “Flip Cards.” See also Unflipped. + +Flipping a Coin +A method of randomization with two possible outcomes of equal likelihood. See rule 705, “Flipping a Coin.” + +Flying +A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.” + +Food Token +A Food token is a colorless artifact token with “{2}, {T}, Sacrifice this token: You gain 3 life.” For more information about predefined tokens, see rule 111.10. + +For Mirrodin! +A keyword ability that creates a 2/2 red Rebel creature token and then attaches the Equipment with the ability to that token. See rule 702.163, “For Mirrodin!” + +Forage +To pay a cost of exiling three cards from your graveyard or sacrificing a Food. See rule 701.61, “Forage.” + +Forecast +A keyword ability that allows an activated ability to be activated from a player’s hand. See rule 702.57, “Forecast.” + +Forest +One of the five basic land types. Any land with this subtype has the ability “{T}: Add {G}.” See rule 305.6. + +Forestcycling +See Typecycling. + +Forestwalk +See Landwalk. + +Foretell +A keyword ability that lets a player exile cards from their hand and cast them for an alternative cost on future turns. See rule 702.143, “Foretell.” + +Foretold +A card exiled using the foretell special action becomes foretold. Other effects can also make an exiled card foretold. A spell was foretold if it was a foretold card in exile before it was cast. + +Fortification +An artifact subtype. Fortifications can be attached to lands. See rule 301, “Artifacts,” and rule 702.67, “Fortify.” + +Fortify +A keyword ability that lets a player attach a Fortification to a land they control. See rule 301, “Artifacts,” and rule 702.67, “Fortify.” + +Frenzy +A keyword ability that can make a creature better in combat. See rule 702.68, “Frenzy.” + +Free-for-All +A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, “Free-for-All Variant.” + +Freerunning +A keyword ability that allows certain spells to be cast for an alternative cost. See rule 702.173, “Freerunning.” + +Full Party +A player has a full party if the number of creatures in their party is four. See rule 700.8. + +Fuse +A keyword ability that allows a player to cast both halves of a split card. See rule 702.102, “Fuse.” + +Fused Split Spell +A split card on the stack that has been cast using the fuse ability or a copy of such a card. See rule 702.102, “Fuse.” + +General +Any player in the Emperor multiplayer variant who isn’t an emperor. See rule 809, “Emperor Variant.” + +Generic Mana +Mana in a cost represented by numerical symbols (such as {1}) or variable symbols (such as {X}) that can be paid with mana of any type. See rule 107.4. + +Gift +A keyword ability that allows a spell’s caster to choose an opponent as to receive a benefit as the spell resolves or when the permanent with the ability enters. See rule 702.174, “Gift.” + +Global Enchantment (Obsolete) +An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference. + +Goad +A keyword action that causes a creature to be goaded until a player’s next turn. See rule 701.15, “Goad.” + +Goaded +A designation a permanent can have. Goaded creatures are forced to attack and to attack a player other than the player that caused it to be goaded. See rule 701.15, “Goad.” + +Gold Token +A Gold token is a colorless artifact token with “Sacrifice this token: Add one mana of any color.” For more information on predefined tokens, see rule 111.10. + +Graft +A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other creatures. See rule 702.58, “Graft.” + +Grand Melee +A multiplayer variant in which a large group of players (usually ten or more) compete as individuals against each other. See rule 807, “Grand Melee Variant.” + +Gravestorm +A keyword ability that creates copies of a spell. See rule 702.69, “Gravestorm.” + +Graveyard +1. A zone. A player’s graveyard is their discard pile. +2. All the cards in a player’s graveyard. +See rule 404, “Graveyard.” + +Hand +1. A zone. A player’s hand is where that player holds cards they have drawn but not played yet. +2. All the cards in a player’s hand. +See rule 402, “Hand.” + +Hand Modifier +A characteristic that only vanguards have. See rule 211, “Hand Modifier.” + +Harmonize +A keyword ability that lets a player cast a card from their graveyard for a specific cost and lets them tap a creature they control to reduce that cost. See rule 702.180, “Harmonize.” + +Harness +A keyword action that grants a permanent the harnessed designation. See rule 701.64, “Harness.” + +Harnessed +A designation permanents can have. Infinity permanents have their ∞ abilities as long as they are harnessed. See rule 701.64, “Harness,” and rule 702.186, “∞ (Infinity).” + +Haste +A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6. + +Haunt +A keyword ability that exiles cards. A card exiled this way “haunts” a creature targeted by the haunt ability. See rule 702.55, “Haunt.” + +Hexproof +A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.” + +Hidden Agenda +A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.106, “Hidden Agenda.” + +Hidden Zone +A zone in which not all players can be expected to see the cards’ faces. See rule 400.2. See also Public Zone. + +Hideaway +A keyword ability that lets a player store a secret card. See rule 702.75, “Hideaway.” + +Historic +An object is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. See rule 700.6. + +Horsemanship +A keyword ability that restricts how a creature may be blocked. See rule 702.31, “Horsemanship.” + +Hybrid Card +A card with one or more hybrid mana symbols in its mana cost. See rule 202.2f. + +Hybrid Mana Symbols +A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4. + +Hybrid Phyrexian Mana Symbols +A mana symbol that represents a cost that can be paid in one of three ways. See rule 107.4. + +Job Select +A keyword ability that creates a 1/1 colorless Hero creature token and then attaches the Equipment with the ability to that token. See rule 702.182, “Job Select.” + +Junk Token +A Junk token is a colorless artifact token with {T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.” For more information about predefined tokens, see rule 111.10. + +If +See Intervening “If” Clause. + +Illegal Action +An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 732, “Handling Illegal Actions.” + +Illegal Target +A target that no longer exists or no longer meets the specifications stated by the spell or ability that’s targeting it. See rule 608.2b. + +Illustration +A picture printed on the upper half of a card that has no effect on game play. See rule 203, “Illustration.” + +Illustration Credit +Information printed directly below the text box that has no effect on game play. See rule 213, “Information Below the Text Box.” + +Impending +An ability on some creatures that allows them to be cast for an alternative cost. If cast for its impending cost, it isn’t a creature for some period of time. See rule 702.176, “Impending.” + +Imprint +“Imprint” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the imprint keyword have received errata in the Oracle card reference. + +Improvise +A keyword ability that lets you tap artifacts rather than pay mana to cast a spell. See rule 702.126, “Improvise.” + +In Play (Obsolete) +An obsolete term for the battlefield. Cards that were printed with text that contain the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield. + +In Response To +An instant spell that’s been cast, or an activated ability that’s been activated, while another spell or ability is on the stack has been cast or activated “in response to” the earlier spell or ability. See rule 117.7. + +Incubate +A keyword action that creates an Incubator token with a specified number of +1/+1 counters on it. See rule 701.53, “Incubate.” + +Incubator Token +An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.” For more information about predefined tokens, see rule 111.10. + +Independent +See Dependency. + +Indestructible +A keyword ability that precludes a permanent from being destroyed. See rule 702.12. + +Infect +A keyword ability that affects how an object deals damage to creatures and players. See rule 702.90, “Infect.” + +Infinity +1. An artifact subtype. +2. ∞ is a keyword found on Infinity cards that grants an ability as long as that permanent is harnessed. See rule 702.186, “∞ (Infinity),” and rule 701.64, “Harness.” + +Ingest +A keyword ability that can exile the top card of a player’s library. See rule 702.115, “Ingest.” + +Initiative +A designation a player can have. Some effects instruct a player to take the initiative. The player with the initiative ventures into Undercity whenever they take the initiative and at the beginning of their upkeep. See rule 725, “The Initiative.” + +Instant +A card type. An instant is not a permanent. See rule 304, “Instants.” + +Instead +Effects that use the word “instead” are replacement effects. The word “instead” indicates what an event will be replaced with. See rule 614, “Replacement Effects.” + +Interrupt (Obsolete) +An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could “play as an interrupt” can now be activated like any other activated abilities (unless they’re mana abilities, in which case they follow those rules instead). All relevant cards have been given errata in the Oracle card reference. + +Intervening “If” Clause +A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule 603.4. + +Intimidate +A keyword ability that restricts how a creature may be blocked. See rule 702.13, “Intimidate.” + +Investigate +A keyword action that creates a Clue artifact token. See rule 701.16, “Investigate.” + +Island +One of the five basic land types. Any land with this subtype has the ability “{T}: Add {U}.” See rule 305.6. + +Islandcycling +See Typecycling. + +Islandhome (Obsolete) +An obsolete keyword ability that meant “This creature can’t attack unless defending player controls an Island” and “When you control no Islands, sacrifice this creature.” Cards printed with this ability have been given errata in the Oracle card reference. + +Islandwalk +See Landwalk. + +Jump-Start +A keyword ability that lets a player cast a card from their graveyard by discarding a card. See rule 702.133, “Jump-Start.” + +Keyword Ability +A game term, such as “flying” or “haste,” used as shorthand for a longer ability or group of abilities. See rule 702, “Keyword Abilities.” + +Keyword Action +A verb, such as “destroy” or “cast,” used as a game term rather than as its normal English meaning. See rule 701, “Keyword Actions.” + +Keyword Counter +A marker placed on an object that modifies its characteristics by granting it a keyword. See rule 122, “Counters.” + +Kicker, Kicked +Kicker is a keyword ability that represents an optional additional cost. A spell has been kicked if its controller declared the intention to pay any or all of its kicker costs. See rule 702.33, “Kicker.” + +Kindred +A card type. Whether or not a kindred is a permanent depends on its other card type. See rule 308, “Kindreds.” + +Land +A card type. A land is a permanent. See rule 305, “Lands.” + +Land Type +A subtype that’s correlated to the land card type. See rule 305, “Lands.” See rule 205.3i for the list of land types. + +Lander Token +A Lander token is a colorless artifact token with “{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.” For more information about predefined tokens, see rule 111.10. + +Landwalk +A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.14, “Landwalk.” + +Last Known Information +Information about an object that’s no longer in the zone it’s expected to be in, or information about a player who’s no longer in the game. This information captures that object’s last existence in that zone or that player’s last existence in the game. See rules 113.7a, 608.2b, 608.2h, and 800.4h. + +Layer +A system used to determine in which order continuous effects are applied. See rule 613, “Interaction of Continuous Effects.” See also Dependency, Timestamp Order. + +Learn +A keyword action that lets a player add a Lesson card to their hand from outside the game or discard a card to draw a card. See rule 701.48, “Learn.” + +Leaves the Battlefield +A permanent “leaves the battlefield” when it’s moved from the battlefield to another zone, or (if it’s phased in) when it leaves the game because its owner leaves the game. See rules 603.6c and 603.10. + +Legal Text +Information printed directly below the text box that has no effect on game play. See rule 213, “Information Below the Text Box.” + +Legend (Obsolete) +An obsolete creature type. Cards printed with this subtype have been given errata in the Oracle card reference so they have the legendary supertype instead. See Legendary. + +Legendary +A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” See also Legend Rule. + +Legend Rule +A state-based action that causes a player who controls two or more legendary permanents with the same name to put all but one into their owners’ graveyards. See rule 704.5j. + +Lethal Damage +An amount of damage greater than or equal to a creature’s toughness. See rules 120.4a, 120.6, 510.1, and 704.5g. + +Level +A numerical designation a permanent may have. A Class enchantment’s level determines what other abilities it has. See rule 716, “Class Cards.” + +Level Symbol +A symbol that represents a keyword ability indicating abilities, power, and toughness a leveler card may have. See rule 107.8 and rule 711, “Leveler Cards.” + +Level Up +A keyword ability that can put level counters on a creature. See rule 702.87, “Level Up.” For class level abilities of Class cards, see rule 716, “Class Cards.” + +Leveler Cards +Cards with striated text boxes and three power/toughness boxes. See rule 711, “Leveler Cards.” + +Library +1. A zone. A player’s library is where that player draws cards from. +2. All the cards in a player’s library. +See rule 401, “Library.” + +Life, Life Total +Each player has an amount of “life,” represented by that player’s “life total.” Life may be gained or lost. See rule 119, “Life.” + +Life Modifier +A characteristic that only vanguards have. See rule 212, “Life Modifier.” + +Lifelink +A keyword ability that causes a player to gain life. See rule 702.15, “Lifelink.” + +Limited +A way of playing in which each player gets a quantity of unopened Magic product and creates their own deck on the spot. See rule 100.2. + +Limited Range of Influence +An optional rule used in some multiplayer games that limits what a player can affect. See rule 801, “Limited Range of Influence Option.” + +Linked Abilities +Two abilities printed on the same object such that one of them causes actions to be taken or objects to be affected and the other one directly refers to those actions or objects. See rule 607, “Linked Abilities.” + +Living Metal +A keyword ability found on some Vehicles that turns them into a creature during your turn. See rule 702.161, “Living Metal.” + +Living Weapon +A keyword ability that creates a 0/0 black Phyrexian Germ creature token and then attaches the Equipment with the ability to that token. See rule 702.92, “Living Weapon.” + +Local Enchantment (Obsolete) +An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference. + +Lock +To remove an unlocked designation from a permanent that has one or more unlocked halves. See rule 709.5g. + +Locked +One half of a split permanent is “locked” if it doesn’t have the appropriate unlocked designation. See rule 709.5. + +London Mulligan +Informal term for the current system of mulligan rules. See rule 103.5. + +Loop +A set of actions that could be repeated indefinitely. See rule 731, “Taking Shortcuts.” + +Lose the Game +There are several ways to lose the game. See rule 104, “Ending the Game,” rule 810.8 (for additional rules for Two-Headed Giant games), rule 809.5 (for additional rules for Emperor games), and rule 903.10 (for an additional rule for Commander games). + +Loyalty +1. Part of a card that only planeswalker cards have. A planeswalker card’s loyalty is printed in its lower right corner. See rule 209, “Loyalty.” +2. A characteristic that only planeswalkers have. See rule 306.5. + +Loyalty Ability +An activated ability with a loyalty symbol in its cost. See rule 606, “Loyalty Abilities.” + +Madness +A keyword ability that lets a player cast a card they discard. See rule 702.35, “Madness.” + +Main Game +The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 728, “Subgames.” + +Main Phase +Part of the turn. The first, or precombat, main phase is the second phase of the turn. The second, or postcombat, main phase is the fourth phase of the turn. See rule 505, “Main Phase.” + +Mana +The primary resource in the game. It is spent to pay costs, usually when casting spells and activating abilities. See rule 106, “Mana,” rule 107.4, and rule 202, “Mana Cost and Color.” + +Mana Ability +An activated or triggered ability that could create mana and doesn’t use the stack. See rule 605, “Mana Abilities.” + +Mana Burn (Obsolete) +Older versions of the rules stated that unspent mana caused a player to lose life; this was called “mana burn.” That rule no longer exists. + +Mana Cost +A characteristic, and part of a card. A card’s mana cost is indicated by the mana symbols printed in its upper right corner. See rule 107.4 and rule 202, “Mana Cost and Color.” + +Mana Pool +Where mana created by an effect is temporarily stored. See rule 106.4. + +Mana Source (Obsolete) +An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could “play as a mana source” are now mana abilities. All relevant cards have been given errata in the Oracle card reference. + +Mana Symbol +An icon that represents mana or a mana cost. See rule 107.4. + +Mana Value +The total amount of mana in a mana cost, regardless of color. See rule 202.3. + +Manifest +A keyword action that puts a card onto the battlefield face down as a 2/2 creature. See rule 701.40, “Manifest,” and rule 708, “Face-Down Spells and Permanents.” + +Manifest Dread +A keyword action that puts one of the top two cards of your library onto the battlefield face down as a 2/2 creature. See rule 701.62, “Manifest Dread,” rule 701.40, “Manifest,” and rule 708, “Face-Down Spells and Permanents.” + +Map +A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.” See rule 701.44, “Explore.” For more information about predefined tokens, see rule 110.10. + +Match +A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6. + +Max Speed +1. A player has max speed if their speed is 4. See rule 702.179, “Start Your Engines!” +2. A keyword ability that grants an ability to the permanent or card it’s on only if that permanent’s controller (or that card’s owner, if it isn’t on the battlefield) has a speed of 4. See rule 702.178, “Max Speed.” + +Maximum Hand Size +The number of cards in hand a player must discard down to during their cleanup step. See rule 402.2 and 514.1. + +Mayhem +A keyword ability that allows you to play cards you discarded this turn from your graveyard for an alternative cost. See rule 702.187, “Mayhem.” + +Megamorph +A variant of the morph ability that puts a +1/+1 counter on the creature as it turns face up. See rule 702.37, “Morph.” + +Meld +To turn two members of a meld pair so their back faces are up and combined into one oversized Magic card. See rule 701.42, “Meld.” + +Meld Cards +Cards with a Magic card face on one side and half of an oversized Magic card face on the other. See rule 712, “Double-Faced Cards.” + +Melee +A keyword ability that improves an attacking creature based on the number of opponents you attacked. See rule 702.121, “Melee.” + +Menace +An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.” + +Mentor +A keyword ability that lets your bigger creatures power up your smaller creatures when they attack together. See rule 702.134, “Mentor.” + +Merged Permanent +A card or token may merge with a permanent to form a merged permanent. This merged permanent is represented by more than one card and/or token. See rule 729, “Merging with Permanents.” + +Mill +To mill a number of cards, a player puts that many cards from the top of their library into their graveyard. See rule 701.17. + +Minimum Deck Size +If a rule or effect states that a player’s deck must contain at least a specific number of cards, that number is the player’s minimum deck size. + +Miracle +A keyword ability that lets you cast a spell for a reduced cost if it’s the first card you draw in a turn. See rule 702.94, “Miracle.” + +Mobilize +A keyword ability that creates a number of tapped and attacking red Warrior creature tokens that are sacrificed at the beginning of the next end step. See rule 702.181, “Mobilize.” + +Modal, Mode +A spell or ability is “modal” if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” See rule 700.2. + +Modal Double-Faced Cards +One kind of double-faced card. Modal double-faced cards can be played with either of their two faces up. See rule 712, “Double-Faced Cards.” + +Modified +A modified creature is a creature that has a counter on it, is equipped, or is enchanted by an Aura its controller also controls. See rule 700.9. + +Modular +A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other artifact creatures. See rule 702.43, “Modular.” + +Monarch +A designation a player can have. Some effects instruct a player to become the monarch. The monarch draws a card at the beginning of their end step. Dealing combat damage to the monarch steals the title from that player. See rule 724, “The Monarch.” + +Mono Artifact (Obsolete) +An obsolete term that appeared on the type line of artifacts with activated abilities that caused the artifact to become tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact,” and those abilities now include the tap symbol in their costs. + +Monocolored +An object with exactly one color is monocolored. Colorless objects aren’t monocolored. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.” + +Monocolored Hybrid Mana Symbols +See Hybrid Mana Symbols. + +Monstrosity +A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.37, “Monstrosity.” + +Monstrous +A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.37, “Monstrosity.” + +More Than Meets the Eye +A keyword ability that allows some cards to be cast converted. See rule 702.162, “More Than Meets the Eye,” and rule 701.28, “Convert.” + +Morph +A keyword ability that lets a card be cast face down as a 2/2 creature. See rule 702.37, “Morph,” and rule 708, “Face-Down Spells and Permanents.” + +Mountain +One of the five basic land types. Any land with this subtype has the ability “{T}: Add {R}.” See rule 305.6. + +Mountaincycling +See Typecycling. + +Mountainwalk +See Landwalk. + +Move +To remove a counter from one object and put it on a different object. See rule 122.5. +Some older cards used “move” with respect to Auras; those cards have received errata in the Oracle card reference and now use the word “attach.” + +Mulligan +To take a mulligan is to reject a prospective opening hand in favor of a new one. See rule 103.5. + +Multicolored +An object with two or more colors is multicolored. Multicolored is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.” + +Multikicker +Multikicker is a variant of the kicker keyword ability. It represents an optional additional cost that may be paid any number of times. See rule 702.33, “Kicker.” See also Kicker. + +Multiplayer Game +A game that begins with more than two players. See section 8, “Multiplayer Rules.” + +Mutate +A keyword that lets a creature card be cast as a mutating creature spell. See rule 702.140, “Mutate.” + +Mutating Creature Spell +A creature spell cast using the mutate keyword ability. As it resolves, if its target creature is legal, it merges with the target creature. The resulting creature has all characteristics of the topmost component and has the abilities of each component. See rule 702.140, “Mutate,” and rule 729, “Merging with Permanents.” + +Myriad +Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule 702.116, “Myriad.” + +Name +A characteristic, and part of a card. A card’s name is printed in its upper left corner. See rule 201, “Name.” + +Night +Along with day, a designation the game can have. See rule 730, “Day and Night,” and rule 702.145, “Daybound and Nightbound.” + +Nightbound +An ability found on the back faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,” and rule 730, “Day and Night.” + +Ninjutsu +A keyword ability that lets a creature suddenly enter combat. See rule 702.49, “Ninjutsu.” + +Nonbasic Land +Any land that doesn’t have the supertype “basic.” See rule 205.4, “Supertypes.” + +Nonmodal Double-Faced Card +One kind of double-faced card. Nonmodal double-faced cards default to being cast with their front faces up but can transform to their back faces in some way. See rule 712, “Double-Faced Cards.” + +Nontraditional Magic Card +A card not included in players’ decks. It may be oversized or have a card back other than a “Deckmaster” back. See rule 108.2. + +Object +An ability on the stack, a card, a copy of a card, an emblem, a token, a spell, or a permanent. See rule 109, “Objects.” + +Offering +A keyword ability that modifies when you can cast a spell and how much mana you need to spend to do it. See rule 702.48, “Offering.” + +Offspring +A keyword ability that allows you to pay an additional cost as you cast a creature spell to create a 1/1 token that’s a copy of that permanent when it enters the battlefield. See rule 702.175, “Offspring.” + +Omen Card +Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Omen spell type. See rule 720, “Omen Cards.” + +One-Shot Effect +An effect that does something just once and doesn’t have a duration. See rule 610, “One-Shot Effects.” See also Continuous Effects. + +Ongoing +A supertype that appears only on scheme cards. See rule 205.4, “Supertypes.” + +Opening Hand +The hand of cards a player starts the game with, once the player has decided not to take any further mulligans. See rule 103.5. + +Opponent +Someone a player is playing against. See rules 102.2 and 102.3. + +Option +An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2. + +Oracle +The reference that contains the up-to-date wordings (in English) for all tournament-legal cards. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com. See rule 108.1. + +Outlast +A keyword ability that allows a creature to grow larger over time. See rule 702.107, “Outlast.” + +Outside the Game +An object is “outside the game” if it isn’t in any of the game’s zones. See rule 400.11. + +Overload +A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.96, “Overload.” + +Owner +The player who (for purposes of the game) a card, permanent, token, or spell belongs to. See rules 108.3, 110.2, 111.2, and 112.2. + +Paired +A term that describes a creature that’s been affected by a soulbond ability. See rule 702.95, “Soulbond.” + +Paris Mulligan +Informal term for a previous system of taking a mulligan. Using the Paris mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. For current mulligan rules, see rule 103.5. + +Partner, “Partner—[text],” “Partner with [name]” +A keyword ability that lets two legendary cards be your commander in the Commander variant rather than one. “Partner with [name]” is a specialized version of the ability that works even outside of the Commander variant to help two cards reach the battlefield together. See rule 702.124, “Partner,” and rule 903, “Commander.” + +Party +Some cards refer to the number of creatures in your party. A player’s party includes up to one each of Cleric, Rogue, Warrior, and Wizard. See rule 700.8. + +Pass +To decline to take any action (such as casting a spell or activating an ability) when you have priority. See rule 117, “Timing and Priority.” + +Pass in Succession +All players “pass in succession” if each player in the game (starting with any one of them) opts not to take an action upon receiving priority. See rule 117, “Timing and Priority.” + +Pawprint Symbol +A symbol shaped like a pawprint that is used to indicate the modes on some modal spells. See rule 700.2i. + +Pay +To perform the actions required by a cost. This often means, but is not restricted to, spending resources such as mana or life. See rule 118, “Costs.” + +Permanent +A card or token on the battlefield. See rule 110, “Permanents.” + +Permanent Card +A card that could be put onto the battlefield. See rule 110.4a. + +Permanent Spell +A spell that will enter the battlefield as a permanent as part of its resolution. See rule 110.4b. + +Permanently (Obsolete) +An obsolete term used to indicate that a continuous effect has no duration and thus lasts until the end of the game. Cards printed with this term have received errata in the Oracle card reference to delete it. + +Persist +A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.79, “Persist.” + +Phase +1. A subsection of a turn. See section 5, “Turn Structure.” +2. A permanent “phases in” when its status changes from phased out to phased in. A permanent “phases out” when its status changes from phased in to phased out. See rule 702.26, “Phasing.” + +Phased In, Phased Out +A status a permanent may have. Phased-in is the default status. Phased-out permanents are treated as though they do not exist. See rule 110.5 and rule 702.26, “Phasing.” (“Phased-out” was a zone in older versions of the rules.) + +Phasing +A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.26, “Phasing.” + +Phenomenon +A card type seen only on nontraditional Magic cards in the Planechase casual variant. A phenomenon card is not a permanent. See rule 312, “Phenomena.” + +Phyrexian Mana Symbol +A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4. + +Phyrexian Symbol +A symbol used in rules text to represent any of the five Phyrexian mana symbols. See rule 107.4g. + +Pile +A temporary grouping of cards. See rule 700.3. + +Placed +(Obsolete) Some spells and abilities previously referred to a counter being “placed” on a permanent. These cards have received errata in the Oracle card reference to use the term “put” instead. Due to a rules change, these cards continue to function as they did before. See rule 122, “Counters.” + +Plains +One of the five basic land types. Any land with this subtype has the ability “{T}: Add {W}.” See rule 305.6. + +Plainscycling +See Typecycling. + +Plainswalk +See Landwalk. + +Planar Deck +A deck of at least ten plane cards needed to play the Planechase casual variant. See rule 901.3. + +Planar Die +A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3. + +Plane +A card type seen only on nontraditional Magic cards in the Planechase casual variant. A plane card is not a permanent. See rule 311, “Planes.” + +Planechase +A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, “Planechase.” + +Planeswalk +To put each face-up plane card or phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up in a Planechase game. See rule 701.31, “Planeswalk.” + +Planeswalker +A card type. A planeswalker is a permanent. See rule 306, “Planeswalkers.” + +Planeswalker Symbol +The Planeswalker symbol appears on the planar die in the Planechase casual variant. See rule 107.11. + +Planeswalker Type +A subtype that’s correlated to the planeswalker card type. See rule 306, “Planeswalkers.” See rule 205.3j for the list of planeswalker types. + +Planeswalker Uniqueness Rule (Obsolete) +Older versions of the rules stated that a player who controlled two or more planeswalkers with the same planeswalker type would put all but one of those planeswalkers into their owners’ graveyards. This rule was called the “planeswalker uniqueness rule” and no longer exists. + +Play +1. To play a land is to put a land onto the battlefield as a special action. See rule 116, “Special Actions,” and rule 305, “Lands.” +2. To play a card is to play that card as a land or cast that card as a spell, whichever is appropriate. See rule 601, “Casting Spells.” +3. (Obsolete) Casting a spell used to be known as playing a spell. Cards with that text have received errata in the Oracle card reference. See Cast. +4. (Obsolete) Activating an activated ability used to be known as playing an activated ability. Cards with that text have received errata in the Oracle card reference. See Activate. +5. (Obsolete) The battlefield used to be known as the in-play zone. Cards that were printed with text that contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield. + +Player +One of the people in the game. See rule 102, “Players.” + +Plot +A keyword ability that lets a player exile cards from their hand and cast them without paying their mana cost on future turns. See rule 702.170, “Plot.” + +Plotted +A card exiled using the plot special action becomes plotted. Other effects can also make an exiled card plotted. See rule 702.170, “Plot.” + +Poison Counter +A counter that may be given to a player. See rule 122, “Counters,” and rule 704.5c. + +Poisoned +Having one or more poison counters. See rule 122, “Counters.” + +Poisonous +A keyword ability that causes a player to get poison counters. See rule 702.70, “Poisonous.” + +Poly Artifact (Obsolete) +An obsolete term that appeared on the type line of artifacts with activated abilities that didn’t cause the artifact to be tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.” + +Populate +A keyword action that creates a copy of a creature token you control. See rule 701.36, “Populate.” + +Postcombat Main Phase +A main phase that occurs after a combat phase. See Main Phase. + +Power +1. Part of a card that only creature cards have. A creature card’s power is printed before the slash in its lower right corner. See rule 208, “Power/Toughness.” +2. A characteristic that only creatures have. See rule 302.4. + +Powerstone Token +A Powerstone token is a colorless artifact token with “{T}: Add {C}. This mana can’t be spent to cast a nonartifact spell.” For more information about predefined tokens, see rule 111.10. + +Precombat Main Phase +The first main phase of a turn. See Main Phase. + +Prevent +A word used by prevention effects to indicate what damage will not be dealt. See rule 615, “Prevention Effects.” + +Prevention Effect +A kind of continuous effect that watches for a damage event that would happen and completely or partially prevents the damage that would be dealt. See rule 615, “Prevention Effects.” + +Priority +Which player can take actions at any given time is determined by a system of “priority.” See rule 117, “Timing and Priority.” + +Prize +An additional reward for visiting some Attractions. See rule 702.159, “Visit.” + +Proliferate +To give an additional counter to any number of players and/or permanents of each kind they already have. See rule 701.34, “Proliferate.” + +Protect, Protector +Each battle has a player designated as its protector, and that player protects that battle. See rule 310.8. + +Protection +A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.” + +Prototype +An ability which allows a prototype card to be cast with a secondary set of characteristics. See rule 718, “Prototype Cards,” and rule 702.160, “Prototype.” + +Prototype Card +Cards with a two-part card frame (one part of which is inset under the type line) on a single card. See rule 718, “Prototype Cards.” + +Provoke +A keyword ability that can force a creature to block. See rule 702.39, “Provoke.” + +Prowess +A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.108, “Prowess.” + +Prowl +A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.76, “Prowl.” + +Public Zone +A zone in which all players can be expected to see the cards’ faces. See rule 400.2. See also Hidden Zone. + +Rad Counter +A type of counter a player can have that causes that player to mill cards at the beginning of their precombat main phase, then lose 1 life and remove one rad counter for each nonland card milled this way. See rule 122, “Counters,” and rule 727, “Rad Counters.” + +Rampage +A keyword ability that can make a creature better in combat. See rule 702.23, “Rampage.” + +Range of Influence +See Limited Range of Influence. + +Ravenous +A keyword ability found on some creature cards with {X} in their mana cost. The creature enters the battlefield with X +1/+1 counters on it, and you draw a card if X is 5 or more. See rule 702.156, “Ravenous.” + +Reach +A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying. + +Read Ahead +A keyword ability found on some Sagas that allows their controller to choose which chapter it starts on. See rule 702.155, “Read Ahead.” + +Rebound +A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.88, “Rebound.” + +Reconfigure +A keyword ability that allows an Equipment creature to temporarily stop being a creature and become attached to another creature. See rule 702.151, “Reconfigure.” + +Recover +A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.59, “Recover.” + +Redirect (Obsolete) +Some older cards were printed with the term “redirect” to indicate a redirection effect. Such cards have received errata in the Oracle card reference so they explicitly state that damage that would be dealt to one object or player is dealt “instead” to another. See Redirection Effect. + +Redirection Effect +A kind of replacement effect that causes damage that would be dealt to one creature, planeswalker, or player to be dealt instead to another creature, planeswalker, or player. See rule 614.9. + +Reflexive Triggered Ability +An ability that triggers based on actions taken earlier during a spell or ability’s resolution. See rule 603.12. + +Regenerate +To replace a permanent’s destruction with an alternate sequence of events. See rule 701.19, “Regenerate.” + +Reinforce +A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.77, “Reinforce.” + +Reminder Text +Parenthetical text in italics in the text box of a card that summarizes a rule that applies to that card, but is not actually rules text and has no effect on play. See rule 207.2. + +Removed from Combat +Certain events can cause an attacking or blocking creature, or a planeswalker that’s being attacked, to be “removed from combat.” A permanent that’s removed from combat has no further involvement in that combat phase. See rule 506.4. + +Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete) +“Remove [something] from the game” is an obsolete term for “exile [something].” “The removed card” is an obsolete term for “the exiled card.” The removed-from-the-game zone is an obsolete term for the exile zone. Cards with that text have received errata in the Oracle card reference. See Exile. + +Renown +A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule 702.112, “Renown.” + +Renowned +A designation given to a permanent as a result of the renown ability. See rule 702.112, “Renown.” + +Replacement Effect +A kind of continuous effect that watches for a particular event that would happen and completely or partially replaces that event with a different event. See rule 614, “Replacement Effects.” + +Replicate +A keyword ability that creates copies of a spell. See rule 702.56, “Replicate.” + +Requirement +An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c. + +Resolve +When the spell or ability on top of the stack “resolves,” its instructions are followed and it has its effect. See rule 608, “Resolving Spells and Abilities.” + +Restart the Game +To immediately end the current game and restart it. See rule 104, “Ending the Game.” + +Respond +To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 117.7. + +Restriction +An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b. + +Retrace +A keyword ability that lets a player cast a card from their graveyard. See rule 702.81, “Retrace.” + +Reveal +To show a card to all players for a brief time. See rule 701.20, “Reveal.” + +The Ring +An emblem that may be created at the time the Ring tempts you. See rule 701.54, “The Ring Tempts You.” + +The Ring Tempts You +A keyword action that causes a player to choose a creature they control to be their legendary Ring-bearer and may cause them to create an emblem called The Ring. See rule 701.54, “The Ring Tempts You.” + +Ring-bearer +A designation that a creature can be given as the Ring tempts you. See rule 701.54, “The Ring Tempts You.” + +Riot +A keyword ability that lets a player choose whether certain creatures enter the battlefield with haste or with a +1/+1 counter. See rule 702.136, “Riot.” + +Ripple +A keyword ability that may let a player cast extra cards from their library for no cost. See rule 702.60, “Ripple.” + +Role +Roles are colorless enchantment tokens. Each one has the Aura and Role subtypes and the enchant creature ability. If a permanent has more than one Role attached to it controlled by the same player, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. See rule 303.7 and rules 111.10j–r. + +Roll a d20 +To roll a twenty-sided die. Similarly, a d4 is a four-sided die, a d6 is a six-sided die, and so on. See rule 706, “Rolling a Die.” + +Room +1. A subsection of a dungeon card. See rule 309, “Dungeons.” +2. An enchantment subtype found on some split cards. See rule 709, “Split Cards.” + +Room Ability +A triggered ability that triggers whenever a player moves their venture marker into a room of a dungeon card. See rule 309, “Dungeons.” + +Rules Text +A characteristic that defines a card’s abilities. See rule 207.1. + +Sacrifice +To move a permanent you control to its owner’s graveyard. See rule 701.21, “Sacrifice.” + +Saddle +A keyword ability that lets you tap creatures to make another creature “saddled” until end of turn. See rule 702.171, “Saddle.” + +Saddled +A designation given to a creature whose saddle ability has resolved. See rule 702.171, “Saddle.” + +Saga +An enchantment subtype. Sagas have a number of chapter abilities that take effect over a number of turns to tell a story. See rule 714, “Saga Cards.” + +Scavenge +A keyword ability that allows you to exile a creature card from your graveyard to put +1/+1 counters on a creature. See rule 702.97, “Scavenge.” + +Scheme +A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not a permanent. See rule 314, “Schemes.” + +Scheme Deck +A deck of at least twenty scheme cards needed to play the Archenemy casual variant. See rule 904.3. + +Scry +To manipulate some of the cards on top of your library. See rule 701.22, “Scry.” + +Search +To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.23, “Search.” + +Secondary Title Bar +A smaller name line with the Oracle reference name of a card which has an alternate name in its upper left corner. See rule 201.6. + +Set Aside (Obsolete) +“Set [something] aside” is an obsolete term for “exile [something].” Cards with that text have received errata in the Oracle card reference. See Exile. + +Set in Motion +To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.32, “Set in Motion.” + +Shadow +A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.28, “Shadow.” + +Shard Token +A Shard token is a colorless enchantment token with “{2}, Sacrifice this token: Scry 1, then draw a card.” For more information on predefined tokens, see rule 111.10. + +Shared Life Total +In the Two-Headed Giant multiplayer variant, each team has a “shared life total” rather than each player having an individual life total. See rule 810, “Two-Headed Giant Variant.” + +Shared Team Turns Option +An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, “Shared Team Turns Option.” + +Shield Counter +A counter that protects a permanent from being damaged or destroyed. See rule 122.1c. + +Shortcut +A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule 731, “Taking Shortcuts.” + +Shroud +A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, “Shroud.” + +Shuffle +To randomize the cards in a deck (before a game) or library (during a game). See rule 103.3 and rule 701.24. + +Sideboard +Extra cards that may be used to modify a deck between games of a match. See rules 100.4. + +Siege +A battle subtype. Only an opponent of a Siege’s controller can be its protector. When the last defense counter is removed, its controller exiles the Siege, then they may cast it transformed without paying its mana cost. See rule 310.11. + +Silver-Bordered +Cards in certain sets and certain promotional cards are printed with a silver border. Silver-bordered cards are intended for casual play and may have features and text that aren’t covered by these rules. + +Skip +Effects that use the word “skip” are replacement effects. The word “skip” indicates what events, steps, phases, or turns will be replaced with nothing. See rule 614, “Replacement Effects.” + +Skulk +A keyword ability that restricts how a creature may be blocked. See rule 702.118, “Skulk.” + +Slivercycling +See Typecycling. + +Sneak +A keyword ability that allows a spell to be cast for an alternative cost, including returning an unblocked attacking creature to its owner’s hand. Creatures cast this way enter tapped and attacking. + +Snow +A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” + +Snow Mana Symbol +The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow source. It can also represent mana from a snow source that was spent to pay a cost. See rule 107.4h. + +Snow-Covered (Obsolete) +Some older cards were printed with the term “snow-covered” in their rules text. Except when referencing card names, such cards have received errata in the Oracle card reference to reference the supertype “snow” instead. See Snow. + +Solved +1. A designation a Case may have, allowing its last ability to affect the game. See rule 719, “Case Cards.” +2. A keyword ability of Case cards that affects the game only if the Case has the solved designation. See rule 702.169, “Solved.” + +Sorcery +A card type. A sorcery is not a permanent. See rule 307, “Sorceries.” + +Soulbond +A keyword ability that makes creatures better by pairing them together. See rule 702.95, “Soulbond.” + +Soulshift +A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.46, “Soulshift.” + +Source of an Ability +The object that generated that ability. See rule 113.7. + +Source of Damage +The object that dealt that damage. See rule 609.7. + +Source of Mana +The spell that produced mana or the source of the ability that produced mana. See rule 106.3. + +Space Sculptor +A keyword ability that splits creatures on the battlefield into sectors. See rule 702.158, “Space Sculptor.” + +Special Action +An action a player may take that doesn’t use the stack. See rule 116, “Special Actions.” + +Spectacle +A keyword ability that allows certain spells to be cast for an alternative cost if an opponent has lost life. See rule 702.137, “Spectacle.” + +Speed +Speed is a value that a player can have. See rule 702.179, “Start Your Engines!” + +Spell +A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 112, “Spells.” + +Spell Ability +A kind of ability. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. See rule 113.3a. + +Spell Type +A subtype that’s correlated to the instant card type and the sorcery card type. See rule 304, “Instants,” and rule 307, “Sorceries.” See rule 205.3k for the list of spell types. + +Splice +A keyword ability that lets a player add a card’s rules text onto another spell. See rule 702.47, “Splice.” + +Split Cards +Cards with two card faces on a single card. See rule 709, “Split Cards.” + +Split Second +A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.61, “Split Second.” + +Spree +An ability found on some modal spells that allows you to choose one or more modes and requires you to pay additional costs for those modes. See rule 702.172, “Spree.” + +Squad +A keyword ability that creates copies of a creature when it enters the battlefield. See rule 702.157, “Squad.” + +Stack +A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, “Stack.” + +Start Your Engines! +A keyword ability that gives a player a speed of 1 if they have no speed. Once a player has speed, their speed increases once on each of their turns when an opponent loses life. See rule 702.179, “Start Your Engines!” + +Starting Deck +After a player has set aside their sideboard, their remaining deck becomes their starting deck. See rule 103.2a. + +Starting Hand Size +The number of cards a player draws as a game begins. In most games, each player’s starting hand size is seven. See rule 103.5. + +Starting Life Total +The amount of life a player has as a game begins. In most games, each player’s starting life total is 20. See rule 103.4. + +Starting Player +The player chosen to take the first turn of a game. See rule 103.1. + +Starting Team +The team chosen to take the first turn of a game using the shared team turns option. See rule 103.1. + +State-Based Actions +Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.” + +State Trigger +A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8. + +Static Ability +A kind of ability. Static abilities do something all the time rather than being activated or triggered. See rule 113, “Abilities,” and rule 604, “Handling Static Abilities.” + +Station +A keyword ability that lets you tap creatures to add charge counters to station cards. See rule 702.184, “Station,” and rule 721, “Station Cards.” + +Station Cards +Cards with striated text boxes, one or more station symbols, and the station ability. See rule 721, “Station Cards.” + +Status +The physical state of a permanent. See rule 110.5. + +Step +A subsection of a phase. See section 5, “Turn Structure.” + +Sticker +A marker placed on an object that modifies its characteristics or interacts with a rule or effect. See rule 123, “Stickers.” + +Sticker Kicker +A kicker variant that can add a sticker to the spell with the ability and give a player a ticket counter. See rule 702.33h. + +Sticker Sheet +The collection of stickers found on an insert in Unfinity booster packs. See rule 123, “Stickers.” + +Storm +A keyword ability that creates copies of a spell. See rule 702.40, “Storm.” + +Stun Counter +A counter that stops a permanent from untapping. See rule 122.1d. + +Subgame +A completely separate Magic game created by an effect. See rule 728, “Subgames.” + +Substitute Card +A game supplement with a Magic card back that can be used to represent a double-faced card or meld card. See rule 713, “Substitute Cards.” + +Subtype +A characteristic that appears after the card type and a long dash on a card’s type line. See rule 205.3, “Subtypes.” + +Successfully Cast (Obsolete) +A term that was printed on some older cards. In general, cards that referred to a spell being “successfully cast” have received errata in the Oracle card reference to simply refer to a spell being “cast.” + +Summon (Obsolete) +Older creature cards were printed with “Summon [creature type]” on their type lines. All such cards have received errata in the Oracle card reference to say “Creature — [creature type].” (Many of these cards’ creature types have also been updated.) See Creature. + +Summoning Sickness Rule +Informal term for a player’s inability to attack with a creature or to activate its abilities that include the tap symbol or the untap symbol unless the creature has been under that player’s control since the beginning of that player’s most recent turn. See rule 302.6. See also Haste. + +Sunburst +A keyword ability that can have a permanent enter the battlefield with +1/+1 counters or charge counters on it. See rule 702.44, “Sunburst.” + +Supertype +A characteristic that appears before the card type on a card’s type line. Most cards don’t have a supertype. See rule 205.4, “Supertypes.” + +Supervillain Rumble +A Free-for-All game in which each player is an archenemy. See rule 806, “Free-for-All,” and rule 904, “Archenemy.” + +Support +A keyword action that lets you put +1/+1 counters on creatures. See rule 701.41, “Support.” + +Surge +A keyword ability that provides an alternative cost to cast a card if you or one of your teammates has cast another spell in the same turn. See rule 702.117, “Surge.” + +Surveil +To manipulate some of the cards on top of your library, sending some of them to your graveyard and rearranging the rest. See rule 701.25, “Surveil.” + +Suspend +A keyword ability that provides an alternative way to play a card. See rule 702.62, “Suspend.” A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it. + +Swamp +One of the five basic land types. Any land with this subtype has the ability “{T}: Add {B}.” See rule 305.6. + +Swampcycling +See Typecycling. + +Swampwalk +See Landwalk. + +Tap +To turn a permanent sideways from an upright position. See rule 701.26, “Tap and Untap.” + +Tapped +A status a permanent may have. See rule 110.5 and rule 701.26, “Tap and Untap.” See also Untapped. + +Tap Symbol +The tap symbol {T} in an activation cost means “Tap this permanent.” See rule 107.5. + +Target +A preselected object or player a spell or ability will affect. See rule 115, “Targets.” + +Team +A group of players who share a common victory condition in a multiplayer game. See rule 808, “Team vs. Team Variant,” rule 809, “Emperor Variant,” rule 810, “Two-Headed Giant Variant,” and rule 811, “Alternating Teams Variant.” + +Teammate +In a multiplayer game between teams, a player’s teammates are the other players on their team. See rule 102.3. + +Team vs. Team Variant +A multiplayer variant played among two or more teams, each of which sits together. See rule 808, “Team vs. Team Variant.” + +Text Box +Part of a card. The text box is printed on the lower half of the card and contains the card’s rules text, reminder text, and flavor text. See rule 207, “Text Box.” + +Text-Changing Effect +A continuous effect that changes the text that appears in an object’s text box and/or type line. See rule 612, “Text-Changing Effects.” + +Threshold +“Threshold” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata in the Oracle card reference. + +Ticket Symbol +The ticket symbol {TK} with no numbers in it represents one ticket counter. The ticket symbol with a number in it represents a ticket cost. To pay a ticket cost, a player removes that many ticket counters from themselves. + +Tiered +A keyword ability found on some modal spells that requires you to pay an additional cost for the mode you choose. See rule 702.183, “Tiered.” + +Time Travel +To add a time counter to or remove a time counter from any number of permanents you control with a time counter on them or suspended cards you own in exile with time counters on them. See rule 701.56, “Time Travel.” + +Timestamp Order +A system used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.7. See also Dependency. + +Token +A marker used to represent any permanent that isn’t represented by a card. See rule 111, “Tokens.” + +Tombstone Icon +An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9. + +Total Casting Cost (Obsolete) +An obsolete term for mana value. Cards printed with this term have received errata in the Oracle card reference. + +Total Cost +What a player actually has to pay, in practical terms, to cast a spell or activated ability: the mana cost, activation cost, or alternative cost, plus all cost increases (including additional costs) and minus all cost reductions. See rule 601.2f. + +Totem Armor (Obsolete) +An obsolete keyword ability that has been renamed. See rule 702.89, “Umbra Armor.” + +Toughness +1. Part of a card that only creature cards have. A creature card’s toughness is printed after the slash in its lower right corner. See rule 208, “Power/Toughness.” +2. A characteristic that only creatures have. See rule 302.4. + +Tournament +An organized play activity where players compete against other players. See rule 100.6. + +Tournament Rules +Additional rules that apply to games played in a sanctioned tournament. See rule 100.6. + +Toxic +A keyword ability that causes a player to get poison counters due to combat damage from creatures with the ability. See rule 702.164, “Toxic.” + +Traditional Magic Card +A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters) and is included in players’ decks. See rule 108.2. + +Training +A keyword ability that means “Whenever this creature and at least one other creature with power greater that this creature’s power attack, put a +1/+1 counter on this creature.” See rule 702.149, “Training.” + +Trample +A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.” + +Trample Over Planeswalkers +A variant of trample that modifies how a creature assigns combat damage if it’s attacking a planeswalker. See rule 702.19, “Trample” + +Transfigure +A keyword ability that lets a player search their library for a replacement creature card. See rule 702.71, “Transfigure.” + +Transform +To turn a double-faced card so its other face is up. See rule 701.27, “Transform.” + +Transforming Double-Faced Cards (Obsolete) +An older name for nonmodal double-faced cards. See rule 712, “Double-Faced Cards.” + +Transmute +A keyword ability that lets a player search their library for a replacement card. See rule 702.53, “Transmute.” + +Treasure Token +A Treasure token is a colorless artifact token with “{T}, Sacrifice this token: Add one mana of any color.” For more information about predefined tokens, see rule 111.10. + +Tribal (Obsolete) +An obsolete card type that has been renamed. See rule 308, “Kindreds.” + +Tribute +A keyword ability that allows an opponent to choose between a creature entering the battlefield with +1/+1 counters or an additional ability. See rule 702.104, “Tribute.” + +Trigger +Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically “triggers.” That means its controller puts it on the stack the next time a player would receive priority. See rule 603, “Handling Triggered Abilities.” + +Trigger Condition +The first part of a triggered ability, consisting of “when,” “whenever,” or “at” followed by a trigger event. See rule 603, “Handling Triggered Abilities.” + +Triggered Ability +A kind of ability. Triggered abilities begin with the word “when,” “whenever,” or “at.” They’re written as “[Trigger condition], [effect].” See rule 113, “Abilities,” and rule 603, “Handling Triggered Abilities.” + +Trigger Event +The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, “Handling Triggered Abilities.” + +Triple +A keyword action that increases a creature’s power and/or toughness. See rule 701.11, “Triple.” + +Turn-Based Actions +Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, “Turn-Based Actions.” + +Turn Markers +Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4. + +Two-Headed Giant Variant +A multiplayer variant played among two-player teams that each have a shared life total and take a simultaneous turn. See rule 810, “Two-Headed Giant Variant.” + +Type +1. An object’s card type or, more broadly, its card type, subtype, and/or supertype. See rule 205, “Type Line,” and section 3, “Card Types.” +2. An attribute mana has. See rule 106, “Mana.” + +Type Icon +An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10. + +Type Line +Part of a card. The type line is printed directly below the illustration and contains the card’s card type(s), subtype(s), and/or supertype(s). See rule 205, “Type Line.” + +Type-Changing Effect +An effect that changes an object’s card type, subtype, and/or supertype. See rules 205.1a–b, 305.7, and 613.1d. + +Typecycling +A variant of the cycling ability. See rule 702.29, “Cycling.” + +Umbra Armor +A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.89, “Umbra Armor.” + +Unattach +To move an Equipment away from the creature it’s attached to so that the Equipment is on the battlefield but is not equipping anything. See rule 701.3d. + +Unblockable (Obsolete) +A term that meant “can’t be blocked.” Cards that used this term have received errata in the Oracle card reference. + +Unblocked Creature +An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.” + +Undaunted +A keyword ability that reduces the cost of a spell based on the number of opponents you have. See rule 702.125, “Undaunted.” + +Undying +A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.93, “Undying.” + +Unearth +A keyword ability that lets a player return a creature card from their graveyard to the battlefield. See rule 702.84, “Unearth.” + +Unflipped +A default status a permanent may have. See rule 110.5 and rule 710, “Flip Cards.” See also Flipped. + +Unleash +A keyword ability that allows a creature to enter the battlefield with a +1/+1 counter on it and stops it from blocking if it has a +1/+1 counter on it. See rule 702.98, “Unleash.” + +Unless +A word used to indicate a certain style of cost. See rule 118.12a. + +Unlock +To give an unlocked designation to a permanent that has one or more locked halves. See rule 709.5f. + +Unlocked +One half of a split permanent is “unlocked” if it has the appropriate unlocked designation. See rule 709.5. + +Untap +To rotate a permanent back to the upright position from a sideways position. See rule 701.26, “Tap and Untap.” + +Untap Step +Part of the turn. This step is the first step of the beginning phase. See rule 502, “Untap Step.” + +Untap Symbol +The untap symbol {Q} in an activation cost means “Untap this permanent.” See rule 107.6. + +Untapped +A default status a permanent may have. See rule 110.5 and rule 701.26, “Tap and Untap.” See also Tapped. + +Upkeep Step +Part of the turn. This step is the second step of the beginning phase. See rule 503, “Upkeep Step.” + +Vancouver Mulligan +Informal term for a previous system of taking a mulligan. Using the Vancouver mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. After choosing to not mulligan, a player who took a mulligan looked at the top card of their library and could put it on the bottom of their library. For current mulligan rules, see rule 103.5. + +Vanguard +1. A casual variant in which each player plays the role of a famous character. See rule 902, “Vanguard.” +2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is not a permanent. See rule 313, “Vanguards.” + +Vanishing +A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.63, “Vanishing.” + +Variant +An additional set of rules that determines the style of a multiplayer game. See rule 800.2. + +Vehicle +An artifact subtype. Vehicles can become artifact creatures. See rule 301, “Artifacts,” and rule 702.122, “Crew.” + +Venture into [Quality] +A variant of the venture into the dungeon ability that allows a player to bring a dungeon card with [quality] into the game or move a player’s venture marker. See rule 701.49, “Venture into the Dungeon.” + +Venture into the Dungeon +A keyword action that can bring dungeon cards into the game from outside the game or move a player’s venture marker. See rule 701.49, “Venture into the Dungeon.” + +Venture Marker +A marker used to track which room of a dungeon card a player is currently in. See rule 309, “Dungeons.” + +Vigilance +A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.” + +Visit +A keyword ability found on Attraction cards. It provides an effect whenever you roll to visit your attractions and get certain results. See rule 702.159, “Visit.” + +Vote +Some cards instruct players to vote from among given options. See rule 701.38, “Vote.” + +Walker Token +A Walker token is a 2/2 black Zombie creature token named Walker. For more information on predefined tokens, see rule 111.10. + +Wall +A creature type with no particular rules meaning. Older cards with the Wall creature type but without defender had an unwritten ability that precluded them from attacking. Those cards have received errata in the Oracle card reference to have defender. Some older cards that referenced the Wall creature type have also received errata. See Defender. + +Ward +A triggered ability that can counter spells or abilities that target the permanent with ward. See rule 702.21, “Ward.” + +Warp +A keyword ability found on permanent cards that allows them to be cast for an alternative cost. See rule 702.185, “Warp.” + +Waterbend +A keyword action. “Waterbend [cost]” means to pay that cost and, for each {1} in that cost, you may tap an untapped artifact or creature you control rather than pay mana. See rule 701.67, “Waterbend.” + +Web-slinging +A keyword ability that allows spells to be cast for an alternative cost by returning a tapped creature you control to its owner’s hand. See rule 702.188, “Web-slinging.” + +Win the Game +There are several ways to win the game. See rule 104, “Ending the Game,” and rules 810.8 (for additional rules for Two-Headed Giant games) and rule 809.5 (for additional rules for Emperor games). + +Wither +A keyword ability that affects how an object deals damage to a creature. See rule 702.80, “Wither.” + +Wizardcycling +See Typecycling. + +World +A supertype that’s normally relevant on enchantments. See rule 205.4, “Supertypes.” See also World Rule. + +World Rule +A state-based action that causes all permanents with the world supertype except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. See rule 704.5k. + +X +A placeholder for a number that needs to be determined. See rule 107.3. + +Y +See X. + +You, Your +Words that refer to an object’s controller, its would-be controller (if a player is attempting to cast or activate it), or its owner (if it has no controller). See rule 109.5. + +Zone +A place where objects can be during a game. See section 4, “Zones.” + +Zone-Change Triggers +Trigger events that involve objects changing zones. See rule 603.6. + + +Credits + +Magic: The Gathering Original Game Design: Richard Garfield +Comprehensive Rules Design and Development: Paul Barclay, Mark L. Gottlieb, Beth Moursund, Bill Rose, Eli Shiffrin, and Matt Tabak, with contributions from Charlie Cactino, John Carter, Elaine Chase, Laurie Cheers, Stephen D’Angelo, Dave DeLaney, Brady Dommermuth, Mike Donais, Skaff Elias, Mike Elliott, Richard Garfield, Dan Gray, Robert Gutschera, Collin Jackson, William Jockusch, Jeff Jordan, Yonemura Kaoru, Russell Linnemann, Jim Lin, Steve Lord, Sheldon Menery, Michael Phoenix, Mark Rosewater, David Sachs, Lee Sharpe, Henry Stern, Donald X. Vaccarino, Thijs van Ommen, Ingo Warnke, Tom Wylie, and Bryan Zembruski +Editing: Del Laugel (principal), Matt Tabak (principal), Nat Moes, Samantha Phelan, Michael Zhang, and Hans Ziegler +Magic Rules Management: Jess Dunks, Eric Levine, and Eliana Rabinowitz + +The Magic: The Gathering game was designed by Richard Garfield, with contributions from Charlie Cactino, Skaff Elias, Don Felice, Tom Fontaine, Jim Lin, Joel Mick, Chris Page, Dave Pettey, Barry “Bit” Reich, Bill Rose, and Elliott Segal. The mana symbols were designed by Christopher Rush. + +Thanks to all our project team members and the many others too numerous to mention who have contributed to this product. + + + + + + + + + +These rules are effective as of February 27, 2026. + +Published by Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Wizards of the Coast, Magic: The Gathering, Magic, their respective logos, Mirrodin, Kamigawa, Lorwyn, Zendikar, Innistrad, Ravnica, Khans of Tarkir, Magic Origins, Magic: The Gathering—Conspiracy, Ixalan, Unfinity, Dominaria, Ikoria, Kaldheim, Baldur’s Gate, The Brothers’ War, and Planeswalker Decks are trademarks of Wizards of the Coast LLC in the USA and other countries. ©2025 Wizards. U.S. Pat. No. RE 37,957. + +Astartes, C’tan, Custodes, Necron, Primarch, and Tyranid ® & © Games Workshop Limited 2022. All Rights Reserved. + +© 2023 Middle-earth Enterprises. Tales of Middle-earth and The Lord of the Rings and the names of the characters, events, items and places therein, are trademarks of Middle-earth Enterprises, LLC used under license by Wizards of the Coast LLC. All rights reserved. + +BBC, DOCTOR WHO, TARDIS, DALEK, CYBERMAN and K-9 (word marks and devices) are trade marks of the British Broadcasting Corporation and are used under licence. BBC logo © BBC 1996. + +Moogle; Qu; Fang, Fearless l’Cie; Vanille, Cheerful l’Cie; and Ragnarok, Divine Deliverance ® & © SQUARE ENIX. + +© 2025 MARVEL. + +© 2025 Viacom International Inc. All Rights Reserved. Nickelodeon, Avatar: The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc. + +© 2026 Viacom International Inc. All Rights Reserved. Nickelodeon, Teenage Mutant Ninja Turtles and all related titles, logos and characters are trademarks of Viacom International Inc. \ No newline at end of file diff --git a/plain_text/20260227_Zh.txt b/plain_text/20260227_Zh.txt new file mode 100644 index 0000000..f142a04 --- /dev/null +++ b/plain_text/20260227_Zh.txt @@ -0,0 +1,9273 @@ +万智牌完整规则 + +此规则于2026年2月27日起生效。 + +前言 + +本文件是万智牌®竞技游戏的最终解释。本文件包括一系列编号的规则,以及随后的附录。很多规则分为更详细的子规则,并且每条规则或子规则都有自己唯一的编号。(为防止与数字“1”和“0”混淆,子规则的编号跳过了字母“l”和“o”;例如,规则704.5k之后是704.5m,然后是704.5n,再然后是704.5p。) + +本文件在公布之后依然可能会有所改动。请参见万智牌规则网站Magic.Wizards.com/Rules以获取本文件的最新版本。 + +目录 + +1. 游戏概念 +100. 总则 +101. 万智牌的最高原则 +102. 牌手 +103. 开始游戏 +104. 结束游戏 +105. 颜色 +106. 法术力 +107. 数字和符号 +108. 牌 +109. 物件 +110. 永久物 +111. 衍生物 +112. 咒语 +113. 异能 +114. 徽记 +115. 目标 +116. 特殊动作 +117. 时机和优先权 +118. 费用 +119. 生命 +120. 伤害 +121. 抓牌 +122. 指示物 +123. 贴纸 + +2. 牌的各部分 +200. 总则 +201. 名称 +202. 法术力费用和颜色 +203. 图片 +204. 颜色标志 +205. 类别栏 +206. 版本符号 +207. 文字栏 +208. 力量/防御力 +209. 忠诚 +210. 布防 +211. 手牌修正 +212. 生命修正 +213. 文字栏下方信息 + +3. 牌张类别 +300. 总则 +301. 神器 +302. 生物 +303. 结界 +304. 瞬间 +305. 地 +306. 鹏洛客 +307. 法术 +308. 亲缘 +309. 地城 +310. 战役 +311. 时空 +312. 异象 +313. 先锋 +314. 邪计 +315. 诡局 + +4. 区域 +400. 总则 +401. 牌库 +402. 手牌 +403. 战场 +404. 坟墓场 +405. 堆叠 +406. 放逐区 +407. 赌注 +408. 统帅区 + +5. 回合结构 +500. 总则 +501. 开始阶段 +502. 重置步骤 +503. 维持步骤 +504. 抓牌步骤 +505. 行动阶段 +506. 战斗阶段 +507. 战斗开始步骤 +508. 宣告攻击者步骤 +509. 宣告阻挡者步骤 +510. 战斗伤害步骤 +511. 战斗结束步骤 +512. 终结阶段 +513. 结束步骤 +514. 清除步骤 + +6. 咒语、异能和效应 +600. 总则 +601. 施放咒语 +602. 起动起动式异能 +603. 处理触发式异能 +604. 处理静止式异能 +605. 法术力异能 +606. 忠诚异能 +607. 关联异能 +608. 结算咒语和异能 +609. 效应 +610. 一次性效应 +611. 持续性效应 +612. 改变叙述的效应 +613. 持续性效应的互动 +614. 替代性效应 +615. 防止性效应 +616. 替代性效应和/或防止性效应的互动 + +7. 附加规则 +700. 总则 +701. 关键字动作 +702. 关键字异能 +703. 回合动作 +704. 状态动作 +705. 掷硬币 +706. 掷骰 +707. 复制物件 +708. 牌面朝下的咒语和永久物 +709. 连体牌 +710. 倒转牌 +711. 升级牌 +712. 双面牌 +713. 辅助牌 +714. 传纪牌 +715. 历险者牌 +716. 职业牌 +717. 景点牌 +718. 试作牌 +719. 案件牌 +720. 预兆牌 +721. 蓄势牌 +722. 操控其他牌手 +723. 结束回合和阶段 +724. 君主 +725. 先制 +726. 重新开始游戏 +727. 拉德指示物 +728. 子游戏 +729. 与永久物结聚 +730. 白昼与黑夜 +731. 进行简化 +732. 处理非法动作 + +8. 多人游戏规则 +800. 总则 +801. 限制影响范围模式 +802. 攻击复数牌手模式 +803. 攻击左边或右边模式 +804. 调动生物模式 +805. 队伍共享回合模式 +806. 自由竞赛玩法 +807. 大型混战玩法 +808. 队伍对队伍玩法 +809. 皇帝玩法 +810. 双头巨人玩法 +811. 隔位分队玩法 + +9. 休闲式玩法 +900. 总则 +901. 竞逐时空 +902. 先锋 +903. 指挥官 +904. 魔王 +905. 诡局轮抽 + +词汇表 + +版权信息 + +1. 游戏概念 + +100. 总则 + +100.1. 这些万智牌规则适用于任何两位或是更多牌手的万智牌游戏,包含双人游戏和多人游戏。 + +100.1a 双人游戏指在游戏开始时只有两位牌手的游戏。 + +100.1b 多人游戏指在游戏开始时有两位以上牌手的游戏。参见第8章,“多人游戏规则”。 + +100.2. 每位牌手需要准备自己的万智牌套牌,能够当作衍生物和指示物的小件物品,以及能够用某种方法清楚记录总生命以进行游戏。 + +100.2a 在构组赛中(一种牌手比赛前各自组建自己套牌的游戏方式),一副套牌的套牌数量下限为60张。一副构组赛的套牌可以有任意数量的基本地,但英文名称相同的其他牌则不能超过四张。具有可互换名称的牌在套牌构组中视为具有相同的英文名称(参见规则201.3)。 + +100.2b 在限制赛中(一种牌手获得特定数量未开封万智牌产品,如补充包,并只使用这些产品和基本地牌组建套牌的游戏方式),一副套牌的套牌数量下限为40张。限制赛套牌可以包含牌手从这些产品中所获得的任意数量的同名牌。 + +100.2c 指挥官套牌受额外的套牌构组限制和要求。更多细节参见规则903,“指挥官”。 + +100.2d 一些赛制和休闲游戏玩法允许牌手使用一副包含非传统万智牌卡牌的附加套牌(参见规则108.2a)。这些附加套牌拥有自己的套牌构组规则。参见规则717,“景点牌”;规则901,“竞逐时空”;以及规则904,“魔王”。 + +100.3. 一些牌需要硬币或传统骰子。一些休闲式玩法需要一些其他的物品,例如特别设计的卡牌、非传统万智牌卡牌以及特制骰子。 + +100.4. 每位牌手可以拥有备牌,它们是牌手可以在同一局比赛的各盘游戏之间调整其的套牌的附加卡牌。备牌的规则和限制可能因万智牌比赛规则(可以在WPN.Wizards.com/en/rules-documents找到)而有所不同。 + +100.4a 在构组赛中,备牌可以包含不超过十五张牌。套牌及备牌的整体受四张同名牌的限制(参见规则100.2a)。 + +100.4b 在个人限制赛中,在牌手的牌池内但未使用的牌均作为其备牌。 + +100.4c 在使用双头巨人多人玩法的限制赛中,在队伍的牌池内但未被使用的牌均作为该队的备牌。 + +100.4d 在使用其他多人队伍玩法的限制赛中,每张在队伍的牌池内但未包含在任何牌手套牌中的牌被分配给其中一位牌手作为备牌。每位牌手将拥有自己的备牌;这些卡牌不能在牌手之间传递。 + +100.5. 如果一副套牌必须包含至少一定数量的牌,该数量称为套牌数量下限。非指挥官套牌没有最大张数的限制。 + +100.6. 大部分的万智牌比赛(比赛规划部门决定牌手在哪些地方与其他牌手进行比赛以获得奖品)都有一些由万智牌比赛规则规定的附加规则(可以在WPN.Wizards.com/en/rules-documents找到)。这些规则可能限制使用某些牌,包括限制使用从某个旧系列开始的所有牌。 + +100.6a 比赛通常包含一系列的对局。双人对局通常进行直到其中一位牌手赢得两盘。多人对局通常都只进行一盘游戏。 + +100.6b 牌手可以使用在Locator.Wizards.com的万智牌店家和赛事定位器来寻找其所在地区的比赛。 + +100.7. 一些卡牌用于休闲游戏,可能具有本文件中之规则未涵盖的特性及叙述。它们包括Mystery Booster测试牌、一些赠卡、“Un-系列”中以银色边框印刷的牌,以及Unfinity™系列中底部具有橡实标记的卡牌。 + +101. 万智牌的最高原则 + +101.1. 每当某张牌的规则叙述直接抵触这些规则时,以牌上的叙述为优先。这张牌只能在此特殊状况下取代其所抵触的规则。唯一的例外是:牌手随时都可以认输一盘游戏。(参见规则104.3a) + +101.2. 当某个规则或效应允许或指示作某事,而另一个效应叙述不能作某事,则以“不能”的效应为优先。 +例如:如果某效应为“你本回合可以额外使用一个地”,而另一个效应为“你本回合不能使用地”,则以使你不能使用地的效应为优先。 + +101.2a 让某物件获得异能以及从物件上移除异能不适用此规则。(参见规则113.10。) + +101.3. 若任何指示要求作出不可能的动作时,则省略该动作。(牌上通常会特别提出此情况的处置方法;如果没有的话,它便不产生效应。) + +101.4. 若多位牌手需要同时作决定和/或采取动作,则先由主动牌手(本回合的牌手)作出选择,然后再由下一位牌手作出选择(通常是坐在主动牌手的左侧的牌手),以此类推,所有非主动牌手按照顺序作出选择。然后这些动作同时生效。这个规则经常被称为“主动牌手先决定(APNAP)”规则。 +例如:某张牌为“每位牌手各牺牲一个生物。”首先,主动牌手先选择一个由其操控的生物,然后每一位非主动牌手选择一个由其操控的生物。然后,这些生物同时被牺牲。 + +101.4a 若某效应让每位牌手选择在隐藏区域的一张牌,例如其手牌或牌库,那些牌被选择后会保持牌面朝下。然而,每位牌手必须清楚地表明哪张牌面朝下的牌是其所选择的。 + +101.4b 牌手在作选择之时,会先得知前一位牌手的选择,除了101.4a中的情况。 + +101.4c 若牌手要同时作多个选择,则其依照指定的顺序来作这些决定。若没有指定顺序,则该牌手可以依任意顺序来作选择。 + +101.4d 如果某位非主动牌手的选择导致主动牌手,或者另一位已经作出选择的非主动牌手,需要作出新的选择,则所有未完成的选择以“主动牌手先决定”规则重新开始。 + +101.4e 如果数位牌手将要于游戏开始时作出选择或执行动作,将先手牌手视为主动牌手,每位其他牌手均视为非主动牌手。 + +102. 牌手 + +102.1. 牌手是指进行游戏的人。主动牌手是轮到该回合的牌手。其他牌手便是非主动牌手。 + +102.2. 在双人游戏中,牌手的对手即是另外一位牌手。 + +102.3. 在队伍间的多人游戏中,牌手的队友指的是同一队伍中的其他牌手,而牌手的对手指所有不在其队伍的牌手。 + +102.4. 一些咒语或异能可能会使用“你队伍”此用语,作为“你和/或你的队友”的简略说法。在一局游戏中,若该游戏并非队伍间的多人游戏,“你队伍”与“你”意义相同。 + +103. 开始游戏 + +103.1. 在游戏开始时,牌手需决定谁先开始。在一局的第一盘游戏中(包括只有一盘游戏的对局),牌手可以使用任何双方都同意的方式来决定(如掷硬币、掷骰子等)。在一局包含多盘游戏时,输掉上一盘的牌手可以决定这盘的先后。若上一盘游戏为平手,由上一盘游戏决定先后的牌手来决定本盘游戏的先后。开始第一个回合的牌手是先手牌手。游戏的默认回合顺序从先手牌手开始,按照顺时针方向进行。 + +103.1a 在使用队伍共享回合模式的游戏中,以先手队伍替代先手牌手。 + +103.1b 在魔王游戏中,不使用这些方式决定先手牌手。魔王总是开始第一个回合。 + +103.1c 一张牌(权力争斗)叙述其操控者为先手牌手。此效应在以上决定之后生效,并替代上述方法。 + +103.2. 一些游戏需要在决定出先手牌手之后进行额外的步骤。依序执行103.2a-e中列出的所有适用的动作。 + +103.2a 如果任一牌手使用备牌(参见规则100.4)或有使用辅助牌表示的牌(参见规则713),这些牌将被放在一边。在此之后,每位牌手的套牌被认为是该牌手的起始套牌。 + +103.2b 如果任一牌手想要展示一张由他所拥有、且在游戏外的具行侣异能的牌,该牌手可以如此作。牌手以此法展示的牌不能超过一张,且只能于其套牌满足该牌的行侣异能条件时如此作。所展示的牌仍然留在游戏外。(参见规则702.139,“行侣”。) + +103.2c 在指挥官游戏中,每位牌手将其套牌中的指挥官面朝上置于统帅区。参见规则903.6。 + +103.2d 在构组赛中,每位使用贴纸卡的牌手展示其所有贴纸卡,并随机选择其中三张。在限制赛中,每位牌手从其打开的未开封产品中选择至多三张贴纸卡,并展示它们。在这两种情况下,牌手在游戏中都只能使用所选贴纸卡上的贴纸,且这些贴纸卡保持展示。(参见规则123,“贴纸”。) + +103.2e 在诡局轮抽游戏中,每位牌手将他备牌中任意数量的诡局牌置于统帅区。参见规则905.4。 + +103.3. 在决定出先手牌手且所有额外步骤被执行后,每位牌手将自己的套牌洗牌,以令其套牌充分随机化。之后每位牌手可以将对手的套牌洗牌或者切牌。套牌便分别成为该牌手的牌库。 + +103.3a 在使用一副或多副包含非传统万智牌卡牌的附加套牌的游戏中(参见规则100.2d),每位牌手将自己的附加套牌洗牌,以令其充分随机化。之后每位牌手可以将对手的附加套牌洗牌或者切牌。 + +103.4. 每位牌手的起始总生命为20。有些玩法会有不同的起始总生命。 + +103.4a 在双头巨人游戏中,每个队伍的起始总生命为30。 + +103.4b 在先锋游戏中,每位牌手的起始总生命为20,并受到该牌手之先锋牌的生命修正增加或减少。 + +103.4c 在指挥官游戏中,每位牌手的起始总生命为40。 + +103.4d 在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。 + +103.4e 在魔王游戏中,魔王的起始总生命为40。 + +103.5. 每位牌手各抓若干牌,其数量等同于各自的起手牌张数,通常为七。(某些效应会调整牌手的起手牌张数。)如果牌手对其起手牌不满意,便可以再调度。首先,由先手牌手宣告他是否要执行再调度。然后其他每位牌手按照回合顺序依次作此宣告。所有牌手均作出宣告之后,每位决定再调度的牌手同时执行再调度。牌手再调度的流程如下:该牌手将其手牌洗入其牌库,抓一副等同于起手牌张数的新手牌,然后再将其中若干牌以任意顺序置于其牌库底,其数量等同于该牌手已执行再调度的次数。一旦牌手决定不继续再调度之后,此时仍在该牌手手上的牌便成为该牌手的起手牌,且该牌手不得再选择再调度。然后重复此流程,直到没有牌手选择再调度为止。牌手可以不断再调度,直到最终起手牌数量为零张为止。 + +103.5a 在先锋游戏中,每位牌手的起手牌数量为七张,并受到该牌手之先锋牌的手牌修正增加或减少。 + +103.5b 如果一个效应允许牌手在“[该牌手]能够再调度时”作某个动作,该牌手可以在其宣告是否进行再调度时作该动作。这不需要在第一轮再调度时。其他牌手在该牌手选择是否作该动作时可能已经宣告过是否进行再调度。如果该牌手作该动作,其在此之后宣告是否进行再调度。 + +103.5c 在多人游戏及任何一种争锋游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。 + +103.5d 在使用队伍共享回合模式的多人游戏中,首先由先手队伍中的每位牌手宣告其是否进行再调度,然后按照回合顺序,其他队伍中的每位牌手依次宣告。在作出决定时队友可以相互询问。然后所有再调度同时执行。一位牌手可以执行再调度,即使其队友已决定保留起手牌。 + +103.6. 某些牌允许牌手从他的起手牌中作某些动作。一旦再调度流程(参见规则103.5)完成,先手牌手可以以任意顺序进行此类动作。之后其他牌手按照回合顺序可以同样依序如此作。 + +103.6a 如果一张牌允许一位牌手以某张牌在战场上的形式开始游戏,该牌手进行此动作将此牌放入战场。 + +103.6b 如果一张牌允许牌手从起手手牌中展示该牌,进行此动作牌手如此作。在第一个回合开始前该牌保持展示。每张牌只能以此方式展示一次。 + +103.6c 在使用队伍共享回合模式的多人游戏中,首先由先手队伍中的每位牌手以任意顺序执行这些动作。在作出决定时队友可以相互询问。然后按照回合顺序,其他队伍中的每位牌手依次执行动作。 + +103.7. 在竞逐时空游戏中,先手牌手将其时空套牌的牌库顶牌移离套牌,并翻回正面。如果该牌是异象牌,该牌手将该牌置于其时空套牌的牌库底,然后重复此过程,直到一张时空牌翻回正面为止。该牌面朝上的时空牌便是起始时空。(参见规则901,“竞逐时空”) + +103.8. 先手牌手开始其第一个回合。 + +103.8a 在双人游戏中,先手牌手略过其第一个回合的抓牌步骤(参见规则504,“抓牌步骤”)。 + +103.8b 在双头巨人游戏中,先手的队伍略过他们第一个回合的抓牌步骤。 + +103.8c 在其他多人游戏中,没有牌手在其第一个回合略过抓牌步骤。 + +104. 结束游戏 + +104.1. 当任何一位牌手赢、这盘游戏平手或游戏重新开始时,这盘游戏立刻结束。 + +104.2. 赢得游戏的方式有很多种。 + +104.2a 若某牌手还在此盘游戏中,而其所有对手都已离开此盘游戏,则该牌手赢得这盘游戏。这立刻生效并覆盖所有阻止该牌手赢得游戏的效应。 + +104.2b 某个效应令一位牌手赢得此盘游戏。 + +104.2c 在队伍间的多人游戏中,若某队伍有至少一位牌手还在此盘游戏中,而其他队伍都已离开此盘游戏,则该队伍赢得这盘游戏。赢得游戏的队伍中每位成员均赢得此盘游戏,即使其中的某些牌手之前已经输掉此盘游戏。 + +104.2d 在皇帝游戏中,如果一位皇帝赢得游戏,其队伍便赢得游戏。(参见规则809.5) + +104.3. 输掉游戏的方式有很多种。 + +104.3a 牌手可以在任何时候认输。认输的牌手会立刻离开游戏。该牌手输掉此盘游戏。 + +104.3b 如果一位牌手的生命为0或是更少,在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。) + +104.3c 如果一位牌手要抓的牌张数目比其牌库中的牌多,其抓所有剩余的牌,然后在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。) + +104.3d 如果一位牌手具有十个或更多中毒指示物,在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。) + +104.3e 某些效应可能叙述为某位牌手输掉游戏。 + +104.3f 如果一位牌手同时赢及输,则该牌手输掉游戏。 + +104.3g 在队伍间的多人游戏中,若所有成员都输掉游戏,则该队伍输掉游戏。 + +104.3h 在使用限制影响范围模式(参见规则801)的多人游戏中,宣告一位牌手赢得游戏的效应改为导致该牌手的所有在该牌手之影响范围中的对手输掉游戏。这可能不会导致游戏结束。 + +104.3i 在皇帝游戏中,如果一位皇帝输掉游戏,其队伍便输掉游戏。(参见规则809.5。) + +104.3j 在指挥官游戏中,在游戏中被同一个指挥官造成21点或更多战斗伤害的牌手输掉游戏。(此为状态动作。参见规则704。亦见规则903.10。) + +104.3k 在一场比赛中,牌手可能受到来自裁判的处罚从而输掉一盘游戏。参见规则100.6。 + +104.4. 游戏平手的方式有很多种。 + +104.4a 若还在游戏中的所有牌手同时输掉游戏,则游戏平手。 + +104.4b 若一盘没有使用限制影响范围模式的游戏(包括双人游戏)中出现了强制动作组成的“循环”,重复一系列事件且无法停止,此盘游戏为平手。若循环中包含可选择的动作,便不会导致平手。 + +104.4c 某些效应可能叙述为游戏为平手。 + +104.4d 在队伍间的多人游戏中,如果所有依然在游戏中的队伍同时输掉游戏,该游戏为平手。 + +104.4e 在使用限制影响范围模式的多人游戏中,由咒语或异能产生、叙述游戏为平手的效应导致该咒语或异能的操控者以及在该牌手影响范围内的每位牌手的游戏为平手。只有这些牌手离开游戏;其他牌手继续游戏。 + +104.4f 在使用限制影响范围模式的多人游戏中,如果游戏中出现了强制动作组成的“循环”,重复一系列事件且无法停止,对于循环中包含的每个物件之操控者,以及在这些牌手影响范围内的每位牌手,游戏为平手。只有这些牌手离开游戏;其他牌手继续游戏。 + +104.4g 在队伍间的多人游戏中,如果游戏对于某队伍中所有仍在游戏中的牌手为平手,则对于该队伍为平手。 + +104.4h 在皇帝游戏中,如果游戏对皇帝为平手,游戏对其队伍便为平手。(参见规则809.5。) + +104.4i 在比赛中,游戏中得所有牌手可以同意有意平手。参见规则100.6。 + +104.5. 如果牌手输掉游戏,该牌手离开该游戏。如果游戏对于某牌手为平手,该牌手离开该游戏。多人游戏规则规定当有牌手离开游戏时如何作;参见规则800.4。 + +104.6. 有一张牌(重获自由的卡恩)重新开始游戏。当游戏重新开始时依然在游戏中的所有牌手马上开始新的游戏。参见规则726,“重新开始游戏。” + +105. 颜色 + +105.1. 万智牌游戏中有五种颜色,分别是:白、蓝、黑、红、绿。 + +105.2. 一个物件可以是五种颜色的其中一种或多种,它也可以是无色。一个物件的颜色为其法术力费用中法术符号的颜色,不考虑其边框的颜色。物件的颜色可能由其颜色标记或特征定义异能决定。参见规则202.2。 + +105.2a 一个单色物件只包含五种颜色中的一种。 + +105.2b 一个多色物件包含五种颜色中的两种或以上。 + +105.2c 一个无色物件没有任何颜色。 + +105.3. 有些效应可能会改变物件的颜色,或赋予一个无色的物件颜色。如果一个效应赋予一个物件新的颜色,该新的颜色替代该物件之前所有的颜色(除非该效应的叙述为该物件“额外”成为某种颜色)。有些效应也可能让具有颜色的物件成为无色。 + +105.4. 如果一位牌手被要求选择一个颜色,其必须选择五种颜色中的一种。“多色”和“无色”均不是一种颜色。 + +105.5. 如果一个效应提及“双色色组”,是指由五个颜色中的正好两个颜色的组合。共有十组双色色组:白蓝、白黑、蓝黑、蓝红、黑红、黑绿、红绿、红白、绿白、绿蓝。 + +106. 法术力 + +106.1. 法术力是游戏中的主要资源。一般当施放咒语和起动异能时,牌手用法术力支付费用。 + +106.1a 法术力的颜色有五种:白、蓝、黑、红、绿。 + +106.1b 法术力有六种类别:白、蓝、黑、红、绿和无色。 + +106.2. 法术力由法术力符号表示(参见规则107.4)。法术力符号也用来表示法术力费用(参见规则202)。 + +106.3. 法术力异能的效应产生法术力(参见规则605)。咒语所产生的效应也可能产生法术力,非法术力异能的异能所产生的效应同样可能产生法术力。产生法术力的咒语或异能指示牌手加该法术力。如果法术力是由咒语产生,则该法术力的来源是该咒语。如果法术力是由异能产生,则该法术力的来源是该异能的来源(参见规则113.7)。 + +106.4. 当一个效应指示牌手加法术力时,该法术力进入牌手的法术力池中。它可以立即用于支付费用,或者作为未使用的法术力保留在该牌手的法术力池中。每位牌手的法术力池在每个步骤和阶段结束时清空,该牌手因此而失去此法术力。具有产生法术力之异能、或提及未使用的法术力之异能的牌张已在Oracle™牌张参考文献中获得勘误,不再明确提及法术力池。 + +106.4a 如果牌手在使用法术力支付一个费用之后,其法术力池中仍有法术力剩余,该牌手需要宣告有哪些法术力留在其中。 + +106.4b 如果牌手在其法术力池中仍有法术力剩余时让过优先权(参见规则117),该牌手需要宣告有哪些法术力留在其中。 + +106.5. 如果一个异能将产生一点或数点未定义类别的法术力,它将改为不会产生任何法术力。 +例如:陨石坑具有异能“{T}:选择一个你所操控的永久物具有的颜色,加一点该色法术力。”如果你不操控有色的永久物,起动陨石坑的异能将不会产生任何法术力。 + +106.6. 一些咒语或异能产生的法术力会有使用限制,或者对该法术力所支付的咒语或异能有附加效应,或者创造一个因该法术力被使用而触发的延迟触发式异能(参见规则603.7a)。这不会影响该法术力的类别。 +例如:某牌手的法术力池中有{R}{G},该法术力只能用于支付施放生物咒语的费用。该牌手起动加倍方体的异能,其叙述为“{3},{T}:将你的每种类别之未使用的法术力加倍。”该牌手的法术力池将有{R}{R}{G}{G},其中{R}{G}可以用于支付任何费用。 + +106.6a 一些替代性效应会增加咒语或异能产生的法术力。在这些情形下,这些咒语或异能创造的任何限制或额外效应会对产生的所有法术力生效。如果该咒语或异能创造了一个因该法术力被使用而触发的延迟触发式异能,每一点以此法产生的法术力都会创造一个独立的延迟触发式异能。如果该咒语或异能因该法术力被使用而创造了一个持续性效应或替代性效应,每一点以此法产生的法术力都会创造一个独立的效应。 + +106.7. 一些异能所产生法术力将基于另一个或数个永久物所能够产生的法术力。一个永久物能产生的法术力类别,为该永久物所具有的任意异能在此时结算所能产生的法术力类别,这将考虑任何对此生效的替代性效应以任何可能的顺序生效。忽略该异能可能或无法支付的费用。如果在这些情况下该永久物无法产生任何法术力,或以此法定义任何法术力类别,它将不会产生任何类别的法术力。 +例如:异国果园具有异能“{T}:加一点法术力,其颜色为由对手操控的地能产生之任一颜色。”如果你的对手没有操控任何地,起动异国果园的法术力异能将不会产生任何法术力。你和你的对手均不操控任何异国果园以外的地的情况也将一样。然而,若你操控一个树林以及一个异国果园,且你的对手操控异国果园,则每个异国果园均可以产生{G}。 + +106.8. 如果一个效应将添加由混血符号所表示的法术力到一位牌手的法术力池中,该牌手选择该混血符号中的一半符号。如果所选择的半边具有颜色,则一点该颜色的法术力将添加到该牌手的法术力池中。如果所选择的半边为一般法术力,则添加等同于该数量的无色法术力到该牌手的法术力池中。 + +106.9. 如果一个效应将添加由非瑞克西亚法术力符号所表示的法术力到一位牌手的法术力池中,则一点此符号所代表之颜色的法术力会加入到该牌手法术力池中。 + +106.10. 如果一个效应将添加由一般法术力符号所表示的法术力到一位牌手的法术力池中,则等量的无色法术力会加入到该牌手法术力池中。 + +106.11. 如果一个效应将添加由一个或数个雪境法术力符号所表示的法术力到一位牌手的法术力池中,则等量的无色法术力会加入到该牌手法术力池中。 + +106.12. “横置[一个永久物]以产生法术力”意指起动该永久物的异能中,起动费用包含{T}符号的法术力异能。参见规则605,“法术力异能”。 + +106.12a 当永久物“横置以产生法术力”、或横置以产生特定类别之法术力而触发的异能,在此类法术力异能结算并产生法术力、或该类别的法术力时触发。 + +106.12b 当永久物“横置以产生法术力”、或横置以产生特定类别和/或数量之法术力时生效之替代性效应,在该异能结算并产生法术力、或该类别和/或数量的法术力时影响该产生法术力之事件。 + +106.13. 一张牌(吸收力量)会令某位牌手失去其未使用的法术力,并令另一位牌手加“以此法失去之法术力”。(注意两者可能是同一位牌手。)这个动作会首先清空第一位牌手的法术力池并将所有以此法被清空的法术力放入第二位牌手的法术力池中。产生这些法术力的永久物、咒语和/或者异能并未改变,并且如果有与这些法术力相关的任何限制或额外效应的话也不会改变。 + +107. 数字和符号 + +107.1. 万智牌游戏中只使用整数。 + +107.1a 你不能选择分数,或造成分数的伤害,获得分数的生命等。如果一个咒语或异能会产生出分数,该咒语或异能会告诉你小数点后该进位或舍去。 + +107.1b 万智牌游戏中大多数时候只使用正数和零。你不能选择负数,造成负数的伤害,获得负数生命等。然而在游戏中某些数值可以比零小,比如生物的力量。如果需要在计算或比较大小中使用负数,它将使用负数。在决定一个效应的效果时,如果计算得出的效果为负数,除非该效应将牌手的生命值、生物或生物牌的力量和/或防御力加倍、加两倍或设定为特定值,否则该效果改为用零代替。 +例如:如果一个3/4生物得-5/-0,它将成为-2/4的生物。它在战斗中不分配伤害。它的力量和防御力的总和为2。给它+3/+0才能将其力量加到1。 +例如:暗碧族接合工为1/2的生物,它具有异能“{T}:加若干{G},其数量等同于此生物的力量。”一个效应令它-2/-0,然后起动其异能。该异能将不能产生任何法术力到你的法术力池中。 +例如:善变巨像为4/4生物,它具有异能:“{2}{G}{G}:此生物得+X/+X直到回合结束,X为其力量。”一个效应令它-6/-0,然后起动其异能。它仍是一个-2/4生物。它不会成为-4/2。 + +107.1c 如果一个规则或者异能让一位牌手选择“任意数字”,该牌手可以选择任意正数或零。 + +107.2. 无论在效果或计算中需要使用一个不能被确定的数时,改为使用0。 + +107.3. 很多物件使用字母X表示需要确定的数值。一些物件具有定义X值的异能;其余的需要其操控者选择X的数值。 + +107.3a 如果一个咒语或起动式异能所具有的法术力费用、替代性费用、额外费用和/或起动费中带有{X}、[-X]或X,且X的值不被该咒语或异能的叙述所定义,则该咒语或异能的操控者作为施放该咒语或起动该异能的一部分选择并宣告X的数值。(参见规则601,“施放咒语”)。当咒语在堆叠中的时候,其法术力费用中的任何X、及其替代性费用或额外费用中的任何X等同于所宣告的数值。当起动式异能在堆叠中的时候,其起动费用中的任何X等同于所宣告的数值。 + +107.3b 如果一位牌手施放法术力费用中带有{X}的咒语,该咒语的叙述未定义X值,且一个效应要求该牌手以不支付法术力费用的方式,或使用替代性费用中不包含X的方式施放该咒语,则X的唯一合法选择为0。此规则不适用于减少施放费用的效应,即使减少至零。参见规则601,“施放咒语”。 + +107.3c 如果一个咒语或起动式异能的费用和/或叙述中带有{X}、[-X]或X,且该咒语或异能的叙述定义X的数值,则该咒语或异能在堆叠上时X为此数值。该咒语或异能的操控者不能为该数值作出选择。该咒语或异能在堆叠上期间X的数值可能会有所改变。 + +107.3d 如果一个特殊动作附带费用中带有{X}或X,例如延缓费用或变身费用,则执行此特殊动作的牌手在紧接着支付该费用之前,先选择X的数值。 + +107.3e 如果一个咒语或异能提及另一个物件的法术力费用、替代性费用、额外费用、起动费用中的{X}或X,该咒语或异能叙述中的任何X的值使用该另一物件所选择或定义的X的值。 + +107.3f 某些时候咒语或异能的施放费用、替代性费用、额外费用或起动费中不带有X,而叙述中带有X。如果X的值没有被定义,该咒语或异能的操控者在适当的时候为其作出选择(在进入堆叠的时候或结算的时候)。 + +107.3g 如果一张法术力费用中带有{X}的牌在堆叠以外的任何区域,即使X的值在其叙述中被定义,其{X}的值将被视同0。 + +107.3h 如果某效应指示牌手支付物件之包含{X}的法术力,X将被视同0,除非该物件是堆叠中的咒语。如果是后者的情况,X的值是于该咒语被施放时所选择或决定的值。 + +107.3i 通常而言,物件上所有X的数值在任何时间均相等。 + +107.3j 如果一个物件获得一个异能,在该异能中的X的数值是由该异能定义的数值。若该异能没有定义X的数值,其数值为0。这是对规则107.3i的例外情形。这可能会适用于添加异能的效应、改变叙述的效应或复制效应。 + +107.3k 如果一个物件之起动式异能的起动费用中带有{X}、[-X]或X,该异能的中X的数值与为该物件或为该物件上的其他异能实例已选择的任何其他X的数值并无关联。这是对规则107.3i的例外情形。 + +107.3m 如果一个物件的进战场触发式异能或替代性效应提及X,且成为该物件的咒语于结算时为其任一费用选择了X的值,则该异能上X的值与该咒语上X的值相同,尽管对于该永久物而言X的值为0。这是对规则107.3i的例外情形。 + +107.3n 如果一个正在结算的咒语或异能创造的延迟触发式异能提及X,且X并未在该触发式异能的叙述中定义,但曾为创造该延迟触发式异能之咒语或异能的任一费用选择了X的值,则该触发式异能上X的值与创造该异能的咒语或异能上X的值相同。 + +107.3p 一些物件上除了会使用字母X以外还会额外使用字母Y。Y遵循于X相同的规则。 + +107.4. 法术力符号包括{W}、{U}、{B}、{R}、{G}和{C};数字符号{0}、{1}、{2}、{3}、{4},依此类推;可变数值符号{X};混血符号{W/U}、{W/B}、{U/B}、{U/R}、{B/R}、{B/G}、{R/G}、{R/W}、{G/W}和{G/U};单色混血符号{2/W}、{2/U}、{2/B}、{2/R}、{2/G}、{C/W}、{C/U}、{C/B}、{C/R}和{C/G};非瑞克西亚法术力符号{W/P}、{U/P}、{B/P}、{R/P}和{G/P};混血非瑞克西亚法术力{W/U/P}、{W/B/P}、{U/B/P}、{U/R/P}、{B/R/P}、{B/G/P}、{R/G/P}、{R/W/P}、{G/W/P}和{G/U/P};以及雪境法术力符号{S}。 + +107.4a 主要的有色法术力符号有五种:{W}为白色、{U}为蓝色、{B}为黑色、{R}为红色以及{G}为绿色。这些符号代表有色法术力,同时也代表费用中的有色法术力。费用中的有色法术力必须用相对应颜色的法术力来支付。参见规则202,“法术力费用和颜色”。 + +107.4b 数字符号(例如{1})和可变数值符号(例如{X})代表费用中的一般法术力。一般法术力可以用任意类型的法术力来支付。关于{X}的更多信息,参见规则107.3。 + +107.4c 无色法术力符号{C}用来表示一点无色法术力,也用来表示只能使用一点无色法术力支付的费用。 + +107.4d 符号{0}表示零点法术力,也表示无须任何资源便可支付的费用。(参见规则118.5。) + +107.4e 混血法术力符号同样也是有色法术力符号,即使其中一边是无色。每个混血符号由两边组成,代表可以用两者之一来支付的费用。如一个{W/U}的混血符号可用白色法术力或是蓝色法术力来支付,而单色混血符号如{2/B}可以用一点黑色法术力或者两点任意法术力来支付。混血符号的颜色为其各部分包含的所有颜色。 +例如:{G/W}{G/W}可以使用{G}{G}、{G}{W}或{W}{W}来支付。 + +107.4f 非瑞克西亚法术力符号是有色法术力符号:{W/P}是白色,{U/P}是蓝色,{B/P}是黑色,{R/P}是红色,{G/P}是绿色。一个非瑞克西亚法术力符号代表一个费用,可以用一点该色法术力或者2点生命来支付。还有十个混血非瑞克西亚法术力符号;一个混血非瑞克西亚法术力符号代表一个费用,可以用一点组成该符号颜色的法术力或者2点生命来支付。混血非瑞克西亚法术力符号的颜色为其各部分包含的所有颜色。 +例如:{W/P}{W/P}可以使用{W}{W}、{W}和2点生命、或者4点生命来支付。 + +107.4g 在规则叙述中,无色背景的非瑞克西亚符号{H}指十五种非瑞克西亚法术力符号中任意一种。 + +107.4h 当雪境法术力符号{S}在费用中被使用时,其代表的是可以由雪境来源(参见规则106.3)所产生的一点任意类别的法术力来支付的费用。减少一般法术力费用的效应不会影响{S}的费用。{S}符号也可以用于提及由雪境来源产生并用于支付费用的任意类别的法术力。雪境既不是一种颜色,也不是一种法术力类别。 + +107.5. {T}为横置符号。在起动费用中出现的横置符号表示“横置此永久物”。已横置的永久物无法用来横置以支付费用。如果生物的起动式异能的起动费用中包含横置符号,则除非其操控者在其最近的一个回合开始时便一直操控它,否则不能起动此异能。参见规则302.6。 + +107.6. {Q}为重置符号。在起动费用中出现的重置符号表示“重置此永久物”。已重置的永久物无法用来重置以支付费用。如果生物的起动式异能的起动费用中包含重置符号,则除非其操控者在其最近的一个回合开始时便一直操控它,否则不能起动此异能。参见规则302.6。 + +107.7. 鹏洛客的每个起动式异能的费用中有用箭头表示的忠诚符号。正忠诚符号由向上的箭头以及加号和其后面的数字或X表示。负向忠诚符号由向下的箭头以及减号和其后面的数字或X表示。[+N]表示“在此永久物上放置N个忠诚指示物”,[-N]表示“在此永久物上移去N个忠诚指示物”,而[0]表示“在此永久物上放置零个忠诚指示物”。忠诚符号也可能会出现在影响忠诚费用的异能上。 + +107.8. 升级牌的文字栏中包含2个等级符号,均是表示静止式异能的关键字异能。等级符号可能包括了某范围的数字,此处表示为“N1-N2”;或是单一数字后面带着加号,此处表示为“N3+”。任何与等级符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而印在同一区块文字栏的力量/防御力方格,此处表示为“P/T”,也是同法看待。参见规则711,“升级牌”。 + +107.8a “{等级N1-N2}[异能][P/T]”意指“只要此生物上面至少有N1个等级指示物,且等级指示物数量又不多于N2,则它的基础攻击力和防御力成为[P/T]并具有[异能]。” + +107.8b “{等级N3+}[异能][P/T]”意指“只要此生物上面有N3或更多个等级指示物,则它的基础攻击力和防御力成为[P/T]并具有[异能]。” + +107.9. 在一些关系到坟墓场的奥德赛™环境牌上面,其名称左方会有墓碑符号。此符号的目的仅是让这些牌在坟墓场中更加醒目,与游戏进行并无关联。 + +107.10. 在每张预知将来™版本的有特别“时间转移”牌框的牌上面,其牌左上角会有类别符号。如果此牌具有单一的牌张类别,则符号为:爪痕表示生物、火焰表示法术、闪电表示瞬间、升日表示结界、圣杯表示神器、群山表示地。如果它有多种类别,则用黑白十字表示。此符号与游戏进行并无关联。 + +107.11. 鹏洛客符号是{PW}。它出现在时空骰的一面上,用于竞逐时空休闲玩法。它的顶部有五个尖齿,底部逐渐变细。参见规则901,“竞逐时空”。 + +107.12. 混沌符号是{CHAOS}。它出现在时空骰的一面上,以及与掷时空骰相关的异能中,用于竞逐时空休闲玩法。它看起来像是旋转的漩涡。参见规则901,“竞逐时空”。 + +107.13. 颜色标志是出现在一些牌类别栏的左侧圆形符号。该符号的颜色定义了该牌的颜色。参见规则202,“法术力费用和颜色”。 + +107.14. 能量符号是{E}。它代表一个能量指示物。要支付{E},牌手从其自身移除一个能量指示物。 + +107.15. 传纪牌的文字栏中包含章节符号,每个符号均是代表一个触发式异能的关键字异能。章节符号包含一个罗马数字,此处以“rN”表示。印刷在章节符号右侧的文字栏分段中的叙述是该符号所代表的触发式异能之效应。参见规则714,“传纪牌”。 + +107.15a “{rN}~[效应]”意指“每当一个或数个学问指示物放置在此传纪上时,若其上的学问指示物的数量先前小于N且成为至少N,[效应]。” + +107.15b “{rN1},{rN2}~[效应]”等同于“{rN1}~[效应]”和“{rN2}~[效应]”。 + +107.16. 职业牌的文字栏包含职业等级条,每个职业等级条都是一个关键字异能,代表一个起动式异能和一个静止异能。职业等级条包含其起动式异能的起动费用和等级数字。任何与该职业等级条印刷在同一文字栏分段中的异能均是其静止式异能的一部分。参见规则716,“职业牌”。 + +107.16a “[费用]:等级N~[异能]”意指“[费用]:此职业的等级成为N。只能于此职业的等级是N-1时、且只能于法术时机起动。”及“只要此职业是等级N或更高,它便具有[异能]”。 + +107.17. 门票符号是{TK}。它代表一个门票指示物。 + +107.17a 内部有数字的门票符号代表门票费用。要支付门票费用,牌手从其自身移除该数量的门票指示物。 + +107.18. 爪印符号是{P}。此符号用于表示某些具有模式的咒语之模式,并不代表费用、法术力、指示物或是任何持续性资源。参见规则700.2i。 + +108. 牌 + +108.1. 牌的叙述皆以Oracle™牌张参考文献的牌张叙述为准。牌的Oracle™牌张参考文献叙述可以在Gatherer数据库中找到:Gatherer.Wizards.com + +108.2. 当规则或牌的叙述中提到“牌”,它只表示万智牌或由万智牌代表的物件。 + +108.2a 大多数万智牌游戏只使用传统的万智牌,大约2.5英寸(6.3厘米)宽3.5英寸(8.8厘米)长。传统万智牌可以包含在牌手的套牌中。一些玩法还使用非传统万智牌。非传统万智牌不能包含在牌手的套牌中;它们可以在附加套牌中使用。此外,它们可能尺寸较大、或牌背不同,或两者皆有之。 + +108.2b 衍生物并不是牌—就算使用与牌同样大小的游戏辅助用具来代表衍生物,它在规则上也不被当作牌。 + +108.3. 牌的拥有者是指于游戏开始时,套牌中包含该牌的牌手。如果一张牌于游戏开始时并未在牌手的套牌中,而是从游戏外被带进游戏,其拥有者为将该牌带进游戏的牌手。如果一张牌于游戏开始时在统帅区,其拥有者为于游戏开始时将其放进统帅区的牌手。除了用于赌注的规则,牌的合法拥有关系和游戏规则无关。(参见规则407。) + +108.3a 在使用单一时空套牌模式的竞逐时空游戏中,时空操控者视为时空套牌中所有牌的拥有者。参见规则901.6。 + +108.3b 一些咒语和异能会允许牌手将其拥有的牌从游戏外放入游戏中。(参见规则400.11b。)如果一张游戏外的牌加入到万智牌游戏中,其拥有者由规则108.3中的叙述决定。如果一张游戏外的牌是在一盘万智牌游戏的备牌中(参见规则100.4),其拥有者为游戏开始时在备牌中包含该牌的牌手。所有其他情况下,该游戏外的牌之拥有者既为其合法拥有者。 + +108.4. 只有代表永久物或咒语的牌才有操控者;这些情况下,该牌的操控者由永久物或咒语的规则决定。参见规则110.2和112.2。 + +108.4a 如果任何时候需要知道一张没有操控者的牌的操控者(因为它不是永久物或咒语),则改为使用其拥有者。 + +108.5. 非传统万智牌纸牌不会在统帅区以外的区域开始游戏(参见规则408)。如果一个效应将游戏外的非传统万智牌(地城牌除外;参见规则309)带进游戏,它将不会如此作;该牌保留在游戏外。 + +108.6. 更多和牌有关的信息,参见第2章,“牌的各部分”。 + +109. 物件 + +109.1. 物件包括堆叠中的异能、牌、牌的复制品、衍生物、咒语、永久物或徽记。 + +109.2. 如果咒语或异能使用类别或副类别描述物件,且并未提及某特定区域或未使用“牌”、“咒语”、“来源”或“邪计”,它表示战场上该类别或副类别的永久物。 + +109.2a 如果咒语或异能使用“牌”一词描述物件,以及某区域的名称,它表示该区域中符合该描述的牌。 + +109.2b 如果咒语或异能使用“咒语”一词描述物件,它表示在堆叠上符合该描述的咒语。 + +109.2c 如果咒语或异能使用“来源”一词描述物件,它表示任何区域中符合该描述的来源——包括异能、伤害、或法术力的来源。参见规则113.7和609.7。 + +109.2d 如果邪计牌的异能包含叙述“此邪计”,它表示统帅区中印有该异能的邪计牌。 + +109.3. 物件的特征包括名称、法术力费用、颜色、颜色标志、牌张类别、副类别、超类别、规则叙述、异能、力量、防御力、忠诚、布防、手牌修正和生命修正。物件可以拥有一些甚至全部这些特征。所有关于物件的其他信息均不是特征。例如,特征不包括永久物是否横置、咒语的目标、物件的拥有者或操控者、灵气所结附的对象等。 + +109.4. 只有在堆叠中或战场上的物件才有操控者。不在堆叠或战场上的物件不受任何牌手操控。参见规则108.4。此规则有六条特例: + +109.4a 法术力异能的操控者以视同其在堆叠上的方法来决定。参见规则605,“法术力异能”。 + +109.4b 一个已触发、但尚在等待被放进堆叠的触发式异能的操控者为其触发时的来源之操控者,除非该异能是延迟触发式异能。要确定延迟触发式异能的操控者,参见规则603.7d-f。亦见规则603,“处理触发式异能”。 + +109.4c 徽记的操控者为将它放进统帅区的牌手。参见规则114,“徽记”。 + +109.4d 在竞逐时空游戏中,面朝上的时空牌或异象牌由指定为时空操控者的牌手操控。通常这位牌手是主动牌手。参见规则901.6。 + +109.4e 在先锋游戏中,每张先锋牌由其拥有者操控。参见规则902.6。 + +109.4f 在魔王游戏中,每张邪计牌由其拥有者操控。参见规则904.7。 + +109.4g 在诡局轮抽游戏中,每张诡局牌由其拥有者来操控。参见规则905.5。 + +109.5. 物件上的“你”和“你的”意指该物件的操控者、它即将的操控者(如果牌手正试图施放或起动它)或其拥有者(如果它没有操控者)。静止式异能的操控者为其所在物件的当前操控者。起动式异能的操控者为起动该异能的牌手。触发式异能的操控者为触发该异能时该物件的操控者,除非该异能为延迟触发异能。延迟触发异能的操控者,请参见603.7d-f。 + +110. 永久物 + +110.1. 永久物指战场上的牌或衍生物。永久物会无期限的留在战场。牌或衍生物于进战场时成为永久物,且于某些效应或规则将其移到其他区域时不再是永久物。 + +110.2. 永久物的拥有者为代表该永久物的牌的拥有者(除非它是衍生物;参见规则111.2)。永久物的默认操控者是操控该永久物进战场的牌手。每个永久物都有操控者。 + +110.2a 如果一个效应指示牌手将一个物件放进战场,除非该效应另有指示,否则此物件在该牌手的操控下进战场。 + +110.2b 如果一个效应使牌手获得另一位牌手之永久物咒语的操控权,前者牌手操控该咒语所成为的永久物,但该永久物的默认操控者是将该咒语放进堆叠的牌手。(这个区别在多人游戏中会起作用;参见规则800.4c。) + +110.3. 非衍生物永久物的特征为印在其牌面上的特征,并由任何持续性效应所修改。参见规则613,“持续性效应的互动”。 + +110.4. 永久物的类别有六种:神器、战役、生物、结界、地和鹏洛客。瞬间和法术牌不能进入战场,所以它们不能成为永久物。一些亲缘牌可以进入战场,另一些则不能,取决于它们的其他牌张类别。参见第3章,“牌张类别”。 + +110.4a “永久物牌”意指能被放进战场的牌。具体指神器、战役、生物、结界、地或鹏洛客牌。 + +110.4b “永久物咒语”意指作为结算的一部分将以永久物进入战场的咒语。具体指神器、战役、生物、结界或鹏洛客咒语。 + +110.4c 如果一个永久物因为某些原因失去其所有永久物类别,它将依然留在战场上。它依然是永久物。 + +110.5. 永久物的状态是它的物理状况。状态包括四类,每一类都有两种可能的情况:横置/未横置、倒转/未倒转、牌面朝下/牌面朝上以及跃回/跃离。每个永久物的每类状态总会属于这些情况之一。 + +110.5a 状态不是特征,但它有可能影响一个永久物的特征。 + +110.5b 除非有咒语或异能特别说明,否则永久物进战场时皆为未横置、未倒转、牌面朝上且跃回。 + +110.5c 永久物会一直维持其状态,直到一个咒语、异能或回合动作将之改变,即使该状态与其无关。 +例如:底密尔化妖的异能为“{1}{U}{B}:将目标生物牌从坟墓场放逐。此生物成为该牌的复制品,但它具有此异能。”它成为学徒术士(一张倒转牌)的复制品。藉由使用学徒术士的异能,让此生物倒转,使它成为具有底密尔化妖异能的示现师智也的复制品。如果此永久物之后成为符爪熊的复制品,它还会维持倒转的状态,虽然此状态和符爪熊无关。如果再次起动它的复制异能,这次目标短牙鼠人(另一张倒转牌),则此永久物的倒转状态表示其具有可憎的刺须(倒转后的短牙鼠人)的特征并具有底密尔化妖的异能。 + +110.5d 只有永久物有状态。不在战场上的牌没有状态。虽然被放逐的牌可能会是牌面朝下,但这和永久物的牌面朝下状态没有关联。同样的,不在战场上的牌不论其物理状况均不是横置或未横置的。 + +111. 衍生物 + +111.1. 一些效应会将衍生物放进战场。衍生物为表示不被牌所表示的永久物的标示物。 + +111.2. 派出衍生物的牌手是其拥有者。该衍生物在该牌手的操控下进入战场。 + +111.3. 派出衍生物的咒语或异能可能会定义该衍生物的一些特征值。这将成为该衍生物的“文字叙述”。以此法所定义的特征值与印在牌上的特征值在作用上相同;例如,它们定义该衍生物的可复制特征值。衍生物不具备派出它的咒语或异能所没有定义的特征。 +例如:翠玉法师具有异能“{2}{G}:派出一个1/1绿色腐生物衍生生物。”其产生的衍生物没有法术力费用、超类别、规则叙述或者异能。 + +111.4. 派出衍生物的咒语或异能设定其名称和副类别。如果该咒语或异能并未指明该衍生物的名称,则其名称为其副类别加上“衍生物”一词。一旦衍生物在战场上,改变其名称不会改变其副类别,反之亦然。 +例如:矮人增援是法术,其部分叙述为“派出两个2/1红色矮人/狂战士衍生生物。”其派出的每个衍生物名称均为“矮人/狂战士衍生物”,且具有矮人和狂战士两种生物类别。 +例如:厚爱游侠明斯克的部分叙述为“当明斯克进场时,派出传奇衍生生物布布,其为1/1红色,具践踏与敏捷异能的仓鼠。”该衍生物的副类别为仓鼠,但由于明斯克指明了该衍生物的名称为“布布”,“仓鼠”和“衍生物”均不是该衍生物名称的一部分。 +例如:射影是法术,其部分叙述为“派出一个衍生物,此衍生物为目标生物之复制品。”该衍生物的所有特征将与成为该咒语的目标之生物的可复制特征相同。如果射影指定注亡逆徒(一个人类生物)为目标,则该咒语派出的衍生物之名称将为“注亡逆徒”,而非“人类衍生物”或“注亡逆徒衍生物”。 + +111.5. 如果一个咒语或异能将派出衍生物,但某个规则或效应指明该具有衍生物的一个或数个特征之永久物不能进入战场,则该衍生物没有被派出。相似地,如果一个效应将派出一个为一张瞬间或法术牌复制品的衍生物,则没有衍生物会被派出。 + +111.6. 衍生物会受到影响永久物的事物所影响,同样会受到影响衍生物之类别或副类别的事物所影响。衍生物不是牌(即使它由具有万智牌牌背的牌所代表,或从万智牌的补充包中获得)。 + +111.7. 在战场以外的其他区域的衍生物会消失。此为状态动作;参见规则704。(注意如果一个衍生物改变区域,相对应的触发式异能将会在其消失前触发。) + +111.8. 衍生物离开战场后将不能以任何方式转移到其他区域或是回到战场上。如果一个衍生物将改变区域,它将改为留在当前的区域。它将在下一次检查状态动作时消失;参见规则704。 + +111.9. 一些效应指示牌手派出一个传奇衍生物。这些效应可能写作“派出[名称],其为. . .”,(译注:中文版之叙述可能会写作“派出传奇衍生[牌张类别][名称],其为. . .”)随后列出该衍生物的特征。这与派出一个具有该特征且名称为该名称之衍生物的指示并无区别。 + +111.10. 一些效应指示牌手派出预定义衍生物。这些效应使用以下的定义来决定其派出时的特征。派出预定义衍生物之效应亦可能会修改预先定义的特征,或对其附加其他特征。 + +111.10a 珍宝衍生物是具有“{T},牺牲此衍生物:加一点任意颜色的法术力。”的无色珍宝衍生神器。 + +111.10b 食品衍生物是具有“{2},{T},牺牲此衍生物:你获得3点生命。”的无色食品衍生神器。 + +111.10c 黄金衍生物是具有“牺牲此衍生物:加一点任意颜色的法术力。”的无色黄金衍生神器。 + +111.10d 尸行者衍生物是名为尸行者的2/2黑色灵俑衍生生物。 + +111.10e 碎片衍生物是具有“{2},牺牲此衍生物:占卜1,然后抓一张牌。”的无色碎片衍生结界。 + +111.10f 线索衍生物是具有“{2},牺牲此衍生物:抓一张牌。”的无色线索衍生神器。 + +111.10g 血滴衍生物是具有“{1},{T},弃一张牌,牺牲此衍生物:抓一张牌。”的无色血滴衍生神器。 + +111.10h 魔力石衍生物是具有“{T}:加{C}。此法术力不能用来施放非神器咒语。”的无色魔力石衍生神器。 + +111.10i 抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。 + +111.10j 倒楣鬼角色衍生物是名为倒楣鬼,具有“结附于生物”与“所结附的生物的基础力量与防御力为1/1。”的无色灵气/角色衍生结界。 + +111.10k 怪物角色衍生物是名为怪物,具有“结附于生物”与“所结附的生物得+1/+1且具有践踏异能。”的无色灵气/角色衍生结界。 + +111.10m 皇族角色衍生物是名为皇族,具有“结附于生物”与“所结附的生物得+1/+1且具有守护{1}。”的无色灵气/角色衍生结界。 + +111.10n 术士角色衍生物是名为术士,具有“结附于生物”与“所结附的生物得+1/+1且具有‘每当此生物攻击时,占卜1。’”的无色灵气/角色衍生结界。 + +111.10p 善人角色衍生物是名为善人,具有“结附于生物”与“你每操控一个结界,所结附的生物便得+1/+1。”的无色灵气/角色衍生结界。 + +111.10q 恶人角色衍生物是名为恶人,具有“结附于生物”、“所结附的生物得+1/+1。”与“当此衍生物从战场进入坟墓场时,每位对手各失去1点生命。”的无色灵气/角色衍生结界。 + +111.10r 青年英雄角色衍生物是名为青年英雄,具有“结附于生物”与“所结附的生物具有‘每当此生物攻击时,若它的防御力等于或小于3,则在其上放置一个+1/+1指示物。’”的无色灵气/角色衍生结界。 + +111.10s 地图衍生物是具有“{1},{T},牺牲此衍生物:令目标由你操控的生物勘察。只能于法术时机起动。”的无色地图衍生神器。参见规则701.44,“勘察”。 + +111.10t 废料衍生物是具有“{T},牺牲此衍生物:放逐你的牌库顶牌。本回合中,你可以使用该牌。只能于法术时机起动。”的无色废料衍生神器。 + +111.10u 探地器衍生物是具有“{2},{T},牺牲此衍生物:从你牌库中搜寻一张基本地牌,将之横置放进战场,然后洗牌。”的无色探地器衍生神器。 + +111.10v 突变剂衍生物是具有“{1},{T},牺牲此衍生物:在目标生物上放置一个+1/+1指示物。只能于法术时机起动。”的无色突变剂衍生神器。 + +111.11. 如果一个效应令牌手派出一个具名称的衍生物,但未定义该衍生物的其他特征,且该名称也不是上述预定义衍生物的名称之一,则该牌手利用Oracle牌张参考文献中具该名称之牌确定该衍生物的特征。 +例如,勇行者蒂莎具有异能“每当由你操控的一个或数个生物对任一牌手造成战斗伤害时,派出一个塔莫耶夫衍生物。”于此异能结算时,其操控者派出一个衍生物,其特征与名称为塔莫耶夫的牌相同,由Oracle牌张参考文献确定。 + +111.12. 如果一个效应令牌手派出一个衍生物且其为某不存在之物件的复制品,则不会有任何衍生物被派出(参见规则707,“复制物件”)。此规则不适用于使用某物件最后已知信息的效应。 +例如:拟态缸具有一个触发式异能,其效应允许你选择放逐一张牌,以及一个起动式异能,其叙述为“派出一个衍生物,此衍生物为任一以此神器放逐之牌的复制品。它获得敏捷异能。在下一个结束步骤开始时,将它放逐。”如果没有以拟态缸的触发式异能放逐任何牌,则其不会派出衍生物。 + +111.13. 永久物咒语的复制品于其结算时成为一个衍生物。该衍生物具有成为该衍生物之咒语的特征。对于提及派出衍生物的替代性效应或触发式异能而言,该衍生物并非被“派出”。 + +112. 咒语 + +112.1. 咒语是指在堆叠中的牌。作为施放的第一步(参见规则601,“施放咒语”),牌成为咒语并从所在区域(通常是牌手的手牌)移到堆叠的顶部。(参见规则405,“堆叠”。)咒语作为一个咒语存在于堆叠上,直到结算(参见规则608,“结算咒语和异能”)、被反击(参见规则701.6)或其他情况下离开堆叠。更多信息参见第6章,“咒语、异能和效应”。 + +112.1a 咒语的复制品同样是咒语,即使没有与它相关联的牌。参见规则707.10。 + +112.1b 一些效应允许牌手施放一张牌的复制品;如果该牌手如此作,此复制品也是咒语。参见规则707.12。 + +112.2. 一个咒语的拥有者为代表该咒语之牌的拥有者,除非它为复制品。这种情况下,操控该咒语进入堆叠的牌手为其拥有者。咒语的操控者在默认情况下是将它放进堆叠的牌手。每个咒语都有操控者。 + +112.2a 一些效应指示牌手创造牌的复制品,且叙述该牌手可以施放之。这种情况下,该复制品的拥有者是被指示创造该复制品、并被给予许可以施放之的牌手。 + +112.3. 非复制品的咒语的特征等同于印在其牌面上的特征,由持续性效应修改。参见规则613,“持续性效应的互动”。 + +112.4. 如果一个正在结算的咒语或异能的效应改变永久物咒语的任何特征,该效应在该咒语结算时依然生效。参见规则400.7。 +例如:如果某效应将一个黑色生物咒语改为白色,该生物在进入战场时为白色,且在该改变其颜色的效应生效期间均为白色。 + +113. 异能 + +113.1. 异能为以下三者之一: + +113.1a 异能可以是物件上令其影响游戏的特征。一个物件的异能由其规则叙述或创造它的效应所定义。规则或效应也可以赋予物件异能。(赋予异能的效应通常使用词语:“具有”或“获得”。)异能产生效应。(参见规则609,“效应”。) + +113.1b 异能可以是牌手所具有的某种事物,能改变游戏如何影响该牌手。除非有效应赋予牌手异能,否则通常牌手没有异能。 + +113.1c 异能可以是堆叠中的起动式或触发式异能。此类异能为物件。(参见第6章,“咒语、异能和效应”。) + +113.2. 异能可以影响拥有该异能的物件。它们也可以影响其他的物件和/或牌手。 + +113.2a 异能可以是有益或有害。 +例如:“此生物不能进行阻挡”是一个异能。 + +113.2b 施放一张牌的额外费用或替代性费用是该牌的异能。 + +113.2c 一个物件可以拥有多个异能。如果该物件由一张牌表示,则除了有特殊定义的异能可以在同一行之外(参见规则702,“关键字异能”),规则叙述的每个段落都是单独的异能。如果该物件并非由牌表示,创造它的效应可能会赋予其多个异能。一个物件可以被咒语或异能赋予额外的异能。如果同一个物件有多个相同的异能,每个异能分别各自运作。此情况有时会产生多个效应,有时则与只有一个异能时完全相同;详细情况参考该异能。 + +113.2d 异能可以产生一次性效应或持续性效应。一些持续性效应是替代性效应或防止性效应。参见规则609,“效应”。 + +113.3. 异能一般分为四类: + +113.3a 咒语异能为瞬间或法术结算中遵照其叙述的异能。在一张瞬间牌或法术咒语上的叙述均为咒语异能,除非该异能遵循规则113.6的描述而符合起动式异能、触发式异能或静止式异能。 + +113.3b 起动式异能具有费用和效应。其格式为“[费用]:[效应]。[起动限制(如果有的话)]”。牌手在具有优先权时可以起动此类异能。此后异能进入堆叠,直到被反击、结算或离开堆叠。参见规则602,“起动起动式异能”。 + +113.3c 触发式异能具有触发条件和效应。其格式为“[触发条件],[效应]”,且由包括(并一般开头为)“当”、“每当”或“在”等词。每当其触发事件发生时,该异能在下一次有牌手将得到优先权时进入堆叠,直到被反击、结算或离开堆叠。参见规则603,“处理触发式异能”。 + +113.3d 静止式异能为叙述。它们只是简单的发生。静止式异能创造持续性效应,且只要具有该异能的永久物在战场并保有该异能,或具有该异能的物件在所对应的区域,该异能便有效。参见规则604,“处理静止式异能”。 + +113.4. 一些起动式异能和一些触发式异能为法术力异能。法术力异能遵循以下规则:它们不使用堆叠,且在一些特殊情况下牌手可以在没有优先权时起动法术力异能。参见规则605,“法术力异能”。 + +113.5. 一些起动式异能为忠诚异能。忠诚异能遵循以下规则:在牌手回合的行动阶段且堆叠为空时,该牌手可以随时在他具有优先权时起动其所操控的某个永久物的一个忠诚异能,但只有在该永久物本回合没有起动过任何忠诚异能的前提下。参见规则606,“忠诚异能”。 + +113.6. 瞬间或法术咒语的异能通常只有该物件在堆叠中的时候运作。其他物件的异能通常只有该物件在战场的时候运作。以下情况除外: + +113.6a 特征定义异能在任何地方都运作,即使在游戏以外或游戏开始前。(参见规则604.3。) + +113.6b 注明了在特定区域运作的异能,只在这些区域才运作。 + +113.6c 注明了在特定区域不运作的异能,在该特定区域以外的任何区域运作,即使在游戏以外或游戏开始前。 + +113.6d 一个物件上允许牌手支付替代性费用来替代其法术力费用、或以其他方式影响施放这个特定物件之费用的异能,在堆叠上运作。 + +113.6e 一个物件上限制或修改该物件如何被使用或施放的异能,只在该物件能够被使用或施放的区域中或堆叠上运作。一个物件上赋予其另一个限制或修改该物件如何被使用或施放之异能的异能只在堆叠上运作。 + +113.6f 一个物件上限制或修改该物件在哪些区域可以被使用或施放的异能,在所有区域,即使游戏以外均运作。 + +113.6g 一个物件上叙述其不能被反击或不能被复制的异能在堆叠上运作。 + +113.6h 一个物件上修改该物件如何进入战场的异能,于该物件进入战场时运作。参见规则614.12。 + +113.6i 一个物件指明该物件不可放置指示物的异能,除了该物件在战场上时运作之外,于该物件进入战场时也额外运作。 + +113.6j 一个物件的起动式异能具有其在战场上时无法支付的费用,该异能在任何其起动费用可以被支付的区域生效。 + +113.6k 一个在战场上无法触发的触发条件,在该触发条件可以被触发的区域运作。同一个触发式异能的其他触发条件可能在不同区域运作。 +例如:赦罪索尔兽具有异能“当此生物进场或它所缠身的生物死去时,消灭目标结界。”第一个触发条件会在战场上触发,而第二个触发条件则在放逐区运作。(参见规则702.55,“缠身”。) + +113.6m 一个异能的费用或效应指定将它所在的物件从特定区域移开,则该异能只在这些区域运作,除非该异能的触发条件或该异能之前部分的费用或效应,指定将该物件放进该区域;或除非该物件是灵气,其结附的物件离开战场。若该异能的效应创造一个将该物件移出一个特定区域的延迟触发式异能,亦是如此。 +例如:重组骷髅妖的异能描述为“{1}{B}:将此牌从你的坟墓场横置进战场。”牌手只有重组骷髅妖在其坟墓场的情况下才能起动此异能。 + +113.6n 一个修改套牌构组规则的异能在游戏开始前便已运作。此类异能不仅修改此完整规则,并且影响万智牌比赛规则以及规定构组赛制中套牌构组的其他文件。但此类异能不会影响一张牌在玩法中是否可以用,包括它是否被禁用或限用。当前的万智牌比赛规则可以在WPN.Wizards.com/en/resources/rules-documents找到。 + +113.6p 徽记、时空牌、先锋牌、邪计牌、和诡局牌的异能在统帅区生效。参见规则114,“徽记”;规则901,“竞逐时空”;规则902,“先锋”;规则904,“魔王”;以及规则905,“诡局轮抽”。 + +113.7. 一个的异能的来源为创造该异能的物件。对于堆叠上的起动式异能,其来源为被起动该异能的物件。对于堆叠上的触发式异能(除延迟触发式异能外)或者已经触发而正在等待进入堆叠的异能,其来源为被触发异能的物件。决定延迟触发异能的来源,参见规则603.7d-f。 + +113.7a 异能一旦被起动或触发,则离开其来源单独存在于堆叠上。此后消灭或移除其来源不会影响到该异能。注意有些异能令其来源作某些事,(例如,“此生物对任意一个目标造成1点伤害”)而不是该异能直接作这些事。在这些情况下,任何在宣告起动式异能或将触发式异能放进堆叠时引用其来源信息的起动式或触发式异能,在异能进入堆叠时检查该信息。否则它在结算时检查此信息。在这两种情况下,如果来源不再存在于它应在的区域中,最后已知信息将被使用。即使来源不再存在,它将依然可以完成这些动作。 + +113.8. 堆叠中起动式异能的操控者为起动该异能的牌手。堆叠中触发式异能的操控者(除延迟触发异能外)为当该异能触发时操控其来源的牌手,或者如果它没有操控者,则为当该异能触发时拥有其来源的牌手。确定延迟触发异能的操控者,参见规则603.7d-f。 + +113.9. 堆叠中的起动式和触发式异能不是咒语,所以不能被任何只反击咒语的事物所反击。堆叠中的起动式和触发式异能可以被特指反击异能的效应所反击。静止式异能不使用堆叠所以不能被反击。 + +113.10. 效应可以为物件添加或移除异能。一个添加异能的效应将令物件“得到”或“具有”该异能(或类似叙述)。一个移除异能的效应将令物件“失去”该异能。 + +113.10a 一个添加起动式异能的效应可能会包括该异能的起动限制。这些起动限制成为添加在该物件上的异能之一部分。 + +113.10b 移除异能的效应将移除所有该对应的异能。 + +113.10c 如果两个或以上效应添加和移除同一个异能,一般情况下以最近生效的一次为准。关于持续性效应的互动细节,参见规则613。 + +113.11. 效应可以阻止物件具有某特定的异能。这些效应的叙述为该物件“不能具有”该异能。如果物件具有该异能,它失去之。也不可能有效应或关键字指示物给该物件赋予该异能。如果一个结算中的咒语或异能创造一个将赋予该物件该特定异能的持续性效应,该持续性效应赋予此异能的部分不会生效,但是该持续性效应的其他部分仍然会生效,且这个结算中的咒语或异能依然可以创造其他持续性效应。由静止式异能创造将赋予该物件该特定异能的持续性效应不对这个物件生效。 + +113.12. 一个设定物件特征或简单的列出该物件性质的效应,与赋予异能的效应不同。当一个物件“得到”或“具有”一个异能时,该异能可以被另一个效应移除。如果一个效应定义该物件的特征(“[永久物]是[特征]”),它将不是赋予异能。(参见规则604.3。)类似的,如果一个效应注明了一个物件的性质(比如,“[生物]不可被阻挡”),这并非赋予异能或者设定一个特征。 +例如:莫甘达石雕的叙述为“没有异能的生物得+2/+2”。符爪熊(一个没有异能的生物)上结附了一个“被结附的生物拥有飞行异能”的灵气,则它将不会得到+2/+2。结附有叙述为“被结附的生物是红色”灵气或叙述为“被结附的生物不可被阻挡”灵气的符爪熊则会得到+2/+2。 + +114. 徽记 + +114.1. 一些效应会将徽记放入统帅区。徽记是个标记,代表具有一个或数个异能的物件,通常没有其他特征。 + +114.2. 产生徽记的效应格式为“[牌手]获得具有[异能]的徽记。”这代表该[牌手]将一个具有[异能]的徽记放进统帅区。此徽记由该牌手拥有和操控。 + +114.3. 除了创造该徽记之效应所定义的特征之外,它不具有其他特征。特别来说,徽记没有类别,没有法术力费用,也没有颜色。大部分徽记也没有名称。 + +114.4. 徽记的异能会在统帅区生效。 + +114.5. 徽记并非牌,也不是永久物。徽记不是牌张类别。 + +115. 目标 + +115.1. 一些咒语和异能会要求其操控者选择一个或数个目标。目标为咒语或异能将影响的物件和/或牌手。宣告目标是将咒语或异能放入堆叠过程的一部分。除非被另一个明确说明的咒语或异能,否则目标不能被更改。 + +115.1a 如果一个瞬间或法术咒语的咒语异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/或牌手,则该咒语具有目标。目标于施放咒语时选择;参见规则601.2c。(如果一个瞬间或法术所具有的起动式或触发式异能使用了目标一词,则该异能具有目标,但咒语本身并不因此而具有目标。) +例如:某法术牌具有异能“当你循环此牌时,目标生物得到-1/-1直到回合结束。”该触发式异能具有目标,但具有该异能的牌并不因此而具有目标。 + +115.1b 灵气咒语一定具有目标。灵气的目标由它的结附关键字异能决定(参见规则702.5,“结附”)。目标于施放咒语时选择;参见规则601.2c。灵气永久物不具有目标;只有咒语才具有目标。(灵气永久物的起动式或触发式异能可能会具有目标。) + +115.1c 如果一个起动式异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/或牌手,则该异能具有目标。目标于起动异能时选择;参见规则602.2b。 + +115.1d 如果一个触发式异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/或牌手,则该异能具有目标。目标于异能进入堆叠时选择;参见规则603.3d。 + +115.1e 一些关键字异能,例如佩带和套件,代表了具有目标的起动式或触发式异能;还有一些关键字异能,例如合变,会使咒语具有目标。在这些情况下,该关键字异能的规则叙述中出现描述“目标[对象]”,而不是异能本身。(该关键字异能的规则提示经常会包含“目标”一词。)参见规则702,“关键字异能”。 + +115.2. 只有永久物是咒语或异能的合法目标,除非该咒语或异能(a)特别指出它可以目标其他区域的物件或牌手,或者(b)目标不能出现在战场上的物件,例如咒语或异能。亦参见规则115.4。 + +115.3. 咒语或异能上的每个“目标”一词不能重复多次选择同一个目标。如果咒语或异能上有多处“目标”一词,则同一个物件或牌手可以被每个“目标”一词选择一次(只要该目标符合标准)。此规则在为咒语或异能选择目标,以及在为咒语或异能改变或选择新的目标时都生效(参见规则115.6)。 + +115.4. 一些提及伤害的咒语或异能需要“任意一个目标”、“另一个目标”、“两个目标”等类似叙述,而非“目标[某事物]”。这些目标可以是生物、牌手、鹏洛客或战役。其他游戏物件,例如非生物的神器或咒语等,不能被选为目标。 + +115.5. 堆叠上的咒语或异能不是其本身的合法目标。 + +115.6. 需要目标的咒语或异能可能会允许选择零个目标。此咒语或异能仍视为需要目标,但仅当为其选择了一个或数个目标时,该咒语或异能才具有目标。 + +115.7. 一些效应允许牌手更改咒语或异能的目标。另一些效应允许牌手为咒语或异能选择新的目标。 + +115.7a 如果一个效应允许牌手为咒语或异能“更改目标”,每个目标只能被更改为另一个合法目标。如果某个目标不能被更改为另一个合法目标,原目标便不会被改变,即使原目标在此时已经不合法。如果所有目标都未更改为其他的合法目标,则没有目标被改变。 + +115.7b 如果一个效应允许牌手为咒语或异能“更改一个目标”,除了只能更改所有目标中的一个(而非更改全部目标或不更改目标)以外,如规则115.7a中所述的过程仍然适用。 + +115.7c 如果一个效应允许牌手为咒语或异能“更改任意数量的目标”,除了只能更改所有目标中的任意个(而非必须更改全部目标或不更改目标)以外,如规则115.7a中所述的过程仍然适用。 + +115.7d 如果一个效应允许牌手为咒语或异能“选择新的目标”,该牌手可以不改变任意数量的目标,即使这些目标可能是不合法的。如果该牌手选择更改某些或全部目标,则新的目标必须合法且不能使任何未改变的目标成为不合法。 + +115.7e 当为咒语或异能更改目标或选择新的目标时,只使用最终决定的目标集合作为判定该更改是否合法的依据。 +例如:弧光曳迹这个法术叙述为“弧光曳迹对任意一个目标造成2点伤害,并对另一个目标造成1点伤害。”弧光曳迹的当前目标按顺序分别是符爪熊和罗堰地精。你使用移转,这个瞬间叙述为“你可以为目标咒语选择新的目标”,并以弧光曳迹为目标。你可以将第一个目标更改为罗堰地精,第二个目标更改为符爪熊。 + +115.7f 一个咒语或异能可能会将某效应(如伤害或指示物)“分配”给一个或数个目标。当为该咒语或异能更改目标或选择新目标时,原本的分配方式不能改变。 + +115.8. 具有模式的咒语或异能,其不同模式的目标要求可能各自不同。一个允许牌手改变具有模式的咒语或异能目标,或为具有模式的咒语或异能选择新的目标的效应,并不允许牌手改变其模式。(参见规则700.2。) + +115.9. 一些物件会检查另一个咒语或异能的目标。依据其用词,它们可能会检查当前目标的情况、被选择时的目标情况,或者两者都有。 + +115.9a 一个需要“[指定个数]目标的[咒语或异能]”的物件检查该咒语或异能进入堆叠的时候,任一物件或牌手被选为其目标的次数,而不是其当前依然合法目标的数量。如果同一个物件或牌手不止一次成为目标,每次单独计算。 + +115.9b 一个需要“以[对象]为目标的[咒语或异能]”的物件检查该咒语或目标当前的情况。如果其目标的物件依然在它所预期的区域或其目标的牌手依然在游戏中,使用该目标当前的信息,即使其目前对于该咒语或异能不合法。如果其目标的物件不再在它所预期的区域或其目标的牌手已经离开游戏,忽略该目标;其最后已知信息将不被使用。 + +115.9c 一个需要“以[对象]为目标的[咒语或异能]”的物件检查该咒语或异能进入堆叠的时候,不同物件或牌手被选为其目标的数量(经过效应修改之后的目标状态),而不是其当前依然合法目标的数量。如果该数量为1(即使该咒语或异能多次指定该物件或牌手为目标),该咒语或异能目标的状态按照规则115.9b检查。 + +115.10. 咒语和异能可以影响不是其目标的物件和牌手。一般情况下,这些物件和牌手直到咒语或异能结算时才选择。参见规则608,“结算咒语和异能”。 + +115.10a 受咒语或异能影响的物件或牌手并不一定为该咒语或异能的目标。除非该咒语或异能的规则叙述中或该关键字异能的规则中,使用“目标”一词来表示该物件或牌手,否则它不是目标。 + +115.10b 一个物件的叙述中出现的“你”并不是目标。 + +116. 特殊动作 + +116.1. 特殊动作为当牌手具有优先权时可以执行的不使用堆叠的动作。它们与游戏自动执行的回合动作与状态动作不同。(参见规则703,“回合动作”和704,“状态动作”。) + +116.2. 特殊动作有十二种: + +116.2a 使用地为特殊动作。牌手将地牌从其原有区域(通常为该牌手的手牌)放置到战场上来使用一个地。默认情况下,牌手在自己每个回合只可以执行该动作一次。牌手可以随时在自己回合的行动阶段,拥有优先权并且堆叠为空时,执行此动作。参见规则305,“地”。 + +116.2b 将牌面朝下的生物翻到正面是一个特殊动作。牌手可以随时在其拥有优先权时执行此动作。参见规则708,“牌面朝下的咒语和永久物”。 + +116.2c 一些效应允许牌手在之后执行动作,一般为结束一个持续性效应或阻止一个延迟触发式异能的触发。执行这些动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作,除非该效应在其允许执行该动作的时段内指定了其他时机限制。 + +116.2d 一些静止式异能所产生的效应允许牌手执行动作,从而在一段时间内忽略其效应。执行这些动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作。 + +116.2e 一张牌(盘旋的秃鹰)具有异能“你可以于你能够施放瞬间的时机下弃掉盘旋的秃鹰。”执行此动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作。 + +116.2f 牌手可以放逐手上具有延缓异能的牌。这是个特殊动作。牌手随时可以在其拥有优先权,但只有在其可以开始施放该牌将其放进堆叠的情况下,执行此动作。参见规则702.62,“延缓”。 + +116.2g 已选择行侣的牌手可以支付{3},将该牌从游戏外置于其手上。这是个特殊动作。牌手随时可以在自己回合的行动阶段拥有优先权并且堆叠为空时,但只有在其本盘游戏中尚未如此作过时执行此动作。(参见规则702.139,“行侣”。) + +116.2h 如果牌手手上有具预示异能的牌,他可以支付{2}并将该牌牌面朝下地放逐。这是个特殊动作。牌手随时可以在自己回合拥有优先权时执行此动作。参见规则702.143,“预示”。 + +116.2i 在竞逐时空游戏中,掷时空骰是特殊动作。牌手可以随时在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。执行此动作需要牌手支付法术力,其数量等同于该牌手该回合已作过此动作的数量。注意,如果本回合中有效应指示牌手掷时空骰,该数量不会等于牌手本回合已掷时空骰的次数。参见规则901,“竞逐时空”。 + +116.2j 在诡局轮抽游戏中,将统帅区中牌面朝下的诡局牌翻回正面为特殊动作。牌手可以随时在其拥有优先权时执行此动作。参见规则905.4a。 + +116.2k 牌手可以放逐手上具有设谋异能的牌。这是个特殊动作。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。参见规则702.170,“设谋”。 + +116.2m 如果牌手操控一边或数边已上锁的永久物(参见规则709.5),该牌手可以支付该永久物已上锁之某边的法术力费用,以使该永久物得到相应的解锁称号。此费用称为“解锁费用”。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。 + +116.3. 如果牌手执行特殊动作,该牌手在此之后重新得到优先权。 + +117. 时机和优先权 + +117.1. 除非一个咒语或异能要求牌手执行某个动作,否则牌手执行动作的时机由优先权系统决定。具有优先权的牌手可以施放咒语、起动异能或执行特殊动作。 + +117.1a 牌手可以随时在他具有优先权时施放瞬间咒语。牌手可以随时在自己回合的行动阶段,拥有优先权且堆叠为空时,施放非瞬间咒语。 + +117.1b 牌手可以随时在他具有优先权时起动起动式异能。 + +117.1c 牌手可以随时在他具有优先权时执行其中一些特殊动作。牌手可以随时在自己回合的行动阶段,拥有优先权且堆叠为空时,执行其他的特殊动作。参见规则116,“特殊动作”。 + +117.1d 牌手可以随时在他具有优先权时、每当其施放需要支付法术力费用的咒语或起动需要支付法术力费用的异能时,或每当一个规则或效应要求支付法术力时(即使在施放与结算咒语或起动与结算异能的过程之中)起动法术力异能。 + +117.2. 其他种类的异能和动作由游戏规则自动产生与执行,或由牌手在不得到优先权的情况下执行。 + +117.2a 触发式异能随时都可以被触发,包括在施放咒语的过程中、起动异能的过程中,或咒语或异能结算的过程中。(参见规则603,“处理触发式异能”。)然而,异能在触发时不会有任何事情发生。而每当有牌手将得到优先权时,已经触发但是尚未进入堆叠的异能进入堆叠。参见规则117.5。 + +117.2b 静止式异能在游戏中持续生效。优先权与其无关。(参见规则604,“处理静止式异能”和规则611,“持续性效应”。) + +117.2c 回合动作在特定的步骤或阶段开始时自动发生。它们在牌手得到优先权之前被处理。参见规则117.3a。回合动作同样在特定的步骤或阶段结束时自动发生;没有牌手在此之后会得到优先权。参见规则703,“回合动作”。 + +117.2d 状态动作在达到特定的条件时自动发生。参见规则704。它们在牌手得到优先权之前被处理。参见规则117.5。 + +117.2e 结算咒语和异能时可能要求牌手作出选择或执行动作,或者允许牌手起动法术力异能。即使有牌手如此作,依然没有任何牌手在咒语或异能的结算中会得到优先权。参见规则608,“结算咒语和异能”。 + +117.3. 以下规则决定哪位牌手拥有优先权: + +117.3a 在大多数步骤和阶段开始时,在回合动作被解决之后(例如在抓牌步骤中抓牌;参见规则703)且在该步骤或阶段开始时触发的异能进入堆叠后,主动牌手得到优先权。没有牌手会在重置步骤中得到优先权。牌手在清理步骤中一般不会得到优先权(参见规则514.3)。 + +117.3b 主动牌手在咒语或异能(法术力异能除外)结算之后得到优先权。 + +117.3c 如果一位牌手在施放咒语、起动起动式异能,或是执行特殊动作时拥有优先权,则该牌手在此之后得到优先权。 + +117.3d 如果牌手拥有优先权但选择不执行任何动作,该牌手让过。如果该牌手的法术力池中有法术力,其需宣告留有何种法术力。然后下一位牌手得到优先权。 + +117.4. 如果所有牌手依次让过(所有牌手在让过之间没有执行任何动作),则堆叠顶端的咒语或异能结算,或如果堆叠为空,则该阶段或步骤结束。 + +117.5. 当每次将有牌手得到优先权时,游戏首先作为单一事件处理所有生效的状态动作(参见规则704,“状态动作”),然后重复此过程直到所有状态动作都被处理。之后触发式异能进入堆叠(参见规则603,“处理触发式异能”)。这些步骤重复交替直到没有更多需要处理的状态动作以及没有更多异能触发。然后将得到优先权的牌手得到优先权。 + +117.6. 在使用队伍共享回合玩法的多人游戏中,由队伍得到优先权,而不是单独的牌手得到优先权。参见规则805,“队伍共享回合玩法”。 + +117.7. 如果拥有优先权的牌手在堆叠中有咒语或异能的情况下,施放咒语或起动起动式异能,则新的咒语或异能“响应”先前的咒语或异能被施放或起动。新的咒语和异能将先结算。参见规则608,“结算咒语和异能”。 + +118. 费用 + +118.1. 费用为一个动作或花费,用来执行另一个动作或阻止另一个动作。牌手遵循咒语、异能或包含该费用的效应所指示,来支付其费用。 + +118.2. 如果费用包含法术力花费,支付费用的牌手将有机会起动法术力异能。支付施放咒语或起动起动式异能的费用遵循规则601.2f-h中的步骤。 + +118.3. 除非牌手具有足以完全支付某费用的资源,否则其不能支付该费用。例如,生命为1的牌手不能支付2点生命的费用,以及已经横置的永久物不能被横置来支付一个费用。参见规则202,“法术力费用和颜色”和规则602,“起动起动式异能”。 + +118.3a 支付法术力通过将指定的法术力从牌手的法术力池中移去完成。(牌手总可以支付0点法术力。)在该牌手支付费用后,若还有法术力剩余在法术力池中,该牌手必须宣告留有什么样的法术力在法术力池中。 + +118.3b 支付生命通过将指定数量的生命从牌手的总生命中减去完成。(牌手总可以支付0点生命。) + +118.3c 起动法术力异能并不是必须的,即使支付费用是必须的。 + +118.4. 一些费用中包含{X}或X。参见规则107.3。 + +118.5. 一些费用以{0}表示,或者减少至{0}。牌手必须表示其有一个支付的动作。即使该费用不需要任何资源,它不会自动被支付。 + +118.5a 法术力费用为{0}的咒语,必须遵守与费用大于0的咒语同样的方式被施放;它不会自己自动施放。费用为{0}的起动式异能同理。 + +118.6. 一些物件没有法术力费用。这代表了一个无法被支付的费用。如果异能的费用基于一个没有法术力费用的咒语的法术力费用,它也同样可以有无法被支付的费用。试图施放有无法被支付的费用的咒语,以及试图起动有无法被支付的费用的异能为合法动作。但是试图支付一个无法被支付的费用是非法动作。 + +118.6a 如果一个无法被支付的费用被一个效应或额外费用增加,该费用依然无法被支付。如果一个无法被支付的费用有替代性费用,包括允许牌手无需支付法术力费用施放咒语,则该替代性费用可以被支付。 + +118.7. 当牌手实际支付费用时,它可能会被效应改变或减少。当费用的法术力部分被减少费用的效应减至无,它将被视同{0}。支付被效应改变或减少的费用按支付过原费用计算。 + +118.7a 减少费用中数个一般法术力的效应,只会影响费用中一般法术力的部分。这些效应不能影响费用中有色或无色法术力的部分。 + +118.7b 如果一个费用减少了数个有色或无色法术力,但该费用不需要该类型的法术力,则该费用减少等量的一般法术力。 + +118.7c 如果一个费用减少了数个有色法术力,且减少的数量超过了该费用中该颜色法术力的数量,该费用中此颜色的部分被减至无,并减少等同于超出部分数量的一般法术力。 + +118.7d 如果一个费用减少了数个无色法术力,且减少的数量超过了该费用中无色法术力的数量,该费用中无色法术力的部分被减至无,并减少等同于超出部分数量的一般法术力。 + +118.7e 如果一个费用减少的法术力由混血法术力符号表示,该牌手在减少费用的效应生效时选择该混血法术力符号的其中一半(参见规则601.2f)。如果选择的一半为有色法术力,该费用减少一点该色法术力。如果选择的一半为一般法术力,该费用减少等同于那半边数量的一般法术力。 + +118.7f 如果一个费用减少的法术力由非瑞克西亚法术力符号表示,该费用减少一点该符号的颜色之法术力。 + +118.7g 如果一个费用减少的法术力由一个或数个雪境法术力符号表示,该费用减少等量的一般法术力。 + +118.8. 一些咒语和异能有额外费用。额外费用指咒语或异能的操控者在支付咒语的法术力费用或异能的起动费用时,必须同时支付的在该咒语规则叙述中或者由另一个效应对该咒语或异能生效产生的费用。有些额外费用在关键字中列出;参见规则702。 + +118.8a 咒语或起动式异能于施放和起动的时可以有多个额外费用。该咒语或异能的操控者按照规则601.2b的叙述宣告其准备如何支付其中哪些费用。 + +118.8b 一些额外费用是有选择性的。 + +118.8c 如果一个效应让牌手“如果可以则必须”施放某咒语,并且该咒语具有必须的额外费用,该费用包括对隐藏区域中具有特殊要求的牌进行动作,则该牌手不必施放该咒语,即使这些牌在所在的区域中已经展示。 + +118.8d 额外费用不改变咒语的法术力费用,只改变其操控者为施放它而需支付的费用。需要得知咒语法术力费用的咒语或异能依然使用其原有的数值。 + +118.9. 一些咒语有替代性费用。替代性费用指咒语规则叙述中或或者由另一个效应对该咒语或异能生效产生的费用,其操控者可以不支付咒语的法术力力费用而改为支付此费用。替代性费用一般使用“你可以[动作]而不支付[此物件]的法术力费用”或“你可以施放[此物件]而不支付其法术力费用”。有些替代性费用在关键字中列出;参见规则702。 + +118.9a 任何咒语都只可以使用一个替代性费用来使用。该咒语的操控者按照规则601.2b的叙述宣告其准备支付如何费用。 + +118.9b 替代性费用通常是可选的。一些允许你施放咒语的效应可能需要支付某个特定的替代性费用。 + +118.9c 替代性费用不改变咒语的法术力费用,只改变其操控者为施放它而需支付的费用。需要得知咒语法术力费用的咒语或异能依然使用其原有的数值。 + +118.9d 如果一个替代性费用被用来支付施放咒语,任何影响该咒语的额外费用、增加费用以及减少费用依然对该替代性费用生效。(参见规则601.2f。) + +118.10. 费用的每个花费只能应用于一个咒语、异能或效应。例如,牌手不能牺牲同一个生物来起动两个永久物上各需要牺牲生物作为费用的起动式异能。另外,咒语和异能的结算并不能用来支付另一个咒语或异能的费用,即使它的部分效应与另一个费用的要求吻合。 + +118.11. 当支付费用时执行的动作可能被效应所修改,这表示执行的动作将与要求的动作不符,但费用依然被支付了。 +例如:某牌手操控精神漩涡,一个累积维持为“抓一张牌”的结界,以及顽强佣兽,一个具有“如果你将抓一张牌,你可以改为略过该抓牌”的生物。该牌手可以选择支付精神漩涡的累积维持费用,然后将抓该数量的牌改为不抓牌。该累积费用依然被支付了。 + +118.12. 一些咒语、起动式异能以及触发式异能为,“[作某件事]。如果[有牌手][作、不作、或无法如此作],[效应]。”或“[有牌手]可以[作某件事]。如果[该牌手][作、不作、或无法如此作],[效应]。”[作某件事]的动作为费用,在咒语或异能结算时支付。“如果[某牌手][作、不作、或无法如此作]”部分检查牌手是否选择支付一个可选费用,或开始支付一个强制费用,无论哪个事件实际发生。 +例如:你操控滞留,一个具有“当一位牌手施放咒语时,牺牲此结界。若你如此作,该牌手的每位对手各抓三张牌”的结界。一个咒语被施放,令滞留的异能触发。然后一个异能被起动,放逐了滞留。当滞留的异能结算时,你无法支付“牺牲滞留”这个费用。没有牌手会抓牌。 +例如:你的对手施放收集样本,其叙述为“本回合中,如果某生物将在对手的操控下进战场,则它改为在你的操控下进场。”。你操控牌面朝下的原质变形兽,该生物有变身且叙述为“当此生物翻回正面时,你可以从你手上将一张具有变身异能的生物牌以牌面朝上的方式放置进战场。如果你如此作,将此生物移回其拥有者的手上。”你将原质变形兽翻回正面,且选择将一个具有变身异能的生物牌从你手上放进战场。由于收集样本,该生物改为在你对手操控下进战场。然而,由于你选择了支付费用,原质变形兽将会回到其拥有者的手上。 + +118.12a 一些咒语、起动式异能以及触发式异能为,“除非[一位牌手作一件事],否则[作另一件事]”。这与“[一位牌手可以作一件事]。如果[该牌手不如此作],则[作另一件事]。”的意义相同。 + +118.12b 一些效应允许牌手选择搜寻一个区域并对该区域中找到的牌作出额外的动作,其后带有一个“如果[某牌手]如此作”子句。此子句检查该牌手是否选择搜寻,而非该牌手是否执行任何额外的动作。 + +118.13. 一些费用包含可以用多种方式支付的法术力符号。这包括混血法术力符号和非瑞克西亚法术力符号。 + +118.13a 如果一个咒语的法术力费用、或一个起动式异能的起动费用包含可以用多种方式支付的法术力符号,则其操控者于声明该咒语或异能(参见规则601.2b)时选择如何支付该符号。 + +118.13b 如果在一个咒语或异能结算过程中支付的费用包含可以用多种方式支付的法术力符号,则支付该费用的牌手在紧接着支付该费用之前,先选择如何支付该符号。 + +118.13c 如果一个与特殊动作相关联的费用包含可以用多种方式支付的法术力符号,则执行该特殊动作的牌手在紧接着支付该费用之前,先选择如何支付该符号。 + +118.14. 一些效应叙述“能用任意种类的法术力”来支付费用。这意味着牌手可以将法术力视同无色法术力或任意颜色的法术力来支付此费用。如果该效应还允许牌手施放咒语,则其只对以此法施放咒语时支付的法术力生效。参见规则609.4b。 + +119. 生命 + +119.1. 每位牌手在游戏开始时的起始总生命为20。一些玩法可能会有不同的起始总生命。 + +119.1a 在双头巨人游戏中,每个队伍的起始总生命为30;参见规则810,“双头巨人玩法”。 + +119.1b 在先锋游戏中,每位牌手的起始总生命为20,并受到该牌手之先锋牌的生命修正增加或减少。参见规则902,“先锋”。 + +119.1c 在指挥官游戏中,每位牌手的起始总生命为40。参见规则903,“指挥官”。 + +119.1d 在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。参见规则903.12,“争锋模式”。 + +119.1e 在魔王游戏中,魔王的起始总生命为40。参见规则904,“魔王”。 + +119.2. 对牌手造成的伤害通常会导致该牌手失去等量的生命。参见规则120.3。 + +119.3. 如果一个效应使牌手获得或失去生命,该牌手的总生命会因此改变。 + +119.4. 如果一个费用或效应允许牌手支付大于0点生命,该牌手只有在其总生命大于等于其将支付的生命时才可以如此作。如果牌手支付生命,其所支付的生命从总生命值中减去。 + +119.4a 在一场双头巨人的游戏中,如果一个费用或效应允许牌手支付大于0点生命,该牌手只有在其队伍的总生命大于等于其队伍所有成员将为该费用或效应支付的生命时才可以如此作。如果牌手支付生命,其所支付的生命从队伍的总生命值中减去。 + +119.4b 牌手永远可以支付0点生命,无论他(或他的队伍)的总生命是多少,即使一个效应使牌手不能支付生命亦是如此。 + +119.5. 如果一个效应将牌手的总生命设为一个特定的值,该牌手会得到或失去相应的生命使其总生命成为该新的数值。 + +119.6. 如果一位牌手的生命为0或更少,该牌手作为状态动作输掉游戏。参见规则704。 + +119.7. 如果一个效应为某牌手不能获得生命,则该牌手不能作出会让他的生命变的更高的交换;这此情况下,交换不会发生。类似地,如果一个效应重新调换总生命,牌手不能得到与其原来的总生命相比更高的总生命。除此之外,包括该牌手获得生命的费用不能被支付,且一个影响该牌手,将替代其得到生命事件的替代性效应不会有任何效果。 + +119.8. 如果一个效应为某牌手不能失去生命,则该牌手不能和比其生命低的牌手交换总生命;在此情况下,交换不会发生。类似地,如果一个效应重新调换总生命,牌手不能得到与其原来的总生命相比更低的总生命。除此之外,包含令该牌手支付生命的费用不能被支付。 + +119.9. 一些触发式异能写作“每当[牌手]获得生命时,……”。这些异能视为“每当一个来源使[牌手]获得生命时……”。如果一位牌手获得0点生命,没有获得生命的事件发生,这些异能也不会触发。 + +119.10. 一些替代性效应写作“如果[某牌手]将获得生命,. . .”。这些异能视为“如果一个来源使得[某牌手]获得生命,. . .”。如果一位牌手获得0点生命,没有获得生命的事件会发生,这些效应也不会生效。 + +120. 伤害 + +120.1. 物件可以对战役、生物、鹏洛客以及牌手造成伤害。这通常是对受到伤害的物件或牌手不利的。造成伤害的物件是该伤害的来源。 + +120.1a 伤害不能对战役、生物或鹏洛客以外的物件造成。 + +120.2. 任何物件都可以造成伤害。 + +120.2a 造成伤害可能为战斗的效果。每个攻击生物和阻挡生物在战斗伤害步骤中造成等同其力量的战斗伤害。 + +120.2b 造成伤害可能为咒语或异能的效应。该咒语或异能将指定造成该伤害的物件。 + +120.3. 伤害可能造成一个或数个以下效果,取决于牌手或永久物受到伤害、伤害来源的特征,以及受到伤害一方的特征(如果是永久物)。 + +120.3a 不具侵染异能的来源对牌手造成的伤害会导致该牌手失去等量的生命。 + +120.3b 具侵染异能的来源对牌手造成的伤害会导致该来源的操控者给予该牌手等量的中毒指示物。 + +120.3c 对鹏洛客造成的伤害会导致该鹏洛客移去等量的忠诚指示物。 + +120.3d 具有干枯和/或侵染的来源对生物造成伤害会导致该来源的操控者在该生物上放置等量的-1/-1指示物。 + +120.3e 不具有干枯或侵染的来源对生物造成伤害,会导致在生物上标记受到等量的伤害。 + +120.3f 具有系命的来源对物件或牌手造成伤害,除了该伤害的其他效果以外,还会导致该来源的操控者得到等量的生命。 + +120.3g 具下毒异能的生物对牌手造成的战斗伤害,除了该伤害的其他效果以外,还会导致该生物的操控者给予受到伤害的牌手若干中毒指示物,其数量等同于该生物的总下毒值。参见规则702.164,“下毒”。 + +120.3h 对战役造成的伤害会导致该战役移去等量的布防指示物。 + +120.4. 处理伤害需要依次经历四部分。 + +120.4a 首先,如果一个导致伤害将会造成的效应叙述对一个永久物造成的过量伤害改为对另一个物件或牌手造成,该伤害事件将会被按此方式修正。如果前者永久物是生物,过量伤害指该伤害中超过致命伤害的部分,并同时计算该生物上已标记的伤害,以及与此同时将造成之来自其他来源的伤害。(参见规则120.6。)如果对生物造成伤害的来源具有死触,则该伤害中超过1点的部分均为过量伤害。(参见规则702.2。)如果前者永久物是鹏洛客,过量伤害指该伤害中超过该鹏洛客忠诚的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物是战役,过量伤害指该伤害中超过该战役布防的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物同时为生物、鹏洛客及战役中的多种类别,过量伤害是其每种牌张类别各计算所得的数值间之最大者。 + +120.4b 其次,伤害造成,并且与伤害有关的替代性效应和防止性效应会影响该伤害。(参见规则614,“替代性效应”和规则615,“防止性效应”。)当伤害造成时触发的异能此时触发,等待进入堆叠。 + +120.4c 再次,造成的伤害变换为其结果,并且与结果有关的替代性效应会影响该结果。(例如失去生命或获得指示物。) + +120.4d 最后,伤害事件发生。 +例如:某牌手操控恩泽映象,一个具有“若你将获得生命,则改为你获得该数量两倍的生命。”的结界。该牌手使用3/3具有干枯和系命的生物进行攻击,且被2/2生物阻挡。防御牌手施放咒语防止对阻挡生物造成的2点伤害。伤害事件以[对2/2的生物造成3点伤害,对3/3的生物造成2点伤害]开始。防止性效应生效,所以伤害事件变成[对2/2的生物造成1点伤害,对3/3的生物造成2点伤害]。然后变换成结果,伤害事件变成[在2/2的生物上放置一个-1/-1指示物,主动牌手获得1点生命,在3/3的生物上标记2点伤害]。恩泽映象的效应生效,伤害事件变成[在2/2的生物上放置一个-1/-1指示物,主动牌手获得2点生命,在3/3的生物上标记2点伤害]。然后伤害事件发生。 +例如:防御牌手操控一个生物和崇拜,一个具有“若你操控任何生物,则将使你的总生命减至1以下的伤害,改为减少至1。”的结界。该牌手的总生命为2,且被两个不可被阻挡的5/5生物攻击。该牌手施放一击之威,其叙述“防止目标生物在本回合中下一次将造成的伤害。你获得与以此法所防止的伤害等量的生命”,目标其中一个攻击生物。伤害事件以[对防御牌手造成10点伤害]开始。一击之威的效应生效,伤害事件变成[对防御牌手造成5点伤害,防御牌手获得5点生命]。然后变换成结果,伤害事件变成[防御牌手失去5点生命,防御牌手获得5点生命]。崇拜的效应检查伤害事件未将牌手的总生命减少到1以下,所以它将不会生效。然后伤害事件发生。 + +120.5. 对生物、鹏洛客或战役造成的伤害不会将其消灭。同样的,伤害的来源不会将其消灭。由于永久物受到伤害的结果,状态动作可能将消灭生物或者将永久物置入其拥有者的坟墓场。参见规则704。 +例如:某牌手施放闪电击,一个叙述为“闪电击对任意一个目标造成3点伤害”的瞬间,目标一个2/2生物。在闪电击对该生物造成3点伤害后,该生物由于状态动作被消灭。闪电击和它所造成的伤害均没有消灭该生物。 + +120.6. 在生物上标记的伤害,则直到清除步骤之前都会留在此永久物上,即使它不再是生物。如果标记在生物总伤害大于其防御力,该生物便受到了致命伤害,且作为状态动作而被消灭(参见规则704)。一个永久物上标记的所有伤害在其重生时(参见规则701.19,“重生”)以及在清除步骤中(参见规则514.2)都会被移除。 + +120.7. 伤害的来源为造成该伤害的物件。如果一个效应要求牌手选择伤害来源,其可以选择一个永久物;一个堆叠中的咒语(包括永久物咒语);由堆叠上的一个物件、一个等待生效的防止或替代性效应,或一个等待触发的延迟触发异能所代表的任何物件(即使该物件已经不再在它之前所在区域);或者一个统帅区中面朝上的物件。即使一个来源无法造成伤害,也可以合法地选择该来源。参见规则609.7,“伤害的来源”。 + +120.8. 如果一个来源将造成0点伤害,则它将不造成任何伤害。这表示因造成伤害而触发的异能不会被触发。这也表示将增加该来源伤害或将该来源所造成的伤害改为对另一个不同的物件或牌手造成的替代性效应,将没有事件替代,所以它们不会有任何效果。 + +120.9. 如果一个触发式异能因一个或一组特定的来源造成伤害而触发,且该效应提及“造成伤害”,该异能仅提及该特定来源所造成的伤害,而非其他来源与其同一时间造成的任何伤害。 + +120.10. 一些触发式异能检查永久物是否被造成了过量伤害。这些异能在该永久物被一个或数个来源造成伤害之后检查。如果这些来源共同对一个生物造成超过致命伤害数量的伤害,对该生物造成的过量伤害等同于该伤害与致命伤害的差值。如果这些来源共同对一个鹏洛客造成超过该伤害造成之前该鹏洛客忠诚的伤害,对该鹏洛客造成的过量伤害等同于该伤害与该忠诚的差值。如果这些来源共同对一个战役造成超过该伤害造成之前该战役布防的伤害,对该战役造成的过量伤害等同于该伤害与该布防的差值。如果该永久物同时为生物、鹏洛客及战役中的多种类别,对该永久物造成的过量伤害是其每种牌张类别各计算所得的数值间之最大者。 + +121. 抓牌 + +121.1. 牌手以将其牌库顶的牌放到手上的方式抓牌。在每位牌手的抓牌步骤中,这将作为一个回合动作完成。一个咒语或异能的费用或效应也可能令牌手抓牌。 + +121.2. 牌每次只能抓一张。如果要求牌手抓数张牌,该牌手执行该数量的单独抓牌动作。 + +121.2a 抓多张牌的指示可以被提及所抓之牌数量的替代性效应改变。此类改变先于任何单独抓牌之前发生。参见规则616.1g。 + +121.2b 一些效应叙述牌手每回合不能抓多于一张牌。此类效应对单独抓牌生效。指示牌手抓多张牌的效应仍可能部分执行。但是,如果一个效应给予牌手抓多张牌的选择,受影响的牌手不能选择如此作。类似地,该牌手不能支付包含抓多张牌的费用。 + +121.2c 如果多位牌手被指示抓牌,主动牌手首先进行其所有抓牌,然后其他所有牌手按顺序以同样的方式完成抓牌。 + +121.2d 在使用队伍共享回合模式的多人游戏中(例如双头巨人游戏),如果多位牌手被指示抓牌,主动队伍的牌手以任意顺序进行其所有抓牌,然后每个非主动队伍按回合顺序以同样的方式完成抓牌。 + +121.3. 如果一位牌手的牌库没有牌,且一个效应赋予该牌手可以抓一张牌的选择,该牌手可以选择抓牌。但如果一个效应令一位牌手不能抓牌,且另一个效应赋予该牌手可以抓一张牌的选择,该牌手不能选择抓牌。 + +121.3a 如果作选择的牌手不是将要抓牌的牌手,此原则依然生效。如果将要抓牌的牌手牌库中没有牌,作选择的牌手可以选择使其抓牌。如果一个效应令将要抓牌的牌手不能抓牌,作选择的牌手不能选择使其抓牌。 + +121.4. 一位尝试从空牌库抓牌的牌手,在下一次有牌手将得到优先权时,输掉此盘游戏。(此为状态动作。参见规则704。) + +121.5. 如果一个效应不使用“抓牌”这个词,且把牌从牌手的牌库移到该牌手手上,该牌手没有抓牌。这对因抓牌而触发的触发式异能和替代抓牌的效应,以及当牌库为空时来说与抓牌是不同的。 + +121.6. 一些效应替代抓牌。 + +121.6a 一个替代抓牌的效应在因牌库中没有牌而导致没有牌可抓时依然生效。 + +121.6b 如果一个效应替代一序列抓牌中的一次抓牌,该替代性效应在继续该序列抓牌之前完成。 + +121.6c 一些效应在抓牌之后对该牌执行额外动作。如果该抓牌动作被替代,该额外动作不会对该替代性效应或任何连锁的替代性效应导致的抓牌生效。 + +121.7. 一些替代性效应和防止性效应会导致抓一张或数张牌。在这种情况下,如果原有事件中有未被替代的部分,这些部分首先发生,然后抓牌逐步发生。 + +121.8. 如果一个咒语或异能让牌手在其他咒语被施放的过程中抓牌,则被抓起的牌直到该咒语完成施放(参见规则601.2i),或施放流程被倒退(参见规则732,“处理非法动作”)之前都要保持牌面朝下放置。在起动异能的过程中用同样的方式处理。如果一个效应允许或要求牌手于抓牌时展示抓到的牌,该牌在咒语成为施放或异能成为起动之后展示。在牌面朝下的过程中,这张抓到的牌被视为不具有任何特征,且如果某个咒语或异能费用的任一部分需要一张具有特定特征的牌,该牌亦不能用于支付该部分的费用。 + +121.9. 如果一个效应赋予牌手于抓牌时展示该牌的选项,该牌手可以于抓起该牌时先检视之,然后再选择是否展示之。 + +122. 指示物 + +122.1. 指示物为置于物件或牌手上修改其特征和/或与规则、异能或效应互动情况的标示物。指示物不是物件,它们没有特征。指示物不是衍生物,且衍生物不是指示物。具有相同名称或描述的指示物可以互换。 + +122.1a 一个在生物上、或战场以外的区域中的生物牌上的+X/+Y指示物(X和Y为数字),为该物件的力量增加X以及为该物件的防御力增加Y。同样的,-X/-Y指示物从力量与防御力中减去。参见规则613.3。 + +122.1b 在永久物上、或在一张不在战场上的牌上的关键字指示物,会使该物件获得该关键字的异能。可成为关键字指示物的关键字包括飞行、先攻、连击、死触、败朽、颂威、敏捷、辟邪、不灭、系命、威慑、延势、次元幽影、践踏和警戒,以及这些异能的任何变化形式。参见规则613.1f。 + +122.1c 永久物上的一个或数个后盾指示物创造一个替代性效应和一个防止性效应,可以保护该永久物。这些效应为“如果此永久物将因一个效应的结果被消灭,改为从其上移去一个后盾指示物”和“如果此永久物将受到伤害,则防止该伤害并从其上移去一个后盾指示物”。参见规则614,“替代性效应”和规则615,“防止性效应”。 + +122.1d 永久物上的一个或数个晕眩指示物创造一个替代性效应,可以阻止该永久物重置。该效应为“如果某个其上有眩晕指示物的已横置永久物将成为未横置,则改为从其上移去一个晕眩指示物。” + +122.1e 在战场上的鹏洛客的忠诚指示物数量,表明它有多少忠诚。忠诚为0的鹏洛客作为状态动作被置入其拥有者的坟墓场。参见规则704。 + +122.1f 如果一位牌手具有十个或更多的中毒指示物,其将作为状态动作输掉游戏。参见规则704。如果牌手具有一个或数个中毒指示物,该牌手为“已中毒”。(双头巨人游戏的额外规则请参见规则810。) + +122.1g 在战场上的战役的布防指示物数量,表明它有多少布防。如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。此状态动作不使用堆叠。参见规则704。 + +122.1h 永久物上的一个或数个终命指示物创造一个替代性效应,可以阻止该永久物进入坟墓场。该效应为“如果此永久物将从战场进入坟墓场,则改为放逐之。” + +122.1i 牌手具有的一个或数个拉德指示物会导致在该牌手战斗前的行动阶段开始时触发一个触发式异能。参见规则727,“拉德指示物”。 + +122.2. 若物件从一个区域移动到另一个区域,物件上的指示物不会保留。这些指示物并非“被移除”;它们只是不再存在。参见规则400.7。 + +122.3. 如果一个永久物上有+1/+1指示物和-1/-1指示物,作为状态动作将移去N个+1/+1和-1/-1指示物,N为+1/+1和-1/-1指示物中较少一方的数值。参见规则704。 + +122.4. 如果一个永久物具有令其不能拥有多于N的某种指示物的异能,且它拥有多于N个该种指示物,作为状态动作将移去N个以外的该种指示物。参见规则704。 + +122.5. 如果一个效应为“移动”一个指示物,它表示将该指示物从当前的物件上移除,并放置于第二个物件上。如果这两个动作中的任一个无法作到,则不能移动指示物,且指示物不会从任何物件上被移除、或放置在任何物件上。这可能会在以下情形发生:两个物件为同一物件;第一个物件上没有合适类型的指示物;第二个物件上不能放置指示物;或两个物件中的任一个已不在正确的区域。 + +122.6. 一些咒语或异能提及将指示物放置在一个物件上。这是指它在战场时在其上放置指示物,或于一个物件进战场时被给予指示物。 + +122.6a 如果一个物件进战场时上面有指示物,使该物件被给予指示物的效应可能会指定一位牌手在该物件上放置这些指示物。如果该效应没有指定牌手,该物件的操控者在其上放置这些指示物。 + +122.7. 一个“当/每当”在物件上“放置第N个[种类]指示物时”触发的异能,在一个或数个对应类型的指示物放置在该物件上时、并使得该物件上在放置指示物前有少于N个指示物、且放置指示物后有N个或更多指示物时触发。 + +122.8. 如果一个触发式异能指示牌手将一个物件上的指示物放置在另一个物件上,且该异能的触发条件或效应检查具有这些指示物的前者物件已离开战场,则该牌手并非将指示物从一个物件移动到另一个物件上,而是该牌手在后者物件上放置数个指示物,其每种指示物的数量等同于前者物件上每种指示物的数量。如果该异能指定了要放置的指示物种类,则该牌手在后者物件上放置数个指示物,其数量和种类各等同于前者物件上每种指定指示物的数量。 + +122.9. 如果一个物件的起动式异能指示牌手将该物件上的指示物放置在另一个物件上,且牺牲具有这些指示物的物件是起动该异能的费用,则该牌手并非将指示物从一个物件移动到另一个物件上,而是该牌手在后者物件上放置数个指示物,其每种指示物的数量等同于前者物件上每种指示物的数量。如果该异能指定了要放置的指示物种类,则该牌手在后者物件上放置数个指示物,其数量和种类各等同于前者物件上每种指定指示物的数量。 + +123. 贴纸 + +123.1. 贴纸为置于物件上修改其特征和/或与规则、异能或效应互动情况的标示物。贴纸不是物件。贴纸不是指示物或衍生物。贴纸对物件的修改并非物件的可复制特征值。贴纸有四种:名称贴纸;异能贴纸;力量/防御力贴纸;以及插画贴纸。 + +123.2. 贴纸可以在Unfinity系列的补充包中的编号贴纸页上找到。每张贴纸页上都有一系列预先确定的贴纸组合。任何提及贴纸卡的规则即指这些能够在贴纸页上找到的特定贴纸组合。贴纸卡不是牌,它们没有特征。每张贴纸卡都能在Gatherer.Wizards.com上找到。 + +123.2a 在构组赛中,使用贴纸进行游戏的牌手必须在游戏开始前选择至少十张贴纸卡,且每张贴纸卡均须唯一。牌手于游戏开始前选择的贴纸卡最大张数并无限制。每位使用贴纸进行游戏的牌手展示其所有贴纸卡,并从中随机选择三张。参见规则103,“开始游戏”。 + +123.2b 在限制赛中,每位牌手从其打开的未开封补充包中选择至多三张贴纸卡,并展示它们。参见规则103,“开始游戏”。 + +123.2c 每位牌手在游戏中只能使用其选择的贴纸卡上的贴纸,且这些贴纸卡保持展示。 + +123.3. 如果一个效应指示牌手将在一个物件上贴上贴纸,该牌手从其使用的贴纸中选择一张未贴在任何物件上的贴纸,并将其贴在该物件上。 + +123.3a 牌手使用的每张贴纸都是不同且彼此无关的。两张贴纸不会被认为是同一张贴纸,即使它们具有相同的文本或信息也是如此。 + +123.3b 牌手不能将在不由其拥有的物件上贴上贴纸。如果某效应将如此做,该效应的此部分没有任何效果。 + +123.3c 贴纸可能具有门票费用,由门票符号内的数字表示(参见规则107.17a)。要将一张具有门票费用的贴纸贴在物件上,拥有该物件的牌手须支付相应数量的{TK}。如果该牌手没有该数量的{TK},则其不能将贴纸贴在物件上。 + +123.3d 如果一个物件上的贴纸被移动到另一个物件上,该贴纸的门票费用无须再度支付。 + +123.4. 一些规则或效应提及一个“贴有贴纸”的物件。如果一个物件上贴有任意种类的贴纸,则该物件贴有贴纸。一个其上没有任何贴纸的物件并非贴有贴纸,即使它在之前可能贴有贴纸。 + +123.5. 当一个物件移动到一个隐藏区域时,物件上的贴纸不会保留。一个物件移动到一个公开区域时,物件上的贴纸仍然保留,并继续影响该区域中它所成之新物件。这是规则400.7的例外情况。 + +123.5a 如果一张或数张其上有贴纸的牌作为已融合的永久物的一部分进战场,牌上的贴纸会在进战场的永久物上。贴纸保持相对时间印记顺序。 + +123.5b 如果一个其上有贴纸的物件成为战场上的结聚永久物的一个组件,物件上的贴纸会在结聚永久物上。 + +123.5c 如果一个其上有贴纸的已融合的永久物或结聚永久物从战场移动到另一个公开区域,则贴纸只会保留在它们成为的物件中的一个上。它的拥有者选择将贴纸保留在哪个它们在新区域中成为的物件上。贴纸产生的效应将仅对该物件生效。 + +123.6. 名称贴纸仅由一个或数个英文单词组成。在永久物上、或在一张不在战场上的牌上的名称贴纸,会使贴纸上的单词被添加到该物件的名称中。这是一个改变叙述的效应。参见规则613.1c及规则612,“改变叙述的效应”。 + +123.6a 在与名称贴纸相关的规则和效应的意义上,物件名称中的“单词”是与其他非空格的字符之间由一个或数个空格隔开的一系列任何非空格字符。带连字符和标点的单词都被视为一个单词。空白行,例如“Wolf in ________ Clothing”中的空白行,不被视为牌的名称中的单词。 + +123.6b 于名称贴纸被贴在一个物件上时,该物件的操控者在该物件的名称中选择一个位置来添加名称贴纸中的单词,并宣告该物件的新名称。该单词可以被添加在物件名称的开头,或是任一其他单词之后。新名称还可以被其他名称贴纸继续修改。如果该物件没有名称,则其名称成为名称贴纸添加的单词。名称贴纸不会修改或移除名称中的其他单词。 +例如:于一位牌手将印有单词“Dark”的名称贴纸贴在一个名称为“幼熊[Bear Cub]”的生物上时,该生物的操控者选择它的新名称成为“Dark Bear Cub”、“Bear Dark Cub”或是“Bear Cub Dark”。然后其向所有牌手宣告新名称。 + +123.6c 名称贴纸修改的叙述可能因为其他效应和/或永久物的牌面朝下状态发生改变(参见规则708,“牌面朝下的咒语和永久物”)。要确定一个其上有贴纸之物件的名称,首先为其可复制特征值,然后每个名称贴纸和其他改变叙述的效应按时间印记顺序生效。每张名称贴纸仍然保持在贴贴纸时与其前面所数单词数量一致的位置上。如果此物件当前的名称过短,则贴纸上的名称将被添加在名称末尾。一个物件从公开区域移动到另一个公开区域时,物件上每张名称贴纸的位置和时间印记顺序都会被记忆,并继续影响新物件。这是规则400.7的例外情况。 +例如:趁愿仙儿(Fae of Wishes)是历险者牌,它被放逐且其上有一张名称贴纸在第二个单词后添加了单词“Mana”,因此其名称为“Fae of Mana Wishes”。某效应允许牌手将其作为历险来施放,而其历险部分原本的名称为心愿得遂(Granted)。当它在堆叠上时,其名称会是“Granted Mana”。而历险结算,它再次被放逐后,贴纸的位置(第二个单词之后)会被记忆,因此被放逐之牌的名称又会变为“Fae of Mana Wishes”。 +例如:某牌手拥有一个名称为背叛恶物(It that Betrays)的生物。该牌手使用名称贴纸在其名称的第三个单词后添加了单词“Eldrazi”,因此其新名称为“It that Betrays Eldrazi”。之后,该生物成为一个名称为灵道探求者(Seeker of the Way)之生物的复制品。名称贴纸继续在第三个单词后生效,其新名称为“Seeker of the Eldrazi Way”。 +例如:某其上有名称贴纸的生物被证人保护结附,它是能够将所结附之生物的名称改变为合法市民(Legitimate Businessperson)的灵气)。由于证人保护同样是改变叙述的效应,且其时间印记晚于名称贴纸,名称贴纸上的单词不会是该生物名称的一部分。其名称是“Legitimate Businessperson”。 + +123.6d 一些效应提及一张名称贴纸上一个或数个特定字母的数量。小写字母和它对应的大写字母是同一个字母。 + +123.6e 一些效应提及一张名称贴纸上“不同元音字母”的数量。这会计算在出现在贴纸上的不同元音字母数量,即使某些字母出现的次数不止一次。元音字母包括A、E、I、O、U、以及Y。小写字母和它对应的大写字母是同一个字母。 + +123.7. 异能贴纸上印有一个或数个异能。在永久物上、或在一张不在战场上的牌上的异能贴纸,会使该物件获得印在贴纸上的异能。参见规则613.1f。 + +123.7a 如果一个效应提及一张异能贴纸上的异能,则其指的是该贴纸赋予物件的异能,即使该物件当前因其他效应不再具有此异能。 + +123.8. 力量/防御力贴纸上印有两个数字和一道斜线,类似于生物牌上的力量/防御力。在生物上、或在一张不在战场上的生物或载具牌上的力量/防御力贴纸,将该物件的力量和防御力设定为贴纸上印制的数值(参见规则613.4b)。如果一个生物上有一张以上力量/防御力贴纸,则按照时间印记顺序决定何者为优先(参见规则613.7)。 + +123.8a 提及贴纸之力量和/或防御力的效应,仅指印在力量/防御力贴纸上的力量和/或防御力数值。它不指任何其他贴纸上印有的数值。 + +123.9. 永久物上的插画贴纸除用作供其他咒语和异能辨识的标记外,和游戏进行并无关联。 + +2. 牌的各部分 + +200. 总则 + +200.1. 牌的各部分包括名称、法术力费用、图片、颜色标志、类别栏、版本符号、文字栏、力量与防御力、忠诚、布防、手牌修正、生命修正、画家名、版权文字,以及收集编号。在某些牌上,这些部分的内容可能不只一个。 + +200.2. 牌的某些部分同样是该物件的具有的特征。参见规则109.3。 + +200.3. 不是牌的物件(衍生物、牌的复制品,或咒语的复制品)同样可能有着某些牌的部分,但只有是特征的部分。参见规则111和707。 + +201. 名称 + +201.1. 牌的名称印在牌的左上角。 + +201.2. 一张牌的名称总是视为其名称的英文版,而不论该牌以何种语言印制。 + +201.2a 如果两个或更多物件至少具有一个共通的名称,则这些物件具有相同的名称,即使其中的一个或数个物件具有额外的名称。没有名称的物件不与任何其他物件具有相同的名称,包括另一个没有名称的物件。 + +201.2b 一些咒语和异能提及两个或更多物件之间名称各不相同。仅当每个物件都具有至少一个名称、且其中没有任意两个物件具有共通的名称时,这些物件的名称才各不相同。 +例如:牌手操控莉莲娜的契约,其部分叙述为“在你的维持开始时,若你操控四个或更多恶魔,且其名称各不相同,则你赢得这盘游戏。”该牌手操控三个名称各不相同的恶魔,以及一个牌面朝下的、没有名称的生物,且有一个效应使其成为恶魔。因为这四个生物中的一个没有名称,这些生物不算做四个名称各不相同的恶魔。莉莲娜的契约的异能不会触发。 + +201.2c 一些咒语和异能检查一个物件是否与另一个或一组物件具有不同的名称。如果前者物件具有至少一个名称、且与其他物件中的任一个都不具有共通的名称(即使这些物件其中的一个或数个没有名称),则前者物件与这些物件具有不同的名称。如果前者物件没有名称,则它与其他物件中的任一个都不具有不同的名称,即使这些物件本身具有名称。 + +201.3. 一些具有不同英文名称的牌被视为具有相同的英文名称。具有此属性的一对牌具有可互换的名称。 + +201.3a 在一切规则、异能、效应提及一张牌的名称的意义上,具有可互换名称的物件具有相同的名称。(参见规则201.2a-b。) + +201.3b 在进行套牌构组和判断赛制合法性的意义上,具有可互换名称的牌具有相同的名称。 + +201.3c 如果一张牌在以后以可互换名称印刷,后印刷的版本将在左下角具有可互换名称标识,提及该牌原来印刷版本的三字符系列代号及收集编号(参见规则213.1d)。 + +201.4. 如果一个效应要牌手选择一个牌名,该牌手必须选择一个Oracle牌张参考文献中的牌的名称。(参见规则108.1。)牌手不能选择衍生物的名称,除非它也是一张牌的名称。 + +201.4a 如果牌手被指示选择一个具有指定特征的牌名,该牌手必须选择其Oracle牌张叙述符合该特征的牌之名称。(参见规则108.1。) +例如:强取豪夺的一部分叙述为“选择一个神器牌的名称。”牌手可以选择任何一个神器牌之名称,即使是一个于该盘游戏的赛制中不合法的也可以。该牌手不能选择海岛,即使战场上的一个海岛因某些效应被变成神器。 + +201.4b 如果牌手想选择一张连体牌的名称,该牌手必须选择其中一边的名称,但不能同时选择两者。(参见规则709。)如果牌手被指示选择一个具有指定特征的牌名,只使用这半边的特征来决定该名称能否被选择。 + +201.4c 如果牌手想选择一张倒转牌的副名称,他可以这样作。(参见规则710。)如果牌手被指示选择一个具有指定特征的牌名,使用该牌应用过其替代用特征之后的特征来决定该名称能否被选择。 + +201.4d 如果牌手想选择一张双面牌背面的牌名,他可以这样作。(参见规则712。)如果牌手被指示选择一个具有指定特征的牌名,只使用该牌背面的特征来决定该名称能否被选择。 + +201.4e 如果牌手想选择一个融合牌组之组合背面的牌名,他可以这样作。(参见规则713。)如果牌手被指示选择一个具有指定特征的牌名,只使用该组合背面的特征来决定该名称能否被选择。 + +201.4f 如果牌手想选择一张历险者牌之副名称,他可以这样作。(参见规则715。)如果牌手被指示选择一个具有指定特征的牌名,使用该牌被其副特征修改后的特征来决定该名称能否被选择。 + +201.4g 一些牌具有可互换名称(参见规则201.3)。在游戏中的一切意义上,这些牌具有相同的名称。如果牌手选择了一张具有可互换名称的牌之名称,则选择这些牌中每一张的名称。 + +201.5. 如果物件上的规则叙述用名称表示其本身,则仅指该物件本身,并非任何其他同名的物件,无视任何游戏效应导致的名称改变。 + +201.5a 如果异能的效应将另一个异能赋予一个物件,且后者异能提及前者异能之来源的名称,则该名称仅特指前者异能之来源的物件。后者异能不指代任何其他与前者异能之来源具有相同名称的物件。但是,如果后者异能同时将前者异能的来源移动到另一个公开区域,则该名称指代该来源在其新区域所成的物件。这对后者异能被复制到一个新物件上的情况同样有效。 +例如:水沟污迹的异能为“每当一个非衍生物、且由你操控的生物死去时,在此结界上放置一个黏菌指示物,然后派出一个绿色流浆衍生生物,且具有‘此衍生物之力量与防御力各等同于水沟污迹上的黏菌指示物数量。’”此衍生物被赋予的异能,仅以派出此衍生物的水沟污迹为准,而非战场上的其他水沟污迹。该衍生物的复制品所具有的异能,也仅以派出它复制品的原型衍生物的水沟污迹为准。 + +201.5b 如果一个物件的异能包含该物件的名称,而一个不同名称的物件获得该异能,则所获得的异能上所有指前者物件的名称都被视为后者物件的名称。 +例如:水银元素的部分异能为“{U}:此生物获得目标生物的所有起动式异能直到回合结束。”如果它获得一个异能“{B}{B}:重生极兹锐。”,起动该异能将会重生水银元素,而非它所获得异能的枯萎巨龙极兹锐。 +例如:冰冻射线是一个具有通联古咒的瞬间,其叙述为“冰冻射线对任意一个目标造成2点伤害。”如果它被通联到木灵展势上,则这个木灵展势对该目标造成2点伤害。 +例如:恒变丹恩的叙述为“{1},牺牲另一个生物:恒变丹恩成为所牺牲生物的复制品,但它具有此异能。”其异能起动,牺牲一个符爪熊。恒变丹恩成为符爪熊的复制品并获得一个异能,其叙述应看作“{1},牺牲另一个生物:符爪熊成为所牺牲生物的复制品,但它具有此异能。” + +201.5c 一些牌上所印的文字中提及该牌时使用了简称。在此情况下使用一张牌的简称应被视为使用该牌的全名。 + +201.6. 一些牌的推广版本或异画版本在名称栏下方具有副标题栏。该牌在Oracle™牌张参考文献中的名字见于其下的副标题栏中,且有一个别名见于该牌的左上角。在套牌构组、游戏规则和效应的意义上,这些牌仅具有副标题栏中指定的牌名。规则叙述可能也会提及一张牌的别名;规则叙述中存在的别名均指代副标题栏中指定的牌名。别名与游戏运作无关。 + +202. 法术力费用和颜色 + +202.1. 牌的法术力费用是以牌上方的法术力符号来表示。(参见规则107.4.)大多数牌的法术力符号印在牌的右上角,一些具有特殊边框的预知将来版本牌,其法术力符号在图片的左侧。 + +202.1a 一个物件的法术力费用表示牌手从其法术力池中支付什么样的法术力来施放该牌。除非该物件的法术力费用中包含非瑞克西亚法术力符号(参见规则107.4f),支付一个物件的法术力费用必须完全符合其任何有色或无色法术力符号的类别,并且支付所需的一般法术力费用。 + +202.1b 一些物件没有法术力费用。这通常包括所有地牌、其他在法术力费用的位置上没有法术力符号的牌、衍生物(除非派出其的效应特别注明),以及非传统万智牌卡牌。没有法术力费用表示无法被支付的费用(参见规则118.6)。使用地无须支付任何费用(参见规则305,“地”)。 + +202.2. 一个物件的颜色为其法术力费用中法术力符号的颜色,无论其边框的颜色。 + +202.2a 颜色有五种:白、蓝、黑、红、绿。白色法术力符号由{W}表示、蓝色为{U}、黑色为{B}、红色为{R}、绿色为{G}。 +例如:一个法术力费用为{2}{W}的物件为白色,一个法术力费用为{2}的物件为无色,一个法术力费用为{2}{W}{B}的物件为白色和黑色。 + +202.2b 法术力费用中不包含有色法术力符号的物件为无色。 + +202.2c 法术力费用中包含两种或以上不同有色法术力符号的物件,为这些法术力符号代表的每个颜色。大部分多色牌被印刷为金色边框,但这不是多色牌的必备条件。 + +202.2d 法术力费用中包含一个或数个混血法术力符号和/或非瑞克西亚法术力符号的物件,在其原有颜色的基础上为这些法术力符号代表的所有颜色。(大多数法术力费用中包含混血法术力符号的牌被印刷为双色边框。参见规则107.4e。) + +202.2e 一个物件可能在它的类别栏左侧印有颜色标志。该物件是颜色标志所标识的每种颜色。(参见规则204。) + +202.2f 效应可以改变物件的颜色、赋予无色物件颜色或使有色物件成为无色;参见规则105.3。 + +202.3. 物件的法术力值为一个数字,该数字等于其法术力费用中所有法术力的总和,与其颜色无关。 +例如:一个法术力费用为{3}{U}{U},其法术力值为5。 + +202.3a 没有法术力费用的物件,其法术力值为0,除非该物件是非模式双面永久物或咒语的背面、或是已融合的永久物。 + +202.3b 在计算非模式双面永久物或咒语背面的法术力值时,视为其具有正面的法术力费用。如果某永久物或咒语是一个非模式双面物件背面的复制品,该复制品的法术力值为0(即使作为复制品的牌本身也是一张双面牌)。 +例如:堕者猎师是一张非模式双面牌,其法术力费用为{2}{R}{G}。其法术力值为4。当它转化到另一面(堕者噬兽)时,其法术力值仍是4。 +例如:一个仿生妖作为堕者噬兽的复制品进入战场。其法术力值为0。 +例如:昆虫变体是一张非模式双面牌的背面,其正面的法术力费用是{U}。它成为堕者噬兽的复制品。其法术力值成为0。 + +202.3c 已融合的永久物之法术力值为表示该永久物之正面两张牌之法术力值的总和。如果某永久物复制了已融合的永久物,则复制品的法术力值为0(即使该复制品是由另外两张融合牌所表示也是一样)。参见规则202.3c。 + +202.3d 不在堆叠上的连体牌、或堆叠上的已融咒的连体咒语之法术力值根据该牌两边的法术力费用相加后计算。除此之外,当连体牌在堆叠上时,该咒语的法术力值根据所选择被施放的那一边的法术力费用来计算。 + +202.3e 在计算法术力费用中包含{X}的物件的法术力值时,于该物件不在堆叠中时X视同0,于该物件在堆叠中时X视同其被选择的数字。 + +202.3f 在计算法术力费用中包含混血法术力符号的物件的法术力值时,使用每个混血符号中较大的半边。 +例如:一张法术力费用为{1}{W/U}{W/U}的牌,其法术力值为3。 +例如:一张法术力费用为{2/B}{2/B}{2/B}的牌,其法术力值为6。 + +202.3g 一张牌法术力费用中的每个非瑞克西亚法术力符号都为其法术力值添加1。 +例如:一张法术力费用为{1}{W/P}{W/P}的牌之法术力值为3。 + +202.4. 物件的规则叙述中列出的或是受效应影响而须支付的额外费用,均不是其法术力费用的一部分。(参见规则601,“施放咒语”。)这些费用在支付该咒语其他费用的同时支付。 + +203. 图片 + +203.1. 印在牌的上半部,与游戏并无关联。例如,一个规则叙述中不具有飞行异能的生物不具有飞行异能,即使其在图片中飞行。 + +204. 颜色标志 + +204.1. 颜色标志被印在类别栏左侧,图片正下方。它是一个包含一种或几种颜色的圆形标志。颜色标志一般在没有法术力费用的非地牌上出现。 + +204.2. 具有颜色标志的物件是其颜色标志所标识的每种颜色。 + +205. 类别栏 + +205.1. 类别栏印在图片的下方。它包含牌的牌张类别。它还包含牌的超类别和副类别(如果有的话)。 + +205.1a 一些效应会改变物件的牌张类别。在大多数情况下,新的牌张类别会取代所有原本的类别。但是,具有瞬间或法术牌张类别的物件会保留该类别。指示物、贴纸、效应,以及该物件上所标记的伤害依然保留,即使它们对新的类别没有任何意义。同样的,当物件的副类别改变时,新的副类别会取代相对应的同类副类别(生物类别、地类别、神器类别、结界类别、鹏洛客类别,或咒语类别)。如果一个物件的牌张类别被移除,该物件的所有副类别只有在它同样属于该物件现有牌张类别的情况下保留;否则它们会在该物件的牌张类别被移除的过程中同样被移除。移除物件的副类别不会影响到该物件的牌张类别。 + +205.1b 一些效应会改变物件的牌张类别、超类别,或副类别,但依然保留其原先的某些牌张类别、超类别或副类别。在此情况下,所有该物件原本的类别、超类别与副类别均会保留。此规则适用于诸如“且仍具有原本类别”的效应(译注:中文版中此叙述有另一种译法:“额外具有[类别]此类别”),或是注明该物件“仍然是[类别]”。一些效应令物件成为“神器生物”;此效应同样允许该物件保留所有原有的牌张类别与副类别。一些效应令物件成为“[生物类别]神器生物”;此效应同样允许该物件保留所有原有的牌张类别与生物类别之外的副类别,但原有的生物类别会被替换。 +例如:某效应为“所有地都是1/1生物,且仍是地”。受此效应影响的地具有两种牌张类别:生物和地。若在此效应影响之前,某些地已具有神器的类别,则这些地会成为“神器地生物”,而不只是“生物”或“地生物”。此效应使其保留神器和地的牌张类别。此外,每个受此效应影响的地保留其在效应生效前具有的异能和超类别。 +例如:某异能为“所有神器都是1/1的神器生物”。如果一个永久物既是神器又是结界,它将成为“神器结界生物”。 + +205.2. 牌张类别 + +205.2a 牌张类别包括神器、战役、诡局、生物、地城、结界、瞬间、亲缘、地、异象、时空、鹏洛客、邪计、法术,以及先锋。参见第3章,“牌张类别”。 + +205.2b 一些物件具有多种牌张类别(例如,神器生物)。任何会影响到其中任一牌张类别的效应,都会影响到此物件。 + +205.2c 衍生物虽然不是牌但具有牌张类别。咒语的复制品和牌的复制品亦是如此。 + +205.3. 副类别 + +205.3a 牌可以在其类别栏上印有一种或多种副类别。 + +205.3b 生物及时空以外的牌张类别所具有的副类别都是单独的一个英文单词,在一条长横线后列出。此横线后面的每一个单词都分别是一种副类别。生物牌所具有的副类别可能是一个或两个英文单词,在一条长横线后列出。规则205.3m中列出的每一个单词或词组都分别是一种副类别。除时空外的物件可以有多种副类别。时空的副类别同样在长横线后列出,但可能为数个英文单词。在长横线后的单词为一个单一的副类别。(译注:中文版之副类别都是单独的一个词,且接在“~”符号后面;各副类别中间以“/”符号区隔。) +例如:“基本地~山脉”意指该牌是具有山脉此副类别的地。“生物~鬼怪/法术师”意指该牌是同时具有鬼怪和法术师两种副类别的生物。“神器~武具”意指该牌是具有武具此副类别的神器。 + +205.3c 如果一张牌有多种类别,且有一种或多种副类别,则每种副类别都只与其对应的牌张类别有关联。 +例如:树灵乔木的类别为“地生物~树林/树灵”。树林是一种地类别,树灵是一种生物类别。 + +205.3d 一个物件不能得到不对应该物件任何类别的副类别。 + +205.3e 如果一个叙述要求牌手选择一种副类别,则其必须而且只能选择一种已存在的副类别,且该选择必须符合该牌张类别。例如,若某叙述要求牌手选择一种生物类别,则其不能选择地类别中的一种。 +例如:当选择一种生物类别时,可以选择“人鱼”或者“法术师”,但是不能选择“人鱼/法术师”。不能选择类似“神器”、“对手”、“沼泽”,或者“卡车”等等,是因为它们不是生物类别。 + +205.3f 很多牌所印刷的副类别已经不再适用。很多牌得到了新的副类别。使用Oracle牌张参考文献来确认一张牌的副类别。(参见规则108.1。) + +205.3g 神器具有其特有的副类别;这些副类别被称为神器类别。神器类别包括景点(参见规则717)、血滴、娃娃、线索、机巧、武具(参见规则301.5)、食品、工事(参见规则301.6)、黄金、抚育器、无限[Infinity]、废料、探地器[Lander]、地图、突变剂[Mutagen]、魔力石、太空船[Spacecraft]、原石[Stone]、珍宝、以及载具(参见规则301.7)。 + +205.3h 结界具有其特有的副类别,这些副类别被称为结界类别。结界类别包括灵气(参见规则303.4)、身世、魔符、案件(参见规则719)、职业(参见规则716)、诅咒、角色(参见规则303.7)、隔间、符文、传纪(参见规则714)、碎片、以及祭祠。 + +205.3i 地具有其特有的副类别,这些副类别被称为地类别。地类别包括洞窟、沙漠、树林、门、海岛、巢穴、处所、矿脉、山脉、平原、行星[Planet]、动力炉、域界、沼泽、塔、市镇[Town],以及克撒的。此列表中,树林、海岛、山脉、平原、沼泽是基本地类别。参见规则305.6。 + +205.3j 鹏洛客具有其特有的副类别,这些副类别被称为鹏洛客类别。鹏洛客类别包括阿耶尼、阿米娜图、安戈斯、雅琳、安梭苛、巴哈姆特、巴席利、波拉斯、凯利斯、茜卓、慧慧[Comet]、戴克、达肯、达雷迪、达夫黎、迪哈达、多密、多温、艾利薇、伊尔明斯特、艾紫培、艾丝翠、妃雅丽兹、贾路、基定、格蕊斯、古夫、华特莉、杰斯、贾瑞、雅亚、洁丝卡、魁渡、卡恩、克蜜娜、卡娅、奇奥拉、寇斯、莉莲娜、罗丝、卢卡、明斯克、魔邓肯、娜希丽、娜尔施、尼科、妮莎、尼希兹、瓯柯、昆托力、拉尔、萝婉、莎希莉、撒姆特、萨坎、撒拉、希维缇、索霖、刹特、多美代、塔莎、泰菲力、泰佑、泰兹瑞、提勃、泰瓦、乌金、克撒、凡瑟、薇薇安、瓦丝卡、伏罗诺斯、威尔、风华、芮恩、谢纳戈斯、旸谷,燕灵,以及扎瑞尔。 + +205.3k 瞬间和法术共享副类别;这些副类别被称为咒语类别。咒语类别包括历险、古咒、课程、预兆,以及陷阱。 + +205.3m 生物和亲缘共享其副类别列表;这些副类别被称为生物类别。有一种生物类别是两个单词:时间领主[Time Lord]。其他生物类别都是一个单词:参谋、乙太种、外星人、伙伴、天使、羚羊、猿猴、弓箭手、统领、犰狳、军队、神器师、杀手、组装工人、阿斯塔特、阿托格、原牛、圣者、亚札人、獾、气球[Balloon]、野蛮人、诗人、蜥怪、蝙蝠、熊、野兽、河狸、哔宝精、眼魔、狂战士、鸟、野牛[Bison]、光蛾、野猪、信使、丛枝兽、卡马利、骆驼、水豚、驯鹿、病媒、猫、半人马、儿童[Child]、盖美拉、市民、僧侣、小丑[Clown]、石化鸡蛇、组构体、懦夫、郊狼、蟹、鳄鱼、星神、禁军、赛博人[Cyberman]、独眼巨人、戴立克[Dalek]、道西、半神、恶魔、逃亡者[Deserter]、侦探、魔鬼、恐龙、巨灵、医生、狗、龙、龙兽、无畏舰、卓兹人[Drix]、奴兽、德鲁伊、树灵、矮人、针鼹[Echidna]、魔神、蛋、长老、奥札奇、元素、象、妖精、麋鹿、雇员[Employee]、眼、仙灵、雪貂[Ferret]、鱼、旗手、狐、分灵、蛙、真菌、玩家[Gamer]、石像鬼、病菌、巨人、吉斯人、烁光体[Glimmer]、豺狼人、地侏、山羊、鬼怪、神、魔像、蛇发妖、墓生、怪灵、狮鹫、宾客[Guest]、巫婆、半身人、仓鼠、哈痞、刺猬[Hedgehog]、地狱兽、英雄、河马、骏鹰、荷马利、造妖、惊惧兽、马、人类、多头龙、鬣狗、虚影、小恶魔、化身、墨灵、审判官、昆虫、豺狼、水母、攻城巨车、袋鼠[Kangaroo]、卡甫、麒麟、洁英、骑士、鬼崽、寇族、巨海兽、骆马、拉弥亚、拉玛苏、蛭、狐猴[Lemur]、海怪、拉高耶夫、立吸怪、蜥蜴、龙虾[Lobster]、翼狮、异狮、佣兵、人鱼、仿索蓝人、奴仆、牛头怪、虫械、鼹鼠、贩商、猫鼬、修行僧、猴、莫古力[Moogle]、月人、坐骑、家鼠、突变体、秘耳、秘教徒、鹦鹉螺、太空死灵、巨神灵、梦魇、夜潜魔、忍者、贵族、诺格、游牧人、宁芙、章鱼、食人魔、流浆、法球[Orb]、半兽人、欧格、水獭、奥夫、牛、牡蛎、穿山甲、平民、飞马、分节、演员[Performer]、害虫、紫河马、凤凰、非瑞人、驾手、钳手、海盗、植物、鸭嘴兽[Platypus]、豪猪、负鼠、魔判官、原体、棱镜、噬体、食族[Qu]、兔、浣熊、游侠、老鼠、反抗军、映影、犀牛、整备师、机器人、浪客、紫貂、火蜥蜴、武士、砂、腐生物、羊蹄人、稻草人、科学家、孽裔、蝎子、斥候、雕像[Sculpture]、海豹[Seal]、农奴、巨蛇、自动机、阴魂、祭师、变形兽、鲨鱼、绵羊、塞连、骷髅妖、臭鼬、斯立兹、裂片妖、树懒、蛞蝓、蜗牛、蛇、士兵、索泰利、术士[Sorcerer]、后裔、幽灵、塑法师、史芬斯、蜘蛛、钉兽、精怪、碎裂[Splinter]、海绵、乌贼、松鼠、海星、苏拉卡、求生者[Survivor]、共生体[Symbiote]、合成人、触手、四分节[Tetravite]、萨拉卡斯、振翼机、索尔兽、魔人、玩具[Toy]、树妖、三叶虫、三分节、巨魔、龟、泰伦虫族、独角兽、乌创[Utrom]、吸血鬼、害兽、维多肯、反派[Villain]、进化体、墙、海象、邪术师、战士、鼬鼠[Weasel]、怪奇、狼人、鲸鱼、法术师、狼、狼獾、袋熊、蠕虫、鬼魂、亚龙、雪怪、灵俑、无面鬼。 + +205.3n 时空具有其特有的副类别,这些副类别被称为时空类别。时空类别包括邃狱、阿拉若、阿尔法瓦·梅特拉西斯[Alfava Metraxis]、阿芒凯、小安德洛赞尼[Androzani Minor]、安陶西亚、阿帕拉普西亚[Apalapucia]、阿凯维沃、阿科斯[Arkhos]、阿维什卡[Avishkar]、阿兹戈尔、贝列侬、波拉斯冥想域[Bolas’s Meditation Realm]、卡佩纳、克莱哲、戴立克疯人院[The Dalek Asylum]、达勒里恩[Darillium]、多明纳里亚、地球[Earth]、埃圭尔、艾卓、埃奎罗、厄加蒙、法巴辛、翡欧拉、迦里弗莱[Gallifrey]、庞巨地、高巴汗、马头星云[Horsehead Nebula]、依克黎、依尼翠、伊夸塔纳、伊尔、依夏兰、凯德海姆、神河、坎多卡[Kandoka]、卡瑟斯[Karsus]、喀法莱[Kephalai]、金沙拉[Kinshala]、科尔帕罕[Kolbahan]、凯勒姆、凯奈斯[Kyneth]、图书馆[The Library]、洛温、卢维恩[Luvion]、火星[Mars]、玛凯迪亚、秘罗地、墨格、蒙森、月球[Moon]、莫甘达、亡灵星[Necros]、新地球[New Earth]、新非瑞克西亚、玛特螺旋外部[Outside Mutter's Spiral]、非瑞克西亚、派鲁利亚、拉拜亚、瑞斯、拉尼卡、瑞格沙、塞哥维亚、撒拉的圣域、暗影荒原、山德拉、蜃梦、斯卡罗[Skaro]、宇宙飞船[Spacecraft]、鞑契、塞洛斯、时间星球[Time]、坦泽罗[Trenzalore]、厄格罗沙、无名星球[Unknown Planet]、瓦拉、维林、野火、兹雷兹、赞迪卡、赛费尔。 + +205.3p 一张地城牌(地底城)具有副类别;此副类别被称为地城类别。该地城类别是地底城。 + +205.3q 战役具有其特有的副类别,这些副类别被称为战役类别。战役类别包括围攻。 + +205.3r 异象牌、邪计牌、先锋牌和诡局牌没有副类别。 + +205.4. 超类别 + +205.4a 一个物件可以同时拥有一种或数种超类别。一张牌的超类别印在它的牌张类别之前。超类别包括基本、传奇、雪境、长效、普世。 + +205.4b 一个物件的超类别与其牌张类别和副类别无关,即使一些超类别与某些牌张类别有紧密的关联。改变物件的牌张类别或副类别并不会影响到其超类别。改变物件的超类别不会影响到其牌张类别或副类别。当物件得到或失去超类别时,它会保留其他的超类别。 +例如:某异能为“所有地都是1/1的生物,且仍是地”。若在此效应影响之前,某些地已经为传奇,则这些地依旧为传奇。 + +205.4c 具有超类别“基本”的地是基本地。任何不具有该超类别的地为非基本地,即使其具有基本地类别。 + 在核心第八版之前的版本,没有使用关键字“基本”来标识基本地。这些版本具有以下名称的便为基本地,且具有相对应的Oracle牌张参考文献勘误:树林、海岛、山脉、平原、沼泽、覆雪树林、覆雪海岛、覆雪山脉、覆雪平原、覆雪沼泽。 + +205.4d 具有超类别“传奇”的永久物,是传奇永久物状态动作生效的对象,该规则也被称作“传奇规则”(参见规则704.5j)。 + +205.4e 具有超类别“传奇”的瞬间或法术咒语受施放限制的影响。除非牌手操控传奇生物或传奇鹏洛客,否则其不能施放传奇瞬间或法术咒语。 + +205.4f 具有超类别“普世”的永久物,是普世永久物状态动作生效的对象,该规则也被称作“普世规则”(参见规则704.5k)。 + +205.4g 具有超类别“雪境”的永久物为雪境永久物。任何不具有该超类别的永久物为非雪境永久物,无论其名称。 + +205.4h 具有超类别“长效”的邪计牌不受邪计牌相关的状态动作之影响。(参见规则704.6e。) + +206. 版本符号 + +206.1. 版本符号表示此牌属于万智牌的哪个系列。它是一个小标志,通常是印在图片的右下方。它对进行游戏没有任何效果。 + +206.2. 版本符号的颜色表示此牌在该系列中的稀有度。橘红色符号代表秘稀牌。金色符号代表稀有牌。银色符号代表非普通牌。黑色或白色符号代表普通牌或基本地牌。紫色符号代表特殊稀有度;到目前为止,只有时间漩涡™的“时间转移牌”属于特殊稀有度,并拥有紫色版本符号。(在出瑞斯记™之前的系列,所有稀有度的版本符号都是黑色。在核心第六版之前,除简体中文核心第五版以外,万智牌的核心系列都没有版本符号。) + +206.3. 之前,一个影响某个特殊版本中牌的咒语或异能检查该版本的版本符号。这些牌在Oracle牌张参考文献中得到了勘误,它们影响“具有在某特殊版本中最初印刷之名称”的牌。 + +206.3a 一张牌(瓶中之城[City in a Bottle])提及具有最初印刷在阿拉伯之夜™系列中之名称的永久物和牌。这些名称为阿布贾法尔[Abu Ja’far]、阿拉丁[Aladdin]、阿拉丁神灯、阿拉丁戒指、阿里巴巴、开罗的阿里[Ali from Cairo]、安拉的大军[Army of Allah]、巴格达市集[Bazaar of Baghdad]、少女鸟、苏利南的瓶子、黄铜人形、骆驼[Camel]、瓶中之城[City in a Bottle]、黄铜之都、孔坡棘女巫、气旋[Cyclone]、飞舞的弯刀、巨鱼丹丹、沙漠、沙漠游牧人[Desert Nomads]、沙漠龙卷风、钻石谷[Diamond Valley]、蜂蜜滴[Drop of Honey]、黝黑色的马[Ebony Horse]、大象坟场[Elephant Graveyard]、阿哈尔札、尔格骑队、厄罕巨灵、以眼还眼、鱼肝油、飞毯、飞空人、盖兹本食人魔、巨龟、守护兽[Guardian Beast]、哈斯朗女食人魔[Hasran Ogress]、亚非胡狼、伊夫毕夫魔神[Ifh-Biff Efreet]、岛鱼塞康利斯、瓦克瓦克岛[Island of Wak-Wak]、尊道的戒指[Jandor’s Ring]、尊道的鞍袋、宝石鸟[Jeweled Bird]、圣战[Jihad]、心宿魔战将、祖闪巨灵[Juzám Djinn]、喀伯食尸鬼[Khabál Ghoul]、苏利南国王[King Suleiman]、柯德猿猴、亚历山大图书馆[Library of Alexandria]、磁化岛山、商船[Merchant Ship]、变化型态[Metamorphosis]、米贾巨灵[Mijae Djinn]、摩尔骑兵、挪斯眼镜蛇、绿洲、海中老人[Old Man of the Sea]、密牢囚禁、虔敬、金字塔[Pyramids]、忏悔的铁匠、马鲁夫戒指[Ring of Ma’rûf]、鲁克鸟蛋、[Sandals of Abdallah]、阿布杜拉之鞋[Sandstorm]、细兰巨灵[Serendib Djinn]、细兰魔神、雪赫拉莎德[Shahrazad]、辛巴达、唱歌树[Singing Tree]、巫术女王、投石魔鬼[Stone-Throwing Devils]、不稳定性异变、战象[War Elephant]、威如力狼、耶温魔神[Ydwen Efreet]。 + +206.3b 一张牌(葛格斯同兆[Golgothian Sylex])提及具有最初印刷在古文明之战™系列中之名称的永久物。这些名称为萼城护身符、阿基夫考古学家[Argivian Archaeologist]、阿基夫铁匠[Argivian Blacksmith]、亚格斯碧仙[Argothian Pixies]、亚格斯树妖[Argothian Treefolk]、末日钟、神器冲击波[Artifact Blast]、控驭神器[Artifact Possession]、神器守护[Artifact Ward]、阿士诺的祭坛、阿士诺的战甲、阿士诺生化增幅机、阿托格、攻城槌、青铜碑、达硌士的烛台[Candelabra of Tawnos]、反神器保护环、西坦努德鲁伊[Citanul Druid]、黏土雕像、发条鸟、沙地亚巨像、珊瑚头盔、垮坏术、诅咒拷问、滞阻力场[Damping Field]、爆炸、札夫拿的修复术[Drafna's Restoration]、龙形引擎、矮人武器匠[Dwarven Weaponsmith]、能量泄裂、费顿的手杖、盖亚复仇者[Gaea's Avenger]、非瑞克西亚之门[Gate to Phyrexia]、鬼怪工匠[Goblin Artisans]、葛格斯同兆[Golgothian Sylex]、散弹投石器、作祟之风[Haunting Wind]、河鼓的召还、象牙塔、贾伦的巨著、寇利斯殉道者[Martyrs of Korlis]、强能石[Mightstone]、研磨石轮、米斯拉的工厂、米斯拉的战争机械、米斯拉的作坊[Mishra's Workshop]、取消之碑、安瑙纳、半兽人技师[Orcish Mechanics]、扑翼机、非瑞克西亚怪灵[Phyrexian Gremlins]、神器注能[Power Artifact]、能量吸取[Powerleech]、约格莫夫僧侣[Priest of Yawgmoth]、未塑型的黏土、拉卡石[Rakalite]、重筑[Reconstruction]、逆转极性[Reverse Polarity]、火箭炮[Rocket Launcher]、拉特南智者、变形侠、粉碎风暴、赛根之杖[Staff of Zegon]、废矿、苏其[Su-Chi]、艾比提碑[Tablet of Epityr]、达硌士之棺[Tawnos's Coffin]、达硌士的权杖、达硌士的兵器、四节兽、拷问台、泰坦尼亚之歌、神器易质[Transmute Artifact]、三臂铁人、克撒的复仇者、克撒的圣杯[Urza's Chalice]、克撒的矿脉、克撒的法冠[Urza's Miter]、克撒的动力炉、克撒的塔、长矛之墙、弱能石[Weakstone]、捣蛋鬼辛力、约格莫夫恶魔、佑天神将。 + +206.3c 一张牌(末日鸣钟[Apocalypse Chime])提及具有最初印刷在家园™系列中之名称的永久物。这些名称为修道院石像鬼、修道院舍监[Abbey Matron]、乙太风暴、阿里班之塔[Aliban's Tower]、伏击[Ambush]、伏击部队、安哈瓦保安官、安哈瓦旅店[An-Havva Inn]、安哈瓦镇区[An-Havva Township]、安瑟林遗迹[An-Zerrin Ruins]、阿那巴祖灵[Anaba Ancestor]、阿那巴保镖、阿那巴祭师、阿那巴灵艺师[Anaba Spirit Crafter]、末日鸣钟[Apocalypse Chime]、秋柳[Autumn Willow]、爱森修道院[Aysen Abbey]、爱森的官员、爱森圣战军[Aysen Crusader]、爱森大道[Aysen Highway]、巴奇的诅咒[Baki's Curse]、辛格氏男爵[Baron Sengir]、野兽行者[Beast Walkers]、黑色马车[Black Carriage]、破碎恶容、外甲壳、辛格氏城堡[Castle Sengir]、墓园大门[Cemetery Gate]、连锁停滞[Chain Stasis]、坎道尔[Chandler]、发条侏儒[Clockwork Gnomes]、发条马、发条虫群[Clockwork Swarm]、珊瑚礁[Coral Reef]、黑暗迷宫、秋柳之女[Daughter of Autumn]、亡灵祷士、迪吉里杜管[Didgeridoo]、苦力骷髅咒[Drudge Spell]、干涸术、矮人小马[Dwarven Pony]、海矮人族[Dwarven Sea Clan]、矮人商贩[Dwarven Trader]、黑檀犀牛[Ebony Rhino]、无情的艾隆、蒸发[Evaporate]、仙灵贵族[Faerie Noble]、独角兽大餐、菲罗玆的禁咒、安哈瓦镇民[Folk of An-Havva]、遗忘、送葬队列、魂魅猎犬[Ghost Hounds]、巨型信天翁[Giant Albatross]、巨型牡蛎、辛格氏祖母[Grandmother Sengir]、高等狼人、修道院长哈斯德[Hazduhr the Abbot]、墓碑[Headstone]、心之狼[Heart Wolf]、饥饿之雾、伊桑的阴魂、伊莉妮辛格[Irini Sengir]、铁爪诅咒、恶咒[Jinx]、乔文[Joven]、乔文的雪貂[Joven's Ferrets]、乔文的工具袋、寇斯肯瀑布[Koskun Falls]、寇斯肯城寨[Koskun Keep]、迷宫牛头怪、跃行蜥蜴[Leaping Lizard]、血蛭疗法[Leeches]、长毛象挽具[Mammoth Harness]、马尔兰[Marjhan]、记忆丧失、行商卷轴、梅沙猎鹰、秘教裁决[Mystic Decree]、独角鲸[Narwhal]、半兽人矿脉[Orcish Mine]、原始秩序、预言[Prophecy]、克星拉丝卡[Rashka the Slayer]、暗礁海盗、大地新机[Renewal]、报偿[Retribution]、法师学者若薇卡[Reveka, Wizard Savant]、盘根蜘蛛[Root Spider]、缠根、螺旋振翼机[Roterothopter]、莱索利獾[Rysorian Badger]、撒姆尼炼金术士[Samite Alchemist]、海之仙子、海巨魔[Sea Troll]、辛格氏独裁者、辛格氏蝙蝠[Sengir Bats]、撒拉鸟舍[Serra Aviary]、撒拉的兽栏、撒拉审判官[Serra Inquisitors]、撒拉的神圣武士、锯刺箭、萎缩术、训隼人索菈雅[Soraya the Falconer]、魂魅熊[Spectral Bears]、提默里安邪鬼[Timmerian Fiends]、折磨、贸易商队[Trade Caravan]、停战、辛格氏的威德朗[Veldrane of Sengir]、海草墙[Wall of Kelp]、柳树仙灵[Willow Faerie]、柳树女祭司[Willow Priestess]、寒冬长空[Winter Sky]、法术师学院[Wizards' School]。 + +206.4. 牌手可以在其构组套牌中使用任何版本中印的牌,只要这些牌在符合比赛要求的版本中出现(或万智牌比赛规则中特别允许的牌)。当前构组赛制的比赛要求参见万智牌比赛规则(WPN.Wizards.com/en/rules-documents)。 + +206.5. 版本与版本符号的完整列表可以在万智牌官网的产品全览部分找到(Magic.Wizards.com/en/products/card-set-archive)。 + +207. 文字栏 + +207.1. 文字栏印在牌的下半部。它通常包括了一些规则叙述,用以定义此牌的异能。 + +207.2. 文字栏也可能包含与游戏运作无关的斜体字。 + +207.2a 提示文字以斜体字方式印在括号里,用以解释该牌的规则。它通常与相关的异能印在同一行,但也可能与该牌而不是某一个异能有关因为而独自一行。 + +207.2b 背景叙述以斜体字方式印刷,用来发展游戏的意境,功效有如图片。它通常印在规则叙述的下方。 + +207.2c 牌上的一些异能以斜体字方式的异能提示开头。异能提示与关键字相似,它们将一些运作方式类似的牌归为一类,但是它们没有特殊的规则含义,且在完整规则中也没有独自的章节。异能提示包括固色、附案、联手、协战、血激、欢庆、魂力、渲色、齐力、星彩、聚辉、议争、鸠集、躁狂、落坟4、落坟8、消失、领土、异景、威仪、激怒、命悬一刻、落坟无边、威猛、连咒、强横、声威、背水战、勇行、压印、启悟、携手、血族、地落、副官、魔艺、金技、丧心、集群战术、悖论、论争、辉耀、突击、奋扬、复新、反抗、密议、精熟咒语、积力、生还、扫平、诱引、门槛、朽力、英武、异彩、空洞,以及议定。 + +207.2d 与异能提示类似,风味提示以斜体字方式出现在一些异能的开头。风味提示使得异能的叙述更显鲜活,但是它们本身没有特殊的规则含义,且在完整规则中也没有独自的章节。 + +207.3. 一些牌的文字栏背景上有装饰性的标记。例如,公会标记出现在一些与拉尼卡的公会有关的牌的文字栏中;还有阵营标记出现在大多数秘罗地创痕™环境的牌的文字栏中。类似地,一些纪念卡牌上也会有装饰性的标记。这些标记对游戏本身没有任何影响。 + +207.4. 混沌符号{CHAOS}出现在时空牌文字栏中,引发混沌时触发的异能左方。此符号本身并无特别规则含义。参见规则901,“竞逐时空”。 + +207.5. 一张牌(隐密尖峰)的文字栏下方有一组代表每个颜色的符号,以及一个指示牌手于创组套牌时圈选其中两种颜色的异能。要圈选一种颜色,牌手圈出(或以其他方式明确指定)该颜色的符号。每种圈选之颜色的法术力符号都将被认为是该牌印刷之规则文本的一部分(参见规则613.1),并影响该牌的标识色(参见规则903.4)。 + +208. 力量/防御力 + +208.1. 生物牌的右下角印有以斜线分开的两个数字。第一个表示该生物的力量(在战斗中所能造成伤害的数量);第二个表示它的防御力(消灭它所需要伤害的数量)。比如,2/3代表这个生物拥有2点力量及3点防御力。效应可以改变或设定力量与防御力的数值。 + +208.2. 一些生物牌的力量和/或防御力包括星号(*)而不是数字表示。 + +208.2a 一些牌具有特征定义异能,其根据一些状态设定它的力量和/或防御力。(参见规则604.3。)此类异能为“[此生物的][力量或防御力]等同于…”或“[此生物的]力量和防御力各等同于…”。此类异能在所有地方均生效,即使在游戏外。如果该异能需要使用的数字不能确定,则以0来代替。 +例如:杰卡失落骑士团[Lost Order of Jarkeld]的力量和防御力各等于1+*。它的叙述为“于此生物进场时,选择一位对手”和“杰卡失落骑士团的力量和防御力各等同于由该牌手操控的生物数量加1”。当杰卡失落骑士团不在战场时,它将没有选择任何对手。其力量和防御力各等于1加0,所以它是1/1。 + +208.2b 牌可能具有静止式异能,当该生物进入战场或翻回正面时创造替代性效应,将该生物的力量和防御力设定为某个数值。(参见规则614,“替代性效应”。)此类异能为“于[此生物]进场时…”、“于[此生物]翻回正面时”或“[此生物]进场时是…”,然后列出两个或以上特定的力量和防御力数值(且或许有其他特征)。这些效应所选择或确定的特征影响该生物的可复制特征值。(参见规则707.2。)该牌不在战场时的力量和防御力视同0。 + +208.3. 即使牌上印有力量与防御力,非生物永久物不具有力量与防御力(例如载具)。除非其上印有力量与防御力,否则不在战场上的非生物物件不具有力量与防御力。 + +208.3a 如果一个效应将要被创造,且其设定或修改非生物永久物的基础力量和/或防御力,即使该效应在该永久物未成为生物前不会有任何作用,该效应也将会被创造。 +例如:老练车手具有异能“每当此生物搭载载具时,该载具得+1/+1直到回合结束。”,且横置老练车手支付了某载具的搭载费用。此触发式异能在该载具仍不是生物时便会结算,并创造一个持续性效应,一旦该载具成为生物便会生效。 + +208.4. 一些效应提及生物的“基础力量”,“基础防御力”或“基础力量与防御力”。 + +208.4a 将生物的力量和/或防御力设定为特定数值的效应可能会提及基础力量和/或防御力。其他持续性效应可能会进一步更改该生物的力量和防御力。参见规则613,“持续性效应的互动”。 + +208.4b 一些效应检查生物的基础力量和/或防御力。这些效应会在所有特征定义异能、设定力量和/或防御力的异能生效之后,检查该生物的特征,而忽略任何不以设定数值的方式影响该生物力量和/或防御力的效应和指示物。 + +208.5. 如果一个生物因某种原因没有力量值,则其力量为0。防御力的情形亦比照办理。 + +209. 忠诚 + +209.1. 每张鹏洛客牌的右下角都印有一个忠诚值的数字。它表示当该鹏洛客牌不在战场时的忠诚,也表示该鹏洛客进战场所放置的忠诚指示物数量(参见规则306.5b)。 + +209.2. 费用中具有忠诚符号的起动式异能为忠诚异能。忠诚异能遵循特定的规则:牌手可以在其行动阶段,具有优先权且堆叠为空时,起动其操控的永久物的一个忠诚异能,但只有在该永久物的忠诚异能此回合没有被起动过的前提下。参见规则606,“忠诚异能”。 + +210. 布防 + +210.1. 每张战役牌的右下角都印有一个布防值的数字。它表示当该战役牌不在战场时的布防,也表示该战役进战场所放置的布防指示物数量(参见规则310.4b)。 + +211. 手牌修正 + +211.1. 每张先锋牌的左下角都印有手牌修正。手牌修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起手牌数量和手牌上限时,采用此修正值。参见规则103.5。 + +212. 生命修正 + +212.1. 每张先锋牌的右下角都印有生命修正。生命修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起始总生命时,采用此修正值。参见规则103.4。 + +213. 文字栏下方信息 + +213.1. 每张牌的标识文本都印制在文字框下,且与游戏无关。并非所有系列都在每张牌上印有以下列出的所有信息。 + +213.1a 大多数系列印有收集编号。此信息以[牌张编号]/[本系列牌张总数]或是仅以[牌张编号]表示。一些牌,例如鹏洛客套牌®中独有的牌,其牌张编号会大于列出的牌张总数。 + +213.1b 牌的稀有度在收集编号后面以一个字母的形式表示。 + +213.1c 一些推广卡牌包含与该牌相关联的推广活动信息。 + +213.1d 一些具有可互换名称的牌包含一张具有该可互换名称之牌的特定版本的信息。参见规则201.3。 + +213.1e 牌上印有一个由三字符组成的代号表示牌张所印制的系列,和一个由两字符组成的代号表示牌张所印制的语言,这两个代号以一个圆点分隔印制。如果该牌是特卡,则这两个代号以一个星号分隔印制。 + +213.1f 牌所使用图片的画家名字被标注在画笔图标之后,或早先的牌上的缩写“Illus.”之后。 + +213.1g 版权文字(印在牌的底部或右下角的小字)列出商标和版权信息。 + +3. 牌张类别 + +300. 总则 + +300.1. 牌张类别包括神器、战役、诡局、生物、地城、结界、瞬间、亲缘、地、异象、时空、鹏洛客、邪计、法术,以及先锋。 + +300.2. 一些物件拥有多种牌张类别(例如,神器生物)。这些物件兼具其任一牌张类别的特性,并受到对其任一类别生效的咒语或异能影响。 + +300.2a 一个既是地又是另一种牌张类别的物件(比如,神器地)只能作为地被使用。它不能作为一个咒语被施放。 + +300.2b 每张亲缘牌都具有另一种牌张类别。施放和结算一张亲缘牌按照施放和结算另外那种牌张类别的规则处理。 + +301. 神器 + +301.1. 牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放神器牌。作为咒语被施放的神器使用堆叠。(参见规则601,“施放咒语”。) + +301.2. 当神器咒语结算时,它的操控者将它在其操控下放置进战场。 + +301.3. 神器的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“神器~武具”。神器的副类别也称为神器类别。神器可以具有多种副类别。神器类别的完整列表参见规则205.3g。 + +301.4. 神器的牌张类别不具有特定的特征。大多数神器的法术力费用中不包含有色法术力符号,所以它们是无色的。然而,神器和无色之间的关系不是必然的:神器可以具有颜色,而无色的物件也可以是神器以外的牌张类别。 + +301.5. 一些神器具有“武具”副类别。武具可以贴附于生物上。它不能合法的贴附于不是生物的任何东西上。 + +301.5a 佩带武具的生物被称为“佩带此武具的生物”。该武具则是贴附或“佩带”在生物上。 + +301.5b 武具咒语如同其他神器咒语一样被施放。武具如同其他神器一样进战场。它们进战场时并未贴附于生物上。关键字异能佩带可以将武具移到由你操控的生物上(参见规则702.6,“佩带”)。只有在佩带异能起动与结算时关心你是否操控该生物。咒语或其他异能也可能将武具贴附于生物上。如果一个效应要将武具贴附于不能装备该武具的物件上,该武具不会移动。 + +301.5c 同时为生物的武具不能由生物佩带,除非该武具具有重配异能(参见规则702.151,“重配”)。失去“武具”副类别的武具不能由生物佩带。武具不能佩带其本身。如果武具佩带在不合法或不存在的永久物上,则该武具不再贴附于该永久物,但依旧会留在战场上。(此为状态动作。参见规则704。)一个武具不能佩带在多于一个生物上。如果一个咒语或异能令武具佩带在多于一个生物上,该武具的操控者选择哪个生物佩带它。 + +301.5d 武具的操控者与佩带此武具的生物之操控者并不相干;他们并不需要是同一人。改变该生物的操控权并不会改变武具的操控权,反之亦然。只有武具的操控者才能起动它的异能。如果武具赋予佩带此武具的生物任何异能(使用“获得”或“具有”),则此异能只有佩带此武具之生物的操控者才能起动。 + +301.5e 如果某效应试图将一个非灵气的武具(参见规则303.4i)放进战场并贴附在一个不能合法装备或未定义的的物件上,该武具进战场时未贴附。如果该武具为衍生物,则将其派出且进战场时未贴附。 + +301.5f 永久物具有提及“佩带此武具的生物”的异能指该永久物所贴附的生物,即使具有该异能的永久物不是武具。 + +301.6. 一些神器具有“工事”副类别。工事可以贴附于地上。它不能合法贴附于不是地的物件上。工事与地的关系,与301.5a-f中武具与生物的关系相同,除规则301.5c以外:同时为生物(而不是地)的工事不能贴附于地上。工事对应佩带这个关键字异能为构工这个关键字异能。(参见规则702.67,“构工”。) + +301.7. 一些神器具有“载具”副类别。大多数载具都具有搭载异能,让它们能成为神器生物。参见规则702.122,“搭载”。 + +301.7a 每个载具上各印制一组力量和防御力,但只有在其同时也是生物时才具有这些特征。参见规则208.3。 + +301.7b 如果某载具成为生物,它会立即拥有其上所印制的力量和防御力。其他效应,包括使其成为生物的效应,可能会修正这些数值,或是将其设定其他值。 + +302. 生物 + +302.1. 牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放生物牌。作为咒语被施放的生物使用堆叠。(参见规则601,“施放咒语”。) + +302.2. 当生物咒语结算时,它的操控者将它在其操控下放置进战场。 + +302.3. 生物的副类别大都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“生物~人类/士兵”、“神器生物~魔像”等。生物的副类别也称为生物类别。生物可以具有多种副类别。生物类别的完整列表参见规则205.3m。 +例如:“生物~鬼怪/法术师”表示该牌为具有鬼怪和法术师副类别的生物。 + +302.4. 只有生物才拥有力量和防御力这两个特征。 + +302.4a 生物的力量是指战斗中能造成的伤害数量。 + +302.4b 生物的防御力是指消灭它所需要的伤害数量。 + +302.4c 要确认生物的力量和防御力,首先为生物牌右下角所印的数字,然后再计算其他持续性效应。(参见规则613,“持续性效应的互动”。) + +302.5. 生物可以进行攻击和阻挡。(参见规则508,“宣告攻击者步骤”和规则509,“宣告阻挡者步骤”。) + +302.6. 生物的起动式异能之中,如果其起动费用包含了横置符号或重置符号,则除非生物的操控者从其最近的一回合开始时一直操控它,否则便不能起动该异能。除非生物的操控者从其最近的一回合开始时一直操控它,否则该生物不能进行攻击。此规则非正式称呼是“召唤失调”规则。 + +302.7. 一个不具有干枯或侵染的来源对生物造成的伤害会标记在该生物上(参见规则120.3)。如果标记在一个生物上的总伤害等于或大于它的防御力,该生物受到致命伤害,且会因状态动作被消灭(参见规则704)。当生物重生时(参见规则701.19,“重生”)以及在清除步骤中(参见规则514.2),移除该生物上标记的所有伤害。 + +303. 结界 + +303.1. 牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放结界牌。作为咒语被施放的结界使用堆叠。(参见规则601,“施放咒语”。) + +303.2. 当结界咒语结算时,它的操控者将它在其操控下放置进战场。 + +303.3. 结界的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“结界~祭祠”。结界的副类别也称为结界类别。结界可以具有多种副类别。结界类别的完整列表参见规则205.3h。 + +303.4. 一些结界具有“灵气”副类别。灵气进入战场贴附于物件或牌手上。灵气所能贴附的定义由其结附关键字异能决定(参见规则702.5,“结附”)。其他效应也可以限制一个永久物被结附。 + +303.4a 灵气咒语需要指定目标,且其目标会受到其结附异能的定义。 + +303.4b 被灵气所贴附的永久物或牌手称为被结附。(译注:一些较旧版本的简体中文牌译为“受此结界”,现已改译为“所结附”)此灵气贴附于,或“结附于”该物件或牌手。 + +303.4c 如果灵气结附在其结附异能或其他适用异能所定义的非法永久物或牌手上,或是所贴附的永久物不再存在,或所贴附的牌手已经离开游戏,则此灵气置入其拥有者的坟墓场。(此为状态动作。参见规则704。) + +303.4d 灵气不能结附于自己上。如果这种情况发生,则此灵气置入其拥有者的坟墓场。如果灵气同时是生物,便不能结附于任何东西上。如果这种情况发生,则此灵气不再贴附,然后置入其拥有者的坟墓场。(此为状态动作,参见规则704。)一个灵气不能结附在多于一个物件或牌手上。如果一个咒语或异能令灵气贴附于多于一个物件或牌手上,该灵气的操控者选择它将贴附于哪个物件或牌手上。 + +303.4e 灵气的操控者与受此结界的生物之操控者并不相干;他们并不需要是同一人。如果灵气结附于永久物上,改变该生物的操控权并不会改变灵气的操控权,反之亦然。只有灵气的操控者才能起动它的异能。如果灵气赋予受此结界的生物任何异能(使用“获得”或“具有”),则此异能只有受此结界之生物的操控者才能起动。 + +303.4f 如果灵气并非以结算灵气咒语的方式,而是以其他方式在一位牌手的操控下进战场,并且将它放置进战场的效应并未指定它将结附在哪里,则于此灵气进战场时,将它放置进战场的牌手指定将它结附在哪个物件或牌手上。该牌手必须依据该灵气的结附异能和其他效应,来选择可合法结附的物件或牌手。 + +303.4g 如果灵气进战场时,没有合法的物件或牌手可以结附,则该灵气改为留在它原来的区域,除非该区域为堆叠。在这种情况下,该灵气置入其拥有者的坟墓场而不是战场。如果该灵气是衍生物,则它未被派出。 + +303.4h 如果一个效应尝试将一个不是灵气、武具或工事的永久物放进战场并贴附于一个物件或牌手,它进入战场且不贴附。 + +303.4i 如果一个效应尝试将一个灵气放进战场并贴附于一个它不能合法结附或未定义的物件或牌手,该灵气留在当前的区域,除非该区域是堆叠。如果该区域是堆叠,该灵气改为被置于其拥有者的坟墓场,而非进入战场。如果该灵气是衍生物,它不会被派出。 + +303.4j 如果一个效应尝试将战场上的灵气贴附于一个它不能合法结附的物件或牌手,该灵气不会移动。 + +303.4k 如果一个效应允许一个正在翻回正面的灵气贴附于一个物件或牌手,则该灵气的操控者须根据该灵气将以牌面朝上的状态存在于战场上时的特征考虑其能够贴附于哪些物件或牌手,且他必须遵循该灵气的结附异能以及任何适用的效应来选择一个合法的物件或牌手。 + +303.4m 永久物具有提及“所结附的[物件或牌手]”的异能指该永久物所贴附的物件或牌手,即使具有该异能的永久物不是灵气。(译注:一些较旧版本的简体中文牌译为“受此结界”,现已改译为“所结附”) + +303.5. 一些结界具有“传纪”副类别。关于传纪牌的详细信息,参见规则714。 + +303.6. 一些结界具有“职业”副类别。关于职业牌的详细信息,参见规则716。 + +303.7. 一些灵气具有“角色”副类别。 + +303.7a 如果某个永久物其上贴附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。此为状态动作。参见规则704。 + +304. 瞬间 + +304.1. 牌手可以在拥有优先权时,从手上施放瞬间牌。作为咒语被施放的瞬间使用堆叠。(参见规则601,“施放咒语”。) + +304.2. 当一个瞬间咒语结算时,遵循其规则叙述中要求的动作。它将被置入其拥有者的坟墓场。 + +304.3. 瞬间的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“瞬间~古咒”。瞬间与法术共享相同的副类别也称为咒语类别。瞬间可以具有多种副类别。咒语类别的完整列表参见规则205.3k。 + +304.4. 瞬间不能进入战场。如果一个瞬间将进入战场,它改为留在之前的区域。 + +304.5. 如果叙述为牌手可以在“于其能施放瞬间的时机下”或“只能于瞬间时机”作某事,则仅意味着该牌手必须要有优先权。该牌手手上不需要有瞬间牌可施放。阻止牌手施放瞬间咒语的效应不会影响该牌手进行动作(除非该动作是实际施放瞬间咒语)。 + +305. 地 + +305.1. 牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上使用地牌。使用地为特殊动作;它不使用堆叠(参见规则116)。牌手只是简单的将地从手上放置进战场。由于地不进入堆叠,它将不会是咒语,且牌手不能用瞬间或起动式异能响应它。 + +305.2. 牌手一般情况下只能在自己的回合中使用一个地;但是持续性效应可能会增加该数字。 + +305.2a 确定牌手是否能使用一个地的方法是,对比该牌手本回合可以使用地的数量和其本回合已经使用过地的数量(包括作为特殊动作使用的地和咒语和异能结算过程中使用的地)。如果牌手可以使用地的数字更大,则该使用合法。 + +305.2b 如果牌手本回合可以使用地的数量因为任何原因等于或小于该牌手本回合已经使用过地的数量,则其不能使用地。忽略任何效应中让牌手如此作的部分。 + +305.3. 牌手不能因为任何原因在不是自己的回合中使用地。忽略所有指示牌手如此作的效应。 + +305.4. 效应可能允许牌手将地牌直接放置进战场。这与“使用地”不同,而且不算作牌手该回合使用的地。 + +305.5. 地的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面)。地的副类别也称为地类别。地可以具有多种副类别。地类别的完整列表参见规则205.3i。 +例如:“基本地~山脉”表示该牌为具有山脉副类别的地。 + +305.6. 基本地类别包括平原、海岛、沼泽、山脉、树林。如果一个物件使用了“基本地类别”这个词,它意指这几种副类别之一。一个具有地类别、且具有基本地类别的物件具有“{T}:加[法术力符号]”此固有异能,即使其文字栏并不包含任何叙述或没有文字栏。平原的该[法术力符号]是{W};海岛是{U};沼泽是{B};山脉是{R};树林是{G}。参见规则107.4a。另参见规则605,“法术力异能”。 + +305.7. 如果一个效应将地的类别改为一种或数种基本地类别,该地便不再拥有原本之地类别。它失去所有原本的规则叙述、地类别以及任何影响该地的可复制效应所带来的异能,且获得新的基本地类所对应的法术力异能。由其他效应赋予此地的异能并不会因此移除。改变地的副类别不会添加或移除该地可能拥有的牌张类别(例如生物)或超类别(例如基本、传奇、雪境)。如果地额外得到原有地类别以外的其他地类别,则它会保留原本的地类别与规则叙述,且得到新的地类别及法术力异能。 + +305.8. 任何具有超类别“基本”的地都是基本地。任何不具此超类别的地都是非基本地,即使它有基本地的类别。 + +305.9. 如果一个物件的类别同时是地与其他牌张类别,它只能作为地使用。它不能作为咒语被施放。 + +306. 鹏洛客 + +306.1. 牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放鹏洛客牌。作为咒语被施放的鹏洛客使用堆叠。(参见规则601,“施放咒语”。) + +306.2. 当鹏洛客咒语结算时,它的操控者将它在其操控下放置进战场。 + +306.3. 鹏洛客的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“鹏洛客~杰斯”。鹏洛客的副类别也称为鹏洛客类别。鹏洛客可以具有多种副类别。鹏洛客类别的完整列表参见规则205.3j。 + +306.4. 在先前的规则中,鹏洛客遵循“鹏洛客唯一规则”,阻止牌手操控两个具有相同鹏洛客类别的鹏洛客。此规则现已被移除,且所有在此改动之前印制的鹏洛客已在Oracle牌张参考文献中获得勘误,具有传奇超类别。如其他传奇永久物一样,它们现在遵循“传奇规则”(参见规则704.5j)。 + +306.5. 忠诚是鹏洛客独有的特征。 + +306.5a 当鹏洛客牌不在战场上时,其忠诚等同于其右下角所印的数字。 + +306.5b 鹏洛客具有“此永久物进场时,上面有等同于其所印忠诚数量的忠诚指示物”此固有异能。这个异能产生一个替代性效应。(参见规则614.1c。) + +306.5c 当鹏洛客在战场时,其忠诚等同于其上的忠诚指示物的数量。 + +306.5d 每个鹏洛客都有若干忠诚异能,它们为费用中具有忠诚符号的起动式异能。忠诚异能遵从特殊规则:在牌手回合的行动阶段且堆叠为空时,该牌手可以随时在其具有优先权时起动其所操控的某个永久物的一个忠诚异能,但只有在该永久物本回合没有起动过任何忠诚异能的前提下。参见规则606,“忠诚异能”。 + +306.6. 鹏洛客可以被攻击。(参见规则508,“宣告攻击者步骤”。) + +306.7. 先前,鹏洛客受一个转移性效应影响,该效应允许牌手将向对手造成之非战斗伤害改为向该对手操控的鹏洛客之一造成。此规则已被移除,且特定牌张已在Oracle牌张参考文献中获得勘误,使其可以直接对鹏洛客造成伤害。 + +306.8. 对鹏洛客造成的伤害会导致该鹏洛客移去等量的忠诚指示物。 + +306.9. 如果一个鹏洛客的忠诚为0,它将作为状态动作而被置于其拥有者的坟墓场。参见规则704。 + +307. 法术 + +307.1. 牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放法术牌。作为咒语被施放的法术使用堆叠。(参见规则601,“施放咒语”。) + +307.2. 当一个法术咒语结算时,遵循其规则叙述中要求的动作。它将被置入其拥有者的坟墓场。 + +307.3. 法术的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“法术~古咒”。法术与瞬间共享相同的副类别也称为咒语类别。法术可以具有多种副类别。咒语类别的完整列表参见规则205.3k。 + +307.4. 法术不能进入战场。如果一个法术将进入战场,它改为留在之前的区域。 + +307.5. 如果一个咒语、异能或效应的叙述为牌手可以在“于其能施放法术的时机下”或“只能于法术时机”作某些事情,则仅意味着该牌手必须要有优先权、必须在该牌手回合的行动阶段、且堆叠必须为空。该牌手手上不需要有法术牌可施放。阻止牌手施放法术咒语的效应不会影响该牌手进行动作(除非该动作是实际施放法术咒语)。 + +307.5a 同样的,如果一个效应检查一个咒语是否“于不能施放法术的时机下”被施放,它仅检查该咒语的操控者是否在具有优先权、是否在自己回合的行动阶段、是否有另一个物件在堆叠中的时机下施放该咒语。 + +308. 亲缘 + +308.1. 每张亲缘牌都有另一种牌张类别。施放与结算亲缘牌遵循施放与结算其另一牌张类别的规则。 + +308.2. 亲缘的副类别大都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“亲缘结界~人鱼”。亲缘所包含的副类别与生物所包含的副类别完全相同;这些副类别也称为生物类别。亲缘可以具有多种副类别。生物类别的完整列表参见规则205.3m。 + +308.3. 一些早先版本的亲缘牌印有“部族”类别。以该类别印刷的卡牌均已经在Oracle牌张参考文献中得到勘误。 + +309. 地城 + +309.1. 地城是仅见于非传统万智牌牌张上的牌张类别。 + +309.2. 地城牌在游戏开始时位于游戏外。地城牌不是牌手牌库或备牌的一部分。它们由深入地城此关键字动作带入游戏中。参见规则701.49,“深入地城”。 + +309.2a 如果牌手未在统帅区拥有一张地城牌时深入地城,该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。 + +309.2b 带入游戏的地城牌被置于统帅区,直到其离开游戏。 + +309.2c 地城牌不是永久物。它们不能被施放。地城牌不能离开统帅区,其离开游戏的情形除外。 + +309.2d 如果一个深入地城关键字动作以外的效应将会把一张地城牌从游戏外带入游戏中,它不能如此作;该牌会留在游戏外。 + +309.3. 每位牌手同时只能在统帅区拥有一张地城牌,且如果某牌手在统帅区中拥有一张地城牌,他不能将一张地城牌带入游戏。 + +309.4. 每张地城牌有一组房间,以箭头相互连结。牌手使用进度标记放在其拥有的地城牌上,来记录其当前所处的房间。 + +309.4a 于牌手将其拥有的地城置入统帅区时,其将进度标记置于最上方的房间上。 + +309.4b 每个房间都具有一个名称。这些名称视作背景叙述,对游戏本身没有任何影响。 + +309.4c 每个房间具有一个触发式异能,称为房间异能,其效应印在牌上。这些异能具有相同的、未印刷在牌上的触发条件。每个房间异能的完整叙述为“当你将进度标记移入此房间时,[效应]。”只要地城牌在统帅区中,其异能便可以触发。每个房间异能的操控者是该异能之来源的地城牌的拥有者。 + +309.5. 深入地城关键字动作使牌手可以将进度标记在地城牌上向下面的房间移动。 + +309.5a 如果牌手在统帅区拥有一张地城牌、且其进度标记不在该地城的最底下的房间上时深入地城,该牌手按照某个从进度标记所在的房间出发的箭头指示,将进度标记从当前的房间移动到下一个房间上。如果从该牌手的进度标记所在的房间出发的箭头有多个,该牌手选择其中一个的指示来移动。 + +309.5b 如果牌手在统帅区拥有一张地城牌、且其进度标记在该地城的最底下的房间上时深入地城,该牌手将该地城牌移出游戏。然后该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。该牌手将进度标记置于最上方的房间上。 + +309.6. 如果牌手的进度标记在一张地城牌最底下的房间上,且该地城牌不是已触发且未离开堆叠的某个房间异能之来源,该地城牌的拥有者将其移出游戏。(此为状态动作。参见规则704。) + +309.7. 牌手于一张地城牌被移出游戏时完成该地城。 + +310. 战役 + +310.1. 牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放战役牌。作为咒语被施放的战役使用堆叠。(参见规则601,“施放咒语”。) + +310.2. 当战役咒语结算时,它的操控者将它在其操控下放置进战场。 + +310.3. 战役的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“战役~围攻”。战役的副类别也称为战役类别。战役类别的完整列表参见规则205.3q。 + +310.4. 布防是战役独有的特征。 + +310.4a 当战役牌不在战场上时,其布防等同于其右下角所印的数字。 + +310.4b 战役具有“此永久物进场时,上面有等同于其所印布防数量的布防指示物”此固有异能。这个异能产生一个替代性效应。(参见规则614.1c。) + +310.4c 当战役在战场时,其布防等同于其上的布防指示物的数量。 + +310.5. 战役可以被攻击。(参见规则508,“宣告攻击者步骤”。) + +310.6. 对战役造成的伤害会导致该战役移去等量的布防指示物。 + +310.7. 如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。(此为状态动作。参见规则704。) + +310.8. 每个战役都需要指定一位牌手作为防卫者。 + +310.8a 于战役进战场时,其操控者选择一位牌手来作为其防卫者。哪些牌手能够被选择为防卫者取决于其战役类别(参见规则310.11)。如果它没有战役类别,其操控者成为其防卫者。 + +310.8b 战役的防卫者不能攻击它。若战役的防卫者是防御牌手,则攻击牌手可以攻击该战役。特别一提,围攻战役可以被其操控者攻击。 + +310.8c 战役的防卫者可以用其操控的生物阻挡攻击该战役的生物。其他牌手操控的生物不能阻挡攻击者。 + +310.8d 如果战役的防卫者并非其操控者,则与正在被攻击的战役相关的所有提及“防御牌手”的规则和效应均指该战役的防卫者,而非其操控者。 + +310.8e 如果某咒语或效应提及防卫某战役的牌手,则其所指的是为该战役防卫者的牌手。 + +310.8f 战役只能有一位防卫者。若一位牌手成为一个战役的新防卫者,则原防卫者不再作为其防卫者。 + +310.8g 如果一个战役不再是战役,或其成为另一个战役的复制品,其防卫者不会改变。 + +310.9. 战役不能被贴附于牌手或永久物上,即使它同时也是灵气、武具或工事。如果一个战役因故贴附在永久物上,则它不再贴附。此为状态动作(参见规则704)。 + +310.10. 如果一个战役未被攻击且没有牌手被指定为防卫者,或此战役的防卫者根据它的战役类别不能作为其防卫者,则其操控者指定一位适当的牌手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。此为状态动作(参见规则704)。 + +310.11. 所有现存的战役都具有围攻此副类别。围攻遵循特定的规则。 + +310.11a 于围攻进战场时,其操控者选择一位对手来作为其防卫者。只有围攻的操控者之对手可以作为其防卫者。 + +310.11b 围攻具有“当从此永久物上移去最后一个布防指示物时,将它放逐,然后你可以施放已转化的此牌,且不需支付其法术力费用。”此固有异能。 + +311. 时空 + +311.1. 时空此牌张类别只会出现在非传统万智牌卡牌上。只有竞逐时空休闲玩法使用时空牌。参见规则901,“竞逐时空”。 + +311.2. 时空牌在游戏中始终处于统帅区,无论该牌在时空套牌中或是牌面朝上时。时空牌不是永久物。时空牌不能被施放。如果时空牌将要离开统帅区,它留在统帅区。 + +311.3. 时空的副类别接在一条长横线后面,可能包括多个英文单词(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“Plane — New Phyrexia(时空~新非瑞克西亚)”。在长横线后的单词为一个单一的副类别。时空的副类别也称为时空类别。每张时空牌只能拥有一种副类别。时空类别的完整列表参见规则205.3n。 + +311.4. 时空牌可以具有任意数量的静止式、触发式和/或起动式异能。只要时空牌在统帅区中为牌面朝上,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。 + +311.5. 牌面朝上的时空牌之操控者是指定为时空操控者的牌手。通常,时空操控者是主动牌手。如果当前时空操控者将要离开游戏,改为回合顺序中下一位不会离开游戏的牌手成为时空操控者,然后原来的时空操控者离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他牌手成为主动牌手。 + +311.6. 牌面朝上的时空牌翻为牌面朝下之后成为新的物件。 + +311.7. 时空牌具有“每当引发混沌”时触发的触发式异能。这些异能称为“混沌异能”。这些异能的左边有{CHAOS}符号用以指示,即使该符号没有特别规则含义。此异能在以下情况下触发:如果时空骰的掷骰结果为混沌符号;如果一个结算中的咒语或异能叙述引发混沌;或如果一个结算中的咒语或异能叙述一个特定物件引发混沌。在最后一种情况下,即使该时空牌仍在牌库中但被展示,混沌异能也能够触发。混沌异能由当前时空的操控者所操控。 + +312. 异象 + +312.1. 异象此牌张类别只会出现在非传统万智牌卡牌上。只有竞逐时空休闲玩法使用异象牌。参见规则901,“竞逐时空”。 + +312.2. 异象牌在游戏中始终处于统帅区,无论该牌在时空套牌中或是牌面朝上时。异象牌不是永久物。异象牌不能被施放。如果异象牌将要离开统帅区,它留在统帅区。 + +312.3. 异象牌没有副类别。 + +312.4. 牌面朝上的异象牌之操控者是指定为时空操控者的牌手。通常,时空操控者是主动牌手。如果当前时空操控者将要离开游戏,改为回合顺序中下一位不会离开游戏的牌手成为时空操控者,然后原来的时空操控者离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他牌手成为主动牌手。 + +312.5. 异象牌有一个触发式异能,当你遭遇它时触发。“当你遭遇[此异象]时”意指“当你将此牌移离时空套牌并翻回正面时”。 + +312.6. 牌面朝上的异象牌翻为牌面朝下之后成为新的物件。 + +312.7. 如果一张异象牌在统帅区牌面朝上,且它不是已触发、且尚未离开堆叠的触发式异能之来源,时空操控者于下一次牌手将得到优先权时,时空换境。(此为状态动作;参见规则704。亦见规则701.31,“时空换境”。) + +313. 先锋 + +313.1. 先锋此牌张类别只会出现在非传统万智牌卡牌上。只有先锋休闲玩法使用先锋牌。参见规则902,“先锋”。 + +313.2. 先锋牌在游戏中始终处于统帅区。先锋牌不是永久物。先锋牌不能被施放。如果先锋牌将要离开统帅区,它留在统帅区。 + +313.3. 先锋牌没有副类别。 + +313.4. 先锋牌可以具有任意数量的静止式、触发式和/或起动式异能。只要先锋牌在统帅区中,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。 + +313.5. 先锋牌的拥有者是以该牌置于统帅区中开始游戏的牌手。面朝上的先锋牌之操控者是其拥有者。 + +313.6. 每张先锋牌的左下角都印有手牌修正。手牌修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起手牌数量和手牌上限(通常为七张)时,采用此修正值。修正后的数字便是该牌手在游戏开始时所抓牌的数量以及手牌上限。参见规则103.5。 + +313.7. 每张先锋牌的右下角都印有生命修正。生命修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起始总生命(通常为20)时,采用此修正值。参见规则103.4。 + +314. 邪计 + +314.1. 邪计此牌张类别只会出现在非传统万智牌卡牌上。只有魔王休闲玩法使用邪计牌。参见规则904,“魔王”。 + +314.2. 邪计牌在游戏中始终处于统帅区,无论该牌在邪计套牌中或是牌面朝上时。邪计牌不是永久物。邪计牌不能被施放。如果邪计牌将要离开统帅区,它留在统帅区。 + +314.3. 邪计牌没有副类别。 + +314.4. 邪计牌可以具有任意数量的静止式、触发式和/或起动式异能。只要邪计牌在统帅区中,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。 + +314.5. 邪计牌的拥有者是以该牌置于统帅区中开始游戏的牌手。面朝上的邪计牌之操控者是其拥有者。 + +314.6. 如果一张非长效的邪计牌在统帅区牌面朝上,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,于下一次牌手将得到优先权时,将该邪计牌翻为牌面朝下,并置于其拥有者的邪计套牌牌库底。(此为状态动作;参见规则704。) + +314.7. 如果一张邪计牌的异能叙述中包含“此邪计”,它意指统帅区中该异能的来源之邪计牌。这是规则109.2的例外情况。 + +315. 诡局 + +315.1. 诡局牌只在限制赛中使用,特别地,在诡局轮抽玩法中使用(参见规则905)。诡局牌不得在构组赛中使用。 + +315.2. 在游戏开始时,洗套牌之前,每位牌手可以将他备牌中任意数量的诡局牌置于统帅区。具有秘案异能的诡局牌以牌面朝下的方式置于统帅区。(参见规则702.106,“秘案”)。 + +315.3. 诡局牌在整盘游戏中一直留在统帅区中。它们不是永久物。它们无法被施放,也不能包含在套牌中。如果诡局牌将离开统帅区,它留在统帅区。不在游戏内的诡局牌不能被带入游戏。 + +315.4. 诡局牌没有副类别。 + +315.5. 诡局牌可能拥有一些静止式或触发式异能。只要诡局牌以牌面朝上的方式置于统帅区,它的静止式异能便可以影响游戏,它的触发式异能便可以触发。 + +315.5a 诡局牌的异能可能会影响游戏开始的流程。 + +315.5b 牌面朝下的诡局牌没有特征。 + +315.6. 诡局牌的拥有者是在游戏开始时将其置入统帅区的牌手。诡局牌的操控者是其拥有者。 + +315.7. 任何时候你都可以检视由你操控的牌面朝下的诡局牌。你不能检视由其他牌手操控的牌面朝下的诡局牌。 + +4. 区域 + +400. 总则 + +400.1. 区域是指所有物件在游戏中放置的地方。通常来说有七个区域:牌库、手牌、战场、坟墓场、堆叠、放逐,以及统帅区。有些较旧版本的牌会使用赌注。每位牌手都拥有自己的牌库、手牌、以及坟墓场。其他的区域则由所有牌手共享。 + +400.2. 公开区域是指所有牌手均可以看见牌面信息的区域,除非某些规则或效应特定使牌面朝下放置。坟墓场、战场、堆叠、放逐区、赌注,以及统帅区为公开区域。隐藏区域是指不是所有牌手都查看牌面信息的区域。牌库和手牌是隐藏区域,即使该区域所有的牌均被展示。 + +400.3. 如果一个物件将移动到不是其拥有者的牌库、坟墓场,或者手牌中,则改为移到其拥有者的相应区域中。 + +400.4. 具有特定牌张类别的牌不能进入特定的区域。 + +400.4a 如果一张瞬间或法术牌将要进入战场,它将留在其之前的区域。 + +400.4b 如果一张诡局牌、异象牌、时空牌、先锋牌或邪计牌将要离开统帅区,它留在统帅区。 + +400.5. 除非效应或规则允许,否则牌库、坟墓场、堆叠中的物件不能改变顺序。同样,其他区域中一堆牌面朝下的物件不能改变顺序。在其他区域中的其他物件,则可以由其拥有者任意安排顺序,然它们由谁操控、是否横置、是否被倒转、是否被其他物件贴附、是否佩带其他物件,都必须清楚展示给所有牌手。 + +400.6. 如果一个物件将从一个区域转移到另一个区域,首先确定移动此物件的事件。如果物件将移动到公开区域,且其拥有者将会可以在该区域检视之,其拥有者检视之并查看其是否具有影响该移动的异能。如果该物件将移动到战场,每位将会可以在该区域检视之的其他牌手亦如此作。然后相应的替代性效应对该事件生效,无论它来自物件本身或其他地方。如果任何效应或规则试图用数个对立或抵触的方式影响同一个物件,物件的操控者(如果没有操控者则由拥有者)选择哪个效应生效,以及该效应产生什么影响。(注意,对同一物件的多个影响可能相互抵触;例如,两个同时“消灭”的效应。)然后该事件移动物件。 +例如:精雅大天使具有叙述为“如果你将输掉这盘游戏,则改为放逐此生物且你的总生命成为等同于你的起始总生命。”的异能。某咒语对一位具有5点生命的牌手造成5点伤害,并对该牌手操控的精雅大天使造成5点伤害。于状态动作执行时,该牌手的总生命成为等同于其起始总生命,然后该牌手选择将精雅大天使移到其拥有者的坟墓场或移到放逐区。 + +400.7. 一个物件从一个区域转移到另一个区域将被视同一个新的物件,它对原物件没有任何记忆和联系。此规则有以下例外的情况: + +400.7a 咒语、起动式异能以及触发式异能所产生的改变堆叠中永久物咒语特征或操控者的效应,将会继续影响到该咒语所成的永久物。 + +400.7b 如果一个来自静止式异能的效应赋予永久物咒语在战场上生效的异能,则该效应将会继续影响该咒语所成的永久物(参见规则611.3d)。 + +400.7c 防止来自堆叠中永久物咒语将造成伤害的防止性效应,将会继续防止该咒语所成的永久物将造成的伤害。 + +400.7d 永久物上的异能可以得知成为该永久物之咒语结算时的信息,包括施放该咒语时支付了哪些费用、或是支付此费用时使用了何种法术力。 + +400.7e 当一个物件从一个区域转移到另一个区域时,如果移动后的区域是公开区域,所触发的触发式异能(例如,“当此灵气从战场进入坟墓场时”)能够在移动后区域中找到该异能触发时的物件成为的新物件。 + +400.7f 如果灵气与它所结附的永久物离开战场的同时进入坟墓场,或灵气因未贴附永久物而作为状态动作置入其拥有者的坟墓场,这些灵气因受结附的永久物离开战场而触发的触发式异能,可以在其拥有者的坟墓场中找到各结附于该永久物的灵气所成为的新物件。(参见规则704.5m。) + +400.7g 如果一个效应赋予一张非地牌一个允许施放它的异能,该异能将在其因此被施放而被转移到堆叠之后继续影响它所成为的新物件。 + +400.7h 如果一个效应允许一张非地牌被施放,该效应的其他部分可以在该牌因以此法施放而移动到堆叠上成为新物件后找到该物件。 + +400.7i 如果一个效应允许一张地牌被使用,该效应的其他部分可以在该地牌因以此法使用而成为新物件后找到该物件。 + +400.7j 如果一个效应使一个物件移动到一个公开区域,该效应的其他部分可以找到该物件。如果一个咒语或异能的费用使一个物件移动到一个公开区域,该咒语或异能的效应可以找到该物件。 + +400.7k 在结算疯魔触发式异能后(参见规则702.35),如果所放逐之牌未被施放、且被移动到公开区域,提及被弃掉之牌的效应可以找到该物件。 + +400.7m 一个物件移动到一个公开区域时,物件上的贴纸仍然保留(参见规则123.5)。贴纸产生的效应继续影响新区域中的物件。 + +400.8. 如果一个在放逐区的物件被放逐,它不会改变区域,但它视作一个刚刚被放逐的新物件。 + +400.9. 如果统帅区的一个面朝上的物件被翻为面朝下,它成为一个新的物件。 + +400.10. 如果统帅区的一个物件被置入统帅区,它不会改变区域,但它会成为刚刚进入统帅区的一个新的物件。 + +400.11. 如果一个物件不在游戏的任何区域中,它在游戏以外。游戏以外并不是一个区域。 + +400.11a 牌手备牌中的牌在游戏以外。参见规则100.4。 + +400.11b 一些效应将牌从游戏以外带进游戏中。直到游戏结束、或其拥有者离开游戏、或规则或效应将其移出游戏此三者首先发生的事件前,这些牌保持在游戏中。 + +400.11c 游戏以外的牌不受咒语或异能的影响,除了它们所印有的特征定义异能(参见规则604.3)以及可以将这些牌带入游戏中的咒语和异能。 + +400.12. 一些效应指示牌手对一个区域进行操作(例如“将你的手牌洗入你的牌库”)。该动作影响该区域的所有牌。该区域本身不受影响。 + +401. 牌库 + +401.1. 当游戏开始时,每位牌手的套牌各自成为其牌库。 + +401.2. 牌库需单独放成一叠,且须保持牌面朝下的状态。牌手不可查看或改变牌库的顺序。 + +401.3. 任何牌手都随时可以清点任何牌库的牌张数量。 + +401.4. 如果一个效应同时将两张或更多的牌放在一个牌库的特定位置,这些牌的拥有者可将它们依任意顺序排列。该牌库的拥有者不需展示这些牌进入牌库的顺序。 + +401.5. 一些效应要求牌手以展示其牌库顶牌的方式进行游戏,或允许牌手查看其牌库顶牌。如果在施放咒语的过程中该牌手的牌库顶牌改变,则新的牌库顶牌直到该咒语完成施放之前都不被展示且不能被查看(参见规则601.2i)。在起动异能的过程中用同样的方式处理。如果在执行特殊动作的过程中该牌手的牌库顶牌改变(参见规则116,“特殊动作”),则新的牌库顶牌直到该牌手完成执行该特殊动作之前都不被展示且不能被查看。 + +401.6. 如果一个效应令牌手以展示其牌库顶牌的方式进行游戏,而该牌库顶牌不再被展示之后经过任意时间再次被展示,它将成为一个新的物件。 + +401.7. 如果一个效应让牌手把牌放在其牌库“顶第N张”,且该牌库的牌少于N张,则该牌手将该牌放在牌库底。 + +402. 手牌 + +402.1. 手牌指牌手已经抓取的牌。其他效应也可能会将牌置入牌手的手牌。在游戏开始时,每位牌手各抓等同于起手牌数量的牌,一般为七张。(参见规则103,“开始游戏”。) + +402.2. 每位牌手均有手牌上限,通常为七张。牌手可以拥有任意数量的手牌,但在其清除步骤中,该牌手必须将其手牌弃到手牌上限的数量。 + +402.3. 牌手可以用任意方式整理其手牌,且可以随时检视自己的手牌。牌手不可以看其他牌手的手牌,但随时可以清点任何牌手的手牌数量。 + +403. 战场 + +403.1. 牌手之间大部分的空间都代表战场。战场开始时是空的。一般来说由牌手操控的永久物放在其面前的战场上,但有些情况下牌手操控的永久物放在靠近另一位牌手的战场上(例如贴附于其他牌手的永久物上的灵气)。 + +403.2. 除非特别指定牌手或其他区域,否则咒语或异能只会影响和检视战场。 + +403.3. 永久物只存在于战场上。所有在战场上的物件都是永久物。参见规则110,“永久物”。 + +403.4. 每当永久物进入战场时,它成为一个全新的物件,且与同一张牌先前所代表的永久物没有任何联系,除非为规则400.7所列出的情况。(任何物件进入任何区域均适用此规则。) + +403.5. 多年以来,战场被称为“场上区”。牌的文字栏印有“在场”、“从场上”、“进场”或者其他类似的用词,皆指战场。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到勘误。 + +404. 坟墓场 + +404.1. 牌手的坟墓场指其弃牌堆。任何被反击、弃牌、消灭或牺牲的物件皆放在其拥有者的坟墓场顶端,结算完毕的瞬间或法术咒语亦然。每位牌手的坟墓场开始时都是空的。 + +404.2. 每个坟墓场必须以牌面朝上的单独放成一叠。牌手可以随时检视任何坟墓场中的牌,但通常情况下不能改变其顺序。认证比赛附加的规则可能允许牌手改变其坟墓场中牌的顺序。 + +404.3. 如果一个效应或规则同时将两张或更多的牌同时放进同一个坟墓场,这些牌的拥有者可将它们依任意顺序排列。 + +405. 堆叠 + +405.1. 当一个咒语被施放时,这张实体的牌进入堆叠(参见规则601.2a)。当一个异能被起动或触发之后,此异能便进入堆叠的顶端,且没有任何牌用来代表它。(参见规则602.2a和603.3。) + +405.2. 堆叠记录着咒语和/或异能加入的顺序。每次有物件进入堆叠,它将放在所有先前已在堆叠中的物件之上。 + +405.3. 如果一个效应同时将两张或更多的物件放进堆叠,主动牌手操控的物件在最下方,然后为按照“主动牌手先决定”的顺序(参见规则101.4)的其他牌手所操控的物件。如果一位牌手操控其中多个物件,该牌手可以选择它们在堆叠中的顺序。 + +405.4. 每个咒语具有用来代表它的牌之所有特征。堆叠中的起动式或触发式异能具有创造它的异能之内文叙述,它们不具有其他特征。咒语的操控者为施放该咒语的牌手。起动式异能的操控者为起动该起动式异能的牌手。触发式异能的操控者为该异能触发时,该异能来源的操控者,除非它是延迟触发式异能。确定延迟触发式异能的操控者,参见规则603.7d-f。 + +405.5. 当所有牌手连续让过时,堆叠最顶端的(最后进入的)咒语或异能结算。如果所牌手皆让过且堆叠为空,当前阶段或步骤结束且下一个开始。 + +405.6. 在游戏过程发生的一些事情不使用堆叠。 + +405.6a 效应并不进入堆叠;它们是咒语或异能结算时产生的结果。效应可能创造延迟触发式异能,这些异能触发的时候可能会进入堆叠(参见规则603.7)。 + +405.6b 静止式异能持续产生效应而不进入堆叠。(参见规则604,“处理静止式异能”。)这包括特征定义异能,例如“[这个物件]是红色。”(参见规则604.3)。 + +405.6c 法术力异能立刻结算。如果一个法术力异能同时产生法术力和其他效应,法术力和该效应同时立刻发生。如果一位牌手在起动法术力异能前拥有优先权,该牌手在法术力异能结算后得到优先权。(参见规则605,“法术力异能”。) + +405.6d 特殊动作不使用堆叠;它们立刻发生。参见规则116,“特殊动作”。 + +405.6e 回合动作不使用堆叠;相应的阶段或步骤开始时,它们立刻发生。它们在牌手得到优先权之前处理(参见规则117.3a)。回合动作同样在每个阶段和步骤结束时自动发生;没有牌手在此之后会得到优先权。参见规则703。 + +405.6f 状态动作不使用堆叠;它们在特定条件满足时自动发生。参见规则704。它们在牌手得到优先权之前处理(参见规则117.5)。 + +405.6g 牌手可以在任何时候认输。该牌手立刻离开游戏。参见规则104.3a。 + +405.6h 如果一位牌手离开一个多人游戏,物件可能因此离开游戏、不再存在、改变操控权,或者被放逐。这些动作立刻发生。参见规则800.4a。 + +406. 放逐区 + +406.1. 放逐区实质上是存放物件的区域。一些咒语或异能放逐一个物件,而且没有任何方式将该物件移回另一个区域。其他咒语或异能只是暂时的放逐一个物件。 + +406.2. 放逐一个物件指将该物件从当前区域放置进放逐区。一张被放逐的牌是指放置进放逐区的牌。 + +406.3. 默认情况下,被放逐的牌必须牌面朝上,且任何牌手随时都可以检视。除非有指示的许可,任何牌手皆不能检视“牌面朝下被放逐“的牌。但是,如果牌手被指示检视一张牌然后将其牌面朝下放逐,或者牌手一旦被许可检视一张牌面朝下放逐的牌,则除非该牌离开放逐区或成为一个已洗牌的牌堆的一部分,否则该牌手可以一直检视该牌,即使许可该牌手检视此牌的效应已经结束。 + +406.3a 牌面朝下放逐的牌没有特征,但放逐该牌的咒语或异能可能会允许该牌从放逐区施放。除非该牌被面朝下地施放(参见规则708.4),在牌手宣告使用该牌之前立即翻回正面。(参见规则601.2) + +406.3b 一些咒语和异能允许牌手从放逐区牌面朝下的牌中施放具某些特性的咒语。仅当牌手被允许检视这些放逐区中牌面朝下的牌、且所成的咒语具有该特性时,该牌手才可以施放该咒语。 + +406.4. 放逐区中牌面朝下的牌应当根据该牌何时以及因何而放逐,分堆放置以进行区分。如果牌手被指示选择一张放逐区的牌,该牌手只有在其被允许查看某张特定的牌面朝下之牌的情形下,才可以选择该牌。否则,该牌手可以选择一堆牌面朝下被放逐的牌,然后从该堆中随机选择一张。如果选择该牌是施放咒语或起动异能流程的一部分(参见规则601.2i),直到咒语或异能的费用被完整支付之后,所选择的牌才会被展示。 + +406.5. 被放逐但可能回到战场或者其他区域的牌,应该单独放在一堆,以便记录它们移回的方式。被放逐但可能因其异能(例如具有缠身的牌)或将其放逐的牌所具有的异能而影响游戏的牌,应同样单独放在一堆。 + +406.6. 一个物件可能印有能将牌放逐的异能,而另一个异能使用“被放逐的牌”或“被[这个物件]放逐的”牌。这两个异能相关联:第二个仅指第一个所放逐的牌。参见规则607,“关联异能”。 + +406.7. 如果一个在放逐区的物件被放逐,它不会改变区域,但它视作一个刚刚被放逐的新物件。 + +406.8. 多年以来,放逐区被称为“移出对战区”。牌的文字栏印有“将[一个物件]移出对战”放逐该物件。印有“将[一个物件]放在一边”的牌同理。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到勘误。 + +407. 赌注 + +407.1. 在万智牌规则的早期版本中,包含了赌注规则,让牌手“有所输赢”。现在,赌注是万智牌游戏的可选择玩法,且只有在法律或其他规则允许的情况下才能使用。万智牌比赛规则中严厉禁止使用赌注(WPN.Wizards.com/en/rules-documents)。 + +407.2. 当使用赌注时,在决定牌手先后次序之后,但在开始抓任何牌之前,每位牌手从其牌库中随机将一张牌放进赌注。双方可以随时检视赌注的牌。在游戏结束时,胜利者成为赌注所有牌的拥有者。 + +407.3. 一些牌的叙述包括“如果你未启用赌注,则在游戏开始之前将此牌从你的套牌中移出”。只有这些牌才能将牌加入或移出赌注,或改变牌的拥有者。当未使用赌注时,牌手不能将这些牌放进套牌或备牌中,也不能将其从游戏外带进游戏中。 + +407.4. 押注一个物件,指将该物件从当前所在的区域移动到赌注。只有该物件的拥有者才能押注该物件。 + +408. 统帅区 + +408.1. 统帅区是为对游戏有影响但不是永久物也不能被消灭的特殊物件所准备的游戏区域。 + +408.2. 徽记可以在统帅区被创造。参见规则114,“徽记”。 + +408.3. 在竞逐时空、先锋、指挥官、魔王以及诡局轮抽休闲式玩法中,非传统万智牌和/或特定的牌在统帅区中开始游戏。每个玩法针对这些牌拥有自己的规则。参见第9章,“休闲式玩法”。 + + +5. 回合结构 + +500. 总则 + +500.1. 一个回合依照下列顺序包含五个阶段:开始阶段、战斗前行动阶段、战斗阶段、战斗后行动阶段、终结阶段。在每回合都会有这些阶段,即便在这些阶段中无事发生。开始阶段、战斗阶段和终结阶段还会依序细分成各种步骤。 + +500.2. 当堆叠为空且所有牌手依序让过优先权时,一个阶段或步骤结束。仅仅堆叠清空并不会让阶段或步骤结束;所有牌手必须在堆叠为空的情况下依序让过。因此,在阶段或步骤结束前每位牌手均有机会在堆叠中加入新的东西。 + +500.3. 在没有牌手会得到优先权的步骤中,该步骤在其所有指定动作完成时结束。此类步骤只包含重置步骤(参见规则502)和特定的清除步骤(参见规则514)。 + +500.4. 于一个步骤或阶段开始时,如果有效应持续到“直到该步骤或阶段”,则这些效应结束。 + +500.5. 于一个步骤或阶段结束时,如果有效应持续到“直到该步骤或阶段结束”,则这些效应结束。然后牌手法术力池中未用尽的法术力将被清空。该回合动作不使用堆叠(参见规则703.4q)。 + +500.5a 持续到“直到战斗结束”的效应在战斗阶段结束时结束,而不是在战斗结束步骤的开始时。 + +500.5b 持续到“直到回合结束”的效应遵循特殊规则;参见规则514.2。 + +500.6. 当一个阶段或步骤开始时,任何“在该阶段或步骤开始时”触发的异能触发。这些异能会在下一次牌手将得到优先权时放进堆叠。(参见规则117,“时机和优先权”。) + +500.7. 一些效应可以赋予牌手额外的回合。它们会在指定的某回合之后直接增加回合。如果一位牌手得到数个额外回合,额外回合单独依次添加。如果多位牌手得到额外回合,额外回合按照“主动牌手先决定”的顺序(参见规则101.4)单独依次添加。最后创造出来的回合将会首先进行。 + +500.8. 一些效应会在回合内增加阶段。它们会在某个阶段之后直接加入新的阶段。如果在同一个阶段后创造有多个额外阶段,最后创造的阶段将首先发生。 + +500.9. 一些效应会在阶段内增加步骤。它们会在某个步骤之前或之后直接加入新的步骤。如果在同一个步骤后创造有多个额外步骤,最后创造的步骤将首先发生。 + +500.10. 一些效应会在一个特定阶段后增加步骤。在这种情况下,该效应首先在此特定阶段后创造一个本应包含此步骤的阶段。该阶段本应包含的其他步骤均被略过(参见规则500.11)。 +例如:裂时术师欧蓓卡的部分叙述为“每当欧蓓卡对任一牌手造成战斗伤害时,你在此阶段后额外得到等量的维持步骤。”在该异能结算后,其操控者将等量的开始阶段增加到此阶段后。这些新的开始阶段只包含一个维持步骤,而重置步骤和抓牌步骤均被略过。 + +500.10a 如果一个叙述“你得到”一个额外步骤或阶段的效应将在并非其操控者的回合中增加步骤或阶段,该效应不会增加步骤或阶段。 + +500.11. 一些效应会使一个步骤、阶段或回合被略过。略过一个步骤、阶段或回合视同其并未存在。参见规则614.10。 + +500.12. 在步骤、阶段或回合之间不会发生游戏事件。 + +501. 开始阶段 + +501.1. 开始阶段依下列顺序包含三个步骤:重置、维持和抓牌。 + +502. 重置步骤 + +502.1. 首先,主动牌手操控的所有已跃回且具有时间跳跃异能的永久物跃离,且跃离时由主动牌手操控的所有已跃离永久物跃回。这些均同时发生。此回合动作不使用堆叠。参见规则702.26,“时间跳跃”。 + +502.2. 其次,如果当前是白昼,且上一个回合的主动牌手没有在该回合中施放任何咒语,则成为黑夜。如果当前是黑夜,且上一个回合的主动牌手在该回合中施放了两个或更多咒语,则成为白昼。如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。此回合动作不使用堆叠。参见规则730,“白昼与黑夜”。 + +502.2a 使用队伍共享回合模式的多人游戏使用不同的规则。如果当前是白昼,且上一个回合的主动队伍中没有任何牌手在该回合中施放咒语,则成为黑夜。如果当前是黑夜,且上一个回合的主动队伍中有任一牌手在该回合中施放了两个或更多咒语,则成为白昼。如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。此回合动作不使用堆叠。 + +502.3. 然后,主动牌手确定哪些由其操控的永久物会重置。然后该牌手将它们同时重置。此回合动作不使用堆叠。正常情况下,一位牌手的所有永久物都会重置,但某些效应可以让牌手的某些永久物无法重置。 + +502.4. 没有牌手会在重置步骤中得到优先权,因此没有咒语可以被使用或结算且没有异能可以被起动或结算。所有此步骤中触发的异能均会保留,直到下一次有牌手将得到优先权,这通常是在维持步骤中。(参见规则503,“维持步骤”。) + +503. 维持步骤 + +503.1. 维持步骤没有回合动作。一旦该步骤开始,主动牌手得到优先权。(参见规则117,“时机和优先权”。) + +503.1a 所有在重置步骤中、以及在维持步骤开始时触发的异能在主动牌手得到优先权前放进堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。) + +503.2. 如果一个咒语叙述为只可以“在[牌手的]维持步骤之后”施放,且该回合有多个维持步骤,则该咒语在第一个维持步骤结束之后的任何时机下均可以被施放。 + +504. 抓牌步骤 + +504.1. 首先,主动牌手抓一张牌。此回合动作不使用堆叠。 + +504.2. 然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。) + +505. 行动阶段 + +505.1. 回合有两个行动阶段。在每回合中,第一个行动阶段(也被称为战斗前行动阶段)和第二个行动阶段(也称为战斗后行动阶段)被战斗阶段(参见规则506,“战斗阶段”)隔开。战斗前行动阶段和战斗后行动阶段是独立的并都被称为行动阶段。 + +505.1a 只有每回合的第一个行动阶段是战斗前行动阶段。所有其他行动阶段都是战斗后行动阶段,这包括回合中的战斗阶段因故被略过时的第二个行动阶段。如果一个效应使一个回合有额外的战斗阶段和额外的行动阶段,此额外的行动阶段也是战斗后行动阶段。 + +505.1b 卡牌叙述中所述的“第一个行动阶段”、“第二个行动阶段”等用词只计算当前回合中的行动阶段,除非该文本特别注明。 + +505.2. 行动阶段没有任何步骤,所以当堆叠为空且所有牌手连续让过时,行动阶段结束。(参见规则500.2。) + +505.3. 首先,如果牌手进行的是魔王游戏(参见规则904),魔王是主动牌手,且目前是主动牌手的战斗前行动阶段,主动牌手发动其邪计套牌的牌库顶牌。(参见规则701.32)此回合动作不使用堆叠。 + +505.4. 其次,如果主动牌手操控一个或数个传纪结界,且目前是主动牌手的战斗前行动阶段,主动牌手在每个由其操控且具有章节异能的传纪上放置一个学问指示物。(参见规则714,“传纪牌”)此回合动作不使用堆叠。 + +505.5. 然后,如果主动牌手操控一个或数个景点,且目前是主动牌手的战斗前行动阶段,主动牌手掷骰造访景点。(参见规则701.52,“掷骰造访景点”)此回合动作不使用堆叠。 + +505.6. 最后,主动牌手得到优先权。(参见规则117,“时机和优先权”。) + +505.6a 在一般情况,行动阶段是牌手唯一可以施放神器、生物、结界、鹏洛客和法术咒语的阶段。主动牌手可以施放这些咒语。(译注:遗漏了「战役」。) + +505.6b 在任意行动阶段中,如果主动牌手拥有优先权且在该回合尚未使用过地牌,则主动牌手可以在堆叠为空时从其手上使用一张地牌(除非有效应让该牌手可以使用额外的地)。此动作不使用堆叠。地牌和使用地的动作都不是咒语或异能,所以不能被反击,且牌手不能响应施放瞬间或起动异能。(参见规则305,“地”。) + +506. 战斗阶段 + +506.1. 战斗阶段依照下列顺序包含五个步骤:战斗开始、宣告攻击者、宣告阻挡者、战斗伤害和战斗结束。如果没有生物被宣告为攻击者或放置进战场并正在进行攻击(参见规则508.5),则略过宣告阻挡者和战斗伤害步骤。如果任何攻击或阻挡生物具有先攻(参见规则702.7)或连击(参见规则702.4),则将有两个战斗伤害步骤。 + +506.2. 在战斗阶段中,主动牌手是攻击牌手;主动牌手操控的生物可以攻击。在双人游戏的战斗阶段中,非主动牌手是防御牌手;该牌手、该牌手操控的鹏洛客和该牌手防卫的战役可以被攻击。 + +506.2a 在多人游戏的战斗阶段中,可能会有一位或多位防御牌手,这取决于参与的玩法以及选择的模式。除非攻击牌手的所有对手在战斗阶段自动成为防御牌手,否则攻击牌手在战斗开始步骤中,作为回合动作,选择一位对手作为防御牌手。(注意此选择会基于参与的玩法或者选择的模式的限制。)参见规则802,“攻击复数牌手模式”、规则803,“攻击左边或右边模式”、和规则809,“皇帝玩法”。 + +506.2b 在使用队伍共享回合模式的多人游戏中,主动队伍是攻击队伍,非主动队伍是防御队伍。参见规则805,“队伍共享回合模式”。 + +506.3. 只有生物可以攻击或阻挡。只有牌手、鹏洛客或战役可以被攻击。 + +506.3a 如果一个效应将一个非生物永久物放进战场且进行攻击或阻挡,此永久物会进入战场,但不会成为攻击或阻挡永久物。 + +506.3b 如果一个效应将一个生物在非攻击牌手操控下放进战场且正进行攻击,此生物会进入战场,但不会被视同攻击生物。 + +506.3c 如果一个效应将一个生物放进战场且正攻击一个不在游戏内的牌手、一个不在战场上或不再是鹏洛客或战役的永久物,此生物会进入战场,但不会视为攻击生物。参见规则508.4a。 + +506.3d 如果一个效应在宣告阻挡者步骤、战斗伤害步骤、或战斗结束步骤中将一个生物放进战场且进行攻击,此生物会进入战场且未受阻挡。参见规则508.4d。 + +506.3e 如果一个效应将一个生物放进战场且进行阻挡,但该生物将要阻挡的生物并没有攻击该进战场生物的操控者、该牌手操控的鹏洛客或该牌手防卫的战役,此生物会进入战场,但不会被视同阻挡生物。 + +506.3f 如果一个效应将一个同时为战役的生物放进战场且正进行攻击或阻挡,此永久物会进入战场,但不会被视同攻击或阻挡生物。 + +506.3g 如果一个结算中的咒语或异能将使得一个战役成为生物且正进行攻击或阻挡,该效应的此部分没有任何效果。 + +506.4. 如果一个永久物离开战场、改变操控者、跃离、被特定效应移出战斗、该永久物为被攻击中的鹏洛客但不再是鹏洛客、该永久物为被攻击中的战役但不再是战役、或该永久物是攻击或阻挡生物(参见规则701.19),但其重生、不再是生物或成为战役,则它被移出战斗。被移出战斗的生物不再是攻击、阻挡、被阻挡和/或未受阻挡的生物。被移出战斗的鹏洛客或战役不再被攻击。 + +506.4a 一旦生物被宣布为攻击或阻挡生物,阻止此生物攻击或阻挡的咒语或异能不会将此生物移出战斗。 + +506.4b 横置或重置已经被宣告为攻击或阻挡的生物不会将该生物移出战斗,也不会防止其战斗伤害。 + +506.4c 如果一个生物攻击鹏洛客或战役,将该鹏洛客或战役移出战斗并不会将该生物移出战斗。此生物依然为攻击生物,但它没有攻击牌手、鹏洛客或战役。它可以被阻挡。如果它未受阻挡,也不会造成战斗伤害。 + +506.4d 如果一个永久物同时是阻挡生物和被攻击的鹏洛客,且它不再是生物,也不再是鹏洛客,则它被移出战斗。如果它不再是生物或鹏洛客之一(而非同时不是两者),它会继续是一个阻挡生物或者一个被攻击的鹏洛客,依据它仍然拥有的牌张类别而定。 + +506.4e 如果一个被攻击且同时是鹏洛客和战役的永久物同时不再是鹏洛客和战役,则它被移出战斗。如果它不再是战役但仍然是鹏洛客,则只有它不由其防卫者操控时,它才被移出战斗。如果它不再是鹏洛客但仍然是战役,则它不会被移出战斗。它继续作为战役被攻击。 + +506.5. 如果在宣告攻击者步骤中只有一个生物被宣告为攻击者,该生物单独攻击。如果只有一个生物正在攻击且没有其他生物正在攻击,该生物正在单独攻击。如果在宣布阻挡者步骤中只有一个生物被宣布为阻挡者,该生物单独阻挡。如果只有一个生物正在阻挡且没有其他生物正在阻挡,该生物正在单独阻挡。 + +506.6. 一些异能检查一个生物是否在一个特定战斗阶段中“受限必须攻击”。如果于该战斗阶段中宣告攻击者时,一个或数个效应要求一个生物攻击,则该生物“受限必须攻击”。如果没有此类要求该生物攻击的效应,该生物便不是“受限必须攻击”,即使已没有任何可以合法地宣告攻击者的其他方式。(参见规则508)。 + +506.7. 一些咒语叙述其“只能[在战斗阶段的某一时间点][之前/之后]”施放。这些时间点可能是“宣告攻击者之后”、“宣告阻挡者之后”、“战斗伤害步骤”、“战斗结束步骤”、“战斗阶段”或“战斗”。 + +506.7a 叙述其“只能在宣告攻击者之前(或之后)”施放的咒语指的是宣告攻击者这个回合动作。只能在宣告攻击者步骤开始之前(或之后)施放此咒语,无论有没有实际宣告攻击者。(参见规则508。) + +506.7b 叙述其“只能在宣告阻挡者之前(或之后)”施放的咒语指的是宣告阻挡者这个回合动作。只能在宣告阻挡者步骤开始之前(或之后)施放此咒语,无论有没有实际宣告阻挡者。(参见规则509。) + +506.7c 一些咒语叙述其“只能在战斗中”或“只能在某牌手的战斗阶段”施放,以及规则506.7中叙述的其他限制。如果某回合有多个战斗阶段,这些咒语可以在该回合中任意一个战斗阶段中的合适的时间施放。 + +506.7d 一些咒语叙述其“只能在[战斗阶段中的某个时间点]之前(或之后)”施放,但不符合规则506.7c中叙述的额外限制。如果某回合有多个战斗阶段,这些咒语只能在该回合第一个战斗阶段中的所要求的时间点之前(或之后)施放。 + +506.7e 如果一个咒语叙述其“只能在[战斗阶段中的某个时间点]之前”施放,但所叙述的时间点在该战斗阶段中因为宣告阻挡者步骤和战斗伤害步骤被略过而并不存在(参见规则508.8),该咒语只能在宣告攻击者步骤结束之前施放。如果所叙述的时间点因为该战斗阶段被略过而不存在,该咒语只能在战斗前行动阶段结束前施放。 + +506.7f 如果一个咒语叙述其“只能在战斗中,宣告阻挡者之后”施放,但该战斗阶段的宣告阻挡者被略过(参见规则508.8),则该咒语在此战斗阶段中不能施放。 + +506.7g 与咒语一样,规则506.7和506.7a-f同样适用于叙述其只能在战斗阶段中的某个时间点起动的异能。 + +507. 战斗开始步骤 + +507.1. 首先,如果是主动牌手的对手不会全部自动成为防御牌手的多人游戏,主动牌手选择一位对手。该牌手成为防御牌手。此回合动作不使用堆叠。(参见规则506.2。) + +507.2. 然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。) + +508. 宣告攻击者步骤 + +508.1. 首先,主动牌手宣告攻击者。此回合动作不使用堆叠。宣告攻击者时,主动牌手依序进行下列步骤。如果在宣告攻击者的任何时段,主动牌手不能完成下列步骤,则宣告非法;游戏倒回至宣告之前的时间点(参见规则732,“处理非法动作”)。 + +508.1a 如果主动牌手攻击的话,其选择哪些由其操控的生物攻击。被选择的生物必须未横置,不能是战役,且每个生物必须具有敏捷或者在回合开始时便由主动牌手持续操控。 + +508.1b 如果防御牌手操控任何鹏洛客,为任一战役的防卫者,或游戏允许主动牌手攻击多个其他牌手,主动牌手为每个被选择的攻击生物宣告它所攻击的牌手、鹏洛客或战役。 + +508.1c 主动牌手检查其操控的每个生物是否被任何限制(注明生物不能攻击,或符合某些条件才能攻击的效应)所影响。如果违反了任何限制,该宣告攻击者非法。 +例如:某牌手操控两个生物,每个都具有限制为“此生物不能单独攻击”。宣告两者均为攻击者是合法的。 + +508.1d 主动牌手检查其操控的每个生物是否被任何要求(注明生物若能攻击则必须攻击,或符合某些条件便攻击的效应)所影响。如果被遵循的要求数量在不违反任何限制的情况下小于可以遵循的最大要求数量,该宣告攻击者为非法。如果除非牌手支付某费用否则一个生物不能攻击,此费用并不会使该牌手强制支付,即使若以该生物进行攻击将会增加所遵循的要求之数量。如果一个要求叙述为使某生物在一个特定回合若能攻击则必须攻击,而该回合具有多个战斗阶段,则该生物在该回合的每个宣告攻击者步骤若能攻击则必须攻击。 +例如:某牌手操控两个生物:一个具有“若能攻击则必须攻击”,另一个没有异能。某效应为“每回合不可以有多于一个生物进行攻击”。唯一的合法攻击是有着“若能攻击则必须攻击”的生物攻击。用另一个生物攻击、全部攻击或不攻击均是不合法的。 + +508.1e 如果任何被选择的生物具有结合或“与…结合”异能,如果主动牌手选择结合,其宣告哪个生物与哪个生物结合。(参见规则702.22,“结合”。) + +508.1f 主动牌手横置被选择的生物。横置生物并不是宣告为攻击者的费用;攻击使得生物成为横置。 + +508.1g 如果被选择的生物具有任何可选费用来攻击(表述为一个“于”生物攻击时牌手可以支付的费用),如果主动牌手选择要支付,其选择要支付哪些费用。 + +508.1h 如果任何被选择的生物需要支付费用才能攻击,或选择了攻击的可选费用,则主动牌手确定攻击需要的总费用。费用可能包括支付法术力、横置永久物、牺牲永久物、弃牌等。总费用一旦被确定后,便会“锁定”。如果之后有效应改变总费用,忽略该修改。 + +508.1i 如果此费用需要支付任何法术力,则主动牌手得到机会起动法术力异能。(参见规则605,“法术力异能”。) + +508.1j 一旦牌手法术力池中有足够的法术力,其以任意顺序支付全部费用。不允许只支付其中一部分费用。 + +508.1k 被选择的生物中,每个仍然由主动牌手操控的生物成为攻击生物。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是攻击生物。参见规则506.4。 + +508.1m 所有因宣告攻击者而触发的异能触发。 + +508.2. 然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。) + +508.2a 因生物攻击而触发的异能,只在生物被宣告为攻击者的时间点触发。如果生物成为攻击者之后才改变其特征从而符合触发条件,该异能不会触发。 +例如:某永久物的异能为“每当绿色生物进行攻击时,在战斗结束时消灭该生物。”如果一个蓝色生物进行攻击,且稍后成为绿色,该异能并不会触发。 + +508.2b 任何因宣告攻击者、或在规则508.1所述之流程中触发的异能在主动牌手得到优先权之前进入堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。) + +508.3. 于宣告攻击者时触发的异能可能具有不同的触发条件。 + +508.3a 叙述为“每当[某生物]攻击时,…”的异能,在该生物被宣告为攻击者时触发。类似地,“每当[某生物]攻击[某牌手、鹏洛客或战役]时,…”的异能,在该生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在该生物被放进战场且正进行攻击时触发。 + +508.3b 叙述为“每当[某牌手、鹏洛客或战役]被攻击时,…”的异能,在一个或数个生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在某生物被放进战场且正向该牌手或永久物进行攻击时触发。 + +508.3c 叙述为“每当[某牌手]以[某生物]攻击时,…”的异能,每当该生物在该牌手的操控下被宣告为攻击者时触发。 + +508.3d 叙述为“每当[某牌手]攻击时,…”的异能,在由该牌手操控的一个或数个生物被宣告为攻击者时触发。 + +508.3e 叙述为“每当[某牌手]攻击[另一牌手]时,…”的异能,在由前者牌手操控的一个或数个生物被宣告为攻击后者牌手的攻击者时触发。此类异能不会在某生物被放进战场且正进行攻击时、或者在攻击鹏洛客或战役时触发。 + +508.3f 叙述为“每当[某生物]攻击且未受阻挡时,…”的异能,在宣告阻挡者步骤中触发,而非宣告攻击者步骤。参见规则509.3g。 + +508.4. 如果一个生物放置进战场且正进行攻击,其操控者于该生物进入战场时选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役(除非将其放置进战场的效应指定其攻击的对象)。相似地,如果一个效应叙述一个生物正进行攻击,除非该效应已有指明,否则其操控者选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役。此类生物在“进行攻击”,但对于触发事件和效应来说,它们从未“攻击”过。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是攻击生物。 + +508.4a 如果该效应将一个生物放置进战场且正进行攻击,并指定其攻击特定牌手,且当效应结算时该牌手已经不在游戏内,该生物被放置进战场但不会视为攻击生物。对将生物放置进战场并指定其攻击特定鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。 + +508.4b 如果一个效应叙述一个生物正进行攻击且指定其攻击一个特定牌手,而该牌手在该效应结算时已不在游戏中,该生物不会成为攻击生物。对指定一个生物攻击一个鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。 + +508.4c 放进战场正进行攻击、或被叙述为正进行攻击的生物不会受到对宣告攻击者生效之要求或限制的影响。 + +508.4d 在宣告阻挡者步骤、战斗伤害步骤、或战斗结束步骤中放进战场且正进行攻击的生物会进入战场且未受阻挡。在被移出战斗、效应叙述该生物正进行阻挡、或战斗阶段结束中首先发生的事件之前,它都将一直未受阻挡。 + +508.5. 如果攻击生物上的异能提及防御牌手,或某咒语或异能同时提及某个正在攻击的生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手,其正在攻击的鹏洛客的操控者,或其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手,所攻击的鹏洛客的操控者,或所攻击的战役的防卫者。 + +508.5a 在多人游戏中,任何规则、物件或效应提及“防御牌手”时都是指某个特定的防御牌手,而非所有防御牌手。如果一个咒语或异能可以对多个攻击生物生效,对于每个攻击生物,其防御牌手会分别确定。如果有多个防御牌手可被选择,该咒语或异能的操控者从中选择一个。 + +508.6. 牌手“正在攻击[某牌手]”意指,前者牌手操控某个生物,且其正在攻击后者牌手。牌手“攻击过[某牌手]”意指,前者牌手宣告一个或数个生物成为攻击后者牌手的攻击者。 + +508.7. 一些牌允许牌手重新选择某生物所攻击的牌手、鹏洛客或战役。 + +508.7a 该进行攻击的生物不会被移出战斗,也不会被视为再次攻击。该生物正在攻击重新选择后的牌手或永久物,但仍被视为攻击过其被宣告为攻击者时所攻击的牌手或永久物。 + +508.7b 重新选择某生物所攻击的牌手、鹏洛客或战役时,该生物不受宣告攻击者时生效的要求或限制所影响。 + +508.7c 被重新选择的牌手、鹏洛客或战役必须是该正在攻击之生物的操控者的对手、其对手操控的鹏洛客,或其对手防卫的战役。 + +508.7d 在不使用攻击复数牌手模式(参见规则802)的多人游戏中,重新选择的牌手、鹏洛客或战役必须是所选择的防御牌手、该牌手操控的鹏洛客,或该牌手防卫的战役。 + +508.7e 在使用限制影响范围模式(参见规则801)的多人游戏中,重新选择的牌手、鹏洛客或战役必须在该正在攻击生物之操控者的影响范围内。对于战役而言,该战役的防卫者也必须在该正在攻击生物之操控者的影响范围内。 + +508.8. 如果没有生物被宣告为攻击者或被放置进战场进行攻击,则略过宣告阻挡者和战斗伤害步骤。 + +509. 宣告阻挡者步骤 + +509.1. 首先,防御牌手宣告阻挡者。此回合动作不使用堆叠。宣告阻挡者时,防御牌手依序进行下列步骤。如果在宣告阻挡者的任何时段,防御牌手不能完成下列步骤,则宣告非法;游戏倒回至宣告之前的时间点(参见规则732,“处理非法动作”)。 + +509.1a 如果防御牌手阻挡的话,其选择哪些由其操控的生物阻挡。被选择的生物必须未横置,且不能是战役。防御牌手为每个被选择的生物选择一个正在攻击该牌手、该牌手所操控的鹏洛客或该牌手防卫的战役的生物进行阻挡。 + +509.1b 防御牌手检查其操控的每个生物是否被任何限制(注明生物不能阻挡,或除非符合某些条件才能阻挡的效应)所影响。如果违反了任何一项限制,该宣告阻挡者非法。 + 限制可能因躲避式异能(攻击生物具有的静止式异能,限制了哪些生物可以阻挡该攻击生物)而创造。如果在宣告合法的阻挡之后该攻击生物获得或者失去了一项躲避式异能,它将不会影响该阻挡。不同的躲避式异能会累积计算。 +例如:同时具有飞行和次元幽影的攻击生物不能被只具有飞行而不具有次元幽影的生物阻挡。 + +509.1c 防御牌手检查其操控的每个生物是否被任何要求(注明生物必须阻挡,或符合某些条件便必须阻挡的效应)所影响。如果所遵循的要求数量在不违反任何限制的情况下小于可以遵循的最大要求数量,该宣告阻挡者为非法。如果除非牌手支付某费用否则一个生物不能阻挡,此费用并不会使该牌手强制支付,即使若以该生物进行阻挡将会增加所遵循的要求之数量。如果一个要求叙述为使某生物在一个特定回合若能阻挡则必须阻挡,而该回合具有多个战斗阶段,则该生物在该回合的每个宣告阻挡者步骤若能阻挡则必须阻挡。 +例如:某牌手操控一个具有“若能阻挡必须阻挡”的生物和一个没有异能的生物。如果一个具有威慑异能的生物攻击该牌手,该牌手必须使用这两个生物进行阻挡。只用第一个生物阻挡不遵循威慑异能创造的限制。只用第二个生物阻挡既不遵循威慑异能创造的限制,也没有满足第一个生物的阻挡要求。两个生物都不阻挡遵循限制但没有满足要求。 + +509.1d 如果任何被选择的生物需要支付费用才能阻挡,则防御牌手确定阻挡需要的总费用。费用可能包括支付法术力、横置永久物、牺牲永久物、弃牌等。总费用一旦被确定后,便会“锁定”。如果之后有效应改变总费用,忽略该修改。 + +509.1e 如果此费用需要支付任何法术力,则防御牌手得到机会起动法术力异能。(参见规则605,“法术力异能”。) + +509.1f 一旦牌手法术力池中有足够的法术力,其以任意顺序支付全部费用。不允许只支付其中一部分费用。 + +509.1g 被选择的生物中,每个仍然由防御牌手操控的生物成为阻挡生物。它们各自阻挡所选择的攻击生物。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是阻挡生物。参见规则506.4。 + +509.1h 被一个或数个生物宣告阻挡的攻击生物成为被阻挡生物;未被任何生物宣告阻挡的攻击生物成为未受阻挡的生物。在被移出战斗、一个效应令其成为被阻挡或未受阻挡或战斗阶段结束中首先发生的事件之前,这将不会改变。即使对其进行阻挡的所有生物均被移出战斗,该生物依然被阻挡。 + +509.1i 所有因宣告阻挡者而触发的异能触发。详细信息参见509.2a。 + +509.2. 其次,主动牌手得到优先权。(参见规则117,“时机和优先权”。) + +509.2a 任何因宣告阻挡者、或在规则509.1-3所述之流程中触发的异能在主动牌手得到优先权之前进入堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。) + +509.3. 于宣告阻挡者时触发的异能可能具有不同的触发条件。 + +509.3a 叙述为“每当[某生物]阻挡时,…”的异能,通常在该生物的每个战斗中只触发一次,即使它阻挡了多个生物。如果该生物被宣告为阻挡者,该异能触发。如果该生物因为某个效应而成为了阻挡者,它也会触发,但只有在该生物在那之前不是阻挡生物的情况下。(参见规则509.1g。)它将不会因为该生物放进战场正在阻挡而触发。 + +509.3b 具有叙述为“每当[某生物]阻挡一个生物时,…”异能的生物阻挡的每个生物均触发一次其异能。在该生物被宣告为阻挡者时,该异能触发。如果该生物因为某个效应而成为了阻挡者,它也会触发,但只有在该生物在那之前未阻挡该生物的情况下。如果该生物是被放置进战场并进行阻挡,则此异能不会触发。 + +509.3c 叙述为“每当[某生物]被阻挡时,…”的异能,通常在该生物的每个战斗中只触发一次,即使它被多个生物阻挡。如果该生物被至少一个生物宣告阻挡,该异能触发。如果该生物因为某个效应,或某个生物放进战场正在阻挡而成为了被阻挡,它也会触发,但只有在该生物在那之前未受阻挡的情况下。(参见规则509.1h。) + +509.3d 具有叙述为“每当[某生物]被一个生物阻挡时,…”异能的生物,对于每个阻挡该生物的生物,均触发一次其异能。如果该攻击生物被一个生物宣告阻挡,该异能触发。该异能也会在某效应令一个生物阻挡该攻击生物时触发,但只有在该生物在那之前未阻挡该攻击生物的情况下。若某个生物被放置进战场并阻挡该攻击生物,该异能也会触发。该异能不会在该生物被效应阻挡(而不是被生物阻挡)时触发。 + +509.3e 如果某异能在一个生物阻挡特定数量的生物或被特定数量的生物阻挡时触发,则如果在宣告阻挡者时,该生物阻挡该数量的生物或被该数量的生物阻挡,该异能触发。添加或减少阻挡者的效应也可以使此类异能触发。此规则也适用于阻挡至少特定数量的生物,或被至少特定数量的生物阻挡时触发的异能。 + +509.3f 如果某异能在一个具有特定特征的生物阻挡时触发,它只有在该生物被宣告为阻挡者的时间点上具有这些特性的情况下,才会触发。如果某异能在一个具有特定特征的生物被阻挡时触发,它只有在该生物成为被阻挡生物的时间点上具有这些特性的情况下,才会触发。如果某异能在一个生物被具有特定特征的生物阻挡时触发,它只有在该生物成为阻挡生物的时间点上具有这些特性的情况下,才会触发。如果相应生物之后改变特征来符合这些异能的触发条件,并不会触发这些异能。 +例如:某生物具有“每当此生物被一个白色生物阻挡时,在战斗结束时消灭该生物。”的异能。如果此生物被一个黑色生物阻挡,且该黑色生物之后成为白色,此异能不会触发。 + +509.3g 叙述为“每当[某生物]攻击且未受阻挡时,…”的异能,只有在没有任何生物被宣告为该生物的阻挡者的情况下触发。即使该生物从未被宣告为攻击者,该异能也会触发(例如,如果它被放进战场并进行攻击)。如果该攻击生物被阻挡且之后所有阻挡生物均被移出战斗,该异能不会触发。 + +509.4. 如果一个生物被放置进战场进行阻挡,其操控者于该生物进入战场时选择它阻挡哪个攻击生物(除非将它放置进战场的效应指定它必须阻挡某个生物)。以此法放置进战场的生物在“进行阻挡”,但对于触发事件和效应来说,它从未“阻挡”过。 + +509.4a 如果该效应将一个生物放置进战场进行阻挡并指定其阻挡特定生物,但后者生物已不在攻击,前者生物被放置进战场但不会视为阻挡生物。前者生物被放置进战场进行阻挡,但其操控者已不是后者生物之防御牌手的情形亦是如此。 + +509.4b 放置进战场进行阻挡的生物不会受到对宣告阻挡者生效之要求或限制的影响。 + +510. 战斗伤害步骤 + +510.1. 首先,主动牌手宣告每个攻击生物如何分配其战斗伤害,然后防御牌手宣告每个阻挡生物如何分配战斗伤害。此回合动作不使用堆叠。牌手依照下列规则分配一个生物的战斗伤害: + +510.1a 每个攻击生物和每个阻挡生物分配的战斗伤害等同于其力量。将分配0点或更少伤害的生物不会分配战斗伤害。 + +510.1b 未受阻挡的生物对其攻击的牌手、鹏洛客或战役分配它的战斗伤害。如果它当前没有攻击任何东西(例如,该生物攻击的鹏洛客已经离开战场),它将不会分配战斗伤害。 + +510.1c 被阻挡生物对阻挡它的生物分配战斗伤害。如果当前没有生物阻挡它(例如,生物被消灭或移出战斗),该生物不会分配战斗伤害。如果只有一个生物对其进行阻挡,则它将分配所有战斗伤害给该生物。如果两个或更多的生物对其进行阻挡,则它的操控者将其战斗伤害任意分配给这些生物。 +例如:正在进行攻击的妖精护生师[Elvish Regrower](4/3生物)被吸血衍体(2/3生物)和有用捕手[Helpful Hunter](1/1生物)阻挡。妖精护生师的操控者可以选择将全部4点伤害分配给有用捕手;将1点伤害分配给吸血衍体,3点伤害分配给有用捕手;将2点伤害各分配给吸血衍体和有用捕手;将3点伤害分配给吸血衍体,1点伤害分配给有用捕手;或将全部4点伤害分配给吸血衍体。 + +510.1d 阻挡生物对它阻挡的生物分配战斗伤害。如果当前它没有阻挡任何生物(例如,生物被消灭或移出战斗),该生物不会分配战斗伤害。如果它只阻挡一个生物,则它将分配所有战斗伤害给该生物。如果它阻挡两个或更多的生物,则它的操控者将其战斗伤害任意分配给这些生物。 + +510.1e 一旦牌手为每个其操控的攻击或阻挡生物分配完毕伤害,总伤害分配(而非任何单独的攻击或阻挡生物的伤害分配)检查其是否符合以上所有规定。如果不符合,则战斗伤害分配非法;游戏倒回至该牌手开始伤害分配之前的时间点(参见规则732,“处理非法动作”。) + +510.2. 其次,所有被分配的战斗伤害同时造成。此回合动作不使用堆叠。没有牌手有机会在分配战斗伤害和造成战斗伤害之间施放咒语或起动异能。 + +510.3. 然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。) + +510.3a 任何因造成伤害、或在此后执行状态动作时触发的异能在主动牌手得到优先权之前进入堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。) + +510.4. 如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻(参见规则702.7)或连击(参见规则702.4),则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。 + +511. 战斗结束步骤 + +511.1. 战斗结束步骤没有回合动作。一旦该步骤开始,主动牌手得到优先权。(参见规则117,“时机和优先权”。) + +511.2. “在战斗结束时”触发的异能在战斗结束步骤开始时触发。持续“直到战斗结束”的效应在战斗阶段结束后结束。 + +511.3. 一旦战斗结束步骤结束,所有生物、战役和鹏洛客被移出战斗。在战斗结束步骤之后,战斗阶段结束且战斗后行动阶段开始(参见规则505)。 + +512. 终结阶段 + +512.1. 终结阶段包括两个步骤:结束步骤和清除步骤。 + +513. 结束步骤 + +513.1. 结束步骤没有回合动作。一旦该步骤开始,主动牌手得到优先权。(参见规则117,“时机和优先权”。) + +513.1a 多年以来,在结束步骤开始时触发的异能被印为触发条件是“在回合结束时”。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“在结束步骤开始时”或“在下一个结束步骤开始时”。 + +513.2. 如果一个永久物具有“在结束步骤开始时”触发的异能,且该永久物在此步骤进入战场,则此异能在下一个回合的结束步骤之前不会触发。同理,如果一个延迟触发式异能“在下一个结束步骤开始时”触发,且该异能在此步骤中被创造,则此异能下一个回合的结束步骤之前不会触发。换句话说,步骤不会“倒回”从而让这些异能进入堆叠。此规则只适用于触发式异能;它并不适用于叙述为“直到回合结束”或“此回合”的具有时限的持续性效应。(参见规则514,“清除步骤”。) + +514. 清除步骤 + +514.1. 首先,如果主动牌手的手牌数高于其手牌上限(通常情况下是七张),其必须弃掉足够的牌来让手牌数等同于手牌上限。此回合动作不使用堆叠。 + +514.2. 其次,以下动作同时发生:永久物(包括跃离的永久物)上标记的所有伤害被移除,且所有“直至回合结束”和“此回合”的效应结束。此回合动作不使用堆叠。 + +514.3. 一般情况下,没有牌手在清除步骤中会得到优先权,所以不能施放咒语或起动异能。但是此规则有以下特例: + +514.3a 在此刻,游戏检查是否有任何状态动作需要执行,和/或任何触发式异能等待进入堆叠(包括“在下一个清除步骤开始时”触发的异能)。如果有,则执行这些状态动作,然后将这些触发式异能放进堆叠,然后主动牌手得到优先权。牌手可以施放咒语和起动异能。一旦堆叠为空且所有牌手连续让过,另一个清除步骤开始。 + + +6. 咒语、异能和效应 + +600. 总则 + +601. 施放咒语 + +601.1. 多年以来,施放咒语或作为咒语施放一张牌这个动作,在牌上被称为“使用”该咒语或该牌。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“施放”该咒语或该牌。 + +601.1a 一些效应依然“使用”一张牌。“使用一张牌”表示,在作为地使用该牌或作为咒语施放该牌中适当的一项。 + +601.2. 施放咒语指将其从当前区域(通常是手牌)放进堆叠,且支付其费用,从而令它可以在结算时产生效应。施放咒语分为两部分:咒语的声明(规则601.2a-d)和确定及支付费用(规则601.2f-h)。要施放咒语,牌手需依序进行下列步骤。牌手必须在允许合法施放该咒语的情况下才可以开始此流程(参见规则601.3)。如果牌手在执行下列任一步骤时无法遵循该步骤的要求,则该咒语的施放非法;游戏倒回至声明施放该咒语之前的时间点(参见规则732,“处理非法动作”)。 + +601.2a 要声明施放咒语,该牌手首先将该牌(或该牌的复制品)从其现在的区域移到堆叠上。它成为堆叠最顶端的物件。它具有该牌(或该牌复制品)给予的所有特征,且该牌手成为其操控者。于你开始施放咒语时修改咒语特征的持续性效应在咒语放进堆叠时起生效(参见规则611.2f)。于你施放咒语时令其获得异能的一次性效应在咒语放进堆叠时起生效(参见规则610.5)。该咒语直到结算、被反击,或被一个规则或效应转移到其他区域之前一直保持在堆叠中。 + +601.2b 如果该咒语具有模式,则该牌手宣告其选择的模式(参见规则700.2)。如果该牌手希望将任何牌通联到该咒语上(参见规则702.47),他从其手上展示这些牌。如果该咒语具有替代、额外、或其他于施放时支付的特殊费用,如购回或增幅费用(参见规则118.8和118.9),该牌手宣告其将支付其中任何或全部费用(参见规则601.2f)。牌手不能应用两种替代施放的方式,或对同一个咒语应用两种替代性费用。如果该咒语具有于施放时支付的可变数值费用(比如其法术力费用中包含{X};参见规则107.3),该牌手宣告该可变数值的数值。如果该可变数值的数值在该咒语的叙述中由牌手将在稍后的咒语宣告或结算中作出的选择来定义,该牌手改为在此时作出该选择,而非在该稍后的时间点。如果于该咒语被施放时所支付的一个费用中包含混血法术力符号,该牌手宣告他即将支付的等同于该费用的非混血费用。如果于施放咒语时支付的一个费用中包含非瑞克西亚法术力符号,该牌手宣告他为每个这些符号支付2点生命或支付对应颜色的法术力。在此之前所作出的选择(例如选择从坟墓场中施放具有返照的咒语,或选择用变身面朝下的施放生物)可能会在该牌手作出选择时限制其选项。 + +601.2c 该牌手为咒语要求的每个目标宣告其所选择的相对应的物件或牌手。一个咒语可能只有在一个替代、额外、或特殊费用(例如购回或增幅费用)、或某个模式被选择的情况下才要求一些目标;否则,该咒语被视同不具有这些目标般被施放。类似地,一个咒语可能只有在为其选择了一个替代或额外费用时才要求不同的目标。如果该咒语具有的目标数量为可变数值,该牌手在宣告目标前宣告他将选择多少个目标。在某些情况下,目标的数量会由咒语的叙述定义。一旦该咒语目标的数量被确定,该数量便不会改变,即使用于确定目标数量的信息已经变化。同一个目标不能被咒语上的某一个“目标”一词多次选择。但如果该咒语在多处使用“目标”一词,则同一个物件或牌手可以被每个“目标”一词选择一次(只要它符合目标要求)。如果任何效应要求一个物件或牌手必须被选择为目标,则选择目标的牌手在不违反任何规则或令该物件或牌手不能被选择为目标的效应的前提下,必须尽可能达成最多数量的此类效应。每个被选择的物件和/或牌手成为该咒语的目标。(任何在这些物件和/或牌手成为咒语的目标时触发的异能在此时触发;它们在该咒语完成被施放之前将等待进入堆叠。) +例如:如果一个咒语为“横置两个目标生物”,则同一个目标不能被选择两次;该咒语要求两个不同的合法目标。一个咒语为“消灭目标神器和目标地”,则可以以同一个神器地为目标两次,因为其在多处使用“目标”一词。 + +601.2d 如果该咒语要求牌手在一个或数个目标之间分配一个效应(例如伤害或指示物),该牌手宣告该分配。这些目标中的每个目标必须至少分配到一个。 + +601.2e 游戏检查所声明的咒语是否能够合法施放。如果所声明的咒语不能合法施放,游戏倒回至声明施放该咒语之前的时间点(参见规则732,“处理非法动作”)。 + +601.2f 该牌手确定该咒语的总费用。这通常只是其法术力费用。一些咒语具有额外或替代性费用。一些效应可能增加或减少须支付的费用,或提供其他的替代性费用。费用可能包括法术力、横置永久物、牺牲永久物、弃牌等。总费用为其法术力费用或替代性费用(于规则601.2b中确定),加上所有额外费用和增加的费用,并减去所有减少的费用。如果有多个减少费用的效应将要生效,该牌手可以以任意顺序生效这些效应。如果总费用的法术力部分被减少费用的效应减至没有,它被视同{0}。它不能被减少至小于{0}。一旦总费用被确定,任何直接影响总费用的效应生效。然后总费用的结果被“锁定”。如果有效应将在此之后改变总费用,它将没有任何效果。 + +601.2g 如果总费用包括支付法术力,则该牌手然后将有机会起动法术力异能(参见规则605,“法术力异能”)。法术力异能必须在支付费用之前被起动。 + +601.2h 该牌手支付总费用。首先,牌手以任意顺序支付所有不涉及随机元素或将物件从牌库移动到某个公开区域的费用。然后牌手以任意顺序支付所有剩余的费用。不可以只支付部分费用。不能被支付的费用不可支付。 +例如:你施放祭坛夺命,其费用为{1}{B}并具有额外费用牺牲一个生物。你牺牲雷景院佣兽,其效应令你的黑色咒语少支付{1}来施放。由于咒语的总费用在真正支付费用之前已经被“锁定”,你支付{B}而不是{1}{B},即使你牺牲了佣兽。 + +601.2i 一旦601.2a-h中所叙述的所有步骤均被完成,于咒语施放期间修改其特征的效应生效,然后咒语成为被施放。任何因一个咒语被施放或进入堆叠而触发的异能此时触发。如果咒语的操控者在施放它之前具有优先权,他再次得到优先权。 + +601.3. 牌手只能在某规则或效应允许牌手施放该咒语、且没有规则或效应禁止该牌手施放该咒语时,才能施放咒语。 + +601.3a 如果某效应禁止牌手施放具有指定特性的咒语,该牌手可以在声明该咒语期间考虑任何可能导致这些特性改变的选择。如果有此类选择可以使得该效应不再禁止该牌手施放该咒语,该牌手可以开始施放该咒语并忽略该效应。 +例如:一位牌手操控虚空筛除体,其部分叙述为“所有对手都不能施放法术力值为偶数的咒语。”该牌手的对手可以开始施放旋雷(一张法术力费用为{X}{R}{R}的牌),因为X的选定值可能使得该咒语的法术力值成为奇数。 + +601.3b 如果某效应允许牌手视同具有闪现异能地来施放具有指定特性的咒语,该牌手可以在声明该咒语期间考虑任何可能导致该咒语特性改变的选择。如果有此类选择可以使得该效应生效,该牌手可以视同其具有闪现异能地开始施放该咒语。 +例如:一个效应为“你可以将灵气咒语视同具有闪现异能地来施放。”你手上有一张具有神授异能的生物牌。因为选择支付神授异能的替代性费用使得该咒语成为灵气咒语,你可以合法地开始施放该咒语,如同该咒语具有闪现异能。 + +601.3c 如果一个效应允许牌手仅当一个替代性费用或额外费用被支付时才能视同其具有闪现异能地施放某咒语,该牌手可以视同其具有闪现异能地开始施放该咒语。 + +601.3d 如果一个咒语仅当符合特定条件时才具有闪现,其操控者可以在该条件符合时视同其具有闪现异能地开始施放该咒语。 + +601.3e 一些规则或效应叙述在确定一张牌或一张牌的复制品是否可以合法施放时,会考虑它的一组替代特征或其特征的子集。在此次确定中,这些替代特征替换该物件的原特征。一旦该物件具有这些特征便会生效的持续性效应也会被考虑在内。 +例如:贾路的兽群的部分叙述为“你可以从你的牌库顶施放生物咒语。”如果你操控贾路的兽群,且你的牌库顶牌是一张具有变身异能的非生物牌,你可以使用其变身异能施放之。 +例如:伊捷守护者梅列克的部分叙述为“你可以从你的牌库顶施放瞬间和法术咒语。”如果你操控伊捷守护者梅列克,且你的牌库顶牌是巨人杀手(一张历险名为连根砍倒的瞬间之历险者生物牌),你可以施放连根砍倒,但不能施放巨人杀手。倘若此时你操控的不是梅列克、而是贾路的兽群,则你可以从牌库顶施放巨人杀手,而不能施放连根砍倒。 + +601.3f 一些效应允许牌手从放逐区牌面朝下的牌中施放具某些特性的咒语。仅当牌手被允许检视这些放逐区中牌面朝下的牌时,该牌手才可以开始施放该咒语。 + +601.4. 在依照规则601.2b所述之流程声明其选择的模式、替代性费用和/或额外费用时,一些选项仅当牌手作出了某些其他选择后才可选,且这些选择依照规则通常在稍后才会作出。在此情形下,该咒语的操控者可将其他选择视为在该步骤中可以作出。如果任何此类选择可以允许牌手选择特定的模式、替代性费用或额外费用,则他可以如此作。 +例如:丰足铭文是具有模式的咒语,它具有增幅异能,叙述为“选择一项。如果此咒语已增幅,则改为选择任意数量的选项。”当选择该咒语的模式时,其操控者可以选择任意数量的模式,即使在声明过程中选择支付增幅费用通常在稍后才会作出。 + +601.5. 如果牌手在完成咒语的声明(参见规则601.2a-d)之后不再被允许施放之,则该咒语施放非法,游戏倒回至声明施放该咒语之前的时间点(参见规则732,“处理非法动作”)。如果某规则或效应在确定和支付该咒语的费用时(参见规则601.2f-h)或该咒语的施放完成之后使得该咒语的施放非法,则它没有作用。 + +601.5a 一旦牌手开始施放某个因特定条件被满足而具有闪现异能(或可视同具有闪现异能地来施放)的咒语(参见规则601.3d),即使该条件不再满足,该牌手仍然可以继续施放该咒语。 + +601.6. 一些咒语要求其操控者的一位对手于施放过程中作出一般情况下由其操控者作的某些动作,例如选择一个模式或选择目标。在这些情况下,该对手在该咒语的操控者一般情况下作这些动作时相应的作出选择。 + +601.6a 如果有多于一位对手可以作出此类选择,该咒语的操控者决定哪位对手将作出选择。 + +601.6b 如果该咒语要求其操控者以及另一位牌手于该咒语被施放时同时作某些动作,该咒语的操控者首先作这些动作,然后为另一位牌手。这是规则101.4的特殊情况。 + +601.7. 施放一个影响费用的咒语不会影响已经在堆叠上的咒语和异能。 + +602. 起动起动式异能 + +602.1. 起动式异能具有费用和效应。其格式为“[费用]:[效应]。[起动限制(如果有的话)]”。 + +602.1a 起动费用是冒号(:)前的全部。一个异能的起动费用必须由起动它的牌手支付。 +例如:一个异能为“{2},{T}:你得到1点生命”的起动费用为两点任意类别的法术力以及横置具有此异能的永久物。 + +602.1b 起动式异能中冒号后面的某些文字可能叙述起动该异能时必须遵循的指示。这些文字可能会叙述哪些牌手可以起动该异能,限制牌手何时可以起动该异能,或定义起动费用的某些条件。这些文字不是异能效应的一部分。它在任何时候都生效。如果起动式异能具有任何起动时的指示,它会出现在最后,即在异能的效应之后。 + +602.1c 起动式异能是唯一一种可以被起动的异能。如果一个物件或规则使用起动一个异能但未能明确表示哪种异能,它必定表示一个起动式异能。 + +602.1d 多年以来,在牌上被称为“使用”该异能。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“起动”该异能。 + +602.1e 如果某咒语或异能提及某异能的“起动费用”并影响牌手如何支付该费用,则该效应对该异能的总费用生效,即使该费用被其他效应增加或减少。参见规则602.2b及601.2f。 + +602.2. 起动一个异能指将其放进堆叠并支付其费用,导致它最终可以结算并产生其效果。除非一个物件特别注明,否则只有该物件的操控者(或没有操控者的话,其拥有者)可以起动其起动式异能。起动异能须按照顺序完成以下列出的步骤。如果在起动异能的过程之中,牌手不能完成其中任何步骤,该异能为非法起动;游戏倒回至该异能开始起动之前的时刻(参见规则732,“处理非法动作”)。宣告起动和支付费用在之后将不能更改。 + +602.2a 该牌手宣告他将起动该异能。如果一个起动式异能从隐藏区域中被起动,具有该异能的牌将被展示(参见规则701.20a)。该异能将作为非牌物件被放进堆叠。它成为堆叠最顶端的物件。它具有创造它的异能所具有的文字叙述,且不具有任何其他特征。其操控者为起动该异能的牌手。该异能直到被反击、结算,或被一个效应转移到其他区域之前将一直保持留在堆叠上。 + +602.2b 起动异能的其余部分与规则601.2b-i中列出的施放咒语部分相同。这些规则对起动一个异能与施放一个咒语相同。与咒语的法术力费用(规则601.2f中引用)对应的为起动式异能的起动费用。 + +602.3. 一些异能要求其操控者的一位对手于起动过程中作出一般情况下由其操控者作的某些动作,例如选择一个模式或选择目标。在这些情况下,该对手在该异能的操控者一般情况下作这些动作时相应的作出选择。 + +602.3a 如果有多于一位对手可以作出此类选择,该异能的操控者决定哪位对手将作出选择。 + +602.3b 如果该异能要求其操控者以及另一位牌手于该异能被起动时同时作某些动作,该异能的操控者首先作这些动作,然后为另一位牌手。这是规则101.4的特殊情况。 + +602.4. 起动一个影响费用的异能不会影响已经在堆叠上的咒语和异能。 + +602.5. 牌手不能尝试开始起动一个不允许被起动的异能。 + +602.5a 除非一个生物在其操控者最近的一个回合开始时便由其操控,否则该生物具有的起动费用中包含横置符号({T})或重置符号({Q})的起动式异能不能被起动。对具有敏捷的生物忽略此规则(参见规则702.10)。 + +602.5b 如果一个起动式异能对于使用具有限制(例如,“每回合只能起动一次”),该限制对该物件持续生效,即使其操控者发生了改变。 + +602.5c 如果一个物件从另一个物件上获取了一个具有使用限制的起动式异能,则该限制只对此从另一个物件上获取的该异能生效。它不对其他相同措词的异能生效。 + +602.5d 起动式异能具有“只能于法术时机起动”表示该牌手必须遵从施放法术咒语的时机规则,即使该异能并不是一个法术。该牌手不需要有他可以施放的法术牌。 + +602.5e 起动式异能具有“只能于瞬间时机起动”表示该牌手必须遵从施放瞬间咒语的时机规则,即使该异能并不是一个瞬间。该牌手不需要有他可以施放的瞬间牌。 + +603. 处理触发式异能 + +603.1. 触发式异能具有触发条件和效应。其格式为“[当/每当/在][触发条件或事件],[效应]。[指示(如有的话)]”。 + +603.1a 触发式异能可能在其效应之后包含指示。这些指示可能会限制该异能可指定的目标、或叙述其不能被反击。此文字叙述不是该异能效应的一部分。它在该异能在堆叠上时生效。 + +603.1b 触发式异能可能同时具有多个触发条件,并包含提及在特定时段内是否“所有”条件都已发生的指示。这指的是在该时段内是否所有条件都已发生,而与该异能是否已因这些条件触发无关。 + +603.2. 每当一个游戏事件或游戏状态符合一个触发式异能的触发事件时,该异能自动触发。该异能此时并不会作任何事。 + +603.2a 由于它们不是被施放或起动的,触发式异能即使在不能合法施放咒语或起动异能时也会触发。阻止异能被起动的效应不会影响它们。 + +603.2b 当一个阶段或步骤开始时,所有“在[此阶段或步骤]开始时”触发的异能触发。 + +603.2c 触发事件每次只会导致一个触发式异能触发一次。但如果一个事件包含发生多次,则它会反复触发。 +例如:一个永久物具有触发条件为“每当一个地从战场进入坟墓场时,……”的异能,如果有人施放一个消灭所有地的咒语,该异能在该咒语的结算中将因每个被放进坟墓场的地触发一次。 + +603.2d 异能可能会叙述一个触发式异能额外触发数次。在此情形下,应决定该异能触发应当触发多少次(而非仅仅决定其已触发),然后该异能触发等量的次数。叙述一个异能额外触发数次的效应不会反复引发本身,且不会适用于影响异能触发次数的其他效应。叙述某物件的触发式异能额外触发数次的效应,仅指该物件具有的触发式异能,不包括该物件具有的异能可能会产生的任何延迟触发式异能或自身触发式异能(参见规则603.7和规则603.12)。 + +603.2e 一些触发事件使用“成为”一词(例如,“成为被贴附”或“成为被阻挡”)。它们只在所叙述的事件发生时触发;它们不会因为该状态已经存在而触发,或因保持而再次触发。一个当永久物“成为横置”或“成为未横置”而触发的异能不会因为该永久物以该状态进入战场而触发。 +例如:一个当永久物“成为横置”而触发的异能,只有在一个已经存在在战场上的永久物的状态从未横置成为横置时才会触发。 + +603.2f 如果一个触发式异能的触发条件符合,但具有该触发式异能的物件不对所有牌手可见,则该异能不会触发。 + +603.2g 一个异能只有在其触发事件真正发生了的情况下才会触发。一个被防止或被替代的效应不会触发任何异能。 +例如:如果所有的伤害均被防止,则一个因造成伤害而触发的异能不会触发。 + +603.2h 触发式异能具有的指示可能会以“每回合只能如此作一次”结尾。此异能仅当其来源的操控者该回合尚未执行该指示的动作时才会触发。 + +603.3. 一旦异能触发,其操控者于下一次有牌手将得到优先权时将其作为非牌物件放进堆叠。参见规则117,“时机和优先权”。该异能成为堆叠最顶端的物件。它具有创造它的异能所具有的文字叙述,且不具有任何其他特征。该异能直到被反击、结算或一个效应将其移到其他地方之前将一直保持留在堆叠上。 + +603.3a 一个触发式异能的操控者为它触发时操控其来源的牌手,除非它是一个延迟触发式异能。确定延迟触发式异能的操控者,参见规则603.7d-f。 + +603.3b 如果自上一次有牌手得到优先权之后有多个异能触发,这些异能经由以下两步放进堆叠。首先,每位牌手按照“主动牌手先决定”的顺序,将他所操控的、且不以另一个异能触发为触发条件的触发式异能以他所选择的任意顺序放进堆叠。(参见规则101.4。)然后,每位牌手按照“主动牌手先决定”的顺序,将他所操控的其余触发式异能以他所选择的任意顺序放进堆叠。然后游戏再次检查和执行状态动作,直到没有需要执行的为止,然后此过程中触发的异能进入堆叠。此过程重复直到没有新的状态动作需要执行且没有异能触发为止。然后对应的牌手得到优先权。 + +603.3c 如果一个触发式异能具有模式,其操控者在将其放进堆叠时宣告所选择的模式。如果其中一个模式将为非法(例如,由于不能选择合法目标),则该模式不能被选择。如果没有模式被选择,该异能从堆叠被移除。(参见规则700.2。) + +603.3d 将触发式异能放进堆叠的其余部分与规则601.2c-d中列出的施放咒语部分相同。如果当触发式异能进入堆叠时需要作出选择,但无法为其作出合法选择,或如果规则或持续性效应将令其非法,则该异能从堆叠中被移除。 + +603.4. 一个触发式异能的格式可能为“当/每当/在[触发事件],若[条件],[效应]”。当该触发事件发生时,该异能检查该条件是否符合。该异能只有在条件符合时才会触发;否则它将没有效果。如果该异能触发,则于其结算时再次检查该条件是否符合。如果该条件此时不再符合,该异能从堆叠中被移除且没有任何效果。注意这将重复检查合法目标。此规则被称为“以‘若’开头的子句”。(“若”一词在牌其他部分的文字叙述中出现则只具有它的一般中文意义;此规则只对在触发条件之后紧接的“若”生效。) +例如:晶角兽君王叙述为,“在你的维持开始时,若你的总生命为40或更多,你便赢得此盘游戏。”于其操控者的维持开始时检查该牌手的总生命。如果该牌手的生命为39或更少,异能不会触发。如果该牌手的生命为40或更多,异能会触发并进入堆叠。于异能结算时,会再次检查该牌手的总生命。如果此时该牌手的生命为39或更少,异能从堆叠中被移除,并没有效果。如果此时该牌手的生命为40或更多,异能结算,该牌手赢得此盘游戏。 + +603.5. 一些触发式异能的效应具有可选择性(它们包含“可以”,例如“在你的维持开始时,你可以抓一张牌”)。这些异能在它们触发时进入堆叠,无论其操控者为它作出何种选择。选择在该异能结算时作出。同样,具有“除非”符合某条件或牌手选择作出某个动作而产生效应的触发式异能将正常的进入堆叠;异能的“除非”部分在该异能结算时处理。 + +603.6. 与物件改变区域有关的触发事件被称为“改变区域触发”。很多具有改变区域触发的异能在该物件改变区域之后对该物件作出影响。在结算过程中,这些异能在该物件移动到的区域中寻找该物件。如果该物件在它移动去的区域中无法找到,该异能尝试对该物件作出影响的部分没有任何效果。该异能可能由于该物件从未进入过该区域、由于它在该异能结算之前离开该区域、或由于它所在的区域并不对某牌手公开(例如牌库或对手的手上)而无法找到该物件。(此规则对即使该物件离开该区域并在异能结算之前返回该区域的情况也同样生效。)最常见的改变区域触发为进入战场触发和离开战场触发。 + +603.6a 进入战场异能在一个永久物进入战场时触发。它们具有格式“当[此物件]进场时,……”或“每当一个[类别]进场时,……”。每次一个事件将一个或数个永久物放进战场时,所有在战场上的永久物(包括刚刚进入战场的那些)检查任何符合此事件的进入战场异能。 + +603.6b 改变永久物特征的持续性效应在该永久物在战场上的瞬间便生效(不是之前)。该永久物从未在战场上且具有未被改变的特征。持续性效应在该永久物在战场上之前不会生效(参见规则603.6d)。 +例如:如果一个效应为“所有地都是生物”且一个地被使用,该效应在该地牌进入战场的一刻便将该地变为生物,所以它将触发当一个生物进入战场所触发的异能。相对的,如果一个效应为“所有生物失去所有异能”且一张具有进入战场异能的生物牌进入战场,该效应将导致它在进入战场的一刻便失去所有异能,所以进入战场异能将不会触发。 + +603.6c 离开战场异能当一个永久物从战场转移到其他区域,或一个已跃回的永久物由于其拥有者离开游戏而离开游戏时触发。它们具有但不只限制于格式“当[此物件]离开战场时,……”或“每当[什么]从战场进入坟墓场时,……”。(参见规则603.10。)尝试对一个离开战场的永久物作任何事情的异能只在它进入的第一个区域中检查该牌。当一张牌“从任何地方”进入某个特定区域而触发的异能不被视同离开战场异能,即使该物件被从战场上被放进该区域。 + +603.6d 一些永久物具有叙述“[此永久物]进场时上面有……”、“于[此永久物]进场时,……”、“[此永久物]当成……来进场”、“[此永久物]进场时是……”或“[此永久物]须横置进场”。此类叙述为静止式异能,而不是触发式异能;这些效应作为将该永久物放进战场事件的一部分生效。 + +603.6e 一个灵气具有当所结附的永久物离开战场时触发的触发式异能。这些触发式异能可以在其移到的区域中找到该永久物牌成为的新物件;在检查状态动作之后,它们也可以在其拥有者的坟墓场中找到该灵气成为的新物件。参见规则400.7。 + +603.7. 一个效应可能会创造一个之后作某些事情的延迟触发式异能。一个延迟触发式异能包括“当”、“每当”,或“在”,且该词一般不在异能的开头。 + +603.7a 延迟触发式异能由咒语和异能在结算时创造、因替代性效应生效而产生、或因允许牌手执行动作的静止式异能而产生。延迟触发式异能直到被真正创造之前不会触发,即使它的触发事件刚刚发生过。其他之前发生过的事件可能会令该触发事件无法发生。 +例如:一个效应的部分为“当此生物离开战场时”,但该生物在该咒语或异能结算前便离开了战场。这种情况下,该延迟触发式异能将不会触发。 +例如:如果一个效应为“当此生物成为未横置时”且该生物在此效应结算前便重置,该异能将等待下次该生物重置。 + +603.7b 一个延迟触发式异能只会触发一次——即下一次该触发事件发生时,除非它具有一个时限,例如“本回合”。如果该异能的触发事件同时发生多于一次、且该异能没有时限,该延迟触发式异能的操控者选择哪个事件导致该异能触发。 + +603.7c 一个引用某物件的延迟触发式异能即使在该物件改变特性后依然会影响该物件。但如果该物件在延迟触发式异能结算时不再在对应的区域,该异能不会影响它。(注意如果该物件离开此区域且返回,它将是一个新的物件且不会受到影响。参见规则400.7。) +例如:一个异能为“在下一个结束步骤开始时,放逐此生物”将放逐该永久物,即使它在下一个结束步骤已经不是生物。但如果该永久物在此之前离开战场,则它没有任何效果。 + +603.7d 由咒语创造的延迟触发式异能的来源为该咒语。该延迟触发式异能的操控者与创造它的咒语结算时该咒语的操控者相同。 + +603.7e 如果一个起动式或触发式异能创造了延迟触发式异能,则该延迟触发式异能的来源与创造它的异能来源相同。该延迟触发式异能的操控者与创造它的异能结算时该异能的操控者相同。 + +603.7f 如果一个静止式异能产生了一个创造延迟触发式异能的替代性效应,该延迟触发式异能的来源是具有该静止式异能的物件。该延迟触发式异能的操控者与在替代性效应生效时该物件的操控者相同。 + +603.7g 如果一个静止式异能允许牌手执行动作、且如果牌手如此作便创造一个延迟触发式异能,该延迟触发式异能的来源是具有该静止式异能的物件。该延迟触发式异能的操控者与该动作被执行时该物件的操控者相同。 + +603.7h 一个起动或触发式异能可能创造一个延迟触发式异能,该延迟触发式异能会在创造它的异能在一回合中的第若干次结算时触发。在这种情况下,该延迟触发式异能只会在创造它的异能结算适当的次数后创造一次。 + +603.8. 一些触发式异能在游戏状态(例如一位牌手不操控某牌张类别的永久物)符合时触发,而不是某事件发生时触发。一旦游戏状态符合这些条件,这些触发式异能触发。它们将在下一次有机会时进入堆叠。这些被称为状态触发。(注意状态触发与状态动作不同。)一个状态触发式异能直到该异能结算、被反击、或因其他原因离开堆叠之前不会再次触发。然后,如果具有该异能的物件依然在相同区域,且游戏状态依然符合起触发条件,该异能将再次触发。 +例如:一个永久物的异能为“每当你没有手牌时,抓一张牌”。如果其操控者使用其手上的最后一张牌,该异能将触发一次,且在其离开堆叠前不会再次触发。如果其操控者施放咒语“弃掉你的手牌,然后抓等量的牌”,则该异能将在该咒语的结算过程中触发,因为该牌手暂时没有手牌。 + +603.9. 一些触发式异能特指当一位牌手输去游戏时触发。这些异能当有牌手输去或离开游戏时触发,无论原因为何,除非该牌手由于平手离开游戏。参见规则104.3。 + +603.10. 一般情况下,在一个事件之后立即存在的物件会检查该事件是否符合任何触发条件,且此时存在的持续性效应被用来决定触发条件,以及受此事件影响的物件的特征。但有些触发式异能是此规则的例外;游戏需要根据在事件发生前的时刻,这些异能是否存在以及物件的特征,“回溯”来确定这些异能是否触发。此类例外如下: + +603.10a 一些改变区域的触发式异能需要回溯。此类异能包括离开战场异能、当一张牌离开坟墓场时触发的异能、及当一个所有牌手可见的物件置入手牌或牌库中时触发的异能。 +例如:两个生物、以及一个具有异能“每当一个生物死去时,你获得1点生命”的神器在战场上。有人施放了一个咒语,消灭所有神器、生物和结界。即使该神器与生物同时置入其拥有者的坟墓场,该神器的异能也会触发两次。 + +603.10b 当一个永久物跃离时触发的异能需要回溯。 + +603.10c 当特指一个物件成为未被贴附时触发的异能需要回溯。 + +603.10d 当一位牌手失去一个物件的操控权或当一位牌手的对手获得一个由该牌手操控之物件时触发的异能需要回溯。 + +603.10e 当一个咒语被反击时触发的异能需要回溯。 + +603.10f 当一位牌手输去游戏时触发的异能需要回溯。 + +603.10g 当一位牌手时空换出一个时空而触发的异能需要回溯。 + +603.11. 一些物件具有关联于一个或数个触发式异能的静止式异能。(参见规则607,“关联异能”。)此类物件将这些异能连为一段,静止式异能在前,每个与其关联的触发式异能紧接在后。有极少数物件具有将触发条件写在中间而不是开始的触发式异能。 +例如:一个异能为“展示你每回合抓的第一张牌。每当你以此法展示一张基本地牌,抓一张牌”是一个关联于触发式异能的静止式异能。 + +603.12. 一个结算中的咒语或异能可能会允许或指示牌手作某动作并创造一个触发式异能,“当[牌手][作或不作]”该动作时,或“当以此法[发生某事]时”触发。此类自身触发式异能遵循延迟触发式异能的规则(参见规则603.7),惟下列一点除外:此类异能在被创造后就会立即检查其触发事件在创造该异能的咒语或异能先前的结算过程中是否发生。 +例如:穿心蝎狮具有异能叙述为“当此生物进场时,你可以牺牲另一个生物。当你如此作时,此生物对任意一个目标造成伤害,其数量等同于所牺牲生物的力量。”该自身触发式异能仅当你因为原触发式异能牺牲另一个生物而触发,且不会因为任何其他原因牺牲生物而触发。 + +603.12a 通常,如果触发事件在创造该事件的咒语或异能结算期间多次发生,该自身触发式异能会因每次事件发生各触发一次。但是,如果结算中的咒语或异能包含一个支付某费用“任意次数”的选择,并创造一个触发式异能“当[牌手]支付一次或数次[该费用]时”触发,支付一次或数次该费用仅会使该自身触发式异能触发一次。 + +604. 处理静止式异能 + +604.1. 静止式异能一直有效,而不是被起动或触发。它们被表示为叙述形式,且为正确的。 + +604.2. 静止式异能创造持续性效应,其中一些为防止性效应或替代性效应。只要具有该异能的永久物保留在战场上且依然保有该异能,或只要具有该异能的物件依然保留在对应的区域,这些异能便生效,如规则113.6中叙述。 + +604.3. 一些静止式异能为特征定义异能。特征定义异能表达一个物件的特性,该特性一般可在该物件的其他地方找到(例如其法术力费用、类别栏、或力量/防御力)。特征定义异能可以附加到或覆盖在该物件的其他地方找到的信息。特征定义异能在所有区域生效。它们在游戏外及游戏开始前也依然生效。 + +604.3a 一个静止式异能在符合以下条件时为特征定义异能:(1)它定义一个物件的颜色、副类别、力量、或防御力;(2)它印在受其影响的牌上、它由派出衍生物的效应赋予受其影响的衍生物、或作为复制效应或叙述更改效应的结果赋予受其影响的物件;(3)它不直接影响其他物件的特征;(4)它不是一个物件赋予自己的异能;以及(5)它不仅仅在符合某条件时才设定特征。 + +604.4. 很多灵气、武具以及工事都具有影响其贴附物件的静止式异能,但这些异能不指定该物件为目标。如果一个灵气、武具或工事被转移到不同的物件上,该异能不再对原来的物件生效,而是开始影响新的物件。 + +604.5. 一些静止式异能于咒语在堆叠期间有效。这些经常为提及反击该咒语的异能。另外,“作为施放……的额外费用”、“你可以支付[费用]而不是支付[此物件]的法术力费用”、以及“你可以不支付其法术力来施放[此物件]”的异能均于该咒语在堆叠期间生效。 + +604.6. 一些静止式异能于该牌在任何你可以施放或使用它的区域内生效(一般为你的手上)。这些异能只限制于“你可以[施放/使用][此牌]……”、“你不能[施放/使用][此牌]……”、以及“只有在……的情况下[施放/使用][此牌]”。 + +604.7. 与咒语及其他类别的异能不同,静止式异能不使用一个物件的最后已知信息来决定它们的效应如何生效。 + +605. 法术力异能 + +605.1. 一些起动式异能和一些触发式异能为法术力异能,它们遵从特殊的规则。只有符合以下两者之一的异能为法术力异能,无论它们还产生何种其他效应或可能有的时机限制(例如“只能于瞬间时机起动”)。 + +605.1a 如果一个起动式异能符合以下所有条件,则它属于法术力异能:不需要目标(参见规则115.6)、在结算时可以加法术力到牌手的法术力池中、且它不是忠诚异能。(参见规则606,“忠诚异能”。) + +605.1b 如果一个触发式异能符合以下所有条件,则它属于法术力异能:不需要目标(参见规则115.6)、因起动式法术力异能的起动或结算、或因法术力加到牌手的法术力池中而触发(参见规则605.1a)、且在结算时可以加法术力到牌手的法术力池中。 + +605.2. 一个法术力异能即使在游戏状态不允许其产生法术力的情况下依然为法术力异能。 +例如:一个永久物具有异能“{T}:你每操控一个生物便加{G}”。即使你不操控任何生物或该永久物已经被横置,此异能依然是法术力异能。 + +605.3. 起动一个起动式法术力异能遵从起动任何其他起动式异能的规则(参见规则602.2),但包括以下特例: + +605.3a 每当牌手持有优先权时、每当他施放一个要求支付法术力的咒语或起动一个要求支付法术力的异能时、或每当规则或效应要求支付法术力,即使处于施放或结算咒语/起动或结算异能的中途时,牌手可以起动一个起动式法术力异能。 + +605.3b 一个起动式法术力异能不进入堆叠,所以它不能被目标、反击、或被响应。它在起动之后马上结算。(参见规则405.6c。) + +605.3c 一旦牌手开始起动一个法术力异能,直到该异能结算为止,该异能不能再次被起动。 + +605.4. 触发式法术力异能遵从任何其他触发式异能的规则(参见规则603,“处理触发式异能”),但包括以下特例: + +605.4a 一个触发式法术力异能不进入堆叠,所以它不能被目标、反击、或被响应。它在触发它的法术力异能之后马上结算,而不等待优先权。 +例如:一个结界具有“每当牌手横置一个地以产生法术力时,该牌手加一点法术力,其类别为该地刚才已产生之类别。”。如果某牌手在施放咒语的过程中横置地产生法术力,他会立即加该额外的法术力,且可以被用来支付该咒语。 + +605.5. 咒语以及不符合规则605.1a-b所列出情况的异能不是法术力异能。 + +605.5a 一个具有目标的异能不是法术力异能,即使它在结算时可以将法术力加进牌手的法术力池中。一个产生法术力但不是因为起动法术力异能而触发的触发式异能,或由起动法术力异能而触发但不产生法术力的触发式异能,同样不是法术力异能。它们相应的遵从一般起动式或触发式异能的规则。 + +605.5b 咒语永远不会是法术力异能,即使它在结算时将法术力放进牌手的法术力池中。它与其他咒语一样地施放和结算。一些早先版本的牌印有牌张类别“法术力源”;这些牌均已经在Oracle牌张参考文献中勘误为瞬间。 + +606. 忠诚异能 + +606.1. 一些起动式异能为忠诚异能,它们遵从特殊规则。 + +606.2. 在费用中包含忠诚符号的起动式异能为忠诚异能。一般情况下,只有鹏洛客具有忠诚异能。 + +606.3. 在牌手回合的行动阶段且堆叠为空时,该牌手可以随时在他具有优先权时起动其所操控的某个永久物的一个忠诚异能,但只有在该永久物本回合没有起动过任何忠诚异能的前提下。 + +606.4. 起动一个忠诚异能的费用为该永久物放上或从该永久物移去一定数量的忠诚指示物,如该异能费用中的忠诚符号所示。此费用可被其他效应影响。 + +606.5. 如果起动一个忠诚异能的总费用包含多个增加或移去忠诚指示物的费用,这些费用组合成为一个单一的增加或移去忠诚指示物的费用。 +例如:牌手操控卡萨恩隆,其部分叙述为“你起动之由鹏洛客具有的忠诚异能须额外支付[+1]来起动。”该牌手同时操控一个具有三个忠诚指示物的鹏洛客。要起动该鹏洛客通常费用为[+1]的异能,该牌手在其上放置两个忠诚指示物。要起动该鹏洛客通常费用为[-4]的异能,该牌手从其上移去三个忠诚指示物。 + +606.6. 除非该永久物具有至少等量的忠诚指示物,否则其具有负数忠诚费用(在计算所有额外费用之后)的忠诚异能不能被起动。 + +607. 关联异能 + +607.1. 一个物件可能印有两个异能,其中一个导致作出动作或受影响的物件或牌手,而另一个直接提及这些动作、物件或牌手。在此情况下,这两个异能互相关联:第二个异能仅指第一个异能作出的动作或影响的物件或牌手,而不是任何其他异能。 + +607.1a 一个印在另一个异能中且被给予该物件的异能,在此情况下被认为印在该物件上。 + +607.1b 一个印在非模式双面物件(参见规则712)的任一牌面上的异能,无论其哪一牌面朝上,在此情况下都被认为印在该物件上。 + +607.1c 一个物件上印的异能如果符合规则607.1中叙述的全部两种情况,则它与自己相关联。 + +607.1d 如果一个物件是衍生物、徽记或非衍生物的永久物,而另一个物件是派出该衍生物或徽记,或将该非衍生物的永久物放进战场的异能之来源,则印刷在这两个物件上的异能可以互相关联。在此情形下,这些异能符合规则607.2中所列出的数种关联异能条件中的一种,其区别仅在于印刷在两个物件上而非一个。 + +607.2. 关联异能有很多种。 + +607.2a 如果一个物件印有放逐牌的起动式或触发式异能,且印有的另一个异能提及“该被放逐的牌”或“被[此物件]放逐”的牌,这些异能互相关联。第二个异能仅指放逐区中因第一个异能的结果放于此区的牌。 + +607.2b 如果一个物件印有的异能产生放逐牌的替代性效应,且印有另一个异能提及“该被放逐的牌”或“被[此物件]放逐”的牌,这些异能互相关联。第二个异能仅指放逐区中因第一个异能创造的替代性效应的直接结果放于此区的牌。参见规则614,“替代性效应”。 + +607.2c 如果一个物件印有将物件放进战场的起动式或触发式异能,且印有另一个异能提及“由[此物件]放进战场”或“由[此物件]派出”的物件,这些异能互相关联。第二个异能仅指因第一个异能的结果放进战场的物件。 + +607.2d 如果一个物件印有令一位牌手“选择一个[值]”,且印有另一个异能提及“所选的[值]”、“最后所选的[值]”或类似之叙述,这些异能互相关联。第二个异能仅指因第一个异能的结果而作出的选择。(译注:中文版之叙述中通常将此用词简化为“该[值]”。) + +607.2e 如果一个物件印有一个允许一些信息被记下的异能,和另一个提及该物件所记下信息的异能,这些异能互相关联。第二个异能仅指因第一个异能的结果而记下的信息。 + +607.2f 如果一个物件印有令一位牌手从两个或更多词中作选择、且这些词在其他情况下没有规则含义的异能,且印有另一个异能提及一个或数个被选择的词,这些异能互相关联。第二个异能仅指因第一个异能的结果而作出的选择。 + +607.2g 如果一个物件印有令一位牌手在其进入战场时支付费用的异能,且印有另一个异能提及“于[此物件]进场时”支付的费用,这些异能互相关联。第二个异能仅指因第一个异能的结果而支付的费用。 + +607.2h 如果一个物件在同一段落中印有一个静止式异能和一个或数个触发式异能,每个触发式异能都与该静止式异能互相关联。每个触发式异能仅指因该静止式异能的结果作出的动作。参见规则603.11。 + +607.2i 如果一个物件印有一个允许支付额外费用的异能,且印有的另一个提及该物件是否支付过此费用,这些异能互相关联。第二个异能仅指作为咒语施放此物件时,是否要支付第一个异能中列出的额外费用。如果一个异能列有多个此类费用,它可能与多个异能互相关联。它们中的每个异能都将明确提及哪一个费用。 +例如:岚景院战法术师具有异能“增幅{W}和/或{2}{B}”,以及两个当它进战场时可能触发的异能。若曾以{W}增幅之,第一个异能触发,若曾以{2}{B}增幅之,第二个异能触发。这两个触发式异能分别与其增幅异能相关联。 + +607.2j 如果一个物件印有令一位牌手在该物件施放时支付某个可变数值额外费用的异能,且印有另一个异能提及“于[此物件]施放时”支付的费用,这些异能互相关联。第二个异能仅指在第一个异能中列出并在该物件作为咒语施放时所选定的费用。参见规则601.2b。 + +607.2k 由关键字夺冠代表的两个异能互相关联。参见规则702.72,“夺冠”。 + +607.2m 由锚定词开头的异能与允许牌手选择该锚定词的异能互相关联。参见规则614.12b。 + +607.2n 如果一个物件印有一个允许牌手“于你将你的套牌洗牌准备开始游戏前”放逐一张或数张牌的静止式异能,和一个提及“以名称为[此物件的名称]之牌放逐”之牌的异能,后者异能与任何于游戏开始前具有该名称之物件所具有的前者异能互相关联。 + +607.2p 如果一个物件具有一个使牌手在游戏开始前为一个特征定义异能作出选择的静止式异能,以及一个与该异能印在同一段落的特征定义异能,这些异能互相关联。后者异能仅提及因前者异能之故作出的选择,且游戏进行过程中在该物件改变区域后仍持续提及该选择。 + +607.2q 如果一个永久物咒语印有一个允许在支付费用以施放它时放逐一张或数张牌的异能,且该咒语所成的永久物具有提及“以[此物件]放逐的牌”,这些异能互相关联。后者异能仅提及支付成为该永久物的咒语之费用时所放逐的牌。 + +607.3. 如果一对关联异能中,其中一个异能用“被放逐的牌”、“被[此物件]放逐的牌”或类似用词形容一个单一物件,而另一个异能放逐了多张牌(一般是因为它被复制了),则该异能指代这些被放逐的牌中的每张牌。如果该异能询问被放逐牌的任何信息,例如特征或法术力值,它将得到多个答案。如果这些答案用来确定一个可变数值的值,使用这些答案之加总。如果该异能对“该”牌执行任何动作,则它将对这些被放逐的牌中的每张牌执行该动作。如果该异能派出一个为“该”牌的复制品的衍生物,则对于这些被放逐的牌中的每张牌而言,该异能派出一个为该牌的复制品的衍生物。如果该异能对“一张”牌执行任何动作,该异能的操控者选择哪张牌会受其影响。 + +607.4. 一个异能可能参与一对以上的关联异能。 +例如:天堂羽饰具有以下三个异能:“于此神器进场时,选择一种颜色”、“每当任一牌手施放该色咒语时,你可以获得1点生命”,以及“{T}:加一点该色的法术力”。第一个和第二个异能互相关联。第一个和第三个异能也互相关联。 + +607.5. 如果一个物件通过同一个效应获得一对关联异能,这些异能将在该物件上互相关联,即使它们没有被印在该物件上。它们不能与其他异能关联,无论该物件此时或之前有过什么异能。 +例如:电弧匍行兽具有异能“{R},放逐你牌库顶的十张牌:此生物对任意一个目标造成2点伤害。”石化眼姊妹具有异能“{B}{G}:放逐目标阻挡石化眼姊妹,或被石化眼姊妹阻挡的生物”以及异能“{2}{B}:将一张被石化眼姊妹放逐的生物牌在你的操控下放进战场。”水银元素具有异能“{U}:此生物获得目标生物的所有起动式异能直到回合结束。”如果牌手用水银元素获得电弧匍行兽的异能,起动该异能,然后令水银元素获得石化眼姊妹的异能,起动该放逐异能且然后起动放回战场的异能,只有水银元素使用石化眼姊妹的异能所放逐的生物牌可以被移回战场上。水银元素用电弧匍行兽的异能放逐的生物牌不能被移回。 + +607.5a 如果一个物件获得了一个提及选择的异能,但(a)并未同时复制与该异能相关联的异能,或(b)复制了与之关联的异能但并未为此关联异能作出过选择,则将此选择视同“未定义”。如果一个异能提及未定义的选择,异能的该部分将没有任何效果。 +例如:万物使者进入战场,且不稳定变形兽成为其复制品。万物使者具有“于此生物进场时,选择一种颜色”以及“此生物具有反该色保护异能。”由于不稳定变形兽不是作为万物使者的复制品进入战场,所以它从未有为该异能选择颜色的机会,因此它不会获得保护异能。 +例如:维苏瓦化妖[Vesuvan Doppelganger]作为万物使者的复制品进入战场,且维苏瓦化妖的操控者选择了蓝色。之后,维苏瓦化妖复制了奎利恩妖精。奎利恩妖精具有异能“{T}:加一点所选颜色的法术力。”虽然曾为维苏瓦化妖选择过颜色,但为其作出此选择的异能并未与从妖精处复制而来的法术力异能相关联。起动维苏瓦化妖的法术力异能将不会产生任何法术力。 + +608. 结算咒语和异能 + +608.1. 每次所有牌手连续让过,堆叠顶端的咒语或异能结算。(参见规则609,“效应”。) + +608.2. 如果结算的物件为瞬间咒语、法术咒语或异能,其结算过程可能包含一些步骤。首先为规则608.2a和608.2b中的步骤。然后为规则608.2c-m中适合的步骤,不按照任何特定的顺序。最后为规则608.2n和608.2p中的步骤。 + +608.2a 如果一个触发式异能包含以“若”开头的子句,它将检查该条款的条件是否符合。如果该条件不符合,该异能被移出堆叠且没有任何效果。否则,它继续结算。参见规则603.4。 + +608.2b 如果该咒语或异能指定了目标,它检查这些目标是否依然合法。一个不再存在于之前宣告为目标时所在区域的目标不合法。其他对游戏状态的更改可能会导致目标不再合法;例如,其特征可能被改变或一个效应可能改变了咒语的叙述。如果异能之来源离开了其原本所在的区域,则在此过程中会使用该来源的最后已知信息。如果一个咒语或异能的每个“目标”一词对应的目标均非法,该咒语或异能不会结算;将其从堆叠上移除,且如果它是咒语,将其置入其拥有者的坟墓场。否则,它将正常结算。非法目标(如果有的话)不会受到该咒语或异能的效应中关于这些非法目标部分之影响。关于其余合法目标部分的效应仍然可能会影响这些非法目标。如果该咒语或异能创造了一个影响游戏规则的持续性效应(参见规则613.11),该效应不对非法目标生效。如果该效应的一部分需要确定非法目标的信息,该效应无法确定任何信息。该效应中任何需要这些信息以生效的部分不会生效。 +例如:索霖的饥渴是一个“索霖的饥渴对目标生物造成2点伤害,且你获得2点生命。”的黑色瞬间。如果该生物在索霖的饥渴的结算过程中不合法(例如它获得了反黑保护或离开了战场),则索霖的饥渴不会结算。其操控者不会得到生命。 +例如:疫病孢子为“消灭目标非黑色生物和目标地。它们不能重生。”假设同一个生物地作为非黑色生物和地被宣告为目标,且在疫病孢子结算前它的颜色被改为黑色。疫病孢子仍然会结算,因为该黑色生物地依然是该咒语“目标地”部分的合法目标。它不能重生。 + +608.2c 咒语或异能的操控者按照叙述的顺序进行动作。替代性效应可能会影响这些动作。在一些情况下,牌上之后部分的叙述可能会影响之前部分的叙述(例如,“消灭目标生物。它不能重生”或“反击目标咒语。如果该咒语被以此法反击,改为将其置于其拥有者的牌库顶而不是拥有者的坟墓场。”)在这些情况下不要不假思索便按照顺序令效应生效,需要阅读整段叙述并对其规则进行中文理解。 + +608.2d 如果咒语或异能的一个效应令牌手作出选择,且该选择不是作为施放咒语、起动异能、或用其他方式将咒语或异能放进堆叠的一部分而已经作出的选择,则该牌手于这些效应生效时宣告其选择。牌手不能选择不合法或无法作到的选项,但从空的牌库中抓牌除外(参见规则121.3)。如果一个效应令牌手分配某些事物(例如伤害或指示物)给任何数量不指定目标的牌手和/或物件,该牌手须选择数量和分配方式,使得每位被选择的牌手或物件至少获得一个所分配的事物。(注意如果一个效应令牌手分配某些事物(例如伤害或指示物)给某个数量的目标物件和/或牌手,则分配的数量和分配方式在该咒语或异能放进堆叠的时候就被确定,而非在结算时;参见规则601.2d。) +例如:一个咒语的叙述为“你可以牺牲一个生物。如果你不如此作,你失去4点生命。”一位不操控任何生物的牌手不能选择牺牲生物。 + +608.2e 一些咒语和异能具有影响多位牌手的多个步骤或动作,用单独的句子或条款表示。在这些情况下,按照“主动牌手先决定”的顺序为第一个动作作出的选择,然后第一个动作同时进行。然后按照“主动牌手先决定”的顺序为第二个动作作出选择,然后第二个动作同时进行,以此类推。参见规则101.4。 + +608.2f 一些咒语和异能包含对多个牌手和/或物件执行的动作。在大多数情况下,此类动作被同时处理。如果该动作不能被同时处理,则在处理时改为看作其对每个受影响的物件或牌手各自考虑。使用“主动牌手先决定”顺序作为决定这些动作执行顺序的主要依据。其次,如果该动作将同时对一位牌手和其操控的物件、或对多个由同一牌手操控的物件执行,操控正在结算的咒语或异能的牌手来选择这些动作的相对顺序。 +例如:公然剽窃叙述为“为每位对手各进行以下流程~获得目标由该牌手操控之永久物的操控权。”于公然剽窃结算时,其操控者同时获得所有被选为目标的永久物的操控权。 +例如:魂火爆发的部分叙述为“选择任意数量的目标生物,鹏洛客和/或牌手。为他们各进行以下流程~放逐你的牌库顶牌,然后魂火爆发对该永久物或牌手造成伤害,其数量等同于所放逐之牌的法术力值。”牌手以一位对手及一个由该牌手操控的生物为目标施放魂火爆发。于魂火爆发结算时,该牌手不能同时多次放逐其牌库顶牌,因此该牌手先选择其考虑的是哪个目标,然后其放逐其牌库顶牌,最后魂火爆发对该目标造成伤害。然后该牌手为其余的目标重复此流程。 + +608.2g 如果一个效应给予牌手支付法术力的选择,他在进行该动作之前可以起动法术力异能。如果一个效应明确指示或允许牌手在结算过程中施放一个咒语,他将该咒语放在堆叠顶端,然后继续按照规则601.2a-h中的步骤施放该咒语,但没有牌手在它被施放之后得到优先权。该咒语成为堆叠最顶端的物件,然后当前正在结算的咒语或异能继续结算,它可能包括以此法施放另一个咒语。一般情况下,在结算过程中没有其他咒语可以被施放且没有其他异能可以被起动。 + +608.2h 如果一个效应需要游戏信息(例如战场上生物的数量),答案只在该效应生效时决定一次。如果该效应需要一个特定物件的信息,包括该异能自身的来源,如果该物件依然在它应在的公开区域,则该效应使用其当前信息;如果该物件已经不在该区域或该效应将该物件从公开区域移动到隐藏区域,则该效应使用其最后已知信息。参见规则113.7a。如果一个异能的叙述为该物件作出动作,则是该存在的或最后存在的物件进行该动作,而不是异能本身。 + +608.2i 一些效应会回溯并需要关于先前游戏状态和动作的信息,而非当前的游戏状态。如果此类效应需要从游戏中获取关于一个或一组物件的信息,并且该效应不对这些物件执行任何动作,则它们不需要当前仍位于先前游戏状态或动作时所在的区域,或是当前仍符合该动作所述的条件,只要它们在所述时间内位于该区域或符合该条件即可。这是规则608.2h的例外情况。 +例如:牌手使用幼熊[Bear Cub]攻击。在该回合稍后的时间中,一个效应使得幼熊成为非生物的永久物。然后,同一位牌手施放搜救队长,其部分叙述为“本回合中你每以一个生物攻击过,此咒语便减少{1}来施放。”因为该牌手用一个生物攻击过,该咒语减少{1}来施放,即使攻击过的幼熊已经不再是生物也是一样。 + +608.2j 如果一个效应引用一个特定的特征,它只检查该特定的特征之数值,无视该物件可能具有的有关联的特征。 +例如:一个“消灭所有黑色生物”的效应将消灭一个黑色及白色的生物,但“消灭所有非黑生物”不会。 + +608.2k 如果一个异能的效应引用一个特定的物件,且该物件之前被该异能的费用或触发条件引用过,则它依然会影响该物件,即使它的特征已经改变。 +例如:泪之墙具有“每当此生物阻挡一个生物,在战斗结束时将该生物移回其拥有者的手上。”如果泪之墙阻挡一个生物,然后该生物在触发式异能结算之前不再是生物,该永久物依然会被移回其拥有者手上。 + +608.2m 如果一个瞬间咒语、法术咒语、或异能可以合法结算,即使它在开始结算后离开堆叠,它也会继续完整结算。 + +608.2n 作为瞬间或法术咒语结算的最后部分,该咒语被放进其拥有者的坟墓场。作为异能结算的最后部分,该异能被从堆叠移除并消失。 + +608.2p 一旦完成608.2c-m中所述之所有可能的步骤,任何在该咒语或异能结算时触发的异能触发。 + +608.3. 如果正在结算的物件是永久物咒语,其结算可能包含数个步骤。规则608.3a和b所述的指示总是首先执行。然后,规则608.3c-e其中之一的步骤如适用,则执行之。 + +608.3a 如果正在结算的物件没有目标,则它成为永久物并在该咒语操控者的操控下被放进战场。 + +608.3b 如果正在结算的物件具有目标,则它依照规则608.2b的叙述,检查其目标是否依然合法。如果一个神授式灵气咒语(参见规则702.103e)或合变式生物咒语(参见规则702.140b)的目标不合法,该咒语成为生物咒语,并依照规则608.3a的叙述结算。否则,该咒语不会结算。它被移出堆叠并置入其拥有者的坟墓场。 + +608.3c 如果正在结算的物件是灵气咒语,则该咒语成为永久物,在其操控者的操控下被放进战场,并贴附于其目标所指的物件上。 + +608.3d 如果正在结算的物件是合变式生物咒语,则代表该咒语的物件与其目标所指的永久物结聚(参见规则729,“与永久物结聚”。) + +608.3e 如果一个永久物咒语结算,但其操控者不能将其放进战场,则该牌手将其放进其拥有者的坟墓场。 +例如:遍地蠕虫[Worms of the Earth]具有“地不能进入战场。”仿生妖具有“你可以使此生物当成战场上任一生物的复制品来进场。”如果牌手在战场上有遍地蠕虫的情况下,施放仿生妖并选择复制树灵乔木(一个地生物),仿生妖不能从堆叠中进入战场。它被放进其拥有者的坟墓场。 + +608.3f 如果正在结算的物件是永久物咒语的复制品,于该物件经由以上任一步骤中被放进战场时,其成为衍生永久物。以此法放进战场的衍生物不再是咒语的复制品,在提及派出衍生物的规则或效应的意义上也并未被“派出”。 + +608.3g 如果正在结算的物件具有在堆叠上运作、并创造一个延迟触发式异能的静止式异能,该延迟触发式异能于该永久物经由以上任一步骤中被放进战场时创造。(参见规则702.109,“掩袭”,规则702.152,“急袭”,以及规则702.185,“跃迁”。) + +609. 效应 + +609.1. 效应为咒语或异能在游戏中所产生的结果。当一个咒语、起动式异能、或触发式异能结算时,它可能会创造一个或数个一次性效应或持续性效应。静止式异能可能创造一个或数个持续性效应。叙述本身不是效应。 + +609.2. 效应只对永久物生效,除非叙述特别指明或它们明显只对其他区域中的物件生效。 +例如:一个将所有地变为生物的效应不会改变牌手坟墓场中的地牌。但一个令咒语多支付费用来施放的效应将只对堆叠中的咒语生效,因为牌手施放咒语时该咒语一定是在堆叠上。 + +609.3. 如果一个效应尝试作无法作到的事,它从中作尽可能多的部分。 +例如:如果某牌手手上只有一张牌,一个“弃两张牌”的效应将导致他只弃掉该牌。如果一个效应从牌库中移走牌(而不是抓牌),它只从中移走尽可能多的牌。 + +609.4. 一些效应令牌手将某些条件“视同”正确的情况下作一些事,或令生物将某些条件“视同”正确的情况下作一些事。这只对该被指出的效应生效。对于该效应来说,将游戏当作该条件为正确来对待。对于其他情况,将游戏按照一般情况对待。 + +609.4a 如果两个效应令牌手可以(或生物可以)将两个不同的条件“视同”正确的情况下作一些事,这两个条件可能都会生效。如果其中一个被“视同”的效应符合另一个被“视同”的效应,则两者均生效。 +例如:某牌手操控维多肯星像仪,一个具有“你可以将咒语视同具有闪现异能地来施放。”的神器。该牌手施放巫医交神,一个部分叙述为“本回合中,你可以视同在你的坟墓场中一般,从其他牌手的坟墓场中使用地及施放咒语。”的瞬间。该牌手可以视同在自己的坟墓场中一般,并视同其具有闪现一般,从其他牌手的坟墓场中施放具有返照的法术。 + +609.4b 如果一个效应允许牌手“视同任意[种类或颜色]的法术力”来支付法术力,这仅影响该牌手可以如何支付费用。这并不会改变该费用,也不会改变实际支付该费用时使用的法术力之种类或颜色。具有“能用任意种类的法术力”的效应亦是如此。 + +609.5. 如果一个效应可能会以不分先后作为结果,则创造该效应的咒语或异能之叙述会指出在此情况下如何。万智牌游戏本身对不分先后没有默认结果。 + +609.6. 一些持续性效应为替代性效应或防止性效应。参见规则614和615。 + +609.7. 一些效应从来源对伤害生效;例如,“于本回合中,防止由你选择的红色来源下一次将对你所造成的伤害。” + +609.7a 如果一个效应要求牌手选择一个伤害来源,他可以选择一个永久物;一个堆叠中的咒语(包括永久物咒语);一个堆叠中的物件、一个等待生效的替代性或防止性效应、或一个等待触发的延迟触发式异能(即使该物件已经不再在其之前所在的区域),所提及的任何物件;或者一个统帅区中面朝上的物件。一个来源不需要可以造成伤害才能被合法选择。当该效应被创造时选择该来源。如果该牌手选择了一个永久物,该效应将对该永久物下一次将造成的伤害生效,无论是战斗伤害还是由咒语或异能令其造成的伤害。如果该牌手选择了一个永久物咒语,该效应将对该咒语以及当该咒语结算时成为的永久物生效。 + +609.7b 一些已经结算的咒语或异能所产生的效应防止或替代来自某种特定属性来源的伤害,例如生物或某颜色为来源。当该来源将造成伤害时,该“护盾”再次检查该来源的属性。如果不再符合该属性,该伤害不会被防止或替代。如果该护盾因为任何原因没有防止或替代任何伤害,则该护盾没有被使用。 + +609.7c 一些静止式异能所产生的效应防止或替代来自某种特定属性来源的伤害。这些效应对具有该属性的永久物来源和具有该属性且不在战场的来源生效。 + +610. 一次性效应 + +610.1. 一次性效应只作一次事且不具有时限。例如造成伤害、消灭永久物、派出一个衍生物、以及将一个物件从一个区域移到另一个。 + +610.2. 一些一次性效应创造延迟触发式异能,它令该牌手在之后的游戏中作某事(一般在特定的时间),而不是于创造该一次性效应的咒语或异能结算时。参见规则603.7。 + +610.3. 一些一次性效应使得一个物件改变区域“直到”某个特定事件发生。在该事件发生后,另一个一次性效应立即被创造。后者效应将该物件移回原来的区域。 + +610.3a 如果正在结算的咒语或起动式异能创造了上述前者导致物件改变区域的一次性效应,且该特定事件在该咒语或异能放进堆叠之后、但在一次性效应将要发生之前已经发生,则该物件不会改变区域。 + +610.3b 如果正在结算的触发式异能创造了上述前者导致物件改变区域的一次性效应,且该特定事件在该异能触发之后、但在一次性效应将要发生之前已经发生,则该物件不会改变区域。 + +610.3c 除非另有说明,以此法移回战场的物件在其拥有者的操控下返回战场。 + +610.3d 如果多个一次性效应在一个或数个同时发生的事件之后立即被创造,这些一次性效应亦是同时发生的。 +例如:两个逐令僧侣各放逐了一张牌。审判末日同时消灭了所有生物。两张被放逐的牌同时返回战场。 + +610.4. 一些一次性效应使得一个永久物跃离“直到”某个特定事件发生。在该事件发生后,另一个一次性效应立即被创造。后者效应使得该永久物跃回。 + +610.4a 以此法跃离的永久物不因牌手重置步骤(参见规则502.1)中的回合动作之故而跃回。其他效应仍然可能使得其跃回。如果以此法跃离的永久物因另一个效应之故而跃回,上述后者一次性动作不会发生,即使该永久物再次跃离。 + +610.4b 如果正在结算的咒语或起动式异能创造了上述前者导致物件跃离的一次性效应,且该特定事件在该咒语或异能放进堆叠之后、但在一次性效应将要发生之前已经发生,则该物件不会跃离。 + +610.4c 如果正在结算的触发式异能创造了上述前者导致物件跃离的一次性效应,且该特定事件在该异能触发之后、但在一次性效应将要发生之前已经发生,则该物件不会跃离。 + +610.4d 如果多个一次性效应在一个或数个同时发生的事件之后立即被创造,这些一次性效应亦是同时发生的。 + +610.5. 一些静止式异能产生一次性效应,使得牌手施放的咒语在施放时获得异能。这类效应会在牌手将这类咒语放进堆叠时开始对该咒语生效。参见规则601.2a。 + +611. 持续性效应 + +611.1. 一个持续性效应在指定时限中或无限期地,影响物件的特征、影响物件的操控权、或影响牌手或游戏的规则。 + +611.2. 一个持续性效应可能由于一个咒语或异能的结算而产生。 + +611.2a 一个由咒语或异能的结算所产生的持续性效应,在产生它的咒语或异能所列出的时段内生效(例如“直到回合结束”)。如果没有列出时段,则它生效直到游戏结束。 + +611.2b 一些由咒语或异能的结算所产生的持续性效应的时段使用“于……的时段内”描述。如果该时段从未开始过,则该效应没有任何效果。类似地,如果该效应在它最先生效的一刻之前便已经结束,且在该咒语或异能的结算过程中没有再度开始,则该效应没有任何效果。它不会开始并马上结束,也不会永远生效。 +例如:神偷具有异能“当此生物进场时,于你操控此生物的时段内,获得目标神器的操控权。”若你在该异能结算前你不再操控神偷,该异能将没有任何效果,因为其时段(于你操控神偷的时段)在效应开始前便已经结束。 + +611.2c 如果一个由咒语或异能的结算所产生的持续性效应影响特征或改变任何物件的操控权,这组受其影响的物件在该持续性效应开始时决定。在此之后,该组永久物不会改变。(注意这与一个静止式异能所产生的持续性效应不同。)一个由咒语或异能的结算所产生且不影响特征或改变任何物件操控权的持续性效应影响游戏规则,所以它们可以影响在该持续性效应开始时并不受其影响的物件。如果一个单独的持续性效应中的一部分影响物件的特征或改变物件的操控权,而其他部分不如此作,则受各部分影响的物件各自单独决定。 +例如:一个效应为“所有白色生物得+1/+1直到回合结束”,它将在该咒语或异能结算时给所有为白色生物的永久物+1/+1(即使它们的颜色之后改变),且不会影响之后进入战场或成为白色的生物。 +例如:一个效应为“防止本回合中生物将造成的所有伤害”,它不影响任何特征,所以它影响游戏规则。这表示该效应将对在该效应开始时不在战场的生物同样生效。它也会影响本回合中之后成为生物的永久物。 + +611.2d 如果一个结算中的咒语或异能将产生一个包含可变数值的持续性效应,例如X,该可变数值的数值只在结算时决定一次。参见规则608.2h。 + +611.2e 如果一个结算中的咒语或异能既将一个非衍生物的永久物放进战场,又创造一个持续性效应叙述该永久物“是[特征]”、“具有[特征]”或不具有某特征,则该持续性效应于该永久物进战场的同时立即生效。此特征通常是颜色或生物类别。如果持续性效应叙述该永久物“成为[特征]”或“获得[异能]”,该效应在永久物进战场之后生效。 +例如:理念仲裁者将一个神器、生物或地牌放进战场,其异能的部分叙述为“该永久物额外具有结界此类别。”因结界进战场而触发的异能会因此触发。以此法进战场的永久物并非进入战场然后才成为结界。 + +611.2f 一些咒语和异能产生一个持续性效应,其修改一位牌手下一个施放的咒语的特征,或修改一位牌手于某时段内施放且满足特定条件的咒语的特征,或有类似的效果。这些效应不会立即生效。相反,它们会在该牌手下一次将合适的咒语放进堆叠时开始对该咒语生效,并应用于该咒语。参见规则601.2a。 + +611.3. 持续性效应可能由物件的静止式异能产生。 + +611.3a 由静止式异能所产生的持续性效应没有被“锁定”;它在任何时刻均对其叙述包含的内容生效。 + +611.3b 一个效应在产生它的永久物在战场期间或产生它的物件在对应的区域期间均生效。 +例如:一个具有静止式异能“所有白色生物得+1/+1”的永久物产生的效应持续给予每个战场上的白色生物+1/+1。如果一个生物成为白色,它得到+1/+1;一个不再是白色的生物失去它。 + +611.3c 影响永久物特征的持续性效应于该永久物进入战场的同时生效。它们不等到永久物在战场后再改变它。由于这些效应于永久物进入战场时生效,它们在决定该永久物是否在进入战场时触发异能之前生效。 +例如:一个具有静止式异能“所有白色生物得+1/+1”的永久物在战场上。一般情况下创造1/1白色生物的生物咒语将改为创造2/2白色生物。该生物不会作为1/1生物进入战场然后成为2/2。 + +611.3d 静止式异能的持续性效应可能允许牌手使用地,施放永久物咒语,或是赋予永久物咒语或永久物牌一个允许其被施放的异能。如果此效应同时还赋予该物件一个仅在战场上生效的异能,则此异能在赋予该许可或异能的效应列出的时段内生效。如果没有列出时段,则它生效直到游戏结束。这是规则611.3a-b的例外情况。 + +612. 改变叙述的效应 + +612.1. 一些持续性效应改变物件的叙述。这对任何词语或该物件印有的符号生效,但一般情况下只影响该物件的规则叙述(在其文字栏中)和/或其类别栏中的叙述。此类效应为改变叙述的效应。 + +612.2. 改变叙述的效应只改变正确使用的词语(例如,作为颜色使用的万智牌颜色词、作为地类别使用的地类别词、或作为生物类别使用的生物类别词)。一个改变颜色词或副类别的效应不会改变牌的名称,即使该名称包含与万智牌颜色词、基本地类别、或生物类别相同的词语。 + +612.2a 大多数派出衍生生物的咒语或异能使用生物类别定义该衍生物的生物类别和名称。一个影响此类咒语或具有此类异能物件的改变叙述的效应可以改变这些词语,因为它们被用作生物类别,即使它们也被用作名称。 + +612.3. 添加或移除异能的效应不会改变受其影响物件的叙述,所以任何被给予该物件的异能不受影响该物件的改变叙述的效应所影响。 + +612.4. 一个衍生物的副类别以及规则叙述由派出它的咒语或异能定义。一个影响衍生物的改变叙述的效应可以改变这些特征。 + +612.5. 一张牌(Exchange of Words)指示牌手交换两个物件的文字栏。这会将每个物件的规则叙述全部替换为另一者的规则叙述。(在涉及本规则未涵盖的某些牌的游戏中,文字栏的其他元素也可能被交换。参见规则100.7。) + +612.6. 一张牌(瓦拉司的变形兽)令一个物件具有另一个物件的“全部叙述”。这不仅仅改变该物件文字栏和类别栏中的叙述,同样改变表示其名称、法术力费用、力量以及防御力的叙述。 + +612.7. 一张牌(谍报用具)令一个物件具有“所有非传奇生物牌之名称”。这会改变代表该物件之名称的叙述。该物件具有Oracle牌张参考文献中的每张非传奇生物牌之名称。(参见规则108.1。) + +612.8. 一些牌创造一个持续性效应,设定一个物件的名称。这会改变代表该物件之名称的叙述。该物件失去原有的名称,并仅具有所指定的名称。 + +612.9. 在永久物上、或在一张不在战场上的牌上的名称贴纸创造一个持续性效应,会将单词加入代表该物件之名称的叙述中。(参见规则123.6。) + +612.10. 通联异能改变咒语的叙述,其方式是将具通联异能的牌上的规则叙述加到另一个咒语的规则叙述中,其位置在该咒语本身的规则叙述之后。通联不会改变或替代该咒语本身的任何叙述。(参见规则702.47,“通联”。) + +613. 持续性效应的互动 + +613.1. 确定物件特征首先从该物件本身开始。对于一张牌来说,这表示牌上所印的特征。对于衍生物或咒语与牌的复制品来说,这表示创造它的效应对其定义的特征。然后所有适用的持续性效应以一系列分层的形式按照以下顺序生效: + +613.1a 层1:影响可复制特征值的规则和效应生效。 + +613.1b 层2:改变操控权的效应生效。 + +613.1c 层3:改变叙述的效应生效。参见规则612,“改变叙述的效应”。 + +613.1d 层4:改变类别的效应生效。这包括改变物件的牌张类别、副类别、和/或超类别。 + +613.1e 层5:改变颜色的效应生效。 + +613.1f 层6:添加异能的效应、关键字指示物、移除异能的效应以及令物件不能具有某异能的效应生效。 + +613.1g 层7:改变力量和/或防御力的效应生效。 + +613.2. 在层1中,效应以一系列副分层的形式按照以下顺序生效。在每个副分层中,效应按照时间印记顺序生效。(参见规则613.7。)注意,从属关系可能会改变同一副分层中效应生效的顺序。(参见规则613.8。) + +613.2a 层1a:可复制效应生效。这包括复制效应(参见规则707,“复制物件”)以及由一个物件与一个永久物结聚而确定的对物件基础特征的改变(参见规则729,“与永久物结聚”)。如果“于...进场时”以及“于...翻回正面时”异能设定力量和防御力,则其产生可复制效应,即使其同时设定其他特征。 + +613.2b 层1b:牌面朝下的咒语和永久物的特征根据规则708.2的定义被改变。 + +613.2c 在层1中的所有规则和效应生效后,该物件的特征成为其可复制特征值。(参见规则707.2。) + +613.3. 在层2-6中,特征定义异能所产生的效应首先生效(参见规则604.3),然后所有其他顺序按照时间印记顺序生效(参见规则613.7)。注意,从属关系可能会改变同一层中效应生效的顺序。(参见规则613.8。) + +613.4. 在层7中,效应以一系列副分层的形式按照以下顺序生效。在每个副分层中,效应按照时间印记顺序生效。(参见规则613.7。)注意,从属关系可能会改变同一副分层中效应生效的顺序。(参见规则613.8。) + +613.4a 层7a:定义力量和/或防御力的特征定义异能所产生的效应生效。参见规则604.3。 + +613.4b 层7b:将力量和/或防御力设定为一个特定的数字或数值的效应生效。提及生物的基础力量和/或防御力的效应在此层生效。 + +613.4c 层7c:影响力量和/或防御力(但不将力量和/或防御力设定为一个特定的数字或数值)的效应和指示物生效。 + +613.4d 层7d:交换生物的力量和防御力的效应生效。此类效应将生物的力量给予其防御力,并将生物的防御力给予其力量。 +例如:某效应给一个1/3生物+0/+1。然后另一个效应交换该生物的力量和防御力。其新的力量和防御力为4/1。一个新的效应令该生物+5/+0。它“未交换”的力量和防御力为6/4,所以其真正的力量和防御力为4/6。 +例如:某效应给一个1/3生物+0/+1。然后另一个效应交换该生物的力量和防御力。其新的力量和防御力为4/1。如果该+0/+1的效应在交换效应之前结束,该生物成为3/1。 +例如:某效应给一个1/3生物+0/+1。然后另一个效应交换该生物的力量和防御力。然后第三个效应再次交换该生物的力量和防御力。后两个效应互相抵消,该生物成为1/4。 + +613.5. 游戏持续并自动按照分层系统所决定的顺序令持续性效应生效。所有对物件的特征所作出的更改均在瞬间完成。 +例如:纯净荣耀是一个具有“由你操控的白色生物得+1/+1”的结界。纯净荣耀和一个2/2黑色生物由你操控并在战场上。如果一个效应将令生物成为白色(层5),它因纯净荣耀得到+1/+1(层7c),成为3/3。如果该生物的颜色之后被改为红色(层5),纯净荣耀的效应将不再对其生效,它将回到2/2。 +例如:灰食人魔[Gray Ogre]为一个2/2生物,在战场上。一个效应在它上面放置了一个+1/+1指示物(层7c),令它成为3/3。一个以它为目标的咒语“目标生物得+4/+4直到回合结束”结算(层7c),令其成为7/7。一个具有“你所操控的生物得+0/+2”的结界进入战场(层7c),令其成为7/9。一个“目标生物成为0/1直到回合结束”的效应对其生效(层7b),令其成为5/8(0/1,加上结算的咒语+4/+4,加上结界+0/+2,加上指示物的+1/+1)。 + +613.6. 如果一个效应将在多个层和/或副层中生效,效应的各个部分分别在它们对应的层中生效。如果一个效应开始在一个层和/或副层中生效,它将继续对同样的物件在其他适用的层和/或副层中生效,即使产生该效应的异能在此过程中被移除。 +例如:“此生物得+1/+1并成为你所选择的颜色直到回合结束”的效应同时是改变力量和防御力的效应和改变颜色的效应。“成为你所选择的颜色”部分在层5生效,然后“得+1/+1”部分在层7c生效。 +例如:叛行具有效应“直到回合结束,获得目标生物的操控权。重置该生物。它获得敏捷异能直到回合结束。”这同时是改变操控权的效应和对物件添加异能的效应。“获得操控权”部分在层2生效,且然后“它获得敏捷异能”部分在层6生效。 +例如:“所有非生物神器成为2/2神器生物直到回合结束”同时是改变类别的效应和设定力量与防御力的效应。改变类别的效应在层4对所有非生物神器生效,而设定力量与防御力的效应对同样的永久物在层7b生效,即使这些永久物届时已经不再是非生物神器。 +例如:不息之墓苏沃索在战场上。一个“直到回合结束,目标地成为3/3生物且依然是地”的效应对其生效(层4和7b)。一个“目标生物得+1/+1直到回合技术”的效应对其生效(层7c),令其成为4/4地生物。然后你在你的坟墓场中有十张生物牌的情况下起动苏沃索的异能:“直到回合结束,此地成为黑绿双色的植物/灵俑生物,且具有‘此生物的力量与防御力各等于你坟墓场中生物牌的数量。’它依然是地。”(层4、5、以及7b)。它将成为11/11地生物。如果一张生物牌进入或离开你的坟墓场,苏沃索的力量和防御力将随之改变。如果第一个效应再次对它生效,它将再次成为4/4地生物。 + +613.7. 在同一层或副层中,一般情况下使用时间印记系统来决定效应生效的顺序。一个具有较早时间印记的效应在具有较晚时间印记的效应之前生效。 + +613.7a 一个由静止式异能产生的持续性效应的时间印记为,该静止式异能所在的物件具有的时间印记,或创造该异能的效应具有的时间印记,两者中较晚的一个。如果创造该异能的效应具有较晚的时间印记,且该异能所处的物件获得新的时间印记,该物件的静止式异能所产生的每个持续性效应亦获得一个新的时间印记,但这些时间印记之间的相对顺序保持不变。 +例如:翔空符文是灵气,赋予所结附的武具“佩带此武具的生物具有飞行异能。”牌手将翔空符文贴附于巨锤上,一个具有“佩带此武具的生物得+10/+10且失去飞行异能。”的武具。由翔空符文赋予的异能与翔空符文具有相同的时间印记,因为其时间印记晚于巨锤的时间印记。如果巨锤此后贴附于一个生物,它的这两个异能均获得新的时间印记(参见规则613.7e),但这些时间印记的相对顺序保持不变。 + +613.7b 一个由咒语或异能结算所产生的持续性效应在其被创造时得到时间印记。 + +613.7c 每个指示物会在其放置在一个物件或牌手上时得到时间印记。如果该物件或牌手上已经有同类指示物,每种该类指示物均会得到新的时间印记,且与新放置的指示物之时间印记相同。 + +613.7d 一个物件会在进入一个区域时得到时间印记。 + +613.7e 每当一个灵气、武具、或工事贴附于一个物件或牌手上时,该灵气、武具、或工事得到新的时间印记。 + +613.7f 每当一个永久物翻回正面或翻为牌面朝下时,它得到新的时间印记。 + +613.7g 每当一个双面永久物转化或转换时,它得到新的时间印记。 + +613.7h 牌面朝上的时空牌、异象牌或邪计牌于其翻回正面时得到时间印记。 + +613.7i 牌面朝上的先锋牌在游戏开始时得到时间印记。 + +613.7j 诡局牌于游戏开始时得到时间印记。如果它是牌面朝下的,于其翻回正面时得到新的时间印记。 + +613.7k 贴纸于每次贴到物件上时得到新的时间印记。如果其上有贴纸的物件得到新的时间印记,该贴纸在这之后立即得到新的时间印记。如果其上有贴纸的物件成为战场上结聚永久物的一个组件,贴纸得到新的时间印记。如果其上有多张贴纸的物件进入一个区域或成为结聚永久物的一个组件,其上的贴纸的相对时间印记顺序不变。 + +613.7m 如果两个或更多物件将同时得到时间印记,例如同时进入一个区域或同时成为被贴附,它们的时间印记先后顺序由“主动牌手先决定”顺序(参见规则101.4)决定。由主动牌手操控的物件(或对于没有操控者的物件,由该牌手拥有的)依该牌手选择的顺序具有较早的相对时间印记,然后依照回合顺序轮到每位其他牌手所操控(或拥有)的物件。 + +613.7n 如果一个由某物件的静止式异能产生的持续性效应,与一个由结算中的咒语或异能产生,且对该物件生效的持续性效应同时获得时间印记(例如一个将该物件放进战场并设定其特征的效应;参见规则611.2e),则由该物件的静止式异能产生的持续性效应会获得一个较早的相对时间印记。 + +613.8. 在一个层或副层中,有时使用从属系统来决定效应生效的顺序。如果存在从属关系,它将覆盖时间印记系统。 + +613.8a 如果一个效应(a)与另一个效应在同一层(或副层)中生效;(b)生效的顺序将改变第一个效应的叙述或存在、改变它将生效的对象、或改变它将生效的内容;以及(c)这两个效应都是或都不是特征定义异能,则第一个效应“从属于”第二个效应。否则,这两个效应不从属于彼此。 + +613.8b 一个从属于一个或数个其他效应的效应等待直到这些效应均已生效。如果多个从属效应将同时生效,它们将按照相对的时间印记顺序生效。如果多个从属效应形成从属循环,则忽略此规则且这些在从属循环中的效应将按照时间印记顺序生效。 + +613.8c 在每个效应生效之后,将重新确定剩余效应生效的顺序,而且如果一个还没有生效的效应成为从属或不再从属于其他还没有生效的效应,顺序可能改变。 + +613.9. 一个持续性效应可以覆盖另一个。有时一个效应的结果将决定另一个效应是否生效或该效应的内容。 +例如:两个结附于同一个生物上的灵气:其中一个为“所结附的生物具有飞行异能”而另一个为“所结附的生物失去飞行异能”。两者不从属于彼此,因为没有改变受它们影响的对象或它们影响的内容。令它们按照时间印记顺序生效表示最后产生的一个“获胜”。一个效应是否是暂时的(例如“目标生物失去飞行异能直到回合结束”)或广域的(例如“所有生物失去飞行异能”)并没有关系。 +例如:一个效应为“白色生物得+1/+1”,而另一个为“所结附的生物为白色”。则所结附的生物因第一个效应+1/+1,无论其之前的颜色。 + +613.10. 一些持续性效应影响牌手而不是物件。例如,一个效应可能给予牌手反红保护。所有此类效应在决定物件的特征之后按照时间印记生效。参见时间印记和从属关系的规则(规则613.7和613.8)。 + +613.11. 一些持续性效应影响游戏规则而不是物件。例如,一个效应可能影响牌手的手牌上限,或令一个生物如能攻击则必须攻击。这些效应在所有其他持续性效应生效之后生效。影响咒语或异能费用的持续性效应按照规则601.2f中特定的顺序生效。所有其他效应按照时间印记顺序生效。参见时间印记和从属关系的规则(规则613.7和613.8)。 + +614. 替代性效应 + +614.1. 一些持续性效应为替代性效应。与防止性效应相同(参见规则615),替代性效应于事件发生的过程中持续生效;它们不会事先锁定。此类效应注意将发生的某特殊事件并完全或部分的将该事件用另一个事件将其替代。它们如“护盾”一般对事件进行影响。 + +614.1a 使用“改为”一词的效应为替代性效应。大部分替代性效应使用“改为”一词来指出将被其他事件所替代的事件。 + +614.1b 使用“略过”一词的效应为替代性效应。这些效应使用“略过”一词来指出哪些事件、步骤、阶段、或回合将被没有任何事件发生所替代。 + +614.1c 格式为“[此永久物]进场时上面有……”、“于[此永久物]进场时……”、“[此永久物]当成……来进场”,或“[此永久物]进场时是……”的效应为替代性效应。 + +614.1d 格式为“[此永久物]须……进场”或“[物件]须……进场”的持续性效应为替代性效应。 + +614.1e 格式为“于[此永久物]翻回正面时……”的效应为替代性效应。 + +614.2. 一些替代性效应从来源对伤害生效。参见规则609.7。 + +614.3. 对施放咒语或起动异能所产生的替代性效应没有特殊的限制。这些效应直到它们被用掉或其有效期结束之前始终有效。 + +614.4. 替代性效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。产生这些效应的咒语或异能经常作为响应产生的事件来施放或起动,以导致将在事件发生之前结算。 +例如:某牌手可以响应将消灭一个生物的咒语起动一个将其重生的异能。但是一旦该咒语结算,再重生该生物便已经为时已晚。 + +614.5. 一个替代性效应不会反复引发本身,且只有一次机会对一个事件或任何可能替代该事件的事件生效。 +例如:某牌手操控两个永久物,各具有“如果一个你所操控的生物将对永久物或牌手造成伤害,改为对该永久物或牌手造成两倍的伤害”的异能。一般造成2点伤害的生物将造成8点伤害;不是4点,也不是无限点伤害。 + +614.6. 如果一个事件被替代,它从未发生过。改为发生被更改过的事件,且它可能会触发异能。注意,被更改过的事件可能包含无法作到的指示,在此情况下忽略该无法作到的指示。 + +614.7. 如果一个替代性效应将替代一个事件,但该事件没有发生,则该替代性效应不会作任何事。 + +614.7a 如果一个来源将造成0点伤害,它从未造成伤害。将增加该来源所造成伤害的替代性效应,或将令该来源对其他物件或牌手造成伤害,将没有任何事件来替代,所以它们将没有任何效应。 + +614.8. 重生是一个替代消灭的效应。“改为”一词并没有出现在牌上,但隐含在重生的定义中。“重生[永久物]”表示“本回合中下一次[永久物]将被消灭时,改为移除它上面所有被标记的所有伤害,然后其操控者将它横置。如果它是一个攻击或阻挡中的生物,将其移出战斗。”因造成伤害而触发的异能即使该永久物重生也依然会触发。参见规则701.19。 + +614.9. 一些效应将对一个战役、生物、鹏洛客、或牌手所造成的伤害替代为对另一个战役、生物、鹏洛客、或牌手造成伤害;此类效应被称为转移性效应。如果当伤害将被转移时其中一个永久物不再在战场上,或不再是战役、生物或鹏洛客,该效应将没有任何效果。如果伤害将转移到或从已经离开游戏的牌手上转移,该效应没有任何效果。 + +614.10. 令牌手略过事件、步骤、或回合的效应为替代性效应。“略过[某事物]”与“作[某事物]改为不作任何事”意义相同。一旦一个步骤、阶段、或回合已经开始,它不再可以被略过;任何略过的效应将等到下一次该事物发生。 + +614.10a 任何对被略过的步骤、阶段、或回合作出的安排将不会发生。任何对“下一次”发生时机作出的安排将等到第一次发生且未被略过的时机。如果两个效应均将导致牌手略过其下一次发生时机,该牌手必须略过接下来的两次;略过一次发生时机将满足其中一个效应,而另一个效应将等到另一次发生时机被略过。 + +614.10b 一些效应令牌手略过步骤、阶段、或回合,然后作另一个动作。该动作将被视为之后真正发生的步骤、阶段、或回合中最先发生的事。 + +614.11. 一些效应替代抓牌。这些效应即使在受影响牌手的牌库中无牌可抓时也同样生效。 + +614.11a 如果一个效应替代一系列抓牌其中的一次抓牌,则所有进行替代的动作完成之后才可以继续此系列抓牌。 + +614.11b 如果一个效应令牌手抓牌并且对该牌作额外的动作,且该抓牌被替代,则不会对该替代性效应所导致的任何抓牌进行这些额外的动作。 + +614.12. 一些替代性效应影响一个永久物如何进入战场。(参见规则614.1c-d。)这些效应如果只影响该永久物则可能来自该永久物本身(而不是影响包含该永久物在内的某一组永久物)。它们也可能来自其他来源。要决定这些替代性效应如何及是否生效,检查该永久物将存在于战场上的特征,并将已经影响其如何进入战场的替代性效应(参见规则616.1)、该永久物在战场上之后将对其生效的其本身的静止式异能所产生的持续性效应、以及已经存在的并将影响该永久物的持续性效应计算在内。 +例如:万物使者具有“于此生物进场时,选择一种颜色”以及“此生物具有反该色保护异能。”某效应派出了一个为万物使者复制品的衍生物。于该衍生物被派出时,该衍生物的操控者为其选择一种颜色。 +例如:异西里狱卒具有“坟墓场中的牌失去所有异能”。伤痕林树妖具有“此生物须横置进场”。从坟墓场中进入战场的伤痕林树妖横置进入战场。 +例如:眠梦法球是具有“永久物须横置进场”的神器。它将不会影响其本身,所以眠梦法球以未横置进入战场。 + +614.12a 如果一个替代性效应影响一个永久物如何进入战场,但需要作出选择,该选择在永久物进入战场之前作出。 + +614.12b 如果数个需要牌手作出选择的替代性效应会同时影响数个永久物进战场的方式,则该牌手作出的选择,不能让这些效应的费用加总起来无法支付。 + +614.12c 一些替代性效应使得永久物进战场时由其操控者选择两种异能之一,且这两种异能均以锚定词开头,以项目列表的格式列出。“[锚定词]~[异能]”意指“只要此永久物进战场时选择了[锚定词],此永久物便具有[异能]。”以锚定词开头的异能与允许牌手选择锚定词的异能相互关联。参见规则607,“关联异能”。 + +614.13. 影响一个永久物如何进入战场的效应可能会令其他物件改变区域。 + +614.13a 当一个影响永久物如何进入战场的效应生效时,你可能需要选择数个亦要改变区域的物件。你不能选择将成为该永久物的物件、或任何与该物件同时进入战场的其他物件。 +例如:缝组食尸鬼的一部分异能为:“于此生物进场时,从你的坟墓场放逐任意数量的生物牌。”如果缝组食尸鬼和符爪熊从你的坟墓场同时进入战场,在缝组食尸鬼的替代性效应生效时,你既不能选择放逐缝组食尸鬼,也不能选择放逐符爪熊。 + +614.13b 在影响一个或数个永久物如何进入战场的效应生效时,不能选择令同一个物件改变区域多于一次。 +例如:勇得(时空牌)具有异能“每当一位牌手施放一个黑色,红色或绿色生物咒语时,该咒语获得吞噬5。”一位牌手操控符爪熊,然后施放雷击族长老,它是一个具有吞噬3的红色生物咒语。于雷击族长老进入战场时,其操控者可以选择牺牲符爪熊使吞噬3的效应生效,也可以选择牺牲符爪熊使吞噬5的效应生效,但不能牺牲同一个符爪熊使两个效应都生效。该牌手可以选择使雷击族长老带有零个、三个或者五个+1/+1指示物进入战场。 + +614.13c 在一个影响永久物如何进入战场的替代性效应生效时,另一个替代性效应可能使得牌手磨牌或是从牌库顶放逐牌。这种情况下,任何从牌库进战场的牌不会被该效应包括在内,即使这些牌在该效应生效时仍在牌库中。 +例如:弄恶安梭苛具有异能“如果你将支付生命时你牌库中有至少相同数量的牌,则改为从你牌库顶放逐等量的牌。”滋生之池是具有异能“于此地进场时,你可以支付2点生命”的地。如果牌手操控弄恶安梭苛,某效应允许该牌手从牌库顶使用滋生之池,而其选择于滋生之池进战场时支付生命,则安梭苛的替代性效应将忽略滋生之池,因为它正进战场。牌库顶接下来的两张牌将被放逐。 + +614.14. 一个物件可能印有一个产生替代性效应的异能,该异能将导致一张或数张牌被放逐,以及另一个异能提及“被放逐的牌”或“被[此物件]放逐”的牌。这些异能互相关联:第二个异能提及的牌只包括放逐区中被第一个异能所产生的替代事件直接放逐的牌。如果另一个物件得到一对关联异能,这些异能在该物件上会以类似的形式互相关联。他们不能与任何其他异能有所关联,无论该物件当前或之前可能具有的其他异能。参见规则607,“关联异能”。 + +614.15. 一些替代性效应不是持续性效应。它们由结算中的咒语或异能具有,替代该咒语或异能本身的一部分或全部效应。此类效应被称为自我替代性效应。创造自我替代性效应的叙述一般是效应即将被替代的异能的一部分,但是叙述也可以是另外一个单独的异能,尤其是以一个异能提示开头的时候。当替代性效应对一个事件生效时,自我替代性效应在其他替代性效应之前生效。 + +614.16. 一些替代性效应对“如果某效应将派出一个或数个衍生物”或“如果某效应将在永久物上放置一个或数个指示物”生效。这些替代性效应当一个结算中的咒语或异能派出衍生物或在永久物上放置指示物时生效,也会当另一个替代性效应或防止性效应如此作时生效,即使被更改的原事件本身并不是效应。 + +614.17. 一些效应叙述某事不能发生。这些效应不是替代性效应,但遵循类似的规则。 + +614.17a “不能”类效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。 + +614.17b 如果一个事件不能发生,牌手不能选择支付包含该事件的费用。 + +614.17c 如果一个事件不能发生,它只能被自我替代性效应(参见规则614.15)替代。其他替代性效应和/或防止性效应不能影响或替代之。 + +614.17d 一些“不能”类效应影响一个永久物如何进入战场、或其是否能进入战场。这些效应如果只影响该永久物则可能来自该永久物本身(而不是影响包含该永久物在内的某一组永久物)。它们也可能来自其他来源。要决定哪些“不能”类效应生效,检查该永久物将存在于战场上的特征,并将已经影响其如何进入战场的替代性效应(参见规则616.1)、该永久物在战场上之后将对其生效的其本身的静止式异能所产生的持续性效应、以及已经存在的并将影响该永久物的持续性效应计算在内。 + +615. 防止性效应 + +615.1. 一些持续性效应为防止性效应。与替代性效应相同(参见规则614),防止性效应于事件发生的过程中持续生效;它们不会事先锁定。此类效应注意将发生的伤害事件并完全或部分防止将造成的伤害。它们如“护盾”一般对事件进行影响。 + +615.1a 使用“防止”一词的效应为防止性效应。防止性效应使用“防止”一词来指定将不会造成哪些伤害。 + +615.2. 很多防止性效应从来源对伤害生效。参见规则609.7。 + +615.3. 对施放咒语或起动异能所产生的防止性效应没有特殊的限制。这些效应直到它们被用掉或其有效期结束之前始终有效。 + +615.4. 防止性效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。产生这些效应的咒语或异能经常作为响应产生的事件来施放或起动,以导致将在事件发生之前结算。 +例如:牌手可以响应将造成伤害的咒语起动一个防止伤害的异能。但是一旦该咒语结算,再防止伤害便已经为时已晚。 + +615.5. 一些防止性效应包括额外效应,它可能会提及被防止的伤害数量。防止本身将在原事件发生的时刻;效应其余的部分在此之后马上进行。 + +615.6. 如果将造成的伤害被防止,则它从未造成。改为发生被更改过的事件,且它可能会触发异能。注意,被更改过的事件可能包含无法作到的指示,在此情况下忽略该无法作到的指示。 + +615.7. 一些由咒语或异能的结算而产生的防止性效应提及特定数量的伤害;例如,“防止本回合中接下来将对任意一个目标造成的3点伤害。”它们如护盾一般。将对该具有“护盾”的永久物或牌手造成的每1点伤害均将被防止。每防止1点伤害则剩余的护盾减少1。如果有两个或以上适用的来源将对具有护盾的永久物或牌手同时造成伤害,该牌手或该永久物的操控者选择该护盾将防止哪些伤害。此类效应只计算伤害的数量;造成伤害的事件或来源数量无关紧要。 + +615.8. 一些由咒语或异能的结算而产生的防止性效应提及某特定来源下一次将造成的伤害。这些效应防止来自该来源下一次的伤害,无论该伤害的数量。一旦该来源的伤害被防止过一次,任何该来源将造成的伤害将正常进行。 + +615.9. 一些由咒语或异能的结算而产生的效应防止由牌手选择的、且具有特定属性的来源造成之伤害。当该来源将造成伤害时,护盾将重新检查来源的属性。如果属性不再符合,则该伤害不会被防止或替代,且该护盾不会用掉。参见规则609.7b。 + +615.10. 一些由静止式异能所产生的防止性效应提及某特定数量的伤害;例如,“如果一个来源将对你造成伤害,防止其中1点伤害。”此类效应在任何时间的任何伤害事件中只防止指定数量的伤害。它将对同一时刻或其他时刻来自其他适用来源的伤害分别生效。 +例如:威吓捍卫者具有“如果一个来源将对你所操控的僧侣生物造成伤害,防止其中1点伤害。”烈火断层为“烈火断层对每个生物造成2点伤害。”烈火断层将对威吓捍卫者的操控者所操控的每个僧侣生物各造成1点伤害。它将对每个其他生物各造成2点伤害。 + +615.11. 一些防止性效应将对一定数量且未指定目标的生物各防止接下来的N点伤害。此类效应在产生该效应的咒语或异能结算时,为每个适用的生物各创造了一个防止护盾。 +例如:沃耶克药剂师具有异能“{T}:防止本回合中接下来将对目标生物以及其他每个与该生物共有颜色的生物所造成的1点伤害。”当该异能结算时,它给予目标生物,以及此时战场上与它共有颜色的每个其他生物,各一个防止接下来将对其造成的1点伤害的护盾。在该异能结算之后改变生物的颜色不会添加或移除护盾,且本回合之后进入战场的生物不会得到护盾。 + +615.12. 一些效应指明该伤害“不能被防止”。如果将造成不能被防止的伤害,任何适用的防止性效应依然对其生效。这些效应将不会防止任何伤害,但它们具有的任何额外效应依然进行。已经存在的伤害防止护盾不会因为不能被防止的伤害而减少。 + +615.12a 防止性效应对任何一个不能被防止的伤害事件只生效一次。它不会反复引发本身来尝试防止该伤害。 + +615.13. 一些触发式异能在将要造成的伤害被防止时触发。此类异能在每当有一个防止性效应对一个或数个同时发生的伤害事件生效、且防止部分或全部该伤害时,就会触发一次。 + +616. 替代性效应和/或防止性效应的互动 + +616.1. 如果两个或更多替代性和/或防止性效应尝试改变一个事件如何影响一个物件或牌手,受影响物件的操控者(或如果没有操控者则其拥有者)或受影响的牌手按照以下列出的顺序,选择其中一个生效。如果两个或更多牌手需要同时作出选择,则按照“主动牌手先决定”的顺序作出选择(参见规则101.4)。 + +616.1a 如果任何替代性和/或防止性效应为自我替代性效应(参见规则614.15),则必须选择它们其中之一。如果没有,则继续至规则616.1b。 + +616.1b 如果任何替代性效应和/或防止性效应将影响一个物件将在谁的操控下进入战场,则必须选择它们其中之一。如果没有,则继续至规则616.1c。 + +616.1c 如果任何替代性和/或防止性效应将使一个物件于进入战场时成为另一个物件的复制品,则必须选择它们其中之一。如果没有,则继续至规则616.1d。 + +616.1d 如果任何替代性和/或防止性效应将使一张牌以背面朝上的方式进入战场,则必须选择它们其中之一(参见规则701.27,“转化”,及规则701.28,“转换”)。如果没有,则继续至规则616.1e。 + +616.1e 任何适用的替代性效应和/或防止性效应均可以被选择。 + +616.1f 一旦被选择的效应生效,重复此步骤(只考虑此时可适用的替代性或防止性效应)直到没有剩余的效应可以生效。 +例如:战场上有两个永久物。其中一个是具有“如果一张牌将从任何地方进入坟墓场,改为将其放逐”的结界,而另一个是具有“如果此生物将死去,改为将其洗回其拥有者的牌库”的生物。该生物的操控者决定该生物将被消灭时哪个替代性效应首先生效;另一个将没有效果。 +例如:蛮荒精魂具有“由你操控的生物进场时是此生物的复制品。”一位牌手操控蛮荒精魂时施放生锈哨兵,该生物通常横置进战场。当其进战场时,蛮荒精魂的复制效应先生效。作为其结果,它不再具有令其横置进战场的异能。生锈哨兵进战场时将是未横置的蛮荒精魂之复制品。 + +616.1g 于遵循616.1a-f叙述之步骤时,一个替代性或防止性效应可能对某事件生效,而另一个替代性或防止性效应可能对一个包含在前者事件中的事件生效。在此情形下,后者效应不能被选择,直到前者效应被选择为止。 +例如:牌手被指示派出一个衍生物,且为万物使者的复制品,其具有异能“于此生物进场时,选择一种颜色。”倍产旺季具有异能叙述为“如果某效应将在你的操控下派出一个或数个衍生物,则改为它派出两倍数量的该类衍生物。”由于进入战场此事件包含在派出衍生物中,倍产旺季的效应必须首先生效,然后两个万物使者衍生物的效应以任意顺序生效。 + +616.2. 一个替代性或防止性效应可能将由于另一个影响某事件的替代性或防止性效应成为对该事件适用。 +例如:一个效应为“如果你将获得生命,改为抓等量的牌”,而另一个效应为“如果你将抓一张牌,改为将一张牌从你的坟墓场移回你的手上”。这两个效应结合(无论它们存在的顺序):得到1点生命改为该牌手从他的坟墓场将一张牌移回他的手上。 + + +7. 附加规则 + +700. 总则 + +700.1. 游戏中发生的任何事情,都称为事件。咒语或异能结算过程中,可能会发生数个事件。触发式异能或替代性效应的文字叙述中,会定义它们所注意的事件。对不同的异能来说,一次的“发生”有可能被作为单一事件,也可能被作为数个事件。 +例如:如果某攻击生物被两个防御生物阻挡,对叙述为“每当此生物被阻挡时”的触发式异能来说是单一事件,但对叙述为“每当此生物被一个生物阻挡时”的触发式异能来说就是两个事件。 + +700.2. 如果某咒语或异能以项目列表的格式提供了两种或以上的选择,且以指示牌手从这些选项中选择数项的字样开头,例如“选择一项~”,此咒语或异能便具有模式。其中的每一个选项都称为一种模式。在鞑契可汗™系列之前印制的具有模式的牌并未使用项目列表格式;这些牌具有Oracle牌张参考文献勘误,使其选项以项目列表的形式呈现。 + +700.2a 牌手作为施放具有模式的咒语或起动具有模式的起动式异能的一部分,必须选择其模式。如果所选的模式之一将不合法(例如,因无法为其选择合法的目标),则不能选择该模式。(参见规则601.2b。) + +700.2b 具有模式的触发式异能由其操控者,作为该异能进入堆叠的一部分选择模式。如果所选的模式之一不合法(例如,因无法为其选择合法的目标),则不能选择该模式。如果未选择此异能上的任何模式,则此异能会被移出堆叠。(参见规则603.3c。) + +700.2c 如果某咒语或异能仅在选择了特定的模式时才需要指定目标,则该咒语或异能的操控者只有在选择了该模式的情况下才需要指定目标。否则,该咒语或异能视同不具有这些目标。(参见规则601.2c。) + +700.2d 如果某个具有模式的咒语或异能允许牌手选择多于一个模式,该牌手通常不能选择同一个模式多于一次。但是,一些具有模式的咒语指示“你可以多次选择同一项”。如果某个模式被选择了多于一次,视为该咒语上该模式以等量的次数依序出现。如果该模式需要目标,则既可以选择同一位牌手或物件作为每一次选择该模式的目标,亦可以选择不同的目标。 + +700.2e 一些咒语和异能会指定一位牌手,而非其操控者,来为它选择模式。在此情况下,该牌手选择模式的时机与该咒语操控者在通常情况下作出选择的时机相同。如果有多于一位的牌手可以作出选择,该咒语的操控者选择由哪一位牌手来作出选择。 + +700.2f 具有模式的咒语或异能,其不同模式需要的目标可能各自不同。改变咒语或异能的目标并不改变其模式。 + +700.2g 具有模式的咒语或异能之复制品,会复制为该咒语或异能所选择的模式。该复制品的操控者不能选择其他模式。(参见规则707.10。) + +700.2h 一些咒语具有一个或数个模式,且模式之前列有费用。它表示该模式具有一个额外费用,如果选择了该模式,则在施放咒语时必须支付之。如果选择了多于一个此类模式,则在施放该咒语时必须支付所有额外费用。支付这些费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。 + +700.2i 一些具有模式的咒语上有一个或数个爪印符号({P})而不是圆点,并指示选择数量加总不超过若干{P}的模式。在施放此类咒语时,其操控者可以选择任意数量的模式,只要所选模式中列出的爪印符号总数不超过指定的数量。 + +700.3. 某些效应会临时将物件分堆。 + +700.3a 每个受影响的物件都必须且只能放进一堆中,除非效应特别说明。 + +700.3b 在堆中的每个物件依然是单独的个体。堆本身并不是一个物件。 + +700.3c 被分在堆里的物件并不因此离开当前所在的区域。如果在坟墓场中的牌被分堆,则必须保持坟墓场的顺序。 +例如:真伪莫辨的叙述为“展示你牌库顶五张牌。一位对手将其分成两堆。将其中一堆牌置于你手上,另一堆牌置于你的坟墓场。”这些被展示的牌在对手分堆的过程中,直到被置于拥有者的手上或坟墓场中之前并未离开拥有者的牌库。 + +700.3d 一堆之中可以包括零个或数个物件。 + +700.4. 死去一词表示“从战场进入坟墓场”。 + +700.5. 牌手的[颜色]献力等同于由该牌手操控的永久物之法术力费用中该色法术力符号的数量。牌手的[颜色1][颜色2]两色献力等同于该牌手操控的永久物之法术力费用中为[颜色1]、[颜色2]或两者都是。 + +700.5a 牌手每种颜色和颜色组合的献力,在考虑任何复制、操控权或改变叙述的效应(并算上任何修正献力的效应)之后计算,但在任何其他影响永久物特征的效应生效之前。这是613.10的例外。亦参见规则613,“持续性效应的互动”。 +例如:诸神祭坛是费用中没有有色法术力的神器,其具有叙述为“你每种颜色和每种颜色组合的献力都加一”的异能。熔锻神普罗烽斯是法术力费用为{3}{R}的永久物,其具有“只要你的红色献力小于五,普罗烽斯便不是生物。”如果牌手操控这两个永久物和另一个费用为{R}{R}{R}的永久物,该牌手的红色献力计算为五,且在普罗烽斯的改变类别的效应生效之前,因此普罗烽斯是生物。 + +700.6. 史迹一词表示一个具有传奇此超类别、或具有神器此牌张类别、或具有传纪此副类别的物件。 + +700.7. 如果异能使用“此[对象]”来表示一个物件,且[对象]为某个特征或其他特性,则仅指该物件本身,即使该物件的[对象]特性当时已经改变。 +例如:某异能为“目标生物得+2/+2直到回合结束。在下个回合步骤开始时,消灭该生物。”该异能将在下个回合步骤开始时消灭其赋予+2/+2的物件,即使它已不是生物。 + +700.8. 一些牌提及牌手的冒险团。牌手的冒险团由至多一个由该牌手操控的僧侣生物、至多一个由该牌手操控的浪客生物、至多一个由该牌手操控的战士生物,以及至多一个由该牌手操控的法术师生物组成。 + +700.8a 如果咒语、异能或效应需要确定牌手冒险团中的生物数量,该数量会由游戏自动计算,其结果是一个介于零至四之间的数字。牌手无需为此类效应宣告哪个特定生物在该牌手的冒险团中。 + +700.8b 如果某个生物具有数个可算作冒险团成员的生物类别,在点算冒险团成员时,该生物只能按这些类别其中之一计算。如果采用多种不同方式点算此类生物,导致牌手冒险团中的生物数量之结果有差异,则会采用其中得到数值最大者的方式来计算。 + +700.8c 如果牌手冒险团中的生物数量为四,该牌手的冒险团满编。 + +700.8d 一张牌(集体行动)指示牌手从由其操控的生物中选出一个冒险团。其意指,对于规则700.8中列出的每一种生物类别,每位牌手选择至多一个由其操控的具有该生物类别的生物。 + +700.9. 一些牌提及有饰装的永久物。如果一个永久物上面有一个或数个指示物(参见规则122)、佩带有武具(参见规则301.5),或被一个由该永久物的操控者操控的灵气所结附(参见规则303.4),则该永久物有饰装。 + +700.10. 一些牌提及“本回合中已起动”的永久物。其意指,该永久物是某个本回合中已起动的异能之来源,无论该永久物是否仍拥有此已起动的异能,或是起动此异能的牌手是否仍在游戏中。 + +700.11. 一些牌提及牌手是否“本回合中有落坟”。其意指,本回合中有永久物牌从任何区域进入该牌手的坟墓场。“[牌手]本回合落坟的次数”意指“本回合中从任何区域进入[该牌手]的坟墓场的永久物牌的数量”。在这两种情况下,该回合中进入牌手坟墓场的牌都不需要仍然留在坟墓场中。 + +700.12. 狂徒一词表示一个具有杀手、佣兵、海盗、浪客和/或邪术师生物类别的物件。 + +700.12a 一些牌提及牌手操控的狂徒。除非另有指定,否则这些效应只考虑狂徒永久物。 + +700.13. 一些牌提及犯下罪行。于一位牌手施放咒语、起动异能或将触发式异能放进堆叠,且该咒语或异能将至少一位对手,至少一个由对手操控的永久物、咒语或异能,和/或至少一张在对手坟墓场中的牌指定为目标时,该牌手犯下罪行。 + +700.14. 一些异能于“每当你花销N”时触发。如果牌手支付费用施放咒语,且于本回合中,该牌手支付该费用之前用于施放咒语的法术力数量小于N,且支付该费用后成为至少N,则该牌手花销N。 +例如:某牌手施放树结拳手[Bark-Knuckle Boxer],其费用为{1}{G}且具有“每当你花销4时,此生物获得不灭异能直到回合结束。”它结算后,该牌手施放卜卦,一个费用为{2}{U}的咒语。在支付卜卦的费用之前,该牌手本回合中已经将两点法术力用于施放咒语。在支付费用之后,其本回合中已经将五点法术力用于施放咒语。由于其本回合中已经将至少四点法术力用于施放咒语,因此树结拳手的异能触发。 + +700.15. “进场”一词是“进入战场”的简写。 + +701. 关键字动作 + +701.1. 在牌张规则叙述文字中所描述的大多数动作,使用的是相关动词单词的标准中文含义,但仍有部分用到的特殊动词含义可能不甚明了。这些“关键字”都是游戏术语;有时,规则提示文字内会有其含义的简略说明。 + +701.2. 起动 + +701.2a 起动一个起动式异能指,支付该异能的费用并将其放进堆叠,使得它最终得以结算并产生效应。在某物件没有其他特别说明的情况下,只有其操控者(若其没有操控者,则为其拥有者)才可以起动物件上的起动式异能。牌手在其拥有优先权的时候可以起动异能。参见规则602,“起动起动式异能”。 + +701.3. 贴附 + +701.3a 将灵气、武具、工事贴附于某物件或或牌手上指,将其从当前所在的区域放到该物件或牌手之上。如果有东西正贴附于战场上的一个永久物,则在放置时习惯上将它与该永久物之间有切实接触。灵气、武具或工事不能贴附于其无法结附、佩带或构工的物件或牌手之上。 + +701.3b 如果有效应试图将某灵气、武具或工事贴附于其不能贴附的物件或牌手之上,则该灵气、武具或工事不会移动。如果有效应试图将某灵气、武具或工事贴附于其已贴附的物件或牌手之上,则该效应没有效果。如果一个效应试图将一个不是灵气、武具或工事的物件贴附于另一个物件或牌手上,该效应没有任何效果且第一个物件没有移动。 + +701.3c 将已在战场上的某灵气、武具或工事贴附于其他物件或牌手之上,会使得该灵气、武具或工事获得新的时间印记。 + +701.3d 将武具从生物上“卸装”意指,将其从生物上移开,使得此武具仍在战场,但并未装备在任何生物上。放置时不应再将它与其他生物接触。如果曾贴附于某物的灵气、武具或工事不再贴附于该物件或牌手之上,便视作“[从该物件或牌手上]不再贴附/卸装”;此灵气、武具或工事离开战场、该物件离开之前所在的区域、或该牌手离开游戏的状况,也包括在此描述之内。 + +701.4. 请援 + +701.4a “请援[特性]”意指“从你手上展示一张[特性]牌,或选择一个战场上由你操控的[特性]永久物”。 + +701.4b “如果已请援[特性]”此描述仅关注该物件于牌手执行该动作时是否具有该特性,无论所展示的牌或所选择的永久物于包含该描述的咒语或异能结算时是否仍具有该特性。 + +701.5. 施放 + +701.5a 施放咒语指,将该咒语从其所在区域(通常为手上)放入堆叠,并支付费用,使得它最终得以结算并产生效应。牌手在其拥有优先权的时候可以施放咒语。参见规则601,“施放咒语”。 + +701.5b 施放某牌指将其作为咒语来施放。 + +701.6. 反击 + +701.6a 反击一个咒语或异能指,取消它并将其移出堆叠。它不会结算,并且其效应完全不会发生。将被反击的咒语置于其拥有者的坟墓场。 + +701.6b 咒语或异能被反击后,已支付的费用均不会“退费”给施放该咒语或起动该异能的牌手。 + +701.7. 派出 + +701.7a 派出一个或数个具有特定特征的衍生物指,将该数量的、具有该特征的衍生物放进战场。 + +701.7b 如果一个替代性效应将要对如何派出衍生物生效,则该效应在适用任何影响该衍生物特征的持续性效应之前生效。如果一个替代性效应将要对衍生物如何进入战场生效,则该效应在适用任何影响该衍生物特征的持续性效应之后生效。 + +701.7c 多年以来,派出衍生物的效应指示牌手“将[衍生物]放进战场”。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“派出”这些衍生物。 + +701.8. 消灭 + +701.8a 消灭一个永久物指,将其从战场移至其拥有者的坟墓场。 + +701.8b 永久物只可能是由于以下数种效应的结果而被消灭:受到了注记着“消灭”的效应;因检查状态动作中的致命伤害(参见规则704.5g);或是受到了具死触异能的来源造成伤害(参见704.5h)。若某永久物是因其他原因而被置入其拥有者的坟墓场,它并不是被“消灭”的。 + +701.8c 一个重生效应可替代一次消灭事件。参见规则701.19,“重生”。 + +701.9. 弃牌 + +701.9a 弃掉一张牌指,将它从其拥有者的手上移到该牌手的坟墓场中。 + +701.9b 在默认情况下,使某位牌手弃掉一张牌的效应允许由受影响的牌手来选择弃掉哪一张牌。然而有些效应会要求牌手随机弃牌,或允许其他牌手来选弃掉哪张牌。 + +701.9c 若一张牌被弃掉,但某效应使其改为以未被展示的方式放置于一个隐藏区域而非其拥有者的坟墓场中,该牌的任何特征值皆视为是未定义的。若以此法弃掉牌来支付某费用,且该费用指定了所弃之牌的某种特征,该费用的支付非法;游戏将倒回至该费用被支付之前的时刻(参见规则732,“处理非法动作”)。 + +701.10. 加倍 + +701.10a 加倍生物的力量和/或防御力会创造一个持续性效应。该效应影响该生物的力量或防御力,但并非将这些特征设定为特定值。参见规则613.4c。 + +701.10b 加倍生物的力量指,其得+X/+0,X为将该生物力量加倍的咒语或异能结算时,该生物的力量。类似地,加倍生物的防御力之效应使其得+0/+X,X为该生物的防御力。加倍生物的力量和防御力使其得+X/+Y,X为其力量且Y为其防御力。 + +701.10c 如果生物的力量于被加倍时小于0,加倍该生物的力量改为意指该生物得-X/-0,X为该生物的力量与0之差值。类似地,如果其防御力于被加倍时小于0,其得-0/-X。如果两者都被加倍,且其中一个特征为负但另一个不为负时,视情况其得-X/+Y或+X/-Y。 + +701.10d 加倍牌手的总生命指,该牌手获得或失去若干生命,使得其新的总生命等同于其当前值的两倍。 + +701.10e 加倍牌手或永久物上某种指示物的数量指,给予该牌手或永久物若干该种指示物,其数量等同于其已有该种指示物之数量。 + +701.10f 加倍牌手法术力池中某种类别的法术力的数量指,该牌手加若干该类别的法术力,其数量等同于其已有该类别法术力之数量。 + +701.10g 加倍某个来源将造成的伤害指,该来源改为造成两倍的伤害。此为替代性效应。 + +701.11. 加两倍 + +701.11a 加两倍生物的力量和/或防御力会创造一个持续性效应。该效应影响该生物的力量或防御力,但并非将这些特征设定为特定值。参见规则613.4c。 + +701.11b 加两倍生物的力量指,其得+X/+0,X为将该生物力量加两倍的咒语或异能结算时,该生物的力量的两倍。类似地,加两倍生物的防御力之效应使其得+0/+X,X为该生物防御力的两倍。加两倍生物的力量和防御力使其得+X/+Y,X为其力量的两倍且Y为其防御力的两倍。 + +701.11c 如果生物的力量于被加两倍时小于0,加两倍该生物的力量改为意指该生物得-X/-0,X为该生物的力量与0之差值的两倍。类似地,如果其防御力于被加两倍时小于0,其得-0/-X。如果两者都被加两倍,且其中一个特征为负但另一个不为负时,视情况其得-X/+Y或+X/-Y。 + +701.12. 交换 + +701.12a 作为咒语或异能结算的一部分,可能会指示双方交换某物(例如,总生命或两个永久物的操控权)。当此类咒语或异能结算时,若无法完成整个交换,则此交换的任何部分均不会发生。 +例如:若某咒语试图交换两个目标生物的操控权,但在咒语结算前,其中一个被消灭了,则此咒语不会对另一个生物产生效果。 + +701.12b 当两个永久物的操控权被交换时,若这些永久物由不同的牌手操控,则每位牌手同时获得由另一位牌手所操控之该永久物的操控权。另一方面,若这些永久物都由同一位牌手操控,则此交换效应没有效果。 + +701.12c 当总生命被交换时,每位牌手获得或失去必要数量的生命,以使得自己的总生命与另一位牌手之前的总生命相同。替代性效应可能改变因此得到或失去的数量,触发式异能也可能因生命的得失而触发。不能获得生命的牌手不能以此法得到较高的总生命,不能失去生命的牌手不能以此法得到较低的总生命(参见规则119.7-8)。 + +701.12d 某些咒语或异能可能会指示牌手将处于两个不同区域的牌交换(例如,被放逐的牌和牌手手上的牌)。这些咒语及异能的运作方式与其他“交换”咒语或异能相同,不同之处在于,交换只有在所交换的牌都由同一位牌手所拥有的情况下才能进行,且即使其中一个区域为空,牌手也能交换这些牌。 + +701.12e 如果在交换处于两个不同区域的牌时,其中之一正贴附于某物件之上,则交换时,原本贴附于物件之上的牌不再贴附于该物件,改为由另一张牌贴附于该物件。 + +701.12f 如果某咒语或异能指示牌手将两个区域交换,则即使其中一个区域空着,也依然会交换这两个区域中的牌。 + +701.12g 咒语或异能可能会指示牌手交换两个数值。在此类交换中,每个数值成为另一个数值交换之前的值。若其中之一为总生命,受影响的牌手获得或失去必要数量的生命,以使其生命等同于另一个数值。替代性效应可能改变因此得到或失去的数量,触发式异能也可能因生命的得失而触发。不能获得生命的牌手不能以此法得到较高的总生命,不能失去生命的牌手不能以此法得到较低的总生命(参见规则119.7-8)。如果这些数值之一是力量或防御力,一个持续性效应被创造,以设置该力量或防御力成为另一个值(参见规则613.4b)。此规则不适用于交换某生物的力量和防御力之咒语或异能。 + +701.12h 一张牌(Exchange of Words)指示牌手交换两个生物的文字栏。这会创造一个改变叙述的效应(参见规则612,“改变叙述的效应”)。在这此交换中,每个永久物的规则叙述成为另一个永久物之前的规则叙述。 + +701.13. 放逐 + +701.13a 放逐一个物件指,将它从原本所在区域移到放逐区中。参见规则406,“放逐”。 + +701.14. 互斗 + +701.14a 一个咒语或异能可能会要求一个生物与另一个生物互斗。这两个生物互相向对方造成等同于自身力量的伤害。 + +701.14b 如果一个被要求互斗的生物已不在战场上或不再是生物(或两者皆如此),没有生物互斗,也没有伤害造成。如果一个生物在一个要求它互斗的咒语或异能结算时不是合法目标(或两者皆如此),没有生物互斗,也没有伤害造成。 + +701.14c 如果某生物与本身互斗,则它会对本身造成其力量值两倍的伤害。 + +701.14d 生物互斗所造成的伤害并非战斗伤害。 + +701.15. 煽惑 + +701.15a 某些咒语和异能可以煽惑生物。直到此类咒语或异能之操控者的下一个回合,该生物被煽惑。 + +701.15b “被煽惑”是永久物能够具有的称号。被煽惑的生物每次战斗若能攻击,则必须攻击,且若能攻击使其被煽惑之永久物、咒语或异能的操控者以外的牌手,则必须如此作。被煽惑既不是异能,也不是该永久物可复制特征值的一部分。 + +701.15c 一个生物可以被多位牌手煽惑。这会创造额外的战斗需求。 + +701.15d 一旦牌手煽惑了某个生物,同一位牌手再次煽惑它没有效果。这不会创造额外的战斗需求。 + +701.16. 探查 + +701.16a “探查”意指“派出一个线索衍生物。”参见规则111.10f。 + +701.17. 磨 + +701.17a 牌手磨数张牌指,该牌手将该数量的牌从牌库顶置于其坟墓场。 + +701.17b 牌手不能磨大于其牌库中牌之数量的牌。如果该牌手获得如此作的选项,其不能选择执行该动作。如果该牌手被指示如此作,该牌手磨尽可能多的牌。相似地,该牌手不能支付包含磨大于其牌库中牌之数量的牌的费用。 + +701.17c 提及所磨的牌的效应可以在其从牌库移动到的区域找到该牌,只要该区域是公开区域。 + +701.17d 如果一个异能检查一张所磨的牌的信息,但多于一张牌被磨掉,该异能提及所磨的每张牌。如果该异能询问所磨的牌的任何信息,诸如特征或法术力值,它将得到复数个答案。如果这些答案用于确定一个可变数值的值,使用这些答案之加总。如果该异能对“该”牌执行任何动作,它将对每张所磨的牌执行该动作。如果该异能对“一张”牌执行任何动作,该异能的操控者选择哪张牌会受其影响。 + +701.18. 使用 + +701.18a 使用地牌指,将其从原本所在区域(通常为手上)放进战场。在同时符合下列所有情况的时候,牌手可以使用地牌:具有优先权、在其回合的行动阶段、堆叠为空、且本回合尚未使用过地牌。使用地牌是一个特殊动作(参见规则116),因此并不使用堆叠;此动作直接发生。因咒语或异能的效果而将地牌放进战场并不是使用地牌。参见规则305,“地”。 + +701.18b 使用某张牌指将该牌作为地来使用或作为咒语来施放,依状况而定。 + +701.18c 有些效应会指示牌手在游戏的某些条件有所改变的情况下“进行游戏”,例如“以展示牌库顶牌的方式进行游戏”。在此语境中的“进行游戏”意指进行万智牌的游戏。(译注:“进行游戏”英文原文亦为“Play”,故在此说明,中文翻译的用词上有显著不同。) + +701.18d 多年以来,施放咒语或作为咒语施放一张牌这个动作,在牌上被称为“使用”该咒语或该牌。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“施放”该咒语或该牌。 + +701.18e 多年以来,起动一个起动式异能的动作,在牌上被称为“使用”该异能。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“起动”该异能。 + +701.19. 重生 + +701.19a 如果正在结算的咒语或异能之效应重生永久物,则它会创造出一个替代性效应,以在下一次该永久物将要被消灭时保护之。此时,“重生[永久物]”意指,“本回合中,当[永久物]下一次将要被消灭时,改为移除其上标记的所有伤害,然后其操控者将它横置。如果它为进行攻击或阻挡的生物,则将其移出战斗。” + +701.19b 如果静止式异能之效应重生永久物,则每次该永久物要被消灭时,该效应均会以其他效应来替代之。此时,“重生[永久物]”意指,“改为移除标记在[永久物]上的所有伤害,然后其操控者将它横置。如果它为进行攻击或阻挡的生物,则将其移出战斗。” + +701.19c 起动能创造重生护盾的异能,或施放创造重生护盾的咒语,均与重生某永久物并不相同。叙述为某永久物不能重生的效应不会阻止此类异能的起动或咒语的施放;相反地,该类效应只是使得重生护盾没有效果。 + +701.20. 展示 + +701.20a 展示一张牌指,将该牌给所有牌手各看上一段适当的时间。如果有效应要展示某张牌,则只要在完成此效应中与之相关的部分之过程中,尚有展示该牌的需要,便需一直展示之。如果施放咒语或起动异能的费用中包含展示牌,或因从隐藏区域中起动异能而展示牌(参见规则602.2a),则从宣告该咒语或异能起,直至其离开堆叠为止,都需要一直展示该牌。如果展示一张牌导致一个触发式异能触发,则直至该触发式异能离开堆叠为止,都需要一直展示该牌。如果该异能在下一次牌手将获得优先权时没有进入堆叠,则该牌不再被展示。 + +701.20b 展示一张牌并不会使得它因此离开当前所在区域。 + +701.20c 当前已展示的牌可以再次被展示。 +例如:心灵感应是叙述为“对手以展示手牌的方式进行游戏”的结界牌。银鳃专家是部分叙述为“从你手上展示一张人鱼牌或支付{3},以作为施放此咒语的额外费用”的生物牌。即使一张人鱼牌已经因为心灵感应的效应而被展示,牌手仍然可以从手上展示该牌以作为施放银鳃专家的额外费用。 + +701.20d 如果牌手牌库中的牌被洗牌或因其他原因被重新排序,任何被重新排序的、且被展示的牌停止被展示,且成为新物件。 + +701.20e 一些效应指示牌手检视一张或数张牌。检视一张牌与展示一张牌之规则大致相同,区别在于被检视的牌只会给指定的牌手看。 + +701.21. 牺牲 + +701.21a 牺牲一个永久物指,其操控者将它从战场直接移到其拥有者的坟墓场。牌手不能牺牲不是永久物的东西,也不能牺牲不由其操控的永久物。牺牲一个永久物并非将其消灭,所以重生或其他替代消灭的替代性效应不能影响此动作。 + +701.22. 占卜 + +701.22a “占卜N”意指,检视你牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置于你的牌库底,其余则以任意顺序置于你的牌库顶。 + +701.22b 如果牌手被指示占卜0,占卜事件不会发生。因牌手占卜而触发的异能不会触发。 + +701.22c 如果多位牌手同时占卜,这些牌手中的每一位同时检视各自牌库顶的牌。这些牌手按主动牌手先决定(APNAP)顺序(参见规则101.4)决定这些牌放置的位置,然后这些牌同时移动到该位置。 + +701.22d 每当牌手占卜时触发的异能会在完成规则701.22a所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。 + +701.23. 搜寻 + +701.23a 在一个区域中搜寻一张牌指,检视在该区域中(即便是隐藏区域)的所有牌,并找到一张符合所赋予描述的牌。 + +701.23b 如果牌手需要在隐藏区域中搜寻符合某个标准的牌,例如特定的牌张类别或颜色,则即使该类牌在该区域中确实存在,该牌手也不一定要找出来。 +例如:碎裂的叙述为“将目标神器放逐。自其操控者的坟墓场、手牌,以及牌库中搜寻与该神器同名的牌,并将这些牌放逐。然后该牌手将其牌库洗牌。”一位牌手以嚎叫的矿井(一个神器)为目标,施放了碎裂。嚎叫的矿井的操控者在其坟墓场中还有另一张同名牌,且在其牌库中还有两张。碎裂的操控者必须找到在坟墓场中的那张嚎叫的矿井,但可以选择在牌库中找到其中的零张、一张,或是两张。 + +701.23c 如果一位牌手被指示搜寻隐藏区域,但搜寻的标准没有定义,该牌手仍然可以搜寻该区域但无法找到任何牌。 +例如:脑叶切除叙述为“目标牌手展示其手牌。你从中选择一张非基本地的牌,从该牌手的坟墓场、手牌以及牌库中搜寻任意数量与该牌名称相同的牌,并将它们放逐。然后该牌手将其牌库洗牌。”如果于脑叶切除结算时,该目标牌手的手牌中没有牌,施放脑叶切除的牌手仍然可以搜寻指定的区域,但无法放逐任何牌。 + +701.23d 如果牌手在隐藏区域中搜寻的是一定数量的牌,例如“一张牌”或“三张牌”,则该牌手必须找出相应数量的牌(如果该区域内没有足够的牌,则需尽量接近该数量)。 + +701.23e 如果含有指示牌手搜寻的效应中,没有指示牌手展示所找到的牌,则不需要展示这些牌。 + +701.23f 如果牌手搜寻一个区域被替代为搜寻该区域的一部分,任何对该牌手搜寻该区域的要求依然生效。任何因牌库被搜寻而触发的异能仍然会触发。 +例如:艾文核灵师的部分叙述为“如果任一对手将搜寻某牌库,则改为他搜寻该牌库顶的四张牌。”资深探险家的叙述为“当此生物死去时,每位牌手各可以从其牌库中搜寻至多两张基本地牌,将它们放进战场,然后洗牌。”因资深探险家的异能而搜寻了牌库顶四张牌的对手也将洗整个牌库。 + +701.23g 如果效应使牌手选择搜寻某区域并对找到的牌作额外动作,即使该额外动作非法或不可能作到,该牌手依然可以选择搜寻。 + +701.23h 某些效应可能会指示牌手从牌库中搜寻一张或数张牌多于一次,再指示牌手洗该牌库。这与令该牌手一次性从该牌库中搜寻所有这些牌的单一指示并无区别。该牌手只会搜寻该牌库一次。 + +701.23i 如果多位牌手同时搜寻,这些牌手同时检视其搜寻的适用范围,然后这些牌手以“主动牌手先决定”的顺序(参见规则101.4)决定要找到哪张牌。 + +701.23j 如果一个效应指示牌手从游戏外搜寻一张卡牌,该牌手可以从游戏外选择一张由其拥有的适当卡牌。 + +701.24. 洗牌 + +701.24a 将牌库或一堆面朝下的牌洗牌指,将这些牌随机化,并使得没有牌手知晓其顺序。 + +701.24b 一些效应使牌手从牌库中搜寻一张或数张牌,将该牌库洗牌,并将搜寻到的一些或全部牌置入其他区域,或置于该牌库中的特定位置。这种情况下,即使这些搜寻到的牌此时仍在牌库中,它们并不会参与洗牌。该牌库中除了这些牌以外的所有牌都会被洗牌。因该牌库洗牌而触发的异能仍然会触发。参见规则401,“牌库”。 + +701.24c 如果某效应将使得牌手将一个或数个特定的物件洗入牌库,而这些物件并不在它们所应在的区域,或者某效应使得所有这些物件都移至其他区域或留在当前区域,该牌库仍然会洗牌。 +例如:智谋的部分叙述为“当智谋从任何地方置入坟墓场时,将它洗入其拥有者的牌库。”它置入坟墓场时其异能触发,然后某牌手响应将其从该坟墓场放逐。当该异能结算时,该牌库被洗牌。 +例如:黑阳当空的部分叙述为“将黑阳当空洗入其拥有者的牌库。”黑阳当空在坟墓场中,并获得了返照异能(可能因为偿付),然后从该坟墓场施放。黑阳当空将被放逐,并且其拥有者的牌库被洗牌。 + +701.24d 如果某效应将使得牌手将一组物件洗入牌库,即使该组中没有物件,该牌库仍然会洗牌。 +例如:填土祭师的叙述为“当此生物进场时,目标牌手将任意数量的目标牌从其坟墓场洗入其牌库。”它进战场时异能触发,但没有指定任何牌为目标。当该异能结算时,指定为目标的牌手仍然需要将其牌库洗牌。 + +701.24e 如果某效应使得牌手洗一个包含零或一张牌的牌库,因该牌库洗牌而触发的异能仍然会触发。 + +701.24f 如果两个或更多效应使得某牌库同时洗牌数次,因该牌库洗牌而触发的异能将触发等量的次数。 + +701.24g 如果某效应将使得牌手洗牌库的同时某物件将被置于该牌库的指定位置,其结果是一个被洗牌的牌库,除了该物件在指定位置之外,其余部分被随机化。 +例如:玄铁巨像和破坟灵俑被同时从战场置于一位牌手的坟墓场。玄铁巨像的一部分叙述为“若玄铁巨像将从任何区域置入坟墓场,则改为展示玄铁巨像,并将它洗入其拥有者的牌库。”破坟灵俑叙述为“若此生物将死去,则改为将它置于其拥有者的牌库顶。”该牌手将玄铁巨像洗入其牌库,并将破坟灵俑置于该牌库的牌库顶。 + +701.25. 刺探 + +701.25a “刺探N”意指,检视你牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置入你的坟墓场,其余则以任意顺序置于你牌库顶。 + +701.25b 如果某效应允许你在刺探时检视额外的牌,那么这些牌包括在你置入坟墓场或以任意顺序置于你牌库顶的牌之中。 + +701.25c 如果牌手被指示刺探0,刺探事件不会发生。因牌手刺探而触发的异能不会触发。 + +701.25d 每当牌手刺探时触发的异能会在完成规则701.25a所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。 + +701.26. 横置和重置 + +701.26a 横置一个永久物指,将它由直向转成横向。只有未横置的永久物可以被横置。 + +701.26b 重置一个永久物指,将它由横向转回直向。只有已横置的永久物可以被重置。 + +701.27. 转化 + +701.27a 转化一个永久物指,将它翻到另一面牌面朝上。只有以双面衍生物和双面牌代表的永久物才能转化。(参见规则712,“双面牌”。) + +701.27b 虽然转化某永久物与将某永久物翻为牌面朝下或翻回正面所执行的具体动作完全相同,但此两者是完全不同的游戏动作。会因某永久物翻为牌面朝下而触发的异能,并不会在该永久物转化时触发,其他依此类推。 + +701.27c 如果某咒语或异能要求牌手转化某个既不是双面衍生物也不是双面牌代表的永久物,则什么都不会发生。 + +701.27d 如果某咒语或异能要求牌手转化某个永久物,且该永久物将要转化成的牌面是瞬间或法术,则什么都不会发生。 + +701.27e 一些触发式异能在一个物件“转化为”一个具有特定特征的物件时触发。此类触发式异能只会在该物件转化或转换(参见规则701.28),且在这之后的时刻立即具有该特征时触发。 + +701.27f 如果一个永久物的起动式或触发式异能(且并非是该永久物的延迟触发式异能)试图转化之,该永久物仅在自该异能放进堆叠之后还没有被转化或转换过时才会如此作。如果一个永久物的延迟触发式异能试图转化该永久物,该永久物仅在自该延迟触发式异能被创造之后还没有被转化或转换过时才会如此作。在这两种情况下,如果该永久物已被转化或转换过,这类指示将被忽略。这是对先前规则的更改。 + +701.27g 一些咒语和异能提及一个“已转化的永久物”。此用词意指一个在战场上且背面朝上的双面永久物。正面朝上的永久物不会被视为已转化的永久物,即使它们之前是背面朝上的。类似地,由多张牌代表的物件,例如已融合或已结聚者,亦不会被视为已转化的永久物,即使其中包含背面朝上的组件。参见规则701.42,“融合”,以及规则729,“与永久物结聚”。 + +701.28. 转换 + +701.28a 转换一个永久物指,将它翻到另一面牌面朝上。这遵循规则701.27a-f、712.9-10、及712.18。这些规则如同适用于转化永久物一般适用于转换永久物。 + +701.28b 虽然转换某永久物与将某永久物翻为牌面朝下或翻回正面所执行的具体动作完全相同,但此两者是完全不同的游戏动作。会因某永久物翻为牌面朝下而触发的异能,并不会在该永久物转换时触发,其他依此类推。 + +701.28c 如果某咒语或异能要求牌手转换某个既不是双面衍生物也不是双面牌代表的永久物,则什么都不会发生。 + +701.28d 如果某咒语或异能要求牌手转换某个永久物,且该永久物将要转换成的牌面是瞬间或法术,则什么都不会发生。 + +701.28e 如果一个永久物的起动式或触发式异能(且并非是该永久物的延迟触发式异能)试图转换之,该永久物仅在自该异能放进堆叠之后还没有被转化或转换过时才会如此作。如果一个永久物的延迟触发式异能试图转换该永久物,该永久物仅在自该延迟触发式异能被创造之后还没有被转化或转换过时才会如此作。在这两种情况下,如果该永久物已被转化或转换过,这类指示将被忽略。 + +701.28f 如果一个效应叙述一个永久物不能转化,则该永久物也不能转换。 + +701.29. 论命 + +701.29a “论命N”意指,检视任一对手牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置于该牌库底,其余则以任意顺序置于该牌库顶。 + +701.30. 比点 + +701.30a 比点指,牌手展示其牌库顶牌。该牌手可以把该牌置于其牌库底。 + +701.30b “与一位对手比点”意指,“选择一位对手。你与该对手分别比点。” + +701.30c 每位比点的牌手同时展示其牌库顶牌。然后这些牌手按主动牌手先决定(APNAP)顺序(参见规则101.4)决定这些牌放置的位置,然后这些牌同时移动到该位置。 + +701.30d 如果某位牌手所展示的牌之法术力值比所有参与比点者所展示的牌都高,其赢得这次比点。 + +701.31. 时空换境 + +701.31a 牌手只能在竞逐时空游戏中时空换境。只有时空操控者可以时空换境。参见规则901,“竞逐时空”。 + +701.31b 时空换境指,将每张牌面朝上时空牌和异象牌面朝下置于其拥有者的时空套牌牌库底,然后将你时空套牌的牌库顶牌移离时空套牌并翻回正面。 + +701.31c 牌手可以因“时空换境异能”的结果(参见规则901.8),因牌面朝上的时空牌或异象牌的操控者离开游戏(参见规则901.10),或因异象的触发式异能离开堆叠(参见规则704.6f)而时空换境。异能也可能指示牌手时空换境。 + +701.31d 翻回正面的时空牌即为牌手时空换入的时空。翻为牌面朝下的、或离开游戏的时空牌即为牌手时空换出的时空。异象也同样适用此规则。 + +701.32. 发动 + +701.32a 只有邪计牌可以发动,并且只可以在魔王游戏中如此作。只有魔王可以发动邪计。参见规则314,“邪计”,及规则904,“魔王”。 + +701.32b 发动邪计指,如果它在你的邪计套牌牌库顶,将其从邪计套牌牌库顶移离,且如果它不是牌面朝上,将其翻回正面。即使以上动作之一或两者均未在其上实行,该邪计仍视同为被发动。 + +701.32c 每次只能发动一个邪计。如果牌手被指示发动多个邪计,其发动等量次数的邪计。 + +701.33. 撤废 + +701.33a 只有面朝上的长效邪计牌可以被撤废,并且只可以在魔王游戏中如此作。参见规则314,“邪计”,及规则904,“魔王”。 + +701.33b 撤废邪计指,将其翻为牌面朝下,并置于其拥有者的邪计套牌牌库底。 + +701.34. 增殖 + +701.34a 增殖表示,选择任意数量其上有指示物的永久物和/或牌手,然后对于其上已经有的每种指示物而言,给该永久物或牌手一个额外的此种指示物。 + +701.34b 在双头巨人游戏中,队伍中的牌手共享中毒指示物。如果以此法选择多于一个在同一队伍中的牌手,只有这些牌手其中之一可以被给予一个额外的中毒指示物。由执行增殖的牌手来选择是哪位牌手获得该指示物。参见规则810,“双头巨人玩法”。 + +701.35. 拘留 + +701.35a 某些咒语和异能可以拘留永久物。直到该咒语或异能之操控者的下一个回合,该永久物不能进行攻击或阻挡,其起动式异能也不能起动。 + +701.36. 殖民 + +701.36a 殖民意指选择一个由你操控的衍生生物并派出一个衍生物,且其为前者衍生生物之复制品。 + +701.36b 当有效应指示你进行殖民时,如果你并未操控任何衍生生物,则你不会派出衍生物。 + +701.37. 蛮化 + +701.37a “蛮化N”意指,如果此永久物未蛮化,则在其上放置N个+1/+1指示物且它蛮化。 + +701.37b “已蛮化”此称号并无规则含义。它仅用作标记,供蛮化异能及其他咒语和异能辨识之用。只有永久物能够蛮化。一旦某永久物已蛮化后,它便会一直保持已蛮化,直到它离开战场为止。“已蛮化”既不是异能,也不是该永久物可复制特征值的一部分。 + +701.37c 如果某永久物的异能指示牌手“蛮化X”,则该永久物的其他异能也可能会提及X。后者异能中的X值等同于该永久物蛮化时的X值。 + +701.38. 投票 + +701.38a 某些咒语和异能要求牌手在所列的多个选项中投票选择其中一个,以决定该咒语或异能会产生哪部分的效应。投票选择的流程为:由某位指定牌手开始,每位牌手依照回合顺序依次选择其中一个选项。如果某效应允许牌手多次投票,则牌手于其原本应进行投票的时候同时完成多次投票。 + +701.38b 所列之选项可包括物件,与不同的效应相关但无规则含义的字词,或与咒语或异能之结算相关的其他变数。 + +701.38c 如果某咒语或异能之规则叙述中提及“投票”,则其指的是“牌手以投票作出选择”;而非未在规则叙述中注明“投票”字样,且让牌手进行选择或作出决定的其他咒语或异能。 + +701.38d 如果一个效应使牌手可以额外多投票,这些投票选择于牌手本应作出投票选择之时一同发生。 + +701.39. 振励 + +701.39a “振励N”意指“选择一个由你操控的生物,且需是由你操控的生物中防御力最小或同为防御力最小者。在其上放置N个+1/+1指示物。” + +701.40. 显化 + +701.40a 显化一张牌指,将其翻为牌面朝下。它成为2/2生物牌,没有规则文字,没有名称,没有副类别,没有法术力费用。将其牌面朝下地放进战场。只要该永久物牌面朝下,它便是已显化的永久物。此设定特征之效应会持续影响此牌面朝下的牌张,直到其被翻回正面为止。 + +701.40b 在你拥有优先权的时机下,你可以把由你操控之已显化的永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则116.2b)。具体方法如下:将代表该永久物的牌张展示给所有牌手,以示此牌确为生物牌,并展示其法术力费用,支付此费用,然后将该永久物翻回正面。于此牌处于牌面朝下状态时设定其特征的效应随之结束,其重新获得在正常状况下的特征。(如果代表该永久物的牌不是生物牌,或是没有法术力费用,则它不能以此法翻回正面。) + +701.40c 如果显化的是一张具变身异能的牌,则其操控者可将其当作具变身异能的牌面朝下生物,并按照规则702.37e中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已显化的永久物来翻回正面。 + +701.40d 如果显化的是一张具伪装异能的牌,则其操控者可将其当作具伪装异能的牌面朝下生物,并按照规则702.168d中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已显化的永久物来翻回正面。 + +701.40e 如果某效应指示牌手从其牌库显化数张牌,则逐张显化该些牌。 + +701.40f 如果某效应指示牌手显化一张牌,且有另一个规则或效应阻止该面朝下的物件进入战场,该牌不会被显化。其特征不会被改变,并留在原来的区域。如果它原本是面朝上的,它仍然是面朝上。 + +701.40g 如果一个由瞬间和法术牌代表之已显化的永久物将要翻回正面,则其操控者展示该牌,然后将其保持牌面朝下。因永久物翻回正面时触发的异能不会触发。 + +701.40h 欲了解更多信息,参见规则708,“牌面朝下的咒语和永久物”。 + +701.41. 支援 + +701.41a 永久物上的“支援N”意指“在至多N个其他目标生物上各放置一个+1/+1指示物。”瞬间或法术咒语上的“支援N”意指“在至多N个目标生物上各放置一个+1/+1指示物。” + +701.42. 融合 + +701.42a 融合属于关键字动作,每个融合牌组当中会有一张牌的异能用到这个关键字动作。融合同一融合牌组的两张牌,意指将它们以背面朝上且已组合的方式放进战场。所得之永久物为由两张牌代表的单一物件。参见规则712,“双面牌”。 + +701.42b 只有属于同一融合牌组的两张牌才能融合。衍生物,不是融合牌之牌张,以及不属于同一融合牌组的融合牌不能融合。 + +701.42c 如果某效应要求牌手融合不能融合的物件,则这些物件会留在当前区域。 +例如:某牌手同时拥有并操控午夜拾荒客和一个为墓地鼠群复制品的衍生物。在战斗开始时,两者都会被放逐,但不能融合。午夜拾荒客会留在放逐区,被放逐的衍生物消失。 + +701.43. 耗竭 + +701.43a 耗竭一个永久物,意指你选择在你的下一个重置步骤中不重置它。 + +701.43b 就算某个永久物尚未被横置,或已在某回合中被耗竭,也能耗竭之。如果你在你的下一个重置步骤到来之前,多次耗竭了同一个永久物,则所有令该永久物不能重置的效应都会在同一个重置步骤中失效。 + +701.43c 不在战场上的物件不能被耗竭。 + +701.43d “你可以于[此生物]攻击时耗竭之”是攻击的可选费用(参见规则508.1g)。一些具有此静止式异能的物件在同一段落中印有一个触发式异能,于“当你如此作”时触发。这些异能相互关联。(参见规则607.2h。) + +701.44. 勘察 + +701.44a 某些咒语和异能会令永久物进行勘察。其意指,该永久物的操控者展示其牌库顶牌。如果以此法展示出地牌,则该牌手将该牌置于其手上。若否,则该牌手在该进行勘察的永久物上放置一个+1/+1指示物,且可以将所展示的牌置入其坟墓场。 + +701.44b 在完成规则701.44a所述之流程后,该永久物便已“勘察”,就算该流程之部分或全部动作无法完成也是一样。 + +701.44c 如果某永久物在有效应令其勘察之前就已改变区域,则利用其最后已知信息来确定进行勘察的物件及其操控者。 + +701.44d 如果同时令多个永久物勘察,则在操控了一个或数个此类永久物的牌手(如果该永久物已不在战场上,则是最后操控它的牌手;参见规则701.44c)中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物勘察。然后对每个剩余的勘察指示重复此流程。 + +701.45. 组装 + +701.45a 组装是出现在Unstable系列中的关键字动作,会将机巧放进战场。除银边牌以外,只有一张牌(汽鞭上司)提及组装机巧。本文件中的规则并未涵盖Unstable系列中的牌张和机制。欲知更多信息,请参见Unstable常见问题集。 + +701.46. 演化 + +701.46a “演化N”意指“如果此永久物上没有+1/+1指示物,则在其上放置N个+1/+1指示物。” + +701.47. 囤兵 + +701.47a “囤兵[副类别]N”意指,“如果你未操控军队生物,则派出一个0/0黑色[副类别]/军队衍生生物。选择一个由你操控的军队生物。在该生物上放置N个+1/+1指示物。如果它不是[副类别],它额外具有[副类别]此类别。” + +701.47b 在完成规则701.47a中所述之流程后,牌手便已“囤兵”,就算该流程之部分或全部动作无法完成也是一样。 + +701.47c “受囤兵的军队”、“受囤兵军队”字样指的是你选择的生物,它是否确实得到指示物并不重要。 + +701.47d 一些老牌印有不包括副类别的“囤兵N”。这些牌在Oracle牌张参考文献中勘误为“囤兵灵俑N”。 + +701.48. 温习 + +701.48a “温习”意指“你可以弃一张牌。如果你如此作,则抓一张牌。如果你未弃牌,则你可以从游戏外展示一张由你拥有的课程牌,并将它置于你手上。” + +701.49. 深入地城 + +701.49a 如果牌手未在统帅区拥有一张地城牌时被指示深入地城,该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。该牌手将其进度标记置于最上方的房间上。参见规则309,“地城”。 + +701.49b 如果牌手在统帅区拥有一张地城牌、且其进度标记不在该地城的最底下的房间上时被指示深入地城,该牌手按照某个从当前房间出发的箭头指示,选择一个相邻的房间。如果从该牌手的进度标记所在的房间出发的箭头有多个,该牌手选择其中一个。该牌手将其进度标记移动到该相邻的房间。 + +701.49c 如果牌手在统帅区拥有一张地城牌、且其进度标记在该地城的最底下的房间上时被指示深入地城,该牌手将该地城牌移出游戏。然后该牌手从游戏外选择一张由其拥有的、且适用的地城牌,将其置入统帅区,然后将其进度标记置于该地城最上方的房间上。 + +701.49d “深入[特性]”是深入地城的变化形式。于指示牌手“深入[特性]”时,如果统帅区中没有由该牌手拥有的地城牌,则该牌手从游戏外选择一张由其拥有的、具有所述特性的地城牌,并将其置入统帅区。该牌手将其进度标记置于该地城最上方的房间上。如果统帅区中有由该牌手拥有的地城牌,则该牌手按照规则701.49b-c所述的一般流程深入地城。 + +701.50. 筹谋 + +701.50a 某些咒语和异能会令永久物筹谋。其意指,该永久物的操控者抓一张牌,然后弃一张牌。若以此法弃掉了一张非地牌,则该牌手在正筹谋的永久物上放置一个+1/+1指示物。 + +701.50b 在规则701.50a中描述的过程完成后,某永久物便“筹谋”,即使该过程中的一些或全部动作无法完成也是如此。 + +701.50c 如果一个永久物在有效应令其筹谋之前就已改变区域,则利用其最后已知信息来确定筹谋的物件及其操控者。 + +701.50d 如果同时令多个永久物筹谋,则在操控了一个或数个此类永久物的牌手(如果该永久物已不在战场上,则是最后操控它的牌手;参见规则701.44c)中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物筹谋。然后对每个剩余的筹谋指示重复此流程。 + +701.50e “筹谋N”是筹谋的变化形式。该永久物的操控者抓N张牌,弃N张牌,然后在该永久物上放置若干+1/+1指示物,其数量等同于以此法弃掉的非地牌数量。 + +701.51. 打开景点 + +701.51a 牌手只可以在使用景点套牌进行的游戏中打开景点(参见规则717,“景点牌”)。 + +701.51b 打开景点意指,将你的景点套牌牌库顶牌移离景点套牌,将其翻回正面,然后将其在你的操控下放进战场。 + +701.51c 一个当牌手“打开一个景点”时触发的异能在牌手因执行上述规则的指示而将一张景点牌放进战场时触发。如果一个效应防止该景点牌进战场,或以其他事件替代其进战场,该异能不会触发。 + +701.52. 掷骰造访景点 + +701.52a 掷骰造访景点意指,掷一个六面骰,然后若掷骰结果等同于由你操控之一个或数个景点上的一个亮起的数字,这些景点均被“造访”,且其造访异能被触发。参见规则717,“景点牌”,及规则702.159,“造访”。 + +701.53. 抚育 + +701.53a “抚育N”意指,派出一个进战场时上面有N个+1/+1指示物的抚育器衍生物。参见规则111.10i。 + +701.53b 抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。 + +701.54. 魔戒引诱你 + +701.54a 某些咒语和异能具有叙述“魔戒引诱你”。于魔戒引诱你时,选择一个由你操控的生物。该生物成为你的持戒人,直到另一个生物成为你的持戒人或另一位牌手获得它的操控权为止。 + +701.54b 持戒人是永久物能够具有的称号,且并非该永久物的可复制特征值。 + +701.54c 于魔戒引诱一位牌手时,如果其没有名称为魔戒的徽记,则其在选择持戒人之前获得一个该徽记。魔戒具有“你的持戒人是传奇且不能被力量比它大的生物阻挡。”只要魔戒已引诱该牌手两次及以上,它便具有“每当你的持戒人攻击时,抓一张牌,然后弃一张牌。”只要魔戒已引诱该牌手三次及以上,它便具有“每当你的持戒人被一个生物阻挡,在战斗结束时该生物的操控者将它牺牲。”只要魔戒已引诱该牌手四次及以上,它便具有“每当你的持戒人对任一牌手造成战斗伤害时,每位对手各失去3点生命。” + +701.54d 一些异能于“魔戒引诱你”时触发。每当一位牌手完成701.54a中所述动作时,魔戒便引诱该牌手,即使其中部分或全部动作无法完成也是一样。 + +701.54e 一些异能检查一个生物是否“是你的持戒人”。对于这些异能而言,若该生物在战场上由你操控且具有持戒人此称号,即符合该条件。 + +701.55. 面临邪恶抉择 + +701.55a “[牌手]面临邪恶抉择~[选项A];或[选项B]”意指“[牌手]选择[选项A]或[选项B]。然后执行所选项中的所有动作。” + +701.55b 当面临邪恶抉择时,牌手可以选择非法或无法完成的选项。在这种情况下,该牌手执行其中尽可能多的动作。这是规则608.2d的例外。 + +701.55c 一个替代性效应可能将指示牌手面临一次邪恶抉择替代为指示牌手面临若干次额外的邪恶抉择。在这种情况下,牌手需要逐次执行相应次数的规则701.55a中所述之整个流程。 + +701.55d 如果多位牌手被指示面临邪恶抉择,这些牌手按照“主动牌手先决定”的顺序逐个执行规则701.55a中所述之整个流程。这是规则608.2e的例外。 + +701.56. 时间旅行 + +701.56a “时间旅行”意指,选择任意数量由你操控且其上有计时指示物的永久物和/或放逐区内由你拥有且其上有计时指示物之已延缓的牌。对每个这类物件而言,在其上放置一个计时指示物,或从其上移去一个计时指示物。参见规则702.62,“延缓”。 + +701.57. 倾探 + +701.57a “倾探N”意指“从你的牌库顶开始放逐牌,直到放逐一张法术力值等于或小于N的非地牌为止。你可以施放该牌,且不需支付其法术力费用,只要该牌所成为的咒语之法术力值等于或小于N。如果你未施放此牌,则将它置于你手上。然后将所有以此法放逐的其他牌以随机顺序置于你的牌库底。” + +701.57b 在完成规则701.57a中所述之流程后,牌手便已“倾探”,就算该流程之部分或全部动作无法完成也是一样。 + +701.57c 如果以规则701.57a中所述之流程放逐的最后一张牌之法术力值等于或小于N,则该牌为“所倾探之牌”,无论该牌是被施放还是置于手上。 + +701.58. 匿伏 + +701.58a 匿伏一张牌指,将其翻为牌面朝下。它成为2/2、具守护{2}的生物牌,没有规则文字,没有名称,没有副类别,没有法术力费用。将其牌面朝下地放进战场。只要该永久物牌面朝下,它便是已匿伏的永久物。此设定特征之效应会持续影响此牌面朝下的牌张,直到其被翻回正面为止。 + +701.58b 在你拥有优先权的时机下,你可以把由你操控之已匿伏的永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则116.2b)。具体方法如下:将代表该永久物的牌张展示给所有牌手,以示此牌确为生物牌,并展示其法术力费用,支付此费用,然后将该永久物翻回正面。于此牌处于牌面朝下状态时设定其特征的效应随之结束,其重新获得在正常状况下的特征。(如果代表该永久物的牌不是生物牌,或是没有法术力费用,则它不能以此法翻回正面。) + +701.58c 如果匿伏的是一张具变身异能的牌,则其操控者可将其当作具变身异能的牌面朝下生物,并按照规则702.37e中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已匿伏的永久物来翻回正面。 + +701.58d 如果匿伏的是一张具伪装异能的牌,则其操控者可将其当作具伪装异能的牌面朝下生物,并按照规则702.168d中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已匿伏的永久物来翻回正面。 + +701.58e 如果某效应指示牌手从其牌库匿伏数张牌,则逐张匿伏该些牌。 + +701.58f 如果某效应指示牌手匿伏一张牌,且有另一个规则或效应阻止该面朝下的物件进入战场,该牌不会被匿伏。其特征不会被改变,并留在原来的区域。如果它原本是面朝上的,它仍然是面朝上。 + +701.58g 如果一个由瞬间和法术牌代表之已匿伏的永久物将要翻回正面,则其操控者展示该牌,然后将其保持牌面朝下。因永久物翻回正面时触发的异能不会触发。 + +701.58h 欲了解更多信息,参见规则708,“牌面朝下的咒语和永久物”。 + +701.59. 搜证 + +701.59a “搜证N”意指,从你的坟墓场放逐任意数量的牌,且其法术力值加总须达到N或更多。 + +701.59b 如果牌手于其无法放逐法术力值加总达到N或更多的牌时得到搜证的选项(通常是由于其坟墓场中没有足够的牌),则其不能选择进行搜证。 + +701.59c 如果一个咒语具有允许牌手搜证以作为施放此咒语的额外费用的异能,则其可能还具有另一个提及是否搜证的异能。这些异能相互关联。参见规则607,“关联异能”。 + +701.60. 怀疑 + +701.60a 某些咒语和异能指示牌手怀疑一个生物。该生物成为已遭疑,直到它离开战场或是有咒语或异能使其不再遭疑为止。 + +701.60b 已遭疑是永久物能够具有的称号。只有永久物能够具有已遭疑此称号。已遭疑既不是异能,也不是该永久物可复制特征值的一部分。 + +701.60c 已遭疑的永久物于已遭疑期间具有威慑异能与“此生物不能进行阻挡”。 + +701.60d 已遭疑的永久物不能再次成为已遭疑。 + +701.61. 觅粮 + +701.61a 觅粮意指“从你的坟墓场放逐三张牌,或牺牲一个食品”。 + +701.62. 显化惧象 + +701.62a “显化惧象”意指“检视你牌库顶的两张牌。将其中一张显化,然后将所检视之牌中未以此法显化的牌置入你的坟墓场。”参见规则701.40,“显化”。 + +701.62b 每当牌手显化惧象时触发的异能会在完成规则701.62a所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。 + +701.63. 续战 + +701.63a 某些异能会指示永久物续战N。其意指,除非该永久物的操控者在该永久物上放置N个+1/+1指示物,否则其派出一个N/N白色精怪衍生生物。 + +701.63b 如果某永久物被指示续战0,则什么都不会发生。该永久物上不会放置任何指示物,也不会派出衍生物。 + +701.64. 掌控 + +701.64a “掌控[此永久物]”意指“如果此永久物未受掌控,则它成为受掌控。” + +701.64b “受掌控”此称号并无规则含义。它仅用作标记,供其他咒语和异能辨识之用。只有永久物能够受掌控。一旦某永久物已受掌控后,它便会一直保持已受掌控,直到它离开战场为止。“受掌控”既不是异能,也不是该永久物可复制特征值的一部分。 + +701.65. 截气 + +701.65a 某些咒语和异能会指示牌手对一个或数个永久物和/或咒语截气。其意指,该牌手放逐这些物件。对每张以此法放逐的牌而言,只要该牌持续被放逐,其拥有者便可以施放之,但需支付{2},而不支付其法术力费用。 + +701.65b 每当牌手截气时触发的异能会在牌手因执行截气的指示而放逐一个或数个物件时触发。 + +701.66. 运土 + +701.66a “运土N”意指“目标由你操控的地成为0/0,具敏捷异能的地生物,且仍具有原本类别。在其上放置N个+1/+1指示物。当该地死去或进入放逐区时,将它在你的操控下移回战场。” + +701.66b 每当牌手运土时触发的异能会在701.66a中所述之延迟触发式异能被创造时触发。 + +701.67. 截水 + +701.67a “截水[费用]”意指“支付[费用]。你可以为此费用中的每一点一般法术力横置一个由你操控且未横置的神器或生物,而不支付该法术力。” + +701.67b 如果某个截水费用是施放咒语或起动异能之总费用的一部分(通常是因为截水费用本身就是额外费用),则规则701.67a中所述之支付法术力的替代方法,只能用于支付截水费用中的一般法术力部分,就算施放该咒语或起动该异能的总费用中包含其他一般法术力的部分也是如此。 + +例如:灵水复生是个费用为{1}{U}{U}的咒语,其部分叙述为“你可以截水{6},以作为施放此咒语的额外费用。”于你施放此咒语时,你可以横置至多六个由你操控的神器和/或生物来支付其截水费用中的{6},但你不能横置任何神器或生物来支付其{1}{U}{U}法术力费用中的任何部分。 + +701.67c 每当牌手截水时触发的异能会在牌手支付一个截水费用时触发,无论该费用是以何方式支付。 + +701.68. 衰萎 + +701.68a “衰萎N”意指“在一个由你操控的生物上放置N个-1/-1指示物。” + +701.68b 如果牌手于其无法在由其操控的生物上放置N个-1/-1指示物时得到衰萎的选项(通常是由于其未操控生物),则其不能选择进行衰萎。 + +701.68c 一些指示牌手衰萎的咒语和异能提及“所衰萎的生物”。此用语提及的物件指的是于牌手衰萎时,在其上放置-1/-1指示物的物件。 + +701.68d 每当牌手衰萎时触发的异能会在完成规则701.68a中所述之流程后触发,无论实际发生的事件为何。 + +702. 关键字异能 + +702.1. 绝大多数的异能都在牌张的规则叙述中清楚地描述出了自己的作用。然而,有些异能极为常见,或是其定义会占去牌上太多的空间。在这些情况下,该物件上便只会列出该异能的名称,作为“关键字”;有时会以规则提示来简略说明该异能相对应的游戏规则。 + +702.1a 如果一个效应提及“[关键字异能]费用”,它只指该关键字异能的可变数值费用。 +例如:痕躯瓦罗兹具有异能叙述为“你坟墓场的每张生物牌都具有食腐异能。其食腐费用等同于该牌的法术力费用。”一张生物牌的食腐费用的数值等于其法术力费用,该食腐异能的起动费用为该费用加上“从你的坟墓场放逐此牌”。 + +702.1b 赋予某物件关键字异能的效应可能根据该物件或关于游戏状态的其他信息定义该异能中的可变数值。对于此类异能,该可变数值的数值会持续更新。 +例如:熔岩口地狱兽具有异能“此生物具有返响{X},X为你的总生命。”如果当熔岩口地狱兽的返响异能触发时你的总生命为10,但其结算时你的总生命为5,则需要支付的返响费用为{5}。 +例如:热火//寒冰是一张连体牌,其两半的法术力费用为{1}{R}和{1}{U}。过往成焰叙述为“你坟墓场中的每张瞬间与法术牌都获得返照异能直到回合结束。其返照费用等同于该牌的法术力费用。”热火//寒冰在你的坟墓场中具有“返照{2}{U}{R}”,但如果你选择施放热火,由此施放的咒语具有“返照{1}{R}”。 + +702.1c 一个效应可能会叙述一系列关键字异能或类似情形“亦比照办理”。如果这些关键字异能其中之一具有变化形式或变量,且该效应赋予一个或数个物件和/或牌手该关键字异能或指示物,则它赋予该关键字异能或指示物的每一种适用的变化形式或变量。 +例如:协力合作是一个结界,叙述为“在每位牌手的维持开始时,如果由你操控的某个生物具有飞行异能,则所有由你操控的生物获得飞行异能直到回合结束;且恐惧,先攻,连击,地行者,保护,践踏,以及警戒等异能亦比照办理。”于该触发式异能结算时,你操控的生物中具有的每一种地行者异能和保护异能均会赋予给每个由你操控的生物。 + +702.1d 一个效应可能会提及“具[关键字异能]”或“具有[关键字异能]”的物件。这与提及“具[关键字异能]异能”或“具有[关键字异能]异能”的物件意义相同。 + +702.2. 死触 + +702.2a 死触属于静止式异能。 + +702.2b 如果在上一次检查状态动作后,一个生物受到具死触之来源的伤害,它便作为状态动作被消灭。参见规则704。 + +702.2c 在检查是否造成过量伤害时,任何具有死触的来源对生物分配的非零战斗伤害均认为是致命伤害。 + +702.2d 无论具有死触之物件是从哪个区域造成的伤害,死触异能规则都会生效。 + +702.2e 如果一个永久物在使其造成伤害的效应生效前便离开战场,则会使用其最后已知信息来判断该永久物是否具有死触异能。 + +702.2f 同一个物件上的多个死触异能并无意义。 + +702.3. 守军 + +702.3a 守军属于静止式异能。 + +702.3b 具有守军的生物不能进行攻击。 + +702.3c 同一个生物上的多个守军异能并无意义。 + +702.4. 连击 + +702.4a 连击属于静止式异能,它会影响战斗伤害步骤的规则。(参见规则510,“战斗伤害步骤”。) + +702.4b 如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻(参见规则702.7)或连击,则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。 + +702.4c 如果在第一个战斗伤害步骤中移除一个生物的连击异能,则此生物将无法在第二个战斗伤害步骤中分配战斗伤害。 + +702.4d 如果在一个具有先攻异能的生物在第一个战斗伤害步骤造成过战斗伤害后赋予其连击异能,将使该生物继续在第二个战斗伤害步骤中分配战斗伤害。 + +702.4e 同一个生物上的多个连击异能并无意义。 + +702.5. 结附 + +702.5a 结附属于静止式异能,写作“结附于[物件或牌手]”。结附异能会限制灵气咒语的目标,以及灵气能够结附的对象。 + +702.5b 关于灵气的更多信息,参见规则303,“结界”。 + +702.5c 如果一个灵气上有多个结附异能,则它们均会生效。该灵气的目标必须遵循所有结附异能的限制。此灵气只能结附于符合其所有结附异能限制的物件或牌手。 + +702.5d 能结附于牌手的灵气能以牌手为目标,并贴附于其上。此类灵气不能指定永久物为目标,也不能贴附于永久物之上。 + +702.6. 佩带 + +702.6a 佩带属于武具牌特有的起动式异能。“佩带[费用]”意指,“[费用]:将此武具贴附于目标由你操控的生物上。只能于法术时机起动。” + +702.6b 关于武具的更多信息,参见规则301,“神器”。 + +702.6c 佩带异能可能会进一步限制哪些生物可以选作合法目标。此类限制通常以“佩带[特性]”或“佩带[特性]生物”的形式出现。这些佩带异能只能合法指定由起动该异能之牌手所操控的、且具有该特性的生物。佩带异能的额外限制并不限制该武具能贴附于什么生物上面。 + +702.6d 如果同一个武具上有多个佩带异能,其上的任意一个佩带异能都可以被起动。 + +702.6e “佩带鹏洛客”是佩带异能的一种变化形式。“佩带鹏洛客[费用]”意指“[费用]:将目标由你操控的鹏洛客视同生物地来把此永久物贴附于其上。只能于法术时机起动。” + +702.7. 先攻 + +702.7a 先攻属于静止式异能,它会影响战斗伤害步骤的规则。(参见规则510,“战斗伤害步骤”。) + +702.7b 如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻或连击(参见规则702.4),则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。 + +702.7c 如果在第一个战斗伤害步骤当中,造成了战斗伤害之后再赋予一个不具有先攻异能的生物该异能,并不会使此生物在第二个战斗伤害步骤中无法分配战斗伤害。如果在一个具有先攻异能的生物于第一个战斗伤害步骤中造成伤害后,移除该生物上的先攻异能,也不会使它在第二个战斗伤害步骤中再次分配战斗伤害(除非该生物具有连击异能)。 + +702.7d 同一个生物上的多个先攻异能并无意义。 + +702.8. 闪现 + +702.8a 闪现属于静止式异能,具有此异能的牌在位于你可以使用它的区域中生效。“闪现”意指,“你可以于你能够施放瞬间的时机下使用此牌。” + +702.8b 同一个物件上的多个闪现异能并无意义。 + +702.9. 飞行 + +702.9a 飞行属于躲避式异能。 + +702.9b 具有飞行的生物只能被具有飞行和/或延势的生物阻挡。无论一个生物是否具有飞行,具有飞行的生物都可以阻挡它。(参见规则509,“宣告阻挡者步骤”和规则702.17,“延势”。) + +702.9c 同一个生物上的多个飞行异能并无意义。 + +702.10. 敏捷 + +702.10a 敏捷属于静止式异能。 + +702.10b 如果一个生物具有敏捷,则即使它的操控者在其最近的一回合开始时并未持续操控它,它依然能够攻击。(参见规则302.6。) + +702.10c 如果一个生物具有敏捷,则即使它的操控者在其最近的一回合开始时并未持续操控它,也能够起动费用中包括横置或重置符号的起动式异能。(参见规则302.6。) + +702.10d 同一个生物上的多个敏捷异能并无意义。 + +702.11. 辟邪 + +702.11a 辟邪是静止式异能。 + +702.11b 在永久物上的“辟邪”意指“此永久物不能成为你对手所操控的咒语或异能的目标。” + +702.11c 在牌手上的“辟邪”意指“你不能成为你对手所操控的咒语或异能的目标。” + +702.11d “反[特性]辟邪”是辟邪异能的一种变化形式。永久物上的“反[特性]辟邪”意指“此永久物不能成为由对手操控之[特性]咒语,或由对手操控之[特性]来源异能的目标。”“反[特性]辟邪”异能是一种辟邪异能。 + +702.11e 使物件失去辟邪异能之效应亦会使其失去所有“反[特性]辟邪”异能。允许牌手将具辟邪异能的生物视同不具辟邪异能地选择为目标之效应亦会允许牌手选择具“反[特性]辟邪”异能的生物为目标。寻找具辟邪异能的牌之效应亦会找到具“反[特性]辟邪”异能的牌。 + +702.11f “反[特性A]与反[特性B]辟邪”是“反[特性A]辟邪”及“反[特性B]辟邪”的简写形式;此类叙述与分别列出两个辟邪异能相同。 + +702.11g “反每个[特征]辟邪”是为该特征所有可能出现的每个特性单独列出“反[特性A]辟邪”,“反[特性B]辟邪”等等的缩略形式;此类叙述与分别列出数个辟邪异能相同。(译注:中文牌上的Hexproof from all [characteristic]不一定会译作“反每个[特征]辟邪”,而是可能根据特征中含有的特性数值进行相应的调整,如“反五色辟邪”。) + +702.11h 同一个永久物或牌手上的多个同种辟邪异能并无意义。 + +702.12. 不灭 + +702.12a 不灭是一个静止式异能。 + +702.12b 一个具有不灭的永久物不能被消灭。这些永久物不会被致命伤害消灭,且它们忽略检查致命伤害的状态动作(参见规则704.5g)。 + +702.12c 同一个永久物上的多个不灭异能并无意义。 + +702.13. 威吓 + +702.13a 威吓属于躲避式异能。 + +702.13b 具有威吓的生物只能被神器生物和/或与之有共通颜色的生物阻挡。(参见规则509,“宣告阻挡者步骤”。) + +702.13c 同一个生物上的多个威吓异能并无意义。 + +702.14. 地行者 + +702.14a 地行者为通用词,在物件的规则叙述中都会以“[类别]行者”的格式出现,其中[类别]通常是一种地类别,但也可以是地此牌张类别、任意的地类别、牌张类别、或超类别,或是前述各类别的任意组合。 + +702.14b 地行者属于躲避式异能。 + +702.14c 只要防御牌手至少操控一个符合地行者异能所述特性的地,具有该地行者异能的生物便不能被阻挡。该特性可以是具有所指定的地类别(如“海岛行者”)、具有所指定的牌张类别或超类别(如“神器地行者”)、不具有所指定的牌张类别或超类别(如“非基本地行者”),或同时具有所指定的超类别及副类别(如“雪境沼泽行者”)。(参见规则509,“宣告阻挡者步骤”。) + +702.14d 地行者异能并不会互相“抵消”。 +例如:如果一位牌手操控着一个雪境树林,则即使其同样操控具有雪境树林行者异能的生物,也不能阻挡具有该异能的攻击生物。 + +702.14e 同一个生物上的多个同类别地行者异能并无意义。 + +702.15. 系命 + +702.15a 系命属于静止式异能。 + +702.15b 具有系命之来源所造成的伤害,将使此来源的操控者,或如果没有操控者,则为其拥有者获得等量的生命(该伤害造成的其他结果仍照常处理)。参见规则120.3。 + +702.15c 如果一个物件在使其造成伤害的效应生效前便改变区域,则会使用其最后已知信息来判断该物件是否具有系命异能。 + +702.15d 无论具有系命之物件是从哪个区域造成的伤害,系命规则都会生效。 + +702.15e 如果多个具有系命的来源同时造成伤害,它们会分别导致一次获得生命的事件(参见规则119.9-10)。 +例如:一位牌手操控阿耶尼的群伴,其异能为“每当你获得生命时,在此生物上放置一个+1/+1指示物。”和两个具有系命异能的生物。这些生物同时造成战斗伤害。阿耶尼的群伴的异能触发两次。 + +702.15f 同一个物件上的多个系命异能并无意义。 + +702.16. 保护 + +702.16a 保护属于静止式异能,写作“反[特性]保护”。此特性通常为颜色(如“反黑保护”),但也可以是其他的特征或信息。如果此特性是一张牌的名称,则仅有在此保护异能指名此特性为名称时,才将其视作牌名来处理。如果此特性为一种牌张类别、副类别或超类别,则保护所使用的来源包括该类永久物,与不在战场上的该类来源。这是规则109.2的例外状况。 + +702.16b 具有保护的永久物或牌手不能成为具所述特性的咒语,或来源为该特性的异能之目标。 + +702.16c 具有保护的永久物或牌手不能被具有所述特性的灵气结附。已贴附于该永久物或牌手的此类灵气会作为状态动作置入其拥有者的坟墓场。(参见规则704,“状态动作”。) + +702.16d 具有保护的永久物不能佩带具所述特性的武具或构工具有该特性的工事。此类武具或工事会作为状态动作从该永久物上卸装,但仍留在战场上。(参见规则704,“状态动作”。) + +702.16e 如果将对具有保护的永久物或牌手造成的伤害来源具有所述特性,则此伤害会被防止。 + +702.16f 具有保护的攻击生物不能被具该特性的生物阻挡。 + +702.16g “反[特性A]及反[特性B]保护”是“反[特性A]保护”及“反[特性B]保护”的简写形式;此类叙述与分别列出两个保护异能相同。(译注:中文牌上已经将“反[特性A]及[特性B]保护”按两个保护异能分别译成“反[特性A]保护,反[特性B]保护”。) + +702.16h “反每个[特征]保护”是为该特征所有可能出现的每个特性单独列出“反[特性A]保护”,“反[特性B]保护”等等的缩略形式;此类叙述与分别列出数个保护异能相同。(译注:中文牌上的Protection from all [characteristic]不一定会译作“反每个[特征]保护”,而是可能根据特征中含有的特性数值进行相应的调整,如“反五色保护”。) + +702.16i “所有[特征、特性或牌手的集合]之反[特征、特性或牌手]保护”是为该集合中的每个特征、特性或牌手单独列出“反[A]保护”,“反[B]保护”等等的缩略形式;此类叙述与分别列出数个保护异能相同。 + +702.16j “反一切保护”是保护的变化形式。具有反一切保护的永久物或牌手具有反每个物件的保护,无论该物件的特征为何。此类永久物或牌手不能成为咒语或异能的目标,且不能被灵气结附。此类永久物不能佩带武具、不能构工工事,且不能被生物阻挡。防止将对此类永久物或牌手造成的所有伤害。 + +702.16k “反[一位牌手]保护”是保护的变化形式。具有反一位特定牌手保护的永久物或牌手,具有反该牌手操控之每个物件的保护异能,反该牌手拥有但未被另一位牌手操控之每个物件的保护异能,无论该物件的特征为何。此类永久物或牌手不能成为该牌手操控的咒语或异能的目标,且不能被该牌手操控的灵气结附。此类永久物也不能佩带该牌手操控的武具、不能构工该牌手操控的工事、不能被该牌手操控的生物阻挡。防止所有由该牌手操控、或由该牌手拥有但未被另一位牌手操控之来源将对此类永久物或牌手造成的所有伤害。 + +702.16m 同一永久物或牌手上的多个同特性保护异能并无意义。 + +702.16n 一些灵气既赋予所结附的生物反特性保护,又叙述“此效应不会移除”该灵气或所有灵气。此叙述的意义为这些灵气不会因状态动作置入其拥有者的坟墓场。如果该生物额外具有其他同特性保护异能,这些异能会如常影响灵气。 + +702.16p 一个灵气(善心祝福)赋予所结附的生物反特性保护,并叙述此效应不会移除已贴附于其上的一些永久物。这是意指,当保护效应开始生效时,任何具有所述特性的、已贴附于该生物的物件(包括赋予该生物保护异能的灵气在内)不会因状态动作置入其拥有者的坟墓场。其他具有所述特性的永久物不能再贴附于该生物。如果该生物额外具有其他同特性保护异能,这些异能会如常影响贴附于其上的永久物。 + +702.17. 延势 + +702.17a 延势属于静止式异能。 + +702.17b 具有飞行的生物只能被具有飞行和/或延势的生物阻挡。(参见规则509,“宣告阻挡者步骤”和规则702.9,“飞行”。) + +702.17c 同一个生物上的多个延势异能并无意义。 + +702.18. 帷幕 + +702.18a 帷幕属于静止式异能。“帷幕”意指,“此永久物或牌手不能成为咒语或异能的目标。” + +702.18b 同一永久物或牌手上的多个帷幕异能并无意义。 + +702.19. 践踏 + +702.19a 践踏属于静止式异能,会影响分配攻击生物之战斗伤害的规则。在生物进行阻挡或造成非战斗伤害时,此异能没有效应。(参见规则510,“战斗伤害步骤”。) + +702.19b 具有践踏的攻击生物之操控者,首先将伤害分配给所有阻挡它的生物。一旦这些阻挡生物都分配了致命伤害,则其操控者可以将过量伤害可以在阻挡生物和该生物所攻击的牌手、鹏洛客或战役之间分配。当检查是否已经分配了致命伤害时,需考虑生物上已标记的伤害,以及其他生物在同一战斗伤害步骤正在分配的伤害,但不考虑可能会改变实际造成的伤害数量的异能或效应。攻击生物的操控者不需要对每个阻挡生物分配致命伤害,但此情况下不能将伤害分配给其正在攻击的牌手或鹏洛客。 +例如:一个2/2且具有可以阻挡多个攻击者异能的生物阻挡了两个攻击者:其中一个是1/1、不具异能的生物,另一个是3/3、具践踏异能的生物。主动牌手可将第一个攻击者造成的1点伤害及第二个生物造成的1点伤害分配给阻挡生物,并将具践踏异能的生物造成的剩下2点伤害分配给防御牌手。 +例如:一个6/6、具有践踏异能的绿色生物被一个2/2、具反绿保护的生物阻挡。即使对该阻挡者造成的伤害会被保护异能所防止,该攻击生物的操控者也必须将至少2点伤害分配给阻挡者。进行攻击的生物之操控者可以选择将剩余的伤害在阻挡生物与防御牌手之间分配。 + +702.19c 践踏鹏洛客是践踏异能的变化,会影响对鹏洛客分配战斗伤害的规则。具践踏鹏洛客异能的生物之操控者依照规则702.19b所述分配该生物的战斗伤害,但有一点例外。如果该生物正在攻击鹏洛客,在为所有阻挡生物分配战斗伤害、且至少为该生物所攻击的鹏洛客分配等同于该鹏洛客忠诚的伤害之后,仍有过量的伤害可以由该攻击生物之操控者来选择,任意分配给这些阻挡生物、该鹏洛客、或该鹏洛客的操控者。当检查是否分配了等同于鹏洛客忠诚的伤害时,需考虑其他生物在同一战斗伤害步骤正在分配的伤害,但不考虑可能会改变实际造成的伤害数量的异能或效应。 +例如:牌手操控一个具有三个忠诚指示物的鹏洛客,其正在被一个没有异能的1/1生物和一个具践踏鹏洛客异能的7/7生物攻击。主动牌手可以将来自前者攻击生物的1点伤害和来自后者生物的2点伤害分配给该鹏洛客,并将来自具践踏鹏洛客的生物的5点伤害分配给防御牌手。 + +702.19d 如果一个具有践踏或践踏鹏洛客的生物被阻挡,但在分配伤害时没有阻挡生物,则它造成的所有伤害视同所有阻挡生物都已分配了致命伤害一般地分配给该防御牌手和/或鹏洛客。 + +702.19e 如果一个具有践踏鹏洛客的生物正在攻击鹏洛客,且该鹏洛客被移出战斗,该生物的伤害可以在所有阻挡生物都已分配了致命伤害之后分配给防御牌手。或者,如果在伤害分配时没有阻挡生物,其伤害全部分配给防御牌手。这是规则506.4c的例外情况,且不会使得该生物成为攻击该牌手。 + +702.19f 如果一个不具有践踏鹏洛客的生物攻击的是鹏洛客,不能将它所造成的任何战斗伤害分配给防御牌手,即使该鹏洛客已被移出战斗或攻击生物可分配的伤害超过了它的忠诚。 + +702.19g 同一个生物上的多个践踏异能并无意义。同一个生物上的多个践踏鹏洛客异能并无意义。 + +702.20. 警戒 + +702.20a 警戒属于静止式异能,会影响宣告攻击者步骤的规则。 + +702.20b 具有警戒的生物攻击时不需横置。(参见规则508,“宣告攻击者步骤”。) + +702.20c 同一个生物上的多个警戒异能并无意义。 + +702.21. 守护 + +702.21a 守护属于触发式异能。“守护[费用]”意指“每当此永久物成为由对手操控之咒语或异能的目标时,除非该牌手支付[费用],否则反击之。” + +702.21b 一些守护异能的费用包含X,且叙述X等于何值。该值在该异能结算的时候确定,而非在其触发的时候确定。 + +702.22. 结合 + +702.22a 结合属于静止式异能,会影响战斗的规则。 + +702.22b “与…结合”是结合异能的特殊形式。如果一个效应将使一个永久物失去结合异能,则该永久物同样会失去所有“与…结合”异能。 + +702.22c 于牌手宣告攻击者时,其可以宣告一个或数个具有结合异能的攻击生物,以及至多一个不具结合异能的攻击生物(即使该生物具有“与…结合”异能)结合为一个“团队”。其可以将任意数量具有“与其他[特性]结合”的攻击生物与任意数量的其他[特性]攻击生物组成一个团队。牌手可以宣告任意数量的攻击团队,但每个生物只能是其中一个团队的成员。(防御牌手不能宣告团队,但可以用另一种方式使用结合异能;参见规则702.22j。) + +702.22d 在同一个攻击团队中的所有生物都必须攻击相同的牌手、鹏洛客或战役。 + +702.22e 一旦宣告了攻击团队,即使之后其中一个或数个生物因故失去了结合或“与…结合”异能,该团队也将持续到战斗结束。 + +702.22f 如果一个攻击生物被移出战斗,它也会将从所在团队中移出。 + +702.22g 结合并不会使攻击生物共用异能,也不会移除任何异能。在团队中的攻击生物都是独立的永久物。 + +702.22h 如果一个攻击生物被一个生物所阻挡,则该阻挡生物也同时阻挡了该攻击生物所在团队中的所有其他生物。 +例如:某牌手用一个具飞行的生物与一个具沼泽行者的生物组成了攻击团队进行攻击。操控有沼泽的防御牌手依然可以阻挡具有飞行的生物。如果防御牌手如此作,则阻挡生物也同时阻挡了具沼泽行者的生物。 + +702.22i 如果一个团队中的一个成员因受到某个效应而被阻挡,则整个团队被阻挡。 + +702.22j 在战斗伤害步骤中,如果一个攻击生物的阻挡者符合下述情形之一,则由防御牌手(而不是主动牌手)来分配攻击生物所造成的伤害:该阻挡生物具结合异能、或两个阻挡生物同为[特性]生物,且其中之一具有“与其他[特性]结合”异能。该攻击生物的战斗伤害可以由防御牌手在阻挡它的生物之间任意分配。这是规则510.1c中所描述之顺序的例外状况。 + +702.22k 在战斗伤害步骤中,如果一个阻挡生物阻挡的攻击者符合下述情形之一,则由主动牌手(而不是防御牌手)来分配阻挡生物所造成的伤害:该攻击生物具结合异能、或有两个攻击生物同为[特性]生物,且其中之一具有“与其他[特性]结合”异能。该阻挡生物的战斗伤害可以由主动牌手在它所阻挡的生物之间任意分配。这是规则510.1d中所描述之顺序的例外状况。 + +702.22m 同一个生物上的多个结合异能并无意义。同一个生物上的多个同类别的与…结合异能并无意义。 + +702.23. 狂暴 + +702.23a 狂暴属于触发式异能。“狂暴N”意指,“每当此生物被阻挡时,从第二个生物起,每个阻挡它生物都使它得+N/+N直到回合结束。”(参见规则509,“宣告阻挡者步骤”。) + +702.23b 狂暴的加成在每个战斗中,只于此触发式异能结算时计算一次。此后增加或移除阻挡生物都不会改变此数值。 + +702.23c 如果一个生物具有多个狂暴异能,则每一个都会分别触发。 + +702.24. 累积维持 + +702.24a 累积维持属于触发式异能,其递增永久物的费用。“累积维持[费用]”意指,“在你的维持开始时,在此永久物上放置一个岁月指示物。然后你可以为其上每个岁月指示物各支付[费用]。若你未如此作,牺牲之。”如果[费用]的部分包含了任何选择,则每个岁月指示物的选择都会分别处理,之后要么支付全部的费用,要么便是完全不支付任何的费用。不能只支付其中一部分。 +例如:某生物具有“累积维持{W}或{U}”,且其上有两个岁月指示物。当它的异能下一次触发并结算时,该生物的操控者在其上放置一个岁月指示物,然后可以支付{W}{W}{W},{W}{W}{U},{W}{U}{U},或是{U}{U}{U}来让此生物继续留在战场上。 +例如:某生物具有“累积维持~牺牲一个生物”,且其上有一个岁月指示物。当它的异能下一次触发并结算时,它的操控者不能选择同样一个生物来牺牲两次。要么必须牺牲两个不同的生物,否则就必须牺牲这个具有累积维持异能的生物。 + +702.24b 如果一个永久物有多个累积维持异能,则每一个都会分别触发。不过,岁月指示物并不只与对应的异能有关;每个累积维持异能都会在其结算时,计算永久物上面岁月指示物的总数。 +例如:某生物具有两个“累积维持~支付一点生命”异能。该生物上面目前没有指示物,但两个累积维持异能都已触发。当第一个异能结算时,其操控者便在其上放置一个指示物,然后选择是否支付1点生命。当第二个异能结算时,该操控者便在其上放置第二个指示物,然后选择是否再支付2点生命。 + +702.25. 侧面攻击 + +702.25a 侧面攻击属于触发式异能,在宣告阻挡者步骤中触发。(参见规则509,“宣告阻挡者步骤”。)“侧面攻击”意指,“每当此生物被不具侧面攻击异能的生物阻挡时,该阻挡生物得-1/-1直到回合结束。 + +702.25b 如果一个生物具有多个侧面攻击异能,则每一个都会分别触发。 + +702.26. 时间跳跃 + +702.26a 时间跳跃属于静止式异能,会影响重置步骤的规则。在每位牌手的重置步骤中,主动牌手重置其永久物之前,由该牌手操控、且具时间跳跃异能的所有已跃回永久物“跃离”。与此同时,所有于跃离时由该牌手操控的所有已跃离永久物“跃回”。 + +702.26b 如果一个永久物跃离,其状态改为“已跃离”。除了特别提到已跃离永久物的规则或效应外,游戏会把已跃离的永久物视同不存在一般进行处理。它既不会对游戏中的其他东西产生影响,也不会受其影响。跃离的永久物会移出战斗。(参见规则506.4) +例如:你操控着三个生物,其中之一已跃离。你施放了一个咒语,其叙述为“你每操控一个生物,便抓一张牌。”你抓两张牌。 +例如:你操控一个已跃离的生物。你施放神之愤怒,其叙述为“消灭所有生物。它们不能重生。”该已跃离生物不会被消灭。 + +702.26c 如果一个永久物跃回,则其状态改为“已跃回”。游戏再一次将之视同存在于游戏之中。 + +702.26d 即使一个永久物跃离,会被视同不在战场上及不在其操控者的操控下一般进行处理,但时间跳跃事件实际上并不会使得永久物所在的区域或操控权的归属发生改变。当永久物跃回或跃离时,并不会触发区域变换触发异能。衍生物跃离期间依然存在于战场上。一个永久物跃离期间,其上的指示物和贴纸依然存在。检查已跃回的永久物历史的效应不会把此时间跳跃事件当作导致该永久物离开或进入战场,或是使其操控权发生改变的事件来处理。 + +702.26e 如果一个由咒语或异能结算产生的持续性效应改变任何物件的特征或操控者,已跃离的永久物不会包含在受影响的物件集合中。这包含特指该永久物的持续性效应,除非该效应同时也特指该已跃离的永久物。 + +702.26f 影响已跃离永久物的持续性效应的时限,可能在该永久物跃离的期间过期。对于这种情况,该永久物跃回时已不再受该些持续性效应影响。需特别指出的是,时限中包括着“只要”,且以该永久物为追踪对象的效应(参见规则611.2b)会在该永久物跃离时结束,因为该些效应无法查看到该永久物了。 + +702.26g 当永久物跃离时,贴附于其上的所有灵气、武具及工事也同时跃离。这种跃离方式称为“间接”跃离。间接跃离的灵气、武具或是工事不会自己跃回,而是与其所贴附的永久物一同跃回。 + +702.26h 如果一个物件将要同时以直接和间接两种方式同时跃离,则它只会间接跃离。 + +702.26i 直接跃离的灵气、武具或工事跃回时仍然贴附于它跃离时所贴附的物件或牌手之上,只要该物件仍在相同的区域中或该牌手仍在游戏中。否则,该灵气、武具或工事以未贴附的状态跃回。并进行相应的状态动作。(参见规则704.5m及704.5n。) + +702.26j 因一个永久物成为贴附或未贴附于某物件或牌手上而触发的异能,不会因该永久物跃离或跃回而触发。 + +702.26k 由离开游戏的牌手拥有的已跃离永久物同样会离开游戏。这不会导致因区域改变而触发的异能触发。参见规则800.4。 + +702.26m 如果一个效应使牌手略过其重置步骤,则该回合中不会发生时间跳跃事件。 + +702.26n 在多人游戏中,牌手一旦离开游戏,游戏规则可能导致已跃离永久物离开游戏或被放逐。(参见规则800.4a和800.4c。)如果一个已跃离永久物是在某已离开游戏的牌手之操控下跃离的,该永久物于本应是该牌手的下一个回合开始后的下一个重置步骤中跃回。 + +702.26p 同一永久物或牌手上的多个时间跳跃异能并无意义。 + +702.27. 购回 + +702.27a 购回出现于一些瞬间或法术上。它代表两个静止式异能,均于该咒语在堆叠中时生效。“购回[费用]”意指,“你施放此咒语时可以额外支付[费用]”以及“如果曾支付其购回费用,则结算此咒语时改为将它置于其拥有者的手上,而非该牌手的坟墓场。”支付咒语的购回费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。 + +702.28. 次元幽影 + +702.28a 次元幽影属于躲避式异能。 + +702.28b 具有次元幽影的生物不能被不具有次元幽影的生物所阻挡,且具有次元幽影的生物不能阻挡不具有次元幽影的生物。(参见规则509,“宣告阻挡者步骤”。) + +702.28c 同一个生物上的多个次元幽影异能并无意义。 + +702.29. 循环 + +702.29a 循环属于起动式异能,只在具有循环异能之牌在牌手的手牌中时它才会生效。“循环[费用]”意指,“[费用],弃掉此牌:抓一张牌。” + +702.29b 虽然循环此异能只有于该牌在手上时才能起动,但不论此物件在战场上或是在其他区域中,此异能都会存在于其上。因此,如果一个效应会对具有一个或数个起动式异能之物件产生影响,则具有循环的物件也可能因此受到影响。 + +702.29c 一些具有循环的牌也同时具有当其被循环时触发的异能。“当你循环此牌”意指,“当你弃掉此牌以支付循环异能的起动费用”。这些异能会在此牌循环后去到的区域中触发。 + +702.29d 一些牌具有异能,每当牌手“循环或弃”一张牌时触发。当一张牌被循环时,此类异能只会触发一次。 + +702.29e 类别循环是循环异能的变化。“[类别]循环[费用]”意指,“[费用],弃掉此牌:从你的牌库中搜寻一张[类别]牌,展示该牌,并置于你手上。然后将你的牌库洗牌。”此处的类别通常是一种副类别(如“山脉循环”),但也可以是任意的牌张类别、副类别、超类别,或是前述各类别的组合(如“基本地循环”)。 + +702.29f 类别循环异能是循环异能,且类别循环费用是循环费用。于牌手循环牌时触发其异能的牌,也会在牌手弃掉一张牌以支付类别循环异能之起动费用时触发。阻止牌手循环牌的效应也会阻止牌手起动牌上的类别循环异能。增加或减少循环费用的效应也会增加会减少类别循环费用。寻找具循环异能之牌的效应也可以找到具类别循环异能的牌。 + +702.30. 返响 + +702.30a 返响属于触发式异能。“返响[费用]”意指,“在你的维持开始时,若你在你最近的维持开始后才开始操控该永久物,则除非你支付[费用],否则牺牲之。” + +702.30b 克撒环境中具有返响的牌上面并未印有返响费用。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到了勘误;每张牌上现在都标明了返响费用,其返响费用各等同于各自的法术力费用。 + +702.31. 马术 + +702.31a 马术属于躲避式异能。 + +702.31b 具有马术的生物不能被不具有马术的生物阻挡。无论一个生物是否具有马术,具有马术的生物都可以阻挡它。(参见规则509,“宣告阻挡者步骤”。) + +702.31c 同一个生物上的多个马术异能并无意义。 + +702.32. 消退 + +702.32a 消退是一个代表了两个异能的关键字。“消退N”意指,“此永久物进场时上面有N个消退指示物”以及“在你的维持开始时,从该永久物上移去一个消退指示物。若你无法如此作,则牺牲该永久物。” + +702.33. 增幅 + +702.33a 增幅属于静止式异能,当咒语在堆叠中时生效。“增幅[费用]”意指,“你施放此咒语时可以额外支付[费用]。”支付咒语之增幅费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。 + +702.33b “增幅[费用1]和/或[费用2]”与分别列出“增幅[费用1],增幅[费用2]”之意义相同。 + +702.33c 多重增幅是增幅异能的变化。“多重增幅[费用]”意指,“你施放此咒语时,可以任意次数地额外支付[费用]。”多重增幅费用也是增幅费用。 + +702.33d 如果一个咒语的操控者宣告将要支付该咒语的任何增幅费用,则该咒语为“已增幅”。参见规则601.2b。 + +702.33e 具有增幅的物件具有额外的异能,说明了它增幅过后会发生什么。这些异能会关联到此物件上印的增幅异能:它们只指这些特定的增幅异能。参见规则607,“关联异能”。 + +702.33f 具有多于一种增幅费用的物件,可能也具有对应支付特定增幅费用的异能。这些异能上面的用词会包含“若曾支付其[A]的增幅费用”以及“若曾支付其[B]的增幅费用”,并且A与B分别是牌上所列举的第一个与第二个增幅费用,依此类推。这些异能分别关联到所对应的增幅异能。 + +702.33g 如果一个异能的一部分只会在该咒语增幅过后才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语已增幅时,才要选择这些目标。否则,便视同该咒语施放时并无此类目标。参见规则601.2c。 + +702.33h 贴纸增幅是一个关键字异能,代表一个增幅异能和一个在此咒语已增幅时产生额外费用的异能。“贴纸增幅[费用]”意指,“增幅[费用]”及“若此咒语已增幅,则你得到一个门票指示物,然后可以在此咒语上贴一张贴纸,以作为施放此咒语的额外费用。” + +702.34. 返照 + +702.34a 返照出现在一些瞬间或法术上。它代表两个静止式异能:一个于该牌在牌手的坟墓场中时生效,另一个在该牌在堆叠之上时生效。“返照[费用]”意指,“如果由此牌施放的咒语是瞬间或法术咒语,你可以从你的坟墓场中施放此牌,并支付其返照费用,而非支付其法术力费用”以及“若曾支付返照费用,则在它将于任何时机下离开堆叠时,改为将其放逐,而非置入任何其他地方。”以返照异能施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。 + +702.35. 疯魔 + +702.35a 疯魔为代表了两个异能的关键字。第一个属于静止式异能,当该牌在牌手的手上时生效。第二个属于触发式异能,于第一部分生效后才生效。“疯魔[费用]”意指,“若牌手将弃掉此牌,则该牌手将其弃掉,但改为将其放逐,而非置于其坟墓场”以及“当此牌以此法被放逐时,其拥有者可通过支付[费用]来施放之,而不是支付其法术力费用。若该牌手未如此作,则将此牌置入其坟墓场。” + +702.35b 以疯魔异能施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。 + +702.35c 在结算疯魔触发式异能后,如果所放逐之牌未被施放、且被移动到公开区域,提及被弃掉之牌的效应可以找到该物件。参见规则400.7k。 + +702.36. 恐惧 + +702.36a 恐惧属于躲避式异能。 + +702.36b 具有恐惧的生物只能被神器生物和/或黑色生物阻挡。(参见规则509,“宣告阻挡者步骤”。) + +702.36c 同一个生物上的多个恐惧异能并无意义。 + +702.37. 变身 + +702.37a 变身属于静止式异能,会在具有此异能的牌位于你可以使用它的区域时生效,并且只要该牌的牌面朝下,便会持续变身的效应。“变身[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2生物,并且没有内文叙述、没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”(参见规则708,“牌面朝下的咒语和永久物”。) + +702.37b 威力变身是变身异能的变化。“威力变身[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2生物,并且没有内文叙述、没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”和“于此永久物翻回正面时,如果曾支付其威力变身费用来将它翻回正面,则在其上放置一个+1/+1指示物。”威力变身费用也属于变身费用。 + +702.37c 使用变身异能施放咒语时,将其牌面朝下,并声明你使用变身异能来施放。它成为2/2牌面朝下的生物咒语,并且没有内文叙述、没有名称、没有副类别、没有法术力费用。适用于施放具有这些特征(并非牌面朝上时牌张的特征)的效应或限制会在施放此牌时生效。这些数值为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则707,“复制物件”。)将它放入堆叠(作为具有前述特征之牌面朝下的咒语),改为支付{3},而不是支付其法术力费用。这需要依照支付替代性费用之规则行事。你可以使用一张牌的变身异能来从任何你可以正常施放此牌的区域施放它。当此咒语结算时,它具有该咒语前述之特征进入战场。变身的效应持续影响此牌面朝下之物件,直到此永久物被翻回正面为止。 + +702.37d 通常你不能以牌面朝下的方式施放牌。变身异能允许你如此作。 + +702.37e 于任何你拥有优先权的时机,你可以把由你操控的具有变身异能的牌面朝下之永久物翻回正面。这属于特殊动作;它不使用堆叠(参见规则116)。方法如下:将该永久物视同牌面朝上一般将该永久物的变身费用展示给所有牌手,支付此费用,然后将其翻回正面。(如果此永久物牌面朝上的时候没有变身费用,则其无法以此法翻回正面。)此牌的变身效应随之结束,并重新获得其正常特征。当它翻回正面时,由于它早已进过战场,所以并不会触发任何与永久物进入战场相关的异能,亦不会产生与此相关的效应。 + +702.37f 如果一个永久物的变身费用包含X,该永久物的其他异能可能也提及X。这些异能中X的值等同于变身特殊动作执行时所选择的X的值。 + +702.37g 关于如何施放具有变身异能的牌之更多信息,参见规则708,“牌面朝下的咒语和永久物”。 + +702.38. 增强 + +702.38a 增强属于静止式异能。“增强N”意指,“于此物件进场时,从你手上展示若干张与其有共同生物类别的牌。你每以此法展示一张牌,此永久物进场时上面便有N个+1/+1指示物。能展示的牌不包括此牌本身,也不包括其他与此牌同时进战场的牌。” + +702.38b 如果一个生物具有多个增强异能,则每一个都会分别触发。 + +702.39. 挑拨 + +702.39a 挑拨属于触发式异能。“挑拨”意指,“每当此生物攻击时,你可以选择令目标由防御牌手操控的生物于本次战斗中若能则须阻挡此生物。如果你如此作,则重置该目标生物。” + +702.39b 如果一个生物具有多个挑拨异能,则每一个都会分别触发。 + +702.40. 风暴 + +702.40a 风暴属于触发式异能,于堆叠中生效。“风暴”意指,“当你施放此咒语时,本回合于此咒语之前每施放过一个咒语,便复制该咒语一次。若此咒语需要目标,你可以为任意复制品选择新的目标。” + +702.40b 如果一个咒语具有多个风暴异能,则每一个都会分别触发。 + +702.41. 共鸣 + +702.41a 共鸣属于静止式异能,当具共鸣异能的咒语在堆叠中时生效。“[文字]共鸣”意指“你每操控一个[文字],此咒语便减少{1}来施放。” + +702.41b 如果一个咒语有多个共鸣异能,则每一个都会分别生效。 + +702.42. 打包 + +702.42a 打包属于具有模式之咒语专有的静止式异能,于该咒语在堆叠中时生效。“打包[费用]”意指,“你可以改为选择此咒语的所有模式,而非只选择指定数量的模式。若你如此作,则你额外支付[费用]。”使用打包异能时,需依照规则601.2b及601.2f-h之规定来选择模式与支付额外费用。 + +702.42b 如果支付了打包费用,则在此咒语结算时,按照牌上各模式叙述顺序来依序执行各模式。 + +702.43. 套件 + +702.43a 套件代表了两部分的异能,一个是静止式异能,另一个则是触发式异能。“套件N”意指,“此永久物进场时上面有N个+1/+1指示物”以及“当此永久物从战场进入坟墓场时,其上每有一个+1/+1指示物,你便可以在目标神器生物上放置一个+1/+1指示物。” + +702.43b 如果一个生物具有多个套件异能,则每一个都会分别产生作用。 + +702.44. 辉映 + +702.44a 辉映属于静止式异能,于一个物件进入战场的时候生效。“辉映”意指,“忽略任何将会影响此物件的改变类别的效应,若它作为生物进场,则用过几种颜色的法术力来施放它,它进场时上面便有几个+1/+1指示物。否则,用过几种颜色的法术力来施放它,它进场时上面便有几个充电指示物。” + +702.44b 辉映只在具有辉映的物件从堆叠作为结算中的咒语进入战场时才会放置指示物,并且必须是为其费用支付过一种或多种有色法术力时才会放置指示物。额外费用或替代性费用也算作费用。 + +702.44c 辉映也可用来设定其他异能的可变数值。如果该关键字用于此用途,则不会在乎这是个生物咒语或非生物咒语。 +例如:“套件~辉映”意指,“用过几种颜色的法术力来施放此永久物,它进场时上面便有几个+1/+1指示物”以及“当此永久物从战场进入坟墓场时,其上每有一个+1/+1指示物,你便可以在目标神器生物上放置一个+1/+1指示物。” + +702.44d 如果一个生物具有多个辉映异能,则每一个都会分别产生作用。 + +702.45. 武士道 + +702.45a 武士道属于触发式异能。“武士道N”意指,“每当此生物进行阻挡或被阻挡时,它得+N/+N直到回合结束。”(参见规则509,“宣告阻挡者步骤”。) + +702.45b 如果一个生物具有多个武士道异能,则每一个都会分别触发。 + +702.46. 转生 + +702.46a 转生属于触发式异能。“转生N”意指,“当此永久物从战场上置入坟墓场时,你可以将目标法术力值等于或小于N的精怪牌从你的坟墓场移回你手上。” + +702.46b 如果一个永久物有多个转生异能,则每一个都会分别触发。 + +702.47. 通联 + +702.47a 通联属于静止式异能,当牌在你手上时生效。“通联[特性] [费用]”意指,“于你施放[特性]咒语时,你可以从手上展示此牌。若你如此作,该咒语获得此牌的规则叙述,且你支付[费用]作为施放该咒语的额外费用。”支付一张牌的通联费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。 +例如:由于具有通联异能的牌还留在牌手的手上,稍后牌手还可以正常地施放该牌,或是将该牌通联在其他咒语上。若它所通联上的咒语之费用包括了“弃一张牌”,你甚至可以弃掉它来支付此部分的费用。 + +702.47b 如果你无法作出该牌规则叙述中所要求的选择(例如目标),便不能使用该牌的通联异能。你不能将一张牌多次通联上同一个咒语。如果你要将多张牌通联到同一个咒语上,则将这些牌同时展示,并决定这些效应发生的顺序。在这些效应中,本体咒语的效应一定会首先发生。 + +702.47c 此咒语将具有本体咒语的各项特征,并且额外具有每张通联牌的规则叙述。这属于改变叙述的效应(参见规则612,“改变叙述的效应”。)此咒语不会获得通联牌的其他特征(如名称、法术力费用、超类别、牌张类别、副类别等)。该咒语获得的叙述中,用牌的名称来指代某张牌的部分指代的是在堆叠中的该咒语,而不是指代提供该部分叙述的那张牌。 +例如:冰冻射线是一张具有通联古咒异能的红牌,其叙述为“冰冻射线对任意一个目标造成2点伤害”。假设冰冻射线通联上了蓝色的探遍迷雾。则该咒语依然是蓝色,并且由探遍迷雾造成伤害。这意味着此异能可以指定具反红保护异能的生物为目标,并对该生物造成2点伤害。 + +702.47d 为此类添加的叙述选择目标与一般情况相同。(参见规则601.2c。)注意如果一个咒语具有一个或数个目标,且所有目标在结算时均不合法,此咒语便不会结算。 + +702.47e 一旦该咒语因任何原因离开堆叠,便不再具有由通联导致的任何改变。 + +702.48. 献祭 + +702.48a 献祭属于静止式异能,在具有献祭异能的咒语在堆叠上时生效。“[特性]献祭”意指,“你可以牺牲一个[特性]永久物,以作为施放此咒语的额外费用。若你选择支付此额外费用,此咒语的总费用减少等同于所牺牲的永久物之法术力费用的费用,且你可以于你能够施放瞬间的时机下施放此牌。” + +702.48b 于你为咒语作出选择时,一并选择牺牲哪个永久物。(参见规则601.2b。)于你支付总费用时,牺牲该永久物。(参见规则601.2h。) + +702.48c 所牺牲之永久物的法术力中之一般法术力,将减少该咒语总费用中的一般法术力。所牺牲之永久物的法术力中之有色法术力和无色法术力,将减少该咒语总费用中同样类型的法术力,如有剩余的部分,则将减少该咒语总费用中等量的一般法术力。(参见规则118.7。) + +702.49. 忍术 + +702.49a 忍术属于起动式异能,只当具有忍术异能之牌在牌手的手上时才会生效。“忍术[费用]”意指,“[费用],从你手上展示此牌,将一个由你操控且未受阻挡的攻击生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。” + +702.49b 宣告了一张牌的忍术异能后,直到该异能离开堆叠为止,该牌会一直展示着。 + +702.49c 以忍术异能放进战场的生物进场时所攻击的牌手、鹏洛客或战役与被移回其拥有者手上的生物所攻击者相同。 + +702.49d 指挥官忍术是忍术异能的变化,当具指挥官忍术的牌位于统帅区中时亦会生效。“指挥官忍术[费用]”意指“[费用],从你手上或统帅区展示此牌,将一个由你操控且未受阻挡的生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。” + +702.50. 历传 + +702.50a 历传代表两个咒语异能,其中一个会创造一个延迟触发式异能。“历传”意指,“于这盘游戏接下来的时段中,你不能施放咒语”以及“于这盘游戏接下来的时段中,在你的每个维持开始时,复制此咒语,但不包含其历传异能。你可以为该复制品选择新的目标。”参见规则707.10。 + +702.50b 一旦牌手所操控之具有历传的咒语结算,该牌手便不再能施放咒语,但效应(比如历传异能本身)依旧能把咒语的复制品放进堆叠。 + +702.51. 召集 + +702.51a 召集属于静止式异能,当具有召集的咒语在堆叠中时生效。“召集”意指,“你可以为此咒语总费用中的每一点有色法术力横置一个由你操控的未横置的该色生物,而不支付该法术力。你可以为此咒语总费用中的每一点一般法术力横置一个由你操控的未横置的生物,而不支付该法术力。” + +702.51b 召集异能不是额外或替代性费用,且只在该具有召集异能的咒语的总费用被确定之后生效。 +例如:无情召唤的一部分异能叙述为“你施放的生物咒语减少{2}来施放。”你操控无情召唤并施放攻城亚龙,一个费用为{5}{G}{G}并具有召集异能的咒语。施放攻城亚龙的总费用为{3}{G}{G}。在你起动法术力异能之后,你将支付总费用。你可以横置至多两个绿色生物和至多三个其他生物来支付该费用,未用此法支付的其余费用使用法术力异能来支付。 + +702.51c 若以此法横置了某生物来支付咒语的总费用,便称为用此生物“召集”该咒语。 + +702.51d 同一个咒语上的多个召集异能并无意义。 + +702.52. 发掘 + +702.52a 发掘属于静止式异能,只当具有发掘异能的牌在牌手的坟墓场中时生效。“发掘N”意指,“只要你的牌库至少有N张牌,若你将要抓一张牌,你可以改为磨N张牌,且将此牌从你的坟墓场移回你手上。” + +702.52b 如果牌手的牌库张数少于某个发掘异能所要求的数量,则该牌手便不能以此法磨任何牌。 + +702.53. 易质 + +702.53a 易质属于起动式异能,只当具有易质异能之牌在牌手的手上时才会生效。“易质[费用]”意指,“[费用],弃掉此牌:从你的牌库中搜寻一张法术力值与它相同的牌,展示该牌,并置于你手上。然后将你的牌库洗牌。只能于法术时机起动。” + +702.53b 对于具易质的牌来说,虽然此异能只能于该牌在手上时起动,但不论此物件在战场上或是在其他区域之中,此异能都存在于其上。因此,如果一个效应会对具有一个或数个起动式异能之物件产生影响,则具有易质异能的物件也会因此受到影响。 + +702.54. 嗜血 + +702.54a 嗜血属于静止式异能。“嗜血N”意指,“如果对手本回合中受过伤害,则此永久物进场时上面有N个+1/+1指示物。” + +702.54b “嗜血X”是嗜血的特殊格式之一。“嗜血X”意指,“此永久物进场时上面有X个+1/+1指示物,X为对手本回合受过的伤害数量。” + +702.54c 如果一个物件具有多个嗜血异能,则每一个都会分别生效。 + +702.55. 缠身 + +702.55a 缠身属于触发式异能。永久物上的“缠身”意指,“当此永久物从战场置入坟墓场时,将它放逐,并缠身在目标生物上。”在瞬间或法术咒语上的“缠身”意指,“当此咒语结算后置入坟墓场时,将它放逐,并缠身在目标生物上。” + +702.55b 由于其缠身异能而处于放逐区域的牌,将“缠身”在该异能所指定的目标生物上。无论该物件是否依然为生物,“它所缠身的生物”皆指代被缠身异能所指定为目标的物件。 + +702.55c 具有缠身的牌上之提及“所缠身的生物”的触发式异能,能够在放逐区中触发。 + +702.56. 覆诵 + +702.56a 覆诵为代表了两个异能的关键字。第一个属于静止式异能,当该咒语在堆叠中时生效。第二个属于触发式异能,当该咒语在堆叠中时生效。“覆诵[费用]”意指,“你可以支付[费用]任意次数,以作为施放此咒语的额外费用”以及“当你施放此咒语时,若支付过其覆诵费用,则每支付过一次覆诵费用,就可以将它复制一次。若此咒语需要目标,你可以为任意数量之复制品选择新的目标。”支付某咒语的覆诵费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。 + +702.56b 如果一个咒语具有多个覆诵异能,则每一个均需分别支付,而支付费用后的触发也将各自独立,每个覆诵异能都基于为其支付的费用触发。 + +702.57. 预报 + +702.57a 预报是一种特殊的起动式异能,只能从牌手的手上起动。其格式为“预报~[起动式异能]”。 + +702.57b 预报异能只可以在其操控者的维持步骤中起动,且每回合只能起动一次。于起动预报异能时,其操控者须从手上展示具该异能的牌。该牌手必须以展示此牌的方式进行游戏,直到此牌离开该牌手的手牌或开始了一个不属于维持步骤的步骤或阶段之一发生。 + +702.58. 接殖 + +702.58a 接殖代表了两部分的异能,一个是静止式异能,另一个则是触发式异能。“接殖N”意指,“此永久物进场时上面有N个+1/+1指示物”以及“每当另一个生物进场时,若此永久物上有+1/+1指示物,你可以将此永久物上的一个+1/+1指示物移到该生物上。” + +702.58b 如果一个永久物具有多个接殖异能,则每一个都会分别产生作用。 + +702.59. 复还 + +702.59a 复还属于触发式异能,只当具有复还异能的牌在某牌手中的坟墓场中时生效。“复还[费用]”意指,“当一个生物从战场置入你的坟墓场时,你可以支付[费用]。若你如此作,则将此牌从你的坟墓场移回你手上。否则,则放逐此牌。” + +702.60. 涟动 + +702.60a 涟动属于触发式异能,只当具有涟动异能的牌在堆叠中时生效。“涟动N”意指,“当你施放此咒语时,你可以展示你牌库顶的N张牌;或是当你的牌库少于N张牌时,你可以展示你牌库的所有牌。若你以此法从你的牌库展示牌,你可以施放所展示之牌中与此咒语同名者,并且不需支付其法术力费用,然后将所展示之牌中未以此法施放者以任意顺序置于你的牌库底。” + +702.60b 如果一个咒语具有多个涟动异能,则每一个都会分别触发。 + +702.61. 转瞬 + +702.61a 转瞬属于静止式异能,只当具转瞬异能的牌在堆叠中时生效。“转瞬”意指,“只要此咒语在堆叠中,牌手便不能施放其他咒语或起动不是法术力异能的起动式异能。” + +702.61b 当具有转瞬的咒语在堆叠中时,牌手仍可以起动法术力异能,及进行特殊动作。当具有转瞬的咒语在堆叠中时,触发式异能仍会如常触发及进入堆叠。 + +702.61c 同一个咒语上的多个转瞬异能并无意义。 + +702.62. 延缓 + +702.62a 延缓为代表了三个异能的关键字。第一个属于静止式异能,当具有延缓异能的牌在牌手手牌中时生效。第二个与第三个异能属于触发式异能,于放逐区中生效。“延缓N~[费用]”意指,“如果你可以通过将此牌从手上放入堆叠的方式开始施放它,你可以支付[费用]并将其放逐,且上面有N个计时指示物。此动作不使用堆叠”、“在你的维持开始时,若此牌被延缓,则从其上移去一个计时指示物”,以及“当移去此牌上最后一个计时指示物时,若它目前被放逐,且如果你能使用它,则你可以使用它且不需支付其法术力费用。如果你不使用它,则它持续被放逐。若你以此法施放了一个生物咒语,则它获得敏捷异能,直到你失去该咒语或其成为的永久物之操控权为止。” + +702.62b 如果一张具有延缓的牌位于放逐区,且其上有计时指示物,则此牌为“已延缓”。 + +702.62c 当确定你是否可以开始施放一张具有延缓异能的牌时,将任何将会阻止该牌施放的效应纳入考虑。 + +702.62d 以延缓异能的效应施放咒语,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。 + +702.63. 消逝 + +702.63a 消逝为代表了三个异能的关键字。“消逝N”意指,“此永久物进场时上面有N个计时指示物”、“在你的维持开始时,若此永久物上有计时指示物,则从其上移去一个计时指示物”,以及“当移去此永久物上最后一个计时指示物时,将它牺牲。” + +702.63b 如果“消逝”后面没接着数字指,“在你的维持开始时,若此永久物上有计时指示物,则从其上移去一个计时指示物”以及“当移去此永久物上最后一个计时指示物时,将它牺牲。” + +702.63c 如果一个永久物具有多个消逝异能,则每一个都会分别运作。 + +702.64. 抵受 + +702.64a 抵受属于静止式异能。“抵受N”意指,“如果任一来源将对此生物造成伤害,则防止此伤害中的N点。” + +702.64b 每个抵受异能都只能防止任一来源一次所造成的N点伤害。它会对其他来源所造成的伤害另外生效,或者对此来源其他时候所造成的伤害另外生效。 + +702.64c 如果一个物件具有多个抵受异能,则每一个都会分别生效。 + +702.65. 灵气转换 + +702.65a 灵气交换是一些灵气牌所具有的起动式异能。“灵气转换[费用]”意指,“[费用]:你可以将此永久物与你手上的一张灵气牌交换。” + +702.65b 如果此交换过程中的任意部分无法完成,此异能无效。 +例如:你起动了某灵气的灵气转换异能。你手上唯一的灵气牌并不能结附在目前已被具灵气转换异能之灵气结附的永久物上。此异能无效。 +例如:你起动了由你操控但不由你拥有的灵气之灵气转换异能。此异能无效。 + +702.66. 掘穴 + +702.66a 掘穴属于静止式异能,当具有掘穴的咒语在堆叠中时生效。“掘穴”意指,“你可以为此咒语总费用中的每一点一般法术力从你的坟墓场中放逐一张牌,而不支付该法术力。” + +702.66b 掘穴异能不是额外或替代性费用,且只在该具有掘穴异能的咒语的总费用被确定之后生效。 + +702.66c 同一个咒语上的多个掘穴异能并无意义。 + +702.67. 构工 + +702.67a 构工属于工事牌专有的起动式异能。“构工[费用]”意指,“[费用]:将此工事贴附于目标由你操控的地上。只能于法术时机起动。” + +702.67b 关于工事的更多信息,参见规则301,“神器”。 + +702.67c 如果一个工事上有多个构工异能,则均可任意使用。 + +702.68. 狂热 + +702.68a 狂热属于触发式异能。“狂热N”意指,“每当此生物攻击且未受阻挡时,它得+N/+0直到回合结束。” + +702.68b 如果一个生物具有多个狂热异能,则每一个都会分别触发。 + +702.69. 坟场风暴 + +702.69a 坟场风暴属于触发式异能,于堆叠中生效。“坟场风暴”意指,“当你施放此咒语时,本回合在这之前每有一个永久物从战场置入坟墓场,便复制该咒语一次。若此咒语需要目标,你可以为任意复制品选择新的目标。” + +702.69b 如果一个咒语具有多个坟场风暴异能,则每一个都会分别触发。 + +702.70. 剧毒 + +702.70a 剧毒属于触发式异能。“剧毒N”意指,“每当此生物对牌手造成战斗伤害时,该牌手得到N个中毒指示物。”(关于中毒指示物的更多信息,参见规则104.3d。) + +702.70b 如果一个生物具有多个剧毒异能,则每一个都会分别触发。 + +702.71. 易形 + +702.71a 易形属于起动式异能。“易形[费用]”意指,“[费用],牺牲此永久物:从你的牌库中搜寻一张法术力值与此永久物相同的生物牌,并将之放进战场。然后将你的牌库洗牌。只能于法术时机起动。” + +702.72. 夺冠 + +702.72a 夺冠代表了两个触发式异能。“夺冠[物件]”意指,“当此永久物进场时,除非你将另一个由你操控的[物件]放逐,否则牺牲之”以及“当此永久物离开战场时,将所放逐的牌在其拥有者的操控下移回战场。” + +702.72b 夺冠所代表的两个异能之间有所关联。参见规则607,“关联异能”。 + +702.72c 如果一个永久物因夺冠异能造成的直接原因而被另一个永久物放逐,该永久物“被夺冠”。 + +702.73. 化形 + +702.73a 化形属于特征定义异能。“化形”意指,“此物件具有所有生物类别。”此异能会在所有区域生效,即使在游戏外此异能亦会生效。参见规则604.3。 + +702.74. 呼魂 + +702.74a 呼魂代表了两个异能:一个是在任何该牌能够施放之区域中都生效的静止式异能,另一个则是在战场上生效的触发式异能。“呼魂[费用]”意指,“你可以支付[费用]来施放此牌,而非支付其法术力费用”以及“当此永久物进场时,若曾支付其呼魂费用,则其操控者将之牺牲。”支付呼魂费用施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。 + +702.75. 掩蔽 + +702.75a 掩蔽属于触发式异能。“掩蔽N”意指“当此永久物进场时,检视你牌库顶的N张牌。牌面朝下地放逐其中一张,并将其余的牌以随机顺序置于你的牌库底。所放逐的牌获得‘任何操控过放逐此牌之永久物的牌手均可以检视放逐区中的此牌。’” + +702.75b 之前,掩蔽异能的规则使得该永久物须横置进战场,且牌手检视的牌数量固定为四。在此规则变化前印制的牌印有“掩蔽”且其后没有跟随数字。这些旧版牌均已在Oracle™牌张参考文献中获得勘误,其具有掩蔽4,并具有额外异能“[此永久物]须横置进场”。 + +702.76. 伺机 + +702.76a 伺机属于静止式异能,在堆叠中生效。“伺机[费用]”意指,“如果本回合中一个来源对任一对手造成过战斗伤害,且其造成该伤害时在你的操控下并具有此咒语的任意生物类别,则你可以支付[费用],而不支付此咒语的法术力费用。”支付伺机费用施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。 + +702.77. 补强 + +702.77a 补强属于起动式异能,只当具有补强异能之牌在牌手的手上时才会生效。“补强N~[费用]”意指,“[费用],弃掉此牌:在目标生物上放置N个+1/+1指示物。” + +702.77b 对于具补强异能的牌来说,虽然此异能只能于该牌在手上时起动,但不论此物件在战场上或是在其他区域之中,此异能都存在于其上。因此,如果一个效应会对具有一个或数个起动式异能之物件产生影响,则具有补强异能的物件也会因此受影响。 + +702.78. 协力 + +702.78a 协力为代表了两个异能的关键字。第一个属于静止式异能,当该咒语在堆叠中时生效。第二个属于触发式异能,当该咒语在堆叠中时生效。“协力”意指,“于你施放此咒语时,你可以横置两个由你操控、且与此咒语有共通颜色的未横置生物,以作为施放此咒语的额外费用。”以及“当你施放此咒语时,若曾支付其协力费用,则复制它。如果此咒语需要目标,则你可以为该复制品选择新的目标。”支付某咒语的协力费用,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。 + +702.78b 如果一个咒语具有多个协力异能,则每一个均需分别支付,而支付费用后的触发也将基于支付的费用而各自独立,且不会因为支付了其他的协力异能而触发。 + +702.79. 留存 + +702.79a 留存属于触发式异能。“留存”意指,“当此永久物从战场置入坟墓场时,如果其上没有-1/-1指示物,则将它在其拥有者的操控下返回战场,且其上具有一个-1/-1指示物。” + +702.80. 干枯 + +702.80a 干枯属于静止式异能。由具有干枯异能的来源对生物所造成的伤害,并不会标记在该生物上。而是使该来源的操控者将该数量的-1/-1指示物放置在该生物上。参见规则120.3。 + +702.80b 如果一个物件在使其造成伤害的效应生效前便改变区域,则会使用其最后已知信息来判断该物件是否具有干枯异能。 + +702.80c 无论具有干枯之物件是从哪个区域造成的伤害,干枯异能规则都会生效。 + +702.80d 同一个物件上的多个干枯异能并无意义。 + +702.81. 追溯 + +702.81a 追溯属于静止式异能,当具有此异能的牌在牌手的坟墓场中时生效。“追溯”意指,“你可以从你的坟墓场中施放此牌,但必须弃掉一张地牌作为施放它的额外费用。”以追溯异能施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。 + +702.82. 吞噬 + +702.82a 吞噬属于静止式异能。“吞噬N”意指,“于此物件进场时,你可以牺牲任意数量的生物。此生物进场时,每以此法牺牲一个生物,它上面便有N个+1/+1指示物。” + +702.82b 有些物件所具有的异能,会提到此永久物所吞噬之生物的数量。“它吞噬过”意指,“于它进战场时因其吞噬异能而牺牲掉。” + +702.82c 吞噬[特性]是吞噬异能的变化形式。“吞噬[特性]N”意指,“于此物件进场时,你可以牺牲任意数量的[特性]永久物。此生物进场时,每以此法牺牲一个永久物,它上面便有N个+1/+1指示物。” + +702.83. 颂威 + +702.83a 颂威属于触发式异能。“颂威”意指,“每当一个由你操控的生物单独攻击时,该生物得+1/+1直到回合结束。” + +702.83b 在战斗阶段中,如果只有一个生物被宣告为攻击者,该生物为“单独攻击”。参见规则506.5。 + +702.84. 破坟 + +702.84a 破坟属于起动式异能,当该牌在坟墓场时生效。“破坟[费用]”意指,“[费用]:将此牌从你的坟墓场移回战场。它获得敏捷异能。在下一个结束步骤开始时将它放逐。若它将离开战场,则改为将其放逐,而非置入任何地方。只能于法术时机起动。” + +702.85. 倾曳 + +702.85a 倾曳属于触发式异能,只当具有倾曳异能的牌在堆叠中时生效。“倾曳”意指,“当你施放此咒语时,从你的牌库顶牌开始放逐牌,直到放逐一张法术力值比此咒语低、且不是地的牌为止。你可以施放该牌,且不需支付其法术力费用,只要该牌所成为的咒语之法术力值比此咒语低。然后将所有以此法放逐、且并未被施放的牌以随机顺序置于你的牌库底。” + +702.85b 如果一个效应允许牌手“于你倾曳时”对所放逐之牌中的一张或数张牌执行动作,该牌手在因倾曳异能完成放逐牌张之后,方可执行该动作。该动作在选择是否施放上一张被放逐的牌之前执行。如果没有牌因此被放逐,则在将被放逐的牌以随机顺序置于其牌库底之前执行。 + +702.85c 如果一个咒语具有多个倾曳异能,则每一个都会分别触发。 + +702.86. 歼灭 + +702.86a 歼灭是触发式异能。“歼灭N”意指“每当此生物攻击时,防御牌手牺牲N个永久物。” + +702.86b 如果一个生物具有多个歼灭异能,每一个都会分别触发。 + +702.87. 升级 + +702.87a 升级是起动式异能。“升级[费用]”意指“[费用]:在此永久物上放置一个等级指示物。只能于法术时机起动。” + +702.87b 每张印有升级异能的牌为升级牌。它有特殊排版方式,并且包含了两个等级符号,并且本身也是关键字异能。参见规则711,“升级牌”。 + +702.87c 一些结界具有副类别职业,与其相关的异能给予其职业等级。这与升级异能并不相同,职业等级也与等级指示物并无互动。参见规则716,“职业牌”。 + +702.88. 弹回 + +702.88a 弹回会在一些瞬间与法术上出现。它代表了一个静止式异能,当该咒语在堆叠中时生效,且可以创造延迟触发式异能。“弹回”意指“如果此咒语是从你手上施放,则此咒语结算时不进入你的坟墓场,改为将它放逐,并且在你的下一个维持开始时,你可以从放逐区施放此牌,且不须支付其法术力费用。” + +702.88b 因咒语的弹回异能之效应施放咒语时,依然需要按照规则601.2b和规则601.2f-h来支付替代性费用。 + +702.88c 同一个咒语上的多个弹回异能没有意义。 + +702.89. 本影甲 + +702.89a 本影甲是会出现在一些灵气上的静止式异能。“本影甲”意指“如果所结附的永久物将被消灭,则改为移除它上面标记的所有伤害,并消灭此灵气。” + +702.89b 一些早先版本的卡牌印有异能“替身甲”或提及该异能。这些卡牌的文本均已在Oracle牌张参考文献中更新为本影甲。 + +702.90. 侵染 + +702.90a 侵染是静止式异能。 + +702.90b 具有侵染的来源对牌手所造成的伤害,并不会让该牌手失去生命。而是使该来源之操控者将该数量的中毒指示物给予该牌手。参见规则120.3。 + +702.90c 具有侵染的来源对生物所造成的伤害,并不会标记在该生物上。而是是该来源之操控着将该数量的-1/-1指示物放置在该生物上。参见规则120.3。 + +702.90d 如果一个物件在使其造成伤害的效应生效前便改变区域,则会使用其最后已知信息来判断该物件是否具有侵染异能。 + +702.90e 不论具侵染的物件是从哪个区域造成伤害,侵染规则都会生效。 + +702.90f 同一个物件上的多个侵染异能没有意义。 + +702.91. 战嚎 + +702.91a 战嚎是触发式异能。“战嚎”意指“每当此生物攻击时,每个进行攻击的其他生物各得+1/+0直到回合结束。” + +702.91b 如果一个生物具有多个战嚎异能,则每一个都会分别触发。 + +702.92. 活化武器 + +702.92a 活化武器是触发式异能。“活化武器”意指“当此武具进场时,派出一个0/0黑色非瑞人/病菌衍生生物,然后将它贴附于其上。” + +702.93. 不息 + +702.93a 不息是触发式异能。“不息”意指“当此永久物从战场进入坟墓场时,若其上没有+1/+1指示物,则将它在其拥有者的操控下返回战场上,且其上有一个+1/+1指示物。” + +702.94. 奇迹 + +702.94a 奇迹是与触发式异能有关联的静止式异能。(参见规则603.11。)“奇迹[费用]”意指“于你抓到此牌时,若其为你本回合抓到的第一张牌,你可以从手上展示它。当你以此法展示此牌时,你可以支付[费用]并施放之,而非支付其法术力费用。” + +702.94b 如果牌手选择通过某张牌的奇迹异能来展示,则直到该牌离开其手牌、该异能结算,或该异能因故离开堆叠为止,该牌手须以展示此牌的方式进行游戏。(参见规则701.20a。) + +702.95. 魂系 + +702.95a 魂系是代表两个触发式异能的关键字。“魂系”意指“当此生物进场时,若你同时操控此生物及另一生物,且两者皆未搭档,则只要此生物与另一由你操控且未搭档的生物在战场上仍是生物且都由你操控,你便可以将这两者组成搭档。”以及“每当另一个由你操控的生物进场时,若你同时操控该生物及此生物,且两者皆未搭档,则只要该进场的生物与此生物在战场上仍是生物且都由你操控,你便可以将这两者组成搭档。” + +702.95b 魂系异能使一个生物与另一个生物组成“搭档”。异能可能会提及已搭档的生物、与另一生物搭档的生物,或某生物是否已搭档。“未搭档”的生物指未与其他生物搭档的生物。 + +702.95c 当魂系异能结算时,若即将组成搭档的两物件之一因故不再是生物、已不在战场上,或已不在该操控魂系异能的牌手之操控下,则两者都不会成为已搭档。 + +702.95d 一个生物仅能与一个其他生物搭档。 + +702.95e 当下列任一情况发生时,已搭档生物会变成未搭档状态:另一位牌手获得该生物或与其搭档的生物之操控权;该生物或与其搭档的生物不再是生物;或者该生物或与其搭档的生物离开战场。 + +702.96. 超载 + +702.96a 超载此关键字代表两个具有该异能的咒语在堆叠上时生效的静止式异能。超载[费用]指:“你可以选择支付[费用],而非支付此咒语的法术力费用”以及“如果你选择支付此咒语的超载费用,则将其规则叙述中的‘目标’字样全部更改为‘每个’”。利用咒语的超载异能施放该咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。 + +702.96b 如果牌手选择支付某咒语的超载费用,则该咒语不需要任何目标。如果在没有支付其超载费用的情况下施放此咒语时,某物件无法成为其合法目标,则此咒语的超载版本有可能会影响它。 + +702.96c 超载的第二个异能会产生改变内文叙述的效应。参见规则612,“改变叙述的效应”。 + +702.97. 食腐 + +702.97a 食腐属于起动式异能,只当具食腐异能的牌在坟墓场中时产生作用。“食腐[费用]”意指:“[费用],从你的坟墓场放逐此牌:在目标生物上放置等同于该牌力量的+1/+1指示物。只能于法术时机起动。” + +702.98. 脱缰 + +702.98a 脱缰此关键字代表两个静止式异能。“脱缰”意指“你可以让此永久物进场时上面额外有一个+1/+1指示物”,以及“只要其上有+1/+1指示物,此永久物便不能进行阻挡。” + +702.99. 暗码 + +702.99a 暗码会在某些瞬间与法术上出现。它代表两个异能。第一个为咒语异能于此咒语在堆叠中时生效。第二个为静止式异能于具暗码异能的牌处于放逐区时生效。“暗码”意指“如果此咒语由牌表示,则你可以放逐此牌,并赋码于一个由你操控的生物上”和“只要此牌赋码于该生物上,该生物便具有‘每当此生物对任一牌手造成战斗伤害时,你可以复制此牌,同时可以施放此复制品,且不需支付其法术力费用’。” + +702.99b “赋码”一词用于描述位于放逐区中该张具暗码异能的牌,与在由此牌表示之咒语结算时所选的生物这两者之间的联系。 + +702.99c 只要具暗码异能的牌持续被放逐,且所选的生物持续在战场,此牌就会一直赋码于所选的生物上。只要此物件还在战场,该牌就会持续赋码于其上,即便该物件的操控权发生改变或不再是生物也是一样。 + +702.100. 进化 + +702.100a 进化是触发式异能。“进化”意指“每当一个由你操控的生物进场时,若该生物的力量大于此生物的力量和/或该生物的防御力大于此生物的防御力,则在后者上放置一个+1/+1指示物。” + +702.100b 当一个或数个+1/+1指示物在进化异能结算时被放到一个生物上,该生物“进化”。 + +702.100c 一个生物不具有比非生物永久物更高的力量或防御力。 + +702.100d 如果某生物具有数个进化异能,则每一个都会分别触发。 + +702.101. 敲诈 + +702.101a 敲诈属于触发式异能。“敲诈”意指“每当你施放一个咒语时,你可以支付{W/B}。如果你如此作,则每位对手各失去1点生命,且你获得等同于以此法失去的生命总和的生命。” + +702.101b 如果某永久物具有数个敲诈异能,则每一个都会分别触发。 + +702.102. 融咒 + +702.102a 融咒是见于某些连体牌的静止式异能(参见规则709,“连体牌”),会于具融咒异能的牌在牌手的手牌中时生效。如果牌手从其手牌中施放具融咒异能的连体牌,该牌手可以选择一同施放该连体牌的两边,而非选择其中一边。此决定是在将具融咒异能的连体牌放进堆叠前作出。由此施放的咒语称为已融咒的连体咒语。 + +702.102b 已融咒的连体咒语具有其两边的组合特征。(参见规则709.4。) + +702.102c 已融咒的连体咒语每边的法术力费用都会计入该咒语的总费用当中。 + +702.102d 于已融咒的连体咒语结算时,该咒语的操控者依照从左到右的顺序,依次执行连体牌两边的叙述。 + +702.103. 神授 + +702.103a 神授代表一个静止式异能,在任何你能施放具神授的牌所在的区域生效。“神授[费用]”意指“于你施放此咒语时,你可以选择神授式施放之。若你如此作,支付[费用],而非支付其法术力费用。”支付牌的神授费用时,需依照规则601.2b与规则601.2f-h来支付替代性费用。 + +702.103b 于神授式施放的咒语被放进堆叠时,其成为灵气结界并获得结附于生物异能。它是神授式灵气咒语,其结算时成为的永久物是神授式灵气。这些效应持续直到该咒语或其成为的永久物不再是神授式的(参见规则702.103e-g)。因为该咒语是灵气咒语,其操控者须依照其上结附于生物异能及规则601.2c,为该灵气咒语选择一个合法目标。亦见规则303.4。 + +702.103c 如果一个神授式灵气咒语被复制,则复制品也是神授式灵气咒语。任何适用于以神授式施放的咒语之规则,亦适用于该复制品。 + +702.103d 当神授式施放咒语时,仅使用其被神授异能修正过的特征值来检查其能否被施放。 +例如:乙太风暴是一个结界,它具有异能“生物咒语不能被施放。”此效应不会阻止具有神授异能的生物牌神授式施放。 +例如:贾路的兽群的部分叙述为“你可以从你的牌库顶施放生物咒语。”如果你操控贾路的兽群,且你的牌库顶牌是一张具有神授异能的生物牌,你可以作为生物咒语施放之,但你不能神授式施放之。 + +702.103e 于神授式灵气咒语开始结算时,若其目标不合法,则其不再是神授式的,且令其成为灵气咒语的效应结束。它会继续当作生物咒语结算。参见规则608.3b。 + +702.103f 如果一个神授式灵气成为未贴附,则它不再是神授式的。如果一个神授式灵气贴附于非法的物件或牌手上,则它将成为未贴附,且不再是神授式的。这是规则704.5m的例外情况。 + +702.103g 如果一个神授式灵气以未贴附的状态跃回,则它不再是神授式的。参见规则702.26,“时间跳跃”。 + +702.104. 致敬 + +702.104a 致敬属于静止式异能,于具有致敬异能的生物进战场时产生作用。“致敬N”意指“于该生物进场时,选择一位对手。该牌手可以于此生物进场时在其上放置N个+1/+1指示物。” + +702.104b 具致敬异能的物件具有会检查“若未支付其致敬”的触发式异能。如果因致敬异能所选的牌手未让该生物进战场时上面额外具有如其致敬异能所规定数量的+1/+1指示物,则便会满足该异能的触发条件。 + +702.105. 义勇 + +702.105a 义勇是一个触发式异能。“义勇”意指“每当此生物攻击生命最多或与他者同为最多的牌手时,在其上放置一个+1/+1指示物”。 + +702.105b 如果某生物具有数个义勇异能,则每一个都会分别触发。 + +702.106. 秘案 + +702.106a 秘案是静止式异能,于具有秘案异能的诡局牌置入统帅区时生效。“秘案”意指“于你将此诡局牌置入统帅区时,将其翻为牌面朝下并私下决定一个牌名。” + +702.106b 要私下决定牌名,将该名称写在一张纸上,并与牌面朝下的诡局牌放在一起。 + +702.106c 于任何你拥有优先权的时机,你可以把由你操控的牌面朝下之诡局牌翻回正面。这属于特殊动作。如此作会展示你所决定的牌名。参见规则116.2j。 + +702.106d 秘案与具有秘案异能的物件上另一个提及“具有该名称”的异能是关联异能。第二个异能仅指秘案异能作为结论所决定的牌名。 + +702.106e 如果一位牌手将离开游戏,所有由该牌手操控的牌面朝下的诡局牌必须向所有牌手展示。在每盘游戏结束时,所有牌面朝下的诡局牌必须向所有牌手展示。 + +702.106f 双重秘案是秘案异能的一种变化。于你将一张具双重秘案异能的诡局牌置入统帅区时,私下决定两个牌名(而不是一个)。你不用展示你所决定的牌名之数量,直到你展示所决定的牌名。 + +702.107. 延生 + +702.107a 延生属于起动式异能。“延生[费用]”意指“[费用],{横置}:在此生物上放置一个+1/+1指示物。只能于法术时机起动。” + +702.108. 灵技 + +702.108a 灵技属于触发式异能。“灵技”意指“每当你施放非生物咒语时,此生物得+1/+1直到回合结束。” + +702.108b 如果某生物具有数个灵技异能,则每一个都会分别触发。 + +702.109. 掩袭 + +702.109a 掩袭代表三个异能:两个会在具掩袭异能的牌位于堆叠上时生效的静止式异能,其中一个会产生延迟触发式异能;以及在具掩袭异能之物件位于战场上时生效的静止式异能。“掩袭[费用]”意指“你可以支付[费用]来施放此牌,而非支付其法术力费用”,“如果你选择支付此咒语的掩袭费用,则在结束步骤开始时,将此咒语成为的永久物移回其拥有者手上”,以及“只要支付了此永久物的掩袭费用,它便具有敏捷”。支付掩袭费用施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。 + +702.110. 榨取 + +702.110a 榨取属于触发式异能。“榨取”意指“当此生物进场时,你可以牺牲一个生物。” + +702.110b 对具榨取异能的生物而言,当该榨取异能的操控者在榨取异能结算时牺牲了生物时,此生物即“榨取生物”。 + +702.111. 威慑 + +702.111a 威慑属于躲避式异能。 + +702.111b 具威慑异能的生物只能被两个或更多生物阻挡。(参见规则509,“宣告阻挡者步骤”。) + +702.111c 同一个生物上的数个威慑异能并无意义。 + +702.112. 铭勇 + +702.112a 铭勇属于触发式异能。“铭勇N”意指“当此生物对任一牌手造成战斗伤害时,若它未铭勇,则在其上放置N个+1/+1指示物且它已铭勇。” + +702.112b “已铭勇”此称号并无规则含义。它仅用作标记,供铭勇异能及其他咒语和异能辨识之用。只有永久物能够铭勇。一旦某永久物已铭勇后,它便会一直保持已铭勇,直到它离开战场为止。“已铭勇”既不是异能,也不是该永久物可复制特征值的一部分。 + +702.112c 如果某生物具有数个铭勇异能,则每一个都会分别触发。第一个结算的此类异能会让该生物铭勇,后续的异能不会生效(参见规则603.4)。 + +702.113. 醒转 + +702.113a 醒转会在某些瞬间与法术上出现。它代表了两个异能:一个于具醒转异能的咒语在堆叠中时生效的静止式异能,以及一个咒语异能。“醒转N~[费用]”意指“你可以支付[费用]来施放此咒语而不支付其法术力费用”以及“若曾支付该咒语的醒转费用,则在目标由你操控的地上放置N个+1/+1指示物。该地成为0/0,具敏捷异能的元素生物。它仍然是地。”以醒转异能施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。 + +702.113b 具醒转异能之咒语的操控者仅当在该牌手选择支付咒语的醒转费用时,才需选择醒转这一咒语异能的目标。否则,便视为该咒语施放时并无此类目标。 + +702.114. 虚色 + +702.114a 虚色属于特征定义异能。“虚色”意指“此物件是无色”。此异能在所有区域都生效,甚至包括游戏外。参见规则604.3。 + +702.115. 摄食 + +702.115a 摄食属于触发式异能。“摄食”意指“每当此生物对任一牌手造成战斗伤害时,该牌手放逐其牌库顶牌。” + +702.115b 若某生物具有数个摄食异能,则每一个都会分别触发。 + +702.116. 繁影 + +702.116a 繁影属于触发式异能,且此异能可能会产生另一个延迟触发式异能。“繁影”意指“每当此生物攻击时,对防御牌手之外的每位对手而言,你可以派出一个横置的衍生物且正对该牌手或由他操控的某个鹏洛客进行攻击,该衍生物为此生物的复制品。如果你以此法派出一个或数个衍生物,则在战斗结束时,放逐这些衍生物。” + +702.116b 如果某生物具有数个繁影异能,则每一个都会分别触发。 + +702.117. 潮涌 + +702.117a 潮涌属于静止式异能,当具潮涌异能的咒语在堆叠中时生效。“潮涌[费用]”意指,“如果你或你的队友本回合中施放过其他咒语,则你于施放此咒语时可以支付[费用],而不支付此咒语的法术力费用。”支付潮涌费用施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。 + +702.118. 潜匿 + +702.118a 潜匿属于躲避式异能。 + +702.118b 具潜匿异能的生物不能被力量比它大的生物阻挡。(参见规则509,“宣告阻挡者步骤”。) + +702.118c 同一个生物上的数个潜匿异能并无意义。 + +702.119. 化生 + +702.119a 化生代表了两个静止式异能,两者都是当具化生异能的咒语在堆叠上时产生作用。“化生[费用]”意指“你可以支付[费用]并牺牲一个生物来施放此咒语,而不支付其法术力费用”以及“如果你选择支付此咒语的化生费用,则其总费用会减少一定数量的一般法术力,其数量等同于所牺牲生物之法术力值。”以化生异能施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。 + +702.119b [特性]化生是化生异能的变化形式。“[特性]化生[费用]”意指“你可以支付[费用]并牺牲一个[特性]永久物来施放此咒语,而不支付其法术力费用”以及“如果你选择支付此咒语的化生费用,则其总费用会减少一定数量的一般法术力,其数量等同于所牺牲永久物之法术力值。” + +702.119c 于你选择支付咒语的化生费用时,一并选择牺牲哪个永久物。(参见规则601.2b。)于你支付总费用时,牺牲该永久物。(参见规则601.2h。) + +702.120. 增效 + +702.120a 增效属于具有模式之咒语的静止式异能(参见规则700.2),当具增效异能的咒语位于堆叠上时产生作用。“增效[费用]”意指“除你为此咒语选择的第一个模式之外,你每为其多选择一个模式,便须额外支付一次[费用]。”支付某咒语的增效费用时,需依照规则601.2b与规则601.2f-h之规范来选择模式以及支付额外费用。 + +702.121. 乱斗 + +702.121a 乱斗属于触发式异能。“乱斗”意指“每当此生物攻击时,本次战斗中每有一位受你以生物攻击的对手,此生物便得+1/+1直到回合结束。” + +702.121b 若某生物具有数个乱斗异能,则每一个都会分别触发。 + +702.122. 搭载 + +702.122a 搭载是载具牌上的起动式异能。“搭载N”意指“横置任意数量由你操控且力量总和等于或大于N的其他未横置生物:此永久物成为神器生物直到回合结束。” + +702.122b 当某个生物被横置来支付起动某载具之搭载异能的费用时,该生物便“搭载载具”。 + +702.122c 如果某个效应注明某个生物“不能搭载载具”,则该生物不能横置来支付载具搭载异能的费用。 + +702.122d 一些载具具有当其成为已搭载时触发的异能。“每当[此载具]成为已搭载”意指“每当[此载具]的一个搭载异能结算时。”如果该异能具有以“若”开头的子句,且该子句提及关于搭载该载具之生物的信息,则其仅提及使该触发式异能触发的该次搭载异能起动时,横置以支付费用的生物。 + +702.123. 装配 + +702.123a 装配属于触发式异能。“装配N”意指“当此永久物进场时,你可以在其上放置N个+1/+1指示物。若你未如此作,则派出N个1/1无色自动机衍生神器生物。” + +702.123b 如果某永久物具有数个装配异能,则每一个都会分别触发。 + +702.124. 拍档 + +702.124a 拍档异能属于改变指挥官玩法(参见规则903)之套牌构组规则的异能,在游戏开始前生效。每种拍档异能都允许你将两张传奇牌共同作为你的指挥官,而不是一张。每种拍档异能都对两个指挥官有所要求。拍档异能包括:拍档、拍档~[叙述],与[名称]拍档、选择身世,以及博士伙伴。 + +702.124b 你的套牌必须刚好由一百张牌构成,包括两个指挥官在内。这两个指挥官在游戏开始时都位于统帅区。 + +702.124c 如果有规则或效应提及你指挥官的标识色,则其指的是你两个指挥官的联合标识色。参见规则903.4。 + +702.124d 除了套牌标识色会联合确定外,其他情况下这两个指挥官均是各自独立运作。在施放某个具拍档异能的指挥官时,不需考虑你另一个指挥官此前已被施放的次数(参见规则903.8)。在确定某位牌手是否已受到来自同一个指挥官总共21点或更多战斗伤害时,会分别计算两个指挥官各自所造成的伤害(参见规则903.10a)。 + +702.124e 如果有效应提及“你的指挥官”而你有两个指挥官,则其指的是其中任意一个。如果有效应令你对“你的指挥官”执行某行动,且两个指挥官都能受其影响,则由你在该效应生效时决定要对哪个指挥官执行该动作。 + +702.124f 不同的拍档异能各不相同,不能组合。例如,如果一张牌具有“拍档”,另一张牌具有“与[名称]拍档”,则你不能将这两张牌共同作为你的指挥官。 + +702.124g 如果一张传奇牌具有一种以上的拍档异能,你可以在指定你的指挥官时选择其中一种来使用,但不能同时使用。任何拍档异能或拍档异能组合都不会使得牌手拥有多于两个指挥官。 + +702.124h “拍档”意指“你可以将两张具有拍档的传奇牌共同用作你的指挥官。” + +702.124i “拍档~[叙述]”意指“你可以将两张具有拍档~[叙述]异能的传奇牌共同用作你的指挥官。”这些“拍档~[叙述]”异能包括“拍档~角色选择”、“拍档~父与子”、“拍档~友谊永恒”,以及“拍档~求生者”。 + +702.124j “与[名称]拍档”代表两个异能。它意指“你可以将一张具有‘与[名称]拍档’异能的传奇牌与一张具有该名称的牌共同用作你的指挥官。”以及“当此永久物进场时,目标牌手可以其牌库中搜寻一张名为[名称]的牌,展示该牌,然后将它置于其手上,然后洗牌。” + +702.124k “选择身世”意指“你可以将两张牌共同用作你的指挥官,而不是一张,只要其中一张是此牌,另一张是传奇身世结界牌。”如果一张牌具有“选择身世”异能且另一张牌不是传奇身世结界牌,你便不能将它们共同用作指挥官。传奇身世结界牌不能成为你的指挥官,除非你同时将另一张具有“选择身世”的牌用作指挥官。 + +702.124m “博士伙伴”意指“你可以将两张牌共同用作你的指挥官,而不是一张,只要其中一张是此牌,另一张是传奇时间领主/医生生物牌且不具其他生物类别。”(译注:Doctor此生物类别之官方翻译为“医生”而非“博士”。) + +702.124n 如果一个效应提及某拍档异能的名称,则其仅指该拍档异能而非其他任何种类。如果一个效应提及拍档异能或者具有拍档的牌,且未提及某个具体变化形式的名称,则其仅指拍档、拍档~[叙述]、与[名称]拍档或者具有这几种异能之一的牌,而不代表任何其他的拍档异能之变化形式。 + +702.125. 不屈 + +702.125a 不屈属于静止式异能,当具有不屈异能的咒语在堆叠中时生效。不屈意指“每有一位对手,此咒语便减少{1}来施放。” + +702.125b 确定对手数量时,不会将已离开游戏的牌手计算在内。 + +702.125c 如果某个咒语具有数个不屈异能,则每个都会分别生效。 + +702.126. 拼造 + +702.126a 拼造属于静止式异能,当具拼造异能的咒语在堆叠中时生效。“拼造”意指“对此咒语总费用中每一点一般法术力而言,你可以横置一个由你操控且未横置的神器,而不支付该法术力。” + +702.126b 拼造异能不属于额外费用,也不属于替代性费用,且仅在具拼造异能之咒语的总费用确定之后生效。 + +702.126c 同一个咒语上的数个拼造异能并无意义。 + +702.127. 余响 + +702.127a 余响是见于某些连体牌的异能(参见规则709,“连体牌”)。它代表三个静止式异能。“余响”意指“你可以从你的坟墓场施放此连体牌的这半边”、“除了从坟墓场之外,不能从任何区域施放此连体牌的这半边”,以及“如果此咒语是从坟墓场施放,则当其将于任何时机下离开堆叠时,改为将其放逐,而非置入其他区域”。 + +702.128. 遗存 + +702.128a 遗存属于起动式异能,于具遗存异能的牌位于坟墓场中时生效。“遗存[费用]”意指“[费用],从你的坟墓场放逐此牌:派出一个衍生物,此衍生物为此牌的复制品,但它是白色,没有法术力费用,且额外具有灵俑此类别。只能于法术时机起动。” + +702.128b 如果某衍生物系由结算遗存异能而派出,则称该衍生物“已遗存”。 + +702.129. 永生 + +702.129a 永生属于起动式异能,于具永生异能的牌位于坟墓场中时生效。“永生[费用]”意指“[费用],从你的坟墓场放逐此牌:派出一个衍生物,此衍生物为该牌的复制品,但它为黑色,是4/4,没有法术力费用,且额外具有灵俑此类别。只能于法术时机起动。” + +702.130. 折磨 + +702.130a 折磨属于触发式异能。“折磨N”意指“每当此生物被阻挡时,防御牌手失去N点生命”。 + +702.130b 如果某生物具有数个折磨异能,则每一个都会分别触发。 + +702.131. 登殿 + +702.131a 瞬间或法术咒语上的登殿代表咒语异能。意指“如果你操控十个或更多永久物,且你没有黄金城祝福,则于这盘游戏接下来的时段中,你得到黄金城祝福。” + +702.131b 永久物上的登殿代表静止式异能。意指“但凡你操控十个或更多永久物,且你没有黄金城祝福,你便于这盘游戏接下来的时段中得到黄金城祝福。” + +702.131c “得到黄金城祝福”此称号并无规则含义。它仅用作标记,供其他规则和效应辨识之用。在同一时刻可有任意数量的牌手得到黄金城祝福。 + +702.131d 在牌手得到黄金城祝福之后,所有持续性效应会重新生效,然后游戏才会检查游戏状态或之前的事件是否满足触发条件。 + +702.132. 助力 + +702.132a 助力属于静止式异能,会改变为具助力异能之咒语支付费用时需遵循之规范(参见规则601.2g-h)。如果施放具助力异能之咒语的总费用当中包括一般法术力的部分,则于你在施放该咒语的过程中起动法术力异能之前,你可以选择另一位牌手。该牌手此时有机会来起动法术力异能。一旦该牌手决定不再起动法术力异能,便轮到你有机会来起动法术力异能。在你开始支付该咒语的总费用之前,先前所选之牌手可以支付该咒语总费用中一般法术力部分里之任意数量的费用。 + +702.133. 再起 + +702.133a 再起会在某些瞬间与法术上出现。它代表两个静止式异能:一个会于此牌在某牌手的坟墓场中时生效,另一个则于此牌在堆叠中时生效。“再起”意指“如果所成为的咒语是瞬间或法术咒语,你可以从你的坟墓场施放此牌,但必须弃一张牌,以作为施放它的额外费用”以及“若是以再起方式施放此咒语,则于此牌将于任何时机下离开堆叠时,改为将它放逐,而非置入其他任何区域。”以再起异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付额外费用。 + +702.134. 训导 + +702.134a 训导属于触发式异能。“训导”意指“每当此生物攻击时,在目标进行攻击且力量小于此生物的生物上放置一个+1/+1指示物。” + +702.134b 如果某生物具有数个训导异能,则每一个都会分别触发。 + +702.134c 每当一个生物训导另一个生物时触发的异能,会在来源为第一个生物且目标为第二个生物的训导异能结算时触发。 + +702.135. 往生 + +702.135a 往生属于触发式异能。“往生N”意指“当此永久物从战场进入坟墓场时,派出N个1/1,白黑双色,具飞行异能的精怪衍生生物。” + +702.135b 如果某永久物具有数个往生异能,则每一个都会分别触发。 + +702.136. 起事 + +702.136a 起事属于静止式异能。“起事”意指“你可以让此永久物进场时上面额外有一个+1/+1指示物。如果你未如此作,则它获得敏捷异能。” + +702.136b 若某永久物具有数个起事异能,则每一个都会分别生效。 + +702.137. 揭幕 + +702.137a 揭幕属于静止式异能,于堆叠中时生效。“揭幕[费用]”意指“如果本回合有对手曾失去生命,则你可以支付[费用],而不支付此咒语的法术力费用。”支付咒语的揭幕费用时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。 + +702.138. 逸脱 + +702.138a 逸脱代表一个静止式异能,会于具逸脱异能之牌张在某牌手的坟墓场中时生效。“逸脱[费用]”意指“你可以从你的坟墓场施放此牌,并支付[费用],而非支付其法术力费用。”以逸脱异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。 + +702.138b 若某咒语系以逸脱异能从坟墓场施放,则称该咒语本身或其所成的永久物(若其为永久物咒语)“已逸脱”。 + +702.138c 叙述为“[此永久物]逸脱时上面有[一个或数个某种指示物]”的异能意指“如果此永久物已逸脱,则其进场时上面有[这些指示物]”。这类异能后文可能会连带一个与之关联的触发式异能,且会于“当它以此法进场”时触发。(参见规则603.11。)这类触发式异能会在该永久物进战场,且其替代性效应均已全部生效之后才会触发,就算前述替代性效应没有效果也是如此。 + +702.138d 叙述为“[此永久物]逸脱时具有[异能]”的异能意指“如果此永久物已逸脱,则它具有[异能]。” + +702.139. 行侣 + +702.139a 行侣是一个关键字异能,在游戏外生效。其叙述写作“行侣~[条件]。”在一盘游戏开始前,你可以展示一张由你拥有、且在游戏外的具行侣异能的牌,其条件须由你的起始套牌来满足。(参见规则103.2b。)每盘游戏中限一次,在你拥有优先权且堆叠为空、但仅限在你回合的行动阶段中,你可以随时支付{3}将该牌置于你手上。这是个特殊动作,不使用堆叠(参见规则116.2g。)这是对先前规则的改动。 + +702.139b 如果一条行侣异能提及你的起始套牌,它意指你将备牌放在一边之后你的套牌。在指挥官游戏中,该套牌亦指你在将你的指挥官放在一边之前你的套牌。 + +702.139c 一旦你执行了该特殊动作并将这张具行侣异能的牌置于手上,直到该盘游戏结束,它都会留在该盘游戏中。 + +702.139d 在指挥官游戏中,牌张亦可以藉由行侣此特殊动作从游戏外进入游戏。 + +702.140. 合变 + +702.140a 合变异能出现在一些生物牌上。它代表一个静止式异能,在具合变异能的咒语在堆叠上时生效。“合变[费用]”意指“你可以支付[费用]而不支付此咒语的法术力费用。若你如此作,它成为一个合变式生物咒语,且指定一个与此咒语拥有者相同的非人类生物为目标。”以合变异能施放咒语时,需依照支付替代性费用的规则(参见规则601.2b与规则601.2f-h)。 + +702.140b 于合变式生物咒语开始结算时,若其目标不合法,则其不再是合变式生物咒语,并以生物咒语继续结算,在该咒语操控者的操控下被放进战场。 + +702.140c 于合变式生物咒语结算时,若其目标合法,其不会进入战场。它就只是与该目标生物结聚,并成为一个由多于一张牌或衍生物所代表的物件(参见规则729,“与永久物结聚”)。该咒语的操控者选择是要将该咒语放置在该生物的顶上还是底下。所成的永久物是结聚永久物。 + +702.140d 于每当一个生物合变时触发的异能,会在一个咒语与一个生物因一个正在结算的合变式生物咒语而结聚时触发。 + +702.140e 一个合变永久物具有代表它的每张牌和永久物的所有异能。它的其他特征由其最顶上的牌张或衍生物得知。 + +702.140f 任何提及或影响合变式生物咒语的效应,也会提及或影响该咒语结算后结聚而成的合变永久物。 + +702.141. 返场 + +702.141a 返场属于起动式异能,于具返场异能的牌在坟墓场时生效。“返场[费用]”意指,“[费用],从你的坟墓场放逐此牌:为每位对手各进行以下流程~派出一个此牌的衍生复制品,且其本回合若能攻击该对手,便须如此作。这些衍生物获得敏捷异能。在下一个结束步骤开始时,将它们牺牲。只能于法术时机起动。” + +702.142. 炫威 + +702.142a 炫威异能属于一类特殊的起动式异能。“炫威~[费用]:[效应]”意指,“[费用]:[效应]。只能于此生物攻击过的回合中起动,且每回合只能起动一次。” + +702.142b 效应可能会提及炫威异能。如果一个效应提及某生物炫威,其意指起动该生物的炫威异能。 + +702.143. 预示 + +702.143a 预示此关键字会于具预示异能的牌在牌手手上时生效。于自己的回合中拥有优先权的时机下,牌手可以支付{2}并将一张具预示异能的牌从其手上牌面朝下地放逐。如果该牌手如此作,则他可以检视该牌,且可以在当前回合结束后施放之,但如此施放时须支付该牌所具有之任一预示费用,而不是支付该咒语的法术力费用。以此法施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。 + +702.143b 利用某牌的预示异能将之放逐属于特殊动作,不会用到堆叠。参见规则116,“特殊动作”。 + +702.143c 如果有效应提及“预示一张牌”,则其意指执行与预示异能相关联之特殊动作。如果有效应提及“已预示的牌”或“已预示的咒语”,则其意指因执行与预示异能相关联之特殊动作而被置入放逐区的牌,或施放前曾为已预示的牌之咒语,包括符合此状况,但是以支付预示费用之外的其他费用而施放的咒语。 + +702.143d 如果有效应注明放逐区中的某牌成为“已预示”,则该牌即成为已预示的牌。该效应可能会同时赋予该牌一个预示费用。于该牌持续被放逐期间,其拥有者可以随时检视之,且在当前回合结束后,便可通过支付该牌所具有的任一预示费用来施放之,就算所成之咒语不具预示异能也是一样。 + +702.143e 如果某牌手在放逐区中拥有多张已预示的牌,则他必须确保这些牌张彼此之间,以及已预示的牌与放逐区中由其拥有且牌面朝下的牌之间均有显著的分别。这包括列明各已预示之牌进入放逐区的顺序,以及该牌在其上印制的预示费用之外所具有的其他任何预示费用。 + +702.143f 如果有牌手离开游戏,则该牌手须将所有由其拥有且牌面朝下的已预示牌展示给所有牌手。在每盘游戏结束后,牌手也须将各自拥有且牌面朝下的已预示牌展示给所有牌手。 + +702.144. 示范 + +702.144a 示范属于触发式异能。“示范”意指“当你施放此咒语时,你可以将它复制,且你可以为该复制品选择新的目标。若你复制了该咒语,则选择一位对手。该牌手复制此咒语,且可以为该复制品选择新的目标。” + +702.145. 昼形与夜形 + +702.145a 昼形与夜形分别见于一些双面牌(参见规则712,“双面牌”)的两面。 + +702.145b 昼形见于一些双面牌的正面,代表三个静止式异能。“昼形”意指“如果当前是黑夜,且此永久物以双面牌代表,则此永久物进场时已转化”,“于成为黑夜时,若此永久物正面朝上,转化之”,以及“此永久物不能因其昼形异能之外的方式转化。”参见规则730,“白昼与黑夜”。 + +702.145c 如果当前是黑夜,且一位牌手在任何时候操控正面朝上、且具昼形异能的永久物,则该牌手转化该永久物。这会立即发生,且不是状态动作。 + +702.145d 如果当前既非白昼也非黑夜,且一位牌手在任何时候操控具昼形异能的永久物,则成为白昼。 + +702.145e 夜形见于一些双面牌的背面,代表两个静止式异能。“夜形”意指“于成为白昼时,若此永久物背面朝上,转化之”以及“此永久物不能因其夜形异能之外的方式转化。” + +702.145f 如果当前是白昼,且一位牌手在任何时候操控背面朝上、且具夜形异能的永久物,则该牌手转化该永久物。这会立即发生,且不是状态动作。 + +702.145g 如果当前既非白昼也非黑夜、战场上没有具昼形异能的永久物,且一位牌手在任何时候操控具夜形异能的永久物,则成为黑夜。 + +702.146. 惊扰 + +702.146a 惊扰异能见于一些双面牌(参见规则712,“双面牌”)的正面。“惊扰[费用]”意指,“你可以从你坟墓场中施放已转化的此牌,但须支付[费用],而非支付其法术力费用。”参见规则712.8c。 + +702.146b 正在结算的、利用其惊扰异能施放的双面咒语背面朝上地进战场。 + +702.147. 败朽 + +702.147a 败朽代表一个静止式异能和一个触发式异能。“败朽”意指“此生物不能进行阻挡”和“当此生物攻击时,在战斗结束时将它牺牲。” + +702.148. 贯通 + +702.148a 贯通此关键字代表两个静止式异能,于具贯通异能的咒语在堆叠上时生效。“贯通[费用]“意指”你可以支付[费用]来施放此咒语,而非支付其法术力费用“和“如果曾支付过贯通费用,则改变其叙述,方式为删去此咒语的规则叙述中被方括号包围的所有叙述。“支付贯通费用以施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。 + +702.148b 贯通所代表的第二个异能是改变叙述的效应。参见规则612,“改变叙述的效应”。 + +702.149. 见习 + +702.149a 见习属于触发式异能。“见习”意指“每当此生物与至少一个力量较之为大的其他生物一起攻击时,在此生物上放置一个+1/+1指示物。” + +702.149b 如果一个生物具有多个见习异能,则每一个都会分别触发。 + +702.149c 一些具有见习异能的生物具有当其见习时触发的触发式异能。“当此生物见习时”意指“当一个正在结算的见习异能放置一个或数个+1/+1指示物在此生物上时”。 + +702.150. 完化 + +702.150a 完化是见于一些鹏洛客牌上的静止式异能。“完化”意指“如果此永久物进场时上面有一个或数个忠诚指示物,且施放之的牌手曾选择为其费用中以非瑞克西亚法术力符号表示的任一部分支付生命,则改为该永久物进战场时上面有若干数量的忠诚指示物,其数量为原本的数量减去以支付生命方式支付的非瑞克西亚法术力符号之数量乘以二。” + +702.151. 重配 + +702.151a 重配代表两个起动式异能。“重配[费用]”意指“[费用]:将此永久物贴附在另一个目标由你操控的生物上。只能于法术时机起动。”和“[费用]:将此永久物卸装。只能于此永久物贴附在某生物上时起动,且仅限法术时机。” + +702.151b “将具重配异能的武具贴附在另一个生物上”此动作会令该武具不再是生物,直到它卸装为止。 + +702.152. 急袭 + +702.152a 急袭代表三个异能:两个于具急袭异能的牌在堆叠上生效的静止式异能,其中一个可以创造一个延迟触发式异能,以及另一个于具急袭异能的物件在战场上时生效的静止式异能。“急袭[费用]”意指“你可以支付[费用]来施放此牌,而非支付其法术力费用。”、“如果曾支付过此咒语的急袭费用,在下个结束步骤开始时,牺牲此咒语所成的永久物”以及“只要曾支付过该永久物的急袭费用,它便具有敏捷与‘当此永久物从战场上置入坟墓场时,抓一张牌。’”支付急袭费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。 + +702.152b 如果一个咒语具有多个急袭异能,只能用其中的一个来施放该咒语。如果一个永久物具有多个急袭异能,每个异能仅涉及施放该咒语时支付的急袭费用,而非其他任何急袭费用。 + +702.153. 催命 + +702.153a 催命此关键字代表两个异能。第一个异能是当具催命异能的咒语在堆叠上时生效的静止式异能。第二个异能是当具催命异能的咒语在堆叠上时生效的触发式异能。“催命N”意指“你可以牺牲一个力量等于或大于N的生物,以作为施放此咒语的额外费用。”以及“当你施放此咒语时,若支付过其催命费用,则将其复制。如果该咒语具有目标,则你可以为该复制品选择新的目标。”支付咒语的催命费用时,需依照规则601.2b与601.2f-h之规范来支付额外费用。 + +702.153b 如果一个咒语具有多个催命异能,则每一个催命异能的额外费用须分别支付,且仅根据该异能的费用是否被支付而触发,而非根据该咒语上其他催命异能的费用是否被支付。 + +702.154. 征列 + +702.154a 征列代表一个静止式异能和一个触发式异能。“征列”意指“于此生物攻击时,你可以横置至多一个由你操控、未进行攻击且具有敏捷异能或从本回合开始时一直操控的未横置生物。当你如此作时,此生物得+X/+0直到回合结束,X为所横置生物的力量。” + +702.154b 征列的静止式异能代表一个攻击的可选费用(参见规则508.1g)。其触发式异能与该静止式异能互相关联(参见规则607.2h)。 + +702.154c 当你横置一个生物支付另一个生物之征列异能的费用时,后者生物便“征列”前者生物。注意生物不可能征列自己。 + +702.154d 同一个生物上的多个征列异能独立运作。每个征列异能代表的触发式异能只会触发一次,且只因与该征列异能相关联的费用而触发。 + +702.155. 跳读 + +702.155a 跳读是见于一些传纪牌上的关键字。“跳读”意指“在此传纪进战场的当回合中,其章节异能不会触发,除非该异能的章节编号正好等同于其上学问指示物的数量。”参见规则714,“传纪牌”。 + +702.155b 于具跳读异能的传纪进战场时,其操控者选择一个数字,范围须在一到该传纪最大章节数字之内。该传纪进战场时上面有所选数量的学问指示物。参见规则714,“传纪牌”。 + +702.155c 同一个咒语上的多个跳读异能并无意义。 + +702.156. 贪食 + +702.156a 贪食是见于一些法术力费用中含有{X}之生物牌上的关键字。贪食同时代表一个替代性效应和一个触发式异能。“贪食”意指“此永久物进场时上面有X个+1/+1指示物”以及“当此永久物进场时,若X等于或大于5,则抓一张牌。”参见规则107.3m。 + +702.157. 小队 + +702.157a 小队此关键字代表两个关联异能。第一个异能是当具小队异能的生物咒语在堆叠上时生效的静止式异能。第二个异能是当具小队异能的生物进战场时生效的触发式异能。“小队[费用]”意指“你可以支付[费用]任意次数,以作为施放此咒语的额外费用。”以及“当此生物进场时,若支付过其小队费用,则每支付一次小队费用,就派出一个为其复制品的衍生物。”支付某咒语的小队费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。 + +702.157b 如果一个咒语具有多个小队异能,则每一个均需分别支付。如果一个永久物具有多个小队异能,则每个小队异能都基于为其支付的费用触发,而非其他任何小队费用。 + +702.158. 太空塑师 + +702.158a 一张牌(Space Beleren)具有太空塑师异能。此关键字异能令生物得到星区称号。 + +702.158b 星区称号是永久物能够具有的称号。星区称号有三种:阿尔法星区、贝塔星区、伽马星区。只有永久物能够具有星区称号。一旦永久物得到星区称号,其就会一直具有此称号,直到没有牌手操控具有太空塑师异能的永久物或来源具有太空塑师异能的异能为止。 + +702.158c 具有太空塑师异能的永久物与不具星区称号的生物同时在战场上时,每位未操控具有太空塑师异能之永久物,且操控不具星区称号之生物的牌手为其操控的每个此类生物各选择一个星区称号。然后,每位操控此类生物的其他牌手为其操控的每个此类生物各选择一个星区称号。此为状态动作(参见规则704.5u)。 + +702.158d 一些异能包含选择一个星区的指示,以及对该星区中的每个生物执行动作的指示。方法如下:从三个星区称号中选择一个,然后对每个具有该星区称号的生物执行该动作。 + +702.158e 两个具有相同星区称号的永久物,即为在同一星区中。 + +702.159. 造访 + +702.159a 造访是见于景点牌上的关键字异能(参见规则717)。“造访~[效应]”意指“每当你掷骰造访景点时,若掷骰结果等同于由此景点上的一个亮起的数字,[效应]。”参见规则701.52,“掷骰造访景点”。 + +702.159b 一些景点指示牌手“赢得奖励”,随后的第二个段落以单词“Prize”和一条长横线开头。这些叙述是其造访异能的一部分。赢得一个景点的奖励的流程是,执行在该长横线后列出的动作。 + +702.160. 试作 + +702.160a 试作是见于具有第二组力量、防御力和法术力费用特征之试作牌上的静止式异能。牌手施放具有试作异能的咒语时,可以选择将此牌作为试作咒语来施放。若如此作,则使用其第二组力量、防御力和法术力费用特征。参见规则718,“试作牌”。 + +702.161. 金属生命体 + +702.161a 金属生命体是见于某些载具上的关键字异能。“金属生命体”意指“只要是在你的回合中,此载具便也是神器生物。” + +702.162. 远超所见 + +702.162a 远超所见代表一个静止式异能,在任何能施放该咒语的区域中都会生效。“远超所见[费用]”意指“你可以支付[费用]来施放已转换的此牌,而不支付其法术力费用。”支付某咒语的远超所见费用时,需依照规定来支付替代性费用(参见规则601.2b与规则601.2f-h)。参见规则701.28,“转换”。 + +702.163. 秘罗万岁! + +702.163a 秘罗万岁!属于触发式异能。“秘罗万岁!”意指“当此武具进场时,派出一个2/2红色反抗军衍生生物,然后将它贴附于其上。” + +702.164. 下毒 + +702.164a 下毒属于静止式异能,其叙述写作“下毒N”,N为一个数字。 + +702.164b 一些规则和效应提及一个生物的“总下毒值”。一个生物的总下毒值,等于其具有之所有下毒异能的N值之和。 +例如:如果一个具有下毒2的生物因其他效应获得了下毒1,则其总下毒值为3。 + +702.164c 具下毒异能的生物对牌手造成的战斗伤害,除了该伤害的其他效果以外,还会导致该生物的操控者给予受到伤害的牌手若干中毒指示物,其数量等同于该生物的总下毒值。参见规则120.3。 + +702.165. 后援 + +702.165a 后援属于触发式异能。“后援N”意指“当此生物进场时,在目标生物上放置N个+1/+1指示物。若后者是另一个生物,则它获得下文之非后援的异能直到回合结束。”具有后援异能的牌,都会在后援异能之后印有一个或数个异能。(一些具有后援异能的牌还可能在后援异能之前印有异能。) + +702.165b 如果一个永久物作为一个具有后援异能之永久物的复制品进战场,或一个衍生物作为一个具有后援异能之永久物的复制品被派出,其上印有的异能顺序保持不变。 + +702.165c 只有印在具有后援异能之物件上的异能才能被其后援异能赋予。永久物获得的任何异能,无论是因复制效应而获得,因赋予永久物异能的效应而获得,或是因派出具有特定异能的衍生物的效应而获得,都不会被后援异能赋予。 + +702.165d 后援异能赋予的异能在其进入堆叠时确定。如果具有后援异能的永久物在后援异能进入堆叠之后但在结算之前失去了异能,赋予的异能也不会改变。 + +702.166. 加码 + +702.166a 加码属于静止式异能,当具加码异能的咒语在堆叠中时生效。“加码”意指“你可以牺牲一个神器,结界或衍生物,以作为施放此咒语的额外费用。”以加码异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付额外费用。 + +702.166b 如果一个咒语的操控者宣告将要支付该咒语的加码费用,则该咒语为“已加码”。参见规则601.2b。 + +702.166c 具有加码的物件具有额外的异能,说明了它已加码时会发生什么。这些异能会关联到此物件上印的加码异能:它们只指这些特定的加码异能。参见规则607,“关联异能”。 + +702.166d 如果一个异能的一部分只会在该咒语已加码时才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语已加码时,才要选择这些目标。否则,便视同该咒语施放时并无此类目标。参见规则601.2c。 + +702.167. 化炼 + +702.167a 化炼代表一个起动式异能,写作“以[材料]化炼 [费用]”,[材料]为一个或数个物件的描述。它意指“[费用],放逐此永久物,从由你操控的其他永久物和/或你坟墓场的牌中放逐[材料]:将此牌在其拥有者的操控下移回战场且已转化。只能于法术时机起动。” + +702.167b 如果化炼异能的[材料]中包含之物件仅用牌张类别或副类别描述而未使用“牌”字,它表示在战场上且为该类别或副类别的永久物,或在坟墓场中且为该类别或副类别的牌。这是规则109.2的例外情况。 + +702.167c 一些永久物的异能提及用以化炼放逐之牌。它代表放逐区中曾因支付化炼异能的起动费用而放逐,以将此永久物放进战场的牌。 + +702.168. 伪装 + +702.168a 伪装属于静止式异能,会在具有此异能的牌位于你可以使用它的区域时生效,并且只要该牌的牌面朝下,便会持续伪装的效应。“伪装[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2、具守护{2}的生物,并且没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”(参见规则708,“牌面朝下的咒语和永久物”。) + +702.168b 使用伪装异能施放咒语时,将其牌面朝下,并声明你使用伪装异能来施放。它成为2/2、具守护{2}的牌面朝下生物咒语,并且没有名称、没有副类别、没有法术力费用。适用于施放具有这些特征(并非牌面朝上时牌张的特征)的效应或限制会在施放此牌时生效。这些数值为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则707,“复制物件”。)将它放入堆叠(作为具有前述特征之牌面朝下的咒语),改为支付{3},而不是支付其法术力费用。这需要依照支付替代性费用之规则行事。你可以使用一张牌的伪装异能来从任何你可以正常施放此牌的区域施放它。当此咒语结算时,它具有该咒语前述之特征进入战场。伪装的效应持续影响此牌面朝下之物件,直到此永久物被翻回正面为止。 + +702.168c 通常你不能以牌面朝下的方式施放牌。伪装异能允许你如此作。 + +702.168d 于任何你拥有优先权的时机,你可以把由你操控的具有伪装异能的牌面朝下之永久物翻回正面。这属于特殊动作;它不使用堆叠(参见规则116)。方法如下:将该永久物视同牌面朝上一般将该永久物的伪装费用展示给所有牌手,支付此费用,然后将其翻回正面。(如果此永久物牌面朝上的时候没有伪装费用,则其无法以此法翻回正面。)此牌的伪装效应随之结束,并重新获得其正常特征。当它翻回正面时,由于它早已进过战场,所以并不会触发任何与永久物进入战场相关的异能,亦不会产生与此相关的效应。 + +702.168e 如果一个永久物的伪装费用包含X,该永久物的其他异能可能也提及X。这些异能中X的值等同于伪装特殊动作执行时所选择的X的值。 + +702.168f 关于如何施放具有伪装异能的牌之更多信息,参见规则708,“牌面朝下的咒语和永久物”。 + +702.169. 侦结 + +702.169a 侦结是见于案件牌上的关键字异能。参见规则719,“案件牌”。“侦结”字样后面带有异能文本,它们共同代表一个静止式异能、触发式异能或起动式异能。 + +702.169b 对于静止式异能,“侦结~[异能文本]”意指“只要此案件已侦结,[异能文本]。” + +702.169c 对于触发式异能,“侦结~[异能文本]”意指“[异能文本]。此异能只有于此案件已侦结时才会触发。” + +702.169d 对于起动式异能,“侦结~[异能文本]”意指“[异能文本]。只能于此案件已侦结时起动。” + +702.170. 设谋 + +702.170a 设谋此关键字异能会于具设谋异能的牌在牌手手上时生效。“设谋[费用]”意指,“你于你的行动阶段中具有优先权且堆叠为空的时机下,你可以支付[费用]并从你手上放逐此牌。它成为已设谋。” + +702.170b 利用某牌的设谋异能将之放逐属于特殊动作,不会用到堆叠。参见规则116,“特殊动作”。 + +702.170c 除了设谋特殊动作外,某些咒语和异能亦可能令放逐区中的牌成为已设谋。 + +702.170d 在已设谋的牌成为已设谋的回合之后的任一回合中,其拥有者于其行动阶段中且堆叠为空时,可以从放逐区中施放该牌,且不需支付其法术力费用。以此法施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。已设谋的牌均能以此法施放之,即使其在放逐区中并不具有设谋异能亦是如此。 + +702.170e 如果一个效应提及设谋一张牌,其意指执行与设谋异能相关联之特殊动作。 + +702.170f 一个效应可能允许一张牌的设谋异能在手牌之外的区域生效。在此情况下,执行特殊动作时从该牌所在的区域将其放逐,而非从其拥有者手上。 + +702.171. 乘驾 + +702.171a 乘驾属于起动式异能。“乘驾N”意指“横置任意数量由你操控且力量总和等于或大于N的其他未横置生物:此永久物成为已乘驾直到回合结束。只能于法术时机起动。” + +702.171b “已乘驾”此称号并无规则含义。它仅用作标记,供其他规则和效应辨识之用。只有永久物可以成为已乘驾。一旦某永久物已乘驾后,它便会一直保持已乘驾,直到回合结束或它离开战场为止。成为已乘驾并非该永久物可复制特征值的一部分。 + +702.171c 当某个生物被横置来支付起动某永久物之乘驾异能的费用时,该生物便“乘驾”该永久物。 + +702.172. 追欢 + +702.172a 追欢是见于某些具有模式之咒语上的静止式异能(参见规则700.2),会于咒语在堆叠上时生效。“追欢”意指“选择一个或数个模式。支付与这些模式关联的费用,以作为施放此咒语的额外费用。” + +702.172b 具有追欢异能之牌的右上角印有一个加号符号,且使用加号(+)而非通常的圆点来指示模式。这些符号仅为视觉提示,说明此牌要求额外费用才能施放,并无额外规则含义。 + +702.173. 自由奔跑 + +702.173a 自由奔跑属于静止式异能,于堆叠中生效。“自由奔跑[费用]”意指“如果本回合中一个生物对任一对手造成过战斗伤害,且其造成该伤害时在你的操控下并是杀手生物或是指挥官,则你可以支付[费用],而不支付此咒语的法术力费用。”支付自由奔跑费用时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。 + +702.174. 礼赠 + +702.174a 礼赠此关键字代表两个异能,写作“礼赠[某物]”。第一个异能属于静止式异能,于具礼赠异能的牌在堆叠中时生效。第二个异能可以是于具礼赠异能的牌在堆叠中时生效的异能,或于具礼赠异能的牌在战场上时生效的触发式异能。第一个异能总是“你可以选择一位对手,以作为施放此咒语的额外费用。”支付咒语的礼赠费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。第二个异能取决于列出的[某物],以及具有该异能的物件是永久物还是瞬间或法术咒语。 + +702.174b 永久物上由礼赠代表的第二个异能为“当此永久物进场时,若曾支付其礼赠费用,[效应]。”瞬间或法术咒语上由礼赠代表的第二个异能为“如果曾支付其礼赠费用,[效应]。”具体效应取决于所列出的[某物]。 + +702.174c 一些效应在牌手送出礼赠时触发。此类效应会在由该牌手操控,且曾支付其礼赠费用的瞬间或法术咒语结算时触发。它也会在由该牌手操控的永久物之礼赠触发式异能结算时触发。 + +702.174d “礼赠食品”意指效应为“该牌手派出一个食品衍生物。” + +702.174e “礼赠一张牌”意指效应为“该牌手抓一张牌。” + +702.174f “礼赠已横置的鱼”意指效应为“该牌手派出一个已横置的1/1蓝色鱼衍生生物。” + +702.174g “礼赠额外一个回合”意指效应为“该牌手在本回合后进行额外的一个回合。” + +702.174h “礼赠珍宝”意指效应为“该牌手派出一个珍宝衍生物。” + +702.174i “礼赠章鱼”意指效应为“该牌手派出一个8/8蓝色章鱼衍生生物。” + +702.174j 对瞬间和法术咒语而言,礼赠异能的效应总是在该牌的其他咒语效应之前发生。如果该咒语被反击或因故离开堆叠,其礼赠效应不会发生。 + +702.174k 如果某咒语的操控者宣告将要支付该咒语的礼赠费用,则该咒语已应诺礼赠。 + +702.174m 如果某异能的一部分只会在该咒语已应诺礼赠时才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语已应诺礼赠时,才要选择这些目标。 + +702.175. 繁生 + +702.175a 繁生代表两个异能。“繁生[费用]”意指“你施放此咒语时可以额外支付[费用]”以及“当此永久物进场时,若曾支付其繁生费用,则派出一个为其复制品的衍生物,但它是1/1。” + +702.175b 如果一个咒语具有多个繁生异能,则每一个均需分别支付,而支付费用后的触发也将各自独立,每个繁生异能都基于为其支付的费用触发。 + +702.176. 隐现 + +702.176a 隐现此关键字代表四个异能。第一个是静止式异能,会于具有隐现异能的咒语在堆叠上时生效。第二个是静止式异能,会产生一个替代性效应,于具有隐现异能的永久物从堆叠进战场时生效。第三个是静止式异能,在战场上生效。第四个是触发式异能,在战场上生效。“隐现N~[费用]”意指“你可以选择支付[费用],而非支付此咒语的法术力费用”、“如果你选择支付此永久物的隐现费用,则其进场时上面有N个计时指示物”、“只要曾支付过此永久物的隐现费用且其上有计时指示物,它便不是生物”以及“在你的结束步骤开始时,若曾支付此永久物的隐现费用且其上有计时指示物,则从其上移去一个计时指示物。”支付隐现费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。 + +702.177. 竭绝 + +702.177a 竭绝异能是一类特殊的起动式异能。“竭绝~[费用]:[效应]”意指,“[费用]:[效应]。只能起动一次。” + +702.177b 一个效应允许你只要本回合中还未起动过任何竭绝异能,就能执行一个动作。此类效应仅在你本回合中尚未开始起动竭绝异能的情况下,才允许你执行该动作。 +例如:加油妖精[Elvish Refueler]具有支付法术力起动的竭绝异能,以及另一个叙述为“于你的回合中,只要你本回合中还未起动过任何竭绝异能,你便可以将竭绝异能视同从未起动过地来起动”的异能。寻路烂宝[Loot, the Pathfinder]具有一个同时为法术力异能的竭绝异能。如果你已经在先前的回合中起动过这两个异能,则你不能在起动加油妖精之竭绝异能的过程中起动烂宝的法术力异能,因为你已经开始起动一个不同的竭绝异能。 + +702.178. 速度极限 + +702.178a 速度极限是一类特殊的静止式异能。“速度极限~[异能]”意指“只要你的速度达到4,此物件便具有[异能]。”参见规则702.179,“发动引擎!”。 + +702.178b 如果速度极限异能所赋予的异能注明了其生效的区域,则赋予该异能的速度极限异能也会在这些区域生效。 + +702.179. 发动引擎! + +702.179a 发动引擎!属于静止式异能。如果某牌手操控具有发动引擎!异能的永久物且其没有速度,则其速度成为1。此为状态动作。参见规则704。 + +702.179b 牌手没有速度,直到某规则或效应将其速度设定为某特定值。 + +702.179c 如果牌手没有速度时被指示将其速度增加一定数值,则其速度成为该数值。 + +702.179d 牌手具有1或更高的速度会产生一个与之关联的固有触发式异能。此异能没有来源,且由该牌手操控。此异能为“于你的回合中,每当有一位或数位对手失去生命时,若你的速度小于4,则将你的速度增加1。此异能每回合只会触发一次。” + +702.179e 一些规则和效应可能会提及牌手是否达到“速度极限”。如果某牌手的速度达到4,则其便达到速度极限。 + +702.179f 一些效应提及牌手的速度。如果该牌手没有速度,则对于提及速度的效应而言,其速度为0。 + +702.180. 谐颂 + +702.180a 谐颂代表三个静止式异能:一个于该牌在牌手的坟墓场中时生效,两个于具有谐颂异能的咒语在堆叠上时生效。“谐颂[费用]”意指,“你可以从你的坟墓场施放此牌,并支付[费用]及横置至多一个由你操控且未横置的生物,而非支付其法术力费用”“如果你利用此咒语的谐颂异能来施放之,则其总费用减少若干一般法术力,其数量等同于所横置生物的力量”,以及“若曾支付其谐颂费用,当此牌将于任何时机下离开堆叠时,改为将它放逐,而非置入任何地方。”支付谐颂费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。 + +702.180b 于你选择支付咒语的谐颂费用时,一并选择横置哪个生物(参见规则601.2b)。于你支付总费用时,横置该生物。 + +702.181. 动员 + +702.181a 动员属于触发式异能。“动员N”意指,“每当此生物攻击时,派出N个已横置且正进行攻击的1/1红色战士衍生生物。在下一个结束步骤开始时将它们牺牲。” + +702.182. 职业选择 + +702.182a 职业选择属于触发式异能。“职业选择”意指“当此武具进场时,派出一个1/1无色英雄衍生生物,然后将它贴附于其上。” + +702.183. 分级 + +702.183a 分级是见于某些具有模式之咒语上的静止式异能(参见规则700.2),会于咒语在堆叠上时生效。“分级”意指“选择一项。支付与该模式关联的费用,以作为施放此咒语的额外费用。” + +702.184. 蓄势 + +702.184a 蓄势属于起动式异能。“蓄势”意指“横置另一个由你操控且未横置的生物:在此永久物上放置若干充电指示物,其数量等同于该生物的力量。只能于法术时机起动。” + +702.184b 每张印有蓄势异能的牌为蓄势牌。它有特殊排版方式,并且包含了蓄势符号,这些符号本身也是关键字异能。参见规则721,“蓄势牌”。 + +702.184c 一些静止式异能可能影响蓄势异能的效应,使之利用所横置的生物之力量以外的特征来决定在具蓄势异能的永久物上放置充电指示物的数量。 +例如:织锦卫械[Tapestry Warden]具有叙述为“每个由你操控且防御力比力量大的生物皆依照其防御力来蓄势永久物,而不是依照力量”的异能。 + +702.185. 跃迁 + +702.185a 跃迁代表两个静止式异能,于具有跃迁异能的牌在堆叠上时生效,其中一个会产生延迟触发式异能。“跃迁[费用]”意指“你可以支付[费用]来从手上施放此牌,而非支付其法术力费用”,“如果曾支付过此咒语的跃迁费用,在下个结束步骤开始时,放逐此咒语所成的永久物。当前回合结束后,于此牌持续放逐的时段内,其拥有者可以施放此牌。”支付跃迁费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。 + +702.185b 一些效应提及放逐区中“已跃迁”的牌。放逐区中已跃迁的牌指,因跃迁异能产生的延迟触发式异能而被放逐的牌。 + +702.185c 一些效应提及“本回合有咒语跃迁”。其意指,本回合有咒语经支付跃迁费用施放。 + +702.186. ∞(无限) + +702.186a ∞(数学中的无限符号)是见于无限牌上的关键字。“∞”字样后面带有异能文本,它们共同代表一个静止式异能。 + +702.186b “∞~[异能]”意指“只要此永久物已受掌控,它便具有[异能]。”参见规则701.64,“掌控”。 + +702.187. 疯乱 + +702.187a 疯乱属于静止式异能,于具有疯乱异能的牌在牌手的坟墓场中时生效。 + +702.187b “疯乱[费用]”意指“只要你是于本回合中弃掉此牌,你便可以从你坟墓场中施放之,但须支付[费用],而非支付其法术力费用。”支付疯乱费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。 + +702.187c 其后未带有费用的“疯乱”意指“只要你是于本回合中弃掉此牌,你便可以从你坟墓场中施放之。” + +702.188. 蛛丝甩荡 + +702.188a 蛛丝甩荡属于静止式异能,于具蛛丝甩荡异能的咒语在堆叠上时生效。“蛛丝甩荡[费用]”意指“你可以支付[费用]并将一个由你操控且已横置的生物移回其拥有者手上来施放此咒语,而非支付其法术力费用。”支付蛛丝甩荡费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。 + +702.189. 振火 + +702.189a 振火属于触发式异能。“振火N”意指“每当此生物攻击时,加N点{R}。直到战斗结束,你不会因步骤结束而失去这份法术力。” + +702.189b 每当牌手振火时触发的异能会在该牌手操控的振火异能结算时触发。 + +702.190. 奇袭 + +702.190a 奇袭是代表一个具有该异能的咒语在堆叠上时生效的静止式异能的关键字。“奇袭[费用]”意指,“于你的宣告阻挡者步骤中你能够施放瞬间的时机,你可以选择支付[费用],并将一个由你操控且未受阻挡的生物移回其拥有者手上,而非支付此咒语的法术力费用。” + +702.190b 利用奇袭异能施放的永久物咒语,进战场时为横置且正进行攻击(参见规则506.3a)。该永久物进场时所攻击的牌手、鹏洛客或战役,与支付成为该永久物之咒语的奇袭费用时移回其拥有者手上的生物所攻击者相同。 + +703. 回合动作 + +703.1. 回合动作属于游戏动作,会在当某些步骤或阶段开始时,或每个步骤及阶段结束时自动执行。回合动作不使用堆叠。 + +703.1a 在乎特定步骤或阶段开始的异能属于触发式异能,并不属于回合动作。(参见规则603,“处理触发式异能”。) + +703.2. 回合动作不由任何牌手操控。 + +703.3. 每当一个步骤或阶段开始时,如果此步骤或阶段有任何与之相关的回合动作,则会先自动处理这些回合动作。这会在检查状态动作、将触发式异能放进堆叠、牌手得到优先权等事件之前发生。 + +703.4. 回合动作如下列所示: + +703.4a 在重置步骤开始后,所有由主动牌手操控、具时间跳跃异能的已跃回永久物立刻跃离,以及所有在跃离时由主动牌手操控的已跃离永久物立刻跃回。这些动作全部同时发生。参见规则502.1。 + +703.4b 在重置步骤之中、时间跳跃动作完成之后,如果游戏当前是白昼或黑夜,则立刻检查该称号是否需要改变。如果当前既非白昼也非黑夜,则该检查不会发生。参见规则502.2。 + +703.4c 在重置步骤之中、游戏检查白昼或黑夜称号是否需要改变之后,或者如果游戏当前既非白昼也非黑夜,在时间跳跃动作完成之后,主动牌手立刻判断由其操控的哪些永久物将重置,之后该牌手将它们同时重置。参见规则502.3。 + +703.4d 在抓牌步骤开始之后,主动牌手立刻抓一张牌。参见规则504.1。 + +703.4e 在魔王游戏中(参见规则904),在魔王的战斗前行动阶段开始之后,该牌手立刻发动其邪计套牌的牌库顶牌。参见规则701.32。 + +703.4f 在牌手的战斗前行动阶段开始之后,该牌手立刻在每个由其操控且具有章节异能的传纪结界上放置一个学问指示物。在魔王游戏中,这会在魔王的邪计动作之后发生。参见规则714,“传纪牌”。 + +703.4g 在放置学问指示物动作完成之后,如果主动牌手操控任何景点,该牌手立刻掷骰造访景点。参见规则701.52,“掷骰造访景点”。 + +703.4h 在战斗开始步骤开始之后,如果正在进行一局多人游戏,且主动牌手之对手并不会全部自动成为防御牌手,则主动牌手立刻选择一位对手。该牌手成为防御牌手。参见规则507.1。 + +703.4i 在宣告攻击者步骤开始之后,主动牌手立刻宣告攻击者。参见规则508.1。 + +703.4j 在宣告阻挡者步骤开始之后,防御牌手立刻宣告阻挡者。参见规则509.1。 + +703.4k 在战斗伤害步骤开始之后,每位牌手立刻以“主动牌手先决定”的顺序,宣告将如何分配每个由其所操控的攻击或阻挡生物的战斗伤害。参见规则510.1。 + +703.4m 在战斗伤害步骤当中、分配了战斗伤害之后,所有战斗伤害立刻同时造成。参见规则510.2。 + +703.4n 在清除步骤开始之后,如果主动牌手的手牌数量超过了其手牌上限(通常为七张),其立刻弃掉足够的牌,直到数量减少到手牌上限。参见规则514.1。 + +703.4p 在清除步骤当中、主动牌手弃牌之后(若有需要),立刻移除永久物上的所有伤害、结束所有“直到回合结束”和“本回合”的效应。这些动作同时发生。参见规则514.2。 + +703.4q 于每个步骤或阶段结束时,留在牌手法术力池中尚未用尽的法术力被清空。参见规则500.4。 + +704. 状态动作 + +704.1. 状态动作属于游戏动作,每当满足某些条件时(如下所述)便会自动发生。状态动作不使用堆叠。 + +704.1a 在乎特定游戏状态的异能属于触发式异能,并不属于状态动作。(参见规则603,“处理触发式异能”。) + +704.2. 对状态动作的检查会贯彻游戏始终,且状态动作不由任何牌手操控。 + +704.3. 每当有牌手将得到优先权时(参见规则117,“时机和优先权”),游戏将依下文列举之条件检查状态动作,然后会将所有适用的状态动作当作单一事件执行。如果检查过后导致了新的状态动作执行,则会重复此检查;否则,将所有等待进入堆叠的触发式异能放入堆叠,然后重复此检查。一旦没有新的状态动作执行且没有等待进入堆叠的触发式异能,相应的牌手得到优先权。此过程同样会在清除步骤中执行(参见规则514),不同之处在于,如果清除步骤的第一次检查并没有导致状态动作的执行、且没有等待进入堆叠的触发式异能,则没有牌手会得到优先权且该步骤结束。 + +704.4. 与触发式异能不同,状态动作不会注意在咒语或异能结算过程中发生的事。 +例如:某牌手操控玛洛,一个具有“玛洛的力量与防御力各等同于你的手牌数量”的生物。此牌手施放效应为“弃掉你的手牌,然后抓七张牌”的咒语。在该咒语结算的过程中,玛洛的防御力会暂时为0,但在咒语结算完之后又变为7。因此在检查状态动作时,玛洛会存活下来。相对地,会在没有手牌时触发的异能则会在咒语结算后进入堆叠,因为它的触发事件在结算过程中发生了。 + +704.5. 状态动作如下列所示: + +704.5a 如果一位牌手的生命值为0或更少,该牌手输掉此盘游戏。 + +704.5b 如果自从上一次检查状态动作之后,有牌手曾试图从空的牌库中抓牌,该牌手便输掉此盘游戏。 + +704.5c 如果一位牌手具有十个或更多的中毒指示物,该牌手输掉此盘游戏。在双头巨人游戏中忽略此规则,改为参见规则704.6b。 + +704.5d 如果一个衍生物处于任何非战场的区域中,该衍生物消失。 + +704.5e 如果咒语的复制品处于任何非堆叠的区域中,该复制品消失。如果一张牌的复制品处于任何不属于堆叠或战场的区域中,该复制品消失。 + +704.5f 如果一个生物的防御力为0或更低,该生物置入其拥有者的坟墓场。重生不能替代此事件。 + +704.5g 如果一个生物的防御力大于0,其上标记有伤害,且其上标记的伤害大于或等于其防御力,则该生物受到了致命伤害且被消灭。重生可以替代此事件。 + +704.5h 如果自从上一次检查状态动作之后,一个生物受到具死触之来源的伤害,且它的防御力大于0,该生物被消灭。重生可以替代此事件。 + +704.5i 如果一个鹏洛客的忠诚为0,该鹏洛客被置入其拥有者的坟墓场。 + +704.5j 如果两个或更多具有相同名称的传奇永久物由同一位牌手操控,该牌手选择它们中的一个,其余的将被置入进其拥有者的坟墓场。这称为“传奇规则”。 + +704.5k 如果战场上两个或更多的永久物具有普世此超类别,则除了战场上最近一个拥有普世此超类别以外,皆置入其拥有者的坟墓场。如果不分先后,则它们均被置入其拥有者的坟墓场。这称为“普世规则”。 + +704.5m 如果一个灵气贴附于不合法之物件或牌手上,或未贴附于任何物件或牌手上,该灵气被置入其拥有者的坟墓场。 + +704.5n 如果一个武具或工事贴附于不合法之永久物或贴附在牌手上,它会从该永久物或牌手上卸装。但它依然会留在战场上。 + +704.5p 如果一个战役或生物贴附于物件或牌手上,则它不再贴附,并留在战场上。类似地,如果一个非战役且非生物的永久物不是灵气、武具或工事,却贴附于其他永久物上,则它不再贴附,并留在战场上。 + +704.5q 如果一个永久物上同时具有+1/+1指示物和-1/-1指示物,则会移去其上的N个+1/+1指示物和N个-1/-1指示物,N为两种指示物当中较少者的数量。 + +704.5r 如果一个永久物上具有多于N个的某种指示物,且该永久物具有不得有多于N个的该种指示物之异能,则N个以外的指示物将被移去。 + +704.5s 如果一个具有章节异能的传纪永久物上的学问指示物数量大于或等于其上章节异能的最终章节编号,且其并非一个已触发且尚未离开堆叠的章节异能之来源,该传纪的操控者将其牺牲。参见规则714,“传纪牌”。 + +704.5t 如果牌手的进度标记在一张地城牌最底下的房间上,且该地城牌不是已触发且未离开堆叠的某个房间异能之来源,该地城牌的拥有者将其移出游戏。参见规则309,“地城”。 + +704.5u 如果一个具有太空塑师异能的永久物与不具星区称号的生物同时在战场上,则每位未操控具有太空塑师异能之永久物且操控不具星区称号之生物的牌手为其操控的每个此类生物各选择一个星区称号。然后,每位操控此类生物的其他牌手为其操控的每个此类生物各选择一个星区称号。参见规则702.158,“太空塑师”。 + +704.5v 如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。参见规则310,“战役”。 + +704.5w 如果一个战役未被任何攻击生物攻击且游戏内没有牌手被指定为防卫者,则其操控者基于战役类别选择一位适当的牌手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。参见规则310,“战役”。 + +704.5x 如果一个围攻的操控者同时也是其防卫者,则该牌手选择一位对手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。参见规则310,“战役”。 + +704.5y 如果某个永久物其上结附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。 + +704.5z 如果一位牌手操控具有发动引擎!异能的永久物且该牌手没有速度,则其速度成为1。参见规则702.179,“发动引擎!”。 + +704.6. 一些游戏玩法包含通常而言不适用的额外状态动作: + +704.6a 在一盘双头巨人的游戏中,如果一个队伍的生命为0或更少,该队伍输掉此盘游戏。参见规则810,“双头巨人玩法。” + +704.6b 在一盘双头巨人的游戏中,如果一个队伍有十五个或更多的中毒指示物,该队伍输掉此盘游戏。参见规则810,“双头巨人玩法。” + +704.6c 在一盘指挥官的游戏中,如果一位牌手在该盘游戏中受到过21点或以上来自同一指挥官的战斗伤害,则该牌手输掉此盘游戏。参见规则903,“指挥官。” + +704.6d 在一盘指挥官的游戏中,如果指挥官在坟墓场或放逐区,且该物件在上一次状态动作检查之后被置入该区域,其拥有者可以将其置于统帅区。参见规则903,“指挥官。” + +704.6e 在魔王游戏中,如果一张非长效的邪计牌在统帅区中牌面朝上,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,该邪计牌翻为牌面朝下并置于其拥有者的邪计套牌牌库底。参见规则904,“魔王”。 + +704.6f 在竞逐时空游戏中,如果一张异象牌在统帅区中牌面朝上,且它不是已触发且未离开堆叠的触发式异能之来源,时空操控者时空换境。参见规则901,“竞逐时空”。 + +704.7. 如果在同一时间执行的多个状态动作会产生同样的结果,则一个单独的替代性效应将替代全部。 +例如:你操控巫妖秘镜,其叙述为“若你将输掉此盘游戏,则改为将你的手牌、坟墓场与所有你拥有的永久物洗入你的牌库,然后抓七张牌且你的总生命成为20。”你的牌库中有一张牌,并且你的生命值为1。某个咒语使得你要抓两张牌并失去2点生命。下一次检查状态动作时,你将因规则704.5a及规则704.5b输掉此盘游戏。然而,巫妖秘镜会替代掉“输掉此盘游戏”,你将继续进行游戏。 + +704.8. 如果一个状态动作导致永久物离开战场的同时有其他的状态动作执行,该永久物的最后已知信息将以状态动作执行之前的游戏状态来决定。 +例如:你操控幼狼,一个具有不息异能的1/1生物,且它上面有一个+1/+1指示物。一个咒语在幼狼上放置了三个-1/-1指示物。在状态动作执行之前,幼狼上有一个+1/+1指示物和三个-1/-1指示物。在状态动作执行之后,幼狼进入坟墓场。于它最后在战场上之时,它上面有+1/+1指示物,所以其不息异能不会触发。 + +705. 掷硬币 + +705.1. 一些牌提及掷一枚硬币。用于抛掷的硬币必须是一个具有两面的物体,两面之间有显著的区别,且无论哪一面最终朝上的概率都相同。如果用于抛掷的硬币之“正面”与“反面”的区别不甚明显,牌手可指定其中某一面为“正面”,另一面为“反面”。也可以使用其他能产生随机结果的方式来代替掷硬币,只要用于替代的方式能产生两种概率相等的互斥结果,且所有牌手都同意用此方法来替换。例如,牌手可以掷一个偶数面的骰子并说出是“奇数”或是“偶数”,或是掷一个偶数面的骰子并指定“奇数”意指“正面”、“偶数”意指“反面”。 + +705.2. 某些令牌手掷一枚硬币的效应只关心掷硬币的结果是正面还是反面。对于此类效应而言,没有牌手会猜对或猜错此掷。对于所有其他令牌手掷硬币的效应而言,掷硬币的牌手说出“正面”或“反面”。如果牌手所说与掷硬币的结果相符,则该牌手猜对这一掷。否则,该牌手猜错这一掷。只有掷硬币的牌手才能猜对或猜错此次掷硬币;并不会涉及其他牌手。 + +705.3. 一个效应令掷硬币的结果成为某一面和/或某位牌手猜对掷硬币。在此情况下,忽略该掷的实际结果,并改为使用所指示的结果。这可能使得牌手猜对原本无法猜对的掷硬币。 + +706. 掷骰 + +706.1. 指示牌手掷骰的效应会指定所掷的骰子的类型以及数量。 + +706.1a 此类效应可能会提及“N面骰子”,或者一个或数个“dN”,其中N是正整数。在这些情况下,骰子必须产生N个几率相等的结果,编号从1到N。例如,一颗d20是一颗20面骰,其可能的结果为1至20。 + +706.1b 牌手可以协商采用替代方式掷骰,包括电子替代方式,只要采用的方式与所指定的骰子能够产生相同数量几率相等的结果。 + +706.2. 在掷骰后,骰子的顶面所指示的数字(在修正前)是原值。掷骰的指示可能会包含修正,对原值进行增加或减少。修正也可能来自其他来源。在考虑所有适用的修正后,最终的数字是该次掷骰的结果。 + +706.2a 修正可能是可选的和/或具有相关的费用。如果一个修正具有相关的法术力费用,掷骰牌手在其生效之前有机会来起动法术力异能。 + +706.2b 如果两个或更多效应尝试修正原值,掷骰牌手按照以下规则选择一个生效:首先,考虑任何以重掷之方式修正结果的效应;其次,考虑任何以增加或减少原值之方式修正结果的效应。 + +706.3. 一些指示牌手掷一颗或数颗骰子的异能包含一个结果表。 + +706.3a 结果表以列表或包含数个横条的表格形式呈现。每个列表项或横条包括可能的结果以及与该结果相对应的效应。可能的结果形式可以是一个数字,一个形如“N1-N2”的包含两个端点的数字范围,或一个形如“N+”的包含一个端点的范围。结果表的每个横条意指,“如果结果处于此范围中,[效应]。”在一次掷骰后,使用其结果来决定结果表中列出的哪一个效应会发生(如果有的话)。 + +706.3b 掷一颗或数颗骰子的指示、任何在同一段落中印刷之修正该次掷骰的指示、任何根据该次掷骰的结果的附加指示、以及相对应的结果表均是同一个异能的部分。 + +706.3c 结果表中的一些效应包含叙述“再掷一次。”这次额外的掷骰与原本所指示的掷骰使用同样类型和数量的骰子,包含任何适用的修正。 + +706.4. 一些指示牌手掷一颗或数颗骰子的异能不包含结果表。这些异能的叙述会指示如何使用该次掷骰的结果(如果有的话)。 + +706.5. 一张牌(Celebr-8000)具有指示牌手掷两颗骰子,如果牌手“掷出同点”则有额外效应的异能。牌手掷出同点意指两颗骰子掷出的结果相同。 + +706.6. 如果一位牌手被指示忽略一次掷骰,该次掷骰被视作从未发生。异能不会因被忽略的掷骰而触发,且没有效应对该次掷骰生效。如果一位牌手被指示忽略最小点数且有多次掷骰结果同为最小,该牌手选择其中一次掷骰来忽略。 + +706.7. 在竞逐时空游戏中,掷时空骰会使得每当牌手掷一颗或数颗骰子时触发的异能触发。但是,任何提及掷骰的数字结果的效应,包括将该次掷骰结果与其他值交换,或将该次掷骰结果与其他掷骰或一个给定数字的结果相比较的效应,会忽略该次掷时空骰。参见规则901,“竞逐时空”。 + +706.8. 一张牌(Centaur of Attention)具有一个指示牌手掷骰并“存储”掷骰结果的异能,以及一个重掷其中任意数量的结果的异能。 + +706.8a 将掷骰结果存储在永久物上,意指同时记下该次掷骰的骰子类型和结果。所记下的信息被视为该永久物的“存储结果”,掷骰结果作为存储结果的“值”。 + +706.8b 要重掷永久物的一个或数个存储结果,为每个存储结果掷一个该类型的骰子。如果一个骰子类型被一个以上的存储结果记下,则掷等同于其数量的此类骰子。被你重掷的结果不再作为存储结果,然后你将新掷骰的结果存储在该永久物上。 + +706.8c 如果一个永久物具有一个存储结果的异能和另一个提及该存储结果的异能,这两个异能互相关联。(参见规则607.2e。) + +707. 复制物件 + +707.1. 一些物件能产生或让本身成为咒语、永久物、牌的“复制品”。一些效应会派出作为另一物件之复制品的衍生物。(一些旧版本牌上面印了“search for a copy”。它们在Oracle牌张参考文献中得到勘误;此部分的规则不讨论此类牌。)(译注:此类牌的中文版本使用了“与其同名的牌”,所以不会产生混淆。) + +707.2. 当复制某物件时,该复制品获得被复制物件之所有可复制特征值,若被复制的物件在堆叠中,还包括其在施放或起动时作出之选择(模式、目标、X的数值、是否支付增幅费用、如何影响数个目标,等等)。“可复制特征值”意指,从物件上所印制之叙述文字中得知的数值(该类文字包括名称、法术力费用、颜色标志、类别、超类别、副类别、规则叙述、力量、防御力和/或忠诚),且受到其他复制效应、其牌面朝下的状态、设定力量和防御力(以及其他更多特征)的“于…进场”和“于…翻回正面时”异能之影响。其他效应(包括改变类别和改变文字叙述的效应)、状态、指示物,以及贴纸均不会被复制。 +例如:盖美拉之杖为具有“{X}:此神器成为X/X组构体神器生物直到回合结束”的神器。仿生妖为具有“你可以使此生物当成战场上任一生物的复制品来进场”的生物。当盖美拉之杖成为5/5组构体神器生物后,仿生妖作为该盖美拉之杖的复制品进入了战场。此时仿生妖是神器,而非5/5组构体神器生物。(但此复制品具有盖美拉之杖的异能,起动该异能后会成为生物。) +例如:仿生妖作为牌面朝下的蔑笑恶魔(具有变身{2}{B}{B}的生物)的复制品进入战场。仿生妖会成为2/2无色生物,且没有名称、类别、异能及法术力费用。它依然是面朝上。其操控者不能支付{2}{B}{B}来让它翻回正面。 + +707.2a 复制品会得到作为其复制对象之物件的颜色,因为该值能从后者的法术力费用中得知。复制品会得到作为其复制对象之物件的所有异能,因为该值能从后者的规则叙述中得知。复制品不会从同样的一个异能中获得两组数值(它不会复制该物件的异能及其规则叙述文字,然后再从该规则叙述文字中定义一组新的同样异能)。 + +707.2b 一旦物件已被复制,改变原物件的可复制特征值不会导致复制它的物件也产生改变。 + +707.2c 如果一个静止式异能产生了一个是复制效应的持续性效应,该效应赋予的可复制特征值仅在该效应第一次开始生效时决定。 + +707.3. 复制品的可复制特征值被其所复制的信息所取代,且被该复制品的状态所影响(参见规则110.5)。其他物件要复制此物件时,会使用新的可复制特征值。 +例如:维苏瓦化妖[Vesuvan Doppelganger]具有“你可以使此生物当成战场上任一生物的复制品来进场,但它不复制该生物的颜色且具有‘在你的维持开始时,你可以使此生物成为目标生物的复制品,但它不复制该生物的颜色且具有此异能。’”此时维苏瓦化妖作为符爪熊(2/2绿色生物,无异能)的复制品进入战场。之后仿生妖作为维苏瓦化妖的复制品进入战场。则这个仿生妖会成为一个名称为符爪熊的2/2蓝色熊,且具有维苏瓦化妖的维持触发异能。 +例如:示现师智也(一张倒转后的倒转牌)成为了短牙鼠人(尚未倒转的倒转牌)的复制品。则智也的特征会成为可憎的刺须之特征,即为倒转后的短牙鼠人。 +例如:牌面朝下的蔑笑恶魔(具有变身的生物)成为牌面朝上的折枝树懒(4/1的绿色生物,具有践踏及变身{G})的复制品。恶魔的特征成为了折枝树懒的特征。然而,由于该生物处于牌面朝下的状态,所以它仍为2/2的无色生物,且没有名称、类别及异能,也没有法术力费用。可以支付{G}来把它翻回正面。如果将它翻回正面,则它会具有折枝树懒的特征。 +例如:牌面朝下的蔑笑恶魔(具有变身的生物)成为了漂流精(1/1的蓝色精怪生物,不具有变身)的复制品。则它会成为牌面朝下的漂流精。它依然是2/2无色生物、没有名称、类别、异能及法术力费用。其操控者不能以特殊动作来让它翻回正面。如果有效应让它翻回正面时,它就会拥有漂流精的特征。 + +707.4. 一些效应令战场上已经为另一永久物之复制品的永久物,复制一个不同的永久物,且留在战场上。此改变不会导致进入战场或离开战场异能触发。如果当前有非复制效应影响该永久物,该效应不会被改变。 +例如:不稳定变形兽具有“每当另一个生物进场时,此生物成为该生物的复制品,但它具有此异能。”其受到变巨术“目标生物得+3/+3直到回合结束”的影响。如果稍后在本回合中,又有一个生物进入战场,则不稳定变形兽成为该生物的复制品,但仍然会因为变巨术得到+3/+3。 + +707.5. 一个“作为复制品”或“是…复制品”进入战场的物件,于进入战场时便已经是该物件的复制品。它并不是首先进入战场,然后才成为该永久物的复制品。如果被复制的规则叙述中包含任何会替代进入战场事件的异能(例如“进场时上面有…”或“于[此永久物]进场时”的异能),则这些异能都会生效。并且,该复制品具有的任何进入战场触发式异能也有机会触发。 +例如:天帷贝西摩斯具有“消退2(此生物进场时上面有两个消退指示物。在你的维持开始时,从其上移去一个消退指示物。若你无法如此作,则牺牲之。)”以及“此生物须横置进场。”仿生妖作为天帷贝西摩斯的复制品进入战场,则它也需要横置进战场,且上面有两个消退指示物。 +例如:预兆墙具有“当此生物进场时,抓一张牌。”仿生妖作为预兆墙的复制品进入战场。则仿生妖具有预兆墙的进入战场触发式异能,所以仿生妖的操控者抓一张牌。 + +707.6. 当复制永久物时,为该永久物作出的选择不会被复制。但是,如果一个物件是作为另一个永久物之复制品进入战场的,则该物件的操控者可以为其作出“于[此物件]进入战场时”的选择。 +例如:仿生妖作为适境机械兽之复制品进入战场。适境机械兽具有“于此生物进场时,选择一种生物类别。”仿生妖不会复制适境机械兽进场时选择的生物类别;而是仿生妖的操控者可以重新为其选择一种生物类别。 + +707.7. 如果一对关联异能被复制,则在复制了该些异能的物件上,这两个异能也会以类似的方式互相关联。其中一个异能只提及另一个异能所进行的动作或影响的物件。它们并不会连结到其他的异能上,无论该复制品当前或曾经具有哪些异能。参见规则607,“关联异能”。 + +707.8. 复制已融合的永久物或其他双面牌时,使用该永久物当前面朝上的可复制特征值来决定复制品的特征。(参见规则712,“双面牌”。) + +707.8a 如果一个效应派出一个衍生物,且其为某双面永久物或某不在战场上的双面牌之复制品,则派出的衍生物为同时具有正面和背面的双面衍生物。每个面的特征由其复制的永久物或牌对应面之可复制特征值决定,并受对该物件生效的其他复制效应影响。如果该衍生物为某背面朝上的双面永久物之复制品,则其进战场时背面朝上。此规则不适用于根据自身特征派出,但由于某替代性效应作为一个双面物件的复制品进战场之衍生物。 +例如:受苦逃亡者是一张双面牌的正面,其背面名称为搜括狼人。如果某效应派出为该永久物的复制品之衍生物,此永久物也拥有两个面,且能够转化。它进战场时与其复制的永久物朝上的一面相同。 +例如:仿生妖不是双面牌,因此作为仿生妖的复制品派出之衍生物不是双面衍生物,即使它由于仿生妖的替代性效应而作为某永久物的复制品进战场。 + +707.9. 复制效应可能会对复制过程添加修改或例外。 + +707.9a 一些复制效应会在复制过程中将异能赋予该复制品。此异能就如其他被复制的异能一样,成为此复制品之可复制特征值的一部分。 +例如:奎利恩妖精进入战场,且不稳定变形兽成为其复制品。不稳定变形兽之可复制特征值现在和奎利恩妖精相同,但不稳定变形兽同时具有“每当另一个生物进场时,此生物成为该生物的复制品,但它具有此异能。”然后仿生妖作为不稳定变形兽的复制品进入战场。仿生妖会复制不稳定变形兽新的可复制特征值,包括了不稳定变形兽复制妖精时赋予自身的异能。 + +707.9b 一些复制效应在复制过程中修改特征。该特征的一组最终值成为该复制品的可复制特征值的一部分。 +例如:复制神器[Copy Artifact]是一个结界,其叙述为“你可以使此结界当成战场上任一神器的复制品来进场,但它额外具有结界此类别。”它作为攻城巨车的复制品进入战场。复制神器的可复制特征值成为攻城巨车的值,但有一处变动:它的类别是神器、生物和结界。 + +707.9c 一些复制效应特别指明它不复制某些特征;它们改为保留其原始值。复制效应也可能直接叙述其不复制某些特征。 + +707.9d 当一个(1)不复制指定特征、(2)为某指定特征保持一个或数个原值、或(3)为某指定特征提供一组特定值的复制效应生效时,被复制之物件上的任何定义该指定特征的特征定义异能(参见规则604.3)不会被复制。如果该特征是颜色,该物件上的颜色标志(参见规则204)也不会被复制。此规则不对具有例外的复制效应生效,这些效应叙述“但该物件额外是”特定的牌张类别、超类别和/或副类别。在这种情形下,任何定义牌张类别、超类别和/或副类别的特征定义异能会被复制。 +例如:水银巨兽是一个生物,其叙述为“你可以使此生物当成战场上任一生物的复制品来进场,但它是7/7。”水银巨兽作为塔莫耶夫的复制品进入战场,且它不会复制塔莫耶夫的定义其攻击力和防御力之特征定义异能。它将是7/7。 +例如:璃池拟态妖是一个生物,其叙述为“你可以使此生物当成任一由你操控的生物之复制品来进场,但它额外具有‘变形兽/浪客’此两个类别。”璃池拟态妖作为一个具化形异能的生物之复制品进场。璃池拟态妖会具有化形异能并具有所有生物类别。 + +707.9e 一些产生复制效应的替代性效应包含一个本身为额外效应的例外(而不是对受影响物件之特征的修改)。如果另一个复制效应在具此类例外的复制效应生效后对该物件生效,该例外的效应不会发生。 +例如:另我离影叙述为“你可以使此生物当成战场上任一生物的复制品来进场,但它进战场时上面额外有X个+1/+1指示物。”你选择其进战场时复制仿生妖,其叙述为“你可以使此生物当成战场上任一生物的复制品来进场”,且该仿生妖进战场时没有选择生物。如果你此时为另我离影复制仿生妖而获得的替代性效应选择一个生物来复制,另我离影的替代性效应不会使得它进战场时带有任何+1/+1指示物。 + +707.9f 一些复制过程中的例外仅在该复制品是某特征或具有某特征时才会生效。要决定此类例外是否生效,考虑假如没有该例外复制效应生效后所成的永久物的特征会是什么,也将该效应包含的任何其他例外考虑在内。 +例如:冰霜摩立特的一部分叙述为“你可以使摩立特当成任一由你操控之永久物的复制品来进场,但它额外具有传奇与雪境此两种类别,且如果它是生物,则它进战场时上面额外有两个+1/+1指示物并具有化形异能。”冰霜摩立特复制了一个直到回合结束成为生物的地。该生物将作为非生物永久物进战场,因此它进战场时不会带有两个额外的+1/+1指示物,也不会具有化形异能,即使它在该回合中稍后成为生物也是一样。 + +707.9g 一些产生复制效应的替代性效应与同一段落中叙述的触发式异能互相关联。(参见规则603.11。)如果在关联于该触发式异能的复制效应生效之后,另一个复制效应对该物件生效,该触发式异能不会触发。 + +707.10. 复制一个咒语、起动式异能或触发式异能指,将该咒语或异能的复制品放入堆叠;复制的咒语并没有被施放,且复制的异能也没有被起动。复制咒语或异能时,不但会复制该咒语或异能的特征,也会复制为其作出的所有决定,这包括模式、目标、X的数值,以及是否为其支付了额外费用或替代性费用。(参见规则601,“施放咒语”。)通常在结算时才作出的选择不被复制。如果该复制品的一个效应提及用以支付其费用的物件,则它会使用支付原咒语或异能之费用时用到的物件。咒语之复制品的所有者为在其操控下将该复制品放进堆叠的牌手。咒语或异能之复制品的操控者为在其操控下将该复制品放进堆叠的牌手。咒语的复制品也是咒语,即使没有表示它的咒语牌。异能的复制品也是异能。 +例如:某牌手施放了分叉击[Fork],以绿宝石护符作为目标。分叉击的叙述为“复制目标瞬间或法术咒语,但该复制品是红色。你可以为该复制品选择新的目标。”绿宝石护符是具有模式的绿色瞬间。当分叉击结算时,它将绿宝石护符的复制品放入堆叠,但该复制品为红色而非绿色。该复制品的模式与原本的绿宝石护符相同。但由于分叉击允许,它不需指定相同目标,可以选择新目标。 +例如:投掷是瞬间,叙述为“牺牲一个生物,以作为施放此咒语的额外费用”以及“投掷对任意一个目标造成等同于被牺牲生物之力量的伤害”。要确定投掷之复制品造成的伤害数量时,会检查原本的投掷所牺牲之生物的力量。 +例如:晨华灌输是法术,叙述为“如果施放此咒语时支付了{G},则你获得X点生命;如果施放它时支付了{W},则你获得X点生命。”因为法术力不是物件,晨华灌输的复制品不会使你获得任何生命,无论施放原来的咒语时支付过何种法术力。 + +707.10a 如果咒语的复制品处于任何非堆叠的区域中,它便会消失。如果牌的复制品处于任何不属于堆叠或战场的区域中,它便会消失。两者均为状态动作。参见规则704。 + +707.10b 异能的复制品与原异能来源相同。如果该异能用名称指称了自己的来源,则复制品指的是与之相同的物件,而非具有相同名称的其他物件。对于计算在该回合中此异能结算次数之效应而言,复制品也将被视作该异能。 + +707.10c 一些复制咒语或异能的效应会同时说明其操控者可以为复制品选择新的目标。该牌手可以保留其中任意数量的目标不作改动,即使这些目标可能不再合法。如果该牌手选择改变其中一些或全部的目标,则新的目标必须全部合法。只要牌手决定了复制品的新目标,该复制品进入堆叠并指定这些目标。 + +707.10d 一些效应为某咒语或异能每“能”以一个牌手或物件为目标,便将其复制一次。这些复制品选择这些目标进入堆叠,并由这些复制品的操控者选择其放进堆叠的顺序。如果该咒语或异能具有多于一个目标,每个目标必须都是同一个牌手或物件。如果该牌手或物件不是该咒语或异能上每个“目标”一词的合法目标,则对于该牌手或物件而言,不会为其创造一个复制品。 + +707.10e 一些效应复制咒语或异能并为该复制品指定一个新的目标。如果该咒语或异能具有多于一个目标,该复制品的每个目标都必须是该牌手或物件。如果该牌手或物件不是每个“目标”一词的合法目标,则该复制品不会被创造。在某个替代性效应使得该复制品以多个物件为目标的情况下,该复制品的操控者选择其中一个作为新的目标。所选择的目标必须是该咒语或异能的合法目标。 +例如:前线勇行[Frontline Heroism]是具有以下叙述的结界:“每当你施放仅以单一由你操控之生物为目标的咒语时,派出一个1/1红色,具敏捷异能的士兵衍生生物,然后复制该咒语。此复制品以该衍生物为目标。”圣洗者行列是具有以下叙述的结界:“如果某效应将在你的操控下派出一个或数个衍生物,则改为它派出两倍数量的该类衍生物。”如果你于同时操控这两者时施放了得胜之时并指定一个由你操控的生物为目标,则前线勇行的异能会触发。于该异能结算时,你派出两个1/1红色,具敏捷异能的士兵衍生生物,然后复制得胜之时,且该复制品依你的选择以其中一个衍生物为目标。该复制品不会同时指定两个衍生物为目标。 + +707.10f 一些效应复制永久物咒语。于该复制品结算时,其不再是咒语的复制品,并成为一个衍生永久物。(参见规则608.3f。) + +707.10g 如果一个效应创造一个双面永久物咒语的复制品,该复制品也是具有两个面的双面永久物咒语。其每个面的特征由其复制的咒语对应面之可复制特征值决定,并受其他复制效应影响。如果其复制的咒语背面朝上,则其被创造时背面朝上。该咒语结算时放进战场的衍生物是双面衍生物。 + +707.11. 如果一个效应提及某永久物的名称,则即使该永久物改变名称,或变成其他东西的复制品,此效应也会一直追踪该永久物。 +例如:不稳定变形兽复制奥莉薇亚沃达连。奥莉薇亚沃达连具有“{1}{R}:奥莉薇亚沃达连对另一个目标生物造成1点伤害。该生物额外具有吸血鬼此类别。在奥莉薇亚沃达连上放置一个+1/+1指示物。”如果起动不稳定变形兽的这个异能,则即使不稳定变形兽已不再是奥莉薇亚沃达连的复制品,也会造成1点伤害并在其上放置一个+1/+1指示物。 + +707.12. 一个要求牌手施放[物件]的复制品之效应(而不只是复制一个咒语),会遵照施放咒语的规则,不同之处在于会在该物件相同的区域中被创造,然后于另一个咒语或异能正在结算中施放此复制品。施放物件的复制品需要遵照规则601“施放咒语”中601.2a-h的步骤依序行事,然后此复制品被施放。一旦被施放,所施放的复制品也属于堆叠上的咒语,与其他咒语一样可以结算或被反击。 + +707.13. 一张牌(独眼嘉斯)指示牌手派出以名称定义的牌之复制品。牌手如此作时应使用Oracle牌张参考文献来决定该复制品的特征,并在游戏之外派出该复制品。 + +707.14. 一张牌(Magar of the Magic Strings)指示牌手记下坟墓场中特定牌的名称,并派出具有所记下名称的牌之复制品。要如此作,使用该牌在坟墓场中的最后特征确定复制品的可复制特征值。(参见规则608.2h。) + +708. 牌面朝下的咒语和永久物 + +708.1. 一些牌允许咒语和永久物成为牌面朝下。 + +708.2. 牌面朝下的咒语,以及牌面朝下的永久物,除了使得它们能够牌面朝下之异能或规则中指明的特征之外,并没有其他特征。这些特征为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则707,“复制物件”。) + +708.2a 如果一个牌面朝上的永久物因咒语或异能翻成牌面朝下,且其并未叙述该物件的任何特征,它会成为2/2的牌面朝下生物,且没有内文叙述、名称、副类别及法术力费用。以牌面朝下方式进入战场的永久物也具有这样的特征,除非将其牌面朝下放进战场或允许其牌面朝下地被施放的效应另有指定。这些数值即为该物件的可复制特征值。 + +708.2b 一个牌面朝下的永久物不能被翻为牌面朝下。如果一个咒语或异能尝试将一个牌面朝下的永久物翻为牌面朝下,则什么都不会发生,该效应也不会改变其任何特征或可复制特征值。 + +708.3. 以牌面朝下状态进入战场的物件,在其进入战场前便已是牌面朝下的状态,因此该永久物的进入战场触发式异能并不会触发(对触发式异能而言)或生效(对静止式异能而言)。 + +708.4. 以牌面朝下状态施放的物件,在其进入堆叠前便已是牌面朝下的状态,因此针对咒语特征而生效的效应将只能见到牌面朝下咒语之特征。任何将对施放具有这些特征(而并非牌面朝上时物件的特征)之效应或限制会对施放此物件生效。 + +708.5. 在任何时候,你都可以检视堆叠中由你操控之牌面朝下的咒语,或你操控之牌面朝下的永久物(即使该永久物已跃离)。你不能检视任何在其他区域中之牌面朝下的牌,或由其他牌手操控之牌面朝下的咒语或永久物。 + +708.6. 如果你操控多个牌面朝下的咒语或牌面朝下的永久物,你必须随时确保这些牌面朝下的咒语和永久物之间有显著的分别。这包括但并不限于,何种异能或规则使该永久物成为牌面向下、咒语施放的先后顺序、牌面朝下之永久物进入战场的先后顺序、哪些生物上回合曾经攻击,以及与其他牌面朝下的咒语或永久物之间的区别。替牌面朝下的牌作记号的方式,通常包括使用指示物或骰子来标记不同的永久物,或依照顺序清楚地在桌上排列这些物件。 + +708.7. 允许永久物翻成牌面朝下的异能或规则,也可能允许该永久物之操控者将其翻回正面。通常情况下,咒语不能被翻回正面。 + +708.8. 于牌面朝下的永久物翻回正面时,其可复制特征值回到其正常状态。任何已对该永久物造成影响的效应,依旧对翻回正面的永久物造成影响。任何与永久物进入战场相关的触发式异能不会触发,因为该永久物已经进入战场。 + +708.9. 如果一个牌面朝下的永久物或结聚永久物的一个牌面朝下组件从战场移到其他区域,其拥有者必须于移动时将之展示给所有牌手。如果牌面朝下的咒语从堆叠移到战场以外的其他区域,其拥有者必须于移动时将之展示给所有牌手。如果一位牌手将离开游戏,所有由该牌手拥有的牌面朝下的永久物、结聚永久物的牌面朝下组件和牌面朝下的咒语必须向所有牌手展示。在每盘游戏结束时,所有牌面朝下的永久物、结聚永久物的牌面朝下组件和牌面朝下的咒语必须展示给所有牌手。 + +708.10. 如果一个牌面朝下的永久物成为另一个永久物的复制品,其可复制特征值就会变成该永久物的可复制特征值,并受到其牌面朝下状态的影响。因此它的特征依然相同:使它成为牌面朝下的规则或异能上所列的特征。然而,如果它翻回正面,它的可复制特征值会成为其所复制之永久物的可复制特征值。参见规则707.3。 + +708.11. 如果一个牌面朝下的永久物在其翻回正面后具有“于[此永久物]翻回正面时…”的异能,则该异能会在此永久物翻回正面的过程中生效,而不是之后才生效。 + +708.12. 如果某咒语或异能指示牌手展示一个牌面朝下的永久物,且需要用到该展示物件的信息,则使用该物件的特征,而忽略任何可能对其生效的持续性效应。 + +709. 连体牌 + +709.1. 连体牌在一张牌上具有两张牌面。连体牌的背面与普通万智牌相同。 + +709.2. 尽管连体牌的两边都可以施放,但每张连体牌都只算是一张牌。例如,不论牌手抓到还是弃掉一张连体牌,该牌手都只是抓或弃掉了一张牌,而不是两张。 + +709.3. 在将连体牌放进堆叠之前,牌手选择其施放的是连体牌的哪一边。 + +709.3a 只有被选择的一边会被检查其能否被施放。只有这一边被视为放进堆叠。 + +709.3b 在堆叠上时,只有被施放的一边的特征存在。另一边的特征则视同不存在。 + +709.3c 某些效应可能会创造连体牌的复制品,并允许牌手施放该复制品。该复制品如同原牌一般地具有两边的特征,并如同原牌一般地分成两边。(参见规则707.12)。 + +709.4. 在除堆叠外的所有区域,连体牌的特征是其两边的特征之综合。 + +709.4a 每张连体牌具有两个名称。如果一个效应要牌手选择一个牌名,而牌手想要选择某张连体牌的名称,该牌手必须选择其中一边的名称,但不能同时选择两者。如果一个物件的名称之一为所选择的名称,则它具有所选择的名称。 + +709.4b 连体牌的法术力费用是其两边的法术力费用的加总。连体牌的颜色和法术力值由其法术力费用决定。一个具体地提及连体牌法术力费用中符号的效应会看到两边各自的符号,而非法术力费用的加总。 +例如:突袭//冲击的法术力费用是{3}{R}{G}。它是一张红绿双色牌,其法术力值为5。如果你施放冲击,由此施放的咒语是一个法术力值为1的红色咒语。 +例如:热火//寒冰的法术力费用是{2}{U}{R}。其法术力费用与氲形预示相同,但诸如丰饶泉源杰甘沙的效应会看到它包含了法术力符号{1}两次。 + +709.4c 连体牌具有其两边的每种牌张类别,且具有其两边的文字栏中的每个异能。 + +709.4d 堆叠上的已融咒的连体咒语之特征亦是其两边特征的综合(参见规则702.102,“融咒”)。 + +709.5. 一些连体牌是永久物牌,其两边共享一个类别栏。此类物件上的共享类别栏代表两个在战场上生效的静止式异能:“只要此永久物不具有‘左边已解锁’此称号,它就没有此物件左边的名称、法术力费用或文字栏”以及“只要此永久物不具有‘右边已解锁’此称号,它就没有此物件右边的名称、法术力费用或文字栏”。这些异能,以及某特征属于该永久物的哪一边,都是该物件可复制特征值的一部分。 + +709.5a 具有共享类别栏的连体牌的每一边都会共享该牌类别栏上列出的类别和副类别。 + +709.5b 具有共享类别栏的物件之每一边的存在性都是该物件可复制特征值的一部分,即便该物件是堆叠上的咒语。这是规则709.3b的例外情况。 + +709.5c “左边已解锁”和“右边已解锁”是战场上的永久物可以具有的称号,它们合称为解锁称号。若某永久物的特定一边具有相应的解锁称号,则称该边为“已解锁”。若否,则称该边为“已上锁”。 + +709.5d 于一个具有共享类别栏的永久物进战场时,如果其左半边曾作为咒语来施放,则该永久物获得“左边已解锁”此称号。如果其右半边曾作为咒语来施放,则该永久物获得“右边已解锁”此称号。如果其进战场时两边都未曾作为咒语来施放,则其进场时没有任何解锁称号。 + +709.5e 如果牌手操控一边或数边已上锁的永久物,该牌手可以支付该永久物已上锁之某边的法术力费用,以使该永久物得到相应的解锁称号。此费用称为“解锁费用”。此为特殊动作(参见规则116)。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。 + +709.5f 一些咒语和异能指示牌手“解锁”一个永久物的一边。要解锁永久物的一边,牌手选择该永久物之已上锁的一边,该永久物得到相应的解锁称号。 + +709.5g 一些咒语和异能指示牌手“上锁”一个永久物的一边。要上锁永久物的一边,牌手选择该永久物之已解锁的一边,该永久物失去相应的解锁称号。 + +709.5h 一些异能当牌手解锁永久物的特定一边时触发。这些异能会在该永久物得到相应的解锁称号时触发,无论该永久物是在进战场时还是在进战场后得到解锁称号。 + +709.5i 一些异能当牌手“完全解锁”一个具有共享类别栏的永久物时触发。当该永久物已经具有两个解锁称号中的一个且得到另一个解锁称号,或当其没有任何解锁称号且得到所有两个解锁称号时,这些异能触发。 + +709.5j 一些牌提及隔间永久物的“偏门”。一扇偏门指的是该永久物的一边。 + +710. 倒转牌 + +710.1. 倒转牌在一张牌上具有分成两个部分的牌面。上半部正确方向的内容为此牌一般情况下的特征。下半部颠倒的是此牌额外的替代用特征。倒转牌的背面与普通万智牌相同。 + +710.1a 倒转牌的上半部包括了此牌一般情况下的名称、文字栏、类别栏、力量与防御力。其文字栏中通常会包括某个异能,让此永久物在达到特定的条件后“倒转”。 + +710.1b 倒转牌的下半部包括了此牌的副名称、文字栏、类别栏、力量与防御力。只有此永久物在战场上并且已倒转的情况下,才会用到这些特征。 + +710.1c 倒转牌的颜色和法术力费用不会因该永久物倒转而改变。并且,所有已经外界对其的效应依旧对已倒转的牌生效。 + +710.2. 在战场以外的区域中以及在战场上倒转之前,倒转牌都只具有该永久物一般情况下的特征。一旦该永久物倒转,其一般情况下的名称、文字栏、类别栏、力量与防御力便不再对此倒转的永久物生效,而改为替代用特征生效。 +例如:岩浆奔越鬼是非传奇生物,它倒转后会成为名称是火山鬼托托的传奇生物。一个“从你的牌库搜寻一张传奇牌”的效应不能找到这张倒转牌。一个“传奇生物得+2/+2”的效应并不会影响岩浆奔越鬼,但是会影响托托。 + +710.3. 无论一个永久物是在横置或未横置的状态下,你都必须随时确保能清楚的区别此永久物是否已经倒转。通常的作法是在永久物上放置硬币或骰子,来表示该永久物是否已经倒转。 + +710.4. 将永久物倒转是单向过程。一旦永久物倒转,便不能再回到未倒转。不过,如果已倒转的永久物离开战场,它不会记得之前其所处的状态。参见规则110.5。 + +710.5. 如果一个效应要牌手选择一个牌名,而该牌手想要选择某张倒转牌的副名称,则该牌手可以如此作。 + +711. 升级牌 + +711.1. 每张升级牌都有条状的文字栏,以及三个力量/防御力方格。升级牌的文字栏包含了两个等级符号。 + +711.2. 等级符号是代表静止式异能的关键字异能。等级符号可能包括了某范围的数字,此处表示为“N1-N2”;或是单一数字后面带着加号,此处表示为“N3+”。任何与等级符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而印在同一区块文字栏的力量/防御力方格,此处表示为“P/T”,也是同法看待。 + +711.2a “{等级N1-N2}[异能][P/T]”意指“只要此生物上面至少有N1个等级指示物,且等级指示物数量又不多于N2,则它的基础攻击力和防御力成为[P/T]并具有[异能]。” + +711.2b “{等级N3+}[异能][P/T]”意指“只要此生物上面有N3或更多个等级指示物,则它的基础攻击力和防御力成为[P/T]并具有[异能]。” + +711.3. 文字栏区块并没有游戏上的意义,只是用来清楚区分哪个异能与哪个力量/防御力对应于哪个等级符号。每张升级牌都只有一个文字栏。 + +711.4. 升级牌上面任何不以等级符号开头的异能,都会如常运作。特别来说,每个升级永久物随时都具有其升级异能(参见规则702.87);不论该永久物上有多少个等级指示物,都可以起动。 + +711.5. 如果升级生物上的等级指示物数量少于N1个(其{等级N1-N2}符号上印制的第一个数字),则它的力量与防御力为最上面的力量/防御力方格所注记的数值。 + +711.6. 在战场之外的每个区域中,升级牌的力量与防御力均为最上面的力量/防御力方格所注记的数值。 + +711.7. 一些结界具有副类别职业,与其相关的异能给予其职业等级。这与升级异能并不相同,职业等级也与等级指示物并无互动。参见规则716,“职业牌”。 + +712. 双面牌 + +712.1. 一张双面牌的一面是万智牌的牌面,另一面是万智牌的牌面或一张大号万智牌卡牌牌面的一半。(它没有万智牌的牌背。)有三种双面牌:非模式双面牌(之前曾称为“转化式双面牌”)、模式双面牌,以及融合牌。 + +712.2. 非模式双面牌的两面都是万智牌的牌面,在其一面或两面上具有让此牌“转化”或“转换”(让它能翻到另一面)和/或允许该牌以“已转化”或“已转换”(将其背面朝上)的方式被施放或进战场的异能。 + +712.2a 非模式双面牌的正面在左上角以正面符号标记。从兄弟之战™版本发行开始,正面符号是一个黑色圆圈之中指向上方的一个白色三角形。在旧系列中印刷的非模式双面牌正面符号有所不同。在万智牌:起源™和2019核心系列双面牌上,正面符号是修改过的鹏洛客图标。在依尼翠®环境、依尼翠暗影系列和依尼翠:黯夜猎踪系列中的双面牌、以及异月传奇™系列中的展爪的乌力奇上,正面符号是太阳。在异月传奇其余的双面牌上,正面符号是满月。在依夏兰™和决胜依夏兰™牌张上,正面符号是罗盘。在神河®霓朝纪系列中的双面牌上,正面符号是合起的折扇。 + +712.2b 非模式双面牌的背面在左上角或右上角以背面符号标记。从兄弟之战™版本发行开始,正面符号是一个黑色圆圈之中指向下方的一个白色三角形。在旧系列中印刷的非模式双面牌背面符号有所不同。在万智牌:起源和2019核心系列双面牌上,背面符号是完整的鹏洛客图标。在依尼翠环境、依尼翠暗影系列和依尼翠:黯夜猎踪系列中的双面牌、以及异月传奇系列中的服众首领乌力奇上,背面符号是新月。在异月传奇其余的双面牌上,背面符号是伊莫库的形象化图案。在依夏兰和决胜依夏兰牌张上,背面符号是地符号。在神河®霓朝纪系列中的双面牌上,背面符号是打开的折扇。 + +712.2c 背面是生物的非模式双面牌,其正面会在力量与防御力框的上方以较小的灰色字印刷其背面的力量与防御力。这属于提示文字,和游戏进行并无关联。 + +712.3. 模式双面牌的两面都是万智牌的牌面。模式双面牌的两个牌面通常各自独立,但也可能具有允许它们转化或转换到另一面的异能。 + +712.3a 模式双面牌的正面在左上角以正面符号标记。其正面符号是一个横向的水滴形状之中的一个黑色三角形。 + +712.3b 模式双面牌的背面在左上角以背面符号标记。其背面符号是一个横向的水滴形状之中的两个白色三角形。 + +712.3c 模式双面牌的两面均在左下角包含一个提示栏,其上有关于另一面的信息。这属于提示文字,和游戏进行并无关联。 + +712.4. 融合牌的一面为万智牌的牌面,另一面为一张大号万智牌卡牌牌面的一半。 + +712.4a 每对融合牌组中都有一张牌具有放逐此物件及同组当中之另一物件,并融合两者的异能。融合同一融合牌组中的两张牌,意指将它们以背面朝上且已组合的方式放进战场。(参见规则701.42,“融合”。)所得之永久物为由两张牌代表的单一物件。 + +712.4b 融合牌组的背面仅用于确定战场上该融合牌组所成为之已融合的永久物之特征。如果某规则或效应提及融合牌的背面,但它并非战场上已融合的永久物之一部分,则此规则或效应无法确定其特征,无论它代表该已融合的永久物之哪一部分。 + +712.4c 与其他双面牌不同,融合牌不能转化或转换。如有任何指示如此作,则忽略之。 + +712.5. 目前有七对融合牌组。 + +712.5a 午夜拾荒客和墓地鼠群融合,组成吱响寄主。 + +712.5b 翰威驻防兵和翰威城垛融合,组成纠拧镇区翰威。 + +712.5c 渐逝之光布鲁娜和破碎之刃姬瑟拉融合,组成梦魇异音布瑟拉。 + +712.5d 非瑞克西亚龙形引擎和基克斯掌偶米斯拉融合,组成非瑞克西亚臣民米斯拉。 + +712.5e 强能石与弱能石和护国勋爵克撒融合,组成鹏洛客克撒。 + +712.5f 自然圣所亚格斯和盖亚之声泰坦尼亚融合,组成盖亚化身泰坦尼亚。 + +712.5g 无畏路希牙和愉悦路希班尼拉融合,组成神圣救赎诸神黄昏。 + +712.6. 如果某牌手被允许检视一张双面牌,他可以检视这张牌的两面。 + +712.7. 双面牌位于不公开区域的时候,牌手必须确保不让它能从该区域的其他牌中辨认出。为了达成此目标,双面牌的拥有者可以利用完全不透明的牌套和/或辅助牌(参见规则713)。认证比赛对于利用双面牌额外订立了规则。参见规则100.6。 + +712.8. 非融合牌之双面牌的两个牌面都各自具有一组特征值。融合牌的正面与同对两张融合牌组合形成之组合面各有属于自己的特征值。 + +712.8a 当双面牌在游戏外、或在战场或堆叠以外的其他区域时,它只具有其正面所述的特征值。 + +712.8b 当融合牌在堆叠上时,它只具有其正面所述的特征值。 + +712.8c 通常,非模式双面咒语在堆叠上时正面朝上,且只具有其正面所述的特征值。但是,如果一个效应允许牌手施放“已转化”或“已转换”的非模式双面牌,所成的咒语的背面朝上,且只具有其背面所述的特征值。使用其正面的法术力费用来计算其法术力值。 + +712.8d 当双面永久物的正面朝上时,它只具有其正面所述的特征值。 + +712.8e 当非模式双面永久物的背面朝上时,它只具有其背面所述的特征值。但是,在计算其法术力值时,使用其正面的法术力费用。如果一个永久物复制一张非模式双面永久物的背面,该永久物的法术力值为0(即使代表该复制品的物件本身也是双面永久物)。参见规则202.3b。 + +712.8f 当模式双面咒语在堆叠上、或模式双面永久物在战场上时,它只具有其当前牌面朝上的面所述的特征值。 + +712.8g 当同属一对融合牌组的两张牌作为已融合的永久物在战场上时,由这两张牌表示的物件只有组合背面所述的特征值,其法术力值为其正面两张牌之法术力值的总和。如果某永久物复制了已融合的永久物,则复制品的法术力值为0。参见规则202.3c。 + +712.9. 只有由双面衍生物或非融合牌之双面牌代表的永久物才能转化或转换。(参见规则701.27,“转化”及规则701.28,“转换”。)如果一个咒语或异能指示牌手转化或转换一个不由双面衍生物或双面牌代表的永久物,没有事情会发生。 +例如:一个仿生妖是以野血狼群(一张双面牌的背面)之复制品的身份进战场。仿生妖会是野血狼群的复制品。由于仿生妖本身并非双面牌,它将不能转化。 +例如:一位牌手施放细胞塑型,使得克廉亡命客(一张双面牌的正面)成为菁英先锋(2/1的人类/士兵生物)的复制品直到回合结束。然后该牌手施放月雾,其异能有一段是“转化所有人类”。由于此菁英先锋复制品是张双面牌,它将会转化。此永久物最后的状况是它的背面朝上,但它在该回合中依旧会是菁英先锋的复制品。 + +712.10. 如果某咒语或异能要求牌手转化或转换某个永久物,且该永久物将要转化或转换成的牌面是瞬间或法术牌面,或是以瞬间或法术牌面派出的双面衍生物,则什么都不会发生。 + +712.11. 在默认情况下,一个双面咒语在施放时正面朝上。参见规则601,“施放咒语”。 + +712.11a 如果一张双面牌或其复制品以“已转化”或“已转换”的方式作为咒语来施放,则它放入堆叠时其背面朝上。 + +712.11b 牌手在作为咒语施放一张模式双面牌或其复制品时,在将其放进堆叠之前选择要施放哪一面。 + +712.11c 在确定该咒语能否被施放时,只考虑其在堆叠上即将面朝上的牌面。只有该牌面被视为放进堆叠。 + +712.11d 如果一张双面牌正面上的一个异能允许牌手以“已转化”或“已转换”的方式施放之,在确定该咒语能否被施放时,该异能也被考虑在内。这是规则712.11c的例外。 + +712.12. 牌手在作为地来使用一张模式双面牌或其复制品时,在将其放进战场之前选择其为地的某一面。该牌以该面朝上的方式进入战场。参见规则305,“地”。 + +712.13. 在默认情况下,正在结算、并成为永久物的双面咒语以与其在堆叠中朝上的面相同的方式被放进战场。 + +712.13a 一些异能可能使得在堆叠中正面朝上的双面咒语以已转化或已转换的方式进入战场。如果代表该咒语之牌的背面是瞬间或法术牌面,或该咒语是背面为瞬间或法术的双面牌之复制品,则它不会进战场,而是改为置入其拥有者的坟墓场。 +例如:某牌手同时操控构生菌格栅和器械进击,它们的总效应使所有永久物是神器生物,且仍具有原本类别。该牌手还操控一个仿生妖,它是爱鸟人,一个具有昼形异能的生物的复制品。当前是黑夜,但该永久物不能转化,因为它并不由双面牌代表。其操控者以它为目标施放了神秘映影,然后施放了进军凯勒姆,一个背面为法术的围攻战役。由于进军凯勒姆作为生物进战场,神秘映影的替代性效应生效,令进军凯勒姆试图作为爱鸟人的复制品进战场。由于当前是黑夜,昼形异能通常将使得它以背面朝上的方式进战场。但由于其背面为法术,它将改为置入其拥有者的坟墓场。 + +712.14. 双面牌从堆叠以外的区域被放进战场时默认以正面朝上的方式进入战场。 + +712.14a 如果一个咒语或异能将一张双面牌“已转化”或“已转换”地放进战场,它会以背面朝上的方式进入战场。如果牌手被指示将一张不是双面牌的牌已转化或已转换地放进战场,该牌留在其原有的区域。 + +712.14b 如果牌手被指示将一张模式双面牌放进战场,且该牌的正面不是永久物牌,该牌留在其原有的区域。 + +712.14c 如果融合牌正在与同融合牌组当中之另一张牌融合,则它们作为单一永久物以背面朝上的方式进战场。 + +712.15. 如果某效应允许牌手以牌面朝下的方式施放一张双面牌,或一张双面牌牌面朝下地进入战场,它会具有使其翻为牌面朝下的规则或效应所赋予它的特征。使用牌面朝下的辅助牌(参见规则713)和/或不透明的牌套使该牌的牌面保持隐藏状态。参见规则708,“牌面朝下的咒语和永久物”。 + +712.15a 双面永久物在牌面朝下的状态下不能转化或转换。如果它被翻回正面,它的正面朝上。 + +712.16. 已融合的永久物和其他双面永久物不会被翻为牌面朝下。如果一个咒语或异能要让双面永久物翻为牌面朝下,则什么都不会发生。 + +712.17. 牌面朝下地放逐的双面牌使用牌面朝下的辅助牌和/或不透明的牌套使该牌的牌面保持隐藏状态。参见规则713,“辅助牌”。 + +712.18. 当一个双面永久物转化或转换时,它不会成为新的物件。任何已对该永久物生效的效应,在它转化后将继续对它生效。 +例如:一个效应让村庄铁匠(一张双面牌的正面)得到+2/+2直到回合结束,然后村庄铁匠转化成钢牙狼。钢牙狼将继续得到+2/+2直到回合结束。 + +712.19. 如果一个效应要某牌手选择一个牌名,则该牌手可以选择双面牌任一个牌面上的名称,但不可以同时选择两面的名称。该牌手也可以选择融合牌组之组合背面的名称。 + +712.20. 如果一张双面牌将会在转化或转换后具有一个“于[此永久物]转化...”的异能,该异能在该永久物转化或转换时生效,而非在这之后。 + +712.21. 如果已融合的永久物离开战场,则只有一个永久物离开战场,但会有两张牌进入相应的区域。 +例如:吱响寄主(已融合的永久物)死去。一个于“每当一个生物死去时”触发的异能只会触发一次。一个于“每当一张牌从任何区域进入坟墓场时”触发的异能会触发两次。 + +712.21a 如果已融合的永久物将被置入其拥有者的坟墓场或牌库,则该牌手可以任意排列表示该永久物之两张牌的顺序。如果该永久物被置入其拥有者的牌库,则该牌手无需展示排列的顺序。 + +712.21b 如果某牌手要放逐一个已融合的永久物,则由该牌手来确定这两张牌放逐时的相对时间印记顺序。这是规则613.7m所述规范的例外情况。 +例如:窃形兽此牌具有异能“当窃形兽进场时,你可以放逐目标非衍生物的生物”及“只要以窃形兽放逐的某张牌是生物牌,窃形兽便具有以窃形兽放逐之最后一张生物牌的力量、防御力和生物类别。它仍然是变形兽。”于窃形兽的第一个异能放逐吱响寄主(已融合的永久物)时,由窃形兽的操控者来决定其放逐的最后一张生物牌是午夜拾荒客还是墓地鼠群。 + +712.21c 如果某效应能找到已融合之永久物离开战场时所成为的新物件,则该效应能找到两张牌。(参见规则400.7。)如果该效应会对该些牌张执行动作,则该动作会分别对每张牌执行。 +例如:异界之旅此瞬间叙述为“放逐目标生物。在下一个结束步骤开始时,将该牌在其拥有者的操控下移回战场,且上面有一个+1/+1指示物。”某牌手以吱响寄主(已融合的永久物)为目标施放异界之旅。吱响寄主被放逐。在下一个结束步骤开始时,午夜拾荒客会和墓地鼠群都会被移回战场,且其上各有一个+1/+1指示物。 +例如:诈死此灵气具有异能“当所结附的生物死去时,将该牌在你的操控下移回战场。”一个其上结附有诈死的吱响寄主死去。诈死的触发式异能会将午夜拾荒客和墓地鼠群都移回战场。 +例如:拟态缸此神器的部分叙述为“每当一个非衍生物的生物从战场进入坟墓场时,你可以放逐该牌。”一个吱响寄主死去。于拟态缸的触发式异能结算时,其操控者只需作出一次决定,来决定表示吱响寄主的两张牌是否被放逐。 + +712.21d 如果有数个替代性效应将要对一个已融合的永久物离开战场或转换区域之事件生效,则对其中任何一张牌生效之此类效应都会同时对两张牌产生影响。如果已融合的永久物是指挥官,则可不受此规则约束;参见规则903.9b-c。 +例如:虚空地脉此结界的部分叙述为“如果某牌将从任何区域置入对手的坟墓场,则改为将它放逐。”日月回轮此灵气具有“结附于牌手”与异能“如果某牌将从任何区域置入所结附之牌手的坟墓场,则改为展示该牌,并将其置于其拥有者的牌库底。”如果吱响寄主的操控者同时受到这两张牌之效应的影响,则由该牌手选择其中一个效应来对此事件生效,午夜拾荒客和墓地鼠群都会被移到对应的区域。 + +712.21e 如果一个效应需要得知改变区域之物件的数量,这些物件中已融合的永久物算作移动了一个物件。如果该效应需要得知改变区域之牌的数量,该已融合的永久物算作移动了两张牌。 + +713. 辅助牌 + +713.1. 辅助牌是一种游戏辅助用品,用来代表一张双面牌或融合牌。辅助牌具有万智牌的牌背。 + +713.2. 每张辅助牌必须至少清晰地表示其代表的牌之正面名称。该牌的其他信息(例如牌张类别、法术力费用、力量和防御力)亦可书写在辅助牌上。 + +713.2a 一些辅助牌会列出其所能代表的牌之名称和法术力费用。必须在辅助牌上的填入圈上作唯一记号以标明该辅助牌代表的是哪张牌。此类辅助牌可在2011至2018年间发行的万智牌产品中找到。 + +713.2b 一些辅助牌代表一张特定的牌。此类辅助牌可在核心系列2019此发行版本中找到,它代表的是烈龙尼可波拉斯这张牌。 + +713.2c 一些辅助牌可代表任意一张模式双面牌。此类辅助牌在其正面上包含有正面符号和背面符号。要使用此类辅助牌,在其上写入其所代表的牌每一面的名称。此类辅助牌可在赞迪卡再起此发行版本中找到。 + +713.3. 如果在套牌中使用了辅助牌,在游戏开始之前(参见规则103.2a)将该辅助牌所代表的牌放到一旁,且在游戏进行过程中必须保持可用。除非一张辅助牌代表了一张双面牌或融合牌,否则该辅助牌不能包含在套牌中。 + +713.4. 在游戏的所有意义上,辅助牌均视为其所代表的那张牌。 + +713.5. 如果某张辅助牌进入了公开区域,就应改为利用其代表的双面牌或融合牌,并将这张辅助牌放到一旁。 + +714. 传纪牌 + +714.1. 传纪牌具有分段的文字栏,其中包含章节符号。其图片竖向位于牌的右半边,其类别栏靠近牌的底部。 + +714.1a 同时具有生物此类别的传纪结界,会印制力量/防御力,且在类别栏下方有一个额外的文字栏。该文字栏中的任何异能与其章节符号无关。 + +714.2. 章节符号是关键字异能,代表一个称为章节异能的触发式异能。 + +714.2a 章节符号包含一个罗马数字,此处以“{rN}”表示。数字I代表1,数字II代表2,数字III代表3,依此类推。 + +714.2b “{rN}~[效应]”意指“每当一个或数个学问指示物放置在此传纪上时,若其上的学问指示物的数量先前小于N且成为至少N,[效应]。” + +714.2c “{rN1},{rN2}~[效应]”的意义与“{rN1}~[效应]”和“{rN2}~[效应]”相同。 + +714.2d 传纪的最终章节编号是其章节异能中的数字最大者。如果一个传纪因故没有章节异能,其最终章节编号是0。 + +714.2e 传纪的最终章节异能是其章节符号包含最终章节编号的章节异能。 + +714.3. 使用学问指示物来追踪传纪的进度。 + +714.3a 于不具跳读异能的传纪进战场时,其操控者在其上放置一个学问指示物。于具跳读异能的传纪进战场时,其操控者选择一个数字,范围须在一到该传纪最大章节数字之内。该传纪进战场时上面有所选数量的学问指示物。(参见规则702.155,“跳读”。) + +714.3b 于牌手的战斗前行动阶段开始时,该牌手在每个由其操控且具有章节异能的传纪结界上放置一个学问指示物。此回合动作不使用堆叠。 + +714.4. 如果一个具有章节异能之传纪永久物上的学问指示物数量大于或等于其上章节异能的最终章节编号,且其并非一个已触发且尚未离开堆叠的章节异能之来源,该传纪的操控者将其牺牲。此状态动作不使用堆叠。 + +715. 历险者牌 + +715.1. 历险者牌具有分为两部分的牌框,其中较小的牌框嵌印在文字栏中。 + +715.2. 出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。 + +715.2a 如果一个效应提及“具有历险”的牌、咒语或永久物,它提及的是具有历险咒语副特征的物件,即使该物件当前并没有用到其副特征。 + +715.2b 这些副特征的存在性及其各值是该物件的可复制特征值的一部分。 + +715.2c 即使历险者牌印有多组特征,每张历险者牌仍只是一张牌,例如,抓到或弃掉一张历险者牌的牌手仍只是抓或弃了一张牌,而不是两张。 + +715.3. 于牌手使用历险者牌时,该牌手选择是要正常使用该牌,或是将其作为历险来使用。 + +715.3a 在将历险者牌作为历险来施放时,仅会利用其副特征来决定此时能否施放该咒语。 + +715.3b 历险在堆叠上时,该咒语只有其副特征。 + +715.3c 如果一个历险咒语被复制,该复制品也是历险。它具有该咒语的副特征,而非代表该历险咒语的牌之正常特征。任何提及作为历险施放的咒语之规则或效应也会提及该复制品。 + +715.3d 作为历险施放的咒语于其结算时,该咒语的操控者改为将其放逐,而非置入其拥有者的坟墓场。于该牌持续被放逐期间,该牌手可以使用之。它不能以此法作为历险施放,尽管其他允许某牌手施放该牌的效应可能会允许某牌手将其作为历险施放。 + +715.4. 在堆叠以外的其他区域、以及在堆叠上且不为历险时,历险者牌只具有其正常特征。 + +715.5. 如果一个效应指示牌手选择一个牌名,而该牌手想要选择一张历险者牌的副名称,则该牌手可以如此作。 + +716. 职业牌 + +716.1. 职业牌具有分段的文字栏,包含两个职业等级条。其图片竖向位于牌的左半边,其类别栏靠近牌的底部。 + +716.2. 职业等级条都是一个关键字异能,代表一个起动式异能和一个静止异能。职业等级条包含其起动式异能的起动费用和等级数字。任何与该职业等级条印刷在同一文字栏分段中的异能均是其静止式异能的一部分。 + +716.2a “[费用]:等级N~[异能]”意指“[费用]:此职业的等级成为N。只能于此职业的等级是N-1时、且只能于法术时机起动。”及“只要此职业是等级N或更高,它便具有[异能]”。 + +716.2b 等级是任何永久物均能够具有的称号。职业即使不再是职业,仍然会保留其等级。等级不是可复制特征。 + +716.2c “获得职业等级”此用语意指“起动一个由职业等级条指示的异能”。 + +716.2d 如果一个规则或效应提及永久物的等级,且该永久物没有登记,该永久物被视作等级是1。 + +716.3. 等级牌上印刷的任何不以职业等级条开头的异能会被如常看待。特别地,职业在任何时候都具有在其最上方文字栏分段中的异能。如果该异能是静止式异能,它可以影响游戏;如果该异能是触发式异能,它可以触发;如果该异能是起动式异能,它可以被起动。 + +716.4. 一些较早的、称作“升级牌”的生物牌具有升级异能,该异能会在其上放置等级指示物。这与职业等级异能并不相同。等级指示物与职业牌没有互动,职业等级也与升级牌没有互动。参见规则702.87,“升级”,以及规则711,“升级牌”。 + +717. 景点牌 + +717.1. 景点是仅见于非传统万智牌牌张上的神器类别。景点牌没有传统的万智牌牌背,而是有“游乐场”牌背,并在其文字栏右侧有一列圆圈中的数字。景点牌上背景为亮彩色的白色数字被称为“亮起”的。请注意,具有相同英文名称的不同景点牌亮起的数字可能不同。您可以参见Gatherer.Wizards.com查看每张景点牌可能亮起的数字灯号组合。 + +717.2. 景点牌于游戏开始时不在牌手的套牌中,也不计入套牌数量上限或下限。选择使用景点牌的牌手使用一副位于统帅区中的附加景点套牌来开始游戏。景点套牌在游戏开始前洗牌(参见规则103.3a)。 + +717.2a 在构组赛中,一副景点套牌必须包含至少十张景点牌,且景点套牌中牌张的英文名称须各不相同。 + +717.2b 在限制赛中,一副景点套牌必须包含至少三张景点牌且须在该牌手的牌池中,可以包含多张英文名称相同的牌景点牌。 + +717.3. 一些效应会将景点牌从统帅区放进战场。参见规则701.51,“打开景点”。 + +717.4. 于牌手的战斗前行动阶段开始时,如果该牌手操控一个或数个景点,则该牌手掷骰造访景点。参见规则703.4g,及规则701.52,“掷骰造访景点”。此回合动作不使用堆叠。 + +717.5. 景点牌具有规则叙述以“Visit”和一条长横线开头的异能。此异能是造访异能。造访异能会在每当你掷骰造访景点且结果等同于亮起的数字时触发。参见规则702.159,“造访”。 + +717.6. 如果一张具有游乐场牌背的牌将从任何地方置入战场、放逐区或统帅区之外的区域,改为将它置入统帅区。此替代性效应可以对同一事件生效多次。这是规则614.5的例外。 + +717.6a 由同一牌手拥有,且以此法被置入统帅区的每张牌以牌面朝上的方式单独放在一堆,与牌手的景点套牌分开。这堆牌的非正式名称为“垃圾场”,但并不是一个自己的区域。 + +718. 试作牌 + +718.1. 试作牌具有分为两部分的牌框,其中较小的牌框嵌印在类别栏下方。嵌印牌框内包括试作此关键字异能,以及第二组力量、防御力及法术力费用的特征。 + +718.2. 嵌印牌框内的法术力费用、力量及防御力代表该物件作为咒语或战场上的永久物时可能具有的一组副特征。该牌的正常特征如常展示在牌上。 + +718.2a 这些副特征的存在及其各值是该物件的可复制特征值的一部分。 + +718.3. 于牌手施放试作牌时,该牌手选择是要正常施放该牌,或是利用试作异能将其作为试作咒语来施放(参见规则702.160,“试作”)。 + +718.3a 在施放试作咒语时,仅利用其副力量、防御力及法术力费用特征来决定此时能否施放该咒语。 + +718.3b 试作咒语及它成为的永久物仅具有其副力量、防御力及法术力费用特征。如果该法术力费用包含一种或多种有色法术力符号,该咒语及它成为的永久物也是这些颜色(参见规则105.2)。 + +718.3c 如果某个试作咒语被复制,则复制品也是试作咒语。该复制品具有该咒语的副力量、防御力及法术力费用特征,而非该试作咒语的正常力量、防御力及法术力费用特征。任何提及试作咒语的规则或效应也会提及该复制品。 + +718.3d 如果某个曾为试作咒语的永久物被复制,该复制品亦具有其副力量、防御力及法术力费用特征,而非代表该试作咒语的牌之正常力量及防御力特征。任何提及曾为试作咒语的永久物之规则或效应也会提及该复制品。 + +718.4. 在堆叠或战场以外的其他区域、以及在堆叠或战场上不作为试作咒语施放时,试作牌只具有其正常特征。 + +718.5. 试作牌除力量、防御力及法术力费用(以及颜色)之外的其他特征不会改变,无论它作为试作咒语来施放还是正常施放。 + +719. 案件牌 + +719.1. 案件牌的图片竖向位于牌的左半边,其类别栏靠近牌的底部。 + +719.2. 案件牌的牌框没有额外的规则含义。 + +719.3. 案件牌具有两个特殊的关键字异能,出现在一条长横线前面(译注:中文版使用“~”),代表一个触发式异能和一个可能为静止式、触发式或起动式的异能。 + +719.3a “侦办~[条件]”意指“在你的结束步骤开始时,若[条件],且本案未侦结,则它成为已侦结。” + +719.3b “已侦结”是永久物能够具有的称号。它仅用作标记,供其他咒语和异能辨识之用。一旦某永久物已侦结,它便会一直保持已侦结,直到它离开战场为止。已侦结既不是异能,也不是该永久物之可复制特征值之一。 + +719.3c 如果案件具有已侦结此称号,则其具有的“侦结~[异能文本]”异能如果是静止式异能,可以影响游戏;如果是触发式异能,可以触发;如果是起动式异能,可以被起动。参见规则702.169,“侦结”。 + +720. 预兆牌 + +720.1. 预兆牌具有分为两部分的牌框,其中较小的牌框嵌印在文字栏中。 + +720.2. 出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。 + +720.2a 如果一个效应提及“具有预兆”的牌、咒语或永久物,它提及的是具有预兆咒语副特征的物件,即使该物件当前并没有用到其副特征。 + +720.2b 这些副特征的存在性及其各值是该物件的可复制特征值的一部分。 + +720.2c 即使预兆牌印有多组特征,每张预兆牌仍只是一张牌,例如,抓到或弃掉一张预兆牌的牌手仍只是抓或弃了一张牌,而不是两张。 + +720.3. 于牌手施放预兆牌时,该牌手选择是要正常施放该牌,或是将其作为预兆来施放。 + +720.3a 在将预兆牌作为预兆来施放时,仅会利用其副特征来决定此时能否施放该咒语。 + +720.3b 预兆在堆叠上时,该咒语只有其副特征。 + +720.3c 如果一个预兆咒语被复制,该复制品也是预兆。它具有该咒语的副特征,而非代表该预兆咒语的牌之正常特征。任何提及作为预兆施放的咒语之规则或效应也会提及该复制品。 + +720.3d 于预兆咒语结算时,该咒语的操控者改为将其洗入其拥有者的牌库,而非置入其拥有者的坟墓场。 + +720.4. 在堆叠以外的其他区域、以及在堆叠上且不为预兆时,预兆牌只具有其正常特征。 + +720.5. 如果一个效应指示牌手选择一个牌名,而该牌手想要选择一张预兆牌的副名称,则该牌手可以如此作。 + +721. 蓄势牌 + +721.1. 每张蓄势牌都有条状的文字栏,且可能会有一个或数个力量/防御力方格。蓄势牌的文字栏包含了一个或两个蓄势符号。蓄势牌通常也具有蓄势异能(参见规则702.184)。 + +721.2. 蓄势符号是代表一个静止式异能。蓄势符号包括一个后面带着加号的单一数字,此处表示为“{N+}”。任何与蓄势符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而可能印在同一区块文字栏的力量/防御力方格,此处表示为[P/T],也是同法看待。 + +721.2a “{N+}[异能]”意指“只要此永久物上面有N个或更多充电指示物,它便具有[异能]。” + +721.2b “{N+}[异能][P/T]”意指“只要此永久物上面有N或更多个充电指示物,它便具有[异能],是基础力量与防御力为[P/T]的生物,且仍具有原本类别。” + +721.2c 在战场之外的任何区域中,蓄势牌都没有力量或防御力。 + +721.3. 文字栏区块并没有游戏上的意义,只是用来清楚区分哪个异能与哪个力量/防御力对应于哪个蓄势符号。每张蓄势牌都只有一个文字栏。 + +721.4. 蓄势牌上面任何不以蓄势符号开头的异能,都会如常运作。特别来说,每个蓄势永久物随时都具有其蓄势异能(参见规则702.184);不论该永久物上有多少个充电指示物,都可以起动。 + +722. 操控其他牌手 + +722.1. 一些牌允许牌手在下一个回合被另一位牌手所操控。此效应会在由受影响之牌手实际进行的下个回合生效。整个回合都会被操控;此效应会持续直到下个回合开始。 + +722.1a 多个对同一牌手生效的牌手操控效应会互相覆盖。只有最后一个被创造出来的效应生效。 + +722.1b 如果一个回合被略过,则尚未执行的牌手操控效应会等到受影响的牌手实际进行回合时才生效。 + +722.2. 两张牌(命令咒[Word of Command]和反对派密探)允许牌手在有限的时间内操控另一位牌手。 + +722.3. 只有该牌手的操控权被改变。所有物件依旧由正常状况下的操控者来操控。在被操控之牌手的回合中,该牌手仍是该回合的主动牌手。 + +722.4. 如果被操控的牌手将可以看到关于一个游戏中物件的信息,则该牌手以及该牌手的操控者都可以看到此信息。如果被操控的牌手将可以看到关于游戏外的牌张之信息,只有该牌手可以看到此信息,该牌手的操控者不能看到此信息。 +例如:某牌手的操控者可以看到该牌手的手牌,以及查看由该牌手操控之面朝下的生物。 + +722.5. 牌手的操控者替该牌手作出所有规则或任何物件要求作出选择与决定。这包括决定要使用什么,以及咒语与异能所要求的选择与决定。 +例如:该牌手的操控者决定要施放什么咒语,以什么为目标,并在这些咒语结算时作出所需的决定。 +例如:该牌手的操控者决定主动牌手的哪些生物攻击,每个攻击生物攻击哪位牌手或哪个鹏洛客,以及这些攻击生物的战斗伤害该如何分配。 + +722.5a 牌手的操控者只能利用该牌手的资源(牌、法术力等)来替该牌手支付费用。 +例如:如果该牌手的操控者决定该主动牌手将施放某咒语,并从该牌手手上弃掉一张牌来支付其额外费用,则必须从该主动牌手的手上弃牌。 + +722.5b 牌手的操控者不得替该牌手作出规则或任何物件未要求作出的选择或决定。比赛规则方面要求该牌手作出的选择与决定亦不得由该牌手的操控者代替作出。 +例如:被操控的牌手依然由自己决定是否要离席去洗手间,是否要同他人交换卡牌,是否需要约和,或是否需要就某个错误或违规行为叫裁判。 + +722.6. 牌手的操控者不能让该牌手认输。牌手可以在任何时间认输,即使他已被其他牌手操控。参见规则104.3a。 + +722.7. 使某牌手操控另一位牌手的效应可能会限制被操控的牌手所允许作出的动作,或指明被操控的牌手必须作出的动作。 + +722.8. 操控其他牌手的牌手如常为自己作出选择与决定。 + +722.9. 某些效应可能会允许牌手获得自己的操控权。该牌手将如常为自己作出选择与决定。 + +723. 结束回合和阶段 + +723.1. 一些牌会让当前回合结束。当一个效应结束本回合时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则608,“结算咒语及起动式异能”),须依序进行下列步骤。 + +723.1a 如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则723.1f)。 + +723.1b 放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则704,“状态动作”)。 + +723.1c 检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。 + +723.1d 当前的阶段和/或步骤结束。如果这发生在战斗阶段中,则将所有生物和鹏洛客移出战斗。游戏过程直接跳到清除步骤。从目前的阶段或步骤到清除步骤之间,所有的阶段或步骤均被略过。如果一个效应在清除步骤中结束回合,一个新的清除步骤开始。 + +723.1e 即使回合结束,“在结束步骤开始时”触发的触发式异能不会触发,因为结束步骤已被略过。 + +723.1f 在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在清除步骤中被放入堆叠,此后主动牌手会得到优先权,牌手有机会施放咒语或起动异能。然后在本回合真正结束之前,会进行另一个清除步骤。如果此过程中没有触发式异能被触发,牌手在清除步骤不会得到优先权。参见规则514,“清除步骤”。 + +723.2. 一张牌(和平授令[Mandate of Peace])结束战斗阶段。当一个效应结束战斗阶段时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则608,“结算咒语及起动式异能”),须依序进行下列步骤。 + +723.2a 如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则723.2f)。 + +723.2b 放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则704,“状态动作”)。 + +723.2c 检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。 + +723.2d 当前的战斗阶段结束。将所有生物和鹏洛客移出战斗。持续到“直到战斗结束”的效应结束。游戏过程直接跳到下一个阶段,通常是战斗后行动阶段;从目前的步骤到该阶段之间,所有的步骤均被略过。 + +723.2e 即使战斗阶段结束,“在战斗结束时”触发的触发式异能不会触发,因为战斗结束步骤已被略过。 + +723.2f 在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在下一个阶段中被放入堆叠,此后主动牌手会得到优先权,牌手可施放咒语或起动异能。 + +723.2g 如果一个效应试图在任何不是战斗阶段的时间点结束战斗阶段,什么都不会发生。 + +724. 君主 + +724.1. “君主”是牌手可获得的称号。有些牌上会注记着“某牌手成为君主”。 + +724.2. “身为君主”会产生与之关联的两个固有触发式异能。这些触发式异能没有来源,其操控者为异能触发时为君主的牌手。这是规则113.8的例外情况。这两个异能的完整叙述为“在君主的结束步骤开始时,该牌手抓一张牌”及“每当任一生物对君主造成战斗伤害时,其操控者成为君主”。 + +724.3. 同一时间只有一位牌手能成为君主。于某位牌手成为君主时,当前的君主便不再是君主。 + +724.4. 如果君主离开游戏,则主动牌手在其离开游戏的同时成为君主。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序之下一位能够成为君主的牌手成为君主。如果仍在游戏中的牌手均不能成为君主,游戏以没有君主的状态继续。 + +724.5. 如果一个静止式异能产生的持续性效应的结果是根据哪位牌手是君主来确定的,但此效应生效时游戏中没有君主,则该效应没有效果,直到某位牌手成为君主。参见规则613,“持续性效应”。 + +725. 先制 + +725.1. “先制”是牌手可获得的称号。游戏开始时没有先制,直到某效应令牌手掌握先制为止。当前拥有先制称号的牌手便“握有先制”。 + +725.2. 握有先制会产生与之关联的三个固有触发式异能。这些触发式异能没有来源,且其操控者是当这些异能触发时握有先制的牌手。这是规则113.8的例外情况。这三个异能的完整叙述为“在握有先制的牌手的维持开始时,该牌手深入地底城。”、“每当一个或数个生物对握有先制的牌手造成战斗伤害时,这些生物的操控者掌握先制。”,和“每当一位牌手掌握先制时,该牌手深入地底城。”参见规则701.49,“深入地城”。 + +725.3. 同一时间只有一位牌手能握有先制。于某位牌手掌握先制时,当前握有先制的牌手便不再握有先制。 + +725.4. 如果握有先制的牌手离开游戏,则主动牌手在其离开游戏的同时掌握先制。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序的下一位牌手掌握先制。 + +725.5. 如果当前握有先制的牌手被指示掌握先制,这会使规则725.2所述的最后一条触发式异能触发,但不会产生第二个先制称号。 + +726. 重新开始游戏 + +726.1. 一张牌(重获自由的卡恩)可以重新开始游戏。被重新开始的游戏立即结束。在该游戏中,没有牌手赢,输,或者平手。在该游戏中的所有牌手此后开始新的游戏,并遵循由规则103,“开始游戏”,所规定的流程,但包括以下例外: + +726.1a 新的游戏之先行牌手为操控使游戏重新开始之咒语或异能的牌手。 + +726.2. 所有包含在被重新开始的游戏中的万智牌卡牌,包括已跃离的永久物和非传统万智牌卡牌,在该游戏结束后均包含在新的游戏中,即使这些牌原本未包含在原来的游戏中。在新的游戏中,牌的拥有者不会因其在游戏开始时所在的位置而改变。 +例如:某牌手施放生机祈愿,将游戏外的一张生物牌带入游戏中。然后该游戏重新开始。这张生物牌在新的游戏开始时将成为该牌手牌库的一部分。 + +726.3. 由于在新的游戏开始时每位牌手需要抓七张牌,任何在此时牌库中不足七张牌的牌手将在第一个回合的维持步骤开始,检查状态动作时输去此盘游戏,而不考虑该牌手进行的任何再调度。(参见规则704,“状态动作”。) + +726.4. 重新开始游戏的效应在第一个回合的重置步骤开始之前完成结算。如果产生该效应的咒语或异能具有额外的指示,在此时遵循这些指示。没有牌手会得到优先权,且由此而触发的触发式异能将在下一次牌手将得到优先权时进入堆叠,这通常是在第一个回合的维持步骤中。 + +726.5. 一些效应可能使某些牌不遵循重新开始游戏的流程。这些牌在新的游戏开始时不在其拥有者的牌库中。 + +726.5a 在指挥官游戏中,因此而未遵循重新开始游戏的流程之指挥官不会在新的游戏开始时位于统帅区。但是,它仍然是新的游戏中该套牌的指挥官。参见规则903,“指挥官”。 + +726.6. 如果一个万智牌子游戏(参见规则728)被重新开始,主游戏不会受到影响。主游戏中提及子游戏的赢家或输家的效应,将提及重新开始的子游戏之赢家或输家。 + +726.7. 如果在限制影响范围模式(参见规则801)的多人游戏中,该游戏被重新开始,则该游戏中的所有牌手都将重新开始游戏,而不考虑操控重新开始游戏之咒语或异能的牌手之影响范围。 + +727. 拉德指示物 + +727.1. 拉德指示物是牌手可具有的一种指示物(参见规则122,“指示物”)。具有拉德指示物会产生与之关联的一个固有触发式异能。这些触发式异能没有来源,且其操控者是主动牌手。这是规则113.8的例外情况。此异能的完整叙述为“在每位牌手战斗前的行动阶段开始时,若该牌手具有一个或数个拉德指示物,该牌手磨等同于其具有之拉德指示物数量的牌。每以此法磨掉一张非地牌,该牌手便失去1点生命并从自己上移去一个拉德指示物。” + +727.1a 提及“因辐射量”而失去生命的牌,其意指因与拉德指示物关联的触发式异能失去生命。 + +728. 子游戏 + +728.1. 只有一张牌(雪赫拉莎德[Shahrazad])允许牌手进行万智牌的子游戏。 + +728.1a “子游戏”意指由效应所创造出来、与当前游戏完全无关的万智牌游戏。本质上来说,它就是游戏当中的另一个游戏。“主游戏”是施放或起动了创造该子游戏之咒语或异能所在的游戏。主游戏在子游戏进行过程中暂停。它会在子游戏结束后继续进行。 + +728.1b 在主游戏或子游戏当中,各自产生的效应及定义对另一个而言均无意义,但由创造出子游戏的效应所作出的定义不在此限。例如,该效应当中会注明,在主游戏中会对子游戏的赢家或输家有何奖惩。 + +728.2. 于子游戏开始时,会创造出一整套全新的游戏区域。每位牌手将各自主游戏的整个牌库当作其子游戏的牌库,并对其进行洗牌。除此之外,在主游戏各个区域里的牌都不会移到子游戏的对应区域当中,除了规则728.2a-c中特别指出的之外。随机决定哪位牌手先手。子游戏的进程如正常的游戏一般,须遵循如规则103部分“开始游戏”中规定的其他规则。 + +728.2a 于子游戏开始时,如果用到了一套或多套由非传统卡牌组成的附加套牌,每位牌手将这些附加套牌从主游戏统帅区移到子游戏统帅区,并将其洗牌。(牌面朝上的非传统卡牌留在主游戏的统帅区。) + +728.2b 于先锋游戏中的子游戏开始时,每位牌手将其先锋牌从主游戏统帅区移到子游戏统帅区。 + +728.2c 于指挥官游戏中的子游戏开始时,每位牌手将其指挥官从主游戏统帅区(如果该牌在统帅区的话)移到子游戏统帅区。 + +728.3. 对子游戏而言,忽略一切与牌手套牌张数相关的规则。不过,由于每位牌手在游戏开始时需要抓七张牌,因此套牌张数少于七张的牌手,会在子游戏第一回合的维持步骤中检查状态动作的时候输去子游戏,不论该牌手是否进行再调度。(参见规则704,“状态动作”。) + +728.4. 所有主游戏中的物件,以及主游戏之外的所有牌,均视同在子游戏之外(除非有特殊效应会将其带到子游戏之中)。所有当前不在子游戏当中的牌手均视同在子游戏之外。 + +728.4a 一些效应可以从游戏之外带进牌。如果从主游戏中将一张牌带入子游戏中,则在主游戏中,物件离开主游戏的区域时触发的异能会触发,但这些异能直到主游戏继续之后才会进入堆叠。 + +728.4b 一位牌手在主游戏中的指示物不被认为是子游戏的一部分,但是牌手在主游戏再次开始时依然具有它们。同理,牌手在子游戏中得到的指示物在子游戏结束时消失。 + +728.5. 在子游戏结束时,每位牌手将其拥有,且参与过子游戏的传统卡牌放入其主游戏之牌库中,然后将牌库洗牌。这包括在子游戏的放逐区之中的牌,以及在子游戏结束时代表已跃离的永久物的牌。除了规则728.5a-c中特别指出的之外,所有子游戏中的其他物件,以及为其创造的游戏区域都会消失。主游戏从它暂停的那一刻起继续:首先,创造子游戏的咒语或异能完成结算,即使创造该咒语或异能的咒语牌已不在堆叠之上。然后,如果有在子游戏进行过程中,由于主游戏当中的牌被移出主游戏,而于主游戏里触发的异能,则将该些异能放进堆叠。 +例如:如果一张牌参与过子游戏,则不论它来自主游戏或是来自主游戏之外,都会在子游戏结束时洗回主游戏的牌库。 + +728.5a 于子游戏结束时,将每张在附加套牌中开始子游戏,且当前不在附加套牌中的非传统卡牌翻为牌面朝下并置于该附加套牌牌库底。然后每位牌手将其附加套牌从子游戏统帅区移到主游戏统帅区并将其洗牌。 + +728.5b 于先锋游戏中的子游戏结束时,每位牌手将其先锋牌从子游戏统帅区移到主游戏统帅区。这是规则313.2的例外情况。 + +728.5c 于指挥官游戏中的子游戏结束时,每位牌手将其指挥官从子游戏统帅区(如果该牌在统帅区的话)移到主游戏统帅区。 + +728.6. 子游戏中可以创造另一个子游戏。当前已经存在的子游戏相对而言会成为新的子游戏之主游戏。 + +729. 与永久物结聚 + +729.1. 一个关键字异能会导致物件与永久物结聚。参见规则702.140,“合变”。 + +729.2. 要将物件与永久物结聚,将该物件放置在该永久物的顶上或底下。该永久物成为结聚永久物,其除由已经代表该永久物的任一其他组件所代表外,还额外由代表该物件的牌或复制品所代表。 + +729.2a 结聚永久物仅具有其最顶上组件的特征,除非令其结聚的效应另有说明。这是一个可复制效应,其时间印记为这些物件结聚之时。(参见规则613.2。) + +729.2b 于一个物件与永久物结聚时,该物件离开其原本区域,并成为战场上一个物件的一部分,但所成的永久物并非被认为是刚刚进入战场。 + +729.2c 因为结聚永久物与其结聚前是同一个物件,其并未刚刚处于某牌手的操控下,任何先前对其生效的持续性效应仍继续生效,依此类推。 + +729.2d 如果一个结聚永久物包含一个衍生物,所成的永久物仅当其最顶上的组件是衍生物时才是衍生物。 + +729.2e 如果一个结聚永久物包含牌面朝上和牌面朝下的组件,该永久物的状态由其最顶上的组件决定。如果一个牌面朝下的永久物因某物件与其结聚之故而成为牌面朝上,其他效应不会视同其翻回了正面。 + +729.2f 如果一个结聚永久物被翻为牌面朝下,每个代表该永久物的牌面朝上组件都被翻为牌面朝下。如果一个牌面朝下的结聚永久物被翻回正面,每个代表该永久物的牌面朝下组件都被翻回正面。 + +729.2g 一个包含瞬间或法术牌的牌面朝下的结聚永久物不能被翻回正面。如果一个此类永久物将翻回正面,其操控者展示之并保持其牌面朝下。当永久物翻回正面时触发的异能不会触发。 + +729.2h 如果一个结聚永久物包含一张倒转牌(参见规则710),且如果该结聚永久物已倒转,则该组件的替代用特征会被使用,而非其一般情况下的特征。 + +729.2i 结聚永久物不是双面永久物,即使它包含一个或数个双面组件。如果一个结聚永久物包含一张或数张可转化的双面组件(参见规则712),转化或转换该永久物会使得其中每张双面组件都翻为另一面朝上。 + +729.2j 一个牌面朝上的、包含双面组件的结聚永久物不能翻为牌面朝下。 + +729.3. 如果一个结聚永久物离开战场,只有一个永久物会离开战场,且其中每个单独组件都会置入相应的区域。 + +729.3a 如果一个结聚永久物被置入其拥有者的坟墓场或牌库,该牌手可以任意顺序排列这些新物件。如果它被置于其拥有者的牌库,该牌手不展示其顺序。 + +729.3b 如果一位牌手放逐了一个结聚永久物,该牌手在此时决定这些牌的相对时间印记顺序。这是规则613.7m中描述之流程的例外。 + +729.3c 如果一个效应可以找到于某结聚永久物离开战场时所成为的新物件,则该效应找到所有这些物件。(参见规则400.7。)如果该效应使得动作会对这些物件执行,则该动作会对其中的每个物件同样执行。 + +729.3d 如果多个替代性效应可以对一个结聚永久物离开战场或置入新的区域的事件生效,这些替代性效应中的一个效应对该物件生效会影响该物件的所有组件。如果该结聚永久物是指挥官,它可能会不受此规则影响;参见规则903.9b-c。 + +729.3e 如果一个替代性效应对一张“牌”(但不影响衍生物)被置入一个区域生效,且如果该结聚永久物不是衍生物,该替代性效应对该结聚永久物的所有组件生效,其中也包含为衍生物的组件。如果该结聚永久物是衍生物但其部分组件是牌,结聚永久物及其衍生物组件被置于适当的区域,而为牌的组件被该替代性效应移动。 + +730. 白昼与黑夜 + +730.1. 白昼与黑夜是游戏本身可获得的称号。(中文版译注:中文版牌张在规则提示中,会利用“天色”来指称。)游戏在一开始时没有任何称号。“成为白昼”与“成为黑夜”意指游戏获得白昼或黑夜的称号。通过昼形与夜形关键字异能(参见规则702.145),游戏可以成为白昼或黑夜。其他效应也可以使游戏成为白昼或黑夜。一旦游戏成为白昼或黑夜,则接下来的时段中,游戏便会是这两种称号之一,且同一时间只会是两者之一。 + +730.1a 短语“白昼成为黑夜”与“黑夜成为白昼”意指游戏失去前者称号并获得后者称号。 + +730.2. 作为重置步骤的第二个部分,游戏会检查上一个回合,来决定游戏的白昼/黑夜称号是否应当变化。参见规则502,“重置步骤”。 + +730.2a 如果当前是白昼,且上一个回合的主动牌手在该回合没有施放咒语,则成为黑夜。使用队伍共享回合模式(参见规则805)的多人游戏使用不同的规则:如果当前是白昼,且上一个回合的主动队伍中没有任何牌手在该回合中施放咒语,则成为黑夜。 + +730.2b 如果当前是黑夜,且上一个回合的主动牌手在该回合中施放了两个或更多咒语,则成为白昼。使用队伍共享回合模式(参见规则805)的多人游戏使用不同的规则:如果当前是黑夜,且上一个回合的主动队伍中有任一牌手在该回合中施放了两个或更多咒语,则成为白昼。 + +730.2c 如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。 + +731. 进行简化 + +731.1. 在进行游戏时,牌手一般会使用双方都了解的简化方式,而不会对自己所需要作出的每一个游戏选择(例如是要采取行动还是要让过优先权)都有明确表示。 + +731.1a 关于进行简化的规则很大程度上是非正式的。只要能够使在游戏中的每一位牌手理解彼此的意图,使用任何形式的简化系统都是可以接受的。 + +731.1b 有时候游戏会进行到一组动作不断反复的状态(即导致了“循环”;此节中提及之“循环/Loop”指一种重复的游戏动作,并非关键字异能“循环/Cycling”〜译注)。这种情况下,可以使用进行简化的规则来确定该些动作的具体重复次数,而不需实际执行它们,同时该规则也可以用于确定打破循环的方法。 + +731.1c 对于规范简化和循环的规则,比赛中使用的规则版本有所不同。这些规则在《万智牌比赛规则》中详述(可在WPN.Wizards.com/en/rules-documents此处找到)。每当比赛规则与本规则中所述有所抵触时,以比赛规则为优先。 + +731.2. 进行简化时,须遵循下列顺序: + +731.2a 在游戏之中的任意时点,具有优先权的牌手可以提议进行简化,方法为牌手根据当前的游戏状态,以及由作出选择之次序导致的可预见性结果,描述所有牌手作出合法的游戏选择之次序。该次序可以属于一系列的非重复选择、指定了重复次数的循环、多个循环、嵌套循环,甚至可以跨越数个回合。次序中不能包含带有条件的动作,即牌手的动作是由游戏事件之结果来决定的情况。该次序必须以某位牌手得到优先权为终止点,但这位得到优先权的牌手不需与提议简化的牌手相同。 +例如:某位牌手操控着一个结附有刚德现身的生物,使得该生物具有“{T}:派出一个1/1绿色的妖精/战士衍生生物”,同时另一位牌手操控入侵者警报,其部分叙述为“每当一个生物进场时,重置所有生物。”当第一位牌手具有优先权时,其可以提议“我要派出一百万个衍生物”,所表明的次序为起动该生物的异能,所有的牌手让过优先权,生物异能结算并派出一个衍生物(触发了入侵者警报的异能),入侵者警报的操控者将触发式异能放进堆叠,所有的牌手让过优先权,入侵者警报的触发式异能结算,然后所有的牌手都让过优先权,直到提议该简化的牌手得到优先权为止,并将此次序再重复999999次,在最后一个派出衍生物的异能结算后终止。 + +731.2b 在某位牌手提出简化之后,每一位其他牌手按照顺序来作出决定,是要接受所提议的次序,还是要说出自己要作出与提议不符的游戏选择之处,以缩短该次序。(此时,该牌手并不需要指出其新选择为何。)此处便成为所提议之次序的新终止点。 +例如:在其抓牌步骤中,主动牌手抓了一张牌,然后说,“过。”非主动牌手的手上有投身战场(瞬间,叙述为“目标生物本回合若能攻击,则必须攻击”)并说,“我想要在你战斗开始步骤时施放咒语。”当前所提议的简化即为,所有牌手均让过本回合中所能得到的优先权,直到非主动牌手在战斗开始步骤中得到优先权为止。 + +731.2c 一旦最后一位牌手作出了是要接受或是缩短所提出之简化的决定,便开始执行该简化。游戏进行至最后提出的终止点,包含在该简化提议当中所有游戏选择均已得到执行。如果该简化比原本的提议要短,则目前具有优先权的牌手必须作出新的游戏选择,且得与原本在该简化提议中为该牌手假定的选择有所不同。 + +731.3. 有时循环也可以是不连续的,指每位牌手均执行了一个独立动作,结果导致重复到达了某一游戏状态数次。如果出现这种情况,则主动牌手(或,如果主动牌手与该循环无关,则是依顺序的下一位与之有关的牌手)必须作出不同的游戏选择,使得循环不再延续。 +例如:在一盘双人游戏当中,主动牌手操控着一个生物,具有“{0}:此生物获得飞行异能”,而另一位牌手操控者一个永久物,具有“{0}:目标生物失去飞行异能”,且在该盘游戏中,没有关心异能起动次数的东西。假设主动牌手起动其生物的异能,该异能结算,然后非主动牌手起动其永久物上的异能并以该生物为目标,此异能同样结算。这样就会把游戏带回原先的游戏状态。主动牌手必须作出不同的游戏选择(换句话说,即不能再次起动该生物的异能)。该生物不会具有飞行。非主动牌手可以防止此类不连续循环事件的发生,而可以选择不起动其永久物的异能。这种情况下,该生物会具有飞行。非主动牌手永远都有最终决定权,因此可以决定该生物是否具有飞行。 + +731.4. 如果一个循环只包含强制性的动作,这盘游戏为平手。(参见规则104.4b和104.4f。) + +731.5. 即使有牌手可以采取行动来终止一个循环,但除了与该循环相关的物件所要求的行动之外,不会强制该牌手来执行该行动。 +例如:某位牌手操控着净化之缄印,此结界的叙述为“牺牲净化之缄印:消灭目标神器或结界。”一个与某神器有关的强制循环开始了。并不会强制该牌手牺牲净化之缄印来消灭该神器并终止此循环。 + +731.6. 如果一个循环中包含有“除非[B],否则[A]”的效应,其中[A]和[B]均为一系列行动,则不会强制任何牌手执行行动[B]来打破循环。如果没有牌手选择执行行动[B],此循环便会将行动[A]视同强制行动一般继续下去。 + +732. 处理非法动作 + +732.1. 如果一位牌手进行了一个非法动作,或在开始进行一个动作之后不能合法的完成该动作,则整个动作被倒退且任何已经支付的费用被取消。一个未能完成的动作不会导致异能触发或效应生效。如果该动作为施放咒语,则该咒语回到其来自的区域。每位牌手可以倒退在进行非法动作过程之中该牌手起动的任何合法的法术力异能,除非这些异能产生的法术力或其所导致的法术力触发式异能触发所提供的法术力,被用来支付了另一个不能倒退的法术力异能。牌手不可以倒退使牌转移到牌库中,或使牌库中的牌转移到非堆叠的其他区域,或使牌库洗牌,或使牌库中的牌被展示的动作。 + +732.2. 当倒退一个非法的咒语或异能时,之前具有优先权的牌手保有优先权,且可以进行另一个动作或让过。牌手可以用合法的方式重新进行被倒退的动作,或进行规则允许的其他动作。 + +8. 多人游戏规则 + +800. 总则 + +800.1. 多人游戏指游戏开始时有多于两位牌手参加的游戏。此部分规则还包含进行多人游戏时可采用的附加模式之规则。 + +800.2. 这些规则包含数个多人游戏时可采用的附加模式,以及数种多人游戏的玩法。一盘游戏可以采用多个附加模式,但只会有一种玩法。 + +800.3. 此部分规则并不包含很多万智牌多人游戏可以用到的附加规则,包括套牌构组规则。更多信息参见最新版本的万智牌比赛规则。可以在WPN.Wizards.com/en/rules-documents找到这些内容。 + +800.4. 与双人游戏不同,多人游戏中即使有一位或多位牌手离开游戏,游戏也不会因此结束。 + +800.4a 当一位牌手离开游戏时,所有由该牌手拥有的物件(参见规则109)便会离开游戏,且任何给予该牌手操控其他物件或牌手之操控权的效应终止。然后,如果该牌手操控任何堆叠上不由牌所代表的物件,这些物件消失。然后,如果仍有物件由该牌手操控,放逐这些物件。这并非状态动作。只要有牌手离开游戏便会立刻执行。如果离开游戏的牌手在离开游戏时持有优先权,则依回合顺序将优先权让过给下一位仍在游戏中的牌手。 +例如:俊杰施放心灵操控,一个叙述为“你操控所结附的生物”的灵气,并结附在天启的突袭狮鹫上。如果俊杰离开游戏,则心灵操控也会离开游戏,突袭狮鹫会回到由天启来操控。如果改为天启离开游戏,则突袭狮鹫也会离开游戏,心灵操控因此而置入俊杰的坟墓场。 +例如:俊杰施放叛行,其部分叙述为“获得目标生物的操控权直到回合结束”,并指定天启的符爪熊为目标。如果俊杰离开游戏,则叛行改变操控权的效应结束,符爪熊会回到由天启来操控。 +例如:俊杰施放贿赂,其叙述为“从目标对手的牌库中搜寻一张生物牌,并将该牌在你的操控下放进战场。然后该牌手将其牌库洗牌”,并指定天启为目标。俊杰将天启牌库中的撒拉天使放进战场。如果天启离开游戏,则撒拉天使也会离开游戏。如果改为俊杰离开游戏,则撒拉天使会被放逐。 +例如:俊杰操控创生秘室,其叙述为“每当一个非衍生物的生物进场时,若创生秘室未横置,则该生物的操控者派出一个1/1无色秘耳衍生神器生物。”如果俊杰离开游戏,则所有在俊杰操控下进入战场的此类秘耳衍生物也会离开游戏,而所有在其他牌手操控下进入战场的此类秘耳衍生物仍会留在游戏中。 + +800.4b 如果一位已离开游戏的牌手将得到一个物件的操控权,则该物件的操控权不发生改变。如果一个衍生物将在已离开游戏牌手的操控下被派出,则该衍生物不会被派出。如果一个物件将在一位已离开游戏的牌手操控下放进战场或堆叠,该物件留在其原来的区域。如果一位牌手将被一位已离开游戏的牌手操控,该牌手不会被操控。 + +800.4c 如果一个效应给予仍在游戏中的牌手某物件的操控权结束,且没有其他效应将该物件的操控权给予其他仍在游戏中的牌手,且该物件的默认操控者已离开游戏,该物件被放逐。这并非状态动作。一旦改变操控权的效应结束便会立刻执行。 + +800.4d 如果一个由已离开游戏的牌手所拥有物件将于某区域中被创造,则它不会被创造。如果一个由已离开游戏的牌手所操控的触发式异能将被放进堆叠,则它不会进入堆叠。 +例如:星幽滑移是叙述为“每当任一牌手循环一张牌时,你可以放逐目标生物。若你如此作,在下一个结束步骤开始时,将该生物在其拥有者的操控下移回战场”的结界。在俊杰的回合中,天启用星幽滑移的异能放逐了俊杰的催眠幽灵。在该回合结束之前,天启离开了游戏。在结束步骤开始时,星幽滑移所创造的延迟触发式异能试图将催眠幽灵移回战场,但该异能并未进入堆叠。所以催眠幽灵将不会被移回战场。 + +800.4e 如果将对已离开游戏的牌手造成战斗伤害,则该伤害不会造成。 + +800.4f 如果一个物件需要由已离开游戏的牌手来支付费用或选择是否支付费用,该费用不会被支付。 + +800.4g 如果一个物件需要由已离开游戏的牌手来作出除是否支付费用以外的选择,则该物件的操控者选择另一位牌手来作出该选择。如果需由该物件操控者的对手来对该物件作出选择,则如果可能,该牌手选择另一位对手。 + +800.4h 如果一条规则要求已经离开游戏之牌手作出选择,则相应改为依回合顺序的下一位牌手作出该选择。 + +800.4i 如果一个效应需要知道特定牌手的信息,且该牌手仍在游戏中,则该效应使用该牌手当前的信息。否则,该效应使用该牌手离开游戏前的最后已知信息。如果一个效应需要知道牌手已作出的动作之游戏信息,该效应能够得知已离开游戏之牌手所作出的动作。 + +800.4j 如果牌手在自己的回合中离开游戏,该回合会在没有主动牌手的情况下继续到完全结束。如果主动牌手将得到优先权,则相应改为依回合顺序将优先权让过给下一位牌手、结算堆叠顶端的物件,或当前阶段或步骤结束。 + +800.4k 如果一个已经离开游戏的牌手将要开始一个回合,该回合不会开始。 + +800.4m 当一位牌手离开游戏时,将持续到该牌手下个回合或该回合中的特定时间点的持续性效应会持续到该回合本将开始时。这些效应不会立即结束,也不会一直生效。 + +800.4n 当一位牌手离开游戏时,在赌注区中由该牌手拥有的物件不会离开游戏。这是规则800.4a的例外情况。参见规则407,“赌注”。 + +800.4p 在竞逐时空游戏中,如果当前指定为时空操控者的牌手将离开游戏,改为回合顺序中下一位不会离开游戏的牌手成为时空操控者,然后原来的时空操控者离开游戏。参见规则311.5。 + +800.5. 除非已选择的玩法或附加模式有规定在先,否则座位顺序由各方都同意的方式来决定。例如,牌手可以同意沿用游戏开始前的就座位置,或是以掷骰子的方式决定座位顺序,等等。 + +800.6. 在多人游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。 + +800.7. 在一盘非双头巨人玩法的多人游戏中,先手牌手不略过他第一个回合的抓牌步骤。在双头巨人玩法的游戏中,先手队伍略过他们第一个回合的抓牌步骤。参见规则103.8。 + +801. 限制影响范围模式 + +801.1. 限制影响范围是一个可以在大多数多人游戏中使用的模式。皇帝玩法总是使用它(参见规则809),且在五位或更多牌手参与的游戏中经常被使用。 + +801.2. 一位牌手的影响范围指,从该牌手开始,以座位为单位,其可以影响的最大范围。离该牌手此数量座位以内的牌手在其影响范围以内。该牌手影响范围以内的牌手所操控的物件也在该牌手的影响范围以内。影响范围包括咒语、异能、效应、造成伤害、攻击、作出选择,以及赢得游戏。 + +801.2a 最常用的选择是影响范围为1或2个座位。不同的牌手可以有不同的影响范围。 +例如:影响范围为1指,只有你以及和坐在你两侧的牌手在你的影响范围之内。 +例如:影响范围为2指,你和你左手边两位牌手,以及右手边两位牌手在你的影响范围之内。 + +801.2b 一位牌手总是在其自己的影响范围之内。 + +801.2c 于每个回合开始时确定某位牌手是否在每位牌手的影响范围以内。 +例如:在一盘影响范围为1的游戏中,俊杰坐在天启的左边,而阿炯坐在天启的右边。阿炯不在俊杰的影响范围之内。如果天启离开游戏,则阿炯会在下一个回合开始时,进入俊杰的影响范围之内。 + +801.2d 如果一个物件的操控者为一位牌手或该牌手影响范围以内的牌手,则该物件处于该牌手的影响范围以内。额外地,如果一个战役的防卫者为一位牌手或该牌手影响范围以内的牌手,则该战役处于该牌手的影响范围以内。 + +801.3. 生物只能攻击在其操控者影响范围之内的对手、这些对手操控的鹏洛客,或是这些对手防卫的战役。如果一位牌手的影响范围内没有对手存在,则该牌手操控的生物不能进行攻击。 + +801.4. 一位牌手操控的咒语和异能不能指定其影响范围之外的物件和牌手为目标。 + +801.5. 一些牌会要求牌手作出选择。在采用限制影响范围的模式时,这些牌的运作方式会有所不同。 + +801.5a 如果一位牌手被要求选择一个物件或牌手,其必须选择影响范围以内的物件或牌手。 +例如:在一盘影响范围为1的游戏中,俊杰坐在天启的左边。俊杰起动孔坡棘女巫的“{T}:你选择任意一个目标,任一对手选择任意一个目标。孔坡棘女巫对前者造成1点伤害,并对后者造成1点伤害。”异能,指定天启为目标,并选择天启为指定另一个目标的对手。天启必须选择同时处于自己和孔坡棘女巫操控者影响范围内的物件来作为目标。因此只能在自己、俊杰、一个由自己或俊杰操控的生物中作出选择。 + +801.5b 如果牌手需要在一个或数个选项中作出选择(但不是在一个或数个物件或牌手中作出选择),则即使这些选项涉及的物件或牌手不在该牌手的影响范围之内,其也可以在这些选项中作出选择。 +例如:坐在天启左边的俊杰之影响范围为2,坐在天启右边的阿炯之影响范围为1。俊杰施放了一个叙述为“由一位对手选择一项~你抓两张牌;或每个由你操控的生物得+2/+2直到回合结束”的咒语,并选择阿炯来作出选择。则即使俊杰不在阿炯的影响范围之内,阿炯依然可以为其选择模式。 + +801.5c 如果一个效应需要牌手来作出选择,但该效应操控者影响范围内没有可以作出选择的牌手,则由离该牌手左侧最近的相应牌手作出该选择。 +例如:在一盘所有牌手的影响范围都是1的皇帝玩法的游戏中,一位皇帝施放了真伪莫辩,其叙述为“展示你牌库顶上的五张牌。一位对手将这些牌分成牌面朝上的两堆。将其中一堆牌置于你手上,另一堆牌置于你的坟墓场。”由于在皇帝的影响范围内没有对手,则由离皇帝左侧最近的对手来进行分堆。 + +801.6. 牌手不能起动其影响范围以外之物件的起动式异能。 + +801.7. 除非整个触发事件在其来源之操控者影响范围内发生,否则该触发式异能不会触发。 +例如:在一盘所有牌手均限定影响范围为1的游戏中,俊杰坐在天启的左侧。天启操控了两个灵气,它们贴附于俊杰的符爪熊上:其中一个的触发条件为“每当受此结界的生物被阻挡时”,而另一个的触发条件为“每当受此结界的生物被生物阻挡时”。俊杰的符爪熊攻击其左边的牌手并被阻挡。第一个灵气的异能会触发,因为整个事件(符爪熊被阻挡)在天启的影响范围内发生。但是天启第二个灵气的异能不会触发,因为该触发事件中包含了阻挡生物,而该阻挡生物并不在天启的影响范围之内。 + +801.7a 如果一个触发事件包含了将一个物件移出或移入牌手的影响范围,则相应地根据此事件之前或之后的游戏状态来决定该异能是否触发。参见规则603.6及603.10。 +例如:天启和俊杰互不在对方的影响范围之内。天启操控一个由俊杰拥有的符爪熊,且两人各操控一个榨取恶魔,一个具有部分叙述为“每当另一个生物离开战场时,你可以令目标牌手磨两张牌。”的生物。符爪熊被消灭,然后被置入俊杰的坟墓场。俊杰的榨取恶魔的异能不会触发,因为离开战场事件发生在俊杰的影响范围之外。而天启的榨取恶魔的异能会触发,因为离开战场事件发生在天启的影响范围之内,尽管该生物是被置入其影响范围之外的坟墓场。 + +801.8. 灵气不能结附在其操控者影响范围之外的物件或牌手上。如果一个灵气贴附于非法的物件或牌手上,该灵气将会作为状态动作被置入其拥有者的坟墓场。参见规则704。 + +801.9. 武具不能佩带到其操控者影响范围之外的物件上,工事也不能构工到其操控者影响范围之外的物件上。如果一个武具或工事贴附于非法的永久物上,它会从该永久物上卸装,但仍留在战场上。此为状态动作。参见规则704。 + +801.10. 咒语或异能不能影响其操控者影响范围之外的物件或牌手。如果效应的一部分试图影响在范围之外的物件或牌手,则该部分效应无效。其余效应将正常生效。 +例如:在一盘每位牌手影响范围为1的六人游戏中,俊杰施放烈火断层,其叙述为“烈火断层对每个生物造成2点伤害。”则烈火断层会对由俊杰、俊杰左侧的牌手,以及俊杰右侧的牌手所操控的每个生物各造成2点伤害。其他生物不会受到伤害。 + +801.11. 如果一个咒语或异能需要得知游戏的信息,则它只会使用其操控者影响范围内的信息。它并不会注意到其操控者影响范围之外的物件或事件。 +例如:在一盘每位牌手影响范围为1的六人游戏中,俊杰操控武装外衣,其叙述为“对每个生物而言,战场上每有一个与它具共通之生物类别的其他生物,它便得+1/+1。”武装外衣仅会依据俊杰、俊杰左侧的牌手,以及俊杰右侧的牌手所操控的生物情况来增强俊杰的生物。它不会将其他生物计算在内。 +例如:同一盘游戏中,天启坐在俊杰的右侧。武装外衣会依据俊杰的影响范围内的牌手所操控的生物来增强天启的生物,包括坐在俊杰左侧的(并且在天启影响范围之外的)牌手。 + +801.12. 只有当其操控者影响范围内有其他普世永久物时,“普世规则”(参见规则704.5k)才会对一个永久物生效。 + +801.13. 替代性及防止性效应会监视特定事件,并在其发生时完全或部分地替代该效应。限制影响范围的模式可能使改动后的事件包含无法实现的指示。在此情形下,牌手忽视此不能实现的指示。参见规则614,“替代性效应”和规则615,“防止性效应”。 + +801.13a 如果一个替代性效应试图使一个咒语或异能影响其操控者影响范围以外的物件或牌手,则该部分事件无效。 +例如:俊杰施放熔岩斧(“熔岩斧对目标牌手或鹏洛客造成5点伤害”),并指定天启为熔岩斧的目标。天启响应施放X=3的船长的巧驭(“于本回合中,接下来将对目标生物、鹏洛客或牌手造成的X点伤害,改为对另一个目标生物、鹏洛客或牌手造成之。”),并指定阿炯为目标。阿炯并不在俊杰的影响范围内。当熔岩斧结算时,它只会对天启造成2点伤害,而不会对阿炯造成伤害。 + +801.13b 如果咒语或异能创造了一个将防止某来源将要造成之伤害的效应,则它只能影响该咒语或异能操控者影响范围内的来源。如果咒语或异能创造了一个将防止对一个生物或牌手造成之伤害的效应,则它只能影响该咒语或异能操控者影响范围内的生物或牌手。如果咒语或异能创造了一个将防止伤害的效应,但既没有注明来源,也没有注明将要被防止伤害者,则只有当伤害来源与将要受到该伤害者同时在该咒语或异能的操控者影响范围内时,该效应才会防止伤害。 +例如:天启在俊杰的影响范围之内,但阿炯不在。俊杰操控一个结界,其叙述为“防止生物将造成的所有伤害。”阿炯用一个生物攻击天启,则该生物会对天启造成战斗伤害。 +例如:天启在俊杰的影响范围之内,但阿炯不在。阿炯施放闪电冲击波(“闪电冲击波对任意一个目标造成4点伤害”),并指定天启为目标。俊杰响应施放施以援手(“于本回合中,防止接下来将对任意一个目标造成的4点伤害。”),并指定天启为目标。则对天启的伤害将被防止。 +例如:天启在俊杰的影响范围之内,但阿炯不在。阿炯用一个生物攻击天启,且天启用一个生物进行阻挡。俊杰施放圣日(“于本回合中,防止将造成的所有战斗伤害”)。则阿炯和天启的生物会互相造成战斗伤害。 + +801.14. 如果一个效应指定一位牌手赢得游戏,则改为所有该牌手影响范围内的对手输去游戏。 + +801.15. 如果一个咒语或异能的效应将使得当前游戏为平手,则只有该咒语或异能的操控者以及在该牌手影响范围之内的所有牌手会以平手结束本盘游戏。他们离开游戏。所有其余牌手继续进行游戏。 + +801.16. 如果游戏中出现了强制动作组成的“循环”,重复一系列事件且无法停止,对于循环中包含的每个物件之操控者,以及在这些牌手影响范围内的每位牌手,游戏为平手。这些牌手离开游戏。其余牌手继续游戏。 + +801.17. 重新开始游戏的效应(参见规则726)不受限制影响范围模式的限制。所有仍在游戏中的牌手将会开始新游戏。 + +801.18. 在多人竞逐时空游戏中,除了大型混战玩法之外,时空牌和异象牌均不受限制影响范围模式限制。这些牌的异能及该些异能的效应,会对游戏中所有适用的物件和牌手产生影响。参见规则901,“竞逐时空”。 + +802. 攻击复数牌手模式 + +802.1. 一些多人游戏会允许主动牌手攻击多位其他牌手。如果采用了本模式,牌手仍可以在某些战斗中选择只攻击一位牌手。 + +802.2. 于战斗阶段开始时,攻击牌手不用选择哪一位对手成为防御牌手。改为在战斗阶段中,所有攻击牌手的对手都是防御牌手。 + +802.2a 任何提及“防御牌手”的规则、物件,或是效应,指一位特定的防御牌手,而不是所有防御牌手。如果一个攻击生物的异能提及防御牌手,或一个咒语或异能同时提及攻击生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手、其正在攻击的鹏洛客的操控者,或是其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手、所攻击的鹏洛客的操控者,或是所攻击的战役的防卫者。如果一个咒语或异能可以对多个攻击生物生效,分别为每个攻击生物确定其所对应的防御牌手。如果有多位防御牌手可供选择,则由该咒语或异能的操控者选择其中一位。 +例如:天启用符爪熊攻击俊杰,并用另一个具山脉行者异能的生物攻击阿炯。具有山脉行者异能的生物是否能被阻挡只取决于阿炯是否操控山脉。 + +802.3. 于攻击牌手宣告攻击生物时,其为每个攻击生物各选择攻击哪一位防御牌手或是哪一个鹏洛客。参见规则508,“宣告攻击者步骤”。 + +802.3a 不因攻击特定牌手而生效的限制与要求,会基于整组攻击生物来判断是否符合限制与要求。因攻击特定牌手而生效的限制与要求,只会对攻击该牌手的攻击生物来作出判断。整组的攻击生物依然必须合法。参见规则508.1。 + +802.3b 同一个攻击团队中的生物不能攻击不同的牌手。参见规则702.22,“结合”。 + +802.4. 如果有多位牌手、其操控的鹏洛客或其防卫的战役正在被攻击,则于宣告阻挡者步骤开始时,防御牌手们按照“主动牌手先决定”的顺序来宣告阻挡者。(参见规则101.4和规则509,“宣告阻挡者步骤”。)第一位防御牌手首先宣告其所有的阻挡,然后第二位牌手进行宣告,以此类推。 + +802.4a 防御牌手只能用自己操控的生物进行阻挡。这些生物只能阻挡正在攻击该牌手、该牌手操控的鹏洛客或该牌手防卫的战役之攻击生物。 + +802.4b 当决定一位防御牌手的阻挡是否合法时,忽略正在对其他牌手进行攻击的生物,以及由其他牌手操控的阻挡生物。 + +802.5. 战斗伤害按照“主动牌手先决定”的顺序进行分配。除此之外,战斗伤害步骤以与双人游戏一样的方式进行。参见规则510,“战斗伤害步骤”。 + +803. 攻击左边或右边模式 + +803.1. 一些多人游戏会使用攻击左边或攻击右边模式的规则。 + +803.1a 如果使用攻击左边的模式,牌手只能攻击直接坐在其左侧的对手、该对手操控的鹏洛客,或是该对手防卫的战役。如果该牌手左边最近的对手与其距离大于一个座位,该牌手不能攻击。 + +803.1b 如果使用攻击右边的模式,牌手只能攻击直接坐在其右侧的对手、该对手操控的鹏洛客,或是该对手防卫的战役。如果该牌手右边最近的对手与其距离大于一个座位,该牌手不能攻击。 + +804. 调动生物模式 + +804.1. 皇帝玩法总是会使用调动生物模式,且在其他玩法中,如果该玩法允许牌手以组队的方式进行对抗,则也可以使用这一模式。以个人进行对抗的多人玩法通常不会采用此模式。 + +804.2. 每个生物均具有异能“{T}:目标队友获得此生物的操控权。只能于法术时机起动。” + +805. 队伍共享回合模式 + +805.1. 一些队伍之间的多人游戏使用队伍共享回合模式。双头巨人玩法(参见规则810)和魔王休闲式玩法(参见规则904)总是使用这种模式。只有队伍成员坐在相邻座位时才使用这种模式。 + +805.2. 在每个队伍中,以该队伍视角坐在最右面的牌手是主要牌手。如果队伍中的牌手无法一致同意某个选择,例如哪些生物进行攻击或触发式异能放进堆叠的顺序,主要牌手作出选择。 + +805.3. 使用规则103.1所叙述的方式来决定哪个队伍进行第一个回合。以此方式决定的队伍是先手队伍。 + +805.3a 处理再调度的流程有所不同。首先由先手队伍中的每位牌手以任意顺序宣告其是否进行再调度,然后其他队伍中的每位牌手按照回合顺序依次宣告。在作出决定时队友可以相互商量。然后所有再调度同时执行。队友间在选择哪张牌(如有)要放到牌库底时可相互商量。一位牌手可以执行再调度,即使其队友已决定保留起手牌。参见规则103.5。 + +805.3b 处理一些允许牌手以其在战场上的形式开始游戏的牌之流程有所不同。首先由先手队伍中的每位牌手以任意顺序将任意或所有此类牌张从其起手牌放进战场。在作出决定时队友可以相互询问。然后按照回合顺序,其他队伍中的每位牌手依次执行这些动作。 + +805.4. 每个队伍来进行回合,而非每位牌手。 + +805.4a 进行其回合的队伍是主动队伍。其他每个队伍都是非主动队伍。 + +805.4b 队伍中的每位牌手于其队伍的抓牌步骤中抓一张牌。 + +805.4c 队伍中的每位牌手于其队伍的每个回合中可以使用一张地。 + +805.4d 一个在阶段或步骤开始时触发的异能如果其在“每位牌手的”或“每位对手的”阶段或步骤开始时触发,则可能会触发多次。如果这些异能的触发条件、效应或以“若”开头的子句提及“该牌手”、“该对手”等类似情形,则它对于每个适用的牌手都会触发一次。 + +805.5. 队伍拥有优先权,而非单独的牌手。 + +805.5a 牌手可以于其队伍拥有优先权时施放咒语、起动异能或执行特殊动作。 + +805.5b 如果队伍拥有优先权,且该队伍中没有任何牌手想要作事,该队伍让过。如果所有队伍依序让过(即所有队伍在让过之间中没有任何牌手想要执行动作),堆叠顶的物件结算,然后主动队伍得到优先权。如果所有队伍依序让过时堆叠为空,当前阶段或步骤结束,下一个阶段或步骤开始。 + +805.6. “主动牌手先决定”规则(参见规则101.4)在使用队伍共享回合模式时有所不同。若多个队伍需要同时作决定和/或采取动作,则先由主动队伍作出选择,然后每个非主动队伍按照回合顺序作出选择。若多位牌手需要同时作决定和/或采取动作,则先由主动队伍上的牌手作出选择,然后再由每个非主动队伍上的牌手按照回合顺序作出选择。一旦所有决定完成,这些动作同时生效。 + +805.6a 在使用队伍共享回合模式的多人游戏中,如果多位牌手被指示抓牌,首先由主动队伍的每位牌手以任意顺序进行该牌手的抓牌,然后每个非主动队伍按回合顺序以同样的方式完成抓牌。 + +805.7. 如果自上一次队伍得到优先权之后有多个触发式异能触发,首先由主动队伍的牌手将其操控的触发式异能以任意顺序放进堆叠,然后每个非主动队伍的牌手按回合顺序以同样的方式将异能放进堆叠。 + +805.8. 如果某效应给予牌手额外回合,或在该牌手回合中增加阶段或步骤,该牌手的队伍进行该额外回合、阶段或步骤。如果某效应使得牌手略过回合、阶段或步骤,该牌手的队伍略过之。如果同一个效应使得同一队伍中的多位牌手增加或略过同一个回合、阶段或步骤,该队伍只会增加或略过该回合、阶段或步骤。如果某效应使得牌手操控另一位牌手,前者牌手操控受影响之牌手的队伍。 + +805.9. 提及“主动牌手”的异能仅指一位特定的主动牌手,而非所有的主动牌手。该异能的操控者于其效应生效时选择该异能指代的是哪位牌手。 + +805.10. 队伍共享回合模式使用与其他多人模式不同的战斗规则。 + +805.10a 每个队伍所操控的生物一同攻击另一个队伍。在战斗阶段中,主动队伍是攻击队伍,且主动队伍中的每位牌手都是攻击牌手。同样地,非主动队伍是防御队伍,且非主动队伍中的每位牌手都是防御牌手。 + +805.10b 于宣告攻击者步骤开始时,主动队伍宣告攻击者。对于每个攻击生物而言,主动队伍宣告该生物攻击哪个防御牌手、鹏洛客或战役。主动队伍仅进行一次联合攻击,且攻击生物之集合必须作为整体合法地宣告攻击。参见规则508.1。 + +805.10c 任何提及“攻击牌手”的规则、物件或效应仅指代一位特定的攻击牌手,而非所有攻击牌手。如果一个进行阻挡的生物之异能提及一位攻击牌手,或一个咒语或异能同时提及一个进行阻挡的生物和一位攻击牌手,除非另有说明,其指代的攻击牌手是被该进行阻挡的生物阻挡之进行攻击的生物的操控者。如果一个咒语或异能可以对多个进行阻挡的生物生效,对于每个进行阻挡的生物而言,其对应的攻击牌手会分别决定。如果可能会选择多位攻击牌手,该咒语或异能的操控者选择其一。 + +805.10d 于宣告阻挡者步骤开始时,防御队伍宣告阻挡者。所有防御牌手操控之生物均可阻挡攻击防御队伍中任何牌手、其操控的鹏洛客或其防卫的战役之生物。防御队伍仅进行一次联合阻挡,且进行阻挡的生物之集合必须作为整体合法地宣告阻挡。参见规则509.1。 + +805.10e 任何提及“防御牌手”的规则、物件,或是效应,指一位特定的防御牌手,而不是所有防御牌手。如果一个攻击生物的异能提及防御牌手,或一个咒语或异能同时提及攻击生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手、其正在攻击的鹏洛客的操控者,或是其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手、所攻击的鹏洛客的操控者,或是所攻击的战役的防卫者。如果一个咒语或异能可以对多个攻击生物生效,分别为每个攻击生物确定其所对应的防御牌手。如果有多位防御牌手可供选择,则由该咒语或异能的操控者选择其中一位。 + +805.10f 于战斗伤害步骤开始时,主动队伍宣告每个攻击生物如何分配其战斗伤害。然后防御队伍宣告每个进行阻挡的生物如何分配其战斗伤害。参见规则510.1。 + +806. 自由竞赛玩法 + +806.1. 在自由竞赛的多人游戏中,牌手们会以个人方式来互相展开对抗。 + +806.2. 在游戏开始前,需要决定将使用哪些多人游戏的模式。自由竞赛玩法通常会默认使用下列模式。 + +806.2a 自由竞赛游戏通常不使用限制影响范围的模式。如果使用了该模式,则需在游戏开始前就决定影响范围为多大,且所有牌手会具有相同的影响范围。参见规则801,“限制影响范围模式”。 + +806.2b 必须使用攻击左边、攻击右边,以及攻击复数牌手这三个模式中的一个。参见规则803,“攻击左边或右边模式”,和规则802,“攻击复数牌手模式”。 + +806.2c 自由竞赛玩法中不会使用调动生物模式。 + +806.3. 牌手必须随机围桌入座。 + +807. 大型混战玩法 + +807.1. 大型混战玩法是基于自由竞赛玩法的改动,牌手会以个人方式展开对抗。大型混战玩法通常只在游戏开始时有十位或更多牌手参加的情况下使用。 + +807.2. 游戏开始前需要决定使用哪些多人游戏模式。大型混战玩法会默认使用以下模式。 + +807.2a 每位牌手的影响范围均为1(参见规则801)。 + +807.2b 使用攻击左边模式(参见规则803)。 + +807.2c 在大型混战玩法中,不使用攻击多位牌手模式和调动生物模式。 + +807.3. 牌手需随机入座。 + +807.4. 大型混战玩法允许多位牌手同时进行回合。移动回合标记以追踪目前由哪些牌手正在进行回合。每个回合标记都表示一位主动牌手的回合。 + +807.4a 游戏中每满四位牌手,便会有一个回合标记。 +例如:一盘有十六位牌手的大型混战玩法的游戏使用四个回合标记。一盘有十五位牌手的游戏使用三个回合标记。 + +807.4b 开始游戏的牌手会得到第一个回合标记。该牌手左起第四个座位的牌手(第五位牌手)会得到第二个回合标记,依此类推直到所有回合标记都分发完毕。每个回合标记都会以此法分配到一个数字。然后所有拥有回合标记的牌手同时开始他们的回合。 + +807.4c 当一位牌手结束其回合时,该牌手将回合标记让过给其左侧的牌手。如果拥有回合标记的牌手在其回合中离开游戏,该牌手左面的牌手在该回合结束后得到回合标记。如果拥有回合标记的牌手在其回合开始前离开游戏,该牌手左面的牌手立即得到回合标记。 + +807.4d 如果一位牌手左起三个座位中有牌手持有回合标记,则该牌手不能得到回合标记。在此情形下,该牌手须等待直到其左起第四个座位的牌手得到该回合标记。 + +807.4e 如果一位牌手离开游戏,且回合标记的数量因该牌手离开游戏而减少,离开游戏的牌手右方的回合标记指定为将被移除。如果多位牌手同时离开游戏,回合标记的数量因这些牌手离开游戏而减少,并且有多个回合标记可能会被移除,编号最小的回合标记指定为将被移除。同一个回合标记可能会多次指定为将被移除。 + +807.4f 当一位或多位牌手离开游戏,决定是否有回合标记将被移除时(参见规则807.4e),忽略已经指定为将被移除的回合标记。 + +807.4g 如果正在进行回合的牌手拥有将被移除的回合标记,于该回合结束时移除该回合标记,而非将其传给下一位牌手。如果一位尚未进行回合的牌手拥有将被移除的回合标记,该回合标记立即移除。如果一个已移除的回合标记被多次指定为将被移除,该回合标记右侧的回合标记指定为将被移除,且指定次数为该回合标记被指定之次数减去一。 + +807.4h 如果一位或多位相邻座位的牌手离开游戏,这些牌手两侧的牌手直到下个回合开始时才会进入彼此的影响范围。 + +807.4i 如果某效应使得拥有回合标记的牌手于当前回合之后额外进行一个回合,除非另一个回合标记距离该牌手太近,该牌手于当前回合结束后保留回合标记并开始其下一个回合。如果该牌手左侧的回合标记距离该牌手三个座位之内,该额外回合等待直到该牌手左侧距其四个座位的牌手开始其回合后才开始进行。如果该牌手右侧的回合标记距离该牌手三个座位之内,该牌手将其回合标记传给左面的牌手(而非保留之),且该牌手在进行其下一个回合之前立即开始该额外回合。 + +807.4j 如果一个效应令某牌手在当前回合结束后进行一个额外的回合,但该牌手在此回合开始时将不会持有回合标记,则改为在该牌手进行其下一个回合之前首先进行此额外的回合。 +例如:在俊杰的回合中,他施放了时间行走[Time Walk],令他在本回合结束后进行一个额外的回合。在同一回合中,俊杰左边的牌手离开了游戏,使得回合标记的数目减少。在俊杰当前的回合结束后,他的回合标记被移除。他不会立即进行因时间行走而得到的额外回合,而在他下一次得到回合标记且正常进行回合之前,他先进行该额外回合。 + +807.5. 大型混战玩法的游戏使用多个堆叠,而不是只有一个堆叠。每个回合标记都代表了它自己的堆叠。 + +807.5a 只有当一个回合标记在一位牌手的影响范围内,或是属于该回合标记之堆叠中的一个物件之操控者在该牌手的影响范围内时,该牌手才能得到属于此回合标记之堆叠的优先权。 + +807.5b 如果一位同时具有多个堆叠优先权的牌手施放了一个咒语、起动了一个异能,或是一个由其操控的触发式异能被触发,则该牌手必须说明该咒语或异能将被放入哪一个堆叠。如果其中一个堆叠上的一个物件将触发触发式异能,则该牌手必须将此触发式异能放入该堆叠。如果其中一个堆叠中上的一个物件导致触发式异能被触发,则该牌手必须将此异能放进该堆叠。如果其中一个堆叠上的一个结算中的咒语或异能令一位牌手施放一个咒语或创造一个咒语的复制品,则新的咒语必须被放进同一个堆叠。如果一个咒语或异能指定了其中一个堆叠上的物件,则它必须被放进与其目标相同的堆叠;它不能指定多个堆叠中的物件为目标。 + +808. 队伍对队伍玩法 + +808.1. 队伍对队伍玩法为两个或更多队伍之间进行游戏。每个队伍中可以有任意数量的牌手。 + +808.2. 每个队伍在桌子的一侧坐在一起。每个队伍中牌手就座的顺序自行决定。 + +808.3. 于游戏开始前需要决定使用的多人游戏模式。队伍对队伍玩法使用以下默认模式。 + +808.3a 使用攻击复数牌手模式(参见规则802)。 + +808.3b 队伍对队伍玩法通常不使用调动生物模式和限制影响范围模式。 + +808.4. 决定先手牌手时,随机选择一个队伍。如果该队伍的牌手数量为奇数,坐在该队伍正中间的牌手是先手牌手。如果该队伍的牌手数量为偶数,坐在该队伍中点左侧的牌手是先手牌手。回合顺序为自该牌手起向左。 + +808.5. 在队伍对队伍玩法中,同一队伍的资源(手牌、法术力等)都不共享。队友可以在任何时候互相检视手牌和讨论策略。队友之间不能操作彼此的牌或永久物。 + +809. 皇帝玩法 + +809.1. 皇帝玩法由两个或以上队伍进行,每个队伍需各有三位牌手。 + +809.2. 同队伍的牌手坐在桌子的同一侧。每个队伍决定自己座位的顺序。每个队伍会有一位皇帝,皇帝坐在队伍的中间。该队伍其他牌手为将军,其职责为保护皇帝。 + +809.3. 皇帝玩法默认使用以下模式。 + +809.3a 皇帝的影响范围限制为2,而将军的影响范围限制为1。参见规则801,“限制影响范围模式”。 + +809.3b 皇帝玩法的游戏使用调动生物模式(参见规则804)。 + +809.3c 牌手只能攻击坐在其旁边的对手、坐在其旁边的对手操控的鹏洛客,或是坐在其旁边的对手防卫的战役。 +例如:在皇帝玩法的游戏开始时,皇帝不能攻击任何对手,即使对手的将军在其咒语范围内。 + +809.4. 随机决定由哪位皇帝先手。回合顺序为向牌手左侧进行。 + +809.5. 皇帝玩法包括以下特定的游戏输赢规则。所有其他关于结束游戏的规则依然生效。(参见规则104)。 + +809.5a 如果皇帝赢得了游戏,则皇帝所在的队伍赢得游戏。 + +809.5b 如果皇帝输去了游戏,则皇帝所在的队伍输去游戏。 + +809.5c 如果游戏对皇帝来说为平手,则皇帝所在的队伍为平手。 + +809.6. 皇帝玩法可以在相同数量牌手组成的任意数量之队伍间进行。如果每个队伍有三位以上的牌手,则每位牌手的影响范围也需作出相应调整。 + +809.6a 每位将军的影响范围应为在游戏开始时,一位对手队伍的将军在自己的影响范围之内的最小数值。每位皇帝的影响范围应为在游戏开始时,允许两位对手队伍的将军在自己影响范围之内的最小数值。牌手在排列座位时应保证没有任何皇帝在游戏开始时处于另一位皇帝的影响范围之内。 +例如:在一盘有两个四人队伍参加的皇帝玩法游戏中,牌手的座次应为(无论是顺时针或逆时针):A队伍的1号将军、A队伍的皇帝、A队伍的2号将军、A队伍的3号将军、B队伍的1号将军、B队伍的皇帝、B队伍的2号将军、B队伍的3号将军。每位皇帝的影响范围为3。每位2号将军的影响范围为2。每位1号将军和3号将军的影响范围各为1。 + +809.7. 在皇帝玩法中,队伍的资源(牌、法术力等等)均不共享。队友之间可以在任何时候互相检视手牌和讨论策略。队友之间不能操作彼此的牌或永久物。 + +810. 双头巨人玩法 + +810.1. 双头巨人游戏由两个队伍进行游戏,每个队伍各有两位牌手。 + +810.2. 双头巨人玩法使用队伍共享回合模式。(参见规则805。) + +810.3. 同一队伍的两位牌手坐在桌子的同一边。每个队伍自行决定其牌手座位的顺序。 + +810.4. 每个队伍各自共享总生命,游戏开始时为30。 + +810.5. 在双头巨人玩法中,除了总生命和中毒指示物之外,同一队伍的资源(牌、法术力等)都不共享。队友可以在任何时候互相检视手牌和讨论策略。队友之间不能操作彼此的牌或永久物。 + +810.6. 先手队伍略过他们第一个回合的抓牌步骤。 + +810.7. 双头巨人玩法使用队伍共享回合模式的战斗规则(参见规则805.10),与一般的战斗规则有所不同。这是对先前规则的改动。 + +810.8. 双头巨人玩法中使用一般的输赢规则(参见规则104),及以下附加和特定规则。 + +810.8a 牌手以队伍赢得或输去游戏,而不是个人。如果队伍中的任一位牌手输去了游戏,整个队伍输去此盘游戏。如果队伍中的任一位牌手赢得了游戏,整个队伍赢得此盘游戏。如果一个效应叙述一位牌手不能赢得游戏,则该牌手所在队伍不会赢得游戏。如果一个效应叙述一位牌手不能输去游戏,则该牌手所在队伍不会输去游戏。 +例如:在一盘双头巨人游戏中,一位牌手操控超凡入圣,其部分叙述为“你不因总生命为0或更少而输掉此盘游戏。”如果该牌手所在队伍的总生命为0或更少,该队伍也不会输去此盘游戏。 +例如:在一盘双头巨人游戏中,一位牌手在其牌库没有牌时必须抓一张牌。该牌手输去此盘游戏,所以该牌手的队伍亦输去此盘游戏。 +例如:在一盘双头巨人游戏中,一位牌手操控白金天使,其叙述为“你这盘游戏不会输,对手也不会赢。”则只要白金天使在战场,该牌手和其队友都不会输去此盘游戏,且对方队伍的牌手也都不会赢得此盘游戏。 + +810.8b 如果一位牌手认输,则其队伍立刻离开游戏。该队伍输去此盘游戏。 + +810.8c 如果一个队伍的总生命为0或更少,该队伍输去此盘游戏。(此为状态动作。参见规则704。) + +810.8d 如果一个队伍具有十五个或更多中毒指示物,该队伍输去此盘游戏。(此为状态动作。参见规则704。) + +810.9. 伤害、失去生命和得到生命会对单独影响每位牌手。其结果对队伍共享总生命生效。 +例如:在一盘双头巨人游戏中,一位牌手施放天火断空,其叙述为“天火断空对每位牌手造成4点伤害。”则每个队伍都会受到总共8点的伤害。 + +810.9a 如果一个费用或效应需要得知一位牌手单独的总生命数值,则该费用或效应改为使用该队伍的总生命。 +例如:在一盘双头巨人游戏中,某队伍的生命为17,其中的一位牌手被永生信标指定为目标,其部分叙述为“将目标牌手的总生命加倍。”该牌手获得17点生命,其队伍的总生命成为34。 +例如:在一盘双头巨人游戏中,一位牌手操控耐力试炼,叙述为“在你的维持开始时,若你的生命为50或更多,你赢得此盘游戏。”的结界。在该牌手的维持开始时,若该牌手的队伍总生命为50或更多,该队伍赢得游戏。 +例如:在一盘双头巨人游戏中,某队伍的生命为11,其中的一位牌手操控伏击魔,叙述为“支付你的一半生命,小数点后进位:伏击魔成为具飞行异能的4/4惊惧兽生物。”的结界。要起动该异能,该牌手须支付6点生命。队伍的总生命成为5。 + +810.9b 如果一个费用或效应允许队伍中的两位牌手同时支付生命,其支付的生命总和不能超过其队伍的总生命。(牌手总是可以支付0点生命。) + +810.9c 如果一个效应将某一位牌手的总生命设为特定数值,该牌手获得或失去相应的生命,使得总生命成为该数值。队伍的总生命根据该牌手所获得或失去的生命而相应调整。 +例如:在一盘双头巨人游戏中,某队伍的生命为25,其中的一位牌手被一个叙述为“目标牌手的总生命成为10。”的异能指定为目标。该牌手的总生命视为25,因此该牌手失去15点生命。队伍的总生命成为10。 + +810.9d 如果一个效应将要设定队伍中的每位牌手之总生命为特定数值,该队伍选择其中一位牌手。在该队伍中,只有该牌手受影响。 +例如:在一盘双头巨人游戏中,一个队伍的生命为7,另一个队伍的生命为13。一位牌手施放同法回报,其叙述为“每位牌手的总生命成为所有牌手中总生命最低者的数值。”每个队伍选择其中一位牌手受到其影响。结果是具有13点生命的队伍中所选择的牌手失去6点生命,该队伍的总生命成为7。 + +810.9e 牌手不能与其队友交换总生命。如果效应将造成此种交换,交换不会发生。 + +810.9f 如果一个效应指示牌手重新分配任意数量的牌手之总生命,每个队伍中只能至多影响一位牌手。 + +810.9g 如果一个效应叙述一位牌手不能获得生命,该牌手的队伍中没有牌手可以获得生命。 + +810.9h 如果一个效应叙述一位牌手不能失去生命,该牌手的队伍中没有牌手可以失去生命,或支付除0点生命外的任何生命。 + +810.10. 将使得牌手得到中毒指示物的效应,会个别对牌手发生。中毒指示物由整个队伍共享。 + +810.10a 如果一个效应需要知道个别牌手所具有的中毒指示物数量,则该效应会采用该牌手队伍的中毒指示物数量。如果一个效应需要知道牌手对手的中毒指示物数量,则该效应会采用对手队伍的中毒指示物数量。 + +810.10b 如果一个效应注记着某牌手失去若干中毒指示物,则该牌手的队伍会失去该数量的中毒指示物。 + +810.10c 如果一个效应让一位牌手不能得到中毒指示物,该牌手队伍的牌手都不能得到中毒指示物。 + +810.10d 如果一个规则或效应需要得知某位牌手具有的指示物之种类,该效应使用该牌手具有的指示物之种类以及该牌手的队伍具有的指示物之种类。如果牌手的队伍具有一个或数个中毒指示物,该牌手便“已中毒”。 + +810.11. 双头巨人玩法也适用于由两位以上且相同数量牌手组成的队伍之间的游戏。从两位牌手算起,队伍中每多出一位牌手,队伍的起始总生命便增加15,输去游戏所需的中毒指示物便增加5。(这些玩法称为三头巨人或四头巨人,依此类推。) + +811. 隔位分队玩法 + +811.1. 隔位分队玩法可以在两个或更多相等人数的队伍间游戏时使用。 + +811.2. 游戏开始前需要决定使用哪些多人游戏模式。隔位分队玩法会默认使用以下模式。 + +811.2a 建议影响范围为2。参见规则801,“限制影响范围模式”。 + +811.2b 必须使用攻击左边、攻击右边,以及攻击复数牌手这三个模式中的一个。参见规则803,“攻击左边或右边模式”,和规则802,“攻击复数牌手模式”。 + +811.2c 隔位分队玩法中通常不使用调动生物模式。 + +811.3. 于游戏开始时,牌手以如下方式就座:不坐在任何队友旁边,且队友之间的距离相等。 +例如:三个队伍A、B、C之间使用隔位分队玩法进行游戏。于游戏开始时,座位顺序为A1、B1、C1、A2、B2、C2、A3、B3、C3,以此类推。 + +811.4. 牌手不能攻击不坐在该牌手旁边的对手、不坐在该牌手旁边的对手操控的鹏洛客,或是不坐在该牌手旁边的对手防卫的战役。 + +811.5. 在隔位分队玩法中,同一队伍的资源(手牌、法术力等)都不共享。除非互相坐在旁边,否则队友之间不能互相检视手牌。队友可以在任何时候互相讨论策略。队友之间不能操作彼此的牌或永久物。 + + +9. 休闲式玩法 + +900. 总则 + +900.1. 本章包含特定的休闲式玩法中可以使用的附加模式规则。并不具有广泛意义。 + +900.2. 此部分休闲式玩法会用到一些在传统万智牌游戏中不会使用到的区域、规则、牌,以及其他用品。 + +901. 竞逐时空 + +901.1. 竞逐时空玩法中使用的时空和异象卡牌为游戏增加了新的异能和变化。竞逐时空玩法遵循万智牌游戏的一般规则,并有下列补充规则。 + +901.2. 竞逐时空可由两人或多人游戏。默认采用的多人游戏模式为自由竞赛玩法,使用攻击复数牌手模式,不使用限制影响范围模式。参见规则806,“自由竞赛玩法”。 + +901.3. 除一般的游戏用具之外,每位牌手还各需一副包含至少十张时空和/或异象牌的附加时空套牌,且此玩法需有一个时空骰。每副时空套牌中的异象牌数量不得多于两张。构成时空套牌的各牌英文名称须各不相同。(参见规则311,“时空”和规则312,“异象”。) + +901.3a 时空骰为六面骰。其中一面为鹏洛客符号。一面为混沌符号。其他面为空白。 + +901.4. 整个游戏过程当中,所有的时空牌和异象牌均位于统帅区中,无论是在他们仍属时空套牌部分,或是处于牌面朝上期间,均是如此。 + +901.5. 在所有牌手均保留起手牌,完成允许牌手自起手牌中利用此牌张执行之所有动作之后,先手牌手将其时空套牌的牌库顶牌移离该时空套牌,并将其翻回正面。如果该牌为异象牌,则该牌手将该牌置于时空套牌牌库底,然后重复此流程,直至一张时空牌翻回正面为止。(参见规则103.7)在此过程中,以此法翻回正面之牌张的异能均不会触发。该牌面朝上的时空牌便是起始时空。 + +901.6. 时空牌或异象牌的拥有者,为开始游戏时将该牌包含在其时空套牌中的牌手。牌面朝上之时空牌或异象牌的操控者,为指定为时空操控者的牌手。通常情况下,时空操控者为当前的主动牌手。如果当前的时空操控者将离开游戏,则改为依照回合顺序的下一位不会离开游戏的牌手成为时空操控者,然后原先的时空操控者离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他牌手成为主动牌手。 + +901.7. 位于统帅区之牌面朝上的时空牌或异象牌的异能均从该区域生效。该牌的静止式异能会对游戏产生影响,其触发式异能会触发,其起动式异能也可起动。 + +901.7a 牌面朝上之时空牌或异象牌翻成牌面朝下后即成为新的物件。 + +901.8. 竞逐时空游戏具有一个称作“时空换境异能”的固有触发式异能。此异能的完整叙述为“每当你掷出时空骰上的鹏洛客符号时,时空换境。”(参见规则701.31,“时空换境”。)此异能没有来源,其操控者为掷出时空骰而令此异能触发的牌手。此为规则113.8的例外。 + +901.9. 主动牌手在其具有优先权且堆叠为空的时机下,可以掷时空骰,但此动作只能在该牌手回合中的任一行动阶段中进行。该牌手需支付等同于他于该回合中此前执行此动作之次数的法术力作为费用,才能执行此动作。这属于特殊动作,且不会用到堆叠。请注意,执行此动作的次数并不一定等同于该牌手于该回合中掷过时空骰的次数。如果某效应曾使该牌手于该回合中掷时空骰,则这两个数字便会有所差异。(参见规则116.2i。) + +901.9a 如果掷骰结果为空白,则什么事情都不发生。主动牌手得到优先权。 + +901.9b 如果掷骰结果为混沌符号,则引发混沌(参见规则311.7)。主动牌手得到优先权。 + +901.9c 如果掷骰结果为鹏洛客符号,则“时空换境异能”触发并进入堆叠。主动牌手得到优先权。(参见规则901.8。) + +901.9d 掷时空骰会使得每当牌手掷一颗或数颗骰子时触发的异能触发。但是,任何提及掷骰的数字结果的效应,包括比较该次掷骰与其他掷骰或一个给定数字的结果的效应,会忽略该次掷时空骰。参见规则706,“掷骰”。 + +901.10. 当一位牌手离开游戏时,由该牌手拥有的所有物件均会离开游戏,但异象产生的异能除外。(参见规则800.4a。)如果离开游戏的物件中包括牌面朝上的时空牌或异象牌,则时空操控者将其时空套牌牌库顶牌翻成正面。这不属于状态动作。这会在牌手离开游戏的同时发生。 + +901.10a 如果时空在“时空换境异能”仍在堆叠上期间离开游戏,则该异能消失。 + +901.10b 由离开游戏之牌手拥有的异象产生的异能仍会留在堆叠上,且成为由新的时空操控者操控。 + +901.11. 在游戏开始后,如果某牌手将其时空套牌顶牌移离该时空套牌并将其翻回正面,该牌手便已“时空换境”。注记着持续到“某牌手时空换境为止”的持续性效应终止。会在牌手时空换境时触发的异能触发。参见规则701.31。 + +901.11a 导致牌手时空换境的原因可能有:“时空换境异能”(参见规则901.8);牌面朝上之时空牌或异象牌的拥有者离开游戏(参见规则901.10);或异象之触发式异能离开堆叠(参见规则704.6f)。异能也可能会让牌手时空换境。 + +901.11b 翻回正面的时空牌便是该牌手时空换入的时空。翻成牌面朝下或离开游戏的时空牌或异象牌便是该牌手时空换出的时空。 + +901.11c 如果某牌手在有数个牌面朝上的时空牌的情况下时空换境,则该牌手同时时空换出所有此类时空。 + +901.12. 双头巨人竞逐时空游戏同时遵循双头巨人多人游戏玩法以及竞逐时空休闲玩法的所有规则,并有下列补充规则。 + +901.12a 每位牌手均有一副由其拥有的时空套牌。 + +901.12b 通常情况下,时空操控者为主动队伍的主要牌手。然而,如果当前时空操控者所属队伍将离开游戏,则改为依照回合顺序下一支不会离开游戏之队伍的主动牌手成为时空操控者,然后原先的时空操控者队伍离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他队伍成为主动队伍。 + +901.12c 虽然牌面朝上的时空或异象仅由一位牌手操控,但该时空或异象上任何提及“你”的异能会同时影响时空操控者队伍的两位队员。 + +901.12d 由于主动队伍每位队员都是主动牌手,因此每位队员均可以掷时空骰。每位牌手掷时空骰所需之费用,系根据该牌手在该回合中已掷过时空骰的次数决定。 + +901.13. 除了大型混战之外,在其他的多人游戏玩法中,时空牌和异象牌均不受“影响距离”规则限制。他们的异能及该些异能的效应,会对游戏中所有适用的物件和牌手产生影响。(参见规则801,“影响距离规则”。) + +901.14. 在大型混战竞逐时空游戏中,在同一时刻可能会有多张时空牌或异象牌处于牌面朝上。 + +901.14a 在游戏第一回合之前,每位带有回合标记准备开始游戏的牌手分别设定起始时空(参见规则901.5)。该些牌手均是时空操控者。 + +901.14b 如果某牌手将离开游戏,且游戏中的回合标记将因此减少,则首先终止该牌手时空操控者的身份(但不会有其他牌手成为时空操控者),然后该牌手离开游戏。将由该牌手操控的所有时空牌或异象牌置于其拥有者的时空套牌底。没有牌手将因此时空换境。 + +901.15. 单一时空套牌模式 + +901.15a 竞逐时空游戏也能以使用单一共用时空套牌的玩法进行游戏。在此情况下,时空套牌须至少为四十张或至少十倍于参加游戏的牌手数量,取两者间较小者。时空套牌中包含的异象牌数量,不得多于参加游戏之牌手数量的两倍。成时空套牌的各牌英文名称须各不相同。 + +901.15b 在使用单一时空套牌模式的竞逐时空游戏中,时空操控者视同为时空套牌中所有牌的拥有者。 + +901.15c 如果有任何规则提及某牌手的时空套牌,则使用共用的时空套牌。 + +902. 先锋 + +902.1. 在先锋玩法中,牌手使用先锋牌以扮演游戏中的著名角色。每位牌手各有一张牌面朝上的先锋牌,牌上的异能和其他特征会对游戏产生影响。先锋玩法遵循万智牌游戏的一般规则,并有下列补充规则。 + +902.2. 先锋游戏可由双人或多人游戏。 + +902.3. 除一般的游戏用具外,每位牌手还各需有一张先锋牌。在游戏开始之前,牌手将各自的先锋牌牌面朝上地置于其拥有者牌库旁边。在整盘游戏过程当中,先锋牌均位于统帅区中。 + +902.4. 每位牌手的起始生命值为20加上或减去其先锋牌上的生命修正值。 +例如:某牌手先锋牌的生命修正值为-3。该牌手的起始生命值为17。 + +902.5. 每位牌手的起手牌数量为七张,且会受其先锋牌之手牌修正值影响。 + +902.5a 如果某牌手在先锋游戏中进行再调度,则该牌手如在正常游戏中进行再调度一般,将其手牌洗回其牌库,然后抓新的手牌,其数量等同于其起手牌数量。(在多人游戏中,牌手第一次进行再调度后所抓的手牌数与之前相同。)参见规则103.5。 +例如:某牌手先锋牌的手牌修正值为+2。该牌手以9张手牌开始游戏。如果该牌手在保留手牌之前进行了三次再调度,他会新抓一份9张牌的手牌,然后将其中三张牌置于其牌库底。 + +902.5b 牌手之手牌上限为七张,且会受其先锋牌之手牌修正值影响。 +例如:某牌手先锋牌的手牌修正值为-1。该牌手的手牌上限为六张。如果于其清除步骤开始时,该牌手的手牌数量多于六张,他需要将手牌弃到只剩六张为止。 + +902.6. 先锋牌的拥有者即是以此牌在统帅区中开始游戏的牌手。牌面朝上之先锋牌的操控者是其拥有者。 + +902.7. 任何位于统帅区中之牌面朝上先锋牌的异能均是自统帅区中生效。该牌的静止式异能会对游戏产生影响,其上的触发式异能会触发,其上的起动式异能也可以起动。 + +903. 指挥官 + +903.1. 在指挥官玩法中,牌手会为自己的套牌指定一位传奇生物作为领导者,此生物便是这套牌的指挥官。指挥官玩法遵循万智牌游戏的一般规则,并有下列补充规则。 + +903.2. 指挥官可由两人或多人游戏。默认采用的多人游戏模式是自由竞赛玩法,使用攻击复数牌手模式,不使用限制影响范围模式。参见规则806,“自由竞赛玩法”。 + +903.3. 每副套牌均由一张传奇牌担任套牌的指挥官。该牌必须具备以下条件之一:(a)是生物牌;(b)是载具牌;(c)是具有至少一个力量/防御力方格的太空船牌。“指挥官”此称号并非该牌所代表之物件的特征,而属于该牌所具有的属性之一。就算该牌改换区域,也依然保持此称号。 +例如:翻为牌面朝下的指挥官(例如说因意塑影效应之故)仍是指挥官。复制其他牌的指挥官(例如说因细胞塑形效应之故)仍是指挥官。复制指挥官的永久物(例如说复制坟墓场里指挥官的替身妖)不是指挥官。 + +903.3a 一些牌具有异能,叙述其可用作指挥官。此类异能修改套牌构组规则,并于游戏开始前便会生效。参见规则113.6n。 + +903.3b 如果某牌手的指挥官是一张融合牌、且该融合牌已与其融合牌组中的另一张牌融合,则所得之永久物是该牌手的指挥官。 + +903.3c 如果某牌手的指挥官是某结聚永久物的一个组件,则所成之结聚永久物是该牌手的指挥官。 + +903.3d 如果一个效应提及操控指挥官,其指一个战场上为指挥官的永久物。如果一个效应提及施放指挥官,其指一个为指挥官的咒语。如果一个效应提及一个特定区域内的指挥官,其指一张在该区域内为指挥官的牌。 + +903.3e 如果一个效应提及“你的指挥官”的某特征,它能够在包括手牌和牌库的所有区域中找到相应牌手的指挥官,并获取其由持续性效应和其他规则所修改的特征。 + +903.4. 指挥官玩法会利用标识色来确定特定指挥官的套牌中能利用哪些牌张。牌张的标识色会综合该牌法术力费用或规则叙述中出现的法术力符号之颜色或颜色组合,以及该牌之特征定义异能(参见规则604.3)或颜色标志(参见规则204)所定义之颜色组合两者共同确定。 +例如:铁魔像霸西为法术力费用为{8}的传奇神器生物,且具有异能“{3}{R},牺牲一个神器:铁魔像霸西对任意一个目标造成伤害,其数量等同于所牺牲之神器的法术力值。”霸西的标识色为红色。 + +903.4a 标识色确定于游戏开始之前。如果规则或效应提及游戏中由牌张代表之物件的标识色,则它使用游戏开始时该牌张的标识色。 + +903.4b 如果一个指挥官具有静止式异能,使牌手在游戏开始前选择其颜色,该选择在套牌构组和游戏全过程中生效,即使该指挥官改变区域也一样。该选择影响该指挥官的标识色。牌手在游戏开始前将其指挥官放进统帅区时展示该选择。参见规则103.2c和607.2p。 + +903.4c 在判断牌张的标识色时,忽略规则提示文字。参见规则207.2。 + +903.4d 在判断牌张的标识色时,会将双面牌的背面(参见规则712)包括在内。这是规则712.8a之例外情况。 +例如:某张双面牌的正面是文雅学者,其法术力费用为{2}{U};其背面为嗜杀蛮汉,其颜色标志为红色。此牌的标识色为蓝红双色。 + +903.4e 如果一张牌具有副特征,例如历险者牌的特征(参见规则715,“历险者牌”),在判断牌张的标识色时会将这些特征包括在内。 + +903.4f 如果一个异能提及牌手之指挥官标识色的颜色或颜色的数量,且如果该牌手没有指挥官,则该特性是未定义的。异能的这一部分不会产生作用。提及该特性的费用不能被支付。 + +903.5. 指挥官套牌需遵循下列套牌构组规则。 + +903.5a 套牌须包含正好一百张牌(含指挥官)。换言之,套牌数量下限和套牌数量上限均为一百。 + +903.5b 除了基本地之外,指挥官套牌中牌张的英文名称须各不相同。在进行套牌构组的意义上,具有可互换名称的牌具有相同的英文名称(参见规则201.3)。 + +903.5c 指挥官套牌中只能包含标识色各色均见于套牌指挥官标识色的牌张。 +例如:掠夺大妈麦汁此传奇生物的法术力费用为{4}{R/G}{R/G}。麦汁的标识色是红绿双色。麦汁指挥官套牌中的牌张只能由属于下述颜色的牌张构成:仅为红色;仅为绿色;红绿双色;无色。在套牌中牌张上法术力费用和规则叙述中出现的法术力符号只能有下列几种:仅为红色;仅为绿色;红绿双色;无色。 + +903.5d 对于具基本地类别的牌而言,指挥官套牌中只能包含所能产生的各法术力颜色均属于指挥官标识色者。 +例如:掠夺大妈麦汁的标识色为红绿双色。麦汁指挥官套牌中只能包含具有或同时具有山脉和/或树林此两种基本地类别的牌。不能包含类别中包含有下列基本地类别的牌:平原、海岛、沼泽。 + +903.5e 指挥官游戏不使用备牌。 + +903.6. 在游戏开始时,每位牌手将其指挥官牌面朝上地置入统帅区。然后分别将套牌中剩下的牌洗牌,确保其中牌张顺序随机。这些牌成为该牌手的牌库。 + +903.7. 在确定先手牌手之后,每位牌手将生命值设为40,并抓一份七张牌的手牌。 + +903.8. 牌手可从统帅区施放由他拥有的指挥官。牌手在从统帅区施放指挥官时,他于这盘游戏先前的时段中每从统帅区施放过一次该指挥官,便须额外支付{2}。此额外费用的非正式名称为“指挥官税”。 + +903.9. 在指挥官游戏中,指挥官可以返回统帅区。 + +903.9a 如果指挥官在坟墓场或放逐区中,且该物件在上一次检查状态动作之后被置入该区域,其拥有者可以将其置入统帅区。这是状态动作。参见规则704。 + +903.9b 如果指挥官将从任何区域置入其拥有者的手牌或牌库,该牌手可以改为将其置入统帅区。此替代性效应可以对同一事件生效多于一次。这是规则614.5的例外。 + +903.9c 如果指挥官是已融合的永久物或结聚永久物、且其拥有者选择利用规则903.9b所述之替代性效应将其置入统帅区,该永久物以及表示该永久物之非指挥官的每个组件将置入对应的区域,且表示该永久物之为指挥官的牌将置于统帅区。 + +903.10. 指挥官玩法包含下列游戏输赢条件。其他结束游戏的规则均适用于本玩法。(参见规则104。) + +903.10a 在整盘游戏过程中,受到由同一位指挥官造成之战斗伤害达到或超过21点的牌手输掉此盘游戏。(此为状态动作。参见规则704。) + +903.11. 游戏外的传统万智牌不能带入指挥官游戏中,除非有规则、特殊动作或效应特别允许如此作。 + +903.11a 如果一位牌手被允许将游戏外的牌带进一盘指挥官游戏,若该牌与该牌手起始套牌中的牌具有共通的名称、或该牌与该牌手在当前游戏中拥有的牌具有共通的名称、或该牌的标识色中有任一颜色不在该牌手的指挥官标识色中,则该牌手不能将该牌带进这盘游戏。 + +903.12. 争锋模式 + +903.12a 争锋是一种不同风格的指挥官游戏模式。争锋游戏使用指挥官玩法的一般规则,但有以下不同。 + +903.12b 争锋套牌通常使用标准赛制中的牌张构组。 + +903.12c 每副套牌均由一张传奇牌担任套牌的指挥官。该牌必须具备以下条件之一:(a)是生物牌;(b)是载具牌;(c)是具有至少一个力量/防御力方格的太空船牌。 + +903.12d 牌手的套牌必须包含正好60张牌(含指挥官)。换言之,套牌数量下限和套牌数量上限均为60。 + +903.12e 如果牌手的指挥官标识色没有颜色,该牌手可以选择一种基本地类别,且其套牌中可以包含任意数量的该类别基本地。这是规则903.5d的例外。 + +903.12f 在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。 + +903.12g 在任何一种争锋游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。 + +903.12h 争锋游戏不使用规则704.6c中所述之状态动作,该状态动作使牌手在受到21点或以上来自指挥官的战斗伤害时输掉游戏。 + +903.13. 指挥官轮抽 + +903.13a 指挥官轮抽是一种不同风格的指挥官游戏模式。它包含一次轮抽(一种限制赛,牌手打开未开封的补充包,从中抽选卡牌来构组套牌)和紧随其后的多人游戏。指挥官轮抽玩法默认使用指挥官传奇补充包。 + +903.13b 一次轮抽通常包含三个轮抽轮次。在每个轮次中,每位牌手打开一个补充包,抽选两张牌(将该牌置于该牌手面前牌面朝下的一堆),然后将剩下的牌传给下一位牌手。然后每位牌手从传过来的补充包中抽选两张牌,然后将剩下的牌再传给下一位牌手。此流程持续,直到该轮次中的所有牌都被抽选完毕。 + +903.13c 在第一个和第三个轮抽轮次中,每位牌手将补充包传给左面的牌手。在第二个轮次中,每位牌手将补充包传给右面的牌手。 + +903.13d 在轮抽过程中,牌手只能检视他正在抽选的补充包中的牌和已经抽选的牌。牌手不能向其他牌手展示已抽选的牌,除非有异能指示他如此作。 + +903.13e 在轮抽结束后,每位牌手所抽选的牌成为该牌手的牌池。如果该次轮抽包含指挥官传奇系列或指挥官大师系列的轮抽补充包,则牌手可以向其牌池至多添加两张名为虹彩魔笛手的牌,但仅限于这些牌被用作该牌手指挥官的情形下。如果该次轮抽包含指挥官传奇:争战博德之门®系列的轮抽补充包,则每位牌手可以向其牌池添加至多两张名为无面者的牌,但仅限于这些牌被用作该牌手指挥官的情形下。 + +903.13f 指挥官轮抽的套牌构组遵循与指挥官套牌(参见规则903.5)一样的规则,但有以下三条例外:(1)套牌须包含至少60张牌。没有套牌数量上限。(2)牌手的套牌可以包含该牌手牌池中的任意数量的同名牌。(3)如果该次轮抽包含指挥官大师系列的轮抽补充包,则在进行套牌构组的意义上,任何可以单独作为牌手指挥官,且标识色为一种或更少的牌被视为具有拍档异能。(参见规则702.124,“拍档”。) + +903.13g 指挥官轮抽游戏遵循与指挥官游戏一样的规则。参见规则903.6-11。 + +904. 魔王 + +904.1. 在魔王玩法中,一队牌手齐心协力,共同面对有强力邪计牌加持的强大对手。魔王玩法遵循万智牌游戏的一般规则,并有下列补充规则。 + +904.2. 魔王游戏默认的游戏模式是由正好两支队伍参加的队伍对队伍多人游戏玩法(参见规则808)。使用攻击复数牌手模式(参见规则802)和队伍共享回合模式(参见规则805);不使用其他多人游戏模式。 + +904.2a 其中一支队伍只有一位牌手,这位牌手便是魔王。 + +904.2b 另一支队伍可由任意数量的牌手组成。 + +904.3. 除了一般的游戏用具外,魔王还需要一副由至少二十张邪计牌构成的附加邪计套牌。邪计套牌中同一英文名称的牌张不得多于两张。(参见规则314,“邪计”。) + +904.4. 整个游戏过程当中,所有邪计牌均位于统帅区中,无论是在他们仍属邪计套牌部分,或是处于牌面朝上期间,均是如此。 + +904.5. 魔王的起始生命为40。其他牌手的起始生命为20。 + +904.6. 始终由魔王首先进行回合,而不采用随机方式确定先手牌手。 + +904.7. 邪计牌的拥有者,为以其在统帅区中开始游戏的牌手。其拥有者即为牌面朝上之邪计牌的操控者。 + +904.8. 位于统帅区之牌面朝上的邪计牌的异能均从该区域生效。该牌的静止式异能会对游戏产生影响,其触发式异能会触发,其起动式异能也可起动。 + +904.9. 于魔王的回合中,在其战斗前行动阶段开始的同时,该牌手将其邪计套牌牌库顶牌移离邪计套牌,并将其翻回正面。此动作称为“发动该邪计”。(参见规则701.32)此回合动作不用到堆叠。该邪计牌上所有注记着在“当你发动此邪计”时触发的异能触发。 + +904.10. 如果非长效的邪计牌面朝上位于统帅区中,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,则在下次有牌手将得到优先权时,将该牌翻成牌面朝下,并将其置于其拥有者邪计套牌的牌库底。(此为状态动作。参见规则704。) + +904.11. 长效邪计发动后,便一直以牌面朝上的状态处于统帅区中,直到有异能将之撤废为止(参见规则701.33)。 + +904.12. 群魔乱斗玩法 + +904.12a 魔王游戏还有一种每位牌手各自准备一副邪计套牌进行自由竞赛的玩法。这种玩法使用攻击复数牌手模式(参见规则802);不使用其他多人游戏规则。 + +904.12b 游戏中每位牌手都是魔王。 + +904.12c 如正常多人自由竞赛游戏一般,采用随机方式决定先手牌手。魔王游戏中所有作用于魔王的其他规则,在群魔乱斗游戏中则会适用于作有牌手。 + +904.13. 魔王指挥官玩法 + +904.13a 魔王游戏还有一种使用魔王规则进行指挥官游戏(参见规则903,“指挥官”)的玩法。此玩法遵从指挥官游戏的一般规则和魔王规则的修订,且有以下特例: + +904.13b 魔王的起始生命为60。对手队伍共享60点总生命,而非每位牌手有单独的总生命。共享总生命的方式详见双头巨人玩法的规则810.8和810.9。 + +904.13c 中毒指示物不会共享。如果魔王具有十个或更多中毒指示物,则其输掉此盘游戏。如果对手队伍中任一牌手具有十个或更多中毒指示物,则该牌手输掉此盘游戏。(此为状态动作。参见规则704。) + +904.13d 魔王的邪计套牌需要包含至少十张牌,且每张牌的英文名称须各不相同。 + +905. 诡局轮抽 + +905.1. 诡局轮抽玩法包括一次轮抽(一种限制赛,牌手打开未开封的补充包,从中抽选卡牌来构组套牌)和紧随其后的多人游戏。诡局轮抽玩法默认使用万智牌:诡局®和/或诡局:王权争霸补充包。 + +905.1a 一次轮抽通常包含三个轮抽轮次。在每个轮次中,每位牌手打开一个补充包,抽选一张牌(将该牌置于该牌手面前牌面朝下的一堆),然后将剩下的牌传给下一位牌手。然后每位牌手从传过来的补充包中抽选一张牌,然后将剩下的牌再传给下一位牌手。此流程持续,直到该轮次中的所有牌都被抽选完毕。 + +905.1b 在第一个和第三个轮抽轮次中,每位牌手将补充包传给左面的牌手。在第二个轮次中,每位牌手将补充包传给右面的牌手。 + +905.1c 在轮抽过程中,牌手只能检视他正在抽选的补充包中的牌、已经抽选的牌、依规则905.2b所述已被展示的牌、和依规则905.2c所述以牌面朝上的方式抽选的牌。牌手不能向其他牌手展示已抽选的牌,除非有异能指示他如此作。 + +905.1d 在轮抽结束后,以及所有在轮抽过程中和轮抽结束后将要执行的动作执行完毕后,每位牌手所抽选的牌成为该牌手的牌池。该牌手仅使用这些牌和任意数量的基本地来构组套牌。参见规则100.2b和100.4b。 + +905.2. 一些牌具有在轮抽过程中生效的异能。 + +905.2a 在轮抽过程中,没有主动牌手或优先权系统。如果多位牌手想要在轮抽中同时执行动作,且无法就执行动作的顺序达成一致,这些动作以随机顺序来执行。 + +905.2b 一些牌指示牌手于抽选该牌时展示之,然后记录某些信息,例如数字或颜色。这些信息可以被游戏中的其他异能所牵扯。任何牌手都可以在轮抽或游戏时的任何时机检视这些信息。在这些信息被记下之后,所抽选的牌翻回牌面朝下,并加入牌手已抽选的牌堆。 + +905.2c 一些牌指示牌手以牌面朝上的方式抽选之。这些牌一直保持牌面朝上,直到轮抽结束,或效应指示抽选该牌的牌手将其翻回牌面朝下,或该牌离开该牌手已抽选的牌堆。只要该牌是牌面朝上,任何牌手都可以检视之。 + +905.3. 诡局轮抽游戏是多人游戏。默认使用的多人模式是自由竞赛模式,并且不使用限制影响范围模式。参见规则806,“自由竞赛模式”。 + +905.4. 在游戏开始时,洗套牌之前,每位牌手可以将他备牌中任意数量的诡局牌置于统帅区。 + +905.4a 具有秘案异能的诡局牌以牌面朝下的方式置于统帅区。于牌手拥有优先权的时机下,他可以将一张由他操控的牌面朝下的诡局牌翻回正面。参见规则702.106,“秘案”。 + +905.5. 诡局牌的拥有者是在游戏开始时将其置入统帅区的牌手。诡局牌的操控者是其拥有者。 + +905.6. 一旦先手牌手被确定,每位牌手将总生命设为20,然后抓七张起手牌。 + +词汇表 + +撤废 +将一张牌面朝上的长效邪计牌翻为牌面朝下并置于其拥有者的邪计套牌牌库底。参见规则701.33,“撤废”。 + +异能 +1. 一个物件上解释这个物件作什么或可以作什么的叙述。 +2. 一个堆叠上的起动式或触发式异能。这类的异能是物件。 +参见规则113,“异能”,和第6章,“咒语、异能和效应”。 + +异能提示 +一个斜体的词,没有规则上的意义,将不同牌上类似作用的异能联系起来。参见规则207.2c。 + +抵受 +一个防止伤害的关键字异能。参见规则702.64,“抵受”。 + +起动 +将一个起动式异能放进堆叠并支付其费用,使它最终能够结算并产生效应。参见规则602,“起动起动式异能”。 + +起动式异能 +一种异能。起动式异能的格式为“[费用]:[效应]。[起动限制(如果有的话)]”。参见规则113,“异能”,以及规则602,“起动起动式异能”。 + +起动费用 +一个起动式异能叙述中冒号之前的部分。必须支付它来起动该异能。参见规则118,“费用”,以及规则602,“起动起动式异能”。 + +主动牌手 +主动牌手指轮到该回合的牌手。参见规则102.1。 + +主动牌手先决定的顺序 +一个在多人同时需要作出选择时,用来决定牌手作出选择顺序的系统。参见规则101.4。本规则在队伍共享回合模式中有变更;参见规则805.6。 + +主动队伍 +主动队伍指在队伍共享回合模式下,轮到该回合的队伍。参见规则805.4a。 + +演化 +一个关键字动作,在牌手没有+1/+1指示物的生物上放置+1/+1指示物。参见规则701.46,“演化”。 + +额外费用 +一个咒语在其法术力费用的基础上,可能具有让它的操控者可以支付(或在一些情况下必须支付)的额外费用,来施放一个咒语。参见规则118,“费用”,以及规则601,“施放咒语”。 + +历险者牌 +一张分为两部分(且其中一部分是嵌在文字栏左面)的牌,其副特征包括历险此咒语类别。。参见规则715,“历险者牌”。 + +共鸣 +一个关键字异能,减少施放一个咒语所需要支付的法术力数量。参见规则702.41,“共鸣”。 + +折磨 +一个关键字异能,使防御牌手阻挡时失去生命。参见规则702.130,“折磨”。 + +往生 +一个关键字异能,使某些生物死去时留下精怪衍生生物。参见规则702.135,“往生”。 + +余响 +一个关键字异能,使牌手能且仅能从其坟墓场中施放一张连体牌的其中一边。参见规则702.127,“余响”。 + +截气 +一个关键字动作,能够放逐一个或数个永久物和/或咒语。被截气放逐之牌的拥有者可以支付{2}而非其法术力费用从放逐区再度施放它。参见规则701.65,“截气”。 + +隔位分队玩法 +一种多人游戏玩法,可在两个或更多位牌手数量相同的队伍之间使用。参见规则811,“隔位分队玩法”。 + +替代性费用 +咒语可能具有的费用,其操控者可以选择支付该费用而不是其法术力费用。参见规则118,“费用”,以及规则601,“施放咒语”。 + +别名 +一些牌在其推广版本或异画版本上使用的不同名称。此名称没有规则含义。参见规则201.6。 + +囤兵 +一个关键字动作,给你一个灵俑/军队衍生生物或是壮大一个你已经拥有的军队。参见规则701.47,“囤兵”。(译注:词汇表中囤兵此词条尚未更新到LTR版本。) + +增强 +一个关键字异能,可以令生物于进入战场时具有+1/+1指示物。参见规则702.38,“增强”。 + +锚定词 +于永久物进战场时可能选择的两个词语之一,出现在异能的开头。参见规则614.12b。 + +歼灭 +一个关键字异能,可以让一个生物在进行攻击时极为残酷。参见规则702.86,“歼灭”。 + +赌注 +1. 一个只有在“有所输赢”的情况下才使用的区域。 +2. 将一张牌放进赌注区。 +参见规则407,“赌注”。 + +任意一个目标 +一个咒语或异能可能需要“任意一个目标”。“任意一个目标”等同于“目标生物、牌手或鹏洛客”。参见规则115.4。 + +APNAP顺序 +参见主动牌手先决定的顺序。 + +魔王 +1. 一种休闲式玩法,一队牌手齐心协力,共同面对有强力邪计牌加持的强大对手。参见规则904,“魔王”。 +2. 魔王游戏中使用邪计套牌进行游戏的牌手。 + +魔王指挥官 +一种使用魔王规则修订的指挥官游戏。参见规则903,“指挥官”,以及规则904,“魔王”。 + +神器 +一种牌张类别。神器是永久物。参见规则301,“神器”。 + +神器生物 +一个既是神器又是生物的组合,两者的规则对它都有效。参见规则301,“神器”,以及规则302,“生物”。 + +神器地 +一个既是神器又是地的组合,两者的规则对它都有效。神器地只能作为地来使用,而不能作为咒语施放。参见规则301,“神器”,以及规则305,“地”。 + +神器类别 +与神器牌张类别对应的副类别。参见规则301,“神器”。参见规则205.3g的神器类别列表。 + +视同 +一个叙述,用来表示游戏由于一些特殊的原因,即使在某条件不符合的情况下按照符合的情况对待。参见规则609.4。 + +登殿 +一个关键字,在牌手操控十个永久物后使牌手得到“黄金城祝福”之称号。参见规则702.131,“登殿”。 + +组装 +组装是出现在Unstable系列中的关键字动作,会将机巧放进战场。本文件中的规则并未涵盖Unstable系列中的牌张和机制。 + +分配战斗伤害 +决定一个攻击或阻挡生物如何造成其战斗伤害。参见规则510,“战斗伤害步骤”。 + +助力 +一个关键字异能,允许另一位牌手帮助你支付咒语的费用。参见规则702.132,“助力”。 + +在回合结束时(已废止) +一个印在异能上的触发条件,在结束步骤开始时触发(而不是一个回合最后发生的事)。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误,新叙述为“在结束步骤开始时”或“在下一个结束步骤开始时”。参见规则513,“结束步骤”。 + +贴附 +将一个灵气、武具或工事从其当前所在位置拿开,并将其放置到一个指定物件或牌手上。参见规则701.3,“贴附”。 + +攻击 +将一个生物以攻击的形态送进战斗。一个生物可以攻击牌手或鹏洛客。参见规则508,“宣告攻击者步骤”。 + +单独攻击 +如果在宣告攻击者步骤中只有一个生物被宣告为攻击者,该生物“单独攻击”。如果只有一个生物正在攻击且没有其他生物正在攻击,该生物“正在单独攻击”。参见规则506.5。 + +攻击左边模式 +一些多人玩法中可以采用的一种模式。参见规则803,“攻击左边或右边模式”。 + +攻击复数牌手模式 +一些多人玩法中可以采用的一种模式。参见规则802,“攻击复数牌手模式”。 + +攻击右边模式 +一些多人玩法中可以采用的一种模式。参见规则803,“攻击左边或右边模式”。 + +进行攻击的生物 +一个生物在战斗阶段中被合法宣告为攻击的一部分(如果有攻击的费用,则在支付之后),或一个生物被放进战场且进行攻击。它在被移出战斗或战斗阶段结束两者中最先发生的之前,都保持为进行攻击的生物。参见规则508,“宣告攻击者步骤”。 + +攻击队伍 +使用队伍共享回合模式的多人游戏中,在战斗阶段中能够攻击的队伍。参见规则805,“队伍共享回合模式”。 + +攻击且未受阻挡 +一个当生物“攻击且未受阻挡”的异能在该生物成为未受阻挡的攻击生物时触发。参见规则509.1h。 + +景点 +一种神器类别,只在Unfinity系列的非传统万智牌上出现。参见规则717,“景点牌”、规则701.51,“打开景点”,以及规则701.52,“掷骰造访景点”。 + +景点套牌 +一副可选套牌,包含至少三张(在限制赛中)或十张(在构组赛中)景点牌,在用到Unfinity系列中某些卡牌的游戏中使用。参见规则717.2。 + +灵气 +一个结界的副类别。灵气咒语以物件或牌手为目标,且灵气永久物贴附于物件或牌手上。参见规则303,“结界”,以及规则702.5,“结附”。 + +灵气转换 +一个关键字异能,让你将一个手上的灵气与战场上的交换。参见规则702.65,“灵气转换”。 + +醒转 +一个关键字异能,让你将一个由你操控的地变成生物。参见规则702.113,“醒转”。 + +身世 +一种结界类别,与“选择身世”异能合用时,可以允许将一张传奇结界牌用作指挥官。参见规则702.124,“拍档”,和规则903,“指挥官”。 + +后援 +一个关键字异能,使生物进战场时能在它自己或另一个生物上放置+1/+1指示物。如果选择了另一个生物,该生物还会暂时获得异能。参见规则702.165,“后援”。 + +结合,“与…结合” +结合是一个关键字异能,影响宣告攻击者和分配战斗伤害的规则。“与…结合”是该异能的一个特殊版本。参见规则702.22,“结合”。 + +加码 +加码是一个关键字异能,表示一个牺牲一个神器、结界或衍生物的可选额外费用。如果一个咒语的操控者宣告将支付其加码费用,则该咒语已加码。参见规则702.166,“加码”。 + +基础力量,基础防御力 +更改生物的基础力量和/或基础防御力的效应将这些值设定为一个特定的数字。参见规则613,“持续性效应的互动”。 + +基本 +一种超类别,一般情况下与地有关。任何具有此超类别的地是基本地。参见规则205.4,“超类别”。 + +循环基本地 +参见类别循环。 + +基本地类别 +总共有五种“基本地类别”:平原、海岛、沼泽、山脉、和树林。每种类别对应一个法术力异能。参见规则305,“地”。 + +战役 +一种牌张类别。战役是永久物。参见规则310,“战役”。 + +战嚎 +一个关键字异能,让其他攻击生物在战斗中更强。参见规则702.91,“战嚎”。 + +战场 +一个区域。战场是永久物存在的区域。此区域过去被称为“场上”区域。参见规则403,“战场”。 + +成为 +在一些触发事件中表示状态或特征变动的词。参见规则603.2e。 + +战斗开始步骤 +回合的一部分。这是战斗阶段的第一个步骤。参见规则507,“战斗开始步骤”。 + +开始阶段 +回合的一部分。这是回合的第一个阶段。参见规则501,“开始阶段”。 + +请援 +一个关键字动作,允许牌手选择一个由其操控且具有特定特征的永久物,或从手上展示一张具有该特征的牌,通常是为了支付费用或获得额外效应。参见规则701.4,“请援”。 + +神授 +一个关键字异能,让生物牌可以作为灵气施放。参见规则702.103,“神授”。 + +衰萎 +一个关键字动作。衰萎N意指在一个由你操控的生物上放置N个-1/-1指示物。参见规则701.68,“衰萎”。 + +急袭 +一个见于生物牌上的关键字异能,允许其使用替代性费用来施放。参见规则702.152,“急袭”。 + +阻挡 +将一个生物以防守的形态送进战斗。生物可以阻挡攻击生物。参见规则509,“宣告阻挡者步骤”。 + +单独阻挡 +如果在宣告阻挡者步骤中只有一个生物被宣告为阻挡者,该生物“单独阻挡”。如果只有一个生物正在阻挡且没有其他生物正在阻挡,该生物“正在单独阻挡”。参见规则506.5。 + +被阻挡的生物 +一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未受阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则509,“宣告阻挡者步骤”。 + +进行阻挡的生物 +一个生物在战斗阶段中被合法宣告为阻挡的一部分(如果有阻挡的费用,则在支付之后),或一个生物被放进战场且进行阻挡。它在被移出战斗或战斗阶段结束两者中最先发生的之前,都保持为进行阻挡的生物。参见规则509,“宣告阻挡者步骤”。 + +血滴衍生物 +血滴衍生物是具有“{1},{T},弃一张牌,牺牲此衍生物:抓一张牌”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。 + +嗜血 +一个关键字异能,可以让生物进入战场时带有+1/+1指示物。参见规则702.54,“嗜血”。 + +炫威 +一类特殊的起动式异能,如果具炫威异能的生物攻击过便可起动,且每回合只能起动一次。参见规则702.142,“炫威”。 + +振励 +一个关键字动作,在牌手操控的最弱的生物上放置+1/+1指示物。参见规则701.39,“振励”。 + +补充包 +一组未打开的来自特定系列的万智牌卡牌。补充包在限制赛中使用。参见规则100.2b。 + +争锋 +指挥官休闲玩法的一种模式。参见规则903.12,“争锋模式”。 + +埋葬(已废止) +曾经表示“将[永久物]放进其拥有着的坟墓场”的用词。一般情况下,印有“埋葬”一词的牌在Oracle牌张参考文献中得到了勘误,改为“消灭[某永久物]。它不能重生”,或“牺牲[某永久物]”。 + +武士道 +一个关键字异能,让生物在战斗中更强。参见规则702.45,“武士道”。 + +购回 +一个瞬间和法术的关键字异能,让该咒语于结算时回到拥有者的手上。参见规则702.27,“购回”。 + +牌 +游戏的标准组成部分。万智牌可以是传统或非传统。衍生物不被视为牌。在咒语或异能的叙述中,“牌”一词只被用来表示不在战场或堆叠中的牌,比如牌手手上的生物牌。参见规则108,“牌”。 + +牌池 +在限制赛中,牌手可以用来与基本地牌一起组成套牌的牌。 + +牌张类别 +一个特征。除了堆叠上的异能之外,每个物件都有牌张类别,即使该物件不是牌。每种牌张类别都有自己的规则。参见规则205,“类别栏”,以及第3章,“牌张类别”。 + +倾曳 +一个关键字异能,可能让牌手不付费用施放一个随机的额外咒语。参见规则702.85,“倾曳”。 + +案件 +一个结界的副类别。案件具有一个“侦办”异能作为条件,其操控者需要达成此条件以使其“侦结”异能生效。参见规则719,“案件牌”。 + +施放 +将一张牌从当前的位置(一般在手上)放进堆叠,并支付其费用,让它最终可以结算并产生效果。参见规则601,“施放咒语”。 + +施放者(已废止) +一个已废止的用语,表示施放一个咒语的牌手。一般情况下,印有“施放者”的牌已经在Oracle牌张参考文献中得到了勘误,改用“操控者”。 + +施放费用(已废止) +一个已废止的用语,表示法术力费用。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。 + +催命 +一个关键字异能,允许你牺牲生物来创造咒语的复制品。参见规则702.153,“催命”。 + +夺冠,被夺冠 +“夺冠”是一个关键字异能,让一个生物暂时替代另一个。如果一个永久物直接因为另一个永久物的夺冠异能的结果被放逐,则该永久物“被(另一个永久物)夺冠”。参见规则702.72,“夺冠”。 + +改变目标 +为咒语或异能选择一个新的合法目标。参见规则115.7。 + +化形 +一个特征定义异能,让具有它的物件得到所有生物类别。参见规则702.73,“化形”。 + +混沌异能 +在竞逐时空休闲式玩法中,时空牌具有的一种触发式异能,“每当引发混沌”时触发。参见规则311.7。 + +混沌符号 +在竞逐时空休闲式玩法中,混沌符号出现在时空骰以及一些时空牌的触发式异能旁边。参见规则107.12。 + +特征 +定义一个物件的信息。参见规则109.3。 + +特征定义异能 +一种静止式异能,包含物件一般情况下在该物件其他部分才能找到的特征信息(比如法术力费用,类别栏,或力量/防御力框)。参见规则604.3。 + +选择身世 +拍档异能的一种变化形式。在指挥官玩法中,如果两张传奇永久物牌其中之一具有“选择身世”异能,另一张是身世结界牌,则可将这两个传奇永久物用作你的指挥官,而非只使用一个。参见规则702.124,“拍档”,及规则903,“指挥官”。 + +暗码 +一个关键字异能,允许你将一张牌赋码到一个生物上,并在每当该生物对牌手造成战斗伤害时施放该牌。参见规则702.99,“暗码”。 + +黄金城祝福 +一个牌手可得到的称号。登殿此关键字使牌手一旦操控十个永久物便得到此称号。参见规则702.131,“登殿”。 + +比点 +用牌手牌库顶牌来决定的迷你对决。参见规则701.30,“比点”。 + +职业 +一种结界的副类别。职业具有数个职业等级异能,可以提升其等级并赋予其新异能。参见规则716,“职业牌”。 + +清除步骤 +回合的一部分。此步骤是终结阶段的第二个也是最后一个步骤。参见规则514,“清除步骤”。 + +贯通 +一个关键字异能,允许你支付替代性费用来删去咒语的部分规则叙述。参见规则702.148,“贯通”。 + +匿伏 +一个关键字动作,将牌以牌面朝下的方式作为2/2、具守护{2}的生物放进战场。参见规则701.58,“匿伏”,和规则708,“牌面朝下的咒语和永久物”。 + +线索衍生物 +线索衍生物是具有“{2},牺牲此衍生物:抓一张牌。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。 + +搜证 +一个关键字动作。“搜证N”意指,从你的坟墓场放逐任意数量的牌,且其法术力值加总须达到N或更多。参见规则701.59,“搜证”。 + +收集编号 +印在绝大多数牌上对游戏没有影响的编号。参见规则213,“文字栏下方信息”。 + +颜色 +1. 物件的一个特征。参见规则105,“颜色”,以及规则202,“法术力费用和颜色”。 +2. 一个法术力可能具有的特征。参见规则106,“法术力”。 + +无色 +1. 一个没有颜色的物件为无色。无色不是颜色。参见规则105,“颜色”,以及规则202,“法术力费用和颜色”。 +2. 一种法术力。参见规则106,“法术力”,以及规则107.4c。 + +标识色 +一系列颜色,在指挥官休闲玩法中决定哪些牌可以加入套牌。参见规则903.4。 + +颜色标志 +物件的一个特征。参见规则105,“颜色”,以及规则204,“颜色标志”。 + +战斗伤害 +在战斗伤害步骤中由攻击生物和阻挡生物作为战斗结果所造成的伤害。参见规则510,“战斗伤害步骤”。 + +战斗伤害步骤 +回合的一部分。此步骤是战斗阶段的第四个步骤。参见规则510,“战斗伤害步骤”。 + +战斗阶段 +回合的一部分。此阶段是回合的第三个阶段。参见规则506,“战斗阶段”。 + +统帅区 +一些对游戏有总体影响且当前不是永久物也不能被消灭的特殊物件所在的区域。参见规则408,“统帅区”。 + +指挥官 +1. 一种休闲式玩法,套牌由一张传奇牌(通常是生物)来领导。参见规则903,“指挥官”。 +2. 在指挥官休闲式玩法中,给予每位牌手的套牌中一张传奇生物牌的称号。 + +指挥官轮抽 +一种休闲玩法,牌手参加补充包轮抽,然后进行多人游戏。参见规则903.13,“指挥官轮抽”。 + +指挥官忍术 +忍术异能的一种变化。参见规则702.49,“忍术”。 + +指挥官税 +一个非正式用词,意指施放指挥官的额外费用,此费用会根据牌手于这盘游戏先前的时段中施放过指挥官的次数决定。参见规则903.8。 + +行侣 +一个关键字异能,允许牌手从游戏外选择一张生物牌作为行侣(如果能满足该牌的行侣异能限制的话)。一旦牌手选定行侣,该牌手可以在游戏中支付一次{3},将其置于手上。参见规则702.139,“行侣”。 + +完化 +一个关键字异能,若牌手施放鹏洛客时选择为其费用中的非瑞克西亚法术力符号支付生命,则使其进战场时带有较少的忠诚指示物。参见规则702.150,“完化”。 + +完成地城 +在达到地城牌的最底下的房间之后,将该地城牌移出游戏。参见规则309,“地城”。 + +认输 +离开游戏。认输游戏让牌手立刻离开游戏并输去游戏。参见规则104,“结束游戏”。 + +筹谋 +一个关键字动作,使牌手抓一张牌,弃一张牌,然后如果以此法弃掉一张非地牌,在一个生物上放置一个+1/+1指示物。参见规则701.50,“筹谋”。 + +诡局 +一种在限制赛,例如诡局轮抽中使用的牌张类别。诡局牌不是永久物。参见规则315,“诡局”。 + +诡局轮抽 +一种休闲玩法,牌手参加补充包轮抽,然后进行多人游戏。参见规则905,“诡局轮抽”。 + +协力 +一个关键字异能,让生物可以复制咒语。参见规则702.78,“协力”。 + +构组赛 +牌手在赛前自己创造套牌的游戏方式。参见规则100.2a。 + +持续性效应 +影响物件特征、物件操控权、或影响牌手或游戏规则的效应,具有固定时限或一直有效。参见规则611,“持续性效应”。 + +持续神器(已废止) +一个已废止的用语,出现在不具有起动式异能的神器类别栏。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误,改为只是“神器”。 + +操控,操控者 +“操控”是一个系统,决定谁在游戏中可以用一个物件。一个物件的“操控者”是当前操控它的牌手。参见规则108.4。 + +操控其他牌手 +为在该牌手作出由规则或物件允许或要求的所有选择和决定。参见规则722,“操控其他牌手”。 + +转换 +将一张双面牌翻转从而让其另一面朝上。参见规则701.28,“转换”。 + +总法术力费用(已废止) +法术力值的已废止用词。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。 + +召集 +一个关键字异能,让你横置生物来施放咒语而不是支付法术力。参见规则702.51,“召集”。 + +可复制特征值 +物件由复制效应所检查的特征值。参见规则613.2、707.2以及707.3。 + +复制/复制品 +1. 创造一个新的物件,其可复制特征值设为与另一个物件相同。 +2. 一个可复制特征值被设为与另一个物件相同的物件。 +参见规则707,“复制物件”。 + +费用 +一个动作或为另一个动作所支付必须的费用或阻止另一个动作发生。参见规则118,“费用”。 + +反击/指示物(译注:在英文中这两个词是相同的。) +1. 取消一个咒语或异能,让它不能结算且它的效应都不发生。参见规则701.6,“反击”。 +2. 一个放置在物件或牌手上的标示物,影响其特征或与规则或异能互动。参见规则122,“指示物”。 + +视为(已废止) +一些老牌印有叙述该牌“视为”其他东西。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误,它们现在正式为该东西。 + +化炼 +化炼是起动式异能,允许牌手从坟墓场和/或战场上放逐牌,以放逐具化炼异能的永久物并将其移回战场且已转化。参见规则702.167,“化炼”。 + +派出 +派出一个衍生物指,将一个衍生物放进战场。参见规则701.7,“派出”。 + +生物 +一种牌张类别。生物是永久物。参见规则302,“生物”。 + +生物类别 +一种副类别,对应生物牌张类别和亲缘牌张类别。参见规则302,“生物”,以及规则308,“亲缘”。生物类别的列表参见规则205.3m。 + +搭载 +一个关键字异能,使你可以横置生物将一个载具变成神器生物。参见规则301,“神器”,及规则702.122,“搭载”。 + +罪行 +将对手,任何由其操控的东西和/或其坟墓场中的牌指定为目标,即属罪行。参见规则700.13。 + +累积维持 +一个关键字异能,为保留永久物在战场上规定了一个不断提升的费用。参见规则702.24,“累积维持”。 + +循环(异能) +一个关键字异能,让牌可以被弃掉并用新牌代替。参见规则702.29,“循环”。 + +伤害 +物件可以对生物、鹏洛客、以及牌手造成“伤害”。一般情况下这对受到伤害的物件或牌手来说是不利的。参见规则120,“伤害”。 + +伤害分配顺序(已废止) +先前,如果一个生物被多个生物阻挡,或阻挡了多个生物,它的操控者需要选择一个顺序来给阻挡它或被它阻挡的生物分配战斗伤害。现在,它的操控者不再需要选择顺序,只需将其战斗伤害在所有阻挡它或被它阻挡的生物之间分配。参见规则510.1c-d。 + +掩袭 +一个见于生物牌上的关键字异能,允许其使用替代性费用来施放。参见规则702.109,“掩袭”。 + +白昼 +与黑夜一起,均是游戏可以具有的称号。参见规则730,“白昼与黑夜”,与规则702.145,“昼形与夜形”。 + +昼形 +一种异能,见于一些双面牌的正面上。具昼形与夜形异能的牌,在白昼时正面朝上,在黑夜时背面朝上。参见规则702.145,“昼形与夜形”,与规则730,“白昼与黑夜”。 + +造成 +参见伤害。 + +死触 +一个关键字异能,让物件造成的伤害特别有效。参见规则702.2,“死触”。 + +败朽 +一个关键字异能,意指“此生物不能进行阻挡”和“当此生物攻击时,在战斗结束时将它牺牲。”参见规则702.147,“败朽”。 + +套牌 +牌手开始游戏时所使用牌的集合;它将成为该牌手的牌库。参见规则100,“总则”,以及规则103,“开始游戏”。 + +宣告攻击者 +选择将进行攻击的一组生物,宣告每个生物攻击防御牌手或该牌手操控的一个鹏洛客,并且支付允许这些生物攻击所要求的任何费用。参见规则508.1。 + +宣告攻击者步骤 +回合的一部分。该步骤是战斗阶段的第二个步骤。参见规则508,“宣告攻击者步骤”。 + +宣告阻挡者 +选择将进行阻挡的一组生物,为每个生物宣告将阻挡那个攻击生物,并支付允许这些生物阻挡所要求的任何费用。参见规则509.1。 + +宣告阻挡者步骤 +回合的一部分。该步骤是战斗阶段的第三个步骤。参见规则509,“宣告阻挡者步骤”。 + +守军 +一个关键字异能,让某个生物不能进行攻击。参见规则702.3,“守军”。 + +防御牌手 +在战斗阶段中,可以被攻击的牌手,且其鹏洛客可以被攻击。参见规则506.2。在某些多人玩法中,可能会有多于一个防御牌手;参见规则802,“攻击复数牌手模式”,以及规则805.10。 + +防御队伍 +在使用队伍共享回合模式的多人游戏的战斗阶段中,可以被攻击、且其鹏洛客可以被攻击的队伍。参见规则805,“队伍共享回合模式”。 + +布防 +1. 只有战役牌具有的牌的一部分。战役的布防印在其右下角。参见规则210,“布防”。 +2. 只有战役具有的特征。参见规则310,“战役”。 + +延迟触发式异能 +当一些咒语或异能结算时所创造的效应所创造的异能,或当一些替代性效应生效时,不是在当时而是在之后作某些事情。参见规则603.7。 + +掘穴 +一个关键字异能,让你从你的坟墓场中放逐牌来施放咒语,而不是支付一般法术力。参见规则702.66,“掘穴”。 + +示范 +一些咒语上的触发式异能,使其操控者复制之,并选择一个对手亦复制之。参见规则702.144,“示范”。 + +从属关系 +一个对决定在同一层或副层中,持续性效应生效顺序所使用的系统。参见规则613.8。另参见时间印记顺序。 + +调动生物模式 +一些多人玩法中可以采用的一种模式,队友之间可以互相给予生物的操控权。参见规则804,“调动生物模式”。 + +消灭 +将一个永久物从战场移动到其拥有者的坟墓场。参见规则701.8,“消灭”。 + +拘留 +一个关键字异能,临时阻止一个永久物攻击、阻挡,或起动其具有的起动式异能。参见规则701.35,“拘留”。 + +义勇 +一个关键字异能,具有该异能的生物在攻击生命值最多的牌手时,会在生物上放置一个+1/+1指示物。参见规则702.105,“义勇”。 + +虚色 +一个特征定义异能,使物件成为无色。参见规则702.114,“虚色”。 + +献力 +一个牌手具有的数字,等同于该牌手操控的永久物之法术力费用中,某种特别颜色的法术力符号数量。参见规则700.5。 + +吞噬 +一个关键字异能,可以让生物进入战场带有+1/+1指示物。参见规则702.82,“吞噬”。 + +死去 +如果一个生物或鹏洛客从战场进入坟墓场,该生物或鹏洛客“死去”。参见规则700.4。 + +弃牌 +从拥有者的手上将牌移入该牌手的坟墓场。参见规则701.9,“弃牌”。 + +倾探 +一个关键字异能,允许牌手不付费用施放一个随机咒语。参见规则701.57,“倾探”。(译注:我确信这是一个关键字动作。) + +伪装 +一个关键字异能,允许该牌以牌面朝下的方式,且视为2/2、具守护{2}的生物一般施放。参见规则702.168,“伪装”,和规则708,“牌面朝下的咒语和永久物”。 + +惊扰 +一个关键字异能,允许牌手从坟墓场以已转化的方式施放双面牌。参见规则702.146,“惊扰”。 + +博士伙伴 +拍档异能的一种变化形式。在指挥官玩法中,如果两张传奇永久物牌其中之一具有“博士伙伴”异能,另一张是时间领主/医生且不具其他生物类别,则可将这两个传奇永久物用作你的指挥官,而非只使用一个。参见规则702.124,“拍档”,和规则903,“指挥官”。 + +偏门 +一扇偏门是隔间永久物的一边。参见规则709,“连体牌”。 + +加倍 +一个关键字动作,在各种情境下使用。参见规则701.10,“加倍”。 + +双重秘案 +秘案异能的一种变化。参见规则702.106,“秘案”。 + +连击 +一个关键字异能,让生物造成两次战斗伤害。参见规则702.4,“连击”。 + +双面牌 +两面都具有牌面的牌,并且没有万智牌牌背。参见规则712,“双面牌”。 + +轮抽/抽选(译者注:在英文中这两个词是相同的。) +1. 一种限制赛,牌手依次从补充包中抽选牌,然后只使用所抽选的牌和基本地牌来构组套牌。 +2. 在轮抽过程中选择一张牌来加入你的牌池。 + +轮抽轮次 +轮抽过程的一部分,在此过程中每位牌手打开一个未打开的补充包,然后牌手们抽选这些牌。参见规则905.1a和905.1b。 + +抓/平手(译者注:在英文中这两个词是相同的。) +1. 作为回合动作或一个效应的结果,将牌手的牌库顶牌放进其手上,使用“抓”一词。参见规则121,“抓牌”。 +2. 没有牌手输或赢的游戏结局。参见规则104.4。 + +抓牌步骤 +回合的一部分。该步骤是开始阶段的第三个也是最后一个步骤。参见规则504,“抓牌步骤”。 + +发掘 +一个关键字异能,让牌手将牌从其坟墓场中移回其手上。参见规则702.52,“发掘”。 + +地城 +一种在非传统万智牌牌张上出现的牌张类别。地城牌不是永久物。参见规则309,“地城”。 + +于...之中(已废止) +一些老牌使用“于[阶段]之中,[动作]”。这些异能曾经被称为“阶段异能”。一般情况下,印有阶段异能的牌在Oracle牌张参考文献中得到了勘误,它们的异能现在于步骤或阶段开始时触发。“于...之中”依然在当前卡牌的叙述中出现,但只是作为一般语言理解而不是游戏用语。 + +运土 +一个关键字动作,让地额外成为0/0,具敏捷异能的生物且在其上放置+1/+1指示物。当该地死去或进入放逐区时,将它在你的操控下横置移回战场。参见规则701.66,“运土”。 + +返响 +一个关键字异能,要求支付一个费用让永久物保留在战场上。参见规则702.30,“返响”。 + +EDH(已废止) +指挥官玩法的旧名称。参见规则903,“指挥官”。 + +效应 +作为咒语或异能的结论在游戏中发生。参见规则609,“效应”。 + +遗存 +一个关键字异能,使牌手从其坟墓场中放逐一张生物牌,来派出该牌化身为木乃伊的衍生物版本。参见规则702.128,“遗存”。 + +徽记 +徽记是一个标记,用来表示具有一个或数个异能的物件,但是没有其他特征。参见规则114,“徽记”。 + +化生 +一个关键字异能,使得牌手可以牺牲一个生物来减费施放咒语。参见规则702.119,“化生”。 + +皇帝 +皇帝游戏中一个队伍坐在中间的牌手。参见规则809,“皇帝玩法”。 + +皇帝玩法 +一个多人玩法,在三人队伍间进行。参见规则809,“皇帝玩法”。 + +结附 +一个关键字异能,定义灵气咒语可以指定的目标以及一个灵气永久物可以贴附的对象。参见规则303,“结界”以及规则702.5,“结附”。 + +结界 +一种牌张类别。结界是永久物。参见规则303,“结界”。另参见灵气。 + +结界类别 +与结界牌张类别对应的副类别。参见规则303,“结界”。参见规则205.3h的结界类别列表。 + +赋码 +一个用于描述永久物和被暗码异能放逐的牌之间联系的用词。参见规则702.99,“暗码”。 + +返场 +一个关键字异能,使牌手从其坟墓场放逐一张生物牌,然后每有一位对手,便派出一个该牌的复制品衍生物来攻击该对手。参见规则702.141,“返场”。 + +遭遇 +将一张异象牌从时空套牌顶移离并翻回正面。参见规则312,“异象”。 + +战斗结束步骤 +回合的一部分。此步骤是战斗阶段的第五个步骤也是最后一个步骤。参见规则511,“战斗结束步骤”。 + +结束步骤 +回合的一部分。此步骤是终结阶段的第一个步骤。参见规则513,“结束步骤”。 + +结束战斗阶段 +作为一个效应的结果来“结束战斗阶段”指,进行一个快速的流程来略过该阶段将发生的所有其他事情。参见规则723,“结束回合和阶段”。 + +结束回合 +作为一个效应的结果来“结束回合”指,进行一个快速的流程来略过该回合将发生的所有其他事情。参见规则723,“结束回合和阶段”。 + +终结阶段 +回合的一部分。此阶段是回合的第五个也是最后一个阶段。参见规则512,“终结阶段”。 + +续战 +一个关键字异能,让你选择在生物上放置+1/+1指示物或派出精怪衍生生物。参见规则702.62,“续战”。(译注:我确信这是一个关键字动作。) + +能量符号 +能量符号{E}代表一个能量指示物。要支付{E},牌手从其自身移除一个能量指示物。 + +征列 +一个关键字异能,允许一个能够攻击的生物协助另一个生物。参见规则702.154,“征列”。 + +进场 +在规则叙述中指进入战场。另参见进入战场。(译注:中文版中“进场”一词曾用于对译“come into play”这一废止用词,现重新用于对译“enter”。) + +进入战场 +一个非衍生物永久物当从其他区域转移到战场时进入战场。一个衍生物于其被派出时进入战场。参见规则403.3,603.6a,603.6d以及614.12。此用词在大多数规则叙述中被简写为“进场”。 + +打包 +一个关键字异能,让牌手为一个咒语选择所有的模式,而不仅仅是指定数量的模式。参见规则702.42,“打包”。 + +历传 +一个关键字异能,让牌手在他的每个维持开始时都复制该咒语,但要付出该盘游戏余下的部分不能施放其他咒语的代价。参见规则702.50,“历传”。 + +佩带 +一个关键字异能,让牌手将武具贴附于他所操控的生物上。参见规则301,“神器”以及规则702.6,“佩带”。 + +武具 +一个神器副类别。武具可以贴附于生物上。参见规则301,“神器”以及规则702.6,“佩带”。 + +增效 +一个关键字异能,让一些具有模式的咒语可以付费选择额外的模式。参见规则702.120,“增效”。 + +逸脱 +一个关键字异能,使牌手能从其坟墓场施放一张牌。参见规则702.138,“逸脱”。 + +永生 +一个关键字异能,使牌手从其坟墓场中放逐一张生物牌,并派出一个该牌的永生衍生物版本。参见规则702.129,“永生”。 + +躲避式异能 +限制哪些生物可以阻挡攻击生物的异能。参见规则509.1b至c。 + +事件 +游戏中发生的任何事。参见规则700.1。 + +呼魂 +一个关键字异能,当永久物进入战场时令其被牺牲。参见规则702.74,“呼魂”。 + +进化 +一个关键字异能,每当一个更大的生物在你的操控下进入战场时,让你将+1/+1指示物放在生物上。参见规则702.100,“进化”。 + +颂威 +一个关键字异能,让生物在战斗中更好。参见规则702.83,“颂威”。 + +交换 +交换两个东西,例如物件、一组物件,或生命总值。参见规则701.12,“交换”。 + +耗竭 +一个关键字动作,阻止一个永久物于耗竭之的牌手之下一个重置步骤中重置。参见规则701.43,“耗竭”。 + +过量伤害 +对生物造成之大于其致命伤害的部分伤害,或是对鹏洛客造成之大于其忠诚的部分伤害。参见规则120.4a。 + +放逐 +1. 一个区域。放逐区本质上是保留牌的区域。它之前被称为“移出游戏”区。 +2. 从一个物件当前的区域中放到放逐区。一张“被放逐”的牌指被放进放逐区的牌。 +参见规则406,“放逐”。 + +竭绝 +一类特殊的起动式异能,只能起动一次。参见规则702.177,“竭绝”。 + +版本符号 +牌的版本符号是印在图片右下角对游戏没有任何效应的小符号。参见规则206,“版本符号”。 + +花销 +一个出现在某些异能中的用词,在乎牌手本回合中用于施放咒语的法术力数量。参见规则700.14。 + +榨取 +一个关键字异能,使你通过牺牲生物来获得优势。参见规则702.110,“榨取”。 + +勘察 +一个关键字动作,使牌手展示其牌库顶牌,然后根据展示的牌是否是地牌采取不同的动作。参见规则701.44,“勘察”。 + +敲诈 +一个关键字异能,每当你施放咒语时让你得到生命并且让对手失去生命。参见规则702.101,“敲诈”。 + +额外回合 +由咒语或异能的效应所创造的回合。参见规则500.7。对于使用队伍共享回合模式的多人游戏的额外回合规则,参见规则805.8。对于大型混战玩法游戏的额外回合规则,参见规则807.4。 + +装配 +一个关键字异能,让你选择派出自动机衍生物或者在生物上放置+1/+1指示物。参见规则702.123,“装配”。 + +面临邪恶抉择 +一个关键字动作,使牌手在两个列出的选项中选择一项。参见规则701.55,“面临邪恶抉择”。 + +牌面朝下 +1. 如果一张牌被放置在牌背朝上的位置,该牌“牌面朝下”。牌在一些区域中一般情况下都保持牌面朝下的状态。参见第4章,“区域”。 +2. 永久物可能拥有的一个状态。参见规则110.5以及702.37,“变身”。 +3. 牌面朝下的咒语具有额外规则。参见规则708,“牌面朝下的咒语和永久物”,以及规则702.37,“变身”。 + +牌面朝上 +1. 如果一张牌被放置在牌面朝上的位置,该牌“牌面朝上”。牌在一些区域中一般情况下都保持牌面朝上的状态。参见第4章,“区域”。 +2. 永久物可能拥有的一个状态。参见规则110.5以及702.37,“变身”。 + +消退 +一个关键字异能,限制一个永久物能够留在战场上的时间。参见规则702.32,“消退”。 + +论命 +操纵对手牌库顶的一些牌。参见规则701.29,“论命”。 + +恐惧 +一个关键字异能,限制一个生物能如何被阻挡。参见规则702.36,“恐惧”。 + +互斗 +当两个生物互斗时,它们对彼此造成等同于它们力量的伤害。参见规则701.14,“互斗”。 + +终命指示物 +一种指示物,在永久物将从战场进入坟墓场时改为放逐之。参见规则122.1h。 + +振火 +一个关键字异能,在具此异能的生物攻击时产生能留到战斗结束的红色法术力。参见规则702.189,“振火”。 + +先攻 +一个关键字异能,让生物在其他生物之前造成其战斗伤害。参见规则702.7,“先攻”。 + +侧面攻击 +一个关键字异能,让生物在战斗中更好。参见规则702.25,“侧面攻击”。 + +闪现 +一个关键字异能,让牌手在任何其可以施放瞬间的时候使用一张牌。参见规则702.8,“闪现”。 + +返照 +一个关键字异能,让牌手从其坟墓场中施放一张牌。参见规则702.34,“返照”。 + +背景叙述 +牌的文字栏中用斜体(但不在括号中)且对游戏没有任何影响的叙述。参见规则207.2。 + +风味提示 +一个斜体印刷的词,使得异能的叙述更显鲜活,但没有规则含义。参见规则207.2d。 + +倒转牌 +在一张牌上具有两部分牌边框(其中之一上下颠倒)的牌。参见规则710,“倒转牌”。 + +已倒转 +一个永久物可能具有的状态。参见规则110.5以及规则710,“倒转牌”。另参见未倒转。 + +掷硬币 +一个随机决定两个相同可能性结果的方法。参见规则705,“掷硬币”。 + +飞行 +一个关键字异能,限制一个生物如何被阻挡。参见规则702.9,“飞行”。 + +食品衍生物 +食品衍生物是具有“{2},{T},牺牲此衍生物:你获得3点生命”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。 + +秘罗万岁! +一个关键字异能,派出一个2/2红色反抗军衍生生物,并将具有该异能的武具贴附于该衍生物上。参见规则702.163,“秘罗万岁!”。 + +觅粮 +从你的坟墓场放逐三张牌或牺牲一个食品用于支付费用。参见规则701.61,“觅粮”。 + +预报 +一个关键字异能,允许从牌手手上起动一个起动式异能。参见规则702.57,“预报”。 + +树林 +五种基本地类别中的一种。任何具有此副类别的地具有异能“{T}:加{G}。”参见规则305.6。 + +循环树林 +参见类别循环。 + +树林行者 +参见地行者。 + +预示 +一个关键字异能,使牌手从其手上放逐牌,并在将来的回合中使用替代性费用施放之。参见规则702.143,“预示”。 + +已预示 +使用预示此特殊动作被放逐的牌成为已预示。其他效应也可以使一张被放逐的牌成为已预示。如果一个咒语在被施放之前是一张放逐区中已预示的牌,则该咒语为已预示。 + +工事 +一个神器副类别。工事可以贴附于地上。参见规则301,“神器”,以及规则702.67,“构工”。 + +构工 +一个关键字异能,让牌手将工事牌贴附于其操控的地上。参见规则301,“神器”,以及规则702.67,“构工”。 + +狂热 +一个关键字异能,让生物在战斗中更好。参见规则702.68,“狂热”。 + +自由竞赛玩法 +一个多人玩法,牌手们会以个人方式来互相展开对抗。参见规则806,“自由竞赛玩法”。 + +自由奔跑 +一个关键字异能,允许特定咒语以替代性费用施放。参见规则702.173,“自由奔跑”。 + +冒险团满编 +当牌手冒险团中的生物数量为四时,其冒险团满编。参见规则700.8。 + +融咒 +一个关键字异能,让牌手可以施放连体牌的两边。参见规则702.102,“融咒”。 + +融咒连体咒语 +一张堆叠中的连体牌,使用融咒异能施放,或该种牌的复制品。参见规则702.102,“融咒”。 + +将军 +皇帝多人玩法中,任何不是皇帝的牌手。参见规则809,“皇帝玩法”。 + +一般法术力 +一般法术力指没有被有色法术力符号表示的费用;它可以被任何类别的法术力支付。参见规则107.4。 + +礼赠 +一个关键字异能,允许咒语的施放者选择一位对手,令该牌手在该咒语结算或具有该异能的永久物进场时得到好处。参见规则702.174,“礼赠”。 + +广域结界(已废止) +一个非灵气结界的废止用语。印有此叙述的牌在Oracle牌张参考文献中已经得到勘误。 + +煽惑 +一一个关键字动作,使一个生物直到某牌手的下一个回合以前成为被煽惑。参见规则701.15,“煽惑”。 + +被煽惑 +永久物可拥有的一种称号。被煽惑的生物会被强制攻击,且若能攻击使其成为被煽惑的牌手以外的牌手,则须如此作。参见规则701.15,“煽惑”。 + +黄金衍生物 +黄金衍生物是具有“牺牲此衍生物:加一点任意颜色的法术力。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。 + +接殖 +一个关键字异能,让一个永久物进入战场带有+1/+1指示物,以及这些指示物可以移动到其他生物上。参见规则702.58,“接殖”。 + +大型混战玩法 +一种多人玩法,很多牌手(通常是十位以上)以个人方式展开对抗。参见规则807,“大型混战玩法”。 + +坟场风暴 +一个关键字异能,创造咒语的复制品。参见规则702.69,“坟场风暴”。 + +坟墓场 +1. 一个区域。牌手的坟墓场是他的弃牌堆。 +2. 所有处于一位牌手坟墓场中的牌。 +参见规则404,“坟墓场”。 + +手牌 +1. 一个游戏区域。牌手的手牌为牌手拿自己抓起且尚未使用的牌的地方。 +2. 牌手手上的所有牌。 +参见规则402,“手牌”。 + +手牌修正 +一个只有先锋牌才有的特征。参见规则211,“手牌修正”。 + +谐颂 +一个关键字异能,让牌手能支付特定费用从其坟墓场中施放牌,且能横置由其操控的生物来减少该费用。参见规则702.180,“谐颂”。 + +掌控 +一个关键字动作,赋予永久物受掌控此称号。参见规则701.64,“掌控”。 + +受掌控 +一个永久物可以获得的称号。只要一个无限永久物已受掌控,它就具有其∞异能。参见规则701.64,“掌控”,以及规则702.186,“∞(无限)”。 + +敏捷 +一个关键字异能,让生物可以忽略“召唤失调”规则。参见规则702.10,“敏捷”,以及规则302.6。 + +缠身 +一个关键字异能,放逐牌。以此法放逐的牌“缠身”到由缠身异能所指定的目标生物上。参见规则702.55,“缠身”。 + +辟邪 +一个关键字异能,让永久物或牌手避免成为对手的目标。参见规则702.11,“辟邪”。 + +秘案 +一个关键字异能,让诡局牌以牌面朝下的方式置于统帅区。参见规则702.106,“秘案”。 + +隐藏区域 +不是所有牌手都应该可以看到牌面的区域。参见规则400.2。另参见公开区域。 + +掩蔽 +一个关键字异能,让牌手藏起一张秘密的牌。参见规则702.75,“掩蔽”。 + +史迹 +如果一个物件具有传奇此超类别、或具有神器此牌张类别、或具有传纪此副类别,它便是史迹。参见规则700.6。 + +马术 +一个关键字异能,限制生物如何阻挡。参见规则702.31,“马术”。 + +混血牌 +在法术力费用中具有一个或数个混血法术力符号的牌。参见规则202.2f。 + +混血法术力符号 +一个法术力符号,表示费用可以用两种中的一种支付。参见规则107.4。 + +混血非瑞克西亚法术力符号 +一个法术力符号,表示费用可以用三种中的一种支付。参见规则107.4。 + +职业选择 +一个关键字异能,派出一个1/1无色英雄衍生生物,并将具有该异能的武具贴附于该衍生物上。参见规则702.182,“职业选择”。 + +废料衍生物 +废料衍生物是具有“{T},牺牲此衍生物:放逐你的牌库顶牌。本回合中,你可以使用该牌。只能于法术时机起动。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。 + +如果 +参见以“若”开头的子句。 + +非法动作 +一个违反游戏规则和/或效应所创造的要求或限制的动作。参见规则732,“处理非法动作”。 + +非法目标 +一个目标不再存在或不在符合目标它的该咒语或异能所列出的特别要求。参见规则608.2b。 + +图片 +印在牌上面一半的图片,对游戏没有效应。参见规则203,“图片”。 + +图片画家的名字 +在文字栏下方印的信息,对游戏没有效应。参见规则213,“文字栏下方信息”。 + +隐现 +一个出现在生物上的异能,允许它们以替代性费用施放。如果以其隐现费用施放,它在一段时间内不是生物。参见规则702.176,“隐现”。 + +压印 +“压印”曾经是关键字异能。现在为没有规则意义的异能提示。所有印有关键字压印的牌在Oracle牌张参考文献中得到了勘误。 + +拼造 +一个关键字异能,使你可以在施放咒语时横置神器代替法术力来支付费用。 + +场上(已废止) +战场的已废止用词。印有叙述中包含“场上”、“从场上”、或其他类似引用战场用词的牌在Oracle牌张参考文献中得到了勘误。参见战场。 + +作出响应 +于另一个堆叠上的咒语或异能被施放或起动时,施放一个咒语或起动一个异能,指对前一个咒语或异能“作出响应”。参见规则117.7。 + +抚育 +一个关键字动作,派出一个上面有若干+1/+1指示物的抚育器衍生物。参见规则701.53,“抚育”。 + +抚育器衍生物 +抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。欲知关于预定义衍生物的更多信息,参见规则111.10。 + +不从属于 +参见从属关系。 + +不灭 +一个关键字异能,让永久物不会被消灭。参见规则702.12。 + +侵染 +一个关键字异能,影响一个物件如何对生物或牌手造成伤害。参见规则702.90,“侵染”。 + +无限 +1. 一种神器类别。 +2. ∞是见于无限牌上的关键字,在该永久物已受掌控时赋予其异能。参见规则702.186,“∞(无限)”,以及规则701.64,“掌控”。 + +摄食 +一个关键字异能,可以放逐牌手的牌库顶牌。参见规则702.115,“摄食”。 + +先制 +牌手能获得的一种称号。一些效应使牌手掌握先制。握有先制的牌手在其掌握先制、及在其维持开始时深入地底城。参见规则725,“先制”。 + +瞬间 +一种牌张类别。瞬间不是永久物。参见规则304,“瞬间”。 + +改为 +使用“改为”一词的效应为替代性效应。“改为”一词指明将要被替代的事件。参见规则614,“替代性效应”。 + +干涉(已废止) +一个已废止的牌张类别。所有印有此类别的牌现在都是瞬间。所有印有牌手可以“视为干涉般使用”的异能现在都可以和任何其他起动式异能一样被起动(除非是法术力异能,它们改为遵循对应规则)。所有相关的牌在Oracle牌张参考文献中得到了勘误。 + +以“若”开头的子句 +一个特别用词的条件,检查一个触发式异能是否会触发,并且在将结算时再次检查。参见规则603.4。 + +威吓 +一个关键字异能,限制一个生物可以怎样被阻挡。参见规则702.13,“威吓”。 + +探查 +一个关键字动作,派出一个线索衍生神器。参见规则701.16,“探查”。 + +海岛 +五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{U}。”参见规则305.6。 + +循环海岛 +参见类别循环。 + +潜居海岛(已废止) +一个已废止的关键字异能,指“除非防御牌手操控海岛,否则此生物不能攻击”和“当你不操控海岛时,牺牲此生物”。印有此异能的牌在Oracle牌张参考文献中得到了勘误。 + +海岛行者 +参见地行者。 + +再起 +一个关键字异能,允许牌手弃一张牌来从坟场施放一张牌。参见规则702.133,“再起”。 + +关键字异能 +一个游戏用语,例如“飞行”或“敏捷”,用来简述一个很长的异能或一组异能。参见规则702,“关键字异能”。 + +关键字指示物 +一个放置在物件上的标示物,赋予其一个关键字异能以影响其特征。参见规则122,“指示物”。 + +关键字动作 +一个动词,例如“消灭”或“施放”,用来作为游戏用语而不是其正常的词意。参见规则701,“关键字动作”。 + +增幅,已增幅 +增幅是一个关键字异能,表示一个选择性的额外费用。如果一个咒语的操控者宣告将支付其任何或所有的增幅费用,则该咒语已增幅。参见规则702.33,“增幅”。 + +亲缘 +一种牌张类别。亲缘是否为永久物取决于它的其他牌张类别。参见规则308,“亲缘”。 + +地 +一种牌张类别。地是永久物。参见规则305,“地”。 + +地类别 +一种副类别,对应地牌张类别。参见规则305,“地”。地类别的列表参见规则205.3i。 + +探地器衍生物 +探地器衍生物是具有“{2},{T},牺牲此衍生物:从你牌库中搜寻一张基本地牌,将之横置放进战场,然后洗牌。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。 + +地行者 +一组关键字异能的集合,限制生物如何可以被阻挡。参见规则702.14,“地行者”。 + +最后已知信息 +有关一个不再存在于它应在区域的物件,或有关一个不再在游戏中的牌手的信息。信息将抓住该物件在该区域中存在最后一刻的信息,或牌手在离开游戏前最后一刻的信息。参见规则113.7a、608.2b、608.2g以及800.4h。 + +层 +一个用来决定持续性效应生效顺序的系统。参见规则613,“持续性效应的互动”。另参见从属关系、时间印记顺序。 + +温习 +一个关键字异能,使牌手可以从游戏外将一张课程牌置于其手上,或弃一张牌然后抓一张牌。参见规则701.48,“温习”。 + +离开战场 +当一个永久物从战场移到另一个区域时,或(如果它跃回的话)当它因为其拥有者离开游戏而离开游戏时,它“离开战场”。参见规则603.6c以及603.10。 + +版权文字 +在文字栏下印刷的信息,对游戏本身没有任何影响。参见规则213,“文字栏下方信息”。 + +传奇(已废止) +一个被废止的生物类别。印有此副类别的牌在Oracle牌张参考文献中得到了勘误,改为具有传奇超类别。参见传奇。 + +传奇 +一种超类别,一般情况下与永久物有关。参见规则205.4,“超类别”。另参见传奇规则。 + +传奇规则 +一个状态动作,令操控两个或更多具有相同名称的传奇永久物的操控者,将其中一个以外的都放进它们拥有者的坟墓场。参见规则704.5j。 + +致命伤害 +伤害的数量大于或等于生物的防御力。参见规则120.4a、120.6、510.1以及704.5g。 + +等级 +永久物可具有的一种数字形式的称号。职业结界的等级决定其具有哪些其他异能。参见规则716,“职业牌”。 + +等级符号 +该符号表示了一个关键字异能,列出升级牌可能具有的异能、力量以及防御力。参见规则107.8以及规则711,“升级牌”。 + +升级 +一个关键字异能,在生物上放置等级指示物。参见规则702.87,“升级”。关于职业牌的职业等级异能,参见规则716,“职业牌”。 + +升级牌 +具有条状文字栏以及三个力量/防御力方格的牌。参见规则711,“升级牌”。 + +牌库 +1. 一个区域。牌库是牌手抓牌的地方。 +2. 牌手牌库中的所有牌。 +参见规则401,“牌库”。 + +生命,总生命 +每位牌手都具有一定数量的“生命”,表示该牌手的“总生命”。生命可以得到或失去。参见规则119,“生命”。 + +生命修正 +一个只有先锋牌才有的特征。参见规则212,“生命修正”。 + +系命 +一个关键字异能,让牌手得到生命。参见规则702.15,“系命”。 + +限制赛 +一种玩法,每位牌手得到一定数量的未开封万智牌产品,并用它们创造自己的套牌。参见规则100.2。 + +限制影响范围模式 +在一些多人游戏中使用的可选规则,限制牌手能够影响的事物。参见规则801,“限制影响范围模式”。 + +关联异能 +在同一个物件上印的两个异能,其中一个将直接影响另一个提到的将进行的动作或受影响的物件。参见规则607,“关联异能”。 + +金属生命体 +一个见于载具上的关键字异能,能够令其在你的回合中变为生物。参见规则702.161,“金属生命体”。 + +活化武器 +一个关键字异能,派出一个0/0黑色非瑞人/病菌衍生生物,并将具有该异能的武具贴附于该衍生物上。参见规则702.92,“活化武器”。 + +本地结界(已废止) +灵气已废止的用词。印有此叙述的牌在Oracle牌张参考文献中得到了勘误。 + +上锁 +令一边或数边已解锁的永久物失去一个解锁称号。参见规则709.5g。 + +已上锁 +如果一个连体永久物不具有特定的解锁称号,则其相应的一边为“已上锁”。参见规则709.5。 + +伦敦再调度 +指代当前的再调度规则的非正式用词。参见规则103.5。 + +循环(动作) +一系列可以重复无数次的动作。参见规则731,“进行简化”。 + +输去游戏 +有多种方式输去游戏。参见规则104,“结束游戏”、规则810.8(双头巨人玩法的额外规则)、规则809.5(皇帝玩法的额外规则)以及规则903.10(指挥官玩法的额外规则)。 + +忠诚 +1. 只有鹏洛客牌具有的牌的一部分。鹏洛客牌的忠诚印在其右下角。参见规则209,“忠诚”。 +2. 只有鹏洛客具有的特征。参见规则306.5。 + +忠诚异能 +费用中具有忠诚符号的起动式异能。参见规则606,“忠诚异能”。 + +疯魔 +一个关键字异能,允许牌手施放他所弃掉的牌。参见规则702.35,“疯魔”。 + +主游戏 +施放(或起动)了创造一个子游戏之咒语(或异能)所在的游戏。参见规则728,“子游戏”。 + +行动阶段 +回合的一部分。第一个行动阶段,或战斗前行动阶段,是回合中的第二个阶段。第二个行动阶段,或战斗后行动阶段,是回合中的第四个阶段。参见规则505,“行动阶段”。 + +法术力 +游戏中的主要资源。法术力用来支付费用,这通常发生在施放咒语或起动异能时。参见规则106,“法术力”,规则107.4,和规则202,“法术力费用和颜色”。 + +法术力异能 +一类起动式或触发式异能,它们可以产生法术力,且不使用堆叠。参见规则605,“法术力异能”。 + +法术力灼烧(已废止) +较老版本的规则中叙述未用完的法术力会导致牌手失去生命;这称为“法术力灼烧”。这条规则已不复存在。 + +法术力费用 +牌的一部分,且是一种特征。一张牌的法术力费用由印在该牌右上角的法术力符号所指示。参见规则107.4和规则202,“法术力费用和颜色”。 + +法术力池 +由效应产生的法术力临时存储的地方。参见规则106.4。 + +法术力源(已废止) +一种已废止的牌张类别。所有印制为此类别的牌现在都是瞬间。所有印制为叙述牌手可以“视同法术力源一般使用”的异能现在都是法术力异能。与此相关的牌在Oracle牌张参考文献中已经获得勘误。 + +法术力符号 +表示法术力或法术力费用的符号。参见规则107.4。 + +法术力值 +一个法术力费用中法术力的总数,不计较颜色。参见规则202.3。 + +显化 +一个关键字动作,将牌以牌面朝下的方式作为2/2生物放进战场。参见规则701.40,“显化”,和规则708,“牌面朝下的咒语和永久物”。 + +显化惧象 +一个关键字动作,将你牌库顶两张牌中的一张以牌面朝下的方式作为2/2生物放进战场。参见规则701.62,“显化惧象”,规则701.40,“显化”,和规则708,“牌面朝下的咒语和永久物”。 + +地图 +地图衍生物是具有“{1},{T},牺牲此衍生物:令目标由你操控的生物勘察。只能于法术时机起动。”的无色衍生神器。欲知关于预先定义的衍生物的更多信息,参见规则111.10。 + +局 +在比赛中进行的一盘多人游戏或一系列双人游戏(通常是三局两胜制)。参见规则100.6。 + +速度极限 +1. 如果某牌手的速度达到4,则其便达到速度极限。参见规则702.179,“发动引擎!”。 +2. 一个关键字异能,赋予永久物或牌一个异能,该异能仅在该永久物的操控者(或该牌的拥有者,如果它不在战场上)的速度4时生效。参见规则702.178,“速度极限”。 + +手牌上限 +牌手必须于清除阶段中将多余的牌弃掉,直到手牌的数量少于或等于该数字。参见规则402.2和514.1。 + +疯乱 +一个关键字异能,允许你支付替代性费用从你坟墓场中施放本回合中弃掉的牌。参见规则702.187,“疯乱”。 + +威力变身 +变身异能的一种变化,于生物翻回正面时在其上放置一个+1/+1指示物。参见规则702.37,“变身”。 + +融合 +将一个融合牌组中的两张牌翻过来使其背面朝上并组合成一张大号万智牌卡牌。参见规则701.42,“融合”。 + +融合牌 +一种牌,一面具有万智牌的牌面,另一面是一张大号万智牌卡牌的一半。参见规则712,“双面牌”。 + +乱斗 +一个关键字异能,根据你攻击的对手数量来强化一个进攻生物。参见规则702.121,“乱斗”。 + +威慑 +一种躲避式异能,可以让生物不能被单一生物阻挡。参见规则702.111,“威慑”。 + +训导 +一个关键字异能,使你的较大生物在与较小生物一同攻击时强化后者。参见规则702.134,“训导”。 + +结聚永久物 +牌或衍生物可能会与永久物结聚,组合成结聚永久物。这个结聚永久物会由多于一张的牌或衍生物所代表。参见规则729,“与永久物结聚”。 + +磨 +磨数张牌指,牌手将该数量的牌从牌库顶置于其坟墓场。参见规则701.17。 + +套牌数量下限 +如果一个规则或效应叙述牌手的套牌必须至少包含一定数量的牌,该数量即为套牌数量下限。 + +奇迹 +一个关键字异能,如果该牌是回合中你所抓的第一张牌,便允许你用较低的费用施放它。参见规则702.94,“奇迹”。 + +动员 +一个关键字异能,派出若干已横置且正进行攻击的红色战士衍生生物,且在下一个结束步骤开始时牺牲之。参见规则702.181,“动员”。 + +具有模式的,模式 +如果某咒语或异能以项目列表的格式提供了两种或以上的选择,且以指示牌手从这些选项中选择数项的字样开头,例如“选择一项~”,此咒语或异能便具有模式。参见规则700.2。 + +模式双面牌 +双面牌的一种。模式双面牌的两面可以任选一面朝上使用。参见规则712,“双面牌”。 + +有饰装的 +有饰装的生物是指其上有指示物、或佩带有武具、或被一个由其操控者操控的灵气所结附的生物。参见规则700.9。 + +套件 +一个关键字异能,使得永久物进战场时带有+1/+1指示物,且能将这些指示物移动到其他神器生物上。参见规则702.43,“套件”。 + +君主 +牌手能获得的一种称号。一些效应使牌手成为君主。君主在其结束步骤开始时抓一张牌。对君主造成战斗伤害可以从该牌手上夺取该称号。参见规则724,“君主”。 + +单一神器(已废止) +一个已废止的用词,出现在神器的类别栏中。它代表神器具有起动式异能,且起动式异能的费用是将其横置。具有此用词的牌在Oracle牌张参考文献中得到勘误,现在它们的类别仅为“神器”,且其异能的费用中包含横置符号。 + +单色 +有且只有一种颜色的物件是单色。无色物件不是单色。参见规则105,“颜色”,和规则202,“法术力费用和颜色”。 + +单色混血法术力符号 +参见混血法术力符号。 + +蛮化(动作) +一个关键字动作,在生物上放置+1/+1指示物,并使其成为蛮化。(译注:中文版翻译中,“当...成为蛮化时”简略译为“当...蛮化时”,有可能引起混淆。)参见规则701.37,“蛮化”。 + +蛮化(状况)/已蛮化 +因一个生物的蛮化起动式异能已经结算,而赋予它的一种称号。(译注:中文版翻译中,“当...成为蛮化时”简略译为“当...蛮化时”,有可能引起混淆。)参见规则701.37,“蛮化”。 + +远超所见 +一个关键字异能,使你可以已转换地施放某些牌。参见规则702.162,“远超所见”,及规则701.28,“转换”。 + +变身 +一个关键字异能,允许该牌以牌面朝下的方式,且视为2/2生物一般施放。参见规则702.37,“变身”,和规则708,“牌面朝下的咒语和永久物”。 + +山脉 +五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{R}。”参见规则305.6。 + +循环山脉 +参见类别循环。 + +山脉行者 +参见地行者。 + +移动 +从一个物件上移除指示物,并将其放置在另一个物件上。参见规则122.5。 +一些较老的牌使用“移动”一词提及灵气;这些牌在Oracle牌张参考文献中已获得勘误,现在使用“贴附”一词。 + +再调度 +执行“再调度”是指不接受一副可能的起手牌,并用一副新的起手牌代替之。参见规则103.5。 + +多色 +具有两个或更多颜色的物件便是多色。多色并不是一种颜色。参见规则105,“颜色”,和规则202,“法术力费用和颜色”。 + +多重增幅 +多重增幅是增幅关键字异能的变化形式。它代表一种可以支付任意次的可选额外费用。参见规则702.33,“增幅”。另参见增幅。 + +多人游戏 +开始时多于两人参与的游戏。参见第8章,“多人游戏规则”。 + +合变 +一个关键字,使得生物可以作为合变式生物咒语施放。参见规则702.140,“合变”。 + +合变式生物咒语 +一个使用合变关键字异能施放的生物咒语。于其结算时,如果其目标的生物合法,其与该目标生物结聚。所成的生物具有最顶上组件的所有特征以及每个组件的异能。参见规则702.140,“合变”,以及规则729,“与永久物结聚”。 + +繁影 +一个触发式异能,能使生物向所有可能的方向攻击。参见规则702.116,“繁影”。 + +名称 +一个特征,也是牌的一部分。牌的名称印在它的左上角。参见规则201,“名称”。 + +黑夜 +与白昼一起,均是游戏可以具有的称号。参见规则730,“白昼与黑夜”,与规则702.145,“昼形与夜形”。 + +夜形 +一种异能,见于一些双面牌的背面上。具昼形与夜形异能的牌,在白昼时正面朝上,在黑夜时背面朝上。参见规则702.145,“昼形与夜形”,与规则730,“白昼与黑夜”。 + +忍术 +一个关键字异能,让生物突然加入战斗。参见规则702.49,“忍术”。 + +非基本地 +任何不具有超类别“基本”的地。参见规则205.4,“超类别”。 + +非模式双面牌 +双面牌的一种。非模式双面牌默认正面朝上地施放,但能以某种方式转化到其背面。参见规则712,“双面牌”。 + +非传统万智牌 +不包含在牌手套牌中的一种牌。它们可能是大号尺寸,或具有不为“Deckmaster”的背面。参见规则108.2。 + +物件 +堆叠上的异能、牌、牌的复制品、衍生物、咒语或永久物。参见规则109,“物件”。 + +献祭 +一个关键字异能,影响你何时施放咒语以及所需要花费的法术力数量。参见规则702.48,“献祭”。 + +繁生 +一个关键字异能,允许你施放生物咒语时支付额外费用,在该永久物进战场时派出为其复制品的1/1衍生物。参见规则702.175,“繁生”。 + +预兆牌 +一张分为两部分(且其中一部分是嵌在文字栏左面)的牌,其副特征包括预兆此咒语类别。。参见规则720,“预兆牌”。 + +一次性效应 +只作一件事且没有持续的效应。参见规则610,“一次性效应”。另参见持续性效应。 + +长效 +只出现在邪计牌上的超类别。参见规则205.4,“超类别”。 + +起手 +在牌手决定不再调度之后,其开始游戏时手上的牌。参见规则103.5。 + +对手 +牌手正在对局的人。参见规则102.2和102.3。 + +模式(多人游戏) +多人游戏中可以使用的一些额外规则。参见规则800.2。 + +Oracle +牌张参考文献,包括所有比赛中合法使用牌的最新叙述(英文)。牌的Oracle叙述可以在Gatherer牌张数据库中找到:Gatherer.Wizards.com。参见规则108.1。 + +延生 +一个关键字异能,让生物能够持续变大。参见规则702.107,“延生”。 + +游戏之外 +如果一个物件不在任何游戏区域中,该物件在“游戏之外”。参见规则400.11。 + +超载 +一个关键字异能,让一个咒语影响一个目标或多个物件。参见规则702.96,“超载”。 + +拥有者 +(作为游戏的一部分)拥有一张牌、永久物、衍生物或咒语的牌手。参见规则108.3、110.2、111.2和112.2。 + +搭档 +一个描述受魂系异能影响之生物的用词。参见规则702.95,“魂系”。 + +巴黎再调度 +指代一种曾经的再调度方式的非正式用词。使用巴黎再调度方式时,牌手再调度时将其手牌洗入其牌库,然后少抓一张牌。要查看当前的再调度规则,参见规则103.5。 + +拍档,拍档~[叙述],与[名称]拍档 +一个关键字异能,在指挥官玩法中使两张传奇牌(而不是一个)成为你的指挥官。“与[名称]拍档”是此异能的特别形式,它即使在指挥官玩法之外也能起作用,能帮助两张牌同时抵达战场。参见规则702.124,“拍档”以及规则903,“指挥官”。 + +冒险团 +一些牌提及你冒险团中的生物数量。牌手的冒险团由僧侣、浪客、战士和法术师组成,每种类别至多只计入一个。参见规则700.8。 + +让过 +在拥有优先权时不执行动作(例如施放咒语或起动异能)。参见规则117,“时机和优先权”。 + +依次让过 +如果游戏中的每位牌手(从任意一人开始)在得到优先权时都不执行动作,所有牌手便“依次让过”。参见规则117,“时机和优先权”。 + +爪印符号 +一个形状像爪印的符号,在某些具有模式的咒语中用于指示模式。参见规则700.2i。 + +支付 +当游戏产生费用要求时,执行满足要求的动作。这通常意味着,但不限于,花费法术力或生命等资源。参见规则118,“费用”。 + +永久物 +战场上的牌或衍生物。参见规则110,“永久物”。 + +永久物牌 +可以放进战场的牌。参见规则110.4a。 + +永久物咒语 +结算时会作为永久物进入战场的咒语。参见规则110.4b。 + +永久地(已废止) +一个已废止的用词,指示一个持续性效应没有时限,并延续直到此盘游戏结束。具有此用词的牌在Oracle牌张参考文献中已获得勘误,并删去此用词。 + +留存 +一个关键字异能,可以将生物从坟场返回战场。参见规则702.79,“留存”。 + +阶段/时间跳跃(译者注:这两个词在英文原文中相同) +1. 组成回合的一部分。参见第5章,“回合结构”。 +2. 当永久物的状态从已跃离变为已跃回时,该永久物“跃回”。当永久物的状态从已跃回变为已跃离时,该永久物“跃离”。参见规则702.26,“时间跳跃”。 + +已跃回,已跃离 +永久物可能具有的状态。默认状态下,永久物都是已跃回。已跃离的永久物被视为其不存在。参见规则110.5和规则702.26,“时间跳跃”。(“跃离区”在较老版本的规则中是一个游戏区域。) + +时间跳跃 +一个关键字异能,使得永久物有时被视为其不存在。参见规则702.26,“时间跳跃”。 + +异象 +只出现在非传统万智牌上的一种牌张类别,在竞逐时空休闲式玩法中使用。参见规则312,“异象”。 + +非瑞克西亚法术力符号 +一种法术力符号,表示其既可以使用有色法术力支付,也可以使用生命支付。参见规则107.4。 + +非瑞克西亚符号 +规则叙述中使用的一种符号,代表五种非瑞克西亚法术力符号中的任何一种。参见规则107.4g。 + +堆 +牌的临时分组方式。参见规则700.3。 + +放置(译注:place和put中文都译为放置,此词已废止仅因为英文统一了词汇。) +(已废止)一些咒语和异能先前提及指示物“被放置(placed)”在永久物上。这些牌张在Oracle牌张参考文献中得到勘误,现使用“放置(put)”一词。由于规则变动,这些牌张仍能如往常一般地正常运作。参见规则122,“指示物”。 + +平原 +五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{W}。”参见规则305.6。 + +平原行者 +参见类别循环。 + +平原行者 +参见地行者。 + +时空套牌 +竞逐时空休闲式玩法需要的至少十张时空牌组成的套牌。参见规则901.3。 + +时空骰 +竞逐时空休闲式玩法需要的特制六面骰。参见规则901.3。 + +时空 +一种牌张类别,只在竞逐时空休闲式玩法中使用的非传统万智牌上出现。时空牌不是永久物。参见规则311,“时空”。 + +竞逐时空 +一种休闲式玩法,时空牌和异象牌为游戏带来额外的异能和随机性。参见规则901,“竞逐时空”。 + +时空换境 +在竞逐时空游戏中,将每张面朝上的时空牌或异象牌面朝下置于其拥有者的时空套牌底,然后将你的时空套牌顶牌移离该时空套牌并将其翻回正面。参见规则701.31,“时空换境”。 + +鹏洛客(旧译旅法师) +一种牌张类别。鹏洛客是永久物。参见规则306,“鹏洛客”。 + +鹏洛客符号 +鹏洛客符号出现在竞逐时空休闲式玩法中使用的时空骰上。参见规则107.11。 + +鹏洛客类别 +与鹏洛客牌张类别相关的副类别。参见规则306,“鹏洛客”。参见规则205.3j查看鹏洛客类别的列表。 + +鹏洛客唯一规则(已废止) +先前版本的规则叙述牌手操控两个或更多具有相同鹏洛客类别的鹏洛客时,除留下其中之一外,其余均置于其拥有者的坟墓场。此规则曾称为“鹏洛客唯一规则”,现已不复存在。 + +使用/场上(译者注:这两个词在英文原文中相同) +1. 使用一张地是指将一张地作为特殊动作放进战场。参见规则116,“特殊动作”,和规则305,“地”。 +2. 使用一张牌是指使用地或施放咒语,依该牌的牌张类别而定。参见规则601,“施放咒语”。 +3. (已废止)施放咒语曾经称为使用咒语。具有该用词的牌在Oracle牌张参考文献中已获得勘误。参见施放。 +4. (已废止)起动起动式异能曾经称为使用起动式异能。具有该用词的牌在Oracle牌张参考文献中已获得勘误。参见起动。 +5. (已废止)战场曾经称为场上区。具有用词“场上”、“从场上”等提及战场的牌在Oracle牌张参考文献中已获得勘误。参见战场。(译注:中文版中“进场”一词曾用于对译“come into play”这一废止用词,现重新用于对译“enter”。) + +牌手 +游戏中的人之一。参见规则102,“牌手”。 + +设谋 +一个关键字异能,允许牌手从手上放逐牌并在之后的回合中施放,且不需支付其法术力费用。参见规则702.170,“设谋”。 + +已设谋 +以设谋特殊动作放逐的牌成为已设谋。其他效应亦能令一张已放逐的牌成为已设谋。参见规则702.170,“设谋”。 + +中毒指示物 +可以给予牌手的一种指示物。参见规则122,“指示物”,和规则704.5c。 + +已中毒 +具有一个或数个中毒指示物。参见规则122,“指示物”。 + +剧毒 +一个关键字异能,使牌手获得中毒指示物。参见规则702.70,“剧毒”。 + +多重神器(已废止) +一个已废止的用词,出现在神器的类别栏中。它代表神器具有起动式异能,且起动式异能的费用不包含将其横置。具有此用词的牌在Oracle牌张参考文献中得到勘误,现在它们的类别仅为“神器”。 + +殖民 +一个关键字动作,派出由你操控的衍生生物之复制品。参见规则701.36,“殖民”。 + +战斗后行动阶段 +战斗阶段之后的行动阶段。参见行动阶段。 + +力量 +1. 只有生物牌具有的牌的一部分。生物牌的力量印在其右下角斜线之前。参见规则208,“力量/防御力”。 +2. 一个只有生物才具有的特征。参见规则302.4。 + +魔力石衍生物 +魔力石衍生物是具有“{T}:加{C}。此法术力不能用来施放非神器咒语。”的无色魔力石衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。 + +战斗前行动阶段 +回合中的第一个行动阶段。参见行动阶段。 + +防止 +一个出现在防止性效应中的用词,指示哪些伤害不会造成。参见规则615,“防止性效应”。 + +防止性效应 +一类持续性效应,等待将要发生的伤害事件,并完全或部分地防止将要造成的伤害。参见规则615,“防止性效应”。 + +优先权 +使用“优先权”系统来决定任一时刻哪位牌手可以执行动作。参见规则117,“时机和优先权”。 + +奖励 +造访一些景点带来的额外好处。参见规则702.159,“造访”。 + +增殖 +对于任意数量的已有指示物的牌手和/或永久物,其上每种指示物都给予一个额外的指示物。参见规则701.34,“增殖”。 + +防卫,防卫者 +每个战役都需要指定一位牌手作为防卫者,该牌手防卫该战役。参见规则310.8。 + +保护 +一个关键字异能,具此异能者免受具指定特性之物件的一系列影响。参见规则702.16,“保护”。 + +试作 +一个异能,允许一张试作牌使用其第二组特征来施放。参见规则718,“试作牌”,及规则702.160,“试作”。 + +试作牌 +一张分为两部分(且其中一部分是嵌在类别栏下方)的牌。参见规则718,“试作牌”。 + +挑拨 +一个关键字异能,可以迫使生物进行阻挡。参见规则702.39,“挑拨”。 + +灵技 +一个关键字异能,当生物的操控者施放非生物咒语时,使该生物得+1/+1。参见规则702.108,“灵技”。 + +伺机 +一个关键字异能,有时允许咒语以替代性费用施放。参见规则702.76,“伺机”。 + +公开区域 +所有牌手都可以看到其中牌面的区域。参见规则400.2。另参见隐藏区域。 + +拉德指示物 +牌手可以具有的一种指示物,会导致牌手在其战斗前的行动阶段磨牌,然后每以此法磨掉一张非地牌,便失去1点生命并移去一个拉德指示物。参见规则122,“指示物”,及规则727,“拉德指示物”。 + +狂暴 +一个关键字异能,让生物在战斗中更强。参见规则702.23,“狂暴”。 + +影响范围 +参见限制影响范围。 + +贪食 +一个关键字异能,见于一些法术力费用中含有{X}的生物牌上。该生物进战场时上面有X个+1/+1指示物,且如果X等于或大于5,你抓一张牌。参见规则702.156,“贪食”。 + +延势 +一个关键字异能,让生物可以阻挡具有飞行的攻击生物。参见规则702.17,“延势”。另参见飞行。 + +跳读 +一个见于传纪上的关键字异能,允许其操控者选择从哪个章节开始。参见规则702.155,“跳读”。 + +弹回 +一个关键字异能,让瞬间或法术咒语可以被第二次施放。参见规则702.88,“弹回”。 + +重配 +一个关键字异能,让武具生物暂时不再是生物,且贴附于另一个生物上。参见规则702.151,“重配”。 + +复还 +一个关键字异能,让牌手将某牌从其坟墓场中移回其手上。参见规则702.59,“复还”。 + +转移(已废止) +一些老牌印有“转移”一词,表示一个转移性效应。这些牌在Oracle牌张参考文献中得到了勘误,从而它们明确的说明对一个物件或牌手将造成的伤害“改为”对另一个造成。参见转移性效应。 + +转移性效应 +一种替代性效应,让对一个生物、鹏洛客、或牌手造成的伤害改为对另一个生物、鹏洛客、或牌手造成。参见规则614.9。 + +自身触发式异能 +一种异能,根据先前咒语或异能结算过程中所作的动作而决定是否触发。参见规则603.12。 + +重生 +将一个永久物的消灭用另一系列事件进行替代。参见规则701.19,“重生”。 + +补强 +一个关键字异能,让牌手在生物上放置+1/+1指示物。参见规则702.77,“补强”。 + +提示文字 +牌的文字栏内括号中的斜体字,总结对该牌生效的一条规则,但不是正式规则叙述且对游戏没有效应。参见规则207.2。 + +移出战斗 +一些特定的事件将造成攻击或阻挡生物,或正被被攻击的鹏洛客,被“移出战斗”。一个被移出战斗的永久物对该战斗阶段没有更多的参与。参见规则506.4。 + +移出游戏,移除,移出游戏区(已废止) +“将[某物]移出游戏”是对“放逐[某物]”已废止的用词。“被移除的牌”是对“被放逐的牌”已废止的用词。移出游戏区是对放逐区已废止的用词。具有这些叙述的牌在Oracle牌张参考文献中得到了勘误。参见放逐。 + +铭勇 +一个关键字异能,使生物对牌手造成过战斗伤害之后变得更强。参见规则702.112,“铭勇”。 + +已铭勇 +因永久物的铭勇异能,而赋予它的一种称号。参见规则702.112,“铭勇”。 + +替代性效应 +持续性效应的一种,注意某特定事件将发生,并且将该事件完全或部分的用不同的事件替代。参见规则614,“替代性效应”。 + +覆诵 +一个关键字异能,创造咒语的复制品。参见规则702.56,“覆诵”。 + +要求 +一个强制一个或数个生物攻击或阻挡的效应。参见规则508.1d以及509.1c。 + +结算 +当堆叠顶端的咒语或异能“结算”时,它的叙述被执行且它具有其效应。参见规则608,“结算咒语和异能”。 + +重新开始游戏 +当前游戏马上结束并且重新开始。参见规则104,“结束游戏”。 + +响应 +另一个咒语或异能已经在堆叠上时,施放一个瞬间咒语或起动一个异能。参见规则117.7。 + +限制 +一个阻止一个或数个生物攻击或阻挡的效应。参见规则508.1c以及509.1b。 + +追溯 +一个关键字异能,让牌手从其坟墓场中施放牌。参见规则702.81,“追溯”。 + +展示 +将一张牌在简短的事件内给所有牌手看。参见规则701.20,“展示”。 + +魔戒 +一个徽记,在魔戒引诱你时被创造。参见规则701.54,“魔戒引诱你”。 + +魔戒引诱你 +一个关键字动作,使牌手选择一个其操控的生物作为传奇持戒人,并创造一个名为魔戒的徽记。参见规则701.54,“魔戒引诱你”。 + +持戒人 +一个永久物可在魔戒引诱你时得到的称号。参见规则701.54,“魔戒引诱你”。 + +起事 +一个关键字异能,使牌手在某些生物进战场时选择其具有敏捷或是带有一个+1/+1指示物。参见规则702.136,“起事”。 + +涟动 +一个关键字异能,可以让牌手从其牌库中施放额外的牌且不需支付费用。参见规则702.60,“涟动”。 + +角色 +角色是无色结界衍生物。每一种角色都具有灵气/角色的副类别,以及“结附于生物”的异能。如果某个永久物其上结附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。参见规则303.7及规则111.10j-r。 + +掷一颗d20 +掷一颗二十面的骰子。类似地,d4是四面的骰子,d6是六面的骰子,依此类推。参见规则706,“掷骰”。 + +房间/隔间 +1. 地城牌的一个分区。参见规则309,“地城”。 +2. 一种结界的副类别,见于一些连体牌上。参见规则709,“连体牌”。 + +房间异能 +一个触发式异能,每当牌手将其进度标记移动到地城牌的一个房间中时触发。参见规则309,“地城”。 + +规则叙述 +定义牌异能的特征。参见规则207.1。 + +牺牲 +将一个你操控的永久物移到其拥有者的坟墓场。参见规则701.21,“牺牲”。 + +乘驾 +一个关键字异能,使你可以横置生物将另一个生物成为“已乘驾”直到回合结束。参见规则702.171,“乘驾”。 + +已乘驾 +一个生物可在其乘驾异能结算时得到的称号。参见规则702.171,“乘驾”。 + +传纪 +一种结界的副类别。传纪具有一系列章节异能,以在数个回合的过程中生效的方式来讲述一段故事。参见规则714,“传纪牌”。 + +食腐 +一个关键字异能,让你可以从你的坟墓场中放逐一张生物牌来在一个生物上放置+1/+1指示物。参见规则702.97,“食腐”。 + +邪计 +一种牌张类别,只在魔王休闲式玩法中使用的非传统万智牌上出现。邪计牌不是永久物。参见规则314,“邪计”。 + +邪计套牌 +魔王休闲式玩法需要的至少二十张邪计牌组成的套牌。参见规则904.3。 + +占卜 +操纵你牌库顶的一些牌。参见规则701.22,“占卜”。 + +搜寻 +查看所描述区域中的所有牌,可能找到符合所述情况的牌。参见规则701.23,“搜寻”。 + +副标题栏 +出现在左上角印有别名的牌上的一个较小的名称栏,包含其Oracle牌张参考文献中的名称。参见规则201.6。 + +放在一边(已废止) +“将[物品]放在一边”是“放逐[物品]”的已废止用词。具有该叙述的牌在Oracle牌张参考文献中已得到勘误。参见放逐。 + +发动 +将你的邪计套牌顶牌移离并将其翻回正面。参见规则701.32,“发动”。 + +次元幽影 +一个关键字异能,限制生物可以如何被阻挡和可以如何阻挡。参见规则702.28,“次元幽影”。 + +碎片衍生物 +碎片衍生物是具有“{2},牺牲此衍生物:占卜1,然后抓一张牌”的无色衍生结界。欲知关于预定义衍生物的更多信息,参见规则111.10。 + +共享总生命 +在双头巨人多人玩法中,每个队伍具有“共享总生命”而不是每位牌手有单独的总生命。参见规则810,“双头巨人玩法”。 + +队伍共享回合模式 +在某些特殊多人玩法中可以使用的模式,比如双头巨人和魔王。参见规则805,“队伍共享回合模式”。 + +后盾指示物 +一种指示物,保护永久物不受伤害、不被消灭。参见规则122.1c。 + +简化 +在无须双方牌手特别指出每个选择的情况下,让大家自然可以理解并让游戏自然通过这些游戏选择(作出动作或让过优先权)。参见规则731,“进行简化”。 + +帷幕 +一个关键字异能,让永久物或牌手避免成为目标。参见规则702.18,“帷幕”。 + +洗牌 +将套牌(游戏开始前)或牌库(游戏过程中)中的牌随机化。参见规则103.3及规则701.24。 + +备牌 +在一局比赛的两盘之间可以更改套牌的额外的牌。参见规则100.4。 + +围攻 +一种战役类别。只有围攻的操控者之对手可以作为其防卫者。当移去最后一个布防指示物时,其操控者将它放逐,然后可以施放已转化的此牌,且不需支付其法术力费用。参见规则310.11。 + +银边 +一些系列中的卡牌和一些赠卡以银色边框印刷。银边牌张用于休闲游戏,可能具有本文件中之规则未涵盖的特性及叙述。 + +略过 +使用“略过”一词的效应为替代性效应。“略过”一词表示哪个事件、步骤、阶段或回合将被什么都不发生替代。参见规则614,“替代性效应”。 + +潜匿 +一个关键字异能,限制一个生物能够如何被阻挡。参见规则702.118,“潜匿”。 + +循环裂片妖 +参见类别循环。 + +奇袭 +一个关键字异能,允许咒语以替代性费用施放,此费用包括将未受阻挡的攻击生物移回其拥有者手上。以此法施放的生物进场时为横置且正进行攻击。 + +雪境 +一般只对永久物有关的超类别。参见规则205.4,“超类别”。 + +雪境法术力符号 +雪境法术力符号{S}表示一点可以由雪境来源所产生的法术力所支付的费用。它也可以表示用于支付费用的、由雪境来源所产生的法术力。参见规则107.4h。 + +冰雪覆盖(已废止) +一些老牌在规则叙述中印有“冰雪覆盖”一词。除非特指牌名,否则这些牌在Oracle牌张参考文献中已得到勘误改为特指具有超类别“雪境”。参见雪境。 + +已侦结/侦结 +1. 一个案件可以获得的称号,允许案件的最后一个异能影响游戏。参见规则719,“案件牌”。 +2. 一个案件的关键字异能,在案件具有已侦结此称号时影响游戏。参见规则702.169,“侦结”。 + +法术 +一种牌张类别。法术不是永久物。参见规则307,“法术”。 + +魂系 +一个关键字异能,让生物组成搭档时更强。参见规则702.95,“魂系”。 + +转生 +一个关键字异能,让牌手将其坟墓场中的牌移回其手上。参见规则702.46,“转生”。 + +异能的来源 +创造该异能的物件。参见规则113.7。 + +伤害的来源 +造成伤害的物件。参见规则609.7。 + +法术力的来源 +产生该法术力的咒语,或产生该法术力的异能之来源。参见规则106.3。 + +太空塑师 +一个关键字异能,将战场上的生物分为不同星区。参见规则702.158,“太空塑师”。 + +特殊动作 +牌手可以进行且不使用堆叠的动作。参见规则116,“特殊动作”。 + +揭幕 +一个关键字异能,在对手失去生命后允许一些咒语以替代性费用施放。参见规则702.137,“揭幕”。 + +速度 +速度是牌手可具有的数值。参见规则702.179,“发动引擎!”。 + +咒语 +堆叠上的牌。以及堆叠上(无论是牌还是另一个咒语)的复制品。参见规则112,“咒语”。 + +咒语异能 +异能的一种。咒语异能为在瞬间或法术咒语结算时其叙述所表达的异能。参见规则113.3a。 + +咒语类别 +和瞬间牌张类别和法术牌张类别对应的副类别。参见规则304,“瞬间”,以及规则307,“法术”。参见规则205.3k的咒语类别列表。 + +通联 +一个关键字异能,让牌手将牌的规则叙述附加到另一个咒语上。参见规则702.47,“通联”。 + +连体牌 +在一张牌上有两张牌面。参见规则709,“连体牌”。 + +转瞬 +一个关键字异能,让牌手几乎无法响应一个咒语。参见规则702.61,“转瞬”。 + +追欢 +一个见于某些具有模式之咒语上的关键字,允许你选择一个或数个模式,并需要为这些模式支付额外费用。参见规则702.172,“追欢”。 + +小队 +一个关键字异能,使生物进战场时派出其复制品。参见规则702.157,“小队”。 + +堆叠 +一个区域。堆叠是让咒语、起动式异能、和触发式异能等待结算的区域。参见规则405,“堆叠”。 + +发动引擎! +一个关键字异能,在牌手没有速度时使其速度成为1。一旦牌手具有速度,于其自己的每个回合中且限一次,当有对手失去生命时,其速度便会增加1。参见规则702.179,“发动引擎!”。 + +起始套牌 +在牌手将其备牌放在一边之后,其余的套牌便成为其起始套牌。参见规则103.2a。 + +起手牌数量 +牌手在游戏开始时抓牌的数量。在大多数游戏中,每位牌手的起手牌数量为七。参见规则103.5。 + +起始总生命 +牌手在游戏开始时的生命总值。在大多数游戏中,每位牌手的起始总生命为20。参见规则103.4。 + +先手牌手 +选择进行游戏第一个回合的牌手。参见规则103.1。 + +先手队伍 +在使用队伍共享回合模式中,选择进行游戏第一个回合的队伍。参见规则103.1。 + +状态动作 +每当特定条件符合时自动发生的游戏动作。参见规则704,“状态动作”。 + +状态触发 +一个当游戏状态符合而不是触发事件发生时触发的触发式异能。参见规则603.8。 + +静止式异能 +一种异能。静止式异能时刻都生效而不是被起动或触发。参见规则113,“异能”,以及规则604,“处理静止式异能”。 + +蓄势 +一个关键字异能,允许你横置生物来在蓄势牌上放置充电指示物。参见规则721,“蓄势牌”。 + +蓄势牌 +具有条状文字栏,一个或数个蓄势符号,以及蓄势异能的牌。参见规则721,“蓄势牌”。 + +状态 +一个永久物的物理状态。参见规则110.5。 + +步骤 +一个阶段的一部分。参见第5章,“回合结构”。 + +贴纸 +一个置于物件或牌手上的标示物,影响其特征或与规则或效应互动。参见规则123,“贴纸”。 + +贴纸增幅 +增幅异能的一种变化,可以在咒语上贴上贴纸并给予牌手门票指示物。参见规则702.33h。 + +贴纸卡 +贴纸的集合,能够在Unfinity系列补充包的贴纸页上找到。参见规则123,“贴纸”。 + +风暴 +一个关键字异能,创造咒语的复制品。参见规则702.40,“风暴”。 + +晕眩指示物 +一种指示物,阻止永久物重置。参见规则122.1d。 + +子游戏 +由一个效应创造出的完全分开的万智牌游戏。参见规则728,“子游戏”。 + +辅助牌 +一种游戏辅助用品,具有万智牌牌背,可用于代表一张双面牌或融合牌。参见规则713,“辅助牌”。 + +副类别 +一个特征,在类别栏中牌张类别和长横线(中文版使用“~”)后面。参见规则205.3,“副类别”。 + +成功施放(已废止) +一些老牌上印的用词。一般情况下指咒语被“成功施放”的牌在Oracle牌张参考文献中已得到勘误,改为该咒语被“施放”。 + +召唤(已废止) +老生物牌的类别栏上印有“召唤[生物类别]”。这些牌在Oracle牌张参考文献中已得到勘误,改为“生物~[生物类别]”。(这其中很多牌的生物类别也已经更新。)另参见生物。 + +召唤失调规则 +非正式用语,指除非一个生物在牌手最近的一个回合开始时便已经操控它,否则该牌手不能用该生物进行攻击或起动它包含横置符号或重置符号的起动式异能。参见规则302.6。另参见敏捷。 + +辉映 +一个关键字异能,让永久物进入战场时具有+1/+1指示物或充电指示物。参见规则702.44,“辉映”。 + +超类别 +一个特征,出现在牌类别栏的牌张类别之前。大多数牌没有超类别。参见规则205.4,“超类别”。 + +群魔乱斗 +每位牌手都是魔王的自由竞赛游戏。参见规则806,“自由竞赛模式”和规则904,“魔王”。 + +支援 +一个关键字动作,让你在生物上放置+1/+1指示物。参见规则701.41,“支援”。 + +潮涌 +一个关键字异能,提供一种施放牌的替代性费用,可以在你或队友在同一回合中施放过其他咒语后使用。参见规则702.117,“潮涌”。 + +刺探 +操纵你牌库顶的一些牌,将其中一些牌放进你的坟墓场,并重新排列剩余的牌。参见规则701.25,“刺探”。 + +延缓 +一个关键字异能,提供使用一张牌的其他途径。参见规则702.62,“延缓”。如果一张牌在放逐区、具有延缓、并且具有计时指示物,则该牌“已延缓”。 + +沼泽 +五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{B}。”参见规则305.6。 + +循环沼泽 +参见类别循环。 + +沼泽行者 +参见地行者。 + +横置 +将一个永久物从正常位置转到横向位置。参见规则701.26,“横置和重置”。 + +已横置 +一个永久物可能具有的状态。参见规则110.5和规则701.26,“横置和重置”。另参见未横置。 + +横置符号 +在起动费用中的横置符号{T}指“横置此永久物”。参见规则107.5。 + +目标 +事先对一个咒语或异能将影响的物件或牌手作出的选择。参见规则115,“目标”。 + +队伍 +在多人游戏中共享相同胜利条件的一组牌手。参见规则808,“队伍对队伍玩法”、规则809,“皇帝玩法”、规则810,“双头巨人玩法”、和规则811,“隔位分队玩法”。 + +队友 +在队伍间的多人游戏中,牌手的队友是其队伍中的其他牌手。参见规则102.3。 + +队伍对队伍玩法 +两个或以上队伍间的多人玩法,每个队伍坐在一起。参见规则808,“队伍对队伍玩法”。 + +文字栏 +牌的一部分。文字栏印在牌的下面一半,包括该牌的规则叙述、提示文字、和背景叙述。参见规则207,“文字栏”。 + +改变叙述的效应 +改变物件文字栏内和/或类别栏内文字叙述的持续性效应。参见规则612,“改变叙述的效应”。 + +门槛 +“门槛”曾经是关键字异能。现在是异能提示且没有规则意义。所有印有门槛的牌都在Oracle牌张参考文献中得到了勘误。 + +门票符号 +内部没有数字的门票符号{TK}代表一个门票指示物。内部有数字的门票符号代表门票费用。要支付门票费用,牌手从其自身移除相应数量的门票指示物。 + +分级 +一个见于某些具有模式之咒语上的关键字,允许你选择一个模式,并为此模式支付额外费用。参见规则702.183,“分级”。 + +时间旅行 +从任意数量由你操控且其上有计时指示物的永久物和/或放逐区内由你拥有且其上有计时指示物之已延缓的牌上放置或移去一个计时指示物。参见规则701.56,“时间旅行”。 + +时间印记顺序 +用来决定同一层或副层中持续性效应生效顺序的系统。参见规则613.7。另参见从属关系。 + +衍生物 +一个标记,用来表示任何不用牌来表示的永久物。参见规则111,“衍生物”。 + +墓碑标志 +在一些奥德赛环境牌的左上角有墓碑符号,它对游戏没有影响。参见规则107.9。 + +总施放费用(已废止) +法术力值的已废止用词。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。 + +总费用 +牌手实际需要为施放咒语或起动异能所支付的费用;法术力费用、起动费用、或替代性费用,加上所有增加的费用(包括额外费用)并减去所有减少的费用。参见规则601.2f。 + +替身甲(已废止) +一个已废止的关键字异能,已被重新命名。参见规则702.89,“本影甲”。 + +防御力 +1. 只有生物牌具有的牌的一部分。生物牌的防御力印在其右下角斜线之后。参见规则208,“力量/防御力”。 +2. 一个只有生物才具有的特征。参见规则302.4。 + +比赛 +一个牌手与其他牌手竞技的组织化赛事活动。参见规则100.6。 + +比赛规则 +对认证比赛生效的额外规则。参见规则100.6。 + +下毒 +一个关键字异能,使牌手因具有此异能的生物造成的战斗伤害获得中毒指示物。参见规则702.164,“下毒”。 + +传统万智牌 +传统的万智牌大约2.5英寸(6.3厘米)宽3.5英寸(8.8厘米)长,它们用于牌手的套牌中。参见规则108.2。 + +见习 +一个关键字异能,意指“每当此生物与至少一个力量较之为大的其他生物一起攻击时,在此生物上放置一个+1/+1指示物。”参见规则702.149,“见习”。 + +践踏 +一个关键字异能,影响生物如何分配战斗伤害。参见规则702.19,“践踏”。 + +践踏鹏洛客 +践踏异能的一种变化,影响生物在攻击鹏洛客时分配战斗伤害的方式。参见规则702.19,“践踏”。 + +易形 +一个关键字异能,让牌手可以从其牌库中搜寻一张代替的生物牌。参见规则702.71,“易形”。 + +转化 +将一张双面牌翻转从而让其另一面朝上。参见规则701.27,“转化”。 + +转化式双面牌(已废止) +非模式双面牌的旧名称。参见规则712,“双面牌”。 + +易质 +一个关键字异能,让牌手从其牌库中搜寻一张代替的牌。参见规则702.53,“易质”。 + +珍宝衍生物 +珍宝衍生物是具有“{T},牺牲此衍生物:加一点任意颜色的法术力。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。 + +部族(已废止) +一个已废止的牌张类别,已被重新命名。参见规则308,“亲缘”。 + +致敬 +一个关键字异能,允许对手选择让生物进战场时具有+1/+1指示物或一个额外异能。参见规则702.104,“致敬”。 + +触发 +每当游戏事件或游戏状态符合一个触发式异能的触发事件时,该异能自动“触发”。这表示其操控者在下一词有牌手将得到优先权时将它放进堆叠。参见规则603,“处理触发式异能”。 + +触发条件 +触发式异能的第一部分,包含“当”、“每当”、或“在”以及之后的触发事件。参见规则603,“处理触发式异能”。 + +触发式异能 +一种异能。触发式异能以词语“当”、“每当”、或“在”开头。它们的格式为“[触发条件],[效应]”。参见规则113,“异能”、以及规则603,“处理触发式异能”。 + +触发事件 +触发式异能所注意的事件。每当触发事件发生时,该触发式异能触发。参见规则603,“处理触发式异能”。 + +加两倍 +一个关键字动作,增加生物的力量和/或防御力。参见规则701.11,“加两倍”。 + +回合动作 +当特定的步骤或阶段开始时或当每个步骤或阶段结束时,自动发生的游戏动作。参见规则703,“回合动作”。 + +回合标记 +大型混战游戏中,用于记录正在进行其回合之牌手的标记物。参见规则807.4。 + +双头巨人玩法 +一个多人玩法,在两人共享总生命且同时进行回合的队伍之间展开。参见规则801,“双头巨人玩法”。 + +类别 +1. 一个物件的牌张类别,或更笼统的,它的牌张类别、超类别、和/或副类别。参见规则205,“类别栏”、以及第3章,“牌张类别”。 +2. 一个法术力的属性。参见规则106,“法术力”。 + +类别符号 +在一些预知将来版本的卡牌左上角有类别符号,它们对游戏没有影响。参见规则107.10。 + +类别栏 +牌的一部分。类别栏印在图片的下方,包括该牌的牌张类别、副类别、和/或超类别。参见规则205,“类别栏”。 + +改变类别的效应 +一个改变物件的牌张类别、副类别、和/或超类别的效应。参见规则205.1a-b、305.7、以及613.1d。 + +类别循环 +一种循环异能。参见规则702.29,“循环”。 + +本影甲 +一个关键字异能,允许灵气保护其所结附的永久物。参见规则702.89,“本影甲”。 + +卸装 +将一个武具从其所贴附的生物上移走,从而让武具留在战场上但不装备在任何生物上。参见规则701.3d。 + +不可被阻挡(已废止) +一个曾经表示“不可被阻挡”的用词。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。 + +未受阻挡的生物 +一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况为止,一直保持是未受阻挡的生物。参见规则509,“宣告阻挡者步骤”。 + +不屈 +一个关键字异能,根据你的对手数量减少一个咒语的费用。参见规则702.125,“不屈”。 + +不息 +一个关键字异能,将生物从坟墓场中移回战场上。参见规则702.93,“不息”。 + +破坟 +一个关键字异能,让牌手将生物牌从坟墓场中移回战场上。参见规则702.84,“破坟”。 + +未倒转 +一个永久物可能具有的默认状态。参见规则110.5和规则710,“倒转牌”。另参见倒转。 + +脱缰 +一个关键字异能,让生物进入战场时具有+1/+1指示物,并且如果它具有+1/+1指示物则防止其阻挡。参见规则702.98,“脱缰”。 + +除非 +一个词,用来确定特殊样式的费用。参见规则118.12a。 + +解锁 +令一边或数边已上锁的永久物得到一个解锁称号。参见规则709.5g。 + +已解锁 +如果一个连体永久物具有特定的解锁称号,则其相应的一边为“已解锁”。参见规则709.5。 + +重置 +将永久物从横向位置转回到正常位置。参见规则701.26,“横置和重置”。 + +重置步骤 +回合的一部分。该步骤是开始阶段的第一个步骤。参见规则502,“重置步骤”。 + +重置符号 +在起动费用中的重置符号{Q}指“重置此永久物”。参见规则107.6。 + +未横置 +一个永久物可能具有的默认状态。参见规则110.5和规则701.26,“横置和重置”。另参见已横置。 + +维持步骤 +回合的一部分。该步骤是开始阶段的第二个步骤。参见规则503,“维持步骤”。 + +温哥华再调度 +指代一种曾经的再调度方式的非正式用词。使用温哥华再调度方式时,牌手再调度时将其手牌洗入其牌库,然后少抓一张牌。在决定不再次再调度之后,已执行过再调度的牌手查看其牌库顶牌,并能够选择将其置于牌库底。要查看当前的再调度规则,参见规则103.5。 + +先锋 +1. 一种休闲式玩法,牌手可以扮演一位著名的角色。参见规则902,“先锋”。 +2. 一种牌张类别,只在先锋休闲式玩法中使用的非传统万智牌上出现。先锋牌不是永久物。参见规则313,“先锋”。 + +消逝 +一个关键字异能,限制一个永久物在战场上的时间。参见规则702.63,“消逝”。 + +玩法 +决定一盘多人游戏风格的一组规则集合。参见规则800.2。 + +载具 +一个神器副类别。载具可以变成神器生物。参见规则301,“神器”,以及规则702.122,“搭载”。 + +深入[特性] +深入地城异能的一种变化形式,使牌手将具[特性]的地城牌带入游戏,或移动牌手的进度标记。参见规则701.49,“深入地城”。 + +深入地城 +一个关键字动作,可以将地城牌从游戏外带入游戏,或移动牌手的进度标记。参见规则701.49,“深入地城”。 + +进度标记 +一种标记,用来记录牌手当前在地城牌的哪个房间中。参见规则309,“地城”。 + +警戒 +一个关键字异能,让生物进行攻击不需横置。参见规则702.20,“警戒”。 + +造访 +一个见于景点牌上的关键字异能。它在你掷骰造访景点并获得特定结果时提供效应。参见规则702.159,“造访”。 + +投票 +一些牌会指示牌手对给定的选项进行投票。参见规则701.38,“投票”。 + +尸行者衍生物 +尸行者衍生物是名为尸行者的2/2黑色灵俑衍生生物。欲知关于预定义衍生物的更多信息,参见规则111.10。 + +墙 +一种生物类别,不具有特别的规则意义。旧系列具有墙生物类别但没有守军的牌具有未写明的异能,阻止它们进行攻击。这些牌在Oracle牌张参考文献中已经得到勘误具有守军。一些旧系列的牌有提及墙生物类别也得到了勘误。参见守军。 + +守护 +一个触发式异能,可以反击指定具守护异能之永久物的咒语或异能。参见规则702.21,“守护”。 + +跃迁 +一个见于永久物牌上的关键字异能,允许它们以替代性费用施放。参见规则702.185,“跃迁”。 + +截水 +一个关键字动作。“截水[费用]”意指支付该费用,且你每横置一个由你操控且未横置的神器或生物就能为此费用支付{1}。参见规则701.67,“截水”。 + +蛛丝甩荡 +一个关键字异能,允许咒语藉由将一个由你操控且已横置的生物移回其拥有者手上的替代性费用来施放。参见规则702.188,“蛛丝甩荡”。 + +游戏胜利 +有多种方法可以取得游戏的胜利。参见规则104,“结束游戏”,以及规则810.8(双头巨人游戏的额外规则)和规则809.5(皇帝玩法的额外规则)。 + +干枯 +一个关键字异能,影响物件如何对生物造成伤害。参见规则702.80,“干枯”。 + +循环法术师 +参见类别循环。 + +普世 +一种超类别,一般情况下与结界有关。参见规则205.4,“超类别”。另参见普世规则。 + +普世规则 +一个状态动作,让所有具有普世超类别的永久物,除了拥有普世超类别时间最短的一个以外,皆置入其拥有者的坟墓场。参见规则704.5k。 + +X +一个需要被确定数字的占位符。参见规则107.3。 + +Y +参见X。 + +你,你的 +指一个物件的操控者、它即将的操控者(如果牌手正准备施放或起动它),或它的拥有者(如果没有操控者)。参见规则109.5。 + +区域 +在游戏过程中物件所处于的位置。参见第4章,“区域”。 + +改变区域触发 +与物件改变区域相关的触发事件。参见规则603.6。 + + +版权信息 + +万智牌游戏原始设计:Richard Garfield +完整规则设计与开发:Paul Barclay、Mark L. Gottlieb、Beth Moursund、Bill Rose、Eli Shiffrin和Matt Tabak,且有Charlie Catino、John Carter、Elaine Chase、Laurie Cheers、Stephen D’Angelo、Dave DeLaney、Brady Dommermuth、Mike Donais、Skaff Elias、Mike Elliott、Richard Garfield、Dan Gray、Robert Gutschera、Collin Jackson、William Jockusch、Jeff Jordan、Yonemura Kaoru、Russell Linnemann、Jim Lin、Steve Lord、Sheldon Menery、Michael Phoenix、Mark Rosewater、David Sachs、Lee Sharpe、Henry Stern、Donald X. Vaccarino、Thijs van Ommen、Ingo Warnke、Tom Wylie、Bryan Zembruski的贡献 +编辑:Del Laugel(主编)、Matt Tabak(主编)、Nat Moes、Samantha Phelan、Michael Zhang,和Hans Ziegler +万智牌规则经理:Jess Dunks、Eric Levine,和Eliana Rabinowitz + +万智牌此游戏是由Richard Garfield设计的,且有Charlie CCatino、Skaff Elias、Don Felice、Tom Fontaine、Jim Lin、Joel Mick、Chris Page、Dave Pettey、Barry “Bit” Reich、Bill Rose、Elliott Segal的贡献。法术力符号由Christopher Rush设计。 + +感谢我们所有的队伍成员,以及数量众多以致无法列举的其他人对此产品的贡献。 + + + + + + + + + + + + +此规则于2026年2月27日起生效。 + +由Wizards of the Coast LLC出版。地址:PO Box 707, Renton, WA 98057-0708, USA。Wizards of the Coast、万智牌、Magic、与万智牌相关的logo、秘罗地、神河、洛温、赞迪卡、依尼翠、拉尼卡、鞑契可汗、万智牌:起源、万智牌:诡局、依夏兰、Unfinity、多明纳里亚、依克黎、凯德海姆、博德之门、兄弟之战和鹏洛客套牌均是Wizards of the Coast LLC在美国和其他国家的商标。©2025 威世智。美国专利商标局专利号:RE 37,957. + +阿斯塔特、星神、禁军、太空死灵、原体和泰伦虫族 ® & © Games Workshop Limited 2022。保留所有权利。 + +© 2023 Middle-earth Enterprises. 《中洲传说》和《魔戒》以及其中的人物、事件、物品和地点名称均是Middle-earth Enterprises, LLC的商标,并由Wizards of the Coast LLC授权使用。保留所有权利。 + +BBC、DOCTOR WHO、TARDIS、DALEK、CYBERMAN和K-9(文字标记和图案)均是英国广播公司的商标,经许可使用。BBC logo © BBC 1996. + +莫古力、食族、无畏路希牙、愉悦路希班尼拉和神圣救赎诸神黄昏 ® & © SQUARE ENIX。 + +© 2025 漫威。 + +© 2025 维亚康姆集团。保留所有权利。尼克罗迪恩、降世神通:最后的气宗以及其中所有相关标题、标志和角色均为维亚康姆集团的商标。 + +© 2026 维亚康姆集团。保留所有权利。尼克罗迪恩、忍者神龟以及其中所有相关标题、标志和角色均为维亚康姆集团的商标。 \ No newline at end of file diff --git a/scripts/20260227.json b/scripts/20260227.json new file mode 100644 index 0000000..92542d6 --- /dev/null +++ b/scripts/20260227.json @@ -0,0 +1,24641 @@ +{ + "version": "20260227", + "intro": { + "contents": [ + { + "en": "Magic: The Gathering Comprehensive Rules", + "zh": "万智牌完整规则" + }, + { + "en": "These rules are effective as of February 27, 2026.", + "zh": "此规则于2026年2月27日起生效。" + }, + { + "en": "Introduction", + "zh": "前言" + }, + { + "en": "This document is the ultimate authority for Magic: The Gathering® competitive game play. It consists of a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. (Note that subrules skip the letters “l” and “o” due to potential confusion with the numbers “1” and “0”; subrule 704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.)", + "zh": "本文件是万智牌®竞技游戏的最终解释。本文件包括一系列编号的规则,以及随后的附录。很多规则分为更详细的子规则,并且每条规则或子规则都有自己唯一的编号。(为防止与数字“1”和“0”混淆,子规则的编号跳过了字母“l”和“o”;例如,规则704.5k之后是704.5m,然后是704.5n,再然后是704.5p。)" + }, + { + "en": "Changes may have been made to this document since its publication. You can download the most recent version from the Magic rules website at Magic.Wizards.com/Rules.", + "zh": "本文件在公布之后依然可能会有所改动。请参见万智牌规则网站Magic.Wizards.com/Rules以获取本文件的最新版本。" + } + ] + }, + "main": [ + { + "chapter": "1.", + "en": "Game Concepts", + "zh": "游戏概念", + "subrules": [ + { + "chapter": "100.", + "en": "General", + "zh": "总则", + "subrules": [ + { + "chapter": "100.1.", + "en": "These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.", + "zh": "这些万智牌规则适用于任何两位或是更多牌手的万智牌游戏,包含双人游戏和多人游戏。", + "subrules": [ + { + "chapter": "100.1a", + "en": "A two-player game is a game that begins with only two players.", + "zh": "双人游戏指在游戏开始时只有两位牌手的游戏。" + }, + { + "chapter": "100.1b", + "en": "A multiplayer game is a game that begins with more than two players. See section 8, “Multiplayer Rules.”", + "zh": "多人游戏指在游戏开始时有两位以上牌手的游戏。参见第8章,“多人游戏规则”。" + } + ] + }, + { + "chapter": "100.2.", + "en": "To play, each player needs their own deck of traditional Magic cards, small items to represent any tokens and counters, and some way to clearly track life totals.", + "zh": "每位牌手需要准备自己的万智牌套牌,能够当作衍生物和指示物的小件物品,以及能够用某种方法清楚记录总生命以进行游戏。", + "subrules": [ + { + "chapter": "100.2a", + "en": "In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck has a minimum deck size of 60 cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule 201.3).", + "zh": "在构组赛中(一种牌手比赛前各自组建自己套牌的游戏方式),一副套牌的套牌数量下限为60张。一副构组赛的套牌可以有任意数量的基本地,但英文名称相同的其他牌则不能超过四张。具有可互换名称的牌在套牌构组中视为具有相同的英文名称(参见规则201.3)。" + }, + { + "chapter": "100.2b", + "en": "In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck has a minimum deck size of 40 cards. A limited deck may contain as many duplicates of a card as are included with the product.", + "zh": "在限制赛中(一种牌手获得特定数量未开封万智牌产品,如补充包,并只使用这些产品和基本地牌组建套牌的游戏方式),一副套牌的套牌数量下限为40张。限制赛套牌可以包含牌手从这些产品中所获得的任意数量的同名牌。" + }, + { + "chapter": "100.2c", + "en": "Commander decks are subject to additional deckbuilding restrictions and requirements. See rule 903, “Commander,” for details.", + "zh": "指挥官套牌受额外的套牌构组限制和要求。更多细节参见规则903,“指挥官”。" + }, + { + "chapter": "100.2d", + "en": "Some formats and casual play variants allow players to use a supplementary deck of nontraditional Magic cards (see rule 108.2a). These supplementary decks have their own deck construction rules. See rule 717, “Attraction Cards;” rule 901, “Planechase;” and rule 904, “Archenemy.”", + "zh": "一些赛制和休闲游戏玩法允许牌手使用一副包含非传统万智牌卡牌的附加套牌(参见规则108.2a)。这些附加套牌拥有自己的套牌构组规则。参见规则717,“景点牌”;规则901,“竞逐时空”;以及规则904,“魔王”。" + } + ] + }, + { + "chapter": "100.3.", + "en": "Some cards require coins or traditional dice. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and specialized dice.", + "zh": "一些牌需要硬币或传统骰子。一些休闲式玩法需要一些其他的物品,例如特别设计的卡牌、非传统万智牌卡牌以及特制骰子。", + "subrules": [] + }, + { + "chapter": "100.4.", + "en": "Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match. Sideboard rules and restrictions for some formats are modified by the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/rules-documents).", + "zh": "每位牌手可以拥有备牌,它们是牌手可以在同一局比赛的各盘游戏之间调整其的套牌的附加卡牌。备牌的规则和限制可能因万智牌比赛规则(可以在WPN.Wizards.com/en/rules-documents找到)而有所不同。", + "subrules": [ + { + "chapter": "100.4a", + "en": "In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.", + "zh": "在构组赛中,备牌可以包含不超过十五张牌。套牌及备牌的整体受四张同名牌的限制(参见规则100.2a)。" + }, + { + "chapter": "100.4b", + "en": "In limited play involving individual players, all cards in a player’s card pool not included in their deck are in that player’s sideboard.", + "zh": "在个人限制赛中,在牌手的牌池内但未使用的牌均作为其备牌。" + }, + { + "chapter": "100.4c", + "en": "In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team’s card pool but not in either player’s deck are in that team’s sideboard.", + "zh": "在使用双头巨人多人玩法的限制赛中,在队伍的牌池内但未被使用的牌均作为该队的备牌。" + }, + { + "chapter": "100.4d", + "en": "In limited play involving other multiplayer team variants, each card in a team’s card pool but not in any player’s deck is assigned to the sideboard of one of those players. Each player has their own sideboard; cards may not be transferred between players.", + "zh": "在使用其他多人队伍玩法的限制赛中,每张在队伍的牌池内但未包含在任何牌手套牌中的牌被分配给其中一位牌手作为备牌。每位牌手将拥有自己的备牌;这些卡牌不能在牌手之间传递。" + } + ] + }, + { + "chapter": "100.5.", + "en": "If a deck must contain at least a certain number of cards, that number is referred to as a minimum deck size. There is no maximum deck size for non-Commander decks.", + "zh": "如果一副套牌必须包含至少一定数量的牌,该数量称为套牌数量下限。非指挥官套牌没有最大张数的限制。", + "subrules": [] + }, + { + "chapter": "100.6.", + "en": "Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/rules-documents). These rules may limit the use of some cards, including barring all cards from some older sets.", + "zh": "大部分的万智牌比赛(比赛规划部门决定牌手在哪些地方与其他牌手进行比赛以获得奖品)都有一些由万智牌比赛规则规定的附加规则(可以在WPN.Wizards.com/en/rules-documents找到)。这些规则可能限制使用某些牌,包括限制使用从某个旧系列开始的所有牌。", + "subrules": [ + { + "chapter": "100.6a", + "en": "Tournaments usually consist of a series of matches. A two-player match usually involves playing until one player has won two games. A multiplayer match usually consists of only one game.", + "zh": "比赛通常包含一系列的对局。双人对局通常进行直到其中一位牌手赢得两盘。多人对局通常都只进行一盘游戏。" + }, + { + "chapter": "100.6b", + "en": "Players can use the Magic Store & Event Locator at Locator.Wizards.com to find tournaments in their area.", + "zh": "牌手可以使用在Locator.Wizards.com的万智牌店家和赛事定位器来寻找其所在地区的比赛。" + } + ] + }, + { + "chapter": "100.7.", + "en": "Certain cards are intended for casual play and may have features and text that aren’t covered by these rules. These include Mystery Booster playtest cards, promotional cards and cards in “Un-sets” that were printed with a silver border, and cards in the Unfinity™ expansion that have an acorn symbol at the bottom of the card.", + "zh": "一些卡牌用于休闲游戏,可能具有本文件中之规则未涵盖的特性及叙述。它们包括Mystery Booster测试牌、一些赠卡、“Un-系列”中以银色边框印刷的牌,以及Unfinity™系列中底部具有橡实标记的卡牌。", + "subrules": [] + } + ] + }, + { + "chapter": "101.", + "en": "The Magic Golden Rules", + "zh": "万智牌的最高原则", + "subrules": [ + { + "chapter": "101.1.", + "en": "Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).", + "zh": "每当某张牌的规则叙述直接抵触这些规则时,以牌上的叙述为优先。这张牌只能在此特殊状况下取代其所抵触的规则。唯一的例外是:牌手随时都可以认输一盘游戏。(参见规则104.3a)", + "subrules": [] + }, + { + "chapter": "101.2.", + "en": "When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.", + "zh": "当某个规则或效应允许或指示作某事,而另一个效应叙述不能作某事,则以“不能”的效应为优先。", + "subrules": [ + { + "chapter": "101.2a", + "en": "Adding abilities to objects and removing abilities from objects don’t fall under this rule. (See rule 113.10.)", + "zh": "让某物件获得异能以及从物件上移除异能不适用此规则。(参见规则113.10。)" + } + ], + "extras": [ + { + "en": "Example: If one effect reads “You may play an additional land this turn” and another reads “You can’t play lands this turn,” the effect that precludes you from playing lands wins.", + "zh": "例如:如果某效应为“你本回合可以额外使用一个地”,而另一个效应为“你本回合不能使用地”,则以使你不能使用地的效应为优先。" + } + ] + }, + { + "chapter": "101.3.", + "en": "Any part of an instruction that’s impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn’t, there’s no effect.)", + "zh": "若任何指示要求作出不可能的动作时,则省略该动作。(牌上通常会特别提出此情况的处置方法;如果没有的话,它便不产生效应。)", + "subrules": [] + }, + { + "chapter": "101.4.", + "en": "If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule.", + "zh": "若多位牌手需要同时作决定和/或采取动作,则先由主动牌手(本回合的牌手)作出选择,然后再由下一位牌手作出选择(通常是坐在主动牌手的左侧的牌手),以此类推,所有非主动牌手按照顺序作出选择。然后这些动作同时生效。这个规则经常被称为“主动牌手先决定(APNAP)”规则。", + "subrules": [ + { + "chapter": "101.4a", + "en": "If an effect has each player choose a card in a hidden zone, such as their hand or library, those cards may remain face down as they’re chosen. However, each player must clearly indicate which face-down card they are choosing.", + "zh": "若某效应让每位牌手选择在隐藏区域的一张牌,例如其手牌或牌库,那些牌被选择后会保持牌面朝下。然而,每位牌手必须清楚地表明哪张牌面朝下的牌是其所选择的。" + }, + { + "chapter": "101.4b", + "en": "A player knows the choices made by the previous players when making their choice, except as specified in 101.4a.", + "zh": "牌手在作选择之时,会先得知前一位牌手的选择,除了101.4a中的情况。" + }, + { + "chapter": "101.4c", + "en": "If a player would make more than one choice at the same time, the player makes the choices in the order specified. If no order is specified, the player chooses the order.", + "zh": "若牌手要同时作多个选择,则其依照指定的顺序来作这些决定。若没有指定顺序,则该牌手可以依任意顺序来作选择。" + }, + { + "chapter": "101.4d", + "en": "If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.", + "zh": "如果某位非主动牌手的选择导致主动牌手,或者另一位已经作出选择的非主动牌手,需要作出新的选择,则所有未完成的选择以“主动牌手先决定”规则重新开始。" + }, + { + "chapter": "101.4e", + "en": "If multiple players would make choices or take actions while starting the game, the starting player is considered the active player and each other player is considered a nonactive player.", + "zh": "如果数位牌手将要于游戏开始时作出选择或执行动作,将先手牌手视为主动牌手,每位其他牌手均视为非主动牌手。" + } + ], + "extras": [ + { + "en": "Example: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature they control. Then each of the nonactive players, in turn order, chooses a creature they control. Then all creatures chosen this way are sacrificed simultaneously.", + "zh": "例如:某张牌为“每位牌手各牺牲一个生物。”首先,主动牌手先选择一个由其操控的生物,然后每一位非主动牌手选择一个由其操控的生物。然后,这些生物同时被牺牲。" + } + ] + } + ] + }, + { + "chapter": "102.", + "en": "Players", + "zh": "牌手", + "subrules": [ + { + "chapter": "102.1.", + "en": "A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players.", + "zh": "牌手是指进行游戏的人。主动牌手是轮到该回合的牌手。其他牌手便是非主动牌手。", + "subrules": [] + }, + { + "chapter": "102.2.", + "en": "In a two-player game, a player’s opponent is the other player.", + "zh": "在双人游戏中,牌手的对手即是另外一位牌手。", + "subrules": [] + }, + { + "chapter": "102.3.", + "en": "In a multiplayer game between teams, a player’s teammates are the other players on their team, and the player’s opponents are all players not on their team.", + "zh": "在队伍间的多人游戏中,牌手的队友指的是同一队伍中的其他牌手,而牌手的对手指所有不在其队伍的牌手。", + "subrules": [] + }, + { + "chapter": "102.4.", + "en": "A spell or ability may use the term “your team” as shorthand for “you and/or your teammates.” In a game that isn’t a multiplayer game between teams, “your team” means the same thing as “you.”", + "zh": "一些咒语或异能可能会使用“你队伍”此用语,作为“你和/或你的队友”的简略说法。在一局游戏中,若该游戏并非队伍间的多人游戏,“你队伍”与“你”意义相同。", + "subrules": [] + } + ] + }, + { + "chapter": "103.", + "en": "Starting the Game", + "zh": "开始游戏", + "subrules": [ + { + "chapter": "103.1.", + "en": "At the start of a game, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player. The game’s default turn order begins with the starting player and proceeds clockwise.", + "zh": "在游戏开始时,牌手需决定谁先开始。在一局的第一盘游戏中(包括只有一盘游戏的对局),牌手可以使用任何双方都同意的方式来决定(如掷硬币、掷骰子等)。在一局包含多盘游戏时,输掉上一盘的牌手可以决定这盘的先后。若上一盘游戏为平手,由上一盘游戏决定先后的牌手来决定本盘游戏的先后。开始第一个回合的牌手是先手牌手。游戏的默认回合顺序从先手牌手开始,按照顺时针方向进行。", + "subrules": [ + { + "chapter": "103.1a", + "en": "In a game using the shared team turns option, there is a starting team rather than a starting player.", + "zh": "在使用队伍共享回合模式的游戏中,以先手队伍替代先手牌手。" + }, + { + "chapter": "103.1b", + "en": "In an Archenemy game, these methods aren’t used to determine who takes the first turn. Rather, the archenemy takes the first turn.", + "zh": "在魔王游戏中,不使用这些方式决定先手牌手。魔王总是开始第一个回合。" + }, + { + "chapter": "103.1c", + "en": "One card (Power Play) states that its controller is the starting player. This effect applies after this determination has happened and supersedes these methods.", + "zh": "一张牌(权力争斗)叙述其操控者为先手牌手。此效应在以上决定之后生效,并替代上述方法。" + } + ] + }, + { + "chapter": "103.2.", + "en": "Some games require additional steps that are taken after the starting player has been determined. Perform the actions listed in 103.2a–e in order, as applicable.", + "zh": "一些游戏需要在决定出先手牌手之后进行额外的步骤。依序执行103.2a-e中列出的所有适用的动作。", + "subrules": [ + { + "chapter": "103.2a", + "en": "If any players are using sideboards (see rule 100.4) or cards being represented by substitute cards (see rule 713), those cards are set aside. After this happens, each player’s deck is considered their starting deck.", + "zh": "如果任一牌手使用备牌(参见规则100.4)或有使用辅助牌表示的牌(参见规则713),这些牌将被放在一边。在此之后,每位牌手的套牌被认为是该牌手的起始套牌。" + }, + { + "chapter": "103.2b", + "en": "If any players wish to reveal a card with a companion ability that they own from outside the game, they may do so. A player may reveal no more than one card this way, and they may do so only if their deck fulfills the condition of that card’s companion ability. The revealed card remains outside the game. (See rule 702.139, “Companion.”)", + "zh": "如果任一牌手想要展示一张由他所拥有、且在游戏外的具行侣异能的牌,该牌手可以如此作。牌手以此法展示的牌不能超过一张,且只能于其套牌满足该牌的行侣异能条件时如此作。所展示的牌仍然留在游戏外。(参见规则702.139,“行侣”。)" + }, + { + "chapter": "103.2c", + "en": "In a Commander game, each player puts their commander from their deck face up into the command zone. See rule 903.6.", + "zh": "在指挥官游戏中,每位牌手将其套牌中的指挥官面朝上置于统帅区。参见规则903.6。" + }, + { + "chapter": "103.2d", + "en": "In a constructed game, each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. In a limited game, each player chooses up to three sticker sheets from among those in the sealed product they opened and reveals them. In either case, that player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed. (See rule 123, “Stickers.”)", + "zh": "在构组赛中,每位使用贴纸卡的牌手展示其所有贴纸卡,并随机选择其中三张。在限制赛中,每位牌手从其打开的未开封产品中选择至多三张贴纸卡,并展示它们。在这两种情况下,牌手在游戏中都只能使用所选贴纸卡上的贴纸,且这些贴纸卡保持展示。(参见规则123,“贴纸”。)" + }, + { + "chapter": "103.2e", + "en": "In a Conspiracy Draft game, each player puts any number of conspiracy cards from their sideboard into the command zone. See rule 905.4.", + "zh": "在诡局轮抽游戏中,每位牌手将他备牌中任意数量的诡局牌置于统帅区。参见规则905.4。" + } + ] + }, + { + "chapter": "103.3.", + "en": "After the starting player has been determined and any additional steps performed, each player shuffles their deck so that the cards are in a random order. Each player may then shuffle or cut their opponents’ decks. The players’ decks become their libraries.", + "zh": "在决定出先手牌手且所有额外步骤被执行后,每位牌手将自己的套牌洗牌,以令其套牌充分随机化。之后每位牌手可以将对手的套牌洗牌或者切牌。套牌便分别成为该牌手的牌库。", + "subrules": [ + { + "chapter": "103.3a", + "en": "In a game using one or more supplementary decks of nontraditional cards (see rule 100.2d), each supplementary deck’s owner shuffles it so the cards are in a random order. Each player may then shuffle or cut their opponents’ supplementary decks.", + "zh": "在使用一副或多副包含非传统万智牌卡牌的附加套牌的游戏中(参见规则100.2d),每位牌手将自己的附加套牌洗牌,以令其充分随机化。之后每位牌手可以将对手的附加套牌洗牌或者切牌。" + } + ] + }, + { + "chapter": "103.4.", + "en": "Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.", + "zh": "每位牌手的起始总生命为20。有些玩法会有不同的起始总生命。", + "subrules": [ + { + "chapter": "103.4a", + "en": "In a Two-Headed Giant game, each team’s starting life total is 30.", + "zh": "在双头巨人游戏中,每个队伍的起始总生命为30。" + }, + { + "chapter": "103.4b", + "en": "In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.", + "zh": "在先锋游戏中,每位牌手的起始总生命为20,并受到该牌手之先锋牌的生命修正增加或减少。" + }, + { + "chapter": "103.4c", + "en": "In a Commander game, each player’s starting life total is 40.", + "zh": "在指挥官游戏中,每位牌手的起始总生命为40。" + }, + { + "chapter": "103.4d", + "en": "In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30.", + "zh": "在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。" + }, + { + "chapter": "103.4e", + "en": "In an Archenemy game, the archenemy’s starting life total is 40.", + "zh": "在魔王游戏中,魔王的起始总生命为40。" + } + ] + }, + { + "chapter": "103.5.", + "en": "Each player draws a number of cards equal to their starting hand size, which is normally seven. (Some effects can modify a player’s starting hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, the starting player declares whether they will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles the cards in their hand back into their library, draws a new hand of cards equal to their starting hand size, then puts a number of those cards equal to the number of times that player has taken a mulligan on the bottom of their library in any order. Once a player chooses not to take a mulligan, the remaining cards become that player’s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. A player can take mulligans until their opening hand would be zero cards, after which they may not take further mulligans.", + "zh": "每位牌手各抓若干牌,其数量等同于各自的起手牌张数,通常为七。(某些效应会调整牌手的起手牌张数。)如果牌手对其起手牌不满意,便可以再调度。首先,由先手牌手宣告他是否要执行再调度。然后其他每位牌手按照回合顺序依次作此宣告。所有牌手均作出宣告之后,每位决定再调度的牌手同时执行再调度。牌手再调度的流程如下:该牌手将其手牌洗入其牌库,抓一副等同于起手牌张数的新手牌,然后再将其中若干牌以任意顺序置于其牌库底,其数量等同于该牌手已执行再调度的次数。一旦牌手决定不继续再调度之后,此时仍在该牌手手上的牌便成为该牌手的起手牌,且该牌手不得再选择再调度。然后重复此流程,直到没有牌手选择再调度为止。牌手可以不断再调度,直到最终起手牌数量为零张为止。", + "subrules": [ + { + "chapter": "103.5a", + "en": "In a Vanguard game, each player’s starting hand size is seven plus or minus the hand modifier of their vanguard card.", + "zh": "在先锋游戏中,每位牌手的起手牌数量为七张,并受到该牌手之先锋牌的手牌修正增加或减少。" + }, + { + "chapter": "103.5b", + "en": "If an effect allows a player to perform an action “any time [that player] could mulligan,” the player may perform that action at a time they would declare whether they will take a mulligan. This need not be in the first round of mulligans. Other players may have already made their mulligan declarations by the time the player has the option to perform this action. If the player performs the action, they then declare whether they will take a mulligan.", + "zh": "如果一个效应允许牌手在“[该牌手]能够再调度时”作某个动作,该牌手可以在其宣告是否进行再调度时作该动作。这不需要在第一轮再调度时。其他牌手在该牌手选择是否作该动作时可能已经宣告过是否进行再调度。如果该牌手作该动作,其在此之后宣告是否进行再调度。" + }, + { + "chapter": "103.5c", + "en": "In a multiplayer game and in any Brawl game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.", + "zh": "在多人游戏及任何一种争锋游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。" + }, + { + "chapter": "103.5d", + "en": "In a multiplayer game using the shared team turns option, first each player on the starting team declares whether that player will take a mulligan, then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. A player may take a mulligan even after a teammate has decided to keep their opening hand.", + "zh": "在使用队伍共享回合模式的多人游戏中,首先由先手队伍中的每位牌手宣告其是否进行再调度,然后按照回合顺序,其他队伍中的每位牌手依次宣告。在作出决定时队友可以相互询问。然后所有再调度同时执行。一位牌手可以执行再调度,即使其队友已决定保留起手牌。" + } + ] + }, + { + "chapter": "103.6.", + "en": "Some cards allow a player to take actions with them from their opening hand. Once the mulligan process (see rule 103.5) is complete, the starting player may take any such actions in any order. Then each other player in turn order may do the same.", + "zh": "某些牌允许牌手从他的起手牌中作某些动作。一旦再调度流程(参见规则103.5)完成,先手牌手可以以任意顺序进行此类动作。之后其他牌手按照回合顺序可以同样依序如此作。", + "subrules": [ + { + "chapter": "103.6a", + "en": "If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield.", + "zh": "如果一张牌允许一位牌手以某张牌在战场上的形式开始游戏,该牌手进行此动作将此牌放入战场。" + }, + { + "chapter": "103.6b", + "en": "If a card allows a player to reveal it from their opening hand, the player taking this action does so. The card remains revealed until the first turn begins. Each card may be revealed this way only once.", + "zh": "如果一张牌允许牌手从起手手牌中展示该牌,进行此动作牌手如此作。在第一个回合开始前该牌保持展示。每张牌只能以此方式展示一次。" + }, + { + "chapter": "103.6c", + "en": "In a multiplayer game using the shared team turns option, first each player on the starting team, in whatever order that team likes, may take such actions. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.", + "zh": "在使用队伍共享回合模式的多人游戏中,首先由先手队伍中的每位牌手以任意顺序执行这些动作。在作出决定时队友可以相互询问。然后按照回合顺序,其他队伍中的每位牌手依次执行动作。" + } + ] + }, + { + "chapter": "103.7.", + "en": "In a Planechase game, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it’s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. The face-up plane card becomes the starting plane. (See rule 901, “Planechase.”)", + "zh": "在竞逐时空游戏中,先手牌手将其时空套牌的牌库顶牌移离套牌,并翻回正面。如果该牌是异象牌,该牌手将该牌置于其时空套牌的牌库底,然后重复此过程,直到一张时空牌翻回正面为止。该牌面朝上的时空牌便是起始时空。(参见规则901,“竞逐时空”)", + "subrules": [] + }, + { + "chapter": "103.8.", + "en": "The starting player takes their first turn.", + "zh": "先手牌手开始其第一个回合。", + "subrules": [ + { + "chapter": "103.8a", + "en": "In a two-player game, the player who plays first skips the draw step (see rule 504, “Draw Step”) of their first turn.", + "zh": "在双人游戏中,先手牌手略过其第一个回合的抓牌步骤(参见规则504,“抓牌步骤”)。" + }, + { + "chapter": "103.8b", + "en": "In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.", + "zh": "在双头巨人游戏中,先手的队伍略过他们第一个回合的抓牌步骤。" + }, + { + "chapter": "103.8c", + "en": "In all other multiplayer games, no player skips the draw step of their first turn.", + "zh": "在其他多人游戏中,没有牌手在其第一个回合略过抓牌步骤。" + } + ] + } + ] + }, + { + "chapter": "104.", + "en": "Ending the Game", + "zh": "结束游戏", + "subrules": [ + { + "chapter": "104.1.", + "en": "A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.", + "zh": "当任何一位牌手赢、这盘游戏平手或游戏重新开始时,这盘游戏立刻结束。", + "subrules": [] + }, + { + "chapter": "104.2.", + "en": "There are several ways to win the game.", + "zh": "赢得游戏的方式有很多种。", + "subrules": [ + { + "chapter": "104.2a", + "en": "A player still in the game wins the game if that player’s opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game.", + "zh": "若某牌手还在此盘游戏中,而其所有对手都已离开此盘游戏,则该牌手赢得这盘游戏。这立刻生效并覆盖所有阻止该牌手赢得游戏的效应。" + }, + { + "chapter": "104.2b", + "en": "An effect may state that a player wins the game.", + "zh": "某个效应令一位牌手赢得此盘游戏。" + }, + { + "chapter": "104.2c", + "en": "In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.", + "zh": "在队伍间的多人游戏中,若某队伍有至少一位牌手还在此盘游戏中,而其他队伍都已离开此盘游戏,则该队伍赢得这盘游戏。赢得游戏的队伍中每位成员均赢得此盘游戏,即使其中的某些牌手之前已经输掉此盘游戏。" + }, + { + "chapter": "104.2d", + "en": "In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)", + "zh": "在皇帝游戏中,如果一位皇帝赢得游戏,其队伍便赢得游戏。(参见规则809.5)" + } + ] + }, + { + "chapter": "104.3.", + "en": "There are several ways to lose the game.", + "zh": "输掉游戏的方式有很多种。", + "subrules": [ + { + "chapter": "104.3a", + "en": "A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.", + "zh": "牌手可以在任何时候认输。认输的牌手会立刻离开游戏。该牌手输掉此盘游戏。" + }, + { + "chapter": "104.3b", + "en": "If a player’s life total is 0 or less, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)", + "zh": "如果一位牌手的生命为0或是更少,在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。)" + }, + { + "chapter": "104.3c", + "en": "If a player is required to draw more cards than are left in their library, they draw the remaining cards and then lose the game the next time a player would receive priority. (This is a state-based action. See rule 704.)", + "zh": "如果一位牌手要抓的牌张数目比其牌库中的牌多,其抓所有剩余的牌,然后在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。)" + }, + { + "chapter": "104.3d", + "en": "If a player has ten or more poison counters, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)", + "zh": "如果一位牌手具有十个或更多中毒指示物,在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。)" + }, + { + "chapter": "104.3e", + "en": "An effect may state that a player loses the game.", + "zh": "某些效应可能叙述为某位牌手输掉游戏。" + }, + { + "chapter": "104.3f", + "en": "If a player would both win and lose the game simultaneously, that player loses the game.", + "zh": "如果一位牌手同时赢及输,则该牌手输掉游戏。" + }, + { + "chapter": "104.3g", + "en": "In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.", + "zh": "在队伍间的多人游戏中,若所有成员都输掉游戏,则该队伍输掉游戏。" + }, + { + "chapter": "104.3h", + "en": "In a multiplayer game using the limited range of influence option (see rule 801), an effect that states that a player wins the game instead causes all of that player’s opponents within the player’s range of influence to lose the game. This may not cause the game to end.", + "zh": "在使用限制影响范围模式(参见规则801)的多人游戏中,宣告一位牌手赢得游戏的效应改为导致该牌手的所有在该牌手之影响范围中的对手输掉游戏。这可能不会导致游戏结束。" + }, + { + "chapter": "104.3i", + "en": "In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)", + "zh": "在皇帝游戏中,如果一位皇帝输掉游戏,其队伍便输掉游戏。(参见规则809.5。)" + }, + { + "chapter": "104.3j", + "en": "In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.10.)", + "zh": "在指挥官游戏中,在游戏中被同一个指挥官造成21点或更多战斗伤害的牌手输掉游戏。(此为状态动作。参见规则704。亦见规则903.10。)" + }, + { + "chapter": "104.3k", + "en": "In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6.", + "zh": "在一场比赛中,牌手可能受到来自裁判的处罚从而输掉一盘游戏。参见规则100.6。" + } + ] + }, + { + "chapter": "104.4.", + "en": "There are several ways for the game to be a draw.", + "zh": "游戏平手的方式有很多种。", + "subrules": [ + { + "chapter": "104.4a", + "en": "If all the players remaining in a game lose simultaneously, the game is a draw.", + "zh": "若还在游戏中的所有牌手同时输掉游戏,则游戏平手。" + }, + { + "chapter": "104.4b", + "en": "If a game that’s not using the limited range of influence option (including a two-player game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.", + "zh": "若一盘没有使用限制影响范围模式的游戏(包括双人游戏)中出现了强制动作组成的“循环”,重复一系列事件且无法停止,此盘游戏为平手。若循环中包含可选择的动作,便不会导致平手。" + }, + { + "chapter": "104.4c", + "en": "An effect may state that the game is a draw.", + "zh": "某些效应可能叙述为游戏为平手。" + }, + { + "chapter": "104.4d", + "en": "In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.", + "zh": "在队伍间的多人游戏中,如果所有依然在游戏中的队伍同时输掉游戏,该游戏为平手。" + }, + { + "chapter": "104.4e", + "en": "In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the game is a draw causes the game to be a draw for that spell or ability’s controller and all players within their range of influence. Only those players leave the game; the game continues for all other players.", + "zh": "在使用限制影响范围模式的多人游戏中,由咒语或异能产生、叙述游戏为平手的效应导致该咒语或异能的操控者以及在该牌手影响范围内的每位牌手的游戏为平手。只有这些牌手离开游戏;其他牌手继续游戏。" + }, + { + "chapter": "104.4f", + "en": "In a multiplayer game using the limited range of influence option, if the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. Only those players leave the game; the game continues for all other players.", + "zh": "在使用限制影响范围模式的多人游戏中,如果游戏中出现了强制动作组成的“循环”,重复一系列事件且无法停止,对于循环中包含的每个物件之操控者,以及在这些牌手影响范围内的每位牌手,游戏为平手。只有这些牌手离开游戏;其他牌手继续游戏。" + }, + { + "chapter": "104.4g", + "en": "In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team.", + "zh": "在队伍间的多人游戏中,如果游戏对于某队伍中所有仍在游戏中的牌手为平手,则对于该队伍为平手。" + }, + { + "chapter": "104.4h", + "en": "In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.)", + "zh": "在皇帝游戏中,如果游戏对皇帝为平手,游戏对其队伍便为平手。(参见规则809.5。)" + }, + { + "chapter": "104.4i", + "en": "In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.", + "zh": "在比赛中,游戏中得所有牌手可以同意有意平手。参见规则100.6。" + } + ] + }, + { + "chapter": "104.5.", + "en": "If a player loses the game, that player leaves the game. If the game is a draw for a player, that player leaves the game. The multiplayer rules handle what happens when a player leaves the game; see rule 800.4.", + "zh": "如果牌手输掉游戏,该牌手离开该游戏。如果游戏对于某牌手为平手,该牌手离开该游戏。多人游戏规则规定当有牌手离开游戏时如何作;参见规则800.4。", + "subrules": [] + }, + { + "chapter": "104.6.", + "en": "One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 726, “Restarting the Game.”", + "zh": "有一张牌(重获自由的卡恩)重新开始游戏。当游戏重新开始时依然在游戏中的所有牌手马上开始新的游戏。参见规则726,“重新开始游戏。”", + "subrules": [] + } + ] + }, + { + "chapter": "105.", + "en": "Colors", + "zh": "颜色", + "subrules": [ + { + "chapter": "105.1.", + "en": "There are five colors in the Magic game: white, blue, black, red, and green.", + "zh": "万智牌游戏中有五种颜色,分别是:白、蓝、黑、红、绿。", + "subrules": [] + }, + { + "chapter": "105.2.", + "en": "An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. An object’s color or colors may also be defined by a color indicator or a characteristic-defining ability. See rule 202.2.", + "zh": "一个物件可以是五种颜色的其中一种或多种,它也可以是无色。一个物件的颜色为其法术力费用中法术符号的颜色,不考虑其边框的颜色。物件的颜色可能由其颜色标记或特征定义异能决定。参见规则202.2。", + "subrules": [ + { + "chapter": "105.2a", + "en": "A monocolored object is exactly one of the five colors.", + "zh": "一个单色物件只包含五种颜色中的一种。" + }, + { + "chapter": "105.2b", + "en": "A multicolored object is two or more of the five colors.", + "zh": "一个多色物件包含五种颜色中的两种或以上。" + }, + { + "chapter": "105.2c", + "en": "A colorless object has no color.", + "zh": "一个无色物件没有任何颜色。" + } + ] + }, + { + "chapter": "105.3.", + "en": "Effects may change an object’s color or give a color to a colorless object. If an effect gives an object a new color, the new color replaces all previous colors the object had (unless the effect said the object became that color “in addition” to its other colors). Effects may also make a colored object become colorless.", + "zh": "有些效应可能会改变物件的颜色,或赋予一个无色的物件颜色。如果一个效应赋予一个物件新的颜色,该新的颜色替代该物件之前所有的颜色(除非该效应的叙述为该物件“额外”成为某种颜色)。有些效应也可能让具有颜色的物件成为无色。", + "subrules": [] + }, + { + "chapter": "105.4.", + "en": "If a player is asked to choose a color, they must choose one of the five colors. “Multicolored” is not a color. Neither is “colorless.”", + "zh": "如果一位牌手被要求选择一个颜色,其必须选择五种颜色中的一种。“多色”和“无色”均不是一种颜色。", + "subrules": [] + }, + { + "chapter": "105.5.", + "en": "If an effect refers to a color pair, it means exactly two of the five colors. There are ten color pairs: white and blue, white and black, blue and black, blue and red, black and red, black and green, red and green, red and white, green and white, and green and blue.", + "zh": "如果一个效应提及“双色色组”,是指由五个颜色中的正好两个颜色的组合。共有十组双色色组:白蓝、白黑、蓝黑、蓝红、黑红、黑绿、红绿、红白、绿白、绿蓝。", + "subrules": [] + } + ] + }, + { + "chapter": "106.", + "en": "Mana", + "zh": "法术力", + "subrules": [ + { + "chapter": "106.1.", + "en": "Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.", + "zh": "法术力是游戏中的主要资源。一般当施放咒语和起动异能时,牌手用法术力支付费用。", + "subrules": [ + { + "chapter": "106.1a", + "en": "There are five colors of mana: white, blue, black, red, and green.", + "zh": "法术力的颜色有五种:白、蓝、黑、红、绿。" + }, + { + "chapter": "106.1b", + "en": "There are six types of mana: white, blue, black, red, green, and colorless.", + "zh": "法术力有六种类别:白、蓝、黑、红、绿和无色。" + } + ] + }, + { + "chapter": "106.2.", + "en": "Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).", + "zh": "法术力由法术力符号表示(参见规则107.4)。法术力符号也用来表示法术力费用(参见规则202)。", + "subrules": [] + }, + { + "chapter": "106.3.", + "en": "Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren’t mana abilities. A spell or ability that produces mana instructs a player to add that mana. If mana is produced by a spell, the source of that mana is that spell. If mana is produced by an ability, the source of that mana is the source of that ability (see rule 113.7).", + "zh": "法术力异能的效应产生法术力(参见规则605)。咒语所产生的效应也可能产生法术力,非法术力异能的异能所产生的效应同样可能产生法术力。产生法术力的咒语或异能指示牌手加该法术力。如果法术力是由咒语产生,则该法术力的来源是该咒语。如果法术力是由异能产生,则该法术力的来源是该异能的来源(参见规则113.7)。", + "subrules": [] + }, + { + "chapter": "106.4.", + "en": "When an effect instructs a player to add mana, that mana goes into a player’s mana pool. From there, it can be used to pay costs immediately, or it can stay in the player’s mana pool as unspent mana. Each player’s mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle™ card reference to no longer explicitly refer to the mana pool.", + "zh": "当一个效应指示牌手加法术力时,该法术力进入牌手的法术力池中。它可以立即用于支付费用,或者作为未使用的法术力保留在该牌手的法术力池中。每位牌手的法术力池在每个步骤和阶段结束时清空,该牌手因此而失去此法术力。具有产生法术力之异能、或提及未使用的法术力之异能的牌张已在Oracle™牌张参考文献中获得勘误,不再明确提及法术力池。", + "subrules": [ + { + "chapter": "106.4a", + "en": "If any mana remains in a player’s mana pool after mana is spent to pay a cost, that player announces what mana is still there.", + "zh": "如果牌手在使用法术力支付一个费用之后,其法术力池中仍有法术力剩余,该牌手需要宣告有哪些法术力留在其中。" + }, + { + "chapter": "106.4b", + "en": "If a player passes priority (see rule 117) while there is mana in their mana pool, that player announces what mana is there.", + "zh": "如果牌手在其法术力池中仍有法术力剩余时让过优先权(参见规则117),该牌手需要宣告有哪些法术力留在其中。" + } + ] + }, + { + "chapter": "106.5.", + "en": "If an ability would produce one or more mana of an undefined type, it produces no mana instead.", + "zh": "如果一个异能将产生一点或数点未定义类别的法术力,它将改为不会产生任何法术力。", + "subrules": [], + "extras": [ + { + "en": "Example: Meteor Crater has the ability “{T}: Choose a color of a permanent you control. Add one mana of that color.” If you control no colored permanents, activating Meteor Crater’s mana ability produces no mana.", + "zh": "例如:陨石坑具有异能“{T}:选择一个你所操控的永久物具有的颜色,加一点该色法术力。”如果你不操控有色的永久物,起动陨石坑的异能将不会产生任何法术力。" + } + ] + }, + { + "chapter": "106.6.", + "en": "Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn’t affect the mana’s type.", + "zh": "一些咒语或异能产生的法术力会有使用限制,或者对该法术力所支付的咒语或异能有附加效应,或者创造一个因该法术力被使用而触发的延迟触发式异能(参见规则603.7a)。这不会影响该法术力的类别。", + "subrules": [ + { + "chapter": "106.6a", + "en": "Some replacement effects increase the amount of mana produced by a spell or ability. In these cases, any restrictions or additional effects created by the spell or ability will apply to all mana produced. If the spell or ability creates a delayed triggered ability that triggers when the mana is spent, a separate delayed triggered ability is created for each mana produced. If the spell or ability creates a continuous effect or replacement effect if the mana is spent, a separate effect is created once for each mana produced.", + "zh": "一些替代性效应会增加咒语或异能产生的法术力。在这些情形下,这些咒语或异能创造的任何限制或额外效应会对产生的所有法术力生效。如果该咒语或异能创造了一个因该法术力被使用而触发的延迟触发式异能,每一点以此法产生的法术力都会创造一个独立的延迟触发式异能。如果该咒语或异能因该法术力被使用而创造了一个持续性效应或替代性效应,每一点以此法产生的法术力都会创造一个独立的效应。" + } + ], + "extras": [ + { + "en": "Example: A player’s mana pool contains {R}{G} which can be spent only to cast creature spells. That player activates Doubling Cube’s ability, which reads “{3}, {T}: Double the amount of each type of unspent mana you have.” The player’s mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything.", + "zh": "例如:某牌手的法术力池中有{R}{G},该法术力只能用于支付施放生物咒语的费用。该牌手起动加倍方体的异能,其叙述为“{3},{T}:将你的每种类别之未使用的法术力加倍。”该牌手的法术力池将有{R}{R}{G}{G},其中{R}{G}可以用于支付任何费用。" + } + ] + }, + { + "chapter": "106.7.", + "en": "Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.", + "zh": "一些异能所产生法术力将基于另一个或数个永久物所能够产生的法术力。一个永久物能产生的法术力类别,为该永久物所具有的任意异能在此时结算所能产生的法术力类别,这将考虑任何对此生效的替代性效应以任何可能的顺序生效。忽略该异能可能或无法支付的费用。如果在这些情况下该永久物无法产生任何法术力,或以此法定义任何法术力类别,它将不会产生任何类别的法术力。", + "subrules": [], + "extras": [ + { + "en": "Example: Exotic Orchard has the ability “{T}: Add one mana of any color that a land an opponent controls could produce.” If your opponent controls no lands, activating Exotic Orchard’s mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}.", + "zh": "例如:异国果园具有异能“{T}:加一点法术力,其颜色为由对手操控的地能产生之任一颜色。”如果你的对手没有操控任何地,起动异国果园的法术力异能将不会产生任何法术力。你和你的对手均不操控任何异国果园以外的地的情况也将一样。然而,若你操控一个树林以及一个异国果园,且你的对手操控异国果园,则每个异国果园均可以产生{G}。" + } + ] + }, + { + "chapter": "106.8.", + "en": "If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player’s mana pool. If a generic half is chosen, an amount of colorless mana represented by that half’s number is added to that player’s mana pool.", + "zh": "如果一个效应将添加由混血符号所表示的法术力到一位牌手的法术力池中,该牌手选择该混血符号中的一半符号。如果所选择的半边具有颜色,则一点该颜色的法术力将添加到该牌手的法术力池中。如果所选择的半边为一般法术力,则添加等同于该数量的无色法术力到该牌手的法术力池中。", + "subrules": [] + }, + { + "chapter": "106.9.", + "en": "If an effect would add mana represented by a Phyrexian mana symbol to a player’s mana pool, one mana of the color of that symbol is added to that player’s mana pool.", + "zh": "如果一个效应将添加由非瑞克西亚法术力符号所表示的法术力到一位牌手的法术力池中,则一点此符号所代表之颜色的法术力会加入到该牌手法术力池中。", + "subrules": [] + }, + { + "chapter": "106.10.", + "en": "If an effect would add mana represented by a generic mana symbol to a player’s mana pool, that much colorless mana is added to that player’s mana pool.", + "zh": "如果一个效应将添加由一般法术力符号所表示的法术力到一位牌手的法术力池中,则等量的无色法术力会加入到该牌手法术力池中。", + "subrules": [] + }, + { + "chapter": "106.11.", + "en": "If an effect would add mana represented by one or more snow mana symbols to a player’s mana pool, that much colorless mana is added to that player’s mana pool.", + "zh": "如果一个效应将添加由一个或数个雪境法术力符号所表示的法术力到一位牌手的法术力池中,则等量的无色法术力会加入到该牌手法术力池中。", + "subrules": [] + }, + { + "chapter": "106.12.", + "en": "To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”", + "zh": "“横置[一个永久物]以产生法术力”意指起动该永久物的异能中,起动费用包含{T}符号的法术力异能。参见规则605,“法术力异能”。", + "subrules": [ + { + "chapter": "106.12a", + "en": "An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.", + "zh": "当永久物“横置以产生法术力”、或横置以产生特定类别之法术力而触发的异能,在此类法术力异能结算并产生法术力、或该类别的法术力时触发。" + }, + { + "chapter": "106.12b", + "en": "A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.", + "zh": "当永久物“横置以产生法术力”、或横置以产生特定类别和/或数量之法术力时生效之替代性效应,在该异能结算并产生法术力、或该类别和/或数量的法术力时影响该产生法术力之事件。" + } + ] + }, + { + "chapter": "106.13.", + "en": "One card (Drain Power) causes one player to lose unspent mana and another to add “the mana lost this way.” (Note that these may be the same player.) This empties the former player’s mana pool and causes the mana emptied this way to be put into the latter player’s mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.", + "zh": "一张牌(吸收力量)会令某位牌手失去其未使用的法术力,并令另一位牌手加“以此法失去之法术力”。(注意两者可能是同一位牌手。)这个动作会首先清空第一位牌手的法术力池并将所有以此法被清空的法术力放入第二位牌手的法术力池中。产生这些法术力的永久物、咒语和/或者异能并未改变,并且如果有与这些法术力相关的任何限制或额外效应的话也不会改变。", + "subrules": [] + } + ] + }, + { + "chapter": "107.", + "en": "Numbers and Symbols", + "zh": "数字和符号", + "subrules": [ + { + "chapter": "107.1.", + "en": "The only numbers the Magic game uses are integers.", + "zh": "万智牌游戏中只使用整数。", + "subrules": [ + { + "chapter": "107.1a", + "en": "You can’t choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down.", + "zh": "你不能选择分数,或造成分数的伤害,获得分数的生命等。如果一个咒语或异能会产生出分数,该咒语或异能会告诉你小数点后该进位或舍去。" + }, + { + "chapter": "107.1b", + "en": "Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles, triples, or sets to a specific value a player’s life total or the power and/or toughness of a creature or creature card.", + "zh": "万智牌游戏中大多数时候只使用正数和零。你不能选择负数,造成负数的伤害,获得负数生命等。然而在游戏中某些数值可以比零小,比如生物的力量。如果需要在计算或比较大小中使用负数,它将使用负数。在决定一个效应的效果时,如果计算得出的效果为负数,除非该效应将牌手的生命值、生物或生物牌的力量和/或防御力加倍、加两倍或设定为特定值,否则该效果改为用零代替。", + "extras": [ + { + "en": "Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1.", + "zh": "例如:如果一个3/4生物得-5/-0,它将成为-2/4的生物。它在战斗中不分配伤害。它的力量和防御力的总和为2。给它+3/+0才能将其力量加到1。" + }, + { + "en": "Example: Viridian Joiner is a 1/2 creature with the ability “{T}: Add an amount of {G} equal to this creature’s power.” An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool.", + "zh": "例如:暗碧族接合工为1/2的生物,它具有异能“{T}:加若干{G},其数量等同于此生物的力量。”一个效应令它-2/-0,然后起动其异能。该异能将不能产生任何法术力到你的法术力池中。" + }, + { + "en": "Example: Chameleon Colossus is a 4/4 creature with the ability “{2}{G}{G}: This creature gets +X/+X until end of turn, where X is its power.” An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesn’t become -4/2.", + "zh": "例如:善变巨像为4/4生物,它具有异能:“{2}{G}{G}:此生物得+X/+X直到回合结束,X为其力量。”一个效应令它-6/-0,然后起动其异能。它仍是一个-2/4生物。它不会成为-4/2。" + } + ] + }, + { + "chapter": "107.1c", + "en": "If a rule or ability instructs a player to choose “any number,” that player may choose any positive number or zero.", + "zh": "如果一个规则或者异能让一位牌手选择“任意数字”,该牌手可以选择任意正数或零。" + } + ] + }, + { + "chapter": "107.2.", + "en": "If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead.", + "zh": "无论在效果或计算中需要使用一个不能被确定的数时,改为使用0。", + "subrules": [] + }, + { + "chapter": "107.3.", + "en": "Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X.", + "zh": "很多物件使用字母X表示需要确定的数值。一些物件具有定义X值的异能;其余的需要其操控者选择X的数值。", + "subrules": [ + { + "chapter": "107.3a", + "en": "If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or activation cost with an {X}, [-X], or X in it, and the value of X isn’t defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of casting the spell or activating the ability. (See rule 601, “Casting Spells.”) While a spell is on the stack, any X in its mana cost or in any alternative cost or additional cost it has equals the announced value. While an activated ability is on the stack, any X in its activation cost equals the announced value.", + "zh": "如果一个咒语或起动式异能所具有的法术力费用、替代性费用、额外费用和/或起动费中带有{X}、[-X]或X,且X的值不被该咒语或异能的叙述所定义,则该咒语或异能的操控者作为施放该咒语或起动该异能的一部分选择并宣告X的数值。(参见规则601,“施放咒语”)。当咒语在堆叠中的时候,其法术力费用中的任何X、及其替代性费用或额外费用中的任何X等同于所宣告的数值。当起动式异能在堆叠中的时候,其起动费用中的任何X等同于所宣告的数值。" + }, + { + "chapter": "107.3b", + "en": "If a player is casting a spell that has an {X} in its mana cost, the value of X isn’t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn’t apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, “Casting Spells.”", + "zh": "如果一位牌手施放法术力费用中带有{X}的咒语,该咒语的叙述未定义X值,且一个效应要求该牌手以不支付法术力费用的方式,或使用替代性费用中不包含X的方式施放该咒语,则X的唯一合法选择为0。此规则不适用于减少施放费用的效应,即使减少至零。参见规则601,“施放咒语”。" + }, + { + "chapter": "107.3c", + "en": "If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that’s the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn’t get to choose the value. Note that the value of X may change while that spell or ability is on the stack.", + "zh": "如果一个咒语或起动式异能的费用和/或叙述中带有{X}、[-X]或X,且该咒语或异能的叙述定义X的数值,则该咒语或异能在堆叠上时X为此数值。该咒语或异能的操控者不能为该数值作出选择。该咒语或异能在堆叠上期间X的数值可能会有所改变。" + }, + { + "chapter": "107.3d", + "en": "If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action immediately before they pay that cost.", + "zh": "如果一个特殊动作附带费用中带有{X}或X,例如延缓费用或变身费用,则执行此特殊动作的牌手在紧接着支付该费用之前,先选择X的数值。" + }, + { + "chapter": "107.3e", + "en": "If a spell or ability refers to the {X} or X in the mana cost, alternative cost, additional cost, or activation cost of another object, any X in that spell or ability’s text uses the value of X chosen or defined for the other object.", + "zh": "如果一个咒语或异能提及另一个物件的法术力费用、替代性费用、额外费用、起动费用中的{X}或X,该咒语或异能叙述中的任何X的值使用该另一物件所选择或定义的X的值。" + }, + { + "chapter": "107.3f", + "en": "Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or activation cost. If the value of X isn’t defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as it’s put on the stack or as it resolves).", + "zh": "某些时候咒语或异能的施放费用、替代性费用、额外费用或起动费中不带有X,而叙述中带有X。如果X的值没有被定义,该咒语或异能的操控者在适当的时候为其作出选择(在进入堆叠的时候或结算的时候)。" + }, + { + "chapter": "107.3g", + "en": "If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text.", + "zh": "如果一张法术力费用中带有{X}的牌在堆叠以外的任何区域,即使X的值在其叙述中被定义,其{X}的值将被视同0。" + }, + { + "chapter": "107.3h", + "en": "If an effect instructs a player to pay an object’s mana cost that includes {X}, the value of X is treated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast.", + "zh": "如果某效应指示牌手支付物件之包含{X}的法术力,X将被视同0,除非该物件是堆叠中的咒语。如果是后者的情况,X的值是于该咒语被施放时所选择或决定的值。" + }, + { + "chapter": "107.3i", + "en": "Normally, all instances of X on an object have the same value at any given time.", + "zh": "通常而言,物件上所有X的数值在任何时间均相等。" + }, + { + "chapter": "107.3j", + "en": "If an object gains an ability, the value of X within that ability is the value defined by that ability, or 0 if that ability doesn’t define a value of X. This is an exception to rule 107.3i. This may occur with ability-adding effects, text-changing effects, or copy effects.", + "zh": "如果一个物件获得一个异能,在该异能中的X的数值是由该异能定义的数值。若该异能没有定义X的数值,其数值为0。这是对规则107.3i的例外情形。这可能会适用于添加异能的效应、改变叙述的效应或复制效应。" + }, + { + "chapter": "107.3k", + "en": "If an object’s activated ability has an {X}, [-X], or X in its activation cost, the value of X for that ability is independent of any other values of X chosen for that object or for other instances of abilities of that object. This is an exception to rule 107.3i.", + "zh": "如果一个物件之起动式异能的起动费用中带有{X}、[-X]或X,该异能的中X的数值与为该物件或为该物件上的其他异能实例已选择的任何其他X的数值并无关联。这是对规则107.3i的例外情形。" + }, + { + "chapter": "107.3m", + "en": "If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.", + "zh": "如果一个物件的进战场触发式异能或替代性效应提及X,且成为该物件的咒语于结算时为其任一费用选择了X的值,则该异能上X的值与该咒语上X的值相同,尽管对于该永久物而言X的值为0。这是对规则107.3i的例外情形。" + }, + { + "chapter": "107.3n", + "en": "If a delayed triggered ability created by a resolving spell or ability refers to X, X is not defined in the text of that triggered ability, and the spell or ability that created it had a value of X chosen for any of its costs, the value of X for the triggered ability is the same as the value of X for the spell of ability that created it.", + "zh": "如果一个正在结算的咒语或异能创造的延迟触发式异能提及X,且X并未在该触发式异能的叙述中定义,但曾为创造该延迟触发式异能之咒语或异能的任一费用选择了X的值,则该触发式异能上X的值与创造该异能的咒语或异能上X的值相同。" + }, + { + "chapter": "107.3p", + "en": "Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.", + "zh": "一些物件上除了会使用字母X以外还会额外使用字母Y。Y遵循于X相同的规则。" + } + ] + }, + { + "chapter": "107.4.", + "en": "The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, {2/G}, {C/W}, {C/U}, {C/B}, {C/R}, and {C/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; the hybrid Phyrexian symbols {W/U/P}, {W/B/P}, {U/B/P}, {U/R/P}, {B/R/P}, {B/G/P}, {R/G/P}, {R/W/P}, {G/W/P}, and {G/U/P}; and the snow mana symbol {S}.", + "zh": "法术力符号包括{W}、{U}、{B}、{R}、{G}和{C};数字符号{0}、{1}、{2}、{3}、{4},依此类推;可变数值符号{X};混血符号{W/U}、{W/B}、{U/B}、{U/R}、{B/R}、{B/G}、{R/G}、{R/W}、{G/W}和{G/U};单色混血符号{2/W}、{2/U}、{2/B}、{2/R}、{2/G}、{C/W}、{C/U}、{C/B}、{C/R}和{C/G};非瑞克西亚法术力符号{W/P}、{U/P}、{B/P}、{R/P}和{G/P};混血非瑞克西亚法术力{W/U/P}、{W/B/P}、{U/B/P}、{U/R/P}、{B/R/P}、{B/G/P}、{R/G/P}、{R/W/P}、{G/W/P}和{G/U/P};以及雪境法术力符号{S}。", + "subrules": [ + { + "chapter": "107.4a", + "en": "There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, “Mana Cost and Color.”", + "zh": "主要的有色法术力符号有五种:{W}为白色、{U}为蓝色、{B}为黑色、{R}为红色以及{G}为绿色。这些符号代表有色法术力,同时也代表费用中的有色法术力。费用中的有色法术力必须用相对应颜色的法术力来支付。参见规则202,“法术力费用和颜色”。" + }, + { + "chapter": "107.4b", + "en": "Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3.", + "zh": "数字符号(例如{1})和可变数值符号(例如{X})代表费用中的一般法术力。一般法术力可以用任意类型的法术力来支付。关于{X}的更多信息,参见规则107.3。" + }, + { + "chapter": "107.4c", + "en": "The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid only with one colorless mana.", + "zh": "无色法术力符号{C}用来表示一点无色法术力,也用来表示只能使用一点无色法术力支付的费用。" + }, + { + "chapter": "107.4d", + "en": "The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule 118.5.)", + "zh": "符号{0}表示零点法术力,也表示无须任何资源便可支付的费用。(参见规则118.5。)" + }, + { + "chapter": "107.4e", + "en": "A hybrid mana symbol is also a colored mana symbol, even if one of its components is colorless. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors.", + "zh": "混血法术力符号同样也是有色法术力符号,即使其中一边是无色。每个混血符号由两边组成,代表可以用两者之一来支付的费用。如一个{W/U}的混血符号可用白色法术力或是蓝色法术力来支付,而单色混血符号如{2/B}可以用一点黑色法术力或者两点任意法术力来支付。混血符号的颜色为其各部分包含的所有颜色。", + "extras": [ + { + "en": "Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.", + "zh": "例如:{G/W}{G/W}可以使用{G}{G}、{G}{W}或{W}{W}来支付。" + } + ] + }, + { + "chapter": "107.4f", + "en": "Phyrexian mana symbols are colored mana symbols: {W/P} is white, {U/P} is blue, {B/P} is black, {R/P} is red, and {G/P} is green. A Phyrexian mana symbol represents a cost that can be paid either with one mana of its color or by paying 2 life. There are also ten hybrid Phyrexian mana symbols. A hybrid Phyrexian mana symbol represents a cost that can be paid with one mana of either of its component colors or by paying 2 life. A hybrid Phyrexian mana symbol is both of its component colors.", + "zh": "非瑞克西亚法术力符号是有色法术力符号:{W/P}是白色,{U/P}是蓝色,{B/P}是黑色,{R/P}是红色,{G/P}是绿色。一个非瑞克西亚法术力符号代表一个费用,可以用一点该色法术力或者2点生命来支付。还有十个混血非瑞克西亚法术力符号;一个混血非瑞克西亚法术力符号代表一个费用,可以用一点组成该符号颜色的法术力或者2点生命来支付。混血非瑞克西亚法术力符号的颜色为其各部分包含的所有颜色。", + "extras": [ + { + "en": "Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.", + "zh": "例如:{W/P}{W/P}可以使用{W}{W}、{W}和2点生命、或者4点生命来支付。" + } + ] + }, + { + "chapter": "107.4g", + "en": "In rules text, the Phyrexian symbol {H} with no colored background means any of the fifteen Phyrexian mana symbols.", + "zh": "在规则叙述中,无色背景的非瑞克西亚符号{H}指十五种非瑞克西亚法术力符号中任意一种。" + }, + { + "chapter": "107.4h", + "en": "When used in a cost, the snow mana symbol {S} represents a cost that can be paid with one mana of any type produced by a snow source (see rule 106.3). Effects that reduce the amount of generic mana you pay don’t affect {S} costs. The {S} symbol can also be used to refer to mana of any type produced by a snow source spent to pay a cost. Snow is neither a color nor a type of mana.", + "zh": "当雪境法术力符号{S}在费用中被使用时,其代表的是可以由雪境来源(参见规则106.3)所产生的一点任意类别的法术力来支付的费用。减少一般法术力费用的效应不会影响{S}的费用。{S}符号也可以用于提及由雪境来源产生并用于支付费用的任意类别的法术力。雪境既不是一种颜色,也不是一种法术力类别。" + } + ] + }, + { + "chapter": "107.5.", + "en": "The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.", + "zh": "{T}为横置符号。在起动费用中出现的横置符号表示“横置此永久物”。已横置的永久物无法用来横置以支付费用。如果生物的起动式异能的起动费用中包含横置符号,则除非其操控者在其最近的一个回合开始时便一直操控它,否则不能起动此异能。参见规则302.6。", + "subrules": [] + }, + { + "chapter": "107.6.", + "en": "The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.", + "zh": "{Q}为重置符号。在起动费用中出现的重置符号表示“重置此永久物”。已重置的永久物无法用来重置以支付费用。如果生物的起动式异能的起动费用中包含重置符号,则除非其操控者在其最近的一个回合开始时便一直操控它,否则不能起动此异能。参见规则302.6。", + "subrules": [] + }, + { + "chapter": "107.7.", + "en": "Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don’t point in either direction and feature a 0. [+N] means “Put N loyalty counters on this permanent,” [-N] means “Remove N loyalty counters from this permanent,” and [0] means “Put zero loyalty counters on this permanent.” Loyalty symbols may also appear in abilities that modify loyalty costs.", + "zh": "鹏洛客的每个起动式异能的费用中有用箭头表示的忠诚符号。正忠诚符号由向上的箭头以及加号和其后面的数字或X表示。负向忠诚符号由向下的箭头以及减号和其后面的数字或X表示。[+N]表示“在此永久物上放置N个忠诚指示物”,[-N]表示“在此永久物上移去N个忠诚指示物”,而[0]表示“在此永久物上放置零个忠诚指示物”。忠诚符号也可能会出现在影响忠诚费用的异能上。", + "subrules": [] + }, + { + "chapter": "107.8.", + "en": "The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].” See rule 711, “Leveler Cards.”", + "zh": "升级牌的文字栏中包含2个等级符号,均是表示静止式异能的关键字异能。等级符号可能包括了某范围的数字,此处表示为“N1-N2”;或是单一数字后面带着加号,此处表示为“N3+”。任何与等级符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而印在同一区块文字栏的力量/防御力方格,此处表示为“P/T”,也是同法看待。参见规则711,“升级牌”。", + "subrules": [ + { + "chapter": "107.8a", + "en": "“{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”", + "zh": "“{等级N1-N2}[异能][P/T]”意指“只要此生物上面至少有N1个等级指示物,且等级指示物数量又不多于N2,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”" + }, + { + "chapter": "107.8b", + "en": "“{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”", + "zh": "“{等级N3+}[异能][P/T]”意指“只要此生物上面有N3或更多个等级指示物,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”" + } + ] + }, + { + "chapter": "107.9.", + "en": "A tombstone icon appears to the left of the name of many Odyssey™ block cards with abilities that are relevant in a player’s graveyard. The purpose of the icon is to make those cards stand out when they’re in a graveyard. This icon has no effect on game play.", + "zh": "在一些关系到坟墓场的奥德赛™环境牌上面,其名称左方会有墓碑符号。此符号的目的仅是让这些牌在坟墓场中更加醒目,与游戏进行并无关联。", + "subrules": [] + }, + { + "chapter": "107.10.", + "en": "A type icon appears in the upper left corner of each card from the Future Sight™ set printed with an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that’s indicated by a black and white cross. This icon has no effect on game play.", + "zh": "在每张预知将来™版本的有特别“时间转移”牌框的牌上面,其牌左上角会有类别符号。如果此牌具有单一的牌张类别,则符号为:爪痕表示生物、火焰表示法术、闪电表示瞬间、升日表示结界、圣杯表示神器、群山表示地。如果它有多种类别,则用黑白十字表示。此符号与游戏进行并无关联。", + "subrules": [] + }, + { + "chapter": "107.11.", + "en": "The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. It has five tines at the top and tapers to a point at the bottom. See rule 901, “Planechase.”", + "zh": "鹏洛客符号是{PW}。它出现在时空骰的一面上,用于竞逐时空休闲玩法。它的顶部有五个尖齿,底部逐渐变细。参见规则901,“竞逐时空”。", + "subrules": [] + }, + { + "chapter": "107.12.", + "en": "The chaos symbol is {CHAOS}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. It looks like a swirling vortex. See rule 901, “Planechase.”", + "zh": "混沌符号是{CHAOS}。它出现在时空骰的一面上,以及与掷时空骰相关的异能中,用于竞逐时空休闲玩法。它看起来像是旋转的漩涡。参见规则901,“竞逐时空”。", + "subrules": [] + }, + { + "chapter": "107.13.", + "en": "A color indicator is a circular symbol that appears to the left of the type line on some cards. The color of the symbol defines the card’s color or colors. See rule 202, “Mana Cost and Color.”", + "zh": "颜色标志是出现在一些牌类别栏的左侧圆形符号。该符号的颜色定义了该牌的颜色。参见规则202,“法术力费用和颜色”。", + "subrules": [] + }, + { + "chapter": "107.14.", + "en": "The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves.", + "zh": "能量符号是{E}。它代表一个能量指示物。要支付{E},牌手从其自身移除一个能量指示物。", + "subrules": [] + }, + { + "chapter": "107.15.", + "en": "The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as “rN”. The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule 714, “Saga Cards.”", + "zh": "传纪牌的文字栏中包含章节符号,每个符号均是代表一个触发式异能的关键字异能。章节符号包含一个罗马数字,此处以“rN”表示。印刷在章节符号右侧的文字栏分段中的叙述是该符号所代表的触发式异能之效应。参见规则714,“传纪牌”。", + "subrules": [ + { + "chapter": "107.15a", + "en": "“{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”", + "zh": "“{rN}~[效应]”意指“每当一个或数个学问指示物放置在此传纪上时,若其上的学问指示物的数量先前小于N且成为至少N,[效应]。”" + }, + { + "chapter": "107.15b", + "en": "“{rN1}, {rN2}—[Effect]” is the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”", + "zh": "“{rN1},{rN2}~[效应]”等同于“{rN1}~[效应]”和“{rN2}~[效应]”。" + } + ] + }, + { + "chapter": "107.16.", + "en": "The text box of a Class card contains class level bars, each of which is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability. See rule 716, “Class Cards.”", + "zh": "职业牌的文字栏包含职业等级条,每个职业等级条都是一个关键字异能,代表一个起动式异能和一个静止异能。职业等级条包含其起动式异能的起动费用和等级数字。任何与该职业等级条印刷在同一文字栏分段中的异能均是其静止式异能的一部分。参见规则716,“职业牌”。", + "subrules": [ + { + "chapter": "107.16a", + "en": "“[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”", + "zh": "“[费用]:等级N~[异能]”意指“[费用]:此职业的等级成为N。只能于此职业的等级是N-1时、且只能于法术时机起动。”及“只要此职业是等级N或更高,它便具有[异能]”。" + } + ] + }, + { + "chapter": "107.17.", + "en": "The ticket symbol is {TK}. It represents one ticket counter.", + "zh": "门票符号是{TK}。它代表一个门票指示物。", + "subrules": [ + { + "chapter": "107.17a", + "en": "A ticket symbol with a number inside it represents a ticket cost. To pay that cost, a player removes that many ticket counters from themselves.", + "zh": "内部有数字的门票符号代表门票费用。要支付门票费用,牌手从其自身移除该数量的门票指示物。" + } + ] + }, + { + "chapter": "107.18.", + "en": "The pawprint symbol is {P}. This symbol is used to indicate the modes on some modal spells, and does not represent a cost, mana, counters, or any type of persistent resource. See rule 700.2i.", + "zh": "爪印符号是{P}。此符号用于表示某些具有模式的咒语之模式,并不代表费用、法术力、指示物或是任何持续性资源。参见规则700.2i。", + "subrules": [] + } + ] + }, + { + "chapter": "108.", + "en": "Cards", + "zh": "牌", + "subrules": [ + { + "chapter": "108.1.", + "en": "Use the Oracle card reference when determining a card’s wording. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com.", + "zh": "牌的叙述皆以Oracle™牌张参考文献的牌张叙述为准。牌的Oracle™牌张参考文献叙述可以在Gatherer数据库中找到:Gatherer.Wizards.com", + "subrules": [] + }, + { + "chapter": "108.2.", + "en": "When a rule or text on a card refers to a “card,” it means only a Magic card or an object represented by a Magic card.", + "zh": "当规则或牌的叙述中提到“牌”,它只表示万智牌或由万智牌代表的物件。", + "subrules": [ + { + "chapter": "108.2a", + "en": "Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Traditional Magic cards are included in players’ decks. Certain formats also use nontraditional Magic cards. Nontraditional Magic cards are not included in players’ decks. They may be used in supplementary decks. Additionally, they may be oversized, have different card backs, or both.", + "zh": "大多数万智牌游戏只使用传统的万智牌,大约2.5英寸(6.3厘米)宽3.5英寸(8.8厘米)长。传统万智牌可以包含在牌手的套牌中。一些玩法还使用非传统万智牌。非传统万智牌不能包含在牌手的套牌中;它们可以在附加套牌中使用。此外,它们可能尺寸较大、或牌背不同,或两者皆有之。" + }, + { + "chapter": "108.2b", + "en": "Tokens aren’t considered cards—even a card-sized game supplement that represents a token isn’t considered a card for rules purposes.", + "zh": "衍生物并不是牌—就算使用与牌同样大小的游戏辅助用具来代表衍生物,它在规则上也不被当作牌。" + } + ] + }, + { + "chapter": "108.3.", + "en": "The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player’s deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)", + "zh": "牌的拥有者是指于游戏开始时,套牌中包含该牌的牌手。如果一张牌于游戏开始时并未在牌手的套牌中,而是从游戏外被带进游戏,其拥有者为将该牌带进游戏的牌手。如果一张牌于游戏开始时在统帅区,其拥有者为于游戏开始时将其放进统帅区的牌手。除了用于赌注的规则,牌的合法拥有关系和游戏规则无关。(参见规则407。)", + "subrules": [ + { + "chapter": "108.3a", + "en": "In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6.", + "zh": "在使用单一时空套牌模式的竞逐时空游戏中,时空操控者视为时空套牌中所有牌的拥有者。参见规则901.6。" + }, + { + "chapter": "108.3b", + "en": "Some spells and abilities allow a player to take cards they own from outside the game and bring them into the game. (See rule 400.11b.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule 108.3. If a card outside that game is in the sideboard of a Magic game (see rule 100.4), its owner is considered to be the player who started the game with it in their sideboard. In all other cases, the owner of a card outside the game is its legal owner.", + "zh": "一些咒语和异能会允许牌手将其拥有的牌从游戏外放入游戏中。(参见规则400.11b。)如果一张游戏外的牌加入到万智牌游戏中,其拥有者由规则108.3中的叙述决定。如果一张游戏外的牌是在一盘万智牌游戏的备牌中(参见规则100.4),其拥有者为游戏开始时在备牌中包含该牌的牌手。所有其他情况下,该游戏外的牌之拥有者既为其合法拥有者。" + } + ] + }, + { + "chapter": "108.4.", + "en": "A card doesn’t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules 110.2 and 112.2.", + "zh": "只有代表永久物或咒语的牌才有操控者;这些情况下,该牌的操控者由永久物或咒语的规则决定。参见规则110.2和112.2。", + "subrules": [ + { + "chapter": "108.4a", + "en": "If anything asks for the controller of a card that doesn’t have one (because it’s not a permanent or spell), use its owner instead.", + "zh": "如果任何时候需要知道一张没有操控者的牌的操控者(因为它不是永久物或咒语),则改为使用其拥有者。" + } + ] + }, + { + "chapter": "108.5.", + "en": "Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card other than a dungeon card (see rule 309, “Dungeons”) into the game from outside the game, it doesn’t; that card remains outside the game.", + "zh": "非传统万智牌纸牌不会在统帅区以外的区域开始游戏(参见规则408)。如果一个效应将游戏外的非传统万智牌(地城牌除外;参见规则309)带进游戏,它将不会如此作;该牌保留在游戏外。", + "subrules": [] + }, + { + "chapter": "108.6.", + "en": "For more information about cards, see section 2, “Parts of a Card.”", + "zh": "更多和牌有关的信息,参见第2章,“牌的各部分”。", + "subrules": [] + } + ] + }, + { + "chapter": "109.", + "en": "Objects", + "zh": "物件", + "subrules": [ + { + "chapter": "109.1.", + "en": "An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.", + "zh": "物件包括堆叠中的异能、牌、牌的复制品、衍生物、咒语、永久物或徽记。", + "subrules": [] + }, + { + "chapter": "109.2.", + "en": "If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t refer to a specific zone or include the word “card,” “spell,” “source,” or “scheme,” it means a permanent of that card type or subtype on the battlefield.", + "zh": "如果咒语或异能使用类别或副类别描述物件,且并未提及某特定区域或未使用“牌”、“咒语”、“来源”或“邪计”,它表示战场上该类别或副类别的永久物。", + "subrules": [ + { + "chapter": "109.2a", + "en": "If a spell or ability uses a description of an object that includes the word “card” and the name of a zone, it means a card matching that description in the stated zone.", + "zh": "如果咒语或异能使用“牌”一词描述物件,以及某区域的名称,它表示该区域中符合该描述的牌。" + }, + { + "chapter": "109.2b", + "en": "If a spell or ability uses a description of an object that includes the word “spell,” it means a spell matching that description on the stack.", + "zh": "如果咒语或异能使用“咒语”一词描述物件,它表示在堆叠上符合该描述的咒语。" + }, + { + "chapter": "109.2c", + "en": "If a spell or ability uses a description of an object that includes the word “source,” it means a source matching that description—a source of an ability, of damage, or of mana—in any zone. See rules 113.7 and 609.7.", + "zh": "如果咒语或异能使用“来源”一词描述物件,它表示任何区域中符合该描述的来源——包括异能、伤害、或法术力的来源。参见规则113.7和609.7。" + }, + { + "chapter": "109.2d", + "en": "If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone on which that ability is printed.", + "zh": "如果邪计牌的异能包含叙述“此邪计”,它表示统帅区中印有该异能的邪计牌。" + } + ] + }, + { + "chapter": "109.3.", + "en": "An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, defense, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on.", + "zh": "物件的特征包括名称、法术力费用、颜色、颜色标志、牌张类别、副类别、超类别、规则叙述、异能、力量、防御力、忠诚、布防、手牌修正和生命修正。物件可以拥有一些甚至全部这些特征。所有关于物件的其他信息均不是特征。例如,特征不包括永久物是否横置、咒语的目标、物件的拥有者或操控者、灵气所结附的对象等。", + "subrules": [] + }, + { + "chapter": "109.4.", + "en": "Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren’t controlled by any player. See rule 108.4. There are six exceptions to this rule:", + "zh": "只有在堆叠中或战场上的物件才有操控者。不在堆叠或战场上的物件不受任何牌手操控。参见规则108.4。此规则有六条特例:", + "subrules": [ + { + "chapter": "109.4a", + "en": "The controller of a mana ability is determined as though it were on the stack. See rule 605, “Mana Abilities.”", + "zh": "法术力异能的操控者以视同其在堆叠上的方法来决定。参见规则605,“法术力异能”。" + }, + { + "chapter": "109.4b", + "en": "A triggered ability that has triggered but is waiting to be placed on the stack is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f. See also rule 603, “Handling Triggered Abilities.”", + "zh": "一个已触发、但尚在等待被放进堆叠的触发式异能的操控者为其触发时的来源之操控者,除非该异能是延迟触发式异能。要确定延迟触发式异能的操控者,参见规则603.7d-f。亦见规则603,“处理触发式异能”。" + }, + { + "chapter": "109.4c", + "en": "An emblem is controlled by the player who puts it into the command zone. See rule 114, “Emblems.”", + "zh": "徽记的操控者为将它放进统帅区的牌手。参见规则114,“徽记”。" + }, + { + "chapter": "109.4d", + "en": "In a Planechase game, a face-up plane or phenomenon card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.", + "zh": "在竞逐时空游戏中,面朝上的时空牌或异象牌由指定为时空操控者的牌手操控。通常这位牌手是主动牌手。参见规则901.6。" + }, + { + "chapter": "109.4e", + "en": "In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.", + "zh": "在先锋游戏中,每张先锋牌由其拥有者操控。参见规则902.6。" + }, + { + "chapter": "109.4f", + "en": "In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.", + "zh": "在魔王游戏中,每张邪计牌由其拥有者操控。参见规则904.7。" + }, + { + "chapter": "109.4g", + "en": "In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.", + "zh": "在诡局轮抽游戏中,每张诡局牌由其拥有者来操控。参见规则905.5。" + } + ] + }, + { + "chapter": "109.5.", + "en": "The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it’s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.", + "zh": "物件上的“你”和“你的”意指该物件的操控者、它即将的操控者(如果牌手正试图施放或起动它)或其拥有者(如果它没有操控者)。静止式异能的操控者为其所在物件的当前操控者。起动式异能的操控者为起动该异能的牌手。触发式异能的操控者为触发该异能时该物件的操控者,除非该异能为延迟触发异能。延迟触发异能的操控者,请参见603.7d-f。", + "subrules": [] + } + ] + }, + { + "chapter": "110.", + "en": "Permanents", + "zh": "永久物", + "subrules": [ + { + "chapter": "110.1.", + "en": "A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it’s moved to another zone by an effect or rule.", + "zh": "永久物指战场上的牌或衍生物。永久物会无期限的留在战场。牌或衍生物于进战场时成为永久物,且于某些效应或规则将其移到其他区域时不再是永久物。", + "subrules": [] + }, + { + "chapter": "110.2.", + "en": "A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token; see rule 111.2). A permanent’s controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.", + "zh": "永久物的拥有者为代表该永久物的牌的拥有者(除非它是衍生物;参见规则111.2)。永久物的默认操控者是操控该永久物进战场的牌手。每个永久物都有操控者。", + "subrules": [ + { + "chapter": "110.2a", + "en": "If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that player’s control unless the effect states otherwise.", + "zh": "如果一个效应指示牌手将一个物件放进战场,除非该效应另有指示,否则此物件在该牌手的操控下进战场。" + }, + { + "chapter": "110.2b", + "en": "If an effect causes a player to gain control of another player’s permanent spell, the first player controls the permanent that spell becomes, but the permanent’s controller by default is the player who put that spell onto the stack. (This distinction is relevant in multiplayer games; see rule 800.4c.)", + "zh": "如果一个效应使牌手获得另一位牌手之永久物咒语的操控权,前者牌手操控该咒语所成为的永久物,但该永久物的默认操控者是将该咒语放进堆叠的牌手。(这个区别在多人游戏中会起作用;参见规则800.4c。)" + } + ] + }, + { + "chapter": "110.3.", + "en": "A nontoken permanent’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”", + "zh": "非衍生物永久物的特征为印在其牌面上的特征,并由任何持续性效应所修改。参见规则613,“持续性效应的互动”。", + "subrules": [] + }, + { + "chapter": "110.4.", + "en": "There are six permanent types: artifact, battle, creature, enchantment, land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some kindred cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.”", + "zh": "永久物的类别有六种:神器、战役、生物、结界、地和鹏洛客。瞬间和法术牌不能进入战场,所以它们不能成为永久物。一些亲缘牌可以进入战场,另一些则不能,取决于它们的其他牌张类别。参见第3章,“牌张类别”。", + "subrules": [ + { + "chapter": "110.4a", + "en": "The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically, it means an artifact, battle, creature, enchantment, land, or planeswalker card.", + "zh": "“永久物牌”意指能被放进战场的牌。具体指神器、战役、生物、结界、地或鹏洛客牌。" + }, + { + "chapter": "110.4b", + "en": "The term “permanent spell” is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically, it means an artifact, battle, creature, enchantment, or planeswalker spell.", + "zh": "“永久物咒语”意指作为结算的一部分将以永久物进入战场的咒语。具体指神器、战役、生物、结界或鹏洛客咒语。" + }, + { + "chapter": "110.4c", + "en": "If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent.", + "zh": "如果一个永久物因为某些原因失去其所有永久物类别,它将依然留在战场上。它依然是永久物。" + } + ] + }, + { + "chapter": "110.5.", + "en": "A permanent’s status is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories.", + "zh": "永久物的状态是它的物理状况。状态包括四类,每一类都有两种可能的情况:横置/未横置、倒转/未倒转、牌面朝下/牌面朝上以及跃回/跃离。每个永久物的每类状态总会属于这些情况之一。", + "subrules": [ + { + "chapter": "110.5a", + "en": "Status is not a characteristic, though it may affect a permanent’s characteristics.", + "zh": "状态不是特征,但它有可能影响一个永久物的特征。" + }, + { + "chapter": "110.5b", + "en": "Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.", + "zh": "除非有咒语或异能特别说明,否则永久物进战场时皆为未横置、未倒转、牌面朝上且跃回。" + }, + { + "chapter": "110.5c", + "en": "A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it.", + "zh": "永久物会一直维持其状态,直到一个咒语、异能或回合动作将之改变,即使该状态与其无关。", + "extras": [ + { + "en": "Example: Dimir Doppelganger says “{1}{U}{B}: Exile target creature card from a graveyard. This creature becomes a copy of that card, except it has this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.", + "zh": "例如:底密尔化妖的异能为“{1}{U}{B}:将目标生物牌从坟墓场放逐。此生物成为该牌的复制品,但它具有此异能。”它成为学徒术士(一张倒转牌)的复制品。藉由使用学徒术士的异能,让此生物倒转,使它成为具有底密尔化妖异能的示现师智也的复制品。如果此永久物之后成为符爪熊的复制品,它还会维持倒转的状态,虽然此状态和符爪熊无关。如果再次起动它的复制异能,这次目标短牙鼠人(另一张倒转牌),则此永久物的倒转状态表示其具有可憎的刺须(倒转后的短牙鼠人)的特征并具有底密尔化妖的异能。" + } + ] + }, + { + "chapter": "110.5d", + "en": "Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.", + "zh": "只有永久物有状态。不在战场上的牌没有状态。虽然被放逐的牌可能会是牌面朝下,但这和永久物的牌面朝下状态没有关联。同样的,不在战场上的牌不论其物理状况均不是横置或未横置的。" + } + ] + } + ] + }, + { + "chapter": "111.", + "en": "Tokens", + "zh": "衍生物", + "subrules": [ + { + "chapter": "111.1.", + "en": "Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn’t represented by a card.", + "zh": "一些效应会将衍生物放进战场。衍生物为表示不被牌所表示的永久物的标示物。", + "subrules": [] + }, + { + "chapter": "111.2.", + "en": "The player who creates a token is its owner. The token enters the battlefield under that player’s control.", + "zh": "派出衍生物的牌手是其拥有者。该衍生物在该牌手的操控下进入战场。", + "subrules": [] + }, + { + "chapter": "111.3.", + "en": "The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token’s “text.” The characteristic values defined this way are functionally equivalent to the characteristic values that are printed on a card; for example, they define the token’s copiable values. A token doesn’t have any characteristics not defined by the spell or ability that created it.", + "zh": "派出衍生物的咒语或异能可能会定义该衍生物的一些特征值。这将成为该衍生物的“文字叙述”。以此法所定义的特征值与印在牌上的特征值在作用上相同;例如,它们定义该衍生物的可复制特征值。衍生物不具备派出它的咒语或异能所没有定义的特征。", + "subrules": [], + "extras": [ + { + "en": "Example: Jade Mage has the ability “{2}{G}: Create a 1/1 green Saproling creature token.” The resulting token has no mana cost, supertypes, rules text, or abilities.", + "zh": "例如:翠玉法师具有异能“{2}{G}:派出一个1/1绿色腐生物衍生生物。”其产生的衍生物没有法术力费用、超类别、规则叙述或者异能。" + } + ] + }, + { + "chapter": "111.4.", + "en": "A spell or ability that creates a token sets both its name and its subtype(s). If the spell or ability doesn’t specify the name of the token, its name is the same as its subtype(s) plus the word “Token.” Once a token is on the battlefield, changing its name doesn’t change its subtype(s), and vice versa.", + "zh": "派出衍生物的咒语或异能设定其名称和副类别。如果该咒语或异能并未指明该衍生物的名称,则其名称为其副类别加上“衍生物”一词。一旦衍生物在战场上,改变其名称不会改变其副类别,反之亦然。", + "subrules": [], + "extras": [ + { + "en": "Example: Dwarven Reinforcements is a sorcery that says, in part, “Create two 2/1 red Dwarf Berserker creature tokens.” The tokens created as it resolves are each named Dwarf Berserker Token and each have the creature types Dwarf and Berserker.", + "zh": "例如:矮人增援是法术,其部分叙述为“派出两个2/1红色矮人/狂战士衍生生物。”其派出的每个衍生物名称均为“矮人/狂战士衍生物”,且具有矮人和狂战士两种生物类别。" + }, + { + "en": "Example: Minsc, Beloved Ranger says, in part, “When Minsc enters, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.” That token’s subtype is Hamster, but because Minsc specifies that the token’s name is Boo, neither “Hamster” nor “Token” are part of its name.", + "zh": "例如:厚爱游侠明斯克的部分叙述为“当明斯克进场时,派出传奇衍生生物布布,其为1/1红色,具践踏与敏捷异能的仓鼠。”该衍生物的副类别为仓鼠,但由于明斯克指明了该衍生物的名称为“布布”,“仓鼠”和“衍生物”均不是该衍生物名称的一部分。" + }, + { + "en": "Example: Spitting Image is a sorcery that says, in part, “Create a token that’s a copy of target creature.” All of that token’s characteristics will match the copiable characteristics of the creature targeted by that spell. If Spitting Image targets Doomed Dissenter, a Human creature, the name of the token the spell creates will be Doomed Dissenter, not Human Token or Doomed Dissenter Token.", + "zh": "例如:射影是法术,其部分叙述为“派出一个衍生物,此衍生物为目标生物之复制品。”该衍生物的所有特征将与成为该咒语的目标之生物的可复制特征相同。如果射影指定注亡逆徒(一个人类生物)为目标,则该咒语派出的衍生物之名称将为“注亡逆徒”,而非“人类衍生物”或“注亡逆徒衍生物”。" + } + ] + }, + { + "chapter": "111.5.", + "en": "If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that token’s characteristics can’t enter the battlefield, the token is not created. Similarly, if an effect would create a token that is a copy of an instant or sorcery card, no token is created.", + "zh": "如果一个咒语或异能将派出衍生物,但某个规则或效应指明该具有衍生物的一个或数个特征之永久物不能进入战场,则该衍生物没有被派出。相似地,如果一个效应将派出一个为一张瞬间或法术牌复制品的衍生物,则没有衍生物会被派出。", + "subrules": [] + }, + { + "chapter": "111.6.", + "en": "A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).", + "zh": "衍生物会受到影响永久物的事物所影响,同样会受到影响衍生物之类别或副类别的事物所影响。衍生物不是牌(即使它由具有万智牌牌背的牌所代表,或从万智牌的补充包中获得)。", + "subrules": [] + }, + { + "chapter": "111.7.", + "en": "A token that’s in a zone other than the battlefield ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)", + "zh": "在战场以外的其他区域的衍生物会消失。此为状态动作;参见规则704。(注意如果一个衍生物改变区域,相对应的触发式异能将会在其消失前触发。)", + "subrules": [] + }, + { + "chapter": "111.8.", + "en": "A token that has left the battlefield can’t move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule 704.", + "zh": "衍生物离开战场后将不能以任何方式转移到其他区域或是回到战场上。如果一个衍生物将改变区域,它将改为留在当前的区域。它将在下一次检查状态动作时消失;参见规则704。", + "subrules": [] + }, + { + "chapter": "111.9.", + "en": "Some effects instruct a player to create a legendary token. These may be written “create [name], a . . .” and list characteristics for the token. This is the same as an instruction to create a token with the listed characteristics that has the given name.", + "zh": "一些效应指示牌手派出一个传奇衍生物。这些效应可能写作“派出[名称],其为. . .”,(译注:中文版之叙述可能会写作“派出传奇衍生[牌张类别][名称],其为. . .”)随后列出该衍生物的特征。这与派出一个具有该特征且名称为该名称之衍生物的指示并无区别。", + "subrules": [] + }, + { + "chapter": "111.10.", + "en": "Some effects instruct a player to create a predefined token. These effects use the definition below to determine the characteristics the token is created with. The effect that creates a predefined token may also modify or add to the predefined characteristics.", + "zh": "一些效应指示牌手派出预定义衍生物。这些效应使用以下的定义来决定其派出时的特征。派出预定义衍生物之效应亦可能会修改预先定义的特征,或对其附加其他特征。", + "subrules": [ + { + "chapter": "111.10a", + "en": "A Treasure token is a colorless Treasure artifact token with “{T}, Sacrifice this token: Add one mana of any color.”", + "zh": "珍宝衍生物是具有“{T},牺牲此衍生物:加一点任意颜色的法术力。”的无色珍宝衍生神器。" + }, + { + "chapter": "111.10b", + "en": "A Food token is a colorless Food artifact token with “{2}, {T}, Sacrifice this token: You gain 3 life.”", + "zh": "食品衍生物是具有“{2},{T},牺牲此衍生物:你获得3点生命。”的无色食品衍生神器。" + }, + { + "chapter": "111.10c", + "en": "A Gold token is a colorless Gold artifact token with “Sacrifice this token: Add one mana of any color.”", + "zh": "黄金衍生物是具有“牺牲此衍生物:加一点任意颜色的法术力。”的无色黄金衍生神器。" + }, + { + "chapter": "111.10d", + "en": "A Walker token is a 2/2 black Zombie creature token named Walker.", + "zh": "尸行者衍生物是名为尸行者的2/2黑色灵俑衍生生物。" + }, + { + "chapter": "111.10e", + "en": "A Shard token is a colorless Shard enchantment token with “{2}, Sacrifice this token: Scry 1, then draw a card.”", + "zh": "碎片衍生物是具有“{2},牺牲此衍生物:占卜1,然后抓一张牌。”的无色碎片衍生结界。" + }, + { + "chapter": "111.10f", + "en": "A Clue token is a colorless Clue artifact token with “{2}, Sacrifice this token: Draw a card.”", + "zh": "线索衍生物是具有“{2},牺牲此衍生物:抓一张牌。”的无色线索衍生神器。" + }, + { + "chapter": "111.10g", + "en": "A Blood token is a colorless Blood artifact token with “{1}, {T}, Discard a card, Sacrifice this token: Draw a card.”", + "zh": "血滴衍生物是具有“{1},{T},弃一张牌,牺牲此衍生物:抓一张牌。”的无色血滴衍生神器。" + }, + { + "chapter": "111.10h", + "en": "A Powerstone token is a colorless Powerstone artifact token with “{T}: Add {C}. This mana can’t be spent to cast a nonartifact spell.”", + "zh": "魔力石衍生物是具有“{T}:加{C}。此法术力不能用来施放非神器咒语。”的无色魔力石衍生神器。" + }, + { + "chapter": "111.10i", + "en": "An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named Phyrexian Token.", + "zh": "抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。" + }, + { + "chapter": "111.10j", + "en": "A Cursed Role token is a colorless Aura Role enchantment token named Cursed with enchant creature and “Enchanted creature has base power and toughness 1/1.”", + "zh": "倒楣鬼角色衍生物是名为倒楣鬼,具有“结附于生物”与“所结附的生物的基础力量与防御力为1/1。”的无色灵气/角色衍生结界。" + }, + { + "chapter": "111.10k", + "en": "A Monster Role token is a colorless Aura Role enchantment token named Monster with enchant creature and “Enchanted creature gets +1/+1 and has trample.”", + "zh": "怪物角色衍生物是名为怪物,具有“结附于生物”与“所结附的生物得+1/+1且具有践踏异能。”的无色灵气/角色衍生结界。" + }, + { + "chapter": "111.10m", + "en": "A Royal Role token is a colorless Aura Role enchantment token named Royal with enchant creature and “Enchanted creature gets +1/+1 and has ward {1}.”", + "zh": "皇族角色衍生物是名为皇族,具有“结附于生物”与“所结附的生物得+1/+1且具有守护{1}。”的无色灵气/角色衍生结界。" + }, + { + "chapter": "111.10n", + "en": "A Sorcerer Role token is a colorless Aura Role enchantment token named Sorcerer with enchant creature and “Enchanted creature gets +1/+1 and has ‘Whenever this creature attacks, scry 1.’”", + "zh": "术士角色衍生物是名为术士,具有“结附于生物”与“所结附的生物得+1/+1且具有‘每当此生物攻击时,占卜1。’”的无色灵气/角色衍生结界。" + }, + { + "chapter": "111.10p", + "en": "A Virtuous Role token is a colorless Aura Role enchantment token named Virtuous with enchant creature and “Enchanted creature gets +1/+1 for each enchantment you control.”", + "zh": "善人角色衍生物是名为善人,具有“结附于生物”与“你每操控一个结界,所结附的生物便得+1/+1。”的无色灵气/角色衍生结界。" + }, + { + "chapter": "111.10q", + "en": "A Wicked Role token is a colorless Aura Role enchantment token named Wicked with enchant creature, “Enchanted creature gets +1/+1,” and “When this token is put into a graveyard from the battlefield, each opponent loses 1 life.”", + "zh": "恶人角色衍生物是名为恶人,具有“结附于生物”、“所结附的生物得+1/+1。”与“当此衍生物从战场进入坟墓场时,每位对手各失去1点生命。”的无色灵气/角色衍生结界。" + }, + { + "chapter": "111.10r", + "en": "A Young Hero Role token is a colorless Aura Role enchantment token named Young Hero with enchant creature and “Enchanted creature has ‘Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.’”", + "zh": "青年英雄角色衍生物是名为青年英雄,具有“结附于生物”与“所结附的生物具有‘每当此生物攻击时,若它的防御力等于或小于3,则在其上放置一个+1/+1指示物。’”的无色灵气/角色衍生结界。" + }, + { + "chapter": "111.10s", + "en": "A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.” See rule 701.44, “Explore.”", + "zh": "地图衍生物是具有“{1},{T},牺牲此衍生物:令目标由你操控的生物勘察。只能于法术时机起动。”的无色地图衍生神器。参见规则701.44,“勘察”。" + }, + { + "chapter": "111.10t", + "en": "A Junk token is a colorless Junk artifact token with “{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”", + "zh": "废料衍生物是具有“{T},牺牲此衍生物:放逐你的牌库顶牌。本回合中,你可以使用该牌。只能于法术时机起动。”的无色废料衍生神器。" + }, + { + "chapter": "111.10u", + "en": "A Lander token is a colorless Lander artifact token with “{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.”", + "zh": "探地器衍生物是具有“{2},{T},牺牲此衍生物:从你牌库中搜寻一张基本地牌,将之横置放进战场,然后洗牌。”的无色探地器衍生神器。" + }, + { + "chapter": "111.10v", + "en": "A Mutagen token is a colorless Mutagen artifact token with “{1}, {T}, Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.”", + "zh": "突变剂衍生物是具有“{1},{T},牺牲此衍生物:在目标生物上放置一个+1/+1指示物。只能于法术时机起动。”的无色突变剂衍生神器。" + } + ] + }, + { + "chapter": "111.11.", + "en": "If an effect instructs a player to create a token by name, doesn’t define any other characteristics for that token, and the name is not one of the types in the list of predefined tokens above, that player uses the card with that name in the Oracle card reference to determine the characteristics of that token.", + "zh": "如果一个效应令牌手派出一个具名称的衍生物,但未定义该衍生物的其他特征,且该名称也不是上述预定义衍生物的名称之一,则该牌手利用Oracle牌张参考文献中具该名称之牌确定该衍生物的特征。", + "subrules": [], + "extras": [ + { + "en": "Example: Disa the Restless has the ability “Whenever one or more creatures you control deal combat damage to a player, create a Tarmogoyf token.” As that ability resolves, its controller creates a token with the same characteristics as the card named Tarmogoyf, as determined by the Oracle card reference.", + "zh": "例如,勇行者蒂莎具有异能“每当由你操控的一个或数个生物对任一牌手造成战斗伤害时,派出一个塔莫耶夫衍生物。”于此异能结算时,其操控者派出一个衍生物,其特征与名称为塔莫耶夫的牌相同,由Oracle牌张参考文献确定。" + } + ] + }, + { + "chapter": "111.12.", + "en": "If an effect instructs a player to create a token that is a copy of a nonexistent object, no token is created (see rule 707, “Copying Objects”). This does not apply to an effect that would use the last known information of an object.", + "zh": "如果一个效应令牌手派出一个衍生物且其为某不存在之物件的复制品,则不会有任何衍生物被派出(参见规则707,“复制物件”)。此规则不适用于使用某物件最后已知信息的效应。", + "subrules": [], + "extras": [ + { + "en": "Example: Mimic Vat has a triggered ability whose effect gives you the option to exile a card and an activated ability that says “Create a token that’s a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.” If no card has been exiled with Mimic Vat’s triggered ability, no token is created.", + "zh": "例如:拟态缸具有一个触发式异能,其效应允许你选择放逐一张牌,以及一个起动式异能,其叙述为“派出一个衍生物,此衍生物为任一以此神器放逐之牌的复制品。它获得敏捷异能。在下一个结束步骤开始时,将它放逐。”如果没有以拟态缸的触发式异能放逐任何牌,则其不会派出衍生物。" + } + ] + }, + { + "chapter": "111.13.", + "en": "A copy of a permanent spell becomes a token as it resolves. The token has the characteristics of the spell that became that token. The token is not “created” for the purposes of any replacement effects or triggered abilities that refer to creating a token.", + "zh": "永久物咒语的复制品于其结算时成为一个衍生物。该衍生物具有成为该衍生物之咒语的特征。对于提及派出衍生物的替代性效应或触发式异能而言,该衍生物并非被“派出”。", + "subrules": [] + } + ] + }, + { + "chapter": "112.", + "en": "Spells", + "zh": "咒语", + "subrules": [ + { + "chapter": "112.1.", + "en": "A spell is a card on the stack. As the first step of being cast (see rule 601, “Casting Spells”), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner’s hand. (See rule 405, “Stack.”) A spell remains on the stack as a spell until it resolves (see rule 608, “Resolving Spells and Abilities”), is countered (see rule 701.6), or otherwise leaves the stack. For more information, see section 6, “Spells, Abilities, and Effects.”", + "zh": "咒语是指在堆叠中的牌。作为施放的第一步(参见规则601,“施放咒语”),牌成为咒语并从所在区域(通常是牌手的手牌)移到堆叠的顶部。(参见规则405,“堆叠”。)咒语作为一个咒语存在于堆叠上,直到结算(参见规则608,“结算咒语和异能”)、被反击(参见规则701.6)或其他情况下离开堆叠。更多信息参见第6章,“咒语、异能和效应”。", + "subrules": [ + { + "chapter": "112.1a", + "en": "A copy of a spell is also a spell, even if it has no card associated with it. See rule 707.10.", + "zh": "咒语的复制品同样是咒语,即使没有与它相关联的牌。参见规则707.10。" + }, + { + "chapter": "112.1b", + "en": "Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 707.12.", + "zh": "一些效应允许牌手施放一张牌的复制品;如果该牌手如此作,此复制品也是咒语。参见规则707.12。" + } + ] + }, + { + "chapter": "112.2.", + "en": "A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player who put it on the stack. Every spell has a controller.", + "zh": "一个咒语的拥有者为代表该咒语之牌的拥有者,除非它为复制品。这种情况下,操控该咒语进入堆叠的牌手为其拥有者。咒语的操控者在默认情况下是将它放进堆叠的牌手。每个咒语都有操控者。", + "subrules": [ + { + "chapter": "112.2a", + "en": "Some effects instruct a player to create a copy of a card and say they may cast it. In that case, the owner of that copy is the player who is instructed to create it and given permission to cast it.", + "zh": "一些效应指示牌手创造牌的复制品,且叙述该牌手可以施放之。这种情况下,该复制品的拥有者是被指示创造该复制品、并被给予许可以施放之的牌手。" + } + ] + }, + { + "chapter": "112.3.", + "en": "A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”", + "zh": "非复制品的咒语的特征等同于印在其牌面上的特征,由持续性效应修改。参见规则613,“持续性效应的互动”。", + "subrules": [] + }, + { + "chapter": "112.4.", + "en": "If an effect of a resolving spell or ability changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule 400.7.", + "zh": "如果一个正在结算的咒语或异能的效应改变永久物咒语的任何特征,该效应在该咒语结算时依然生效。参见规则400.7。", + "subrules": [], + "extras": [ + { + "en": "Example: If an effect changes a black creature spell to white, the creature is white when it enters the battlefield and remains white for the duration of the effect changing its color.", + "zh": "例如:如果某效应将一个黑色生物咒语改为白色,该生物在进入战场时为白色,且在该改变其颜色的效应生效期间均为白色。" + } + ] + } + ] + }, + { + "chapter": "113.", + "en": "Abilities", + "zh": "异能", + "subrules": [ + { + "chapter": "113.1.", + "en": "An ability can be one of three things:", + "zh": "异能为以下三者之一:", + "subrules": [ + { + "chapter": "113.1a", + "en": "An ability can be a characteristic an object has that lets it affect the game. An object’s abilities are defined by its rules text or by the effect that created it. Abilities can also be granted to objects by rules or effects. (Effects that grant abilities usually use the words “has,” “have,” “gains,” or “gain.”) Abilities generate effects. (See rule 609, “Effects.”)", + "zh": "异能可以是物件上令其影响游戏的特征。一个物件的异能由其规则叙述或创造它的效应所定义。规则或效应也可以赋予物件异能。(赋予异能的效应通常使用词语:“具有”或“获得”。)异能产生效应。(参见规则609,“效应”。)" + }, + { + "chapter": "113.1b", + "en": "An ability can be something that a player has that changes how the game affects the player. A player normally has no abilities unless granted to that player by effects.", + "zh": "异能可以是牌手所具有的某种事物,能改变游戏如何影响该牌手。除非有效应赋予牌手异能,否则通常牌手没有异能。" + }, + { + "chapter": "113.1c", + "en": "An ability can be an activated or triggered ability on the stack. This kind of ability is an object. (See section 6, “Spells, Abilities, and Effects.”)", + "zh": "异能可以是堆叠中的起动式或触发式异能。此类异能为物件。(参见第6章,“咒语、异能和效应”。)" + } + ] + }, + { + "chapter": "113.2.", + "en": "Abilities can affect the objects they’re on. They can also affect other objects and/or players.", + "zh": "异能可以影响拥有该异能的物件。它们也可以影响其他的物件和/或牌手。", + "subrules": [ + { + "chapter": "113.2a", + "en": "Abilities can be beneficial or detrimental.", + "zh": "异能可以是有益或有害。", + "extras": [ + { + "en": "Example: “This creature can’t block” is an ability.", + "zh": "例如:“此生物不能进行阻挡”是一个异能。" + } + ] + }, + { + "chapter": "113.2b", + "en": "An additional cost or alternative cost to cast a card is an ability of the card.", + "zh": "施放一张牌的额外费用或替代性费用是该牌的异能。" + }, + { + "chapter": "113.2c", + "en": "An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities that may be strung together on a single line (see rule 702, “Keyword Abilities”), each paragraph break in a card’s text marks a separate ability. If the object is not represented by a card, the effect that created it may have given it multiple abilities. An object may also be granted additional abilities by a spell or ability. If an object has multiple instances of the same ability, each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information.", + "zh": "一个物件可以拥有多个异能。如果该物件由一张牌表示,则除了有特殊定义的异能可以在同一行之外(参见规则702,“关键字异能”),规则叙述的每个段落都是单独的异能。如果该物件并非由牌表示,创造它的效应可能会赋予其多个异能。一个物件可以被咒语或异能赋予额外的异能。如果同一个物件有多个相同的异能,每个异能分别各自运作。此情况有时会产生多个效应,有时则与只有一个异能时完全相同;详细情况参考该异能。" + }, + { + "chapter": "113.2d", + "en": "Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule 609, “Effects.”", + "zh": "异能可以产生一次性效应或持续性效应。一些持续性效应是替代性效应或防止性效应。参见规则609,“效应”。" + } + ] + }, + { + "chapter": "113.3.", + "en": "There are four general categories of abilities:", + "zh": "异能一般分为四类:", + "subrules": [ + { + "chapter": "113.3a", + "en": "Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text on an instant or sorcery spell is a spell ability unless it’s an activated ability, a triggered ability, or a static ability that fits the criteria described in rule 113.6.", + "zh": "咒语异能为瞬间或法术结算中遵照其叙述的异能。在一张瞬间牌或法术咒语上的叙述均为咒语异能,除非该异能遵循规则113.6的描述而符合起动式异能、触发式异能或静止式异能。" + }, + { + "chapter": "113.3b", + "en": "Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]” A player may activate such an ability whenever they have priority. Doing so puts it on the stack, where it remains until it’s countered, it resolves, or it otherwise leaves the stack. See rule 602, “Activating Activated Abilities.”", + "zh": "起动式异能具有费用和效应。其格式为“[费用]:[效应]。[起动限制(如果有的话)]”。牌手在具有优先权时可以起动此类异能。此后异能进入堆叠,直到被反击、结算或离开堆叠。参见规则602,“起动起动式异能”。" + }, + { + "chapter": "113.3c", + "en": "Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and include (and usually begin with) the word “when,” “whenever,” or “at.” Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it’s countered, it resolves, or it otherwise leaves the stack. See rule 603, “Handling Triggered Abilities.”", + "zh": "触发式异能具有触发条件和效应。其格式为“[触发条件],[效应]”,且由包括(并一般开头为)“当”、“每当”或“在”等词。每当其触发事件发生时,该异能在下一次有牌手将得到优先权时进入堆叠,直到被反击、结算或离开堆叠。参见规则603,“处理触发式异能”。" + }, + { + "chapter": "113.3d", + "en": "Static abilities are written as statements. They’re simply true. Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone. See rule 604, “Handling Static Abilities.”", + "zh": "静止式异能为叙述。它们只是简单的发生。静止式异能创造持续性效应,且只要具有该异能的永久物在战场并保有该异能,或具有该异能的物件在所对应的区域,该异能便有效。参见规则604,“处理静止式异能”。" + } + ] + }, + { + "chapter": "113.4.", + "en": "Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They don’t use the stack, and, under certain circumstances, a player can activate mana abilities even if they don’t have priority. See rule 605, “Mana Abilities.”", + "zh": "一些起动式异能和一些触发式异能为法术力异能。法术力异能遵循以下规则:它们不使用堆叠,且在一些特殊情况下牌手可以在没有优先权时起动法术力异能。参见规则605,“法术力异能”。", + "subrules": [] + }, + { + "chapter": "113.5.", + "en": "Some activated abilities are loyalty abilities. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn. See rule 606, “Loyalty Abilities.”", + "zh": "一些起动式异能为忠诚异能。忠诚异能遵循以下规则:在牌手回合的行动阶段且堆叠为空时,该牌手可以随时在他具有优先权时起动其所操控的某个永久物的一个忠诚异能,但只有在该永久物本回合没有起动过任何忠诚异能的前提下。参见规则606,“忠诚异能”。", + "subrules": [] + }, + { + "chapter": "113.6.", + "en": "Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:", + "zh": "瞬间或法术咒语的异能通常只有该物件在堆叠中的时候运作。其他物件的异能通常只有该物件在战场的时候运作。以下情况除外:", + "subrules": [ + { + "chapter": "113.6a", + "en": "Characteristic-defining abilities function everywhere, even outside the game and before the game begins. (See rule 604.3.)", + "zh": "特征定义异能在任何地方都运作,即使在游戏以外或游戏开始前。(参见规则604.3。)" + }, + { + "chapter": "113.6b", + "en": "An ability that states which zones it functions in functions only from those zones.", + "zh": "注明了在特定区域运作的异能,只在这些区域才运作。" + }, + { + "chapter": "113.6c", + "en": "An ability that states which zones it doesn’t function in functions everywhere except for the specified zones, even outside the game and before the game begins.", + "zh": "注明了在特定区域不运作的异能,在该特定区域以外的任何区域运作,即使在游戏以外或游戏开始前。" + }, + { + "chapter": "113.6d", + "en": "An object’s ability that allows a player to pay an alternative cost rather than its mana cost or otherwise modifies what that particular object costs to cast functions on the stack.", + "zh": "一个物件上允许牌手支付替代性费用来替代其法术力费用、或以其他方式影响施放这个特定物件之费用的异能,在堆叠上运作。" + }, + { + "chapter": "113.6e", + "en": "An object’s ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast and also on the stack. An object’s ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack.", + "zh": "一个物件上限制或修改该物件如何被使用或施放的异能,只在该物件能够被使用或施放的区域中或堆叠上运作。一个物件上赋予其另一个限制或修改该物件如何被使用或施放之异能的异能只在堆叠上运作。" + }, + { + "chapter": "113.6f", + "en": "An object’s ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.", + "zh": "一个物件上限制或修改该物件在哪些区域可以被使用或施放的异能,在所有区域,即使游戏以外均运作。" + }, + { + "chapter": "113.6g", + "en": "An object’s ability that states it can’t be countered or can’t be copied functions on the stack.", + "zh": "一个物件上叙述其不能被反击或不能被复制的异能在堆叠上运作。" + }, + { + "chapter": "113.6h", + "en": "An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.", + "zh": "一个物件上修改该物件如何进入战场的异能,于该物件进入战场时运作。参见规则614.12。" + }, + { + "chapter": "113.6i", + "en": "An object’s ability that states counters can’t be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.", + "zh": "一个物件指明该物件不可放置指示物的异能,除了该物件在战场上时运作之外,于该物件进入战场时也额外运作。" + }, + { + "chapter": "113.6j", + "en": "An object’s activated ability that has a cost that can’t be paid while the object is on the battlefield functions from any zone in which its cost can be paid.", + "zh": "一个物件的起动式异能具有其在战场上时无法支付的费用,该异能在任何其起动费用可以被支付的区域生效。" + }, + { + "chapter": "113.6k", + "en": "A trigger condition that can’t trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.", + "zh": "一个在战场上无法触发的触发条件,在该触发条件可以被触发的区域运作。同一个触发式异能的其他触发条件可能在不同区域运作。", + "extras": [ + { + "en": "Example: Absolver Thrull has the ability “When this creature enters or the creature it haunts dies, destroy target enchantment.” The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.55, “Haunt.”)", + "zh": "例如:赦罪索尔兽具有异能“当此生物进场或它所缠身的生物死去时,消灭目标结界。”第一个触发条件会在战场上触发,而第二个触发条件则在放逐区运作。(参见规则702.55,“缠身”。)" + } + ] + }, + { + "chapter": "113.6m", + "en": "An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless its trigger condition or a previous part of its cost or effect specifies that the object is put into that zone or, if the object is an Aura, that the object it enchants leaves the battlefield. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.", + "zh": "一个异能的费用或效应指定将它所在的物件从特定区域移开,则该异能只在这些区域运作,除非该异能的触发条件或该异能之前部分的费用或效应,指定将该物件放进该区域;或除非该物件是灵气,其结附的物件离开战场。若该异能的效应创造一个将该物件移出一个特定区域的延迟触发式异能,亦是如此。", + "extras": [ + { + "en": "Example: Reassembling Skeleton says “{1}{B}: Return this card from your graveyard to the battlefield tapped.” A player may activate this ability only if Reassembling Skeleton is in their graveyard.", + "zh": "例如:重组骷髅妖的异能描述为“{1}{B}:将此牌从你的坟墓场横置进战场。”牌手只有重组骷髅妖在其坟墓场的情况下才能起动此异能。" + } + ] + }, + { + "chapter": "113.6n", + "en": "An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at WPN.Wizards.com/en/rules-documents.", + "zh": "一个修改套牌构组规则的异能在游戏开始前便已运作。此类异能不仅修改此完整规则,并且影响万智牌比赛规则以及规定构组赛制中套牌构组的其他文件。但此类异能不会影响一张牌在玩法中是否可以用,包括它是否被禁用或限用。当前的万智牌比赛规则可以在WPN.Wizards.com/en/resources/rules-documents找到。" + }, + { + "chapter": "113.6p", + "en": "Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 114, “Emblems”; rule 901, “Planechase”; rule 902, “Vanguard”; rule 904, “Archenemy”; and rule 905, “Conspiracy Draft.”", + "zh": "徽记、时空牌、先锋牌、邪计牌、和诡局牌的异能在统帅区生效。参见规则114,“徽记”;规则901,“竞逐时空”;规则902,“先锋”;规则904,“魔王”;以及规则905,“诡局轮抽”。" + } + ] + }, + { + "chapter": "113.7.", + "en": "The source of an ability is the object that generated it. The source of an activated ability on the stack is the object whose ability was activated. The source of a triggered ability (other than a delayed triggered ability) on the stack, or one that has triggered and is waiting to be put on the stack, is the object whose ability triggered. To determine the source of a delayed triggered ability, see rules 603.7d–f.", + "zh": "一个的异能的来源为创造该异能的物件。对于堆叠上的起动式异能,其来源为被起动该异能的物件。对于堆叠上的触发式异能(除延迟触发式异能外)或者已经触发而正在等待进入堆叠的异能,其来源为被触发异能的物件。决定延迟触发异能的来源,参见规则603.7d-f。", + "subrules": [ + { + "chapter": "113.7a", + "en": "Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability. Note that some abilities cause a source to do something (for example, “This creature deals 1 damage to any target”) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source for use while announcing an activated ability or putting a triggered ability on the stack checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it’s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.", + "zh": "异能一旦被起动或触发,则离开其来源单独存在于堆叠上。此后消灭或移除其来源不会影响到该异能。注意有些异能令其来源作某些事,(例如,“此生物对任意一个目标造成1点伤害”)而不是该异能直接作这些事。在这些情况下,任何在宣告起动式异能或将触发式异能放进堆叠时引用其来源信息的起动式或触发式异能,在异能进入堆叠时检查该信息。否则它在结算时检查此信息。在这两种情况下,如果来源不再存在于它应在的区域中,最后已知信息将被使用。即使来源不再存在,它将依然可以完成这些动作。" + } + ] + }, + { + "chapter": "113.8.", + "en": "The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability’s source when it triggered, or, if it had no controller, the player who owned the ability’s source when it triggered. To determine the controller of a delayed triggered ability, see rules 603.7d–f.", + "zh": "堆叠中起动式异能的操控者为起动该异能的牌手。堆叠中触发式异能的操控者(除延迟触发异能外)为当该异能触发时操控其来源的牌手,或者如果它没有操控者,则为当该异能触发时拥有其来源的牌手。确定延迟触发异能的操控者,参见规则603.7d-f。", + "subrules": [] + }, + { + "chapter": "113.9.", + "en": "Activated and triggered abilities on the stack aren’t spells, and therefore can’t be countered by anything that counters only spells. Activated and triggered abilities on the stack can be countered by effects that specifically counter abilities. Static abilities don’t use the stack and thus can’t be countered at all.", + "zh": "堆叠中的起动式和触发式异能不是咒语,所以不能被任何只反击咒语的事物所反击。堆叠中的起动式和触发式异能可以被特指反击异能的效应所反击。静止式异能不使用堆叠所以不能被反击。", + "subrules": [] + }, + { + "chapter": "113.10.", + "en": "Effects can add or remove abilities of objects. An effect that adds an ability will state that the object “gains” or “has” that ability, or similar. An effect that removes an ability will state that the object “loses” that ability.", + "zh": "效应可以为物件添加或移除异能。一个添加异能的效应将令物件“得到”或“具有”该异能(或类似叙述)。一个移除异能的效应将令物件“失去”该异能。", + "subrules": [ + { + "chapter": "113.10a", + "en": "An effect that adds an activated ability may include activation instructions for that ability. These instructions become part of the ability that’s added to the object.", + "zh": "一个添加起动式异能的效应可能会包括该异能的起动限制。这些起动限制成为添加在该物件上的异能之一部分。" + }, + { + "chapter": "113.10b", + "en": "Effects that remove an ability remove all instances of it.", + "zh": "移除异能的效应将移除所有该对应的异能。" + }, + { + "chapter": "113.10c", + "en": "If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects.", + "zh": "如果两个或以上效应添加和移除同一个异能,一般情况下以最近生效的一次为准。关于持续性效应的互动细节,参见规则613。" + } + ] + }, + { + "chapter": "113.11.", + "en": "Effects can stop an object from having a specified ability. These effects say that the object “can’t have” that ability. If the object has that ability, it loses it. It’s also impossible for an effect or keyword counter to add that ability to the object. If a resolving spell or ability creates a continuous effect that would add the specified ability to such an object, that part of that continuous effect does not apply; however, other parts of that continuous effect will still apply, and that resolving spell or ability can still create other continuous effects. Continuous effects created by static abilities that would add the specified ability won’t apply to that object.", + "zh": "效应可以阻止物件具有某特定的异能。这些效应的叙述为该物件“不能具有”该异能。如果物件具有该异能,它失去之。也不可能有效应或关键字指示物给该物件赋予该异能。如果一个结算中的咒语或异能创造一个将赋予该物件该特定异能的持续性效应,该持续性效应赋予此异能的部分不会生效,但是该持续性效应的其他部分仍然会生效,且这个结算中的咒语或异能依然可以创造其他持续性效应。由静止式异能创造将赋予该物件该特定异能的持续性效应不对这个物件生效。", + "subrules": [] + }, + { + "chapter": "113.12.", + "en": "An effect that sets an object’s characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (“[permanent] is [characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (“[creature] can’t be blocked,” for example), it’s neither granting an ability nor setting a characteristic.", + "zh": "一个设定物件特征或简单的列出该物件性质的效应,与赋予异能的效应不同。当一个物件“得到”或“具有”一个异能时,该异能可以被另一个效应移除。如果一个效应定义该物件的特征(“[永久物]是[特征]”),它将不是赋予异能。(参见规则604.3。)类似的,如果一个效应注明了一个物件的性质(比如,“[生物]不可被阻挡”),这并非赋予异能或者设定一个特征。", + "subrules": [], + "extras": [ + { + "en": "Example: Muraganda Petroglyphs reads, “Creatures with no abilities get +2/+2.” A Runeclaw Bear (a creature with no abilities) enchanted by an Aura that says “Enchanted creature has flying” would not get +2/+2. A Runeclaw Bear enchanted by an Aura that says “Enchanted creature is red” or “Enchanted creature can’t be blocked” would get +2/+2.", + "zh": "例如:莫甘达石雕的叙述为“没有异能的生物得+2/+2”。符爪熊(一个没有异能的生物)上结附了一个“被结附的生物拥有飞行异能”的灵气,则它将不会得到+2/+2。结附有叙述为“被结附的生物是红色”灵气或叙述为“被结附的生物不可被阻挡”灵气的符爪熊则会得到+2/+2。" + } + ] + } + ] + }, + { + "chapter": "114.", + "en": "Emblems", + "zh": "徽记", + "subrules": [ + { + "chapter": "114.1.", + "en": "Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but usually no other characteristics.", + "zh": "一些效应会将徽记放入统帅区。徽记是个标记,代表具有一个或数个异能的物件,通常没有其他特征。", + "subrules": [] + }, + { + "chapter": "114.2.", + "en": "An effect that creates an emblem is written “[Player] gets an emblem with [ability].” This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player.", + "zh": "产生徽记的效应格式为“[牌手]获得具有[异能]的徽记。”这代表该[牌手]将一个具有[异能]的徽记放进统帅区。此徽记由该牌手拥有和操控。", + "subrules": [] + }, + { + "chapter": "114.3.", + "en": "An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no types, no mana cost, and no color. Most emblems also have no name.", + "zh": "除了创造该徽记之效应所定义的特征之外,它不具有其他特征。特别来说,徽记没有类别,没有法术力费用,也没有颜色。大部分徽记也没有名称。", + "subrules": [] + }, + { + "chapter": "114.4.", + "en": "Abilities of emblems function in the command zone.", + "zh": "徽记的异能会在统帅区生效。", + "subrules": [] + }, + { + "chapter": "114.5.", + "en": "An emblem is neither a card nor a permanent. Emblem isn’t a card type.", + "zh": "徽记并非牌,也不是永久物。徽记不是牌张类别。", + "subrules": [] + } + ] + }, + { + "chapter": "115.", + "en": "Targets", + "zh": "目标", + "subrules": [ + { + "chapter": "115.1.", + "en": "Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and/or player(s) the spell or ability will affect. These targets are declared as part of the process of putting the spell or ability on the stack. The targets can’t be changed except by another spell or ability that explicitly says it can do so.", + "zh": "一些咒语和异能会要求其操控者选择一个或数个目标。目标为咒语或异能将影响的物件和/或牌手。宣告目标是将咒语或异能放入堆叠过程的一部分。除非被另一个明确说明的咒语或异能,否则目标不能被更改。", + "subrules": [ + { + "chapter": "115.1a", + "en": "An instant or sorcery spell is targeted if its spell ability identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the spell is cast; see rule 601.2c. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.)", + "zh": "如果一个瞬间或法术咒语的咒语异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/或牌手,则该咒语具有目标。目标于施放咒语时选择;参见规则601.2c。(如果一个瞬间或法术所具有的起动式或触发式异能使用了目标一词,则该异能具有目标,但咒语本身并不因此而具有目标。)", + "extras": [ + { + "en": "Example: A sorcery card has the ability “When you cycle this card, target creature gets -1/-1 until end of turn.” This triggered ability is targeted, but that doesn’t make the card it’s on targeted.", + "zh": "例如:某法术牌具有异能“当你循环此牌时,目标生物得到-1/-1直到回合结束。”该触发式异能具有目标,但具有该异能的牌并不因此而具有目标。" + } + ] + }, + { + "chapter": "115.1b", + "en": "Aura spells are always targeted. An Aura’s target is specified by its enchant keyword ability (see rule 702.5, “Enchant”). The target is chosen as the spell is cast; see rule 601.2c. An Aura permanent doesn’t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)", + "zh": "灵气咒语一定具有目标。灵气的目标由它的结附关键字异能决定(参见规则702.5,“结附”)。目标于施放咒语时选择;参见规则601.2c。灵气永久物不具有目标;只有咒语才具有目标。(灵气永久物的起动式或触发式异能可能会具有目标。)" + }, + { + "chapter": "115.1c", + "en": "An activated ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is activated; see rule 602.2b.", + "zh": "如果一个起动式异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/或牌手,则该异能具有目标。目标于起动异能时选择;参见规则602.2b。" + }, + { + "chapter": "115.1d", + "en": "A triggered ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is put on the stack; see rule 603.3d.", + "zh": "如果一个触发式异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/或牌手,则该异能具有目标。目标于异能进入堆叠时选择;参见规则603.3d。" + }, + { + "chapter": "115.1e", + "en": "Some keyword abilities, such as equip and modular, represent targeted activated or triggered abilities, and some keyword abilities, such as mutate, cause spells to have targets. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.”", + "zh": "一些关键字异能,例如佩带和套件,代表了具有目标的起动式或触发式异能;还有一些关键字异能,例如合变,会使咒语具有目标。在这些情况下,该关键字异能的规则叙述中出现描述“目标[对象]”,而不是异能本身。(该关键字异能的规则提示经常会包含“目标”一词。)参见规则702,“关键字异能”。" + } + ] + }, + { + "chapter": "115.2.", + "en": "Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, or (b) targets an object that can’t exist on the battlefield, such as a spell or ability. See also rule 115.4.", + "zh": "只有永久物是咒语或异能的合法目标,除非该咒语或异能(a)特别指出它可以目标其他区域的物件或牌手,或者(b)目标不能出现在战场上的物件,例如咒语或异能。亦参见规则115.4。", + "subrules": [] + }, + { + "chapter": "115.3.", + "en": "The same target can’t be chosen multiple times for any one instance of the word “target” on a spell or ability. If the spell or ability uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 115.7).", + "zh": "咒语或异能上的每个“目标”一词不能重复多次选择同一个目标。如果咒语或异能上有多处“目标”一词,则同一个物件或牌手可以被每个“目标”一词选择一次(只要该目标符合标准)。此规则在为咒语或异能选择目标,以及在为咒语或异能改变或选择新的目标时都生效(参见规则115.6)。", + "subrules": [] + }, + { + "chapter": "115.4.", + "en": "Some spells and abilities that refer to damage require “any target,” “another target,” “two targets,” or similar rather than “target [something].” These targets may be creatures, players, planeswalkers, or battles. Other game objects, such as noncreature artifacts or spells, can’t be chosen.", + "zh": "一些提及伤害的咒语或异能需要“任意一个目标”、“另一个目标”、“两个目标”等类似叙述,而非“目标[某事物]”。这些目标可以是生物、牌手、鹏洛客或战役。其他游戏物件,例如非生物的神器或咒语等,不能被选为目标。", + "subrules": [] + }, + { + "chapter": "115.5.", + "en": "A spell or ability on the stack is an illegal target for itself.", + "zh": "堆叠上的咒语或异能不是其本身的合法目标。", + "subrules": [] + }, + { + "chapter": "115.6.", + "en": "A spell or ability that requires targets may allow zero targets to be chosen. Such a spell or ability is still said to require targets, but that spell or ability is targeted only if one or more targets have been chosen for it.", + "zh": "需要目标的咒语或异能可能会允许选择零个目标。此咒语或异能仍视为需要目标,但仅当为其选择了一个或数个目标时,该咒语或异能才具有目标。", + "subrules": [] + }, + { + "chapter": "115.7.", + "en": "Some effects allow a player to change the target(s) of a spell or ability, and other effects allow a player to choose new targets for a spell or ability.", + "zh": "一些效应允许牌手更改咒语或异能的目标。另一些效应允许牌手为咒语或异能选择新的目标。", + "subrules": [ + { + "chapter": "115.7a", + "en": "If an effect allows a player to “change the target(s)” of a spell or ability, each target can be changed only to another legal target. If a target can’t be changed to another legal target, the original target is unchanged, even if the original target is itself illegal by then. If all the targets aren’t changed to other legal targets, none of them are changed.", + "zh": "如果一个效应允许牌手为咒语或异能“更改目标”,每个目标只能被更改为另一个合法目标。如果某个目标不能被更改为另一个合法目标,原目标便不会被改变,即使原目标在此时已经不合法。如果所有目标都未更改为其他的合法目标,则没有目标被改变。" + }, + { + "chapter": "115.7b", + "en": "If an effect allows a player to “change a target” of a spell or ability, the process described in rule 115.7a is followed, except that only one of those targets may be changed (rather than all of them or none of them).", + "zh": "如果一个效应允许牌手为咒语或异能“更改一个目标”,除了只能更改所有目标中的一个(而非更改全部目标或不更改目标)以外,如规则115.7a中所述的过程仍然适用。" + }, + { + "chapter": "115.7c", + "en": "If an effect allows a player to “change any targets” of a spell or ability, the process described in rule 115.7a is followed, except that any number of those targets may be changed (rather than all of them or none of them).", + "zh": "如果一个效应允许牌手为咒语或异能“更改任意数量的目标”,除了只能更改所有目标中的任意个(而非必须更改全部目标或不更改目标)以外,如规则115.7a中所述的过程仍然适用。" + }, + { + "chapter": "115.7d", + "en": "If an effect allows a player to “choose new targets” for a spell or ability, the player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal and must not cause any unchanged targets to become illegal.", + "zh": "如果一个效应允许牌手为咒语或异能“选择新的目标”,该牌手可以不改变任意数量的目标,即使这些目标可能是不合法的。如果该牌手选择更改某些或全部目标,则新的目标必须合法且不能使任何未改变的目标成为不合法。" + }, + { + "chapter": "115.7e", + "en": "When changing targets or choosing new targets for a spell or ability, only the final set of targets is evaluated to determine whether the change is legal.", + "zh": "当为咒语或异能更改目标或选择新的目标时,只使用最终决定的目标集合作为判定该更改是否合法的依据。", + "extras": [ + { + "en": "Example: Arc Trail is a sorcery that reads “Arc Trail deals 2 damage to any target and 1 damage to any other target.” The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads “You may choose new targets for target spell,” targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear.", + "zh": "例如:弧光曳迹这个法术叙述为“弧光曳迹对任意一个目标造成2点伤害,并对另一个目标造成1点伤害。”弧光曳迹的当前目标按顺序分别是符爪熊和罗堰地精。你使用移转,这个瞬间叙述为“你可以为目标咒语选择新的目标”,并以弧光曳迹为目标。你可以将第一个目标更改为罗堰地精,第二个目标更改为符爪熊。" + } + ] + }, + { + "chapter": "115.7f", + "en": "A spell or ability may “divide” or “distribute” an effect (such as damage or counters) among one or more targets. When changing targets or choosing new targets for that spell or ability, the original division can’t be changed.", + "zh": "一个咒语或异能可能会将某效应(如伤害或指示物)“分配”给一个或数个目标。当为该咒语或异能更改目标或选择新目标时,原本的分配方式不能改变。" + } + ] + }, + { + "chapter": "115.8.", + "en": "Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to change the target(s) of a modal spell or ability, or to choose new targets for a modal spell or ability, doesn’t allow that player to change its mode. (See rule 700.2.)", + "zh": "具有模式的咒语或异能,其不同模式的目标要求可能各自不同。一个允许牌手改变具有模式的咒语或异能目标,或为具有模式的咒语或异能选择新的目标的效应,并不允许牌手改变其模式。(参见规则700.2。)", + "subrules": [] + }, + { + "chapter": "115.9.", + "en": "Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both.", + "zh": "一些物件会检查另一个咒语或异能的目标。依据其用词,它们可能会检查当前目标的情况、被选择时的目标情况,或者两者都有。", + "subrules": [ + { + "chapter": "115.9a", + "en": "An object that looks for a “[spell or ability] with [a number of] targets” checks the number of times any object or player was chosen as the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object or player became a target more than once, each of those instances is counted separately.", + "zh": "一个需要“[指定个数]目标的[咒语或异能]”的物件检查该咒语或异能进入堆叠的时候,任一物件或牌手被选为其目标的次数,而不是其当前依然合法目标的数量。如果同一个物件或牌手不止一次成为目标,每次单独计算。" + }, + { + "chapter": "115.9b", + "en": "An object that looks for a “[spell or ability] that targets [something]” checks the current state of that spell or ability’s targets. If an object it targets is still in the zone it’s expected to be in or a player it targets is still in the game, that target’s current information is used, even if it’s not currently legal for that spell or ability. If an object it targets is no longer in the zone it’s expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used.", + "zh": "一个需要“以[对象]为目标的[咒语或异能]”的物件检查该咒语或目标当前的情况。如果其目标的物件依然在它所预期的区域或其目标的牌手依然在游戏中,使用该目标当前的信息,即使其目前对于该咒语或异能不合法。如果其目标的物件不再在它所预期的区域或其目标的牌手已经离开游戏,忽略该目标;其最后已知信息将不被使用。" + }, + { + "chapter": "115.9c", + "en": "An object that looks for a “[spell or ability] that targets only [something]” checks the number of different objects or players that were chosen as targets of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability’s target is checked as described in rule 115.9b.", + "zh": "一个需要“以[对象]为目标的[咒语或异能]”的物件检查该咒语或异能进入堆叠的时候,不同物件或牌手被选为其目标的数量(经过效应修改之后的目标状态),而不是其当前依然合法目标的数量。如果该数量为1(即使该咒语或异能多次指定该物件或牌手为目标),该咒语或异能目标的状态按照规则115.9b检查。" + } + ] + }, + { + "chapter": "115.10.", + "en": "Spells and abilities can affect objects and players they don’t target. In general, those objects and players aren’t chosen until the spell or ability resolves. See rule 608, “Resolving Spells and Abilities.”", + "zh": "咒语和异能可以影响不是其目标的物件和牌手。一般情况下,这些物件和牌手直到咒语或异能结算时才选择。参见规则608,“结算咒语和异能”。", + "subrules": [ + { + "chapter": "115.10a", + "en": "Just because an object or player is being affected by a spell or ability doesn’t make that object or player a target of that spell or ability. Unless that object or player is identified by the word “target” in the text of that spell or ability, or the rule for that keyword ability, it’s not a target.", + "zh": "受咒语或异能影响的物件或牌手并不一定为该咒语或异能的目标。除非该咒语或异能的规则叙述中或该关键字异能的规则中,使用“目标”一词来表示该物件或牌手,否则它不是目标。" + }, + { + "chapter": "115.10b", + "en": "In particular, the word “you” in an object’s text doesn’t indicate a target.", + "zh": "一个物件的叙述中出现的“你”并不是目标。" + } + ] + } + ] + }, + { + "chapter": "116.", + "en": "Special Actions", + "zh": "特殊动作", + "subrules": [ + { + "chapter": "116.1.", + "en": "Special actions are actions a player may take when they have priority that don’t use the stack. These are not to be confused with turn-based actions and state-based actions, which the game generates automatically. (See rule 703, “Turn-Based Actions,” and rule 704, “State-Based Actions.”)", + "zh": "特殊动作为当牌手具有优先权时可以执行的不使用堆叠的动作。它们与游戏自动执行的回合动作与状态动作不同。(参见规则703,“回合动作”和704,“状态动作”。)", + "subrules": [] + }, + { + "chapter": "116.2.", + "en": "There are twelve special actions:", + "zh": "特殊动作有十二种:", + "subrules": [ + { + "chapter": "116.2a", + "en": "Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player’s hand). By default, a player can take this action only once during each of their turns. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. See rule 305, “Lands.”", + "zh": "使用地为特殊动作。牌手将地牌从其原有区域(通常为该牌手的手牌)放置到战场上来使用一个地。默认情况下,牌手在自己每个回合只可以执行该动作一次。牌手可以随时在自己回合的行动阶段,拥有优先权并且堆叠为空时,执行此动作。参见规则305,“地”。" + }, + { + "chapter": "116.2b", + "en": "Turning a face-down creature face up is a special action. A player can take this action any time they have priority. See rule 708, “Face-Down Spells and Permanents.”", + "zh": "将牌面朝下的生物翻到正面是一个特殊动作。牌手可以随时在其拥有优先权时执行此动作。参见规则708,“牌面朝下的咒语和永久物”。" + }, + { + "chapter": "116.2c", + "en": "Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A player can take such an action any time they have priority, unless that effect specifies another timing restriction, for as long as the effect allows it.", + "zh": "一些效应允许牌手在之后执行动作,一般为结束一个持续性效应或阻止一个延迟触发式异能的触发。执行这些动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作,除非该效应在其允许执行该动作的时段内指定了其他时机限制。" + }, + { + "chapter": "116.2d", + "en": "Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time they have priority.", + "zh": "一些静止式异能所产生的效应允许牌手执行动作,从而在一段时间内忽略其效应。执行这些动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作。" + }, + { + "chapter": "116.2e", + "en": "One card (Circling Vultures) has the ability “You may discard Circling Vultures any time you could cast an instant.” Doing so is a special action. A player can take such an action any time they have priority.", + "zh": "一张牌(盘旋的秃鹰)具有异能“你可以于你能够施放瞬间的时机下弃掉盘旋的秃鹰。”执行此动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作。" + }, + { + "chapter": "116.2f", + "en": "A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.62, “Suspend.”", + "zh": "牌手可以放逐手上具有延缓异能的牌。这是个特殊动作。牌手随时可以在其拥有优先权,但只有在其可以开始施放该牌将其放进堆叠的情况下,执行此动作。参见规则702.62,“延缓”。" + }, + { + "chapter": "116.2g", + "en": "A player who has chosen a companion may pay {3} to put that card from outside the game into their hand. This is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn, but only if they haven’t done so yet this game. (See rule 702.139, “Companion.”)", + "zh": "已选择行侣的牌手可以支付{3},将该牌从游戏外置于其手上。这是个特殊动作。牌手随时可以在自己回合的行动阶段拥有优先权并且堆叠为空时,但只有在其本盘游戏中尚未如此作过时执行此动作。(参见规则702.139,“行侣”。)" + }, + { + "chapter": "116.2h", + "en": "A player who has a card with foretell in their hand may pay {2} and exile that card face down. This is a special action. A player may take this action any time they have priority during their turn. See rule 702.143, “Foretell.”", + "zh": "如果牌手手上有具预示异能的牌,他可以支付{2}并将该牌牌面朝下地放逐。这是个特殊动作。牌手随时可以在自己回合拥有优先权时执行此动作。参见规则702.143,“预示”。" + }, + { + "chapter": "116.2i", + "en": "In a Planechase game, rolling the planar die is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. See rule 901, “Planechase.”", + "zh": "在竞逐时空游戏中,掷时空骰是特殊动作。牌手可以随时在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。执行此动作需要牌手支付法术力,其数量等同于该牌手该回合已作过此动作的数量。注意,如果本回合中有效应指示牌手掷时空骰,该数量不会等于牌手本回合已掷时空骰的次数。参见规则901,“竞逐时空”。" + }, + { + "chapter": "116.2j", + "en": "In a Conspiracy Draft game, turning a face-down conspiracy card in the command zone face up is a special action. A player can take this action any time they have priority. See rule 905.4a.", + "zh": "在诡局轮抽游戏中,将统帅区中牌面朝下的诡局牌翻回正面为特殊动作。牌手可以随时在其拥有优先权时执行此动作。参见规则905.4a。" + }, + { + "chapter": "116.2k", + "en": "A player who has a card with plot in their hand may exile that card. This is a special action. A player can take this action any time they have priority during their own turn while the stack is empty. See rule 702.170, “Plot.”", + "zh": "牌手可以放逐手上具有设谋异能的牌。这是个特殊动作。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。参见规则702.170,“设谋”。" + }, + { + "chapter": "116.2m", + "en": "A player who controls a permanent that has one or more locked halves (see rule 709.5) may pay the mana cost of a locked half of that permanent to give that permanent the appropriate unlocked designation. This cost is referred to as an “unlock cost.” A player can take this action any time they have priority and the stack is empty during a main phase of their turn.", + "zh": "如果牌手操控一边或数边已上锁的永久物(参见规则709.5),该牌手可以支付该永久物已上锁之某边的法术力费用,以使该永久物得到相应的解锁称号。此费用称为“解锁费用”。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。" + } + ] + }, + { + "chapter": "116.3.", + "en": "If a player takes a special action, that player receives priority afterward.", + "zh": "如果牌手执行特殊动作,该牌手在此之后重新得到优先权。", + "subrules": [] + } + ] + }, + { + "chapter": "117.", + "en": "Timing and Priority", + "zh": "时机和优先权", + "subrules": [ + { + "chapter": "117.1.", + "en": "Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.", + "zh": "除非一个咒语或异能要求牌手执行某个动作,否则牌手执行动作的时机由优先权系统决定。具有优先权的牌手可以施放咒语、起动异能或执行特殊动作。", + "subrules": [ + { + "chapter": "117.1a", + "en": "A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty.", + "zh": "牌手可以随时在他具有优先权时施放瞬间咒语。牌手可以随时在自己回合的行动阶段,拥有优先权且堆叠为空时,施放非瞬间咒语。" + }, + { + "chapter": "117.1b", + "en": "A player may activate an activated ability any time they have priority.", + "zh": "牌手可以随时在他具有优先权时起动起动式异能。" + }, + { + "chapter": "117.1c", + "en": "A player may take some special actions any time they have priority. A player may take other special actions during their main phase any time they have priority and the stack is empty. See rule 116, “Special Actions.”", + "zh": "牌手可以随时在他具有优先权时执行其中一些特殊动作。牌手可以随时在自己回合的行动阶段,拥有优先权且堆叠为空时,执行其他的特殊动作。参见规则116,“特殊动作”。" + }, + { + "chapter": "117.1d", + "en": "A player may activate a mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).", + "zh": "牌手可以随时在他具有优先权时、每当其施放需要支付法术力费用的咒语或起动需要支付法术力费用的异能时,或每当一个规则或效应要求支付法术力时(即使在施放与结算咒语或起动与结算异能的过程之中)起动法术力异能。" + } + ] + }, + { + "chapter": "117.2.", + "en": "Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority.", + "zh": "其他种类的异能和动作由游戏规则自动产生与执行,或由牌手在不得到优先权的情况下执行。", + "subrules": [ + { + "chapter": "117.2a", + "en": "Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule 603, “Handling Triggered Abilities.”) However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn’t yet been put on the stack is put on the stack. See rule 117.5.", + "zh": "触发式异能随时都可以被触发,包括在施放咒语的过程中、起动异能的过程中,或咒语或异能结算的过程中。(参见规则603,“处理触发式异能”。)然而,异能在触发时不会有任何事情发生。而每当有牌手将得到优先权时,已经触发但是尚未进入堆叠的异能进入堆叠。参见规则117.5。" + }, + { + "chapter": "117.2b", + "en": "Static abilities continuously affect the game. Priority doesn’t apply to them. (See rule 604, “Handling Static Abilities,” and rule 611, “Continuous Effects.”)", + "zh": "静止式异能在游戏中持续生效。优先权与其无关。(参见规则604,“处理静止式异能”和规则611,“持续性效应”。)" + }, + { + "chapter": "117.2c", + "en": "Turn-based actions happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority. See rule 117.3a. Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703, “Turn-Based Actions.”", + "zh": "回合动作在特定的步骤或阶段开始时自动发生。它们在牌手得到优先权之前被处理。参见规则117.3a。回合动作同样在特定的步骤或阶段结束时自动发生;没有牌手在此之后会得到优先权。参见规则703,“回合动作”。" + }, + { + "chapter": "117.2d", + "en": "State-based actions happen automatically when certain conditions are met. See rule 704. They’re dealt with before a player would receive priority. See rule 117.5.", + "zh": "状态动作在达到特定的条件时自动发生。参见规则704。它们在牌手得到优先权之前被处理。参见规则117.5。" + }, + { + "chapter": "117.2e", + "en": "Resolving spells and abilities may instruct players to make choices or take actions, or may allow players to activate mana abilities. Even if a player is doing so, no player has priority while a spell or ability is resolving. See rule 608, “Resolving Spells and Abilities.”", + "zh": "结算咒语和异能时可能要求牌手作出选择或执行动作,或者允许牌手起动法术力异能。即使有牌手如此作,依然没有任何牌手在咒语或异能的结算中会得到优先权。参见规则608,“结算咒语和异能”。" + } + ] + }, + { + "chapter": "117.3.", + "en": "Which player has priority is determined by the following rules:", + "zh": "以下规则决定哪位牌手拥有优先权:", + "subrules": [ + { + "chapter": "117.3a", + "en": "The active player receives priority at the beginning of most steps and phases, after any turn-based actions (such as drawing a card during the draw step; see rule 703) have been dealt with and abilities that trigger at the beginning of that phase or step have been put on the stack. No player receives priority during the untap step. Players usually don’t get priority during the cleanup step (see rule 514.3).", + "zh": "在大多数步骤和阶段开始时,在回合动作被解决之后(例如在抓牌步骤中抓牌;参见规则703)且在该步骤或阶段开始时触发的异能进入堆叠后,主动牌手得到优先权。没有牌手会在重置步骤中得到优先权。牌手在清理步骤中一般不会得到优先权(参见规则514.3)。" + }, + { + "chapter": "117.3b", + "en": "The active player receives priority after a spell or ability (other than a mana ability) resolves.", + "zh": "主动牌手在咒语或异能(法术力异能除外)结算之后得到优先权。" + }, + { + "chapter": "117.3c", + "en": "If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.", + "zh": "如果一位牌手在施放咒语、起动起动式异能,或是执行特殊动作时拥有优先权,则该牌手在此之后得到优先权。" + }, + { + "chapter": "117.3d", + "en": "If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player’s mana pool, they announce what mana is there. Then the next player in turn order receives priority.", + "zh": "如果牌手拥有优先权但选择不执行任何动作,该牌手让过。如果该牌手的法术力池中有法术力,其需宣告留有何种法术力。然后下一位牌手得到优先权。" + } + ] + }, + { + "chapter": "117.4.", + "en": "If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends.", + "zh": "如果所有牌手依次让过(所有牌手在让过之间没有执行任何动作),则堆叠顶端的咒语或异能结算,或如果堆叠为空,则该阶段或步骤结束。", + "subrules": [] + }, + { + "chapter": "117.5.", + "en": "Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, “State-Based Actions”), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule 603, “Handling Triggered Abilities”). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.", + "zh": "当每次将有牌手得到优先权时,游戏首先作为单一事件处理所有生效的状态动作(参见规则704,“状态动作”),然后重复此过程直到所有状态动作都被处理。之后触发式异能进入堆叠(参见规则603,“处理触发式异能”)。这些步骤重复交替直到没有更多需要处理的状态动作以及没有更多异能触发。然后将得到优先权的牌手得到优先权。", + "subrules": [] + }, + { + "chapter": "117.6.", + "en": "In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 805, “Shared Team Turns Option.”", + "zh": "在使用队伍共享回合玩法的多人游戏中,由队伍得到优先权,而不是单独的牌手得到优先权。参见规则805,“队伍共享回合玩法”。", + "subrules": [] + }, + { + "chapter": "117.7.", + "en": "If a player with priority casts a spell or activates an activated ability while another spell or ability is already on the stack, the new spell or ability has been cast or activated “in response to” the earlier spell or ability. The new spell or ability will resolve first. See rule 608, “Resolving Spells and Abilities.”", + "zh": "如果拥有优先权的牌手在堆叠中有咒语或异能的情况下,施放咒语或起动起动式异能,则新的咒语或异能“响应”先前的咒语或异能被施放或起动。新的咒语和异能将先结算。参见规则608,“结算咒语和异能”。", + "subrules": [] + } + ] + }, + { + "chapter": "118.", + "en": "Costs", + "zh": "费用", + "subrules": [ + { + "chapter": "118.1.", + "en": "A cost is an action or payment necessary to take another action or to stop another action from taking place. To pay a cost, a player carries out the instructions specified by the spell, ability, or effect that contains that cost.", + "zh": "费用为一个动作或花费,用来执行另一个动作或阻止另一个动作。牌手遵循咒语、异能或包含该费用的效应所指示,来支付其费用。", + "subrules": [] + }, + { + "chapter": "118.2.", + "en": "If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules 601.2f–h.", + "zh": "如果费用包含法术力花费,支付费用的牌手将有机会起动法术力异能。支付施放咒语或起动起动式异能的费用遵循规则601.2f-h中的步骤。", + "subrules": [] + }, + { + "chapter": "118.3.", + "en": "A player can’t pay a cost without having the necessary resources to pay it fully. For example, a player with only 1 life can’t pay a cost of 2 life, and a permanent that’s already tapped can’t be tapped to pay a cost. See rule 202, “Mana Cost and Color,” and rule 602, “Activating Activated Abilities.”", + "zh": "除非牌手具有足以完全支付某费用的资源,否则其不能支付该费用。例如,生命为1的牌手不能支付2点生命的费用,以及已经横置的永久物不能被横置来支付一个费用。参见规则202,“法术力费用和颜色”和规则602,“起动起动式异能”。", + "subrules": [ + { + "chapter": "118.3a", + "en": "Paying mana is done by removing the indicated mana from a player’s mana pool. (Players can always pay 0 mana.) If excess mana remains in that player’s mana pool after making that payment, the player announces what mana is still there.", + "zh": "支付法术力通过将指定的法术力从牌手的法术力池中移去完成。(牌手总可以支付0点法术力。)在该牌手支付费用后,若还有法术力剩余在法术力池中,该牌手必须宣告留有什么样的法术力在法术力池中。" + }, + { + "chapter": "118.3b", + "en": "Paying life is done by subtracting the indicated amount of life from a player’s life total. (Players can always pay 0 life.)", + "zh": "支付生命通过将指定数量的生命从牌手的总生命中减去完成。(牌手总可以支付0点生命。)" + }, + { + "chapter": "118.3c", + "en": "Activating mana abilities is not mandatory, even if paying a cost is.", + "zh": "起动法术力异能并不是必须的,即使支付费用是必须的。" + } + ] + }, + { + "chapter": "118.4.", + "en": "Some costs include an {X} or an X. See rule 107.3.", + "zh": "一些费用中包含{X}或X。参见规则107.3。", + "subrules": [] + }, + { + "chapter": "118.5.", + "en": "Some costs are represented by {0}, or are reduced to {0}. The action necessary for a player to pay such a cost is the player’s acknowledgment that they are paying it. Even though such a cost requires no resources, it’s not automatically paid.", + "zh": "一些费用以{0}表示,或者减少至{0}。牌手必须表示其有一个支付的动作。即使该费用不需要任何资源,它不会自动被支付。", + "subrules": [ + { + "chapter": "118.5a", + "en": "A spell whose mana cost is {0} must still be cast the same way as one with a cost greater than zero; it won’t cast itself automatically. The same is true for an activated ability whose cost is {0}.", + "zh": "法术力费用为{0}的咒语,必须遵守与费用大于0的咒语同样的方式被施放;它不会自己自动施放。费用为{0}的起动式异能同理。" + } + ] + }, + { + "chapter": "118.6.", + "en": "Some objects have no mana cost. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of an object with no mana cost. Attempting to cast a spell or activate an ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action.", + "zh": "一些物件没有法术力费用。这代表了一个无法被支付的费用。如果异能的费用基于一个没有法术力费用的咒语的法术力费用,它也同样可以有无法被支付的费用。试图施放有无法被支付的费用的咒语,以及试图起动有无法被支付的费用的异能为合法动作。但是试图支付一个无法被支付的费用是非法动作。", + "subrules": [ + { + "chapter": "118.6a", + "en": "If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows a player to cast a spell without paying its mana cost, the alternative cost may be paid.", + "zh": "如果一个无法被支付的费用被一个效应或额外费用增加,该费用依然无法被支付。如果一个无法被支付的费用有替代性费用,包括允许牌手无需支付法术力费用施放咒语,则该替代性费用可以被支付。" + } + ] + }, + { + "chapter": "118.7.", + "en": "What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it’s considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost.", + "zh": "当牌手实际支付费用时,它可能会被效应改变或减少。当费用的法术力部分被减少费用的效应减至无,它将被视同{0}。支付被效应改变或减少的费用按支付过原费用计算。", + "subrules": [ + { + "chapter": "118.7a", + "en": "Effects that reduce a cost by an amount of generic mana affect only the generic mana component of that cost. They can’t affect the colored or colorless mana components of that cost.", + "zh": "减少费用中数个一般法术力的效应,只会影响费用中一般法术力的部分。这些效应不能影响费用中有色或无色法术力的部分。" + }, + { + "chapter": "118.7b", + "en": "If a cost is reduced by an amount of colored or colorless mana, but the cost doesn’t require mana of that type, the cost is reduced by that amount of generic mana.", + "zh": "如果一个费用减少了数个有色或无色法术力,但该费用不需要该类型的法术力,则该费用减少等量的一般法术力。" + }, + { + "chapter": "118.7c", + "en": "If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the cost’s mana component of that color is reduced to nothing and the cost’s generic mana component is reduced by the difference.", + "zh": "如果一个费用减少了数个有色法术力,且减少的数量超过了该费用中该颜色法术力的数量,该费用中此颜色的部分被减至无,并减少等同于超出部分数量的一般法术力。" + }, + { + "chapter": "118.7d", + "en": "If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the cost’s colorless mana component is reduced to nothing and the cost’s generic mana component is reduced by the difference.", + "zh": "如果一个费用减少了数个无色法术力,且减少的数量超过了该费用中无色法术力的数量,该费用中无色法术力的部分被减至无,并减少等同于超出部分数量的一般法术力。" + }, + { + "chapter": "118.7e", + "en": "If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a generic half is chosen, the cost is reduced by an amount of generic mana equal to that half’s number.", + "zh": "如果一个费用减少的法术力由混血法术力符号表示,该牌手在减少费用的效应生效时选择该混血法术力符号的其中一半(参见规则601.2f)。如果选择的一半为有色法术力,该费用减少一点该色法术力。如果选择的一半为一般法术力,该费用减少等同于那半边数量的一般法术力。" + }, + { + "chapter": "118.7f", + "en": "If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol’s color.", + "zh": "如果一个费用减少的法术力由非瑞克西亚法术力符号表示,该费用减少一点该符号的颜色之法术力。" + }, + { + "chapter": "118.7g", + "en": "If a cost is reduced by an amount of mana represented by one or more snow mana symbols, the cost is reduced by that much generic mana.", + "zh": "如果一个费用减少的法术力由一个或数个雪境法术力符号表示,该费用减少等量的一般法术力。" + } + ] + }, + { + "chapter": "118.8.", + "en": "Some spells and abilities have additional costs. An additional cost is a cost listed in a spell’s rules text, or applied to a spell or ability from another effect, that its controller must pay at the same time they pay the spell’s mana cost or the ability’s activation cost. Note that some additional costs are listed in keywords; see rule 702.", + "zh": "一些咒语和异能有额外费用。额外费用指咒语或异能的操控者在支付咒语的法术力费用或异能的起动费用时,必须同时支付的在该咒语规则叙述中或者由另一个效应对该咒语或异能生效产生的费用。有些额外费用在关键字中列出;参见规则702。", + "subrules": [ + { + "chapter": "118.8a", + "en": "Any number of additional costs may be applied to a spell as it’s being cast or to an ability as it’s being activated. The controller of the spell or ability announces their intentions to pay any or all of those costs as described in rule 601.2b.", + "zh": "咒语或起动式异能于施放和起动的时可以有多个额外费用。该咒语或异能的操控者按照规则601.2b的叙述宣告其准备如何支付其中哪些费用。" + }, + { + "chapter": "118.8b", + "en": "Some additional costs are optional.", + "zh": "一些额外费用是有选择性的。" + }, + { + "chapter": "118.8c", + "en": "If an effect instructs a player to cast a spell “if able,” and that spell has a mandatory additional cost that includes actions involving cards with a stated quality in a hidden zone, the player isn’t required to cast that spell, even if those cards are present in that zone.", + "zh": "如果一个效应让牌手“如果可以则必须”施放某咒语,并且该咒语具有必须的额外费用,该费用包括对隐藏区域中具有特殊要求的牌进行动作,则该牌手不必施放该咒语,即使这些牌在所在的区域中已经展示。" + }, + { + "chapter": "118.8d", + "en": "Additional costs don’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.", + "zh": "额外费用不改变咒语的法术力费用,只改变其操控者为施放它而需支付的费用。需要得知咒语法术力费用的咒语或异能依然使用其原有的数值。" + } + ] + }, + { + "chapter": "118.9.", + "en": "Some spells have alternative costs. An alternative cost is a cost listed in a spell’s text, or applied to it from another effect, that its controller may pay rather than paying the spell’s mana cost. Alternative costs are usually phrased, “You may [action] rather than pay [this object’s] mana cost,” or “You may cast [this object] without paying its mana cost.” Note that some alternative costs are listed in keywords; see rule 702.", + "zh": "一些咒语有替代性费用。替代性费用指咒语规则叙述中或或者由另一个效应对该咒语或异能生效产生的费用,其操控者可以不支付咒语的法术力力费用而改为支付此费用。替代性费用一般使用“你可以[动作]而不支付[此物件]的法术力费用”或“你可以施放[此物件]而不支付其法术力费用”。有些替代性费用在关键字中列出;参见规则702。", + "subrules": [ + { + "chapter": "118.9a", + "en": "Only one alternative cost can be applied to any one spell as it’s being cast. The controller of the spell announces their intentions to pay that cost as described in rule 601.2b.", + "zh": "任何咒语都只可以使用一个替代性费用来使用。该咒语的操控者按照规则601.2b的叙述宣告其准备支付如何费用。" + }, + { + "chapter": "118.9b", + "en": "Alternative costs are generally optional. An effect that allows you to cast a spell may require a certain alternative cost to be paid.", + "zh": "替代性费用通常是可选的。一些允许你施放咒语的效应可能需要支付某个特定的替代性费用。" + }, + { + "chapter": "118.9c", + "en": "An alternative cost doesn’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.", + "zh": "替代性费用不改变咒语的法术力费用,只改变其操控者为施放它而需支付的费用。需要得知咒语法术力费用的咒语或异能依然使用其原有的数值。" + }, + { + "chapter": "118.9d", + "en": "If an alternative cost is being paid to cast a spell, any additional costs, cost increases, and cost reductions that affect that spell are applied to that alternative cost. (See rule 601.2f.)", + "zh": "如果一个替代性费用被用来支付施放咒语,任何影响该咒语的额外费用、增加费用以及减少费用依然对该替代性费用生效。(参见规则601.2f。)" + } + ] + }, + { + "chapter": "118.10.", + "en": "Each payment of a cost applies to only one spell, ability, or effect. For example, a player can’t sacrifice just one creature to activate the activated abilities of two permanents that each require sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn’t pay another spell or ability’s cost, even if part of its effect is doing the same thing the other cost asks for.", + "zh": "费用的每个花费只能应用于一个咒语、异能或效应。例如,牌手不能牺牲同一个生物来起动两个永久物上各需要牺牲生物作为费用的起动式异能。另外,咒语和异能的结算并不能用来支付另一个咒语或异能的费用,即使它的部分效应与另一个费用的要求吻合。", + "subrules": [] + }, + { + "chapter": "118.11.", + "en": "The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are performed don’t match the actions that are called for, the cost has still been paid.", + "zh": "当支付费用时执行的动作可能被效应所修改,这表示执行的动作将与要求的动作不符,但费用依然被支付了。", + "subrules": [], + "extras": [ + { + "en": "Example: A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost of “Draw a card,” and Obstinate Familiar, a creature that says “If you would draw a card, you may skip that draw instead.” The player may decide to pay Psychic Vortex’s cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid.", + "zh": "例如:某牌手操控精神漩涡,一个累积维持为“抓一张牌”的结界,以及顽强佣兽,一个具有“如果你将抓一张牌,你可以改为略过该抓牌”的生物。该牌手可以选择支付精神漩涡的累积维持费用,然后将抓该数量的牌改为不抓牌。该累积费用依然被支付了。" + } + ] + }, + { + "chapter": "118.12.", + "en": "Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does, doesn’t, or can’t], [effect].” Or “[A player] may [do something]. If [that player] [does, doesn’t, or can’t], [effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a player] [does, doesn’t, or can’t]” clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.", + "zh": "一些咒语、起动式异能以及触发式异能为,“[作某件事]。如果[有牌手][作、不作、或无法如此作],[效应]。”或“[有牌手]可以[作某件事]。如果[该牌手][作、不作、或无法如此作],[效应]。”[作某件事]的动作为费用,在咒语或异能结算时支付。“如果[某牌手][作、不作、或无法如此作]”部分检查牌手是否选择支付一个可选费用,或开始支付一个强制费用,无论哪个事件实际发生。", + "subrules": [ + { + "chapter": "118.12a", + "en": "Some spells, activated abilities, and triggered abilities read, “[Do something] unless [a player does something else].” This means the same thing as “[A player may do something else]. If [that player doesn’t], [do something].”", + "zh": "一些咒语、起动式异能以及触发式异能为,“除非[一位牌手作一件事],否则[作另一件事]”。这与“[一位牌手可以作一件事]。如果[该牌手不如此作],则[作另一件事]。”的意义相同。" + }, + { + "chapter": "118.12b", + "en": "Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, followed by an “If [a player] does” clause. This clause checks whether the player chose to search, not whether the player took any of the additional actions.", + "zh": "一些效应允许牌手选择搜寻一个区域并对该区域中找到的牌作出额外的动作,其后带有一个“如果[某牌手]如此作”子句。此子句检查该牌手是否选择搜寻,而非该牌手是否执行任何额外的动作。" + } + ], + "extras": [ + { + "en": "Example: You control Standstill, an enchantment that says “When a player casts a spell, sacrifice this enchantment. If you do, each of that player’s opponents draws three cards.” A spell is cast, causing Standstill’s ability to trigger. Then an ability is activated that exiles Standstill. When Standstill’s ability resolves, you’re unable to pay the “sacrifice Standstill” cost. No player will draw cards.", + "zh": "例如:你操控滞留,一个具有“当一位牌手施放咒语时,牺牲此结界。若你如此作,该牌手的每位对手各抓三张牌”的结界。一个咒语被施放,令滞留的异能触发。然后一个异能被起动,放逐了滞留。当滞留的异能结算时,你无法支付“牺牲滞留”这个费用。没有牌手会抓牌。" + }, + { + "en": "Example: Your opponent has cast Gather Specimens, a spell that says “If a creature would enter the battlefield under an opponent’s control this turn, it enters under your control instead.” You control a face-down Dermoplasm, a creature with morph that says “When this creature is turned face up, you may put a creature card with morph from your hand onto the battlefield face up. If you do, return this creature to its owner’s hand.” You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand onto the battlefield. Due to Gather Specimens, it enters the battlefield under your opponent’s control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner’s hand.", + "zh": "例如:你的对手施放收集样本,其叙述为“本回合中,如果某生物将在对手的操控下进战场,则它改为在你的操控下进场。”。你操控牌面朝下的原质变形兽,该生物有变身且叙述为“当此生物翻回正面时,你可以从你手上将一张具有变身异能的生物牌以牌面朝上的方式放置进战场。如果你如此作,将此生物移回其拥有者的手上。”你将原质变形兽翻回正面,且选择将一个具有变身异能的生物牌从你手上放进战场。由于收集样本,该生物改为在你对手操控下进战场。然而,由于你选择了支付费用,原质变形兽将会回到其拥有者的手上。" + } + ] + }, + { + "chapter": "118.13.", + "en": "Some costs contain mana symbols that can be paid in multiple ways. These include hybrid mana symbols and Phyrexian mana symbols.", + "zh": "一些费用包含可以用多种方式支付的法术力符号。这包括混血法术力符号和非瑞克西亚法术力符号。", + "subrules": [ + { + "chapter": "118.13a", + "en": "If the mana cost of a spell or the activation cost of an activated ability contains a mana symbol that can be paid in multiple ways, the choice of how to pay for that symbol is made as its controller proposes that spell or ability (see rule 601.2b).", + "zh": "如果一个咒语的法术力费用、或一个起动式异能的起动费用包含可以用多种方式支付的法术力符号,则其操控者于声明该咒语或异能(参见规则601.2b)时选择如何支付该符号。" + }, + { + "chapter": "118.13b", + "en": "If a cost paid during the resolution of a spell or ability contains a mana symbol that can be paid in multiple ways, the player paying that cost chooses how to pay for that symbol immediately before they pay that cost.", + "zh": "如果在一个咒语或异能结算过程中支付的费用包含可以用多种方式支付的法术力符号,则支付该费用的牌手在紧接着支付该费用之前,先选择如何支付该符号。" + }, + { + "chapter": "118.13c", + "en": "If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the player taking the special action chooses how to pay for that symbol immediately before they pay that cost.", + "zh": "如果一个与特殊动作相关联的费用包含可以用多种方式支付的法术力符号,则执行该特殊动作的牌手在紧接着支付该费用之前,先选择如何支付该符号。" + } + ] + }, + { + "chapter": "118.14.", + "en": "Some effects say that “mana of any type can be spent” to pay a cost. This means that players may spend mana as though it were colorless mana or mana of any color to pay that cost. If that effect also gives a player permission to cast spells, this applies only to mana that player spends to cast spells that way. See rule 609.4b.", + "zh": "一些效应叙述“能用任意种类的法术力”来支付费用。这意味着牌手可以将法术力视同无色法术力或任意颜色的法术力来支付此费用。如果该效应还允许牌手施放咒语,则其只对以此法施放咒语时支付的法术力生效。参见规则609.4b。", + "subrules": [] + } + ] + }, + { + "chapter": "119.", + "en": "Life", + "zh": "生命", + "subrules": [ + { + "chapter": "119.1.", + "en": "Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.", + "zh": "每位牌手在游戏开始时的起始总生命为20。一些玩法可能会有不同的起始总生命。", + "subrules": [ + { + "chapter": "119.1a", + "en": "In a Two-Headed Giant game, each team’s starting life total is 30. See rule 810, “Two-Headed Giant Variant.”", + "zh": "在双头巨人游戏中,每个队伍的起始总生命为30;参见规则810,“双头巨人玩法”。" + }, + { + "chapter": "119.1b", + "en": "In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card. See rule 902, “Vanguard.”", + "zh": "在先锋游戏中,每位牌手的起始总生命为20,并受到该牌手之先锋牌的生命修正增加或减少。参见规则902,“先锋”。" + }, + { + "chapter": "119.1c", + "en": "In a Commander game, each player’s starting life total is 40. See rule 903, “Commander.”", + "zh": "在指挥官游戏中,每位牌手的起始总生命为40。参见规则903,“指挥官”。" + }, + { + "chapter": "119.1d", + "en": "In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30. See rule 903.12, “Brawl Option.”", + "zh": "在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。参见规则903.12,“争锋模式”。" + }, + { + "chapter": "119.1e", + "en": "In an Archenemy game, the archenemy’s starting life total is 40. See rule 904, “Archenemy.”", + "zh": "在魔王游戏中,魔王的起始总生命为40。参见规则904,“魔王”。" + } + ] + }, + { + "chapter": "119.2.", + "en": "Damage dealt to a player normally causes that player to lose that much life. See rule 120.3.", + "zh": "对牌手造成的伤害通常会导致该牌手失去等量的生命。参见规则120.3。", + "subrules": [] + }, + { + "chapter": "119.3.", + "en": "If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly.", + "zh": "如果一个效应使牌手获得或失去生命,该牌手的总生命会因此改变。", + "subrules": [] + }, + { + "chapter": "119.4.", + "en": "If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if their life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from their life total; in other words, the player loses that much life.", + "zh": "如果一个费用或效应允许牌手支付大于0点生命,该牌手只有在其总生命大于等于其将支付的生命时才可以如此作。如果牌手支付生命,其所支付的生命从总生命值中减去。", + "subrules": [ + { + "chapter": "119.4a", + "en": "If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if their team’s life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from their team’s life total.", + "zh": "在一场双头巨人的游戏中,如果一个费用或效应允许牌手支付大于0点生命,该牌手只有在其队伍的总生命大于等于其队伍所有成员将为该费用或效应支付的生命时才可以如此作。如果牌手支付生命,其所支付的生命从队伍的总生命值中减去。" + }, + { + "chapter": "119.4b", + "en": "Players can always pay 0 life, no matter what their (or their team’s) life total is, and even if an effect says players can’t pay life.", + "zh": "牌手永远可以支付0点生命,无论他(或他的队伍)的总生命是多少,即使一个效应使牌手不能支付生命亦是如此。" + } + ] + }, + { + "chapter": "119.5.", + "en": "If an effect sets a player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.", + "zh": "如果一个效应将牌手的总生命设为一个特定的值,该牌手会得到或失去相应的生命使其总生命成为该新的数值。", + "subrules": [] + }, + { + "chapter": "119.6.", + "en": "If a player has 0 or less life, that player loses the game as a state-based action. See rule 704.", + "zh": "如果一位牌手的生命为0或更少,该牌手作为状态动作输掉游戏。参见规则704。", + "subrules": [] + }, + { + "chapter": "119.7.", + "en": "If an effect says that a player can’t gain life, that player can’t make an exchange such that the player’s life total would become higher; in that case, the exchange won’t happen. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become higher. In addition, a cost that involves having that player gain life can’t be paid, and a replacement effect that would replace a life gain event affecting that player won’t do anything.", + "zh": "如果一个效应为某牌手不能获得生命,则该牌手不能作出会让他的生命变的更高的交换;这此情况下,交换不会发生。类似地,如果一个效应重新调换总生命,牌手不能得到与其原来的总生命相比更高的总生命。除此之外,包括该牌手获得生命的费用不能被支付,且一个影响该牌手,将替代其得到生命事件的替代性效应不会有任何效果。", + "subrules": [] + }, + { + "chapter": "119.8.", + "en": "If an effect says that a player can’t lose life, that player can’t make an exchange such that the player’s life total would become lower; in that case, the exchange won’t happen. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become lower. In addition, a cost that involves having that player pay life can’t be paid.", + "zh": "如果一个效应为某牌手不能失去生命,则该牌手不能和比其生命低的牌手交换总生命;在此情况下,交换不会发生。类似地,如果一个效应重新调换总生命,牌手不能得到与其原来的总生命相比更低的总生命。除此之外,包含令该牌手支付生命的费用不能被支付。", + "subrules": [] + }, + { + "chapter": "119.9.", + "en": "Some triggered abilities are written, “Whenever [a player] gains life, . . . .” Such abilities are treated as though they are written, “Whenever a source causes [a player] to gain life, . . . .” If a player gains 0 life, no life gain event has occurred, and these abilities won’t trigger.", + "zh": "一些触发式异能写作“每当[牌手]获得生命时,……”。这些异能视为“每当一个来源使[牌手]获得生命时……”。如果一位牌手获得0点生命,没有获得生命的事件发生,这些异能也不会触发。", + "subrules": [] + }, + { + "chapter": "119.10.", + "en": "Some replacement effects are written, “If [a player] would gain life, . . . .” Such abilities are treated as though they are written, “If a source would cause [a player] to gain life, . . . .” If a player gains 0 life, no life gain event would occur, and these effects won’t apply.", + "zh": "一些替代性效应写作“如果[某牌手]将获得生命,. . .”。这些异能视为“如果一个来源使得[某牌手]获得生命,. . .”。如果一位牌手获得0点生命,没有获得生命的事件会发生,这些效应也不会生效。", + "subrules": [] + } + ] + }, + { + "chapter": "120.", + "en": "Damage", + "zh": "伤害", + "subrules": [ + { + "chapter": "120.1.", + "en": "Objects can deal damage to battles, creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. An object that deals damage is the source of that damage.", + "zh": "物件可以对战役、生物、鹏洛客以及牌手造成伤害。这通常是对受到伤害的物件或牌手不利的。造成伤害的物件是该伤害的来源。", + "subrules": [ + { + "chapter": "120.1a", + "en": "Damage can’t be dealt to an object that’s not a battle, a creature, or a planeswalker.", + "zh": "伤害不能对战役、生物或鹏洛客以外的物件造成。" + } + ] + }, + { + "chapter": "120.2.", + "en": "Any object can deal damage.", + "zh": "任何物件都可以造成伤害。", + "subrules": [ + { + "chapter": "120.2a", + "en": "Damage may be dealt as a result of combat. Each attacking and blocking creature deals combat damage equal to its power during the combat damage step.", + "zh": "造成伤害可能为战斗的效果。每个攻击生物和阻挡生物在战斗伤害步骤中造成等同其力量的战斗伤害。" + }, + { + "chapter": "120.2b", + "en": "Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage.", + "zh": "造成伤害可能为咒语或异能的效应。该咒语或异能将指定造成该伤害的物件。" + } + ] + }, + { + "chapter": "120.3.", + "en": "Damage may have one or more of the following results, depending on whether the recipient of the damage is a player or permanent, the characteristics of the damage’s source, and the characteristics of the damage’s recipient (if it’s a permanent).", + "zh": "伤害可能造成一个或数个以下效果,取决于牌手或永久物受到伤害、伤害来源的特征,以及受到伤害一方的特征(如果是永久物)。", + "subrules": [ + { + "chapter": "120.3a", + "en": "Damage dealt to a player by a source without infect causes that player to lose that much life.", + "zh": "不具侵染异能的来源对牌手造成的伤害会导致该牌手失去等量的生命。" + }, + { + "chapter": "120.3b", + "en": "Damage dealt to a player by a source with infect causes that source’s controller to give the player that many poison counters.", + "zh": "具侵染异能的来源对牌手造成的伤害会导致该来源的操控者给予该牌手等量的中毒指示物。" + }, + { + "chapter": "120.3c", + "en": "Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.", + "zh": "对鹏洛客造成的伤害会导致该鹏洛客移去等量的忠诚指示物。" + }, + { + "chapter": "120.3d", + "en": "Damage dealt to a creature by a source with wither and/or infect causes that source’s controller to put that many -1/-1 counters on that creature.", + "zh": "具有干枯和/或侵染的来源对生物造成伤害会导致该来源的操控者在该生物上放置等量的-1/-1指示物。" + }, + { + "chapter": "120.3e", + "en": "Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.", + "zh": "不具有干枯或侵染的来源对生物造成伤害,会导致在生物上标记受到等量的伤害。" + }, + { + "chapter": "120.3f", + "en": "Damage dealt by a source with lifelink causes that source’s controller to gain that much life, in addition to the damage’s other results.", + "zh": "具有系命的来源对物件或牌手造成伤害,除了该伤害的其他效果以外,还会导致该来源的操控者得到等量的生命。" + }, + { + "chapter": "120.3g", + "en": "Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number of poison counters equal to that creature’s total toxic value, in addition to the damage’s other results. See rule 702.164, “Toxic.”", + "zh": "具下毒异能的生物对牌手造成的战斗伤害,除了该伤害的其他效果以外,还会导致该生物的操控者给予受到伤害的牌手若干中毒指示物,其数量等同于该生物的总下毒值。参见规则702.164,“下毒”。" + }, + { + "chapter": "120.3h", + "en": "Damage dealt to a battle causes that many defense counters to be removed from that battle.", + "zh": "对战役造成的伤害会导致该战役移去等量的布防指示物。" + } + ] + }, + { + "chapter": "120.4.", + "en": "Damage is processed in a four-part sequence.", + "zh": "处理伤害需要依次经历四部分。", + "subrules": [ + { + "chapter": "120.4a", + "en": "First, if an effect that’s causing damage to be dealt states that excess damage that would be dealt to a permanent is dealt to another permanent or player instead, the damage event is modified accordingly. If the first permanent is a creature, the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time. (See rule 120.6.) Any amount of damage greater than 1 is excess damage if the source dealing that damage to a creature has deathtouch. (See rule 702.2.) If the first permanent is a planeswalker, the excess damage is the amount of damage in excess of that planeswalker’s loyalty, taking into account damage from other sources that would be dealt at the same time. If the first permanent is a battle, the excess damage is the amount of damage in excess of that battle’s defense, taking into account damage from other sources that would be dealt at the same time. If the first permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage is the greatest of the calculated amounts for each of the card types it has.", + "zh": "首先,如果一个导致伤害将会造成的效应叙述对一个永久物造成的过量伤害改为对另一个物件或牌手造成,该伤害事件将会被按此方式修正。如果前者永久物是生物,过量伤害指该伤害中超过致命伤害的部分,并同时计算该生物上已标记的伤害,以及与此同时将造成之来自其他来源的伤害。(参见规则120.6。)如果对生物造成伤害的来源具有死触,则该伤害中超过1点的部分均为过量伤害。(参见规则702.2。)如果前者永久物是鹏洛客,过量伤害指该伤害中超过该鹏洛客忠诚的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物是战役,过量伤害指该伤害中超过该战役布防的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物同时为生物、鹏洛客及战役中的多种类别,过量伤害是其每种牌张类别各计算所得的数值间之最大者。" + }, + { + "chapter": "120.4b", + "en": "Second, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack.", + "zh": "其次,伤害造成,并且与伤害有关的替代性效应和防止性效应会影响该伤害。(参见规则614,“替代性效应”和规则615,“防止性效应”。)当伤害造成时触发的异能此时触发,等待进入堆叠。" + }, + { + "chapter": "120.4c", + "en": "Third, damage that’s been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).", + "zh": "再次,造成的伤害变换为其结果,并且与结果有关的替代性效应会影响该结果。(例如失去生命或获得指示物。)" + }, + { + "chapter": "120.4d", + "en": "Finally, the damage event occurs.", + "zh": "最后,伤害事件发生。", + "extras": [ + { + "en": "Example: A player who controls Boon Reflection, an enchantment that says “If you would gain life, you gain twice that much life instead,” attacks with a 3/3 creature with wither and lifelink. It’s blocked by a 2/2 creature, and the defending player casts a spell that prevents the next 2 damage that would be dealt to the blocking creature. The damage event starts out as [3 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. The prevention effect is applied, so the damage event becomes [1 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. That’s processed into its results, so the damage event is now [one -1/-1 counter is put on the 2/2 creature, the active player gains 1 life, 2 damage is marked on the 3/3 creature]. Boon Reflection’s effect is applied, so the damage event becomes [one -1/-1 counter is put on the 2/2 creature, the active player gains 2 life, 2 damage is marked on the 3/3 creature]. Then the damage event occurs.", + "zh": "例如:某牌手操控恩泽映象,一个具有“若你将获得生命,则改为你获得该数量两倍的生命。”的结界。该牌手使用3/3具有干枯和系命的生物进行攻击,且被2/2生物阻挡。防御牌手施放咒语防止对阻挡生物造成的2点伤害。伤害事件以[对2/2的生物造成3点伤害,对3/3的生物造成2点伤害]开始。防止性效应生效,所以伤害事件变成[对2/2的生物造成1点伤害,对3/3的生物造成2点伤害]。然后变换成结果,伤害事件变成[在2/2的生物上放置一个-1/-1指示物,主动牌手获得1点生命,在3/3的生物上标记2点伤害]。恩泽映象的效应生效,伤害事件变成[在2/2的生物上放置一个-1/-1指示物,主动牌手获得2点生命,在3/3的生物上标记2点伤害]。然后伤害事件发生。" + }, + { + "en": "Example: The defending player controls a creature and Worship, an enchantment that says “If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.” That player is at 2 life, and is being attacked by two unblocked 5/5 creatures. The player casts Awe Strike, which says “The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way,” targeting one of the attackers. The damage event starts out as [10 damage is dealt to the defending player]. Awe Strike’s effect is applied, so the damage event becomes [5 damage is dealt to the defending player, the defending player gains 5 life]. That’s processed into its results, so the damage event is now [the defending player loses 5 life, the defending player gains 5 life]. Worship’s effect sees that the damage event would not reduce the player’s life total to less than 1, so Worship’s effect is not applied. Then the damage event occurs.", + "zh": "例如:防御牌手操控一个生物和崇拜,一个具有“若你操控任何生物,则将使你的总生命减至1以下的伤害,改为减少至1。”的结界。该牌手的总生命为2,且被两个不可被阻挡的5/5生物攻击。该牌手施放一击之威,其叙述“防止目标生物在本回合中下一次将造成的伤害。你获得与以此法所防止的伤害等量的生命”,目标其中一个攻击生物。伤害事件以[对防御牌手造成10点伤害]开始。一击之威的效应生效,伤害事件变成[对防御牌手造成5点伤害,防御牌手获得5点生命]。然后变换成结果,伤害事件变成[防御牌手失去5点生命,防御牌手获得5点生命]。崇拜的效应检查伤害事件未将牌手的总生命减少到1以下,所以它将不会生效。然后伤害事件发生。" + } + ] + } + ] + }, + { + "chapter": "120.5.", + "en": "Damage dealt to a creature, planeswalker, or battle doesn’t destroy it. Likewise, the source of that damage doesn’t destroy it. Rather, state-based actions may destroy a creature or otherwise put a permanent into its owner’s graveyard, due to the results of the damage dealt to that permanent. See rule 704.", + "zh": "对生物、鹏洛客或战役造成的伤害不会将其消灭。同样的,伤害的来源不会将其消灭。由于永久物受到伤害的结果,状态动作可能将消灭生物或者将永久物置入其拥有者的坟墓场。参见规则704。", + "subrules": [], + "extras": [ + { + "en": "Example: A player casts Lightning Bolt, an instant that says “Lightning Bolt deals 3 damage to any target,” targeting a 2/2 creature. After Lightning Bolt deals 3 damage to that creature, the creature is destroyed as a state-based action. Neither Lightning Bolt nor the damage dealt by Lightning Bolt destroyed that creature.", + "zh": "例如:某牌手施放闪电击,一个叙述为“闪电击对任意一个目标造成3点伤害”的瞬间,目标一个2/2生物。在闪电击对该生物造成3点伤害后,该生物由于状态动作被消灭。闪电击和它所造成的伤害均没有消灭该生物。" + } + ] + }, + { + "chapter": "120.6.", + "en": "Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.19, “Regenerate”) and during the cleanup step (see rule 514.2).", + "zh": "在生物上标记的伤害,则直到清除步骤之前都会留在此永久物上,即使它不再是生物。如果标记在生物总伤害大于其防御力,该生物便受到了致命伤害,且作为状态动作而被消灭(参见规则704)。一个永久物上标记的所有伤害在其重生时(参见规则701.19,“重生”)以及在清除步骤中(参见规则514.2)都会被移除。", + "subrules": [] + }, + { + "chapter": "120.7.", + "en": "The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 609.7, “Sources of Damage.”", + "zh": "伤害的来源为造成该伤害的物件。如果一个效应要求牌手选择伤害来源,其可以选择一个永久物;一个堆叠中的咒语(包括永久物咒语);由堆叠上的一个物件、一个等待生效的防止或替代性效应,或一个等待触发的延迟触发异能所代表的任何物件(即使该物件已经不再在它之前所在区域);或者一个统帅区中面朝上的物件。即使一个来源无法造成伤害,也可以合法地选择该来源。参见规则609.7,“伤害的来源”。", + "subrules": [] + }, + { + "chapter": "120.8.", + "en": "If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won’t trigger. It also means that replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.", + "zh": "如果一个来源将造成0点伤害,则它将不造成任何伤害。这表示因造成伤害而触发的异能不会被触发。这也表示将增加该来源伤害或将该来源所造成的伤害改为对另一个不同的物件或牌手造成的替代性效应,将没有事件替代,所以它们不会有任何效果。", + "subrules": [] + }, + { + "chapter": "120.9.", + "en": "If an ability triggers on damage being dealt by a specific source or sources, and the effect refers to the “damage dealt,” it refers only to the damage dealt by the specified sources and not to any damage dealt at the same time by other sources.", + "zh": "如果一个触发式异能因一个或一组特定的来源造成伤害而触发,且该效应提及“造成伤害”,该异能仅提及该特定来源所造成的伤害,而非其他来源与其同一时间造成的任何伤害。", + "subrules": [] + }, + { + "chapter": "120.10.", + "en": "Some triggered abilities check whether a permanent has been dealt excess damage. These abilities check after the permanent has been dealt damage by one or more sources. If those sources together dealt an amount of damage to a creature greater than lethal damage, excess damage equal to the difference was dealt to that creature. If those sources together dealt an amount of damage to a planeswalker greater than that planeswalker’s loyalty before the damage was dealt, excess damage equal to the difference was dealt to that planeswalker. If those sources together dealt an amount of damage to a battle greater than that battle’s defense before the damage was dealt, excess damage equal to the difference was dealt to that battle. If a permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage dealt to that permanent is the greatest of the calculated amounts for each of the card types it has.", + "zh": "一些触发式异能检查永久物是否被造成了过量伤害。这些异能在该永久物被一个或数个来源造成伤害之后检查。如果这些来源共同对一个生物造成超过致命伤害数量的伤害,对该生物造成的过量伤害等同于该伤害与致命伤害的差值。如果这些来源共同对一个鹏洛客造成超过该伤害造成之前该鹏洛客忠诚的伤害,对该鹏洛客造成的过量伤害等同于该伤害与该忠诚的差值。如果这些来源共同对一个战役造成超过该伤害造成之前该战役布防的伤害,对该战役造成的过量伤害等同于该伤害与该布防的差值。如果该永久物同时为生物、鹏洛客及战役中的多种类别,对该永久物造成的过量伤害是其每种牌张类别各计算所得的数值间之最大者。", + "subrules": [] + } + ] + }, + { + "chapter": "121.", + "en": "Drawing a Card", + "zh": "抓牌", + "subrules": [ + { + "chapter": "121.1.", + "en": "A player draws a card by putting the top card of their library into their hand. This is done as a turn-based action during each player’s draw step. It may also be done as part of a cost or effect of a spell or ability.", + "zh": "牌手以将其牌库顶的牌放到手上的方式抓牌。在每位牌手的抓牌步骤中,这将作为一个回合动作完成。一个咒语或异能的费用或效应也可能令牌手抓牌。", + "subrules": [] + }, + { + "chapter": "121.2.", + "en": "Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.", + "zh": "牌每次只能抓一张。如果要求牌手抓数张牌,该牌手执行该数量的单独抓牌动作。", + "subrules": [ + { + "chapter": "121.2a", + "en": "An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule 616.1g.", + "zh": "抓多张牌的指示可以被提及所抓之牌数量的替代性效应改变。此类改变先于任何单独抓牌之前发生。参见规则616.1g。" + }, + { + "chapter": "121.2b", + "en": "Some effects say that a player can’t draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player can’t choose to do so. Similarly, the player can’t pay a cost that includes drawing multiple cards.", + "zh": "一些效应叙述牌手每回合不能抓多于一张牌。此类效应对单独抓牌生效。指示牌手抓多张牌的效应仍可能部分执行。但是,如果一个效应给予牌手抓多张牌的选择,受影响的牌手不能选择如此作。类似地,该牌手不能支付包含抓多张牌的费用。" + }, + { + "chapter": "121.2c", + "en": "If more than one player is instructed to draw cards, the active player performs all of their draws first, then each other player in turn order does the same.", + "zh": "如果多位牌手被指示抓牌,主动牌手首先进行其所有抓牌,然后其他所有牌手按顺序以同样的方式完成抓牌。" + }, + { + "chapter": "121.2d", + "en": "If more than one player is instructed to draw cards in a game that’s using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs their draws, then each player on each nonactive team in turn order does the same.", + "zh": "在使用队伍共享回合模式的多人游戏中(例如双头巨人游戏),如果多位牌手被指示抓牌,主动队伍的牌手以任意顺序进行其所有抓牌,然后每个非主动队伍按回合顺序以同样的方式完成抓牌。" + } + ] + }, + { + "chapter": "121.3.", + "en": "If there are no cards in a player’s library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can’t draw cards and another effect offers that player the choice to draw a card, that player can’t choose to do so.", + "zh": "如果一位牌手的牌库没有牌,且一个效应赋予该牌手可以抓一张牌的选择,该牌手可以选择抓牌。但如果一个效应令一位牌手不能抓牌,且另一个效应赋予该牌手可以抓一张牌的选择,该牌手不能选择抓牌。", + "subrules": [ + { + "chapter": "121.3a", + "en": "The same principles apply if the player who’s making the choice is not the player who would draw the card. If the latter player has no cards in their library, the choice can be taken. If an effect says that the latter player can’t draw a card, the choice can’t be taken.", + "zh": "如果作选择的牌手不是将要抓牌的牌手,此原则依然生效。如果将要抓牌的牌手牌库中没有牌,作选择的牌手可以选择使其抓牌。如果一个效应令将要抓牌的牌手不能抓牌,作选择的牌手不能选择使其抓牌。" + } + ] + }, + { + "chapter": "121.4.", + "en": "A player who attempts to draw a card from a library with no cards in it loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)", + "zh": "一位尝试从空牌库抓牌的牌手,在下一次有牌手将得到优先权时,输掉此盘游戏。(此为状态动作。参见规则704。)", + "subrules": [] + }, + { + "chapter": "121.5.", + "en": "If an effect moves cards from a player’s library to that player’s hand without using the word “draw,” the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards and effects that replace card draws, as well as if the player’s library is empty.", + "zh": "如果一个效应不使用“抓牌”这个词,且把牌从牌手的牌库移到该牌手手上,该牌手没有抓牌。这对因抓牌而触发的触发式异能和替代抓牌的效应,以及当牌库为空时来说与抓牌是不同的。", + "subrules": [] + }, + { + "chapter": "121.6.", + "en": "Some effects replace card draws.", + "zh": "一些效应替代抓牌。", + "subrules": [ + { + "chapter": "121.6a", + "en": "An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player’s library.", + "zh": "一个替代抓牌的效应在因牌库中没有牌而导致没有牌可抓时依然生效。" + }, + { + "chapter": "121.6b", + "en": "If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.", + "zh": "如果一个效应替代一序列抓牌中的一次抓牌,该替代性效应在继续该序列抓牌之前完成。" + }, + { + "chapter": "121.6c", + "en": "Some effects perform additional actions on a card after it’s drawn. If the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect or any subsequent replacement effects.", + "zh": "一些效应在抓牌之后对该牌执行额外动作。如果该抓牌动作被替代,该额外动作不会对该替代性效应或任何连锁的替代性效应导致的抓牌生效。" + } + ] + }, + { + "chapter": "121.7.", + "en": "Some replacement effects and prevention effects result in one or more card draws. In such a case, if there are any parts of the original event that haven’t been replaced, those parts occur first, then the card draws happen one at a time.", + "zh": "一些替代性效应和防止性效应会导致抓一张或数张牌。在这种情况下,如果原有事件中有未被替代的部分,这些部分首先发生,然后抓牌逐步发生。", + "subrules": [] + }, + { + "chapter": "121.8.", + "en": "If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule 601.2i) or until the casting process is reversed (see rule 732, “Handling Illegal Actions”). The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it’s being drawn, it’s revealed after the spell becomes cast or the ability becomes activated. While face down, the drawn card is considered to have no characteristics and can’t be used to pay any part of the cost of the spell or ability that would require the card to have specific characteristics.", + "zh": "如果一个咒语或异能让牌手在其他咒语被施放的过程中抓牌,则被抓起的牌直到该咒语完成施放(参见规则601.2i),或施放流程被倒退(参见规则732,“处理非法动作”)之前都要保持牌面朝下放置。在起动异能的过程中用同样的方式处理。如果一个效应允许或要求牌手于抓牌时展示抓到的牌,该牌在咒语成为施放或异能成为起动之后展示。在牌面朝下的过程中,这张抓到的牌被视为不具有任何特征,且如果某个咒语或异能费用的任一部分需要一张具有特定特征的牌,该牌亦不能用于支付该部分的费用。", + "subrules": [] + }, + { + "chapter": "121.9.", + "en": "If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it.", + "zh": "如果一个效应赋予牌手于抓牌时展示该牌的选项,该牌手可以于抓起该牌时先检视之,然后再选择是否展示之。", + "subrules": [] + } + ] + }, + { + "chapter": "122.", + "en": "Counters", + "zh": "指示物", + "subrules": [ + { + "chapter": "122.1.", + "en": "A counter is a marker placed on an object or player that modifies its characteristics and/or interacts with a rule, ability, or effect. Counters are not objects and have no characteristics. Notably, a counter is not a token, and a token is not a counter. Counters with the same name or description are interchangeable.", + "zh": "指示物为置于物件或牌手上修改其特征和/或与规则、异能或效应互动情况的标示物。指示物不是物件,它们没有特征。指示物不是衍生物,且衍生物不是指示物。具有相同名称或描述的指示物可以互换。", + "subrules": [ + { + "chapter": "122.1a", + "en": "A +X/+Y counter on a creature or on a creature card in a zone other than the battlefield, where X and Y are numbers, adds X to that object’s power and Y to that object’s toughness. Similarly, -X/-Y counters subtract from power and toughness. See rule 613.4c.", + "zh": "一个在生物上、或战场以外的区域中的生物牌上的+X/+Y指示物(X和Y为数字),为该物件的力量增加X以及为该物件的防御力增加Y。同样的,-X/-Y指示物从力量与防御力中减去。参见规则613.3。" + }, + { + "chapter": "122.1b", + "en": "A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, decayed, exalted, haste, hexproof, indestructible, lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.", + "zh": "在永久物上、或在一张不在战场上的牌上的关键字指示物,会使该物件获得该关键字的异能。可成为关键字指示物的关键字包括飞行、先攻、连击、死触、败朽、颂威、敏捷、辟邪、不灭、系命、威慑、延势、次元幽影、践踏和警戒,以及这些异能的任何变化形式。参见规则613.1f。" + }, + { + "chapter": "122.1c", + "en": "One or more shield counters on a permanent create a single replacement effect and a single prevention effect that protect the permanent. These effects are “If this permanent would be destroyed as the result of an effect, instead remove a shield counter from it” and “If damage would be dealt to this permanent, prevent that damage and remove a shield counter from it.” See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”", + "zh": "永久物上的一个或数个后盾指示物创造一个替代性效应和一个防止性效应,可以保护该永久物。这些效应为“如果此永久物将因一个效应的结果被消灭,改为从其上移去一个后盾指示物”和“如果此永久物将受到伤害,则防止该伤害并从其上移去一个后盾指示物”。参见规则614,“替代性效应”和规则615,“防止性效应”。" + }, + { + "chapter": "122.1d", + "en": "One or more stun counters on a permanent create a single replacement effect that stops the permanent from untapping. That effect is “If a permanent with a stun counter on it would become untapped, instead remove a stun counter from it.”", + "zh": "永久物上的一个或数个晕眩指示物创造一个替代性效应,可以阻止该永久物重置。该效应为“如果某个其上有眩晕指示物的已横置永久物将成为未横置,则改为从其上移去一个晕眩指示物。”" + }, + { + "chapter": "122.1e", + "en": "The number of loyalty counters on a planeswalker on the battlefield indicates how much loyalty it has. A planeswalker with 0 loyalty is put into its owner’s graveyard as a state-based action. See rule 704.", + "zh": "在战场上的鹏洛客的忠诚指示物数量,表明它有多少忠诚。忠诚为0的鹏洛客作为状态动作被置入其拥有者的坟墓场。参见规则704。" + }, + { + "chapter": "122.1f", + "en": "If a player has ten or more poison counters, that player loses the game as a state-based action. See rule 704. A player is “poisoned” if they have one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)", + "zh": "如果一位牌手具有十个或更多的中毒指示物,其将作为状态动作输掉游戏。参见规则704。如果牌手具有一个或数个中毒指示物,该牌手为“已中毒”。(双头巨人游戏的额外规则请参见规则810。)" + }, + { + "chapter": "122.1g", + "en": "The number of defense counters on a battle on the battlefield indicates how much defense it has. A battle with 0 defense is put into its owner’s graveyard if it isn’t the source of an ability that has triggered but not yet left the stack. This state-based action doesn’t use the stack. See rule 704.", + "zh": "在战场上的战役的布防指示物数量,表明它有多少布防。如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。此状态动作不使用堆叠。参见规则704。" + }, + { + "chapter": "122.1h", + "en": "One or more finality counters on a permanent create a single replacement effect that stops the permanent from going to the graveyard. That effect is “If this permanent would be put into a graveyard from the battlefield, exile it instead.”", + "zh": "永久物上的一个或数个终命指示物创造一个替代性效应,可以阻止该永久物进入坟墓场。该效应为“如果此永久物将从战场进入坟墓场,则改为放逐之。”" + }, + { + "chapter": "122.1i", + "en": "One or more rad counters on a player cause a triggered ability to trigger at the beginning of that player’s precombat main phase. See rule 727, “Rad Counters.”", + "zh": "牌手具有的一个或数个拉德指示物会导致在该牌手战斗前的行动阶段开始时触发一个触发式异能。参见规则727,“拉德指示物”。" + } + ] + }, + { + "chapter": "122.2.", + "en": "Counters on an object are not retained if that object moves from one zone to another. The counters are not “removed”; they simply cease to exist. See rule 400.7.", + "zh": "若物件从一个区域移动到另一个区域,物件上的指示物不会保留。这些指示物并非“被移除”;它们只是不再存在。参见规则400.7。", + "subrules": [] + }, + { + "chapter": "122.3.", + "en": "If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704.", + "zh": "如果一个永久物上有+1/+1指示物和-1/-1指示物,作为状态动作将移去N个+1/+1和-1/-1指示物,N为+1/+1和-1/-1指示物中较少一方的数值。参见规则704。", + "subrules": [] + }, + { + "chapter": "122.4.", + "en": "If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it as a state-based action. See rule 704.", + "zh": "如果一个永久物具有令其不能拥有多于N的某种指示物的异能,且它拥有多于N个该种指示物,作为状态动作将移去N个以外的该种指示物。参见规则704。", + "subrules": [] + }, + { + "chapter": "122.5.", + "en": "If an effect says to “move” a counter, it means to remove that counter from the object it’s currently on and put it onto a second object. If either of these actions isn’t possible, it’s not possible to move a counter, and no counter is removed from or put onto anything. This may occur if the first and second objects are the same object; if the first object doesn’t have the appropriate kind of counter on it; if the second object can’t have counters put onto it; or if either object is no longer in the correct zone.", + "zh": "如果一个效应为“移动”一个指示物,它表示将该指示物从当前的物件上移除,并放置于第二个物件上。如果这两个动作中的任一个无法作到,则不能移动指示物,且指示物不会从任何物件上被移除、或放置在任何物件上。这可能会在以下情形发生:两个物件为同一物件;第一个物件上没有合适类型的指示物;第二个物件上不能放置指示物;或两个物件中的任一个已不在正确的区域。", + "subrules": [] + }, + { + "chapter": "122.6.", + "en": "Some spells and abilities refer to counters being put on an object. This refers to putting counters on that object while it’s on the battlefield and also to an object that’s given counters as it enters the battlefield.", + "zh": "一些咒语或异能提及将指示物放置在一个物件上。这是指它在战场时在其上放置指示物,或于一个物件进战场时被给予指示物。", + "subrules": [ + { + "chapter": "122.6a", + "en": "If an object enters the battlefield with counters on it, the effect causing the object to be given counters may specify which player puts those counters on it. If the effect doesn’t specify a player, the object’s controller puts those counters on it.", + "zh": "如果一个物件进战场时上面有指示物,使该物件被给予指示物的效应可能会指定一位牌手在该物件上放置这些指示物。如果该效应没有指定牌手,该物件的操控者在其上放置这些指示物。" + } + ] + }, + { + "chapter": "122.7.", + "en": "An ability that triggers “When/Whenever the Nth [kind] counter” is put on an object triggers when one or more counters of the appropriate kind are put on the object such that the object had fewer than N counters on it before the counters were put on it and N or more counters on it after.", + "zh": "一个“当/每当”在物件上“放置第N个[种类]指示物时”触发的异能,在一个或数个对应类型的指示物放置在该物件上时、并使得该物件上在放置指示物前有少于N个指示物、且放置指示物后有N个或更多指示物时触发。", + "subrules": [] + }, + { + "chapter": "122.8.", + "en": "If a triggered ability instructs a player to put one object’s counters on another object and that ability’s trigger condition or effect checks that the object with those counters left the battlefield, the player doesn’t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object. If the ability specifies what kind(s) of counters to place, the player puts the same number of each of those kinds of counter the first object had onto the second object.", + "zh": "如果一个触发式异能指示牌手将一个物件上的指示物放置在另一个物件上,且该异能的触发条件或效应检查具有这些指示物的前者物件已离开战场,则该牌手并非将指示物从一个物件移动到另一个物件上,而是该牌手在后者物件上放置数个指示物,其每种指示物的数量等同于前者物件上每种指示物的数量。如果该异能指定了要放置的指示物种类,则该牌手在后者物件上放置数个指示物,其数量和种类各等同于前者物件上每种指定指示物的数量。", + "subrules": [] + }, + { + "chapter": "122.9.", + "en": "If an activated ability of an object instructs a player to put its counters on another object and sacrificing the object with those counters is a cost to activate that ability, the player doesn’t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object. If the ability specified what kind(s) of counters to place, the player puts the same number of each of those kinds of counters the first object had onto the second object.", + "zh": "如果一个物件的起动式异能指示牌手将该物件上的指示物放置在另一个物件上,且牺牲具有这些指示物的物件是起动该异能的费用,则该牌手并非将指示物从一个物件移动到另一个物件上,而是该牌手在后者物件上放置数个指示物,其每种指示物的数量等同于前者物件上每种指示物的数量。如果该异能指定了要放置的指示物种类,则该牌手在后者物件上放置数个指示物,其数量和种类各等同于前者物件上每种指定指示物的数量。", + "subrules": [] + } + ] + }, + { + "chapter": "123.", + "en": "Stickers", + "zh": "贴纸", + "subrules": [ + { + "chapter": "123.1.", + "en": "A sticker is a marker placed on an object that modifies its characteristics and/or interacts with a rule, ability, or effect. Stickers are not objects. Notably, a sticker is not a counter or a token. Changes to an object from stickers are not part of its copiable values. There are four kinds of stickers: name stickers; ability stickers; power and toughness stickers; and art stickers.", + "zh": "贴纸为置于物件上修改其特征和/或与规则、异能或效应互动情况的标示物。贴纸不是物件。贴纸不是指示物或衍生物。贴纸对物件的修改并非物件的可复制特征值。贴纸有四种:名称贴纸;异能贴纸;力量/防御力贴纸;以及插画贴纸。", + "subrules": [] + }, + { + "chapter": "123.2.", + "en": "Stickers are found in boosters of the Unfinity expansion on numbered inserts. Each insert has a predetermined combination of stickers. Any rule that refers to a sticker sheet refers to the specific combination of stickers found on one of those inserts. Sticker sheets are not cards and have no characteristics. Each sticker sheet can be found at Gatherer.Wizards.com.", + "zh": "贴纸可以在Unfinity系列的补充包中的编号贴纸页上找到。每张贴纸页上都有一系列预先确定的贴纸组合。任何提及贴纸卡的规则即指这些能够在贴纸页上找到的特定贴纸组合。贴纸卡不是牌,它们没有特征。每张贴纸卡都能在Gatherer.Wizards.com上找到。", + "subrules": [ + { + "chapter": "123.2a", + "en": "In constructed play, a player who chooses to play with stickers must start the game with at least ten sticker sheets selected before play begins, and each of their sticker sheets must be unique. There is no maximum number of sticker sheets a player may start the game with. Each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. See rule 103, “Starting the Game.”", + "zh": "在构组赛中,使用贴纸进行游戏的牌手必须在游戏开始前选择至少十张贴纸卡,且每张贴纸卡均须唯一。牌手于游戏开始前选择的贴纸卡最大张数并无限制。每位使用贴纸进行游戏的牌手展示其所有贴纸卡,并从中随机选择三张。参见规则103,“开始游戏”。" + }, + { + "chapter": "123.2b", + "en": "In limited play, each player chooses up to three sticker sheets from among those in the sealed products they opened and reveals them. See rule 103, “Starting the Game.”", + "zh": "在限制赛中,每位牌手从其打开的未开封补充包中选择至多三张贴纸卡,并展示它们。参见规则103,“开始游戏”。" + }, + { + "chapter": "123.2c", + "en": "Each player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed.", + "zh": "每位牌手在游戏中只能使用其选择的贴纸卡上的贴纸,且这些贴纸卡保持展示。" + } + ] + }, + { + "chapter": "123.3.", + "en": "If an effect instructs a player to put a sticker on an object, that player chooses a sticker that is not currently on any objects they own from among the stickers they have access to and puts it on that object.", + "zh": "如果一个效应指示牌手将在一个物件上贴上贴纸,该牌手从其使用的贴纸中选择一张未贴在任何物件上的贴纸,并将其贴在该物件上。", + "subrules": [ + { + "chapter": "123.3a", + "en": "Each sticker a player has access to is discrete and is distinct from each other sticker they have access to. Two stickers are never considered to be the same sticker, even if they have the same text or information on them.", + "zh": "牌手使用的每张贴纸都是不同且彼此无关的。两张贴纸不会被认为是同一张贴纸,即使它们具有相同的文本或信息也是如此。" + }, + { + "chapter": "123.3b", + "en": "A player can’t put a sticker on an object that they don’t own. If an effect would cause them to do so, that part of the effect does nothing.", + "zh": "牌手不能将在不由其拥有的物件上贴上贴纸。如果某效应将如此做,该效应的此部分没有任何效果。" + }, + { + "chapter": "123.3c", + "en": "A sticker may have a ticket cost represented by a number inside a ticket symbol (see rule 107.17a). In order to put a sticker with a ticket cost on an object, the player who owns that object must pay that much {TK}. If they don’t have that much {TK}, they can’t put that sticker on an object.", + "zh": "贴纸可能具有门票费用,由门票符号内的数字表示(参见规则107.17a)。要将一张具有门票费用的贴纸贴在物件上,拥有该物件的牌手须支付相应数量的{TK}。如果该牌手没有该数量的{TK},则其不能将贴纸贴在物件上。" + }, + { + "chapter": "123.3d", + "en": "If a sticker that is already on an object is moved to another object, that sticker’s ticket cost does not need to be paid again.", + "zh": "如果一个物件上的贴纸被移动到另一个物件上,该贴纸的门票费用无须再度支付。" + } + ] + }, + { + "chapter": "123.4.", + "en": "Some rules and effects refer to a “stickered” object. An object is “stickered” if it currently has any kind of sticker on it. An object without any stickers on it is not a stickered object, even if it previously had stickers on it.", + "zh": "一些规则或效应提及一个“贴有贴纸”的物件。如果一个物件上贴有任意种类的贴纸,则该物件贴有贴纸。一个其上没有任何贴纸的物件并非贴有贴纸,即使它在之前可能贴有贴纸。", + "subrules": [] + }, + { + "chapter": "123.5.", + "en": "Stickers on an object are not retained as that object moves to a hidden zone. Stickers are retained as that object moves to a public zone and continue to apply to the new object it becomes in that zone; this is an exception to rule 400.7.", + "zh": "当一个物件移动到一个隐藏区域时,物件上的贴纸不会保留。一个物件移动到一个公开区域时,物件上的贴纸仍然保留,并继续影响该区域中它所成之新物件。这是规则400.7的例外情况。", + "subrules": [ + { + "chapter": "123.5a", + "en": "If one or more cards with stickers on them enter the battlefield as part of a melded permanent, all of those stickers are on the permanent that object becomes on the battlefield. They maintain their relative timestamp order.", + "zh": "如果一张或数张其上有贴纸的牌作为已融合的永久物的一部分进战场,牌上的贴纸会在进战场的永久物上。贴纸保持相对时间印记顺序。" + }, + { + "chapter": "123.5b", + "en": "If an object with a sticker on it becomes a component of a merged permanent on the battlefield, that sticker is on that merged permanent.", + "zh": "如果一个其上有贴纸的物件成为战场上的结聚永久物的一个组件,物件上的贴纸会在结聚永久物上。" + }, + { + "chapter": "123.5c", + "en": "If a melded or merged permanent with one or more stickers on it moves from the battlefield to another public zone, only one of the objects it becomes will retain those stickers. Its owner chooses which of the objects it becomes in its new zone retains any stickers that are on it. Effects from those stickers will continue to apply to only that object.", + "zh": "如果一个其上有贴纸的已融合的永久物或结聚永久物从战场移动到另一个公开区域,则贴纸只会保留在它们成为的物件中的一个上。它的拥有者选择将贴纸保留在哪个它们在新区域中成为的物件上。贴纸产生的效应将仅对该物件生效。" + } + ] + }, + { + "chapter": "123.6.", + "en": "A name sticker consists only of one or more words. A name sticker on a permanent or on a card in a zone other than the battlefield causes the word on that sticker to be added to the text of that object’s name. This is a text-changing effect. See rule 613.1c and rule 612, “Text-Changing Effects.”", + "zh": "名称贴纸仅由一个或数个英文单词组成。在永久物上、或在一张不在战场上的牌上的名称贴纸,会使贴纸上的单词被添加到该物件的名称中。这是一个改变叙述的效应。参见规则613.1c及规则612,“改变叙述的效应”。", + "subrules": [ + { + "chapter": "123.6a", + "en": "For the purposes of rules and effects related to name stickers, a “word” in an object’s name is any series of non-space characters that are separated from other non-space characters by one or more spaces. Hyphenated words and words with punctuation are considered to be one word. Blank lines, such as the one in “Wolf in ________ Clothing,” are not considered words in a card’s name.", + "zh": "在与名称贴纸相关的规则和效应的意义上,物件名称中的“单词”是与其他非空格的字符之间由一个或数个空格隔开的一系列任何非空格字符。带连字符和标点的单词都被视为一个单词。空白行,例如“Wolf in ________ Clothing”中的空白行,不被视为牌的名称中的单词。" + }, + { + "chapter": "123.6b", + "en": "As a name sticker is placed on an object, that object’s controller chooses a position in that object’s name for the word in the name sticker to be added, then announces that object’s new name. That word can be added at the beginning of the object’s name or after any number of the other words that are currently in its name. The new name can be further modified by other name stickers. If that object has no name, its name becomes the word added by the name sticker. Name stickers never modify or remove any of the other words in that name.", + "zh": "于名称贴纸被贴在一个物件上时,该物件的操控者在该物件的名称中选择一个位置来添加名称贴纸中的单词,并宣告该物件的新名称。该单词可以被添加在物件名称的开头,或是任一其他单词之后。新名称还可以被其他名称贴纸继续修改。如果该物件没有名称,则其名称成为名称贴纸添加的单词。名称贴纸不会修改或移除名称中的其他单词。", + "extras": [ + { + "en": "Example: As a player puts a name sticker with the word “Dark” printed on it onto a creature named Bear Cub, that creature’s controller chooses whether its new name is “Dark Bear Cub,” “Bear Dark Cub,” or “Bear Cub Dark.” They then announce the new name to all players.", + "zh": "例如:于一位牌手将印有单词“Dark”的名称贴纸贴在一个名称为“幼熊[Bear Cub]”的生物上时,该生物的操控者选择它的新名称成为“Dark Bear Cub”、“Bear Dark Cub”或是“Bear Cub Dark”。然后其向所有牌手宣告新名称。" + } + ] + }, + { + "chapter": "123.6c", + "en": "The text that a name sticker is modifying may change due to other effects and/or a permanent’s face-down status (see rule 708, “Face-Down Spells and Permanents”). To determine the name of an object with one or more name stickers, start with the object’s copiable values, then apply each name sticker’s effect and each other text-changing effect in timestamp order. The position of each name sticker will continue to be after the number of words that were before it in the object’s name when it was placed. If there are fewer words in the object’s current name, the word on that sticker is added at the end of its name instead. The position and timestamp order of each name sticker on an object is remembered as the object that sticker is on moves from one public zone to another, and it continues to apply to the new object it becomes in that zone (see rule 123.5). This is an exception to rule 400.7.", + "zh": "名称贴纸修改的叙述可能因为其他效应和/或永久物的牌面朝下状态发生改变(参见规则708,“牌面朝下的咒语和永久物”)。要确定一个其上有贴纸之物件的名称,首先为其可复制特征值,然后每个名称贴纸和其他改变叙述的效应按时间印记顺序生效。每张名称贴纸仍然保持在贴贴纸时与其前面所数单词数量一致的位置上。如果此物件当前的名称过短,则贴纸上的名称将被添加在名称末尾。一个物件从公开区域移动到另一个公开区域时,物件上每张名称贴纸的位置和时间印记顺序都会被记忆,并继续影响新物件。这是规则400.7的例外情况。", + "extras": [ + { + "en": "Example: Fae of Wishes, an adventurer card, is in exile with a name sticker on it adding the word “Mana” after its second word, so its name is “Fae of Mana Wishes.” An effect allows that player to cast Granted, its Adventure, from exile. The name of that spell on the stack is “Granted Mana.” After that card is exiled as the Adventure resolves, the sticker’s position (after the second word) is remembered, so the name of the exiled card is once again “Fae of Mana Wishes.”", + "zh": "例如:趁愿仙儿(Fae of Wishes)是历险者牌,它被放逐且其上有一张名称贴纸在第二个单词后添加了单词“Mana”,因此其名称为“Fae of Mana Wishes”。某效应允许牌手将其作为历险来施放,而其历险部分原本的名称为心愿得遂(Granted)。当它在堆叠上时,其名称会是“Granted Mana”。而历险结算,它再次被放逐后,贴纸的位置(第二个单词之后)会被记忆,因此被放逐之牌的名称又会变为“Fae of Mana Wishes”。" + }, + { + "en": "Example: A player owns a creature named It That Betrays on the battlefield. Using name stickers, they add the word “Eldrazi” to its name after the third word, such that its new name is “It That Betrays Eldrazi.” Later, that creature becomes a copy of a creature named Seeker of the Way. The name sticker continues to apply after the third word, so its new name is “Seeker of the Eldrazi Way.”", + "zh": "例如:某牌手拥有一个名称为背叛恶物(It that Betrays)的生物。该牌手使用名称贴纸在其名称的第三个单词后添加了单词“Eldrazi”,因此其新名称为“It that Betrays Eldrazi”。之后,该生物成为一个名称为灵道探求者(Seeker of the Way)之生物的复制品。名称贴纸继续在第三个单词后生效,其新名称为“Seeker of the Eldrazi Way”。" + }, + { + "en": "Example: A creature with a name sticker on it becomes enchanted by Witness Protection, an Aura that changes the creature’s name to “Legitimate Businessperson.” Since Witness Protection is also a text-changing effect, and it has a later timestamp than the name sticker, the word on that name sticker is not part of the creature’s name. Its name is “Legitimate Businessperson.”", + "zh": "例如:某其上有名称贴纸的生物被证人保护结附,它是能够将所结附之生物的名称改变为合法市民(Legitimate Businessperson)的灵气)。由于证人保护同样是改变叙述的效应,且其时间印记晚于名称贴纸,名称贴纸上的单词不会是该生物名称的一部分。其名称是“Legitimate Businessperson”。" + } + ] + }, + { + "chapter": "123.6d", + "en": "Some effects refer to the number of one or more specific letters on a name sticker. A lowercase letter and its uppercase equivalent are the same letter.", + "zh": "一些效应提及一张名称贴纸上一个或数个特定字母的数量。小写字母和它对应的大写字母是同一个字母。" + }, + { + "chapter": "123.6e", + "en": "Some effects refer to the number of “unique vowels” on a name sticker. These count the number of different vowels that appear on that sticker, even if one or more of them appear more than once. The vowels are A, E, I, O, U, and Y. A lowercase letter and its uppercase equivalent are the same letter.", + "zh": "一些效应提及一张名称贴纸上“不同元音字母”的数量。这会计算在出现在贴纸上的不同元音字母数量,即使某些字母出现的次数不止一次。元音字母包括A、E、I、O、U、以及Y。小写字母和它对应的大写字母是同一个字母。" + } + ] + }, + { + "chapter": "123.7.", + "en": "An ability sticker is a sticker with one or more abilities printed on it. An ability sticker on a permanent or on a card in a zone other than the battlefield causes that object to gain the ability that is printed on that sticker. See rule 613.1f.", + "zh": "异能贴纸上印有一个或数个异能。在永久物上、或在一张不在战场上的牌上的异能贴纸,会使该物件获得印在贴纸上的异能。参见规则613.1f。", + "subrules": [ + { + "chapter": "123.7a", + "en": "If an effect refers to an ability of an ability sticker, it refers to the ability that sticker grants to the object it is on, even if the object it is on doesn’t currently have that ability due to another effect.", + "zh": "如果一个效应提及一张异能贴纸上的异能,则其指的是该贴纸赋予物件的异能,即使该物件当前因其他效应不再具有此异能。" + } + ] + }, + { + "chapter": "123.8.", + "en": "A power and toughness sticker is a sticker that has two numbers and a slash printed on it, resembling the power and toughness of a creature card. A power and toughness sticker on a creature or on a creature or Vehicle card in a zone other than the battlefield sets that object’s power and toughness to the values printed on that sticker (see rule 613.4b). If more than one power and toughness sticker is on a creature, use timestamp order to determine which one takes precedence (see rule 613.7).", + "zh": "力量/防御力贴纸上印有两个数字和一道斜线,类似于生物牌上的力量/防御力。在生物上、或在一张不在战场上的生物或载具牌上的力量/防御力贴纸,将该物件的力量和防御力设定为贴纸上印制的数值(参见规则613.4b)。如果一个生物上有一张以上力量/防御力贴纸,则按照时间印记顺序决定何者为优先(参见规则613.7)。", + "subrules": [ + { + "chapter": "123.8a", + "en": "An effect that refers to the power and/or toughness of a sticker refers only to the printed power and/or toughness values on a power and toughness sticker. It does not refer to any printed value on any other stickers.", + "zh": "提及贴纸之力量和/或防御力的效应,仅指印在力量/防御力贴纸上的力量和/或防御力数值。它不指任何其他贴纸上印有的数值。" + } + ] + }, + { + "chapter": "123.9.", + "en": "An art sticker on a permanent has no effect on game play other than to act as a marker that other spells and abilities can identify.", + "zh": "永久物上的插画贴纸除用作供其他咒语和异能辨识的标记外,和游戏进行并无关联。", + "subrules": [] + } + ] + } + ] + }, + { + "chapter": "2.", + "en": "Parts of a Card", + "zh": "牌的各部分", + "subrules": [ + { + "chapter": "200.", + "en": "General", + "zh": "总则", + "subrules": [ + { + "chapter": "200.1.", + "en": "The parts of a card are name, mana cost, illustration, color indicator, type line, expansion symbol, text box, power and toughness, loyalty, defense, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.", + "zh": "牌的各部分包括名称、法术力费用、图片、颜色标志、类别栏、版本符号、文字栏、力量与防御力、忠诚、布防、手牌修正、生命修正、画家名、版权文字,以及收集编号。在某些牌上,这些部分的内容可能不只一个。", + "subrules": [] + }, + { + "chapter": "200.2.", + "en": "Some parts of a card are also characteristics of the object that has them. See rule 109.3.", + "zh": "牌的某些部分同样是该物件的具有的特征。参见规则109.3。", + "subrules": [] + }, + { + "chapter": "200.3.", + "en": "Some objects that aren’t cards (tokens, copies of cards, and copies of spells) have some of the parts of a card, but only the ones that are also characteristics. See rule 111 and rule 707.", + "zh": "不是牌的物件(衍生物、牌的复制品,或咒语的复制品)同样可能有着某些牌的部分,但只有是特征的部分。参见规则111和707。", + "subrules": [] + } + ] + }, + { + "chapter": "201.", + "en": "Name", + "zh": "名称", + "subrules": [ + { + "chapter": "201.1.", + "en": "The name of a card is printed on its upper left corner.", + "zh": "牌的名称印在牌的左上角。", + "subrules": [] + }, + { + "chapter": "201.2.", + "en": "A card’s name is always considered to be the English version of its name, regardless of printed language.", + "zh": "一张牌的名称总是视为其名称的英文版,而不论该牌以何种语言印制。", + "subrules": [ + { + "chapter": "201.2a", + "en": "Two or more objects have the same name if they have at least one name in common, even if one or more of those objects have additional names. An object with no name doesn’t have the same name as any other object, including another object with no name.", + "zh": "如果两个或更多物件至少具有一个共通的名称,则这些物件具有相同的名称,即使其中的一个或数个物件具有额外的名称。没有名称的物件不与任何其他物件具有相同的名称,包括另一个没有名称的物件。" + }, + { + "chapter": "201.2b", + "en": "Some spells and abilities refer to two or more objects with different names. Those objects have different names only if each of them has at least one name and no two objects in that group have a name in common.", + "zh": "一些咒语和异能提及两个或更多物件之间名称各不相同。仅当每个物件都具有至少一个名称、且其中没有任意两个物件具有共通的名称时,这些物件的名称才各不相同。", + "extras": [ + { + "en": "Example: A player controls Liliana’s Contract, which says, in part, “At the beginning of your upkeep, if you control four or more Demons with different names, you win the game.” That player controls three Demons with different names and a face-down creature with no name, with an effect making it a Demon. Because the four creatures include one with no name, those four creatures don’t count as four Demons with different names. The ability of Liliana’s Contract won’t trigger.", + "zh": "例如:牌手操控莉莲娜的契约,其部分叙述为“在你的维持开始时,若你操控四个或更多恶魔,且其名称各不相同,则你赢得这盘游戏。”该牌手操控三个名称各不相同的恶魔,以及一个牌面朝下的、没有名称的生物,且有一个效应使其成为恶魔。因为这四个生物中的一个没有名称,这些生物不算做四个名称各不相同的恶魔。莉莲娜的契约的异能不会触发。" + } + ] + }, + { + "chapter": "201.2c", + "en": "Some spells or abilities check if one object has a different name than a second object or group of objects. The first object has a different name than those objects if the first object has at least one name and has no names in common with any of the other objects, even if one or more of the other objects have no names. If the first object has no name, it does not have a different name than any of the other objects, even if those other objects themselves have names.", + "zh": "一些咒语和异能检查一个物件是否与另一个或一组物件具有不同的名称。如果前者物件具有至少一个名称、且与其他物件中的任一个都不具有共通的名称(即使这些物件其中的一个或数个没有名称),则前者物件与这些物件具有不同的名称。如果前者物件没有名称,则它与其他物件中的任一个都不具有不同的名称,即使这些物件本身具有名称。" + } + ] + }, + { + "chapter": "201.3.", + "en": "Some cards with different English names are treated as though they had the same English name. Pairs of cards with this property have names that are interchangeable.", + "zh": "一些具有不同英文名称的牌被视为具有相同的英文名称。具有此属性的一对牌具有可互换的名称。", + "subrules": [ + { + "chapter": "201.3a", + "en": "For the purposes of all rules, abilities, and effects that refer to a card’s name, objects with interchangeable names have the same name. (See rules 201.2a–b.)", + "zh": "在一切规则、异能、效应提及一张牌的名称的意义上,具有可互换名称的物件具有相同的名称。(参见规则201.2a-b。)" + }, + { + "chapter": "201.3b", + "en": "For the purposes of deck construction and format legality, cards with interchangeable names have the same name.", + "zh": "在进行套牌构组和判断赛制合法性的意义上,具有可互换名称的牌具有相同的名称。" + }, + { + "chapter": "201.3c", + "en": "If a card has later printings with interchangeable names, the later printings will have an interchangeable names indicator in the bottom left-hand corner referring to the original printing’s three-letter set code and collector number (see rule 213.1d).", + "zh": "如果一张牌在以后以可互换名称印刷,后印刷的版本将在左下角具有可互换名称标识,提及该牌原来印刷版本的三字符系列代号及收集编号(参见规则213.1d)。" + } + ] + }, + { + "chapter": "201.4.", + "en": "If an effect instructs a player to choose a card name, the player must choose the name of a card in the Oracle card reference. (See rule 108.1.) A player may not choose the name of a token unless it’s also the name of a card.", + "zh": "如果一个效应要牌手选择一个牌名,该牌手必须选择一个Oracle牌张参考文献中的牌的名称。(参见规则108.1。)牌手不能选择衍生物的名称,除非它也是一张牌的名称。", + "subrules": [ + { + "chapter": "201.4a", + "en": "If a player is instructed to choose a card name with certain characteristics, the player must choose the name of a card whose Oracle text matches those characteristics. (See rule 108.1.)", + "zh": "如果牌手被指示选择一个具有指定特征的牌名,该牌手必须选择其Oracle牌张叙述符合该特征的牌之名称。(参见规则108.1。)", + "extras": [ + { + "en": "Example: Dispossess reads, in part, “Choose an artifact card name.” The player can choose the name of any artifact card, even one that’s not legal in the format of the current game. The player can’t choose Island, even if an Island on the battlefield has been turned into artifact by some effect.", + "zh": "例如:强取豪夺的一部分叙述为“选择一个神器牌的名称。”牌手可以选择任何一个神器牌之名称,即使是一个于该盘游戏的赛制中不合法的也可以。该牌手不能选择海岛,即使战场上的一个海岛因某些效应被变成神器。" + } + ] + }, + { + "chapter": "201.4b", + "en": "If a player wants to choose the name of a split card, the player must choose the name of one of its halves, but not both. (See rule 709.) If a player is instructed to choose a card name with certain characteristics, use only that half’s characteristics to determine if this name can be chosen.", + "zh": "如果牌手想选择一张连体牌的名称,该牌手必须选择其中一边的名称,但不能同时选择两者。(参见规则709。)如果牌手被指示选择一个具有指定特征的牌名,只使用这半边的特征来决定该名称能否被选择。" + }, + { + "chapter": "201.4c", + "en": "If a player wants to choose a flip card’s alternative name, the player may do so. (See rule 710.) If a player is instructed to choose a card name with certain characteristics, use the card’s characteristics as modified by its alternative characteristics to determine if this name can be chosen.", + "zh": "如果牌手想选择一张倒转牌的副名称,他可以这样作。(参见规则710。)如果牌手被指示选择一个具有指定特征的牌名,使用该牌应用过其替代用特征之后的特征来决定该名称能否被选择。" + }, + { + "chapter": "201.4d", + "en": "If a player wants to choose the name of the back face of a double-faced card, the player may do so. (See rule 712.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the back face to determine if this name can be chosen.", + "zh": "如果牌手想选择一张双面牌背面的牌名,他可以这样作。(参见规则712。)如果牌手被指示选择一个具有指定特征的牌名,只使用该牌背面的特征来决定该名称能否被选择。" + }, + { + "chapter": "201.4e", + "en": "If a player wants to choose the name of the combined back face of a meld pair, the player may do so. (See rule 713.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the combined back face to determine if this name can be chosen.", + "zh": "如果牌手想选择一个融合牌组之组合背面的牌名,他可以这样作。(参见规则713。)如果牌手被指示选择一个具有指定特征的牌名,只使用该组合背面的特征来决定该名称能否被选择。" + }, + { + "chapter": "201.4f", + "en": "If a player wants to choose an adventurer card’s alternative name, the player may do so. (See rule 715.) If a player is instructed to choose a card name with certain characteristics, use the card’s characteristics as modified by its alternative characteristics to determine if this name can be chosen.", + "zh": "如果牌手想选择一张历险者牌之副名称,他可以这样作。(参见规则715。)如果牌手被指示选择一个具有指定特征的牌名,使用该牌被其副特征修改后的特征来决定该名称能否被选择。" + }, + { + "chapter": "201.4g", + "en": "Some cards have interchangeable names (see rule 201.3). For all game purposes, these cards have the same name. If a player chooses the name of a card which has interchangeable names, the name of each of those cards has been chosen.", + "zh": "一些牌具有可互换名称(参见规则201.3)。在游戏中的一切意义上,这些牌具有相同的名称。如果牌手选择了一张具有可互换名称的牌之名称,则选择这些牌中每一张的名称。" + } + ] + }, + { + "chapter": "201.5.", + "en": "Text that refers to the object it’s on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.", + "zh": "如果物件上的规则叙述用名称表示其本身,则仅指该物件本身,并非任何其他同名的物件,无视任何游戏效应导致的名称改变。", + "subrules": [ + { + "chapter": "201.5a", + "en": "If an ability’s effect grants another ability to an object, and that second ability refers to that first ability’s source by name, the name refers only to the specific object which is that first ability’s source. The second ability does not refer to any other object with the same name as the first ability’s source. However, if the second ability also moved the first ability’s source to a different public zone, the name refers to the object the source became in its new zone. This is also true if the second ability is copied onto a new object.", + "zh": "如果异能的效应将另一个异能赋予一个物件,且后者异能提及前者异能之来源的名称,则该名称仅特指前者异能之来源的物件。后者异能不指代任何其他与前者异能之来源具有相同名称的物件。但是,如果后者异能同时将前者异能的来源移动到另一个公开区域,则该名称指代该来源在其新区域所成的物件。这对后者异能被复制到一个新物件上的情况同样有效。", + "extras": [ + { + "en": "Example: Gutter Grime has an ability that reads “Whenever a nontoken creature you control dies, put a slime counter on this enchantment, then create a green Ooze creature token with ‘This token’s power and toughness are each equal to the number of slime counters on Gutter Grime.’” The ability granted to the token only looks at the Gutter Grime that created the token, not at any other Gutter Grime on the battlefield. A copy of that token would also have an ability that referred only to the Gutter Grime that created the original token.", + "zh": "例如:水沟污迹的异能为“每当一个非衍生物、且由你操控的生物死去时,在此结界上放置一个黏菌指示物,然后派出一个绿色流浆衍生生物,且具有‘此衍生物之力量与防御力各等同于水沟污迹上的黏菌指示物数量。’”此衍生物被赋予的异能,仅以派出此衍生物的水沟污迹为准,而非战场上的其他水沟污迹。该衍生物的复制品所具有的异能,也仅以派出它复制品的原型衍生物的水沟污迹为准。" + } + ] + }, + { + "chapter": "201.5b", + "en": "If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name.", + "zh": "如果一个物件的异能包含该物件的名称,而一个不同名称的物件获得该异能,则所获得的异能上所有指前者物件的名称都被视为后者物件的名称。", + "extras": [ + { + "en": "Example: Quicksilver Elemental says, in part, “{U}: This creature gains all activated abilities of target creature until end of turn.” If it gains an ability that says “{BB}: Regenerate Skithiryx,” activating that ability will regenerate Quicksilver Elemental, not the Skithiryx, the Blight Dragon it gained the ability from.", + "zh": "例如:水银元素的部分异能为“{U}:此生物获得目标生物的所有起动式异能直到回合结束。”如果它获得一个异能“{B}{B}:重生极兹锐。”,起动该异能将会重生水银元素,而非它所获得异能的枯萎巨龙极兹锐。" + }, + { + "en": "Example: Glacial Ray is an instant with splice onto Arcane that says “Glacial Ray deals 2 damage to any target.” If it’s spliced onto a Kodama’s Reach, that Kodama’s Reach deals 2 damage to the target.", + "zh": "例如:冰冻射线是一个具有通联古咒的瞬间,其叙述为“冰冻射线对任意一个目标造成2点伤害。”如果它被通联到木灵展势上,则这个木灵展势对该目标造成2点伤害。" + }, + { + "en": "Example: The Ever-Changing ’Dane says “{1}, Sacrifice another creature: The Ever-Changing ’Dane becomes a copy of the sacrificed creature, except it has this ability.” Its ability is activated sacrificing a Runeclaw Bear. The Ever-Changing ’Dane becomes a copy of Runeclaw Bear and gains an ability that should be treated as saying “{1}, Sacrifice another creature: Runeclaw Bear becomes a copy of the sacrificed creature, except it has this ability.”", + "zh": "例如:恒变丹恩的叙述为“{1},牺牲另一个生物:恒变丹恩成为所牺牲生物的复制品,但它具有此异能。”其异能起动,牺牲一个符爪熊。恒变丹恩成为符爪熊的复制品并获得一个异能,其叙述应看作“{1},牺牲另一个生物:符爪熊成为所牺牲生物的复制品,但它具有此异能。”" + } + ] + }, + { + "chapter": "201.5c", + "en": "Text printed on some cards refers to that card by a shortened version of its name. Instances of a card’s shortened name used in this manner are treated as though they used the card’s full name.", + "zh": "一些牌上所印的文字中提及该牌时使用了简称。在此情况下使用一张牌的简称应被视为使用该牌的全名。" + } + ] + }, + { + "chapter": "201.6.", + "en": "Promotional or alternate-art versions of some cards feature a secondary title bar below the name line. The card’s name as listed in the Oracle card reference is displayed in the secondary title bar, and an alternate name appears in the upper left corner. For the purposes of deck construction, game rules, and effects, these cards have only the card name specified in the secondary title bar. Rules text may also refer to a card’s alternate name; instances of the alternate name that are present in rules text refer to the name specified in the secondary title bar. The alternate name has no effect on game play.", + "zh": "一些牌的推广版本或异画版本在名称栏下方具有副标题栏。该牌在Oracle™牌张参考文献中的名字见于其下的副标题栏中,且有一个别名见于该牌的左上角。在套牌构组、游戏规则和效应的意义上,这些牌仅具有副标题栏中指定的牌名。规则叙述可能也会提及一张牌的别名;规则叙述中存在的别名均指代副标题栏中指定的牌名。别名与游戏运作无关。", + "subrules": [] + } + ] + }, + { + "chapter": "202.", + "en": "Mana Cost and Color", + "zh": "法术力费用和颜色", + "subrules": [ + { + "chapter": "202.1.", + "en": "A card’s mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration.", + "zh": "牌的法术力费用是以牌上方的法术力符号来表示。(参见规则107.4.)大多数牌的法术力符号印在牌的右上角,一些具有特殊边框的预知将来版本牌,其法术力符号在图片的左侧。", + "subrules": [ + { + "chapter": "202.1a", + "en": "The mana cost of an object represents what a player must spend from their mana pool to cast that card. Unless an object’s mana cost includes Phyrexian mana symbols (see rule 107.4f), paying that mana cost requires matching the type of any colored or colorless mana symbols as well as paying the generic mana indicated in the cost.", + "zh": "一个物件的法术力费用表示牌手从其法术力池中支付什么样的法术力来施放该牌。除非该物件的法术力费用中包含非瑞克西亚法术力符号(参见规则107.4f),支付一个物件的法术力费用必须完全符合其任何有色或无色法术力符号的类别,并且支付所需的一般法术力费用。" + }, + { + "chapter": "202.1b", + "en": "Some objects have no mana cost. This normally includes all land cards, any other cards that have no mana symbols where their mana cost would appear, tokens (unless the effect that creates them specifies otherwise), and nontraditional Magic cards. Having no mana cost represents an unpayable cost (see rule 118.6). Note that lands are played without paying any costs (see rule 305, “Lands”).", + "zh": "一些物件没有法术力费用。这通常包括所有地牌、其他在法术力费用的位置上没有法术力符号的牌、衍生物(除非派出其的效应特别注明),以及非传统万智牌卡牌。没有法术力费用表示无法被支付的费用(参见规则118.6)。使用地无须支付任何费用(参见规则305,“地”)。" + } + ] + }, + { + "chapter": "202.2.", + "en": "An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame.", + "zh": "一个物件的颜色为其法术力费用中法术力符号的颜色,无论其边框的颜色。", + "subrules": [ + { + "chapter": "202.2a", + "en": "The five colors are white, blue, black, red, and green. The white mana symbol is represented by {W}, blue by {U}, black by {B}, red by {R}, and green by {G}.", + "zh": "颜色有五种:白、蓝、黑、红、绿。白色法术力符号由{W}表示、蓝色为{U}、黑色为{B}、红色为{R}、绿色为{G}。", + "extras": [ + { + "en": "Example: An object with a mana cost of {2}{W} is white, an object with a mana cost of {2} is colorless, and one with a mana cost of {2}{W}{B} is both white and black.", + "zh": "例如:一个法术力费用为{2}{W}的物件为白色,一个法术力费用为{2}的物件为无色,一个法术力费用为{2}{W}{B}的物件为白色和黑色。" + } + ] + }, + { + "chapter": "202.2b", + "en": "Objects with no colored mana symbols in their mana costs are colorless.", + "zh": "法术力费用中不包含有色法术力符号的物件为无色。" + }, + { + "chapter": "202.2c", + "en": "An object with two or more different colored mana symbols in its mana cost is each of the colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is not a requirement for a card to be multicolored.", + "zh": "法术力费用中包含两种或以上不同有色法术力符号的物件,为这些法术力符号代表的每个颜色。大部分多色牌被印刷为金色边框,但这不是多色牌的必备条件。" + }, + { + "chapter": "202.2d", + "en": "An object with one or more hybrid mana symbols and/or Phyrexian mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. (Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See rule 107.4e.)", + "zh": "法术力费用中包含一个或数个混血法术力符号和/或非瑞克西亚法术力符号的物件,在其原有颜色的基础上为这些法术力符号代表的所有颜色。(大多数法术力费用中包含混血法术力符号的牌被印刷为双色边框。参见规则107.4e。)" + }, + { + "chapter": "202.2e", + "en": "An object may have a color indicator printed to the left of the type line. That object is each color denoted by that color indicator. (See rule 204.)", + "zh": "一个物件可能在它的类别栏左侧印有颜色标志。该物件是颜色标志所标识的每种颜色。(参见规则204。)" + }, + { + "chapter": "202.2f", + "en": "Effects may change an object’s color, give a color to a colorless object, or make a colored object become colorless; see rule 105.3.", + "zh": "效应可以改变物件的颜色、赋予无色物件颜色或使有色物件成为无色;参见规则105.3。" + } + ] + }, + { + "chapter": "202.3.", + "en": "The mana value of an object is a number equal to the total amount of mana in its mana cost, regardless of color.", + "zh": "物件的法术力值为一个数字,该数字等于其法术力费用中所有法术力的总和,与其颜色无关。", + "subrules": [ + { + "chapter": "202.3a", + "en": "The mana value of an object with no mana cost is 0, unless that object is the back face of a nonmodal double-faced permanent or spell, or it is a melded permanent.", + "zh": "没有法术力费用的物件,其法术力值为0,除非该物件是非模式双面永久物或咒语的背面、或是已融合的永久物。" + }, + { + "chapter": "202.3b", + "en": "The mana value of the back face of a nonmodal double-faced permanent or spell’s back face is calculated as though it had the mana cost of its front face. If a permanent or spell is a copy of the back face of a nonmodal double-faced object (even if the card representing that copy is itself a double-faced card), the mana value of the copy is 0.", + "zh": "在计算非模式双面永久物或咒语背面的法术力值时,视为其具有正面的法术力费用。如果某永久物或咒语是一个非模式双面物件背面的复制品,该复制品的法术力值为0(即使作为复制品的牌本身也是一张双面牌)。", + "extras": [ + { + "en": "Example: Huntmaster of the Fells is a nonmodal double-faced card with mana cost {2}{R}{G}. Its mana value is 4. After it transforms to its other face (Ravager of the Fells), its mana value remains 4.", + "zh": "例如:堕者猎师是一张非模式双面牌,其法术力费用为{2}{R}{G}。其法术力值为4。当它转化到另一面(堕者噬兽)时,其法术力值仍是4。" + }, + { + "en": "Example: A Clone enters the battlefield as a copy of Ravager of the Fells. Its mana value is 0.", + "zh": "例如:一个仿生妖作为堕者噬兽的复制品进入战场。其法术力值为0。" + }, + { + "en": "Example: Insectile Aberration is the back face of a nonmodal double-faced card whose front face has mana cost {U}. It becomes a copy of Ravager of the Fells. Its mana value becomes 0.", + "zh": "例如:昆虫变体是一张非模式双面牌的背面,其正面的法术力费用是{U}。它成为堕者噬兽的复制品。其法术力值成为0。" + } + ] + }, + { + "chapter": "202.3c", + "en": "The mana value of a melded permanent is calculated as though it had the combined mana cost of the front faces of each card that represents it. If a permanent is a copy of a melded permanent (even if that copy is represented by two other meld cards), the mana value of the copy is 0.", + "zh": "已融合的永久物之法术力值为表示该永久物之正面两张牌之法术力值的总和。如果某永久物复制了已融合的永久物,则复制品的法术力值为0(即使该复制品是由另外两张融合牌所表示也是一样)。参见规则202.3c。" + }, + { + "chapter": "202.3d", + "en": "The mana value of a split card not on the stack or of a fused split spell on the stack is determined from the combined mana costs of its halves. Otherwise, while a split card is on the stack, the mana value of the spell is determined by the mana cost of the half that was chosen to be cast. See rule 709, “Split Cards.”", + "zh": "不在堆叠上的连体牌、或堆叠上的已融咒的连体咒语之法术力值根据该牌两边的法术力费用相加后计算。除此之外,当连体牌在堆叠上时,该咒语的法术力值根据所选择被施放的那一边的法术力费用来计算。" + }, + { + "chapter": "202.3e", + "en": "When calculating the mana value of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.", + "zh": "在计算法术力费用中包含{X}的物件的法术力值时,于该物件不在堆叠中时X视同0,于该物件在堆叠中时X视同其被选择的数字。" + }, + { + "chapter": "202.3f", + "en": "When calculating the mana value of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol.", + "zh": "在计算法术力费用中包含混血法术力符号的物件的法术力值时,使用每个混血符号中较大的半边。", + "extras": [ + { + "en": "Example: The mana value of a card with mana cost {1}{W/U}{W/U} is 3.", + "zh": "例如:一张法术力费用为{1}{W/U}{W/U}的牌,其法术力值为3。" + }, + { + "en": "Example: The mana value of a card with mana cost {2/B}{2/B}{2/B} is 6.", + "zh": "例如:一张法术力费用为{2/B}{2/B}{2/B}的牌,其法术力值为6。" + } + ] + }, + { + "chapter": "202.3g", + "en": "Each Phyrexian mana symbol in a card’s mana cost contributes 1 to its mana value.", + "zh": "一张牌法术力费用中的每个非瑞克西亚法术力符号都为其法术力值添加1。", + "extras": [ + { + "en": "Example: The mana value of a card with mana cost {1}{W/P}{W/P} is 3.", + "zh": "例如:一张法术力费用为{1}{W/P}{W/P}的牌之法术力值为3。" + } + ] + } + ], + "extras": [ + { + "en": "Example: A mana cost of {3}{U}{U} translates to a mana value of 5.", + "zh": "例如:一个法术力费用为{3}{U}{U},其法术力值为5。" + } + ] + }, + { + "chapter": "202.4.", + "en": "Any additional cost listed in an object’s rules text or imposed by an effect isn’t part of the mana cost. (See rule 601, “Casting Spells.”) Such costs are paid at the same time as the spell’s other costs.", + "zh": "物件的规则叙述中列出的或是受效应影响而须支付的额外费用,均不是其法术力费用的一部分。(参见规则601,“施放咒语”。)这些费用在支付该咒语其他费用的同时支付。", + "subrules": [] + } + ] + }, + { + "chapter": "203.", + "en": "Illustration", + "zh": "图片", + "subrules": [ + { + "chapter": "203.1.", + "en": "The illustration is printed on the upper half of a card and has no effect on game play. For example, a creature doesn’t have the flying ability unless stated in its rules text, even if it’s depicted as flying.", + "zh": "印在牌的上半部,与游戏并无关联。例如,一个规则叙述中不具有飞行异能的生物不具有飞行异能,即使其在图片中飞行。", + "subrules": [] + } + ] + }, + { + "chapter": "204.", + "en": "Color Indicator", + "zh": "颜色标志", + "subrules": [ + { + "chapter": "204.1.", + "en": "The color indicator is printed to the left of the type line directly below the illustration. It consists of a circular symbol filled in with one or more colors. A color indicator is usually found on nonland cards without a mana cost.", + "zh": "颜色标志被印在类别栏左侧,图片正下方。它是一个包含一种或几种颜色的圆形标志。颜色标志一般在没有法术力费用的非地牌上出现。", + "subrules": [] + }, + { + "chapter": "204.2.", + "en": "An object with a color indicator is each color denoted by that color indicator.", + "zh": "具有颜色标志的物件是其颜色标志所标识的每种颜色。", + "subrules": [] + } + ] + }, + { + "chapter": "205.", + "en": "Type Line", + "zh": "类别栏", + "subrules": [ + { + "chapter": "205.1.", + "en": "The type line is printed directly below the illustration. It contains the card’s card type(s). It also contains the card’s subtype(s) and supertype(s), if applicable.", + "zh": "类别栏印在图片的下方。它包含牌的牌张类别。它还包含牌的超类别和副类别(如果有的话)。", + "subrules": [ + { + "chapter": "205.1a", + "en": "Some effects set an object’s card type. In most such cases, the new card type(s) replaces any existing card types. However, an object with either the instant or sorcery card type retains that type. Counters, stickers, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when an effect sets one or more of an object’s subtypes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object’s card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object’s card type is removed. Removing an object’s subtype doesn’t affect its card types at all.", + "zh": "一些效应会改变物件的牌张类别。在大多数情况下,新的牌张类别会取代所有原本的类别。但是,具有瞬间或法术牌张类别的物件会保留该类别。指示物、贴纸、效应,以及该物件上所标记的伤害依然保留,即使它们对新的类别没有任何意义。同样的,当物件的副类别改变时,新的副类别会取代相对应的同类副类别(生物类别、地类别、神器类别、结界类别、鹏洛客类别,或咒语类别)。如果一个物件的牌张类别被移除,该物件的所有副类别只有在它同样属于该物件现有牌张类别的情况下保留;否则它们会在该物件的牌张类别被移除的过程中同样被移除。移除物件的副类别不会影响到该物件的牌张类别。" + }, + { + "chapter": "205.1b", + "en": "Some effects change an object’s card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object’s prior card types, supertypes, and subtypes are retained. This rule applies to effects that use phrases such as “in addition to its other types” or that state that something is “still a [type, supertype, or subtype].” Some effects state that an object becomes an “artifact creature”; these effects also allow the object to retain all of its prior card types and subtypes. Some effects state that an object becomes a “[creature type or types] artifact creature”; these effects also allow the object to retain all of its prior card types and subtypes other than creature types, but replace any existing creature types.", + "zh": "一些效应会改变物件的牌张类别、超类别,或副类别,但依然保留其原先的某些牌张类别、超类别或副类别。在此情况下,所有该物件原本的类别、超类别与副类别均会保留。此规则适用于诸如“且仍具有原本类别”的效应(译注:中文版中此叙述有另一种译法:“额外具有[类别]此类别”),或是注明该物件“仍然是[类别]”。一些效应令物件成为“神器生物”;此效应同样允许该物件保留所有原有的牌张类别与副类别。一些效应令物件成为“[生物类别]神器生物”;此效应同样允许该物件保留所有原有的牌张类别与生物类别之外的副类别,但原有的生物类别会被替换。", + "extras": [ + { + "en": "Example: An ability reads, “All lands are 1/1 creatures that are still lands.” The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability’s effect applied to them, those lands would become “artifact land creatures,” not just “creatures,” or “land creatures.” The effect allows them to retain both the artifact and land card types. In addition, each land affected by the ability retains any land types and supertypes it had before the ability took effect.", + "zh": "例如:某效应为“所有地都是1/1生物,且仍是地”。受此效应影响的地具有两种牌张类别:生物和地。若在此效应影响之前,某些地已具有神器的类别,则这些地会成为“神器地生物”,而不只是“生物”或“地生物”。此效应使其保留神器和地的牌张类别。此外,每个受此效应影响的地保留其在效应生效前具有的异能和超类别。" + }, + { + "en": "Example: An ability reads, “All artifacts are 1/1 artifact creatures.” If a permanent is both an artifact and an enchantment, it will become an artifact enchantment creature.", + "zh": "例如:某异能为“所有神器都是1/1的神器生物”。如果一个永久物既是神器又是结界,它将成为“神器结界生物”。" + } + ] + } + ] + }, + { + "chapter": "205.2.", + "en": "Card Types", + "zh": "牌张类别", + "subrules": [ + { + "chapter": "205.2a", + "en": "The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, kindred, land, phenomenon, plane, planeswalker, scheme, sorcery, and vanguard. See section 3, “Card Types.”", + "zh": "牌张类别包括神器、战役、诡局、生物、地城、结界、瞬间、亲缘、地、异象、时空、鹏洛客、邪计、法术,以及先锋。参见第3章,“牌张类别”。" + }, + { + "chapter": "205.2b", + "en": "Some objects have more than one card type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their card types.", + "zh": "一些物件具有多种牌张类别(例如,神器生物)。任何会影响到其中任一牌张类别的效应,都会影响到此物件。" + }, + { + "chapter": "205.2c", + "en": "Tokens have card types even though they aren’t cards. The same is true of copies of spells and copies of cards.", + "zh": "衍生物虽然不是牌但具有牌张类别。咒语的复制品和牌的复制品亦是如此。" + } + ] + }, + { + "chapter": "205.3.", + "en": "Subtypes", + "zh": "副类别", + "subrules": [ + { + "chapter": "205.3a", + "en": "A card can have one or more subtypes printed on its type line.", + "zh": "牌可以在其类别栏上印有一种或多种副类别。" + }, + { + "chapter": "205.3b", + "en": "Subtypes of each card type except creature and plane are always single words and are listed after a long dash. Each word after the dash is a separate subtype. Subtypes of creature cards are one or two words and are listed after a long dash. Each word or two-word phrase, as listed in rule 205.3m, is a separate subtype. Objects other than planes may have multiple subtypes. Subtypes of planes are also listed after a long dash, but may be multiple words; all words after the dash are, collectively, a single subtype.", + "zh": "生物及时空以外的牌张类别所具有的副类别都是单独的一个英文单词,在一条长横线后列出。此横线后面的每一个单词都分别是一种副类别。生物牌所具有的副类别可能是一个或两个英文单词,在一条长横线后列出。规则205.3m中列出的每一个单词或词组都分别是一种副类别。除时空外的物件可以有多种副类别。时空的副类别同样在长横线后列出,但可能为数个英文单词。在长横线后的单词为一个单一的副类别。(译注:中文版之副类别都是单独的一个词,且接在“~”符号后面;各副类别中间以“/”符号区隔。)", + "extras": [ + { + "en": "Example: “Basic Land — Mountain” means the card is a land with the subtype Mountain. “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard. “Artifact — Equipment” means the card is an artifact with the subtype Equipment.", + "zh": "例如:“基本地~山脉”意指该牌是具有山脉此副类别的地。“生物~鬼怪/法术师”意指该牌是同时具有鬼怪和法术师两种副类别的生物。“神器~武具”意指该牌是具有武具此副类别的神器。" + } + ] + }, + { + "chapter": "205.3c", + "en": "If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.", + "zh": "如果一张牌有多种类别,且有一种或多种副类别,则每种副类别都只与其对应的牌张类别有关联。", + "extras": [ + { + "en": "Example: Dryad Arbor’s type line says “Land Creature — Forest Dryad.” Forest is a land type, and Dryad is a creature type.", + "zh": "例如:树灵乔木的类别为“地生物~树林/树灵”。树林是一种地类别,树灵是一种生物类别。" + } + ] + }, + { + "chapter": "205.3d", + "en": "An object can’t gain a subtype that doesn’t correspond to one of that object’s types.", + "zh": "一个物件不能得到不对应该物件任何类别的副类别。" + }, + { + "chapter": "205.3e", + "en": "If an effect instructs a player to choose a subtype, that player must choose one, and only one, existing subtype, and the subtype must be for the appropriate card type. For example, the player can’t choose a land type if an instruction requires choosing a creature type.", + "zh": "如果一个叙述要求牌手选择一种副类别,则其必须而且只能选择一种已存在的副类别,且该选择必须符合该牌张类别。例如,若某叙述要求牌手选择一种生物类别,则其不能选择地类别中的一种。", + "extras": [ + { + "en": "Example: When choosing a creature type, “Merfolk” or “Wizard” is acceptable, but “Merfolk Wizard” is not. Words like “artifact,” “opponent,” “Swamp,” or “truck” can’t be chosen because they aren’t creature types.", + "zh": "例如:当选择一种生物类别时,可以选择“人鱼”或者“法术师”,但是不能选择“人鱼/法术师”。不能选择类似“神器”、“对手”、“沼泽”,或者“卡车”等等,是因为它们不是生物类别。" + } + ] + }, + { + "chapter": "205.3f", + "en": "Many cards were printed with subtypes that are now obsolete. Many cards have retroactively received subtypes. Use the Oracle card reference to determine what a card’s subtypes are. (See rule 108.1.)", + "zh": "很多牌所印刷的副类别已经不再适用。很多牌得到了新的副类别。使用Oracle牌张参考文献来确认一张牌的副类别。(参见规则108.1。)" + }, + { + "chapter": "205.3g", + "en": "Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Attraction (see rule 717), Blood, Bobblehead, Clue, Contraption, Equipment (see rule 301.5), Food, Fortification (see rule 301.6), Gold, Incubator, Infinity, Junk, Lander, Map, Mutagen, Powerstone, Spacecraft, Stone, Treasure, and Vehicle (see rule 301.7).", + "zh": "神器具有其特有的副类别;这些副类别被称为神器类别。神器类别包括景点(参见规则717)、血滴、娃娃、线索、机巧、武具(参见规则301.5)、食品、工事(参见规则301.6)、黄金、抚育器、无限[Infinity]、废料、探地器[Lander]、地图、突变剂[Mutagen]、魔力石、太空船[Spacecraft]、原石[Stone]、珍宝、以及载具(参见规则301.7)。" + }, + { + "chapter": "205.3h", + "en": "Enchantments have their own unique set of subtypes; these subtypes are called enchantment types. The enchantment types are Aura (see rule 303.4), Background, Cartouche, Case (see rule 719), Class (see rule 716), Curse, Role (see rule 303.7), Room, Rune, Saga (see rule 714), Shard, and Shrine.", + "zh": "结界具有其特有的副类别,这些副类别被称为结界类别。结界类别包括灵气(参见规则303.4)、身世、魔符、案件(参见规则719)、职业(参见规则716)、诅咒、角色(参见规则303.7)、隔间、符文、传纪(参见规则714)、碎片、以及祭祠。" + }, + { + "chapter": "205.3i", + "en": "Lands have their own unique set of subtypes; these subtypes are called land types. The land types are Cave, Desert, Forest, Gate, Island, Lair, Locus, Mine, Mountain, Plains, Planet, Power-Plant, Sphere, Swamp, Tower, Town, and Urza’s. Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6.", + "zh": "地具有其特有的副类别,这些副类别被称为地类别。地类别包括洞窟、沙漠、树林、门、海岛、巢穴、处所、矿脉、山脉、平原、行星[Planet]、动力炉、域界、沼泽、塔、市镇[Town],以及克撒的。此列表中,树林、海岛、山脉、平原、沼泽是基本地类别。参见规则305.6。" + }, + { + "chapter": "205.3j", + "en": "Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Aminatou, Angrath, Arlinn, Ashiok, Bahamut, Basri, Bolas, Calix, Chandra, Comet, Dack, Dakkon, Daretti, Davriel, Dihada, Domri, Dovin, Ellywick, Elminster, Elspeth, Estrid, Freyalise, Garruk, Gideon, Grist, Guff, Huatli, Jace, Jared, Jaya, Jeska, Kaito, Karn, Kasmina, Kaya, Kiora, Koth, Liliana, Lolth, Lukka, Minsc, Mordenkainen, Nahiri, Narset, Niko, Nissa, Nixilis, Oko, Quintorius, Ral, Rowan, Saheeli, Samut, Sarkhan, Serra, Sivitri, Sorin, Szat, Tamiyo, Tasha, Teferi, Teyo, Tezzeret, Tibalt, Tyvar, Ugin, Urza, Venser, Vivien, Vraska, Vronos, Will, Windgrace, Wrenn, Xenagos, Yanggu, Yanling, and Zariel.", + "zh": "鹏洛客具有其特有的副类别,这些副类别被称为鹏洛客类别。鹏洛客类别包括阿耶尼、阿米娜图、安戈斯、雅琳、安梭苛、巴哈姆特、巴席利、波拉斯、凯利斯、茜卓、慧慧[Comet]、戴克、达肯、达雷迪、达夫黎、迪哈达、多密、多温、艾利薇、伊尔明斯特、艾紫培、艾丝翠、妃雅丽兹、贾路、基定、格蕊斯、古夫、华特莉、杰斯、贾瑞、雅亚、洁丝卡、魁渡、卡恩、克蜜娜、卡娅、奇奥拉、寇斯、莉莲娜、罗丝、卢卡、明斯克、魔邓肯、娜希丽、娜尔施、尼科、妮莎、尼希兹、瓯柯、昆托力、拉尔、萝婉、莎希莉、撒姆特、萨坎、撒拉、希维缇、索霖、刹特、多美代、塔莎、泰菲力、泰佑、泰兹瑞、提勃、泰瓦、乌金、克撒、凡瑟、薇薇安、瓦丝卡、伏罗诺斯、威尔、风华、芮恩、谢纳戈斯、旸谷,燕灵,以及扎瑞尔。" + }, + { + "chapter": "205.3k", + "en": "Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Adventure, Arcane, Lesson, Omen, and Trap.", + "zh": "瞬间和法术共享副类别;这些副类别被称为咒语类别。咒语类别包括历险、古咒、课程、预兆,以及陷阱。" + }, + { + "chapter": "205.3m", + "en": "Creatures and kindreds share their lists of subtypes; these subtypes are called creature types. One creature type is two words long: Time Lord. All other creature types are one word long: Advisor, Aetherborn, Alien, Ally, Angel, Antelope, Ape, Archer, Archon, Armadillo, Army, Artificer, Assassin, Assembly-Worker, Astartes, Atog, Aurochs, Avatar, Azra, Badger, Balloon, Barbarian, Bard, Basilisk, Bat, Bear, Beast, Beaver, Beeble, Beholder, Berserker, Bird, Bison, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Capybara, Caribou, Carrier, Cat, Centaur, Child, Chimera, Citizen, Cleric, Clown, Cockatrice, Construct, Coward, Coyote, Crab, Crocodile, C’tan, Custodes, Cyberman, Cyclops, Dalek, Dauthi, Demigod, Demon, Deserter, Detective, Devil, Dinosaur, Djinn, Doctor, Dog, Dragon, Drake, Dreadnought, Drix, Drone, Druid, Dryad, Dwarf, Echidna, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Employee, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Fractal, Frog, Fungus, Gamer, Gargoyle, Germ, Giant, Gith, Glimmer, Gnoll, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guest, Hag, Halfling, Hamster, Harpy, Hedgehog, Hellion, Hero, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Inkling, Inquisitor, Insect, Jackal, Jellyfish, Juggernaut, Kangaroo, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Llama, Lamia, Lammasu, Leech, Lemur, Leviathan, Lhurgoyf, Licid, Lizard, Lobster, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mite, Mole, Monger, Mongoose, Monk, Monkey, Moogle, Moonfolk, Mount, Mouse, Mutant, Myr, Mystic, Nautilus, Necron, Nephilim, Nightmare, Nightstalker, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Otter, Ouphe, Ox, Oyster, Pangolin, Peasant, Pegasus, Pentavite, Performer, Pest, Phelddagrif, Phoenix, Phyrexian, Pilot, Pincher, Pirate, Plant, Platypus, Porcupine, Possum, Praetor, Primarch, Prism, Processor, Qu, Rabbit, Raccoon, Ranger, Rat, Rebel, Reflection, Rhino, Rigger, Robot, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scientist, Scion, Scorpion, Scout, Sculpture, Seal, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Shark, Sheep, Siren, Skeleton, Skunk, Slith, Sliver, Sloth, Slug, Snail, Snake, Soldier, Soltari, Sorcerer, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Symbiote, Synth, Tentacle, Tetravite, Thalakos, Thopter, Thrull, Tiefling, Toy, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Tyranid, Unicorn, Utrom, Vampire, Varmint, Vedalken, Villain, Volver, Wall, Walrus, Warlock, Warrior, Weasel, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.", + "zh": "生物和亲缘共享其副类别列表;这些副类别被称为生物类别。有一种生物类别是两个单词:时间领主[Time Lord]。其他生物类别都是一个单词:参谋、乙太种、外星人、伙伴、天使、羚羊、猿猴、弓箭手、统领、犰狳、军队、神器师、杀手、组装工人、阿斯塔特、阿托格、原牛、圣者、亚札人、獾、气球[Balloon]、野蛮人、诗人、蜥怪、蝙蝠、熊、野兽、河狸、哔宝精、眼魔、狂战士、鸟、野牛[Bison]、光蛾、野猪、信使、丛枝兽、卡马利、骆驼、水豚、驯鹿、病媒、猫、半人马、儿童[Child]、盖美拉、市民、僧侣、小丑[Clown]、石化鸡蛇、组构体、懦夫、郊狼、蟹、鳄鱼、星神、禁军、赛博人[Cyberman]、独眼巨人、戴立克[Dalek]、道西、半神、恶魔、逃亡者[Deserter]、侦探、魔鬼、恐龙、巨灵、医生、狗、龙、龙兽、无畏舰、卓兹人[Drix]、奴兽、德鲁伊、树灵、矮人、针鼹[Echidna]、魔神、蛋、长老、奥札奇、元素、象、妖精、麋鹿、雇员[Employee]、眼、仙灵、雪貂[Ferret]、鱼、旗手、狐、分灵、蛙、真菌、玩家[Gamer]、石像鬼、病菌、巨人、吉斯人、烁光体[Glimmer]、豺狼人、地侏、山羊、鬼怪、神、魔像、蛇发妖、墓生、怪灵、狮鹫、宾客[Guest]、巫婆、半身人、仓鼠、哈痞、刺猬[Hedgehog]、地狱兽、英雄、河马、骏鹰、荷马利、造妖、惊惧兽、马、人类、多头龙、鬣狗、虚影、小恶魔、化身、墨灵、审判官、昆虫、豺狼、水母、攻城巨车、袋鼠[Kangaroo]、卡甫、麒麟、洁英、骑士、鬼崽、寇族、巨海兽、骆马、拉弥亚、拉玛苏、蛭、狐猴[Lemur]、海怪、拉高耶夫、立吸怪、蜥蜴、龙虾[Lobster]、翼狮、异狮、佣兵、人鱼、仿索蓝人、奴仆、牛头怪、虫械、鼹鼠、贩商、猫鼬、修行僧、猴、莫古力[Moogle]、月人、坐骑、家鼠、突变体、秘耳、秘教徒、鹦鹉螺、太空死灵、巨神灵、梦魇、夜潜魔、忍者、贵族、诺格、游牧人、宁芙、章鱼、食人魔、流浆、法球[Orb]、半兽人、欧格、水獭、奥夫、牛、牡蛎、穿山甲、平民、飞马、分节、演员[Performer]、害虫、紫河马、凤凰、非瑞人、驾手、钳手、海盗、植物、鸭嘴兽[Platypus]、豪猪、负鼠、魔判官、原体、棱镜、噬体、食族[Qu]、兔、浣熊、游侠、老鼠、反抗军、映影、犀牛、整备师、机器人、浪客、紫貂、火蜥蜴、武士、砂、腐生物、羊蹄人、稻草人、科学家、孽裔、蝎子、斥候、雕像[Sculpture]、海豹[Seal]、农奴、巨蛇、自动机、阴魂、祭师、变形兽、鲨鱼、绵羊、塞连、骷髅妖、臭鼬、斯立兹、裂片妖、树懒、蛞蝓、蜗牛、蛇、士兵、索泰利、术士[Sorcerer]、后裔、幽灵、塑法师、史芬斯、蜘蛛、钉兽、精怪、碎裂[Splinter]、海绵、乌贼、松鼠、海星、苏拉卡、求生者[Survivor]、共生体[Symbiote]、合成人、触手、四分节[Tetravite]、萨拉卡斯、振翼机、索尔兽、魔人、玩具[Toy]、树妖、三叶虫、三分节、巨魔、龟、泰伦虫族、独角兽、乌创[Utrom]、吸血鬼、害兽、维多肯、反派[Villain]、进化体、墙、海象、邪术师、战士、鼬鼠[Weasel]、怪奇、狼人、鲸鱼、法术师、狼、狼獾、袋熊、蠕虫、鬼魂、亚龙、雪怪、灵俑、无面鬼。" + }, + { + "chapter": "205.3n", + "en": "Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are The Abyss, Alara, Alfava Metraxis, Amonkhet, Androzani Minor, Antausia, Apalapucia, Arcavios, Arkhos, Avishkar, Azgol, Belenon, Bolas’s Meditation Realm, Capenna, Cridhe, The Dalek Asylum, Darillium, Dominaria, Earth, Echoir, Eldraine, Equilor, Ergamon, Fabacin, Fiora, Gallifrey, Gargantikar, Gobakhan, Horsehead Nebula, Ikoria, Innistrad, Iquatana, Ir, Ixalan, Kaldheim, Kamigawa, Kandoka, Karsus, Kephalai, Kinshala, Kolbahan, Kylem, Kyneth, The Library, Lorwyn, Luvion, Mars, Mercadia, Mirrodin, Moag, Mongseng, Moon, Muraganda, Necros, New Earth, New Phyrexia, Outside Mutter’s Spiral, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra’s Realm, Shadowmoor, Shandalar, Shenmeng, Skaro, Spacecraft, Tarkir, Theros, Time, Trenzalore, Ulgrotha, Unknown Planet, Valla, Vryn, Wildfire, Xerex, Zendikar, and Zhalfir.", + "zh": "时空具有其特有的副类别,这些副类别被称为时空类别。时空类别包括邃狱、阿拉若、阿尔法瓦·梅特拉西斯[Alfava Metraxis]、阿芒凯、小安德洛赞尼[Androzani Minor]、安陶西亚、阿帕拉普西亚[Apalapucia]、阿凯维沃、阿科斯[Arkhos]、阿维什卡[Avishkar]、阿兹戈尔、贝列侬、波拉斯冥想域[Bolas’s Meditation Realm]、卡佩纳、克莱哲、戴立克疯人院[The Dalek Asylum]、达勒里恩[Darillium]、多明纳里亚、地球[Earth]、埃圭尔、艾卓、埃奎罗、厄加蒙、法巴辛、翡欧拉、迦里弗莱[Gallifrey]、庞巨地、高巴汗、马头星云[Horsehead Nebula]、依克黎、依尼翠、伊夸塔纳、伊尔、依夏兰、凯德海姆、神河、坎多卡[Kandoka]、卡瑟斯[Karsus]、喀法莱[Kephalai]、金沙拉[Kinshala]、科尔帕罕[Kolbahan]、凯勒姆、凯奈斯[Kyneth]、图书馆[The Library]、洛温、卢维恩[Luvion]、火星[Mars]、玛凯迪亚、秘罗地、墨格、蒙森、月球[Moon]、莫甘达、亡灵星[Necros]、新地球[New Earth]、新非瑞克西亚、玛特螺旋外部[Outside Mutter's Spiral]、非瑞克西亚、派鲁利亚、拉拜亚、瑞斯、拉尼卡、瑞格沙、塞哥维亚、撒拉的圣域、暗影荒原、山德拉、蜃梦、斯卡罗[Skaro]、宇宙飞船[Spacecraft]、鞑契、塞洛斯、时间星球[Time]、坦泽罗[Trenzalore]、厄格罗沙、无名星球[Unknown Planet]、瓦拉、维林、野火、兹雷兹、赞迪卡、赛费尔。" + }, + { + "chapter": "205.3p", + "en": "One dungeon card (Undercity) has a subtype; this subtype is called a dungeon type. That dungeon type is Undercity.", + "zh": "一张地城牌(地底城)具有副类别;此副类别被称为地城类别。该地城类别是地底城。" + }, + { + "chapter": "205.3q", + "en": "Battles have a unique subtype, called a battle type. That battle type is Siege.", + "zh": "战役具有其特有的副类别,这些副类别被称为战役类别。战役类别包括围攻。" + }, + { + "chapter": "205.3r", + "en": "Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes.", + "zh": "异象牌、邪计牌、先锋牌和诡局牌没有副类别。" + } + ] + }, + { + "chapter": "205.4.", + "en": "Supertypes", + "zh": "超类别", + "subrules": [ + { + "chapter": "205.4a", + "en": "An object can have one or more supertypes. A card’s supertypes are printed directly before its card types. The supertypes are basic, legendary, ongoing, snow, and world.", + "zh": "一个物件可以同时拥有一种或数种超类别。一张牌的超类别印在它的牌张类别之前。超类别包括基本、传奇、雪境、长效、普世。" + }, + { + "chapter": "205.4b", + "en": "An object’s supertype is independent of its card type and subtype, even though some supertypes are closely identified with specific card types. Changing an object’s card types or subtypes won’t change its supertypes. Changing an object’s supertypes won’t change its card types or subtypes. When an object gains or loses a supertype, it retains any other supertypes it had.", + "zh": "一个物件的超类别与其牌张类别和副类别无关,即使一些超类别与某些牌张类别有紧密的关联。改变物件的牌张类别或副类别并不会影响到其超类别。改变物件的超类别不会影响到其牌张类别或副类别。当物件得到或失去超类别时,它会保留其他的超类别。", + "extras": [ + { + "en": "Example: An ability reads, “All lands are 1/1 creatures that are still lands.” If any of the affected lands were legendary, they are still legendary.", + "zh": "例如:某异能为“所有地都是1/1的生物,且仍是地”。若在此效应影响之前,某些地已经为传奇,则这些地依旧为传奇。" + } + ] + }, + { + "chapter": "205.4c", + "en": "Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type.", + "zh": "具有超类别“基本”的地是基本地。任何不具有该超类别的地为非基本地,即使其具有基本地类别。", + "extras": [ + { + "en": "Cards printed in sets prior to the Eighth Edition core set didn’t use the word “basic” to indicate a basic land. Cards from those sets with the following names are basic lands and have received errata in the Oracle card reference accordingly: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp.", + "zh": "在核心第八版之前的版本,没有使用关键字“基本”来标识基本地。这些版本具有以下名称的便为基本地,且具有相对应的Oracle牌张参考文献勘误:树林、海岛、山脉、平原、沼泽、覆雪树林、覆雪海岛、覆雪山脉、覆雪平原、覆雪沼泽。" + } + ] + }, + { + "chapter": "205.4d", + "en": "Any permanent with the supertype “legendary” is subject to the state-based action for legendary permanents, also called the “legend rule” (see rule 704.5j).", + "zh": "具有超类别“传奇”的永久物,是传奇永久物状态动作生效的对象,该规则也被称作“传奇规则”(参见规则704.5j)。" + }, + { + "chapter": "205.4e", + "en": "Any instant or sorcery spell with the supertype “legendary” is subject to a casting restriction. A player can’t cast a legendary instant or sorcery spell unless that player controls a legendary creature or a legendary planeswalker.", + "zh": "具有超类别“传奇”的瞬间或法术咒语受施放限制的影响。除非牌手操控传奇生物或传奇鹏洛客,否则其不能施放传奇瞬间或法术咒语。" + }, + { + "chapter": "205.4f", + "en": "Any permanent with the supertype “world” is subject to the state-based action for world permanents, also called the “world rule” (see rule 704.5k).", + "zh": "具有超类别“普世”的永久物,是普世永久物状态动作生效的对象,该规则也被称作“普世规则”(参见规则704.5k)。" + }, + { + "chapter": "205.4g", + "en": "Any permanent with the supertype “snow” is a snow permanent. Any permanent that doesn’t have this supertype is a nonsnow permanent, regardless of its name.", + "zh": "具有超类别“雪境”的永久物为雪境永久物。任何不具有该超类别的永久物为非雪境永久物,无论其名称。" + }, + { + "chapter": "205.4h", + "en": "Any scheme card with the supertype “ongoing” is exempt from the state-based action for schemes (see rule 704.6e).", + "zh": "具有超类别“长效”的邪计牌不受邪计牌相关的状态动作之影响。(参见规则704.6e。)" + } + ] + } + ] + }, + { + "chapter": "206.", + "en": "Expansion Symbol", + "zh": "版本符号", + "subrules": [ + { + "chapter": "206.1.", + "en": "The expansion symbol indicates which Magic set a card is from. It’s a small icon normally printed below the right edge of the illustration. It has no effect on game play.", + "zh": "版本符号表示此牌属于万智牌的哪个系列。它是一个小标志,通常是印在图片的右下方。它对进行游戏没有任何效果。", + "subrules": [] + }, + { + "chapter": "206.2.", + "en": "The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic land. A purple symbol signifies a special rarity; to date, only the Time Spiral™ “timeshifted” cards, which were rarer than that set’s rare cards, have had purple expansion symbols. (Prior to the Exodus™ set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, with the exception of the Simplified Chinese Fifth Edition core set, Magic core sets didn’t have expansion symbols at all.)", + "zh": "版本符号的颜色表示此牌在该系列中的稀有度。橘红色符号代表秘稀牌。金色符号代表稀有牌。银色符号代表非普通牌。黑色或白色符号代表普通牌或基本地牌。紫色符号代表特殊稀有度;到目前为止,只有时间漩涡™的“时间转移牌”属于特殊稀有度,并拥有紫色版本符号。(在出瑞斯记™之前的系列,所有稀有度的版本符号都是黑色。在核心第六版之前,除简体中文核心第五版以外,万智牌的核心系列都没有版本符号。)", + "subrules": [] + }, + { + "chapter": "206.3.", + "en": "Previously, a spell or ability that affected cards from a particular set checked for that set’s expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards “with a name originally printed” in a particular set.", + "zh": "之前,一个影响某个特殊版本中牌的咒语或异能检查该版本的版本符号。这些牌在Oracle牌张参考文献中得到了勘误,它们影响“具有在某特殊版本中最初印刷之名称”的牌。", + "subrules": [ + { + "chapter": "206.3a", + "en": "One card (City in a Bottle) refers to permanents and cards with a name originally printed in the Arabian Nights™ expansion. Those names are Abu Ja’far, Aladdin, Aladdin’s Lamp, Aladdin’s Ring, Ali Baba, Ali from Cairo, Army of Allah, Bazaar of Baghdad, Bird Maiden, Bottle of Suleiman, Brass Man, Camel, City in a Bottle, City of Brass, Cuombajj Witches, Cyclone, Dancing Scimitar, Dandân, Desert, Desert Nomads, Desert Twister, Diamond Valley, Drop of Honey, Ebony Horse, Elephant Graveyard, El-Hajjâj, Erg Raiders, Erhnam Djinn, Eye for an Eye, Fishliver Oil, Flying Carpet, Flying Men, Ghazbán Ogre, Giant Tortoise, Guardian Beast, Hasran Ogress, Hurr Jackal, Ifh-Biff Efreet, Island Fish Jasconius, Island of Wak-Wak, Jandor’s Ring, Jandor’s Saddlebags, Jeweled Bird, Jihad, Junún Efreet, Juzám Djinn, Khabál Ghoul, King Suleiman, Kird Ape, Library of Alexandria, Magnetic Mountain, Merchant Ship, Metamorphosis, Mijae Djinn, Moorish Cavalry, Nafs Asp, Oasis, Old Man of the Sea, Oubliette, Piety, Pyramids, Repentant Blacksmith, Ring of Ma’rûf, Rukh Egg, Sandals of Abdallah, Sandstorm, Serendib Djinn, Serendib Efreet, Shahrazad, Sindbad, Singing Tree, Sorceress Queen, Stone-Throwing Devils, Unstable Mutation, War Elephant, Wyluli Wolf, and Ydwen Efreet.", + "zh": "一张牌(瓶中之城[City in a Bottle])提及具有最初印刷在阿拉伯之夜™系列中之名称的永久物和牌。这些名称为阿布贾法尔[Abu Ja’far]、阿拉丁[Aladdin]、阿拉丁神灯、阿拉丁戒指、阿里巴巴、开罗的阿里[Ali from Cairo]、安拉的大军[Army of Allah]、巴格达市集[Bazaar of Baghdad]、少女鸟、苏利南的瓶子、黄铜人形、骆驼[Camel]、瓶中之城[City in a Bottle]、黄铜之都、孔坡棘女巫、气旋[Cyclone]、飞舞的弯刀、巨鱼丹丹、沙漠、沙漠游牧人[Desert Nomads]、沙漠龙卷风、钻石谷[Diamond Valley]、蜂蜜滴[Drop of Honey]、黝黑色的马[Ebony Horse]、大象坟场[Elephant Graveyard]、阿哈尔札、尔格骑队、厄罕巨灵、以眼还眼、鱼肝油、飞毯、飞空人、盖兹本食人魔、巨龟、守护兽[Guardian Beast]、哈斯朗女食人魔[Hasran Ogress]、亚非胡狼、伊夫毕夫魔神[Ifh-Biff Efreet]、岛鱼塞康利斯、瓦克瓦克岛[Island of Wak-Wak]、尊道的戒指[Jandor’s Ring]、尊道的鞍袋、宝石鸟[Jeweled Bird]、圣战[Jihad]、心宿魔战将、祖闪巨灵[Juzám Djinn]、喀伯食尸鬼[Khabál Ghoul]、苏利南国王[King Suleiman]、柯德猿猴、亚历山大图书馆[Library of Alexandria]、磁化岛山、商船[Merchant Ship]、变化型态[Metamorphosis]、米贾巨灵[Mijae Djinn]、摩尔骑兵、挪斯眼镜蛇、绿洲、海中老人[Old Man of the Sea]、密牢囚禁、虔敬、金字塔[Pyramids]、忏悔的铁匠、马鲁夫戒指[Ring of Ma’rûf]、鲁克鸟蛋、[Sandals of Abdallah]、阿布杜拉之鞋[Sandstorm]、细兰巨灵[Serendib Djinn]、细兰魔神、雪赫拉莎德[Shahrazad]、辛巴达、唱歌树[Singing Tree]、巫术女王、投石魔鬼[Stone-Throwing Devils]、不稳定性异变、战象[War Elephant]、威如力狼、耶温魔神[Ydwen Efreet]。" + }, + { + "chapter": "206.3b", + "en": "One card (Golgothian Sylex) refers to permanents with a name originally printed in the Antiquities™ expansion. Those names are Amulet of Kroog, Argivian Archaeologist, Argivian Blacksmith, Argothian Pixies, Argothian Treefolk, Armageddon Clock, Artifact Blast, Artifact Possession, Artifact Ward, Ashnod’s Altar, Ashnod’s Battle Gear, Ashnod’s Transmogrant, Atog, Battering Ram, Bronze Tablet, Candelabra of Tawnos, Circle of Protection: Artifacts, Citanul Druid, Clay Statue, Clockwork Avian, Colossus of Sardia, Coral Helm, Crumble, Cursed Rack, Damping Field, Detonate, Drafna’s Restoration, Dragon Engine, Dwarven Weaponsmith, Energy Flux, Feldon’s Cane, Gaea’s Avenger, Gate to Phyrexia, Goblin Artisans, Golgothian Sylex, Grapeshot Catapult, Haunting Wind, Hurkyl’s Recall, Ivory Tower, Jalum Tome, Martyrs of Korlis, Mightstone, Millstone, Mishra’s Factory, Mishra’s War Machine, Mishra’s Workshop, Obelisk of Undoing, Onulet, Orcish Mechanics, Ornithopter, Phyrexian Gremlins, Power Artifact, Powerleech, Priest of Yawgmoth, Primal Clay, The Rack, Rakalite, Reconstruction, Reverse Polarity, Rocket Launcher, Sage of Lat-Nam, Shapeshifter, Shatterstorm, Staff of Zegon, Strip Mine, Su-Chi, Tablet of Epityr, Tawnos’s Coffin, Tawnos’s Wand, Tawnos’s Weaponry, Tetravus, Titania’s Song, Transmute Artifact, Triskelion, Urza’s Avenger, Urza’s Chalice, Urza’s Mine, Urza’s Miter, Urza’s Power Plant, Urza’s Tower, Wall of Spears, Weakstone, Xenic Poltergeist, Yawgmoth Demon, and Yotian Soldier.", + "zh": "一张牌(葛格斯同兆[Golgothian Sylex])提及具有最初印刷在古文明之战™系列中之名称的永久物。这些名称为萼城护身符、阿基夫考古学家[Argivian Archaeologist]、阿基夫铁匠[Argivian Blacksmith]、亚格斯碧仙[Argothian Pixies]、亚格斯树妖[Argothian Treefolk]、末日钟、神器冲击波[Artifact Blast]、控驭神器[Artifact Possession]、神器守护[Artifact Ward]、阿士诺的祭坛、阿士诺的战甲、阿士诺生化增幅机、阿托格、攻城槌、青铜碑、达硌士的烛台[Candelabra of Tawnos]、反神器保护环、西坦努德鲁伊[Citanul Druid]、黏土雕像、发条鸟、沙地亚巨像、珊瑚头盔、垮坏术、诅咒拷问、滞阻力场[Damping Field]、爆炸、札夫拿的修复术[Drafna's Restoration]、龙形引擎、矮人武器匠[Dwarven Weaponsmith]、能量泄裂、费顿的手杖、盖亚复仇者[Gaea's Avenger]、非瑞克西亚之门[Gate to Phyrexia]、鬼怪工匠[Goblin Artisans]、葛格斯同兆[Golgothian Sylex]、散弹投石器、作祟之风[Haunting Wind]、河鼓的召还、象牙塔、贾伦的巨著、寇利斯殉道者[Martyrs of Korlis]、强能石[Mightstone]、研磨石轮、米斯拉的工厂、米斯拉的战争机械、米斯拉的作坊[Mishra's Workshop]、取消之碑、安瑙纳、半兽人技师[Orcish Mechanics]、扑翼机、非瑞克西亚怪灵[Phyrexian Gremlins]、神器注能[Power Artifact]、能量吸取[Powerleech]、约格莫夫僧侣[Priest of Yawgmoth]、未塑型的黏土、拉卡石[Rakalite]、重筑[Reconstruction]、逆转极性[Reverse Polarity]、火箭炮[Rocket Launcher]、拉特南智者、变形侠、粉碎风暴、赛根之杖[Staff of Zegon]、废矿、苏其[Su-Chi]、艾比提碑[Tablet of Epityr]、达硌士之棺[Tawnos's Coffin]、达硌士的权杖、达硌士的兵器、四节兽、拷问台、泰坦尼亚之歌、神器易质[Transmute Artifact]、三臂铁人、克撒的复仇者、克撒的圣杯[Urza's Chalice]、克撒的矿脉、克撒的法冠[Urza's Miter]、克撒的动力炉、克撒的塔、长矛之墙、弱能石[Weakstone]、捣蛋鬼辛力、约格莫夫恶魔、佑天神将。" + }, + { + "chapter": "206.3c", + "en": "One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands™ expansion. Those names are Abbey Gargoyles; Abbey Matron; Aether Storm; Aliban’s Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki’s Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz’s Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan’s Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven’s Ferrets; Joven’s Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards’ School.", + "zh": "一张牌(末日鸣钟[Apocalypse Chime])提及具有最初印刷在家园™系列中之名称的永久物。这些名称为修道院石像鬼、修道院舍监[Abbey Matron]、乙太风暴、阿里班之塔[Aliban's Tower]、伏击[Ambush]、伏击部队、安哈瓦保安官、安哈瓦旅店[An-Havva Inn]、安哈瓦镇区[An-Havva Township]、安瑟林遗迹[An-Zerrin Ruins]、阿那巴祖灵[Anaba Ancestor]、阿那巴保镖、阿那巴祭师、阿那巴灵艺师[Anaba Spirit Crafter]、末日鸣钟[Apocalypse Chime]、秋柳[Autumn Willow]、爱森修道院[Aysen Abbey]、爱森的官员、爱森圣战军[Aysen Crusader]、爱森大道[Aysen Highway]、巴奇的诅咒[Baki's Curse]、辛格氏男爵[Baron Sengir]、野兽行者[Beast Walkers]、黑色马车[Black Carriage]、破碎恶容、外甲壳、辛格氏城堡[Castle Sengir]、墓园大门[Cemetery Gate]、连锁停滞[Chain Stasis]、坎道尔[Chandler]、发条侏儒[Clockwork Gnomes]、发条马、发条虫群[Clockwork Swarm]、珊瑚礁[Coral Reef]、黑暗迷宫、秋柳之女[Daughter of Autumn]、亡灵祷士、迪吉里杜管[Didgeridoo]、苦力骷髅咒[Drudge Spell]、干涸术、矮人小马[Dwarven Pony]、海矮人族[Dwarven Sea Clan]、矮人商贩[Dwarven Trader]、黑檀犀牛[Ebony Rhino]、无情的艾隆、蒸发[Evaporate]、仙灵贵族[Faerie Noble]、独角兽大餐、菲罗玆的禁咒、安哈瓦镇民[Folk of An-Havva]、遗忘、送葬队列、魂魅猎犬[Ghost Hounds]、巨型信天翁[Giant Albatross]、巨型牡蛎、辛格氏祖母[Grandmother Sengir]、高等狼人、修道院长哈斯德[Hazduhr the Abbot]、墓碑[Headstone]、心之狼[Heart Wolf]、饥饿之雾、伊桑的阴魂、伊莉妮辛格[Irini Sengir]、铁爪诅咒、恶咒[Jinx]、乔文[Joven]、乔文的雪貂[Joven's Ferrets]、乔文的工具袋、寇斯肯瀑布[Koskun Falls]、寇斯肯城寨[Koskun Keep]、迷宫牛头怪、跃行蜥蜴[Leaping Lizard]、血蛭疗法[Leeches]、长毛象挽具[Mammoth Harness]、马尔兰[Marjhan]、记忆丧失、行商卷轴、梅沙猎鹰、秘教裁决[Mystic Decree]、独角鲸[Narwhal]、半兽人矿脉[Orcish Mine]、原始秩序、预言[Prophecy]、克星拉丝卡[Rashka the Slayer]、暗礁海盗、大地新机[Renewal]、报偿[Retribution]、法师学者若薇卡[Reveka, Wizard Savant]、盘根蜘蛛[Root Spider]、缠根、螺旋振翼机[Roterothopter]、莱索利獾[Rysorian Badger]、撒姆尼炼金术士[Samite Alchemist]、海之仙子、海巨魔[Sea Troll]、辛格氏独裁者、辛格氏蝙蝠[Sengir Bats]、撒拉鸟舍[Serra Aviary]、撒拉的兽栏、撒拉审判官[Serra Inquisitors]、撒拉的神圣武士、锯刺箭、萎缩术、训隼人索菈雅[Soraya the Falconer]、魂魅熊[Spectral Bears]、提默里安邪鬼[Timmerian Fiends]、折磨、贸易商队[Trade Caravan]、停战、辛格氏的威德朗[Veldrane of Sengir]、海草墙[Wall of Kelp]、柳树仙灵[Willow Faerie]、柳树女祭司[Willow Priestess]、寒冬长空[Winter Sky]、法术师学院[Wizards' School]。" + } + ] + }, + { + "chapter": "206.4.", + "en": "Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or those cards are specifically allowed by the Magic: The Gathering Tournament Rules). See the Magic: The Gathering Tournament Rules for the current definitions of the constructed formats (WPN.Wizards.com/en/rules-documents).", + "zh": "牌手可以在其构组套牌中使用任何版本中印的牌,只要这些牌在符合比赛要求的版本中出现(或万智牌比赛规则中特别允许的牌)。当前构组赛制的比赛要求参见万智牌比赛规则(WPN.Wizards.com/en/rules-documents)。", + "subrules": [] + }, + { + "chapter": "206.5.", + "en": "The full list of expansions and expansion symbols can be found in the Card Set Archive section of the Magic website (Magic.Wizards.com/en/products/card-set-archive).", + "zh": "版本与版本符号的完整列表可以在万智牌官网的产品全览部分找到(Magic.Wizards.com/en/products/card-set-archive)。", + "subrules": [] + } + ] + }, + { + "chapter": "207.", + "en": "Text Box", + "zh": "文字栏", + "subrules": [ + { + "chapter": "207.1.", + "en": "The text box is printed on the lower half of the card. It usually contains rules text defining the card’s abilities.", + "zh": "文字栏印在牌的下半部。它通常包括了一些规则叙述,用以定义此牌的异能。", + "subrules": [] + }, + { + "chapter": "207.2.", + "en": "The text box may also contain italicized text that has no game function.", + "zh": "文字栏也可能包含与游戏运作无关的斜体字。", + "subrules": [ + { + "chapter": "207.2a", + "en": "Reminder text is italicized text within parentheses that summarizes a rule that applies to that card. It usually appears on the same line as the ability it’s relevant to, but it may appear on its own line if it applies to an aspect of the card other than an ability.", + "zh": "提示文字以斜体字方式印在括号里,用以解释该牌的规则。它通常与相关的异能印在同一行,但也可能与该牌而不是某一个异能有关因为而独自一行。" + }, + { + "chapter": "207.2b", + "en": "Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It usually appears below the rules text.", + "zh": "背景叙述以斜体字方式印刷,用来发展游戏的意境,功效有如图片。它通常印在规则叙述的下方。" + }, + { + "chapter": "207.2c", + "en": "An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are adamant, addendum, alliance, battalion, bloodrush, celebration, channel, chroma, cohort, constellation, converge, council’s dilemma, coven, delirium, descend 4, descend 8, disappear, domain, eerie, eminence, enrage, fateful hour, fathomless descent, ferocious, flurry, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, magecraft, metalcraft, morbid, pack tactics, paradox, parley, radiance, raid, rally, renew, revolt, secret council, spell mastery, strive, survival, sweep, tempting offer, threshold, undergrowth, valiant, vivid, void, and will of the council.", + "zh": "牌上的一些异能以斜体字方式的异能提示开头。异能提示与关键字相似,它们将一些运作方式类似的牌归为一类,但是它们没有特殊的规则含义,且在完整规则中也没有独自的章节。异能提示包括固色、附案、联手、协战、血激、欢庆、魂力、渲色、齐力、星彩、聚辉、议争、鸠集、躁狂、落坟4、落坟8、消失、领土、异景、威仪、激怒、命悬一刻、落坟无边、威猛、连咒、强横、声威、背水战、勇行、压印、启悟、携手、血族、地落、副官、魔艺、金技、丧心、集群战术、悖论、论争、辉耀、突击、奋扬、复新、反抗、密议、精熟咒语、积力、生还、扫平、诱引、门槛、朽力、英武、异彩、空洞,以及议定。" + }, + { + "chapter": "207.2d", + "en": "Similar to ability words, flavor words appear in italics at the beginning of some abilities. Flavor words provide a flavorful description of abilities, but they have no special rules meaning and are not listed in the Comprehensive Rules. While an ability word ties together several abilities with similar functionality, each flavor word is tailored to the specific ability it appears with.", + "zh": "与异能提示类似,风味提示以斜体字方式出现在一些异能的开头。风味提示使得异能的叙述更显鲜活,但是它们本身没有特殊的规则含义,且在完整规则中也没有独自的章节。" + } + ] + }, + { + "chapter": "207.3.", + "en": "Some cards have decorative icons in the background of their text boxes. For example, a guild icon appears in the text box of many cards associated with the guilds of Ravnica, and a faction icon appears in the text box of most Scars of Mirrodin™ block cards. Similarly, many promotional cards include decorative icons. These icons have no effect on game play.", + "zh": "一些牌的文字栏背景上有装饰性的标记。例如,公会标记出现在一些与拉尼卡的公会有关的牌的文字栏中;还有阵营标记出现在大多数秘罗地创痕™环境的牌的文字栏中。类似地,一些纪念卡牌上也会有装饰性的标记。这些标记对游戏本身没有任何影响。", + "subrules": [] + }, + { + "chapter": "207.4.", + "en": "The chaos symbol appears in the text box of each plane card to the left of a triggered ability that triggers whenever chaos ensues. The symbol itself has no special rules meaning. See rule 901, “Planechase.”", + "zh": "混沌符号{CHAOS}出现在时空牌文字栏中,引发混沌时触发的异能左方。此符号本身并无特别规则含义。参见规则901,“竞逐时空”。", + "subrules": [] + }, + { + "chapter": "207.5.", + "en": "One card (Cryptic Spires) has a set of symbols below the text box that represent each color and an ability that instructs a player to circle two of those colors as they create their deck. To circle a color, the player circles (or otherwise clearly indicates) that color’s symbol. The mana symbol of each circled color is considered part of that card’s printed rules text (see rule 613.1) and affects that card’s color identity (see rule 903.4).", + "zh": "一张牌(隐密尖峰)的文字栏下方有一组代表每个颜色的符号,以及一个指示牌手于创组套牌时圈选其中两种颜色的异能。要圈选一种颜色,牌手圈出(或以其他方式明确指定)该颜色的符号。每种圈选之颜色的法术力符号都将被认为是该牌印刷之规则文本的一部分(参见规则613.1),并影响该牌的标识色(参见规则903.4)。", + "subrules": [] + } + ] + }, + { + "chapter": "208.", + "en": "Power/Toughness", + "zh": "力量/防御力", + "subrules": [ + { + "chapter": "208.1.", + "en": "A creature card has two numbers separated by a slash printed in its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects.", + "zh": "生物牌的右下角印有以斜线分开的两个数字。第一个表示该生物的力量(在战斗中所能造成伤害的数量);第二个表示它的防御力(消灭它所需要伤害的数量)。比如,2/3代表这个生物拥有2点力量及3点防御力。效应可以改变或设定力量与防御力的数值。", + "subrules": [] + }, + { + "chapter": "208.2.", + "en": "Rather than a fixed number, some creature cards have power and/or toughness that includes a star (*).", + "zh": "一些生物牌的力量和/或防御力包括星号(*)而不是数字表示。", + "subrules": [ + { + "chapter": "208.2a", + "en": "The card may have a characteristic-defining ability that sets its power and/or toughness according to some stated condition. (See rule 604.3.) Such an ability is worded “[This creature’s] [power or toughness] is equal to . . .” or “[This creature’s] power and toughness are each equal to . . .” This ability functions everywhere, even outside the game. If the ability needs to use a number that can’t be determined, including inside a calculation, use 0 instead of that number.", + "zh": "一些牌具有特征定义异能,其根据一些状态设定它的力量和/或防御力。(参见规则604.3。)此类异能为“[此生物的][力量或防御力]等同于…”或“[此生物的]力量和防御力各等同于…”。此类异能在所有地方均生效,即使在游戏外。如果该异能需要使用的数字不能确定,则以0来代替。", + "extras": [ + { + "en": "Example: Lost Order of Jarkeld has power and toughness each equal to 1+*. It has the abilities “As this creature enters, choose an opponent” and “Lost Order of Jarkeld’s power and toughness are each equal to 1 plus the number of creatures the chosen player controls.” While Lost Order of Jarkeld isn’t on the battlefield, there won’t be a chosen player. Its power and toughness will each be equal to 1 plus 0, so it’s 1/1.", + "zh": "例如:杰卡失落骑士团[Lost Order of Jarkeld]的力量和防御力各等于1+*。它的叙述为“于此生物进场时,选择一位对手”和“杰卡失落骑士团的力量和防御力各等同于由该牌手操控的生物数量加1”。当杰卡失落骑士团不在战场时,它将没有选择任何对手。其力量和防御力各等于1加0,所以它是1/1。" + } + ] + }, + { + "chapter": "208.2b", + "en": "The card may have a static ability that creates a replacement effect that sets the creature’s power and toughness to one of a number of specific values as it enters the battlefield or is turned face up. (See rule 614, “Replacement Effects.”) Such an ability is worded “As [this creature] enters . . . ,” “As [this creature] is turned face up . . . ,” or “[This creature] enters as . . .” and lists two or more specific power and toughness values (and may also list additional characteristics). The characteristics chosen or determined with these effects affect the creature’s copiable values. (See rule 707.2.) While the card isn’t on the battlefield, its power and toughness are each considered to be 0.", + "zh": "牌可能具有静止式异能,当该生物进入战场或翻回正面时创造替代性效应,将该生物的力量和防御力设定为某个数值。(参见规则614,“替代性效应”。)此类异能为“于[此生物]进场时…”、“于[此生物]翻回正面时”或“[此生物]进场时是…”,然后列出两个或以上特定的力量和防御力数值(且或许有其他特征)。这些效应所选择或确定的特征影响该生物的可复制特征值。(参见规则707.2。)该牌不在战场时的力量和防御力视同0。" + } + ] + }, + { + "chapter": "208.3.", + "en": "A noncreature permanent has no power or toughness, even if it’s a card with a power and toughness printed on it (such as a Vehicle). A noncreature object not on the battlefield has power or toughness only if it has a power and toughness printed on it.", + "zh": "即使牌上印有力量与防御力,非生物永久物不具有力量与防御力(例如载具)。除非其上印有力量与防御力,否则不在战场上的非生物物件不具有力量与防御力。", + "subrules": [ + { + "chapter": "208.3a", + "en": "If an effect would be created that sets the base power and/or toughness of a noncreature permanent, or otherwise modifies its power and/or toughness, that effect is created even though it doesn’t do anything unless that permanent becomes a creature.", + "zh": "如果一个效应将要被创造,且其设定或修改非生物永久物的基础力量和/或防御力,即使该效应在该永久物未成为生物前不会有任何作用,该效应也将会被创造。", + "extras": [ + { + "en": "Example: Veteran Motorist has the ability “Whenever this creature crews a Vehicle, that Vehicle gets +1/+1 until end of turn,” and it’s tapped to pay the crew cost of a Vehicle. This triggered ability resolves while the Vehicle it crewed isn’t yet a creature. The continuous effect is created and will apply to the Vehicle once it becomes a creature.", + "zh": "例如:老练车手具有异能“每当此生物搭载载具时,该载具得+1/+1直到回合结束。”,且横置老练车手支付了某载具的搭载费用。此触发式异能在该载具仍不是生物时便会结算,并创造一个持续性效应,一旦该载具成为生物便会生效。" + } + ] + } + ] + }, + { + "chapter": "208.4.", + "en": "Some effects refer to a creature’s “base power,” “base toughness,” or “base power and toughness.”", + "zh": "一些效应提及生物的“基础力量”,“基础防御力”或“基础力量与防御力”。", + "subrules": [ + { + "chapter": "208.4a", + "en": "Effects that set a creature’s power and/or toughness to specific values may refer to base power and/or toughness. Other continuous effects may further modify the creature’s power and toughness. See rule 613, “Interaction of Continuous Effects.”", + "zh": "将生物的力量和/或防御力设定为特定数值的效应可能会提及基础力量和/或防御力。其他持续性效应可能会进一步更改该生物的力量和防御力。参见规则613,“持续性效应的互动”。" + }, + { + "chapter": "208.4b", + "en": "Some effects check a creature’s base power and/or toughness. These effects see that creature’s characteristics after applying any characteristic-defining abilities and abilities that set power and/or toughness, ignoring any effects and counters that modify power and/or toughness without setting them. See rule 613, “Interaction of Continuous Effects.”", + "zh": "一些效应检查生物的基础力量和/或防御力。这些效应会在所有特征定义异能、设定力量和/或防御力的异能生效之后,检查该生物的特征,而忽略任何不以设定数值的方式影响该生物力量和/或防御力的效应和指示物。" + } + ] + }, + { + "chapter": "208.5.", + "en": "If a creature somehow has no value for its power, its power is 0. The same is true for toughness.", + "zh": "如果一个生物因某种原因没有力量值,则其力量为0。防御力的情形亦比照办理。", + "subrules": [] + } + ] + }, + { + "chapter": "209.", + "en": "Loyalty", + "zh": "忠诚", + "subrules": [ + { + "chapter": "209.1.", + "en": "Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while it’s not on the battlefield, and it also indicates that the planeswalker enters the battlefield with that many loyalty counters on it (see rule 306.5b).", + "zh": "每张鹏洛客牌的右下角都印有一个忠诚值的数字。它表示当该鹏洛客牌不在战场时的忠诚,也表示该鹏洛客进战场所放置的忠诚指示物数量(参见规则306.5b)。", + "subrules": [] + }, + { + "chapter": "209.2.", + "en": "An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”", + "zh": "费用中具有忠诚符号的起动式异能为忠诚异能。忠诚异能遵循特定的规则:牌手可以在其行动阶段,具有优先权且堆叠为空时,起动其操控的永久物的一个忠诚异能,但只有在该永久物的忠诚异能此回合没有被起动过的前提下。参见规则606,“忠诚异能”。", + "subrules": [] + } + ] + }, + { + "chapter": "210.", + "en": "Defense", + "zh": "布防", + "subrules": [ + { + "chapter": "210.1.", + "en": "Each battle card has a defense number printed in its lower right corner. This indicates its defense while it’s not on the battlefield, and it also indicates that the battle enters the battlefield with that many defense counters on it (see rule 310.4b).", + "zh": "每张战役牌的右下角都印有一个布防值的数字。它表示当该战役牌不在战场时的布防,也表示该战役进战场所放置的布防指示物数量(参见规则310.4b)。", + "subrules": [] + } + ] + }, + { + "chapter": "211.", + "en": "Hand Modifier", + "zh": "手牌修正", + "subrules": [ + { + "chapter": "211.1.", + "en": "Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting hand size and the maximum hand size of the vanguard card’s owner are determined. See rule 103.5.", + "zh": "每张先锋牌的左下角都印有手牌修正。手牌修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起手牌数量和手牌上限时,采用此修正值。参见规则103.5。", + "subrules": [] + } + ] + }, + { + "chapter": "212.", + "en": "Life Modifier", + "zh": "生命修正", + "subrules": [ + { + "chapter": "212.1.", + "en": "Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner is determined. See rule 103.4.", + "zh": "每张先锋牌的右下角都印有生命修正。生命修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起始总生命时,采用此修正值。参见规则103.4。", + "subrules": [] + } + ] + }, + { + "chapter": "213.", + "en": "Information Below the Text Box", + "zh": "文字栏下方信息", + "subrules": [ + { + "chapter": "213.1.", + "en": "Each card features text printed below the text box that has no effect on game play. Not all card sets were printed with all of the information listed below on each card.", + "zh": "每张牌的标识文本都印制在文字框下,且与游戏无关。并非所有系列都在每张牌上印有以下列出的所有信息。", + "subrules": [ + { + "chapter": "213.1a", + "en": "Most card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set] or simply [card number]. Some cards, such as unique cards in Planeswalker Decks®, have card numbers that exceed the listed total number of cards.", + "zh": "大多数系列印有收集编号。此信息以[牌张编号]/[本系列牌张总数]或是仅以[牌张编号]表示。一些牌,例如鹏洛客套牌®中独有的牌,其牌张编号会大于列出的牌张总数。" + }, + { + "chapter": "213.1b", + "en": "A card’s rarity is indicated with a single letter following the collector number.", + "zh": "牌的稀有度在收集编号后面以一个字母的形式表示。" + }, + { + "chapter": "213.1c", + "en": "Some promotional cards include information to indicate the specific promotion the card is associated with.", + "zh": "一些推广卡牌包含与该牌相关联的推广活动信息。" + }, + { + "chapter": "213.1d", + "en": "Some cards with interchangeable names include information about a specific version of a card with that interchangeable name. See rule 201.3.", + "zh": "一些具有可互换名称的牌包含一张具有该可互换名称之牌的特定版本的信息。参见规则201.3。" + }, + { + "chapter": "213.1e", + "en": "The three-character code representing the set in which a card is printed and the two-character code representing the language in which a card is printed are separated by a bullet point. If a card is premium, these codes are instead separated by a star.", + "zh": "牌上印有一个由三字符组成的代号表示牌张所印制的系列,和一个由两字符组成的代号表示牌张所印制的语言,这两个代号以一个圆点分隔印制。如果该牌是特卡,则这两个代号以一个星号分隔印制。" + }, + { + "chapter": "213.1f", + "en": "The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation “Illus.”", + "zh": "牌所使用图片的画家名字被标注在画笔图标之后,或早先的牌上的缩写“Illus.”之后。" + }, + { + "chapter": "213.1g", + "en": "Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information.", + "zh": "版权文字(印在牌的底部或右下角的小字)列出商标和版权信息。" + } + ] + } + ] + } + ] + }, + { + "chapter": "3.", + "en": "Card Types", + "zh": "牌张类别", + "subrules": [ + { + "chapter": "300.", + "en": "General", + "zh": "总则", + "subrules": [ + { + "chapter": "300.1.", + "en": "The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, kindred, land, phenomenon, plane, planeswalker, scheme, sorcery, and vanguard.", + "zh": "牌张类别包括神器、战役、诡局、生物、地城、结界、瞬间、亲缘、地、异象、时空、鹏洛客、邪计、法术,以及先锋。", + "subrules": [] + }, + { + "chapter": "300.2.", + "en": "Some objects have more than one card type (for example, an artifact creature). Such objects combine the aspects of each of those card types, and are subject to spells and abilities that affect either or all of those card types.", + "zh": "一些物件拥有多种牌张类别(例如,神器生物)。这些物件兼具其任一牌张类别的特性,并受到对其任一类别生效的咒语或异能影响。", + "subrules": [ + { + "chapter": "300.2a", + "en": "An object that’s both a land and another card type (for example, an artifact land) can only be played as a land. It can’t be cast as a spell.", + "zh": "一个既是地又是另一种牌张类别的物件(比如,神器地)只能作为地被使用。它不能作为一个咒语被施放。" + }, + { + "chapter": "300.2b", + "en": "Each kindred card has another card type. Casting and resolving a kindred card follow the rules for casting and resolving a card of the other card type.", + "zh": "每张亲缘牌都具有另一种牌张类别。施放和结算一张亲缘牌按照施放和结算另外那种牌张类别的规则处理。" + } + ] + } + ] + }, + { + "chapter": "301.", + "en": "Artifacts", + "zh": "神器", + "subrules": [ + { + "chapter": "301.1.", + "en": "A player who has priority may cast an artifact card from their hand during a main phase of their turn when the stack is empty. Casting an artifact as a spell uses the stack. (See rule 601, “Casting Spells.”)", + "zh": "牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放神器牌。作为咒语被施放的神器使用堆叠。(参见规则601,“施放咒语”。)", + "subrules": [] + }, + { + "chapter": "301.2.", + "en": "When an artifact spell resolves, its controller puts it onto the battlefield under their control.", + "zh": "当神器咒语结算时,它的操控者将它在其操控下放置进战场。", + "subrules": [] + }, + { + "chapter": "301.3.", + "en": "Artifact subtypes are always a single word and are listed after a long dash: “Artifact — Equipment.” Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. See rule 205.3g for the complete list of artifact types.", + "zh": "神器的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“神器~武具”。神器的副类别也称为神器类别。神器可以具有多种副类别。神器类别的完整列表参见规则205.3g。", + "subrules": [] + }, + { + "chapter": "301.4.", + "en": "Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana symbols in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be card types other than artifact.", + "zh": "神器的牌张类别不具有特定的特征。大多数神器的法术力费用中不包含有色法术力符号,所以它们是无色的。然而,神器和无色之间的关系不是必然的:神器可以具有颜色,而无色的物件也可以是神器以外的牌张类别。", + "subrules": [] + }, + { + "chapter": "301.5.", + "en": "Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature. It can’t legally be attached to anything that isn’t a creature.", + "zh": "一些神器具有“武具”副类别。武具可以贴附于生物上。它不能合法的贴附于不是生物的任何东西上。", + "subrules": [ + { + "chapter": "301.5a", + "en": "The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” that creature.", + "zh": "佩带武具的生物被称为“佩带此武具的生物”。该武具则是贴附或“佩带”在生物上。" + }, + { + "chapter": "301.5b", + "en": "Equipment spells are cast like other artifact spells. Equipment enter the battlefield like other artifacts. They don’t enter the battlefield attached to a creature. The equip keyword ability attaches the Equipment to a creature you control (see rule 702.6, “Equip”). Control of the creature matters only when the equip ability is activated and when it resolves. Spells and other abilities may also attach an Equipment to a creature. If an effect attempts to attach an Equipment to an object that can’t be equipped by it, the Equipment doesn’t move.", + "zh": "武具咒语如同其他神器咒语一样被施放。武具如同其他神器一样进战场。它们进战场时并未贴附于生物上。关键字异能佩带可以将武具移到由你操控的生物上(参见规则702.6,“佩带”)。只有在佩带异能起动与结算时关心你是否操控该生物。咒语或其他异能也可能将武具贴附于生物上。如果一个效应要将武具贴附于不能装备该武具的物件上,该武具不会移动。" + }, + { + "chapter": "301.5c", + "en": "An Equipment that’s also a creature can’t equip a creature unless that Equipment has reconfigure (see rule 702.151, “Reconfigure”). An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can’t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment’s controller chooses which creature it equips.", + "zh": "同时为生物的武具不能由生物佩带,除非该武具具有重配异能(参见规则702.151,“重配”)。失去“武具”副类别的武具不能由生物佩带。武具不能佩带其本身。如果武具佩带在不合法或不存在的永久物上,则该武具不再贴附于该永久物,但依旧会留在战场上。(此为状态动作。参见规则704。)一个武具不能佩带在多于一个生物上。如果一个咒语或异能令武具佩带在多于一个生物上,该武具的操控者选择哪个生物佩带它。" + }, + { + "chapter": "301.5d", + "en": "An Equipment’s controller is separate from the equipped creature’s controller; the two need not be the same. Changing control of the creature doesn’t change control of the Equipment, and vice versa. Only the Equipment’s controller can activate its abilities. However, if the Equipment grants an ability to the equipped creature (with “gains” or “has”), the equipped creature’s controller is the only one who can activate that ability.", + "zh": "武具的操控者与佩带此武具的生物之操控者并不相干;他们并不需要是同一人。改变该生物的操控权并不会改变武具的操控权,反之亦然。只有武具的操控者才能起动它的异能。如果武具赋予佩带此武具的生物任何异能(使用“获得”或“具有”),则此异能只有佩带此武具之生物的操控者才能起动。" + }, + { + "chapter": "301.5e", + "en": "If an effect attempts to put an Equipment that isn’t also an Aura (see rule 303.4i) onto the battlefield attached to either an object it can’t legally equip or an object that is undefined, the Equipment enters the battlefield unattached. If the Equipment is a token, it’s created and enters the battlefield unattached.", + "zh": "如果某效应试图将一个非灵气的武具(参见规则303.4i)放进战场并贴附在一个不能合法装备或未定义的的物件上,该武具进战场时未贴附。如果该武具为衍生物,则将其派出且进战场时未贴附。" + }, + { + "chapter": "301.5f", + "en": "An ability of a permanent that refers to the “equipped creature” refers to whatever creature that permanent is attached to, even if the permanent with the ability isn’t an Equipment.", + "zh": "永久物具有提及“佩带此武具的生物”的异能指该永久物所贴附的生物,即使具有该异能的永久物不是武具。" + } + ] + }, + { + "chapter": "301.6.", + "en": "Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It can’t legally be attached to an object that isn’t a land. Fortification’s analog to the equip keyword ability is the fortify keyword ability. Rules 301.5a–f apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures, with one clarification relating to rule 301.5c: a Fortification that’s also a creature (not a land) can’t fortify a land. (See rule 702.67, “Fortify.”)", + "zh": "一些神器具有“工事”副类别。工事可以贴附于地上。它不能合法贴附于不是地的物件上。工事与地的关系,与301.5a-f中武具与生物的关系相同,除规则301.5c以外:同时为生物(而不是地)的工事不能贴附于地上。工事对应佩带这个关键字异能为构工这个关键字异能。(参见规则702.67,“构工”。)", + "subrules": [] + }, + { + "chapter": "301.7.", + "en": "Some artifacts have the subtype “Vehicle.” Most Vehicles have a crew ability which allows them to become artifact creatures. See rule 702.122, “Crew.”", + "zh": "一些神器具有“载具”副类别。大多数载具都具有搭载异能,让它们能成为神器生物。参见规则702.122,“搭载”。", + "subrules": [ + { + "chapter": "301.7a", + "en": "Each Vehicle has a printed power and toughness, but it has these characteristics only if it’s also a creature. See rule 208.3.", + "zh": "每个载具上各印制一组力量和防御力,但只有在其同时也是生物时才具有这些特征。参见规则208.3。" + }, + { + "chapter": "301.7b", + "en": "If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect that makes it a creature, may modify these values or set them to different values.", + "zh": "如果某载具成为生物,它会立即拥有其上所印制的力量和防御力。其他效应,包括使其成为生物的效应,可能会修正这些数值,或是将其设定其他值。" + } + ] + } + ] + }, + { + "chapter": "302.", + "en": "Creatures", + "zh": "生物", + "subrules": [ + { + "chapter": "302.1.", + "en": "A player who has priority may cast a creature card from their hand during a main phase of their turn when the stack is empty. Casting a creature as a spell uses the stack. (See rule 601, “Casting Spells.”)", + "zh": "牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放生物牌。作为咒语被施放的生物使用堆叠。(参见规则601,“施放咒语”。)", + "subrules": [] + }, + { + "chapter": "302.2.", + "en": "When a creature spell resolves, its controller puts it onto the battlefield under their control.", + "zh": "当生物咒语结算时,它的操控者将它在其操控下放置进战场。", + "subrules": [] + }, + { + "chapter": "302.3.", + "en": "Creature subtypes are usually a single word long and are listed after a long dash: “Creature — Human Soldier,” “Artifact Creature — Golem,” and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. See rule 205.3m for the complete list of creature types.", + "zh": "生物的副类别大都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“生物~人类/士兵”、“神器生物~魔像”等。生物的副类别也称为生物类别。生物可以具有多种副类别。生物类别的完整列表参见规则205.3m。", + "subrules": [], + "extras": [ + { + "en": "Example: “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard.", + "zh": "例如:“生物~鬼怪/法术师”表示该牌为具有鬼怪和法术师副类别的生物。" + } + ] + }, + { + "chapter": "302.4.", + "en": "Power and toughness are characteristics only creatures have.", + "zh": "只有生物才拥有力量和防御力这两个特征。", + "subrules": [ + { + "chapter": "302.4a", + "en": "A creature’s power is the amount of damage it deals in combat.", + "zh": "生物的力量是指战斗中能造成的伤害数量。" + }, + { + "chapter": "302.4b", + "en": "A creature’s toughness is the amount of damage needed to destroy it.", + "zh": "生物的防御力是指消灭它所需要的伤害数量。" + }, + { + "chapter": "302.4c", + "en": "To determine a creature’s power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See rule 613, “Interaction of Continuous Effects.”)", + "zh": "要确认生物的力量和防御力,首先为生物牌右下角所印的数字,然后再计算其他持续性效应。(参见规则613,“持续性效应的互动”。)" + } + ] + }, + { + "chapter": "302.5.", + "en": "Creatures can attack and block. (See rule 508, “Declare Attackers Step,” and rule 509, “Declare Blockers Step.”)", + "zh": "生物可以进行攻击和阻挡。(参见规则508,“宣告攻击者步骤”和规则509,“宣告阻挡者步骤”。)", + "subrules": [] + }, + { + "chapter": "302.6.", + "en": "A creature’s activated ability with the tap symbol or the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. A creature can’t attack unless it has been under its controller’s control continuously since their most recent turn began. This rule is informally called the “summoning sickness” rule.", + "zh": "生物的起动式异能之中,如果其起动费用包含了横置符号或重置符号,则除非生物的操控者从其最近的一回合开始时一直操控它,否则便不能起动该异能。除非生物的操控者从其最近的一回合开始时一直操控它,否则该生物不能进行攻击。此规则非正式称呼是“召唤失调”规则。", + "subrules": [] + }, + { + "chapter": "302.7.", + "en": "Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 120.3). If the total damage marked on that creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a creature is removed when it regenerates (see rule 701.19, “Regenerate”) and during the cleanup step (see rule 514.2).", + "zh": "一个不具有干枯或侵染的来源对生物造成的伤害会标记在该生物上(参见规则120.3)。如果标记在一个生物上的总伤害等于或大于它的防御力,该生物受到致命伤害,且会因状态动作被消灭(参见规则704)。当生物重生时(参见规则701.19,“重生”)以及在清除步骤中(参见规则514.2),移除该生物上标记的所有伤害。", + "subrules": [] + } + ] + }, + { + "chapter": "303.", + "en": "Enchantments", + "zh": "结界", + "subrules": [ + { + "chapter": "303.1.", + "en": "A player who has priority may cast an enchantment card from their hand during a main phase of their turn when the stack is empty. Casting an enchantment as a spell uses the stack. (See rule 601, “Casting Spells.”)", + "zh": "牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放结界牌。作为咒语被施放的结界使用堆叠。(参见规则601,“施放咒语”。)", + "subrules": [] + }, + { + "chapter": "303.2.", + "en": "When an enchantment spell resolves, its controller puts it onto the battlefield under their control.", + "zh": "当结界咒语结算时,它的操控者将它在其操控下放置进战场。", + "subrules": [] + }, + { + "chapter": "303.3.", + "en": "Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment — Shrine.” Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. See rule 205.3h for the complete list of enchantment types.", + "zh": "结界的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“结界~祭祠”。结界的副类别也称为结界类别。结界可以具有多种副类别。结界类别的完整列表参见规则205.3h。", + "subrules": [] + }, + { + "chapter": "303.4.", + "en": "Some enchantments have the subtype “Aura.” An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is defined by its enchant keyword ability (see rule 702.5, “Enchant”). Other effects can limit what a permanent can be enchanted by.", + "zh": "一些结界具有“灵气”副类别。灵气进入战场贴附于物件或牌手上。灵气所能贴附的定义由其结附关键字异能决定(参见规则702.5,“结附”)。其他效应也可以限制一个永久物被结附。", + "subrules": [ + { + "chapter": "303.4a", + "en": "An Aura spell requires a target, which is defined by its enchant ability.", + "zh": "灵气咒语需要指定目标,且其目标会受到其结附异能的定义。" + }, + { + "chapter": "303.4b", + "en": "The object or player an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that object or player.", + "zh": "被灵气所贴附的永久物或牌手称为被结附。(译注:一些较旧版本的简体中文牌译为“受此结界”,现已改译为“所结附”)此灵气贴附于,或“结附于”该物件或牌手。" + }, + { + "chapter": "303.4c", + "en": "If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner’s graveyard. (This is a state-based action. See rule 704.)", + "zh": "如果灵气结附在其结附异能或其他适用异能所定义的非法永久物或牌手上,或是所贴附的永久物不再存在,或所贴附的牌手已经离开游戏,则此灵气置入其拥有者的坟墓场。(此为状态动作。参见规则704。)" + }, + { + "chapter": "303.4d", + "en": "An Aura can’t enchant itself. If this occurs somehow, the Aura is put into its owner’s graveyard. An Aura that’s also a creature can’t enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner’s graveyard. (These are state-based actions. See rule 704.) An Aura can’t enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura’s controller chooses which object or player it becomes attached to.", + "zh": "灵气不能结附于自己上。如果这种情况发生,则此灵气置入其拥有者的坟墓场。如果灵气同时是生物,便不能结附于任何东西上。如果这种情况发生,则此灵气不再贴附,然后置入其拥有者的坟墓场。(此为状态动作,参见规则704。)一个灵气不能结附在多于一个物件或牌手上。如果一个咒语或异能令灵气贴附于多于一个物件或牌手上,该灵气的操控者选择它将贴附于哪个物件或牌手上。" + }, + { + "chapter": "303.4e", + "en": "An Aura’s controller is separate from the enchanted object’s controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can activate that ability.", + "zh": "灵气的操控者与受此结界的生物之操控者并不相干;他们并不需要是同一人。如果灵气结附于永久物上,改变该生物的操控权并不会改变灵气的操控权,反之亦然。只有灵气的操控者才能起动它的异能。如果灵气赋予受此结界的生物任何异能(使用“获得”或“具有”),则此异能只有受此结界之生物的操控者才能起动。" + }, + { + "chapter": "303.4f", + "en": "If an Aura is entering the battlefield under a player’s control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesn’t specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.", + "zh": "如果灵气并非以结算灵气咒语的方式,而是以其他方式在一位牌手的操控下进战场,并且将它放置进战场的效应并未指定它将结附在哪里,则于此灵气进战场时,将它放置进战场的牌手指定将它结附在哪个物件或牌手上。该牌手必须依据该灵气的结附异能和其他效应,来选择可合法结附的物件或牌手。" + }, + { + "chapter": "303.4g", + "en": "If an Aura is entering the battlefield and there is no legal object or player for it to enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield. If the Aura is a token, it isn’t created.", + "zh": "如果灵气进战场时,没有合法的物件或牌手可以结附,则该灵气改为留在它原来的区域,除非该区域为堆叠。在这种情况下,该灵气置入其拥有者的坟墓场而不是战场。如果该灵气是衍生物,则它未被派出。" + }, + { + "chapter": "303.4h", + "en": "If an effect attempts to put a permanent that isn’t an Aura, Equipment, or Fortification onto the battlefield attached to an object or player, it enters the battlefield unattached.", + "zh": "如果一个效应尝试将一个不是灵气、武具或工事的永久物放进战场并贴附于一个物件或牌手,它进入战场且不贴附。" + }, + { + "chapter": "303.4i", + "en": "If an effect attempts to put an Aura onto the battlefield attached to either an object or player it can’t legally enchant or an object or player that is undefined, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield. If the Aura is a token, it isn’t created.", + "zh": "如果一个效应尝试将一个灵气放进战场并贴附于一个它不能合法结附或未定义的物件或牌手,该灵气留在当前的区域,除非该区域是堆叠。如果该区域是堆叠,该灵气改为被置于其拥有者的坟墓场,而非进入战场。如果该灵气是衍生物,它不会被派出。" + }, + { + "chapter": "303.4j", + "en": "If an effect attempts to attach an Aura on the battlefield to an object or player it can’t legally enchant, the Aura doesn’t move.", + "zh": "如果一个效应尝试将战场上的灵气贴附于一个它不能合法结附的物件或牌手,该灵气不会移动。" + }, + { + "chapter": "303.4k", + "en": "If an effect allows an Aura that’s being turned face up to become attached to an object or player, the Aura’s controller considers the characteristics of that Aura as it would exist if it were face up to determine what it may be attached to, and they must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.", + "zh": "如果一个效应允许一个正在翻回正面的灵气贴附于一个物件或牌手,则该灵气的操控者须根据该灵气将以牌面朝上的状态存在于战场上时的特征考虑其能够贴附于哪些物件或牌手,且他必须遵循该灵气的结附异能以及任何适用的效应来选择一个合法的物件或牌手。" + }, + { + "chapter": "303.4m", + "en": "An ability of a permanent that refers to the “enchanted [object or player]” refers to whatever object or player that permanent is attached to, even if the permanent with the ability isn’t an Aura.", + "zh": "永久物具有提及“所结附的[物件或牌手]”的异能指该永久物所贴附的物件或牌手,即使具有该异能的永久物不是灵气。(译注:一些较旧版本的简体中文牌译为“受此结界”,现已改译为“所结附”)" + } + ] + }, + { + "chapter": "303.5.", + "en": "Some enchantments have the subtype “Saga.” See rule 714 for more information about Saga cards.", + "zh": "一些结界具有“传纪”副类别。关于传纪牌的详细信息,参见规则714。", + "subrules": [] + }, + { + "chapter": "303.6.", + "en": "Some enchantments have the subtype “Class.” See rule 716 for more information about Class cards.", + "zh": "一些结界具有“职业”副类别。关于职业牌的详细信息,参见规则716。", + "subrules": [] + }, + { + "chapter": "303.7.", + "en": "Some Aura enchantments also have the subtype “Role.”", + "zh": "一些灵气具有“角色”副类别。", + "subrules": [ + { + "chapter": "303.7a", + "en": "If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. This is a state-based action. See rule 704.", + "zh": "如果某个永久物其上贴附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。此为状态动作。参见规则704。" + } + ] + } + ] + }, + { + "chapter": "304.", + "en": "Instants", + "zh": "瞬间", + "subrules": [ + { + "chapter": "304.1.", + "en": "A player who has priority may cast an instant card from their hand. Casting an instant as a spell uses the stack. (See rule 601, “Casting Spells.”)", + "zh": "牌手可以在拥有优先权时,从手上施放瞬间牌。作为咒语被施放的瞬间使用堆叠。(参见规则601,“施放咒语”。)", + "subrules": [] + }, + { + "chapter": "304.2.", + "en": "When an instant spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard.", + "zh": "当一个瞬间咒语结算时,遵循其规则叙述中要求的动作。它将被置入其拥有者的坟墓场。", + "subrules": [] + }, + { + "chapter": "304.3.", + "en": "Instant subtypes are always a single word and are listed after a long dash: “Instant — Arcane.” Each word after the dash is a separate subtype. The set of instant subtypes is the same as the set of sorcery subtypes; these subtypes are called spell types. Instants may have multiple subtypes. See rule 205.3k for the complete list of spell types.", + "zh": "瞬间的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“瞬间~古咒”。瞬间与法术共享相同的副类别也称为咒语类别。瞬间可以具有多种副类别。咒语类别的完整列表参见规则205.3k。", + "subrules": [] + }, + { + "chapter": "304.4.", + "en": "Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead.", + "zh": "瞬间不能进入战场。如果一个瞬间将进入战场,它改为留在之前的区域。", + "subrules": [] + }, + { + "chapter": "304.5.", + "en": "If text states that a player may do something “any time they could cast an instant” or “only as an instant,” it means only that the player must have priority. The player doesn’t need to have an instant card they could cast. Effects that would preclude that player from casting an instant spell don’t affect the player’s capability to perform that action (unless the action is actually casting an instant spell).", + "zh": "如果叙述为牌手可以在“于其能施放瞬间的时机下”或“只能于瞬间时机”作某事,则仅意味着该牌手必须要有优先权。该牌手手上不需要有瞬间牌可施放。阻止牌手施放瞬间咒语的效应不会影响该牌手进行动作(除非该动作是实际施放瞬间咒语)。", + "subrules": [] + } + ] + }, + { + "chapter": "305.", + "en": "Lands", + "zh": "地", + "subrules": [ + { + "chapter": "305.1.", + "en": "A player who has priority may play a land card from their hand during a main phase of their turn when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see rule 116). Rather, the player simply puts the land onto the battlefield. Since the land doesn’t go on the stack, it is never a spell, and players can’t respond to it with instants or activated abilities.", + "zh": "牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上使用地牌。使用地为特殊动作;它不使用堆叠(参见规则116)。牌手只是简单的将地从手上放置进战场。由于地不进入堆叠,它将不会是咒语,且牌手不能用瞬间或起动式异能响应它。", + "subrules": [] + }, + { + "chapter": "305.2.", + "en": "A player can normally play one land during their turn; however, continuous effects may increase this number.", + "zh": "牌手一般情况下只能在自己的回合中使用一个地;但是持续性效应可能会增加该数字。", + "subrules": [ + { + "chapter": "305.2a", + "en": "To determine whether a player can play a land, compare the number of lands the player can play this turn with the number of lands they have already played this turn (including lands played as special actions and lands played during the resolution of spells and abilities). If the number of lands the player can play is greater, the play is legal.", + "zh": "确定牌手是否能使用一个地的方法是,对比该牌手本回合可以使用地的数量和其本回合已经使用过地的数量(包括作为特殊动作使用的地和咒语和异能结算过程中使用的地)。如果牌手可以使用地的数字更大,则该使用合法。" + }, + { + "chapter": "305.2b", + "en": "A player can’t play a land, for any reason, if the number of lands the player can play this turn is equal to or less than the number of lands they have already played this turn. Ignore any part of an effect that instructs a player to do so.", + "zh": "如果牌手本回合可以使用地的数量因为任何原因等于或小于该牌手本回合已经使用过地的数量,则其不能使用地。忽略任何效应中让牌手如此作的部分。" + } + ] + }, + { + "chapter": "305.3.", + "en": "A player can’t play a land, for any reason, if it isn’t their turn. Ignore any part of an effect that instructs a player to do so.", + "zh": "牌手不能因为任何原因在不是自己的回合中使用地。忽略所有指示牌手如此作的效应。", + "subrules": [] + }, + { + "chapter": "305.4.", + "en": "Effects may also allow players to “put” lands onto the battlefield. This isn’t the same as “playing a land” and doesn’t count as a land played during the current turn.", + "zh": "效应可能允许牌手将地牌直接放置进战场。这与“使用地”不同,而且不算作牌手该回合使用的地。", + "subrules": [] + }, + { + "chapter": "305.5.", + "en": "Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. See rule 205.3i for the complete list of land types.", + "zh": "地的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面)。地的副类别也称为地类别。地可以具有多种副类别。地类别的完整列表参见规则205.3i。", + "subrules": [], + "extras": [ + { + "en": "Example: “Basic Land — Mountain” means the card is a land with the subtype Mountain.", + "zh": "例如:“基本地~山脉”表示该牌为具有山脉副类别的地。" + } + ] + }, + { + "chapter": "305.6.", + "en": "The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’s referring to one of these subtypes. An object with the land card type and a basic land type has the intrinsic ability “{T}: Add [mana symbol],” even if the text box doesn’t actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. See also rule 605, “Mana Abilities.”", + "zh": "基本地类别包括平原、海岛、沼泽、山脉、树林。如果一个物件使用了“基本地类别”这个词,它意指这几种副类别之一。一个具有地类别、且具有基本地类别的物件具有“{T}:加[法术力符号]”此固有异能,即使其文字栏并不包含任何叙述或没有文字栏。平原的该[法术力符号]是{W};海岛是{U};沼泽是{B};山脉是{R};树林是{G}。参见规则107.4a。另参见规则605,“法术力异能”。", + "subrules": [] + }, + { + "chapter": "305.7.", + "en": "If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copiable effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.", + "zh": "如果一个效应将地的类别改为一种或数种基本地类别,该地便不再拥有原本之地类别。它失去所有原本的规则叙述、地类别以及任何影响该地的可复制效应所带来的异能,且获得新的基本地类所对应的法术力异能。由其他效应赋予此地的异能并不会因此移除。改变地的副类别不会添加或移除该地可能拥有的牌张类别(例如生物)或超类别(例如基本、传奇、雪境)。如果地额外得到原有地类别以外的其他地类别,则它会保留原本的地类别与规则叙述,且得到新的地类别及法术力异能。", + "subrules": [] + }, + { + "chapter": "305.8.", + "en": "Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type.", + "zh": "任何具有超类别“基本”的地都是基本地。任何不具此超类别的地都是非基本地,即使它有基本地的类别。", + "subrules": [] + }, + { + "chapter": "305.9.", + "en": "If an object is both a land and another card type, it can be played only as a land. It can’t be cast as a spell.", + "zh": "如果一个物件的类别同时是地与其他牌张类别,它只能作为地使用。它不能作为咒语被施放。", + "subrules": [] + } + ] + }, + { + "chapter": "306.", + "en": "Planeswalkers", + "zh": "鹏洛客", + "subrules": [ + { + "chapter": "306.1.", + "en": "A player who has priority may cast a planeswalker card from their hand during a main phase of their turn when the stack is empty. Casting a planeswalker as a spell uses the stack. (See rule 601, “Casting Spells.”)", + "zh": "牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放鹏洛客牌。作为咒语被施放的鹏洛客使用堆叠。(参见规则601,“施放咒语”。)", + "subrules": [] + }, + { + "chapter": "306.2.", + "en": "When a planeswalker spell resolves, its controller puts it onto the battlefield under their control.", + "zh": "当鹏洛客咒语结算时,它的操控者将它在其操控下放置进战场。", + "subrules": [] + }, + { + "chapter": "306.3.", + "en": "Planeswalker subtypes are always a single word and are listed after a long dash: “Planeswalker — Jace.” Each word after the dash is a separate subtype. Planeswalker subtypes are also called planeswalker types. Planeswalkers may have multiple subtypes. See rule 205.3j for the complete list of planeswalker types.", + "zh": "鹏洛客的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“鹏洛客~杰斯”。鹏洛客的副类别也称为鹏洛客类别。鹏洛客可以具有多种副类别。鹏洛客类别的完整列表参见规则205.3j。", + "subrules": [] + }, + { + "chapter": "306.4.", + "en": "Previously, planeswalkers were subject to a “planeswalker uniqueness rule” that stopped a player from controlling two planeswalkers of the same planeswalker type. This rule has been removed and planeswalker cards printed before this change have received errata in the Oracle card reference to have the legendary supertype. Like other legendary permanents, they are subject to the “legend rule” (see rule 704.5j).", + "zh": "在先前的规则中,鹏洛客遵循“鹏洛客唯一规则”,阻止牌手操控两个具有相同鹏洛客类别的鹏洛客。此规则现已被移除,且所有在此改动之前印制的鹏洛客已在Oracle牌张参考文献中获得勘误,具有传奇超类别。如其他传奇永久物一样,它们现在遵循“传奇规则”(参见规则704.5j)。", + "subrules": [] + }, + { + "chapter": "306.5.", + "en": "Loyalty is a characteristic only planeswalkers have.", + "zh": "忠诚是鹏洛客独有的特征。", + "subrules": [ + { + "chapter": "306.5a", + "en": "The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner.", + "zh": "当鹏洛客牌不在战场上时,其忠诚等同于其右下角所印的数字。" + }, + { + "chapter": "306.5b", + "en": "A planeswalker has the intrinsic ability “This permanent enters with a number of loyalty counters on it equal to its printed loyalty number.” This ability creates a replacement effect (see rule 614.1c).", + "zh": "鹏洛客具有“此永久物进场时,上面有等同于其所印忠诚数量的忠诚指示物”此固有异能。这个异能产生一个替代性效应。(参见规则614.1c。)" + }, + { + "chapter": "306.5c", + "en": "The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it.", + "zh": "当鹏洛客在战场时,其忠诚等同于其上的忠诚指示物的数量。" + }, + { + "chapter": "306.5d", + "en": "Each planeswalker has a number of loyalty abilities, which are activated abilities with loyalty symbols in their costs. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”", + "zh": "每个鹏洛客都有若干忠诚异能,它们为费用中具有忠诚符号的起动式异能。忠诚异能遵从特殊规则:在牌手回合的行动阶段且堆叠为空时,该牌手可以随时在其具有优先权时起动其所操控的某个永久物的一个忠诚异能,但只有在该永久物本回合没有起动过任何忠诚异能的前提下。参见规则606,“忠诚异能”。" + } + ] + }, + { + "chapter": "306.6.", + "en": "Planeswalkers can be attacked. (See rule 508, “Declare Attackers Step.”)", + "zh": "鹏洛客可以被攻击。(参见规则508,“宣告攻击者步骤”。)", + "subrules": [] + }, + { + "chapter": "306.7.", + "en": "Previously, planeswalkers were subject to a redirection effect that allowed a player to have noncombat damage that would be dealt to an opponent be dealt to a planeswalker under that opponent’s control instead. This rule has been removed and certain cards have received errata in the Oracle card reference to deal damage directly to planeswalkers.", + "zh": "先前,鹏洛客受一个转移性效应影响,该效应允许牌手将向对手造成之非战斗伤害改为向该对手操控的鹏洛客之一造成。此规则已被移除,且特定牌张已在Oracle牌张参考文献中获得勘误,使其可以直接对鹏洛客造成伤害。", + "subrules": [] + }, + { + "chapter": "306.8.", + "en": "Damage dealt to a planeswalker results in that many loyalty counters being removed from it.", + "zh": "对鹏洛客造成的伤害会导致该鹏洛客移去等量的忠诚指示物。", + "subrules": [] + }, + { + "chapter": "306.9.", + "en": "If a planeswalker’s loyalty is 0, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)", + "zh": "如果一个鹏洛客的忠诚为0,它将作为状态动作而被置于其拥有者的坟墓场。参见规则704。", + "subrules": [] + } + ] + }, + { + "chapter": "307.", + "en": "Sorceries", + "zh": "法术", + "subrules": [ + { + "chapter": "307.1.", + "en": "A player who has priority may cast a sorcery card from their hand during a main phase of their turn when the stack is empty. Casting a sorcery as a spell uses the stack. (See rule 601, “Casting Spells.”)", + "zh": "牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放法术牌。作为咒语被施放的法术使用堆叠。(参见规则601,“施放咒语”。)", + "subrules": [] + }, + { + "chapter": "307.2.", + "en": "When a sorcery spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard.", + "zh": "当一个法术咒语结算时,遵循其规则叙述中要求的动作。它将被置入其拥有者的坟墓场。", + "subrules": [] + }, + { + "chapter": "307.3.", + "en": "Sorcery subtypes are always a single word and are listed after a long dash: “Sorcery — Arcane.” Each word after the dash is a separate subtype. The set of sorcery subtypes is the same as the set of instant subtypes; these subtypes are called spell types. Sorceries may have multiple subtypes. See rule 205.3k for the complete list of spell types.", + "zh": "法术的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“法术~古咒”。法术与瞬间共享相同的副类别也称为咒语类别。法术可以具有多种副类别。咒语类别的完整列表参见规则205.3k。", + "subrules": [] + }, + { + "chapter": "307.4.", + "en": "Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead.", + "zh": "法术不能进入战场。如果一个法术将进入战场,它改为留在之前的区域。", + "subrules": [] + }, + { + "chapter": "307.5.", + "en": "If a spell, ability, or effect states that a player can do something only “any time they could cast a sorcery” or “only as a sorcery,” it means only that the player must have priority, it must be during the main phase of their turn, and the stack must be empty. The player doesn’t need to have a sorcery card they could cast. Effects that would preclude that player from casting a sorcery spell don’t affect the player’s capability to perform that action (unless the action is actually casting a sorcery spell).", + "zh": "如果一个咒语、异能或效应的叙述为牌手可以在“于其能施放法术的时机下”或“只能于法术时机”作某些事情,则仅意味着该牌手必须要有优先权、必须在该牌手回合的行动阶段、且堆叠必须为空。该牌手手上不需要有法术牌可施放。阻止牌手施放法术咒语的效应不会影响该牌手进行动作(除非该动作是实际施放法术咒语)。", + "subrules": [ + { + "chapter": "307.5a", + "en": "Similarly, if an effect checks to see if a spell was cast “any time a sorcery couldn’t have been cast,” it’s checking only whether the spell’s controller cast it without having priority, during a phase other than their main phase, or while another object was on the stack.", + "zh": "同样的,如果一个效应检查一个咒语是否“于不能施放法术的时机下”被施放,它仅检查该咒语的操控者是否在具有优先权、是否在自己回合的行动阶段、是否有另一个物件在堆叠中的时机下施放该咒语。" + } + ] + } + ] + }, + { + "chapter": "308.", + "en": "Kindreds", + "zh": "亲缘", + "subrules": [ + { + "chapter": "308.1.", + "en": "Each kindred card has another card type. Casting and resolving a kindred card follows the rules for casting and resolving a card of the other card type.", + "zh": "每张亲缘牌都有另一种牌张类别。施放与结算亲缘牌遵循施放与结算其另一牌张类别的规则。", + "subrules": [] + }, + { + "chapter": "308.2.", + "en": "Kindred subtypes are usually a single word long and are listed after a long dash: “Kindred Enchantment — Merfolk.” The set of kindred subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Kindreds may have multiple subtypes. See rule 205.3m for the complete list of creature types.", + "zh": "亲缘的副类别大都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“亲缘结界~人鱼”。亲缘所包含的副类别与生物所包含的副类别完全相同;这些副类别也称为生物类别。亲缘可以具有多种副类别。生物类别的完整列表参见规则205.3m。", + "subrules": [] + }, + { + "chapter": "308.3.", + "en": "Some older kindred cards were printed with the “tribal” card type. Cards printed with that type have received errata in the Oracle card reference.", + "zh": "一些早先版本的亲缘牌印有“部族”类别。以该类别印刷的卡牌均已经在Oracle牌张参考文献中得到勘误。", + "subrules": [] + } + ] + }, + { + "chapter": "309.", + "en": "Dungeons", + "zh": "地城", + "subrules": [ + { + "chapter": "309.1.", + "en": "Dungeon is a card type seen only on nontraditional Magic cards.", + "zh": "地城是仅见于非传统万智牌牌张上的牌张类别。", + "subrules": [] + }, + { + "chapter": "309.2.", + "en": "Dungeon cards begin outside the game. Dungeon cards aren’t part of a player’s deck or sideboard. They are brought into the game using the venture into the dungeon keyword action. See rule 701.49, “Venture into the Dungeon.”", + "zh": "地城牌在游戏开始时位于游戏外。地城牌不是牌手牌库或备牌的一部分。它们由深入地城此关键字动作带入游戏中。参见规则701.49,“深入地城”。", + "subrules": [ + { + "chapter": "309.2a", + "en": "If a player ventures into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone.", + "zh": "如果牌手未在统帅区拥有一张地城牌时深入地城,该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。" + }, + { + "chapter": "309.2b", + "en": "A dungeon card that’s brought into the game is put into the command zone until it leaves the game.", + "zh": "带入游戏的地城牌被置于统帅区,直到其离开游戏。" + }, + { + "chapter": "309.2c", + "en": "Dungeon cards are not permanents. They can’t be cast. Dungeon cards can’t leave the command zone except as they leave the game.", + "zh": "地城牌不是永久物。它们不能被施放。地城牌不能离开统帅区,其离开游戏的情形除外。" + }, + { + "chapter": "309.2d", + "en": "If an effect other than a venture into the dungeon keyword action would bring a dungeon card into the game from outside the game, it doesn’t; that card remains outside the game.", + "zh": "如果一个深入地城关键字动作以外的效应将会把一张地城牌从游戏外带入游戏中,它不能如此作;该牌会留在游戏外。" + } + ] + }, + { + "chapter": "309.3.", + "en": "A player can own only one dungeon card in the command zone at a time, and they can’t bring a dungeon card into the game if a dungeon card they own is in the command zone.", + "zh": "每位牌手同时只能在统帅区拥有一张地城牌,且如果某牌手在统帅区中拥有一张地城牌,他不能将一张地城牌带入游戏。", + "subrules": [] + }, + { + "chapter": "309.4.", + "en": "Each dungeon card has a series of rooms connected to one another with arrows. A player uses a venture marker placed on the dungeon card they own to indicate which room they are currently in.", + "zh": "每张地城牌有一组房间,以箭头相互连结。牌手使用进度标记放在其拥有的地城牌上,来记录其当前所处的房间。", + "subrules": [ + { + "chapter": "309.4a", + "en": "As a player puts a dungeon they own into the command zone, they put their venture marker on the topmost room.", + "zh": "于牌手将其拥有的地城置入统帅区时,其将进度标记置于最上方的房间上。" + }, + { + "chapter": "309.4b", + "en": "Each room has a name. These names are considered flavor text and do not affect game play.", + "zh": "每个房间都具有一个名称。这些名称视作背景叙述,对游戏本身没有任何影响。" + }, + { + "chapter": "309.4c", + "en": "Each room has a triggered ability called a room ability whose effect is printed on the card. They all have the same trigger condition not printed on the card. The full text of each room ability is “When you move your venture marker into this room, [effect.]” As long as a dungeon card is in the command zone, its abilities may trigger. Each room ability is controlled by the player who owns the dungeon card that is that ability’s source.", + "zh": "每个房间具有一个触发式异能,称为房间异能,其效应印在牌上。这些异能具有相同的、未印刷在牌上的触发条件。每个房间异能的完整叙述为“当你将进度标记移入此房间时,[效应]。”只要地城牌在统帅区中,其异能便可以触发。每个房间异能的操控者是该异能之来源的地城牌的拥有者。" + } + ] + }, + { + "chapter": "309.5.", + "en": "The venture into the dungeon keyword action allows players to move their venture marker down the rooms of a dungeon card.", + "zh": "深入地城关键字动作使牌手可以将进度标记在地城牌上向下面的房间移动。", + "subrules": [ + { + "chapter": "309.5a", + "en": "If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker isn’t on that dungeon’s bottommost room, they move their venture marker from the room it is on to the next room, following the direction of an arrow pointing away from the room their venture marker is on. If there are multiple arrows pointing away from the room the player’s venture marker is on, they choose one of them to follow.", + "zh": "如果牌手在统帅区拥有一张地城牌、且其进度标记不在该地城的最底下的房间上时深入地城,该牌手按照某个从进度标记所在的房间出发的箭头指示,将进度标记从当前的房间移动到下一个房间上。如果从该牌手的进度标记所在的房间出发的箭头有多个,该牌手选择其中一个的指示来移动。" + }, + { + "chapter": "309.5b", + "en": "If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker is on that dungeon card’s bottommost room, they remove that dungeon card from the game. They then choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room.", + "zh": "如果牌手在统帅区拥有一张地城牌、且其进度标记在该地城的最底下的房间上时深入地城,该牌手将该地城牌移出游戏。然后该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。该牌手将进度标记置于最上方的房间上。" + } + ] + }, + { + "chapter": "309.6.", + "en": "If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. (This is a state-based action. See rule 704.)", + "zh": "如果牌手的进度标记在一张地城牌最底下的房间上,且该地城牌不是已触发且未离开堆叠的某个房间异能之来源,该地城牌的拥有者将其移出游戏。(此为状态动作。参见规则704。)", + "subrules": [] + }, + { + "chapter": "309.7.", + "en": "A player completes a dungeon as that dungeon card is removed from the game.", + "zh": "牌手于一张地城牌被移出游戏时完成该地城。", + "subrules": [] + } + ] + }, + { + "chapter": "310.", + "en": "Battles", + "zh": "战役", + "subrules": [ + { + "chapter": "310.1.", + "en": "A player who has priority may cast a battle card from their hand during a main phase of their turn when the stack is empty. Casting a battle as a spell uses the stack. (See rule 601, “Casting Spells.”)", + "zh": "牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放战役牌。作为咒语被施放的战役使用堆叠。(参见规则601,“施放咒语”。)", + "subrules": [] + }, + { + "chapter": "310.2.", + "en": "When a battle spell resolves, its controller puts it onto the battlefield under their control.", + "zh": "当战役咒语结算时,它的操控者将它在其操控下放置进战场。", + "subrules": [] + }, + { + "chapter": "310.3.", + "en": "Battle subtypes are always a single word and are listed after a long dash: “Battle — Siege.” Battle subtypes are also called battle types. See rule 205.3q for the complete list of battle types.", + "zh": "战役的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“战役~围攻”。战役的副类别也称为战役类别。战役类别的完整列表参见规则205.3q。", + "subrules": [] + }, + { + "chapter": "310.4.", + "en": "Defense is a characteristic that battles have.", + "zh": "布防是战役独有的特征。", + "subrules": [ + { + "chapter": "310.4a", + "en": "The defense of a battle card not on the battlefield is equal to the number printed in its lower right corner.", + "zh": "当战役牌不在战场上时,其布防等同于其右下角所印的数字。" + }, + { + "chapter": "310.4b", + "en": "A battle has the intrinsic ability “This permanent enters with a number of defense counters on it equal to its printed defense number.” This ability creates a replacement effect (see rule 614.1c).", + "zh": "战役具有“此永久物进场时,上面有等同于其所印布防数量的布防指示物”此固有异能。这个异能产生一个替代性效应。(参见规则614.1c。)" + }, + { + "chapter": "310.4c", + "en": "The defense of a battle on the battlefield is equal to the number of defense counters on it.", + "zh": "当战役在战场时,其布防等同于其上的布防指示物的数量。" + } + ] + }, + { + "chapter": "310.5.", + "en": "Battles can be attacked. (See rule 508, “Declare Attackers Step.”)", + "zh": "战役可以被攻击。(参见规则508,“宣告攻击者步骤”。)", + "subrules": [] + }, + { + "chapter": "310.6.", + "en": "Damage dealt to a battle results in that many defense counters being removed from it.", + "zh": "对战役造成的伤害会导致该战役移去等量的布防指示物。", + "subrules": [] + }, + { + "chapter": "310.7.", + "en": "If a battle’s defense is 0 and it isn’t the source of an ability which has triggered but not yet left the stack, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)", + "zh": "如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。(此为状态动作。参见规则704。)", + "subrules": [] + }, + { + "chapter": "310.8.", + "en": "Each battle has a player designated as its protector.", + "zh": "每个战役都需要指定一位牌手作为防卫者。", + "subrules": [ + { + "chapter": "310.8a", + "en": "As a battle enters the battlefield, its controller chooses a player to be its protector. Which players may be chosen as its protector are determined by its battle type (see rule 310.11). If it has no battle types, its controller becomes its protector.", + "zh": "于战役进战场时,其操控者选择一位牌手来作为其防卫者。哪些牌手能够被选择为防卫者取决于其战役类别(参见规则310.11)。如果它没有战役类别,其操控者成为其防卫者。" + }, + { + "chapter": "310.8b", + "en": "A battle’s protector can never attack it. A battle can be attacked by any attacking player for whom its protector is a defending player. Notably, a Siege battle can be attacked by its own controller.", + "zh": "战役的防卫者不能攻击它。若战役的防卫者是防御牌手,则攻击牌手可以攻击该战役。特别一提,围攻战役可以被其操控者攻击。" + }, + { + "chapter": "310.8c", + "en": "A battle’s protector may block creatures attacking that battle with creatures they control. Creatures controlled by other players can’t block those attackers.", + "zh": "战役的防卫者可以用其操控的生物阻挡攻击该战役的生物。其他牌手操控的生物不能阻挡攻击者。" + }, + { + "chapter": "310.8d", + "en": "If a battle’s protector is a different player than its controller, all rules and effects that refer to the “defending player” relative to a battle that is being attacked refer to that battle’s protector rather than its controller. See rule 508.5.", + "zh": "如果战役的防卫者并非其操控者,则与正在被攻击的战役相关的所有提及“防御牌手”的规则和效应均指该战役的防卫者,而非其操控者。" + }, + { + "chapter": "310.8e", + "en": "If a rule or effect refers to the player who protects a battle, it means the player who is that battle’s protector.", + "zh": "如果某咒语或效应提及防卫某战役的牌手,则其所指的是为该战役防卫者的牌手。" + }, + { + "chapter": "310.8f", + "en": "A battle can have only one protector at a time. A battle’s protector stops being its protector if another player becomes its protector.", + "zh": "战役只能有一位防卫者。若一位牌手成为一个战役的新防卫者,则原防卫者不再作为其防卫者。" + }, + { + "chapter": "310.8g", + "en": "A battle’s protector doesn’t change if it stops being a battle or it becomes a copy of another battle.", + "zh": "如果一个战役不再是战役,或其成为另一个战役的复制品,其防卫者不会改变。" + } + ] + }, + { + "chapter": "310.9.", + "en": "A battle can’t be attached to players or permanents, even if it is also an Aura, Equipment, or Fortification. If a battle is somehow attached to a permanent, it becomes unattached. This is a state-based action (see rule 704).", + "zh": "战役不能被贴附于牌手或永久物上,即使它同时也是灵气、武具或工事。如果一个战役因故贴附在永久物上,则它不再贴附。此为状态动作(参见规则704)。", + "subrules": [] + }, + { + "chapter": "310.10.", + "en": "If a battle that isn’t being attacked has no player designated as its protector, or its protector is a player who can’t be its protector based on its battle type, its controller chooses an appropriate player to be its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. This is a state-based action (see rule 704).", + "zh": "如果一个战役未被攻击且没有牌手被指定为防卫者,或此战役的防卫者根据它的战役类别不能作为其防卫者,则其操控者指定一位适当的牌手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。此为状态动作(参见规则704)。", + "subrules": [] + }, + { + "chapter": "310.11.", + "en": "All currently existing battles have the subtype Siege. Sieges are subject to special rules.", + "zh": "所有现存的战役都具有围攻此副类别。围攻遵循特定的规则。", + "subrules": [ + { + "chapter": "310.11a", + "en": "As a Siege enters the battlefield, its controller must choose its protector from among their opponents. Only an opponent of a Siege’s controller can be its protector.", + "zh": "于围攻进战场时,其操控者选择一位对手来作为其防卫者。只有围攻的操控者之对手可以作为其防卫者。" + }, + { + "chapter": "310.11b", + "en": "Sieges have the intrinsic ability “When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.”", + "zh": "围攻具有“当从此永久物上移去最后一个布防指示物时,将它放逐,然后你可以施放已转化的此牌,且不需支付其法术力费用。”此固有异能。" + } + ] + } + ] + }, + { + "chapter": "311.", + "en": "Planes", + "zh": "时空", + "subrules": [ + { + "chapter": "311.1.", + "en": "Plane is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses plane cards. See rule 901, “Planechase.”", + "zh": "时空此牌张类别只会出现在非传统万智牌卡牌上。只有竞逐时空休闲玩法使用时空牌。参见规则901,“竞逐时空”。", + "subrules": [] + }, + { + "chapter": "311.2.", + "en": "Plane cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a plane card would leave the command zone, it remains in the command zone.", + "zh": "时空牌在游戏中始终处于统帅区,无论该牌在时空套牌中或是牌面朝上时。时空牌不是永久物。时空牌不能被施放。如果时空牌将要离开统帅区,它留在统帅区。", + "subrules": [] + }, + { + "chapter": "311.3.", + "en": "Plane subtypes are listed after a long dash, and may be multiple words: “Plane — Serra’s Realm.” All words after the dash are, collectively, a single subtype. Planar subtypes are called planar types. A plane can have only one subtype. See rule 205.3n for the complete list of planar types.", + "zh": "时空的副类别接在一条长横线后面,可能包括多个英文单词(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“Plane — New Phyrexia(时空~新非瑞克西亚)”。在长横线后的单词为一个单一的副类别。时空的副类别也称为时空类别。每张时空牌只能拥有一种副类别。时空类别的完整列表参见规则205.3n。", + "subrules": [] + }, + { + "chapter": "311.4.", + "en": "A plane card may have any number of static, triggered, and/or activated abilities. As long as a plane card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.", + "zh": "时空牌可以具有任意数量的静止式、触发式和/或起动式异能。只要时空牌在统帅区中为牌面朝上,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。", + "subrules": [] + }, + { + "chapter": "311.5.", + "en": "The controller of a face-up plane card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.", + "zh": "牌面朝上的时空牌之操控者是指定为时空操控者的牌手。通常,时空操控者是主动牌手。如果当前时空操控者将要离开游戏,改为回合顺序中下一位不会离开游戏的牌手成为时空操控者,然后原来的时空操控者离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他牌手成为主动牌手。", + "subrules": [] + }, + { + "chapter": "311.6.", + "en": "A face-up plane card that’s turned face down becomes a new object.", + "zh": "牌面朝上的时空牌翻为牌面朝下之后成为新的物件。", + "subrules": [] + }, + { + "chapter": "311.7.", + "en": "Each plane card has a triggered ability that triggers “Whenever chaos ensues.” These are called chaos abilities. Each one is indicated by a chaos symbol to the left of the ability, though the symbol itself has no special rules meaning. This ability triggers if the chaos symbol is rolled on the planar die (see rule 901.9b), if a resolving spell or ability says that chaos ensues, or if a resolving spell or ability states that chaos ensues for a particular object. In the last case, the chaos ability can trigger even if that plane card is still in the planar deck but revealed. A chaos ability is controlled by the current planar controller.", + "zh": "时空牌具有“每当引发混沌”时触发的触发式异能。这些异能称为“混沌异能”。这些异能的左边有{CHAOS}符号用以指示,即使该符号没有特别规则含义。此异能在以下情况下触发:如果时空骰的掷骰结果为混沌符号;如果一个结算中的咒语或异能叙述引发混沌;或如果一个结算中的咒语或异能叙述一个特定物件引发混沌。在最后一种情况下,即使该时空牌仍在牌库中但被展示,混沌异能也能够触发。混沌异能由当前时空的操控者所操控。", + "subrules": [] + } + ] + }, + { + "chapter": "312.", + "en": "Phenomena", + "zh": "异象", + "subrules": [ + { + "chapter": "312.1.", + "en": "Phenomenon is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses phenomenon cards. See rule 901, “Planechase.”", + "zh": "异象此牌张类别只会出现在非传统万智牌卡牌上。只有竞逐时空休闲玩法使用异象牌。参见规则901,“竞逐时空”。", + "subrules": [] + }, + { + "chapter": "312.2.", + "en": "Phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a phenomenon card would leave the command zone, it remains in the command zone.", + "zh": "异象牌在游戏中始终处于统帅区,无论该牌在时空套牌中或是牌面朝上时。异象牌不是永久物。异象牌不能被施放。如果异象牌将要离开统帅区,它留在统帅区。", + "subrules": [] + }, + { + "chapter": "312.3.", + "en": "Phenomenon cards have no subtypes.", + "zh": "异象牌没有副类别。", + "subrules": [] + }, + { + "chapter": "312.4.", + "en": "The controller of a face-up phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.", + "zh": "牌面朝上的异象牌之操控者是指定为时空操控者的牌手。通常,时空操控者是主动牌手。如果当前时空操控者将要离开游戏,改为回合顺序中下一位不会离开游戏的牌手成为时空操控者,然后原来的时空操控者离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他牌手成为主动牌手。", + "subrules": [] + }, + { + "chapter": "312.5.", + "en": "Each phenomenon card has a triggered ability that triggers when you encounter it. “When you encounter [this phenomenon]” means “When you move this card off a planar deck and turn it face up.”", + "zh": "异象牌有一个触发式异能,当你遭遇它时触发。“当你遭遇[此异象]时”意指“当你将此牌移离时空套牌并翻回正面时”。", + "subrules": [] + }, + { + "chapter": "312.6.", + "en": "A face-up phenomenon card that’s turned face down becomes a new object.", + "zh": "牌面朝上的异象牌翻为牌面朝下之后成为新的物件。", + "subrules": [] + }, + { + "chapter": "312.7.", + "en": "If a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule 704. See also rule 701.31, “Planeswalk.”)", + "zh": "如果一张异象牌在统帅区牌面朝上,且它不是已触发、且尚未离开堆叠的触发式异能之来源,时空操控者于下一次牌手将得到优先权时,时空换境。(此为状态动作;参见规则704。亦见规则701.31,“时空换境”。)", + "subrules": [] + } + ] + }, + { + "chapter": "313.", + "en": "Vanguards", + "zh": "先锋", + "subrules": [ + { + "chapter": "313.1.", + "en": "Vanguard is a card type seen only on nontraditional Magic cards. Only the Vanguard casual variant uses vanguard cards. See rule 902, “Vanguard.”", + "zh": "先锋此牌张类别只会出现在非传统万智牌卡牌上。只有先锋休闲玩法使用先锋牌。参见规则902,“先锋”。", + "subrules": [] + }, + { + "chapter": "313.2.", + "en": "Vanguard cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast. If a vanguard card would leave the command zone, it remains in the command zone.", + "zh": "先锋牌在游戏中始终处于统帅区。先锋牌不是永久物。先锋牌不能被施放。如果先锋牌将要离开统帅区,它留在统帅区。", + "subrules": [] + }, + { + "chapter": "313.3.", + "en": "Vanguard cards have no subtypes.", + "zh": "先锋牌没有副类别。", + "subrules": [] + }, + { + "chapter": "313.4.", + "en": "A vanguard card may have any number of static, triggered, and/or activated abilities. As long as a vanguard card is in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.", + "zh": "先锋牌可以具有任意数量的静止式、触发式和/或起动式异能。只要先锋牌在统帅区中,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。", + "subrules": [] + }, + { + "chapter": "313.5.", + "en": "The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.", + "zh": "先锋牌的拥有者是以该牌置于统帅区中开始游戏的牌手。面朝上的先锋牌之操控者是其拥有者。", + "subrules": [] + }, + { + "chapter": "313.6.", + "en": "Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the starting hand size and maximum hand size of the vanguard card’s owner (normally seven). The resulting number is both how many cards that player draws at the beginning of the game and their maximum hand size. See rule 103.5.", + "zh": "每张先锋牌的左下角都印有手牌修正。手牌修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起手牌数量和手牌上限(通常为七张)时,采用此修正值。修正后的数字便是该牌手在游戏开始时所抓牌的数量以及手牌上限。参见规则103.5。", + "subrules": [] + }, + { + "chapter": "313.7.", + "en": "Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner (normally 20) to is determined. See rule 103.4.", + "zh": "每张先锋牌的右下角都印有生命修正。生命修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起始总生命(通常为20)时,采用此修正值。参见规则103.4。", + "subrules": [] + } + ] + }, + { + "chapter": "314.", + "en": "Schemes", + "zh": "邪计", + "subrules": [ + { + "chapter": "314.1.", + "en": "Scheme is a card type seen only on nontraditional Magic cards. Only the Archenemy casual variant uses scheme cards. See rule 904, “Archenemy.”", + "zh": "邪计此牌张类别只会出现在非传统万智牌卡牌上。只有魔王休闲玩法使用邪计牌。参见规则904,“魔王”。", + "subrules": [] + }, + { + "chapter": "314.2.", + "en": "Scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up. They’re not permanents. They can’t be cast. If a scheme card would leave the command zone, it remains in the command zone.", + "zh": "邪计牌在游戏中始终处于统帅区,无论该牌在邪计套牌中或是牌面朝上时。邪计牌不是永久物。邪计牌不能被施放。如果邪计牌将要离开统帅区,它留在统帅区。", + "subrules": [] + }, + { + "chapter": "314.3.", + "en": "Scheme cards have no subtypes.", + "zh": "邪计牌没有副类别。", + "subrules": [] + }, + { + "chapter": "314.4.", + "en": "A scheme card may have any number of static, triggered, and/or activated abilities. As long as a scheme card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.", + "zh": "邪计牌可以具有任意数量的静止式、触发式和/或起动式异能。只要邪计牌在统帅区中,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。", + "subrules": [] + }, + { + "chapter": "314.5.", + "en": "The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.", + "zh": "邪计牌的拥有者是以该牌置于统帅区中开始游戏的牌手。面朝上的邪计牌之操控者是其拥有者。", + "subrules": [] + }, + { + "chapter": "314.6.", + "en": "If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)", + "zh": "如果一张非长效的邪计牌在统帅区牌面朝上,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,于下一次牌手将得到优先权时,将该邪计牌翻为牌面朝下,并置于其拥有者的邪计套牌牌库底。(此为状态动作;参见规则704。)", + "subrules": [] + }, + { + "chapter": "314.7.", + "en": "If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone that’s the source of that ability. This is an exception to rule 109.2.", + "zh": "如果一张邪计牌的异能叙述中包含“此邪计”,它意指统帅区中该异能的来源之邪计牌。这是规则109.2的例外情况。", + "subrules": [] + } + ] + }, + { + "chapter": "315.", + "en": "Conspiracies", + "zh": "诡局", + "subrules": [ + { + "chapter": "315.1.", + "en": "Conspiracy cards are used only in limited play, particularly in the Conspiracy Draft variant (see rule 905). Conspiracy cards aren’t used in constructed play.", + "zh": "诡局牌只在限制赛中使用,特别地,在诡局轮抽玩法中使用(参见规则905)。诡局牌不得在构组赛中使用。", + "subrules": [] + }, + { + "chapter": "315.2.", + "en": "At the start of a game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone. Conspiracy cards with hidden agenda are put into the command zone face down. (See rule 702.106, “Hidden Agenda.”)", + "zh": "在游戏开始时,洗套牌之前,每位牌手可以将他备牌中任意数量的诡局牌置于统帅区。具有秘案异能的诡局牌以牌面朝下的方式置于统帅区。(参见规则702.106,“秘案”)。", + "subrules": [] + }, + { + "chapter": "315.3.", + "en": "Conspiracy cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast or included in a deck. If a conspiracy card would leave the command zone, it remains in the command zone. Conspiracy cards that aren’t in the game can’t be brought into the game.", + "zh": "诡局牌在整盘游戏中一直留在统帅区中。它们不是永久物。它们无法被施放,也不能包含在套牌中。如果诡局牌将离开统帅区,它留在统帅区。不在游戏内的诡局牌不能被带入游戏。", + "subrules": [] + }, + { + "chapter": "315.4.", + "en": "Conspiracy cards have no subtypes.", + "zh": "诡局牌没有副类别。", + "subrules": [] + }, + { + "chapter": "315.5.", + "en": "Conspiracy cards may have any number of static or triggered abilities. As long as a conspiracy card is face up in the command zone, its static abilities affect the game, and its triggered abilities may trigger.", + "zh": "诡局牌可能拥有一些静止式或触发式异能。只要诡局牌以牌面朝上的方式置于统帅区,它的静止式异能便可以影响游戏,它的触发式异能便可以触发。", + "subrules": [ + { + "chapter": "315.5a", + "en": "Abilities of conspiracy cards may affect the start-of-game procedure.", + "zh": "诡局牌的异能可能会影响游戏开始的流程。" + }, + { + "chapter": "315.5b", + "en": "Face-down conspiracy cards have no characteristics.", + "zh": "牌面朝下的诡局牌没有特征。" + } + ] + }, + { + "chapter": "315.6.", + "en": "The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.", + "zh": "诡局牌的拥有者是在游戏开始时将其置入统帅区的牌手。诡局牌的操控者是其拥有者。", + "subrules": [] + }, + { + "chapter": "315.7.", + "en": "At any time, you may look at a face-down conspiracy card you control. You can’t look at face-down conspiracy cards controlled by other players.", + "zh": "任何时候你都可以检视由你操控的牌面朝下的诡局牌。你不能检视由其他牌手操控的牌面朝下的诡局牌。", + "subrules": [] + } + ] + } + ] + }, + { + "chapter": "4.", + "en": "Zones", + "zh": "区域", + "subrules": [ + { + "chapter": "400.", + "en": "General", + "zh": "总则", + "subrules": [ + { + "chapter": "400.1.", + "en": "A zone is a place where objects can be during a game. There are normally seven zones: library, hand, battlefield, graveyard, stack, exile, and command. Some older cards also use the ante zone. Each player has their own library, hand, and graveyard. The other zones are shared by all players.", + "zh": "区域是指所有物件在游戏中放置的地方。通常来说有七个区域:牌库、手牌、战场、坟墓场、堆叠、放逐,以及统帅区。有些较旧版本的牌会使用赌注。每位牌手都拥有自己的牌库、手牌、以及坟墓场。其他的区域则由所有牌手共享。", + "subrules": [] + }, + { + "chapter": "400.2.", + "en": "Public zones are zones in which all players can see the cards’ faces, except for those cards that some rule or effect specifically allow to be face down. Graveyard, battlefield, stack, exile, ante, and command are public zones. Hidden zones are zones in which not all players can be expected to see the cards’ faces. Library and hand are hidden zones, even if all the cards in one such zone happen to be revealed.", + "zh": "公开区域是指所有牌手均可以看见牌面信息的区域,除非某些规则或效应特定使牌面朝下放置。坟墓场、战场、堆叠、放逐区、赌注,以及统帅区为公开区域。隐藏区域是指不是所有牌手都查看牌面信息的区域。牌库和手牌是隐藏区域,即使该区域所有的牌均被展示。", + "subrules": [] + }, + { + "chapter": "400.3.", + "en": "If an object would go to any library, graveyard, or hand other than its owner’s, it goes to its owner’s corresponding zone.", + "zh": "如果一个物件将移动到不是其拥有者的牌库、坟墓场,或者手牌中,则改为移到其拥有者的相应区域中。", + "subrules": [] + }, + { + "chapter": "400.4.", + "en": "Cards with certain card types can’t enter certain zones.", + "zh": "具有特定牌张类别的牌不能进入特定的区域。", + "subrules": [ + { + "chapter": "400.4a", + "en": "If an instant or sorcery card would enter the battlefield, it remains in its previous zone.", + "zh": "如果一张瞬间或法术牌将要进入战场,它将留在其之前的区域。" + }, + { + "chapter": "400.4b", + "en": "If a conspiracy, phenomenon, plane, scheme, or vanguard card would leave the command zone, it remains in the command zone.", + "zh": "如果一张诡局牌、异象牌、时空牌、先锋牌或邪计牌将要离开统帅区,它留在统帅区。" + } + ] + }, + { + "chapter": "400.5.", + "en": "The order of objects in a library, in a graveyard, or on the stack can’t be changed except when effects or rules allow it. The same is true for objects arranged in face-down piles in other zones. Other objects in other zones can be arranged however their owners wish, although who controls those objects, whether they’re tapped or flipped, and what other objects are attached to them must remain clear to all players.", + "zh": "除非效应或规则允许,否则牌库、坟墓场、堆叠中的物件不能改变顺序。同样,其他区域中一堆牌面朝下的物件不能改变顺序。在其他区域中的其他物件,则可以由其拥有者任意安排顺序,然它们由谁操控、是否横置、是否被倒转、是否被其他物件贴附、是否佩带其他物件,都必须清楚展示给所有牌手。", + "subrules": [] + }, + { + "chapter": "400.6.", + "en": "If an object would move from one zone to another, determine what event is moving the object. If the object is moving to a public zone and its owner will be able to look at it in that zone, its owner looks at it to see if it has any abilities that would affect the move. If the object is moving to the battlefield, each other player who will be able to look at it in that zone does so. Then any appropriate replacement effects, whether they come from that object or from elsewhere, are applied to that event. If any effects or rules try to do two or more contradictory or mutually exclusive things to a particular object, that object’s controller—or its owner if it has no controller—chooses which effect to apply, and what that effect does. (Note that multiple instances of the same thing may be mutually exclusive; for example, two simultaneous “destroy” effects.) Then the event moves the object.", + "zh": "如果一个物件将从一个区域转移到另一个区域,首先确定移动此物件的事件。如果物件将移动到公开区域,且其拥有者将会可以在该区域检视之,其拥有者检视之并查看其是否具有影响该移动的异能。如果该物件将移动到战场,每位将会可以在该区域检视之的其他牌手亦如此作。然后相应的替代性效应对该事件生效,无论它来自物件本身或其他地方。如果任何效应或规则试图用数个对立或抵触的方式影响同一个物件,物件的操控者(如果没有操控者则由拥有者)选择哪个效应生效,以及该效应产生什么影响。(注意,对同一物件的多个影响可能相互抵触;例如,两个同时“消灭”的效应。)然后该事件移动物件。", + "subrules": [], + "extras": [ + { + "en": "Example: Exquisite Archangel has an ability which reads “If you would lose the game, instead exile this creature and your life total becomes equal to your starting life total.” A spell deals 5 damage to a player with 5 life and 5 damage to an Exquisite Archangel under that player’s control. As state-based actions are performed, that player’s life total becomes equal to their starting life total, and that player chooses whether Exquisite Archangel moves to its owner’s graveyard or to exile.", + "zh": "例如:精雅大天使具有叙述为“如果你将输掉这盘游戏,则改为放逐此生物且你的总生命成为等同于你的起始总生命。”的异能。某咒语对一位具有5点生命的牌手造成5点伤害,并对该牌手操控的精雅大天使造成5点伤害。于状态动作执行时,该牌手的总生命成为等同于其起始总生命,然后该牌手选择将精雅大天使移到其拥有者的坟墓场或移到放逐区。" + } + ] + }, + { + "chapter": "400.7.", + "en": "An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. This rule has the following exceptions.", + "zh": "一个物件从一个区域转移到另一个区域将被视同一个新的物件,它对原物件没有任何记忆和联系。此规则有以下例外的情况:", + "subrules": [ + { + "chapter": "400.7a", + "en": "Effects from spells, activated abilities, and triggered abilities that change the characteristics or controller of a permanent spell on the stack continue to apply to the permanent that spell becomes.", + "zh": "咒语、起动式异能以及触发式异能所产生的改变堆叠中永久物咒语特征或操控者的效应,将会继续影响到该咒语所成的永久物。" + }, + { + "chapter": "400.7b", + "en": "Effects from static abilities that grant an ability to a permanent spell that functions on the battlefield continue to apply to the permanent that spell becomes (see rule 611.3d).", + "zh": "如果一个来自静止式异能的效应赋予永久物咒语在战场上生效的异能,则该效应将会继续影响该咒语所成的永久物(参见规则611.3d)。" + }, + { + "chapter": "400.7c", + "en": "Prevention effects that apply to damage from a permanent spell on the stack continue to apply to damage from the permanent that spell becomes.", + "zh": "防止来自堆叠中永久物咒语将造成伤害的防止性效应,将会继续防止该咒语所成的永久物将造成的伤害。" + }, + { + "chapter": "400.7d", + "en": "An ability of a permanent can reference information about the spell that became that permanent as it resolved, including what costs were paid to cast that spell or what mana was spent to pay those costs.", + "zh": "永久物上的异能可以得知成为该永久物之咒语结算时的信息,包括施放该咒语时支付了哪些费用、或是支付此费用时使用了何种法术力。" + }, + { + "chapter": "400.7e", + "en": "Abilities that trigger when an object moves from one zone to another (for example, “When this Aura is put into a graveyard from the battlefield”) can find the new object that it became in the zone it moved to when the ability triggered, if that zone is a public zone.", + "zh": "当一个物件从一个区域转移到另一个区域时,如果移动后的区域是公开区域,所触发的触发式异能(例如,“当此灵气从战场进入坟墓场时”)能够在移动后区域中找到该异能触发时的物件成为的新物件。" + }, + { + "chapter": "400.7f", + "en": "Abilities that trigger when an enchanted permanent leaves the battlefield can find the new object that each Aura enchanting that permanent became in its owner’s graveyard if it was put into that graveyard at the same time the enchanted permanent left the battlefield. It can also find the new object that each Aura enchanting it became in its owner’s graveyard as a result of being put there as a state-based action for not being attached to a permanent. (See rule 704.5m.)", + "zh": "如果灵气与它所结附的永久物离开战场的同时进入坟墓场,或灵气因未贴附永久物而作为状态动作置入其拥有者的坟墓场,这些灵气因受结附的永久物离开战场而触发的触发式异能,可以在其拥有者的坟墓场中找到各结附于该永久物的灵气所成为的新物件。(参见规则704.5m。)" + }, + { + "chapter": "400.7g", + "en": "If an effect grants a nonland card an ability that allows it to be cast, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being cast this way.", + "zh": "如果一个效应赋予一张非地牌一个允许施放它的异能,该异能将在其因此被施放而被转移到堆叠之后继续影响它所成为的新物件。" + }, + { + "chapter": "400.7h", + "en": "If an effect allows a nonland card to be cast, other parts of that effect can find the new object that card becomes after it moves to the stack as a result of being cast this way.", + "zh": "如果一个效应允许一张非地牌被施放,该效应的其他部分可以在该牌因以此法施放而移动到堆叠上成为新物件后找到该物件。" + }, + { + "chapter": "400.7i", + "en": "If an effect allows a land card to be played, other parts of that effect can find the new object that land card becomes after it moves to the battlefield as a result of being played this way.", + "zh": "如果一个效应允许一张地牌被使用,该效应的其他部分可以在该地牌因以此法使用而成为新物件后找到该物件。" + }, + { + "chapter": "400.7j", + "en": "If an effect causes an object to move to a public zone, other parts of that effect can find that object. If the cost of a spell or ability causes an object to move to a public zone, that spell or ability’s effects can find that object.", + "zh": "如果一个效应使一个物件移动到一个公开区域,该效应的其他部分可以找到该物件。如果一个咒语或异能的费用使一个物件移动到一个公开区域,该咒语或异能的效应可以找到该物件。" + }, + { + "chapter": "400.7k", + "en": "After resolving a madness triggered ability (see rule 702.35), if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that object.", + "zh": "在结算疯魔触发式异能后(参见规则702.35),如果所放逐之牌未被施放、且被移动到公开区域,提及被弃掉之牌的效应可以找到该物件。" + }, + { + "chapter": "400.7m", + "en": "Stickers on an object in a public zone are retained as it moves to another public zone (see rule 123.5). Any effects from stickers continue to apply to the new object it becomes in that zone.", + "zh": "一个物件移动到一个公开区域时,物件上的贴纸仍然保留(参见规则123.5)。贴纸产生的效应继续影响新区域中的物件。" + } + ] + }, + { + "chapter": "400.8.", + "en": "If an object in the exile zone is exiled, it doesn’t change zones, but it becomes a new object that has just been exiled.", + "zh": "如果一个在放逐区的物件被放逐,它不会改变区域,但它视作一个刚刚被放逐的新物件。", + "subrules": [] + }, + { + "chapter": "400.9.", + "en": "If a face-up object in the command zone is turned face down, it becomes a new object.", + "zh": "如果统帅区的一个面朝上的物件被翻为面朝下,它成为一个新的物件。", + "subrules": [] + }, + { + "chapter": "400.10.", + "en": "If an object in the command zone is put into the command zone, it doesn’t change zones, but it becomes a new object that has just entered the command zone.", + "zh": "如果统帅区的一个物件被置入统帅区,它不会改变区域,但它会成为刚刚进入统帅区的一个新的物件。", + "subrules": [] + }, + { + "chapter": "400.11.", + "en": "An object is outside the game if it isn’t in any of the game’s zones. Outside the game is not a zone.", + "zh": "如果一个物件不在游戏的任何区域中,它在游戏以外。游戏以外并不是一个区域。", + "subrules": [ + { + "chapter": "400.11a", + "en": "Cards in a player’s sideboard are outside the game. See rule 100.4.", + "zh": "牌手备牌中的牌在游戏以外。参见规则100.4。" + }, + { + "chapter": "400.11b", + "en": "Some effects bring cards into a game from outside the game. Those cards remain in the game until the game ends, their owner leaves the game, or a rule or effect removes them from the game, whichever comes first.", + "zh": "一些效应将牌从游戏以外带进游戏中。直到游戏结束、或其拥有者离开游戏、或规则或效应将其移出游戏此三者首先发生的事件前,这些牌保持在游戏中。" + }, + { + "chapter": "400.11c", + "en": "Cards outside the game can’t be affected by spells or abilities, except for characteristic-defining abilities printed on them (see rule 604.3) and spells and abilities that allow those cards to be brought into the game.", + "zh": "游戏以外的牌不受咒语或异能的影响,除了它们所印有的特征定义异能(参见规则604.3)以及可以将这些牌带入游戏中的咒语和异能。" + } + ] + }, + { + "chapter": "400.12.", + "en": "Some effects instruct a player to do something to a zone (such as “Shuffle your hand into your library”). That action is performed on all cards in that zone. The zone itself is not affected.", + "zh": "一些效应指示牌手对一个区域进行操作(例如“将你的手牌洗入你的牌库”)。该动作影响该区域的所有牌。该区域本身不受影响。", + "subrules": [] + } + ] + }, + { + "chapter": "401.", + "en": "Library", + "zh": "牌库", + "subrules": [ + { + "chapter": "401.1.", + "en": "When a game begins, each player’s deck becomes their library.", + "zh": "当游戏开始时,每位牌手的套牌各自成为其牌库。", + "subrules": [] + }, + { + "chapter": "401.2.", + "en": "Each library must be kept in a single face-down pile. Players can’t look at or change the order of cards in a library.", + "zh": "牌库需单独放成一叠,且须保持牌面朝下的状态。牌手不可查看或改变牌库的顺序。", + "subrules": [] + }, + { + "chapter": "401.3.", + "en": "Any player may count the number of cards remaining in any player’s library at any time.", + "zh": "任何牌手都随时可以清点任何牌库的牌张数量。", + "subrules": [] + }, + { + "chapter": "401.4.", + "en": "If an effect puts two or more cards in a specific position in a library at the same time, the owner of those cards may arrange them in any order. That library’s owner doesn’t reveal the order in which the cards go into the library.", + "zh": "如果一个效应同时将两张或更多的牌放在一个牌库的特定位置,这些牌的拥有者可将它们依任意顺序排列。该牌库的拥有者不需展示这些牌进入牌库的顺序。", + "subrules": [] + }, + { + "chapter": "401.5.", + "en": "Some effects tell a player to play with the top card of their library revealed, or say that a player may look at the top card of their library. If the top card of the player’s library changes while a spell is being cast, the new top card won’t be revealed and can’t be looked at until the spell becomes cast (see rule 601.2i). The same is true with relation to an ability being activated. If the top card of the player’s library changes while a player is taking a special action (see rule 116, “Special Actions”), the new card won’t be revealed and can’t be looked at until the player has finished taking that special action.", + "zh": "一些效应要求牌手以展示其牌库顶牌的方式进行游戏,或允许牌手查看其牌库顶牌。如果在施放咒语的过程中该牌手的牌库顶牌改变,则新的牌库顶牌直到该咒语完成施放之前都不被展示且不能被查看(参见规则601.2i)。在起动异能的过程中用同样的方式处理。如果在执行特殊动作的过程中该牌手的牌库顶牌改变(参见规则116,“特殊动作”),则新的牌库顶牌直到该牌手完成执行该特殊动作之前都不被展示且不能被查看。", + "subrules": [] + }, + { + "chapter": "401.6.", + "en": "If an effect causes a player to play with the top card of their library revealed, and that particular card stops being revealed for any length of time before being revealed again, it becomes a new object.", + "zh": "如果一个效应令牌手以展示其牌库顶牌的方式进行游戏,而该牌库顶牌不再被展示之后经过任意时间再次被展示,它将成为一个新的物件。", + "subrules": [] + }, + { + "chapter": "401.7.", + "en": "If an effect causes a player to put a card into a library “Nth from the top,” and that library has fewer than N cards in it, the player puts that card on the bottom of that library.", + "zh": "如果一个效应让牌手把牌放在其牌库“顶第N张”,且该牌库的牌少于N张,则该牌手将该牌放在牌库底。", + "subrules": [] + } + ] + }, + { + "chapter": "402.", + "en": "Hand", + "zh": "手牌", + "subrules": [ + { + "chapter": "402.1.", + "en": "The hand is where a player holds cards that have been drawn. Cards can be put into a player’s hand by other effects as well. At the beginning of the game, each player draws a number of cards equal to that player’s starting hand size, normally seven. (See rule 103, “Starting the Game.”)", + "zh": "手牌指牌手已经抓取的牌。其他效应也可能会将牌置入牌手的手牌。在游戏开始时,每位牌手各抓等同于起手牌数量的牌,一般为七张。(参见规则103,“开始游戏”。)", + "subrules": [] + }, + { + "chapter": "402.2.", + "en": "Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in their hand, but as part of their cleanup step, the player must discard excess cards down to the maximum hand size.", + "zh": "每位牌手均有手牌上限,通常为七张。牌手可以拥有任意数量的手牌,但在其清除步骤中,该牌手必须将其手牌弃到手牌上限的数量。", + "subrules": [] + }, + { + "chapter": "402.3.", + "en": "A player may arrange their hand in any convenient fashion and look at it at any time. A player can’t look at the cards in another player’s hand but may count those cards at any time.", + "zh": "牌手可以用任意方式整理其手牌,且可以随时检视自己的手牌。牌手不可以看其他牌手的手牌,但随时可以清点任何牌手的手牌数量。", + "subrules": [] + } + ] + }, + { + "chapter": "403.", + "en": "Battlefield", + "zh": "战场", + "subrules": [ + { + "chapter": "403.1.", + "en": "Most of the area between the players represents the battlefield. The battlefield starts out empty. Permanents a player controls are normally kept in front of them on the battlefield, though there are some cases (such as an Aura attached to another player’s permanent) when a permanent one player controls is kept closer to a different player.", + "zh": "牌手之间大部分的空间都代表战场。战场开始时是空的。一般来说由牌手操控的永久物放在其面前的战场上,但有些情况下牌手操控的永久物放在靠近另一位牌手的战场上(例如贴附于其他牌手的永久物上的灵气)。", + "subrules": [] + }, + { + "chapter": "403.2.", + "en": "A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone.", + "zh": "除非特别指定牌手或其他区域,否则咒语或异能只会影响和检视战场。", + "subrules": [] + }, + { + "chapter": "403.3.", + "en": "Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule 110, “Permanents.”", + "zh": "永久物只存在于战场上。所有在战场上的物件都是永久物。参见规则110,“永久物”。", + "subrules": [] + }, + { + "chapter": "403.4.", + "en": "Whenever a permanent enters the battlefield, it becomes a new object and has no relationship to any previous permanent represented by the same card, except for the cases listed in rule 400.7. (This is also true for any objects entering any zone.)", + "zh": "每当永久物进入战场时,它成为一个全新的物件,且与同一张牌先前所代表的永久物没有任何联系,除非为规则400.7所列出的情况。(任何物件进入任何区域均适用此规则。)", + "subrules": [] + }, + { + "chapter": "403.5.", + "en": "Previously, the battlefield was called the “in-play zone.” Cards that were printed with text that contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield. Cards that were printed with that text have received errata in the Oracle card reference.", + "zh": "多年以来,战场被称为“场上区”。牌的文字栏印有“在场”、“从场上”、“进场”或者其他类似的用词,皆指战场。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到勘误。", + "subrules": [] + } + ] + }, + { + "chapter": "404.", + "en": "Graveyard", + "zh": "坟墓场", + "subrules": [ + { + "chapter": "404.1.", + "en": "A player’s graveyard is their discard pile. Any object that’s countered, discarded, destroyed, or sacrificed is put on top of its owner’s graveyard, as is any instant or sorcery spell that’s finished resolving. Each player’s graveyard starts out empty.", + "zh": "牌手的坟墓场指其弃牌堆。任何被反击、弃牌、消灭或牺牲的物件皆放在其拥有者的坟墓场顶端,结算完毕的瞬间或法术咒语亦然。每位牌手的坟墓场开始时都是空的。", + "subrules": [] + }, + { + "chapter": "404.2.", + "en": "Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but normally can’t change their order. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in their graveyard.", + "zh": "每个坟墓场必须以牌面朝上的单独放成一叠。牌手可以随时检视任何坟墓场中的牌,但通常情况下不能改变其顺序。认证比赛附加的规则可能允许牌手改变其坟墓场中牌的顺序。", + "subrules": [] + }, + { + "chapter": "404.3.", + "en": "If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.", + "zh": "如果一个效应或规则同时将两张或更多的牌同时放进同一个坟墓场,这些牌的拥有者可将它们依任意顺序排列。", + "subrules": [] + } + ] + }, + { + "chapter": "405.", + "en": "Stack", + "zh": "堆叠", + "subrules": [ + { + "chapter": "405.1.", + "en": "When a spell is cast, the physical card is put on the stack (see rule 601.2a). When an ability is activated or triggers, it goes on top of the stack without any card associated with it (see rules 602.2a and 603.3).", + "zh": "当一个咒语被施放时,这张实体的牌进入堆叠(参见规则601.2a)。当一个异能被起动或触发之后,此异能便进入堆叠的顶端,且没有任何牌用来代表它。(参见规则602.2a和603.3。)", + "subrules": [] + }, + { + "chapter": "405.2.", + "en": "The stack keeps track of the order that spells and/or abilities were added to it. Each time an object is put on the stack, it’s put on top of all objects already there.", + "zh": "堆叠记录着咒语和/或异能加入的顺序。每次有物件进入堆叠,它将放在所有先前已在堆叠中的物件之上。", + "subrules": [] + }, + { + "chapter": "405.3.", + "en": "If an effect puts two or more objects on the stack at the same time, those controlled by the active player are put on lowest, followed by each other player’s objects in APNAP order (see rule 101.4). If a player controls more than one of these objects, that player chooses their relative order on the stack.", + "zh": "如果一个效应同时将两张或更多的物件放进堆叠,主动牌手操控的物件在最下方,然后为按照“主动牌手先决定”的顺序(参见规则101.4)的其他牌手所操控的物件。如果一位牌手操控其中多个物件,该牌手可以选择它们在堆叠中的顺序。", + "subrules": [] + }, + { + "chapter": "405.4.", + "en": "Each spell has all the characteristics of the card associated with it. Each activated or triggered ability that’s on the stack has the text of the ability that created it and no other characteristics. The controller of a spell is the player who cast it. The controller of an activated ability is the player who activated it. The controller of a triggered ability is the player who controlled the ability’s source when it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.", + "zh": "每个咒语具有用来代表它的牌之所有特征。堆叠中的起动式或触发式异能具有创造它的异能之内文叙述,它们不具有其他特征。咒语的操控者为施放该咒语的牌手。起动式异能的操控者为起动该起动式异能的牌手。触发式异能的操控者为该异能触发时,该异能来源的操控者,除非它是延迟触发式异能。确定延迟触发式异能的操控者,参见规则603.7d-f。", + "subrules": [] + }, + { + "chapter": "405.5.", + "en": "When all players pass in succession, the top (last-added) spell or ability on the stack resolves. If the stack is empty when all players pass, the current step or phase ends and the next begins.", + "zh": "当所有牌手连续让过时,堆叠最顶端的(最后进入的)咒语或异能结算。如果所牌手皆让过且堆叠为空,当前阶段或步骤结束且下一个开始。", + "subrules": [] + }, + { + "chapter": "405.6.", + "en": "Some things that happen during the game don’t use the stack.", + "zh": "在游戏过程发生的一些事情不使用堆叠。", + "subrules": [ + { + "chapter": "405.6a", + "en": "Effects don’t go on the stack; they’re the result of spells and abilities resolving. Effects may create delayed triggered abilities, however, and these may go on the stack when they trigger (see rule 603.7).", + "zh": "效应并不进入堆叠;它们是咒语或异能结算时产生的结果。效应可能创造延迟触发式异能,这些异能触发的时候可能会进入堆叠(参见规则603.7)。" + }, + { + "chapter": "405.6b", + "en": "Static abilities continuously generate effects and don’t go on the stack. (See rule 604, “Handling Static Abilities.”) This includes characteristic-defining abilities such as “[This object] is red” (see rule 604.3).", + "zh": "静止式异能持续产生效应而不进入堆叠。(参见规则604,“处理静止式异能”。)这包括特征定义异能,例如“[这个物件]是红色。”(参见规则604.3)。" + }, + { + "chapter": "405.6c", + "en": "Mana abilities resolve immediately. If a mana ability both produces mana and has another effect, the mana is produced and the other effect happens immediately. If a player had priority before a mana ability was activated, that player gets priority after it resolves. (See rule 605, “Mana Abilities.”)", + "zh": "法术力异能立刻结算。如果一个法术力异能同时产生法术力和其他效应,法术力和该效应同时立刻发生。如果一位牌手在起动法术力异能前拥有优先权,该牌手在法术力异能结算后得到优先权。(参见规则605,“法术力异能”。)" + }, + { + "chapter": "405.6d", + "en": "Special actions don’t use the stack; they happen immediately. See rule 116, “Special Actions.”", + "zh": "特殊动作不使用堆叠;它们立刻发生。参见规则116,“特殊动作”。" + }, + { + "chapter": "405.6e", + "en": "Turn-based actions don’t use the stack; they happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority (see rule 117.3a). Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703.", + "zh": "回合动作不使用堆叠;相应的阶段或步骤开始时,它们立刻发生。它们在牌手得到优先权之前处理(参见规则117.3a)。回合动作同样在每个阶段和步骤结束时自动发生;没有牌手在此之后会得到优先权。参见规则703。" + }, + { + "chapter": "405.6f", + "en": "State-based actions don’t use the stack; they happen automatically when certain conditions are met. See rule 704. They are dealt with before a player would receive priority. See rule 117.5.", + "zh": "状态动作不使用堆叠;它们在特定条件满足时自动发生。参见规则704。它们在牌手得到优先权之前处理(参见规则117.5)。" + }, + { + "chapter": "405.6g", + "en": "A player may concede the game at any time. That player leaves the game immediately. See rule 104.3a.", + "zh": "牌手可以在任何时候认输。该牌手立刻离开游戏。参见规则104.3a。" + }, + { + "chapter": "405.6h", + "en": "If a player leaves a multiplayer game, objects may leave the game, cease to exist, change control, or be exiled as a result. These actions happen immediately. See rule 800.4a.", + "zh": "如果一位牌手离开一个多人游戏,物件可能因此离开游戏、不再存在、改变操控权,或者被放逐。这些动作立刻发生。参见规则800.4a。" + } + ] + } + ] + }, + { + "chapter": "406.", + "en": "Exile", + "zh": "放逐区", + "subrules": [ + { + "chapter": "406.1.", + "en": "The exile zone is essentially a holding area for objects. Some spells and abilities exile an object without any way to return that object to another zone. Other spells and abilities exile an object only temporarily.", + "zh": "放逐区实质上是存放物件的区域。一些咒语或异能放逐一个物件,而且没有任何方式将该物件移回另一个区域。其他咒语或异能只是暂时的放逐一个物件。", + "subrules": [] + }, + { + "chapter": "406.2.", + "en": "To exile an object is to put it into the exile zone from whatever zone it’s currently in. An exiled card is a card that’s been put into the exile zone.", + "zh": "放逐一个物件指将该物件从当前区域放置进放逐区。一张被放逐的牌是指放置进放逐区的牌。", + "subrules": [] + }, + { + "chapter": "406.3.", + "en": "Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards “exiled face down” can’t be examined by any player except when instructions allow it. However, if a player is instructed to look at a card and then exile it face down, or once a player is allowed to look at a card exiled face down, that player may continue to look at that card until it leaves the exile zone or is part of a pile of cards that are shuffled, even if the instruction allowing the player to do so no longer applies.", + "zh": "默认情况下,被放逐的牌必须牌面朝上,且任何牌手随时都可以检视。除非有指示的许可,任何牌手皆不能检视“牌面朝下被放逐“的牌。但是,如果牌手被指示检视一张牌然后将其牌面朝下放逐,或者牌手一旦被许可检视一张牌面朝下放逐的牌,则除非该牌离开放逐区或成为一个已洗牌的牌堆的一部分,否则该牌手可以一直检视该牌,即使许可该牌手检视此牌的效应已经结束。", + "subrules": [ + { + "chapter": "406.3a", + "en": "A card exiled face down has no characteristics, but the spell or ability that exiled it may allow it to be played from exile. Unless that card is being cast face down (see rule 708.4), the card is turned face up just before the player announces that they are playing the card (see rule 601.2).", + "zh": "牌面朝下放逐的牌没有特征,但放逐该牌的咒语或异能可能会允许该牌从放逐区施放。除非该牌被面朝下地施放(参见规则708.4),在牌手宣告使用该牌之前立即翻回正面。(参见规则601.2)" + }, + { + "chapter": "406.3b", + "en": "Some spells and abilities allow a player to cast spells with certain qualities from among face-down cards in exile. A player may cast such a spell only if they are allowed to look at the face-down card in exile and if the resulting spell has the specified qualities.", + "zh": "一些咒语和异能允许牌手从放逐区牌面朝下的牌中施放具某些特性的咒语。仅当牌手被允许检视这些放逐区中牌面朝下的牌、且所成的咒语具有该特性时,该牌手才可以施放该咒语。" + } + ] + }, + { + "chapter": "406.4.", + "en": "Face-down cards in exile should be kept in separate piles based on when they were exiled and how they were exiled. If a player is instructed to choose an exiled card, the player may choose a specific face-down card only if the player is allowed to look at that card. Otherwise, they may choose a pile of face-down exiled cards, and then a card is chosen at random from within that pile. If choosing such a card is part of casting a spell or activating an ability, the chosen card isn’t revealed until after that cost is fully paid. (See rule 601.2i.)", + "zh": "放逐区中牌面朝下的牌应当根据该牌何时以及因何而放逐,分堆放置以进行区分。如果牌手被指示选择一张放逐区的牌,该牌手只有在其被允许查看某张特定的牌面朝下之牌的情形下,才可以选择该牌。否则,该牌手可以选择一堆牌面朝下被放逐的牌,然后从该堆中随机选择一张。如果选择该牌是施放咒语或起动异能流程的一部分(参见规则601.2i),直到咒语或异能的费用被完整支付之后,所选择的牌才会被展示。", + "subrules": [] + }, + { + "chapter": "406.5.", + "en": "Exiled cards that might return to the battlefield or any other zone should be kept in separate piles to keep track of their respective ways of returning. Exiled cards that may have an impact on the game due to their own abilities (such as cards with haunt) or the abilities of the cards that exiled them should likewise be kept in separate piles.", + "zh": "被放逐但可能回到战场或者其他区域的牌,应该单独放在一堆,以便记录它们移回的方式。被放逐但可能因其异能(例如具有缠身的牌)或将其放逐的牌所具有的异能而影响游戏的牌,应同样单独放在一堆。", + "subrules": [] + }, + { + "chapter": "406.6.", + "en": "An object may have one ability printed on it that causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards that have been exiled due to the first. See rule 607, “Linked Abilities.”", + "zh": "一个物件可能印有能将牌放逐的异能,而另一个异能使用“被放逐的牌”或“被[这个物件]放逐的”牌。这两个异能相关联:第二个仅指第一个所放逐的牌。参见规则607,“关联异能”。", + "subrules": [] + }, + { + "chapter": "406.7.", + "en": "If an object in the exile zone becomes exiled, it doesn’t change zones, but it becomes a new object that has just been exiled.", + "zh": "如果一个在放逐区的物件被放逐,它不会改变区域,但它视作一个刚刚被放逐的新物件。", + "subrules": [] + }, + { + "chapter": "406.8.", + "en": "Previously, the exile zone was called the “removed-from-the-game zone.” Cards that were printed with text that “removes [an object] from the game” exiles that object. The same is true for cards printed with text that “sets [an object] aside.” Cards that were printed with that text have received errata in the Oracle card reference.", + "zh": "多年以来,放逐区被称为“移出对战区”。牌的文字栏印有“将[一个物件]移出对战”放逐该物件。印有“将[一个物件]放在一边”的牌同理。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到勘误。", + "subrules": [] + } + ] + }, + { + "chapter": "407.", + "en": "Ante", + "zh": "赌注", + "subrules": [ + { + "chapter": "407.1.", + "en": "Earlier versions of the Magic rules included an ante rule as a way of playing “for keeps.” Playing Magic games for ante is now considered an optional variation on the game, and it’s allowed only where it’s not forbidden by law or by other rules. Playing for ante is strictly forbidden under the Magic: The Gathering Tournament Rules (WPN.Wizards.com/en/rules-documents).", + "zh": "在万智牌规则的早期版本中,包含了赌注规则,让牌手“有所输赢”。现在,赌注是万智牌游戏的可选择玩法,且只有在法律或其他规则允许的情况下才能使用。万智牌比赛规则中严厉禁止使用赌注(WPN.Wizards.com/en/rules-documents)。", + "subrules": [] + }, + { + "chapter": "407.2.", + "en": "When playing for ante, each player puts one random card from their deck into the ante zone after determining which player goes first but before players draw any cards. Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone.", + "zh": "当使用赌注时,在决定牌手先后次序之后,但在开始抓任何牌之前,每位牌手从其牌库中随机将一张牌放进赌注。双方可以随时检视赌注的牌。在游戏结束时,胜利者成为赌注所有牌的拥有者。", + "subrules": [] + }, + { + "chapter": "407.3.", + "en": "A few cards have the text “Remove this card from your deck before playing if you’re not playing for ante.” These are the only cards that can add or remove cards from the ante zone or change a card’s owner. When not playing for ante, players can’t include these cards in their decks or sideboards, and these cards can’t be brought into the game from outside the game.", + "zh": "一些牌的叙述包括“如果你未启用赌注,则在游戏开始之前将此牌从你的套牌中移出”。只有这些牌才能将牌加入或移出赌注,或改变牌的拥有者。当未使用赌注时,牌手不能将这些牌放进套牌或备牌中,也不能将其从游戏外带进游戏中。", + "subrules": [] + }, + { + "chapter": "407.4.", + "en": "To ante an object is to put that object into the ante zone from whichever zone it’s currently in. The owner of an object is the only player who can ante that object.", + "zh": "押注一个物件,指将该物件从当前所在的区域移动到赌注。只有该物件的拥有者才能押注该物件。", + "subrules": [] + } + ] + }, + { + "chapter": "408.", + "en": "Command", + "zh": "统帅区", + "subrules": [ + { + "chapter": "408.1.", + "en": "The command zone is a game area reserved for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed.", + "zh": "统帅区是为对游戏有影响但不是永久物也不能被消灭的特殊物件所准备的游戏区域。", + "subrules": [] + }, + { + "chapter": "408.2.", + "en": "Emblems may be created in the command zone. See rule 114, “Emblems.”", + "zh": "徽记可以在统帅区被创造。参见规则114,“徽记”。", + "subrules": [] + }, + { + "chapter": "408.3.", + "en": "In the Planechase, Vanguard, Commander, Archenemy, and Conspiracy Draft casual variants, nontraditional Magic cards and/or specially designated cards start the game in the command zone. Each variant has its own rules regarding such cards. See section 9, “Casual Variants.”", + "zh": "在竞逐时空、先锋、指挥官、魔王以及诡局轮抽休闲式玩法中,非传统万智牌和/或特定的牌在统帅区中开始游戏。每个玩法针对这些牌拥有自己的规则。参见第9章,“休闲式玩法”。", + "subrules": [] + } + ] + } + ] + }, + { + "chapter": "5.", + "en": "Turn Structure", + "zh": "回合结构", + "subrules": [ + { + "chapter": "500.", + "en": "General", + "zh": "总则", + "subrules": [ + { + "chapter": "500.1.", + "en": "A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and ending. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and ending phases are further broken down into steps, which proceed in order.", + "zh": "一个回合依照下列顺序包含五个阶段:开始阶段、战斗前行动阶段、战斗阶段、战斗后行动阶段、终结阶段。在每回合都会有这些阶段,即便在这些阶段中无事发生。开始阶段、战斗阶段和终结阶段还会依序细分成各种步骤。", + "subrules": [] + }, + { + "chapter": "500.2.", + "en": "A phase or step in which players receive priority ends when the stack is empty and all players pass in succession. Simply having the stack become empty doesn’t cause such a phase or step to end; all players have to pass in succession with the stack empty. Because of this, each player gets a chance to add new things to the stack before that phase or step ends.", + "zh": "当堆叠为空且所有牌手依序让过优先权时,一个阶段或步骤结束。仅仅堆叠清空并不会让阶段或步骤结束;所有牌手必须在堆叠为空的情况下依序让过。因此,在阶段或步骤结束前每位牌手均有机会在堆叠中加入新的东西。", + "subrules": [] + }, + { + "chapter": "500.3.", + "en": "A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see rule 502) and certain cleanup steps (see rule 514).", + "zh": "在没有牌手会得到优先权的步骤中,该步骤在其所有指定动作完成时结束。此类步骤只包含重置步骤(参见规则502)和特定的清除步骤(参见规则514)。", + "subrules": [] + }, + { + "chapter": "500.4.", + "en": "As a step or phase begins, if there are effects that last until that step or phase, those effects expire.", + "zh": "于一个步骤或阶段开始时,如果有效应持续到“直到该步骤或阶段”,则这些效应结束。", + "subrules": [] + }, + { + "chapter": "500.5.", + "en": "As a step or phase ends, if there are effects that last until the end of that step or phase, those effects expire. Then any unspent mana left in a player’s mana pool empties. This is a turn-based action that doesn’t use the stack (see rule 703.4q).", + "zh": "于一个步骤或阶段结束时,如果有效应持续到“直到该步骤或阶段结束”,则这些效应结束。然后牌手法术力池中未用尽的法术力将被清空。该回合动作不使用堆叠(参见规则703.4q)。", + "subrules": [ + { + "chapter": "500.5a", + "en": "Effects that last “until end of combat” expire at the end of the combat phase, not at the beginning of the end of combat step.", + "zh": "持续到“直到战斗结束”的效应在战斗阶段结束时结束,而不是在战斗结束步骤的开始时。" + }, + { + "chapter": "500.5b", + "en": "Effects that last “until end of turn” are subject to special rules; see rule 514.2.", + "zh": "持续到“直到回合结束”的效应遵循特殊规则;参见规则514.2。" + } + ] + }, + { + "chapter": "500.6.", + "en": "When a phase or step begins, any abilities that trigger “at the beginning of” that phase or step trigger. They are put on the stack the next time a player would receive priority. (See rule 117, “Timing and Priority.”)", + "zh": "当一个阶段或步骤开始时,任何“在该阶段或步骤开始时”触发的异能触发。这些异能会在下一次牌手将得到优先权时放进堆叠。(参见规则117,“时机和优先权”。)", + "subrules": [] + }, + { + "chapter": "500.7.", + "en": "Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time. If multiple players are given extra turns, the extra turns are added one at a time, in APNAP order (see rule 101.4). The most recently created turn will be taken first.", + "zh": "一些效应可以赋予牌手额外的回合。它们会在指定的某回合之后直接增加回合。如果一位牌手得到数个额外回合,额外回合单独依次添加。如果多位牌手得到额外回合,额外回合按照“主动牌手先决定”的顺序(参见规则101.4)单独依次添加。最后创造出来的回合将会首先进行。", + "subrules": [] + }, + { + "chapter": "500.8.", + "en": "Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first.", + "zh": "一些效应会在回合内增加阶段。它们会在某个阶段之后直接加入新的阶段。如果在同一个阶段后创造有多个额外阶段,最后创造的阶段将首先发生。", + "subrules": [] + }, + { + "chapter": "500.9.", + "en": "Some effects can add steps to a phase. They do this by adding the steps directly after a specified step or directly before a specified step. If multiple extra steps are created after the same step, the most recently created step will occur first.", + "zh": "一些效应会在阶段内增加步骤。它们会在某个步骤之前或之后直接加入新的步骤。如果在同一个步骤后创造有多个额外步骤,最后创造的步骤将首先发生。", + "subrules": [] + }, + { + "chapter": "500.10.", + "en": "Some effects add a step after a particular phase. In that case, that effect first creates the phase which normally contains that step directly after the specified phase. Any other steps that phase would normally have are skipped (see rule 500.11).", + "zh": "一些效应会在一个特定阶段后增加步骤。在这种情况下,该效应首先在此特定阶段后创造一个本应包含此步骤的阶段。该阶段本应包含的其他步骤均被略过(参见规则500.11)。", + "subrules": [ + { + "chapter": "500.10a", + "en": "If an effect that says “you get” an additional step or phase would add a step or phase to a turn other than its controller’s, no steps or phases are added.", + "zh": "如果一个叙述“你得到”一个额外步骤或阶段的效应将在并非其操控者的回合中增加步骤或阶段,该效应不会增加步骤或阶段。" + } + ], + "extras": [ + { + "en": "Example: Obeka, Splitter of Seconds says, in part, “Whenever Obeka deals combat damage to a player, you get that many additional upkeep steps after this phase.” After that ability resolves, its controller adds that many beginning phases after this phase. Those new beginning phases have only an upkeep step. The untap steps and draw steps of those phases are skipped.", + "zh": "例如:裂时术师欧蓓卡的部分叙述为“每当欧蓓卡对任一牌手造成战斗伤害时,你在此阶段后额外得到等量的维持步骤。”在该异能结算后,其操控者将等量的开始阶段增加到此阶段后。这些新的开始阶段只包含一个维持步骤,而重置步骤和抓牌步骤均被略过。" + } + ] + }, + { + "chapter": "500.11.", + "en": "Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn’t exist. See rule 614.10.", + "zh": "一些效应会使一个步骤、阶段或回合被略过。略过一个步骤、阶段或回合视同其并未存在。参见规则614.10。", + "subrules": [] + }, + { + "chapter": "500.12.", + "en": "No game events can occur between steps, phases, or turns.", + "zh": "在步骤、阶段或回合之间不会发生游戏事件。", + "subrules": [] + } + ] + }, + { + "chapter": "501.", + "en": "Beginning Phase", + "zh": "开始阶段", + "subrules": [ + { + "chapter": "501.1.", + "en": "The beginning phase consists of three steps, in this order: untap, upkeep, and draw.", + "zh": "开始阶段依下列顺序包含三个步骤:重置、维持和抓牌。", + "subrules": [] + } + ] + }, + { + "chapter": "502.", + "en": "Untap Step", + "zh": "重置步骤", + "subrules": [ + { + "chapter": "502.1.", + "en": "First, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. This turn-based action doesn’t use the stack. See rule 702.26, “Phasing.”", + "zh": "首先,主动牌手操控的所有已跃回且具有时间跳跃异能的永久物跃离,且跃离时由主动牌手操控的所有已跃离永久物跃回。这些均同时发生。此回合动作不使用堆叠。参见规则702.26,“时间跳跃”。", + "subrules": [] + }, + { + "chapter": "502.2.", + "en": "Second, if it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. If it’s night and the previous turn’s active player cast two or more spells during that turn, it becomes day. If it’s neither day nor night, this check doesn’t happen and it remains neither. This turn-based action doesn’t use the stack. See rule 730, “Day and Night.”", + "zh": "其次,如果当前是白昼,且上一个回合的主动牌手没有在该回合中施放任何咒语,则成为黑夜。如果当前是黑夜,且上一个回合的主动牌手在该回合中施放了两个或更多咒语,则成为白昼。如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。此回合动作不使用堆叠。参见规则730,“白昼与黑夜”。", + "subrules": [ + { + "chapter": "502.2a", + "en": "Multiplayer games using the shared team turns option use a modified rule. If it’s day and no player on the previous turn’s active team cast a spell during that turn, it becomes night. If it’s night and any player on the previous turn’s active team cast two or more spells during the previous turn, it becomes day. If it’s neither day nor night, this check doesn’t happen and it remains neither. This turn-based action doesn’t use the stack.", + "zh": "使用队伍共享回合模式的多人游戏使用不同的规则。如果当前是白昼,且上一个回合的主动队伍中没有任何牌手在该回合中施放咒语,则成为黑夜。如果当前是黑夜,且上一个回合的主动队伍中有任一牌手在该回合中施放了两个或更多咒语,则成为白昼。如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。此回合动作不使用堆叠。" + } + ] + }, + { + "chapter": "502.3.", + "en": "Third, the active player determines which permanents they control will untap. Then they untap them all simultaneously. This turn-based action doesn’t use the stack. Normally, all of a player’s permanents untap, but effects can keep one or more of a player’s permanents from untapping.", + "zh": "然后,主动牌手确定哪些由其操控的永久物会重置。然后该牌手将它们同时重置。此回合动作不使用堆叠。正常情况下,一位牌手的所有永久物都会重置,但某些效应可以让牌手的某些永久物无法重置。", + "subrules": [] + }, + { + "chapter": "502.4.", + "en": "No player receives priority during the untap step, so no spells can be cast or resolve and no abilities can be activated or resolve. Any ability that triggers during this step will be held until the next time a player would receive priority, which is usually during the upkeep step. (See rule 503, “Upkeep Step.”)", + "zh": "没有牌手会在重置步骤中得到优先权,因此没有咒语可以被使用或结算且没有异能可以被起动或结算。所有此步骤中触发的异能均会保留,直到下一次有牌手将得到优先权,这通常是在维持步骤中。(参见规则503,“维持步骤”。)", + "subrules": [] + } + ] + }, + { + "chapter": "503.", + "en": "Upkeep Step", + "zh": "维持步骤", + "subrules": [ + { + "chapter": "503.1.", + "en": "The upkeep step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)", + "zh": "维持步骤没有回合动作。一旦该步骤开始,主动牌手得到优先权。(参见规则117,“时机和优先权”。)", + "subrules": [ + { + "chapter": "503.1a", + "en": "Any abilities that triggered during the untap step and any abilities that triggered at the beginning of the upkeep are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)", + "zh": "所有在重置步骤中、以及在维持步骤开始时触发的异能在主动牌手得到优先权前放进堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。)" + } + ] + }, + { + "chapter": "503.2.", + "en": "If a spell states that it may be cast only “after [a player’s] upkeep step,” and the turn has multiple upkeep steps, that spell may be cast any time after the first upkeep step ends.", + "zh": "如果一个咒语叙述为只可以“在[牌手的]维持步骤之后”施放,且该回合有多个维持步骤,则该咒语在第一个维持步骤结束之后的任何时机下均可以被施放。", + "subrules": [] + } + ] + }, + { + "chapter": "504.", + "en": "Draw Step", + "zh": "抓牌步骤", + "subrules": [ + { + "chapter": "504.1.", + "en": "First, the active player draws a card. This turn-based action doesn’t use the stack.", + "zh": "首先,主动牌手抓一张牌。此回合动作不使用堆叠。", + "subrules": [] + }, + { + "chapter": "504.2.", + "en": "Second, the active player gets priority. (See rule 117, “Timing and Priority.”)", + "zh": "然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)", + "subrules": [] + } + ] + }, + { + "chapter": "505.", + "en": "Main Phase", + "zh": "行动阶段", + "subrules": [ + { + "chapter": "505.1.", + "en": "There are two main phases in a turn. In each turn, the first main phase (also known as the precombat main phase) and the second main phase (also known as the postcombat main phase) are separated by the combat phase (see rule 506, “Combat Phase”). The precombat and postcombat main phases are individually and collectively known as the main phase.", + "zh": "回合有两个行动阶段。在每回合中,第一个行动阶段(也被称为战斗前行动阶段)和第二个行动阶段(也称为战斗后行动阶段)被战斗阶段(参见规则506,“战斗阶段”)隔开。战斗前行动阶段和战斗后行动阶段是独立的并都被称为行动阶段。", + "subrules": [ + { + "chapter": "505.1a", + "en": "Only the first main phase of the turn is a precombat main phase. All other main phases are postcombat main phases. This includes the second main phase of a turn in which the combat phase has been skipped. It is also true of a turn in which an effect has caused an additional combat phase and an additional main phase to be created.", + "zh": "只有每回合的第一个行动阶段是战斗前行动阶段。所有其他行动阶段都是战斗后行动阶段,这包括回合中的战斗阶段因故被略过时的第二个行动阶段。如果一个效应使一个回合有额外的战斗阶段和额外的行动阶段,此额外的行动阶段也是战斗后行动阶段。" + }, + { + "chapter": "505.1b", + "en": "In card text, phrases such as “first main phase,” “second main phase,” and so on count the number of main phases that have occurred only in the current turn unless that text specifies otherwise.", + "zh": "卡牌叙述中所述的“第一个行动阶段”、“第二个行动阶段”等用词只计算当前回合中的行动阶段,除非该文本特别注明。" + } + ] + }, + { + "chapter": "505.2.", + "en": "The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty. (See rule 500.2.)", + "zh": "行动阶段没有任何步骤,所以当堆叠为空且所有牌手连续让过时,行动阶段结束。(参见规则500.2。)", + "subrules": [] + }, + { + "chapter": "505.3.", + "en": "First, but only if the players are playing an Archenemy game (see rule 904), the active player is the archenemy, and it’s the active player’s precombat main phase, the active player sets the top card of their scheme deck in motion (see rule 701.32). This turn-based action doesn’t use the stack.", + "zh": "首先,如果牌手进行的是魔王游戏(参见规则904),魔王是主动牌手,且目前是主动牌手的战斗前行动阶段,主动牌手发动其邪计套牌的牌库顶牌。(参见规则701.32)此回合动作不使用堆叠。", + "subrules": [] + }, + { + "chapter": "505.4.", + "en": "Second, if the active player controls one or more Saga enchantments and it’s the active player’s precombat main phase, the active player puts a lore counter on each Saga they control with one or more chapter abilities. (See rule 714, “Saga Cards.”) This turn-based action doesn’t use the stack.", + "zh": "其次,如果主动牌手操控一个或数个传纪结界,且目前是主动牌手的战斗前行动阶段,主动牌手在每个由其操控且具有章节异能的传纪上放置一个学问指示物。(参见规则714,“传纪牌”)此回合动作不使用堆叠。", + "subrules": [] + }, + { + "chapter": "505.5.", + "en": "Third, if the active player controls one or more Attractions and it’s the active player’s precombat main phase, the active player rolls to visit their Attractions. (See rule 701.52, “Roll to Visit Your Attractions.”) This turn-based action doesn’t use the stack.", + "zh": "然后,如果主动牌手操控一个或数个景点,且目前是主动牌手的战斗前行动阶段,主动牌手掷骰造访景点。(参见规则701.52,“掷骰造访景点”)此回合动作不使用堆叠。", + "subrules": [] + }, + { + "chapter": "505.6.", + "en": "Fourth, the active player gets priority. (See rule 117, “Timing and Priority.”)", + "zh": "最后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)", + "subrules": [ + { + "chapter": "505.6a", + "en": "The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. The active player may cast these spells.", + "zh": "在一般情况,行动阶段是牌手唯一可以施放神器、生物、结界、鹏洛客和法术咒语的阶段。主动牌手可以施放这些咒语。(译注:遗漏了「战役」。)" + }, + { + "chapter": "505.6b", + "en": "During either main phase, the active player may play one land card from their hand if the stack is empty, if the player has priority, and if they haven’t played a land this turn (unless an effect states the player may play additional lands). This action doesn’t use the stack. Neither the land nor the action of playing the land is a spell or ability, so it can’t be countered, and players can’t respond to it with instants or activated abilities. (See rule 305, “Lands.”)", + "zh": "在任意行动阶段中,如果主动牌手拥有优先权且在该回合尚未使用过地牌,则主动牌手可以在堆叠为空时从其手上使用一张地牌(除非有效应让该牌手可以使用额外的地)。此动作不使用堆叠。地牌和使用地的动作都不是咒语或异能,所以不能被反击,且牌手不能响应施放瞬间或起动异能。(参见规则305,“地”。)" + } + ] + } + ] + }, + { + "chapter": "506.", + "en": "Combat Phase", + "zh": "战斗阶段", + "subrules": [ + { + "chapter": "506.1.", + "en": "The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see rule 508.8). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4).", + "zh": "战斗阶段依照下列顺序包含五个步骤:战斗开始、宣告攻击者、宣告阻挡者、战斗伤害和战斗结束。如果没有生物被宣告为攻击者或放置进战场并正在进行攻击(参见规则508.5),则略过宣告阻挡者和战斗伤害步骤。如果任何攻击或阻挡生物具有先攻(参见规则702.7)或连击(参见规则702.4),则将有两个战斗伤害步骤。", + "subrules": [] + }, + { + "chapter": "506.2.", + "en": "During the combat phase, the active player is the attacking player; creatures that player controls may attack. During the combat phase of a two-player game, the nonactive player is the defending player; that player, planeswalkers they control, and battles they protect may be attacked.", + "zh": "在战斗阶段中,主动牌手是攻击牌手;主动牌手操控的生物可以攻击。在双人游戏的战斗阶段中,非主动牌手是防御牌手;该牌手、该牌手操控的鹏洛客和该牌手防卫的战役可以被攻击。", + "subrules": [ + { + "chapter": "506.2a", + "en": "During the combat phase of a multiplayer game, there may be one or more defending players, depending on the variant being played and the options chosen for it. Unless all the attacking player’s opponents automatically become defending players during the combat phase, the attacking player chooses one of their opponents as a turn-based action during the beginning of combat step. (Note that the choice may be dictated by the variant being played or the options chosen for it.) That player becomes the defending player. See rule 802, “Attack Multiple Players Option,” rule 803, “Attack Left and Attack Right Options,” and rule 809, “Emperor Variant.”", + "zh": "在多人游戏的战斗阶段中,可能会有一位或多位防御牌手,这取决于参与的玩法以及选择的模式。除非攻击牌手的所有对手在战斗阶段自动成为防御牌手,否则攻击牌手在战斗开始步骤中,作为回合动作,选择一位对手作为防御牌手。(注意此选择会基于参与的玩法或者选择的模式的限制。)参见规则802,“攻击复数牌手模式”、规则803,“攻击左边或右边模式”、和规则809,“皇帝玩法”。" + }, + { + "chapter": "506.2b", + "en": "In multiplayer games using the shared team turns option, the active team is the attacking team and the nonactive team is the defending team. See rule 805, “Shared Team Turns Option.”", + "zh": "在使用队伍共享回合模式的多人游戏中,主动队伍是攻击队伍,非主动队伍是防御队伍。参见规则805,“队伍共享回合模式”。" + } + ] + }, + { + "chapter": "506.3.", + "en": "Only a creature can attack or block. Only a player, a planeswalker, or a battle can be attacked.", + "zh": "只有生物可以攻击或阻挡。只有牌手、鹏洛客或战役可以被攻击。", + "subrules": [ + { + "chapter": "506.3a", + "en": "If an effect would put a noncreature permanent onto the battlefield attacking or blocking, the permanent does enter the battlefield but it’s never considered to be an attacking or blocking permanent.", + "zh": "如果一个效应将一个非生物永久物放进战场且进行攻击或阻挡,此永久物会进入战场,但不会成为攻击或阻挡永久物。" + }, + { + "chapter": "506.3b", + "en": "If an effect would put a creature onto the battlefield attacking under the control of any player except an attacking player, that creature does enter the battlefield, but it’s never considered to be an attacking creature.", + "zh": "如果一个效应将一个生物在非攻击牌手操控下放进战场且正进行攻击,此生物会进入战场,但不会被视同攻击生物。" + }, + { + "chapter": "506.3c", + "en": "If an effect would put a creature onto the battlefield attacking either a player not in the game or a permanent that’s no longer on the battlefield or isn’t either a planeswalker or a battle, that creature does enter the battlefield, but it’s never considered to be an attacking creature. See rule 508.4a.", + "zh": "如果一个效应将一个生物放进战场且正攻击一个不在游戏内的牌手、一个不在战场上或不再是鹏洛客或战役的永久物,此生物会进入战场,但不会视为攻击生物。参见规则508.4a。" + }, + { + "chapter": "506.3d", + "en": "If an effect puts a creature onto the battlefield attacking during the declare blockers step, combat damage step, or end of combat step, that creature enters the battlefield unblocked. See rule 508.4d.", + "zh": "如果一个效应在宣告阻挡者步骤、战斗伤害步骤、或战斗结束步骤中将一个生物放进战场且进行攻击,此生物会进入战场且未受阻挡。参见规则508.4d。" + }, + { + "chapter": "506.3e", + "en": "If an effect would put a creature onto the battlefield blocking but the creature it would block isn’t attacking the entering creature’s controller, a planeswalker that player controls, or a battle that player protects, that creature does enter the battlefield, but it’s never considered to be a blocking creature.", + "zh": "如果一个效应将一个生物放进战场且进行阻挡,但该生物将要阻挡的生物并没有攻击该进战场生物的操控者、该牌手操控的鹏洛客或该牌手防卫的战役,此生物会进入战场,但不会被视同阻挡生物。" + }, + { + "chapter": "506.3f", + "en": "If an effect would put a creature that’s also a battle onto the battlefield attacking or blocking, that permanent enters the battlefield but it’s never considered to be an attacking or blocking creature.", + "zh": "如果一个效应将一个同时为战役的生物放进战场且正进行攻击或阻挡,此永久物会进入战场,但不会被视同攻击或阻挡生物。" + }, + { + "chapter": "506.3g", + "en": "If a resolving spell or ability would cause a battle to become an attacking or blocking creature, that part of the effect does nothing.", + "zh": "如果一个结算中的咒语或异能将使得一个战役成为生物且正进行攻击或阻挡,该效应的此部分没有任何效果。" + } + ] + }, + { + "chapter": "506.4.", + "en": "A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it’s a planeswalker that’s being attacked and stops being a planeswalker, if it’s a battle that’s being attacked and stops being a battle, or if it’s an attacking or blocking creature that regenerates (see rule 701.19), stops being a creature, or becomes a battle. A creature that’s removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker or battle that’s removed from combat stops being attacked.", + "zh": "如果一个永久物离开战场、改变操控者、跃离、被特定效应移出战斗、该永久物为被攻击中的鹏洛客但不再是鹏洛客、该永久物为被攻击中的战役但不再是战役、或该永久物是攻击或阻挡生物(参见规则701.19),但其重生、不再是生物或成为战役,则它被移出战斗。被移出战斗的生物不再是攻击、阻挡、被阻挡和/或未受阻挡的生物。被移出战斗的鹏洛客或战役不再被攻击。", + "subrules": [ + { + "chapter": "506.4a", + "en": "Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don’t remove the creature from combat.", + "zh": "一旦生物被宣布为攻击或阻挡生物,阻止此生物攻击或阻挡的咒语或异能不会将此生物移出战斗。" + }, + { + "chapter": "506.4b", + "en": "Tapping or untapping a creature that’s already been declared as an attacker or blocker doesn’t remove it from combat and doesn’t prevent its combat damage.", + "zh": "横置或重置已经被宣告为攻击或阻挡的生物不会将该生物移出战斗,也不会防止其战斗伤害。" + }, + { + "chapter": "506.4c", + "en": "If a creature is attacking a planeswalker or battle, removing that planeswalker or battle from combat doesn’t remove that creature from combat. It continues to be an attacking creature, although it is not attacking any player, planeswalker, or battle. It may be blocked. If it is unblocked, it will deal no combat damage.", + "zh": "如果一个生物攻击鹏洛客或战役,将该鹏洛客或战役移出战斗并不会将该生物移出战斗。此生物依然为攻击生物,但它没有攻击牌手、鹏洛客或战役。它可以被阻挡。如果它未受阻挡,也不会造成战斗伤害。" + }, + { + "chapter": "506.4d", + "en": "A permanent that’s both a blocking creature and a planeswalker that’s being attacked is removed from combat if it stops being both a creature and a planeswalker. If it stops being one of those card types but continues to be the other, it continues to be either a blocking creature or a planeswalker that’s being attacked, whichever is appropriate.", + "zh": "如果一个永久物同时是阻挡生物和被攻击的鹏洛客,且它不再是生物,也不再是鹏洛客,则它被移出战斗。如果它不再是生物或鹏洛客之一(而非同时不是两者),它会继续是一个阻挡生物或者一个被攻击的鹏洛客,依据它仍然拥有的牌张类别而定。" + }, + { + "chapter": "506.4e", + "en": "A permanent that’s being attacked that is both a planeswalker and a battle is removed from combat if it stops being both a planeswalker and a battle. If it stops being a battle but is still a planeswalker, it is removed from combat only if it is not controlled by its protector. If it stops being a planeswalker but is still a battle, it is not removed from combat. It continues to be a battle that’s being attacked.", + "zh": "如果一个被攻击且同时是鹏洛客和战役的永久物同时不再是鹏洛客和战役,则它被移出战斗。如果它不再是战役但仍然是鹏洛客,则只有它不由其防卫者操控时,它才被移出战斗。如果它不再是鹏洛客但仍然是战役,则它不会被移出战斗。它继续作为战役被攻击。" + } + ] + }, + { + "chapter": "506.5.", + "en": "A creature attacks alone if it’s the only creature declared as an attacker during the declare attackers step. A creature is attacking alone if it’s attacking but no other creatures are. A creature blocks alone if it’s the only creature declared as a blocker during the declare blockers step. A creature is blocking alone if it’s blocking but no other creatures are.", + "zh": "如果在宣告攻击者步骤中只有一个生物被宣告为攻击者,该生物单独攻击。如果只有一个生物正在攻击且没有其他生物正在攻击,该生物正在单独攻击。如果在宣布阻挡者步骤中只有一个生物被宣布为阻挡者,该生物单独阻挡。如果只有一个生物正在阻挡且没有其他生物正在阻挡,该生物正在单独阻挡。", + "subrules": [] + }, + { + "chapter": "506.6.", + "en": "Some abilities check to see whether or not a creature “had to attack” during a particular combat phase. A creature had to attack if one or more effects were requiring that creature to attack at the time attackers were declared in that combat. A creature did not “have to attack” if there were no such effects that required it to attack, even if there were no other legal attacks that could have been declared. (See rule 508.)", + "zh": "一些异能检查一个生物是否在一个特定战斗阶段中“受限必须攻击”。如果于该战斗阶段中宣告攻击者时,一个或数个效应要求一个生物攻击,则该生物“受限必须攻击”。如果没有此类要求该生物攻击的效应,该生物便不是“受限必须攻击”,即使已没有任何可以合法地宣告攻击者的其他方式。(参见规则508)。", + "subrules": [] + }, + { + "chapter": "506.7.", + "en": "Some spells state that they may be cast “only [before/after] [a particular point in the combat phase],” in which that point may be “attackers are declared,” “blockers are declared,” “the combat damage step,” “the end of combat step,” “the combat phase,” or “combat.”", + "zh": "一些咒语叙述其“只能[在战斗阶段的某一时间点][之前/之后]”施放。这些时间点可能是“宣告攻击者之后”、“宣告阻挡者之后”、“战斗伤害步骤”、“战斗结束步骤”、“战斗阶段”或“战斗”。", + "subrules": [ + { + "chapter": "506.7a", + "en": "A spell that states it may be cast “only before (or after) attackers are declared” is referring to the turn-based action of declaring attackers. It may be cast only before (or after) the declare attackers step begins, regardless of whether any attackers are actually declared. (See rule 508.)", + "zh": "叙述其“只能在宣告攻击者之前(或之后)”施放的咒语指的是宣告攻击者这个回合动作。只能在宣告攻击者步骤开始之前(或之后)施放此咒语,无论有没有实际宣告攻击者。(参见规则508。)" + }, + { + "chapter": "506.7b", + "en": "A spell that states it may be cast “only before (or after) blockers are declared” is referring to the turn-based action of declaring blockers. It may be cast only before (or after) the declare blockers step begins, regardless of whether any blockers are actually declared. (See rule 509.)", + "zh": "叙述其“只能在宣告阻挡者之前(或之后)”施放的咒语指的是宣告阻挡者这个回合动作。只能在宣告阻挡者步骤开始之前(或之后)施放此咒语,无论有没有实际宣告阻挡者。(参见规则509。)" + }, + { + "chapter": "506.7c", + "en": "Some spells state that they may be cast only “during combat” or “during a certain player’s combat phase” in addition to the criteria described in rule 506.7. If a turn has multiple combat phases, such spells may be cast at an appropriate time during any of them.", + "zh": "一些咒语叙述其“只能在战斗中”或“只能在某牌手的战斗阶段”施放,以及规则506.7中叙述的其他限制。如果某回合有多个战斗阶段,这些咒语可以在该回合中任意一个战斗阶段中的合适的时间施放。" + }, + { + "chapter": "506.7d", + "en": "Some spells state that they may be cast “only before (or after) [a particular point in the combat phase],” but don’t meet the additional criteria described in rule 506.7c. If a turn has multiple combat phases, such spells may be cast that turn only before (or after) the stated point of the first combat phase.", + "zh": "一些咒语叙述其“只能在[战斗阶段中的某个时间点]之前(或之后)”施放,但不符合规则506.7c中叙述的额外限制。如果某回合有多个战斗阶段,这些咒语只能在该回合第一个战斗阶段中的所要求的时间点之前(或之后)施放。" + }, + { + "chapter": "506.7e", + "en": "If a spell states that it may be cast “only before [a particular point in the combat phase],” but the stated point doesn’t exist within the relevant combat phase because the declare blockers step and the combat damage step are skipped (see rule 508.8), then the spell may be cast only before the declare attackers step ends. If the stated point doesn’t exist because the relevant combat phase has been skipped, then the spell may be cast only before the precombat main phase ends.", + "zh": "如果一个咒语叙述其“只能在[战斗阶段中的某个时间点]之前”施放,但所叙述的时间点在该战斗阶段中因为宣告阻挡者步骤和战斗伤害步骤被略过而并不存在(参见规则508.8),该咒语只能在宣告攻击者步骤结束之前施放。如果所叙述的时间点因为该战斗阶段被略过而不存在,该咒语只能在战斗前行动阶段结束前施放。" + }, + { + "chapter": "506.7f", + "en": "If a spell states that it may be cast “only during combat after blockers are declared,” but the declare blockers step is skipped that combat phase (see rule 508.8), then the spell may not be cast during that combat phase.", + "zh": "如果一个咒语叙述其“只能在战斗中,宣告阻挡者之后”施放,但该战斗阶段的宣告阻挡者被略过(参见规则508.8),则该咒语在此战斗阶段中不能施放。" + }, + { + "chapter": "506.7g", + "en": "Rules 506.7 and 506.7a–f apply to abilities that state that they may be activated only at certain times with respect to combat just as they apply to spells that state that they may be cast only at certain times with respect to combat.", + "zh": "与咒语一样,规则506.7和506.7a-f同样适用于叙述其只能在战斗阶段中的某个时间点起动的异能。" + } + ] + } + ] + }, + { + "chapter": "507.", + "en": "Beginning of Combat Step", + "zh": "战斗开始步骤", + "subrules": [ + { + "chapter": "507.1.", + "en": "First, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. This turn-based action doesn’t use the stack. (See rule 506.2.)", + "zh": "首先,如果是主动牌手的对手不会全部自动成为防御牌手的多人游戏,主动牌手选择一位对手。该牌手成为防御牌手。此回合动作不使用堆叠。(参见规则506.2。)", + "subrules": [] + }, + { + "chapter": "507.2.", + "en": "Second, the active player gets priority. (See rule 117, “Timing and Priority.”)", + "zh": "然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)", + "subrules": [] + } + ] + }, + { + "chapter": "508.", + "en": "Declare Attackers Step", + "zh": "宣告攻击者步骤", + "subrules": [ + { + "chapter": "508.1.", + "en": "First, the active player declares attackers. This turn-based action doesn’t use the stack. To declare attackers, the active player follows the steps below, in order. If at any point during the declaration of attackers, the active player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 732, “Handling Illegal Actions”).", + "zh": "首先,主动牌手宣告攻击者。此回合动作不使用堆叠。宣告攻击者时,主动牌手依序进行下列步骤。如果在宣告攻击者的任何时段,主动牌手不能完成下列步骤,则宣告非法;游戏倒回至宣告之前的时间点(参见规则732,“处理非法动作”)。", + "subrules": [ + { + "chapter": "508.1a", + "en": "The active player chooses which creatures that they control, if any, will attack. The chosen creatures must be untapped, they can’t also be battles, and each one must either have haste or have been controlled by the active player continuously since the turn began.", + "zh": "如果主动牌手攻击的话,其选择哪些由其操控的生物攻击。被选择的生物必须未横置,不能是战役,且每个生物必须具有敏捷或者在回合开始时便由主动牌手持续操控。" + }, + { + "chapter": "508.1b", + "en": "If the defending player controls any planeswalkers, is the protector of any battles, or the game allows the active player to attack multiple other players, the active player announces which player, planeswalker, or battle each of the chosen creatures is attacking.", + "zh": "如果防御牌手操控任何鹏洛客,为任一战役的防卫者,或游戏允许主动牌手攻击多个其他牌手,主动牌手为每个被选择的攻击生物宣告它所攻击的牌手、鹏洛客或战役。" + }, + { + "chapter": "508.1c", + "en": "The active player checks each creature they control to see whether it’s affected by any restrictions (effects that say a creature can’t attack, or that it can’t attack unless some condition is met). If any restrictions are being disobeyed, the declaration of attackers is illegal.", + "zh": "主动牌手检查其操控的每个生物是否被任何限制(注明生物不能攻击,或符合某些条件才能攻击的效应)所影响。如果违反了任何限制,该宣告攻击者非法。", + "extras": [ + { + "en": "Example: A player controls two creatures, each with a restriction that states “This creature can’t attack alone.” It’s legal to declare both as attackers.", + "zh": "例如:某牌手操控两个生物,每个都具有限制为“此生物不能单独攻击”。宣告两者均为攻击者是合法的。" + } + ] + }, + { + "chapter": "508.1d", + "en": "The active player checks each creature they control to see whether it’s affected by any requirements (effects that say a creature attacks if able, or that it attacks if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of attackers is illegal. If a creature can’t attack unless a player pays a cost, that player is not required to pay that cost, even if attacking with that creature would increase the number of requirements being obeyed. If a requirement that says a creature attacks if able during a certain turn refers to a turn with multiple combat phases, the creature attacks if able during each declare attackers step in that turn.", + "zh": "主动牌手检查其操控的每个生物是否被任何要求(注明生物若能攻击则必须攻击,或符合某些条件便攻击的效应)所影响。如果被遵循的要求数量在不违反任何限制的情况下小于可以遵循的最大要求数量,该宣告攻击者为非法。如果除非牌手支付某费用否则一个生物不能攻击,此费用并不会使该牌手强制支付,即使若以该生物进行攻击将会增加所遵循的要求之数量。如果一个要求叙述为使某生物在一个特定回合若能攻击则必须攻击,而该回合具有多个战斗阶段,则该生物在该回合的每个宣告攻击者步骤若能攻击则必须攻击。", + "extras": [ + { + "en": "Example: A player controls two creatures: one that “attacks if able” and one with no abilities. An effect states “No more than one creature can attack each turn.” The only legal attack is for just the creature that “attacks if able” to attack. It’s illegal to attack with the other creature, attack with both, or attack with neither.", + "zh": "例如:某牌手操控两个生物:一个具有“若能攻击则必须攻击”,另一个没有异能。某效应为“每回合不可以有多于一个生物进行攻击”。唯一的合法攻击是有着“若能攻击则必须攻击”的生物攻击。用另一个生物攻击、全部攻击或不攻击均是不合法的。" + } + ] + }, + { + "chapter": "508.1e", + "en": "If any of the chosen creatures have banding or a “bands with other” ability, the active player announces which creatures, if any, are banded with which. (See rule 702.22, “Banding.”)", + "zh": "如果任何被选择的生物具有结合或“与…结合”异能,如果主动牌手选择结合,其宣告哪个生物与哪个生物结合。(参见规则702.22,“结合”。)" + }, + { + "chapter": "508.1f", + "en": "The active player taps the chosen creatures. Tapping a creature when it’s declared as an attacker isn’t a cost; attacking simply causes creatures to become tapped.", + "zh": "主动牌手横置被选择的生物。横置生物并不是宣告为攻击者的费用;攻击使得生物成为横置。" + }, + { + "chapter": "508.1g", + "en": "If there are any optional costs to attack with the chosen creatures (expressed as costs a player may pay “as” a creature attacks), the active player chooses which, if any, they will pay.", + "zh": "如果被选择的生物具有任何可选费用来攻击(表述为一个“于”生物攻击时牌手可以支付的费用),如果主动牌手选择要支付,其选择要支付哪些费用。" + }, + { + "chapter": "508.1h", + "en": "If any of the chosen creatures require paying costs to attack, or if any optional costs to attack were chosen, the active player determines the total cost to attack. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, ignore this change.", + "zh": "如果任何被选择的生物需要支付费用才能攻击,或选择了攻击的可选费用,则主动牌手确定攻击需要的总费用。费用可能包括支付法术力、横置永久物、牺牲永久物、弃牌等。总费用一旦被确定后,便会“锁定”。如果之后有效应改变总费用,忽略该修改。" + }, + { + "chapter": "508.1i", + "en": "If any of the costs require mana, the active player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”).", + "zh": "如果此费用需要支付任何法术力,则主动牌手得到机会起动法术力异能。(参见规则605,“法术力异能”。)" + }, + { + "chapter": "508.1j", + "en": "Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.", + "zh": "一旦牌手法术力池中有足够的法术力,其以任意顺序支付全部费用。不允许只支付其中一部分费用。" + }, + { + "chapter": "508.1k", + "en": "Each chosen creature still controlled by the active player becomes an attacking creature. It remains an attacking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4.", + "zh": "被选择的生物中,每个仍然由主动牌手操控的生物成为攻击生物。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是攻击生物。参见规则506.4。" + }, + { + "chapter": "508.1m", + "en": "Any abilities that trigger on attackers being declared trigger.", + "zh": "所有因宣告攻击者而触发的异能触发。" + } + ] + }, + { + "chapter": "508.2.", + "en": "Second, the active player gets priority. (See rule 117, “Timing and Priority.”)", + "zh": "然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)", + "subrules": [ + { + "chapter": "508.2a", + "en": "Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an attacker. They will not trigger if a creature attacks and then that creature’s characteristics change to match the ability’s trigger condition.", + "zh": "因生物攻击而触发的异能,只在生物被宣告为攻击者的时间点触发。如果生物成为攻击者之后才改变其特征从而符合触发条件,该异能不会触发。", + "extras": [ + { + "en": "Example: A permanent has the ability “Whenever a green creature attacks, destroy that creature at end of combat.” If a blue creature attacks and is later turned green, the ability will not trigger.", + "zh": "例如:某永久物的异能为“每当绿色生物进行攻击时,在战斗结束时消灭该生物。”如果一个蓝色生物进行攻击,且稍后成为绿色,该异能并不会触发。" + } + ] + }, + { + "chapter": "508.2b", + "en": "Any abilities that triggered on attackers being declared or that triggered during the process described in rules 508.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)", + "zh": "任何因宣告攻击者、或在规则508.1所述之流程中触发的异能在主动牌手得到优先权之前进入堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。)" + } + ] + }, + { + "chapter": "508.3.", + "en": "Triggered abilities that trigger on attackers being declared may have different trigger conditions.", + "zh": "于宣告攻击者时触发的异能可能具有不同的触发条件。", + "subrules": [ + { + "chapter": "508.3a", + "en": "An ability that reads “Whenever [a creature] attacks, . . .” triggers if that creature is declared as an attacker. Similarly, “Whenever [a creature] attacks [a player, planeswalker, or battle], . . .” triggers if that creature is declared as an attacker attacking that player or permanent. Such abilities won’t trigger if a creature is put onto the battlefield attacking.", + "zh": "叙述为“每当[某生物]攻击时,…”的异能,在该生物被宣告为攻击者时触发。类似地,“每当[某生物]攻击[某牌手、鹏洛客或战役]时,…”的异能,在该生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在该生物被放进战场且正进行攻击时触发。" + }, + { + "chapter": "508.3b", + "en": "An ability that reads “Whenever [a player, planeswalker, or battle] is attacked, . . .” triggers if one or more creatures are declared as attackers attacking that player or permanent. It won’t trigger if a creature is put onto the battlefield attacking that player or permanent.", + "zh": "叙述为“每当[某牌手、鹏洛客或战役]被攻击时,…”的异能,在一个或数个生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在某生物被放进战场且正向该牌手或永久物进行攻击时触发。" + }, + { + "chapter": "508.3c", + "en": "An ability that reads “Whenever [a player] attacks with [a creature], . . .” triggers if a creature that player controls is declared as an attacker.", + "zh": "叙述为“每当[某牌手]以[某生物]攻击时,…”的异能,每当该生物在该牌手的操控下被宣告为攻击者时触发。" + }, + { + "chapter": "508.3d", + "en": "An ability that reads “Whenever [a player] attacks, . . .” triggers if one or more creatures that player controls are declared as attackers.", + "zh": "叙述为“每当[某牌手]攻击时,…”的异能,在由该牌手操控的一个或数个生物被宣告为攻击者时触发。" + }, + { + "chapter": "508.3e", + "en": "An ability that reads “Whenever [a player] attacks [another player], . . .” triggers if one or more creatures the first player controls are declared as attackers attacking the second player. It won’t trigger if a creature is put onto the battlefield attacking or if a creature attacks a planeswalker or a battle.", + "zh": "叙述为“每当[某牌手]攻击[另一牌手]时,…”的异能,在由前者牌手操控的一个或数个生物被宣告为攻击后者牌手的攻击者时触发。此类异能不会在某生物被放进战场且正进行攻击时、或者在攻击鹏洛客或战役时触发。" + }, + { + "chapter": "508.3f", + "en": "An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers during the declare blockers step, not the declare attackers step. See rule 509.3g.", + "zh": "叙述为“每当[某生物]攻击且未受阻挡时,…”的异能,在宣告阻挡者步骤中触发,而非宣告攻击者步骤。参见规则509.3g。" + } + ] + }, + { + "chapter": "508.4.", + "en": "If a creature is put onto the battlefield attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s attacking). Similarly, if an effect states that a creature is attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking (unless the effect has already specified). Such creatures are “attacking” but, for the purposes of trigger events and effects, they never “attacked.” They remain attacking creatures until they’re removed from combat or the combat phase ends, whichever comes first.", + "zh": "如果一个生物放置进战场且正进行攻击,其操控者于该生物进入战场时选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役(除非将其放置进战场的效应指定其攻击的对象)。相似地,如果一个效应叙述一个生物正进行攻击,除非该效应已有指明,否则其操控者选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役。此类生物在“进行攻击”,但对于触发事件和效应来说,它们从未“攻击”过。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是攻击生物。", + "subrules": [ + { + "chapter": "508.4a", + "en": "If the effect that puts a creature onto the battlefield attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature is put onto the battlefield but is never considered an attacking creature. The same is true if the effect specifies a creature is put onto the battlefield attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player.", + "zh": "如果该效应将一个生物放置进战场且正进行攻击,并指定其攻击特定牌手,且当效应结算时该牌手已经不在游戏内,该生物被放置进战场但不会视为攻击生物。对将生物放置进战场并指定其攻击特定鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。" + }, + { + "chapter": "508.4b", + "en": "If the effect that states a creature is attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature doesn’t become an attacking creature. The same is true if the effect specifies a creature is attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player.", + "zh": "如果一个效应叙述一个生物正进行攻击且指定其攻击一个特定牌手,而该牌手在该效应结算时已不在游戏中,该生物不会成为攻击生物。对指定一个生物攻击一个鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。" + }, + { + "chapter": "508.4c", + "en": "A creature that’s put onto the battlefield attacking or that is stated to be attacking isn’t affected by requirements or restrictions that apply to the declaration of attackers.", + "zh": "放进战场正进行攻击、或被叙述为正进行攻击的生物不会受到对宣告攻击者生效之要求或限制的影响。" + }, + { + "chapter": "508.4d", + "en": "A creature that’s put onto the battlefield attacking during the declare blockers step, combat damage step, or end of combat step enters the battlefield as an unblocked creature. It remains unblocked until it is removed from combat, an effect says it becomes blocked, or the combat phase ends, whichever comes first.", + "zh": "在宣告阻挡者步骤、战斗伤害步骤、或战斗结束步骤中放进战场且正进行攻击的生物会进入战场且未受阻挡。在被移出战斗、效应叙述该生物正进行阻挡、或战斗阶段结束中首先发生的事件之前,它都将一直未受阻挡。" + } + ] + }, + { + "chapter": "508.5.", + "en": "If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat.", + "zh": "如果攻击生物上的异能提及防御牌手,或某咒语或异能同时提及某个正在攻击的生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手,其正在攻击的鹏洛客的操控者,或其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手,所攻击的鹏洛客的操控者,或所攻击的战役的防卫者。", + "subrules": [ + { + "chapter": "508.5a", + "en": "In a multiplayer game, any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.", + "zh": "在多人游戏中,任何规则、物件或效应提及“防御牌手”时都是指某个特定的防御牌手,而非所有防御牌手。如果一个咒语或异能可以对多个攻击生物生效,对于每个攻击生物,其防御牌手会分别确定。如果有多个防御牌手可被选择,该咒语或异能的操控者从中选择一个。" + } + ] + }, + { + "chapter": "508.6.", + "en": "A player is “attacking [a player]” if the first player controls a creature that is attacking the second player. A player has “attacked [a player]” if the first player declared one or more creatures as attackers attacking the second player.", + "zh": "牌手“正在攻击[某牌手]”意指,前者牌手操控某个生物,且其正在攻击后者牌手。牌手“攻击过[某牌手]”意指,前者牌手宣告一个或数个生物成为攻击后者牌手的攻击者。", + "subrules": [] + }, + { + "chapter": "508.7.", + "en": "Some cards allow a player to reselect which player, planeswalker, or battle a creature is attacking.", + "zh": "一些牌允许牌手重新选择某生物所攻击的牌手、鹏洛客或战役。", + "subrules": [ + { + "chapter": "508.7a", + "en": "The attacking creature isn’t removed from combat and it isn’t considered to have attacked a second time. That creature is attacking the reselected player or permanent, but it’s still considered to have attacked the player or permanent chosen as it was declared as an attacker.", + "zh": "该进行攻击的生物不会被移出战斗,也不会被视为再次攻击。该生物正在攻击重新选择后的牌手或永久物,但仍被视为攻击过其被宣告为攻击者时所攻击的牌手或永久物。" + }, + { + "chapter": "508.7b", + "en": "While reselecting which player, planeswalker, or battle a creature is attacking, that creature isn’t affected by requirements or restrictions that apply to the declaration of attackers.", + "zh": "重新选择某生物所攻击的牌手、鹏洛客或战役时,该生物不受宣告攻击者时生效的要求或限制所影响。" + }, + { + "chapter": "508.7c", + "en": "The reselected player, planeswalker, or battle must be an opponent of the attacking creature’s controller, a planeswalker controlled by an opponent of the attacking creature’s controller, or a battle protected by an opponent of the attacking creature’s controller.", + "zh": "被重新选择的牌手、鹏洛客或战役必须是该正在攻击之生物的操控者的对手、其对手操控的鹏洛客,或其对手防卫的战役。" + }, + { + "chapter": "508.7d", + "en": "In a multiplayer game not using the attack multiple players option (see rule 802), the reselected player, planeswalker, or battle must be the chosen defending player, a planeswalker controlled by that player, or a battle protected by that player.", + "zh": "在不使用攻击复数牌手模式(参见规则802)的多人游戏中,重新选择的牌手、鹏洛客或战役必须是所选择的防御牌手、该牌手操控的鹏洛客,或该牌手防卫的战役。" + }, + { + "chapter": "508.7e", + "en": "In a multiplayer game using the limited range of influence option (see rule 801), the reselected player, planeswalker, or battle must be within the range of influence of the attacking creature’s controller. In the case of a battle, the battle’s protector must also be within the range of influence of the attacking creature’s controller.", + "zh": "在使用限制影响范围模式(参见规则801)的多人游戏中,重新选择的牌手、鹏洛客或战役必须在该正在攻击生物之操控者的影响范围内。对于战役而言,该战役的防卫者也必须在该正在攻击生物之操控者的影响范围内。" + } + ] + }, + { + "chapter": "508.8.", + "en": "If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps.", + "zh": "如果没有生物被宣告为攻击者或被放置进战场进行攻击,则略过宣告阻挡者和战斗伤害步骤。", + "subrules": [] + } + ] + }, + { + "chapter": "509.", + "en": "Declare Blockers Step", + "zh": "宣告阻挡者步骤", + "subrules": [ + { + "chapter": "509.1.", + "en": "First, the defending player declares blockers. This turn-based action doesn’t use the stack. To declare blockers, the defending player follows the steps below, in order. If at any point during the declaration of blockers, the defending player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 732, “Handling Illegal Actions”).", + "zh": "首先,防御牌手宣告阻挡者。此回合动作不使用堆叠。宣告阻挡者时,防御牌手依序进行下列步骤。如果在宣告阻挡者的任何时段,防御牌手不能完成下列步骤,则宣告非法;游戏倒回至宣告之前的时间点(参见规则732,“处理非法动作”)。", + "subrules": [ + { + "chapter": "509.1a", + "en": "The defending player chooses which creatures they control, if any, will block. The chosen creatures must be untapped and they can’t also be battles. For each of the chosen creatures, the defending player chooses one creature for it to block that’s attacking that player, a planeswalker they control, or a battle they protect.", + "zh": "如果防御牌手阻挡的话,其选择哪些由其操控的生物阻挡。被选择的生物必须未横置,且不能是战役。防御牌手为每个被选择的生物选择一个正在攻击该牌手、该牌手所操控的鹏洛客或该牌手防卫的战役的生物进行阻挡。" + }, + { + "chapter": "509.1b", + "en": "The defending player checks each creature they control to see whether it’s affected by any restrictions (effects that say a creature can’t block, or that it can’t block unless some condition is met). If any restrictions are being disobeyed, the declaration of blockers is illegal.", + "zh": "防御牌手检查其操控的每个生物是否被任何限制(注明生物不能阻挡,或除非符合某些条件才能阻挡的效应)所影响。如果违反了任何一项限制,该宣告阻挡者非法。", + "extras": [ + { + "en": "A restriction may be created by an evasion ability (a static ability an attacking creature has that restricts what can block it). If an attacking creature gains or loses an evasion ability after a legal block has been declared, it doesn’t affect that block. Different evasion abilities are cumulative.", + "zh": "限制可能因躲避式异能(攻击生物具有的静止式异能,限制了哪些生物可以阻挡该攻击生物)而创造。如果在宣告合法的阻挡之后该攻击生物获得或者失去了一项躲避式异能,它将不会影响该阻挡。不同的躲避式异能会累积计算。" + }, + { + "en": "Example: An attacking creature with flying and shadow can’t be blocked by a creature with flying but without shadow.", + "zh": "例如:同时具有飞行和次元幽影的攻击生物不能被只具有飞行而不具有次元幽影的生物阻挡。" + } + ] + }, + { + "chapter": "509.1c", + "en": "The defending player checks each creature they control to see whether it’s affected by any requirements (effects that say a creature must block, or that it must block if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of blockers is illegal. If a creature can’t block unless a player pays a cost, that player is not required to pay that cost, even if blocking with that creature would increase the number of requirements being obeyed. If a requirement that says a creature blocks if able during a certain turn refers to a turn with multiple combat phases, the creature blocks if able during each declare blockers step in that turn.", + "zh": "防御牌手检查其操控的每个生物是否被任何要求(注明生物必须阻挡,或符合某些条件便必须阻挡的效应)所影响。如果所遵循的要求数量在不违反任何限制的情况下小于可以遵循的最大要求数量,该宣告阻挡者为非法。如果除非牌手支付某费用否则一个生物不能阻挡,此费用并不会使该牌手强制支付,即使若以该生物进行阻挡将会增加所遵循的要求之数量。如果一个要求叙述为使某生物在一个特定回合若能阻挡则必须阻挡,而该回合具有多个战斗阶段,则该生物在该回合的每个宣告阻挡者步骤若能阻挡则必须阻挡。", + "extras": [ + { + "en": "Example: A player controls one creature that “blocks if able” and another creature with no abilities. If a creature with menace attacks that player, the player must block with both creatures. Having only the first creature block violates the restriction created by menace (the attacking creature can’t be blocked except by two or more creatures). Having only the second creature block violates both the menace restriction and the first creature’s blocking requirement. Having neither creature block fulfills the restriction but not the requirement.", + "zh": "例如:某牌手操控一个具有“若能阻挡必须阻挡”的生物和一个没有异能的生物。如果一个具有威慑异能的生物攻击该牌手,该牌手必须使用这两个生物进行阻挡。只用第一个生物阻挡不遵循威慑异能创造的限制。只用第二个生物阻挡既不遵循威慑异能创造的限制,也没有满足第一个生物的阻挡要求。两个生物都不阻挡遵循限制但没有满足要求。" + } + ] + }, + { + "chapter": "509.1d", + "en": "If any of the chosen creatures require paying costs to block, the defending player determines the total cost to block. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, ignore this change.", + "zh": "如果任何被选择的生物需要支付费用才能阻挡,则防御牌手确定阻挡需要的总费用。费用可能包括支付法术力、横置永久物、牺牲永久物、弃牌等。总费用一旦被确定后,便会“锁定”。如果之后有效应改变总费用,忽略该修改。" + }, + { + "chapter": "509.1e", + "en": "If any of the costs require mana, the defending player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”).", + "zh": "如果此费用需要支付任何法术力,则防御牌手得到机会起动法术力异能。(参见规则605,“法术力异能”。)" + }, + { + "chapter": "509.1f", + "en": "Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.", + "zh": "一旦牌手法术力池中有足够的法术力,其以任意顺序支付全部费用。不允许只支付其中一部分费用。" + }, + { + "chapter": "509.1g", + "en": "Each chosen creature still controlled by the defending player becomes a blocking creature. Each one is blocking the attacking creatures chosen for it. It remains a blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4.", + "zh": "被选择的生物中,每个仍然由防御牌手操控的生物成为阻挡生物。它们各自阻挡所选择的攻击生物。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是阻挡生物。参见规则506.4。" + }, + { + "chapter": "509.1h", + "en": "An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no creatures declared as blockers for it becomes an unblocked creature. This remains unchanged until the creature is removed from combat, an effect says that it becomes blocked or unblocked, or the combat phase ends, whichever comes first. A creature remains blocked even if all the creatures blocking it are removed from combat.", + "zh": "被一个或数个生物宣告阻挡的攻击生物成为被阻挡生物;未被任何生物宣告阻挡的攻击生物成为未受阻挡的生物。在被移出战斗、一个效应令其成为被阻挡或未受阻挡或战斗阶段结束中首先发生的事件之前,这将不会改变。即使对其进行阻挡的所有生物均被移出战斗,该生物依然被阻挡。" + }, + { + "chapter": "509.1i", + "en": "Any abilities that trigger on blockers being declared trigger. See rule 509.2a for more information.", + "zh": "所有因宣告阻挡者而触发的异能触发。详细信息参见509.2a。" + } + ] + }, + { + "chapter": "509.2.", + "en": "Second, the active player gets priority. (See rule 117, “Timing and Priority.”)", + "zh": "其次,主动牌手得到优先权。(参见规则117,“时机和优先权”。)", + "subrules": [ + { + "chapter": "509.2a", + "en": "Any abilities that triggered on blockers being declared or that triggered during the process described in rule 509.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)", + "zh": "任何因宣告阻挡者、或在规则509.1-3所述之流程中触发的异能在主动牌手得到优先权之前进入堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。)" + } + ] + }, + { + "chapter": "509.3.", + "en": "Triggered abilities that trigger on blockers being declared may have different trigger conditions.", + "zh": "于宣告阻挡者时触发的异能可能具有不同的触发条件。", + "subrules": [ + { + "chapter": "509.3a", + "en": "An ability that reads “Whenever [a creature] blocks, . . .” generally triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers if the creature is declared as a blocker. It will also trigger if that creature becomes a blocker as the result of an effect, but only if it wasn’t a blocking creature at that time. (See rule 509.1g.) It won’t trigger if the creature is put onto the battlefield blocking.", + "zh": "叙述为“每当[某生物]阻挡时,…”的异能,通常在该生物的每个战斗中只触发一次,即使它阻挡了多个生物。如果该生物被宣告为阻挡者,该异能触发。如果该生物因为某个效应而成为了阻挡者,它也会触发,但只有在该生物在那之前不是阻挡生物的情况下。(参见规则509.1g。)它将不会因为该生物放进战场正在阻挡而触发。" + }, + { + "chapter": "509.3b", + "en": "An ability that reads “Whenever [a creature] blocks a creature, . . .” triggers once for each attacking creature the creature with the ability blocks. It triggers if the creature is declared as a blocker. It will also trigger if an effect causes that creature to block an attacking creature, but only if it wasn’t already blocking that attacking creature at that time. It won’t trigger if the creature is put onto the battlefield blocking.", + "zh": "具有叙述为“每当[某生物]阻挡一个生物时,…”异能的生物阻挡的每个生物均触发一次其异能。在该生物被宣告为阻挡者时,该异能触发。如果该生物因为某个效应而成为了阻挡者,它也会触发,但只有在该生物在那之前未阻挡该生物的情况下。如果该生物是被放置进战场并进行阻挡,则此异能不会触发。" + }, + { + "chapter": "509.3c", + "en": "An ability that reads “Whenever [a creature] becomes blocked, . . .” generally triggers only once each combat for that creature, even if it’s blocked by multiple creatures. It will trigger if that creature becomes blocked by at least one creature declared as a blocker. It will also trigger if that creature becomes blocked by an effect or by a creature that’s put onto the battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time. (See rule 509.1h.)", + "zh": "叙述为“每当[某生物]被阻挡时,…”的异能,通常在该生物的每个战斗中只触发一次,即使它被多个生物阻挡。如果该生物被至少一个生物宣告阻挡,该异能触发。如果该生物因为某个效应,或某个生物放进战场正在阻挡而成为了被阻挡,它也会触发,但只有在该生物在那之前未受阻挡的情况下。(参见规则509.1h。)" + }, + { + "chapter": "509.3d", + "en": "An ability that reads “Whenever [a creature] becomes blocked by a creature, . . .” triggers once for each creature that blocks the specified creature. It triggers if a creature is declared as a blocker for the attacking creature. It will also trigger if an effect causes a creature to block the attacking creature, but only if it wasn’t already blocking that attacking creature at that time. In addition, it will trigger if a creature is put onto the battlefield blocking that creature. It won’t trigger if the creature becomes blocked by an effect rather than a creature.", + "zh": "具有叙述为“每当[某生物]被一个生物阻挡时,…”异能的生物,对于每个阻挡该生物的生物,均触发一次其异能。如果该攻击生物被一个生物宣告阻挡,该异能触发。该异能也会在某效应令一个生物阻挡该攻击生物时触发,但只有在该生物在那之前未阻挡该攻击生物的情况下。若某个生物被放置进战场并阻挡该攻击生物,该异能也会触发。该异能不会在该生物被效应阻挡(而不是被生物阻挡)时触发。" + }, + { + "chapter": "509.3e", + "en": "If an ability triggers when a creature blocks or becomes blocked by a particular number of creatures, the ability triggers if the creature blocks or is blocked by that many creatures when blockers are declared. Effects that add or remove blockers can also cause such abilities to trigger. This applies to abilities that trigger on a creature blocking or being blocked by at least a certain number of creatures as well.", + "zh": "如果某异能在一个生物阻挡特定数量的生物或被特定数量的生物阻挡时触发,则如果在宣告阻挡者时,该生物阻挡该数量的生物或被该数量的生物阻挡,该异能触发。添加或减少阻挡者的效应也可以使此类异能触发。此规则也适用于阻挡至少特定数量的生物,或被至少特定数量的生物阻挡时触发的异能。" + }, + { + "chapter": "509.3f", + "en": "If an ability triggers when a creature with certain characteristics blocks, it will trigger only if the creature has those characteristics at the point blockers are declared, or at the point an effect causes it to block. If an ability triggers when a creature with certain characteristics becomes blocked, it will trigger only if the creature has those characteristics at the point it becomes a blocked creature. If an ability triggers when a creature becomes blocked by a creature with certain characteristics, it will trigger only if the latter creature has those characteristics at the point it becomes a blocking creature. None of those abilities will trigger if the relevant creature’s characteristics change to match the ability’s trigger condition later on.", + "zh": "如果某异能在一个具有特定特征的生物阻挡时触发,它只有在该生物被宣告为阻挡者的时间点上具有这些特性的情况下,才会触发。如果某异能在一个具有特定特征的生物被阻挡时触发,它只有在该生物成为被阻挡生物的时间点上具有这些特性的情况下,才会触发。如果某异能在一个生物被具有特定特征的生物阻挡时触发,它只有在该生物成为阻挡生物的时间点上具有这些特性的情况下,才会触发。如果相应生物之后改变特征来符合这些异能的触发条件,并不会触发这些异能。", + "extras": [ + { + "en": "Example: A creature has the ability “Whenever this creature becomes blocked by a white creature, destroy that creature at end of combat.” If the creature becomes blocked by a black creature that is later turned white, the ability will not trigger.", + "zh": "例如:某生物具有“每当此生物被一个白色生物阻挡时,在战斗结束时消灭该生物。”的异能。如果此生物被一个黑色生物阻挡,且该黑色生物之后成为白色,此异能不会触发。" + } + ] + }, + { + "chapter": "509.3g", + "en": "An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers if no creatures are declared as blockers for that creature. It will trigger even if the creature was never declared as an attacker (for example, if it entered the battlefield attacking). It won’t trigger if the attacking creature is blocked and then all its blockers are removed from combat.", + "zh": "叙述为“每当[某生物]攻击且未受阻挡时,…”的异能,只有在没有任何生物被宣告为该生物的阻挡者的情况下触发。即使该生物从未被宣告为攻击者,该异能也会触发(例如,如果它被放进战场并进行攻击)。如果该攻击生物被阻挡且之后所有阻挡生物均被移出战斗,该异能不会触发。" + } + ] + }, + { + "chapter": "509.4.", + "en": "If a creature is put onto the battlefield blocking, its controller chooses which attacking creature it’s blocking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s blocking). A creature put onto the battlefield this way is “blocking” but, for the purposes of trigger events and effects, it never “blocked.”", + "zh": "如果一个生物被放置进战场进行阻挡,其操控者于该生物进入战场时选择它阻挡哪个攻击生物(除非将它放置进战场的效应指定它必须阻挡某个生物)。以此法放置进战场的生物在“进行阻挡”,但对于触发事件和效应来说,它从未“阻挡”过。", + "subrules": [ + { + "chapter": "509.4a", + "en": "If the effect that puts a creature onto the battlefield blocking specifies it’s blocking a certain creature and that creature is no longer attacking, the creature is put onto the battlefield but is never considered a blocking creature. The same is true if the controller of the creature that’s put onto the battlefield blocking isn’t a defending player for the specified attacking creature.", + "zh": "如果该效应将一个生物放置进战场进行阻挡并指定其阻挡特定生物,但后者生物已不在攻击,前者生物被放置进战场但不会视为阻挡生物。前者生物被放置进战场进行阻挡,但其操控者已不是后者生物之防御牌手的情形亦是如此。" + }, + { + "chapter": "509.4b", + "en": "A creature that’s put onto the battlefield blocking isn’t affected by requirements or restrictions that apply to the declaration of blockers.", + "zh": "放置进战场进行阻挡的生物不会受到对宣告阻挡者生效之要求或限制的影响。" + } + ] + } + ] + }, + { + "chapter": "510.", + "en": "Combat Damage Step", + "zh": "战斗伤害步骤", + "subrules": [ + { + "chapter": "510.1.", + "en": "First, the active player announces how each attacking creature assigns its combat damage, then the defending player announces how each blocking creature assigns its combat damage. This turn-based action doesn’t use the stack. A player assigns a creature’s combat damage according to the following rules:", + "zh": "首先,主动牌手宣告每个攻击生物如何分配其战斗伤害,然后防御牌手宣告每个阻挡生物如何分配战斗伤害。此回合动作不使用堆叠。牌手依照下列规则分配一个生物的战斗伤害:", + "subrules": [ + { + "chapter": "510.1a", + "en": "Each attacking creature and each blocking creature assigns combat damage equal to its power. Creatures that would assign 0 or less damage this way don’t assign combat damage at all.", + "zh": "每个攻击生物和每个阻挡生物分配的战斗伤害等同于其力量。将分配0点或更少伤害的生物不会分配战斗伤害。" + }, + { + "chapter": "510.1b", + "en": "An unblocked creature assigns its combat damage to the player, planeswalker, or battle it’s attacking. If it isn’t currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage.", + "zh": "未受阻挡的生物对其攻击的牌手、鹏洛客或战役分配它的战斗伤害。如果它当前没有攻击任何东西(例如,该生物攻击的鹏洛客已经离开战场),它将不会分配战斗伤害。" + }, + { + "chapter": "510.1c", + "en": "A blocked creature assigns its combat damage to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If exactly one creature is blocking it, it assigns all its combat damage to that creature. If two or more creatures are blocking it, it assigns its combat damage to those creatures divided as its controller chooses among them.", + "zh": "被阻挡生物对阻挡它的生物分配战斗伤害。如果当前没有生物阻挡它(例如,生物被消灭或移出战斗),该生物不会分配战斗伤害。如果只有一个生物对其进行阻挡,则它将分配所有战斗伤害给该生物。如果两个或更多的生物对其进行阻挡,则它的操控者将其战斗伤害任意分配给这些生物。", + "extras": [ + { + "en": "Example: An attacking Elvish Regrower (a 4/3 creature) is blocked by Vampire Spawn (a 2/3 creature) and Helpful Hunter (a 1/1 creature). Elvish Regrower’s controller can assign all 4 damage to the Hunter, 1 damage to the Spawn and 3 damage to the Hunter, 2 damage to each creature, 3 damage to the Spawn and 1 damage to the Hunter, or all 4 damage to the Spawn.", + "zh": "例如:正在进行攻击的妖精护生师[Elvish Regrower](4/3生物)被吸血衍体(2/3生物)和有用捕手[Helpful Hunter](1/1生物)阻挡。妖精护生师的操控者可以选择将全部4点伤害分配给有用捕手;将1点伤害分配给吸血衍体,3点伤害分配给有用捕手;将2点伤害各分配给吸血衍体和有用捕手;将3点伤害分配给吸血衍体,1点伤害分配给有用捕手;或将全部4点伤害分配给吸血衍体。" + } + ] + }, + { + "chapter": "510.1d", + "en": "A blocking creature assigns combat damage to the creatures it’s blocking. If it isn’t currently blocking any creatures (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If it’s blocking exactly one creature, it assigns all its combat damage to that creature. If it’s blocking two or more creatures, it assigns its combat damage divided as its controller chooses among them.", + "zh": "阻挡生物对它阻挡的生物分配战斗伤害。如果当前它没有阻挡任何生物(例如,生物被消灭或移出战斗),该生物不会分配战斗伤害。如果它只阻挡一个生物,则它将分配所有战斗伤害给该生物。如果它阻挡两个或更多的生物,则它的操控者将其战斗伤害任意分配给这些生物。" + }, + { + "chapter": "510.1e", + "en": "Once a player has assigned combat damage from each attacking or blocking creature they control, the total damage assignment (not solely the damage assignment of any individual attacking or blocking creature) is checked to see if it complies with the above rules. If it doesn’t, the combat damage assignment is illegal; the game returns to the moment before that player began to assign combat damage. (See rule 732, “Handling Illegal Actions.”)", + "zh": "一旦牌手为每个其操控的攻击或阻挡生物分配完毕伤害,总伤害分配(而非任何单独的攻击或阻挡生物的伤害分配)检查其是否符合以上所有规定。如果不符合,则战斗伤害分配非法;游戏倒回至该牌手开始伤害分配之前的时间点(参见规则732,“处理非法动作”。)" + } + ] + }, + { + "chapter": "510.2.", + "en": "Second, all combat damage that’s been assigned is dealt simultaneously. This turn-based action doesn’t use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time it’s dealt.", + "zh": "其次,所有被分配的战斗伤害同时造成。此回合动作不使用堆叠。没有牌手有机会在分配战斗伤害和造成战斗伤害之间施放咒语或起动异能。", + "subrules": [] + }, + { + "chapter": "510.3.", + "en": "Third, the active player gets priority. (See rule 117, “Timing and Priority.”)", + "zh": "然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)", + "subrules": [ + { + "chapter": "510.3a", + "en": "Any abilities that triggered on damage being dealt or while state-based actions are performed afterward are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)", + "zh": "任何因造成伤害、或在此后执行状态动作时触发的异能在主动牌手得到优先权之前进入堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。)" + } + ] + }, + { + "chapter": "510.4.", + "en": "If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.", + "zh": "如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻(参见规则702.7)或连击(参见规则702.4),则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。", + "subrules": [] + } + ] + }, + { + "chapter": "511.", + "en": "End of Combat Step", + "zh": "战斗结束步骤", + "subrules": [ + { + "chapter": "511.1.", + "en": "The end of combat step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)", + "zh": "战斗结束步骤没有回合动作。一旦该步骤开始,主动牌手得到优先权。(参见规则117,“时机和优先权”。)", + "subrules": [] + }, + { + "chapter": "511.2.", + "en": "Abilities that trigger “at end of combat” trigger as the end of combat step begins. Effects that last “until end of combat” expire at the end of the combat phase.", + "zh": "“在战斗结束时”触发的异能在战斗结束步骤开始时触发。持续“直到战斗结束”的效应在战斗阶段结束后结束。", + "subrules": [] + }, + { + "chapter": "511.3.", + "en": "As soon as the end of combat step ends, all creatures, battles, and planeswalkers are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins (see rule 505).", + "zh": "一旦战斗结束步骤结束,所有生物、战役和鹏洛客被移出战斗。在战斗结束步骤之后,战斗阶段结束且战斗后行动阶段开始(参见规则505)。", + "subrules": [] + } + ] + }, + { + "chapter": "512.", + "en": "Ending Phase", + "zh": "终结阶段", + "subrules": [ + { + "chapter": "512.1.", + "en": "The ending phase consists of two steps: end and cleanup.", + "zh": "终结阶段包括两个步骤:结束步骤和清除步骤。", + "subrules": [] + } + ] + }, + { + "chapter": "513.", + "en": "End Step", + "zh": "结束步骤", + "subrules": [ + { + "chapter": "513.1.", + "en": "The end step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)", + "zh": "结束步骤没有回合动作。一旦该步骤开始,主动牌手得到优先权。(参见规则117,“时机和优先权”。)", + "subrules": [ + { + "chapter": "513.1a", + "en": "Previously, abilities that triggered at the beginning of the end step were printed with the trigger condition “at end of turn.” Cards that were printed with that text have received errata in the Oracle card reference to say “at the beginning of the end step” or “at the beginning of the next end step.”", + "zh": "多年以来,在结束步骤开始时触发的异能被印为触发条件是“在回合结束时”。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“在结束步骤开始时”或“在下一个结束步骤开始时”。" + } + ] + }, + { + "chapter": "513.2.", + "en": "If a permanent with an ability that triggers “at the beginning of the end step” enters the battlefield during this step, that ability won’t trigger until the next turn’s end step. Likewise, if a delayed triggered ability that triggers “at the beginning of the next end step” is created during this step, that ability won’t trigger until the next turn’s end step. In other words, the step doesn’t “back up” so those abilities can go on the stack. This rule applies only to triggered abilities; it doesn’t apply to continuous effects whose durations say “until end of turn” or “this turn.” (See rule 514, “Cleanup Step.”)", + "zh": "如果一个永久物具有“在结束步骤开始时”触发的异能,且该永久物在此步骤进入战场,则此异能在下一个回合的结束步骤之前不会触发。同理,如果一个延迟触发式异能“在下一个结束步骤开始时”触发,且该异能在此步骤中被创造,则此异能下一个回合的结束步骤之前不会触发。换句话说,步骤不会“倒回”从而让这些异能进入堆叠。此规则只适用于触发式异能;它并不适用于叙述为“直到回合结束”或“此回合”的具有时限的持续性效应。(参见规则514,“清除步骤”。)", + "subrules": [] + } + ] + }, + { + "chapter": "514.", + "en": "Cleanup Step", + "zh": "清除步骤", + "subrules": [ + { + "chapter": "514.1.", + "en": "First, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. This turn-based action doesn’t use the stack.", + "zh": "首先,如果主动牌手的手牌数高于其手牌上限(通常情况下是七张),其必须弃掉足够的牌来让手牌数等同于手牌上限。此回合动作不使用堆叠。", + "subrules": [] + }, + { + "chapter": "514.2.", + "en": "Second, the following actions happen simultaneously: all damage marked on permanents (including phased-out permanents) is removed and all “until end of turn” and “this turn” effects end. This turn-based action doesn’t use the stack.", + "zh": "其次,以下动作同时发生:永久物(包括跃离的永久物)上标记的所有伤害被移除,且所有“直至回合结束”和“此回合”的效应结束。此回合动作不使用堆叠。", + "subrules": [] + }, + { + "chapter": "514.3.", + "en": "Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception:", + "zh": "一般情况下,没有牌手在清除步骤中会得到优先权,所以不能施放咒语或起动异能。但是此规则有以下特例:", + "subrules": [ + { + "chapter": "514.3a", + "en": "At this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.", + "zh": "在此刻,游戏检查是否有任何状态动作需要执行,和/或任何触发式异能等待进入堆叠(包括“在下一个清除步骤开始时”触发的异能)。如果有,则执行这些状态动作,然后将这些触发式异能放进堆叠,然后主动牌手得到优先权。牌手可以施放咒语和起动异能。一旦堆叠为空且所有牌手连续让过,另一个清除步骤开始。" + } + ] + } + ] + } + ] + }, + { + "chapter": "6.", + "en": "Spells, Abilities, and Effects", + "zh": "咒语、异能和效应", + "subrules": [ + { + "chapter": "600.", + "en": "General", + "zh": "总则", + "subrules": [] + }, + { + "chapter": "601.", + "en": "Casting Spells", + "zh": "施放咒语", + "subrules": [ + { + "chapter": "601.1.", + "en": "Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.", + "zh": "多年以来,施放咒语或作为咒语施放一张牌这个动作,在牌上被称为“使用”该咒语或该牌。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“施放”该咒语或该牌。", + "subrules": [ + { + "chapter": "601.1a", + "en": "Some effects still refer to “playing” a card. “Playing a card” means playing that card as a land or casting that card as a spell, whichever is appropriate.", + "zh": "一些效应依然“使用”一张牌。“使用一张牌”表示,在作为地使用该牌或作为咒语施放该牌中适当的一项。" + } + ] + }, + { + "chapter": "601.2.", + "en": "To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell includes proposal of the spell (rules 601.2a–d) and determination and payment of costs (rules 601.2f–h). To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process (see rule 601.3). If a player is unable to comply with the requirements of a step listed below while performing that step, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”).", + "zh": "施放咒语指将其从当前区域(通常是手牌)放进堆叠,且支付其费用,从而令它可以在结算时产生效应。施放咒语分为两部分:咒语的声明(规则601.2a-d)和确定及支付费用(规则601.2f-h)。要施放咒语,牌手需依序进行下列步骤。牌手必须在允许合法施放该咒语的情况下才可以开始此流程(参见规则601.3)。如果牌手在执行下列任一步骤时无法遵循该步骤的要求,则该咒语的施放非法;游戏倒回至声明施放该咒语之前的时间点(参见规则732,“处理非法动作”)。", + "subrules": [ + { + "chapter": "601.2a", + "en": "To propose the casting of a spell, a player first moves that card (or that copy of a card) from where it is to the stack. It becomes the topmost object on the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and that player becomes its controller. Any continuous effects that modify the characteristics of the spell as you start casting it begin as it is put on the stack (see rule 611.2f). Any one-shot effects that cause the spell to gain abilities as you cast it apply as it is put on the stack (see rule 610.5). The spell remains on the stack until it resolves, it’s countered, or a rule or effect moves it elsewhere.", + "zh": "要声明施放咒语,该牌手首先将该牌(或该牌的复制品)从其现在的区域移到堆叠上。它成为堆叠最顶端的物件。它具有该牌(或该牌复制品)给予的所有特征,且该牌手成为其操控者。于你开始施放咒语时修改咒语特征的持续性效应在咒语放进堆叠时起生效(参见规则611.2f)。于你施放咒语时令其获得异能的一次性效应在咒语放进堆叠时起生效(参见规则610.5)。该咒语直到结算、被反击,或被一个规则或效应转移到其他区域之前一直保持在堆叠中。" + }, + { + "chapter": "601.2b", + "en": "If the spell is modal, the player announces the mode choice (see rule 700.2). If the player wishes to splice any cards onto the spell (see rule 702.47), they reveal those cards in their hand. If the spell has alternative or additional costs that will be paid as it’s being cast such as buyback or kicker costs (see rules 118.8 and 118.9), the player announces their intentions to pay any or all of those costs (see rule 601.2f). A player can’t apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it’s being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost they intend to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether they intend to pay 2 life or a corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player’s options when making these choices.", + "zh": "如果该咒语具有模式,则该牌手宣告其选择的模式(参见规则700.2)。如果该牌手希望将任何牌通联到该咒语上(参见规则702.47),他从其手上展示这些牌。如果该咒语具有替代、额外、或其他于施放时支付的特殊费用,如购回或增幅费用(参见规则118.8和118.9),该牌手宣告其将支付其中任何或全部费用(参见规则601.2f)。牌手不能应用两种替代施放的方式,或对同一个咒语应用两种替代性费用。如果该咒语具有于施放时支付的可变数值费用(比如其法术力费用中包含{X};参见规则107.3),该牌手宣告该可变数值的数值。如果该可变数值的数值在该咒语的叙述中由牌手将在稍后的咒语宣告或结算中作出的选择来定义,该牌手改为在此时作出该选择,而非在该稍后的时间点。如果于该咒语被施放时所支付的一个费用中包含混血法术力符号,该牌手宣告他即将支付的等同于该费用的非混血费用。如果于施放咒语时支付的一个费用中包含非瑞克西亚法术力符号,该牌手宣告他为每个这些符号支付2点生命或支付对应颜色的法术力。在此之前所作出的选择(例如选择从坟墓场中施放具有返照的咒语,或选择用变身面朝下的施放生物)可能会在该牌手作出选择时限制其选项。" + }, + { + "chapter": "601.2c", + "en": "The player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets. Similarly, a spell may require alternative targets only if an alternative or additional cost was chosen for it. If the spell has a variable number of targets, the player announces how many targets they will choose before they announce those targets. In some cases, the number of targets will be defined by the spell’s text. Once the number of targets the spell has is determined, that number doesn’t change, even if the information used to determine the number of targets does. The same target can’t be chosen multiple times for any one instance of the word “target” on the spell. However, if the spell uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). If any effects say that an object or player must be chosen as a target, the player chooses targets so that they obey the maximum possible number of such effects without violating any rules or effects that say that an object or player can’t be chosen as a target. The chosen objects and/or players each become a target of that spell. (Any abilities that trigger when those objects and/or players become the target of a spell trigger at this point; they’ll wait to be put on the stack until the spell has finished being cast.)", + "zh": "该牌手为咒语要求的每个目标宣告其所选择的相对应的物件或牌手。一个咒语可能只有在一个替代、额外、或特殊费用(例如购回或增幅费用)、或某个模式被选择的情况下才要求一些目标;否则,该咒语被视同不具有这些目标般被施放。类似地,一个咒语可能只有在为其选择了一个替代或额外费用时才要求不同的目标。如果该咒语具有的目标数量为可变数值,该牌手在宣告目标前宣告他将选择多少个目标。在某些情况下,目标的数量会由咒语的叙述定义。一旦该咒语目标的数量被确定,该数量便不会改变,即使用于确定目标数量的信息已经变化。同一个目标不能被咒语上的某一个“目标”一词多次选择。但如果该咒语在多处使用“目标”一词,则同一个物件或牌手可以被每个“目标”一词选择一次(只要它符合目标要求)。如果任何效应要求一个物件或牌手必须被选择为目标,则选择目标的牌手在不违反任何规则或令该物件或牌手不能被选择为目标的效应的前提下,必须尽可能达成最多数量的此类效应。每个被选择的物件和/或牌手成为该咒语的目标。(任何在这些物件和/或牌手成为咒语的目标时触发的异能在此时触发;它们在该咒语完成被施放之前将等待进入堆叠。)", + "extras": [ + { + "en": "Example: If a spell says “Tap two target creatures,” then the same creature can’t be chosen twice; the spell requires two different legal targets. A spell that says “Destroy target artifact and target land,” however, can target the same artifact land twice because it uses the word “target” in multiple places.", + "zh": "例如:如果一个咒语为“横置两个目标生物”,则同一个目标不能被选择两次;该咒语要求两个不同的合法目标。一个咒语为“消灭目标神器和目标地”,则可以以同一个神器地为目标两次,因为其在多处使用“目标”一词。" + } + ] + }, + { + "chapter": "601.2d", + "en": "If the spell requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided.", + "zh": "如果该咒语要求牌手在一个或数个目标之间分配一个效应(例如伤害或指示物),该牌手宣告该分配。这些目标中的每个目标必须至少分配到一个。" + }, + { + "chapter": "601.2e", + "en": "The game checks to see if the proposed spell can legally be cast. If the proposed spell is illegal, the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”).", + "zh": "游戏检查所声明的咒语是否能够合法施放。如果所声明的咒语不能合法施放,游戏倒回至声明施放该咒语之前的时间点(参见规则732,“处理非法动作”)。" + }, + { + "chapter": "601.2f", + "en": "The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If multiple cost reductions apply, the player may apply them in any order. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can’t be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes “locked in.” If effects would change the total cost after this time, they have no effect.", + "zh": "该牌手确定该咒语的总费用。这通常只是其法术力费用。一些咒语具有额外或替代性费用。一些效应可能增加或减少须支付的费用,或提供其他的替代性费用。费用可能包括法术力、横置永久物、牺牲永久物、弃牌等。总费用为其法术力费用或替代性费用(于规则601.2b中确定),加上所有额外费用和增加的费用,并减去所有减少的费用。如果有多个减少费用的效应将要生效,该牌手可以以任意顺序生效这些效应。如果总费用的法术力部分被减少费用的效应减至没有,它被视同{0}。它不能被减少至小于{0}。一旦总费用被确定,任何直接影响总费用的效应生效。然后总费用的结果被“锁定”。如果有效应将在此之后改变总费用,它将没有任何效果。" + }, + { + "chapter": "601.2g", + "en": "If the total cost includes a mana payment, the player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”). Mana abilities must be activated before costs are paid.", + "zh": "如果总费用包括支付法术力,则该牌手然后将有机会起动法术力异能(参见规则605,“法术力异能”)。法术力异能必须在支付费用之前被起动。" + }, + { + "chapter": "601.2h", + "en": "The player pays the total cost. First, they pay all costs that don’t involve random elements or moving objects from the library to a public zone, in any order. Then they pay all remaining costs in any order. Partial payments are not allowed. Unpayable costs can’t be paid.", + "zh": "该牌手支付总费用。首先,牌手以任意顺序支付所有不涉及随机元素或将物件从牌库移动到某个公开区域的费用。然后牌手以任意顺序支付所有剩余的费用。不可以只支付部分费用。不能被支付的费用不可支付。", + "extras": [ + { + "en": "Example: You cast Altar’s Reap, which costs {1}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to cast. Because a spell’s total cost is “locked in” before payments are actually made, you pay {B}, not {1}{B}, even though you’re sacrificing the Familiar.", + "zh": "例如:你施放祭坛夺命,其费用为{1}{B}并具有额外费用牺牲一个生物。你牺牲雷景院佣兽,其效应令你的黑色咒语少支付{1}来施放。由于咒语的总费用在真正支付费用之前已经被“锁定”,你支付{B}而不是{1}{B},即使你牺牲了佣兽。" + } + ] + }, + { + "chapter": "601.2i", + "en": "Once the steps described in 601.2a–h are completed, effects that modify the characteristics of the spell as it’s cast are applied, then the spell becomes cast. Any abilities that trigger when a spell is cast or put onto the stack trigger at this time. If the spell’s controller had priority before casting it, they get priority.", + "zh": "一旦601.2a-h中所叙述的所有步骤均被完成,于咒语施放期间修改其特征的效应生效,然后咒语成为被施放。任何因一个咒语被施放或进入堆叠而触发的异能此时触发。如果咒语的操控者在施放它之前具有优先权,他再次得到优先权。" + } + ] + }, + { + "chapter": "601.3.", + "en": "A player can begin to cast a spell only if a rule or effect allows that player to cast it and no rule or effect prohibits that player from casting it.", + "zh": "牌手只能在某规则或效应允许牌手施放该咒语、且没有规则或效应禁止该牌手施放该咒语时,才能施放咒语。", + "subrules": [ + { + "chapter": "601.3a", + "en": "If an effect prohibits a player from casting a spell with certain qualities, that player may consider any choices to be made during that spell’s proposal that may cause those qualities to change. If any such choices could cause that effect to no longer prohibit that player from casting that spell, the player may begin to cast the spell, ignoring the effect.", + "zh": "如果某效应禁止牌手施放具有指定特性的咒语,该牌手可以在声明该咒语期间考虑任何可能导致这些特性改变的选择。如果有此类选择可以使得该效应不再禁止该牌手施放该咒语,该牌手可以开始施放该咒语并忽略该效应。", + "extras": [ + { + "en": "Example: A player controls Void Winnower, which reads, in part, “Your opponents can’t cast spells with even mana values.” That player’s opponent may begin to cast Rolling Thunder, a card whose mana cost is {X}{R}{R}, because the chosen value of X may cause the spell’s mana value to become odd.", + "zh": "例如:一位牌手操控虚空筛除体,其部分叙述为“所有对手都不能施放法术力值为偶数的咒语。”该牌手的对手可以开始施放旋雷(一张法术力费用为{X}{R}{R}的牌),因为X的选定值可能使得该咒语的法术力值成为奇数。" + } + ] + }, + { + "chapter": "601.3b", + "en": "If an effect allows a player to cast a spell with certain qualities as though it had flash, that player may consider any choices to be made during that spell’s proposal that may cause that spell’s qualities to change. If any such choices could cause that effect to apply, that player may begin to cast that spell as though it had flash.", + "zh": "如果某效应允许牌手视同具有闪现异能地来施放具有指定特性的咒语,该牌手可以在声明该咒语期间考虑任何可能导致该咒语特性改变的选择。如果有此类选择可以使得该效应生效,该牌手可以视同其具有闪现异能地开始施放该咒语。", + "extras": [ + { + "en": "Example: An effect says that you may cast Aura spells as though they had flash, and you have a creature card with bestow in your hand. Because choosing the bestow ability’s alternative cost causes that spell to become an Aura spell, you may legally begin to cast that spell as though it had flash.", + "zh": "例如:一个效应为“你可以将灵气咒语视同具有闪现异能地来施放。”你手上有一张具有神授异能的生物牌。因为选择支付神授异能的替代性费用使得该咒语成为灵气咒语,你可以合法地开始施放该咒语,如同该咒语具有闪现异能。" + } + ] + }, + { + "chapter": "601.3c", + "en": "If an effect allows a player to cast a spell as though it had flash only if an alternative or additional cost is paid, that player may begin to cast that spell as though it had flash.", + "zh": "如果一个效应允许牌手仅当一个替代性费用或额外费用被支付时才能视同其具有闪现异能地施放某咒语,该牌手可以视同其具有闪现异能地开始施放该咒语。" + }, + { + "chapter": "601.3d", + "en": "If a spell would have flash only if certain conditions are met, its controller may begin to cast that spell as though it had flash if those conditions are met.", + "zh": "如果一个咒语仅当符合特定条件时才具有闪现,其操控者可以在该条件符合时视同其具有闪现异能地开始施放该咒语。" + }, + { + "chapter": "601.3e", + "en": "Some rules and effects state that an alternative set of characteristics or a subset of characteristics are considered to determine if a card or copy of a card is legal to cast. These alternative characteristics replace the object’s characteristics for this determination. Continuous effects that would apply to that object once it has those characteristics are also considered.", + "zh": "一些规则或效应叙述在确定一张牌或一张牌的复制品是否可以合法施放时,会考虑它的一组替代特征或其特征的子集。在此次确定中,这些替代特征替换该物件的原特征。一旦该物件具有这些特征便会生效的持续性效应也会被考虑在内。", + "extras": [ + { + "en": "Example: Garruk’s Horde says, in part, “You may cast creature spells from the top of your library.” If you control Garruk’s Horde and the top card of your library is a noncreature card with morph, you may cast it using its morph ability.", + "zh": "例如:贾路的兽群的部分叙述为“你可以从你的牌库顶施放生物咒语。”如果你操控贾路的兽群,且你的牌库顶牌是一张具有变身异能的非生物牌,你可以使用其变身异能施放之。" + }, + { + "en": "Example: Melek, Izzet Paragon says, in part, “You may cast instant and sorcery spells from the top of your library.” If you control Melek, Izzet Paragon and the top card of your library is Giant Killer, an adventurer creature card whose Adventure is an instant named Chop Down, you may cast Chop Down but not Giant Killer. If instead you control Garruk’s Horde and the top card of your library is Giant Killer, you may cast Giant Killer but not Chop Down.", + "zh": "例如:伊捷守护者梅列克的部分叙述为“你可以从你的牌库顶施放瞬间和法术咒语。”如果你操控伊捷守护者梅列克,且你的牌库顶牌是巨人杀手(一张历险名为连根砍倒的瞬间之历险者生物牌),你可以施放连根砍倒,但不能施放巨人杀手。倘若此时你操控的不是梅列克、而是贾路的兽群,则你可以从牌库顶施放巨人杀手,而不能施放连根砍倒。" + } + ] + }, + { + "chapter": "601.3f", + "en": "Some effects allow a player to cast a spell with certain qualities from among face-down cards in exile. A player may begin to cast such a spell only if they can look at the face-down card in exile.", + "zh": "一些效应允许牌手从放逐区牌面朝下的牌中施放具某些特性的咒语。仅当牌手被允许检视这些放逐区中牌面朝下的牌时,该牌手才可以开始施放该咒语。" + } + ] + }, + { + "chapter": "601.4.", + "en": "While announcing the choices of any modes, alternative costs, and/or additional costs as described in rule 601.2b, some options may be available to a player only if other choices are made that would normally be made later in that rule’s instructions. In that case, the spell’s controller may consider any other choices to be made in that step. If any such choices could allow them to choose a particular mode, alternative cost, or additional cost, they may do so.", + "zh": "在依照规则601.2b所述之流程声明其选择的模式、替代性费用和/或额外费用时,一些选项仅当牌手作出了某些其他选择后才可选,且这些选择依照规则通常在稍后才会作出。在此情形下,该咒语的操控者可将其他选择视为在该步骤中可以作出。如果任何此类选择可以允许牌手选择特定的模式、替代性费用或额外费用,则他可以如此作。", + "subrules": [], + "extras": [ + { + "en": "Example: Inscription of Abundance is a modal spell with kicker and the text “Choose one. If this spell was kicked, choose any number instead.” When announcing the chosen modes for the spell, its controller may choose any number of modes, even though choosing to pay the kicker cost is normally done later in the announcement process.", + "zh": "例如:丰足铭文是具有模式的咒语,它具有增幅异能,叙述为“选择一项。如果此咒语已增幅,则改为选择任意数量的选项。”当选择该咒语的模式时,其操控者可以选择任意数量的模式,即使在声明过程中选择支付增幅费用通常在稍后才会作出。" + } + ] + }, + { + "chapter": "601.5.", + "en": "If a player is no longer allowed to cast a spell after completing its proposal (see rules 601.2a–d), the casting of the spell is illegal and the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”). It doesn’t matter if a rule or effect would make the casting of the spell illegal while determining and paying that spell’s costs (see rules 601.2f–h) or any time after the spell has been cast.", + "zh": "如果牌手在完成咒语的声明(参见规则601.2a-d)之后不再被允许施放之,则该咒语施放非法,游戏倒回至声明施放该咒语之前的时间点(参见规则732,“处理非法动作”)。如果某规则或效应在确定和支付该咒语的费用时(参见规则601.2f-h)或该咒语的施放完成之后使得该咒语的施放非法,则它没有作用。", + "subrules": [ + { + "chapter": "601.5a", + "en": "Once a player has begun casting a spell that had flash because certain conditions were met or that could be cast as though it had flash because certain conditions were met (see 601.3d), they may continue to cast that spell as though it had flash even if those conditions stop being met.", + "zh": "一旦牌手开始施放某个因特定条件被满足而具有闪现异能(或可视同具有闪现异能地来施放)的咒语(参见规则601.3d),即使该条件不再满足,该牌手仍然可以继续施放该咒语。" + } + ] + }, + { + "chapter": "601.6.", + "en": "Some spells specify that one of their controller’s opponents does something the controller would normally do while it’s being cast, such as choose a mode or choose targets. In these cases, the opponent does so when the spell’s controller normally would do so.", + "zh": "一些咒语要求其操控者的一位对手于施放过程中作出一般情况下由其操控者作的某些动作,例如选择一个模式或选择目标。在这些情况下,该对手在该咒语的操控者一般情况下作这些动作时相应的作出选择。", + "subrules": [ + { + "chapter": "601.6a", + "en": "If there is more than one opponent who could make such a choice, the spell’s controller decides which of those opponents will make the choice.", + "zh": "如果有多于一位对手可以作出此类选择,该咒语的操控者决定哪位对手将作出选择。" + }, + { + "chapter": "601.6b", + "en": "If the spell instructs its controller and another player to do something at the same time as the spell is being cast, the spell’s controller goes first, then the other player. This is an exception to rule 101.4.", + "zh": "如果该咒语要求其操控者以及另一位牌手于该咒语被施放时同时作某些动作,该咒语的操控者首先作这些动作,然后为另一位牌手。这是规则101.4的特殊情况。" + } + ] + }, + { + "chapter": "601.7.", + "en": "Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.", + "zh": "施放一个影响费用的咒语不会影响已经在堆叠上的咒语和异能。", + "subrules": [] + } + ] + }, + { + "chapter": "602.", + "en": "Activating Activated Abilities", + "zh": "起动起动式异能", + "subrules": [ + { + "chapter": "602.1.", + "en": "Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]”", + "zh": "起动式异能具有费用和效应。其格式为“[费用]:[效应]。[起动限制(如果有的话)]”。", + "subrules": [ + { + "chapter": "602.1a", + "en": "The activation cost is everything before the colon (:). An ability’s activation cost must be paid by the player who is activating it.", + "zh": "起动费用是冒号(:)前的全部。一个异能的起动费用必须由起动它的牌手支付。", + "extras": [ + { + "en": "Example: The activation cost of an ability that reads “{2}, {T}: You gain 1 life” is two mana of any type plus tapping the permanent that has the ability.", + "zh": "例如:一个异能为“{2},{T}:你得到1点生命”的起动费用为两点任意类别的法术力以及横置具有此异能的永久物。" + } + ] + }, + { + "chapter": "602.1b", + "en": "Some text after the colon of an activated ability states instructions that must be followed while activating that ability. Such text may state which players can activate that ability, may restrict when a player can activate the ability, or may define some aspect of the activation cost. This text is not part of the ability’s effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the ability’s effect.", + "zh": "起动式异能中冒号后面的某些文字可能叙述起动该异能时必须遵循的指示。这些文字可能会叙述哪些牌手可以起动该异能,限制牌手何时可以起动该异能,或定义起动费用的某些条件。这些文字不是异能效应的一部分。它在任何时候都生效。如果起动式异能具有任何起动时的指示,它会出现在最后,即在异能的效应之后。" + }, + { + "chapter": "602.1c", + "en": "An activated ability is the only kind of ability that can be activated. If an object or rule refers to activating an ability without specifying what kind, it must be referring to an activated ability.", + "zh": "起动式异能是唯一一种可以被起动的异能。如果一个物件或规则使用起动一个异能但未能明确表示哪种异能,它必定表示一个起动式异能。" + }, + { + "chapter": "602.1d", + "en": "Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.", + "zh": "多年以来,在牌上被称为“使用”该异能。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“起动”该异能。" + }, + { + "chapter": "602.1e", + "en": "If a spell or ability that refers to the “activation cost” of an ability modifies how a player may pay that cost, that modification applies to the total cost of that ability, even if that cost is increased and/or decreased by other effects. See rules 602.2b and 601.2f.", + "zh": "如果某咒语或异能提及某异能的“起动费用”并影响牌手如何支付该费用,则该效应对该异能的总费用生效,即使该费用被其他效应增加或减少。参见规则602.2b及601.2f。" + } + ] + }, + { + "chapter": "602.2.", + "en": "To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 732, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.", + "zh": "起动一个异能指将其放进堆叠并支付其费用,导致它最终可以结算并产生其效果。除非一个物件特别注明,否则只有该物件的操控者(或没有操控者的话,其拥有者)可以起动其起动式异能。起动异能须按照顺序完成以下列出的步骤。如果在起动异能的过程之中,牌手不能完成其中任何步骤,该异能为非法起动;游戏倒回至该异能开始起动之前的时刻(参见规则732,“处理非法动作”)。宣告起动和支付费用在之后将不能更改。", + "subrules": [ + { + "chapter": "602.2a", + "en": "The player announces that they are activating the ability. If an activated ability is being activated from a hidden zone, the card that has that ability is revealed (see rule 701.20a). That ability is created on the stack as an object that’s not a card. It becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. Its controller is the player who activated the ability. The ability remains on the stack until it’s countered, it resolves, or an effect moves it elsewhere.", + "zh": "该牌手宣告他将起动该异能。如果一个起动式异能从隐藏区域中被起动,具有该异能的牌将被展示(参见规则701.20a)。该异能将作为非牌物件被放进堆叠。它成为堆叠最顶端的物件。它具有创造它的异能所具有的文字叙述,且不具有任何其他特征。其操控者为起动该异能的牌手。该异能直到被反击、结算,或被一个效应转移到其他区域之前将一直保持留在堆叠上。" + }, + { + "chapter": "602.2b", + "en": "The remainder of the process for activating an ability is identical to the process for casting a spell listed in rules 601.2b–i. Those rules apply to activating an ability just as they apply to casting a spell. An activated ability’s analog to a spell’s mana cost (as referenced in rule 601.2f) is its activation cost.", + "zh": "起动异能的其余部分与规则601.2b-i中列出的施放咒语部分相同。这些规则对起动一个异能与施放一个咒语相同。与咒语的法术力费用(规则601.2f中引用)对应的为起动式异能的起动费用。" + } + ] + }, + { + "chapter": "602.3.", + "en": "Some abilities specify that one of their controller’s opponents does something the controller would normally do while it’s being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the ability’s controller normally would do so.", + "zh": "一些异能要求其操控者的一位对手于起动过程中作出一般情况下由其操控者作的某些动作,例如选择一个模式或选择目标。在这些情况下,该对手在该异能的操控者一般情况下作这些动作时相应的作出选择。", + "subrules": [ + { + "chapter": "602.3a", + "en": "If there is more than one opponent who could make such a choice, the ability’s controller decides which of those opponents will make the choice.", + "zh": "如果有多于一位对手可以作出此类选择,该异能的操控者决定哪位对手将作出选择。" + }, + { + "chapter": "602.3b", + "en": "If the ability instructs its controller and another player to do something at the same time as the ability is being activated, the ability’s controller goes first, then the other player. This is an exception to rule 101.4.", + "zh": "如果该异能要求其操控者以及另一位牌手于该异能被起动时同时作某些动作,该异能的操控者首先作这些动作,然后为另一位牌手。这是规则101.4的特殊情况。" + } + ] + }, + { + "chapter": "602.4.", + "en": "Activating an ability that alters costs won’t affect spells and abilities that are already on the stack.", + "zh": "起动一个影响费用的异能不会影响已经在堆叠上的咒语和异能。", + "subrules": [] + }, + { + "chapter": "602.5.", + "en": "A player can’t begin to activate an ability that’s prohibited from being activated.", + "zh": "牌手不能尝试开始起动一个不允许被起动的异能。", + "subrules": [ + { + "chapter": "602.5a", + "en": "A creature’s activated ability with the tap symbol ({T}) or the untap symbol ({Q}) in its activation cost can’t be activated unless the creature has been under its controller’s control since the start of their most recent turn. Ignore this rule for creatures with haste (see rule 702.10).", + "zh": "除非一个生物在其操控者最近的一个回合开始时便由其操控,否则该生物具有的起动费用中包含横置符号({T})或重置符号({Q})的起动式异能不能被起动。对具有敏捷的生物忽略此规则(参见规则702.10)。" + }, + { + "chapter": "602.5b", + "en": "If an activated ability has a restriction on its use (for example, “Activate only once each turn”), the restriction continues to apply to that object even if its controller changes.", + "zh": "如果一个起动式异能对于使用具有限制(例如,“每回合只能起动一次”),该限制对该物件持续生效,即使其操控者发生了改变。" + }, + { + "chapter": "602.5c", + "en": "If an object acquires an activated ability with a restriction on its use from another object, that restriction applies only to that ability as acquired from that object. It doesn’t apply to other, identically worded abilities.", + "zh": "如果一个物件从另一个物件上获取了一个具有使用限制的起动式异能,则该限制只对此从另一个物件上获取的该异能生效。它不对其他相同措词的异能生效。" + }, + { + "chapter": "602.5d", + "en": "Activated abilities that read “Activate only as a sorcery” mean the player must follow the timing rules for casting a sorcery spell, though the ability isn’t actually a sorcery. The player doesn’t actually need to have a sorcery card that they could cast.", + "zh": "起动式异能具有“只能于法术时机起动”表示该牌手必须遵从施放法术咒语的时机规则,即使该异能并不是一个法术。该牌手不需要有他可以施放的法术牌。" + }, + { + "chapter": "602.5e", + "en": "Activated abilities that read “Activate only as an instant” mean the player must follow the timing rules for casting an instant spell, though the ability isn’t actually an instant. The player doesn’t actually need to have an instant card that they could cast.", + "zh": "起动式异能具有“只能于瞬间时机起动”表示该牌手必须遵从施放瞬间咒语的时机规则,即使该异能并不是一个瞬间。该牌手不需要有他可以施放的瞬间牌。" + } + ] + } + ] + }, + { + "chapter": "603.", + "en": "Handling Triggered Abilities", + "zh": "处理触发式异能", + "subrules": [ + { + "chapter": "603.1.", + "en": "Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]”", + "zh": "触发式异能具有触发条件和效应。其格式为“[当/每当/在][触发条件或事件],[效应]。[指示(如有的话)]”。", + "subrules": [ + { + "chapter": "603.1a", + "en": "A triggered ability may include instructions after its effects that limit what the ability may target or state that it can’t be countered. This text is not part of the ability’s effect. It functions while the ability is on the stack.", + "zh": "触发式异能可能在其效应之后包含指示。这些指示可能会限制该异能可指定的目标、或叙述其不能被反击。此文字叙述不是该异能效应的一部分。它在该异能在堆叠上时生效。" + }, + { + "chapter": "603.1b", + "en": "A triggered ability may have more than one trigger condition, and an instruction that refers to whether “all” of those conditions have happened during a particular period. This refers to whether or not all of those conditions have occurred during that period, regardless of whether that ability has triggered based on those conditions.", + "zh": "触发式异能可能同时具有多个触发条件,并包含提及在特定时段内是否“所有”条件都已发生的指示。这指的是在该时段内是否所有条件都已发生,而与该异能是否已因这些条件触发无关。" + } + ] + }, + { + "chapter": "603.2.", + "en": "Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.", + "zh": "每当一个游戏事件或游戏状态符合一个触发式异能的触发事件时,该异能自动触发。该异能此时并不会作任何事。", + "subrules": [ + { + "chapter": "603.2a", + "en": "Because they aren’t cast or activated, triggered abilities can trigger even when it isn’t legal to cast spells and activate abilities. Effects that preclude abilities from being activated don’t affect them.", + "zh": "由于它们不是被施放或起动的,触发式异能即使在不能合法施放咒语或起动异能时也会触发。阻止异能被起动的效应不会影响它们。" + }, + { + "chapter": "603.2b", + "en": "When a phase or step begins, all abilities that trigger “at the beginning of” that phase or step trigger.", + "zh": "当一个阶段或步骤开始时,所有“在[此阶段或步骤]开始时”触发的异能触发。" + }, + { + "chapter": "603.2c", + "en": "An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.", + "zh": "触发事件每次只会导致一个触发式异能触发一次。但如果一个事件包含发生多次,则它会反复触发。", + "extras": [ + { + "en": "Example: A permanent has an ability whose trigger condition reads, “Whenever a land is put into a graveyard from the battlefield, . . . .” If someone casts a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spell’s resolution.", + "zh": "例如:一个永久物具有触发条件为“每当一个地从战场进入坟墓场时,……”的异能,如果有人施放一个消灭所有地的咒语,该异能在该咒语的结算中将因每个被放进坟墓场的地触发一次。" + } + ] + }, + { + "chapter": "603.2d", + "en": "An ability may state that a triggered ability triggers additional times. In this case, rather than simply determining that such an ability has triggered, determine how many times it should trigger, then that ability triggers that many times. An effect that states that an ability triggers additional times doesn’t invoke itself repeatedly and doesn’t apply to other effects that affect how many times an ability triggers. An effect that states a triggered ability of an object triggers additional times refers only to triggered abilities that object has, not to any delayed or reflexive triggered abilities (see rule 603.7 and rule 603.12) that may be created by abilities the object has.", + "zh": "异能可能会叙述一个触发式异能额外触发数次。在此情形下,应决定该异能触发应当触发多少次(而非仅仅决定其已触发),然后该异能触发等量的次数。叙述一个异能额外触发数次的效应不会反复引发本身,且不会适用于影响异能触发次数的其他效应。叙述某物件的触发式异能额外触发数次的效应,仅指该物件具有的触发式异能,不包括该物件具有的异能可能会产生的任何延迟触发式异能或自身触发式异能(参见规则603.7和规则603.12)。" + }, + { + "chapter": "603.2e", + "en": "Some trigger events use the word “becomes” (for example, “becomes attached” or “becomes blocked”). These trigger only at the time the named event happens—they don’t trigger if that state already exists or retrigger if it persists. An ability that triggers when a permanent “becomes tapped” or “becomes untapped” doesn’t trigger if the permanent enters the battlefield in that state.", + "zh": "一些触发事件使用“成为”一词(例如,“成为被贴附”或“成为被阻挡”)。它们只在所叙述的事件发生时触发;它们不会因为该状态已经存在而触发,或因保持而再次触发。一个当永久物“成为横置”或“成为未横置”而触发的异能不会因为该永久物以该状态进入战场而触发。", + "extras": [ + { + "en": "Example: An ability that triggers when a permanent “becomes tapped” triggers only when the status of a permanent that’s already on the battlefield changes from untapped to tapped.", + "zh": "例如:一个当永久物“成为横置”而触发的异能,只有在一个已经存在在战场上的永久物的状态从未横置成为横置时才会触发。" + } + ] + }, + { + "chapter": "603.2f", + "en": "If a triggered ability’s trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.", + "zh": "如果一个触发式异能的触发条件符合,但具有该触发式异能的物件不对所有牌手可见,则该异能不会触发。" + }, + { + "chapter": "603.2g", + "en": "An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything.", + "zh": "一个异能只有在其触发事件真正发生了的情况下才会触发。一个被防止或被替代的效应不会触发任何异能。", + "extras": [ + { + "en": "Example: An ability that triggers on damage being dealt won’t trigger if all the damage is prevented.", + "zh": "例如:如果所有的伤害均被防止,则一个因造成伤害而触发的异能不会触发。" + } + ] + }, + { + "chapter": "603.2h", + "en": "A triggered ability may have an instruction followed by “Do this only once each turn.” This ability triggers only if its source’s controller has not yet taken the indicated action that turn.", + "zh": "触发式异能具有的指示可能会以“每回合只能如此作一次”结尾。此异能仅当其来源的操控者该回合尚未执行该指示的动作时才会触发。" + } + ] + }, + { + "chapter": "603.3.", + "en": "Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.", + "zh": "一旦异能触发,其操控者于下一次有牌手将得到优先权时将其作为非牌物件放进堆叠。参见规则117,“时机和优先权”。该异能成为堆叠最顶端的物件。它具有创造它的异能所具有的文字叙述,且不具有任何其他特征。该异能直到被反击、结算或一个效应将其移到其他地方之前将一直保持留在堆叠上。", + "subrules": [ + { + "chapter": "603.3a", + "en": "A triggered ability is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.", + "zh": "一个触发式异能的操控者为它触发时操控其来源的牌手,除非它是一个延迟触发式异能。确定延迟触发式异能的操控者,参见规则603.7d-f。" + }, + { + "chapter": "603.3b", + "en": "If multiple abilities have triggered since the last time a player received priority, the abilities are placed on the stack in a two-part process. First, each player, in APNAP order, puts each triggered ability they control with a trigger condition that isn’t another ability triggering on the stack in any order they choose. (See rule 101.4.) Second, each player, in APNAP order, puts all remaining triggered abilities they control on the stack in any order they choose. Then the game once again checks for and performs state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.", + "zh": "如果自上一次有牌手得到优先权之后有多个异能触发,这些异能经由以下两步放进堆叠。首先,每位牌手按照“主动牌手先决定”的顺序,将他所操控的、且不以另一个异能触发为触发条件的触发式异能以他所选择的任意顺序放进堆叠。(参见规则101.4。)然后,每位牌手按照“主动牌手先决定”的顺序,将他所操控的其余触发式异能以他所选择的任意顺序放进堆叠。然后游戏再次检查和执行状态动作,直到没有需要执行的为止,然后此过程中触发的异能进入堆叠。此过程重复直到没有新的状态动作需要执行且没有异能触发为止。然后对应的牌手得到优先权。" + }, + { + "chapter": "603.3c", + "en": "If a triggered ability is modal, its controller announces the mode choice when putting the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 700.2.)", + "zh": "如果一个触发式异能具有模式,其操控者在将其放进堆叠时宣告所选择的模式。如果其中一个模式将为非法(例如,由于不能选择合法目标),则该模式不能被选择。如果没有模式被选择,该异能从堆叠被移除。(参见规则700.2。)" + }, + { + "chapter": "603.3d", + "en": "The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell listed in rules 601.2c–d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.", + "zh": "将触发式异能放进堆叠的其余部分与规则601.2c-d中列出的施放咒语部分相同。如果当触发式异能进入堆叠时需要作出选择,但无法为其作出合法选择,或如果规则或持续性效应将令其非法,则该异能从堆叠中被移除。" + } + ] + }, + { + "chapter": "603.4.", + "en": "A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn’t true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening ‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a card; this rule only applies to an “if” that immediately follows a trigger condition.)", + "zh": "一个触发式异能的格式可能为“当/每当/在[触发事件],若[条件],[效应]”。当该触发事件发生时,该异能检查该条件是否符合。该异能只有在条件符合时才会触发;否则它将没有效果。如果该异能触发,则于其结算时再次检查该条件是否符合。如果该条件此时不再符合,该异能从堆叠中被移除且没有任何效果。注意这将重复检查合法目标。此规则被称为“以‘若’开头的子句”。(“若”一词在牌其他部分的文字叙述中出现则只具有它的一般中文意义;此规则只对在触发条件之后紧接的“若”生效。)", + "subrules": [], + "extras": [ + { + "en": "Example: Felidar Sovereign reads, “At the beginning of your upkeep, if you have 40 or more life, you win the game.” Its controller’s life total is checked as that player’s upkeep begins. If that player has 39 or less life, the ability doesn’t trigger at all. If that player has 40 or more life, the ability triggers and goes on the stack. As the ability resolves, that player’s life total is checked again. If that player has 39 or less life at this time, the ability is removed from the stack and has no effect. If that player has 40 or more life at this time, the ability resolves and that player wins the game.", + "zh": "例如:晶角兽君王叙述为,“在你的维持开始时,若你的总生命为40或更多,你便赢得此盘游戏。”于其操控者的维持开始时检查该牌手的总生命。如果该牌手的生命为39或更少,异能不会触发。如果该牌手的生命为40或更多,异能会触发并进入堆叠。于异能结算时,会再次检查该牌手的总生命。如果此时该牌手的生命为39或更少,异能从堆叠中被移除,并没有效果。如果此时该牌手的生命为40或更多,异能结算,该牌手赢得此盘游戏。" + } + ] + }, + { + "chapter": "603.5.", + "en": "Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.", + "zh": "一些触发式异能的效应具有可选择性(它们包含“可以”,例如“在你的维持开始时,你可以抓一张牌”)。这些异能在它们触发时进入堆叠,无论其操控者为它作出何种选择。选择在该异能结算时作出。同样,具有“除非”符合某条件或牌手选择作出某个动作而产生效应的触发式异能将正常的进入堆叠;异能的“除非”部分在该异能结算时处理。", + "subrules": [] + }, + { + "chapter": "603.6.", + "en": "Trigger events that involve objects changing zones are called “zone-change triggers.” Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object never entered the specified zone, because it left the zone before the ability resolved, or because it is in a zone that is hidden from a player, such as a library or an opponent’s hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common zone-change triggers are enters-the-battlefield triggers and leaves-the-battlefield triggers.", + "zh": "与物件改变区域有关的触发事件被称为“改变区域触发”。很多具有改变区域触发的异能在该物件改变区域之后对该物件作出影响。在结算过程中,这些异能在该物件移动到的区域中寻找该物件。如果该物件在它移动去的区域中无法找到,该异能尝试对该物件作出影响的部分没有任何效果。该异能可能由于该物件从未进入过该区域、由于它在该异能结算之前离开该区域、或由于它所在的区域并不对某牌手公开(例如牌库或对手的手上)而无法找到该物件。(此规则对即使该物件离开该区域并在异能结算之前返回该区域的情况也同样生效。)最常见的改变区域触发为进入战场触发和离开战场触发。", + "subrules": [ + { + "chapter": "603.6a", + "en": "Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, “When [this object] enters, . . . “ or “Whenever a [type] enters, . . .” Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.", + "zh": "进入战场异能在一个永久物进入战场时触发。它们具有格式“当[此物件]进场时,……”或“每当一个[类别]进场时,……”。每次一个事件将一个或数个永久物放进战场时,所有在战场上的永久物(包括刚刚进入战场的那些)检查任何符合此事件的进入战场异能。" + }, + { + "chapter": "603.6b", + "en": "Continuous effects that modify characteristics of a permanent do so the moment the permanent is on the battlefield (and not before then). The permanent is never on the battlefield with its unmodified characteristics. Continuous effects don’t apply before the permanent is on the battlefield, however (see rule 603.6d).", + "zh": "改变永久物特征的持续性效应在该永久物在战场上的瞬间便生效(不是之前)。该永久物从未在战场上且具有未被改变的特征。持续性效应在该永久物在战场上之前不会生效(参见规则603.6d)。", + "extras": [ + { + "en": "Example: If an effect reads “All lands are creatures” and a land card is played, the effect makes the land card into a creature the moment it enters the battlefield, so it would trigger abilities that trigger when a creature enters the battlefield. Conversely, if an effect reads “All creatures lose all abilities” and a creature card with an enters-the-battlefield triggered ability enters the battlefield, that effect will cause it to lose its abilities the moment it enters the battlefield, so the enters-the-battlefield ability won’t trigger.", + "zh": "例如:如果一个效应为“所有地都是生物”且一个地被使用,该效应在该地牌进入战场的一刻便将该地变为生物,所以它将触发当一个生物进入战场所触发的异能。相对的,如果一个效应为“所有生物失去所有异能”且一张具有进入战场异能的生物牌进入战场,该效应将导致它在进入战场的一刻便失去所有异能,所以进入战场异能将不会触发。" + } + ] + }, + { + "chapter": "603.6c", + "en": "Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to another zone, or when a phased-in permanent leaves the game because its owner leaves the game. These are written as, but aren’t limited to, “When [this object] leaves the battlefield, . . .” or “Whenever [something] is put into a graveyard from the battlefield, . . . .” (See also rule 603.10.) An ability that attempts to do something to the card that left the battlefield checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone “from anywhere” is never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the battlefield.", + "zh": "离开战场异能当一个永久物从战场转移到其他区域,或一个已跃回的永久物由于其拥有者离开游戏而离开游戏时触发。它们具有但不只限制于格式“当[此物件]离开战场时,……”或“每当[什么]从战场进入坟墓场时,……”。(参见规则603.10。)尝试对一个离开战场的永久物作任何事情的异能只在它进入的第一个区域中检查该牌。当一张牌“从任何地方”进入某个特定区域而触发的异能不被视同离开战场异能,即使该物件被从战场上被放进该区域。" + }, + { + "chapter": "603.6d", + "en": "Some permanents have text that reads “[This permanent] enters with . . . ,” “As [this permanent] enters . . . ,” “[This permanent] enters as . . . ,” or “[This permanent] enters tapped.” Such text is a static ability—not a triggered ability—whose effect occurs as part of the event that puts the permanent onto the battlefield.", + "zh": "一些永久物具有叙述“[此永久物]进场时上面有……”、“于[此永久物]进场时,……”、“[此永久物]当成……来进场”、“[此永久物]进场时是……”或“[此永久物]须横置进场”。此类叙述为静止式异能,而不是触发式异能;这些效应作为将该永久物放进战场事件的一部分生效。" + }, + { + "chapter": "603.6e", + "en": "Some Auras have triggered abilities that trigger on the enchanted permanent leaving the battlefield. These triggered abilities can find the new object that permanent card became in the zone it moved to; they can also find the new object the Aura card became in its owner’s graveyard after state-based actions have been checked. See rule 400.7.", + "zh": "一个灵气具有当所结附的永久物离开战场时触发的触发式异能。这些触发式异能可以在其移到的区域中找到该永久物牌成为的新物件;在检查状态动作之后,它们也可以在其拥有者的坟墓场中找到该灵气成为的新物件。参见规则400.7。" + } + ] + }, + { + "chapter": "603.7.", + "en": "An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain “when,” “whenever,” or “at,” although that word won’t usually begin the ability.", + "zh": "一个效应可能会创造一个之后作某些事情的延迟触发式异能。一个延迟触发式异能包括“当”、“每当”,或“在”,且该词一般不在异能的开头。", + "subrules": [ + { + "chapter": "603.7a", + "en": "Delayed triggered abilities are created during the resolution of spells or abilities, as the result of a replacement effect being applied, or as a result of a static ability that allows a player to take an action. A delayed triggered ability won’t trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible.", + "zh": "延迟触发式异能由咒语和异能在结算时创造、因替代性效应生效而产生、或因允许牌手执行动作的静止式异能而产生。延迟触发式异能直到被真正创造之前不会触发,即使它的触发事件刚刚发生过。其他之前发生过的事件可能会令该触发事件无法发生。", + "extras": [ + { + "en": "Example: Part of an effect reads “When this creature leaves the battlefield,” but the creature in question leaves the battlefield before the spell or ability creating the effect resolves. In this case, the delayed ability never triggers.", + "zh": "例如:一个效应的部分为“当此生物离开战场时”,但该生物在该咒语或异能结算前便离开了战场。这种情况下,该延迟触发式异能将不会触发。" + }, + { + "en": "Example: If an effect reads “When this creature becomes untapped” and the named creature becomes untapped before the effect resolves, the ability waits for the next time that creature untaps.", + "zh": "例如:如果一个效应为“当此生物成为未横置时”且该生物在此效应结算前便重置,该异能将等待下次该生物重置。" + } + ] + }, + { + "chapter": "603.7b", + "en": "A delayed triggered ability will trigger only once—the next time its trigger event occurs—unless it has a stated duration, such as “this turn.” If its trigger event occurs more than once simultaneously and the ability doesn’t have a stated duration, the controller of the delayed triggered ability chooses which event causes the ability to trigger.", + "zh": "一个延迟触发式异能只会触发一次——即下一次该触发事件发生时,除非它具有一个时限,例如“本回合”。如果该异能的触发事件同时发生多于一次、且该异能没有时限,该延迟触发式异能的操控者选择哪个事件导致该异能触发。" + }, + { + "chapter": "603.7c", + "en": "A delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics. However, if that object is no longer in the zone it’s expected to be in at the time the delayed triggered ability resolves, the ability won’t affect it. (Note that if that object left that zone and then returned, it’s a new object and thus won’t be affected. See rule 400.7.)", + "zh": "一个引用某物件的延迟触发式异能即使在该物件改变特性后依然会影响该物件。但如果该物件在延迟触发式异能结算时不再在对应的区域,该异能不会影响它。(注意如果该物件离开此区域且返回,它将是一个新的物件且不会受到影响。参见规则400.7。)", + "extras": [ + { + "en": "Example: An ability that reads “Exile this creature at the beginning of the next end step” will exile the permanent even if it’s no longer a creature during the next end step. However, it won’t do anything if the permanent left the battlefield before then.", + "zh": "例如:一个异能为“在下一个结束步骤开始时,放逐此生物”将放逐该永久物,即使它在下一个结束步骤已经不是生物。但如果该永久物在此之前离开战场,则它没有任何效果。" + } + ] + }, + { + "chapter": "603.7d", + "en": "If a spell creates a delayed triggered ability, the source of that delayed triggered ability is that spell. The controller of that delayed triggered ability is the player who controlled that spell as it resolved.", + "zh": "由咒语创造的延迟触发式异能的来源为该咒语。该延迟触发式异能的操控者与创造它的咒语结算时该咒语的操控者相同。" + }, + { + "chapter": "603.7e", + "en": "If an activated or triggered ability creates a delayed triggered ability, the source of that delayed triggered ability is the same as the source of that other ability. The controller of that delayed triggered ability is the player who controlled that other ability as it resolved.", + "zh": "如果一个起动式或触发式异能创造了延迟触发式异能,则该延迟触发式异能的来源与创造它的异能来源相同。该延迟触发式异能的操控者与创造它的异能结算时该异能的操控者相同。" + }, + { + "chapter": "603.7f", + "en": "If a static ability generates a replacement effect which causes a delayed triggered ability to be created, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the replacement effect was applied.", + "zh": "如果一个静止式异能产生了一个创造延迟触发式异能的替代性效应,该延迟触发式异能的来源是具有该静止式异能的物件。该延迟触发式异能的操控者与在替代性效应生效时该物件的操控者相同。" + }, + { + "chapter": "603.7g", + "en": "If a static ability allows a player to take an action and creates a delayed triggered ability if that player does so, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the action was taken.", + "zh": "如果一个静止式异能允许牌手执行动作、且如果牌手如此作便创造一个延迟触发式异能,该延迟触发式异能的来源是具有该静止式异能的物件。该延迟触发式异能的操控者与该动作被执行时该物件的操控者相同。" + }, + { + "chapter": "603.7h", + "en": "An activated or triggered ability may create a delayed triggered ability that triggers when the ability that created it has resolved a certain number of times in a turn. In that case, that delayed triggered ability is created only once, during the appropriate resolution of that ability.", + "zh": "一个起动或触发式异能可能创造一个延迟触发式异能,该延迟触发式异能会在创造它的异能在一回合中的第若干次结算时触发。在这种情况下,该延迟触发式异能只会在创造它的异能结算适当的次数后创造一次。" + } + ] + }, + { + "chapter": "603.8.", + "en": "Some triggered abilities trigger when a game state (such as a player controlling no permanents of a particular card type) is true, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They’ll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren’t the same as state-based actions.) A state-triggered ability doesn’t trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again.", + "zh": "一些触发式异能在游戏状态(例如一位牌手不操控某牌张类别的永久物)符合时触发,而不是某事件发生时触发。一旦游戏状态符合这些条件,这些触发式异能触发。它们将在下一次有机会时进入堆叠。这些被称为状态触发。(注意状态触发与状态动作不同。)一个状态触发式异能直到该异能结算、被反击、或因其他原因离开堆叠之前不会再次触发。然后,如果具有该异能的物件依然在相同区域,且游戏状态依然符合起触发条件,该异能将再次触发。", + "subrules": [], + "extras": [ + { + "en": "Example: A permanent’s ability reads, “Whenever you have no cards in hand, draw a card.” If its controller plays the last card from their hand, the ability will trigger once and won’t trigger again until it has left the stack. If its controller casts a spell that reads “Discard your hand, then draw that many cards,” the ability will trigger during the spell’s resolution because the player’s hand was momentarily empty.", + "zh": "例如:一个永久物的异能为“每当你没有手牌时,抓一张牌”。如果其操控者使用其手上的最后一张牌,该异能将触发一次,且在其离开堆叠前不会再次触发。如果其操控者施放咒语“弃掉你的手牌,然后抓等量的牌”,则该异能将在该咒语的结算过程中触发,因为该牌手暂时没有手牌。" + } + ] + }, + { + "chapter": "603.9.", + "en": "Some triggered abilities trigger specifically when a player loses the game. These abilities trigger when a player loses or leaves the game, regardless of the reason, unless that player leaves the game as the result of a draw. See rule 104.3.", + "zh": "一些触发式异能特指当一位牌手输去游戏时触发。这些异能当有牌手输去或离开游戏时触发,无论原因为何,除非该牌手由于平手离开游戏。参见规则104.3。", + "subrules": [] + }, + { + "chapter": "603.10.", + "en": "Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game “looks back in time” to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows:", + "zh": "一般情况下,在一个事件之后立即存在的物件会检查该事件是否符合任何触发条件,且此时存在的持续性效应被用来决定触发条件,以及受此事件影响的物件的特征。但有些触发式异能是此规则的例外;游戏需要根据在事件发生前的时刻,这些异能是否存在以及物件的特征,“回溯”来确定这些异能是否触发。此类例外如下:", + "subrules": [ + { + "chapter": "603.10a", + "en": "Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library.", + "zh": "一些改变区域的触发式异能需要回溯。此类异能包括离开战场异能、当一张牌离开坟墓场时触发的异能、及当一个所有牌手可见的物件置入手牌或牌库中时触发的异能。", + "extras": [ + { + "en": "Example: Two creatures are on the battlefield along with an artifact that has the ability “Whenever a creature dies, you gain 1 life.” Someone casts a spell that destroys all artifacts, creatures, and enchantments. The artifact’s ability triggers twice, even though the artifact goes to its owner’s graveyard at the same time as the creatures.", + "zh": "例如:两个生物、以及一个具有异能“每当一个生物死去时,你获得1点生命”的神器在战场上。有人施放了一个咒语,消灭所有神器、生物和结界。即使该神器与生物同时置入其拥有者的坟墓场,该神器的异能也会触发两次。" + } + ] + }, + { + "chapter": "603.10b", + "en": "Abilities that trigger when a permanent phases out look back in time.", + "zh": "当一个永久物跃离时触发的异能需要回溯。" + }, + { + "chapter": "603.10c", + "en": "Abilities that trigger specifically when an object becomes unattached look back in time.", + "zh": "当特指一个物件成为未被贴附时触发的异能需要回溯。" + }, + { + "chapter": "603.10d", + "en": "Abilities that trigger when a player loses control of an object or when a player’s opponent gains control of an object from that player look back in time.", + "zh": "当一位牌手失去一个物件的操控权或当一位牌手的对手获得一个由该牌手操控之物件时触发的异能需要回溯。" + }, + { + "chapter": "603.10e", + "en": "Abilities that trigger when a spell is countered look back in time.", + "zh": "当一个咒语被反击时触发的异能需要回溯。" + }, + { + "chapter": "603.10f", + "en": "Abilities that trigger when a player loses the game look back in time.", + "zh": "当一位牌手输去游戏时触发的异能需要回溯。" + }, + { + "chapter": "603.10g", + "en": "Abilities that trigger when a player planeswalks away from a plane look back in time.", + "zh": "当一位牌手时空换出一个时空而触发的异能需要回溯。" + } + ] + }, + { + "chapter": "603.11.", + "en": "Some objects have a static ability that’s linked to one or more triggered abilities. (See rule 607, “Linked Abilities.”) These objects combine the abilities into one paragraph, with the static ability first, followed by each triggered ability that’s linked to it. A very few objects have triggered abilities which are written with the trigger condition in the middle of the ability, rather than at the beginning.", + "zh": "一些物件具有关联于一个或数个触发式异能的静止式异能。(参见规则607,“关联异能”。)此类物件将这些异能连为一段,静止式异能在前,每个与其关联的触发式异能紧接在后。有极少数物件具有将触发条件写在中间而不是开始的触发式异能。", + "subrules": [], + "extras": [ + { + "en": "Example: An ability that reads “Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card” is a static ability linked to a triggered ability.", + "zh": "例如:一个异能为“展示你每回合抓的第一张牌。每当你以此法展示一张基本地牌,抓一张牌”是一个关联于触发式异能的静止式异能。" + } + ] + }, + { + "chapter": "603.12.", + "en": "A resolving spell or ability may allow or instruct a player to take an action and create a triggered ability that triggers “when [a player] [does or doesn’t]” take that action or “when [something happens] this way.” These reflexive triggered abilities follow the rules for delayed triggered abilities (see rule 603.7), except that they’re checked immediately after being created and trigger based on whether the trigger event or events occurred earlier during the resolution of the spell or ability that created them.", + "zh": "一个结算中的咒语或异能可能会允许或指示牌手作某动作并创造一个触发式异能,“当[牌手][作或不作]”该动作时,或“当以此法[发生某事]时”触发。此类自身触发式异能遵循延迟触发式异能的规则(参见规则603.7),惟下列一点除外:此类异能在被创造后就会立即检查其触发事件在创造该异能的咒语或异能先前的结算过程中是否发生。", + "subrules": [ + { + "chapter": "603.12a", + "en": "Normally, if the trigger event or events occur multiple times during the resolution of the spell or ability that created it, the reflexive triggered ability will trigger once for each of those times. However, if a resolving spell or ability includes a choice to pay a cost “any number of times” and creates a triggered ability that triggers “when [a player] pays [that cost] one or more times,” paying that cost one or more times causes the reflexive triggered ability to trigger only once.", + "zh": "通常,如果触发事件在创造该事件的咒语或异能结算期间多次发生,该自身触发式异能会因每次事件发生各触发一次。但是,如果结算中的咒语或异能包含一个支付某费用“任意次数”的选择,并创造一个触发式异能“当[牌手]支付一次或数次[该费用]时”触发,支付一次或数次该费用仅会使该自身触发式异能触发一次。" + } + ], + "extras": [ + { + "en": "Example: Heart-Piercer Manticore has an ability that reads “When this creature enters, you may sacrifice another creature. When you do, this creature deals damage equal to that creature’s power to any target.” The reflexive triggered ability triggers only when you sacrifice another creature due to the original triggered ability, and not if you sacrifice a creature for any other reason.", + "zh": "例如:穿心蝎狮具有异能叙述为“当此生物进场时,你可以牺牲另一个生物。当你如此作时,此生物对任意一个目标造成伤害,其数量等同于所牺牲生物的力量。”该自身触发式异能仅当你因为原触发式异能牺牲另一个生物而触发,且不会因为任何其他原因牺牲生物而触发。" + } + ] + } + ] + }, + { + "chapter": "604.", + "en": "Handling Static Abilities", + "zh": "处理静止式异能", + "subrules": [ + { + "chapter": "604.1.", + "en": "Static abilities do something all the time rather than being activated or triggered. They are written as statements, and they’re simply true.", + "zh": "静止式异能一直有效,而不是被起动或触发。它们被表示为叙述形式,且为正确的。", + "subrules": [] + }, + { + "chapter": "604.2.", + "en": "Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule 113.6.", + "zh": "静止式异能创造持续性效应,其中一些为防止性效应或替代性效应。只要具有该异能的永久物保留在战场上且依然保有该异能,或只要具有该异能的物件依然保留在对应的区域,这些异能便生效,如规则113.6中叙述。", + "subrules": [] + }, + { + "chapter": "604.3.", + "en": "Some static abilities are characteristic-defining abilities. A characteristic-defining ability conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). Characteristic-defining abilities can add to or override information found elsewhere on that object. Characteristic-defining abilities function in all zones. They also function outside the game and before the game begins.", + "zh": "一些静止式异能为特征定义异能。特征定义异能表达一个物件的特性,该特性一般可在该物件的其他地方找到(例如其法术力费用、类别栏、或力量/防御力)。特征定义异能可以附加到或覆盖在该物件的其他地方找到的信息。特征定义异能在所有区域生效。它们在游戏外及游戏开始前也依然生效。", + "subrules": [ + { + "chapter": "604.3a", + "en": "A static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an object’s colors, subtypes, power, or toughness; (2) it is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect or text-changing effect; (3) it does not directly affect the characteristics of any other objects; (4) it is not an ability that an object grants to itself; and (5) it does not set the values of such characteristics only if certain conditions are met.", + "zh": "一个静止式异能在符合以下条件时为特征定义异能:(1)它定义一个物件的颜色、副类别、力量、或防御力;(2)它印在受其影响的牌上、它由派出衍生物的效应赋予受其影响的衍生物、或作为复制效应或叙述更改效应的结果赋予受其影响的物件;(3)它不直接影响其他物件的特征;(4)它不是一个物件赋予自己的异能;以及(5)它不仅仅在符合某条件时才设定特征。" + } + ] + }, + { + "chapter": "604.4.", + "en": "Many Auras, Equipment, and Fortifications have static abilities that modify the object they’re attached to, but those abilities don’t target that object. If an Aura, Equipment, or Fortification is moved to a different object, the ability stops applying to the original object and starts modifying the new one.", + "zh": "很多灵气、武具以及工事都具有影响其贴附物件的静止式异能,但这些异能不指定该物件为目标。如果一个灵气、武具或工事被转移到不同的物件上,该异能不再对原来的物件生效,而是开始影响新的物件。", + "subrules": [] + }, + { + "chapter": "604.5.", + "en": "Some static abilities apply while a spell is on the stack. These are often abilities that refer to countering the spell. Also, abilities that say “As an additional cost to cast . . . ,” “You may pay [cost] rather than pay [this object]’s mana cost,” and “You may cast [this object] without paying its mana cost” work while a spell is on the stack.", + "zh": "一些静止式异能于咒语在堆叠期间有效。这些经常为提及反击该咒语的异能。另外,“作为施放……的额外费用”、“你可以支付[费用]而不是支付[此物件]的法术力费用”、以及“你可以不支付其法术力来施放[此物件]”的异能均于该咒语在堆叠期间生效。", + "subrules": [] + }, + { + "chapter": "604.6.", + "en": "Some static abilities apply while a card is in any zone that you could cast or play it from (usually your hand). These are limited to those that read, “You may [cast/play] [this card] . . . ,” “You can’t [cast/play] [this card] . . . ,” and “[Cast/Play] [this card] only . . . .”", + "zh": "一些静止式异能于该牌在任何你可以施放或使用它的区域内生效(一般为你的手上)。这些异能只限制于“你可以[施放/使用][此牌]……”、“你不能[施放/使用][此牌]……”、以及“只有在……的情况下[施放/使用][此牌]”。", + "subrules": [] + }, + { + "chapter": "604.7.", + "en": "Unlike spells and other kinds of abilities, static abilities can’t use an object’s last known information for purposes of determining how their effects are applied.", + "zh": "与咒语及其他类别的异能不同,静止式异能不使用一个物件的最后已知信息来决定它们的效应如何生效。", + "subrules": [] + } + ] + }, + { + "chapter": "605.", + "en": "Mana Abilities", + "zh": "法术力异能", + "subrules": [ + { + "chapter": "605.1.", + "en": "Some activated abilities and some triggered abilities are mana abilities, which are subject to special rules. Only abilities that meet either of the following two sets of criteria are mana abilities, regardless of what other effects they may generate or what timing restrictions (such as “Activate only as an instant”) they may have.", + "zh": "一些起动式异能和一些触发式异能为法术力异能,它们遵从特殊的规则。只有符合以下两者之一的异能为法术力异能,无论它们还产生何种其他效应或可能有的时机限制(例如“只能于瞬间时机起动”)。", + "subrules": [ + { + "chapter": "605.1a", + "en": "An activated ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 115.6), it could add mana to a player’s mana pool when it resolves, and it’s not a loyalty ability. (See rule 606, “Loyalty Abilities.”)", + "zh": "如果一个起动式异能符合以下所有条件,则它属于法术力异能:不需要目标(参见规则115.6)、在结算时可以加法术力到牌手的法术力池中、且它不是忠诚异能。(参见规则606,“忠诚异能”。)" + }, + { + "chapter": "605.1b", + "en": "A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 115.6), it triggers from the activation or resolution of an activated mana ability (see rule 605.1a) or from mana being added to a player’s mana pool, and it could add mana to a player’s mana pool when it resolves.", + "zh": "如果一个触发式异能符合以下所有条件,则它属于法术力异能:不需要目标(参见规则115.6)、因起动式法术力异能的起动或结算、或因法术力加到牌手的法术力池中而触发(参见规则605.1a)、且在结算时可以加法术力到牌手的法术力池中。" + } + ] + }, + { + "chapter": "605.2.", + "en": "A mana ability remains a mana ability even if the game state doesn’t allow it to produce mana.", + "zh": "一个法术力异能即使在游戏状态不允许其产生法术力的情况下依然为法术力异能。", + "subrules": [], + "extras": [ + { + "en": "Example: A permanent has an ability that reads “{T}: Add {G} for each creature you control.” The ability is still a mana ability even if you control no creatures or if the permanent is already tapped.", + "zh": "例如:一个永久物具有异能“{T}:你每操控一个生物便加{G}”。即使你不操控任何生物或该永久物已经被横置,此异能依然是法术力异能。" + } + ] + }, + { + "chapter": "605.3.", + "en": "Activating an activated mana ability follows the rules for activating any other activated ability (see rule 602.2), with the following exceptions:", + "zh": "起动一个起动式法术力异能遵从起动任何其他起动式异能的规则(参见规则602.2),但包括以下特例:", + "subrules": [ + { + "chapter": "605.3a", + "en": "A player may activate an activated mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment, even if it’s in the middle of casting or resolving a spell or activating or resolving an ability.", + "zh": "每当牌手持有优先权时、每当他施放一个要求支付法术力的咒语或起动一个要求支付法术力的异能时、或每当规则或效应要求支付法术力,即使处于施放或结算咒语/起动或结算异能的中途时,牌手可以起动一个起动式法术力异能。" + }, + { + "chapter": "605.3b", + "en": "An activated mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated. (See rule 405.6c.)", + "zh": "一个起动式法术力异能不进入堆叠,所以它不能被目标、反击、或被响应。它在起动之后马上结算。(参见规则405.6c。)" + }, + { + "chapter": "605.3c", + "en": "Once a player begins to activate a mana ability, that ability can’t be activated again until it has resolved.", + "zh": "一旦牌手开始起动一个法术力异能,直到该异能结算为止,该异能不能再次被起动。" + } + ] + }, + { + "chapter": "605.4.", + "en": "Triggered mana abilities follow all the rules for other triggered abilities (see rule 603, “Handling Triggered Abilities”), with the following exception:", + "zh": "触发式法术力异能遵从任何其他触发式异能的规则(参见规则603,“处理触发式异能”),但包括以下特例:", + "subrules": [ + { + "chapter": "605.4a", + "en": "A triggered mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after the mana ability that triggered it, without waiting for priority.", + "zh": "一个触发式法术力异能不进入堆叠,所以它不能被目标、反击、或被响应。它在触发它的法术力异能之后马上结算,而不等待优先权。", + "extras": [ + { + "en": "Example: An enchantment reads, “Whenever a player taps a land for mana, that player adds one mana of any type that land produced.” If a player taps lands for mana while casting a spell, the additional mana is added immediately and can be used to pay for the spell.", + "zh": "例如:一个结界具有“每当牌手横置一个地以产生法术力时,该牌手加一点法术力,其类别为该地刚才已产生之类别。”。如果某牌手在施放咒语的过程中横置地产生法术力,他会立即加该额外的法术力,且可以被用来支付该咒语。" + } + ] + } + ] + }, + { + "chapter": "605.5.", + "en": "Abilities that don’t meet the criteria specified in rules 605.1a–b and spells aren’t mana abilities.", + "zh": "咒语以及不符合规则605.1a-b所列出情况的异能不是法术力异能。", + "subrules": [ + { + "chapter": "605.5a", + "en": "An ability with a target is not a mana ability, even if it could put mana into a player’s mana pool when it resolves. The same is true for a triggered ability that could produce mana but triggers from an event other than activating a mana ability, or a triggered ability that triggers from activating a mana ability but couldn’t produce mana. These follow the normal rules for activated or triggered abilities, as appropriate.", + "zh": "一个具有目标的异能不是法术力异能,即使它在结算时可以将法术力加进牌手的法术力池中。一个产生法术力但不是因为起动法术力异能而触发的触发式异能,或由起动法术力异能而触发但不产生法术力的触发式异能,同样不是法术力异能。它们相应的遵从一般起动式或触发式异能的规则。" + }, + { + "chapter": "605.5b", + "en": "A spell can never be a mana ability, even if it could put mana into a player’s mana pool when it resolves. It’s cast and resolves just like any other spell. Some older cards were printed with the card type “mana source”; these cards have received errata in the Oracle card reference and are now instants.", + "zh": "咒语永远不会是法术力异能,即使它在结算时将法术力放进牌手的法术力池中。它与其他咒语一样地施放和结算。一些早先版本的牌印有牌张类别“法术力源”;这些牌均已经在Oracle牌张参考文献中勘误为瞬间。" + } + ] + } + ] + }, + { + "chapter": "606.", + "en": "Loyalty Abilities", + "zh": "忠诚异能", + "subrules": [ + { + "chapter": "606.1.", + "en": "Some activated abilities are loyalty abilities, which are subject to special rules.", + "zh": "一些起动式异能为忠诚异能,它们遵从特殊规则。", + "subrules": [] + }, + { + "chapter": "606.2.", + "en": "An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities.", + "zh": "在费用中包含忠诚符号的起动式异能为忠诚异能。一般情况下,只有鹏洛客具有忠诚异能。", + "subrules": [] + }, + { + "chapter": "606.3.", + "en": "A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn.", + "zh": "在牌手回合的行动阶段且堆叠为空时,该牌手可以随时在他具有优先权时起动其所操控的某个永久物的一个忠诚异能,但只有在该永久物本回合没有起动过任何忠诚异能的前提下。", + "subrules": [] + }, + { + "chapter": "606.4.", + "en": "The cost to activate a loyalty ability of a permanent is to put on or remove from that permanent a certain number of loyalty counters, as shown by the loyalty symbol in the ability’s cost. This cost may be modified by other effects.", + "zh": "起动一个忠诚异能的费用为该永久物放上或从该永久物移去一定数量的忠诚指示物,如该异能费用中的忠诚符号所示。此费用可被其他效应影响。", + "subrules": [] + }, + { + "chapter": "606.5.", + "en": "If the total cost to activate a loyalty ability contains multiple costs to add or remove loyalty counters, those costs are combined into a single cost to add or remove loyalty counters, as appropriate.", + "zh": "如果起动一个忠诚异能的总费用包含多个增加或移去忠诚指示物的费用,这些费用组合成为一个单一的增加或移去忠诚指示物的费用。", + "subrules": [], + "extras": [ + { + "en": "Example: A player controls Carth the Lion, which says, in part, “Planeswalkers’ loyalty abilities you control cost an additional [+1] to activate. That player also controls a planeswalker with three loyalty counters. To activate one of that planeswalker’s abilities that normally costs [+1], they put two loyalty counters on it. To activate one of its abilities that normally costs [−4], they remove three loyalty counters from it.", + "zh": "例如:牌手操控卡萨恩隆,其部分叙述为“你起动之由鹏洛客具有的忠诚异能须额外支付[+1]来起动。”该牌手同时操控一个具有三个忠诚指示物的鹏洛客。要起动该鹏洛客通常费用为[+1]的异能,该牌手在其上放置两个忠诚指示物。要起动该鹏洛客通常费用为[-4]的异能,该牌手从其上移去三个忠诚指示物。" + } + ] + }, + { + "chapter": "606.6.", + "en": "A loyalty ability with a negative loyalty cost, taking into account any additional costs, can’t be activated unless the permanent has at least that many loyalty counters on it.", + "zh": "除非该永久物具有至少等量的忠诚指示物,否则其具有负数忠诚费用(在计算所有额外费用之后)的忠诚异能不能被起动。", + "subrules": [] + } + ] + }, + { + "chapter": "607.", + "en": "Linked Abilities", + "zh": "关联异能", + "subrules": [ + { + "chapter": "607.1.", + "en": "An object may have two abilities printed on it such that one of them causes actions to be taken or objects or players to be affected and the other one directly refers to those actions, objects, or players. If so, these two abilities are linked: the second refers only to actions that were taken or objects or players that were affected by the first, and not by any other ability.", + "zh": "一个物件可能印有两个异能,其中一个导致作出动作或受影响的物件或牌手,而另一个直接提及这些动作、物件或牌手。在此情况下,这两个异能互相关联:第二个异能仅指第一个异能作出的动作或影响的物件或牌手,而不是任何其他异能。", + "subrules": [ + { + "chapter": "607.1a", + "en": "An ability printed on an object within another ability that grants that ability to that object is considered to be “printed on” that object for these purposes.", + "zh": "一个印在另一个异能中且被给予该物件的异能,在此情况下被认为印在该物件上。" + }, + { + "chapter": "607.1b", + "en": "An ability printed on either face of a nonmodal double-faced object (see rule 712) is considered to be “printed on” that object for these purposes, regardless of which face is up.", + "zh": "一个印在非模式双面物件(参见规则712)的任一牌面上的异能,无论其哪一牌面朝上,在此情况下都被认为印在该物件上。" + }, + { + "chapter": "607.1c", + "en": "An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself.", + "zh": "一个物件上印的异能如果符合规则607.1中叙述的全部两种情况,则它与自己相关联。" + }, + { + "chapter": "607.1d", + "en": "Abilities printed on two objects can be linked if one object is a token, emblem, or nontoken permanent and the second object was the source of the ability that either created the token or emblem or put that nontoken permanent onto the battlefield. In these cases, the abilities fit the criteria listed for one of the different kinds of linked abilities in rule 607.2 except they are printed on two objects rather than one.", + "zh": "如果一个物件是衍生物、徽记或非衍生物的永久物,而另一个物件是派出该衍生物或徽记,或将该非衍生物的永久物放进战场的异能之来源,则印刷在这两个物件上的异能可以互相关联。在此情形下,这些异能符合规则607.2中所列出的数种关联异能条件中的一种,其区别仅在于印刷在两个物件上而非一个。" + } + ] + }, + { + "chapter": "607.2.", + "en": "There are different kinds of linked abilities.", + "zh": "关联异能有很多种。", + "subrules": [ + { + "chapter": "607.2a", + "en": "If an object has an activated or triggered ability printed on it that instructs a player to exile one or more cards and an ability printed on it that refers either to “the exiled cards” or to cards “exiled with [this object],” these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a result of an instruction to exile them in the first ability.", + "zh": "如果一个物件印有放逐牌的起动式或触发式异能,且印有的另一个异能提及“该被放逐的牌”或“被[此物件]放逐”的牌,这些异能互相关联。第二个异能仅指放逐区中因第一个异能的结果放于此区的牌。" + }, + { + "chapter": "607.2b", + "en": "If an object has an ability printed on it that generates a replacement effect which causes one or more cards to be exiled and an ability printed on it that refers either to “the exiled cards” or to cards “exiled with [this object],” these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a direct result of a replacement event caused by the first ability. See rule 614, “Replacement Effects.”", + "zh": "如果一个物件印有的异能产生放逐牌的替代性效应,且印有另一个异能提及“该被放逐的牌”或“被[此物件]放逐”的牌,这些异能互相关联。第二个异能仅指放逐区中因第一个异能创造的替代性效应的直接结果放于此区的牌。参见规则614,“替代性效应”。" + }, + { + "chapter": "607.2c", + "en": "If an object has an activated or triggered ability printed on it that puts one or more objects onto the battlefield and an ability printed on it that refers to objects “put onto the battlefield with [this object]” or “created with [this object],” those abilities are linked. The second can refer only to objects put onto the battlefield as a result of the first.", + "zh": "如果一个物件印有将物件放进战场的起动式或触发式异能,且印有另一个异能提及“由[此物件]放进战场”或“由[此物件]派出”的物件,这些异能互相关联。第二个异能仅指因第一个异能的结果放进战场的物件。" + }, + { + "chapter": "607.2d", + "en": "If an object has an ability printed on it that causes a player to “choose a [value]” and an ability printed on it that refers to “the chosen [value],” “the last chosen [value],” or similar, those abilities are linked. The second ability refers only to a choice made as a result of the first ability.", + "zh": "如果一个物件印有令一位牌手“选择一个[值]”,且印有另一个异能提及“所选的[值]”、“最后所选的[值]”或类似之叙述,这些异能互相关联。第二个异能仅指因第一个异能的结果而作出的选择。(译注:中文版之叙述中通常将此用词简化为“该[值]”。)" + }, + { + "chapter": "607.2e", + "en": "If an object has an ability printed on it that allows some information to be noted and another ability which refers to information noted for that object, those abilities are linked. The second ability refers only to information noted as a result of the first ability.", + "zh": "如果一个物件印有一个允许一些信息被记下的异能,和另一个提及该物件所记下信息的异能,这些异能互相关联。第二个异能仅指因第一个异能的结果而记下的信息。" + }, + { + "chapter": "607.2f", + "en": "If an object has an ability printed on it that causes a player to choose from between two or more words that otherwise have no rules meaning and an ability printed on it that refers to a choice involving one or more of those words, those abilities are linked. The second can refer only to a choice made as a result of the first ability.", + "zh": "如果一个物件印有令一位牌手从两个或更多词中作选择、且这些词在其他情况下没有规则含义的异能,且印有另一个异能提及一个或数个被选择的词,这些异能互相关联。第二个异能仅指因第一个异能的结果而作出的选择。" + }, + { + "chapter": "607.2g", + "en": "If an object has an ability printed on it that causes a player to pay a cost as it enters the battlefield and an ability printed on it that refers to the cost paid “as [this object] entered,” these abilities are linked. The second ability refers only to a cost paid as a result of the first ability.", + "zh": "如果一个物件印有令一位牌手在其进入战场时支付费用的异能,且印有另一个异能提及“于[此物件]进场时”支付的费用,这些异能互相关联。第二个异能仅指因第一个异能的结果而支付的费用。" + }, + { + "chapter": "607.2h", + "en": "If an object has both a static ability and one or more triggered abilities printed on it in the same paragraph, each of those triggered abilities is linked to the static ability. Each triggered ability refers only to actions taken as a result of the static ability. See rule 603.11.", + "zh": "如果一个物件在同一段落中印有一个静止式异能和一个或数个触发式异能,每个触发式异能都与该静止式异能互相关联。每个触发式异能仅指因该静止式异能的结果作出的动作。参见规则603.11。" + }, + { + "chapter": "607.2i", + "en": "If an object has an ability printed on it that allows an additional cost to be paid and an ability printed on it that refers to whether that cost was paid, those abilities are linked. The second refers only to whether the intent to pay the additional cost listed in the first was declared as the object was cast as a spell. If an ability lists multiple such costs, it may have multiple abilities linked to it. Each of those abilities will specify which cost it refers to.", + "zh": "如果一个物件印有一个允许支付额外费用的异能,且印有的另一个提及该物件是否支付过此费用,这些异能互相关联。第二个异能仅指作为咒语施放此物件时,是否要支付第一个异能中列出的额外费用。如果一个异能列有多个此类费用,它可能与多个异能互相关联。它们中的每个异能都将明确提及哪一个费用。", + "extras": [ + { + "en": "Example: Stormscape Battlemage has “Kicker {W} and/or {2}{B}” and two abilities that may trigger when it enters the battlefield. The first triggers if it was kicked with its {W} kicker, and the second triggers if it was kicked with its {2}{B} kicker. Each of those triggered abilities is linked to its kicker ability.", + "zh": "例如:岚景院战法术师具有异能“增幅{W}和/或{2}{B}”,以及两个当它进战场时可能触发的异能。若曾以{W}增幅之,第一个异能触发,若曾以{2}{B}增幅之,第二个异能触发。这两个触发式异能分别与其增幅异能相关联。" + } + ] + }, + { + "chapter": "607.2j", + "en": "If an object has an ability printed on it that causes a player to pay a variable additional cost as it’s cast and an ability printed on it that refers to the cost paid “as [this object] was cast,” these abilities are linked. The second refers only to the value chosen for the cost listed in the first as the object was cast as a spell. See rule 601.2b.", + "zh": "如果一个物件印有令一位牌手在该物件施放时支付某个可变数值额外费用的异能,且印有另一个异能提及“于[此物件]施放时”支付的费用,这些异能互相关联。第二个异能仅指在第一个异能中列出并在该物件作为咒语施放时所选定的费用。参见规则601.2b。" + }, + { + "chapter": "607.2k", + "en": "The two abilities represented by the champion keyword are linked abilities. See rule 702.72, “Champion.”", + "zh": "由关键字夺冠代表的两个异能互相关联。参见规则702.72,“夺冠”。" + }, + { + "chapter": "607.2m", + "en": "Abilities preceded by an anchor word are linked to the ability that allows a player to choose that anchor word. See rule 614.12b.", + "zh": "由锚定词开头的异能与允许牌手选择该锚定词的异能互相关联。参见规则614.12b。" + }, + { + "chapter": "607.2n", + "en": "If an object has a static ability printed on it that allows a player to exile one or more cards “before you shuffle your deck to start the game” and an ability printed on it that refers to cards “exiled with cards named [this object’s name],” the second ability is linked to the first ability of any objects that had the specified name before the game began.", + "zh": "如果一个物件印有一个允许牌手“于你将你的套牌洗牌准备开始游戏前”放逐一张或数张牌的静止式异能,和一个提及“以名称为[此物件的名称]之牌放逐”之牌的异能,后者异能与任何于游戏开始前具有该名称之物件所具有的前者异能互相关联。" + }, + { + "chapter": "607.2p", + "en": "If an object has both a static ability that causes a player to make a choice for a characteristic-defining ability before the game begins and that characteristic-defining ability printed on it in the same paragraph, those abilities are linked. The second ability refers only to the choice made as a result of the first ability and continues to refer to that choice as the object changes zones during the game.", + "zh": "如果一个物件具有一个使牌手在游戏开始前为一个特征定义异能作出选择的静止式异能,以及一个与该异能印在同一段落的特征定义异能,这些异能互相关联。后者异能仅提及因前者异能之故作出的选择,且游戏进行过程中在该物件改变区域后仍持续提及该选择。" + }, + { + "chapter": "607.2q", + "en": "If a permanent spell has an ability printed on it that allows one or more cards to be exiled while paying a cost to cast it and the permanent that spell becomes has an ability that refers to cards “exiled with [this object],” those abilities are linked. The second ability refers only to cards exiled to pay the cost of the spell that became that permanent.", + "zh": "如果一个永久物咒语印有一个允许在支付费用以施放它时放逐一张或数张牌的异能,且该咒语所成的永久物具有提及“以[此物件]放逐的牌”,这些异能互相关联。后者异能仅提及支付成为该永久物的咒语之费用时所放逐的牌。" + } + ] + }, + { + "chapter": "607.3.", + "en": "If, within a pair of linked abilities, one ability refers to a single object as “the exiled card,” “a card exiled with [this object],” or a similar phrase, and the other ability has exiled multiple cards (usually because it was copied), the ability refers to each of the exiled cards. If that ability asks for any information about the exiled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each exiled card. If that ability creates a token that is a copy of “the” card, then for each exiled card, it creates a token that is a copy of that card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected.", + "zh": "如果一对关联异能中,其中一个异能用“被放逐的牌”、“被[此物件]放逐的牌”或类似用词形容一个单一物件,而另一个异能放逐了多张牌(一般是因为它被复制了),则该异能指代这些被放逐的牌中的每张牌。如果该异能询问被放逐牌的任何信息,例如特征或法术力值,它将得到多个答案。如果这些答案用来确定一个可变数值的值,使用这些答案之加总。如果该异能对“该”牌执行任何动作,则它将对这些被放逐的牌中的每张牌执行该动作。如果该异能派出一个为“该”牌的复制品的衍生物,则对于这些被放逐的牌中的每张牌而言,该异能派出一个为该牌的复制品的衍生物。如果该异能对“一张”牌执行任何动作,该异能的操控者选择哪张牌会受其影响。", + "subrules": [] + }, + { + "chapter": "607.4.", + "en": "An ability may be part of more than one pair of linked abilities.", + "zh": "一个异能可能参与一对以上的关联异能。", + "subrules": [], + "extras": [ + { + "en": "Example: Paradise Plume has the following three abilities: “As this artifact enters, choose a color,” “Whenever a player casts a spell of the chosen color, you may gain 1 life,” and “{T}: Add one mana of the chosen color.” The first and second abilities are linked. The first and third abilities are linked.", + "zh": "例如:天堂羽饰具有以下三个异能:“于此神器进场时,选择一种颜色”、“每当任一牌手施放该色咒语时,你可以获得1点生命”,以及“{T}:加一点该色的法术力”。第一个和第二个异能互相关联。第一个和第三个异能也互相关联。" + } + ] + }, + { + "chapter": "607.5.", + "en": "If an object acquires a pair of linked abilities as part of the same effect, the abilities will be similarly linked to one another on that object even though they weren’t printed on that object. They can’t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past.", + "zh": "如果一个物件通过同一个效应获得一对关联异能,这些异能将在该物件上互相关联,即使它们没有被印在该物件上。它们不能与其他异能关联,无论该物件此时或之前有过什么异能。", + "subrules": [ + { + "chapter": "607.5a", + "en": "If an object gains an ability that refers to a choice, but either (a) doesn’t copy that ability’s linked ability or (b) does copy the linked ability but no choice is made for it, then the choice is considered to be “undefined.” If an ability refers to an undefined choice, that part of the ability won’t do anything.", + "zh": "如果一个物件获得了一个提及选择的异能,但(a)并未同时复制与该异能相关联的异能,或(b)复制了与之关联的异能但并未为此关联异能作出过选择,则将此选择视同“未定义”。如果一个异能提及未定义的选择,异能的该部分将没有任何效果。", + "extras": [ + { + "en": "Example: Voice of All enters the battlefield and Unstable Shapeshifter copies it. Voice of All reads, in part, “As this creature enters, choose a color.” and “This creature has protection from the chosen color.” Unstable Shapeshifter never had a chance for a color to be chosen for it, because it didn’t enter the battlefield as Voice of All so it doesn’t gain a protection ability.", + "zh": "例如:万物使者进入战场,且不稳定变形兽成为其复制品。万物使者具有“于此生物进场时,选择一种颜色”以及“此生物具有反该色保护异能。”由于不稳定变形兽不是作为万物使者的复制品进入战场,所以它从未有为该异能选择颜色的机会,因此它不会获得保护异能。" + }, + { + "en": "Example: A Vesuvan Doppelganger enters the battlefield as a copy of Voice of All, and the Doppelganger’s controller chooses blue. Later, the Doppelganger copies Quirion Elves, which has the ability, “{T}: Add one mana of the chosen color.” Even though a color was chosen for the Doppelganger, it wasn’t chosen for the ability linked to the mana ability copied from the Elves. If that mana ability of the Doppelganger is activated, it will not produce mana.", + "zh": "例如:维苏瓦化妖[Vesuvan Doppelganger]作为万物使者的复制品进入战场,且维苏瓦化妖的操控者选择了蓝色。之后,维苏瓦化妖复制了奎利恩妖精。奎利恩妖精具有异能“{T}:加一点所选颜色的法术力。”虽然曾为维苏瓦化妖选择过颜色,但为其作出此选择的异能并未与从妖精处复制而来的法术力异能相关联。起动维苏瓦化妖的法术力异能将不会产生任何法术力。" + } + ] + } + ], + "extras": [ + { + "en": "Example: Arc-Slogger has the ability “{R}, Exile the top ten cards of your library: This creature deals 2 damage to any target.” Sisters of Stone Death has the ability “{B}{G}: Exile target creature blocking or blocked by Sisters of Stone Death” and the ability “{2}{B}: Put a creature card exiled with Sisters of Stone Death onto the battlefield under your control.” Quicksilver Elemental has the ability “{U}: This creature gains all activated abilities of target creature until end of turn.” If a player has Quicksilver Elemental gain Arc-Slogger’s ability, activates it, then has Quicksilver Elemental gain Sisters of Stone Death’s abilities, activates the exile ability, and then activates the return-to-the-battlefield ability, only the creature card Quicksilver Elemental exiled with Sisters of Stone Death’s ability can be returned to the battlefield. Creature cards Quicksilver Elemental exiled with Arc-Slogger’s ability can’t be returned.", + "zh": "例如:电弧匍行兽具有异能“{R},放逐你牌库顶的十张牌:此生物对任意一个目标造成2点伤害。”石化眼姊妹具有异能“{B}{G}:放逐目标阻挡石化眼姊妹,或被石化眼姊妹阻挡的生物”以及异能“{2}{B}:将一张被石化眼姊妹放逐的生物牌在你的操控下放进战场。”水银元素具有异能“{U}:此生物获得目标生物的所有起动式异能直到回合结束。”如果牌手用水银元素获得电弧匍行兽的异能,起动该异能,然后令水银元素获得石化眼姊妹的异能,起动该放逐异能且然后起动放回战场的异能,只有水银元素使用石化眼姊妹的异能所放逐的生物牌可以被移回战场上。水银元素用电弧匍行兽的异能放逐的生物牌不能被移回。" + } + ] + } + ] + }, + { + "chapter": "608.", + "en": "Resolving Spells and Abilities", + "zh": "结算咒语和异能", + "subrules": [ + { + "chapter": "608.1.", + "en": "Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, “Effects.”)", + "zh": "每次所有牌手连续让过,堆叠顶端的咒语或异能结算。(参见规则609,“效应”。)", + "subrules": [] + }, + { + "chapter": "608.2.", + "en": "If the object that’s resolving is an instant spell, a sorcery spell, or an ability, its resolution may involve several steps. The steps described in rules 608.2a and 608.2b are followed first. The steps described in rules 608.2c–m are then followed as appropriate, in no specific order. The steps described in rule 608.2n and 608.2p are followed last.", + "zh": "如果结算的物件为瞬间咒语、法术咒语或异能,其结算过程可能包含一些步骤。首先为规则608.2a和608.2b中的步骤。然后为规则608.2c-m中适合的步骤,不按照任何特定的顺序。最后为规则608.2n和608.2p中的步骤。", + "subrules": [ + { + "chapter": "608.2a", + "en": "If a triggered ability has an intervening “if” clause, it checks whether the clause’s condition is true. If it isn’t, the ability is removed from the stack and does nothing. Otherwise, it continues to resolve. See rule 603.4.", + "zh": "如果一个触发式异能包含以“若”开头的子句,它将检查该条款的条件是否符合。如果该条件不符合,该异能被移出堆叠且没有任何效果。否则,它继续结算。参见规则603.4。" + }, + { + "chapter": "608.2b", + "en": "If the spell or ability specifies targets, it checks whether the targets are still legal. A target that’s no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. If all its targets, for every instance of the word “target,” are now illegal, the spell or ability doesn’t resolve. It’s removed from the stack and, if it’s a spell, put into its owner’s graveyard. Otherwise, the spell or ability will resolve normally. Illegal targets, if any, won’t be affected by parts of a resolving spell’s effect for which they’re illegal. Other parts of the effect for which those targets are not illegal may still affect them. If the spell or ability creates any continuous effects that affect game rules (see rule 613.11), those effects don’t apply to illegal targets. If part of the effect requires information about an illegal target, it fails to determine any such information. Any part of the effect that requires that information won’t happen.", + "zh": "如果该咒语或异能指定了目标,它检查这些目标是否依然合法。一个不再存在于之前宣告为目标时所在区域的目标不合法。其他对游戏状态的更改可能会导致目标不再合法;例如,其特征可能被改变或一个效应可能改变了咒语的叙述。如果异能之来源离开了其原本所在的区域,则在此过程中会使用该来源的最后已知信息。如果一个咒语或异能的每个“目标”一词对应的目标均非法,该咒语或异能不会结算;将其从堆叠上移除,且如果它是咒语,将其置入其拥有者的坟墓场。否则,它将正常结算。非法目标(如果有的话)不会受到该咒语或异能的效应中关于这些非法目标部分之影响。关于其余合法目标部分的效应仍然可能会影响这些非法目标。如果该咒语或异能创造了一个影响游戏规则的持续性效应(参见规则613.11),该效应不对非法目标生效。如果该效应的一部分需要确定非法目标的信息,该效应无法确定任何信息。该效应中任何需要这些信息以生效的部分不会生效。", + "extras": [ + { + "en": "Example: Sorin’s Thirst is a black instant that reads, “Sorin’s Thirst deals 2 damage to target creature and you gain 2 life.” If the creature isn’t a legal target during the resolution of Sorin’s Thirst (say, if the creature has gained protection from black or left the battlefield), then Sorin’s Thirst doesn’t resolve. Its controller doesn’t gain any life.", + "zh": "例如:索霖的饥渴是一个“索霖的饥渴对目标生物造成2点伤害,且你获得2点生命。”的黑色瞬间。如果该生物在索霖的饥渴的结算过程中不合法(例如它获得了反黑保护或离开了战场),则索霖的饥渴不会结算。其操控者不会得到生命。" + }, + { + "en": "Example: Plague Spores reads, “Destroy target nonblack creature and target land. They can’t be regenerated.” Suppose the same creature land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plague Spores still resolves because the black creature land is still a legal target for the “target land” part of the spell. The “destroy target nonblack creature” part of the spell won’t affect that permanent, but the “destroy target land” part of the spell will still destroy it. It can’t be regenerated.", + "zh": "例如:疫病孢子为“消灭目标非黑色生物和目标地。它们不能重生。”假设同一个生物地作为非黑色生物和地被宣告为目标,且在疫病孢子结算前它的颜色被改为黑色。疫病孢子仍然会结算,因为该黑色生物地依然是该咒语“目标地”部分的合法目标。它不能重生。" + } + ] + }, + { + "chapter": "608.2c", + "en": "The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, “Destroy target creature. It can’t be regenerated” or “Counter target spell. If that spell is countered this way, put it on top of its owner’s library instead of into its owner’s graveyard.”) Don’t just apply effects step by step without thinking in these cases—read the whole text and apply the rules of English to the text.", + "zh": "咒语或异能的操控者按照叙述的顺序进行动作。替代性效应可能会影响这些动作。在一些情况下,牌上之后部分的叙述可能会影响之前部分的叙述(例如,“消灭目标生物。它不能重生”或“反击目标咒语。如果该咒语被以此法反击,改为将其置于其拥有者的牌库顶而不是拥有者的坟墓场。”)在这些情况下不要不假思索便按照顺序令效应生效,需要阅读整段叙述并对其规则进行中文理解。" + }, + { + "chapter": "608.2d", + "en": "If an effect of a spell or ability offers any choices other than choices already made as part of casting the spell, activating the ability, or otherwise putting the spell or ability on the stack, the player announces these while applying the effect. The player can’t choose an option that’s illegal or impossible, with the exception that having a library with no cards in it doesn’t make drawing a card an impossible action (see rule 121.3). If an effect divides or distributes something, such as damage or counters, as a player chooses among any number of untargeted players and/or objects, the player chooses the amount and division such that each chosen player or object receives at least one of whatever is being divided. (Note that if an effect divides or distributes something, such as damage or counters, as a player chooses among some number of target objects and/or players, the amount and division were determined as the spell or ability was put onto the stack rather than at this time; see rule 601.2d.)", + "zh": "如果咒语或异能的一个效应令牌手作出选择,且该选择不是作为施放咒语、起动异能、或用其他方式将咒语或异能放进堆叠的一部分而已经作出的选择,则该牌手于这些效应生效时宣告其选择。牌手不能选择不合法或无法作到的选项,但从空的牌库中抓牌除外(参见规则121.3)。如果一个效应令牌手分配某些事物(例如伤害或指示物)给任何数量不指定目标的牌手和/或物件,该牌手须选择数量和分配方式,使得每位被选择的牌手或物件至少获得一个所分配的事物。(注意如果一个效应令牌手分配某些事物(例如伤害或指示物)给某个数量的目标物件和/或牌手,则分配的数量和分配方式在该咒语或异能放进堆叠的时候就被确定,而非在结算时;参见规则601.2d。)", + "extras": [ + { + "en": "Example: A spell’s instruction reads, “You may sacrifice a creature. If you don’t, you lose 4 life.” A player who controls no creatures can’t choose the sacrifice option.", + "zh": "例如:一个咒语的叙述为“你可以牺牲一个生物。如果你不如此作,你失去4点生命。”一位不操控任何生物的牌手不能选择牺牲生物。" + } + ] + }, + { + "chapter": "608.2e", + "en": "Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses, that involve multiple players. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule 101.4.", + "zh": "一些咒语和异能具有影响多位牌手的多个步骤或动作,用单独的句子或条款表示。在这些情况下,按照“主动牌手先决定”的顺序为第一个动作作出的选择,然后第一个动作同时进行。然后按照“主动牌手先决定”的顺序为第二个动作作出选择,然后第二个动作同时进行,以此类推。参见规则101.4。" + }, + { + "chapter": "608.2f", + "en": "Some spells and abilities include actions taken on multiple players and/or objects. In most cases, each such action is processed simultaneously. If the action can’t be processed simultaneously, it’s instead processed considering each affected player or object individually. APNAP order is used to make the primary determination of the order of those actions. Secondarily, if the action is to be taken on both a player and an object they control or on multiple objects controlled by the same player, the player who controls the resolving spell or ability chooses the relative order of those actions.", + "zh": "一些咒语和异能包含对多个牌手和/或物件执行的动作。在大多数情况下,此类动作被同时处理。如果该动作不能被同时处理,则在处理时改为看作其对每个受影响的物件或牌手各自考虑。使用“主动牌手先决定”顺序作为决定这些动作执行顺序的主要依据。其次,如果该动作将同时对一位牌手和其操控的物件、或对多个由同一牌手操控的物件执行,操控正在结算的咒语或异能的牌手来选择这些动作的相对顺序。", + "extras": [ + { + "en": "Example: Blatant Thievery says “For each opponent, gain control of target permanent that player controls.” As Blatant Thievery resolves, its controller gains control of all permanents chosen as targets simultaneously.", + "zh": "例如:公然剽窃叙述为“为每位对手各进行以下流程~获得目标由该牌手操控之永久物的操控权。”于公然剽窃结算时,其操控者同时获得所有被选为目标的永久物的操控权。" + }, + { + "en": "Example: Soulfire Eruption says, in part, “Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card’s mana value to that permanent or player.” A player casts Soulfire Eruption targeting an opponent and a creature that opponent controls. As Soulfire Eruption resolves, the player can’t exile the top card of their library multiple times at the same time, so they first choose which target they are considering, then they exile the top card of their library, and finally Soulfire Eruption deals damage to that target. They then repeat this process for the remaining target.", + "zh": "例如:魂火爆发的部分叙述为“选择任意数量的目标生物,鹏洛客和/或牌手。为他们各进行以下流程~放逐你的牌库顶牌,然后魂火爆发对该永久物或牌手造成伤害,其数量等同于所放逐之牌的法术力值。”牌手以一位对手及一个由该牌手操控的生物为目标施放魂火爆发。于魂火爆发结算时,该牌手不能同时多次放逐其牌库顶牌,因此该牌手先选择其考虑的是哪个目标,然后其放逐其牌库顶牌,最后魂火爆发对该目标造成伤害。然后该牌手为其余的目标重复此流程。" + } + ] + }, + { + "chapter": "608.2g", + "en": "If an effect gives a player the option to pay mana, they may activate mana abilities before taking that action. If an effect specifically instructs or allows a player to cast a spell during resolution, they do so by following the steps in rules 601.2a–i, except no player receives priority after it’s cast. That spell becomes the topmost object on the stack, and the currently resolving spell or ability continues to resolve, which may include casting other spells this way. No other spells can normally be cast and no other abilities can normally be activated during resolution.", + "zh": "如果一个效应给予牌手支付法术力的选择,他在进行该动作之前可以起动法术力异能。如果一个效应明确指示或允许牌手在结算过程中施放一个咒语,他将该咒语放在堆叠顶端,然后继续按照规则601.2a-h中的步骤施放该咒语,但没有牌手在它被施放之后得到优先权。该咒语成为堆叠最顶端的物件,然后当前正在结算的咒语或异能继续结算,它可能包括以此法施放另一个咒语。一般情况下,在结算过程中没有其他咒语可以被施放且没有其他异能可以被起动。" + }, + { + "chapter": "608.2h", + "en": "If an effect requires information from the game (such as the number of creatures on the battlefield), the answer is determined only once, when the effect is applied. If the effect requires information from a specific object, including the source of the ability itself, the effect uses the current information of that object if it’s in the public zone it was expected to be in; if it’s no longer in that zone, or if the effect has moved it from a public zone to a hidden zone, the effect uses the object’s last known information. See rule 113.7a. If an ability states that an object does something, it’s the object as it exists—or as it most recently existed—that does it, not the ability.", + "zh": "如果一个效应需要游戏信息(例如战场上生物的数量),答案只在该效应生效时决定一次。如果该效应需要一个特定物件的信息,包括该异能自身的来源,如果该物件依然在它应在的公开区域,则该效应使用其当前信息;如果该物件已经不在该区域或该效应将该物件从公开区域移动到隐藏区域,则该效应使用其最后已知信息。参见规则113.7a。如果一个异能的叙述为该物件作出动作,则是该存在的或最后存在的物件进行该动作,而不是异能本身。" + }, + { + "chapter": "608.2i", + "en": "Some effects look back in time and require information about previous game states and actions rather than considering the current game state. If such an effect requires information from the game about an object or group of objects, and that effect is not taking any actions on those objects, they don’t need to be currently in the zone they were in at the time of that previous game state or action, nor do they need to currently meet the criteria described in the action, as long as they did so at the specified time. This is an exception to 608.2h.", + "zh": "一些效应会回溯并需要关于先前游戏状态和动作的信息,而非当前的游戏状态。如果此类效应需要从游戏中获取关于一个或一组物件的信息,并且该效应不对这些物件执行任何动作,则它们不需要当前仍位于先前游戏状态或动作时所在的区域,或是当前仍符合该动作所述的条件,只要它们在所述时间内位于该区域或符合该条件即可。这是规则608.2h的例外情况。", + "extras": [ + { + "en": "Example: A player attacks with Bear Cub. Later in the turn, an effect causes Bear Cub to become a noncreature permanent. The same player then casts Search Party Captain, a spell that says in part “This spell costs {1} less to cast for each creature you attacked with this turn.” That spell costs {1} less because the player attacked with a creature, even though the Bear Cub they attacked with is no longer a creature.", + "zh": "例如:牌手使用幼熊[Bear Cub]攻击。在该回合稍后的时间中,一个效应使得幼熊成为非生物的永久物。然后,同一位牌手施放搜救队长,其部分叙述为“本回合中你每以一个生物攻击过,此咒语便减少{1}来施放。”因为该牌手用一个生物攻击过,该咒语减少{1}来施放,即使攻击过的幼熊已经不再是生物也是一样。" + } + ] + }, + { + "chapter": "608.2j", + "en": "If an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have.", + "zh": "如果一个效应引用一个特定的特征,它只检查该特定的特征之数值,无视该物件可能具有的有关联的特征。", + "extras": [ + { + "en": "Example: An effect that reads “Destroy all black creatures” destroys a white-and-black creature, but one that reads “Destroy all nonblack creatures” doesn’t.", + "zh": "例如:一个“消灭所有黑色生物”的效应将消灭一个黑色及白色的生物,但“消灭所有非黑生物”不会。" + } + ] + }, + { + "chapter": "608.2k", + "en": "If an ability’s effect refers to a specific untargeted object that has been previously referred to by that ability’s cost or trigger condition, it still affects that object even if the object has changed characteristics.", + "zh": "如果一个异能的效应引用一个特定的物件,且该物件之前被该异能的费用或触发条件引用过,则它依然会影响该物件,即使它的特征已经改变。", + "extras": [ + { + "en": "Example: Wall of Tears says “Whenever this creature blocks a creature, return that creature to its owner’s hand at end of combat.” If Wall of Tears blocks a creature, then that creature ceases to be a creature before the triggered ability resolves, the permanent will still be returned to its owner’s hand.", + "zh": "例如:泪之墙具有“每当此生物阻挡一个生物,在战斗结束时将该生物移回其拥有者的手上。”如果泪之墙阻挡一个生物,然后该生物在触发式异能结算之前不再是生物,该永久物依然会被移回其拥有者手上。" + } + ] + }, + { + "chapter": "608.2m", + "en": "If an instant spell, sorcery spell, or ability that can legally resolve leaves the stack once it starts to resolve, it will continue to resolve fully.", + "zh": "如果一个瞬间咒语、法术咒语、或异能可以合法结算,即使它在开始结算后离开堆叠,它也会继续完整结算。" + }, + { + "chapter": "608.2n", + "en": "As the final part of an instant or sorcery spell’s resolution, the spell is put into its owner’s graveyard. As the final part of an ability’s resolution, the ability is removed from the stack and ceases to exist.", + "zh": "作为瞬间或法术咒语结算的最后部分,该咒语被放进其拥有者的坟墓场。作为异能结算的最后部分,该异能被从堆叠移除并消失。" + }, + { + "chapter": "608.2p", + "en": "Once all possible steps described in 608.2c–n are completed, any abilities that trigger when that spell or ability resolves trigger.", + "zh": "一旦完成608.2c-m中所述之所有可能的步骤,任何在该咒语或异能结算时触发的异能触发。" + } + ] + }, + { + "chapter": "608.3.", + "en": "If the object that’s resolving is a permanent spell, its resolution may involve several steps. The instructions in rules 608.3a and b are always performed first. Then one of the steps in rule 608.3c–e is performed, if appropriate.", + "zh": "如果正在结算的物件是永久物咒语,其结算可能包含数个步骤。规则608.3a和b所述的指示总是首先执行。然后,规则608.3c-e其中之一的步骤如适用,则执行之。", + "subrules": [ + { + "chapter": "608.3a", + "en": "If the object that’s resolving has no targets, it becomes a permanent and enters the battlefield under the control of the spell’s controller.", + "zh": "如果正在结算的物件没有目标,则它成为永久物并在该咒语操控者的操控下被放进战场。" + }, + { + "chapter": "608.3b", + "en": "If the object that’s resolving has a target, it checks whether the target is still legal, as described in 608.2b. If a spell with an illegal target is a bestowed Aura spell (see rule 702.103e) or a mutating creature spell (see rule 702.140b), it becomes a creature spell and will resolve as described in rule 608.3a. Otherwise, the spell doesn’t resolve. It is removed from the stack and put into its owner’s graveyard.", + "zh": "如果正在结算的物件具有目标,则它依照规则608.2b的叙述,检查其目标是否依然合法。如果一个神授式灵气咒语(参见规则702.103e)或合变式生物咒语(参见规则702.140b)的目标不合法,该咒语成为生物咒语,并依照规则608.3a的叙述结算。否则,该咒语不会结算。它被移出堆叠并置入其拥有者的坟墓场。" + }, + { + "chapter": "608.3c", + "en": "If the object that’s resolving is an Aura spell, it becomes a permanent and is put onto the battlefield under the control of the spell’s controller attached to the player or object it was targeting.", + "zh": "如果正在结算的物件是灵气咒语,则该咒语成为永久物,在其操控者的操控下被放进战场,并贴附于其目标所指的物件上。" + }, + { + "chapter": "608.3d", + "en": "If the object that’s resolving is a mutating creature spell, the object representing that spell merges with the permanent it is targeting (see rule 729, “Merging with Permanents”).", + "zh": "如果正在结算的物件是合变式生物咒语,则代表该咒语的物件与其目标所指的永久物结聚(参见规则729,“与永久物结聚”。)" + }, + { + "chapter": "608.3e", + "en": "If a permanent spell resolves but its controller can’t put it onto the battlefield, that player puts it into its owner’s graveyard.", + "zh": "如果一个永久物咒语结算,但其操控者不能将其放进战场,则该牌手将其放进其拥有者的坟墓场。", + "extras": [ + { + "en": "Example: Worms of the Earth has the ability “Lands can’t enter the battlefield.” Clone says “You may have this creature enter as a copy of any creature on the battlefield.” If a player casts Clone and chooses to copy Dryad Arbor (a land creature) while Worms of the Earth is on the battlefield, Clone can’t enter the battlefield from the stack. It’s put into its owner’s graveyard.", + "zh": "例如:遍地蠕虫[Worms of the Earth]具有“地不能进入战场。”仿生妖具有“你可以使此生物当成战场上任一生物的复制品来进场。”如果牌手在战场上有遍地蠕虫的情况下,施放仿生妖并选择复制树灵乔木(一个地生物),仿生妖不能从堆叠中进入战场。它被放进其拥有者的坟墓场。" + } + ] + }, + { + "chapter": "608.3f", + "en": "If the object that’s resolving is a copy of a permanent spell, it will become a token permanent as it is put onto the battlefield in any of the steps above. A token put onto the battlefield this way is no longer a copy of a spell and is not “created” for the purposes of any rules or effects that refer to creating a token.", + "zh": "如果正在结算的物件是永久物咒语的复制品,于该物件经由以上任一步骤中被放进战场时,其成为衍生永久物。以此法放进战场的衍生物不再是咒语的复制品,在提及派出衍生物的规则或效应的意义上也并未被“派出”。" + }, + { + "chapter": "608.3g", + "en": "If the object that’s resolving has a static ability that functions on the stack and creates a delayed triggered ability, that delayed triggered ability is created as that permanent is put onto the battlefield in any of the steps above. (See rules 702.109, “Dash,” 702.152, “Blitz,” and 702.185, “Warp.”)", + "zh": "如果正在结算的物件具有在堆叠上运作、并创造一个延迟触发式异能的静止式异能,该延迟触发式异能于该永久物经由以上任一步骤中被放进战场时创造。(参见规则702.109,“掩袭”,规则702.152,“急袭”,以及规则702.185,“跃迁”。)" + } + ] + } + ] + }, + { + "chapter": "609.", + "en": "Effects", + "zh": "效应", + "subrules": [ + { + "chapter": "609.1.", + "en": "An effect is something that happens in the game as a result of a spell or ability. When a spell, activated ability, or triggered ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Text itself is never an effect.", + "zh": "效应为咒语或异能在游戏中所产生的结果。当一个咒语、起动式异能、或触发式异能结算时,它可能会创造一个或数个一次性效应或持续性效应。静止式异能可能创造一个或数个持续性效应。叙述本身不是效应。", + "subrules": [] + }, + { + "chapter": "609.2.", + "en": "Effects apply only to permanents unless the instruction’s text states otherwise or they clearly can apply only to objects in one or more other zones.", + "zh": "效应只对永久物生效,除非叙述特别指明或它们明显只对其他区域中的物件生效。", + "subrules": [], + "extras": [ + { + "en": "Example: An effect that changes all lands into creatures won’t alter land cards in players’ graveyards. But an effect that says spells cost more to cast will apply only to spells on the stack, since a spell is always on the stack while a player is casting it.", + "zh": "例如:一个将所有地变为生物的效应不会改变牌手坟墓场中的地牌。但一个令咒语多支付费用来施放的效应将只对堆叠中的咒语生效,因为牌手施放咒语时该咒语一定是在堆叠上。" + } + ] + }, + { + "chapter": "609.3.", + "en": "If an effect attempts to do something impossible, it does only as much as possible.", + "zh": "如果一个效应尝试作无法作到的事,它从中作尽可能多的部分。", + "subrules": [], + "extras": [ + { + "en": "Example: If a player is holding only one card, an effect that reads “Discard two cards” causes them to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.", + "zh": "例如:如果某牌手手上只有一张牌,一个“弃两张牌”的效应将导致他只弃掉该牌。如果一个效应从牌库中移走牌(而不是抓牌),它只从中移走尽可能多的牌。" + } + ] + }, + { + "chapter": "609.4.", + "en": "Some effects state that a player may do something “as though” some condition were true or a creature can do something “as though” some condition were true. This applies only to the stated effect. For purposes of that effect, treat the game exactly as if the stated condition were true. For all other purposes, treat the game normally.", + "zh": "一些效应令牌手将某些条件“视同”正确的情况下作一些事,或令生物将某些条件“视同”正确的情况下作一些事。这只对该被指出的效应生效。对于该效应来说,将游戏当作该条件为正确来对待。对于其他情况,将游戏按照一般情况对待。", + "subrules": [ + { + "chapter": "609.4a", + "en": "If two effects state that a player may (or a creature can) do the same thing “as though” different conditions were true, both conditions could apply. If one “as though” effect satisfies the requirements for another “as though” effect, then both effects will apply.", + "zh": "如果两个效应令牌手可以(或生物可以)将两个不同的条件“视同”正确的情况下作一些事,这两个条件可能都会生效。如果其中一个被“视同”的效应符合另一个被“视同”的效应,则两者均生效。", + "extras": [ + { + "en": "Example: A player controls Vedalken Orrery, an artifact that says “You may cast spells as though they had flash.” That player casts Shaman’s Trance, an instant that says, in part, “You may play lands and cast spells from other players’ graveyards this turn as though those cards were in your graveyard.” The player may cast a sorcery with flashback from another player’s graveyard as though it were in that player’s graveyard and as though it had flash.", + "zh": "例如:某牌手操控维多肯星像仪,一个具有“你可以将咒语视同具有闪现异能地来施放。”的神器。该牌手施放巫医交神,一个部分叙述为“本回合中,你可以视同在你的坟墓场中一般,从其他牌手的坟墓场中使用地及施放咒语。”的瞬间。该牌手可以视同在自己的坟墓场中一般,并视同其具有闪现一般,从其他牌手的坟墓场中施放具有返照的法术。" + } + ] + }, + { + "chapter": "609.4b", + "en": "If an effect allows a player to spend mana “as though it were mana of any [type or color],” this affects only how the player may pay a cost. It doesn’t change that cost, and it doesn’t change what mana was actually spent to pay that cost. The same is true for effects that say “mana of any type can be spent.”", + "zh": "如果一个效应允许牌手“视同任意[种类或颜色]的法术力”来支付法术力,这仅影响该牌手可以如何支付费用。这并不会改变该费用,也不会改变实际支付该费用时使用的法术力之种类或颜色。具有“能用任意种类的法术力”的效应亦是如此。" + } + ] + }, + { + "chapter": "609.5.", + "en": "If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties.", + "zh": "如果一个效应可能会以不分先后作为结果,则创造该效应的咒语或异能之叙述会指出在此情况下如何。万智牌游戏本身对不分先后没有默认结果。", + "subrules": [] + }, + { + "chapter": "609.6.", + "en": "Some continuous effects are replacement effects or prevention effects. See rules 614 and 615.", + "zh": "一些持续性效应为替代性效应或防止性效应。参见规则614和615。", + "subrules": [] + }, + { + "chapter": "609.7.", + "en": "Some effects apply to damage from a source—for example, “The next time a red source of your choice would deal damage to you this turn, prevent that damage.”", + "zh": "一些效应从来源对伤害生效;例如,“于本回合中,防止由你选择的红色来源下一次将对你所造成的伤害。”", + "subrules": [ + { + "chapter": "609.7a", + "en": "If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a replacement or prevention effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage dealt by that permanent, regardless of whether it’s combat damage or damage dealt as the result of a spell or ability. If the player chooses a permanent spell, the effect will apply to any damage dealt by that spell and any damage dealt by the permanent that spell becomes when it resolves.", + "zh": "如果一个效应要求牌手选择一个伤害来源,他可以选择一个永久物;一个堆叠中的咒语(包括永久物咒语);一个堆叠中的物件、一个等待生效的替代性或防止性效应、或一个等待触发的延迟触发式异能(即使该物件已经不再在其之前所在的区域),所提及的任何物件;或者一个统帅区中面朝上的物件。一个来源不需要可以造成伤害才能被合法选择。当该效应被创造时选择该来源。如果该牌手选择了一个永久物,该效应将对该永久物下一次将造成的伤害生效,无论是战斗伤害还是由咒语或异能令其造成的伤害。如果该牌手选择了一个永久物咒语,该效应将对该咒语以及当该咒语结算时成为的永久物生效。" + }, + { + "chapter": "609.7b", + "en": "Some effects from resolved spells and abilities prevent or replace damage from sources with certain properties, such as a creature or a source of a particular color. When the source would deal damage, the “shield” rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isn’t used up.", + "zh": "一些已经结算的咒语或异能所产生的效应防止或替代来自某种特定属性来源的伤害,例如生物或某颜色为来源。当该来源将造成伤害时,该“护盾”再次检查该来源的属性。如果不再符合该属性,该伤害不会被防止或替代。如果该护盾因为任何原因没有防止或替代任何伤害,则该护盾没有被使用。" + }, + { + "chapter": "609.7c", + "en": "Some effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren’t on the battlefield that have that property.", + "zh": "一些静止式异能所产生的效应防止或替代来自某种特定属性来源的伤害。这些效应对具有该属性的永久物来源和具有该属性且不在战场的来源生效。" + } + ] + } + ] + }, + { + "chapter": "610.", + "en": "One-Shot Effects", + "zh": "一次性效应", + "subrules": [ + { + "chapter": "610.1.", + "en": "A one-shot effect does something just once and doesn’t have a duration. Examples include dealing damage, destroying a permanent, creating a token, and moving an object from one zone to another.", + "zh": "一次性效应只作一次事且不具有时限。例如造成伤害、消灭永久物、派出一个衍生物、以及将一个物件从一个区域移到另一个。", + "subrules": [] + }, + { + "chapter": "610.2.", + "en": "Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that’s creating the one-shot effect resolves. See rule 603.7.", + "zh": "一些一次性效应创造延迟触发式异能,它令该牌手在之后的游戏中作某事(一般在特定的时间),而不是于创造该一次性效应的咒语或异能结算时。参见规则603.7。", + "subrules": [] + }, + { + "chapter": "610.3.", + "en": "Some one-shot effects cause an object to change zones “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect returns the object to its previous zone.", + "zh": "一些一次性效应使得一个物件改变区域“直到”某个特定事件发生。在该事件发生后,另一个一次性效应立即被创造。后者效应将该物件移回原来的区域。", + "subrules": [ + { + "chapter": "610.3a", + "en": "If a resolving spell or activated ability creates the initial one-shot effect that causes the object to change zones, and the specified event has already occurred before that one-shot effect would occur but after that spell or ability was put onto the stack, the object doesn’t move.", + "zh": "如果正在结算的咒语或起动式异能创造了上述前者导致物件改变区域的一次性效应,且该特定事件在该咒语或异能放进堆叠之后、但在一次性效应将要发生之前已经发生,则该物件不会改变区域。" + }, + { + "chapter": "610.3b", + "en": "If a resolving triggered ability creates the initial one-shot effect that causes the object to change zones, and the specified event has already occurred before that one-shot effect would occur but after that ability triggered, the object doesn’t move.", + "zh": "如果正在结算的触发式异能创造了上述前者导致物件改变区域的一次性效应,且该特定事件在该异能触发之后、但在一次性效应将要发生之前已经发生,则该物件不会改变区域。" + }, + { + "chapter": "610.3c", + "en": "An object returned to the battlefield this way returns under its owner’s control unless otherwise specified.", + "zh": "除非另有说明,以此法移回战场的物件在其拥有者的操控下返回战场。" + }, + { + "chapter": "610.3d", + "en": "If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.", + "zh": "如果多个一次性效应在一个或数个同时发生的事件之后立即被创造,这些一次性效应亦是同时发生的。", + "extras": [ + { + "en": "Example: Two Banisher Priests have each exiled a card. All creatures are destroyed at the same time by Day of Judgment. The two exiled cards are returned to the battlefield at the same time.", + "zh": "例如:两个逐令僧侣各放逐了一张牌。审判末日同时消灭了所有生物。两张被放逐的牌同时返回战场。" + } + ] + } + ] + }, + { + "chapter": "610.4.", + "en": "Some one-shot effects cause a permanent to phase out “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect causes the permanent to phase in.", + "zh": "一些一次性效应使得一个永久物跃离“直到”某个特定事件发生。在该事件发生后,另一个一次性效应立即被创造。后者效应使得该永久物跃回。", + "subrules": [ + { + "chapter": "610.4a", + "en": "A permanent phased out this way doesn’t phase in as a result of the turn-based action during a player’s untap step (see rule 502.1). Other effects may cause it to phase in. If a permanent phased out this way phases in due to another effect, the second one-shot effect doesn’t happen, even if that permanent has phased out again.", + "zh": "以此法跃离的永久物不因牌手重置步骤(参见规则502.1)中的回合动作之故而跃回。其他效应仍然可能使得其跃回。如果以此法跃离的永久物因另一个效应之故而跃回,上述后者一次性动作不会发生,即使该永久物再次跃离。" + }, + { + "chapter": "610.4b", + "en": "If a resolving spell or activated ability creates the initial one-shot effect that causes the permanent to phase out, and the specified event has already occurred before that one-shot effect would occur but after that spell or ability was put onto the stack, the permanent doesn’t phase out.", + "zh": "如果正在结算的咒语或起动式异能创造了上述前者导致物件跃离的一次性效应,且该特定事件在该咒语或异能放进堆叠之后、但在一次性效应将要发生之前已经发生,则该物件不会跃离。" + }, + { + "chapter": "610.4c", + "en": "If a resolving triggered ability creates the initial one-shot effect that causes the permanent to phase out, and the specified event has already occurred before that one-shot effect would occur but after that ability triggered, the permanent doesn’t phase out.", + "zh": "如果正在结算的触发式异能创造了上述前者导致物件跃离的一次性效应,且该特定事件在该异能触发之后、但在一次性效应将要发生之前已经发生,则该物件不会跃离。" + }, + { + "chapter": "610.4d", + "en": "If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.", + "zh": "如果多个一次性效应在一个或数个同时发生的事件之后立即被创造,这些一次性效应亦是同时发生的。" + } + ] + }, + { + "chapter": "610.5.", + "en": "Some static abilities create one-shot effects that cause spells a player casts to gain an ability as that player casts them. These effects begin to apply to appropriate spells at the time the player puts such a spell on the stack. See rule 601.2a.", + "zh": "一些静止式异能产生一次性效应,使得牌手施放的咒语在施放时获得异能。这类效应会在牌手将这类咒语放进堆叠时开始对该咒语生效。参见规则601.2a。", + "subrules": [] + } + ] + }, + { + "chapter": "611.", + "en": "Continuous Effects", + "zh": "持续性效应", + "subrules": [ + { + "chapter": "611.1.", + "en": "A continuous effect modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period.", + "zh": "一个持续性效应在指定时限中或无限期地,影响物件的特征、影响物件的操控权、或影响牌手或游戏的规则。", + "subrules": [] + }, + { + "chapter": "611.2.", + "en": "A continuous effect may be generated by the resolution of a spell or ability.", + "zh": "一个持续性效应可能由于一个咒语或异能的结算而产生。", + "subrules": [ + { + "chapter": "611.2a", + "en": "A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until the end of the game.", + "zh": "一个由咒语或异能的结算所产生的持续性效应,在产生它的咒语或异能所列出的时段内生效(例如“直到回合结束”)。如果没有列出时段,则它生效直到游戏结束。" + }, + { + "chapter": "611.2b", + "en": "Some continuous effects generated by the resolution of a spell or ability have durations worded “for as long as . . . .” If the “for as long as” duration never starts, the effect does nothing. Similarly, if that duration ends before the moment the effect would first be applied and doesn’t begin again during that spell or ability’s resolution, the effect does nothing. It doesn’t start and immediately stop again, and it doesn’t last forever.", + "zh": "一些由咒语或异能的结算所产生的持续性效应的时段使用“于……的时段内”描述。如果该时段从未开始过,则该效应没有任何效果。类似地,如果该效应在它最先生效的一刻之前便已经结束,且在该咒语或异能的结算过程中没有再度开始,则该效应没有任何效果。它不会开始并马上结束,也不会永远生效。", + "extras": [ + { + "en": "Example: Master Thief has the ability “When this creature enters, gain control of target artifact for as long as you control this creature.” If you lose control of Master Thief before the ability resolves, it does nothing, because its duration—as long as you control Master Thief—was over before the effect began.", + "zh": "例如:神偷具有异能“当此生物进场时,于你操控此生物的时段内,获得目标神器的操控权。”若你在该异能结算前你不再操控神偷,该异能将没有任何效果,因为其时段(于你操控神偷的时段)在效应开始前便已经结束。" + } + ] + }, + { + "chapter": "611.2c", + "en": "If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won’t change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn’t modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren’t affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don’t, the set of objects each part applies to is determined independently.", + "zh": "如果一个由咒语或异能的结算所产生的持续性效应影响特征或改变任何物件的操控权,这组受其影响的物件在该持续性效应开始时决定。在此之后,该组永久物不会改变。(注意这与一个静止式异能所产生的持续性效应不同。)一个由咒语或异能的结算所产生且不影响特征或改变任何物件操控权的持续性效应影响游戏规则,所以它们可以影响在该持续性效应开始时并不受其影响的物件。如果一个单独的持续性效应中的一部分影响物件的特征或改变物件的操控权,而其他部分不如此作,则受各部分影响的物件各自单独决定。", + "extras": [ + { + "en": "Example: An effect that reads “All white creatures get +1/+1 until end of turn” gives the bonus to all permanents that are white creatures when the spell or ability resolves—even if they change color later—and doesn’t affect those that enter the battlefield or turn white afterward.", + "zh": "例如:一个效应为“所有白色生物得+1/+1直到回合结束”,它将在该咒语或异能结算时给所有为白色生物的永久物+1/+1(即使它们的颜色之后改变),且不会影响之后进入战场或成为白色的生物。" + }, + { + "en": "Example: An effect that reads “Prevent all damage creatures would deal this turn” doesn’t modify any object’s characteristics, so it’s modifying the rules of the game. That means the effect will apply even to damage from creatures that weren’t on the battlefield when the continuous effect began. It also affects damage from permanents that become creatures later in the turn.", + "zh": "例如:一个效应为“防止本回合中生物将造成的所有伤害”,它不影响任何特征,所以它影响游戏规则。这表示该效应将对在该效应开始时不在战场的生物同样生效。它也会影响本回合中之后成为生物的永久物。" + } + ] + }, + { + "chapter": "611.2d", + "en": "If a resolving spell or ability that creates a continuous effect contains a variable such as X, the value of that variable is determined only once, on resolution. See rule 608.2h.", + "zh": "如果一个结算中的咒语或异能将产生一个包含可变数值的持续性效应,例如X,该可变数值的数值只在结算时决定一次。参见规则608.2h。" + }, + { + "chapter": "611.2e", + "en": "If a resolving spell or ability both puts a nontoken permanent onto the battlefield and creates a continuous effect stating that the permanent “is [characteristic],” that it “has [characteristic],” or that it doesn’t have a particular characteristic, that continuous effect applies simultaneously with the permanent entering the battlefield. This characteristic is usually a color or a creature type. If the continuous effect says the permanent “becomes [characteristic]” or “gains [an ability],” that effect applies after the permanent is on the battlefield.", + "zh": "如果一个结算中的咒语或异能既将一个非衍生物的永久物放进战场,又创造一个持续性效应叙述该永久物“是[特征]”、“具有[特征]”或不具有某特征,则该持续性效应于该永久物进战场的同时立即生效。此特征通常是颜色或生物类别。如果持续性效应叙述该永久物“成为[特征]”或“获得[异能]”,该效应在永久物进战场之后生效。", + "extras": [ + { + "en": "Example: Arbiter of the Ideal puts an artifact, creature, or land card onto the battlefield and says, in part, “That permanent is an enchantment in addition to its other types.” An ability that triggers whenever an enchantment enters the battlefield would trigger. The permanent doesn’t enter the battlefield and then become an enchantment.", + "zh": "例如:理念仲裁者将一个神器、生物或地牌放进战场,其异能的部分叙述为“该永久物额外具有结界此类别。”因结界进战场而触发的异能会因此触发。以此法进战场的永久物并非进入战场然后才成为结界。" + } + ] + }, + { + "chapter": "611.2f", + "en": "Some spells and abilities generate a continuous effect that modifies the characteristics of the next spell a player casts, the next spell that fulfills certain conditions a player casts during some duration, or similar. These effects do not begin immediately. Rather, they begin to apply at the time that player next puts an appropriate spell on the stack, and they apply to that spell. See rule 601.2a.", + "zh": "一些咒语和异能产生一个持续性效应,其修改一位牌手下一个施放的咒语的特征,或修改一位牌手于某时段内施放且满足特定条件的咒语的特征,或有类似的效果。这些效应不会立即生效。相反,它们会在该牌手下一次将合适的咒语放进堆叠时开始对该咒语生效,并应用于该咒语。参见规则601.2a。" + } + ] + }, + { + "chapter": "611.3.", + "en": "A continuous effect may be generated by the static ability of an object.", + "zh": "持续性效应可能由物件的静止式异能产生。", + "subrules": [ + { + "chapter": "611.3a", + "en": "A continuous effect generated by a static ability isn’t “locked in”; it applies at any given moment to whatever its text indicates.", + "zh": "由静止式异能所产生的持续性效应没有被“锁定”;它在任何时刻均对其叙述包含的内容生效。" + }, + { + "chapter": "611.3b", + "en": "The effect applies at all times that the permanent generating it is on the battlefield or the object generating it is in the appropriate zone.", + "zh": "一个效应在产生它的永久物在战场期间或产生它的物件在对应的区域期间均生效。", + "extras": [ + { + "en": "Example: A permanent with the static ability “All white creatures get +1/+1” generates an effect that continuously gives +1/+1 to each white creature on the battlefield. If a creature becomes white, it gets this bonus; a creature that stops being white loses it.", + "zh": "例如:一个具有静止式异能“所有白色生物得+1/+1”的永久物产生的效应持续给予每个战场上的白色生物+1/+1。如果一个生物成为白色,它得到+1/+1;一个不再是白色的生物失去它。" + } + ] + }, + { + "chapter": "611.3c", + "en": "Continuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They don’t wait until the permanent is on the battlefield and then change it. Because such effects apply as the permanent enters the battlefield, they are applied before determining whether the permanent will cause an ability to trigger when it enters the battlefield.", + "zh": "影响永久物特征的持续性效应于该永久物进入战场的同时生效。它们不等到永久物在战场后再改变它。由于这些效应于永久物进入战场时生效,它们在决定该永久物是否在进入战场时触发异能之前生效。", + "extras": [ + { + "en": "Example: A permanent with the static ability “All white creatures get +1/+1” is on the battlefield. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesn’t enter the battlefield as 1/1 and then change to 2/2.", + "zh": "例如:一个具有静止式异能“所有白色生物得+1/+1”的永久物在战场上。一般情况下创造1/1白色生物的生物咒语将改为创造2/2白色生物。该生物不会作为1/1生物进入战场然后成为2/2。" + } + ] + }, + { + "chapter": "611.3d", + "en": "Continuous effects from static abilities may allow a player to play a land or cast a permanent spell, or may grant an ability to a permanent spell or card that allows it to be cast. If the effect also grants that object an ability that functions only on the battlefield, that ability lasts as long as stated by the effect granting that permission or ability. If no duration is stated, it lasts until the end of the game. This is an exception to rules 611.3a–b.", + "zh": "静止式异能的持续性效应可能允许牌手使用地,施放永久物咒语,或是赋予永久物咒语或永久物牌一个允许其被施放的异能。如果此效应同时还赋予该物件一个仅在战场上生效的异能,则此异能在赋予该许可或异能的效应列出的时段内生效。如果没有列出时段,则它生效直到游戏结束。这是规则611.3a-b的例外情况。" + } + ] + } + ] + }, + { + "chapter": "612.", + "en": "Text-Changing Effects", + "zh": "改变叙述的效应", + "subrules": [ + { + "chapter": "612.1.", + "en": "Some continuous effects change an object’s text. This can apply to any words or symbols printed on that object, but generally affects only that object’s rules text (which appears in its text box) and/or the text that appears in its type line. Such an effect is a text-changing effect.", + "zh": "一些持续性效应改变物件的叙述。这对任何词语或该物件印有的符号生效,但一般情况下只影响该物件的规则叙述(在其文字栏中)和/或其类别栏中的叙述。此类效应为改变叙述的效应。", + "subrules": [] + }, + { + "chapter": "612.2.", + "en": "A text-changing effect changes only those words that are used in the correct way (for example, a Magic color word being used as a color word, a land type word used as a land type, or a creature type word used as a creature type). An effect that changes a color word or a subtype can’t change a card name, even if that name contains a word or a series of letters that is the same as a Magic color word, basic land type, or creature type.", + "zh": "改变叙述的效应只改变正确使用的词语(例如,作为颜色使用的万智牌颜色词、作为地类别使用的地类别词、或作为生物类别使用的生物类别词)。一个改变颜色词或副类别的效应不会改变牌的名称,即使该名称包含与万智牌颜色词、基本地类别、或生物类别相同的词语。", + "subrules": [ + { + "chapter": "612.2a", + "en": "Most spells and abilities that create creature tokens use creature types to define both the creature types and the names of the tokens. A text-changing effect that affects such a spell or an object with such an ability can change these words because they’re being used as creature types, even though they’re also being used as names.", + "zh": "大多数派出衍生生物的咒语或异能使用生物类别定义该衍生物的生物类别和名称。一个影响此类咒语或具有此类异能物件的改变叙述的效应可以改变这些词语,因为它们被用作生物类别,即使它们也被用作名称。" + } + ] + }, + { + "chapter": "612.3.", + "en": "Effects that add or remove abilities don’t change the text of the objects they affect, so any abilities that are granted to an object can’t be modified by text-changing effects that affect that object.", + "zh": "添加或移除异能的效应不会改变受其影响物件的叙述,所以任何被给予该物件的异能不受影响该物件的改变叙述的效应所影响。", + "subrules": [] + }, + { + "chapter": "612.4.", + "en": "A token’s subtypes and rules text are defined by the spell or ability that created the token. A text-changing effect that affects a token can change these characteristics.", + "zh": "一个衍生物的副类别以及规则叙述由派出它的咒语或异能定义。一个影响衍生物的改变叙述的效应可以改变这些特征。", + "subrules": [] + }, + { + "chapter": "612.5.", + "en": "One card (Exchange of Words) instructs a player to exchange the text boxes of two objects. This replaces all of the rules text of each object with the rules text of the other object. (In games involving certain cards that aren’t covered by these rules, other elements of the text box may also be exchanged. See rule 100.7.)", + "zh": "一张牌(Exchange of Words)指示牌手交换两个物件的文字栏。这会将每个物件的规则叙述全部替换为另一者的规则叙述。(在涉及本规则未涵盖的某些牌的游戏中,文字栏的其他元素也可能被交换。参见规则100.7。)", + "subrules": [] + }, + { + "chapter": "612.6.", + "en": "One card (Volrath’s Shapeshifter) states that an object has the “full text” of another object. This changes not just the text that appears in the object’s text box and type line, but also changes the text that represents its name, mana cost, color indicator, power, and toughness.", + "zh": "一张牌(瓦拉司的变形兽)令一个物件具有另一个物件的“全部叙述”。这不仅仅改变该物件文字栏和类别栏中的叙述,同样改变表示其名称、法术力费用、力量以及防御力的叙述。", + "subrules": [] + }, + { + "chapter": "612.7.", + "en": "One card (Spy Kit) states that an object has “all names of nonlegendary creature cards.” This changes the text that represents the object’s name. That object has the name of each nonlegendary creature card in the Oracle card reference. (See rule 108.1.)", + "zh": "一张牌(谍报用具)令一个物件具有“所有非传奇生物牌之名称”。这会改变代表该物件之名称的叙述。该物件具有Oracle牌张参考文献中的每张非传奇生物牌之名称。(参见规则108.1。)", + "subrules": [] + }, + { + "chapter": "612.8.", + "en": "Some cards create a continuous effect that sets the name of an object. This changes the text that represents the object’s name. That object loses any names it had and has only the specified name.", + "zh": "一些牌创造一个持续性效应,设定一个物件的名称。这会改变代表该物件之名称的叙述。该物件失去原有的名称,并仅具有所指定的名称。", + "subrules": [] + }, + { + "chapter": "612.9.", + "en": "A name sticker on a permanent or on a card not on the battlefield creates a continuous effect that adds a word to the text that represents the object’s name. (See rule 123.6.)", + "zh": "在永久物上、或在一张不在战场上的牌上的名称贴纸创造一个持续性效应,会将单词加入代表该物件之名称的叙述中。(参见规则123.6。)", + "subrules": [] + }, + { + "chapter": "612.10.", + "en": "A splice ability changes a spell’s text by adding the rules text of the card with splice to the spell, following that spell’s own rules text. It doesn’t modify or replace any of that spell’s own text. (See rule 702.47, “Splice.”)", + "zh": "通联异能改变咒语的叙述,其方式是将具通联异能的牌上的规则叙述加到另一个咒语的规则叙述中,其位置在该咒语本身的规则叙述之后。通联不会改变或替代该咒语本身的任何叙述。(参见规则702.47,“通联”。)", + "subrules": [] + } + ] + }, + { + "chapter": "613.", + "en": "Interaction of Continuous Effects", + "zh": "持续性效应的互动", + "subrules": [ + { + "chapter": "613.1.", + "en": "The values of an object’s characteristics are determined by starting with the actual object. For a card, that means the values of the characteristics printed on that card. For a token or a copy of a spell or card, that means the values of the characteristics defined by the effect that created it. Then all applicable continuous effects are applied in a series of layers in the following order:", + "zh": "确定物件特征首先从该物件本身开始。对于一张牌来说,这表示牌上所印的特征。对于衍生物或咒语与牌的复制品来说,这表示创造它的效应对其定义的特征。然后所有适用的持续性效应以一系列分层的形式按照以下顺序生效:", + "subrules": [ + { + "chapter": "613.1a", + "en": "Layer 1: Rules and effects that modify copiable values are applied.", + "zh": "层1:影响可复制特征值的规则和效应生效。" + }, + { + "chapter": "613.1b", + "en": "Layer 2: Control-changing effects are applied.", + "zh": "层2:改变操控权的效应生效。" + }, + { + "chapter": "613.1c", + "en": "Layer 3: Text-changing effects are applied. See rule 612, “Text-Changing Effects.”", + "zh": "层3:改变叙述的效应生效。参见规则612,“改变叙述的效应”。" + }, + { + "chapter": "613.1d", + "en": "Layer 4: Type-changing effects are applied. These include effects that change an object’s card type, subtype, and/or supertype.", + "zh": "层4:改变类别的效应生效。这包括改变物件的牌张类别、副类别、和/或超类别。" + }, + { + "chapter": "613.1e", + "en": "Layer 5: Color-changing effects are applied.", + "zh": "层5:改变颜色的效应生效。" + }, + { + "chapter": "613.1f", + "en": "Layer 6: Ability-adding effects, keyword counters, ability-removing effects, and effects that say an object can’t have an ability are applied.", + "zh": "层6:添加异能的效应、关键字指示物、移除异能的效应以及令物件不能具有某异能的效应生效。" + }, + { + "chapter": "613.1g", + "en": "Layer 7: Power- and/or toughness-changing effects are applied.", + "zh": "层7:改变力量和/或防御力的效应生效。" + } + ] + }, + { + "chapter": "613.2.", + "en": "Within layer 1, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)", + "zh": "在层1中,效应以一系列副分层的形式按照以下顺序生效。在每个副分层中,效应按照时间印记顺序生效。(参见规则613.7。)注意,从属关系可能会改变同一副分层中效应生效的顺序。(参见规则613.8。)", + "subrules": [ + { + "chapter": "613.2a", + "en": "Layer 1a: Copiable effects are applied. This includes copy effects (see rule 707, “Copying Objects”) and changes to an object’s characteristics determined by merging an object with a permanent (see rule 729, “Merging with Permanents”). “As . . . enters” and “as . . . is turned face up” abilities generate copiable effects if they set power and toughness, even if they also define other characteristics.", + "zh": "层1a:可复制效应生效。这包括复制效应(参见规则707,“复制物件”)以及由一个物件与一个永久物结聚而确定的对物件基础特征的改变(参见规则729,“与永久物结聚”)。如果“于...进场时”以及“于...翻回正面时”异能设定力量和防御力,则其产生可复制效应,即使其同时设定其他特征。" + }, + { + "chapter": "613.2b", + "en": "Layer 1b: Face-down spells and permanents have their characteristics modified as defined in rule 708.2.", + "zh": "层1b:牌面朝下的咒语和永久物的特征根据规则708.2的定义被改变。" + }, + { + "chapter": "613.2c", + "en": "After all rules and effects in layer 1 have been applied, the object’s characteristics are its copiable values. (See rule 707.2.)", + "zh": "在层1中的所有规则和效应生效后,该物件的特征成为其可复制特征值。(参见规则707.2。)" + } + ] + }, + { + "chapter": "613.3.", + "en": "Within layers 2–6, apply effects from characteristic-defining abilities first (see rule 604.3), then all other effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a layer. (See rule 613.8.)", + "zh": "在层2-6中,特征定义异能所产生的效应首先生效(参见规则604.3),然后所有其他顺序按照时间印记顺序生效(参见规则613.7)。注意,从属关系可能会改变同一层中效应生效的顺序。(参见规则613.8。)", + "subrules": [] + }, + { + "chapter": "613.4.", + "en": "Within layer 7, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order. (See rule 613.7.) Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)", + "zh": "在层7中,效应以一系列副分层的形式按照以下顺序生效。在每个副分层中,效应按照时间印记顺序生效。(参见规则613.7。)注意,从属关系可能会改变同一副分层中效应生效的顺序。(参见规则613.8。)", + "subrules": [ + { + "chapter": "613.4a", + "en": "Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3.", + "zh": "层7a:定义力量和/或防御力的特征定义异能所产生的效应生效。参见规则604.3。" + }, + { + "chapter": "613.4b", + "en": "Layer 7b: Effects that set power and/or toughness to a specific number or value are applied. Effects that refer to the base power and/or toughness of a creature apply in this layer.", + "zh": "层7b:将力量和/或防御力设定为一个特定的数字或数值的效应生效。提及生物的基础力量和/或防御力的效应在此层生效。" + }, + { + "chapter": "613.4c", + "en": "Layer 7c: Effects and counters that modify power and/or toughness (but don’t set power and/or toughness to a specific number or value) are applied.", + "zh": "层7c:影响力量和/或防御力(但不将力量和/或防御力设定为一个特定的数字或数值)的效应和指示物生效。" + }, + { + "chapter": "613.4d", + "en": "Layer 7d: Effects that switch a creature’s power and toughness are applied. Such effects take the value of power and apply it to the creature’s toughness, and take the value of toughness and apply it to the creature’s power.", + "zh": "层7d:交换生物的力量和防御力的效应生效。此类效应将生物的力量给予其防御力,并将生物的防御力给予其力量。", + "extras": [ + { + "en": "Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Its new power and toughness is 4/1. A new effect gives the creature +5/+0. Its “unswitched” power and toughness would be 6/4, so its actual power and toughness is 4/6.", + "zh": "例如:某效应给一个1/3生物+0/+1。然后另一个效应交换该生物的力量和防御力。其新的力量和防御力为4/1。一个新的效应令该生物+5/+0。它“未交换”的力量和防御力为6/4,所以其真正的力量和防御力为4/6。" + }, + { + "en": "Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Its new power and toughness is 4/1. If the +0/+1 effect ends before the switch effect ends, the creature becomes 3/1.", + "zh": "例如:某效应给一个1/3生物+0/+1。然后另一个效应交换该生物的力量和防御力。其新的力量和防御力为4/1。如果该+0/+1的效应在交换效应之前结束,该生物成为3/1。" + }, + { + "en": "Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Then another effect switches its power and toughness again. The two switches essentially cancel each other, and the creature becomes 1/4.", + "zh": "例如:某效应给一个1/3生物+0/+1。然后另一个效应交换该生物的力量和防御力。然后第三个效应再次交换该生物的力量和防御力。后两个效应互相抵消,该生物成为1/4。" + } + ] + } + ] + }, + { + "chapter": "613.5.", + "en": "The application of continuous effects as described by the layer system is continually and automatically performed by the game. All resulting changes to an object’s characteristics are instantaneous.", + "zh": "游戏持续并自动按照分层系统所决定的顺序令持续性效应生效。所有对物件的特征所作出的更改均在瞬间完成。", + "subrules": [], + "extras": [ + { + "en": "Example: Honor of the Pure is an enchantment that reads “White creatures you control get +1/+1.” Honor of the Pure and a 2/2 black creature are on the battlefield under your control. If an effect then turns the creature white (layer 5), it gets +1/+1 from Honor of the Pure (layer 7c), becoming 3/3. If the creature’s color is later changed to red (layer 5), Honor of the Pure’s effect stops applying to it, and it will return to being 2/2.", + "zh": "例如:纯净荣耀是一个具有“由你操控的白色生物得+1/+1”的结界。纯净荣耀和一个2/2黑色生物由你操控并在战场上。如果一个效应将令生物成为白色(层5),它因纯净荣耀得到+1/+1(层7c),成为3/3。如果该生物的颜色之后被改为红色(层5),纯净荣耀的效应将不再对其生效,它将回到2/2。" + }, + { + "en": "Example: Gray Ogre, a 2/2 creature, is on the battlefield. An effect puts a +1/+1 counter on it (layer 7c), making it 3/3. A spell targeting it that says “Target creature gets +4/+4 until end of turn” resolves (layer 7c), making it 7/7. An enchantment that says “Creatures you control get +0/+2” enters the battlefield (layer 7c), making it 7/9. An effect that says “Target creature becomes 0/1 until end of turn” is applied to it (layer 7b), making it 5/8 (0/1, with +4/+4 from the resolved spell, +0/+2 from the enchantment, and +1/+1 from the counter).", + "zh": "例如:灰食人魔[Gray Ogre]为一个2/2生物,在战场上。一个效应在它上面放置了一个+1/+1指示物(层7c),令它成为3/3。一个以它为目标的咒语“目标生物得+4/+4直到回合结束”结算(层7c),令其成为7/7。一个具有“你所操控的生物得+0/+2”的结界进入战场(层7c),令其成为7/9。一个“目标生物成为0/1直到回合结束”的效应对其生效(层7b),令其成为5/8(0/1,加上结算的咒语+4/+4,加上结界+0/+2,加上指示物的+1/+1)。" + } + ] + }, + { + "chapter": "613.6.", + "en": "If an effect should be applied in different layers and/or sublayers, the parts of the effect each apply in their appropriate ones. If an effect starts to apply in one layer and/or sublayer, it will continue to be applied to the same set of objects in each other applicable layer and/or sublayer, even if the ability generating the effect is removed during this process.", + "zh": "如果一个效应将在多个层和/或副层中生效,效应的各个部分分别在它们对应的层中生效。如果一个效应开始在一个层和/或副层中生效,它将继续对同样的物件在其他适用的层和/或副层中生效,即使产生该效应的异能在此过程中被移除。", + "subrules": [], + "extras": [ + { + "en": "Example: An effect that reads “This creature gets +1/+1 and becomes the color of your choice until end of turn” is both a power- and toughness-changing effect and a color-changing effect. The “becomes the color of your choice” part is applied in layer 5, and then the “gets +1/+1” part is applied in layer 7c.", + "zh": "例如:“此生物得+1/+1并成为你所选择的颜色直到回合结束”的效应同时是改变力量和防御力的效应和改变颜色的效应。“成为你所选择的颜色”部分在层5生效,然后“得+1/+1”部分在层7c生效。" + }, + { + "en": "Example: Act of Treason has an effect that reads “Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.” This is both a control-changing effect and an effect that adds an ability to an object. The “gain control” part is applied in layer 2, and then the “it gains haste” part is applied in layer 6.", + "zh": "例如:叛行具有效应“直到回合结束,获得目标生物的操控权。重置该生物。它获得敏捷异能直到回合结束。”这同时是改变操控权的效应和对物件添加异能的效应。“获得操控权”部分在层2生效,且然后“它获得敏捷异能”部分在层6生效。" + }, + { + "en": "Example: An effect that reads “All noncreature artifacts become 2/2 artifact creatures until end of turn” is both a type-changing effect and a power- and toughness-setting effect. The type-changing effect is applied to all noncreature artifacts in layer 4 and the power- and toughness-setting effect is applied to those same permanents in layer 7b, even though those permanents aren’t noncreature artifacts by then.", + "zh": "例如:“所有非生物神器成为2/2神器生物直到回合结束”同时是改变类别的效应和设定力量与防御力的效应。改变类别的效应在层4对所有非生物神器生效,而设定力量与防御力的效应对同样的永久物在层7b生效,即使这些永久物届时已经不再是非生物神器。" + }, + { + "en": "Example: Svogthos, the Restless Tomb, is on the battlefield. An effect that says “Until end of turn, target land becomes a 3/3 creature that’s still a land” is applied to it (layers 4 and 7b). An effect that says “Target creature gets +1/+1 until end of turn” is applied to it (layer 7c), making it a 4/4 land creature. Then while you have ten creature cards in your graveyard, you activate Svogthos’s ability: “Until end of turn, this land becomes a black and green Plant Zombie creature with ‘This creature’s power and toughness are each equal to the number of creature cards in your graveyard.’ It’s still a land.” (layers 4, 5, and 7b). It becomes an 11/11 land creature. If a creature card enters or leaves your graveyard, Svogthos’s power and toughness will be modified accordingly. If the first effect is applied to it again, it will become a 4/4 land creature again.", + "zh": "例如:不息之墓苏沃索在战场上。一个“直到回合结束,目标地成为3/3生物且依然是地”的效应对其生效(层4和7b)。一个“目标生物得+1/+1直到回合技术”的效应对其生效(层7c),令其成为4/4地生物。然后你在你的坟墓场中有十张生物牌的情况下起动苏沃索的异能:“直到回合结束,此地成为黑绿双色的植物/灵俑生物,且具有‘此生物的力量与防御力各等于你坟墓场中生物牌的数量。’它依然是地。”(层4、5、以及7b)。它将成为11/11地生物。如果一张生物牌进入或离开你的坟墓场,苏沃索的力量和防御力将随之改变。如果第一个效应再次对它生效,它将再次成为4/4地生物。" + } + ] + }, + { + "chapter": "613.7.", + "en": "Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp.", + "zh": "在同一层或副层中,一般情况下使用时间印记系统来决定效应生效的顺序。一个具有较早时间印记的效应在具有较晚时间印记的效应之前生效。", + "subrules": [ + { + "chapter": "613.7a", + "en": "A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later. If the effect that created the ability has the later timestamp and the object the ability is on receives a new timestamp, each continuous effect generated by static abilities of that object receives a new timestamp as well, but the relative order of those timestamps remains the same.", + "zh": "一个由静止式异能产生的持续性效应的时间印记为,该静止式异能所在的物件具有的时间印记,或创造该异能的效应具有的时间印记,两者中较晚的一个。如果创造该异能的效应具有较晚的时间印记,且该异能所处的物件获得新的时间印记,该物件的静止式异能所产生的每个持续性效应亦获得一个新的时间印记,但这些时间印记之间的相对顺序保持不变。", + "extras": [ + { + "en": "Example: Rune of Flight is an Aura that grants enchanted Equipment “Equipped creature has flying.” A player attaches Rune of Flight to Colossus Hammer, an Equipment with “Equipped creature gets +10/+10 and loses flying.” The ability granted by Rune of Flight shares Rune of Flight’s timestamp because it is later than Colossus Hammer’s timestamp. If Colossus Hammer becomes attached to a creature, both of its abilities receive new timestamps (see rule 613.7e), but the relative order of those timestamps remains the same.", + "zh": "例如:翔空符文是灵气,赋予所结附的武具“佩带此武具的生物具有飞行异能。”牌手将翔空符文贴附于巨锤上,一个具有“佩带此武具的生物得+10/+10且失去飞行异能。”的武具。由翔空符文赋予的异能与翔空符文具有相同的时间印记,因为其时间印记晚于巨锤的时间印记。如果巨锤此后贴附于一个生物,它的这两个异能均获得新的时间印记(参见规则613.7e),但这些时间印记的相对顺序保持不变。" + } + ] + }, + { + "chapter": "613.7b", + "en": "A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it’s created.", + "zh": "一个由咒语或异能结算所产生的持续性效应在其被创造时得到时间印记。" + }, + { + "chapter": "613.7c", + "en": "Each counter receives a timestamp as it’s put on an object or player. If that object or player already has a counter of that kind on it, each counter of that kind receives a new timestamp identical to that of the new counter.", + "zh": "每个指示物会在其放置在一个物件或牌手上时得到时间印记。如果该物件或牌手上已经有同类指示物,每种该类指示物均会得到新的时间印记,且与新放置的指示物之时间印记相同。" + }, + { + "chapter": "613.7d", + "en": "An object receives a timestamp at the time it enters a zone.", + "zh": "一个物件会在进入一个区域时得到时间印记。" + }, + { + "chapter": "613.7e", + "en": "An Aura, Equipment, or Fortification receives a new timestamp each time it becomes attached to an object or player.", + "zh": "每当一个灵气、武具、或工事贴附于一个物件或牌手上时,该灵气、武具、或工事得到新的时间印记。" + }, + { + "chapter": "613.7f", + "en": "A permanent receives a new timestamp each time it turns face up or face down.", + "zh": "每当一个永久物翻回正面或翻为牌面朝下时,它得到新的时间印记。" + }, + { + "chapter": "613.7g", + "en": "A double-faced permanent receives a new timestamp each time it transforms or converts.", + "zh": "每当一个双面永久物转化或转换时,它得到新的时间印记。" + }, + { + "chapter": "613.7h", + "en": "A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up.", + "zh": "牌面朝上的时空牌、异象牌或邪计牌于其翻回正面时得到时间印记。" + }, + { + "chapter": "613.7i", + "en": "A face-up vanguard card receives a timestamp at the beginning of the game.", + "zh": "牌面朝上的先锋牌在游戏开始时得到时间印记。" + }, + { + "chapter": "613.7j", + "en": "A conspiracy card receives a timestamp at the beginning of the game. If it’s face down, it receives a new timestamp at the time it turns face up.", + "zh": "诡局牌于游戏开始时得到时间印记。如果它是牌面朝下的,于其翻回正面时得到新的时间印记。" + }, + { + "chapter": "613.7k", + "en": "A sticker receives a new timestamp each time it’s put on an object. If the object a sticker is on receives a new timestamp, the sticker receives a new timestamp immediately after that one. If the object a sticker is on becomes part of a merged permanent on the battlefield, the sticker receives a new timestamp at that time. If an object has more than one sticker on it as it enters a zone or becomes part of a merged permanent, the relative timestamp order of those stickers remains unchanged.", + "zh": "贴纸于每次贴到物件上时得到新的时间印记。如果其上有贴纸的物件得到新的时间印记,该贴纸在这之后立即得到新的时间印记。如果其上有贴纸的物件成为战场上结聚永久物的一个组件,贴纸得到新的时间印记。如果其上有多张贴纸的物件进入一个区域或成为结聚永久物的一个组件,其上的贴纸的相对时间印记顺序不变。" + }, + { + "chapter": "613.7m", + "en": "If two or more objects would receive a timestamp simultaneously, such as by entering a zone simultaneously or becoming attached simultaneously, their relative timestamps are determined in APNAP order (see rule 101.4). Objects controlled by the active player (or owned by the active player, if they have no controller) have an earlier relative timestamp in the order of that player’s choice, followed by each other player in turn order.", + "zh": "如果两个或更多物件将同时得到时间印记,例如同时进入一个区域或同时成为被贴附,它们的时间印记先后顺序由“主动牌手先决定”顺序(参见规则101.4)决定。由主动牌手操控的物件(或对于没有操控者的物件,由该牌手拥有的)依该牌手选择的顺序具有较早的相对时间印记,然后依照回合顺序轮到每位其他牌手所操控(或拥有)的物件。" + }, + { + "chapter": "613.7n", + "en": "If a continuous effect generated by a static ability of an object and a continuous effect generated by a resolving spell or ability that applies to that object would receive a timestamp simultaneously, such as due to an effect that puts that object onto the battlefield and sets its characteristics (see rule 611.2e), the continuous effect from the object’s own static ability receives an earlier relative timestamp.", + "zh": "如果一个由某物件的静止式异能产生的持续性效应,与一个由结算中的咒语或异能产生,且对该物件生效的持续性效应同时获得时间印记(例如一个将该物件放进战场并设定其特征的效应;参见规则611.2e),则由该物件的静止式异能产生的持续性效应会获得一个较早的相对时间印记。" + } + ] + }, + { + "chapter": "613.8.", + "en": "Within a layer or sublayer, determining which order effects are applied in is sometimes done using a dependency system. If a dependency exists, it will override the timestamp system.", + "zh": "在一个层或副层中,有时使用从属系统来决定效应生效的顺序。如果存在从属关系,它将覆盖时间印记系统。", + "subrules": [ + { + "chapter": "613.8a", + "en": "An effect is said to “depend on” another if (a) it’s applied in the same layer (and, if applicable, sublayer) as the other effect; (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to; and (c) neither effect is from a characteristic-defining ability or both effects are from characteristic-defining abilities. Otherwise, the effect is considered to be independent of the other effect.", + "zh": "如果一个效应(a)与另一个效应在同一层(或副层)中生效;(b)生效的顺序将改变第一个效应的叙述或存在、改变它将生效的对象、或改变它将生效的内容;以及(c)这两个效应都是或都不是特征定义异能,则第一个效应“从属于”第二个效应。否则,这两个效应不从属于彼此。" + }, + { + "chapter": "613.8b", + "en": "An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they’re applied in timestamp order relative to each other. If several dependent effects form a dependency loop, then this rule is ignored and the effects in the dependency loop are applied in timestamp order.", + "zh": "一个从属于一个或数个其他效应的效应等待直到这些效应均已生效。如果多个从属效应将同时生效,它们将按照相对的时间印记顺序生效。如果多个从属效应形成从属循环,则忽略此规则且这些在从属循环中的效应将按照时间印记顺序生效。" + }, + { + "chapter": "613.8c", + "en": "After each effect is applied, the order of remaining effects is reevaluated and may change if an effect that has not yet been applied becomes dependent on or independent of one or more other effects that have not yet been applied.", + "zh": "在每个效应生效之后,将重新确定剩余效应生效的顺序,而且如果一个还没有生效的效应成为从属或不再从属于其他还没有生效的效应,顺序可能改变。" + } + ] + }, + { + "chapter": "613.9.", + "en": "One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does.", + "zh": "一个持续性效应可以覆盖另一个。有时一个效应的结果将决定另一个效应是否生效或该效应的内容。", + "subrules": [], + "extras": [ + { + "en": "Example: Two effects are affecting the same creature: one from an Aura that says “Enchanted creature has flying” and one from an Aura that says “Enchanted creature loses flying.” Neither of these depends on the other, since nothing changes what they affect or what they’re doing to it. Applying them in timestamp order means the one that was generated last “wins.” The same process would be followed, and the same result reached, if either of the effects had a duration (such as “Target creature loses flying until end of turn”) or came from a non-Aura source (such as “All creatures lose flying”).", + "zh": "例如:两个结附于同一个生物上的灵气:其中一个为“所结附的生物具有飞行异能”而另一个为“所结附的生物失去飞行异能”。两者不从属于彼此,因为没有改变受它们影响的对象或它们影响的内容。令它们按照时间印记顺序生效表示最后产生的一个“获胜”。一个效应是否是暂时的(例如“目标生物失去飞行异能直到回合结束”)或广域的(例如“所有生物失去飞行异能”)并没有关系。" + }, + { + "en": "Example: One effect reads, “White creatures get +1/+1,” and another reads, “Enchanted creature is white.” The enchanted creature gets +1/+1 from the first effect, regardless of its previous color.", + "zh": "例如:一个效应为“白色生物得+1/+1”,而另一个为“所结附的生物为白色”。则所结附的生物因第一个效应+1/+1,无论其之前的颜色。" + } + ] + }, + { + "chapter": "613.10.", + "en": "Some continuous effects affect players rather than objects. For example, an effect might give a player protection from red. All such effects are applied in timestamp order after the determination of objects’ characteristics. See also the rules for timestamp order and dependency (rules 613.7 and 613.8).", + "zh": "一些持续性效应影响牌手而不是物件。例如,一个效应可能给予牌手反红保护。所有此类效应在决定物件的特征之后按照时间印记生效。参见时间印记和从属关系的规则(规则613.7和613.8)。", + "subrules": [] + }, + { + "chapter": "613.11.", + "en": "Some continuous effects affect game rules rather than objects. For example, effects may modify a player’s maximum hand size, or say that a creature must attack this turn if able. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abilities are applied according to the order specified in rule 601.2f. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency (rules 613.7 and 613.8).", + "zh": "一些持续性效应影响游戏规则而不是物件。例如,一个效应可能影响牌手的手牌上限,或令一个生物如能攻击则必须攻击。这些效应在所有其他持续性效应生效之后生效。影响咒语或异能费用的持续性效应按照规则601.2f中特定的顺序生效。所有其他效应按照时间印记顺序生效。参见时间印记和从属关系的规则(规则613.7和613.8)。", + "subrules": [] + } + ] + }, + { + "chapter": "614.", + "en": "Replacement Effects", + "zh": "替代性效应", + "subrules": [ + { + "chapter": "614.1.", + "en": "Some continuous effects are replacement effects. Like prevention effects (see rule 615), replacement effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a particular event that would happen and completely or partially replace that event with a different event. They act like “shields” around whatever they’re affecting.", + "zh": "一些持续性效应为替代性效应。与防止性效应相同(参见规则615),替代性效应于事件发生的过程中持续生效;它们不会事先锁定。此类效应注意将发生的某特殊事件并完全或部分的将该事件用另一个事件将其替代。它们如“护盾”一般对事件进行影响。", + "subrules": [ + { + "chapter": "614.1a", + "en": "Effects that use the word “instead” are replacement effects. Most replacement effects use the word “instead” to indicate what events will be replaced with other events.", + "zh": "使用“改为”一词的效应为替代性效应。大部分替代性效应使用“改为”一词来指出将被其他事件所替代的事件。" + }, + { + "chapter": "614.1b", + "en": "Effects that use the word “skip” are replacement effects. These replacement effects use the word “skip” to indicate what events, steps, phases, or turns will be replaced with nothing.", + "zh": "使用“略过”一词的效应为替代性效应。这些效应使用“略过”一词来指出哪些事件、步骤、阶段、或回合将被没有任何事件发生所替代。" + }, + { + "chapter": "614.1c", + "en": "Effects that read “[This permanent] enters with . . . ,” “As [this permanent] enters . . . ,” or “[This permanent] enters as . . . “ are replacement effects.", + "zh": "格式为“[此永久物]进场时上面有……”、“于[此永久物]进场时……”、“[此永久物]当成……来进场”,或“[此永久物]进场时是……”的效应为替代性效应。" + }, + { + "chapter": "614.1d", + "en": "Continuous effects that read “[This permanent] enters . . .” or “[Objects] enter [the battlefield] . . .” are replacement effects.", + "zh": "格式为“[此永久物]须……进场”或“[物件]须……进场”的持续性效应为替代性效应。" + }, + { + "chapter": "614.1e", + "en": "Effects that read “As [this permanent] is turned face up . . . ,” are replacement effects.", + "zh": "格式为“于[此永久物]翻回正面时……”的效应为替代性效应。" + } + ] + }, + { + "chapter": "614.2.", + "en": "Some replacement effects apply to damage from a source. See rule 609.7.", + "zh": "一些替代性效应从来源对伤害生效。参见规则609.7。", + "subrules": [] + }, + { + "chapter": "614.3.", + "en": "There are no special restrictions on casting a spell or activating an ability that generates a replacement effect. Such effects last until they’re used up or their duration has expired.", + "zh": "对施放咒语或起动异能所产生的替代性效应没有特殊的限制。这些效应直到它们被用掉或其有效期结束之前始终有效。", + "subrules": [] + }, + { + "chapter": "614.4.", + "en": "Replacement effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.", + "zh": "替代性效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。产生这些效应的咒语或异能经常作为响应产生的事件来施放或起动,以导致将在事件发生之前结算。", + "subrules": [], + "extras": [ + { + "en": "Example: A player can activate an ability to regenerate a creature in response to a spell that would destroy it. Once the spell resolves, though, it’s too late to regenerate the creature.", + "zh": "例如:某牌手可以响应将消灭一个生物的咒语起动一个将其重生的异能。但是一旦该咒语结算,再重生该生物便已经为时已晚。" + } + ] + }, + { + "chapter": "614.5.", + "en": "A replacement effect doesn’t invoke itself repeatedly; it gets only one opportunity to affect an event or any modified events that may replace that event.", + "zh": "一个替代性效应不会反复引发本身,且只有一次机会对一个事件或任何可能替代该事件的事件生效。", + "subrules": [], + "extras": [ + { + "en": "Example: A player controls two permanents, each with an ability that reads “If a creature you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.” A creature that normally deals 2 damage will deal 8 damage—not just 4, and not an infinite amount.", + "zh": "例如:某牌手操控两个永久物,各具有“如果一个你所操控的生物将对永久物或牌手造成伤害,改为对该永久物或牌手造成两倍的伤害”的异能。一般造成2点伤害的生物将造成8点伤害;不是4点,也不是无限点伤害。" + } + ] + }, + { + "chapter": "614.6.", + "en": "If an event is replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.", + "zh": "如果一个事件被替代,它从未发生过。改为发生被更改过的事件,且它可能会触发异能。注意,被更改过的事件可能包含无法作到的指示,在此情况下忽略该无法作到的指示。", + "subrules": [] + }, + { + "chapter": "614.7.", + "en": "If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.", + "zh": "如果一个替代性效应将替代一个事件,但该事件没有发生,则该替代性效应不会作任何事。", + "subrules": [ + { + "chapter": "614.7a", + "en": "If a source would deal 0 damage, it does not deal damage at all. Replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.", + "zh": "如果一个来源将造成0点伤害,它从未造成伤害。将增加该来源所造成伤害的替代性效应,或将令该来源对其他物件或牌手造成伤害,将没有任何事件来替代,所以它们将没有任何效应。" + } + ] + }, + { + "chapter": "614.8.", + "en": "Regeneration is a destruction-replacement effect. The word “instead” doesn’t appear on the card but is implicit in the definition of regeneration. “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.” Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. See rule 701.19.", + "zh": "重生是一个替代消灭的效应。“改为”一词并没有出现在牌上,但隐含在重生的定义中。“重生[永久物]”表示“本回合中下一次[永久物]将被消灭时,改为移除它上面所有被标记的所有伤害,然后其操控者将它横置。如果它是一个攻击或阻挡中的生物,将其移出战斗。”因造成伤害而触发的异能即使该永久物重生也依然会触发。参见规则701.19。", + "subrules": [] + }, + { + "chapter": "614.9.", + "en": "Some effects replace damage dealt to one battle, creature, planeswalker, or player with the same damage dealt to another battle, creature, planeswalker, or player; such effects are called redirection effects. If one of those permanents is no longer on the battlefield when the damage would be redirected, or is no longer a battle, creature, or planeswalker when the damage would be redirected, the effect does nothing. If damage would be redirected to or from a player who has left the game, the effect does nothing.", + "zh": "一些效应将对一个战役、生物、鹏洛客、或牌手所造成的伤害替代为对另一个战役、生物、鹏洛客、或牌手造成伤害;此类效应被称为转移性效应。如果当伤害将被转移时其中一个永久物不再在战场上,或不再是战役、生物或鹏洛客,该效应将没有任何效果。如果伤害将转移到或从已经离开游戏的牌手上转移,该效应没有任何效果。", + "subrules": [] + }, + { + "chapter": "614.10.", + "en": "An effect that causes a player to skip an event, step, phase, or turn is a replacement effect. “Skip [something]” is the same as “Instead of doing [something], do nothing.” Once a step, phase, or turn has started, it can no longer be skipped—any skip effects will wait until the next occurrence.", + "zh": "令牌手略过事件、步骤、或回合的效应为替代性效应。“略过[某事物]”与“作[某事物]改为不作任何事”意义相同。一旦一个步骤、阶段、或回合已经开始,它不再可以被略过;任何略过的效应将等到下一次该事物发生。", + "subrules": [ + { + "chapter": "614.10a", + "en": "Anything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled for the “next” occurrence of something waits for the first occurrence that isn’t skipped. If two effects each cause a player to skip their next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped.", + "zh": "任何对被略过的步骤、阶段、或回合作出的安排将不会发生。任何对“下一次”发生时机作出的安排将等到第一次发生且未被略过的时机。如果两个效应均将导致牌手略过其下一次发生时机,该牌手必须略过接下来的两次;略过一次发生时机将满足其中一个效应,而另一个效应将等到另一次发生时机被略过。" + }, + { + "chapter": "614.10b", + "en": "Some effects cause a player to skip a step, phase, or turn, then take another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur.", + "zh": "一些效应令牌手略过步骤、阶段、或回合,然后作另一个动作。该动作将被视为之后真正发生的步骤、阶段、或回合中最先发生的事。" + } + ] + }, + { + "chapter": "614.11.", + "en": "Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player’s library.", + "zh": "一些效应替代抓牌。这些效应即使在受影响牌手的牌库中无牌可抓时也同样生效。", + "subrules": [ + { + "chapter": "614.11a", + "en": "If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence.", + "zh": "如果一个效应替代一系列抓牌其中的一次抓牌,则所有进行替代的动作完成之后才可以继续此系列抓牌。" + }, + { + "chapter": "614.11b", + "en": "If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.", + "zh": "如果一个效应令牌手抓牌并且对该牌作额外的动作,且该抓牌被替代,则不会对该替代性效应所导致的任何抓牌进行这些额外的动作。" + } + ] + }, + { + "chapter": "614.12.", + "en": "Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c–d.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent.", + "zh": "一些替代性效应影响一个永久物如何进入战场。(参见规则614.1c-d。)这些效应如果只影响该永久物则可能来自该永久物本身(而不是影响包含该永久物在内的某一组永久物)。它们也可能来自其他来源。要决定这些替代性效应如何及是否生效,检查该永久物将存在于战场上的特征,并将已经影响其如何进入战场的替代性效应(参见规则616.1)、该永久物在战场上之后将对其生效的其本身的静止式异能所产生的持续性效应、以及已经存在的并将影响该永久物的持续性效应计算在内。", + "subrules": [ + { + "chapter": "614.12a", + "en": "If a replacement effect that modifies how a permanent enters the battlefield requires a choice, that choice is made before the permanent enters the battlefield.", + "zh": "如果一个替代性效应影响一个永久物如何进入战场,但需要作出选择,该选择在永久物进入战场之前作出。" + }, + { + "chapter": "614.12b", + "en": "If multiple replacement effects that require choices from a player would modify how multiple permanents enter the battlefield simultaneously, that player may not make choices for those effects that would cause the combined costs of those effects to not be payable.", + "zh": "如果数个需要牌手作出选择的替代性效应会同时影响数个永久物进战场的方式,则该牌手作出的选择,不能让这些效应的费用加总起来无法支付。" + }, + { + "chapter": "614.12c", + "en": "Some replacement effects cause a permanent to enter the battlefield with its controller’s choice of one of two abilities, each marked with an anchor word and preceded by a bullet point. “[Anchor word] — [ability]” means “As long as [anchor word] was chosen as this permanent entered the battlefield, this permanent has [ability].” The abilities preceded by anchor words are each linked to the ability that causes a player to choose between them. See rule 607, “Linked Abilities.”", + "zh": "一些替代性效应使得永久物进战场时由其操控者选择两种异能之一,且这两种异能均以锚定词开头,以项目列表的格式列出。“[锚定词]~[异能]”意指“只要此永久物进战场时选择了[锚定词],此永久物便具有[异能]。”以锚定词开头的异能与允许牌手选择锚定词的异能相互关联。参见规则607,“关联异能”。" + } + ], + "extras": [ + { + "en": "Example: Voice of All says “As this creature enters, choose a color” and “This creature has protection from the chosen color.” An effect creates a token that’s a copy of Voice of All. As that token is created, the token’s controller chooses a color for it.", + "zh": "例如:万物使者具有“于此生物进场时,选择一种颜色”以及“此生物具有反该色保护异能。”某效应派出了一个为万物使者复制品的衍生物。于该衍生物被派出时,该衍生物的操控者为其选择一种颜色。" + }, + { + "en": "Example: Yixlid Jailer says “Cards in graveyards lose all abilities.” Scarwood Treefolk says “This creature enters tapped.” A Scarwood Treefolk that’s put onto the battlefield from a graveyard enters the battlefield tapped.", + "zh": "例如:异西里狱卒具有“坟墓场中的牌失去所有异能”。伤痕林树妖具有“此生物须横置进场”。从坟墓场中进入战场的伤痕林树妖横置进入战场。" + }, + { + "en": "Example: Orb of Dreams is an artifact that says “Permanents enter tapped.” It won’t affect itself, so Orb of Dreams enters the battlefield untapped.", + "zh": "例如:眠梦法球是具有“永久物须横置进场”的神器。它将不会影响其本身,所以眠梦法球以未横置进入战场。" + } + ] + }, + { + "chapter": "614.13.", + "en": "An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.", + "zh": "影响一个永久物如何进入战场的效应可能会令其他物件改变区域。", + "subrules": [ + { + "chapter": "614.13a", + "en": "While applying an effect that modifies how a permanent enters the battlefield, you may have to choose a number of objects that will also change zones. You can’t choose the object that will become that permanent or any other object entering the battlefield at the same time as that object.", + "zh": "当一个影响永久物如何进入战场的效应生效时,你可能需要选择数个亦要改变区域的物件。你不能选择将成为该永久物的物件、或任何与该物件同时进入战场的其他物件。", + "extras": [ + { + "en": "Example: Sutured Ghoul says, in part, “As this creature enters, exile any number of creature cards from your graveyard.” If Sutured Ghoul and Runeclaw Bear enter the battlefield from your graveyard at the same time, you can’t choose to exile either of them when applying Sutured Ghoul’s replacement effect.", + "zh": "例如:缝组食尸鬼的一部分异能为:“于此生物进场时,从你的坟墓场放逐任意数量的生物牌。”如果缝组食尸鬼和符爪熊从你的坟墓场同时进入战场,在缝组食尸鬼的替代性效应生效时,你既不能选择放逐缝组食尸鬼,也不能选择放逐符爪熊。" + } + ] + }, + { + "chapter": "614.13b", + "en": "The same object can’t be chosen to change zones more than once when applying replacement effects that modify how one or more permanents enter the battlefield.", + "zh": "在影响一个或数个永久物如何进入战场的效应生效时,不能选择令同一个物件改变区域多于一次。", + "extras": [ + { + "en": "Example: Jund (a plane card) says, “Whenever a player casts a black, red, or green creature spell, it gains devour 5.” A player controls Runeclaw Bear and casts Thunder-Thrash Elder, a red creature spell with devour 3. As Thunder-Thrash Elder enters the battlefield, its controller can choose to sacrifice Runeclaw Bear when applying the devour 3 effect or when applying the devour 5 effect, but not both. Thunder-Thrash Elder will enter the battlefield with zero, three, or five +1/+1 counters, depending on this choice.", + "zh": "例如:勇得(时空牌)具有异能“每当一位牌手施放一个黑色,红色或绿色生物咒语时,该咒语获得吞噬5。”一位牌手操控符爪熊,然后施放雷击族长老,它是一个具有吞噬3的红色生物咒语。于雷击族长老进入战场时,其操控者可以选择牺牲符爪熊使吞噬3的效应生效,也可以选择牺牲符爪熊使吞噬5的效应生效,但不能牺牲同一个符爪熊使两个效应都生效。该牌手可以选择使雷击族长老带有零个、三个或者五个+1/+1指示物进入战场。" + } + ] + }, + { + "chapter": "614.13c", + "en": "While applying a replacement effect that modifies how a permanent enters the battlefield, another replacement effect may cause a player to mill cards or exile cards from the top of a library. In that case, any card that is entering the battlefield from that library won’t be included in that effect, even though those cards are in the library as the effect is applied.", + "zh": "在一个影响永久物如何进入战场的替代性效应生效时,另一个替代性效应可能使得牌手磨牌或是从牌库顶放逐牌。这种情况下,任何从牌库进战场的牌不会被该效应包括在内,即使这些牌在该效应生效时仍在牌库中。", + "extras": [ + { + "en": "Example: Ashiok, Wicked Manipulator has an ability that reads “If you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead.” Breeding Pool is a land that reads, in part, “As this land enters, you may pay 2 life.” If an effect allows a player to play Breeding Pool from the top of their library while they control Ashiok, and they choose to pay life as Breeding Pool enters, Ashiok’s replacement effect will ignore Breeding Pool, because it is entering the battlefield, and the next two cards will be exiled.", + "zh": "例如:弄恶安梭苛具有异能“如果你将支付生命时你牌库中有至少相同数量的牌,则改为从你牌库顶放逐等量的牌。”滋生之池是具有异能“于此地进场时,你可以支付2点生命”的地。如果牌手操控弄恶安梭苛,某效应允许该牌手从牌库顶使用滋生之池,而其选择于滋生之池进战场时支付生命,则安梭苛的替代性效应将忽略滋生之池,因为它正进战场。牌库顶接下来的两张牌将被放逐。" + } + ] + } + ] + }, + { + "chapter": "614.14.", + "en": "An object may have one ability printed on it that generates a replacement effect which causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards in the exile zone that were put there as a direct result of the replacement event caused by the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can’t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. See rule 607, “Linked Abilities.”", + "zh": "一个物件可能印有一个产生替代性效应的异能,该异能将导致一张或数张牌被放逐,以及另一个异能提及“被放逐的牌”或“被[此物件]放逐”的牌。这些异能互相关联:第二个异能提及的牌只包括放逐区中被第一个异能所产生的替代事件直接放逐的牌。如果另一个物件得到一对关联异能,这些异能在该物件上会以类似的形式互相关联。他们不能与任何其他异能有所关联,无论该物件当前或之前可能具有的其他异能。参见规则607,“关联异能”。", + "subrules": [] + }, + { + "chapter": "614.15.", + "en": "Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is being replaced, but the text can be a separate ability, particularly when preceded by an ability word. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.", + "zh": "一些替代性效应不是持续性效应。它们由结算中的咒语或异能具有,替代该咒语或异能本身的一部分或全部效应。此类效应被称为自我替代性效应。创造自我替代性效应的叙述一般是效应即将被替代的异能的一部分,但是叙述也可以是另外一个单独的异能,尤其是以一个异能提示开头的时候。当替代性效应对一个事件生效时,自我替代性效应在其他替代性效应之前生效。", + "subrules": [] + }, + { + "chapter": "614.16.", + "en": "Some replacement effects apply “if an effect would create one or more tokens” or “if an effect would put one or more counters on a permanent.” These replacement effects apply if the effect of a resolving spell or ability creates a token or puts a counter on a permanent, and they also apply if another replacement or prevention effect does so, even if the original event being modified wasn’t itself an effect.", + "zh": "一些替代性效应对“如果某效应将派出一个或数个衍生物”或“如果某效应将在永久物上放置一个或数个指示物”生效。这些替代性效应当一个结算中的咒语或异能派出衍生物或在永久物上放置指示物时生效,也会当另一个替代性效应或防止性效应如此作时生效,即使被更改的原事件本身并不是效应。", + "subrules": [] + }, + { + "chapter": "614.17.", + "en": "Some effects state that something can’t happen. These effects aren’t replacement effects, but follow similar rules.", + "zh": "一些效应叙述某事不能发生。这些效应不是替代性效应,但遵循类似的规则。", + "subrules": [ + { + "chapter": "614.17a", + "en": "“Can’t” effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened.", + "zh": "“不能”类效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。" + }, + { + "chapter": "614.17b", + "en": "If an event can’t happen, a player can’t choose to pay a cost that includes that event.", + "zh": "如果一个事件不能发生,牌手不能选择支付包含该事件的费用。" + }, + { + "chapter": "614.17c", + "en": "If an event can’t happen, it can only be replaced by a self-replacement effect (see rule 614.15). Other replacement and/or prevention effects can’t modify or replace it.", + "zh": "如果一个事件不能发生,它只能被自我替代性效应(参见规则614.15)替代。其他替代性效应和/或防止性效应不能影响或替代之。" + }, + { + "chapter": "614.17d", + "en": "Some “can’t” effects modify how a permanent enters the battlefield or whether it can enter the battlefield. Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which “can’t” effects apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent.", + "zh": "一些“不能”类效应影响一个永久物如何进入战场、或其是否能进入战场。这些效应如果只影响该永久物则可能来自该永久物本身(而不是影响包含该永久物在内的某一组永久物)。它们也可能来自其他来源。要决定哪些“不能”类效应生效,检查该永久物将存在于战场上的特征,并将已经影响其如何进入战场的替代性效应(参见规则616.1)、该永久物在战场上之后将对其生效的其本身的静止式异能所产生的持续性效应、以及已经存在的并将影响该永久物的持续性效应计算在内。" + } + ] + } + ] + }, + { + "chapter": "615.", + "en": "Prevention Effects", + "zh": "防止性效应", + "subrules": [ + { + "chapter": "615.1.", + "en": "Some continuous effects are prevention effects. Like replacement effects (see rule 614), prevention effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a damage event that would happen and completely or partially prevent the damage that would be dealt. They act like “shields” around whatever they’re affecting.", + "zh": "一些持续性效应为防止性效应。与替代性效应相同(参见规则614),防止性效应于事件发生的过程中持续生效;它们不会事先锁定。此类效应注意将发生的伤害事件并完全或部分防止将造成的伤害。它们如“护盾”一般对事件进行影响。", + "subrules": [ + { + "chapter": "615.1a", + "en": "Effects that use the word “prevent” are prevention effects. Prevention effects use “prevent” to indicate what damage will not be dealt.", + "zh": "使用“防止”一词的效应为防止性效应。防止性效应使用“防止”一词来指定将不会造成哪些伤害。" + } + ] + }, + { + "chapter": "615.2.", + "en": "Many prevention effects apply to damage from a source. See rule 609.7.", + "zh": "很多防止性效应从来源对伤害生效。参见规则609.7。", + "subrules": [] + }, + { + "chapter": "615.3.", + "en": "There are no special restrictions on casting a spell or activating an ability that generates a prevention effect. Such effects last until they’re used up or their duration has expired.", + "zh": "对施放咒语或起动异能所产生的防止性效应没有特殊的限制。这些效应直到它们被用掉或其有效期结束之前始终有效。", + "subrules": [] + }, + { + "chapter": "615.4.", + "en": "Prevention effects must exist before the appropriate damage event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.", + "zh": "防止性效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。产生这些效应的咒语或异能经常作为响应产生的事件来施放或起动,以导致将在事件发生之前结算。", + "subrules": [], + "extras": [ + { + "en": "Example: A player can activate an ability that prevents damage in response to a spell that would deal damage. Once the spell resolves, though, it’s too late to prevent the damage.", + "zh": "例如:牌手可以响应将造成伤害的咒语起动一个防止伤害的异能。但是一旦该咒语结算,再防止伤害便已经为时已晚。" + } + ] + }, + { + "chapter": "615.5.", + "en": "Some prevention effects also include an additional effect, which may refer to the amount of damage that was prevented. The prevention takes place at the time the original event would have happened; the rest of the effect takes place immediately afterward.", + "zh": "一些防止性效应包括额外效应,它可能会提及被防止的伤害数量。防止本身将在原事件发生的时刻;效应其余的部分在此之后马上进行。", + "subrules": [] + }, + { + "chapter": "615.6.", + "en": "If damage that would be dealt is prevented, it never happens. A modified event may occur instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.", + "zh": "如果将造成的伤害被防止,则它从未造成。改为发生被更改过的事件,且它可能会触发异能。注意,被更改过的事件可能包含无法作到的指示,在此情况下忽略该无法作到的指示。", + "subrules": [] + }, + { + "chapter": "615.7.", + "en": "Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage—for example, “Prevent the next 3 damage that would be dealt to any target this turn.” These work like shields. Each 1 damage that would be dealt to the “shielded” permanent or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded permanent or player by two or more applicable sources at the same time, the player or the controller of the permanent chooses which damage the shield prevents. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesn’t matter.", + "zh": "一些由咒语或异能的结算而产生的防止性效应提及特定数量的伤害;例如,“防止本回合中接下来将对任意一个目标造成的3点伤害。”它们如护盾一般。将对该具有“护盾”的永久物或牌手造成的每1点伤害均将被防止。每防止1点伤害则剩余的护盾减少1。如果有两个或以上适用的来源将对具有护盾的永久物或牌手同时造成伤害,该牌手或该永久物的操控者选择该护盾将防止哪些伤害。此类效应只计算伤害的数量;造成伤害的事件或来源数量无关紧要。", + "subrules": [] + }, + { + "chapter": "615.8.", + "en": "Some prevention effects generated by the resolution of a spell or ability refer to the next time a specific source would deal damage. These effects prevent the next instance of damage from that source, regardless of how much damage that is. Once an instance of damage from that source has been prevented, any subsequent instances of damage that would be dealt by that source are dealt normally.", + "zh": "一些由咒语或异能的结算而产生的防止性效应提及某特定来源下一次将造成的伤害。这些效应防止来自该来源下一次的伤害,无论该伤害的数量。一旦该来源的伤害被防止过一次,任何该来源将造成的伤害将正常进行。", + "subrules": [] + }, + { + "chapter": "615.9.", + "en": "Some effects generated by the resolution of a spell or ability prevent damage from a source of a player’s choice with certain properties. When the source would deal damage, the shield rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced and the shield isn’t used up. See rule 609.7b.", + "zh": "一些由咒语或异能的结算而产生的效应防止由牌手选择的、且具有特定属性的来源造成之伤害。当该来源将造成伤害时,护盾将重新检查来源的属性。如果属性不再符合,则该伤害不会被防止或替代,且该护盾不会用掉。参见规则609.7b。", + "subrules": [] + }, + { + "chapter": "615.10.", + "en": "Some prevention effects generated by static abilities refer to a specific amount of damage—for example, “If a source would deal damage to you, prevent 1 of that damage.” Such an effect prevents only the indicated amount of damage in any applicable damage event at any given time. It will apply separately to damage from other applicable events that would happen at the same time, or at a different time.", + "zh": "一些由静止式异能所产生的防止性效应提及某特定数量的伤害;例如,“如果一个来源将对你造成伤害,防止其中1点伤害。”此类效应在任何时间的任何伤害事件中只防止指定数量的伤害。它将对同一时刻或其他时刻来自其他适用来源的伤害分别生效。", + "subrules": [], + "extras": [ + { + "en": "Example: Daunting Defender says “If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.” Pyroclasm says “Pyroclasm deals 2 damage to each creature.” Pyroclasm will deal 1 damage to each Cleric creature controlled by Daunting Defender’s controller. It will deal 2 damage to each other creature.", + "zh": "例如:威吓捍卫者具有“如果一个来源将对你所操控的僧侣生物造成伤害,防止其中1点伤害。”烈火断层为“烈火断层对每个生物造成2点伤害。”烈火断层将对威吓捍卫者的操控者所操控的每个僧侣生物各造成1点伤害。它将对每个其他生物各造成2点伤害。" + } + ] + }, + { + "chapter": "615.11.", + "en": "Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves.", + "zh": "一些防止性效应将对一定数量且未指定目标的生物各防止接下来的N点伤害。此类效应在产生该效应的咒语或异能结算时,为每个适用的生物各创造了一个防止护盾。", + "subrules": [], + "extras": [ + { + "en": "Example: Wojek Apothecary has an ability that says “{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.” When the ability resolves, it gives the target creature and each other creature on the battlefield that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures’ colors after the ability resolves doesn’t add or remove shields, and creatures that enter the battlefield later in the turn don’t get the shield.", + "zh": "例如:沃耶克药剂师具有异能“{T}:防止本回合中接下来将对目标生物以及其他每个与该生物共有颜色的生物所造成的1点伤害。”当该异能结算时,它给予目标生物,以及此时战场上与它共有颜色的每个其他生物,各一个防止接下来将对其造成的1点伤害的护盾。在该异能结算之后改变生物的颜色不会添加或移除护盾,且本回合之后进入战场的生物不会得到护盾。" + } + ] + }, + { + "chapter": "615.12.", + "en": "Some effects state that damage “can’t be prevented.” If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won’t prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won’t be reduced by damage that can’t be prevented.", + "zh": "一些效应指明该伤害“不能被防止”。如果将造成不能被防止的伤害,任何适用的防止性效应依然对其生效。这些效应将不会防止任何伤害,但它们具有的任何额外效应依然进行。已经存在的伤害防止护盾不会因为不能被防止的伤害而减少。", + "subrules": [ + { + "chapter": "615.12a", + "en": "A prevention effect is applied to any particular unpreventable damage event just once. It won’t invoke itself repeatedly trying to prevent that damage.", + "zh": "防止性效应对任何一个不能被防止的伤害事件只生效一次。它不会反复引发本身来尝试防止该伤害。" + } + ] + }, + { + "chapter": "615.13.", + "en": "Some triggered abilities trigger when damage that would be dealt is prevented. Such an ability triggers each time a prevention effect is applied to one or more simultaneous damage events and prevents some or all of that damage.", + "zh": "一些触发式异能在将要造成的伤害被防止时触发。此类异能在每当有一个防止性效应对一个或数个同时发生的伤害事件生效、且防止部分或全部该伤害时,就会触发一次。", + "subrules": [] + } + ] + }, + { + "chapter": "616.", + "en": "Interaction of Replacement and/or Prevention Effects", + "zh": "替代性效应和/或防止性效应的互动", + "subrules": [ + { + "chapter": "616.1.", + "en": "If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected object’s controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below. If two or more players have to make these choices at the same time, choices are made in APNAP order (see rule 101.4).", + "zh": "如果两个或更多替代性和/或防止性效应尝试改变一个事件如何影响一个物件或牌手,受影响物件的操控者(或如果没有操控者则其拥有者)或受影响的牌手按照以下列出的顺序,选择其中一个生效。如果两个或更多牌手需要同时作出选择,则按照“主动牌手先决定”的顺序作出选择(参见规则101.4)。", + "subrules": [ + { + "chapter": "616.1a", + "en": "If any of the replacement and/or prevention effects are self-replacement effects (see rule 614.15), one of them must be chosen. If not, proceed to rule 616.1b.", + "zh": "如果任何替代性和/或防止性效应为自我替代性效应(参见规则614.15),则必须选择它们其中之一。如果没有,则继续至规则616.1b。" + }, + { + "chapter": "616.1b", + "en": "If any of the replacement and/or prevention effects would modify under whose control an object would enter the battlefield, one of them must be chosen. If not, proceed to rule 616.1c.", + "zh": "如果任何替代性效应和/或防止性效应将影响一个物件将在谁的操控下进入战场,则必须选择它们其中之一。如果没有,则继续至规则616.1c。" + }, + { + "chapter": "616.1c", + "en": "If any of the replacement and/or prevention effects would cause an object to become a copy of another object as it enters the battlefield, one of them must be chosen. If not, proceed to rule 616.1d.", + "zh": "如果任何替代性和/或防止性效应将使一个物件于进入战场时成为另一个物件的复制品,则必须选择它们其中之一。如果没有,则继续至规则616.1d。" + }, + { + "chapter": "616.1d", + "en": "If any of the replacement and/or prevention effects would cause a card to enter the battlefield with its back face up, one of them must be chosen (See rule 701.27, “Transform,” and rule 701.28, “Convert.”). If not, proceed to 616.1e.", + "zh": "如果任何替代性和/或防止性效应将使一张牌以背面朝上的方式进入战场,则必须选择它们其中之一(参见规则701.27,“转化”,及规则701.28,“转换”)。如果没有,则继续至规则616.1e。" + }, + { + "chapter": "616.1e", + "en": "Any of the applicable replacement and/or prevention effects may be chosen.", + "zh": "任何适用的替代性效应和/或防止性效应均可以被选择。" + }, + { + "chapter": "616.1f", + "en": "Once the chosen effect has been applied, this process is repeated (taking into account only replacement or prevention effects that would now be applicable) until there are no more left to apply.", + "zh": "一旦被选择的效应生效,重复此步骤(只考虑此时可适用的替代性或防止性效应)直到没有剩余的效应可以生效。", + "extras": [ + { + "en": "Example: Two permanents are on the battlefield. One is an enchantment that reads “If a card would be put into a graveyard from anywhere, instead exile it,” and the other is a creature that reads “If this creature would die, instead shuffle it into its owner’s library.” If the creature is destroyed, its controller decides which replacement to apply first; the other does nothing.", + "zh": "例如:战场上有两个永久物。其中一个是具有“如果一张牌将从任何地方进入坟墓场,改为将其放逐”的结界,而另一个是具有“如果此生物将死去,改为将其洗回其拥有者的牌库”的生物。该生物的操控者决定该生物将被消灭时哪个替代性效应首先生效;另一个将没有效果。" + }, + { + "en": "Example: Essence of the Wild reads “Creatures you control enter as a copy of this creature.” A player who controls Essence of the Wild casts Rusted Sentinel, which normally enters the battlefield tapped. As it enters the battlefield, the copy effect from Essence of the Wild is applied first. As a result, it no longer has the ability that causes it to enter the battlefield tapped. Rusted Sentinel will enter the battlefield as an untapped copy of Essence of the Wild.", + "zh": "例如:蛮荒精魂具有“由你操控的生物进场时是此生物的复制品。”一位牌手操控蛮荒精魂时施放生锈哨兵,该生物通常横置进战场。当其进战场时,蛮荒精魂的复制效应先生效。作为其结果,它不再具有令其横置进战场的异能。生锈哨兵进战场时将是未横置的蛮荒精魂之复制品。" + } + ] + }, + { + "chapter": "616.1g", + "en": "While following the steps in 616.1a–f, one replacement or prevention effect may apply to an event, and another may apply to an event contained within the first event. In this case, the second effect can’t be chosen until after the first effect has been chosen.", + "zh": "于遵循616.1a-f叙述之步骤时,一个替代性或防止性效应可能对某事件生效,而另一个替代性或防止性效应可能对一个包含在前者事件中的事件生效。在此情形下,后者效应不能被选择,直到前者效应被选择为止。", + "extras": [ + { + "en": "Example: A player is instructed to create a token that’s a copy of Voice of All, which has the ability “As this creature enters, choose a color.” Doubling Season has an ability that reads “If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.” Because entering the battlefield is an event contained within the event of creating a token, the effect of Doubling Season must be applied first, and then the effects of the two Voice of All tokens may be applied in either order.", + "zh": "例如:牌手被指示派出一个衍生物,且为万物使者的复制品,其具有异能“于此生物进场时,选择一种颜色。”倍产旺季具有异能叙述为“如果某效应将在你的操控下派出一个或数个衍生物,则改为它派出两倍数量的该类衍生物。”由于进入战场此事件包含在派出衍生物中,倍产旺季的效应必须首先生效,然后两个万物使者衍生物的效应以任意顺序生效。" + } + ] + } + ] + }, + { + "chapter": "616.2.", + "en": "A replacement or prevention effect can become applicable to an event as the result of another replacement or prevention effect that modifies the event.", + "zh": "一个替代性或防止性效应可能将由于另一个影响某事件的替代性或防止性效应成为对该事件适用。", + "subrules": [], + "extras": [ + { + "en": "Example: One effect reads “If you would gain life, draw that many cards instead,” and another reads “If you would draw a card, return a card from your graveyard to your hand instead.” Both effects combine (regardless of the order they came into existence): Instead of gaining 1 life, the player puts a card from their graveyard into their hand.", + "zh": "例如:一个效应为“如果你将获得生命,改为抓等量的牌”,而另一个效应为“如果你将抓一张牌,改为将一张牌从你的坟墓场移回你的手上”。这两个效应结合(无论它们存在的顺序):得到1点生命改为该牌手从他的坟墓场将一张牌移回他的手上。" + } + ] + } + ] + } + ] + }, + { + "chapter": "7.", + "en": "Additional Rules", + "zh": "附加规则", + "subrules": [ + { + "chapter": "700.", + "en": "General", + "zh": "总则", + "subrules": [ + { + "chapter": "700.1.", + "en": "Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability. The text of triggered abilities and replacement effects defines the event they’re looking for. One “happening” may be treated as a single event by one ability and as multiple events by another.", + "zh": "游戏中发生的任何事情,都称为事件。咒语或异能结算过程中,可能会发生数个事件。触发式异能或替代性效应的文字叙述中,会定义它们所注意的事件。对不同的异能来说,一次的“发生”有可能被作为单一事件,也可能被作为数个事件。", + "subrules": [], + "extras": [ + { + "en": "Example: If an attacking creature is blocked by two creatures, this is one event for a triggered ability that reads “Whenever this creature becomes blocked” but two events for a triggered ability that reads “Whenever this creature becomes blocked by a creature.”", + "zh": "例如:如果某攻击生物被两个防御生物阻挡,对叙述为“每当此生物被阻挡时”的触发式异能来说是单一事件,但对叙述为“每当此生物被一个生物阻挡时”的触发式异能来说就是两个事件。" + } + ] + }, + { + "chapter": "700.2.", + "en": "A spell or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” Each of those options is a mode. Modal cards printed prior to the Khans of Tarkir™ set didn’t use bulleted lists for the modes; these cards have received errata in the Oracle card reference so the modes do appear in a bulleted list.", + "zh": "如果某咒语或异能以项目列表的格式提供了两种或以上的选择,且以指示牌手从这些选项中选择数项的字样开头,例如“选择一项~”,此咒语或异能便具有模式。其中的每一个选项都称为一种模式。在鞑契可汗™系列之前印制的具有模式的牌并未使用项目列表格式;这些牌具有Oracle牌张参考文献勘误,使其选项以项目列表的形式呈现。", + "subrules": [ + { + "chapter": "700.2a", + "en": "The controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating that ability. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. (See rule 601.2b.)", + "zh": "牌手作为施放具有模式的咒语或起动具有模式的起动式异能的一部分,必须选择其模式。如果所选的模式之一将不合法(例如,因无法为其选择合法的目标),则不能选择该模式。(参见规则601.2b。)" + }, + { + "chapter": "700.2b", + "en": "The controller of a modal triggered ability chooses the mode(s) as part of putting that ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 603.3c.)", + "zh": "具有模式的触发式异能由其操控者,作为该异能进入堆叠的一部分选择模式。如果所选的模式之一不合法(例如,因无法为其选择合法的目标),则不能选择该模式。如果未选择此异能上的任何模式,则此异能会被移出堆叠。(参见规则603.3c。)" + }, + { + "chapter": "700.2c", + "en": "If a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need to choose those targets only if they chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule 601.2c.)", + "zh": "如果某咒语或异能仅在选择了特定的模式时才需要指定目标,则该咒语或异能的操控者只有在选择了该模式的情况下才需要指定目标。否则,该咒语或异能视同不具有这些目标。(参见规则601.2c。)" + }, + { + "chapter": "700.2d", + "en": "If a player is allowed to choose more than one mode for a modal spell or ability, that player normally can’t choose the same mode more than once. However, some modal spells include the instruction “You may choose the same mode more than once.” If a particular mode is chosen multiple times, the spell is treated as if that mode appeared that many times in sequence. If that mode requires a target, the same player or object may be chosen as the target for each of those modes, or different targets may be chosen.", + "zh": "如果某个具有模式的咒语或异能允许牌手选择多于一个模式,该牌手通常不能选择同一个模式多于一次。但是,一些具有模式的咒语指示“你可以多次选择同一项”。如果某个模式被选择了多于一次,视为该咒语上该模式以等量的次数依序出现。如果该模式需要目标,则既可以选择同一位牌手或物件作为每一次选择该模式的目标,亦可以选择不同的目标。" + }, + { + "chapter": "700.2e", + "en": "Some spells and abilities specify that a player other than their controller chooses a mode for it. In that case, the other player does so when the spell or ability’s controller normally would do so. If there is more than one other player who could make such a choice, the spell or ability’s controller decides which of those players will make the choice.", + "zh": "一些咒语和异能会指定一位牌手,而非其操控者,来为它选择模式。在此情况下,该牌手选择模式的时机与该咒语操控者在通常情况下作出选择的时机相同。如果有多于一位的牌手可以作出选择,该咒语的操控者选择由哪一位牌手来作出选择。" + }, + { + "chapter": "700.2f", + "en": "Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability’s target can’t change its mode.", + "zh": "具有模式的咒语或异能,其不同模式需要的目标可能各自不同。改变咒语或异能的目标并不改变其模式。" + }, + { + "chapter": "700.2g", + "en": "A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the copy can’t choose a different mode. (See rule 707.10.)", + "zh": "具有模式的咒语或异能之复制品,会复制为该咒语或异能所选择的模式。该复制品的操控者不能选择其他模式。(参见规则707.10。)" + }, + { + "chapter": "700.2h", + "en": "Some modal spells have one or more modes with a cost listed before the effect of that mode. This indicates that the mode has an additional cost that must be paid as the spell is cast if that mode is chosen. If more than one such mode is chosen, all additional costs must be paid to cast that spell. Paying these costs follows the rules for paying additional costs in rules 601.2b and 601.2f–h.", + "zh": "一些咒语具有一个或数个模式,且模式之前列有费用。它表示该模式具有一个额外费用,如果选择了该模式,则在施放咒语时必须支付之。如果选择了多于一个此类模式,则在施放该咒语时必须支付所有额外费用。支付这些费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。" + }, + { + "chapter": "700.2i", + "en": "Some modal spells have one or more pawprint symbols ({P}) rather than bullet points, as well as an instruction to choose up to a specified number of {P} “worth of modes.” While casting such a spell, its controller can choose any number of modes such that the total number of pawprint symbols listed for the chosen modes is not greater than the specified number.", + "zh": "一些具有模式的咒语上有一个或数个爪印符号({P})而不是圆点,并指示选择数量加总不超过若干{P}的模式。在施放此类咒语时,其操控者可以选择任意数量的模式,只要所选模式中列出的爪印符号总数不超过指定的数量。" + } + ] + }, + { + "chapter": "700.3.", + "en": "Some effects cause objects to be temporarily grouped into piles.", + "zh": "某些效应会临时将物件分堆。", + "subrules": [ + { + "chapter": "700.3a", + "en": "Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise.", + "zh": "每个受影响的物件都必须且只能放进一堆中,除非效应特别说明。" + }, + { + "chapter": "700.3b", + "en": "Each object in a pile is still an individual object. The pile is not an object.", + "zh": "在堆中的每个物件依然是单独的个体。堆本身并不是一个物件。" + }, + { + "chapter": "700.3c", + "en": "Objects grouped into piles don’t leave the zone they’re currently in. If cards in a graveyard are split into piles, the order of the graveyard must be maintained.", + "zh": "被分在堆里的物件并不因此离开当前所在的区域。如果在坟墓场中的牌被分堆,则必须保持坟墓场的顺序。", + "extras": [ + { + "en": "Example: Fact or Fiction reads, “Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.” While an opponent is separating the revealed cards into piles, they’re still in their owner’s library. They don’t leave the library until they’re put into their owner’s hand or graveyard.", + "zh": "例如:真伪莫辨的叙述为“展示你牌库顶五张牌。一位对手将其分成两堆。将其中一堆牌置于你手上,另一堆牌置于你的坟墓场。”这些被展示的牌在对手分堆的过程中,直到被置于拥有者的手上或坟墓场中之前并未离开拥有者的牌库。" + } + ] + }, + { + "chapter": "700.3d", + "en": "A pile can contain zero or more objects.", + "zh": "一堆之中可以包括零个或数个物件。" + } + ] + }, + { + "chapter": "700.4.", + "en": "The term dies means “is put into a graveyard from the battlefield.”", + "zh": "死去一词表示“从战场进入坟墓场”。", + "subrules": [] + }, + { + "chapter": "700.5.", + "en": "A player’s devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls. A player’s devotion to [color 1] and [color 2] is equal to the number of mana symbols among the mana costs of permanents that player controls that are [color 1], [color 2], or both colors.", + "zh": "牌手的[颜色]献力等同于由该牌手操控的永久物之法术力费用中该色法术力符号的数量。牌手的[颜色1][颜色2]两色献力等同于该牌手操控的永久物之法术力费用中为[颜色1]、[颜色2]或两者都是。", + "subrules": [ + { + "chapter": "700.5a", + "en": "A player’s devotion to each color and combination of colors, taking into account any effects that modify devotion, is calculated after considering any copy, control, or text-changing effects but before any other effects that modify the characteristics of permanents. This is an exception to 613.10. See also rule 613, “Interaction of Continuous Effects.”", + "zh": "牌手每种颜色和颜色组合的献力,在考虑任何复制、操控权或改变叙述的效应(并算上任何修正献力的效应)之后计算,但在任何其他影响永久物特征的效应生效之前。这是613.10的例外。亦参见规则613,“持续性效应的互动”。", + "extras": [ + { + "en": "Example: Altar of the Pantheon is an artifact with no colored mana in its cost and an ability that says “Your devotion to each color and each combination of colors is increased by one.” Purphoros, God of the Forge is a permanent mana cost {3}{R} and an ability that says “As long as your devotion to red is less than five, Purphoros isn’t a creature.” If a player controls both of these permanents and another permanent that costs {R}{R}{R}, that player’s devotion to red is calculated to be five before Purphoros’s type-changing effect is applied, and Purphoros is a creature.", + "zh": "例如:诸神祭坛是费用中没有有色法术力的神器,其具有叙述为“你每种颜色和每种颜色组合的献力都加一”的异能。熔锻神普罗烽斯是法术力费用为{3}{R}的永久物,其具有“只要你的红色献力小于五,普罗烽斯便不是生物。”如果牌手操控这两个永久物和另一个费用为{R}{R}{R}的永久物,该牌手的红色献力计算为五,且在普罗烽斯的改变类别的效应生效之前,因此普罗烽斯是生物。" + } + ] + } + ] + }, + { + "chapter": "700.6.", + "en": "The term historic refers to an object that has the legendary supertype, the artifact card type, or the Saga subtype.", + "zh": "史迹一词表示一个具有传奇此超类别、或具有神器此牌张类别、或具有传纪此副类别的物件。", + "subrules": [] + }, + { + "chapter": "700.7.", + "en": "If an ability uses a phrase such as “this [something]” to identify an object, where [something] is a characteristic or other quality, it is referring to that particular object, even if it isn’t the appropriate quality at the time.", + "zh": "如果异能使用“此[对象]”来表示一个物件,且[对象]为某个特征或其他特性,则仅指该物件本身,即使该物件的[对象]特性当时已经改变。", + "subrules": [], + "extras": [ + { + "en": "Example: An ability reads “Target creature gets +2/+2 until end of turn. Destroy that creature at the beginning of the next end step.” The ability will destroy the object it gave +2/+2 to even if that object isn’t a creature at the beginning of the next end step.", + "zh": "例如:某异能为“目标生物得+2/+2直到回合结束。在下个回合步骤开始时,消灭该生物。”该异能将在下个回合步骤开始时消灭其赋予+2/+2的物件,即使它已不是生物。" + } + ] + }, + { + "chapter": "700.8.", + "en": "Some cards refer to a player’s party. A player’s party consists of up to one Cleric creature that player controls, up to one Rogue creature they control, up to one Warrior creature they control, and up to one Wizard creature they control.", + "zh": "一些牌提及牌手的冒险团。牌手的冒险团由至多一个由该牌手操控的僧侣生物、至多一个由该牌手操控的浪客生物、至多一个由该牌手操控的战士生物,以及至多一个由该牌手操控的法术师生物组成。", + "subrules": [ + { + "chapter": "700.8a", + "en": "If a spell, ability, or effect needs to determine the number of creatures in a player’s party, the calculation of that number is performed automatically by the game and results in a number between zero and four. Players don’t declare which specific creatures they control are in their party for such an effect.", + "zh": "如果咒语、异能或效应需要确定牌手冒险团中的生物数量,该数量会由游戏自动计算,其结果是一个介于零至四之间的数字。牌手无需为此类效应宣告哪个特定生物在该牌手的冒险团中。" + }, + { + "chapter": "700.8b", + "en": "If a creature has multiple creature types for which it could be the party member, it is counted as the party member for only one of those types. If there are different ways to count such a creature that results in different numbers of creatures in a player’s party, it is counted in such a way to get the highest result.", + "zh": "如果某个生物具有数个可算作冒险团成员的生物类别,在点算冒险团成员时,该生物只能按这些类别其中之一计算。如果采用多种不同方式点算此类生物,导致牌手冒险团中的生物数量之结果有差异,则会采用其中得到数值最大者的方式来计算。" + }, + { + "chapter": "700.8c", + "en": "A player has a full party if there are four creatures in that player’s party.", + "zh": "如果牌手冒险团中的生物数量为四,该牌手的冒险团满编。" + }, + { + "chapter": "700.8d", + "en": "One card, Stick Together, instructs players to choose a party from among creatures they control. To do so, for each of the creature types listed in rule 700.8, each player chooses up to one creature they control of that type.", + "zh": "一张牌(集体行动)指示牌手从由其操控的生物中选出一个冒险团。其意指,对于规则700.8中列出的每一种生物类别,每位牌手选择至多一个由其操控的具有该生物类别的生物。" + } + ] + }, + { + "chapter": "700.9.", + "en": "Some cards refer to modified permanents. A permanent is modified if it has one or more counters on it (see rule 122), if it is equipped (see rule 301.5), or if it is enchanted by an Aura that is controlled by that permanent’s controller (see rule 303.4).", + "zh": "一些牌提及有饰装的永久物。如果一个永久物上面有一个或数个指示物(参见规则122)、佩带有武具(参见规则301.5),或被一个由该永久物的操控者操控的灵气所结附(参见规则303.4),则该永久物有饰装。", + "subrules": [] + }, + { + "chapter": "700.10.", + "en": "Some cards refer to a permanent “that was activated this turn.” This means that the permanent was the source of an ability that was activated this turn, regardless of whether that permanent still has that activated ability or the player who activated it is still in the game.", + "zh": "一些牌提及“本回合中已起动”的永久物。其意指,该永久物是某个本回合中已起动的异能之来源,无论该永久物是否仍拥有此已起动的异能,或是起动此异能的牌手是否仍在游戏中。", + "subrules": [] + }, + { + "chapter": "700.11.", + "en": "Some cards refer to whether a player has “descended this turn.” This means that a permanent card has been put into that player’s graveyard from anywhere this turn. “The number of times [a player] descended this turn” means “the number of permanent cards put into [that player’s] graveyard from anywhere this turn.” In both cases, no permanent cards put into the player’s graveyard that turn are required to still be in that graveyard.", + "zh": "一些牌提及牌手是否“本回合中有落坟”。其意指,本回合中有永久物牌从任何区域进入该牌手的坟墓场。“[牌手]本回合落坟的次数”意指“本回合中从任何区域进入[该牌手]的坟墓场的永久物牌的数量”。在这两种情况下,该回合中进入牌手坟墓场的牌都不需要仍然留在坟墓场中。", + "subrules": [] + }, + { + "chapter": "700.12.", + "en": "The term outlaw refers to an object that has the Assassin, Mercenary, Pirate, Rogue, and/or Warlock creature types.", + "zh": "狂徒一词表示一个具有杀手、佣兵、海盗、浪客和/或邪术师生物类别的物件。", + "subrules": [ + { + "chapter": "700.12a", + "en": "Some cards refer to outlaws that a player controls. Only outlaw permanents are considered for these effects unless otherwise specified.", + "zh": "一些牌提及牌手操控的狂徒。除非另有指定,否则这些效应只考虑狂徒永久物。" + } + ] + }, + { + "chapter": "700.13.", + "en": "Some cards refer to committing a crime. A player commits a crime as that player casts a spell, activates an ability, or puts a triggered ability on the stack and that spell or ability targets at least one opponent; at least one permanent, spell, or ability an opponent controls; and/or at least one card in an opponent’s graveyard.", + "zh": "一些牌提及犯下罪行。于一位牌手施放咒语、起动异能或将触发式异能放进堆叠,且该咒语或异能将至少一位对手,至少一个由对手操控的永久物、咒语或异能,和/或至少一张在对手坟墓场中的牌指定为目标时,该牌手犯下罪行。", + "subrules": [] + }, + { + "chapter": "700.14.", + "en": "Some abilities trigger “Whenever you expend N.” A player expends N if they pay a cost to cast a spell and the amount of mana that player spent this turn to cast spells prior to paying that cost was less than N and became at least N after paying that cost.", + "zh": "一些异能于“每当你花销N”时触发。如果牌手支付费用施放咒语,且于本回合中,该牌手支付该费用之前用于施放咒语的法术力数量小于N,且支付该费用后成为至少N,则该牌手花销N。", + "subrules": [], + "extras": [ + { + "en": "Example: A player casts Bark-Knuckle Boxer, which costs {1}{G} and reads “Whenever you expend 4, this creature gains indestructible until end of turn.” After it resolves, that player casts Divination, a spell that costs {2}{U}. Prior to paying the cost to cast Divination, that player has spent two mana to cast spells this turn. After paying the cost, they have spent five mana to cast spells this turn. Since they have now spent at least four mana to cast spells this turn, Bark-Knuckle Boxer’s ability triggers.", + "zh": "例如:某牌手施放树结拳手[Bark-Knuckle Boxer],其费用为{1}{G}且具有“每当你花销4时,此生物获得不灭异能直到回合结束。”它结算后,该牌手施放卜卦,一个费用为{2}{U}的咒语。在支付卜卦的费用之前,该牌手本回合中已经将两点法术力用于施放咒语。在支付费用之后,其本回合中已经将五点法术力用于施放咒语。由于其本回合中已经将至少四点法术力用于施放咒语,因此树结拳手的异能触发。" + } + ] + }, + { + "chapter": "700.15.", + "en": "The term enter[s] is short for “enter[s] the battlefield.”", + "zh": "“进场”一词是“进入战场”的简写。", + "subrules": [] + } + ] + }, + { + "chapter": "701.", + "en": "Keyword Actions", + "zh": "关键字动作", + "subrules": [ + { + "chapter": "701.1.", + "en": "Most actions described in a card’s rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These “keywords” are game terms; sometimes reminder text summarizes their meanings.", + "zh": "在牌张规则叙述文字中所描述的大多数动作,使用的是相关动词单词的标准中文含义,但仍有部分用到的特殊动词含义可能不甚明了。这些“关键字”都是游戏术语;有时,规则提示文字内会有其含义的简略说明。", + "subrules": [] + }, + { + "chapter": "701.2.", + "en": "Activate", + "zh": "起动", + "subrules": [ + { + "chapter": "701.2a", + "en": "To activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. A player may activate an ability if they have priority. See rule 602, “Activating Activated Abilities.”", + "zh": "起动一个起动式异能指,支付该异能的费用并将其放进堆叠,使得它最终得以结算并产生效应。在某物件没有其他特别说明的情况下,只有其操控者(若其没有操控者,则为其拥有者)才可以起动物件上的起动式异能。牌手在其拥有优先权的时候可以起动异能。参见规则602,“起动起动式异能”。" + } + ] + }, + { + "chapter": "701.3.", + "en": "Attach", + "zh": "贴附", + "subrules": [ + { + "chapter": "701.3a", + "en": "To attach an Aura, Equipment, or Fortification to an object or player means to take it from where it currently is and put it onto that object or player. If something is attached to a permanent on the battlefield, it’s customary to place it so that it’s physically touching the permanent. An Aura, Equipment, or Fortification can’t be attached to an object or player it couldn’t enchant, equip, or fortify, respectively.", + "zh": "将灵气、武具、工事贴附于某物件或或牌手上指,将其从当前所在的区域放到该物件或牌手之上。如果有东西正贴附于战场上的一个永久物,则在放置时习惯上将它与该永久物之间有切实接触。灵气、武具或工事不能贴附于其无法结附、佩带或构工的物件或牌手之上。" + }, + { + "chapter": "701.3b", + "en": "If an effect tries to attach an Aura, Equipment, or Fortification to an object or player it can’t be attached to, the Aura, Equipment, or Fortification doesn’t move. If an effect tries to attach an Aura, Equipment, or Fortification to the object or player it’s already attached to, the effect does nothing. If an effect tries to attach an object that isn’t an Aura, Equipment, or Fortification to another object or player, the effect does nothing and the first object doesn’t move.", + "zh": "如果有效应试图将某灵气、武具或工事贴附于其不能贴附的物件或牌手之上,则该灵气、武具或工事不会移动。如果有效应试图将某灵气、武具或工事贴附于其已贴附的物件或牌手之上,则该效应没有效果。如果一个效应试图将一个不是灵气、武具或工事的物件贴附于另一个物件或牌手上,该效应没有任何效果且第一个物件没有移动。" + }, + { + "chapter": "701.3c", + "en": "Attaching an Aura, Equipment, or Fortification on the battlefield to a different object or player causes the Aura, Equipment, or Fortification to receive a new timestamp.", + "zh": "将已在战场上的某灵气、武具或工事贴附于其他物件或牌手之上,会使得该灵气、武具或工事获得新的时间印记。" + }, + { + "chapter": "701.3d", + "en": "To “unattach” an Equipment from a creature means to move it away from that creature so the Equipment is on the battlefield but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to an object or player ceases to be attached to it, that counts as “becoming unattached [from that object or player]”; this includes if that Aura, Equipment, or Fortification leaves the battlefield, the object leaves the zone it was in, or that player leaves the game.", + "zh": "将武具从生物上“卸装”意指,将其从生物上移开,使得此武具仍在战场,但并未装备在任何生物上。放置时不应再将它与其他生物接触。如果曾贴附于某物的灵气、武具或工事不再贴附于该物件或牌手之上,便视作“[从该物件或牌手上]不再贴附/卸装”;此灵气、武具或工事离开战场、该物件离开之前所在的区域、或该牌手离开游戏的状况,也包括在此描述之内。" + } + ] + }, + { + "chapter": "701.4.", + "en": "Behold", + "zh": "请援", + "subrules": [ + { + "chapter": "701.4a", + "en": "“Behold a [quality]” means “Reveal a [quality] card from your hand or choose a [quality] permanent you control on the battlefield.”", + "zh": "“请援[特性]”意指“从你手上展示一张[特性]牌,或选择一个战场上由你操控的[特性]永久物”。" + }, + { + "chapter": "701.4b", + "en": "The phrase “if a [quality] was beheld” refers to whether or not the object had that quality at the time the player took that action, regardless of whether or not the revealed card or chosen permanent still has that quality as the spell or ability including that phrase resolves.", + "zh": "“如果已请援[特性]”此描述仅关注该物件于牌手执行该动作时是否具有该特性,无论所展示的牌或所选择的永久物于包含该描述的咒语或异能结算时是否仍具有该特性。" + } + ] + }, + { + "chapter": "701.5.", + "en": "Cast", + "zh": "施放", + "subrules": [ + { + "chapter": "701.5a", + "en": "To cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”", + "zh": "施放咒语指,将该咒语从其所在区域(通常为手上)放入堆叠,并支付费用,使得它最终得以结算并产生效应。牌手在其拥有优先权的时候可以施放咒语。参见规则601,“施放咒语”。" + }, + { + "chapter": "701.5b", + "en": "To cast a card is to cast it as a spell.", + "zh": "施放某牌指将其作为咒语来施放。" + } + ] + }, + { + "chapter": "701.6.", + "en": "Counter", + "zh": "反击", + "subrules": [ + { + "chapter": "701.6a", + "en": "To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard.", + "zh": "反击一个咒语或异能指,取消它并将其移出堆叠。它不会结算,并且其效应完全不会发生。将被反击的咒语置于其拥有者的坟墓场。" + }, + { + "chapter": "701.6b", + "en": "The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid.", + "zh": "咒语或异能被反击后,已支付的费用均不会“退费”给施放该咒语或起动该异能的牌手。" + } + ] + }, + { + "chapter": "701.7.", + "en": "Create", + "zh": "派出", + "subrules": [ + { + "chapter": "701.7a", + "en": "To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.", + "zh": "派出一个或数个具有特定特征的衍生物指,将该数量的、具有该特征的衍生物放进战场。" + }, + { + "chapter": "701.7b", + "en": "If a replacement effect applies to a token being created, that effect applies before considering any continuous effects that will modify the characteristics of that token. If a replacement effect applies to a token entering the battlefield, that effect applies after considering any continuous effects that will modify the characteristics of that token.", + "zh": "如果一个替代性效应将要对如何派出衍生物生效,则该效应在适用任何影响该衍生物特征的持续性效应之前生效。如果一个替代性效应将要对衍生物如何进入战场生效,则该效应在适用任何影响该衍生物特征的持续性效应之后生效。" + }, + { + "chapter": "701.7c", + "en": "Previously, an effect that created tokens instructed a player to “put [those tokens] onto the battlefield.” Cards that were printed with that text have received errata in the Oracle card reference so they now “create” those tokens.", + "zh": "多年以来,派出衍生物的效应指示牌手“将[衍生物]放进战场”。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“派出”这些衍生物。" + } + ] + }, + { + "chapter": "701.8.", + "en": "Destroy", + "zh": "消灭", + "subrules": [ + { + "chapter": "701.8a", + "en": "To destroy a permanent, move it from the battlefield to its owner’s graveyard.", + "zh": "消灭一个永久物指,将其从战场移至其拥有者的坟墓场。" + }, + { + "chapter": "701.8b", + "en": "The only ways a permanent can be destroyed are as a result of an effect that uses the word “destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner’s graveyard for any other reason, it hasn’t been “destroyed.”", + "zh": "永久物只可能是由于以下数种效应的结果而被消灭:受到了注记着“消灭”的效应;因检查状态动作中的致命伤害(参见规则704.5g);或是受到了具死触异能的来源造成伤害(参见704.5h)。若某永久物是因其他原因而被置入其拥有者的坟墓场,它并不是被“消灭”的。" + }, + { + "chapter": "701.8c", + "en": "A regeneration effect replaces a destruction event. See rule 701.19, “Regenerate.”", + "zh": "一个重生效应可替代一次消灭事件。参见规则701.19,“重生”。" + } + ] + }, + { + "chapter": "701.9.", + "en": "Discard", + "zh": "弃牌", + "subrules": [ + { + "chapter": "701.9a", + "en": "To discard a card, move it from its owner’s hand to that player’s graveyard.", + "zh": "弃掉一张牌指,将它从其拥有者的手上移到该牌手的坟墓场中。" + }, + { + "chapter": "701.9b", + "en": "By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.", + "zh": "在默认情况下,使某位牌手弃掉一张牌的效应允许由受影响的牌手来选择弃掉哪一张牌。然而有些效应会要求牌手随机弃牌,或允许其他牌手来选弃掉哪张牌。" + }, + { + "chapter": "701.9c", + "en": "If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard without being revealed, all values of that card’s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 732, “Handling Illegal Actions”).", + "zh": "若一张牌被弃掉,但某效应使其改为以未被展示的方式放置于一个隐藏区域而非其拥有者的坟墓场中,该牌的任何特征值皆视为是未定义的。若以此法弃掉牌来支付某费用,且该费用指定了所弃之牌的某种特征,该费用的支付非法;游戏将倒回至该费用被支付之前的时刻(参见规则732,“处理非法动作”)。" + } + ] + }, + { + "chapter": "701.10.", + "en": "Double", + "zh": "加倍", + "subrules": [ + { + "chapter": "701.10a", + "en": "Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c.", + "zh": "加倍生物的力量和/或防御力会创造一个持续性效应。该效应影响该生物的力量或防御力,但并非将这些特征设定为特定值。参见规则613.4c。" + }, + { + "chapter": "701.10b", + "en": "To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness.", + "zh": "加倍生物的力量指,其得+X/+0,X为将该生物力量加倍的咒语或异能结算时,该生物的力量。类似地,加倍生物的防御力之效应使其得+0/+X,X为该生物的防御力。加倍生物的力量和防御力使其得+X/+Y,X为其力量且Y为其防御力。" + }, + { + "chapter": "701.10c", + "en": "If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.", + "zh": "如果生物的力量于被加倍时小于0,加倍该生物的力量改为意指该生物得-X/-0,X为该生物的力量与0之差值。类似地,如果其防御力于被加倍时小于0,其得-0/-X。如果两者都被加倍,且其中一个特征为负但另一个不为负时,视情况其得-X/+Y或+X/-Y。" + }, + { + "chapter": "701.10d", + "en": "To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value.", + "zh": "加倍牌手的总生命指,该牌手获得或失去若干生命,使得其新的总生命等同于其当前值的两倍。" + }, + { + "chapter": "701.10e", + "en": "To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.", + "zh": "加倍牌手或永久物上某种指示物的数量指,给予该牌手或永久物若干该种指示物,其数量等同于其已有该种指示物之数量。" + }, + { + "chapter": "701.10f", + "en": "To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have.", + "zh": "加倍牌手法术力池中某种类别的法术力的数量指,该牌手加若干该类别的法术力,其数量等同于其已有该类别法术力之数量。" + }, + { + "chapter": "701.10g", + "en": "To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect.", + "zh": "加倍某个来源将造成的伤害指,该来源改为造成两倍的伤害。此为替代性效应。" + } + ] + }, + { + "chapter": "701.11.", + "en": "Triple", + "zh": "加两倍", + "subrules": [ + { + "chapter": "701.11a", + "en": "Tripling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c.", + "zh": "加两倍生物的力量和/或防御力会创造一个持续性效应。该效应影响该生物的力量或防御力,但并非将这些特征设定为特定值。参见规则613.4c。" + }, + { + "chapter": "701.11b", + "en": "To triple a creature’s power, that creature gets +X/+0, where X is twice that creature’s power as the spell or ability that triples its power resolves. Similarly, an effect that triples a creature’s toughness gives it +0/+X, where X is twice that creature’s toughness. Tripling a creature’s power and toughness gives it +X/+Y, where X is twice its power and Y is twice its toughness.", + "zh": "加两倍生物的力量指,其得+X/+0,X为将该生物力量加两倍的咒语或异能结算时,该生物的力量的两倍。类似地,加两倍生物的防御力之效应使其得+0/+X,X为该生物防御力的两倍。加两倍生物的力量和防御力使其得+X/+Y,X为其力量的两倍且Y为其防御力的两倍。" + }, + { + "chapter": "701.11c", + "en": "If a creature’s power is less than 0 when it’s tripled, tripling that creature’s power instead means that the creature gets -X/-0, where X is twice the difference between 0 and its power. Similarly, if its toughness is less than 0 when tripled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are tripled, it gets -X/+Y or +X/-Y, as appropriate.", + "zh": "如果生物的力量于被加两倍时小于0,加两倍该生物的力量改为意指该生物得-X/-0,X为该生物的力量与0之差值的两倍。类似地,如果其防御力于被加两倍时小于0,其得-0/-X。如果两者都被加两倍,且其中一个特征为负但另一个不为负时,视情况其得-X/+Y或+X/-Y。" + } + ] + }, + { + "chapter": "701.12.", + "en": "Exchange", + "zh": "交换", + "subrules": [ + { + "chapter": "701.12a", + "en": "A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can’t be completed, no part of the exchange occurs.", + "zh": "作为咒语或异能结算的一部分,可能会指示双方交换某物(例如,总生命或两个永久物的操控权)。当此类咒语或异能结算时,若无法完成整个交换,则此交换的任何部分均不会发生。", + "extras": [ + { + "en": "Example: If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature.", + "zh": "例如:若某咒语试图交换两个目标生物的操控权,但在咒语结算前,其中一个被消灭了,则此咒语不会对另一个生物产生效果。" + } + ] + }, + { + "chapter": "701.12b", + "en": "When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing.", + "zh": "当两个永久物的操控权被交换时,若这些永久物由不同的牌手操控,则每位牌手同时获得由另一位牌手所操控之该永久物的操控权。另一方面,若这些永久物都由同一位牌手操控,则此交换效应没有效果。" + }, + { + "chapter": "701.12c", + "en": "When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player’s previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 119.7–8).", + "zh": "当总生命被交换时,每位牌手获得或失去必要数量的生命,以使得自己的总生命与另一位牌手之前的总生命相同。替代性效应可能改变因此得到或失去的数量,触发式异能也可能因生命的得失而触发。不能获得生命的牌手不能以此法得到较高的总生命,不能失去生命的牌手不能以此法得到较低的总生命(参见规则119.7-8)。" + }, + { + "chapter": "701.12d", + "en": "Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a player’s hand). These spells and abilities work the same as other “exchange” spells and abilities, except they can exchange the cards only if all the cards are owned by the same player, and they can exchange the cards even if one zone is empty.", + "zh": "某些咒语或异能可能会指示牌手将处于两个不同区域的牌交换(例如,被放逐的牌和牌手手上的牌)。这些咒语及异能的运作方式与其他“交换”咒语或异能相同,不同之处在于,交换只有在所交换的牌都由同一位牌手所拥有的情况下才能进行,且即使其中一个区域为空,牌手也能交换这些牌。" + }, + { + "chapter": "701.12e", + "en": "If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object.", + "zh": "如果在交换处于两个不同区域的牌时,其中之一正贴附于某物件之上,则交换时,原本贴附于物件之上的牌不再贴附于该物件,改为由另一张牌贴附于该物件。" + }, + { + "chapter": "701.12f", + "en": "If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged.", + "zh": "如果某咒语或异能指示牌手将两个区域交换,则即使其中一个区域空着,也依然会交换这两个区域中的牌。" + }, + { + "chapter": "701.12g", + "en": "A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 119.7–8). If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule 613.4b). This rule does not apply to spells and abilities that switch a creature’s power and toughness.", + "zh": "咒语或异能可能会指示牌手交换两个数值。在此类交换中,每个数值成为另一个数值交换之前的值。若其中之一为总生命,受影响的牌手获得或失去必要数量的生命,以使其生命等同于另一个数值。替代性效应可能改变因此得到或失去的数量,触发式异能也可能因生命的得失而触发。不能获得生命的牌手不能以此法得到较高的总生命,不能失去生命的牌手不能以此法得到较低的总生命(参见规则119.7-8)。如果这些数值之一是力量或防御力,一个持续性效应被创造,以设置该力量或防御力成为另一个值(参见规则613.4b)。此规则不适用于交换某生物的力量和防御力之咒语或异能。" + }, + { + "chapter": "701.12h", + "en": "One card (Exchange of Words) instructs a player to exchange the text boxes of two creatures. This creates a text-changing effect (see rule 612, “Text-Changing Effects”). In such an exchange, the rules text of each permanent becomes the previous rules text of the other.", + "zh": "一张牌(Exchange of Words)指示牌手交换两个生物的文字栏。这会创造一个改变叙述的效应(参见规则612,“改变叙述的效应”)。在这此交换中,每个永久物的规则叙述成为另一个永久物之前的规则叙述。" + } + ] + }, + { + "chapter": "701.13.", + "en": "Exile", + "zh": "放逐", + "subrules": [ + { + "chapter": "701.13a", + "en": "To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”", + "zh": "放逐一个物件指,将它从原本所在区域移到放逐区中。参见规则406,“放逐”。" + } + ] + }, + { + "chapter": "701.14.", + "en": "Fight", + "zh": "互斗", + "subrules": [ + { + "chapter": "701.14a", + "en": "A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.", + "zh": "一个咒语或异能可能会要求一个生物与另一个生物互斗。这两个生物互相向对方造成等同于自身力量的伤害。" + }, + { + "chapter": "701.14b", + "en": "If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage.", + "zh": "如果一个被要求互斗的生物已不在战场上或不再是生物(或两者皆如此),没有生物互斗,也没有伤害造成。如果一个生物在一个要求它互斗的咒语或异能结算时不是合法目标(或两者皆如此),没有生物互斗,也没有伤害造成。" + }, + { + "chapter": "701.14c", + "en": "If a creature fights itself, it deals damage to itself equal to twice its power.", + "zh": "如果某生物与本身互斗,则它会对本身造成其力量值两倍的伤害。" + }, + { + "chapter": "701.14d", + "en": "The damage dealt when a creature fights isn’t combat damage.", + "zh": "生物互斗所造成的伤害并非战斗伤害。" + } + ] + }, + { + "chapter": "701.15.", + "en": "Goad", + "zh": "煽惑", + "subrules": [ + { + "chapter": "701.15a", + "en": "Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature is goaded.", + "zh": "某些咒语和异能可以煽惑生物。直到此类咒语或异能之操控者的下一个回合,该生物被煽惑。" + }, + { + "chapter": "701.15b", + "en": "Goaded is a designation a permanent can have. A goaded creature attacks each combat if able and attacks a player other than the controller of the permanent, spell, or ability that caused it to be goaded if able. Goaded is neither an ability nor part of the permanent’s copiable values.", + "zh": "“被煽惑”是永久物能够具有的称号。被煽惑的生物每次战斗若能攻击,则必须攻击,且若能攻击使其被煽惑之永久物、咒语或异能的操控者以外的牌手,则必须如此作。被煽惑既不是异能,也不是该永久物可复制特征值的一部分。" + }, + { + "chapter": "701.15c", + "en": "A creature can be goaded by multiple players. Doing so creates additional combat requirements.", + "zh": "一个生物可以被多位牌手煽惑。这会创造额外的战斗需求。" + }, + { + "chapter": "701.15d", + "en": "Once a player has goaded a creature, the same player goading it again has no effect. Doing so doesn’t create additional combat requirements.", + "zh": "一旦牌手煽惑了某个生物,同一位牌手再次煽惑它没有效果。这不会创造额外的战斗需求。" + } + ] + }, + { + "chapter": "701.16.", + "en": "Investigate", + "zh": "探查", + "subrules": [ + { + "chapter": "701.16a", + "en": "“Investigate” means “Create a Clue token.” See rule 111.10f.", + "zh": "“探查”意指“派出一个线索衍生物。”参见规则111.10f。" + } + ] + }, + { + "chapter": "701.17.", + "en": "Mill", + "zh": "磨", + "subrules": [ + { + "chapter": "701.17a", + "en": "For a player to mill a number of cards, that player puts that many cards from the top of their library into their graveyard.", + "zh": "牌手磨数张牌指,该牌手将该数量的牌从牌库顶置于其坟墓场。" + }, + { + "chapter": "701.17b", + "en": "A player can’t mill a number of cards greater than the number of cards in their library. If given the choice to do so, they can’t choose to take that action. If instructed to do so, they mill as many as possible. Similarly, the player can’t pay a cost that includes milling a number of cards greater than the number of cards in their library.", + "zh": "牌手不能磨大于其牌库中牌之数量的牌。如果该牌手获得如此作的选项,其不能选择执行该动作。如果该牌手被指示如此作,该牌手磨尽可能多的牌。相似地,该牌手不能支付包含磨大于其牌库中牌之数量的牌的费用。" + }, + { + "chapter": "701.17c", + "en": "An effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone is a public zone.", + "zh": "提及所磨的牌的效应可以在其从牌库移动到的区域找到该牌,只要该区域是公开区域。" + }, + { + "chapter": "701.17d", + "en": "If an ability checks information about a single milled card but more than one card was milled, that ability refers to each of the milled cards. If that ability asks for any information about the milled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each milled card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected.", + "zh": "如果一个异能检查一张所磨的牌的信息,但多于一张牌被磨掉,该异能提及所磨的每张牌。如果该异能询问所磨的牌的任何信息,诸如特征或法术力值,它将得到复数个答案。如果这些答案用于确定一个可变数值的值,使用这些答案之加总。如果该异能对“该”牌执行任何动作,它将对每张所磨的牌执行该动作。如果该异能对“一张”牌执行任何动作,该异能的操控者选择哪张牌会受其影响。" + } + ] + }, + { + "chapter": "701.18.", + "en": "Play", + "zh": "使用", + "subrules": [ + { + "chapter": "701.18a", + "en": "To play a land means to put it onto the battlefield from the zone it’s in (usually the hand). A player may play a land if they have priority, it’s the main phase of their turn, the stack is empty, and they haven’t played a land this turn. Playing a land is a special action (see rule 116), so it doesn’t use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn’t the same as playing a land. See rule 305, “Lands.”", + "zh": "使用地牌指,将其从原本所在区域(通常为手上)放进战场。在同时符合下列所有情况的时候,牌手可以使用地牌:具有优先权、在其回合的行动阶段、堆叠为空、且本回合尚未使用过地牌。使用地牌是一个特殊动作(参见规则116),因此并不使用堆叠;此动作直接发生。因咒语或异能的效果而将地牌放进战场并不是使用地牌。参见规则305,“地”。" + }, + { + "chapter": "701.18b", + "en": "To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.", + "zh": "使用某张牌指将该牌作为地来使用或作为咒语来施放,依状况而定。" + }, + { + "chapter": "701.18c", + "en": "Some effects instruct a player to “play” with a certain aspect of the game changed, such as “Play with the top card of your library revealed.” “Play” in this sense means to play the Magic game.", + "zh": "有些效应会指示牌手在游戏的某些条件有所改变的情况下“进行游戏”,例如“以展示牌库顶牌的方式进行游戏”。在此语境中的“进行游戏”意指进行万智牌的游戏。(译注:“进行游戏”英文原文亦为“Play”,故在此说明,中文翻译的用词上有显著不同。)" + }, + { + "chapter": "701.18d", + "en": "Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.", + "zh": "多年以来,施放咒语或作为咒语施放一张牌这个动作,在牌上被称为“使用”该咒语或该牌。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“施放”该咒语或该牌。" + }, + { + "chapter": "701.18e", + "en": "Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.", + "zh": "多年以来,起动一个起动式异能的动作,在牌上被称为“使用”该异能。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“起动”该异能。" + } + ] + }, + { + "chapter": "701.19.", + "en": "Regenerate", + "zh": "重生", + "subrules": [ + { + "chapter": "701.19a", + "en": "If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”", + "zh": "如果正在结算的咒语或异能之效应重生永久物,则它会创造出一个替代性效应,以在下一次该永久物将要被消灭时保护之。此时,“重生[永久物]”意指,“本回合中,当[永久物]下一次将要被消灭时,改为移除其上标记的所有伤害,然后其操控者将它横置。如果它为进行攻击或阻挡的生物,则将其移出战斗。”" + }, + { + "chapter": "701.19b", + "en": "If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, “Regenerate [permanent]” means “Instead remove all damage marked on [permanent] and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”", + "zh": "如果静止式异能之效应重生永久物,则每次该永久物要被消灭时,该效应均会以其他效应来替代之。此时,“重生[永久物]”意指,“改为移除标记在[永久物]上的所有伤害,然后其操控者将它横置。如果它为进行攻击或阻挡的生物,则将其移出战斗。”" + }, + { + "chapter": "701.19c", + "en": "Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied.", + "zh": "起动能创造重生护盾的异能,或施放创造重生护盾的咒语,均与重生某永久物并不相同。叙述为某永久物不能重生的效应不会阻止此类异能的起动或咒语的施放;相反地,该类效应只是使得重生护盾没有效果。" + } + ] + }, + { + "chapter": "701.20.", + "en": "Reveal", + "zh": "展示", + "subrules": [ + { + "chapter": "701.20a", + "en": "To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, or if a card is revealed because an ability is activated from a hidden zone (see rule 602.2a), the card remains revealed from the time the spell or ability is announced until the time it leaves the stack. If revealing a card causes a triggered ability to trigger, the card remains revealed until that triggered ability leaves the stack. If that ability isn’t put onto the stack the next time a player would receive priority, the card ceases to be revealed.", + "zh": "展示一张牌指,将该牌给所有牌手各看上一段适当的时间。如果有效应要展示某张牌,则只要在完成此效应中与之相关的部分之过程中,尚有展示该牌的需要,便需一直展示之。如果施放咒语或起动异能的费用中包含展示牌,或因从隐藏区域中起动异能而展示牌(参见规则602.2a),则从宣告该咒语或异能起,直至其离开堆叠为止,都需要一直展示该牌。如果展示一张牌导致一个触发式异能触发,则直至该触发式异能离开堆叠为止,都需要一直展示该牌。如果该异能在下一次牌手将获得优先权时没有进入堆叠,则该牌不再被展示。" + }, + { + "chapter": "701.20b", + "en": "Revealing a card doesn’t cause it to leave the zone it’s in.", + "zh": "展示一张牌并不会使得它因此离开当前所在区域。" + }, + { + "chapter": "701.20c", + "en": "A card that is currently revealed may be revealed again.", + "zh": "当前已展示的牌可以再次被展示。", + "extras": [ + { + "en": "Example: Telepathy is an enchantment card that reads “Your opponents play with their hands revealed.” Silvergill Adept is a creature card that reads, in part, “As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}.” A player may reveal a Merfolk card from their hand to pay the additional cost of Silvergill Adept even if that card is already revealed due to Telepathy’s effect.", + "zh": "例如:心灵感应是叙述为“对手以展示手牌的方式进行游戏”的结界牌。银鳃专家是部分叙述为“从你手上展示一张人鱼牌或支付{3},以作为施放此咒语的额外费用”的生物牌。即使一张人鱼牌已经因为心灵感应的效应而被展示,牌手仍然可以从手上展示该牌以作为施放银鳃专家的额外费用。" + } + ] + }, + { + "chapter": "701.20d", + "en": "If cards in a player’s library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects.", + "zh": "如果牌手牌库中的牌被洗牌或因其他原因被重新排序,任何被重新排序的、且被展示的牌停止被展示,且成为新物件。" + }, + { + "chapter": "701.20e", + "en": "Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player.", + "zh": "一些效应指示牌手检视一张或数张牌。检视一张牌与展示一张牌之规则大致相同,区别在于被检视的牌只会给指定的牌手看。" + } + ] + }, + { + "chapter": "701.21.", + "en": "Sacrifice", + "zh": "牺牲", + "subrules": [ + { + "chapter": "701.21a", + "en": "To sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent they don’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action.", + "zh": "牺牲一个永久物指,其操控者将它从战场直接移到其拥有者的坟墓场。牌手不能牺牲不是永久物的东西,也不能牺牲不由其操控的永久物。牺牲一个永久物并非将其消灭,所以重生或其他替代消灭的替代性效应不能影响此动作。" + } + ] + }, + { + "chapter": "701.22.", + "en": "Scry", + "zh": "占卜", + "subrules": [ + { + "chapter": "701.22a", + "en": "To “scry N” means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order.", + "zh": "“占卜N”意指,检视你牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置于你的牌库底,其余则以任意顺序置于你的牌库顶。" + }, + { + "chapter": "701.22b", + "en": "If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.", + "zh": "如果牌手被指示占卜0,占卜事件不会发生。因牌手占卜而触发的异能不会触发。" + }, + { + "chapter": "701.22c", + "en": "If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.", + "zh": "如果多位牌手同时占卜,这些牌手中的每一位同时检视各自牌库顶的牌。这些牌手按主动牌手先决定(APNAP)顺序(参见规则101.4)决定这些牌放置的位置,然后这些牌同时移动到该位置。" + }, + { + "chapter": "701.22d", + "en": "An ability that triggers whenever a player scries triggers after the process described in rule 701.22a is complete, even if some or all of those actions were impossible.", + "zh": "每当牌手占卜时触发的异能会在完成规则701.22a所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。" + } + ] + }, + { + "chapter": "701.23.", + "en": "Search", + "zh": "搜寻", + "subrules": [ + { + "chapter": "701.23a", + "en": "To search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and find a card that matches the given description.", + "zh": "在一个区域中搜寻一张牌指,检视在该区域中(即便是隐藏区域)的所有牌,并找到一张符合所赋予描述的牌。" + }, + { + "chapter": "701.23b", + "en": "If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn’t required to find some or all of those cards even if they’re present in that zone.", + "zh": "如果牌手需要在隐藏区域中搜寻符合某个标准的牌,例如特定的牌张类别或颜色,则即使该类牌在该区域中确实存在,该牌手也不一定要找出来。", + "extras": [ + { + "en": "Example: Splinter says “Exile target artifact. Search its controller’s graveyard, hand, and library for all cards with the same name as that artifact and exile them. Then that player shuffles their library.” A player casts Splinter targeting Howling Mine (an artifact). Howling Mine’s controller has another Howling Mine in her graveyard and two more in her library. Splinter’s controller must find the Howling Mine in the graveyard, but may choose to find zero, one, or two of the Howling Mines in the library.", + "zh": "例如:碎裂的叙述为“将目标神器放逐。自其操控者的坟墓场、手牌,以及牌库中搜寻与该神器同名的牌,并将这些牌放逐。然后该牌手将其牌库洗牌。”一位牌手以嚎叫的矿井(一个神器)为目标,施放了碎裂。嚎叫的矿井的操控者在其坟墓场中还有另一张同名牌,且在其牌库中还有两张。碎裂的操控者必须找到在坟墓场中的那张嚎叫的矿井,但可以选择在牌库中找到其中的零张、一张,或是两张。" + } + ] + }, + { + "chapter": "701.23c", + "en": "If a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still search that zone but can’t find any cards.", + "zh": "如果一位牌手被指示搜寻隐藏区域,但搜寻的标准没有定义,该牌手仍然可以搜寻该区域但无法找到任何牌。", + "extras": [ + { + "en": "Example: Lobotomy says “Target player reveals their hand, then you choose a card other than a basic land card from it. Search that player’s graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles their library.” If the target player has no cards in their hand when Lobotomy resolves, the player who cast Lobotomy searches the specified zones but doesn’t exile any cards.", + "zh": "例如:脑叶切除叙述为“目标牌手展示其手牌。你从中选择一张非基本地的牌,从该牌手的坟墓场、手牌以及牌库中搜寻任意数量与该牌名称相同的牌,并将它们放逐。然后该牌手将其牌库洗牌。”如果于脑叶切除结算时,该目标牌手的手牌中没有牌,施放脑叶切除的牌手仍然可以搜寻指定的区域,但无法放逐任何牌。" + } + ] + }, + { + "chapter": "701.23d", + "en": "If a player is searching a hidden zone simply for a quantity of cards, such as “a card” or “three cards,” that player must find that many cards (or as many as possible, if the zone doesn’t contain enough cards).", + "zh": "如果牌手在隐藏区域中搜寻的是一定数量的牌,例如“一张牌”或“三张牌”,则该牌手必须找出相应数量的牌(如果该区域内没有足够的牌,则需尽量接近该数量)。" + }, + { + "chapter": "701.23e", + "en": "If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed.", + "zh": "如果含有指示牌手搜寻的效应中,没有指示牌手展示所找到的牌,则不需要展示这些牌。" + }, + { + "chapter": "701.23f", + "en": "If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger.", + "zh": "如果牌手搜寻一个区域被替代为搜寻该区域的一部分,任何对该牌手搜寻该区域的要求依然生效。任何因牌库被搜寻而触发的异能仍然会触发。", + "extras": [ + { + "en": "Example: Aven Mindcensor says, in part, “If an opponent would search a library, that player searches the top four cards of that library instead.” Veteran Explorer says “When this creature dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then shuffle.” An opponent who searched the top four cards of their library because of Veteran Explorer’s ability would shuffle the entire library.", + "zh": "例如:艾文核灵师的部分叙述为“如果任一对手将搜寻某牌库,则改为他搜寻该牌库顶的四张牌。”资深探险家的叙述为“当此生物死去时,每位牌手各可以从其牌库中搜寻至多两张基本地牌,将它们放进战场,然后洗牌。”因资深探险家的异能而搜寻了牌库顶四张牌的对手也将洗整个牌库。" + } + ] + }, + { + "chapter": "701.23g", + "en": "If an effect offers a player a choice to search a zone and take additional actions with the cards found, that player may choose to search even if the additional actions are illegal or impossible.", + "zh": "如果效应使牌手选择搜寻某区域并对找到的牌作额外动作,即使该额外动作非法或不可能作到,该牌手依然可以选择搜寻。" + }, + { + "chapter": "701.23h", + "en": "An effect may instruct a player to search a library for one or more cards more than once before instructing a player to shuffle that library. This is the same as a single instruction for that player to search that library for all those cards. The player searches that library only once.", + "zh": "某些效应可能会指示牌手从牌库中搜寻一张或数张牌多于一次,再指示牌手洗该牌库。这与令该牌手一次性从该牌库中搜寻所有这些牌的单一指示并无区别。该牌手只会搜寻该牌库一次。" + }, + { + "chapter": "701.23i", + "en": "If multiple players search at once, each of those players looks at the appropriate cards at the same time, then those players decide in APNAP order (see rule 101.4) which card to find.", + "zh": "如果多位牌手同时搜寻,这些牌手同时检视其搜寻的适用范围,然后这些牌手以“主动牌手先决定”的顺序(参见规则101.4)决定要找到哪张牌。" + }, + { + "chapter": "701.23j", + "en": "If an effect instructs a player to search outside the game for a card, that player may choose an appropriate card they own from outside the game.", + "zh": "如果一个效应指示牌手从游戏外搜寻一张卡牌,该牌手可以从游戏外选择一张由其拥有的适当卡牌。" + } + ] + }, + { + "chapter": "701.24.", + "en": "Shuffle", + "zh": "洗牌", + "subrules": [ + { + "chapter": "701.24a", + "en": "To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.", + "zh": "将牌库或一堆面朝下的牌洗牌指,将这些牌随机化,并使得没有牌手知晓其顺序。" + }, + { + "chapter": "701.24b", + "en": "Some effects cause a player to search a library for a card or cards, shuffle that library, then put some or all of the found cards into a different zone or in a certain position in that library. In such cases, the found cards aren’t included in the shuffle, even though they remain in the library at that time. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger. See also rule 401, “Library.”", + "zh": "一些效应使牌手从牌库中搜寻一张或数张牌,将该牌库洗牌,并将搜寻到的一些或全部牌置入其他区域,或置于该牌库中的特定位置。这种情况下,即使这些搜寻到的牌此时仍在牌库中,它们并不会参与洗牌。该牌库中除了这些牌以外的所有牌都会被洗牌。因该牌库洗牌而触发的异能仍然会触发。参见规则401,“牌库”。" + }, + { + "chapter": "701.24c", + "en": "If an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone they’re expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone.", + "zh": "如果某效应将使得牌手将一个或数个特定的物件洗入牌库,而这些物件并不在它们所应在的区域,或者某效应使得所有这些物件都移至其他区域或留在当前区域,该牌库仍然会洗牌。", + "extras": [ + { + "en": "Example: Guile says, in part, “When Guile is put into a graveyard from anywhere, shuffle it into its owner’s library.” It’s put into a graveyard and its ability triggers, then a player exiles it from that graveyard in response. When the ability resolves, the library is shuffled.", + "zh": "例如:智谋的部分叙述为“当智谋从任何地方置入坟墓场时,将它洗入其拥有者的牌库。”它置入坟墓场时其异能触发,然后某牌手响应将其从该坟墓场放逐。当该异能结算时,该牌库被洗牌。" + }, + { + "en": "Example: Black Sun’s Zenith says, in part, “Shuffle Black Sun’s Zenith into its owner’s library.” Black Sun’s Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Sun’s Zenith will be exiled, and its owner’s library will be shuffled.", + "zh": "例如:黑阳当空的部分叙述为“将黑阳当空洗入其拥有者的牌库。”黑阳当空在坟墓场中,并获得了返照异能(可能因为偿付),然后从该坟墓场施放。黑阳当空将被放逐,并且其拥有者的牌库被洗牌。" + } + ] + }, + { + "chapter": "701.24d", + "en": "If an effect would cause a player to shuffle a set of objects into a library, that library is shuffled even if there are no objects in that set.", + "zh": "如果某效应将使得牌手将一组物件洗入牌库,即使该组中没有物件,该牌库仍然会洗牌。", + "extras": [ + { + "en": "Example: Loaming Shaman says “When this creature enters, target player shuffles any number of target cards from their graveyard into their library.” It enters the battlefield, its ability triggers, and no cards are targeted. When the ability resolves, the targeted player will still have to shuffle their library.", + "zh": "例如:填土祭师的叙述为“当此生物进场时,目标牌手将任意数量的目标牌从其坟墓场洗入其牌库。”它进战场时异能触发,但没有指定任何牌为目标。当该异能结算时,指定为目标的牌手仍然需要将其牌库洗牌。" + } + ] + }, + { + "chapter": "701.24e", + "en": "If an effect causes a player to shuffle a library containing zero or one cards, abilities that trigger when a library is shuffled will still trigger.", + "zh": "如果某效应使得牌手洗一个包含零或一张牌的牌库,因该牌库洗牌而触发的异能仍然会触发。" + }, + { + "chapter": "701.24f", + "en": "If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times.", + "zh": "如果两个或更多效应使得某牌库同时洗牌数次,因该牌库洗牌而触发的异能将触发等量的次数。" + }, + { + "chapter": "701.24g", + "en": "If an effect would cause a player to shuffle a library at the same time that an object would be put into a certain position in that library, the result is a shuffled library that’s randomized except that the object is in the specified position.", + "zh": "如果某效应将使得牌手洗牌库的同时某物件将被置于该牌库的指定位置,其结果是一个被洗牌的牌库,除了该物件在指定位置之外,其余部分被随机化。", + "extras": [ + { + "en": "Example: Darksteel Colossus and Gravebane Zombie are put into a player’s graveyard from the battlefield at the same time. Darksteel Colossus says in part “If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner’s library instead.” Gravebane Zombie says “If this creature would die, put it on top of its owner’s library instead.” The player shuffles Darksteel Colossus into their library and puts Gravebane Zombie on top of that library.", + "zh": "例如:玄铁巨像和破坟灵俑被同时从战场置于一位牌手的坟墓场。玄铁巨像的一部分叙述为“若玄铁巨像将从任何区域置入坟墓场,则改为展示玄铁巨像,并将它洗入其拥有者的牌库。”破坟灵俑叙述为“若此生物将死去,则改为将它置于其拥有者的牌库顶。”该牌手将玄铁巨像洗入其牌库,并将破坟灵俑置于该牌库的牌库顶。" + } + ] + } + ] + }, + { + "chapter": "701.25.", + "en": "Surveil", + "zh": "刺探", + "subrules": [ + { + "chapter": "701.25a", + "en": "To “surveil N” means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.", + "zh": "“刺探N”意指,检视你牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置入你的坟墓场,其余则以任意顺序置于你牌库顶。" + }, + { + "chapter": "701.25b", + "en": "If an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may put into your graveyard and on top of your library in any order.", + "zh": "如果某效应允许你在刺探时检视额外的牌,那么这些牌包括在你置入坟墓场或以任意顺序置于你牌库顶的牌之中。" + }, + { + "chapter": "701.25c", + "en": "If a player is instructed to surveil 0, no surveil event occurs. Abilities that trigger whenever a player surveils won’t trigger.", + "zh": "如果牌手被指示刺探0,刺探事件不会发生。因牌手刺探而触发的异能不会触发。" + }, + { + "chapter": "701.25d", + "en": "An ability that triggers whenever a player surveils triggers after the process described in rule 701.25a is complete, even if some or all of those actions were impossible.", + "zh": "每当牌手刺探时触发的异能会在完成规则701.25a所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。" + } + ] + }, + { + "chapter": "701.26.", + "en": "Tap and Untap", + "zh": "横置和重置", + "subrules": [ + { + "chapter": "701.26a", + "en": "To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.", + "zh": "横置一个永久物指,将它由直向转成横向。只有未横置的永久物可以被横置。" + }, + { + "chapter": "701.26b", + "en": "To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.", + "zh": "重置一个永久物指,将它由横向转回直向。只有已横置的永久物可以被重置。" + } + ] + }, + { + "chapter": "701.27.", + "en": "Transform", + "zh": "转化", + "subrules": [ + { + "chapter": "701.27a", + "en": "To transform a permanent, turn it over so that its other face is up. Only permanents represented by double-faced tokens and double-faced cards can transform. (See rule 712, “Double-Faced Cards.”)", + "zh": "转化一个永久物指,将它翻到另一面牌面朝上。只有以双面衍生物和双面牌代表的永久物才能转化。(参见规则712,“双面牌”。)" + }, + { + "chapter": "701.27b", + "en": "Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent transforms, and so on.", + "zh": "虽然转化某永久物与将某永久物翻为牌面朝下或翻回正面所执行的具体动作完全相同,但此两者是完全不同的游戏动作。会因某永久物翻为牌面朝下而触发的异能,并不会在该永久物转化时触发,其他依此类推。" + }, + { + "chapter": "701.27c", + "en": "If a spell or ability instructs a player to transform a permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.", + "zh": "如果某咒语或异能要求牌手转化某个既不是双面衍生物也不是双面牌代表的永久物,则什么都不会发生。" + }, + { + "chapter": "701.27d", + "en": "If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is an instant or sorcery face nothing happens.", + "zh": "如果某咒语或异能要求牌手转化某个永久物,且该永久物将要转化成的牌面是瞬间或法术,则什么都不会发生。" + }, + { + "chapter": "701.27e", + "en": "Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule 701.28) and has the specified characteristic immediately after it does so.", + "zh": "一些触发式异能在一个物件“转化为”一个具有特定特征的物件时触发。此类触发式异能只会在该物件转化或转换(参见规则701.28),且在这之后的时刻立即具有该特征时触发。" + }, + { + "chapter": "701.27f", + "en": "If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent does so only if it hasn’t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn’t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.", + "zh": "如果一个永久物的起动式或触发式异能(且并非是该永久物的延迟触发式异能)试图转化之,该永久物仅在自该异能放进堆叠之后还没有被转化或转换过时才会如此作。如果一个永久物的延迟触发式异能试图转化该永久物,该永久物仅在自该延迟触发式异能被创造之后还没有被转化或转换过时才会如此作。在这两种情况下,如果该永久物已被转化或转换过,这类指示将被忽略。这是对先前规则的更改。" + }, + { + "chapter": "701.27g", + "en": "Some spells and abilities refer to a “transformed permanent.” This phrase refers to a double-faced permanent on the battlefield with its back face up. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously. Similarly, an object represented by more than one card, such as a melded or merged permanent, is never considered a transformed permanent, even if it has components that are back face up. See rules 701.42, “Meld,” and 729, “Merging with Permanents.”", + "zh": "一些咒语和异能提及一个“已转化的永久物”。此用词意指一个在战场上且背面朝上的双面永久物。正面朝上的永久物不会被视为已转化的永久物,即使它们之前是背面朝上的。类似地,由多张牌代表的物件,例如已融合或已结聚者,亦不会被视为已转化的永久物,即使其中包含背面朝上的组件。参见规则701.42,“融合”,以及规则729,“与永久物结聚”。" + } + ] + }, + { + "chapter": "701.28.", + "en": "Convert", + "zh": "转换", + "subrules": [ + { + "chapter": "701.28a", + "en": "To convert a permanent, turn it so that its other face is up. This follows rules 701.27a–f, 712.9–10, and 712.18. Those rules apply to converting a permanent just as they apply to transforming a permanent.", + "zh": "转换一个永久物指,将它翻到另一面牌面朝上。这遵循规则701.27a-f、712.9-10、及712.18。这些规则如同适用于转化永久物一般适用于转换永久物。" + }, + { + "chapter": "701.28b", + "en": "Although converting a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent converts, and so on.", + "zh": "虽然转换某永久物与将某永久物翻为牌面朝下或翻回正面所执行的具体动作完全相同,但此两者是完全不同的游戏动作。会因某永久物翻为牌面朝下而触发的异能,并不会在该永久物转换时触发,其他依此类推。" + }, + { + "chapter": "701.28c", + "en": "If a spell or ability instructs a player to convert a permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.", + "zh": "如果某咒语或异能要求牌手转换某个既不是双面衍生物也不是双面牌代表的永久物,则什么都不会发生。" + }, + { + "chapter": "701.28d", + "en": "If a spell or ability instructs a player to convert a permanent, and the face that permanent would convert into is an instant or sorcery face, nothing happens.", + "zh": "如果某咒语或异能要求牌手转换某个永久物,且该永久物将要转换成的牌面是瞬间或法术,则什么都不会发生。" + }, + { + "chapter": "701.28e", + "en": "If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to convert it, the permanent does so only if it hasn’t converted or transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to convert that permanent, the permanent does so only if it hasn’t converted or transformed since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.", + "zh": "如果一个永久物的起动式或触发式异能(且并非是该永久物的延迟触发式异能)试图转换之,该永久物仅在自该异能放进堆叠之后还没有被转化或转换过时才会如此作。如果一个永久物的延迟触发式异能试图转换该永久物,该永久物仅在自该延迟触发式异能被创造之后还没有被转化或转换过时才会如此作。在这两种情况下,如果该永久物已被转化或转换过,这类指示将被忽略。" + }, + { + "chapter": "701.28f", + "en": "If a spell or ability states that a permanent can’t transform, that permanent also can’t convert.", + "zh": "如果一个效应叙述一个永久物不能转化,则该永久物也不能转换。" + } + ] + }, + { + "chapter": "701.29.", + "en": "Fateseal", + "zh": "论命", + "subrules": [ + { + "chapter": "701.29a", + "en": "To “fateseal N” means to look at the top N cards of an opponent’s library, then put any number of them on the bottom of that library in any order and the rest on top of that library in any order.", + "zh": "“论命N”意指,检视任一对手牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置于该牌库底,其余则以任意顺序置于该牌库顶。" + } + ] + }, + { + "chapter": "701.30.", + "en": "Clash", + "zh": "比点", + "subrules": [ + { + "chapter": "701.30a", + "en": "To clash, a player reveals the top card of their library. That player may then put that card on the bottom of their library.", + "zh": "比点指,牌手展示其牌库顶牌。该牌手可以把该牌置于其牌库底。" + }, + { + "chapter": "701.30b", + "en": "“Clash with an opponent” means “Choose an opponent. You and that opponent each clash.”", + "zh": "“与一位对手比点”意指,“选择一位对手。你与该对手分别比点。”" + }, + { + "chapter": "701.30c", + "en": "Each clashing player reveals the top card of their library at the same time. Then those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.", + "zh": "每位比点的牌手同时展示其牌库顶牌。然后这些牌手按主动牌手先决定(APNAP)顺序(参见规则101.4)决定这些牌放置的位置,然后这些牌同时移动到该位置。" + }, + { + "chapter": "701.30d", + "en": "A player wins a clash if that player revealed a card with a higher mana value than all other cards revealed in that clash.", + "zh": "如果某位牌手所展示的牌之法术力值比所有参与比点者所展示的牌都高,其赢得这次比点。" + } + ] + }, + { + "chapter": "701.31.", + "en": "Planeswalk", + "zh": "时空换境", + "subrules": [ + { + "chapter": "701.31a", + "en": "A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.”", + "zh": "牌手只能在竞逐时空游戏中时空换境。只有时空操控者可以时空换境。参见规则901,“竞逐时空”。" + }, + { + "chapter": "701.31b", + "en": "To planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.", + "zh": "时空换境指,将每张牌面朝上时空牌和异象牌面朝下置于其拥有者的时空套牌牌库底,然后将你时空套牌的牌库顶牌移离时空套牌并翻回正面。" + }, + { + "chapter": "701.31c", + "en": "A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk.", + "zh": "牌手可以因“时空换境异能”的结果(参见规则901.8),因牌面朝上的时空牌或异象牌的操控者离开游戏(参见规则901.10),或因异象的触发式异能离开堆叠(参见规则704.6f)而时空换境。异能也可能指示牌手时空换境。" + }, + { + "chapter": "701.31d", + "en": "The plane card that’s turned face up is the plane the player planeswalks to. The plane card that’s turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena.", + "zh": "翻回正面的时空牌即为牌手时空换入的时空。翻为牌面朝下的、或离开游戏的时空牌即为牌手时空换出的时空。异象也同样适用此规则。" + } + ] + }, + { + "chapter": "701.32.", + "en": "Set in Motion", + "zh": "发动", + "subrules": [ + { + "chapter": "701.32a", + "en": "Only a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in motion. See rule 314, “Schemes,” and rule 904, “Archenemy.”", + "zh": "只有邪计牌可以发动,并且只可以在魔王游戏中如此作。只有魔王可以发动邪计。参见规则314,“邪计”,及规则904,“魔王”。" + }, + { + "chapter": "701.32b", + "en": "To set a scheme in motion, move it off the top of your scheme deck if it’s on top of your scheme deck and turn it face up if it isn’t face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it.", + "zh": "发动邪计指,如果它在你的邪计套牌牌库顶,将其从邪计套牌牌库顶移离,且如果它不是牌面朝上,将其翻回正面。即使以上动作之一或两者均未在其上实行,该邪计仍视同为被发动。" + }, + { + "chapter": "701.32c", + "en": "Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times.", + "zh": "每次只能发动一个邪计。如果牌手被指示发动多个邪计,其发动等量次数的邪计。" + } + ] + }, + { + "chapter": "701.33.", + "en": "Abandon", + "zh": "撤废", + "subrules": [ + { + "chapter": "701.33a", + "en": "Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 314, “Schemes,” and rule 904, “Archenemy.”", + "zh": "只有面朝上的长效邪计牌可以被撤废,并且只可以在魔王游戏中如此作。参见规则314,“邪计”,及规则904,“魔王”。" + }, + { + "chapter": "701.33b", + "en": "To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck.", + "zh": "撤废邪计指,将其翻为牌面朝下,并置于其拥有者的邪计套牌牌库底。" + } + ] + }, + { + "chapter": "701.34.", + "en": "Proliferate", + "zh": "增殖", + "subrules": [ + { + "chapter": "701.34a", + "en": "To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.", + "zh": "增殖表示,选择任意数量其上有指示物的永久物和/或牌手,然后对于其上已经有的每种指示物而言,给该永久物或牌手一个额外的此种指示物。" + }, + { + "chapter": "701.34b", + "en": "In a Two-Headed Giant game, poison counters are shared by the team. If more than one player on a team is chosen this way, only one of those players can be given an additional poison counter. The player who proliferates chooses which player that is. See rule 810, “Two-Headed Giant Variant.”", + "zh": "在双头巨人游戏中,队伍中的牌手共享中毒指示物。如果以此法选择多于一个在同一队伍中的牌手,只有这些牌手其中之一可以被给予一个额外的中毒指示物。由执行增殖的牌手来选择是哪位牌手获得该指示物。参见规则810,“双头巨人玩法”。" + } + ] + }, + { + "chapter": "701.35.", + "en": "Detain", + "zh": "拘留", + "subrules": [ + { + "chapter": "701.35a", + "en": "Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can’t attack or block and its activated abilities can’t be activated.", + "zh": "某些咒语和异能可以拘留永久物。直到该咒语或异能之操控者的下一个回合,该永久物不能进行攻击或阻挡,其起动式异能也不能起动。" + } + ] + }, + { + "chapter": "701.36.", + "en": "Populate", + "zh": "殖民", + "subrules": [ + { + "chapter": "701.36a", + "en": "To populate means to choose a creature token you control and create a token that’s a copy of that creature token.", + "zh": "殖民意指选择一个由你操控的衍生生物并派出一个衍生物,且其为前者衍生生物之复制品。" + }, + { + "chapter": "701.36b", + "en": "If you control no creature tokens when instructed to populate, you won’t create a token.", + "zh": "当有效应指示你进行殖民时,如果你并未操控任何衍生生物,则你不会派出衍生物。" + } + ] + }, + { + "chapter": "701.37.", + "en": "Monstrosity", + "zh": "蛮化", + "subrules": [ + { + "chapter": "701.37a", + "en": "“Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.”", + "zh": "“蛮化N”意指,如果此永久物未蛮化,则在其上放置N个+1/+1指示物且它蛮化。" + }, + { + "chapter": "701.37b", + "en": "Monstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other spells and abilities can identify. Only permanents can be or become monstrous. Once a permanent becomes monstrous, it stays monstrous until it leaves the battlefield. Monstrous is neither an ability nor part of the permanent’s copiable values.", + "zh": "“已蛮化”此称号并无规则含义。它仅用作标记,供蛮化异能及其他咒语和异能辨识之用。只有永久物能够蛮化。一旦某永久物已蛮化后,它便会一直保持已蛮化,直到它离开战场为止。“已蛮化”既不是异能,也不是该永久物可复制特征值的一部分。" + }, + { + "chapter": "701.37c", + "en": "If a permanent’s ability instructs a player to “monstrosity X,” other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous.", + "zh": "如果某永久物的异能指示牌手“蛮化X”,则该永久物的其他异能也可能会提及X。后者异能中的X值等同于该永久物蛮化时的X值。" + } + ] + }, + { + "chapter": "701.38.", + "en": "Vote", + "zh": "投票", + "subrules": [ + { + "chapter": "701.38a", + "en": "Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices.", + "zh": "某些咒语和异能要求牌手在所列的多个选项中投票选择其中一个,以决定该咒语或异能会产生哪部分的效应。投票选择的流程为:由某位指定牌手开始,每位牌手依照回合顺序依次选择其中一个选项。如果某效应允许牌手多次投票,则牌手于其原本应进行投票的时候同时完成多次投票。" + }, + { + "chapter": "701.38b", + "en": "The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability.", + "zh": "所列之选项可包括物件,与不同的效应相关但无规则含义的字词,或与咒语或异能之结算相关的其他变数。" + }, + { + "chapter": "701.38c", + "en": "If the text of a spell or ability refers to “voting,” it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word “vote.”", + "zh": "如果某咒语或异能之规则叙述中提及“投票”,则其指的是“牌手以投票作出选择”;而非未在规则叙述中注明“投票”字样,且让牌手进行选择或作出决定的其他咒语或异能。" + }, + { + "chapter": "701.38d", + "en": "If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.", + "zh": "如果一个效应使牌手可以额外多投票,这些投票选择于牌手本应作出投票选择之时一同发生。" + } + ] + }, + { + "chapter": "701.39.", + "en": "Bolster", + "zh": "振励", + "subrules": [ + { + "chapter": "701.39a", + "en": "“Bolster N” means “Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N +1/+1 counters on that creature.”", + "zh": "“振励N”意指“选择一个由你操控的生物,且需是由你操控的生物中防御力最小或同为防御力最小者。在其上放置N个+1/+1指示物。”" + } + ] + }, + { + "chapter": "701.40.", + "en": "Manifest", + "zh": "显化", + "subrules": [ + { + "chapter": "701.40a", + "en": "To manifest a card, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a manifested permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up.", + "zh": "显化一张牌指,将其翻为牌面朝下。它成为2/2生物牌,没有规则文字,没有名称,没有副类别,没有法术力费用。将其牌面朝下地放进战场。只要该永久物牌面朝下,它便是已显化的永久物。此设定特征之效应会持续影响此牌面朝下的牌张,直到其被翻回正面为止。" + }, + { + "chapter": "701.40b", + "en": "Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.)", + "zh": "在你拥有优先权的时机下,你可以把由你操控之已显化的永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则116.2b)。具体方法如下:将代表该永久物的牌张展示给所有牌手,以示此牌确为生物牌,并展示其法术力费用,支付此费用,然后将该永久物翻回正面。于此牌处于牌面朝下状态时设定其特征的效应随之结束,其重新获得在正常状况下的特征。(如果代表该永久物的牌不是生物牌,或是没有法术力费用,则它不能以此法翻回正面。)" + }, + { + "chapter": "701.40c", + "en": "If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up.", + "zh": "如果显化的是一张具变身异能的牌,则其操控者可将其当作具变身异能的牌面朝下生物,并按照规则702.37e中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已显化的永久物来翻回正面。" + }, + { + "chapter": "701.40d", + "en": "If a card with disguise is manifested, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a manifested permanent face up.", + "zh": "如果显化的是一张具伪装异能的牌,则其操控者可将其当作具伪装异能的牌面朝下生物,并按照规则702.168d中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已显化的永久物来翻回正面。" + }, + { + "chapter": "701.40e", + "en": "If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.", + "zh": "如果某效应指示牌手从其牌库显化数张牌,则逐张显化该些牌。" + }, + { + "chapter": "701.40f", + "en": "If an effect instructs a player to manifest a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.", + "zh": "如果某效应指示牌手显化一张牌,且有另一个规则或效应阻止该面朝下的物件进入战场,该牌不会被显化。其特征不会被改变,并留在原来的区域。如果它原本是面朝上的,它仍然是面朝上。" + }, + { + "chapter": "701.40g", + "en": "If a manifested permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger.", + "zh": "如果一个由瞬间和法术牌代表之已显化的永久物将要翻回正面,则其操控者展示该牌,然后将其保持牌面朝下。因永久物翻回正面时触发的异能不会触发。" + }, + { + "chapter": "701.40h", + "en": "See rule 708, “Face-Down Spells and Permanents,” for more information.", + "zh": "欲了解更多信息,参见规则708,“牌面朝下的咒语和永久物”。" + } + ] + }, + { + "chapter": "701.41.", + "en": "Support", + "zh": "支援", + "subrules": [ + { + "chapter": "701.41a", + "en": "“Support N” on a permanent means “Put a +1/+1 counter on each of up to N other target creatures.” “Support N” on an instant or sorcery spell means “Put a +1/+1 counter on each of up to N target creatures.”", + "zh": "永久物上的“支援N”意指“在至多N个其他目标生物上各放置一个+1/+1指示物。”瞬间或法术咒语上的“支援N”意指“在至多N个目标生物上各放置一个+1/+1指示物。”" + } + ] + }, + { + "chapter": "701.42.", + "en": "Meld", + "zh": "融合", + "subrules": [ + { + "chapter": "701.42a", + "en": "Meld is a keyword action that appears in an ability on one card in a meld pair. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards. See rule 712, “Double-Faced Cards.”", + "zh": "融合属于关键字动作,每个融合牌组当中会有一张牌的异能用到这个关键字动作。融合同一融合牌组的两张牌,意指将它们以背面朝上且已组合的方式放进战场。所得之永久物为由两张牌代表的单一物件。参见规则712,“双面牌”。" + }, + { + "chapter": "701.42b", + "en": "Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren’t meld cards, or meld cards that don’t form a meld pair can’t be melded.", + "zh": "只有属于同一融合牌组的两张牌才能融合。衍生物,不是融合牌之牌张,以及不属于同一融合牌组的融合牌不能融合。" + }, + { + "chapter": "701.42c", + "en": "If an effect instructs a player to meld objects that can’t be melded, they stay in their current zone.", + "zh": "如果某效应要求牌手融合不能融合的物件,则这些物件会留在当前区域。", + "extras": [ + { + "en": "Example: A player owns and controls Midnight Scavengers and a token that’s a copy of Graf Rats. At the beginning of combat, both are exiled but can’t be melded. Midnight Scavengers remains exiled and the exiled token ceases to exist.", + "zh": "例如:某牌手同时拥有并操控午夜拾荒客和一个为墓地鼠群复制品的衍生物。在战斗开始时,两者都会被放逐,但不能融合。午夜拾荒客会留在放逐区,被放逐的衍生物消失。" + } + ] + } + ] + }, + { + "chapter": "701.43.", + "en": "Exert", + "zh": "耗竭", + "subrules": [ + { + "chapter": "701.43a", + "en": "To exert a permanent, you choose to have it not untap during your next untap step.", + "zh": "耗竭一个永久物,意指你选择在你的下一个重置步骤中不重置它。" + }, + { + "chapter": "701.43b", + "en": "A permanent can be exerted even if it’s not tapped or has already been exerted in a turn. If you exert a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step.", + "zh": "就算某个永久物尚未被横置,或已在某回合中被耗竭,也能耗竭之。如果你在你的下一个重置步骤到来之前,多次耗竭了同一个永久物,则所有令该永久物不能重置的效应都会在同一个重置步骤中失效。" + }, + { + "chapter": "701.43c", + "en": "An object that isn’t on the battlefield can’t be exerted.", + "zh": "不在战场上的物件不能被耗竭。" + }, + { + "chapter": "701.43d", + "en": "“You may exert [this creature] as it attacks” is an optional cost to attack (see rule 508.1g). Some objects with this static ability have a triggered ability that triggers “when you do” printed in the same paragraph. These abilities are linked. (See rule 607.2h.)", + "zh": "“你可以于[此生物]攻击时耗竭之”是攻击的可选费用(参见规则508.1g)。一些具有此静止式异能的物件在同一段落中印有一个触发式异能,于“当你如此作”时触发。这些异能相互关联。(参见规则607.2h。)" + } + ] + }, + { + "chapter": "701.44.", + "en": "Explore", + "zh": "勘察", + "subrules": [ + { + "chapter": "701.44a", + "en": "Certain spells and abilities instruct a permanent to explore. To do so, that permanent’s controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard.", + "zh": "某些咒语和异能会令永久物进行勘察。其意指,该永久物的操控者展示其牌库顶牌。如果以此法展示出地牌,则该牌手将该牌置于其手上。若否,则该牌手在该进行勘察的永久物上放置一个+1/+1指示物,且可以将所展示的牌置入其坟墓场。" + }, + { + "chapter": "701.44b", + "en": "A permanent “explores” after the process described in rule 701.44a is complete, even if some or all of those actions were impossible.", + "zh": "在完成规则701.44a所述之流程后,该永久物便已“勘察”,就算该流程之部分或全部动作无法完成也是一样。" + }, + { + "chapter": "701.44c", + "en": "If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it.", + "zh": "如果某永久物在有效应令其勘察之前就已改变区域,则利用其最后已知信息来确定进行勘察的物件及其操控者。" + }, + { + "chapter": "701.44d", + "en": "If multiple permanents are instructed to explore at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.44c) one or more of those permanents chooses one of them and it explores. Then this process is repeated for each remaining instruction to explore.", + "zh": "如果同时令多个永久物勘察,则在操控了一个或数个此类永久物的牌手(如果该永久物已不在战场上,则是最后操控它的牌手;参见规则701.44c)中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物勘察。然后对每个剩余的勘察指示重复此流程。" + } + ] + }, + { + "chapter": "701.45.", + "en": "Assemble", + "zh": "组装", + "subrules": [ + { + "chapter": "701.45a", + "en": "Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Outside of silver-bordered cards, only one card (Steamflogger Boss) refers to assembling a Contraption. Cards and mechanics from the Unstable set aren’t included in these rules. See the Unstable FAQ for more information.", + "zh": "组装是出现在Unstable系列中的关键字动作,会将机巧放进战场。除银边牌以外,只有一张牌(汽鞭上司)提及组装机巧。本文件中的规则并未涵盖Unstable系列中的牌张和机制。欲知更多信息,请参见Unstable常见问题集。" + } + ] + }, + { + "chapter": "701.46.", + "en": "Adapt", + "zh": "演化", + "subrules": [ + { + "chapter": "701.46a", + "en": "“Adapt N” means “If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.”", + "zh": "“演化N”意指“如果此永久物上没有+1/+1指示物,则在其上放置N个+1/+1指示物。”" + } + ] + }, + { + "chapter": "701.47.", + "en": "Amass", + "zh": "囤兵", + "subrules": [ + { + "chapter": "701.47a", + "en": "To amass [subtype] N means “If you don’t control an Army creature, create a 0/0 black [subtype] Army creature token. Choose an Army creature you control. Put N +1/+1 counters on that creature. If it isn’t a [subtype], it becomes a [subtype] in addition to its other types.”", + "zh": "“囤兵[副类别]N”意指,“如果你未操控军队生物,则派出一个0/0黑色[副类别]/军队衍生生物。选择一个由你操控的军队生物。在该生物上放置N个+1/+1指示物。如果它不是[副类别],它额外具有[副类别]此类别。”" + }, + { + "chapter": "701.47b", + "en": "A player “amassed” after the process described in rule 701.47a is complete, even if some or all of those actions were impossible.", + "zh": "在完成规则701.47a中所述之流程后,牌手便已“囤兵”,就算该流程之部分或全部动作无法完成也是一样。" + }, + { + "chapter": "701.47c", + "en": "The phrases “the Army you amassed” and “the amassed Army” refer to the creature you chose, whether or not it received counters.", + "zh": "“受囤兵的军队”、“受囤兵军队”字样指的是你选择的生物,它是否确实得到指示物并不重要。" + }, + { + "chapter": "701.47d", + "en": "Some older cards were printed with amass N without including a subtype. Those cards have received errata in the Oracle card reference so that they read “amass Zombies N.”", + "zh": "一些老牌印有不包括副类别的“囤兵N”。这些牌在Oracle牌张参考文献中勘误为“囤兵灵俑N”。" + } + ] + }, + { + "chapter": "701.48.", + "en": "Learn", + "zh": "温习", + "subrules": [ + { + "chapter": "701.48a", + "en": "“Learn” means “You may discard a card. If you do, draw a card. If you didn’t discard a card, you may reveal a Lesson card you own from outside the game and put it into your hand.”", + "zh": "“温习”意指“你可以弃一张牌。如果你如此作,则抓一张牌。如果你未弃牌,则你可以从游戏外展示一张由你拥有的课程牌,并将它置于你手上。”" + } + ] + }, + { + "chapter": "701.49.", + "en": "Venture into the Dungeon", + "zh": "深入地城", + "subrules": [ + { + "chapter": "701.49a", + "en": "If a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule 309, “Dungeons.”", + "zh": "如果牌手未在统帅区拥有一张地城牌时被指示深入地城,该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。该牌手将其进度标记置于最上方的房间上。参见规则309,“地城”。" + }, + { + "chapter": "701.49b", + "en": "If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card’s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player’s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room.", + "zh": "如果牌手在统帅区拥有一张地城牌、且其进度标记不在该地城的最底下的房间上时被指示深入地城,该牌手按照某个从当前房间出发的箭头指示,选择一个相邻的房间。如果从该牌手的进度标记所在的房间出发的箭头有多个,该牌手选择其中一个。该牌手将其进度标记移动到该相邻的房间。" + }, + { + "chapter": "701.49c", + "en": "If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule 309.7). They then choose an appropriate dungeon card they own from outside the game, put it into the command zone, and put their venture marker on the topmost room of that dungeon.", + "zh": "如果牌手在统帅区拥有一张地城牌、且其进度标记在该地城的最底下的房间上时被指示深入地城,该牌手将该地城牌移出游戏。然后该牌手从游戏外选择一张由其拥有的、且适用的地城牌,将其置入统帅区,然后将其进度标记置于该地城最上方的房间上。" + }, + { + "chapter": "701.49d", + "en": "Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to “venture into [quality]” while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in 701.49b–c.", + "zh": "“深入[特性]”是深入地城的变化形式。于指示牌手“深入[特性]”时,如果统帅区中没有由该牌手拥有的地城牌,则该牌手从游戏外选择一张由其拥有的、具有所述特性的地城牌,并将其置入统帅区。该牌手将其进度标记置于该地城最上方的房间上。如果统帅区中有由该牌手拥有的地城牌,则该牌手按照规则701.49b-c所述的一般流程深入地城。" + } + ] + }, + { + "chapter": "701.50.", + "en": "Connive", + "zh": "筹谋", + "subrules": [ + { + "chapter": "701.50a", + "en": "Certain spells and abilities instruct a permanent to connive. To do so, that permanent’s controller draws a card, then discards a card. If a nonland card is discarded this way, that player puts a +1/+1 counter on the conniving permanent.", + "zh": "某些咒语和异能会令永久物筹谋。其意指,该永久物的操控者抓一张牌,然后弃一张牌。若以此法弃掉了一张非地牌,则该牌手在正筹谋的永久物上放置一个+1/+1指示物。" + }, + { + "chapter": "701.50b", + "en": "A permanent “connives” after the process described in rule 701.50a is complete, even if some or all of those actions were impossible.", + "zh": "在规则701.50a中描述的过程完成后,某永久物便“筹谋”,即使该过程中的一些或全部动作无法完成也是如此。" + }, + { + "chapter": "701.50c", + "en": "If a permanent changes zones before an effect causes it to connive, its last known information is used to determine which object connived and who controlled it.", + "zh": "如果一个永久物在有效应令其筹谋之前就已改变区域,则利用其最后已知信息来确定筹谋的物件及其操控者。" + }, + { + "chapter": "701.50d", + "en": "If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.50c) one or more of those permanents chooses one of them and it connives. Then this process is repeated for each remaining instruction to connive.", + "zh": "如果同时令多个永久物筹谋,则在操控了一个或数个此类永久物的牌手(如果该永久物已不在战场上,则是最后操控它的牌手;参见规则701.44c)中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物筹谋。然后对每个剩余的筹谋指示重复此流程。" + }, + { + "chapter": "701.50e", + "en": "Connive N is a variant of connive. The permanent’s controller draws N cards, discards N cards, then puts a number of +1/+1 counters on the permanent equal to the number of nonland cards discarded this way.", + "zh": "“筹谋N”是筹谋的变化形式。该永久物的操控者抓N张牌,弃N张牌,然后在该永久物上放置若干+1/+1指示物,其数量等同于以此法弃掉的非地牌数量。" + } + ] + }, + { + "chapter": "701.51.", + "en": "Open an Attraction", + "zh": "打开景点", + "subrules": [ + { + "chapter": "701.51a", + "en": "A player may open an Attraction only during a game in which that player is playing with an Attraction deck (see rule 717, “Attraction Cards”).", + "zh": "牌手只可以在使用景点套牌进行的游戏中打开景点(参见规则717,“景点牌”)。" + }, + { + "chapter": "701.51b", + "en": "To open an Attraction, move the top card of your Attraction deck off the Attraction deck, turn it face up, and put it onto the battlefield under your control.", + "zh": "打开景点意指,将你的景点套牌牌库顶牌移离景点套牌,将其翻回正面,然后将其在你的操控下放进战场。" + }, + { + "chapter": "701.51c", + "en": "An ability which triggers whenever a player opens an Attraction triggers when that player puts an Attraction card onto the battlefield while performing the instruction in the above rule. If an effect prevents that Attraction from entering the battlefield or replaces entering the battlefield with another event, that ability doesn’t trigger.", + "zh": "一个当牌手“打开一个景点”时触发的异能在牌手因执行上述规则的指示而将一张景点牌放进战场时触发。如果一个效应防止该景点牌进战场,或以其他事件替代其进战场,该异能不会触发。" + } + ] + }, + { + "chapter": "701.52.", + "en": "Roll to Visit Your Attractions", + "zh": "掷骰造访景点", + "subrules": [ + { + "chapter": "701.52a", + "en": "To roll to visit your Attractions, roll a six-sided die. Then if you control one or more Attractions with a number lit up that is equal to that result, each of those Attractions has been “visited” and its visit ability triggers. See rule 717, “Attraction Cards,” and rule 702.159, “Visit.”", + "zh": "掷骰造访景点意指,掷一个六面骰,然后若掷骰结果等同于由你操控之一个或数个景点上的一个亮起的数字,这些景点均被“造访”,且其造访异能被触发。参见规则717,“景点牌”,及规则702.159,“造访”。" + } + ] + }, + { + "chapter": "701.53.", + "en": "Incubate", + "zh": "抚育", + "subrules": [ + { + "chapter": "701.53a", + "en": "To incubate N, create an Incubator token that enters the battlefield with N +1/+1 counters on it. See rule 111.10i.", + "zh": "“抚育N”意指,派出一个进战场时上面有N个+1/+1指示物的抚育器衍生物。参见规则111.10i。" + }, + { + "chapter": "701.53b", + "en": "An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.”", + "zh": "抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。" + } + ] + }, + { + "chapter": "701.54.", + "en": "The Ring Tempts You", + "zh": "魔戒引诱你", + "subrules": [ + { + "chapter": "701.54a", + "en": "Certain spells and abilities have the text “the Ring tempts you.” Each time the Ring tempts you, choose a creature you control. That creature becomes your Ring-bearer until another creature becomes your Ring-bearer or another player gains control of it.", + "zh": "某些咒语和异能具有叙述“魔戒引诱你”。于魔戒引诱你时,选择一个由你操控的生物。该生物成为你的持戒人,直到另一个生物成为你的持戒人或另一位牌手获得它的操控权为止。" + }, + { + "chapter": "701.54b", + "en": "Ring-bearer is a designation a permanent can have. Being a Ring-bearer is not a copiable value.", + "zh": "持戒人是永久物能够具有的称号,且并非该永久物的可复制特征值。" + }, + { + "chapter": "701.54c", + "en": "If a player doesn’t have an emblem named The Ring at the time the Ring tempts them, they get an emblem named The Ring before choosing a creature to be their Ring-bearer. The Ring has “Your Ring-bearer is legendary and can’t be blocked by creatures with greater power.” As long as the Ring has tempted that player two or more times, it has “Whenever your Ring-bearer attacks, draw a card, then discard a card.” As long as the Ring has tempted that player three or more times, it has “Whenever your Ring-bearer becomes blocked by a creature, the blocking creature’s controller sacrifices it at end of combat.” As long as the Ring has tempted that player four or more times, it has “Whenever your Ring-bearer deals combat damage to a player, each opponent loses 3 life.”", + "zh": "于魔戒引诱一位牌手时,如果其没有名称为魔戒的徽记,则其在选择持戒人之前获得一个该徽记。魔戒具有“你的持戒人是传奇且不能被力量比它大的生物阻挡。”只要魔戒已引诱该牌手两次及以上,它便具有“每当你的持戒人攻击时,抓一张牌,然后弃一张牌。”只要魔戒已引诱该牌手三次及以上,它便具有“每当你的持戒人被一个生物阻挡,在战斗结束时该生物的操控者将它牺牲。”只要魔戒已引诱该牌手四次及以上,它便具有“每当你的持戒人对任一牌手造成战斗伤害时,每位对手各失去3点生命。”" + }, + { + "chapter": "701.54d", + "en": "Some abilities trigger “Whenever the Ring tempts you.” The Ring tempts a player whenever they complete the actions in 701.54a, even if some or all of those actions were impossible.", + "zh": "一些异能于“魔戒引诱你”时触发。每当一位牌手完成701.54a中所述动作时,魔戒便引诱该牌手,即使其中部分或全部动作无法完成也是一样。" + }, + { + "chapter": "701.54e", + "en": "Some abilities check to see if a creature “is your Ring-bearer.” For the purposes of those abilities, that condition is true if that creature is on the battlefield under your control and has the Ring-bearer designation.", + "zh": "一些异能检查一个生物是否“是你的持戒人”。对于这些异能而言,若该生物在战场上由你操控且具有持戒人此称号,即符合该条件。" + } + ] + }, + { + "chapter": "701.55.", + "en": "Face a Villainous Choice", + "zh": "面临邪恶抉择", + "subrules": [ + { + "chapter": "701.55a", + "en": "“[A player] faces a villainous choice — [option A], or [option B]” means “[A player] chooses [option A] or [option B]. Then all actions in the chosen option are performed.”", + "zh": "“[牌手]面临邪恶抉择~[选项A];或[选项B]”意指“[牌手]选择[选项A]或[选项B]。然后执行所选项中的所有动作。”" + }, + { + "chapter": "701.55b", + "en": "While facing a villainous choice, a player may choose an option that is illegal or impossible. In that case, they perform as much of the action as is possible. This is an exception to rule 608.2d.", + "zh": "当面临邪恶抉择时,牌手可以选择非法或无法完成的选项。在这种情况下,该牌手执行其中尽可能多的动作。这是规则608.2d的例外。" + }, + { + "chapter": "701.55c", + "en": "A replacement effect may replace an instruction to face a villainous choice with an instruction to face that choice some number of additional times. In that case, the entire process described in rule 701.55a is performed for that player the appropriate number of times one at a time.", + "zh": "一个替代性效应可能将指示牌手面临一次邪恶抉择替代为指示牌手面临若干次额外的邪恶抉择。在这种情况下,牌手需要逐次执行相应次数的规则701.55a中所述之整个流程。" + }, + { + "chapter": "701.55d", + "en": "If more than one player is instructed to face a villainous choice, the entire process described in rule 701.55a is performed for each of those players one at a time in APNAP order. This is an exception to rule 608.2e.", + "zh": "如果多位牌手被指示面临邪恶抉择,这些牌手按照“主动牌手先决定”的顺序逐个执行规则701.55a中所述之整个流程。这是规则608.2e的例外。" + } + ] + }, + { + "chapter": "701.56.", + "en": "Time Travel", + "zh": "时间旅行", + "subrules": [ + { + "chapter": "701.56a", + "en": "To time travel means to choose any number of permanents you control with one or more time counters on them and/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time counter on it or remove a time counter from it. See rule 702.62, “Suspend.”", + "zh": "“时间旅行”意指,选择任意数量由你操控且其上有计时指示物的永久物和/或放逐区内由你拥有且其上有计时指示物之已延缓的牌。对每个这类物件而言,在其上放置一个计时指示物,或从其上移去一个计时指示物。参见规则702.62,“延缓”。" + } + ] + }, + { + "chapter": "701.57.", + "en": "Discover", + "zh": "倾探", + "subrules": [ + { + "chapter": "701.57a", + "en": "“Discover N” means “Exile cards from the top of your library until you exile a nonland card with mana value N or less. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than or equal to N. If you don’t cast it, put that card into your hand. Put the remaining exiled cards on the bottom of your library in a random order.”", + "zh": "“倾探N”意指“从你的牌库顶开始放逐牌,直到放逐一张法术力值等于或小于N的非地牌为止。你可以施放该牌,且不需支付其法术力费用,只要该牌所成为的咒语之法术力值等于或小于N。如果你未施放此牌,则将它置于你手上。然后将所有以此法放逐的其他牌以随机顺序置于你的牌库底。”" + }, + { + "chapter": "701.57b", + "en": "A player has “discovered” after the process described in 701.57a is complete, even if some or all of those actions were impossible.", + "zh": "在完成规则701.57a中所述之流程后,牌手便已“倾探”,就算该流程之部分或全部动作无法完成也是一样。" + }, + { + "chapter": "701.57c", + "en": "If the final card exiled during the process described in rule 701.57a has mana value N or less, it is the “discovered card,” regardless of whether it was cast or put into a player’s hand.", + "zh": "如果以规则701.57a中所述之流程放逐的最后一张牌之法术力值等于或小于N,则该牌为“所倾探之牌”,无论该牌是被施放还是置于手上。" + } + ] + }, + { + "chapter": "701.58.", + "en": "Cloak", + "zh": "匿伏", + "subrules": [ + { + "chapter": "701.58a", + "en": "To cloak a card, turn it face down. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a cloaked permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up.", + "zh": "匿伏一张牌指,将其翻为牌面朝下。它成为2/2、具守护{2}的生物牌,没有规则文字,没有名称,没有副类别,没有法术力费用。将其牌面朝下地放进战场。只要该永久物牌面朝下,它便是已匿伏的永久物。此设定特征之效应会持续影响此牌面朝下的牌张,直到其被翻回正面为止。" + }, + { + "chapter": "701.58b", + "en": "Any time you have priority, you may turn a cloaked permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.)", + "zh": "在你拥有优先权的时机下,你可以把由你操控之已匿伏的永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则116.2b)。具体方法如下:将代表该永久物的牌张展示给所有牌手,以示此牌确为生物牌,并展示其法术力费用,支付此费用,然后将该永久物翻回正面。于此牌处于牌面朝下状态时设定其特征的效应随之结束,其重新获得在正常状况下的特征。(如果代表该永久物的牌不是生物牌,或是没有法术力费用,则它不能以此法翻回正面。)" + }, + { + "chapter": "701.58c", + "en": "If a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a cloaked permanent face up.", + "zh": "如果匿伏的是一张具变身异能的牌,则其操控者可将其当作具变身异能的牌面朝下生物,并按照规则702.37e中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已匿伏的永久物来翻回正面。" + }, + { + "chapter": "701.58d", + "en": "If a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a cloaked permanent face up.", + "zh": "如果匿伏的是一张具伪装异能的牌,则其操控者可将其当作具伪装异能的牌面朝下生物,并按照规则702.168d中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已匿伏的永久物来翻回正面。" + }, + { + "chapter": "701.58e", + "en": "If an effect instructs a player to cloak multiple cards from a single library, those cards are cloaked one at a time.", + "zh": "如果某效应指示牌手从其牌库匿伏数张牌,则逐张匿伏该些牌。" + }, + { + "chapter": "701.58f", + "en": "If an effect instructs a player to cloak a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t cloaked. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.", + "zh": "如果某效应指示牌手匿伏一张牌,且有另一个规则或效应阻止该面朝下的物件进入战场,该牌不会被匿伏。其特征不会被改变,并留在原来的区域。如果它原本是面朝上的,它仍然是面朝上。" + }, + { + "chapter": "701.58g", + "en": "If a cloaked permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger.", + "zh": "如果一个由瞬间和法术牌代表之已匿伏的永久物将要翻回正面,则其操控者展示该牌,然后将其保持牌面朝下。因永久物翻回正面时触发的异能不会触发。" + }, + { + "chapter": "701.58h", + "en": "See rule 708, “Face-Down Spells and Permanents,” for more information.", + "zh": "欲了解更多信息,参见规则708,“牌面朝下的咒语和永久物”。" + } + ] + }, + { + "chapter": "701.59.", + "en": "Collect Evidence", + "zh": "搜证", + "subrules": [ + { + "chapter": "701.59a", + "en": "To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater.", + "zh": "“搜证N”意指,从你的坟墓场放逐任意数量的牌,且其法术力值加总须达到N或更多。" + }, + { + "chapter": "701.59b", + "en": "If a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from their graveyard (usually because there aren’t enough cards to do so) they can’t choose to collect evidence.", + "zh": "如果牌手于其无法放逐法术力值加总达到N或更多的牌时得到搜证的选项(通常是由于其坟墓场中没有足够的牌),则其不能选择进行搜证。" + }, + { + "chapter": "701.59c", + "en": "A spell that has an ability that allows a player to collect evidence as an additional cost to cast it may have another ability that refers to whether evidence was collected. These abilities are linked. See rule 607, “Linked Abilities.”", + "zh": "如果一个咒语具有允许牌手搜证以作为施放此咒语的额外费用的异能,则其可能还具有另一个提及是否搜证的异能。这些异能相互关联。参见规则607,“关联异能”。" + } + ] + }, + { + "chapter": "701.60.", + "en": "Suspect", + "zh": "怀疑", + "subrules": [ + { + "chapter": "701.60a", + "en": "Certain spells and abilities instruct a player to suspect a creature. That creature becomes suspected until it leaves the battlefield or until a spell or ability causes it to no longer be suspected.", + "zh": "某些咒语和异能指示牌手怀疑一个生物。该生物成为已遭疑,直到它离开战场或是有咒语或异能使其不再遭疑为止。" + }, + { + "chapter": "701.60b", + "en": "Suspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neither an ability nor part of the permanent’s copiable values.", + "zh": "已遭疑是永久物能够具有的称号。只有永久物能够具有已遭疑此称号。已遭疑既不是异能,也不是该永久物可复制特征值的一部分。" + }, + { + "chapter": "701.60c", + "en": "A suspected permanent has menace and “This creature can’t block” for as long as it’s suspected.", + "zh": "已遭疑的永久物于已遭疑期间具有威慑异能与“此生物不能进行阻挡”。" + }, + { + "chapter": "701.60d", + "en": "A suspected permanent can’t become suspected again.", + "zh": "已遭疑的永久物不能再次成为已遭疑。" + } + ] + }, + { + "chapter": "701.61.", + "en": "Forage", + "zh": "觅粮", + "subrules": [ + { + "chapter": "701.61a", + "en": "To forage means “Exile three cards from your graveyard or sacrifice a Food.”", + "zh": "觅粮意指“从你的坟墓场放逐三张牌,或牺牲一个食品”。" + } + ] + }, + { + "chapter": "701.62.", + "en": "Manifest Dread", + "zh": "显化惧象", + "subrules": [ + { + "chapter": "701.62a", + "en": "“Manifest dread” means “Look at the top two cards of your library. Manifest one of them, then put the cards you looked at that were not manifested this way into your graveyard.” See rule 701.40, “Manifest.”", + "zh": "“显化惧象”意指“检视你牌库顶的两张牌。将其中一张显化,然后将所检视之牌中未以此法显化的牌置入你的坟墓场。”参见规则701.40,“显化”。" + }, + { + "chapter": "701.62b", + "en": "An ability that triggers whenever a player manifests dread triggers after the process described in rule 701.62a is complete, even if some or all of those actions were impossible.", + "zh": "每当牌手显化惧象时触发的异能会在完成规则701.62a所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。" + } + ] + }, + { + "chapter": "701.63.", + "en": "Endure", + "zh": "续战", + "subrules": [ + { + "chapter": "701.63a", + "en": "Certain abilities instruct a permanent to endure N. To do so, that permanent’s controller creates an N/N white Spirit creature token unless they put N +1/+1 counters on that permanent.", + "zh": "某些异能会指示永久物续战N。其意指,除非该永久物的操控者在该永久物上放置N个+1/+1指示物,否则其派出一个N/N白色精怪衍生生物。" + }, + { + "chapter": "701.63b", + "en": "If a permanent is instructed to endure 0, nothing happens. No counters are put on that permanent and no tokens are created.", + "zh": "如果某永久物被指示续战0,则什么都不会发生。该永久物上不会放置任何指示物,也不会派出衍生物。" + } + ] + }, + { + "chapter": "701.64.", + "en": "Harness", + "zh": "掌控", + "subrules": [ + { + "chapter": "701.64a", + "en": "“Harness [this permanent]” means “If this permanent isn’t harnessed, it becomes harnessed.”", + "zh": "“掌控[此永久物]”意指“如果此永久物未受掌控,则它成为受掌控。”" + }, + { + "chapter": "701.64b", + "en": "Harnessed is a designation that has no rules meaning other than to act as a marker that other spells and abilities can identify. Only permanents can be or become harnessed. Once a permanent becomes harnessed, it stays harnessed until it leaves the battlefield. Harnessed is neither an ability nor part of the permanent’s copiable values.", + "zh": "“受掌控”此称号并无规则含义。它仅用作标记,供其他咒语和异能辨识之用。只有永久物能够受掌控。一旦某永久物已受掌控后,它便会一直保持已受掌控,直到它离开战场为止。“受掌控”既不是异能,也不是该永久物可复制特征值的一部分。" + } + ] + }, + { + "chapter": "701.65.", + "en": "Airbend", + "zh": "截气", + "subrules": [ + { + "chapter": "701.65a", + "en": "Certain spells and abilities instruct a player to airbend one or more permanents and/or spells. To do so, that player exiles those objects. For each card exiled this way, for as long as it remains exiled, its owner may cast it by paying {2} rather than paying its mana cost.", + "zh": "某些咒语和异能会指示牌手对一个或数个永久物和/或咒语截气。其意指,该牌手放逐这些物件。对每张以此法放逐的牌而言,只要该牌持续被放逐,其拥有者便可以施放之,但需支付{2},而不支付其法术力费用。" + }, + { + "chapter": "701.65b", + "en": "An ability that triggers whenever a player airbends triggers when that player exiles one or more objects as a result of an instruction to airbend.", + "zh": "每当牌手截气时触发的异能会在牌手因执行截气的指示而放逐一个或数个物件时触发。" + } + ] + }, + { + "chapter": "701.66.", + "en": "Earthbend", + "zh": "运土", + "subrules": [ + { + "chapter": "701.66a", + "en": "“Earthbend N” means “Target land you control becomes a 0/0 land creature with haste in addition to its other types. Put N +1/+1 counters on it. When that land dies or is put into exile, return it to the battlefield tapped under your control.”", + "zh": "“运土N”意指“目标由你操控的地成为0/0,具敏捷异能的地生物,且仍具有原本类别。在其上放置N个+1/+1指示物。当该地死去或进入放逐区时,将它在你的操控下移回战场。”" + }, + { + "chapter": "701.66b", + "en": "An ability that triggers whenever a player earthbends triggers when the delayed triggered ability described in rule 701.66a is created.", + "zh": "每当牌手运土时触发的异能会在701.66a中所述之延迟触发式异能被创造时触发。" + } + ] + }, + { + "chapter": "701.67.", + "en": "Waterbend", + "zh": "截水", + "subrules": [ + { + "chapter": "701.67a", + "en": "“Waterbend [cost]” means “Pay [cost]. For each generic mana in that cost, you may tap an untapped artifact or creature you control rather than pay that mana.”", + "zh": "“截水[费用]”意指“支付[费用]。你可以为此费用中的每一点一般法术力横置一个由你操控且未横置的神器或生物,而不支付该法术力。”" + }, + { + "chapter": "701.67b", + "en": "If a waterbend cost is part of the total cost to cast a spell or activate an ability (usually because the waterbend cost itself is an additional cost), the alternate method to pay for mana described in rule 701.67a may be used only to pay for the amount of generic mana in the waterbend cost, even if the total cost to cast that spell or activate that ability includes other generic mana components.", + "zh": "如果某个截水费用是施放咒语或起动异能之总费用的一部分(通常是因为截水费用本身就是额外费用),则规则701.67a中所述之支付法术力的替代方法,只能用于支付截水费用中的一般法术力部分,就算施放该咒语或起动该异能的总费用中包含其他一般法术力的部分也是如此。", + "extras": [ + { + "en": "Example: Spirit Water Revival is a spell that costs {1}{U}{U} and says, in part, “As an additional cost to cast this spell, waterbend {6}.” As you cast it, you may tap up to six artifacts and/or creatures you control to pay the for the {6} in its waterbend cost, but you can’t tap any artifacts or creatures to pay for any part of the {1}{U}{U} mana cost.", + "zh": "例如:灵水复生是个费用为{1}{U}{U}的咒语,其部分叙述为“你可以截水{6},以作为施放此咒语的额外费用。”于你施放此咒语时,你可以横置至多六个由你操控的神器和/或生物来支付其截水费用中的{6},但你不能横置任何神器或生物来支付其{1}{U}{U}法术力费用中的任何部分。" + } + ] + }, + { + "chapter": "701.67c", + "en": "An ability that triggers whenever a player waterbends triggers whenever that player pays a waterbend cost, regardless of how they paid that cost.", + "zh": "每当牌手截水时触发的异能会在牌手支付一个截水费用时触发,无论该费用是以何方式支付。" + } + ] + }, + { + "chapter": "701.68.", + "en": "Blight", + "zh": "衰萎", + "subrules": [ + { + "chapter": "701.68a", + "en": "To “blight N” means to put N -1/-1 counters on a creature you control.", + "zh": "“衰萎N”意指“在一个由你操控的生物上放置N个-1/-1指示物。”" + }, + { + "chapter": "701.68b", + "en": "If a player is given the choice to blight but is unable to put N -1/-1 counters on a creature they control (usually because they control no creatures), they can’t choose to blight.", + "zh": "如果牌手于其无法在由其操控的生物上放置N个-1/-1指示物时得到衰萎的选项(通常是由于其未操控生物),则其不能选择进行衰萎。" + }, + { + "chapter": "701.68c", + "en": "Some spells and abilities that instruct a player to blight refer to the “blighted creature.” This phrase refers to the object that the player who was instructed to blight chose to put -1/-1 counters on when blighting.", + "zh": "一些指示牌手衰萎的咒语和异能提及“所衰萎的生物”。此用语提及的物件指的是于牌手衰萎时,在其上放置-1/-1指示物的物件。" + }, + { + "chapter": "701.68d", + "en": "An ability that triggers whenever a player blights triggers after the process described in rule 701.68a is complete, regardless of what events actually occurred.", + "zh": "每当牌手衰萎时触发的异能会在完成规则701.68a中所述之流程后触发,无论实际发生的事件为何。" + } + ] + } + ] + }, + { + "chapter": "702.", + "en": "Keyword Abilities", + "zh": "关键字异能", + "subrules": [ + { + "chapter": "702.1.", + "en": "Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule.", + "zh": "绝大多数的异能都在牌张的规则叙述中清楚地描述出了自己的作用。然而,有些异能极为常见,或是其定义会占去牌上太多的空间。在这些情况下,该物件上便只会列出该异能的名称,作为“关键字”;有时会以规则提示来简略说明该异能相对应的游戏规则。", + "subrules": [ + { + "chapter": "702.1a", + "en": "If an effect refers to a “[keyword ability] cost,” it refers only to the variable costs for that keyword.", + "zh": "如果一个效应提及“[关键字异能]费用”,它只指该关键字异能的可变数值费用。", + "extras": [ + { + "en": "Example: Varolz, the Scar-Striped has an ability that says “Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost.” A creature card’s scavenge cost is an amount of mana equal to its mana cost, and the activation cost of the scavenge ability is that amount of mana plus “Exile this card from your graveyard.”", + "zh": "例如:痕躯瓦罗兹具有异能叙述为“你坟墓场的每张生物牌都具有食腐异能。其食腐费用等同于该牌的法术力费用。”一张生物牌的食腐费用的数值等于其法术力费用,该食腐异能的起动费用为该费用加上“从你的坟墓场放逐此牌”。" + } + ] + }, + { + "chapter": "702.1b", + "en": "An effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated.", + "zh": "赋予某物件关键字异能的效应可能根据该物件或关于游戏状态的其他信息定义该异能中的可变数值。对于此类异能,该可变数值的数值会持续更新。", + "extras": [ + { + "en": "Example: Volcano Hellion has the ability “This creature has echo {X}, where X is your life total.” If your life total is 10 when Volcano Hellion’s echo ability triggers but 5 when it resolves, the echo cost to pay is {5}.", + "zh": "例如:熔岩口地狱兽具有异能“此生物具有返响{X},X为你的总生命。”如果当熔岩口地狱兽的返响异能触发时你的总生命为10,但其结算时你的总生命为5,则需要支付的返响费用为{5}。" + }, + { + "en": "Example: Fire//Ice is a split card whose halves have the mana costs {1}{R} and {1}{U}. Past in Flames reads “Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.” Fire//Ice has “Flashback {2}{U}{R}” while it is in your graveyard, but if you choose to cast Fire, the resulting spell has “Flashback {1}{R}.”", + "zh": "例如:热火//寒冰是一张连体牌,其两半的法术力费用为{1}{R}和{1}{U}。过往成焰叙述为“你坟墓场中的每张瞬间与法术牌都获得返照异能直到回合结束。其返照费用等同于该牌的法术力费用。”热火//寒冰在你的坟墓场中具有“返照{2}{U}{R}”,但如果你选择施放热火,由此施放的咒语具有“返照{1}{R}”。" + } + ] + }, + { + "chapter": "702.1c", + "en": "An effect may state that “the same is true for” a list of keyword abilities or similar. If one of those keyword abilities has variants or variables and the effect grants that keyword or counters of that keyword to one or more objects and/or players, it grants each appropriate variant and variable of that keyword.", + "zh": "一个效应可能会叙述一系列关键字异能或类似情形“亦比照办理”。如果这些关键字异能其中之一具有变化形式或变量,且该效应赋予一个或数个物件和/或牌手该关键字异能或指示物,则它赋予该关键字异能或指示物的每一种适用的变化形式或变量。", + "extras": [ + { + "en": "Example: Concerted Effort is an enchantment that reads “At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.” As that triggered ability resolves, each landwalk and protection ability from among creatures you control is granted to each creature you control.", + "zh": "例如:协力合作是一个结界,叙述为“在每位牌手的维持开始时,如果由你操控的某个生物具有飞行异能,则所有由你操控的生物获得飞行异能直到回合结束;且恐惧,先攻,连击,地行者,保护,践踏,以及警戒等异能亦比照办理。”于该触发式异能结算时,你操控的生物中具有的每一种地行者异能和保护异能均会赋予给每个由你操控的生物。" + } + ] + }, + { + "chapter": "702.1d", + "en": "An effect may refer to an object “with [keyword ability]” or “that has [keyword ability].” This means the same thing as an object “with a [keyword ability] ability” or an object “that has a [keyword ability] ability.”", + "zh": "一个效应可能会提及“具[关键字异能]”或“具有[关键字异能]”的物件。这与提及“具[关键字异能]异能”或“具有[关键字异能]异能”的物件意义相同。" + } + ] + }, + { + "chapter": "702.2.", + "en": "Deathtouch", + "zh": "死触", + "subrules": [ + { + "chapter": "702.2a", + "en": "Deathtouch is a static ability.", + "zh": "死触属于静止式异能。" + }, + { + "chapter": "702.2b", + "en": "A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.", + "zh": "如果在上一次检查状态动作后,一个生物受到具死触之来源的伤害,它便作为状态动作被消灭。参见规则704。" + }, + { + "chapter": "702.2c", + "en": "Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if excess damage is being dealt.", + "zh": "在检查是否造成过量伤害时,任何具有死触的来源对生物分配的非零战斗伤害均认为是致命伤害。" + }, + { + "chapter": "702.2d", + "en": "The deathtouch rules function no matter what zone an object with deathtouch deals damage from.", + "zh": "无论具有死触之物件是从哪个区域造成的伤害,死触异能规则都会生效。" + }, + { + "chapter": "702.2e", + "en": "If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.", + "zh": "如果一个永久物在使其造成伤害的效应生效前便离开战场,则会使用其最后已知信息来判断该永久物是否具有死触异能。" + }, + { + "chapter": "702.2f", + "en": "Multiple instances of deathtouch on the same object are redundant.", + "zh": "同一个物件上的多个死触异能并无意义。" + } + ] + }, + { + "chapter": "702.3.", + "en": "Defender", + "zh": "守军", + "subrules": [ + { + "chapter": "702.3a", + "en": "Defender is a static ability.", + "zh": "守军属于静止式异能。" + }, + { + "chapter": "702.3b", + "en": "A creature with defender can’t attack.", + "zh": "具有守军的生物不能进行攻击。" + }, + { + "chapter": "702.3c", + "en": "Multiple instances of defender on the same creature are redundant.", + "zh": "同一个生物上的多个守军异能并无意义。" + } + ] + }, + { + "chapter": "702.4.", + "en": "Double Strike", + "zh": "连击", + "subrules": [ + { + "chapter": "702.4a", + "en": "Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)", + "zh": "连击属于静止式异能,它会影响战斗伤害步骤的规则。(参见规则510,“战斗伤害步骤”。)" + }, + { + "chapter": "702.4b", + "en": "If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.", + "zh": "如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻(参见规则702.7)或连击,则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。" + }, + { + "chapter": "702.4c", + "en": "Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.", + "zh": "如果在第一个战斗伤害步骤中移除一个生物的连击异能,则此生物将无法在第二个战斗伤害步骤中分配战斗伤害。" + }, + { + "chapter": "702.4d", + "en": "Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.", + "zh": "如果在一个具有先攻异能的生物在第一个战斗伤害步骤造成过战斗伤害后赋予其连击异能,将使该生物继续在第二个战斗伤害步骤中分配战斗伤害。" + }, + { + "chapter": "702.4e", + "en": "Multiple instances of double strike on the same creature are redundant.", + "zh": "同一个生物上的多个连击异能并无意义。" + } + ] + }, + { + "chapter": "702.5.", + "en": "Enchant", + "zh": "结附", + "subrules": [ + { + "chapter": "702.5a", + "en": "Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.", + "zh": "结附属于静止式异能,写作“结附于[物件或牌手]”。结附异能会限制灵气咒语的目标,以及灵气能够结附的对象。" + }, + { + "chapter": "702.5b", + "en": "For more information about Auras, see rule 303, “Enchantments.”", + "zh": "关于灵气的更多信息,参见规则303,“结界”。" + }, + { + "chapter": "702.5c", + "en": "If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.", + "zh": "如果一个灵气上有多个结附异能,则它们均会生效。该灵气的目标必须遵循所有结附异能的限制。此灵气只能结附于符合其所有结附异能限制的物件或牌手。" + }, + { + "chapter": "702.5d", + "en": "Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.", + "zh": "能结附于牌手的灵气能以牌手为目标,并贴附于其上。此类灵气不能指定永久物为目标,也不能贴附于永久物之上。" + } + ] + }, + { + "chapter": "702.6.", + "en": "Equip", + "zh": "佩带", + "subrules": [ + { + "chapter": "702.6a", + "en": "Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.”", + "zh": "佩带属于武具牌特有的起动式异能。“佩带[费用]”意指,“[费用]:将此武具贴附于目标由你操控的生物上。只能于法术时机起动。”" + }, + { + "chapter": "702.6b", + "en": "For more information about Equipment, see rule 301, “Artifacts.”", + "zh": "关于武具的更多信息,参见规则301,“神器”。" + }, + { + "chapter": "702.6c", + "en": "Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form “Equip [quality]” or “Equip [quality] creature.” These equip abilities may legally target only a creature that’s controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don’t restrict what the Equipment may be attached to.", + "zh": "佩带异能可能会进一步限制哪些生物可以选作合法目标。此类限制通常以“佩带[特性]”或“佩带[特性]生物”的形式出现。这些佩带异能只能合法指定由起动该异能之牌手所操控的、且具有该特性的生物。佩带异能的额外限制并不限制该武具能贴附于什么生物上面。" + }, + { + "chapter": "702.6d", + "en": "If a permanent has multiple equip abilities, any of its equip abilities may be activated.", + "zh": "如果同一个武具上有多个佩带异能,其上的任意一个佩带异能都可以被起动。" + }, + { + "chapter": "702.6e", + "en": "“Equip planeswalker” is a variant of the equip ability. “Equip planeswalker [cost]” means “[Cost]: Attach this permanent to target planeswalker you control as though that planeswalker were a creature. Activate only as a sorcery.”", + "zh": "“佩带鹏洛客”是佩带异能的一种变化形式。“佩带鹏洛客[费用]”意指“[费用]:将目标由你操控的鹏洛客视同生物地来把此永久物贴附于其上。只能于法术时机起动。”" + } + ] + }, + { + "chapter": "702.7.", + "en": "First Strike", + "zh": "先攻", + "subrules": [ + { + "chapter": "702.7a", + "en": "First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)", + "zh": "先攻属于静止式异能,它会影响战斗伤害步骤的规则。(参见规则510,“战斗伤害步骤”。)" + }, + { + "chapter": "702.7b", + "en": "If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.", + "zh": "如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻或连击(参见规则702.4),则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。" + }, + { + "chapter": "702.7c", + "en": "Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t preclude that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).", + "zh": "如果在第一个战斗伤害步骤当中,造成了战斗伤害之后再赋予一个不具有先攻异能的生物该异能,并不会使此生物在第二个战斗伤害步骤中无法分配战斗伤害。如果在一个具有先攻异能的生物于第一个战斗伤害步骤中造成伤害后,移除该生物上的先攻异能,也不会使它在第二个战斗伤害步骤中再次分配战斗伤害(除非该生物具有连击异能)。" + }, + { + "chapter": "702.7d", + "en": "Multiple instances of first strike on the same creature are redundant.", + "zh": "同一个生物上的多个先攻异能并无意义。" + } + ] + }, + { + "chapter": "702.8.", + "en": "Flash", + "zh": "闪现", + "subrules": [ + { + "chapter": "702.8a", + "en": "Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.”", + "zh": "闪现属于静止式异能,具有此异能的牌在位于你可以使用它的区域中生效。“闪现”意指,“你可以于你能够施放瞬间的时机下使用此牌。”" + }, + { + "chapter": "702.8b", + "en": "Multiple instances of flash on the same object are redundant.", + "zh": "同一个物件上的多个闪现异能并无意义。" + } + ] + }, + { + "chapter": "702.9.", + "en": "Flying", + "zh": "飞行", + "subrules": [ + { + "chapter": "702.9a", + "en": "Flying is an evasion ability.", + "zh": "飞行属于躲避式异能。" + }, + { + "chapter": "702.9b", + "en": "A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, “Declare Blockers Step,” and rule 702.17, “Reach.”)", + "zh": "具有飞行的生物只能被具有飞行和/或延势的生物阻挡。无论一个生物是否具有飞行,具有飞行的生物都可以阻挡它。(参见规则509,“宣告阻挡者步骤”和规则702.17,“延势”。)" + }, + { + "chapter": "702.9c", + "en": "Multiple instances of flying on the same creature are redundant.", + "zh": "同一个生物上的多个飞行异能并无意义。" + } + ] + }, + { + "chapter": "702.10.", + "en": "Haste", + "zh": "敏捷", + "subrules": [ + { + "chapter": "702.10a", + "en": "Haste is a static ability.", + "zh": "敏捷属于静止式异能。" + }, + { + "chapter": "702.10b", + "en": "If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since their most recent turn began. (See rule 302.6.)", + "zh": "如果一个生物具有敏捷,则即使它的操控者在其最近的一回合开始时并未持续操控它,它依然能够攻击。(参见规则302.6。)" + }, + { + "chapter": "702.10c", + "en": "If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player continuously since their most recent turn began. (See rule 302.6.)", + "zh": "如果一个生物具有敏捷,则即使它的操控者在其最近的一回合开始时并未持续操控它,也能够起动费用中包括横置或重置符号的起动式异能。(参见规则302.6。)" + }, + { + "chapter": "702.10d", + "en": "Multiple instances of haste on the same creature are redundant.", + "zh": "同一个生物上的多个敏捷异能并无意义。" + } + ] + }, + { + "chapter": "702.11.", + "en": "Hexproof", + "zh": "辟邪", + "subrules": [ + { + "chapter": "702.11a", + "en": "Hexproof is a static ability.", + "zh": "辟邪是静止式异能。" + }, + { + "chapter": "702.11b", + "en": "“Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”", + "zh": "在永久物上的“辟邪”意指“此永久物不能成为你对手所操控的咒语或异能的目标。”" + }, + { + "chapter": "702.11c", + "en": "“Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.”", + "zh": "在牌手上的“辟邪”意指“你不能成为你对手所操控的咒语或异能的目标。”" + }, + { + "chapter": "702.11d", + "en": "“Hexproof from [quality]” is a variant of the hexproof ability. “Hexproof from [quality]” on a permanent means “This permanent can’t be the target of [quality] spells your opponents control or abilities your opponents control from [quality] sources.” A “hexproof from [quality]” ability is a hexproof ability.", + "zh": "“反[特性]辟邪”是辟邪异能的一种变化形式。永久物上的“反[特性]辟邪”意指“此永久物不能成为由对手操控之[特性]咒语,或由对手操控之[特性]来源异能的目标。”“反[特性]辟邪”异能是一种辟邪异能。" + }, + { + "chapter": "702.11e", + "en": "Any effect that causes an object to lose hexproof will cause an object to lose all “hexproof from [quality]” abilities. Any effect that allows a player to choose a creature with hexproof as a target as though it didn’t have hexproof will allow a player to choose a creature with a “hexproof from [quality]” ability. Any effect that looks for a card with hexproof will find a card with a “hexproof from [quality]” ability.", + "zh": "使物件失去辟邪异能之效应亦会使其失去所有“反[特性]辟邪”异能。允许牌手将具辟邪异能的生物视同不具辟邪异能地选择为目标之效应亦会允许牌手选择具“反[特性]辟邪”异能的生物为目标。寻找具辟邪异能的牌之效应亦会找到具“反[特性]辟邪”异能的牌。" + }, + { + "chapter": "702.11f", + "en": "“Hexproof from [quality A] and from [quality B]” is shorthand for “hexproof from [quality A]” and “hexproof from [quality B]”; it behaves as two separate hexproof abilities.", + "zh": "“反[特性A]与反[特性B]辟邪”是“反[特性A]辟邪”及“反[特性B]辟邪”的简写形式;此类叙述与分别列出两个辟邪异能相同。" + }, + { + "chapter": "702.11g", + "en": "“Hexproof from each [characteristic]” is shorthand for “hexproof from [quality A],” “hexproof from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate hexproof abilities.", + "zh": "“反每个[特征]辟邪”是为该特征所有可能出现的每个特性单独列出“反[特性A]辟邪”,“反[特性B]辟邪”等等的缩略形式;此类叙述与分别列出数个辟邪异能相同。(译注:中文牌上的Hexproof from all [characteristic]不一定会译作“反每个[特征]辟邪”,而是可能根据特征中含有的特性数值进行相应的调整,如“反五色辟邪”。)" + }, + { + "chapter": "702.11h", + "en": "Multiple instances of the same hexproof ability on the same permanent or player are redundant.", + "zh": "同一个永久物或牌手上的多个同种辟邪异能并无意义。" + } + ] + }, + { + "chapter": "702.12.", + "en": "Indestructible", + "zh": "不灭", + "subrules": [ + { + "chapter": "702.12a", + "en": "Indestructible is a static ability.", + "zh": "不灭是一个静止式异能。" + }, + { + "chapter": "702.12b", + "en": "A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).", + "zh": "一个具有不灭的永久物不能被消灭。这些永久物不会被致命伤害消灭,且它们忽略检查致命伤害的状态动作(参见规则704.5g)。" + }, + { + "chapter": "702.12c", + "en": "Multiple instances of indestructible on the same permanent are redundant.", + "zh": "同一个永久物上的多个不灭异能并无意义。" + } + ] + }, + { + "chapter": "702.13.", + "en": "Intimidate", + "zh": "威吓", + "subrules": [ + { + "chapter": "702.13a", + "en": "Intimidate is an evasion ability.", + "zh": "威吓属于躲避式异能。" + }, + { + "chapter": "702.13b", + "en": "A creature with intimidate can’t be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, “Declare Blockers Step.”)", + "zh": "具有威吓的生物只能被神器生物和/或与之有共通颜色的生物阻挡。(参见规则509,“宣告阻挡者步骤”。)" + }, + { + "chapter": "702.13c", + "en": "Multiple instances of intimidate on the same creature are redundant.", + "zh": "同一个生物上的多个威吓异能并无意义。" + } + ] + }, + { + "chapter": "702.14.", + "en": "Landwalk", + "zh": "地行者", + "subrules": [ + { + "chapter": "702.14a", + "en": "Landwalk is a generic term that appears within an object’s rules text as “[type]walk,” where [type] is usually a land type, but it can also be the card type land plus any combination of land types, card types, and/or supertypes.", + "zh": "地行者为通用词,在物件的规则叙述中都会以“[类别]行者”的格式出现,其中[类别]通常是一种地类别,但也可以是地此牌张类别、任意的地类别、牌张类别、或超类别,或是前述各类别的任意组合。" + }, + { + "chapter": "702.14b", + "en": "Landwalk is an evasion ability.", + "zh": "地行者属于躲避式异能。" + }, + { + "chapter": "702.14c", + "en": "A creature with landwalk can’t be blocked as long as the defending player controls at least one land with the specified land type (as in “islandwalk”), with the specified type or supertype (as in “artifact landwalk”), without the specified type or supertype (as in “nonbasic landwalk”), or with both the specified type or supertype and the specified subtype (as in “snow swampwalk”). (See rule 509, “Declare Blockers Step.”)", + "zh": "只要防御牌手至少操控一个符合地行者异能所述特性的地,具有该地行者异能的生物便不能被阻挡。该特性可以是具有所指定的地类别(如“海岛行者”)、具有所指定的牌张类别或超类别(如“神器地行者”)、不具有所指定的牌张类别或超类别(如“非基本地行者”),或同时具有所指定的超类别及副类别(如“雪境沼泽行者”)。(参见规则509,“宣告阻挡者步骤”。)" + }, + { + "chapter": "702.14d", + "en": "Landwalk abilities don’t “cancel” one another.", + "zh": "地行者异能并不会互相“抵消”。", + "extras": [ + { + "en": "Example: If a player controls a snow Forest, that player can’t block an attacking creature with snow forestwalk even if they also control a creature with snow forestwalk.", + "zh": "例如:如果一位牌手操控着一个雪境树林,则即使其同样操控具有雪境树林行者异能的生物,也不能阻挡具有该异能的攻击生物。" + } + ] + }, + { + "chapter": "702.14e", + "en": "Multiple instances of the same kind of landwalk on the same creature are redundant.", + "zh": "同一个生物上的多个同类别地行者异能并无意义。" + } + ] + }, + { + "chapter": "702.15.", + "en": "Lifelink", + "zh": "系命", + "subrules": [ + { + "chapter": "702.15a", + "en": "Lifelink is a static ability.", + "zh": "系命属于静止式异能。" + }, + { + "chapter": "702.15b", + "en": "Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 120.3.", + "zh": "具有系命之来源所造成的伤害,将使此来源的操控者,或如果没有操控者,则为其拥有者获得等量的生命(该伤害造成的其他结果仍照常处理)。参见规则120.3。" + }, + { + "chapter": "702.15c", + "en": "If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink.", + "zh": "如果一个物件在使其造成伤害的效应生效前便改变区域,则会使用其最后已知信息来判断该物件是否具有系命异能。" + }, + { + "chapter": "702.15d", + "en": "The lifelink rules function no matter what zone an object with lifelink deals damage from.", + "zh": "无论具有系命之物件是从哪个区域造成的伤害,系命规则都会生效。" + }, + { + "chapter": "702.15e", + "en": "If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rules 119.9–10).", + "zh": "如果多个具有系命的来源同时造成伤害,它们会分别导致一次获得生命的事件(参见规则119.9-10)。", + "extras": [ + { + "en": "Example: A player controls Ajani’s Pridemate, which reads “Whenever you gain life, put a +1/+1 counter on this creature,” and two creatures with lifelink. The creatures with lifelink deal combat damage simultaneously. Ajani’s Pridemate’s ability triggers twice.", + "zh": "例如:一位牌手操控阿耶尼的群伴,其异能为“每当你获得生命时,在此生物上放置一个+1/+1指示物。”和两个具有系命异能的生物。这些生物同时造成战斗伤害。阿耶尼的群伴的异能触发两次。" + } + ] + }, + { + "chapter": "702.15f", + "en": "Multiple instances of lifelink on the same object are redundant.", + "zh": "同一个物件上的多个系命异能并无意义。" + } + ] + }, + { + "chapter": "702.16.", + "en": "Protection", + "zh": "保护", + "subrules": [ + { + "chapter": "702.16a", + "en": "Protection is a static ability, written “Protection from [quality].” This quality is usually a color (as in “protection from black”) but can be any characteristic value or information. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2.", + "zh": "保护属于静止式异能,写作“反[特性]保护”。此特性通常为颜色(如“反黑保护”),但也可以是其他的特征或信息。如果此特性是一张牌的名称,则仅有在此保护异能指名此特性为名称时,才将其视作牌名来处理。如果此特性为一种牌张类别、副类别或超类别,则保护所使用的来源包括该类永久物,与不在战场上的该类来源。这是规则109.2的例外状况。" + }, + { + "chapter": "702.16b", + "en": "A permanent or player with protection can’t be targeted by spells with the stated quality and can’t be targeted by abilities from a source with the stated quality.", + "zh": "具有保护的永久物或牌手不能成为具所述特性的咒语,或来源为该特性的异能之目标。" + }, + { + "chapter": "702.16c", + "en": "A permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”)", + "zh": "具有保护的永久物或牌手不能被具有所述特性的灵气结附。已贴附于该永久物或牌手的此类灵气会作为状态动作置入其拥有者的坟墓场。(参见规则704,“状态动作”。)" + }, + { + "chapter": "702.16d", + "en": "A permanent with protection can’t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, “State-Based Actions.”)", + "zh": "具有保护的永久物不能佩带具所述特性的武具或构工具有该特性的工事。此类武具或工事会作为状态动作从该永久物上卸装,但仍留在战场上。(参见规则704,“状态动作”。)" + }, + { + "chapter": "702.16e", + "en": "Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.", + "zh": "如果将对具有保护的永久物或牌手造成的伤害来源具有所述特性,则此伤害会被防止。" + }, + { + "chapter": "702.16f", + "en": "Attacking creatures with protection can’t be blocked by creatures that have the stated quality.", + "zh": "具有保护的攻击生物不能被具该特性的生物阻挡。" + }, + { + "chapter": "702.16g", + "en": "“Protection from [quality A] and from [quality B]” is shorthand for “protection from [quality A]” and “protection from [quality B]”; it behaves as two separate protection abilities.", + "zh": "“反[特性A]及反[特性B]保护”是“反[特性A]保护”及“反[特性B]保护”的简写形式;此类叙述与分别列出两个保护异能相同。(译注:中文牌上已经将“反[特性A]及[特性B]保护”按两个保护异能分别译成“反[特性A]保护,反[特性B]保护”。)" + }, + { + "chapter": "702.16h", + "en": "“Protection from each [characteristic]” is shorthand for “protection from [quality A],” “protection from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities.", + "zh": "“反每个[特征]保护”是为该特征所有可能出现的每个特性单独列出“反[特性A]保护”,“反[特性B]保护”等等的缩略形式;此类叙述与分别列出数个保护异能相同。(译注:中文牌上的Protection from all [characteristic]不一定会译作“反每个[特征]保护”,而是可能根据特征中含有的特性数值进行相应的调整,如“反五色保护”。)" + }, + { + "chapter": "702.16i", + "en": "“Protection from each [set of characteristics, qualities, or players]” is shorthand for “protection from [A],” “protection from [B],” and so on for each characteristic, quality, or player in the set. It behaves as multiple separate protection abilities.", + "zh": "“所有[特征、特性或牌手的集合]之反[特征、特性或牌手]保护”是为该集合中的每个特征、特性或牌手单独列出“反[A]保护”,“反[B]保护”等等的缩略形式;此类叙述与分别列出数个保护异能相同。" + }, + { + "chapter": "702.16j", + "en": "“Protection from everything” is a variant of the protection ability. A permanent or player with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities and can’t be enchanted by Auras. Such a permanent can’t be equipped by Equipment, fortified by Fortifications, or blocked by creatures. All damage that would be dealt to such a permanent or player is prevented.", + "zh": "“反一切保护”是保护的变化形式。具有反一切保护的永久物或牌手具有反每个物件的保护,无论该物件的特征为何。此类永久物或牌手不能成为咒语或异能的目标,且不能被灵气结附。此类永久物不能佩带武具、不能构工工事,且不能被生物阻挡。防止将对此类永久物或牌手造成的所有伤害。" + }, + { + "chapter": "702.16k", + "en": "“Protection from [a player]” is a variant of the protection ability. A permanent or player with protection from a specific player has protection from each object that player controls and protection from each object that player owns not controlled by another player, regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities the specified player controls and can’t be enchanted by Auras that player controls. Such a permanent can’t be equipped by Equipment that player controls, fortified by Fortifications that player controls, or blocked by creatures that player controls. All damage that would be dealt to such a permanent or player by sources controlled by the specified player or owned by that player but not controlled by another player is prevented.", + "zh": "“反[一位牌手]保护”是保护的变化形式。具有反一位特定牌手保护的永久物或牌手,具有反该牌手操控之每个物件的保护异能,反该牌手拥有但未被另一位牌手操控之每个物件的保护异能,无论该物件的特征为何。此类永久物或牌手不能成为该牌手操控的咒语或异能的目标,且不能被该牌手操控的灵气结附。此类永久物也不能佩带该牌手操控的武具、不能构工该牌手操控的工事、不能被该牌手操控的生物阻挡。防止所有由该牌手操控、或由该牌手拥有但未被另一位牌手操控之来源将对此类永久物或牌手造成的所有伤害。" + }, + { + "chapter": "702.16m", + "en": "Multiple instances of protection from the same quality on the same permanent or player are redundant.", + "zh": "同一永久物或牌手上的多个同特性保护异能并无意义。" + }, + { + "chapter": "702.16n", + "en": "Some Auras both give the enchanted creature protection from a quality and say “this effect doesn’t remove” either that specific Aura or all Auras. This means that the specified Auras aren’t put into their owners’ graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.", + "zh": "一些灵气既赋予所结附的生物反特性保护,又叙述“此效应不会移除”该灵气或所有灵气。此叙述的意义为这些灵气不会因状态动作置入其拥有者的坟墓场。如果该生物额外具有其他同特性保护异能,这些异能会如常影响灵气。" + }, + { + "chapter": "702.16p", + "en": "One Aura (Benevolent Blessing) gives the enchanted creature protection from a quality and says the effect doesn’t remove certain permanents that are “already attached to” that creature. This means that, when the protection effect starts to apply, any objects with the stated quality that are already attached to that creature (including the Aura giving that creature protection) will not be put into their owners’ graveyards as a state-based action. Other permanents with the stated quality can’t become attached to the creature. If the creature has other instances of protection from the same quality, those instances affect attached permanents as normal.", + "zh": "一个灵气(善心祝福)赋予所结附的生物反特性保护,并叙述此效应不会移除已贴附于其上的一些永久物。这是意指,当保护效应开始生效时,任何具有所述特性的、已贴附于该生物的物件(包括赋予该生物保护异能的灵气在内)不会因状态动作置入其拥有者的坟墓场。其他具有所述特性的永久物不能再贴附于该生物。如果该生物额外具有其他同特性保护异能,这些异能会如常影响贴附于其上的永久物。" + } + ] + }, + { + "chapter": "702.17.", + "en": "Reach", + "zh": "延势", + "subrules": [ + { + "chapter": "702.17a", + "en": "Reach is a static ability.", + "zh": "延势属于静止式异能。" + }, + { + "chapter": "702.17b", + "en": "A creature with flying can’t be blocked except by creatures with flying and/or reach. (See rule 509, “Declare Blockers Step,” and rule 702.9, “Flying.”)", + "zh": "具有飞行的生物只能被具有飞行和/或延势的生物阻挡。(参见规则509,“宣告阻挡者步骤”和规则702.9,“飞行”。)" + }, + { + "chapter": "702.17c", + "en": "Multiple instances of reach on the same creature are redundant.", + "zh": "同一个生物上的多个延势异能并无意义。" + } + ] + }, + { + "chapter": "702.18.", + "en": "Shroud", + "zh": "帷幕", + "subrules": [ + { + "chapter": "702.18a", + "en": "Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.”", + "zh": "帷幕属于静止式异能。“帷幕”意指,“此永久物或牌手不能成为咒语或异能的目标。”" + }, + { + "chapter": "702.18b", + "en": "Multiple instances of shroud on the same permanent or player are redundant.", + "zh": "同一永久物或牌手上的多个帷幕异能并无意义。" + } + ] + }, + { + "chapter": "702.19.", + "en": "Trample", + "zh": "践踏", + "subrules": [ + { + "chapter": "702.19a", + "en": "Trample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, “Combat Damage Step.”)", + "zh": "践踏属于静止式异能,会影响分配攻击生物之战斗伤害的规则。在生物进行阻挡或造成非战斗伤害时,此异能没有效应。(参见规则510,“战斗伤害步骤”。)" + }, + { + "chapter": "702.19b", + "en": "The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any excess damage is assigned as its controller chooses among those blocking creatures and the player, planeswalker, or battle the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. The attacking creature’s controller need not assign lethal damage to all those blocking creatures but in that case can’t assign any damage to the player or planeswalker it’s attacking.", + "zh": "具有践踏的攻击生物之操控者,首先将伤害分配给所有阻挡它的生物。一旦这些阻挡生物都分配了致命伤害,则其操控者可以将过量伤害可以在阻挡生物和该生物所攻击的牌手、鹏洛客或战役之间分配。当检查是否已经分配了致命伤害时,需考虑生物上已标记的伤害,以及其他生物在同一战斗伤害步骤正在分配的伤害,但不考虑可能会改变实际造成的伤害数量的异能或效应。攻击生物的操控者不需要对每个阻挡生物分配致命伤害,但此情况下不能将伤害分配给其正在攻击的牌手或鹏洛客。", + "extras": [ + { + "en": "Example: A 2/2 creature that can block an additional creature blocks two attackers: a 1/1 with no abilities and a 3/3 with trample. The active player could assign 1 damage from the first attacker and 1 damage from the second to the blocking creature, and 2 damage to the defending player from the creature with trample.", + "zh": "例如:一个2/2且具有可以阻挡多个攻击者异能的生物阻挡了两个攻击者:其中一个是1/1、不具异能的生物,另一个是3/3、具践踏异能的生物。主动牌手可将第一个攻击者造成的1点伤害及第二个生物造成的1点伤害分配给阻挡生物,并将具践踏异能的生物造成的剩下2点伤害分配给防御牌手。" + }, + { + "en": "Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature’s controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker’s protection ability. The attacking creature’s controller can divide the rest of the damage as they choose between the blocking creature and the defending player.", + "zh": "例如:一个6/6、具有践踏异能的绿色生物被一个2/2、具反绿保护的生物阻挡。即使对该阻挡者造成的伤害会被保护异能所防止,该攻击生物的操控者也必须将至少2点伤害分配给阻挡者。进行攻击的生物之操控者可以选择将剩余的伤害在阻挡生物与防御牌手之间分配。" + } + ] + }, + { + "chapter": "702.19c", + "en": "Trample over planeswalkers is a variant of trample that modifies the rules for assigning combat damage to planeswalkers. The controller of a creature with trample over planeswalkers assigns that creature’s combat damage as described in rule 702.19b, with one exception. If that creature is attacking a planeswalker, after lethal damage is assigned to all blocking creatures and damage at least equal to the loyalty of the planeswalker the creature is attacking is assigned to that planeswalker, further excess damage may be assigned as the attacking creature’s controller chooses among those blocking creatures, that planeswalker, and that planeswalker’s controller. When checking for assigned damage equal to a planeswalker’s loyalty, take into account damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt.", + "zh": "践踏鹏洛客是践踏异能的变化,会影响对鹏洛客分配战斗伤害的规则。具践踏鹏洛客异能的生物之操控者依照规则702.19b所述分配该生物的战斗伤害,但有一点例外。如果该生物正在攻击鹏洛客,在为所有阻挡生物分配战斗伤害、且至少为该生物所攻击的鹏洛客分配等同于该鹏洛客忠诚的伤害之后,仍有过量的伤害可以由该攻击生物之操控者来选择,任意分配给这些阻挡生物、该鹏洛客、或该鹏洛客的操控者。当检查是否分配了等同于鹏洛客忠诚的伤害时,需考虑其他生物在同一战斗伤害步骤正在分配的伤害,但不考虑可能会改变实际造成的伤害数量的异能或效应。", + "extras": [ + { + "en": "Example: A player controls a planeswalker with three loyalty counters that is being attacked by a 1/1 with no abilities and a 7/7 with trample over planeswalkers. The active player could assign 1 damage from the first attacker and 2 damage from the second to the planeswalker and 5 damage to the defending player from the creature with trample over planeswalkers.", + "zh": "例如:牌手操控一个具有三个忠诚指示物的鹏洛客,其正在被一个没有异能的1/1生物和一个具践踏鹏洛客异能的7/7生物攻击。主动牌手可以将来自前者攻击生物的1点伤害和来自后者生物的2点伤害分配给该鹏洛客,并将来自具践踏鹏洛客的生物的5点伤害分配给防御牌手。" + } + ] + }, + { + "chapter": "702.19d", + "en": "If an attacking creature with trample or trample over planeswalkers is blocked, but there are no creatures blocking it when damage is assigned, its damage is assigned to the defending player and/or planeswalker as though all blocking creatures have been assigned lethal damage.", + "zh": "如果一个具有践踏或践踏鹏洛客的生物被阻挡,但在分配伤害时没有阻挡生物,则它造成的所有伤害视同所有阻挡生物都已分配了致命伤害一般地分配给该防御牌手和/或鹏洛客。" + }, + { + "chapter": "702.19e", + "en": "If a creature with trample over planeswalkers is attacking a planeswalker and that planeswalker is removed from combat, the creature’s damage may be assigned to the defending player once all blocking creatures have been dealt lethal damage or, if there are no blocking creatures when damage is assigned, all its damage is assigned to the defending player. This is an exception to rule 506.4c, and it does not cause the creature to be attacking that player.", + "zh": "如果一个具有践踏鹏洛客的生物正在攻击鹏洛客,且该鹏洛客被移出战斗,该生物的伤害可以在所有阻挡生物都已分配了致命伤害之后分配给防御牌手。或者,如果在伤害分配时没有阻挡生物,其伤害全部分配给防御牌手。这是规则506.4c的例外情况,且不会使得该生物成为攻击该牌手。" + }, + { + "chapter": "702.19f", + "en": "If a creature without trample over planeswalkers is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker’s loyalty.", + "zh": "如果一个不具有践踏鹏洛客的生物攻击的是鹏洛客,不能将它所造成的任何战斗伤害分配给防御牌手,即使该鹏洛客已被移出战斗或攻击生物可分配的伤害超过了它的忠诚。" + }, + { + "chapter": "702.19g", + "en": "Multiple instances of trample on the same creature are redundant. Multiple instances of trample over planeswalkers on the same creature are redundant.", + "zh": "同一个生物上的多个践踏异能并无意义。同一个生物上的多个践踏鹏洛客异能并无意义。" + } + ] + }, + { + "chapter": "702.20.", + "en": "Vigilance", + "zh": "警戒", + "subrules": [ + { + "chapter": "702.20a", + "en": "Vigilance is a static ability that modifies the rules for the declare attackers step.", + "zh": "警戒属于静止式异能,会影响宣告攻击者步骤的规则。" + }, + { + "chapter": "702.20b", + "en": "Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”)", + "zh": "具有警戒的生物攻击时不需横置。(参见规则508,“宣告攻击者步骤”。)" + }, + { + "chapter": "702.20c", + "en": "Multiple instances of vigilance on the same creature are redundant.", + "zh": "同一个生物上的多个警戒异能并无意义。" + } + ] + }, + { + "chapter": "702.21.", + "en": "Ward", + "zh": "守护", + "subrules": [ + { + "chapter": "702.21a", + "en": "Ward is a triggered ability. Ward [cost] means “Whenever this permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays [cost].”", + "zh": "守护属于触发式异能。“守护[费用]”意指“每当此永久物成为由对手操控之咒语或异能的目标时,除非该牌手支付[费用],否则反击之。”" + }, + { + "chapter": "702.21b", + "en": "Some ward abilities include an X in their cost and state what X is equal to. This value is determined at the time the ability resolves, not locked in as the ability triggers.", + "zh": "一些守护异能的费用包含X,且叙述X等于何值。该值在该异能结算的时候确定,而非在其触发的时候确定。" + } + ] + }, + { + "chapter": "702.22.", + "en": "Banding", + "zh": "结合", + "subrules": [ + { + "chapter": "702.22a", + "en": "Banding is a static ability that modifies the rules for combat.", + "zh": "结合属于静止式异能,会影响战斗的规则。" + }, + { + "chapter": "702.22b", + "en": "“Bands with other” is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all “bands with other” abilities as well.", + "zh": "“与…结合”是结合异能的特殊形式。如果一个效应将使一个永久物失去结合异能,则该永久物同样会失去所有“与…结合”异能。" + }, + { + "chapter": "702.22c", + "en": "As a player declares attackers, they may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has “bands with other”) are all in a “band.” They may also declare that one or more attacking [quality] creatures with “bands with other [quality]” and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as they want, but each creature may be a member of only one of them. (Defending players can’t declare bands but may use banding in a different way; see rule 702.22j.)", + "zh": "于牌手宣告攻击者时,其可以宣告一个或数个具有结合异能的攻击生物,以及至多一个不具结合异能的攻击生物(即使该生物具有“与…结合”异能)结合为一个“团队”。其可以将任意数量具有“与其他[特性]结合”的攻击生物与任意数量的其他[特性]攻击生物组成一个团队。牌手可以宣告任意数量的攻击团队,但每个生物只能是其中一个团队的成员。(防御牌手不能宣告团队,但可以用另一种方式使用结合异能;参见规则702.22j。)" + }, + { + "chapter": "702.22d", + "en": "All creatures in an attacking band must attack the same player, planeswalker, or battle.", + "zh": "在同一个攻击团队中的所有生物都必须攻击相同的牌手、鹏洛客或战役。" + }, + { + "chapter": "702.22e", + "en": "Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or “bands with other” from one or more of the creatures in the band.", + "zh": "一旦宣告了攻击团队,即使之后其中一个或数个生物因故失去了结合或“与…结合”异能,该团队也将持续到战斗结束。" + }, + { + "chapter": "702.22f", + "en": "An attacking creature that’s removed from combat is also removed from the band it was in.", + "zh": "如果一个攻击生物被移出战斗,它也会将从所在团队中移出。" + }, + { + "chapter": "702.22g", + "en": "Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.", + "zh": "结合并不会使攻击生物共用异能,也不会移除任何异能。在团队中的攻击生物都是独立的永久物。" + }, + { + "chapter": "702.22h", + "en": "If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature.", + "zh": "如果一个攻击生物被一个生物所阻挡,则该阻挡生物也同时阻挡了该攻击生物所在团队中的所有其他生物。", + "extras": [ + { + "en": "Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If they do, then the creature with swampwalk will also become blocked by the blocking creature(s).", + "zh": "例如:某牌手用一个具飞行的生物与一个具沼泽行者的生物组成了攻击团队进行攻击。操控有沼泽的防御牌手依然可以阻挡具有飞行的生物。如果防御牌手如此作,则阻挡生物也同时阻挡了具沼泽行者的生物。" + } + ] + }, + { + "chapter": "702.22i", + "en": "If one member of a band would become blocked due to an effect, the entire band becomes blocked.", + "zh": "如果一个团队中的一个成员因受到某个效应而被阻挡,则整个团队被阻挡。" + }, + { + "chapter": "702.22j", + "en": "During the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quality] creature with “bands with other [quality]” and another [quality] creature, the defending player (rather than the active player) chooses how the attacking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any creatures blocking it. This is an exception to the procedure described in rule 510.1c.", + "zh": "在战斗伤害步骤中,如果一个攻击生物的阻挡者符合下述情形之一,则由防御牌手(而不是主动牌手)来分配攻击生物所造成的伤害:该阻挡生物具结合异能、或两个阻挡生物同为[特性]生物,且其中之一具有“与其他[特性]结合”异能。该攻击生物的战斗伤害可以由防御牌手在阻挡它的生物之间任意分配。这是规则510.1c中所描述之顺序的例外状况。" + }, + { + "chapter": "702.22k", + "en": "During the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature with “bands with other [quality]” and another [quality] creature, the active player (rather than the defending player) chooses how the blocking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any creatures it’s blocking. This is an exception to the procedure described in rule 510.1d.", + "zh": "在战斗伤害步骤中,如果一个阻挡生物阻挡的攻击者符合下述情形之一,则由主动牌手(而不是防御牌手)来分配阻挡生物所造成的伤害:该攻击生物具结合异能、或有两个攻击生物同为[特性]生物,且其中之一具有“与其他[特性]结合”异能。该阻挡生物的战斗伤害可以由主动牌手在它所阻挡的生物之间任意分配。这是规则510.1d中所描述之顺序的例外状况。" + }, + { + "chapter": "702.22m", + "en": "Multiple instances of banding on the same creature are redundant. Multiple instances of “bands with other” of the same kind on the same creature are redundant.", + "zh": "同一个生物上的多个结合异能并无意义。同一个生物上的多个同类别的与…结合异能并无意义。" + } + ] + }, + { + "chapter": "702.23.", + "en": "Rampage", + "zh": "狂暴", + "subrules": [ + { + "chapter": "702.23a", + "en": "Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” (See rule 509, “Declare Blockers Step.”)", + "zh": "狂暴属于触发式异能。“狂暴N”意指,“每当此生物被阻挡时,从第二个生物起,每个阻挡它生物都使它得+N/+N直到回合结束。”(参见规则509,“宣告阻挡者步骤”。)" + }, + { + "chapter": "702.23b", + "en": "The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won’t change the bonus.", + "zh": "狂暴的加成在每个战斗中,只于此触发式异能结算时计算一次。此后增加或移除阻挡生物都不会改变此数值。" + }, + { + "chapter": "702.23c", + "en": "If a creature has multiple instances of rampage, each triggers separately.", + "zh": "如果一个生物具有多个狂暴异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.24.", + "en": "Cumulative Upkeep", + "zh": "累积维持", + "subrules": [ + { + "chapter": "702.24a", + "en": "Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” means “At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren’t allowed.", + "zh": "累积维持属于触发式异能,其递增永久物的费用。“累积维持[费用]”意指,“在你的维持开始时,在此永久物上放置一个岁月指示物。然后你可以为其上每个岁月指示物各支付[费用]。若你未如此作,牺牲之。”如果[费用]的部分包含了任何选择,则每个岁月指示物的选择都会分别处理,之后要么支付全部的费用,要么便是完全不支付任何的费用。不能只支付其中一部分。", + "extras": [ + { + "en": "Example: A creature has “Cumulative upkeep {W} or {U}” and two age counters on it. When its ability next triggers and resolves, the creature’s controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature on the battlefield.", + "zh": "例如:某生物具有“累积维持{W}或{U}”,且其上有两个岁月指示物。当它的异能下一次触发并结算时,该生物的操控者在其上放置一个岁月指示物,然后可以支付{W}{W}{W},{W}{W}{U},{W}{U}{U},或是{U}{U}{U}来让此生物继续留在战场上。" + }, + { + "en": "Example: A creature has “Cumulative upkeep—Sacrifice a creature” and one age counter on it. When its ability next triggers and resolves, its controller can’t choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed.", + "zh": "例如:某生物具有“累积维持~牺牲一个生物”,且其上有一个岁月指示物。当它的异能下一次触发并结算时,它的操控者不能选择同样一个生物来牺牲两次。要么必须牺牲两个不同的生物,否则就必须牺牲这个具有累积维持异能的生物。" + } + ] + }, + { + "chapter": "702.24b", + "en": "If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves.", + "zh": "如果一个永久物有多个累积维持异能,则每一个都会分别触发。不过,岁月指示物并不只与对应的异能有关;每个累积维持异能都会在其结算时,计算永久物上面岁月指示物的总数。", + "extras": [ + { + "en": "Example: A creature has two instances of “Cumulative upkeep—Pay 1 life.” The creature has no age counters, and both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life.", + "zh": "例如:某生物具有两个“累积维持~支付一点生命”异能。该生物上面目前没有指示物,但两个累积维持异能都已触发。当第一个异能结算时,其操控者便在其上放置一个指示物,然后选择是否支付1点生命。当第二个异能结算时,该操控者便在其上放置第二个指示物,然后选择是否再支付2点生命。" + } + ] + } + ] + }, + { + "chapter": "702.25.", + "en": "Flanking", + "zh": "侧面攻击", + "subrules": [ + { + "chapter": "702.25a", + "en": "Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509, “Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.”", + "zh": "侧面攻击属于触发式异能,在宣告阻挡者步骤中触发。(参见规则509,“宣告阻挡者步骤”。)“侧面攻击”意指,“每当此生物被不具侧面攻击异能的生物阻挡时,该阻挡生物得-1/-1直到回合结束。" + }, + { + "chapter": "702.25b", + "en": "If a creature has multiple instances of flanking, each triggers separately.", + "zh": "如果一个生物具有多个侧面攻击异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.26.", + "en": "Phasing", + "zh": "时间跳跃", + "subrules": [ + { + "chapter": "702.26a", + "en": "Phasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out under that player’s control “phase in.”", + "zh": "时间跳跃属于静止式异能,会影响重置步骤的规则。在每位牌手的重置步骤中,主动牌手重置其永久物之前,由该牌手操控、且具时间跳跃异能的所有已跃回永久物“跃离”。与此同时,所有于跃离时由该牌手操控的所有已跃离永久物“跃回”。" + }, + { + "chapter": "702.26b", + "en": "If a permanent phases out, its status changes to “phased out.” Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can’t affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.)", + "zh": "如果一个永久物跃离,其状态改为“已跃离”。除了特别提到已跃离永久物的规则或效应外,游戏会把已跃离的永久物视同不存在一般进行处理。它既不会对游戏中的其他东西产生影响,也不会受其影响。跃离的永久物会移出战斗。(参见规则506.4)", + "extras": [ + { + "en": "Example: You control three creatures, one of which is phased out. You cast a spell that says “Draw a card for each creature you control.” You draw two cards.", + "zh": "例如:你操控着三个生物,其中之一已跃离。你施放了一个咒语,其叙述为“你每操控一个生物,便抓一张牌。”你抓两张牌。" + }, + { + "en": "Example: You control a phased-out creature. You cast a spell that says “Destroy all creatures.” The phased-out creature is not destroyed.", + "zh": "例如:你操控一个已跃离的生物。你施放神之愤怒,其叙述为“消灭所有生物。它们不能重生。”该已跃离生物不会被消灭。" + } + ] + }, + { + "chapter": "702.26c", + "en": "If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.", + "zh": "如果一个永久物跃回,则其状态改为“已跃回”。游戏再一次将之视同存在于游戏之中。" + }, + { + "chapter": "702.26d", + "en": "The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters and stickers remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control.", + "zh": "即使一个永久物跃离,会被视同不在战场上及不在其操控者的操控下一般进行处理,但时间跳跃事件实际上并不会使得永久物所在的区域或操控权的归属发生改变。当永久物跃回或跃离时,并不会触发区域变换触发异能。衍生物跃离期间依然存在于战场上。一个永久物跃离期间,其上的指示物和贴纸依然存在。检查已跃回的永久物历史的效应不会把此时间跳跃事件当作导致该永久物离开或进入战场,或是使其操控权发生改变的事件来处理。" + }, + { + "chapter": "702.26e", + "en": "If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, a phased-out permanent won’t be included in the set of affected objects. This includes continuous effects that reference the permanent specifically, unless they also specifically refer to the permanent as phased out.", + "zh": "如果一个由咒语或异能结算产生的持续性效应改变任何物件的特征或操控者,已跃离的永久物不会包含在受影响的物件集合中。这包含特指该永久物的持续性效应,除非该效应同时也特指该已跃离的永久物。" + }, + { + "chapter": "702.26f", + "en": "Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it’s phased in. In particular, effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it.", + "zh": "影响已跃离永久物的持续性效应的时限,可能在该永久物跃离的期间过期。对于这种情况,该永久物跃回时已不再受该些持续性效应影响。需特别指出的是,时限中包括着“只要”,且以该永久物为追踪对象的效应(参见规则611.2b)会在该永久物跃离时结束,因为该些效应无法查看到该永久物了。" + }, + { + "chapter": "702.26g", + "en": "When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in by itself, but instead phases in along with the permanent it’s attached to.", + "zh": "当永久物跃离时,贴附于其上的所有灵气、武具及工事也同时跃离。这种跃离方式称为“间接”跃离。间接跃离的灵气、武具或是工事不会自己跃回,而是与其所贴附的永久物一同跃回。" + }, + { + "chapter": "702.26h", + "en": "If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.", + "zh": "如果一个物件将要同时以直接和间接两种方式同时跃离,则它只会间接跃离。" + }, + { + "chapter": "702.26i", + "en": "An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5m and 704.5n.)", + "zh": "直接跃离的灵气、武具或工事跃回时仍然贴附于它跃离时所贴附的物件或牌手之上,只要该物件仍在相同的区域中或该牌手仍在游戏中。否则,该灵气、武具或工事以未贴附的状态跃回。并进行相应的状态动作。(参见规则704.5m及704.5n。)" + }, + { + "chapter": "702.26j", + "en": "Abilities that trigger when a permanent becomes attached or unattached from an object or player don’t trigger when that permanent phases in or out.", + "zh": "因一个永久物成为贴附或未贴附于某物件或牌手上而触发的异能,不会因该永久物跃离或跃回而触发。" + }, + { + "chapter": "702.26k", + "en": "Phased-out permanents owned by a player who leaves the game also leave the game. This doesn’t cause zone-change abilities to trigger. See rule 800.4.", + "zh": "由离开游戏的牌手拥有的已跃离永久物同样会离开游戏。这不会导致因区域改变而触发的异能触发。参见规则800.4。" + }, + { + "chapter": "702.26m", + "en": "If an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn.", + "zh": "如果一个效应使牌手略过其重置步骤,则该回合中不会发生时间跳跃事件。" + }, + { + "chapter": "702.26n", + "en": "In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules 800.4a and 800.4c.) If a phased-out permanent phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that player’s next turn would have begun.", + "zh": "在多人游戏中,牌手一旦离开游戏,游戏规则可能导致已跃离永久物离开游戏或被放逐。(参见规则800.4a和800.4c。)如果一个已跃离永久物是在某已离开游戏的牌手之操控下跃离的,该永久物于本应是该牌手的下一个回合开始后的下一个重置步骤中跃回。" + }, + { + "chapter": "702.26p", + "en": "Multiple instances of phasing on the same permanent are redundant.", + "zh": "同一永久物或牌手上的多个时间跳跃异能并无意义。" + } + ] + }, + { + "chapter": "702.27.", + "en": "Buyback", + "zh": "购回", + "subrules": [ + { + "chapter": "702.27a", + "en": "Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. “Buyback [cost]” means “You may pay an additional [cost] as you cast this spell” and “If the buyback cost was paid, put this spell into its owner’s hand instead of into that player’s graveyard as it resolves.” Paying a spell’s buyback cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.", + "zh": "购回出现于一些瞬间或法术上。它代表两个静止式异能,均于该咒语在堆叠中时生效。“购回[费用]”意指,“你施放此咒语时可以额外支付[费用]”以及“如果曾支付其购回费用,则结算此咒语时改为将它置于其拥有者的手上,而非该牌手的坟墓场。”支付咒语的购回费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。" + } + ] + }, + { + "chapter": "702.28.", + "en": "Shadow", + "zh": "次元幽影", + "subrules": [ + { + "chapter": "702.28a", + "en": "Shadow is an evasion ability.", + "zh": "次元幽影属于躲避式异能。" + }, + { + "chapter": "702.28b", + "en": "A creature with shadow can’t be blocked by creatures without shadow, and a creature without shadow can’t be blocked by creatures with shadow. (See rule 509, “Declare Blockers Step.”)", + "zh": "具有次元幽影的生物不能被不具有次元幽影的生物所阻挡,且具有次元幽影的生物不能阻挡不具有次元幽影的生物。(参见规则509,“宣告阻挡者步骤”。)" + }, + { + "chapter": "702.28c", + "en": "Multiple instances of shadow on the same creature are redundant.", + "zh": "同一个生物上的多个次元幽影异能并无意义。" + } + ] + }, + { + "chapter": "702.29.", + "en": "Cycling", + "zh": "循环", + "subrules": [ + { + "chapter": "702.29a", + "en": "Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”", + "zh": "循环属于起动式异能,只在具有循环异能之牌在牌手的手牌中时它才会生效。“循环[费用]”意指,“[费用],弃掉此牌:抓一张牌。”" + }, + { + "chapter": "702.29b", + "en": "Although the cycling ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities.", + "zh": "虽然循环此异能只有于该牌在手上时才能起动,但不论此物件在战场上或是在其他区域中,此异能都会存在于其上。因此,如果一个效应会对具有一个或数个起动式异能之物件产生影响,则具有循环的物件也可能因此受到影响。" + }, + { + "chapter": "702.29c", + "en": "Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle this card” means “When you discard this card to pay an activation cost of a cycling ability.” These abilities trigger from whatever zone the card winds up in after it’s cycled.", + "zh": "一些具有循环的牌也同时具有当其被循环时触发的异能。“当你循环此牌”意指,“当你弃掉此牌以支付循环异能的起动费用”。这些异能会在此牌循环后去到的区域中触发。" + }, + { + "chapter": "702.29d", + "en": "Some cards have abilities that trigger whenever a player “cycles or discards” a card. These abilities trigger only once when a card is cycled.", + "zh": "一些牌具有异能,每当牌手“循环或弃”一张牌时触发。当一张牌被循环时,此类异能只会触发一次。" + }, + { + "chapter": "702.29e", + "en": "Typecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost], Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library.” This type is usually a subtype (as in “mountaincycling”) but can be any card type, subtype, supertype, or combination thereof (as in “basic landcycling”).", + "zh": "类别循环是循环异能的变化。“[类别]循环[费用]”意指,“[费用],弃掉此牌:从你的牌库中搜寻一张[类别]牌,展示该牌,并置于你手上。然后将你的牌库洗牌。”此处的类别通常是一种副类别(如“山脉循环”),但也可以是任意的牌张类别、副类别、超类别,或是前述各类别的组合(如“基本地循环”)。" + }, + { + "chapter": "702.29f", + "en": "Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay an activation cost of a typecycling ability. Any effect that stops players from cycling cards will stop players from activating cards’ typecycling abilities. Any effect that increases or reduces a cycling cost will increase or reduce a typecycling cost. Any effect that looks for a card with cycling will find a card with typecycling.", + "zh": "类别循环异能是循环异能,且类别循环费用是循环费用。于牌手循环牌时触发其异能的牌,也会在牌手弃掉一张牌以支付类别循环异能之起动费用时触发。阻止牌手循环牌的效应也会阻止牌手起动牌上的类别循环异能。增加或减少循环费用的效应也会增加会减少类别循环费用。寻找具循环异能之牌的效应也可以找到具类别循环异能的牌。" + } + ] + }, + { + "chapter": "702.30.", + "en": "Echo", + "zh": "返响", + "subrules": [ + { + "chapter": "702.30a", + "en": "Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost].”", + "zh": "返响属于触发式异能。“返响[费用]”意指,“在你的维持开始时,若你在你最近的维持开始后才开始操控该永久物,则除非你支付[费用],否则牺牲之。”" + }, + { + "chapter": "702.30b", + "en": "Urza block cards with the echo ability were printed without an echo cost. These cards have been given errata in the Oracle card reference; each one now has an echo cost equal to its mana cost.", + "zh": "克撒环境中具有返响的牌上面并未印有返响费用。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到了勘误;每张牌上现在都标明了返响费用,其返响费用各等同于各自的法术力费用。" + } + ] + }, + { + "chapter": "702.31.", + "en": "Horsemanship", + "zh": "马术", + "subrules": [ + { + "chapter": "702.31a", + "en": "Horsemanship is an evasion ability.", + "zh": "马术属于躲避式异能。" + }, + { + "chapter": "702.31b", + "en": "A creature with horsemanship can’t be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See rule 509, “Declare Blockers Step.”)", + "zh": "具有马术的生物不能被不具有马术的生物阻挡。无论一个生物是否具有马术,具有马术的生物都可以阻挡它。(参见规则509,“宣告阻挡者步骤”。)" + }, + { + "chapter": "702.31c", + "en": "Multiple instances of horsemanship on the same creature are redundant.", + "zh": "同一个生物上的多个马术异能并无意义。" + } + ] + }, + { + "chapter": "702.32.", + "en": "Fading", + "zh": "消退", + "subrules": [ + { + "chapter": "702.32a", + "en": "Fading is a keyword that represents two abilities. “Fading N” means “This permanent enters with N fade counters on it” and “At the beginning of your upkeep, remove a fade counter from this permanent. If you can’t, sacrifice the permanent.”", + "zh": "消退是一个代表了两个异能的关键字。“消退N”意指,“此永久物进场时上面有N个消退指示物”以及“在你的维持开始时,从该永久物上移去一个消退指示物。若你无法如此作,则牺牲该永久物。”" + } + ] + }, + { + "chapter": "702.33.", + "en": "Kicker", + "zh": "增幅", + "subrules": [ + { + "chapter": "702.33a", + "en": "Kicker is a static ability that functions while the spell with kicker is on the stack. “Kicker [cost]” means “You may pay an additional [cost] as you cast this spell.” Paying a spell’s kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2f–h.", + "zh": "增幅属于静止式异能,当咒语在堆叠中时生效。“增幅[费用]”意指,“你施放此咒语时可以额外支付[费用]。”支付咒语之增幅费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。" + }, + { + "chapter": "702.33b", + "en": "The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].”", + "zh": "“增幅[费用1]和/或[费用2]”与分别列出“增幅[费用1],增幅[费用2]”之意义相同。" + }, + { + "chapter": "702.33c", + "en": "Multikicker is a variant of the kicker ability. “Multikicker [cost]” means “You may pay an additional [cost] any number of times as you cast this spell.” A multikicker cost is a kicker cost.", + "zh": "多重增幅是增幅异能的变化。“多重增幅[费用]”意指,“你施放此咒语时,可以任意次数地额外支付[费用]。”多重增幅费用也是增幅费用。" + }, + { + "chapter": "702.33d", + "en": "If a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell has been “kicked.” If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b.", + "zh": "如果一个咒语的操控者宣告将要支付该咒语的任何增幅费用,则该咒语为“已增幅”。参见规则601.2b。" + }, + { + "chapter": "702.33e", + "en": "Objects with kicker or multikicker have additional abilities that specify what happens if they were kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule 607, “Linked Abilities.”", + "zh": "具有增幅的物件具有额外的异能,说明了它增幅过后会发生什么。这些异能会关联到此物件上印的增幅异能:它们只指这些特定的增幅异能。参见规则607,“关联异能”。" + }, + { + "chapter": "702.33f", + "en": "Objects with more than one kicker cost may also have abilities that each correspond to a specific kicker cost. Those abilities contain the phrases “if it was kicked with its [A] kicker” and “if it was kicked with its [B] kicker,” where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability.", + "zh": "具有多于一种增幅费用的物件,可能也具有对应支付特定增幅费用的异能。这些异能上面的用词会包含“若曾支付其[A]的增幅费用”以及“若曾支付其[B]的增幅费用”,并且A与B分别是牌上所列举的第一个与第二个增幅费用,依此类推。这些异能分别关联到所对应的增幅异能。" + }, + { + "chapter": "702.33g", + "en": "If part of a spell’s ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.", + "zh": "如果一个异能的一部分只会在该咒语增幅过后才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语已增幅时,才要选择这些目标。否则,便视同该咒语施放时并无此类目标。参见规则601.2c。" + }, + { + "chapter": "702.33h", + "en": "Sticker kicker is a keyword ability that represents a kicker ability and an ability that imposes an additional cost if the spell is kicked. “Sticker kicker [cost]” means “Kicker [cost]” and “As an additional cost to cast this spell, if it’s kicked, you get a ticket counter and you may put a sticker on this spell.”", + "zh": "贴纸增幅是一个关键字异能,代表一个增幅异能和一个在此咒语已增幅时产生额外费用的异能。“贴纸增幅[费用]”意指,“增幅[费用]”及“若此咒语已增幅,则你得到一个门票指示物,然后可以在此咒语上贴一张贴纸,以作为施放此咒语的额外费用。”" + } + ] + }, + { + "chapter": "702.34.", + "en": "Flashback", + "zh": "返照", + "subrules": [ + { + "chapter": "702.34a", + "en": "Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Flashback [cost]” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "返照出现在一些瞬间或法术上。它代表两个静止式异能:一个于该牌在牌手的坟墓场中时生效,另一个在该牌在堆叠之上时生效。“返照[费用]”意指,“如果由此牌施放的咒语是瞬间或法术咒语,你可以从你的坟墓场中施放此牌,并支付其返照费用,而非支付其法术力费用”以及“若曾支付返照费用,则在它将于任何时机下离开堆叠时,改为将其放逐,而非置入任何其他地方。”以返照异能施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。" + } + ] + }, + { + "chapter": "702.35.", + "en": "Madness", + "zh": "疯魔", + "subrules": [ + { + "chapter": "702.35a", + "en": "Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player’s hand. The second is a triggered ability that functions when the first ability is applied. “Madness [cost]” means “If a player would discard this card, that player discards it, but exiles it instead of putting it into their graveyard” and “When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn’t, they put this card into their graveyard.”", + "zh": "疯魔为代表了两个异能的关键字。第一个属于静止式异能,当该牌在牌手的手上时生效。第二个属于触发式异能,于第一部分生效后才生效。“疯魔[费用]”意指,“若牌手将弃掉此牌,则该牌手将其弃掉,但改为将其放逐,而非置于其坟墓场”以及“当此牌以此法被放逐时,其拥有者可通过支付[费用]来施放之,而不是支付其法术力费用。若该牌手未如此作,则将此牌置入其坟墓场。”" + }, + { + "chapter": "702.35b", + "en": "Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "以疯魔异能施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。" + }, + { + "chapter": "702.35c", + "en": "After resolving a madness triggered ability, if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that card. See rule 400.7k.", + "zh": "在结算疯魔触发式异能后,如果所放逐之牌未被施放、且被移动到公开区域,提及被弃掉之牌的效应可以找到该物件。参见规则400.7k。" + } + ] + }, + { + "chapter": "702.36.", + "en": "Fear", + "zh": "恐惧", + "subrules": [ + { + "chapter": "702.36a", + "en": "Fear is an evasion ability.", + "zh": "恐惧属于躲避式异能。" + }, + { + "chapter": "702.36b", + "en": "A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Blockers Step.”)", + "zh": "具有恐惧的生物只能被神器生物和/或黑色生物阻挡。(参见规则509,“宣告阻挡者步骤”。)" + }, + { + "chapter": "702.36c", + "en": "Multiple instances of fear on the same creature are redundant.", + "zh": "同一个生物上的多个恐惧异能并无意义。" + } + ] + }, + { + "chapter": "702.37.", + "en": "Morph", + "zh": "变身", + "subrules": [ + { + "chapter": "702.37a", + "en": "Morph is a static ability that functions in any zone from which you could play the card it’s on, and the morph effect works any time the card is face down. “Morph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 708, “Face-Down Spells and Permanents.”)", + "zh": "变身属于静止式异能,会在具有此异能的牌位于你可以使用它的区域时生效,并且只要该牌的牌面朝下,便会持续变身的效应。“变身[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2生物,并且没有内文叙述、没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”(参见规则708,“牌面朝下的咒语和永久物”。)" + }, + { + "chapter": "702.37b", + "en": "Megamorph is a variant of the morph ability. “Megamorph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost” and “As this permanent is turned face up, put a +1/+1 counter on it if its megamorph cost was paid to turn it face up.” A megamorph cost is a morph cost.", + "zh": "威力变身是变身异能的变化。“威力变身[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2生物,并且没有内文叙述、没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”和“于此永久物翻回正面时,如果曾支付其威力变身费用来将它翻回正面,则在其上放置一个+1/+1指示物。”威力变身费用也属于变身费用。" + }, + { + "chapter": "702.37c", + "en": "To cast a card using its morph ability, turn it face down and announce that you’re using a morph ability. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a morph ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.", + "zh": "使用变身异能施放咒语时,将其牌面朝下,并声明你使用变身异能来施放。它成为2/2牌面朝下的生物咒语,并且没有内文叙述、没有名称、没有副类别、没有法术力费用。适用于施放具有这些特征(并非牌面朝上时牌张的特征)的效应或限制会在施放此牌时生效。这些数值为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则707,“复制物件”。)将它放入堆叠(作为具有前述特征之牌面朝下的咒语),改为支付{3},而不是支付其法术力费用。这需要依照支付替代性费用之规则行事。你可以使用一张牌的变身异能来从任何你可以正常施放此牌的区域施放它。当此咒语结算时,它具有该咒语前述之特征进入战场。变身的效应持续影响此牌面朝下之物件,直到此永久物被翻回正面为止。" + }, + { + "chapter": "702.37d", + "en": "You can’t normally cast a card face down. A morph ability allows you to do so.", + "zh": "通常你不能以牌面朝下的方式施放牌。变身异能允许你如此作。" + }, + { + "chapter": "702.37e", + "en": "Any time you have priority, you may turn a face-down permanent you control with a morph ability face up. This is a special action; it doesn’t use the stack (see rule 116). To do this, show all players what the permanent’s morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield.", + "zh": "于任何你拥有优先权的时机,你可以把由你操控的具有变身异能的牌面朝下之永久物翻回正面。这属于特殊动作;它不使用堆叠(参见规则116)。方法如下:将该永久物视同牌面朝上一般将该永久物的变身费用展示给所有牌手,支付此费用,然后将其翻回正面。(如果此永久物牌面朝上的时候没有变身费用,则其无法以此法翻回正面。)此牌的变身效应随之结束,并重新获得其正常特征。当它翻回正面时,由于它早已进过战场,所以并不会触发任何与永久物进入战场相关的异能,亦不会产生与此相关的效应。" + }, + { + "chapter": "702.37f", + "en": "If a permanent’s morph cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the morph special action was taken.", + "zh": "如果一个永久物的变身费用包含X,该永久物的其他异能可能也提及X。这些异能中X的值等同于变身特殊动作执行时所选择的X的值。" + }, + { + "chapter": "702.37g", + "en": "See rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a morph ability.", + "zh": "关于如何施放具有变身异能的牌之更多信息,参见规则708,“牌面朝下的咒语和永久物”。" + } + ] + }, + { + "chapter": "702.38.", + "en": "Amplify", + "zh": "增强", + "subrules": [ + { + "chapter": "702.38a", + "en": "Amplify is a static ability. “Amplify N” means “As this object enters, reveal any number of cards from your hand that share a creature type with it. This permanent enters with N +1/+1 counters on it for each card revealed this way. You can’t reveal this card or any other cards that are entering the battlefield at the same time as this card.”", + "zh": "增强属于静止式异能。“增强N”意指,“于此物件进场时,从你手上展示若干张与其有共同生物类别的牌。你每以此法展示一张牌,此永久物进场时上面便有N个+1/+1指示物。能展示的牌不包括此牌本身,也不包括其他与此牌同时进战场的牌。”" + }, + { + "chapter": "702.38b", + "en": "If a creature has multiple instances of amplify, each one works separately.", + "zh": "如果一个生物具有多个增强异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.39.", + "en": "Provoke", + "zh": "挑拨", + "subrules": [ + { + "chapter": "702.39a", + "en": "Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature.”", + "zh": "挑拨属于触发式异能。“挑拨”意指,“每当此生物攻击时,你可以选择令目标由防御牌手操控的生物于本次战斗中若能则须阻挡此生物。如果你如此作,则重置该目标生物。”" + }, + { + "chapter": "702.39b", + "en": "If a creature has multiple instances of provoke, each triggers separately.", + "zh": "如果一个生物具有多个挑拨异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.40.", + "en": "Storm", + "zh": "风暴", + "subrules": [ + { + "chapter": "702.40a", + "en": "Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.”", + "zh": "风暴属于触发式异能,于堆叠中生效。“风暴”意指,“当你施放此咒语时,本回合于此咒语之前每施放过一个咒语,便复制该咒语一次。若此咒语需要目标,你可以为任意复制品选择新的目标。”" + }, + { + "chapter": "702.40b", + "en": "If a spell has multiple instances of storm, each triggers separately.", + "zh": "如果一个咒语具有多个风暴异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.41.", + "en": "Affinity", + "zh": "共鸣", + "subrules": [ + { + "chapter": "702.41a", + "en": "Affinity is a static ability that functions while the spell with affinity is on the stack. “Affinity for [text]” means “This spell costs {1} less to cast for each [text] you control.”", + "zh": "共鸣属于静止式异能,当具共鸣异能的咒语在堆叠中时生效。“[文字]共鸣”意指“你每操控一个[文字],此咒语便减少{1}来施放。”" + }, + { + "chapter": "702.41b", + "en": "If a spell has multiple instances of affinity, each of them applies.", + "zh": "如果一个咒语有多个共鸣异能,则每一个都会分别生效。" + } + ] + }, + { + "chapter": "702.42.", + "en": "Entwine", + "zh": "打包", + "subrules": [ + { + "chapter": "702.42a", + "en": "Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is on the stack. “Entwine [cost]” means “You may choose all modes of this spell instead of just the number specified. If you do, you pay an additional [cost].” Using the entwine ability follows the rules for choosing modes and paying additional costs in rules 601.2b and 601.2f–h.", + "zh": "打包属于具有模式之咒语专有的静止式异能,于该咒语在堆叠中时生效。“打包[费用]”意指,“你可以改为选择此咒语的所有模式,而非只选择指定数量的模式。若你如此作,则你额外支付[费用]。”使用打包异能时,需依照规则601.2b及601.2f-h之规定来选择模式与支付额外费用。" + }, + { + "chapter": "702.42b", + "en": "If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves.", + "zh": "如果支付了打包费用,则在此咒语结算时,按照牌上各模式叙述顺序来依序执行各模式。" + } + ] + }, + { + "chapter": "702.43.", + "en": "Modular", + "zh": "套件", + "subrules": [ + { + "chapter": "702.43a", + "en": "Modular represents both a static ability and a triggered ability. “Modular N” means “This permanent enters with N +1/+1 counters on it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.”", + "zh": "套件代表了两部分的异能,一个是静止式异能,另一个则是触发式异能。“套件N”意指,“此永久物进场时上面有N个+1/+1指示物”以及“当此永久物从战场进入坟墓场时,其上每有一个+1/+1指示物,你便可以在目标神器生物上放置一个+1/+1指示物。”" + }, + { + "chapter": "702.43b", + "en": "If a creature has multiple instances of modular, each one works separately.", + "zh": "如果一个生物具有多个套件异能,则每一个都会分别产生作用。" + } + ] + }, + { + "chapter": "702.44.", + "en": "Sunburst", + "zh": "辉映", + "subrules": [ + { + "chapter": "702.44a", + "en": "Sunburst is a static ability that functions as an object is entering the battlefield. “Sunburst” means “If this object is entering as a creature, ignoring any type-changing effects that would affect it, it enters with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters with a charge counter on it for each color of mana spent to cast it.”", + "zh": "辉映属于静止式异能,于一个物件进入战场的时候生效。“辉映”意指,“忽略任何将会影响此物件的改变类别的效应,若它作为生物进场,则用过几种颜色的法术力来施放它,它进场时上面便有几个+1/+1指示物。否则,用过几种颜色的法术力来施放它,它进场时上面便有几个充电指示物。”" + }, + { + "chapter": "702.44b", + "en": "Sunburst adds counters only if the object with sunburst is entering the battlefield from the stack as a resolving spell and only if one or more colored mana was spent on its costs, including additional or alternative costs.", + "zh": "辉映只在具有辉映的物件从堆叠作为结算中的咒语进入战场时才会放置指示物,并且必须是为其费用支付过一种或多种有色法术力时才会放置指示物。额外费用或替代性费用也算作费用。" + }, + { + "chapter": "702.44c", + "en": "Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn’t matter whether the ability is on a creature spell or on a noncreature spell.", + "zh": "辉映也可用来设定其他异能的可变数值。如果该关键字用于此用途,则不会在乎这是个生物咒语或非生物咒语。", + "extras": [ + { + "en": "Example: The ability “Modular—Sunburst” means “This permanent enters with a +1/+1 counter on it for each color of mana spent to cast it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.”", + "zh": "例如:“套件~辉映”意指,“用过几种颜色的法术力来施放此永久物,它进场时上面便有几个+1/+1指示物”以及“当此永久物从战场进入坟墓场时,其上每有一个+1/+1指示物,你便可以在目标神器生物上放置一个+1/+1指示物。”" + } + ] + }, + { + "chapter": "702.44d", + "en": "If an object has multiple instances of sunburst, each one works separately.", + "zh": "如果一个生物具有多个辉映异能,则每一个都会分别产生作用。" + } + ] + }, + { + "chapter": "702.45.", + "en": "Bushido", + "zh": "武士道", + "subrules": [ + { + "chapter": "702.45a", + "en": "Bushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn.” (See rule 509, “Declare Blockers Step.”)", + "zh": "武士道属于触发式异能。“武士道N”意指,“每当此生物进行阻挡或被阻挡时,它得+N/+N直到回合结束。”(参见规则509,“宣告阻挡者步骤”。)" + }, + { + "chapter": "702.45b", + "en": "If a creature has multiple instances of bushido, each triggers separately.", + "zh": "如果一个生物具有多个武士道异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.46.", + "en": "Soulshift", + "zh": "转生", + "subrules": [ + { + "chapter": "702.46a", + "en": "Soulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a graveyard from the battlefield, you may return target Spirit card with mana value N or less from your graveyard to your hand.”", + "zh": "转生属于触发式异能。“转生N”意指,“当此永久物从战场上置入坟墓场时,你可以将目标法术力值等于或小于N的精怪牌从你的坟墓场移回你手上。”" + }, + { + "chapter": "702.46b", + "en": "If a permanent has multiple instances of soulshift, each triggers separately.", + "zh": "如果一个永久物有多个转生异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.47.", + "en": "Splice", + "zh": "通联", + "subrules": [ + { + "chapter": "702.47a", + "en": "Splice is a static ability that functions while a card is in your hand. “Splice onto [quality] [cost]” means “You may reveal this card from your hand as you cast a [quality] spell. If you do, that spell gains the text of this card’s rules text and you pay [cost] as an additional cost to cast that spell.” Paying a card’s splice cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.", + "zh": "通联属于静止式异能,当牌在你手上时生效。“通联[特性] [费用]”意指,“于你施放[特性]咒语时,你可以从手上展示此牌。若你如此作,该咒语获得此牌的规则叙述,且你支付[费用]作为施放该咒语的额外费用。”支付一张牌的通联费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。", + "extras": [ + { + "en": "Example: Since the card with splice remains in the player’s hand, it can later be cast normally or spliced onto another spell. It can even be discarded to pay a “discard a card” cost of the spell it’s spliced onto.", + "zh": "例如:由于具有通联异能的牌还留在牌手的手上,稍后牌手还可以正常地施放该牌,或是将该牌通联在其他咒语上。若它所通联上的咒语之费用包括了“弃一张牌”,你甚至可以弃掉它来支付此部分的费用。" + } + ] + }, + { + "chapter": "702.47b", + "en": "You can’t choose to use a splice ability if you can’t make the required choices (targets, etc.) for that card’s rules text. You can’t splice any one card onto the same spell more than once. If you’re splicing more than one card onto a spell, reveal them all at once and choose the order in which their effects will happen. The effects of the main spell must happen first.", + "zh": "如果你无法作出该牌规则叙述中所要求的选择(例如目标),便不能使用该牌的通联异能。你不能将一张牌多次通联上同一个咒语。如果你要将多张牌通联到同一个咒语上,则将这些牌同时展示,并决定这些效应发生的顺序。在这些效应中,本体咒语的效应一定会首先发生。" + }, + { + "chapter": "702.47c", + "en": "The spell has the characteristics of the main spell, plus the rules text of each of the spliced cards. This is a text-changing effect (see rule 612, “Text-Changing Effects”). The spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text gained by the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied.", + "zh": "此咒语将具有本体咒语的各项特征,并且额外具有每张通联牌的规则叙述。这属于改变叙述的效应(参见规则612,“改变叙述的效应”。)此咒语不会获得通联牌的其他特征(如名称、法术力费用、超类别、牌张类别、副类别等)。该咒语获得的叙述中,用牌的名称来指代某张牌的部分指代的是在堆叠中的该咒语,而不是指代提供该部分叙述的那张牌。", + "extras": [ + { + "en": "Example: Glacial Ray is a red card with splice onto Arcane that reads, “Glacial Ray deals 2 damage to any target.” Suppose Glacial Ray is spliced onto Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists deals the damage. This means that the ability can target a creature with protection from red and deal 2 damage to that creature.", + "zh": "例如:冰冻射线是一张具有通联古咒异能的红牌,其叙述为“冰冻射线对任意一个目标造成2点伤害”。假设冰冻射线通联上了蓝色的探遍迷雾。则该咒语依然是蓝色,并且由探遍迷雾造成伤害。这意味着此异能可以指定具反红保护异能的生物为目标,并对该生物造成2点伤害。" + } + ] + }, + { + "chapter": "702.47d", + "en": "Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets won’t resolve if all of its targets are illegal on resolution.", + "zh": "为此类添加的叙述选择目标与一般情况相同。(参见规则601.2c。)注意如果一个咒语具有一个或数个目标,且所有目标在结算时均不合法,此咒语便不会结算。" + }, + { + "chapter": "702.47e", + "en": "The spell loses any splice changes once it leaves the stack for any reason.", + "zh": "一旦该咒语因任何原因离开堆叠,便不再具有由通联导致的任何改变。" + } + ] + }, + { + "chapter": "702.48.", + "en": "Offering", + "zh": "献祭", + "subrules": [ + { + "chapter": "702.48a", + "en": "Offering is a static ability that functions while the spell with offering is on the stack. “[Quality] offering” means “As an additional cost to cast this spell, you may sacrifice a [quality] permanent. If you chose to pay the additional cost, this spell’s total cost is reduced by the sacrificed permanent’s mana cost, and you may cast this spell any time you could cast an instant.”", + "zh": "献祭属于静止式异能,在具有献祭异能的咒语在堆叠上时生效。“[特性]献祭”意指,“你可以牺牲一个[特性]永久物,以作为施放此咒语的额外费用。若你选择支付此额外费用,此咒语的总费用减少等同于所牺牲的永久物之法术力费用的费用,且你可以于你能够施放瞬间的时机下施放此牌。”" + }, + { + "chapter": "702.48b", + "en": "You choose which permanent to sacrifice as you make choices for the spell (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h).", + "zh": "于你为咒语作出选择时,一并选择牺牲哪个永久物。(参见规则601.2b。)于你支付总费用时,牺牲该永久物。(参见规则601.2h。)" + }, + { + "chapter": "702.48c", + "en": "Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the spell’s total cost. Colored and colorless mana in the sacrificed permanent’s mana cost reduces mana of the same type in spell’s total cost, and any excess reduces that much generic mana in spell’s total cost. (See rule 118.7.)", + "zh": "所牺牲之永久物的法术力中之一般法术力,将减少该咒语总费用中的一般法术力。所牺牲之永久物的法术力中之有色法术力和无色法术力,将减少该咒语总费用中同样类型的法术力,如有剩余的部分,则将减少该咒语总费用中等量的一般法术力。(参见规则118.7。)" + } + ] + }, + { + "chapter": "702.49.", + "en": "Ninjutsu", + "zh": "忍术", + "subrules": [ + { + "chapter": "702.49a", + "en": "Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.”", + "zh": "忍术属于起动式异能,只当具有忍术异能之牌在牌手的手上时才会生效。“忍术[费用]”意指,“[费用],从你手上展示此牌,将一个由你操控且未受阻挡的攻击生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。”" + }, + { + "chapter": "702.49b", + "en": "The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.", + "zh": "宣告了一张牌的忍术异能后,直到该异能离开堆叠为止,该牌会一直展示着。" + }, + { + "chapter": "702.49c", + "en": "The creature put onto the battlefield with the ninjutsu ability enters attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand.", + "zh": "以忍术异能放进战场的生物进场时所攻击的牌手、鹏洛客或战役与被移回其拥有者手上的生物所攻击者相同。" + }, + { + "chapter": "702.49d", + "en": "Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in the command zone. “Commander ninjutsu [cost]” means “[Cost], Reveal this card from your hand or from the command zone, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield tapped and attacking.”", + "zh": "指挥官忍术是忍术异能的变化,当具指挥官忍术的牌位于统帅区中时亦会生效。“指挥官忍术[费用]”意指“[费用],从你手上或统帅区展示此牌,将一个由你操控且未受阻挡的生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。”" + } + ] + }, + { + "chapter": "702.50.", + "en": "Epic", + "zh": "历传", + "subrules": [ + { + "chapter": "702.50a", + "en": "Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic” means “For the rest of the game, you can’t cast spells,” and “At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.” See rule 707.10.", + "zh": "历传代表两个咒语异能,其中一个会创造一个延迟触发式异能。“历传”意指,“于这盘游戏接下来的时段中,你不能施放咒语”以及“于这盘游戏接下来的时段中,在你的每个维持开始时,复制此咒语,但不包含其历传异能。你可以为该复制品选择新的目标。”参见规则707.10。" + }, + { + "chapter": "702.50b", + "en": "A player can’t cast spells once a spell with epic they control resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.", + "zh": "一旦牌手所操控之具有历传的咒语结算,该牌手便不再能施放咒语,但效应(比如历传异能本身)依旧能把咒语的复制品放进堆叠。" + } + ] + }, + { + "chapter": "702.51.", + "en": "Convoke", + "zh": "召集", + "subrules": [ + { + "chapter": "702.51a", + "en": "Convoke is a static ability that functions while the spell with convoke is on the stack. “Convoke” means “For each colored mana in this spell’s total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spell’s total cost, you may tap an untapped creature you control rather than pay that mana.”", + "zh": "召集属于静止式异能,当具有召集的咒语在堆叠中时生效。“召集”意指,“你可以为此咒语总费用中的每一点有色法术力横置一个由你操控的未横置的该色生物,而不支付该法术力。你可以为此咒语总费用中的每一点一般法术力横置一个由你操控的未横置的生物,而不支付该法术力。”" + }, + { + "chapter": "702.51b", + "en": "The convoke ability isn’t an additional or alternative cost and applies only after the total cost of the spell with convoke is determined.", + "zh": "召集异能不是额外或替代性费用,且只在该具有召集异能的咒语的总费用被确定之后生效。", + "extras": [ + { + "en": "Example: Heartless Summoning says, in part, “Creature spells you cast cost {2} less to cast.” You control Heartless Summoning and cast Siege Wurm, a spell with convoke that costs {5}{G}{G}. The total cost to cast Siege Wurm is {3}{G}{G}. After activating mana abilities, you pay that total cost. You may tap up to two green creatures and up to three other creatures to pay that cost, and the remainder is paid with mana.", + "zh": "例如:无情召唤的一部分异能叙述为“你施放的生物咒语减少{2}来施放。”你操控无情召唤并施放攻城亚龙,一个费用为{5}{G}{G}并具有召集异能的咒语。施放攻城亚龙的总费用为{3}{G}{G}。在你起动法术力异能之后,你将支付总费用。你可以横置至多两个绿色生物和至多三个其他生物来支付该费用,未用此法支付的其余费用使用法术力异能来支付。" + } + ] + }, + { + "chapter": "702.51c", + "en": "A creature tapped to pay for mana in a spell’s total cost this way is said to have “convoked” that spell.", + "zh": "若以此法横置了某生物来支付咒语的总费用,便称为用此生物“召集”该咒语。" + }, + { + "chapter": "702.51d", + "en": "Multiple instances of convoke on the same spell are redundant.", + "zh": "同一个咒语上的多个召集异能并无意义。" + } + ] + }, + { + "chapter": "702.52.", + "en": "Dredge", + "zh": "发掘", + "subrules": [ + { + "chapter": "702.52a", + "en": "Dredge is a static ability that functions only while the card with dredge is in a player’s graveyard. “Dredge N” means “As long as you have at least N cards in your library, if you would draw a card, you may instead mill N cards and return this card from your graveyard to your hand.”", + "zh": "发掘属于静止式异能,只当具有发掘异能的牌在牌手的坟墓场中时生效。“发掘N”意指,“只要你的牌库至少有N张牌,若你将要抓一张牌,你可以改为磨N张牌,且将此牌从你的坟墓场移回你手上。”" + }, + { + "chapter": "702.52b", + "en": "A player with fewer cards in their library than the number required by a dredge ability can’t mill any of them this way.", + "zh": "如果牌手的牌库张数少于某个发掘异能所要求的数量,则该牌手便不能以此法磨任何牌。" + } + ] + }, + { + "chapter": "702.53.", + "en": "Transmute", + "zh": "易质", + "subrules": [ + { + "chapter": "702.53a", + "en": "Transmute is an activated ability that functions only while the card with transmute is in a player’s hand. “Transmute [cost]” means “[Cost], Discard this card: Search your library for a card with the same mana value as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Activate only as a sorcery.”", + "zh": "易质属于起动式异能,只当具有易质异能之牌在牌手的手上时才会生效。“易质[费用]”意指,“[费用],弃掉此牌:从你的牌库中搜寻一张法术力值与它相同的牌,展示该牌,并置于你手上。然后将你的牌库洗牌。只能于法术时机起动。”" + }, + { + "chapter": "702.53b", + "en": "Although the transmute ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities.", + "zh": "对于具易质的牌来说,虽然此异能只能于该牌在手上时起动,但不论此物件在战场上或是在其他区域之中,此异能都存在于其上。因此,如果一个效应会对具有一个或数个起动式异能之物件产生影响,则具有易质异能的物件也会因此受到影响。" + } + ] + }, + { + "chapter": "702.54.", + "en": "Bloodthirst", + "zh": "嗜血", + "subrules": [ + { + "chapter": "702.54a", + "en": "Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this turn, this permanent enters with N +1/+1 counters on it.”", + "zh": "嗜血属于静止式异能。“嗜血N”意指,“如果对手本回合中受过伤害,则此永久物进场时上面有N个+1/+1指示物。”" + }, + { + "chapter": "702.54b", + "en": "“Bloodthirst X” is a special form of bloodthirst. “Bloodthirst X” means “This permanent enters with X +1/+1 counters on it, where X is the total damage your opponents have been dealt this turn.”", + "zh": "“嗜血X”是嗜血的特殊格式之一。“嗜血X”意指,“此永久物进场时上面有X个+1/+1指示物,X为对手本回合受过的伤害数量。”" + }, + { + "chapter": "702.54c", + "en": "If an object has multiple instances of bloodthirst, each applies separately.", + "zh": "如果一个物件具有多个嗜血异能,则每一个都会分别生效。" + } + ] + }, + { + "chapter": "702.55.", + "en": "Haunt", + "zh": "缠身", + "subrules": [ + { + "chapter": "702.55a", + "en": "Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put into a graveyard from the battlefield, exile it haunting target creature.” “Haunt” on an instant or sorcery spell means “When this spell is put into a graveyard during its resolution, exile it haunting target creature.”", + "zh": "缠身属于触发式异能。永久物上的“缠身”意指,“当此永久物从战场置入坟墓场时,将它放逐,并缠身在目标生物上。”在瞬间或法术咒语上的“缠身”意指,“当此咒语结算后置入坟墓场时,将它放逐,并缠身在目标生物上。”" + }, + { + "chapter": "702.55b", + "en": "Cards that are in the exile zone as the result of a haunt ability “haunt” the creature targeted by that ability. The phrase “creature it haunts” refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature.", + "zh": "由于其缠身异能而处于放逐区域的牌,将“缠身”在该异能所指定的目标生物上。无论该物件是否依然为生物,“它所缠身的生物”皆指代被缠身异能所指定为目标的物件。" + }, + { + "chapter": "702.55c", + "en": "Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.", + "zh": "具有缠身的牌上之提及“所缠身的生物”的触发式异能,能够在放逐区中触发。" + } + ] + }, + { + "chapter": "702.56.", + "en": "Replicate", + "zh": "覆诵", + "subrules": [ + { + "chapter": "702.56a", + "en": "Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell with replicate is on the stack. The second is a triggered ability that functions while the spell with replicate is on the stack. “Replicate [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When you cast this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any of the copies.” Paying a spell’s replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.", + "zh": "覆诵为代表了两个异能的关键字。第一个属于静止式异能,当该咒语在堆叠中时生效。第二个属于触发式异能,当该咒语在堆叠中时生效。“覆诵[费用]”意指,“你可以支付[费用]任意次数,以作为施放此咒语的额外费用”以及“当你施放此咒语时,若支付过其覆诵费用,则每支付过一次覆诵费用,就可以将它复制一次。若此咒语需要目标,你可以为任意数量之复制品选择新的目标。”支付某咒语的覆诵费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。" + }, + { + "chapter": "702.56b", + "en": "If a spell has multiple instances of replicate, each is paid separately and triggers based on the payments made for it, not any other instance of replicate.", + "zh": "如果一个咒语具有多个覆诵异能,则每一个均需分别支付,而支付费用后的触发也将各自独立,每个覆诵异能都基于为其支付的费用触发。" + } + ] + }, + { + "chapter": "702.57.", + "en": "Forecast", + "zh": "预报", + "subrules": [ + { + "chapter": "702.57a", + "en": "A forecast ability is a special kind of activated ability that can be activated only from a player’s hand. It’s written “Forecast — [Activated ability].”", + "zh": "预报是一种特殊的起动式异能,只能从牌手的手上起动。其格式为“预报~[起动式异能]”。" + }, + { + "chapter": "702.57b", + "en": "A forecast ability may be activated only during the upkeep step of the card’s owner and only once each turn. The controller of the forecast ability reveals the card with that ability from their hand as the ability is activated. That player plays with that card revealed in their hand until it leaves the player’s hand or until a step or phase that isn’t an upkeep step begins, whichever comes first.", + "zh": "预报异能只可以在其操控者的维持步骤中起动,且每回合只能起动一次。于起动预报异能时,其操控者须从手上展示具该异能的牌。该牌手必须以展示此牌的方式进行游戏,直到此牌离开该牌手的手牌或开始了一个不属于维持步骤的步骤或阶段之一发生。" + } + ] + }, + { + "chapter": "702.58.", + "en": "Graft", + "zh": "接殖", + "subrules": [ + { + "chapter": "702.58a", + "en": "Graft represents both a static ability and a triggered ability. “Graft N” means “This permanent enters with N +1/+1 counters on it” and “Whenever another creature enters, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature.”", + "zh": "接殖代表了两部分的异能,一个是静止式异能,另一个则是触发式异能。“接殖N”意指,“此永久物进场时上面有N个+1/+1指示物”以及“每当另一个生物进场时,若此永久物上有+1/+1指示物,你可以将此永久物上的一个+1/+1指示物移到该生物上。”" + }, + { + "chapter": "702.58b", + "en": "If a permanent has multiple instances of graft, each one works separately.", + "zh": "如果一个永久物具有多个接殖异能,则每一个都会分别产生作用。" + } + ] + }, + { + "chapter": "702.59.", + "en": "Recover", + "zh": "复还", + "subrules": [ + { + "chapter": "702.59a", + "en": "Recover is a triggered ability that functions only while the card with recover is in a player’s graveyard. “Recover [cost]” means “When a creature is put into your graveyard from the battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.”", + "zh": "复还属于触发式异能,只当具有复还异能的牌在某牌手中的坟墓场中时生效。“复还[费用]”意指,“当一个生物从战场置入你的坟墓场时,你可以支付[费用]。若你如此作,则将此牌从你的坟墓场移回你手上。否则,则放逐此牌。”" + } + ] + }, + { + "chapter": "702.60.", + "en": "Ripple", + "zh": "涟动", + "subrules": [ + { + "chapter": "702.60a", + "en": "Ripple is a triggered ability that functions only while the card with ripple is on the stack. “Ripple N” means “When you cast this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may cast any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not cast this way on the bottom of your library in any order.”", + "zh": "涟动属于触发式异能,只当具有涟动异能的牌在堆叠中时生效。“涟动N”意指,“当你施放此咒语时,你可以展示你牌库顶的N张牌;或是当你的牌库少于N张牌时,你可以展示你牌库的所有牌。若你以此法从你的牌库展示牌,你可以施放所展示之牌中与此咒语同名者,并且不需支付其法术力费用,然后将所展示之牌中未以此法施放者以任意顺序置于你的牌库底。”" + }, + { + "chapter": "702.60b", + "en": "If a spell has multiple instances of ripple, each triggers separately.", + "zh": "如果一个咒语具有多个涟动异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.61.", + "en": "Split Second", + "zh": "转瞬", + "subrules": [ + { + "chapter": "702.61a", + "en": "Split second is a static ability that functions only while the spell with split second is on the stack. “Split second” means “As long as this spell is on the stack, players can’t cast other spells or activate abilities that aren’t mana abilities.”", + "zh": "转瞬属于静止式异能,只当具转瞬异能的牌在堆叠中时生效。“转瞬”意指,“只要此咒语在堆叠中,牌手便不能施放其他咒语或起动不是法术力异能的起动式异能。”" + }, + { + "chapter": "702.61b", + "en": "Players may activate mana abilities and take special actions while a spell with split second is on the stack. Triggered abilities trigger and are put on the stack as normal while a spell with split second is on the stack.", + "zh": "当具有转瞬的咒语在堆叠中时,牌手仍可以起动法术力异能,及进行特殊动作。当具有转瞬的咒语在堆叠中时,触发式异能仍会如常触发及进入堆叠。" + }, + { + "chapter": "702.61c", + "en": "Multiple instances of split second on the same spell are redundant.", + "zh": "同一个咒语上的多个转瞬异能并无意义。" + } + ] + }, + { + "chapter": "702.62.", + "en": "Suspend", + "zh": "延缓", + "subrules": [ + { + "chapter": "702.62a", + "en": "Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player’s hand. The second and third are triggered abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if this card is suspended, remove a time counter from it,” and “When the last time counter is removed from this card, if it’s exiled, you may play it without paying its mana cost if able. If you don’t, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes.”", + "zh": "延缓为代表了三个异能的关键字。第一个属于静止式异能,当具有延缓异能的牌在牌手手牌中时生效。第二个与第三个异能属于触发式异能,于放逐区中生效。“延缓N~[费用]”意指,“如果你可以通过将此牌从手上放入堆叠的方式开始施放它,你可以支付[费用]并将其放逐,且上面有N个计时指示物。此动作不使用堆叠”、“在你的维持开始时,若此牌被延缓,则从其上移去一个计时指示物”,以及“当移去此牌上最后一个计时指示物时,若它目前被放逐,且如果你能使用它,则你可以使用它且不需支付其法术力费用。如果你不使用它,则它持续被放逐。若你以此法施放了一个生物咒语,则它获得敏捷异能,直到你失去该咒语或其成为的永久物之操控权为止。”" + }, + { + "chapter": "702.62b", + "en": "A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.", + "zh": "如果一张具有延缓的牌位于放逐区,且其上有计时指示物,则此牌为“已延缓”。" + }, + { + "chapter": "702.62c", + "en": "While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibit that card from being cast.", + "zh": "当确定你是否可以开始施放一张具有延缓异能的牌时,将任何将会阻止该牌施放的效应纳入考虑。" + }, + { + "chapter": "702.62d", + "en": "Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "以延缓异能的效应施放咒语,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。" + } + ] + }, + { + "chapter": "702.63.", + "en": "Vanishing", + "zh": "消逝", + "subrules": [ + { + "chapter": "702.63a", + "en": "Vanishing is a keyword that represents three abilities. “Vanishing N” means “This permanent enters with N time counters on it,” “At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it,” and “When the last time counter is removed from this permanent, sacrifice it.”", + "zh": "消逝为代表了三个异能的关键字。“消逝N”意指,“此永久物进场时上面有N个计时指示物”、“在你的维持开始时,若此永久物上有计时指示物,则从其上移去一个计时指示物”,以及“当移去此永久物上最后一个计时指示物时,将它牺牲。”" + }, + { + "chapter": "702.63b", + "en": "Vanishing without a number means “At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it” and “When the last time counter is removed from this permanent, sacrifice it.”", + "zh": "如果“消逝”后面没接着数字指,“在你的维持开始时,若此永久物上有计时指示物,则从其上移去一个计时指示物”以及“当移去此永久物上最后一个计时指示物时,将它牺牲。”" + }, + { + "chapter": "702.63c", + "en": "If a permanent has multiple instances of vanishing, each works separately.", + "zh": "如果一个永久物具有多个消逝异能,则每一个都会分别运作。" + } + ] + }, + { + "chapter": "702.64.", + "en": "Absorb", + "zh": "抵受", + "subrules": [ + { + "chapter": "702.64a", + "en": "Absorb is a static ability. “Absorb N” means “If a source would deal damage to this creature, prevent N of that damage.”", + "zh": "抵受属于静止式异能。“抵受N”意指,“如果任一来源将对此生物造成伤害,则防止此伤害中的N点。”" + }, + { + "chapter": "702.64b", + "en": "Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage from other sources, or to damage dealt by the same source at a different time.", + "zh": "每个抵受异能都只能防止任一来源一次所造成的N点伤害。它会对其他来源所造成的伤害另外生效,或者对此来源其他时候所造成的伤害另外生效。" + }, + { + "chapter": "702.64c", + "en": "If an object has multiple instances of absorb, each applies separately.", + "zh": "如果一个物件具有多个抵受异能,则每一个都会分别生效。" + } + ] + }, + { + "chapter": "702.65.", + "en": "Aura Swap", + "zh": "灵气转换", + "subrules": [ + { + "chapter": "702.65a", + "en": "Aura swap is an activated ability of some Aura cards. “Aura swap [cost]” means “[Cost]: You may exchange this permanent with an Aura card in your hand.”", + "zh": "灵气交换是一些灵气牌所具有的起动式异能。“灵气转换[费用]”意指,“[费用]:你可以将此永久物与你手上的一张灵气牌交换。”" + }, + { + "chapter": "702.65b", + "en": "If either half of the exchange can’t be completed, the ability has no effect.", + "zh": "如果此交换过程中的任意部分无法完成,此异能无效。", + "extras": [ + { + "en": "Example: You activate the aura swap ability of an Aura. The only Aura card in your hand can’t enchant the permanent that’s enchanted by the Aura with aura swap. The ability has no effect.", + "zh": "例如:你起动了某灵气的灵气转换异能。你手上唯一的灵气牌并不能结附在目前已被具灵气转换异能之灵气结附的永久物上。此异能无效。" + }, + { + "en": "Example: You activate the aura swap ability of an Aura that you control but you don’t own. The ability has no effect.", + "zh": "例如:你起动了由你操控但不由你拥有的灵气之灵气转换异能。此异能无效。" + } + ] + } + ] + }, + { + "chapter": "702.66.", + "en": "Delve", + "zh": "掘穴", + "subrules": [ + { + "chapter": "702.66a", + "en": "Delve is a static ability that functions while the spell with delve is on the stack. “Delve” means “For each generic mana in this spell’s total cost, you may exile a card from your graveyard rather than pay that mana.”", + "zh": "掘穴属于静止式异能,当具有掘穴的咒语在堆叠中时生效。“掘穴”意指,“你可以为此咒语总费用中的每一点一般法术力从你的坟墓场中放逐一张牌,而不支付该法术力。”" + }, + { + "chapter": "702.66b", + "en": "The delve ability isn’t an additional or alternative cost and applies only after the total cost of the spell with delve is determined.", + "zh": "掘穴异能不是额外或替代性费用,且只在该具有掘穴异能的咒语的总费用被确定之后生效。" + }, + { + "chapter": "702.66c", + "en": "Multiple instances of delve on the same spell are redundant.", + "zh": "同一个咒语上的多个掘穴异能并无意义。" + } + ] + }, + { + "chapter": "702.67.", + "en": "Fortify", + "zh": "构工", + "subrules": [ + { + "chapter": "702.67a", + "en": "Fortify is an activated ability of Fortification cards. “Fortify [cost]” means “[Cost]: Attach this Fortification to target land you control. Activate only as a sorcery.”", + "zh": "构工属于工事牌专有的起动式异能。“构工[费用]”意指,“[费用]:将此工事贴附于目标由你操控的地上。只能于法术时机起动。”" + }, + { + "chapter": "702.67b", + "en": "For more information about Fortifications, see rule 301, “Artifacts.”", + "zh": "关于工事的更多信息,参见规则301,“神器”。" + }, + { + "chapter": "702.67c", + "en": "If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.", + "zh": "如果一个工事上有多个构工异能,则均可任意使用。" + } + ] + }, + { + "chapter": "702.68.", + "en": "Frenzy", + "zh": "狂热", + "subrules": [ + { + "chapter": "702.68a", + "en": "Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t blocked, it gets +N/+0 until end of turn.”", + "zh": "狂热属于触发式异能。“狂热N”意指,“每当此生物攻击且未受阻挡时,它得+N/+0直到回合结束。”" + }, + { + "chapter": "702.68b", + "en": "If a creature has multiple instances of frenzy, each triggers separately.", + "zh": "如果一个生物具有多个狂热异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.69.", + "en": "Gravestorm", + "zh": "坟场风暴", + "subrules": [ + { + "chapter": "702.69a", + "en": "Gravestorm is a triggered ability that functions on the stack. “Gravestorm” means “When you cast this spell, copy it for each permanent that was put into a graveyard from the battlefield this turn. If the spell has any targets, you may choose new targets for any of the copies.”", + "zh": "坟场风暴属于触发式异能,于堆叠中生效。“坟场风暴”意指,“当你施放此咒语时,本回合在这之前每有一个永久物从战场置入坟墓场,便复制该咒语一次。若此咒语需要目标,你可以为任意复制品选择新的目标。”" + }, + { + "chapter": "702.69b", + "en": "If a spell has multiple instances of gravestorm, each triggers separately.", + "zh": "如果一个咒语具有多个坟场风暴异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.70.", + "en": "Poisonous", + "zh": "剧毒", + "subrules": [ + { + "chapter": "702.70a", + "en": "Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals combat damage to a player, that player gets N poison counters.” (For information about poison counters, see rule 104.3d.)", + "zh": "剧毒属于触发式异能。“剧毒N”意指,“每当此生物对牌手造成战斗伤害时,该牌手得到N个中毒指示物。”(关于中毒指示物的更多信息,参见规则104.3d。)" + }, + { + "chapter": "702.70b", + "en": "If a creature has multiple instances of poisonous, each triggers separately.", + "zh": "如果一个生物具有多个剧毒异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.71.", + "en": "Transfigure", + "zh": "易形", + "subrules": [ + { + "chapter": "702.71a", + "en": "Transfigure is an activated ability. “Transfigure [cost]” means “[Cost], Sacrifice this permanent: Search your library for a creature card with the same mana value as this permanent and put it onto the battlefield. Then shuffle your library. Activate only as a sorcery.”", + "zh": "易形属于起动式异能。“易形[费用]”意指,“[费用],牺牲此永久物:从你的牌库中搜寻一张法术力值与此永久物相同的生物牌,并将之放进战场。然后将你的牌库洗牌。只能于法术时机起动。”" + } + ] + }, + { + "chapter": "702.72.", + "en": "Champion", + "zh": "夺冠", + "subrules": [ + { + "chapter": "702.72a", + "en": "Champion represents two triggered abilities. “Champion an [object]” means “When this permanent enters, sacrifice it unless you exile another [object] you control” and “When this permanent leaves the battlefield, return the exiled card to the battlefield under its owner’s control.”", + "zh": "夺冠代表了两个触发式异能。“夺冠[物件]”意指,“当此永久物进场时,除非你将另一个由你操控的[物件]放逐,否则牺牲之”以及“当此永久物离开战场时,将所放逐的牌在其拥有者的操控下移回战场。”" + }, + { + "chapter": "702.72b", + "en": "The two abilities represented by champion are linked. See rule 607, “Linked Abilities.”", + "zh": "夺冠所代表的两个异能之间有所关联。参见规则607,“关联异能”。" + }, + { + "chapter": "702.72c", + "en": "A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability.", + "zh": "如果一个永久物因夺冠异能造成的直接原因而被另一个永久物放逐,该永久物“被夺冠”。" + } + ] + }, + { + "chapter": "702.73.", + "en": "Changeling", + "zh": "化形", + "subrules": [ + { + "chapter": "702.73a", + "en": "Changeling is a characteristic-defining ability. “Changeling” means “This object is every creature type.” This ability works everywhere, even outside the game. See rule 604.3.", + "zh": "化形属于特征定义异能。“化形”意指,“此物件具有所有生物类别。”此异能会在所有区域生效,即使在游戏外此异能亦会生效。参见规则604.3。" + } + ] + }, + { + "chapter": "702.74.", + "en": "Evoke", + "zh": "呼魂", + "subrules": [ + { + "chapter": "702.74a", + "en": "Evoke represents two abilities: a static ability that functions in any zone from which the card with evoke can be cast and a triggered ability that functions on the battlefield. “Evoke [cost]” means “You may cast this card by paying [cost] rather than paying its mana cost” and “When this permanent enters, if its evoke cost was paid, its controller sacrifices it.” Casting a spell for its evoke cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "呼魂代表了两个异能:一个是在任何该牌能够施放之区域中都生效的静止式异能,另一个则是在战场上生效的触发式异能。“呼魂[费用]”意指,“你可以支付[费用]来施放此牌,而非支付其法术力费用”以及“当此永久物进场时,若曾支付其呼魂费用,则其操控者将之牺牲。”支付呼魂费用施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。" + } + ] + }, + { + "chapter": "702.75.", + "en": "Hideaway", + "zh": "掩蔽", + "subrules": [ + { + "chapter": "702.75a", + "en": "Hideaway is a triggered ability. “Hideaway N” means “When this permanent enters, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains ‘The player who controls the permanent that exiled this card may look at this card in the exile zone.’”", + "zh": "掩蔽属于触发式异能。“掩蔽N”意指“当此永久物进场时,检视你牌库顶的N张牌。牌面朝下地放逐其中一张,并将其余的牌以随机顺序置于你的牌库底。所放逐的牌获得‘任何操控过放逐此牌之永久物的牌手均可以检视放逐区中的此牌。’”" + }, + { + "chapter": "702.75b", + "en": "Previously, the rules for the hideaway ability caused the permanent to enter the battlefield tapped, and the number of cards the player looked at was fixed at four. Cards printed before this rules change had the printed text “Hideaway” with no numeral after the word. Those older cards have received errata in the Oracle card reference to have “Hideaway 4” and the additional ability “[This permanent] enters tapped.”", + "zh": "之前,掩蔽异能的规则使得该永久物须横置进战场,且牌手检视的牌数量固定为四。在此规则变化前印制的牌印有“掩蔽”且其后没有跟随数字。这些旧版牌均已在Oracle™牌张参考文献中获得勘误,其具有掩蔽4,并具有额外异能“[此永久物]须横置进场”。" + } + ] + }, + { + "chapter": "702.76.", + "en": "Prowl", + "zh": "伺机", + "subrules": [ + { + "chapter": "702.76a", + "en": "Prowl is a static ability that functions on the stack. “Prowl [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell’s creature types.” Casting a spell for its prowl cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "伺机属于静止式异能,在堆叠中生效。“伺机[费用]”意指,“如果本回合中一个来源对任一对手造成过战斗伤害,且其造成该伤害时在你的操控下并具有此咒语的任意生物类别,则你可以支付[费用],而不支付此咒语的法术力费用。”支付伺机费用施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。" + } + ] + }, + { + "chapter": "702.77.", + "en": "Reinforce", + "zh": "补强", + "subrules": [ + { + "chapter": "702.77a", + "en": "Reinforce is an activated ability that functions only while the card with reinforce is in a player’s hand. “Reinforce N—[cost]” means “[Cost], Discard this card: Put N +1/+1 counters on target creature.”", + "zh": "补强属于起动式异能,只当具有补强异能之牌在牌手的手上时才会生效。“补强N~[费用]”意指,“[费用],弃掉此牌:在目标生物上放置N个+1/+1指示物。”" + }, + { + "chapter": "702.77b", + "en": "Although the reinforce ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with reinforce will be affected by effects that depend on objects having one or more activated abilities.", + "zh": "对于具补强异能的牌来说,虽然此异能只能于该牌在手上时起动,但不论此物件在战场上或是在其他区域之中,此异能都存在于其上。因此,如果一个效应会对具有一个或数个起动式异能之物件产生影响,则具有补强异能的物件也会因此受影响。" + } + ] + }, + { + "chapter": "702.78.", + "en": "Conspire", + "zh": "协力", + "subrules": [ + { + "chapter": "702.78a", + "en": "Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell with conspire is on the stack. The second is a triggered ability that functions while the spell with conspire is on the stack. “Conspire” means “As an additional cost to cast this spell, you may tap two untapped creatures you control that each share a color with it” and “When you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s conspire cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.", + "zh": "协力为代表了两个异能的关键字。第一个属于静止式异能,当该咒语在堆叠中时生效。第二个属于触发式异能,当该咒语在堆叠中时生效。“协力”意指,“于你施放此咒语时,你可以横置两个由你操控、且与此咒语有共通颜色的未横置生物,以作为施放此咒语的额外费用。”以及“当你施放此咒语时,若曾支付其协力费用,则复制它。如果此咒语需要目标,则你可以为该复制品选择新的目标。”支付某咒语的协力费用,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。" + }, + { + "chapter": "702.78b", + "en": "If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire.", + "zh": "如果一个咒语具有多个协力异能,则每一个均需分别支付,而支付费用后的触发也将基于支付的费用而各自独立,且不会因为支付了其他的协力异能而触发。" + } + ] + }, + { + "chapter": "702.79.", + "en": "Persist", + "zh": "留存", + "subrules": [ + { + "chapter": "702.79a", + "en": "Persist is a triggered ability. “Persist” means “When this permanent is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.”", + "zh": "留存属于触发式异能。“留存”意指,“当此永久物从战场置入坟墓场时,如果其上没有-1/-1指示物,则将它在其拥有者的操控下返回战场,且其上具有一个-1/-1指示物。”" + } + ] + }, + { + "chapter": "702.80.", + "en": "Wither", + "zh": "干枯", + "subrules": [ + { + "chapter": "702.80a", + "en": "Wither is a static ability. Damage dealt to a creature by a source with wither isn’t marked on that creature. Rather, it causes that source’s controller to put that many -1/-1 counters on that creature. See rule 120.3.", + "zh": "干枯属于静止式异能。由具有干枯异能的来源对生物所造成的伤害,并不会标记在该生物上。而是使该来源的操控者将该数量的-1/-1指示物放置在该生物上。参见规则120.3。" + }, + { + "chapter": "702.80b", + "en": "If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had wither.", + "zh": "如果一个物件在使其造成伤害的效应生效前便改变区域,则会使用其最后已知信息来判断该物件是否具有干枯异能。" + }, + { + "chapter": "702.80c", + "en": "The wither rules function no matter what zone an object with wither deals damage from.", + "zh": "无论具有干枯之物件是从哪个区域造成的伤害,干枯异能规则都会生效。" + }, + { + "chapter": "702.80d", + "en": "Multiple instances of wither on the same object are redundant.", + "zh": "同一个物件上的多个干枯异能并无意义。" + } + ] + }, + { + "chapter": "702.81.", + "en": "Retrace", + "zh": "追溯", + "subrules": [ + { + "chapter": "702.81a", + "en": "Retrace is a static ability that functions while the card with retrace is in a player’s graveyard. “Retrace” means “You may cast this card from your graveyard by discarding a land card as an additional cost to cast it.” Casting a spell using its retrace ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.", + "zh": "追溯属于静止式异能,当具有此异能的牌在牌手的坟墓场中时生效。“追溯”意指,“你可以从你的坟墓场中施放此牌,但必须弃掉一张地牌作为施放它的额外费用。”以追溯异能施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。" + } + ] + }, + { + "chapter": "702.82.", + "en": "Devour", + "zh": "吞噬", + "subrules": [ + { + "chapter": "702.82a", + "en": "Devour is a static ability. “Devour N” means “As this object enters, you may sacrifice any number of creatures. This permanent enters with N +1/+1 counters on it for each creature sacrificed this way.”", + "zh": "吞噬属于静止式异能。“吞噬N”意指,“于此物件进场时,你可以牺牲任意数量的生物。此生物进场时,每以此法牺牲一个生物,它上面便有N个+1/+1指示物。”" + }, + { + "chapter": "702.82b", + "en": "Some objects have abilities that refer to the number of creatures the permanent devoured. “It devoured” means “sacrificed as a result of its devour ability as it entered the battlefield.”", + "zh": "有些物件所具有的异能,会提到此永久物所吞噬之生物的数量。“它吞噬过”意指,“于它进战场时因其吞噬异能而牺牲掉。”" + }, + { + "chapter": "702.82c", + "en": "Devour [quality] is a variant of devour. “Devour [quality] N” means “As this object enters, you may sacrifice any number of [quality] permanents. This permanent enters with N +1/+1 counters on it for each permanent sacrificed this way.”", + "zh": "吞噬[特性]是吞噬异能的变化形式。“吞噬[特性]N”意指,“于此物件进场时,你可以牺牲任意数量的[特性]永久物。此生物进场时,每以此法牺牲一个永久物,它上面便有N个+1/+1指示物。”" + } + ] + }, + { + "chapter": "702.83.", + "en": "Exalted", + "zh": "颂威", + "subrules": [ + { + "chapter": "702.83a", + "en": "Exalted is a triggered ability. “Exalted” means “Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.”", + "zh": "颂威属于触发式异能。“颂威”意指,“每当一个由你操控的生物单独攻击时,该生物得+1/+1直到回合结束。”" + }, + { + "chapter": "702.83b", + "en": "A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat phase. See rule 506.5.", + "zh": "在战斗阶段中,如果只有一个生物被宣告为攻击者,该生物为“单独攻击”。参见规则506.5。" + } + ] + }, + { + "chapter": "702.84.", + "en": "Unearth", + "zh": "破坟", + "subrules": [ + { + "chapter": "702.84a", + "en": "Unearth is an activated ability that functions while the card with unearth is in a graveyard. “Unearth [cost]” means “[Cost]: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.”", + "zh": "破坟属于起动式异能,当该牌在坟墓场时生效。“破坟[费用]”意指,“[费用]:将此牌从你的坟墓场移回战场。它获得敏捷异能。在下一个结束步骤开始时将它放逐。若它将离开战场,则改为将其放逐,而非置入任何地方。只能于法术时机起动。”" + } + ] + }, + { + "chapter": "702.85.", + "en": "Cascade", + "zh": "倾曳", + "subrules": [ + { + "chapter": "702.85a", + "en": "Cascade is a triggered ability that functions only while the spell with cascade is on the stack. “Cascade” means “When you cast this spell, exile cards from the top of your library until you exile a nonland card whose mana value is less than this spell’s mana value. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than this spell’s mana value. Then put all cards exiled this way that weren’t cast on the bottom of your library in a random order.”", + "zh": "倾曳属于触发式异能,只当具有倾曳异能的牌在堆叠中时生效。“倾曳”意指,“当你施放此咒语时,从你的牌库顶牌开始放逐牌,直到放逐一张法术力值比此咒语低、且不是地的牌为止。你可以施放该牌,且不需支付其法术力费用,只要该牌所成为的咒语之法术力值比此咒语低。然后将所有以此法放逐、且并未被施放的牌以随机顺序置于你的牌库底。”" + }, + { + "chapter": "702.85b", + "en": "If an effect allows a player to take an action with one or more of the exiled cards “as you cascade,” the player may take that action after they have finished exiling cards due to the cascade ability. This action is taken before choosing whether to cast the last exiled card or, if no appropriate card was exiled, before putting the exiled cards on the bottom of their library in a random order.", + "zh": "如果一个效应允许牌手“于你倾曳时”对所放逐之牌中的一张或数张牌执行动作,该牌手在因倾曳异能完成放逐牌张之后,方可执行该动作。该动作在选择是否施放上一张被放逐的牌之前执行。如果没有牌因此被放逐,则在将被放逐的牌以随机顺序置于其牌库底之前执行。" + }, + { + "chapter": "702.85c", + "en": "If a spell has multiple instances of cascade, each triggers separately.", + "zh": "如果一个咒语具有多个倾曳异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.86.", + "en": "Annihilator", + "zh": "歼灭", + "subrules": [ + { + "chapter": "702.86a", + "en": "Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N permanents.”", + "zh": "歼灭是触发式异能。“歼灭N”意指“每当此生物攻击时,防御牌手牺牲N个永久物。”" + }, + { + "chapter": "702.86b", + "en": "If a creature has multiple instances of annihilator, each triggers separately.", + "zh": "如果一个生物具有多个歼灭异能,每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.87.", + "en": "Level Up", + "zh": "升级", + "subrules": [ + { + "chapter": "702.87a", + "en": "Level up is an activated ability. “Level up [cost]” means “[Cost]: Put a level counter on this permanent. Activate only as a sorcery.”", + "zh": "升级是起动式异能。“升级[费用]”意指“[费用]:在此永久物上放置一个等级指示物。只能于法术时机起动。”" + }, + { + "chapter": "702.87b", + "en": "Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level symbols that are themselves keyword abilities. See rule 711, “Leveler Cards.”", + "zh": "每张印有升级异能的牌为升级牌。它有特殊排版方式,并且包含了两个等级符号,并且本身也是关键字异能。参见规则711,“升级牌”。" + }, + { + "chapter": "702.87c", + "en": "Some enchantments have the subtype Class and associated abilities that give them a class level. These are not the same as level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.”", + "zh": "一些结界具有副类别职业,与其相关的异能给予其职业等级。这与升级异能并不相同,职业等级也与等级指示物并无互动。参见规则716,“职业牌”。" + } + ] + }, + { + "chapter": "702.88.", + "en": "Rebound", + "zh": "弹回", + "subrules": [ + { + "chapter": "702.88a", + "en": "Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the stack and may create a delayed triggered ability. “Rebound” means “If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.”", + "zh": "弹回会在一些瞬间与法术上出现。它代表了一个静止式异能,当该咒语在堆叠中时生效,且可以创造延迟触发式异能。“弹回”意指“如果此咒语是从你手上施放,则此咒语结算时不进入你的坟墓场,改为将它放逐,并且在你的下一个维持开始时,你可以从放逐区施放此牌,且不须支付其法术力费用。”" + }, + { + "chapter": "702.88b", + "en": "Casting a spell as an effect of its rebound ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "因咒语的弹回异能之效应施放咒语时,依然需要按照规则601.2b和规则601.2f-h来支付替代性费用。" + }, + { + "chapter": "702.88c", + "en": "Multiple instances of rebound on the same spell are redundant.", + "zh": "同一个咒语上的多个弹回异能没有意义。" + } + ] + }, + { + "chapter": "702.89.", + "en": "Umbra Armor", + "zh": "本影甲", + "subrules": [ + { + "chapter": "702.89a", + "en": "Umbra armor is a static ability that appears on some Auras. “Umbra armor” means “If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura.”", + "zh": "本影甲是会出现在一些灵气上的静止式异能。“本影甲”意指“如果所结附的永久物将被消灭,则改为移除它上面标记的所有伤害,并消灭此灵气。”" + }, + { + "chapter": "702.89b", + "en": "Some older cards were printed with the ability “totem armor” or referenced that ability. The text of these cards has been updated in the Oracle card reference to refer to umbra armor instead.", + "zh": "一些早先版本的卡牌印有异能“替身甲”或提及该异能。这些卡牌的文本均已在Oracle牌张参考文献中更新为本影甲。" + } + ] + }, + { + "chapter": "702.90.", + "en": "Infect", + "zh": "侵染", + "subrules": [ + { + "chapter": "702.90a", + "en": "Infect is a static ability.", + "zh": "侵染是静止式异能。" + }, + { + "chapter": "702.90b", + "en": "Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s controller to give the player that many poison counters. See rule 120.3.", + "zh": "具有侵染的来源对牌手所造成的伤害,并不会让该牌手失去生命。而是使该来源之操控者将该数量的中毒指示物给予该牌手。参见规则120.3。" + }, + { + "chapter": "702.90c", + "en": "Damage dealt to a creature by a source with infect isn’t marked on that creature. Rather, it causes that source’s controller to put that many -1/-1 counters on that creature. See rule 120.3.", + "zh": "具有侵染的来源对生物所造成的伤害,并不会标记在该生物上。而是是该来源之操控着将该数量的-1/-1指示物放置在该生物上。参见规则120.3。" + }, + { + "chapter": "702.90d", + "en": "If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had infect.", + "zh": "如果一个物件在使其造成伤害的效应生效前便改变区域,则会使用其最后已知信息来判断该物件是否具有侵染异能。" + }, + { + "chapter": "702.90e", + "en": "The infect rules function no matter what zone an object with infect deals damage from.", + "zh": "不论具侵染的物件是从哪个区域造成伤害,侵染规则都会生效。" + }, + { + "chapter": "702.90f", + "en": "Multiple instances of infect on the same object are redundant.", + "zh": "同一个物件上的多个侵染异能没有意义。" + } + ] + }, + { + "chapter": "702.91.", + "en": "Battle Cry", + "zh": "战嚎", + "subrules": [ + { + "chapter": "702.91a", + "en": "Battle cry is a triggered ability. “Battle cry” means “Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.”", + "zh": "战嚎是触发式异能。“战嚎”意指“每当此生物攻击时,每个进行攻击的其他生物各得+1/+0直到回合结束。”" + }, + { + "chapter": "702.91b", + "en": "If a creature has multiple instances of battle cry, each triggers separately.", + "zh": "如果一个生物具有多个战嚎异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.92.", + "en": "Living Weapon", + "zh": "活化武器", + "subrules": [ + { + "chapter": "702.92a", + "en": "Living weapon is a triggered ability. “Living weapon” means “When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this Equipment to it.”", + "zh": "活化武器是触发式异能。“活化武器”意指“当此武具进场时,派出一个0/0黑色非瑞人/病菌衍生生物,然后将它贴附于其上。”" + } + ] + }, + { + "chapter": "702.93.", + "en": "Undying", + "zh": "不息", + "subrules": [ + { + "chapter": "702.93a", + "en": "Undying is a triggered ability. “Undying” means “When this permanent is put into a graveyard from the battlefield, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.”", + "zh": "不息是触发式异能。“不息”意指“当此永久物从战场进入坟墓场时,若其上没有+1/+1指示物,则将它在其拥有者的操控下返回战场上,且其上有一个+1/+1指示物。”" + } + ] + }, + { + "chapter": "702.94.", + "en": "Miracle", + "zh": "奇迹", + "subrules": [ + { + "chapter": "702.94a", + "en": "Miracle is a static ability linked to a triggered ability. (See rule 603.11.) “Miracle [cost]” means “You may reveal this card from your hand as you draw it if it’s the first card you’ve drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.”", + "zh": "奇迹是与触发式异能有关联的静止式异能。(参见规则603.11。)“奇迹[费用]”意指“于你抓到此牌时,若其为你本回合抓到的第一张牌,你可以从手上展示它。当你以此法展示此牌时,你可以支付[费用]并施放之,而非支付其法术力费用。”" + }, + { + "chapter": "702.94b", + "en": "If a player chooses to reveal a card using its miracle ability, they play with that card revealed until that card leaves their hand, that ability resolves, or that ability otherwise leaves the stack. (See rule 701.20a.)", + "zh": "如果牌手选择通过某张牌的奇迹异能来展示,则直到该牌离开其手牌、该异能结算,或该异能因故离开堆叠为止,该牌手须以展示此牌的方式进行游戏。(参见规则701.20a。)" + } + ] + }, + { + "chapter": "702.95.", + "en": "Soulbond", + "zh": "魂系", + "subrules": [ + { + "chapter": "702.95a", + "en": "Soulbond is a keyword that represents two triggered abilities. “Soulbond” means “When this creature enters, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control” and “Whenever another creature you control enters, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.”", + "zh": "魂系是代表两个触发式异能的关键字。“魂系”意指“当此生物进场时,若你同时操控此生物及另一生物,且两者皆未搭档,则只要此生物与另一由你操控且未搭档的生物在战场上仍是生物且都由你操控,你便可以将这两者组成搭档。”以及“每当另一个由你操控的生物进场时,若你同时操控该生物及此生物,且两者皆未搭档,则只要该进场的生物与此生物在战场上仍是生物且都由你操控,你便可以将这两者组成搭档。”" + }, + { + "chapter": "702.95b", + "en": "A creature becomes “paired” with another as the result of a soulbond ability. Abilities may refer to a paired creature, the creature another creature is paired with, or whether a creature is paired. An “unpaired” creature is one that is not paired.", + "zh": "魂系异能使一个生物与另一个生物组成“搭档”。异能可能会提及已搭档的生物、与另一生物搭档的生物,或某生物是否已搭档。“未搭档”的生物指未与其他生物搭档的生物。" + }, + { + "chapter": "702.95c", + "en": "When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the battlefield, or no longer under the control of the player who controls the soulbond ability, neither object becomes paired.", + "zh": "当魂系异能结算时,若即将组成搭档的两物件之一因故不再是生物、已不在战场上,或已不在该操控魂系异能的牌手之操控下,则两者都不会成为已搭档。" + }, + { + "chapter": "702.95d", + "en": "A creature can be paired with only one other creature.", + "zh": "一个生物仅能与一个其他生物搭档。" + }, + { + "chapter": "702.95e", + "en": "A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature it’s paired with; it or the creature it’s paired with stops being a creature; or it or the creature it’s paired with leaves the battlefield.", + "zh": "当下列任一情况发生时,已搭档生物会变成未搭档状态:另一位牌手获得该生物或与其搭档的生物之操控权;该生物或与其搭档的生物不再是生物;或者该生物或与其搭档的生物离开战场。" + } + ] + }, + { + "chapter": "702.96.", + "en": "Overload", + "zh": "超载", + "subrules": [ + { + "chapter": "702.96a", + "en": "Overload is a keyword that represents two static abilities that function while the spell with overload is on the stack. Overload [cost] means “You may choose to pay [cost] rather than pay this spell’s mana cost” and “If you chose to pay this spell’s overload cost, change its text by replacing all instances of the word ‘target’ with the word ‘each.’” Casting a spell using its overload ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "超载此关键字代表两个具有该异能的咒语在堆叠上时生效的静止式异能。超载[费用]指:“你可以选择支付[费用],而非支付此咒语的法术力费用”以及“如果你选择支付此咒语的超载费用,则将其规则叙述中的‘目标’字样全部更改为‘每个’”。利用咒语的超载异能施放该咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。" + }, + { + "chapter": "702.96b", + "en": "If a player chooses to pay the overload cost of a spell, that spell won’t require any targets. It may affect objects that couldn’t be chosen as legal targets if the spell were cast without its overload cost being paid.", + "zh": "如果牌手选择支付某咒语的超载费用,则该咒语不需要任何目标。如果在没有支付其超载费用的情况下施放此咒语时,某物件无法成为其合法目标,则此咒语的超载版本有可能会影响它。" + }, + { + "chapter": "702.96c", + "en": "Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.”", + "zh": "超载的第二个异能会产生改变内文叙述的效应。参见规则612,“改变叙述的效应”。" + } + ] + }, + { + "chapter": "702.97.", + "en": "Scavenge", + "zh": "食腐", + "subrules": [ + { + "chapter": "702.97a", + "en": "Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. “Scavenge [cost]” means “[Cost], Exile this card from your graveyard: Put a number of +1/+1 counters equal to the power of the card you exiled on target creature. Activate only as a sorcery.”", + "zh": "食腐属于起动式异能,只当具食腐异能的牌在坟墓场中时产生作用。“食腐[费用]”意指:“[费用],从你的坟墓场放逐此牌:在目标生物上放置等同于该牌力量的+1/+1指示物。只能于法术时机起动。”" + } + ] + }, + { + "chapter": "702.98.", + "en": "Unleash", + "zh": "脱缰", + "subrules": [ + { + "chapter": "702.98a", + "en": "Unleash is a keyword that represents two static abilities. “Unleash” means “You may have this permanent enter with an additional +1/+1 counter on it” and “This permanent can’t block as long as it has a +1/+1 counter on it.”", + "zh": "脱缰此关键字代表两个静止式异能。“脱缰”意指“你可以让此永久物进场时上面额外有一个+1/+1指示物”,以及“只要其上有+1/+1指示物,此永久物便不能进行阻挡。”" + } + ] + }, + { + "chapter": "702.99.", + "en": "Cipher", + "zh": "暗码", + "subrules": [ + { + "chapter": "702.99a", + "en": "Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions while the spell with cipher is on the stack. The second is a static ability that functions while the card with cipher is in the exile zone. “Cipher” means “If this spell is represented by a card, you may exile this card encoded on a creature you control” and “For as long as this card is encoded on that creature, that creature has ‘Whenever this creature deals combat damage to a player, you may copy the encoded card and you may cast the copy without paying its mana cost.’”", + "zh": "暗码会在某些瞬间与法术上出现。它代表两个异能。第一个为咒语异能于此咒语在堆叠中时生效。第二个为静止式异能于具暗码异能的牌处于放逐区时生效。“暗码”意指“如果此咒语由牌表示,则你可以放逐此牌,并赋码于一个由你操控的生物上”和“只要此牌赋码于该生物上,该生物便具有‘每当此生物对任一牌手造成战斗伤害时,你可以复制此牌,同时可以施放此复制品,且不需支付其法术力费用’。”" + }, + { + "chapter": "702.99b", + "en": "The term “encoded” describes the relationship between the card with cipher while in the exile zone and the creature chosen when the spell represented by that card resolves.", + "zh": "“赋码”一词用于描述位于放逐区中该张具暗码异能的牌,与在由此牌表示之咒语结算时所选的生物这两者之间的联系。" + }, + { + "chapter": "702.99c", + "en": "The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield. The card remains encoded on that object even if it changes controller or stops being a creature, as long as it remains on the battlefield.", + "zh": "只要具暗码异能的牌持续被放逐,且所选的生物持续在战场,此牌就会一直赋码于所选的生物上。只要此物件还在战场,该牌就会持续赋码于其上,即便该物件的操控权发生改变或不再是生物也是一样。" + } + ] + }, + { + "chapter": "702.100.", + "en": "Evolve", + "zh": "进化", + "subrules": [ + { + "chapter": "702.100a", + "en": "Evolve is a triggered ability. “Evolve” means “Whenever a creature you control enters, if that creature’s power is greater than this creature’s power and/or that creature’s toughness is greater than this creature’s toughness, put a +1/+1 counter on this creature.”", + "zh": "进化是触发式异能。“进化”意指“每当一个由你操控的生物进场时,若该生物的力量大于此生物的力量和/或该生物的防御力大于此生物的防御力,则在后者上放置一个+1/+1指示物。”" + }, + { + "chapter": "702.100b", + "en": "A creature “evolves” when one or more +1/+1 counters are put on it as a result of its evolve ability resolving.", + "zh": "当一个或数个+1/+1指示物在进化异能结算时被放到一个生物上,该生物“进化”。" + }, + { + "chapter": "702.100c", + "en": "A creature can’t have a greater power or toughness than a noncreature permanent.", + "zh": "一个生物不具有比非生物永久物更高的力量或防御力。" + }, + { + "chapter": "702.100d", + "en": "If a creature has multiple instances of evolve, each triggers separately.", + "zh": "如果某生物具有数个进化异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.101.", + "en": "Extort", + "zh": "敲诈", + "subrules": [ + { + "chapter": "702.101a", + "en": "Extort is a triggered ability. “Extort” means “Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain life equal to the total life lost this way.”", + "zh": "敲诈属于触发式异能。“敲诈”意指“每当你施放一个咒语时,你可以支付{W/B}。如果你如此作,则每位对手各失去1点生命,且你获得等同于以此法失去的生命总和的生命。”" + }, + { + "chapter": "702.101b", + "en": "If a permanent has multiple instances of extort, each triggers separately.", + "zh": "如果某永久物具有数个敲诈异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.102.", + "en": "Fuse", + "zh": "融咒", + "subrules": [ + { + "chapter": "702.102a", + "en": "Fuse is a static ability found on some split cards (see rule 709, “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.", + "zh": "融咒是见于某些连体牌的静止式异能(参见规则709,“连体牌”),会于具融咒异能的牌在牌手的手牌中时生效。如果牌手从其手牌中施放具融咒异能的连体牌,该牌手可以选择一同施放该连体牌的两边,而非选择其中一边。此决定是在将具融咒异能的连体牌放进堆叠前作出。由此施放的咒语称为已融咒的连体咒语。" + }, + { + "chapter": "702.102b", + "en": "A fused split spell has the combined characteristics of its two halves. (See rule 709.4.)", + "zh": "已融咒的连体咒语具有其两边的组合特征。(参见规则709.4。)" + }, + { + "chapter": "702.102c", + "en": "The total cost of a fused split spell includes the mana cost of each half.", + "zh": "已融咒的连体咒语每边的法术力费用都会计入该咒语的总费用当中。" + }, + { + "chapter": "702.102d", + "en": "As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows the instructions of the right half.", + "zh": "于已融咒的连体咒语结算时,该咒语的操控者依照从左到右的顺序,依次执行连体牌两边的叙述。" + } + ] + }, + { + "chapter": "702.103.", + "en": "Bestow", + "zh": "神授", + "subrules": [ + { + "chapter": "702.103a", + "en": "Bestow represents a static ability that functions in any zone from which you could play the card it’s on. “Bestow [cost]” means “As you cast this spell, you may choose to cast it bestowed. If you do, you pay [cost] rather than its mana cost.” Casting a spell using its bestow ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h).", + "zh": "神授代表一个静止式异能,在任何你能施放具神授的牌所在的区域生效。“神授[费用]”意指“于你施放此咒语时,你可以选择神授式施放之。若你如此作,支付[费用],而非支付其法术力费用。”支付牌的神授费用时,需依照规则601.2b与规则601.2f-h来支付替代性费用。" + }, + { + "chapter": "702.103b", + "en": "As a spell cast bestowed is put onto the stack, it becomes an Aura enchantment and gains enchant creature. It is a bestowed Aura spell, and the permanent it becomes as it resolves will be a bestowed Aura. These effects last until the spell or the permanent it becomes ceases to be bestowed (see rules 702.103e–g). Because the spell is an Aura spell, its controller must choose a legal target for that spell as defined by its enchant creature ability and rule 601.2c. See also rule 303.4.", + "zh": "于神授式施放的咒语被放进堆叠时,其成为灵气结界并获得结附于生物异能。它是神授式灵气咒语,其结算时成为的永久物是神授式灵气。这些效应持续直到该咒语或其成为的永久物不再是神授式的(参见规则702.103e-g)。因为该咒语是灵气咒语,其操控者须依照其上结附于生物异能及规则601.2c,为该灵气咒语选择一个合法目标。亦见规则303.4。" + }, + { + "chapter": "702.103c", + "en": "If a bestowed Aura spell is copied, the copy is also a bestowed Aura spell. Any rule that refers to a spell cast bestowed applies to the copy as well.", + "zh": "如果一个神授式灵气咒语被复制,则复制品也是神授式灵气咒语。任何适用于以神授式施放的咒语之规则,亦适用于该复制品。" + }, + { + "chapter": "702.103d", + "en": "When casting a spell bestowed, only its characteristics as modified by the bestow ability are evaluated to determine if it can be cast.", + "zh": "当神授式施放咒语时,仅使用其被神授异能修正过的特征值来检查其能否被施放。", + "extras": [ + { + "en": "Example: Aether Storm is an enchantment with the ability “Creature spells can’t be cast.” This effect doesn’t stop a creature card with bestow from being cast bestowed.", + "zh": "例如:乙太风暴是一个结界,它具有异能“生物咒语不能被施放。”此效应不会阻止具有神授异能的生物牌神授式施放。" + }, + { + "en": "Example: Garruk’s Horde says, in part, “You may cast creature spells from the top of your library.” If you control Garruk’s Horde and the top card of your library is a creature card with bestow, you can cast it as a creature spell, but you can’t cast it bestowed.", + "zh": "例如:贾路的兽群的部分叙述为“你可以从你的牌库顶施放生物咒语。”如果你操控贾路的兽群,且你的牌库顶牌是一张具有神授异能的生物牌,你可以作为生物咒语施放之,但你不能神授式施放之。" + } + ] + }, + { + "chapter": "702.103e", + "en": "As a bestowed Aura spell begins resolving, if its target is illegal, it ceases to be bestowed and the effect making it an Aura spell ends. It continues resolving as a creature spell. See rule 608.3b.", + "zh": "于神授式灵气咒语开始结算时,若其目标不合法,则其不再是神授式的,且令其成为灵气咒语的效应结束。它会继续当作生物咒语结算。参见规则608.3b。" + }, + { + "chapter": "702.103f", + "en": "If a bestowed Aura becomes unattached, it ceases to be bestowed. If a bestowed Aura is attached to an illegal object or player, it becomes unattached and ceases to be bestowed. This is an exception to rule 704.5m.", + "zh": "如果一个神授式灵气成为未贴附,则它不再是神授式的。如果一个神授式灵气贴附于非法的物件或牌手上,则它将成为未贴附,且不再是神授式的。这是规则704.5m的例外情况。" + }, + { + "chapter": "702.103g", + "en": "If a bestowed Aura phases in unattached, it ceases to be bestowed. See rule 702.26, “Phasing.”", + "zh": "如果一个神授式灵气以未贴附的状态跃回,则它不再是神授式的。参见规则702.26,“时间跳跃”。" + } + ] + }, + { + "chapter": "702.104.", + "en": "Tribute", + "zh": "致敬", + "subrules": [ + { + "chapter": "702.104a", + "en": "Tribute is a static ability that functions as the creature with tribute is entering the battlefield. “Tribute N” means “As this creature enters, choose an opponent. That player may put an additional N +1/+1 counters on it as it enters.”", + "zh": "致敬属于静止式异能,于具有致敬异能的生物进战场时产生作用。“致敬N”意指“于该生物进场时,选择一位对手。该牌手可以于此生物进场时在其上放置N个+1/+1指示物。”" + }, + { + "chapter": "702.104b", + "en": "Objects with tribute have triggered abilities that check “if tribute wasn’t paid.” This condition is true if the opponent chosen as a result of the tribute ability didn’t have the creature enter the battlefield with +1/+1 counters as specified by the creature’s tribute ability.", + "zh": "具致敬异能的物件具有会检查“若未支付其致敬”的触发式异能。如果因致敬异能所选的牌手未让该生物进战场时上面额外具有如其致敬异能所规定数量的+1/+1指示物,则便会满足该异能的触发条件。" + } + ] + }, + { + "chapter": "702.105.", + "en": "Dethrone", + "zh": "义勇", + "subrules": [ + { + "chapter": "702.105a", + "en": "Dethrone is a triggered ability. “Dethrone” means “Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on this creature.”", + "zh": "义勇是一个触发式异能。“义勇”意指“每当此生物攻击生命最多或与他者同为最多的牌手时,在其上放置一个+1/+1指示物”。" + }, + { + "chapter": "702.105b", + "en": "If a creature has multiple instances of dethrone, each triggers separately.", + "zh": "如果某生物具有数个义勇异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.106.", + "en": "Hidden Agenda", + "zh": "秘案", + "subrules": [ + { + "chapter": "702.106a", + "en": "Hidden agenda is a static ability that functions as a conspiracy card with hidden agenda is put into the command zone. “Hidden agenda” means “As you put this conspiracy card into the command zone, turn it face down and secretly choose a card name.”", + "zh": "秘案是静止式异能,于具有秘案异能的诡局牌置入统帅区时生效。“秘案”意指“于你将此诡局牌置入统帅区时,将其翻为牌面朝下并私下决定一个牌名。”" + }, + { + "chapter": "702.106b", + "en": "To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card.", + "zh": "要私下决定牌名,将该名称写在一张纸上,并与牌面朝下的诡局牌放在一起。" + }, + { + "chapter": "702.106c", + "en": "Any time you have priority, you may turn a face-down conspiracy card you control in the command zone face up. This is a special action. Doing so will reveal the chosen name. See rule 116.2j.", + "zh": "于任何你拥有优先权的时机,你可以把由你操控的牌面朝下之诡局牌翻回正面。这属于特殊动作。如此作会展示你所决定的牌名。参见规则116.2j。" + }, + { + "chapter": "702.106d", + "en": "Hidden agenda and another ability of the object with hidden agenda that refers to “the chosen name” are linked. The second ability refers only to the card name chosen as a result of that object’s hidden agenda ability. See rule 607.2d.", + "zh": "秘案与具有秘案异能的物件上另一个提及“具有该名称”的异能是关联异能。第二个异能仅指秘案异能作为结论所决定的牌名。" + }, + { + "chapter": "702.106e", + "en": "If a player leaves the game, all face-down conspiracy cards controlled by that player must be revealed to all players. At the end of each game, all face-down conspiracy cards must be revealed to all players.", + "zh": "如果一位牌手将离开游戏,所有由该牌手操控的牌面朝下的诡局牌必须向所有牌手展示。在每盘游戏结束时,所有牌面朝下的诡局牌必须向所有牌手展示。" + }, + { + "chapter": "702.106f", + "en": "Double agenda is a variant of the hidden agenda ability. As you put a conspiracy card with double agenda into the command zone, you secretly name two different cards rather than one. You don’t reveal that more than one name was secretly chosen until you reveal the chosen names.", + "zh": "双重秘案是秘案异能的一种变化。于你将一张具双重秘案异能的诡局牌置入统帅区时,私下决定两个牌名(而不是一个)。你不用展示你所决定的牌名之数量,直到你展示所决定的牌名。" + } + ] + }, + { + "chapter": "702.107.", + "en": "Outlast", + "zh": "延生", + "subrules": [ + { + "chapter": "702.107a", + "en": "Outlast is an activated ability. “Outlast [cost]” means “[Cost], {T}: Put a +1/+1 counter on this creature. Activate only as a sorcery.”", + "zh": "延生属于起动式异能。“延生[费用]”意指“[费用],{横置}:在此生物上放置一个+1/+1指示物。只能于法术时机起动。”" + } + ] + }, + { + "chapter": "702.108.", + "en": "Prowess", + "zh": "灵技", + "subrules": [ + { + "chapter": "702.108a", + "en": "Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.”", + "zh": "灵技属于触发式异能。“灵技”意指“每当你施放非生物咒语时,此生物得+1/+1直到回合结束。”" + }, + { + "chapter": "702.108b", + "en": "If a creature has multiple instances of prowess, each triggers separately.", + "zh": "如果某生物具有数个灵技异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.109.", + "en": "Dash", + "zh": "掩袭", + "subrules": [ + { + "chapter": "702.109a", + "en": "Dash represents three abilities: two static abilities that function while the card with dash is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with dash is on the battlefield. “Dash [cost]” means “You may cast this card by paying [cost] rather than its mana cost,” “If this spell’s dash cost was paid, return the permanent this spell becomes to its owner’s hand at the beginning of the next end step,” and “As long as this permanent’s dash cost was paid, it has haste.” Casting a spell for its dash cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "掩袭代表三个异能:两个会在具掩袭异能的牌位于堆叠上时生效的静止式异能,其中一个会产生延迟触发式异能;以及在具掩袭异能之物件位于战场上时生效的静止式异能。“掩袭[费用]”意指“你可以支付[费用]来施放此牌,而非支付其法术力费用”,“如果你选择支付此咒语的掩袭费用,则在结束步骤开始时,将此咒语成为的永久物移回其拥有者手上”,以及“只要支付了此永久物的掩袭费用,它便具有敏捷”。支付掩袭费用施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。" + } + ] + }, + { + "chapter": "702.110.", + "en": "Exploit", + "zh": "榨取", + "subrules": [ + { + "chapter": "702.110a", + "en": "Exploit is a triggered ability. “Exploit” means “When this creature enters, you may sacrifice a creature.”", + "zh": "榨取属于触发式异能。“榨取”意指“当此生物进场时,你可以牺牲一个生物。”" + }, + { + "chapter": "702.110b", + "en": "A creature with exploit “exploits a creature” when the controller of the exploit ability sacrifices a creature as that ability resolves.", + "zh": "对具榨取异能的生物而言,当该榨取异能的操控者在榨取异能结算时牺牲了生物时,此生物即“榨取生物”。" + } + ] + }, + { + "chapter": "702.111.", + "en": "Menace", + "zh": "威慑", + "subrules": [ + { + "chapter": "702.111a", + "en": "Menace is an evasion ability.", + "zh": "威慑属于躲避式异能。" + }, + { + "chapter": "702.111b", + "en": "A creature with menace can’t be blocked except by two or more creatures. (See rule 509, “Declare Blockers Step.”)", + "zh": "具威慑异能的生物只能被两个或更多生物阻挡。(参见规则509,“宣告阻挡者步骤”。)" + }, + { + "chapter": "702.111c", + "en": "Multiple instances of menace on the same creature are redundant.", + "zh": "同一个生物上的数个威慑异能并无意义。" + } + ] + }, + { + "chapter": "702.112.", + "en": "Renown", + "zh": "铭勇", + "subrules": [ + { + "chapter": "702.112a", + "en": "Renown is a triggered ability. “Renown N” means “When this creature deals combat damage to a player, if it isn’t renowned, put N +1/+1 counters on it and it becomes renowned.”", + "zh": "铭勇属于触发式异能。“铭勇N”意指“当此生物对任一牌手造成战斗伤害时,若它未铭勇,则在其上放置N个+1/+1指示物且它已铭勇。”" + }, + { + "chapter": "702.112b", + "en": "Renowned is a designation that has no rules meaning other than to act as a marker that the renown ability and other spells and abilities can identify. Only permanents can be or become renowned. Once a permanent becomes renowned, it stays renowned until it leaves the battlefield. Renowned is neither an ability nor part of the permanent’s copiable values.", + "zh": "“已铭勇”此称号并无规则含义。它仅用作标记,供铭勇异能及其他咒语和异能辨识之用。只有永久物能够铭勇。一旦某永久物已铭勇后,它便会一直保持已铭勇,直到它离开战场为止。“已铭勇”既不是异能,也不是该永久物可复制特征值的一部分。" + }, + { + "chapter": "702.112c", + "en": "If a creature has multiple instances of renown, each triggers separately. The first such ability to resolve will cause the creature to become renowned, and subsequent abilities will have no effect. (See rule 603.4)", + "zh": "如果某生物具有数个铭勇异能,则每一个都会分别触发。第一个结算的此类异能会让该生物铭勇,后续的异能不会生效(参见规则603.4)。" + } + ] + }, + { + "chapter": "702.113.", + "en": "Awaken", + "zh": "醒转", + "subrules": [ + { + "chapter": "702.113a", + "en": "Awaken appears on some instants and sorceries. It represents two abilities: a static ability that functions while the spell with awaken is on the stack and a spell ability. “Awaken N—[cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell” and “If this spell’s awaken cost was paid, put N +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It’s still a land.” Casting a spell using its awaken ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "醒转会在某些瞬间与法术上出现。它代表了两个异能:一个于具醒转异能的咒语在堆叠中时生效的静止式异能,以及一个咒语异能。“醒转N~[费用]”意指“你可以支付[费用]来施放此咒语而不支付其法术力费用”以及“若曾支付该咒语的醒转费用,则在目标由你操控的地上放置N个+1/+1指示物。该地成为0/0,具敏捷异能的元素生物。它仍然是地。”以醒转异能施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。" + }, + { + "chapter": "702.113b", + "en": "The controller of a spell with awaken chooses the target of the awaken spell ability only if that player chose to pay the spell’s awaken cost. Otherwise the spell is cast as if it didn’t have that target.", + "zh": "具醒转异能之咒语的操控者仅当在该牌手选择支付咒语的醒转费用时,才需选择醒转这一咒语异能的目标。否则,便视为该咒语施放时并无此类目标。" + } + ] + }, + { + "chapter": "702.114.", + "en": "Devoid", + "zh": "虚色", + "subrules": [ + { + "chapter": "702.114a", + "en": "Devoid is a characteristic-defining ability. “Devoid” means “This object is colorless.” This ability functions everywhere, even outside the game. See rule 604.3.", + "zh": "虚色属于特征定义异能。“虚色”意指“此物件是无色”。此异能在所有区域都生效,甚至包括游戏外。参见规则604.3。" + } + ] + }, + { + "chapter": "702.115.", + "en": "Ingest", + "zh": "摄食", + "subrules": [ + { + "chapter": "702.115a", + "en": "Ingest is a triggered ability. “Ingest” means “Whenever this creature deals combat damage to a player, that player exiles the top card of their library.”", + "zh": "摄食属于触发式异能。“摄食”意指“每当此生物对任一牌手造成战斗伤害时,该牌手放逐其牌库顶牌。”" + }, + { + "chapter": "702.115b", + "en": "If a creature has multiple instances of ingest, each triggers separately.", + "zh": "若某生物具有数个摄食异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.116.", + "en": "Myriad", + "zh": "繁影", + "subrules": [ + { + "chapter": "702.116a", + "en": "Myriad is a triggered ability that may also create a delayed triggered ability. “Myriad” means “Whenever this creature attacks, for each opponent other than defending player, you may create a token that’s a copy of this creature that’s tapped and attacking that player or a planeswalker they control. If one or more tokens are created this way, exile the tokens at end of combat.”", + "zh": "繁影属于触发式异能,且此异能可能会产生另一个延迟触发式异能。“繁影”意指“每当此生物攻击时,对防御牌手之外的每位对手而言,你可以派出一个横置的衍生物且正对该牌手或由他操控的某个鹏洛客进行攻击,该衍生物为此生物的复制品。如果你以此法派出一个或数个衍生物,则在战斗结束时,放逐这些衍生物。”" + }, + { + "chapter": "702.116b", + "en": "If a creature has multiple instances of myriad, each triggers separately.", + "zh": "如果某生物具有数个繁影异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.117.", + "en": "Surge", + "zh": "潮涌", + "subrules": [ + { + "chapter": "702.117a", + "en": "Surge is a static ability that functions while the spell with surge is on the stack. “Surge [cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell if you or one of your teammates has cast another spell this turn.” Casting a spell for its surge cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "潮涌属于静止式异能,当具潮涌异能的咒语在堆叠中时生效。“潮涌[费用]”意指,“如果你或你的队友本回合中施放过其他咒语,则你于施放此咒语时可以支付[费用],而不支付此咒语的法术力费用。”支付潮涌费用施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。" + } + ] + }, + { + "chapter": "702.118.", + "en": "Skulk", + "zh": "潜匿", + "subrules": [ + { + "chapter": "702.118a", + "en": "Skulk is an evasion ability.", + "zh": "潜匿属于躲避式异能。" + }, + { + "chapter": "702.118b", + "en": "A creature with skulk can’t be blocked by creatures with greater power. (See rule 509, “Declare Blockers Step.”)", + "zh": "具潜匿异能的生物不能被力量比它大的生物阻挡。(参见规则509,“宣告阻挡者步骤”。)" + }, + { + "chapter": "702.118c", + "en": "Multiple instances of skulk on the same creature are redundant.", + "zh": "同一个生物上的数个潜匿异能并无意义。" + } + ] + }, + { + "chapter": "702.119.", + "en": "Emerge", + "zh": "化生", + "subrules": [ + { + "chapter": "702.119a", + "en": "Emerge represents two static abilities that function while the spell with emerge is on the stack. “Emerge [cost]” means “You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost” and “If you chose to pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creature’s mana value.” Casting a spell using its emerge ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "化生代表了两个静止式异能,两者都是当具化生异能的咒语在堆叠上时产生作用。“化生[费用]”意指“你可以支付[费用]并牺牲一个生物来施放此咒语,而不支付其法术力费用”以及“如果你选择支付此咒语的化生费用,则其总费用会减少一定数量的一般法术力,其数量等同于所牺牲生物之法术力值。”以化生异能施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。" + }, + { + "chapter": "702.119b", + "en": "Emerge from [quality] is a variant of emerge. “Emerge from [quality] [cost]” means “You may cast this spell by paying [cost] and sacrificing a [quality] permanent rather than paying its mana cost” and “If you pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed permanent’s mana value.”", + "zh": "[特性]化生是化生异能的变化形式。“[特性]化生[费用]”意指“你可以支付[费用]并牺牲一个[特性]永久物来施放此咒语,而不支付其法术力费用”以及“如果你选择支付此咒语的化生费用,则其总费用会减少一定数量的一般法术力,其数量等同于所牺牲永久物之法术力值。”" + }, + { + "chapter": "702.119c", + "en": "You choose which permanent to sacrifice as you choose to pay a spell’s emerge cost (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h).", + "zh": "于你选择支付咒语的化生费用时,一并选择牺牲哪个永久物。(参见规则601.2b。)于你支付总费用时,牺牲该永久物。(参见规则601.2h。)" + } + ] + }, + { + "chapter": "702.120.", + "en": "Escalate", + "zh": "增效", + "subrules": [ + { + "chapter": "702.120a", + "en": "Escalate is a static ability of modal spells (see rule 700.2) that functions while the spell with escalate is on the stack. “Escalate [cost]” means “For each mode you choose beyond the first as you cast this spell, you pay an additional [cost].” Paying a spell’s escalate cost follows the rules for paying additional costs in rules 601.2f–h.", + "zh": "增效属于具有模式之咒语的静止式异能(参见规则700.2),当具增效异能的咒语位于堆叠上时产生作用。“增效[费用]”意指“除你为此咒语选择的第一个模式之外,你每为其多选择一个模式,便须额外支付一次[费用]。”支付某咒语的增效费用时,需依照规则601.2b与规则601.2f-h之规范来选择模式以及支付额外费用。" + } + ] + }, + { + "chapter": "702.121.", + "en": "Melee", + "zh": "乱斗", + "subrules": [ + { + "chapter": "702.121a", + "en": "Melee is a triggered ability. “Melee” means “Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.”", + "zh": "乱斗属于触发式异能。“乱斗”意指“每当此生物攻击时,本次战斗中每有一位受你以生物攻击的对手,此生物便得+1/+1直到回合结束。”" + }, + { + "chapter": "702.121b", + "en": "If a creature has multiple instances of melee, each triggers separately.", + "zh": "若某生物具有数个乱斗异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.122.", + "en": "Crew", + "zh": "搭载", + "subrules": [ + { + "chapter": "702.122a", + "en": "Crew is an activated ability of Vehicle cards. “Crew N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn.”", + "zh": "搭载是载具牌上的起动式异能。“搭载N”意指“横置任意数量由你操控且力量总和等于或大于N的其他未横置生物:此永久物成为神器生物直到回合结束。”" + }, + { + "chapter": "702.122b", + "en": "A creature “crews a Vehicle” when it’s tapped to pay the cost to activate a Vehicle’s crew ability.", + "zh": "当某个生物被横置来支付起动某载具之搭载异能的费用时,该生物便“搭载载具”。" + }, + { + "chapter": "702.122c", + "en": "If an effect states that a creature “can’t crew Vehicles,” that creature can’t be tapped to pay the crew cost of a Vehicle.", + "zh": "如果某个效应注明某个生物“不能搭载载具”,则该生物不能横置来支付载具搭载异能的费用。" + }, + { + "chapter": "702.122d", + "en": "Some Vehicles have abilities that trigger when they become crewed. “Whenever [this Vehicle] becomes crewed” means “Whenever a crew ability of [this Vehicle] resolves.” If that ability has an intervening “if” clause that refers to information about the creatures that crewed it, it means only creatures that were tapped to pay the cost of the crew ability that caused it to trigger.", + "zh": "一些载具具有当其成为已搭载时触发的异能。“每当[此载具]成为已搭载”意指“每当[此载具]的一个搭载异能结算时。”如果该异能具有以“若”开头的子句,且该子句提及关于搭载该载具之生物的信息,则其仅提及使该触发式异能触发的该次搭载异能起动时,横置以支付费用的生物。" + } + ] + }, + { + "chapter": "702.123.", + "en": "Fabricate", + "zh": "装配", + "subrules": [ + { + "chapter": "702.123a", + "en": "Fabricate is a triggered ability. “Fabricate N” means “When this permanent enters, you may put N +1/+1 counters on it. If you don’t, create N 1/1 colorless Servo artifact creature tokens.”", + "zh": "装配属于触发式异能。“装配N”意指“当此永久物进场时,你可以在其上放置N个+1/+1指示物。若你未如此作,则派出N个1/1无色自动机衍生神器生物。”" + }, + { + "chapter": "702.123b", + "en": "If a permanent has multiple instances of fabricate, each triggers separately.", + "zh": "如果某永久物具有数个装配异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.124.", + "en": "Partner", + "zh": "拍档", + "subrules": [ + { + "chapter": "702.124a", + "en": "Partner abilities are keyword abilities that modify the rules for deck construction in the Commander variant (see rule 903), and they function before the game begins. Each partner ability allows you to designate two legendary cards as your commander rather than one. Each partner ability has its own requirements for those two commanders. The partner abilities are: partner, partner—[text], partner with [name], choose a Background, and Doctor’s companion.", + "zh": "拍档异能属于改变指挥官玩法(参见规则903)之套牌构组规则的异能,在游戏开始前生效。每种拍档异能都允许你将两张传奇牌共同作为你的指挥官,而不是一张。每种拍档异能都对两个指挥官有所要求。拍档异能包括:拍档、拍档~[叙述],与[名称]拍档、选择身世,以及博士伙伴。" + }, + { + "chapter": "702.124b", + "en": "Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone.", + "zh": "你的套牌必须刚好由一百张牌构成,包括两个指挥官在内。这两个指挥官在游戏开始时都位于统帅区。" + }, + { + "chapter": "702.124c", + "en": "A rule or effect that refers to your commander’s color identity refers to the combined color identities of your two commanders. See rule 903.4.", + "zh": "如果有规则或效应提及你指挥官的标识色,则其指的是你两个指挥官的联合标识色。参见规则903.4。" + }, + { + "chapter": "702.124d", + "en": "Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast (see rule 903.8). When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately (see rule 903.10a).", + "zh": "除了套牌标识色会联合确定外,其他情况下这两个指挥官均是各自独立运作。在施放某个具拍档异能的指挥官时,不需考虑你另一个指挥官此前已被施放的次数(参见规则903.8)。在确定某位牌手是否已受到来自同一个指挥官总共21点或更多战斗伤害时,会分别计算两个指挥官各自所造成的伤害(参见规则903.10a)。" + }, + { + "chapter": "702.124e", + "en": "If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to perform an action on your commander and it could affect both, you choose which it refers to at the time the effect is applied.", + "zh": "如果有效应提及“你的指挥官”而你有两个指挥官,则其指的是其中任意一个。如果有效应令你对“你的指挥官”执行某行动,且两个指挥官都能受其影响,则由你在该效应生效时决定要对哪个指挥官执行该动作。" + }, + { + "chapter": "702.124f", + "en": "Different partner abilities are distinct from one another and cannot be combined. For example, you cannot designate two cards as your commander if one of them has “partner” and the other has “partner with [name].”", + "zh": "不同的拍档异能各不相同,不能组合。例如,如果一张牌具有“拍档”,另一张牌具有“与[名称]拍档”,则你不能将这两张牌共同作为你的指挥官。" + }, + { + "chapter": "702.124g", + "en": "If a legendary card has more than one partner ability, you may choose which one to use when designating your commander, but you can’t use both. Notably, no partner ability or combination of partner abilities can ever let a player have more than two commanders.", + "zh": "如果一张传奇牌具有一种以上的拍档异能,你可以在指定你的指挥官时选择其中一种来使用,但不能同时使用。任何拍档异能或拍档异能组合都不会使得牌手拥有多于两个指挥官。" + }, + { + "chapter": "702.124h", + "en": "“Partner” means “You may designate two legendary cards as your commander rather than one if each of them has partner.”", + "zh": "“拍档”意指“你可以将两张具有拍档的传奇牌共同用作你的指挥官。”" + }, + { + "chapter": "702.124i", + "en": "“Partner—[text]” means “You may designate two legendary cards as your commander rather than one if each of them has the same ‘partner—[text]’ ability.” The “partner—[text]” abilities are “partner—Character select,” “partner—Father & son,” “partner—Friends forever,” and “partner—Survivors.”", + "zh": "“拍档~[叙述]”意指“你可以将两张具有拍档~[叙述]异能的传奇牌共同用作你的指挥官。”这些“拍档~[叙述]”异能包括“拍档~角色选择”、“拍档~父与子”、“拍档~友谊永恒”,以及“拍档~求生者”。" + }, + { + "chapter": "702.124j", + "en": "“Partner with [name]” represents two abilities. It means “You may designate two legendary cards as your commander rather than one if each has a ‘partner with [name]’ ability with the other’s name” and “When this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle.”", + "zh": "“与[名称]拍档”代表两个异能。它意指“你可以将一张具有‘与[名称]拍档’异能的传奇牌与一张具有该名称的牌共同用作你的指挥官。”以及“当此永久物进场时,目标牌手可以其牌库中搜寻一张名为[名称]的牌,展示该牌,然后将它置于其手上,然后洗牌。”" + }, + { + "chapter": "702.124k", + "en": "“Choose a Background” means “You may designate two cards as your commander rather than one if one of them is this card and the other is a legendary Background enchantment card.” You can’t designate two cards as your commander if one has a “choose a Background” ability and the other is not a legendary Background enchantment card, and legendary Background enchantment cards can’t be your commander unless you have also designated a commander with “choose a Background.”", + "zh": "“选择身世”意指“你可以将两张牌共同用作你的指挥官,而不是一张,只要其中一张是此牌,另一张是传奇身世结界牌。”如果一张牌具有“选择身世”异能且另一张牌不是传奇身世结界牌,你便不能将它们共同用作指挥官。传奇身世结界牌不能成为你的指挥官,除非你同时将另一张具有“选择身世”的牌用作指挥官。" + }, + { + "chapter": "702.124m", + "en": "“Doctor’s companion” means “You may designate two legendary creature cards as your commander rather than one if one of them is this card and the other is a legendary Time Lord Doctor creature card that has no other creature types.”", + "zh": "“博士伙伴”意指“你可以将两张牌共同用作你的指挥官,而不是一张,只要其中一张是此牌,另一张是传奇时间领主/医生生物牌且不具其他生物类别。”(译注:Doctor此生物类别之官方翻译为“医生”而非“博士”。)" + }, + { + "chapter": "702.124n", + "en": "If an effect refers to a partner ability by name, it means only that partner ability and not any others. If an effect refers to the partner ability or cards with partner and doesn’t mention a specific variant of the partner ability by name, it is referring only to partner, partner—[text], partner with [name], or cards with any of those abilities, and it does not refer to any other partner variant.", + "zh": "如果一个效应提及某拍档异能的名称,则其仅指该拍档异能而非其他任何种类。如果一个效应提及拍档异能或者具有拍档的牌,且未提及某个具体变化形式的名称,则其仅指拍档、拍档~[叙述]、与[名称]拍档或者具有这几种异能之一的牌,而不代表任何其他的拍档异能之变化形式。" + } + ] + }, + { + "chapter": "702.125.", + "en": "Undaunted", + "zh": "不屈", + "subrules": [ + { + "chapter": "702.125a", + "en": "Undaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means “This spell costs {1} less to cast for each opponent you have.”", + "zh": "不屈属于静止式异能,当具有不屈异能的咒语在堆叠中时生效。不屈意指“每有一位对手,此咒语便减少{1}来施放。”" + }, + { + "chapter": "702.125b", + "en": "Players who have left the game are not counted when determining how many opponents you have.", + "zh": "确定对手数量时,不会将已离开游戏的牌手计算在内。" + }, + { + "chapter": "702.125c", + "en": "If a spell has multiple instances of undaunted, each of them applies.", + "zh": "如果某个咒语具有数个不屈异能,则每个都会分别生效。" + } + ] + }, + { + "chapter": "702.126.", + "en": "Improvise", + "zh": "拼造", + "subrules": [ + { + "chapter": "702.126a", + "en": "Improvise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.”", + "zh": "拼造属于静止式异能,当具拼造异能的咒语在堆叠中时生效。“拼造”意指“对此咒语总费用中每一点一般法术力而言,你可以横置一个由你操控且未横置的神器,而不支付该法术力。”" + }, + { + "chapter": "702.126b", + "en": "The improvise ability isn’t an additional or alternative cost and applies only after the total cost of the spell with improvise is determined.", + "zh": "拼造异能不属于额外费用,也不属于替代性费用,且仅在具拼造异能之咒语的总费用确定之后生效。" + }, + { + "chapter": "702.126c", + "en": "Multiple instances of improvise on the same spell are redundant.", + "zh": "同一个咒语上的数个拼造异能并无意义。" + } + ] + }, + { + "chapter": "702.127.", + "en": "Aftermath", + "zh": "余响", + "subrules": [ + { + "chapter": "702.127a", + "en": "Aftermath is an ability found on some split cards (see rule 709, “Split Cards”). It represents three static abilities. “Aftermath” means “You may cast this half of this split card from your graveyard,” “This half of this split card can’t be cast from any zone other than a graveyard,” and “If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.”", + "zh": "余响是见于某些连体牌的异能(参见规则709,“连体牌”)。它代表三个静止式异能。“余响”意指“你可以从你的坟墓场施放此连体牌的这半边”、“除了从坟墓场之外,不能从任何区域施放此连体牌的这半边”,以及“如果此咒语是从坟墓场施放,则当其将于任何时机下离开堆叠时,改为将其放逐,而非置入其他区域”。" + } + ] + }, + { + "chapter": "702.128.", + "en": "Embalm", + "zh": "遗存", + "subrules": [ + { + "chapter": "702.128a", + "en": "Embalm is an activated ability that functions while the card with embalm is in a graveyard. “Embalm [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s white, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.”", + "zh": "遗存属于起动式异能,于具遗存异能的牌位于坟墓场中时生效。“遗存[费用]”意指“[费用],从你的坟墓场放逐此牌:派出一个衍生物,此衍生物为此牌的复制品,但它是白色,没有法术力费用,且额外具有灵俑此类别。只能于法术时机起动。”" + }, + { + "chapter": "702.128b", + "en": "A token is “embalmed” if it’s created by a resolving embalm ability.", + "zh": "如果某衍生物系由结算遗存异能而派出,则称该衍生物“已遗存”。" + } + ] + }, + { + "chapter": "702.129.", + "en": "Eternalize", + "zh": "永生", + "subrules": [ + { + "chapter": "702.129a", + "en": "Eternalize is an activated ability that functions while the card with eternalize is in a graveyard. “Eternalize [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s black, it’s 4/4, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.”", + "zh": "永生属于起动式异能,于具永生异能的牌位于坟墓场中时生效。“永生[费用]”意指“[费用],从你的坟墓场放逐此牌:派出一个衍生物,此衍生物为该牌的复制品,但它为黑色,是4/4,没有法术力费用,且额外具有灵俑此类别。只能于法术时机起动。”" + } + ] + }, + { + "chapter": "702.130.", + "en": "Afflict", + "zh": "折磨", + "subrules": [ + { + "chapter": "702.130a", + "en": "Afflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life.”", + "zh": "折磨属于触发式异能。“折磨N”意指“每当此生物被阻挡时,防御牌手失去N点生命”。" + }, + { + "chapter": "702.130b", + "en": "If a creature has multiple instances of afflict, each triggers separately.", + "zh": "如果某生物具有数个折磨异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.131.", + "en": "Ascend", + "zh": "登殿", + "subrules": [ + { + "chapter": "702.131a", + "en": "Ascend on an instant or sorcery spell represents a spell ability. It means “If you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”", + "zh": "瞬间或法术咒语上的登殿代表咒语异能。意指“如果你操控十个或更多永久物,且你没有黄金城祝福,则于这盘游戏接下来的时段中,你得到黄金城祝福。”" + }, + { + "chapter": "702.131b", + "en": "Ascend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”", + "zh": "永久物上的登殿代表静止式异能。意指“但凡你操控十个或更多永久物,且你没有黄金城祝福,你便于这盘游戏接下来的时段中得到黄金城祝福。”" + }, + { + "chapter": "702.131c", + "en": "The city’s blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the city’s blessing at the same time.", + "zh": "“得到黄金城祝福”此称号并无规则含义。它仅用作标记,供其他规则和效应辨识之用。在同一时刻可有任意数量的牌手得到黄金城祝福。" + }, + { + "chapter": "702.131d", + "en": "After a player gets the city’s blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions.", + "zh": "在牌手得到黄金城祝福之后,所有持续性效应会重新生效,然后游戏才会检查游戏状态或之前的事件是否满足触发条件。" + } + ] + }, + { + "chapter": "702.132.", + "en": "Assist", + "zh": "助力", + "subrules": [ + { + "chapter": "702.132a", + "en": "Assist is a static ability that modifies the rules of paying for the spell with assist (see rules 601.2g-h). If the total cost to cast a spell with assist includes a generic mana component, before you activate mana abilities while casting it, you may choose another player. That player has a chance to activate mana abilities. Once that player chooses not to activate any more mana abilities, you have a chance to activate mana abilities. Before you begin to pay the total cost of the spell, the player you chose may pay for any amount of the generic mana in the spell’s total cost.", + "zh": "助力属于静止式异能,会改变为具助力异能之咒语支付费用时需遵循之规范(参见规则601.2g-h)。如果施放具助力异能之咒语的总费用当中包括一般法术力的部分,则于你在施放该咒语的过程中起动法术力异能之前,你可以选择另一位牌手。该牌手此时有机会来起动法术力异能。一旦该牌手决定不再起动法术力异能,便轮到你有机会来起动法术力异能。在你开始支付该咒语的总费用之前,先前所选之牌手可以支付该咒语总费用中一般法术力部分里之任意数量的费用。" + } + ] + }, + { + "chapter": "702.133.", + "en": "Jump-Start", + "zh": "再起", + "subrules": [ + { + "chapter": "702.133a", + "en": "Jump-start appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Jump-start” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by discarding a card as an additional cost to cast it” and “If this spell was cast using its jump-start ability, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its jump-start ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.", + "zh": "再起会在某些瞬间与法术上出现。它代表两个静止式异能:一个会于此牌在某牌手的坟墓场中时生效,另一个则于此牌在堆叠中时生效。“再起”意指“如果所成为的咒语是瞬间或法术咒语,你可以从你的坟墓场施放此牌,但必须弃一张牌,以作为施放它的额外费用”以及“若是以再起方式施放此咒语,则于此牌将于任何时机下离开堆叠时,改为将它放逐,而非置入其他任何区域。”以再起异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付额外费用。" + } + ] + }, + { + "chapter": "702.134.", + "en": "Mentor", + "zh": "训导", + "subrules": [ + { + "chapter": "702.134a", + "en": "Mentor is a triggered ability. “Mentor” means “Whenever this creature attacks, put a +1/+1 counter on target attacking creature with power less than this creature’s power.”", + "zh": "训导属于触发式异能。“训导”意指“每当此生物攻击时,在目标进行攻击且力量小于此生物的生物上放置一个+1/+1指示物。”" + }, + { + "chapter": "702.134b", + "en": "If a creature has multiple instances of mentor, each triggers separately.", + "zh": "如果某生物具有数个训导异能,则每一个都会分别触发。" + }, + { + "chapter": "702.134c", + "en": "An ability that triggers whenever a creature mentors another creature triggers whenever a mentor ability whose source is the first creature and whose target is the second creature resolves.", + "zh": "每当一个生物训导另一个生物时触发的异能,会在来源为第一个生物且目标为第二个生物的训导异能结算时触发。" + } + ] + }, + { + "chapter": "702.135.", + "en": "Afterlife", + "zh": "往生", + "subrules": [ + { + "chapter": "702.135a", + "en": "Afterlife is a triggered ability. “Afterlife N” means “When this permanent is put into a graveyard from the battlefield, create N 1/1 white and black Spirit creature tokens with flying.”", + "zh": "往生属于触发式异能。“往生N”意指“当此永久物从战场进入坟墓场时,派出N个1/1,白黑双色,具飞行异能的精怪衍生生物。”" + }, + { + "chapter": "702.135b", + "en": "If a permanent has multiple instances of afterlife, each triggers separately.", + "zh": "如果某永久物具有数个往生异能,则每一个都会分别触发。" + } + ] + }, + { + "chapter": "702.136.", + "en": "Riot", + "zh": "起事", + "subrules": [ + { + "chapter": "702.136a", + "en": "Riot is a static ability. “Riot” means “You may have this permanent enter with an additional +1/+1 counter on it. If you don’t, it gains haste.”", + "zh": "起事属于静止式异能。“起事”意指“你可以让此永久物进场时上面额外有一个+1/+1指示物。如果你未如此作,则它获得敏捷异能。”" + }, + { + "chapter": "702.136b", + "en": "If a permanent has multiple instances of riot, each works separately.", + "zh": "若某永久物具有数个起事异能,则每一个都会分别生效。" + } + ] + }, + { + "chapter": "702.137.", + "en": "Spectacle", + "zh": "揭幕", + "subrules": [ + { + "chapter": "702.137a", + "en": "Spectacle is a static ability that functions on the stack. “Spectacle [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if an opponent lost life this turn.” Casting a spell for its spectacle cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "揭幕属于静止式异能,于堆叠中时生效。“揭幕[费用]”意指“如果本回合有对手曾失去生命,则你可以支付[费用],而不支付此咒语的法术力费用。”支付咒语的揭幕费用时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。" + } + ] + }, + { + "chapter": "702.138.", + "en": "Escape", + "zh": "逸脱", + "subrules": [ + { + "chapter": "702.138a", + "en": "Escape represents a static ability that functions while the card with escape is in a player’s graveyard. “Escape [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost.” Casting a spell using its escape ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "逸脱代表一个静止式异能,会于具逸脱异能之牌张在某牌手的坟墓场中时生效。“逸脱[费用]”意指“你可以从你的坟墓场施放此牌,并支付[费用],而非支付其法术力费用。”以逸脱异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。" + }, + { + "chapter": "702.138b", + "en": "A spell or permanent “escaped” if that spell or the spell that became that permanent as it resolved was cast from a graveyard with an escape ability.", + "zh": "若某咒语系以逸脱异能从坟墓场施放,则称该咒语本身或其所成的永久物(若其为永久物咒语)“已逸脱”。" + }, + { + "chapter": "702.138c", + "en": "An ability that reads “[This permanent] escapes with [one or more of a kind of counter]” means “If this permanent escaped, it enters with [those counters]” That ability may have a triggered ability linked to it that triggers “When it enters this way.” (See rule 603.11.) Such a triggered ability triggers when that permanent enters the battlefield after its replacement effect was applied, even if that replacement effect had no effect.", + "zh": "叙述为“[此永久物]逸脱时上面有[一个或数个某种指示物]”的异能意指“如果此永久物已逸脱,则其进场时上面有[这些指示物]”。这类异能后文可能会连带一个与之关联的触发式异能,且会于“当它以此法进场”时触发。(参见规则603.11。)这类触发式异能会在该永久物进战场,且其替代性效应均已全部生效之后才会触发,就算前述替代性效应没有效果也是如此。" + }, + { + "chapter": "702.138d", + "en": "An ability that reads “[This permanent] escapes with [ability]” means “If this permanent escaped, it has [ability].”", + "zh": "叙述为“[此永久物]逸脱时具有[异能]”的异能意指“如果此永久物已逸脱,则它具有[异能]。”" + } + ] + }, + { + "chapter": "702.139.", + "en": "Companion", + "zh": "行侣", + "subrules": [ + { + "chapter": "702.139a", + "en": "Companion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule 103.2b.) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay {3} and put that card into your hand. This is a special action that doesn’t use the stack (see rule 116.2g). This is a change from previous rules.", + "zh": "行侣是一个关键字异能,在游戏外生效。其叙述写作“行侣~[条件]。”在一盘游戏开始前,你可以展示一张由你拥有、且在游戏外的具行侣异能的牌,其条件须由你的起始套牌来满足。(参见规则103.2b。)每盘游戏中限一次,在你拥有优先权且堆叠为空、但仅限在你回合的行动阶段中,你可以随时支付{3}将该牌置于你手上。这是个特殊动作,不使用堆叠(参见规则116.2g。)这是对先前规则的改动。" + }, + { + "chapter": "702.139b", + "en": "If a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards. In a Commander game, this is also before you’ve set aside your commander.", + "zh": "如果一条行侣异能提及你的起始套牌,它意指你将备牌放在一边之后你的套牌。在指挥官游戏中,该套牌亦指你在将你的指挥官放在一边之前你的套牌。" + }, + { + "chapter": "702.139c", + "en": "Once you take the special action and put the card with companion into your hand, it remains in the game until the game ends.", + "zh": "一旦你执行了该特殊动作并将这张具行侣异能的牌置于手上,直到该盘游戏结束,它都会留在该盘游戏中。" + }, + { + "chapter": "702.139d", + "en": "Cards can enter Commander games from outside the game via the companion special action.", + "zh": "在指挥官游戏中,牌张亦可以藉由行侣此特殊动作从游戏外进入游戏。" + } + ] + }, + { + "chapter": "702.140.", + "en": "Mutate", + "zh": "合变", + "subrules": [ + { + "chapter": "702.140a", + "en": "Mutate appears on some creature cards. It represents a static ability that functions while the spell with mutate is on the stack. “Mutate [cost]” means “You may pay [cost] rather than pay this spell’s mana cost. If you do, it becomes a mutating creature spell and targets a non-Human creature with the same owner as this spell.” Casting a spell using its mutate ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h).", + "zh": "合变异能出现在一些生物牌上。它代表一个静止式异能,在具合变异能的咒语在堆叠上时生效。“合变[费用]”意指“你可以支付[费用]而不支付此咒语的法术力费用。若你如此作,它成为一个合变式生物咒语,且指定一个与此咒语拥有者相同的非人类生物为目标。”以合变异能施放咒语时,需依照支付替代性费用的规则(参见规则601.2b与规则601.2f-h)。" + }, + { + "chapter": "702.140b", + "en": "As a mutating creature spell begins resolving, if its target is illegal, it ceases to be a mutating creature spell and continues resolving as a creature spell and will be put onto the battlefield under the control of the spell’s controller.", + "zh": "于合变式生物咒语开始结算时,若其目标不合法,则其不再是合变式生物咒语,并以生物咒语继续结算,在该咒语操控者的操控下被放进战场。" + }, + { + "chapter": "702.140c", + "en": "As a mutating creature spell resolves, if its target is legal, it doesn’t enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule 729, “Merging with Permanents”). The spell’s controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent.", + "zh": "于合变式生物咒语结算时,若其目标合法,其不会进入战场。它就只是与该目标生物结聚,并成为一个由多于一张牌或衍生物所代表的物件(参见规则729,“与永久物结聚”)。该咒语的操控者选择是要将该咒语放置在该生物的顶上还是底下。所成的永久物是结聚永久物。" + }, + { + "chapter": "702.140d", + "en": "An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell.", + "zh": "于每当一个生物合变时触发的异能,会在一个咒语与一个生物因一个正在结算的合变式生物咒语而结聚时触发。" + }, + { + "chapter": "702.140e", + "en": "A mutated permanent has all abilities of each card and token that represents it. Its other characteristics are derived from the topmost card or token.", + "zh": "一个合变永久物具有代表它的每张牌和永久物的所有异能。它的其他特征由其最顶上的牌张或衍生物得知。" + }, + { + "chapter": "702.140f", + "en": "Any effect that refers to or modifies the mutating creature spell refers to or modifies the mutated permanent it merges with as it resolves.", + "zh": "任何提及或影响合变式生物咒语的效应,也会提及或影响该咒语结算后结聚而成的合变永久物。" + } + ] + }, + { + "chapter": "702.141.", + "en": "Encore", + "zh": "返场", + "subrules": [ + { + "chapter": "702.141a", + "en": "Encore is an activated ability that functions while the card with encore is in a graveyard. “Encore [cost]” means “[Cost], Exile this card from your graveyard: For each opponent, create a token that’s a copy of this card that attacks that opponent this turn if able. The tokens gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.”", + "zh": "返场属于起动式异能,于具返场异能的牌在坟墓场时生效。“返场[费用]”意指,“[费用],从你的坟墓场放逐此牌:为每位对手各进行以下流程~派出一个此牌的衍生复制品,且其本回合若能攻击该对手,便须如此作。这些衍生物获得敏捷异能。在下一个结束步骤开始时,将它们牺牲。只能于法术时机起动。”" + } + ] + }, + { + "chapter": "702.142.", + "en": "Boast", + "zh": "炫威", + "subrules": [ + { + "chapter": "702.142a", + "en": "A boast ability is a special kind of activated ability. “Boast — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only if this creature attacked this turn and only once each turn.”", + "zh": "炫威异能属于一类特殊的起动式异能。“炫威~[费用]:[效应]”意指,“[费用]:[效应]。只能于此生物攻击过的回合中起动,且每回合只能起动一次。”" + }, + { + "chapter": "702.142b", + "en": "Effects may refer to boast abilities. If an effect refers to a creature boasting, it means its boast ability being activated.", + "zh": "效应可能会提及炫威异能。如果一个效应提及某生物炫威,其意指起动该生物的炫威异能。" + } + ] + }, + { + "chapter": "702.143.", + "en": "Foretell", + "zh": "预示", + "subrules": [ + { + "chapter": "702.143a", + "en": "Foretell is a keyword that functions while the card with foretell is in a player’s hand. Any time a player has priority during their turn, that player may pay {2} and exile a card with foretell from their hand face down. That player may look at that card as long as it remains in exile. They may cast that card after the current turn has ended by paying any foretell cost it has rather than paying that spell’s mana cost. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "预示此关键字会于具预示异能的牌在牌手手上时生效。于自己的回合中拥有优先权的时机下,牌手可以支付{2}并将一张具预示异能的牌从其手上牌面朝下地放逐。如果该牌手如此作,则他可以检视该牌,且可以在当前回合结束后施放之,但如此施放时须支付该牌所具有之任一预示费用,而不是支付该咒语的法术力费用。以此法施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。" + }, + { + "chapter": "702.143b", + "en": "Exiling a card using its foretell ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.”", + "zh": "利用某牌的预示异能将之放逐属于特殊动作,不会用到堆叠。参见规则116,“特殊动作”。" + }, + { + "chapter": "702.143c", + "en": "If an effect refers to foretelling a card, it means performing the special action associated with a foretell ability. If an effect refers to a card or spell that was foretold, it means a card put in the exile zone as a result of the special action associated with a foretell ability, or a spell that was a foretold card before it was cast, even if it was cast for a cost other than a foretell cost.", + "zh": "如果有效应提及“预示一张牌”,则其意指执行与预示异能相关联之特殊动作。如果有效应提及“已预示的牌”或“已预示的咒语”,则其意指因执行与预示异能相关联之特殊动作而被置入放逐区的牌,或施放前曾为已预示的牌之咒语,包括符合此状况,但是以支付预示费用之外的其他费用而施放的咒语。" + }, + { + "chapter": "702.143d", + "en": "If an effect states that a card in exile becomes foretold, that card becomes a foretold card. That effect may give the card a foretell cost. That card’s owner may look at that card as long as it remains in exile and it may be cast for any foretell cost it has after the turn it became a foretold card has ended, even if the resulting spell doesn’t have foretell.", + "zh": "如果有效应注明放逐区中的某牌成为“已预示”,则该牌即成为已预示的牌。该效应可能会同时赋予该牌一个预示费用。于该牌持续被放逐期间,其拥有者可以随时检视之,且在当前回合结束后,便可通过支付该牌所具有的任一预示费用来施放之,就算所成之咒语不具预示异能也是一样。" + }, + { + "chapter": "702.143e", + "en": "If a player owns multiple foretold cards in exile, they must ensure that those cards can be easily differentiated from each other and from any other face-down cards in exile which that player owns. This includes knowing both the order in which those cards were put into exile and any foretell costs other than their printed foretell costs those cards may have.", + "zh": "如果某牌手在放逐区中拥有多张已预示的牌,则他必须确保这些牌张彼此之间,以及已预示的牌与放逐区中由其拥有且牌面朝下的牌之间均有显著的分别。这包括列明各已预示之牌进入放逐区的顺序,以及该牌在其上印制的预示费用之外所具有的其他任何预示费用。" + }, + { + "chapter": "702.143f", + "en": "If a player leaves the game, all face-down foretold cards that player owns must be revealed to all players. At the end of each game, all face-down foretold cards must be revealed to all players.", + "zh": "如果有牌手离开游戏,则该牌手须将所有由其拥有且牌面朝下的已预示牌展示给所有牌手。在每盘游戏结束后,牌手也须将各自拥有且牌面朝下的已预示牌展示给所有牌手。" + } + ] + }, + { + "chapter": "702.144.", + "en": "Demonstrate", + "zh": "示范", + "subrules": [ + { + "chapter": "702.144a", + "en": "Demonstrate is a triggered ability. “Demonstrate” means “When you cast this spell, you may copy it and you may choose new targets for the copy. If you copy the spell, choose an opponent. That player copies the spell and may choose new targets for that copy.”", + "zh": "示范属于触发式异能。“示范”意指“当你施放此咒语时,你可以将它复制,且你可以为该复制品选择新的目标。若你复制了该咒语,则选择一位对手。该牌手复制此咒语,且可以为该复制品选择新的目标。”" + } + ] + }, + { + "chapter": "702.145.", + "en": "Daybound and Nightbound", + "zh": "昼形与夜形", + "subrules": [ + { + "chapter": "702.145a", + "en": "Daybound and nightbound are found on opposite faces of some double-faced cards (see rule 712, “Double-Faced Cards”).", + "zh": "昼形与夜形分别见于一些双面牌(参见规则712,“双面牌”)的两面。" + }, + { + "chapter": "702.145b", + "en": "Daybound is found on the front faces of some double-faced cards and represents three static abilities. “Daybound” means “If it is night and this permanent is represented by a double-faced card, it enters transformed,” “As it becomes night, if this permanent is front face up, transform it,” and “This permanent can’t transform except due to its daybound ability.” See rule 730, “Day and Night.”", + "zh": "昼形见于一些双面牌的正面,代表三个静止式异能。“昼形”意指“如果当前是黑夜,且此永久物以双面牌代表,则此永久物进场时已转化”,“于成为黑夜时,若此永久物正面朝上,转化之”,以及“此永久物不能因其昼形异能之外的方式转化。”参见规则730,“白昼与黑夜”。" + }, + { + "chapter": "702.145c", + "en": "Any time a player controls a permanent that is front face up with daybound and it’s night, that player transforms that permanent. This happens immediately and isn’t a state-based action.", + "zh": "如果当前是黑夜,且一位牌手在任何时候操控正面朝上、且具昼形异能的永久物,则该牌手转化该永久物。这会立即发生,且不是状态动作。" + }, + { + "chapter": "702.145d", + "en": "Any time a player controls a permanent with daybound, if it’s neither day nor night, it becomes day.", + "zh": "如果当前既非白昼也非黑夜,且一位牌手在任何时候操控具昼形异能的永久物,则成为白昼。" + }, + { + "chapter": "702.145e", + "en": "Nightbound is found on the back faces of some double-faced cards and represents two static abilities. “Nightbound” means “As it becomes day, if this permanent is back face up, transform it” and “This permanent can’t transform except due to its nightbound ability.”", + "zh": "夜形见于一些双面牌的背面,代表两个静止式异能。“夜形”意指“于成为白昼时,若此永久物背面朝上,转化之”以及“此永久物不能因其夜形异能之外的方式转化。”" + }, + { + "chapter": "702.145f", + "en": "Any time a player controls a permanent that is back face up with nightbound and it’s day, that player transforms that permanent. This happens immediately and isn’t a state-based action.", + "zh": "如果当前是白昼,且一位牌手在任何时候操控背面朝上、且具夜形异能的永久物,则该牌手转化该永久物。这会立即发生,且不是状态动作。" + }, + { + "chapter": "702.145g", + "en": "Any time a player controls a permanent with nightbound, if it’s neither day nor night and there are no permanents with daybound on the battlefield, it becomes night.", + "zh": "如果当前既非白昼也非黑夜、战场上没有具昼形异能的永久物,且一位牌手在任何时候操控具夜形异能的永久物,则成为黑夜。" + } + ] + }, + { + "chapter": "702.146.", + "en": "Disturb", + "zh": "惊扰", + "subrules": [ + { + "chapter": "702.146a", + "en": "Disturb is an ability found on the front face of some double-faced cards (see rule 712, “Double-Faced Cards”). “Disturb [cost]” means “You may cast this card transformed from your graveyard by paying [cost] rather than its mana cost.” See rule 712.8c.", + "zh": "惊扰异能见于一些双面牌(参见规则712,“双面牌”)的正面。“惊扰[费用]”意指,“你可以从你坟墓场中施放已转化的此牌,但须支付[费用],而非支付其法术力费用。”参见规则712.8c。" + }, + { + "chapter": "702.146b", + "en": "A resolving double-faced spell that was cast using its disturb ability enters the battlefield with its back face up.", + "zh": "正在结算的、利用其惊扰异能施放的双面咒语背面朝上地进战场。" + } + ] + }, + { + "chapter": "702.147.", + "en": "Decayed", + "zh": "败朽", + "subrules": [ + { + "chapter": "702.147a", + "en": "Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can’t block” and “When this creature attacks, sacrifice it at end of combat.”", + "zh": "败朽代表一个静止式异能和一个触发式异能。“败朽”意指“此生物不能进行阻挡”和“当此生物攻击时,在战斗结束时将它牺牲。”" + } + ] + }, + { + "chapter": "702.148.", + "en": "Cleave", + "zh": "贯通", + "subrules": [ + { + "chapter": "702.148a", + "en": "Cleave is a keyword that represents two static abilities that function while a spell with cleave is on the stack. “Cleave [cost]” means “You may cast this spell by paying [cost] rather than paying its mana cost” and “If this spell’s cleave cost was paid, change its text by removing all text found within square brackets in the spell’s rules text.” Casting a spell for its cleave cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "贯通此关键字代表两个静止式异能,于具贯通异能的咒语在堆叠上时生效。“贯通[费用]“意指”你可以支付[费用]来施放此咒语,而非支付其法术力费用“和“如果曾支付过贯通费用,则改变其叙述,方式为删去此咒语的规则叙述中被方括号包围的所有叙述。“支付贯通费用以施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。" + }, + { + "chapter": "702.148b", + "en": "Cleave’s second ability is a text-changing effect. See rule 612, “Text-Changing Effects.”", + "zh": "贯通所代表的第二个异能是改变叙述的效应。参见规则612,“改变叙述的效应”。" + } + ] + }, + { + "chapter": "702.149.", + "en": "Training", + "zh": "见习", + "subrules": [ + { + "chapter": "702.149a", + "en": "Training is a triggered ability. “Training” means “Whenever this creature and at least one other creature with power greater than this creature’s power attack, put a +1/+1 counter on this creature.”", + "zh": "见习属于触发式异能。“见习”意指“每当此生物与至少一个力量较之为大的其他生物一起攻击时,在此生物上放置一个+1/+1指示物。”" + }, + { + "chapter": "702.149b", + "en": "If a creature has multiple instances of training, each triggers separately.", + "zh": "如果一个生物具有多个见习异能,则每一个都会分别触发。" + }, + { + "chapter": "702.149c", + "en": "Some creatures with training have abilities that trigger when they train. “When this creature trains” means “When a resolving training ability puts one or more +1/+1 counters on this creature.”", + "zh": "一些具有见习异能的生物具有当其见习时触发的触发式异能。“当此生物见习时”意指“当一个正在结算的见习异能放置一个或数个+1/+1指示物在此生物上时”。" + } + ] + }, + { + "chapter": "702.150.", + "en": "Compleated", + "zh": "完化", + "subrules": [ + { + "chapter": "702.150a", + "en": "Compleated is a static ability found on some planeswalker cards. Compleated means “If this permanent would enter with one or more loyalty counters on it and the player who cast it chose to pay life for any part of its cost represented by Phyrexian mana symbols, it instead enters the battlefield with that many loyalty counters minus two for each of those mana symbols.”", + "zh": "完化是见于一些鹏洛客牌上的静止式异能。“完化”意指“如果此永久物进场时上面有一个或数个忠诚指示物,且施放之的牌手曾选择为其费用中以非瑞克西亚法术力符号表示的任一部分支付生命,则改为该永久物进战场时上面有若干数量的忠诚指示物,其数量为原本的数量减去以支付生命方式支付的非瑞克西亚法术力符号之数量乘以二。”" + } + ] + }, + { + "chapter": "702.151.", + "en": "Reconfigure", + "zh": "重配", + "subrules": [ + { + "chapter": "702.151a", + "en": "Reconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery” and “[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.”", + "zh": "重配代表两个起动式异能。“重配[费用]”意指“[费用]:将此永久物贴附在另一个目标由你操控的生物上。只能于法术时机起动。”和“[费用]:将此永久物卸装。只能于此永久物贴附在某生物上时起动,且仅限法术时机。”" + }, + { + "chapter": "702.151b", + "en": "Attaching an Equipment with reconfigure to another creature causes the Equipment to stop being a creature until it becomes unattached from that creature.", + "zh": "“将具重配异能的武具贴附在另一个生物上”此动作会令该武具不再是生物,直到它卸装为止。" + } + ] + }, + { + "chapter": "702.152.", + "en": "Blitz", + "zh": "急袭", + "subrules": [ + { + "chapter": "702.152a", + "en": "Blitz represents three abilities: two static abilities that function while the card with blitz is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with blitz is on the battlefield. “Blitz [cost]” means “You may cast this card by paying [cost] rather than its mana cost,” “If this spell’s blitz cost was paid, sacrifice the permanent this spell becomes at the beginning of the next end step,” and “As long as this permanent’s blitz cost was paid, it has haste and ‘When this permanent is put into a graveyard from the battlefield, draw a card.’” Casting a spell for its blitz cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "急袭代表三个异能:两个于具急袭异能的牌在堆叠上生效的静止式异能,其中一个可以创造一个延迟触发式异能,以及另一个于具急袭异能的物件在战场上时生效的静止式异能。“急袭[费用]”意指“你可以支付[费用]来施放此牌,而非支付其法术力费用。”、“如果曾支付过此咒语的急袭费用,在下个结束步骤开始时,牺牲此咒语所成的永久物”以及“只要曾支付过该永久物的急袭费用,它便具有敏捷与‘当此永久物从战场上置入坟墓场时,抓一张牌。’”支付急袭费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。" + }, + { + "chapter": "702.152b", + "en": "If a spell has multiple instances of blitz, only one may be used to cast that spell. If a permanent has multiple instances of blitz, each one refers only to payments made for that blitz ability as the spell was cast, not to any payments made for other instances of blitz.", + "zh": "如果一个咒语具有多个急袭异能,只能用其中的一个来施放该咒语。如果一个永久物具有多个急袭异能,每个异能仅涉及施放该咒语时支付的急袭费用,而非其他任何急袭费用。" + } + ] + }, + { + "chapter": "702.153.", + "en": "Casualty", + "zh": "催命", + "subrules": [ + { + "chapter": "702.153a", + "en": "Casualty is a keyword that represents two abilities. The first is a static ability that functions while the spell with casualty is on the stack. The second is a triggered ability that functions while the spell with casualty is on the stack. Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater,” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s casualty cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.", + "zh": "催命此关键字代表两个异能。第一个异能是当具催命异能的咒语在堆叠上时生效的静止式异能。第二个异能是当具催命异能的咒语在堆叠上时生效的触发式异能。“催命N”意指“你可以牺牲一个力量等于或大于N的生物,以作为施放此咒语的额外费用。”以及“当你施放此咒语时,若支付过其催命费用,则将其复制。如果该咒语具有目标,则你可以为该复制品选择新的目标。”支付咒语的催命费用时,需依照规则601.2b与601.2f-h之规范来支付额外费用。" + }, + { + "chapter": "702.153b", + "en": "If a spell has multiple instances of casualty, each is paid separately and triggers based on the payments made for it, not any other instance of casualty.", + "zh": "如果一个咒语具有多个催命异能,则每一个催命异能的额外费用须分别支付,且仅根据该异能的费用是否被支付而触发,而非根据该咒语上其他催命异能的费用是否被支付。" + } + ] + }, + { + "chapter": "702.154.", + "en": "Enlist", + "zh": "征列", + "subrules": [ + { + "chapter": "702.154a", + "en": "Enlist represents a static ability and a triggered ability. Enlist means “As this creature attacks, you may tap up to one untapped creature you control that you didn’t choose to attack with and that either has haste or has been under your control continuously since this turn began. When you do, this creature gets +X/+0 until end of turn, where X is the tapped creature’s power.”", + "zh": "征列代表一个静止式异能和一个触发式异能。“征列”意指“于此生物攻击时,你可以横置至多一个由你操控、未进行攻击且具有敏捷异能或从本回合开始时一直操控的未横置生物。当你如此作时,此生物得+X/+0直到回合结束,X为所横置生物的力量。”" + }, + { + "chapter": "702.154b", + "en": "Enlist’s static ability represents an optional cost to attack (see rule 508.1g). Its triggered ability is linked to that static ability (see rule 607.2h).", + "zh": "征列的静止式异能代表一个攻击的可选费用(参见规则508.1g)。其触发式异能与该静止式异能互相关联(参见规则607.2h)。" + }, + { + "chapter": "702.154c", + "en": "A creature “enlists” another creature when you pay the cost of the creature’s enlist ability by tapping the other creature. Note that it isn’t possible for a creature to enlist itself.", + "zh": "当你横置一个生物支付另一个生物之征列异能的费用时,后者生物便“征列”前者生物。注意生物不可能征列自己。" + }, + { + "chapter": "702.154d", + "en": "Multiple instances of enlist on a single creature function independently. The triggered ability represented by each instance of enlist triggers only once and only for the cost associated with that enlist ability.", + "zh": "同一个生物上的多个征列异能独立运作。每个征列异能代表的触发式异能只会触发一次,且只因与该征列异能相关联的费用而触发。" + } + ] + }, + { + "chapter": "702.155.", + "en": "Read Ahead", + "zh": "跳读", + "subrules": [ + { + "chapter": "702.155a", + "en": "Read ahead is a keyword found on some Saga cards. “Read ahead” means “Chapter abilities of this Saga can’t trigger the turn it entered the battlefield unless it has exactly the number of lore counters on it specified in the chapter symbol of that ability.” See rule 714, “Saga Cards.”", + "zh": "跳读是见于一些传纪牌上的关键字。“跳读”意指“在此传纪进战场的当回合中,其章节异能不会触发,除非该异能的章节编号正好等同于其上学问指示物的数量。”参见规则714,“传纪牌”。" + }, + { + "chapter": "702.155b", + "en": "As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. See rule 714, “Saga Cards.”", + "zh": "于具跳读异能的传纪进战场时,其操控者选择一个数字,范围须在一到该传纪最大章节数字之内。该传纪进战场时上面有所选数量的学问指示物。参见规则714,“传纪牌”。" + }, + { + "chapter": "702.155c", + "en": "Multiple instances of read ahead on the same object are redundant.", + "zh": "同一个咒语上的多个跳读异能并无意义。" + } + ] + }, + { + "chapter": "702.156.", + "en": "Ravenous", + "zh": "贪食", + "subrules": [ + { + "chapter": "702.156a", + "en": "Ravenous is a keyword found on some creature cards with {X} in their mana cost. Ravenous represents both a replacement effect and a triggered ability. “Ravenous” means “This permanent enters with X +1/+1 counters on it” and “When this permanent enters, if X is 5 or more, draw a card.” See rule 107.3m.", + "zh": "贪食是见于一些法术力费用中含有{X}之生物牌上的关键字。贪食同时代表一个替代性效应和一个触发式异能。“贪食”意指“此永久物进场时上面有X个+1/+1指示物”以及“当此永久物进场时,若X等于或大于5,则抓一张牌。”参见规则107.3m。" + } + ] + }, + { + "chapter": "702.157.", + "en": "Squad", + "zh": "小队", + "subrules": [ + { + "chapter": "702.157a", + "en": "Squad is a keyword that represents two linked abilities. The first is a static ability that functions while the creature spell with squad is on the stack. The second is a triggered ability that functions when the creature with squad enters the battlefield. “Squad [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When this creature enters, if its squad cost was paid, create a token that’s a copy of it for each time its squad cost was paid.” Paying a spell’s squad cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.", + "zh": "小队此关键字代表两个关联异能。第一个异能是当具小队异能的生物咒语在堆叠上时生效的静止式异能。第二个异能是当具小队异能的生物进战场时生效的触发式异能。“小队[费用]”意指“你可以支付[费用]任意次数,以作为施放此咒语的额外费用。”以及“当此生物进场时,若支付过其小队费用,则每支付一次小队费用,就派出一个为其复制品的衍生物。”支付某咒语的小队费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。" + }, + { + "chapter": "702.157b", + "en": "If a spell has multiple instances of squad, each is paid separately. If a permanent has multiple instances of squad, each triggers based on the payments made for that squad ability as it was cast, not based on payments for any other instance of squad.", + "zh": "如果一个咒语具有多个小队异能,则每一个均需分别支付。如果一个永久物具有多个小队异能,则每个小队异能都基于为其支付的费用触发,而非其他任何小队费用。" + } + ] + }, + { + "chapter": "702.158.", + "en": "Space Sculptor", + "zh": "太空塑师", + "subrules": [ + { + "chapter": "702.158a", + "en": "One card (Space Beleren) has the space sculptor ability. This keyword ability causes creatures to gain sector designations.", + "zh": "一张牌(Space Beleren)具有太空塑师异能。此关键字异能令生物得到星区称号。" + }, + { + "chapter": "702.158b", + "en": "A sector designation is a designation a permanent can have. The sector designations are alpha sector, beta sector, and gamma sector. Only permanents can have a sector designation. Once a permanent gets a sector designation, it keeps it until no player controls a permanent with space sculptor or an ability whose source has space sculptor. A sector designation is not part of the permanent’s copiable values.", + "zh": "星区称号是永久物能够具有的称号。星区称号有三种:阿尔法星区、贝塔星区、伽马星区。只有永久物能够具有星区称号。一旦永久物得到星区称号,其就会一直具有此称号,直到没有牌手操控具有太空塑师异能的永久物或来源具有太空塑师异能的异能为止。" + }, + { + "chapter": "702.158c", + "en": "Any time a permanent with space sculptor and any creatures without a sector designation are on the battlefield at the same time, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. This is a state-based action (see rule 704.5u).", + "zh": "具有太空塑师异能的永久物与不具星区称号的生物同时在战场上时,每位未操控具有太空塑师异能之永久物,且操控不具星区称号之生物的牌手为其操控的每个此类生物各选择一个星区称号。然后,每位操控此类生物的其他牌手为其操控的每个此类生物各选择一个星区称号。此为状态动作(参见规则704.5u)。" + }, + { + "chapter": "702.158d", + "en": "Some abilities include an instruction to choose a sector along with an instruction to perform an action on each creature in that sector. To do this, choose one of the three sector designations, then perform that action on each creature with that sector designation.", + "zh": "一些异能包含选择一个星区的指示,以及对该星区中的每个生物执行动作的指示。方法如下:从三个星区称号中选择一个,然后对每个具有该星区称号的生物执行该动作。" + }, + { + "chapter": "702.158e", + "en": "Two permanents are in the same sector if each has the same sector designation.", + "zh": "两个具有相同星区称号的永久物,即为在同一星区中。" + } + ] + }, + { + "chapter": "702.159.", + "en": "Visit", + "zh": "造访", + "subrules": [ + { + "chapter": "702.159a", + "en": "Visit is a keyword ability found on Attraction cards (see rule 717). “Visit — [Effect]” means “Whenever you roll to visit your Attractions, if the result is equal to a number that is lit up on this Attraction, [effect].” See rule 701.52, “Roll to Visit Your Attractions.”", + "zh": "造访是见于景点牌上的关键字异能(参见规则717)。“造访~[效应]”意指“每当你掷骰造访景点时,若掷骰结果等同于由此景点上的一个亮起的数字,[效应]。”参见规则701.52,“掷骰造访景点”。" + }, + { + "chapter": "702.159b", + "en": "Some Attractions instruct a player to “claim the prize,” followed by a second paragraph that starts with the word “Prize” and a long dash. This text is part of its visit ability. To claim the prize of an Attraction, perform the actions listed after the long dash.", + "zh": "一些景点指示牌手“赢得奖励”,随后的第二个段落以单词“Prize”和一条长横线开头。这些叙述是其造访异能的一部分。赢得一个景点的奖励的流程是,执行在该长横线后列出的动作。" + } + ] + }, + { + "chapter": "702.160.", + "en": "Prototype", + "zh": "试作", + "subrules": [ + { + "chapter": "702.160a", + "en": "Prototype is a static ability that appears on prototype cards that have a secondary set of power, toughness, and mana cost characteristics. A player who casts a spell with prototype can choose to cast that card “prototyped.” If they do, the alternative set of its power, toughness, and mana cost characteristics are used. See 718, “Prototype Cards.”", + "zh": "试作是见于具有第二组力量、防御力和法术力费用特征之试作牌上的静止式异能。牌手施放具有试作异能的咒语时,可以选择将此牌作为试作咒语来施放。若如此作,则使用其第二组力量、防御力和法术力费用特征。参见规则718,“试作牌”。" + } + ] + }, + { + "chapter": "702.161.", + "en": "Living Metal", + "zh": "金属生命体", + "subrules": [ + { + "chapter": "702.161a", + "en": "Living metal is a keyword ability found on some Vehicles. “Living metal” means “During your turn, this permanent is an artifact creature in addition to its other types.”", + "zh": "金属生命体是见于某些载具上的关键字异能。“金属生命体”意指“只要是在你的回合中,此载具便也是神器生物。”" + } + ] + }, + { + "chapter": "702.162.", + "en": "More Than Meets the Eye", + "zh": "远超所见", + "subrules": [ + { + "chapter": "702.162a", + "en": "More Than Meets the Eye represents a static ability that functions in any zone from which the spell may be cast. “More Than Meets the Eye [cost]” means “You may cast this card converted by paying [cost] rather than its mana cost.” Casting a spell using its More Than Meets the Eye ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). See rule 701.28, “Convert.”", + "zh": "远超所见代表一个静止式异能,在任何能施放该咒语的区域中都会生效。“远超所见[费用]”意指“你可以支付[费用]来施放已转换的此牌,而不支付其法术力费用。”支付某咒语的远超所见费用时,需依照规定来支付替代性费用(参见规则601.2b与规则601.2f-h)。参见规则701.28,“转换”。" + } + ] + }, + { + "chapter": "702.163.", + "en": "For Mirrodin!", + "zh": "秘罗万岁!", + "subrules": [ + { + "chapter": "702.163a", + "en": "For Mirrodin! is a triggered ability. “For Mirrodin!” means “When this Equipment enters, create a 2/2 red Rebel creature token, then attach this Equipment to it.”", + "zh": "秘罗万岁!属于触发式异能。“秘罗万岁!”意指“当此武具进场时,派出一个2/2红色反抗军衍生生物,然后将它贴附于其上。”" + } + ] + }, + { + "chapter": "702.164.", + "en": "Toxic", + "zh": "下毒", + "subrules": [ + { + "chapter": "702.164a", + "en": "Toxic is a static ability. It is written “toxic N,” where N is a number.", + "zh": "下毒属于静止式异能,其叙述写作“下毒N”,N为一个数字。" + }, + { + "chapter": "702.164b", + "en": "Some rules and effects refer to a creature’s “total toxic value.” A creature’s total toxic value is the sum of all N values of toxic abilities that creature has.", + "zh": "一些规则和效应提及一个生物的“总下毒值”。一个生物的总下毒值,等于其具有之所有下毒异能的N值之和。", + "extras": [ + { + "en": "Example: If a creature with toxic 2 gains toxic 1 due to another effect, its total toxic value is 3.", + "zh": "例如:如果一个具有下毒2的生物因其他效应获得了下毒1,则其总下毒值为3。" + } + ] + }, + { + "chapter": "702.164c", + "en": "Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number of poison counters equal to that creature’s total toxic value, in addition to the damage’s other results. See rule 120.3.", + "zh": "具下毒异能的生物对牌手造成的战斗伤害,除了该伤害的其他效果以外,还会导致该生物的操控者给予受到伤害的牌手若干中毒指示物,其数量等同于该生物的总下毒值。参见规则120.3。" + } + ] + }, + { + "chapter": "702.165.", + "en": "Backup", + "zh": "后援", + "subrules": [ + { + "chapter": "702.165a", + "en": "Backup is a triggered ability. “Backup N” means “When this creature enters, put N +1/+1 counters on target creature. If that’s another creature, it also gains the non-backup abilities of this creature printed below this one until end of turn.” Cards with backup have one or more abilities printed after the backup ability. (Some cards with backup also have abilities printed before the backup ability.)", + "zh": "后援属于触发式异能。“后援N”意指“当此生物进场时,在目标生物上放置N个+1/+1指示物。若后者是另一个生物,则它获得下文之非后援的异能直到回合结束。”具有后援异能的牌,都会在后援异能之后印有一个或数个异能。(一些具有后援异能的牌还可能在后援异能之前印有异能。)" + }, + { + "chapter": "702.165b", + "en": "If a permanent enters the battlefield as a copy of a permanent with a backup ability or a token is created that is a copy of that permanent, the order of abilities printed on it is maintained.", + "zh": "如果一个永久物作为一个具有后援异能之永久物的复制品进战场,或一个衍生物作为一个具有后援异能之永久物的复制品被派出,其上印有的异能顺序保持不变。" + }, + { + "chapter": "702.165c", + "en": "Only abilities printed on the object with backup are granted by its backup ability. Any abilities gained by a permanent, whether due to a copy effect, an effect that grants an ability to a permanent, or an effect that creates a token with certain abilities, are not granted by a backup ability.", + "zh": "只有印在具有后援异能之物件上的异能才能被其后援异能赋予。永久物获得的任何异能,无论是因复制效应而获得,因赋予永久物异能的效应而获得,或是因派出具有特定异能的衍生物的效应而获得,都不会被后援异能赋予。" + }, + { + "chapter": "702.165d", + "en": "The abilities that a backup ability grants are determined as the ability is put on the stack. They won’t change if the permanent with backup loses any abilities after the ability is put on the stack but before it resolves.", + "zh": "后援异能赋予的异能在其进入堆叠时确定。如果具有后援异能的永久物在后援异能进入堆叠之后但在结算之前失去了异能,赋予的异能也不会改变。" + } + ] + }, + { + "chapter": "702.166.", + "en": "Bargain", + "zh": "加码", + "subrules": [ + { + "chapter": "702.166a", + "en": "Bargain is a static ability that functions while the spell with bargain is on the stack. “Bargain” means “As an additional cost to cast this spell, you may sacrifice an artifact, enchantment, or token.” Paying a spell’s bargain cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.", + "zh": "加码属于静止式异能,当具加码异能的咒语在堆叠中时生效。“加码”意指“你可以牺牲一个神器,结界或衍生物,以作为施放此咒语的额外费用。”以加码异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付额外费用。" + }, + { + "chapter": "702.166b", + "en": "If a spell’s controller declares the intention to pay that spell’s bargain cost, that spell has been “bargained.” See rule 601.2b.", + "zh": "如果一个咒语的操控者宣告将要支付该咒语的加码费用,则该咒语为“已加码”。参见规则601.2b。" + }, + { + "chapter": "702.166c", + "en": "Objects with bargain have additional abilities that specify what happens if they were bargained. These abilities are linked to the bargain ability printed on that object: they can refer only to that specific bargain ability. See rule 607, “Linked Abilities.”", + "zh": "具有加码的物件具有额外的异能,说明了它已加码时会发生什么。这些异能会关联到此物件上印的加码异能:它们只指这些特定的加码异能。参见规则607,“关联异能”。" + }, + { + "chapter": "702.166d", + "en": "If part of a spell’s ability has its effect only if that spell was bargained and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was bargained. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.", + "zh": "如果一个异能的一部分只会在该咒语已加码时才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语已加码时,才要选择这些目标。否则,便视同该咒语施放时并无此类目标。参见规则601.2c。" + } + ] + }, + { + "chapter": "702.167.", + "en": "Craft", + "zh": "化炼", + "subrules": [ + { + "chapter": "702.167a", + "en": "Craft represents an activated ability. It is written as “Craft with [materials] [cost],” where [materials] is a description of one or more objects. It means “[Cost], Exile this permanent, Exile [materials] from among permanents you control and/or cards in your graveyard: Return this card to the battlefield transformed under its owner’s control. Activate only as a sorcery.”", + "zh": "化炼代表一个起动式异能,写作“以[材料]化炼 [费用]”,[材料]为一个或数个物件的描述。它意指“[费用],放逐此永久物,从由你操控的其他永久物和/或你坟墓场的牌中放逐[材料]:将此牌在其拥有者的操控下移回战场且已转化。只能于法术时机起动。”" + }, + { + "chapter": "702.167b", + "en": "If an object in the [materials] of a craft ability is described using only a card type or subtype without the word “card,” it refers to either a permanent on the battlefield that is that type or subtype or a card in a graveyard that is that type or subtype. This is an exception to rule 109.2.", + "zh": "如果化炼异能的[材料]中包含之物件仅用牌张类别或副类别描述而未使用“牌”字,它表示在战场上且为该类别或副类别的永久物,或在坟墓场中且为该类别或副类别的牌。这是规则109.2的例外情况。" + }, + { + "chapter": "702.167c", + "en": "An ability of a permanent may refer to the exiled cards used to craft it. This refers to cards in exile that were exiled to pay the activation cost of the craft ability that put this permanent onto the battlefield.", + "zh": "一些永久物的异能提及用以化炼放逐之牌。它代表放逐区中曾因支付化炼异能的起动费用而放逐,以将此永久物放进战场的牌。" + } + ] + }, + { + "chapter": "702.168.", + "en": "Disguise", + "zh": "伪装", + "subrules": [ + { + "chapter": "702.168a", + "en": "Disguise is a static ability that functions in any zone from which you could play the card it’s on, and the disguise effect works any time the card is face down. “Disguise [cost]” means “You may cast this card as a 2/2 face-down creature with ward {2}, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 708, “Face-Down Spells and Permanents.”)", + "zh": "伪装属于静止式异能,会在具有此异能的牌位于你可以使用它的区域时生效,并且只要该牌的牌面朝下,便会持续伪装的效应。“伪装[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2、具守护{2}的生物,并且没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”(参见规则708,“牌面朝下的咒语和永久物”。)" + }, + { + "chapter": "702.168b", + "en": "To cast a card using its disguise ability, turn the card face down and announce that you are using a disguise ability. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a disguise ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The disguise effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.", + "zh": "使用伪装异能施放咒语时,将其牌面朝下,并声明你使用伪装异能来施放。它成为2/2、具守护{2}的牌面朝下生物咒语,并且没有名称、没有副类别、没有法术力费用。适用于施放具有这些特征(并非牌面朝上时牌张的特征)的效应或限制会在施放此牌时生效。这些数值为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则707,“复制物件”。)将它放入堆叠(作为具有前述特征之牌面朝下的咒语),改为支付{3},而不是支付其法术力费用。这需要依照支付替代性费用之规则行事。你可以使用一张牌的伪装异能来从任何你可以正常施放此牌的区域施放它。当此咒语结算时,它具有该咒语前述之特征进入战场。伪装的效应持续影响此牌面朝下之物件,直到此永久物被翻回正面为止。" + }, + { + "chapter": "702.168c", + "en": "You can’t normally cast a card face down. A disguise ability allows you to do so.", + "zh": "通常你不能以牌面朝下的方式施放牌。伪装异能允许你如此作。" + }, + { + "chapter": "702.168d", + "en": "Any time you have priority, you may turn a face-down permanent you control with a disguise ability face up. This is a special action; it doesn’t use the stack (see rule 116). To do this, show all players what the permanent’s disguise cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a disguise cost if it were face up, it can’t be turned face up this way.) The disguise effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield.", + "zh": "于任何你拥有优先权的时机,你可以把由你操控的具有伪装异能的牌面朝下之永久物翻回正面。这属于特殊动作;它不使用堆叠(参见规则116)。方法如下:将该永久物视同牌面朝上一般将该永久物的伪装费用展示给所有牌手,支付此费用,然后将其翻回正面。(如果此永久物牌面朝上的时候没有伪装费用,则其无法以此法翻回正面。)此牌的伪装效应随之结束,并重新获得其正常特征。当它翻回正面时,由于它早已进过战场,所以并不会触发任何与永久物进入战场相关的异能,亦不会产生与此相关的效应。" + }, + { + "chapter": "702.168e", + "en": "If a permanent’s disguise cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the disguise special action was taken.", + "zh": "如果一个永久物的伪装费用包含X,该永久物的其他异能可能也提及X。这些异能中X的值等同于伪装特殊动作执行时所选择的X的值。" + }, + { + "chapter": "702.168f", + "en": "See rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a disguise ability.", + "zh": "关于如何施放具有伪装异能的牌之更多信息,参见规则708,“牌面朝下的咒语和永久物”。" + } + ] + }, + { + "chapter": "702.169.", + "en": "Solved", + "zh": "侦结", + "subrules": [ + { + "chapter": "702.169a", + "en": "Solved is a keyword ability found on Case cards. See rule 719, “Case Cards.” “Solved” is followed by ability text. Together, they represent a static ability, a triggered ability, or an activated ability.", + "zh": "侦结是见于案件牌上的关键字异能。参见规则719,“案件牌”。“侦结”字样后面带有异能文本,它们共同代表一个静止式异能、触发式异能或起动式异能。" + }, + { + "chapter": "702.169b", + "en": "For a static ability, “Solved — [Ability text]” means “As long as this Case is solved, [ability text].”", + "zh": "对于静止式异能,“侦结~[异能文本]”意指“只要此案件已侦结,[异能文本]。”" + }, + { + "chapter": "702.169c", + "en": "For a triggered ability, “Solved — [Ability text]” means “[Ability text]. This ability triggers only if this Case is solved.”", + "zh": "对于触发式异能,“侦结~[异能文本]”意指“[异能文本]。此异能只有于此案件已侦结时才会触发。”" + }, + { + "chapter": "702.169d", + "en": "For an activated ability, “Solved — [Ability text]” means “[Ability text]. Activate only if this Case is solved.”", + "zh": "对于起动式异能,“侦结~[异能文本]”意指“[异能文本]。只能于此案件已侦结时起动。”" + } + ] + }, + { + "chapter": "702.170.", + "en": "Plot", + "zh": "设谋", + "subrules": [ + { + "chapter": "702.170a", + "en": "Plot is a keyword ability that functions while the card with plot is in a player’s hand. “Plot [cost]” means “Any time you have priority during your main phase while the stack is empty, you may exile this card from your hand and pay [cost]. It becomes a plotted card.”", + "zh": "设谋此关键字异能会于具设谋异能的牌在牌手手上时生效。“设谋[费用]”意指,“你于你的行动阶段中具有优先权且堆叠为空的时机下,你可以支付[费用]并从你手上放逐此牌。它成为已设谋。”" + }, + { + "chapter": "702.170b", + "en": "Exiling a card using its plot ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.”", + "zh": "利用某牌的设谋异能将之放逐属于特殊动作,不会用到堆叠。参见规则116,“特殊动作”。" + }, + { + "chapter": "702.170c", + "en": "In addition to the plot special action, some spells and abilities cause a card in exile to become plotted.", + "zh": "除了设谋特殊动作外,某些咒语和异能亦可能令放逐区中的牌成为已设谋。" + }, + { + "chapter": "702.170d", + "en": "A plotted card’s owner may cast it from exile without paying its mana cost during their main phase while the stack is empty during any turn after the turn in which it became plotted. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. A plotted card may be cast this way even if it doesn’t have the plot ability while in exile.", + "zh": "在已设谋的牌成为已设谋的回合之后的任一回合中,其拥有者于其行动阶段中且堆叠为空时,可以从放逐区中施放该牌,且不需支付其法术力费用。以此法施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。已设谋的牌均能以此法施放之,即使其在放逐区中并不具有设谋异能亦是如此。" + }, + { + "chapter": "702.170e", + "en": "If an effect refers to plotting a card, it means performing the special action associated with a plot ability.", + "zh": "如果一个效应提及设谋一张牌,其意指执行与设谋异能相关联之特殊动作。" + }, + { + "chapter": "702.170f", + "en": "An effect may allow the plot ability of a card to function in a zone other than a player’s hand. In that case, the card is exiled from the zone it is in as the action is taken rather than from its owner’s hand.", + "zh": "一个效应可能允许一张牌的设谋异能在手牌之外的区域生效。在此情况下,执行特殊动作时从该牌所在的区域将其放逐,而非从其拥有者手上。" + } + ] + }, + { + "chapter": "702.171.", + "en": "Saddle", + "zh": "乘驾", + "subrules": [ + { + "chapter": "702.171a", + "en": "Saddle is an activated ability. “Saddle N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.”", + "zh": "乘驾属于起动式异能。“乘驾N”意指“横置任意数量由你操控且力量总和等于或大于N的其他未横置生物:此永久物成为已乘驾直到回合结束。只能于法术时机起动。”" + }, + { + "chapter": "702.171b", + "en": "Saddled is a designation that has no rules meaning other than to act as a marker that spells and abilities can identify. Only permanents can be or become saddled. Once a permanent has become saddled, it stays saddled until the end of the turn or it leaves the battlefield. Being saddled is not a part of the permanent’s copiable values.", + "zh": "“已乘驾”此称号并无规则含义。它仅用作标记,供其他规则和效应辨识之用。只有永久物可以成为已乘驾。一旦某永久物已乘驾后,它便会一直保持已乘驾,直到回合结束或它离开战场为止。成为已乘驾并非该永久物可复制特征值的一部分。" + }, + { + "chapter": "702.171c", + "en": "A creature “saddles” a permanent as it’s tapped to pay the cost to activate a permanent’s saddle ability.", + "zh": "当某个生物被横置来支付起动某永久物之乘驾异能的费用时,该生物便“乘驾”该永久物。" + } + ] + }, + { + "chapter": "702.172.", + "en": "Spree", + "zh": "追欢", + "subrules": [ + { + "chapter": "702.172a", + "en": "Spree is a static ability found on some modal spells (see rule 700.2) that applies while the spell on the stack. Spree means “Choose one or more modes. As an additional cost to cast this spell, pay the costs associated with those modes.”", + "zh": "追欢是见于某些具有模式之咒语上的静止式异能(参见规则700.2),会于咒语在堆叠上时生效。“追欢”意指“选择一个或数个模式。支付与这些模式关联的费用,以作为施放此咒语的额外费用。”" + }, + { + "chapter": "702.172b", + "en": "Cards with the spree ability have a plus sign icon in the upper right corner of the card, and use a plus sign (+) rather than traditional bullet points. These symbols are a visual reminder that this card requires an additional cost to be cast, and do not have additional rules meaning.", + "zh": "具有追欢异能之牌的右上角印有一个加号符号,且使用加号(+)而非通常的圆点来指示模式。这些符号仅为视觉提示,说明此牌要求额外费用才能施放,并无额外规则含义。" + } + ] + }, + { + "chapter": "702.173.", + "en": "Freerunning", + "zh": "自由奔跑", + "subrules": [ + { + "chapter": "702.173a", + "en": "Freerunning is a static ability that functions on the stack. “Freerunning [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a creature that, at the time it dealt that damage, was an Assassin creature or a commander under your control.” Casting a spell for its freerunning cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "自由奔跑属于静止式异能,于堆叠中生效。“自由奔跑[费用]”意指“如果本回合中一个生物对任一对手造成过战斗伤害,且其造成该伤害时在你的操控下并是杀手生物或是指挥官,则你可以支付[费用],而不支付此咒语的法术力费用。”支付自由奔跑费用时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。" + } + ] + }, + { + "chapter": "702.174.", + "en": "Gift", + "zh": "礼赠", + "subrules": [ + { + "chapter": "702.174a", + "en": "Gift is a keyword that represents two abilities. It is written “Gift a [something].” The first ability is a static ability that functions while the card with gift is on the stack, and the second is either an ability that functions while the card with gift is on the stack or a triggered ability that functions while the card with gift is on the battlefield. The first ability is always “As an additional cost to cast this spell, you may choose an opponent.” Paying a spell’s gift cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. The second ability depends on the [something] listed as well as whether the object with the ability is a permanent or an instant or sorcery spell.", + "zh": "礼赠此关键字代表两个异能,写作“礼赠[某物]”。第一个异能属于静止式异能,于具礼赠异能的牌在堆叠中时生效。第二个异能可以是于具礼赠异能的牌在堆叠中时生效的异能,或于具礼赠异能的牌在战场上时生效的触发式异能。第一个异能总是“你可以选择一位对手,以作为施放此咒语的额外费用。”支付咒语的礼赠费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。第二个异能取决于列出的[某物],以及具有该异能的物件是永久物还是瞬间或法术咒语。" + }, + { + "chapter": "702.174b", + "en": "On a permanent, the second ability represented by gift is “When this permanent enters, if its gift cost was paid, [effect].” On an instant or sorcery spell, the second ability represented by gift is “If this spell’s gift cost was paid, [effect].” The specific effect is defined by the [something] listed.", + "zh": "永久物上由礼赠代表的第二个异能为“当此永久物进场时,若曾支付其礼赠费用,[效应]。”瞬间或法术咒语上由礼赠代表的第二个异能为“如果曾支付其礼赠费用,[效应]。”具体效应取决于所列出的[某物]。" + }, + { + "chapter": "702.174c", + "en": "Some effects trigger whenever a player gives a gift. Such an ability triggers whenever an instant or sorcery spell that player controls whose gift cost was paid resolves. It also triggers whenever the gift triggered ability of a permanent that player controls resolves.", + "zh": "一些效应在牌手送出礼赠时触发。此类效应会在由该牌手操控,且曾支付其礼赠费用的瞬间或法术咒语结算时触发。它也会在由该牌手操控的永久物之礼赠触发式异能结算时触发。" + }, + { + "chapter": "702.174d", + "en": "“Gift a Food” means the effect is “The chosen player creates a Food token.”", + "zh": "“礼赠食品”意指效应为“该牌手派出一个食品衍生物。”" + }, + { + "chapter": "702.174e", + "en": "“Gift a card” means the effect is “The chosen player draws a card.”", + "zh": "“礼赠一张牌”意指效应为“该牌手抓一张牌。”" + }, + { + "chapter": "702.174f", + "en": "“Gift a tapped Fish” means the effect is “The chosen player creates a tapped 1/1 blue Fish creature token.”", + "zh": "“礼赠已横置的鱼”意指效应为“该牌手派出一个已横置的1/1蓝色鱼衍生生物。”" + }, + { + "chapter": "702.174g", + "en": "“Gift an extra turn” means the effect is “The chosen player takes an extra turn after this one.”", + "zh": "“礼赠额外一个回合”意指效应为“该牌手在本回合后进行额外的一个回合。”" + }, + { + "chapter": "702.174h", + "en": "“Gift a Treasure” means the effect is “The chosen player creates a Treasure token.”", + "zh": "“礼赠珍宝”意指效应为“该牌手派出一个珍宝衍生物。”" + }, + { + "chapter": "702.174i", + "en": "“Gift an Octopus” means the effect is “The chosen player creates an 8/8 blue Octopus creature token.”", + "zh": "“礼赠章鱼”意指效应为“该牌手派出一个8/8蓝色章鱼衍生生物。”" + }, + { + "chapter": "702.174j", + "en": "For instant and sorcery spells, the effect of a gift ability always happens before any other spell abilities of the card. If the spell is countered or otherwise leaves the stack before resolving, the gift effect doesn’t happen.", + "zh": "对瞬间和法术咒语而言,礼赠异能的效应总是在该牌的其他咒语效应之前发生。如果该咒语被反击或因故离开堆叠,其礼赠效应不会发生。" + }, + { + "chapter": "702.174k", + "en": "If a spell’s controller declares the intention to pay a spell’s gift cost, that spell’s gift was promised.", + "zh": "如果某咒语的操控者宣告将要支付该咒语的礼赠费用,则该咒语已应诺礼赠。" + }, + { + "chapter": "702.174m", + "en": "If part of a spell’s ability has its effect only if its gift was promised, and that part of the ability includes any targets, the spell’s controller chooses those targets only if the gift was promised.", + "zh": "如果某异能的一部分只会在该咒语已应诺礼赠时才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语已应诺礼赠时,才要选择这些目标。" + } + ] + }, + { + "chapter": "702.175.", + "en": "Offspring", + "zh": "繁生", + "subrules": [ + { + "chapter": "702.175a", + "en": "Offspring represents two abilities. “Offspring [cost]” means “You may pay an additional [cost] as you cast this spell” and “When this permanent enters, if its offspring cost was paid, create a token that’s a copy of it, except it’s 1/1.”", + "zh": "繁生代表两个异能。“繁生[费用]”意指“你施放此咒语时可以额外支付[费用]”以及“当此永久物进场时,若曾支付其繁生费用,则派出一个为其复制品的衍生物,但它是1/1。”" + }, + { + "chapter": "702.175b", + "en": "If a spell has multiple instances of offspring, each is paid separately and triggers based on the payments made for it, not any other instances of offspring.", + "zh": "如果一个咒语具有多个繁生异能,则每一个均需分别支付,而支付费用后的触发也将各自独立,每个繁生异能都基于为其支付的费用触发。" + } + ] + }, + { + "chapter": "702.176.", + "en": "Impending", + "zh": "隐现", + "subrules": [ + { + "chapter": "702.176a", + "en": "Impending is a keyword that represents four abilities. The first is a static ability that functions while the spell with impending is on the stack. The second is static ability that creates a replacement effect that may apply to the permanent with impending as it enters the battlefield from the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N—[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this permanent’s impending cost, it enters with N time counters on it,” “As long as this permanent’s impending cost was paid and it has a time counter on it, it’s not a creature,” and “At the beginning of your end step, if this permanent’s impending cost was paid and it has a time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "隐现此关键字代表四个异能。第一个是静止式异能,会于具有隐现异能的咒语在堆叠上时生效。第二个是静止式异能,会产生一个替代性效应,于具有隐现异能的永久物从堆叠进战场时生效。第三个是静止式异能,在战场上生效。第四个是触发式异能,在战场上生效。“隐现N~[费用]”意指“你可以选择支付[费用],而非支付此咒语的法术力费用”、“如果你选择支付此永久物的隐现费用,则其进场时上面有N个计时指示物”、“只要曾支付过此永久物的隐现费用且其上有计时指示物,它便不是生物”以及“在你的结束步骤开始时,若曾支付此永久物的隐现费用且其上有计时指示物,则从其上移去一个计时指示物。”支付隐现费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。" + } + ] + }, + { + "chapter": "702.177.", + "en": "Exhaust", + "zh": "竭绝", + "subrules": [ + { + "chapter": "702.177a", + "en": "An exhaust ability is a special kind of activated ability. “Exhaust — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only once.”", + "zh": "竭绝异能是一类特殊的起动式异能。“竭绝~[费用]:[效应]”意指,“[费用]:[效应]。只能起动一次。”" + }, + { + "chapter": "702.177b", + "en": "An effect may allow you to take an action as long as you haven’t activated an exhaust ability this turn. Such an effect allows that action only if you haven’t begun to activate an exhaust ability this turn.", + "zh": "一个效应允许你只要本回合中还未起动过任何竭绝异能,就能执行一个动作。此类效应仅在你本回合中尚未开始起动竭绝异能的情况下,才允许你执行该动作。", + "extras": [ + { + "en": "Example: Elvish Refueler has an exhaust ability that costs mana and also has an ability that reads “During your turn, as long as you haven’t activated an exhaust ability this turn, you may activate exhaust abilities as though they haven’t been activated.” Loot, the Pathfinder has an exhaust ability that is also a mana ability. If you’ve already activated both of these abilities in a previous turn, you can’t activate Loot’s mana ability during the process of activating Elvish Refueler’s exhaust ability, because you have already begun to activate a different exhaust ability.", + "zh": "例如:加油妖精[Elvish Refueler]具有支付法术力起动的竭绝异能,以及另一个叙述为“于你的回合中,只要你本回合中还未起动过任何竭绝异能,你便可以将竭绝异能视同从未起动过地来起动”的异能。寻路烂宝[Loot, the Pathfinder]具有一个同时为法术力异能的竭绝异能。如果你已经在先前的回合中起动过这两个异能,则你不能在起动加油妖精之竭绝异能的过程中起动烂宝的法术力异能,因为你已经开始起动一个不同的竭绝异能。" + } + ] + } + ] + }, + { + "chapter": "702.178.", + "en": "Max Speed", + "zh": "速度极限", + "subrules": [ + { + "chapter": "702.178a", + "en": "A max speed ability is a special kind of static ability. “Max speed — [Ability]” means “As long as your speed is 4, this object has ‘[Ability].’” See rule 702.179, “Start Your Engines!”", + "zh": "速度极限是一类特殊的静止式异能。“速度极限~[异能]”意指“只要你的速度达到4,此物件便具有[异能]。”参见规则702.179,“发动引擎!”。" + }, + { + "chapter": "702.178b", + "en": "If an ability granted by a max speed ability states which zones it functions from, the max speed ability that grants that ability functions from those zones. (See rule 113.6c.)", + "zh": "如果速度极限异能所赋予的异能注明了其生效的区域,则赋予该异能的速度极限异能也会在这些区域生效。" + } + ] + }, + { + "chapter": "702.179.", + "en": "Start Your Engines!", + "zh": "发动引擎!", + "subrules": [ + { + "chapter": "702.179a", + "en": "Start your engines! is a static ability. If a player controls a permanent with start your engines! and that player has no speed, their speed becomes 1. This is a state-based action. See rule 704.", + "zh": "发动引擎!属于静止式异能。如果某牌手操控具有发动引擎!异能的永久物且其没有速度,则其速度成为1。此为状态动作。参见规则704。" + }, + { + "chapter": "702.179b", + "en": "Players do not have speed until a rule or effect sets their speed to a specific value.", + "zh": "牌手没有速度,直到某规则或效应将其速度设定为某特定值。" + }, + { + "chapter": "702.179c", + "en": "If a player has no speed and they are instructed to increase their speed by a certain value, their speed becomes that value.", + "zh": "如果牌手没有速度时被指示将其速度增加一定数值,则其速度成为该数值。" + }, + { + "chapter": "702.179d", + "en": "There is an inherent triggered ability associated with a player having 1 or more speed. This ability has no source and is controlled by that player. That ability is “Whenever one or more opponents lose life during your turn, if your speed is less than 4, your speed increases by 1. This ability triggers only once each turn.”", + "zh": "牌手具有1或更高的速度会产生一个与之关联的固有触发式异能。此异能没有来源,且由该牌手操控。此异能为“于你的回合中,每当有一位或数位对手失去生命时,若你的速度小于4,则将你的速度增加1。此异能每回合只会触发一次。”" + }, + { + "chapter": "702.179e", + "en": "Rules and effects may refer to whether a player has “max speed.” A player has max speed if their speed is 4.", + "zh": "一些规则和效应可能会提及牌手是否达到“速度极限”。如果某牌手的速度达到4,则其便达到速度极限。" + }, + { + "chapter": "702.179f", + "en": "Some effects refer to a player’s speed. If that player has no speed, their speed is 0 for the purpose of an effect that refers to speed.", + "zh": "一些效应提及牌手的速度。如果该牌手没有速度,则对于提及速度的效应而言,其速度为0。" + } + ] + }, + { + "chapter": "702.180.", + "en": "Harmonize", + "zh": "谐颂", + "subrules": [ + { + "chapter": "702.180a", + "en": "Harmonize represents three static abilities: one that functions while the card is in a player’s graveyard and two that function while the spell with harmonize is on the stack. “Harmonize [cost]” means “You may cast this card from your graveyard by paying [cost] and tapping up to one untapped creature you control rather than paying this spell’s mana cost,” “If you cast this spell using its harmonize ability, its total cost is reduced by an amount of generic mana equal to the tapped creature’s power,” and “If the harmonize cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its harmonize ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "谐颂代表三个静止式异能:一个于该牌在牌手的坟墓场中时生效,两个于具有谐颂异能的咒语在堆叠上时生效。“谐颂[费用]”意指,“你可以从你的坟墓场施放此牌,并支付[费用]及横置至多一个由你操控且未横置的生物,而非支付其法术力费用”“如果你利用此咒语的谐颂异能来施放之,则其总费用减少若干一般法术力,其数量等同于所横置生物的力量”,以及“若曾支付其谐颂费用,当此牌将于任何时机下离开堆叠时,改为将它放逐,而非置入任何地方。”支付谐颂费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。" + }, + { + "chapter": "702.180b", + "en": "You choose which creature to tap as you choose to pay a spell’s harmonize cost (see rule 601.2b), and then tap that creature as you pay the total cost.", + "zh": "于你选择支付咒语的谐颂费用时,一并选择横置哪个生物(参见规则601.2b)。于你支付总费用时,横置该生物。" + } + ] + }, + { + "chapter": "702.181.", + "en": "Mobilize", + "zh": "动员", + "subrules": [ + { + "chapter": "702.181a", + "en": "Mobilize is a triggered ability. “Mobilize N” means “Whenever this creature attacks, create N 1/1 red Warrior creature tokens. Those tokens enter tapped and attacking. Sacrifice them at the beginning of the next end step.”", + "zh": "动员属于触发式异能。“动员N”意指,“每当此生物攻击时,派出N个已横置且正进行攻击的1/1红色战士衍生生物。在下一个结束步骤开始时将它们牺牲。”" + } + ] + }, + { + "chapter": "702.182.", + "en": "Job Select", + "zh": "职业选择", + "subrules": [ + { + "chapter": "702.182a", + "en": "Job select is a triggered ability. “Job select” means “When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this Equipment to it.”", + "zh": "职业选择属于触发式异能。“职业选择”意指“当此武具进场时,派出一个1/1无色英雄衍生生物,然后将它贴附于其上。”" + } + ] + }, + { + "chapter": "702.183.", + "en": "Tiered", + "zh": "分级", + "subrules": [ + { + "chapter": "702.183a", + "en": "Tiered is a static ability found on some modal spells (see rule 700.2) that applies while the spell is on the stack. Tiered means “Choose one. As an additional cost to cast this spell, pay the cost associated with that mode.”", + "zh": "分级是见于某些具有模式之咒语上的静止式异能(参见规则700.2),会于咒语在堆叠上时生效。“分级”意指“选择一项。支付与该模式关联的费用,以作为施放此咒语的额外费用。”" + } + ] + }, + { + "chapter": "702.184.", + "en": "Station", + "zh": "蓄势", + "subrules": [ + { + "chapter": "702.184a", + "en": "Station is an activated ability. “Station” means “Tap another untapped creature you control: Put a number of charge counters on this permanent equal to the tapped creature’s power. Activate only as a sorcery.”", + "zh": "蓄势属于起动式异能。“蓄势”意指“横置另一个由你操控且未横置的生物:在此永久物上放置若干充电指示物,其数量等同于该生物的力量。只能于法术时机起动。”" + }, + { + "chapter": "702.184b", + "en": "Each card printed with a station ability is known as a station card. It has a nonstandard layout and includes station symbols that are themselves keyword abilities. See rule 721, “Station Cards.”", + "zh": "每张印有蓄势异能的牌为蓄势牌。它有特殊排版方式,并且包含了蓄势符号,这些符号本身也是关键字异能。参见规则721,“蓄势牌”。" + }, + { + "chapter": "702.184c", + "en": "Static abilities may modify the result of a station ability by causing it to use a characteristic other than the tapped creature’s power to determine the number of counters placed on the permanent with the station ability.", + "zh": "一些静止式异能可能影响蓄势异能的效应,使之利用所横置的生物之力量以外的特征来决定在具蓄势异能的永久物上放置充电指示物的数量。", + "extras": [ + { + "en": "Example: Tapestry Warden has as ability that reads “Each creature you control with toughness greater than its power stations permanents using its toughness rather than its power.”", + "zh": "例如:织锦卫械[Tapestry Warden]具有叙述为“每个由你操控且防御力比力量大的生物皆依照其防御力来蓄势永久物,而不是依照力量”的异能。" + } + ] + } + ] + }, + { + "chapter": "702.185.", + "en": "Warp", + "zh": "跃迁", + "subrules": [ + { + "chapter": "702.185a", + "en": "Warp represents two static abilities that function while the card with warp is on the stack, one of which may create a delayed triggered ability. “Warp [cost]” means “You may cast this card from your hand by paying [cost] rather than its mana cost” and “If this spell’s warp cost was paid, exile the permanent this spell becomes at the beginning of the next end step. Its owner may cast this card after the current turn has ended for as long as it remains exiled.” Casting a spell for its warp cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "跃迁代表两个静止式异能,于具有跃迁异能的牌在堆叠上时生效,其中一个会产生延迟触发式异能。“跃迁[费用]”意指“你可以支付[费用]来从手上施放此牌,而非支付其法术力费用”,“如果曾支付过此咒语的跃迁费用,在下个结束步骤开始时,放逐此咒语所成的永久物。当前回合结束后,于此牌持续放逐的时段内,其拥有者可以施放此牌。”支付跃迁费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。" + }, + { + "chapter": "702.185b", + "en": "Some effects refer to “warped” cards in exile. A warped card in exile is one that was exiled by the delayed triggered ability created by a warp ability.", + "zh": "一些效应提及放逐区中“已跃迁”的牌。放逐区中已跃迁的牌指,因跃迁异能产生的延迟触发式异能而被放逐的牌。" + }, + { + "chapter": "702.185c", + "en": "Some effects refer to whether “a spell was warped this turn.” This means that a spell was cast for its warp cost this turn.", + "zh": "一些效应提及“本回合有咒语跃迁”。其意指,本回合有咒语经支付跃迁费用施放。" + } + ] + }, + { + "chapter": "702.186.", + "en": "∞ (Infinity)", + "zh": "∞(无限)", + "subrules": [ + { + "chapter": "702.186a", + "en": "∞ (the mathematical symbol for infinity) is a keyword found on Infinity cards. “∞” is followed by ability text. Together, they represent a static ability.", + "zh": "∞(数学中的无限符号)是见于无限牌上的关键字。“∞”字样后面带有异能文本,它们共同代表一个静止式异能。" + }, + { + "chapter": "702.186b", + "en": "“∞ — [Ability]” means “As long as this permanent is harnessed, it has [ability].” See rule 701.64, “Harness.”", + "zh": "“∞~[异能]”意指“只要此永久物已受掌控,它便具有[异能]。”参见规则701.64,“掌控”。" + } + ] + }, + { + "chapter": "702.187.", + "en": "Mayhem", + "zh": "疯乱", + "subrules": [ + { + "chapter": "702.187a", + "en": "Mayhem is a static ability that functions while the card with mayhem is in a player’s graveyard.", + "zh": "疯乱属于静止式异能,于具有疯乱异能的牌在牌手的坟墓场中时生效。" + }, + { + "chapter": "702.187b", + "en": "“Mayhem [cost]” means “As long as you discarded this card this turn, you may cast it from your graveyard by paying [cost] rather than paying its mana cost.” Casting a spell using its mayhem ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "“疯乱[费用]”意指“只要你是于本回合中弃掉此牌,你便可以从你坟墓场中施放之,但须支付[费用],而非支付其法术力费用。”支付疯乱费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。" + }, + { + "chapter": "702.187c", + "en": "“Mayhem” without a cost means “You may play this card from your graveyard if you discarded it this turn.”", + "zh": "其后未带有费用的“疯乱”意指“只要你是于本回合中弃掉此牌,你便可以从你坟墓场中施放之。”" + } + ] + }, + { + "chapter": "702.188.", + "en": "Web-slinging", + "zh": "蛛丝甩荡", + "subrules": [ + { + "chapter": "702.188a", + "en": "Web-slinging is a static ability that functions while the spell with web-slinging is on the stack. “Web-slinging [cost]” means “You may cast this spell by paying [cost] and returning a tapped creature you control to its owner’s hand rather than paying its mana cost.” Casting a spell using its web-slinging ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.", + "zh": "蛛丝甩荡属于静止式异能,于具蛛丝甩荡异能的咒语在堆叠上时生效。“蛛丝甩荡[费用]”意指“你可以支付[费用]并将一个由你操控且已横置的生物移回其拥有者手上来施放此咒语,而非支付其法术力费用。”支付蛛丝甩荡费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。" + } + ] + }, + { + "chapter": "702.189.", + "en": "Firebending", + "zh": "振火", + "subrules": [ + { + "chapter": "702.189a", + "en": "Firebending is a triggered ability. “Firebending N” means “Whenever this creature attacks, add N {R}. Until end of combat, you don’t lose this mana as steps and phases end.”", + "zh": "振火属于触发式异能。“振火N”意指“每当此生物攻击时,加N点{R}。直到战斗结束,你不会因步骤结束而失去这份法术力。”" + }, + { + "chapter": "702.189b", + "en": "An ability that triggers whenever a player firebends triggers whenever a firebending ability they control resolves.", + "zh": "每当牌手振火时触发的异能会在该牌手操控的振火异能结算时触发。" + } + ] + }, + { + "chapter": "702.190.", + "en": "Sneak", + "zh": "奇袭", + "subrules": [ + { + "chapter": "702.190a", + "en": "Sneak is a keyword that represents a static ability that functions while the spell with sneak is on the stack. “Sneak [cost]” means “Any time you could cast an instant during your declare blockers step, you may choose to pay [cost] and return an unblocked creature you control to its owner’s hand rather than pay this spell’s mana cost.”", + "zh": "奇袭是代表一个具有该异能的咒语在堆叠上时生效的静止式异能的关键字。“奇袭[费用]”意指,“于你的宣告阻挡者步骤中你能够施放瞬间的时机,你可以选择支付[费用],并将一个由你操控且未受阻挡的生物移回其拥有者手上,而非支付此咒语的法术力费用。”" + }, + { + "chapter": "702.190b", + "en": "A permanent spell cast using sneak enters the battlefield tapped and attacking (see rule 506.3a). It will be attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand to pay the sneak cost of the spell that became that permanent.", + "zh": "利用奇袭异能施放的永久物咒语,进战场时为横置且正进行攻击(参见规则506.3a)。该永久物进场时所攻击的牌手、鹏洛客或战役,与支付成为该永久物之咒语的奇袭费用时移回其拥有者手上的生物所攻击者相同。" + } + ] + } + ] + }, + { + "chapter": "703.", + "en": "Turn-Based Actions", + "zh": "回合动作", + "subrules": [ + { + "chapter": "703.1.", + "en": "Turn-based actions are game actions that happen automatically when certain steps or phases begin, or when each step and phase ends. Turn-based actions don’t use the stack.", + "zh": "回合动作属于游戏动作,会在当某些步骤或阶段开始时,或每个步骤及阶段结束时自动执行。回合动作不使用堆叠。", + "subrules": [ + { + "chapter": "703.1a", + "en": "Abilities that watch for a specified step or phase to begin are triggered abilities, not turn-based actions. (See rule 603, “Handling Triggered Abilities.”)", + "zh": "在乎特定步骤或阶段开始的异能属于触发式异能,并不属于回合动作。(参见规则603,“处理触发式异能”。)" + } + ] + }, + { + "chapter": "703.2.", + "en": "Turn-based actions are not controlled by any player.", + "zh": "回合动作不由任何牌手操控。", + "subrules": [] + }, + { + "chapter": "703.3.", + "en": "Whenever a step or phase begins, if it’s a step or phase that has any turn-based action associated with it, those turn-based actions are automatically dealt with first. This happens before state-based actions are checked, before triggered abilities are put on the stack, and before players receive priority.", + "zh": "每当一个步骤或阶段开始时,如果此步骤或阶段有任何与之相关的回合动作,则会先自动处理这些回合动作。这会在检查状态动作、将触发式异能放进堆叠、牌手得到优先权等事件之前发生。", + "subrules": [] + }, + { + "chapter": "703.4.", + "en": "The turn-based actions are as follows:", + "zh": "回合动作如下列所示:", + "subrules": [ + { + "chapter": "703.4a", + "en": "Immediately after the untap step begins, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. See rule 502.1.", + "zh": "在重置步骤开始后,所有由主动牌手操控、具时间跳跃异能的已跃回永久物立刻跃离,以及所有在跃离时由主动牌手操控的已跃离永久物立刻跃回。这些动作全部同时发生。参见规则502.1。" + }, + { + "chapter": "703.4b", + "en": "Immediately after the phasing action has been completed during the untap step, if the game has either the day or night designation, it checks to see whether that designation should change. If it’s neither day nor night, this check doesn’t happen. See rule 502.2.", + "zh": "在重置步骤之中、时间跳跃动作完成之后,如果游戏当前是白昼或黑夜,则立刻检查该称号是否需要改变。如果当前既非白昼也非黑夜,则该检查不会发生。参见规则502.2。" + }, + { + "chapter": "703.4c", + "en": "Immediately after the game checks to see if its day or night designation should change during the untap step or, if the game doesn’t have a day or night designation, immediately after the phasing action has been completed during the untap step, the active player determines which permanents they control will untap. Then they untap them all simultaneously. See rule 502.3.", + "zh": "在重置步骤之中、游戏检查白昼或黑夜称号是否需要改变之后,或者如果游戏当前既非白昼也非黑夜,在时间跳跃动作完成之后,主动牌手立刻判断由其操控的哪些永久物将重置,之后该牌手将它们同时重置。参见规则502.3。" + }, + { + "chapter": "703.4d", + "en": "Immediately after the draw step begins, the active player draws a card. See rule 504.1.", + "zh": "在抓牌步骤开始之后,主动牌手立刻抓一张牌。参见规则504.1。" + }, + { + "chapter": "703.4e", + "en": "In an Archenemy game (see rule 904), immediately after the archenemy’s precombat main phase begins, that player sets the top card of their scheme deck in motion. See rule 701.32.", + "zh": "在魔王游戏中(参见规则904),在魔王的战斗前行动阶段开始之后,该牌手立刻发动其邪计套牌的牌库顶牌。参见规则701.32。" + }, + { + "chapter": "703.4f", + "en": "Immediately after a player’s precombat main phase begins, that player puts a lore counter on each Saga enchantment they control with one or more chapter abilities. In an Archenemy game, this happens after the archenemy’s scheme action. See rule 714, “Saga Cards.”", + "zh": "在牌手的战斗前行动阶段开始之后,该牌手立刻在每个由其操控且具有章节异能的传纪结界上放置一个学问指示物。在魔王游戏中,这会在魔王的邪计动作之后发生。参见规则714,“传纪牌”。" + }, + { + "chapter": "703.4g", + "en": "Immediately after the action of placing lore counters has been completed, if the active player controls any Attractions, that player rolls to visit their Attractions. See rule 701.52, “Roll to Visit Your Attractions.”", + "zh": "在放置学问指示物动作完成之后,如果主动牌手操控任何景点,该牌手立刻掷骰造访景点。参见规则701.52,“掷骰造访景点”。" + }, + { + "chapter": "703.4h", + "en": "Immediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. See rule 507.1.", + "zh": "在战斗开始步骤开始之后,如果正在进行一局多人游戏,且主动牌手之对手并不会全部自动成为防御牌手,则主动牌手立刻选择一位对手。该牌手成为防御牌手。参见规则507.1。" + }, + { + "chapter": "703.4i", + "en": "Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1.", + "zh": "在宣告攻击者步骤开始之后,主动牌手立刻宣告攻击者。参见规则508.1。" + }, + { + "chapter": "703.4j", + "en": "Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1.", + "zh": "在宣告阻挡者步骤开始之后,防御牌手立刻宣告阻挡者。参见规则509.1。" + }, + { + "chapter": "703.4k", + "en": "Immediately after the combat damage step begins, each player in APNAP order announces how each attacking or blocking creature they control assigns its combat damage. See rule 510.1.", + "zh": "在战斗伤害步骤开始之后,每位牌手立刻以“主动牌手先决定”的顺序,宣告将如何分配每个由其所操控的攻击或阻挡生物的战斗伤害。参见规则510.1。" + }, + { + "chapter": "703.4m", + "en": "Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2.", + "zh": "在战斗伤害步骤当中、分配了战斗伤害之后,所有战斗伤害立刻同时造成。参见规则510.2。" + }, + { + "chapter": "703.4n", + "en": "Immediately after the cleanup step begins, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. See rule 514.1.", + "zh": "在清除步骤开始之后,如果主动牌手的手牌数量超过了其手牌上限(通常为七张),其立刻弃掉足够的牌,直到数量减少到手牌上限。参见规则514.1。" + }, + { + "chapter": "703.4p", + "en": "Immediately after the active player has discarded cards (if necessary) during the cleanup step, all damage is removed from permanents and all “until end of turn” and “this turn” effects end. These actions happen simultaneously. See rule 514.2.", + "zh": "在清除步骤当中、主动牌手弃牌之后(若有需要),立刻移除永久物上的所有伤害、结束所有“直到回合结束”和“本回合”的效应。这些动作同时发生。参见规则514.2。" + }, + { + "chapter": "703.4q", + "en": "As each step or phase ends, any unspent mana left in a player’s mana pool empties. See rule 500.5.", + "zh": "于每个步骤或阶段结束时,留在牌手法术力池中尚未用尽的法术力被清空。参见规则500.4。" + } + ] + } + ] + }, + { + "chapter": "704.", + "en": "State-Based Actions", + "zh": "状态动作", + "subrules": [ + { + "chapter": "704.1.", + "en": "State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.", + "zh": "状态动作属于游戏动作,每当满足某些条件时(如下所述)便会自动发生。状态动作不使用堆叠。", + "subrules": [ + { + "chapter": "704.1a", + "en": "Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)", + "zh": "在乎特定游戏状态的异能属于触发式异能,并不属于状态动作。(参见规则603,“处理触发式异能”。)" + } + ] + }, + { + "chapter": "704.2.", + "en": "State-based actions are checked throughout the game and are not controlled by any player.", + "zh": "对状态动作的检查会贯彻游戏始终,且状态动作不由任何牌手操控。", + "subrules": [] + }, + { + "chapter": "704.3.", + "en": "Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.", + "zh": "每当有牌手将得到优先权时(参见规则117,“时机和优先权”),游戏将依下文列举之条件检查状态动作,然后会将所有适用的状态动作当作单一事件执行。如果检查过后导致了新的状态动作执行,则会重复此检查;否则,将所有等待进入堆叠的触发式异能放入堆叠,然后重复此检查。一旦没有新的状态动作执行且没有等待进入堆叠的触发式异能,相应的牌手得到优先权。此过程同样会在清除步骤中执行(参见规则514),不同之处在于,如果清除步骤的第一次检查并没有导致状态动作的执行、且没有等待进入堆叠的触发式异能,则没有牌手会得到优先权且该步骤结束。", + "subrules": [] + }, + { + "chapter": "704.4.", + "en": "Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.", + "zh": "与触发式异能不同,状态动作不会注意在咒语或异能结算过程中发生的事。", + "subrules": [], + "extras": [ + { + "en": "Example: A player controls Maro, a creature with the ability “Maro’s power and toughness are each equal to the number of cards in your hand” and casts a spell whose effect is “Discard your hand, then draw seven cards.” Maro will temporarily have toughness 0 in the middle of the spell’s resolution but will be back up to toughness 7 when the spell finishes resolving. Thus Maro will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution.", + "zh": "例如:某牌手操控玛洛,一个具有“玛洛的力量与防御力各等同于你的手牌数量”的生物。此牌手施放效应为“弃掉你的手牌,然后抓七张牌”的咒语。在该咒语结算的过程中,玛洛的防御力会暂时为0,但在咒语结算完之后又变为7。因此在检查状态动作时,玛洛会存活下来。相对地,会在没有手牌时触发的异能则会在咒语结算后进入堆叠,因为它的触发事件在结算过程中发生了。" + } + ] + }, + { + "chapter": "704.5.", + "en": "The state-based actions are as follows:", + "zh": "状态动作如下列所示:", + "subrules": [ + { + "chapter": "704.5a", + "en": "If a player has 0 or less life, that player loses the game.", + "zh": "如果一位牌手的生命值为0或更少,该牌手输掉此盘游戏。" + }, + { + "chapter": "704.5b", + "en": "If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, that player loses the game.", + "zh": "如果自从上一次检查状态动作之后,有牌手曾试图从空的牌库中抓牌,该牌手便输掉此盘游戏。" + }, + { + "chapter": "704.5c", + "en": "If a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.6b instead.", + "zh": "如果一位牌手具有十个或更多的中毒指示物,该牌手输掉此盘游戏。在双头巨人游戏中忽略此规则,改为参见规则704.6b。" + }, + { + "chapter": "704.5d", + "en": "If a token is in a zone other than the battlefield, it ceases to exist.", + "zh": "如果一个衍生物处于任何非战场的区域中,该衍生物消失。" + }, + { + "chapter": "704.5e", + "en": "If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.", + "zh": "如果咒语的复制品处于任何非堆叠的区域中,该复制品消失。如果一张牌的复制品处于任何不属于堆叠或战场的区域中,该复制品消失。" + }, + { + "chapter": "704.5f", + "en": "If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.", + "zh": "如果一个生物的防御力为0或更低,该生物置入其拥有者的坟墓场。重生不能替代此事件。" + }, + { + "chapter": "704.5g", + "en": "If a creature has toughness greater than 0, it has damage marked on it, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.", + "zh": "如果一个生物的防御力大于0,其上标记有伤害,且其上标记的伤害大于或等于其防御力,则该生物受到了致命伤害且被消灭。重生可以替代此事件。" + }, + { + "chapter": "704.5h", + "en": "If a creature has toughness greater than 0, and it’s been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.", + "zh": "如果自从上一次检查状态动作之后,一个生物受到具死触之来源的伤害,且它的防御力大于0,该生物被消灭。重生可以替代此事件。" + }, + { + "chapter": "704.5i", + "en": "If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.", + "zh": "如果一个鹏洛客的忠诚为0,该鹏洛客被置入其拥有者的坟墓场。" + }, + { + "chapter": "704.5j", + "en": "If two or more legendary permanents with the same name are controlled by the same player, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”", + "zh": "如果两个或更多具有相同名称的传奇永久物由同一位牌手操控,该牌手选择它们中的一个,其余的将被置入进其拥有者的坟墓场。这称为“传奇规则”。" + }, + { + "chapter": "704.5k", + "en": "If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ graveyards. This is called the “world rule.”", + "zh": "如果战场上两个或更多的永久物具有普世此超类别,则除了战场上最近一个拥有普世此超类别以外,皆置入其拥有者的坟墓场。如果不分先后,则它们均被置入其拥有者的坟墓场。这称为“普世规则”。" + }, + { + "chapter": "704.5m", + "en": "If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner’s graveyard.", + "zh": "如果一个灵气贴附于不合法之物件或牌手上,或未贴附于任何物件或牌手上,该灵气被置入其拥有者的坟墓场。" + }, + { + "chapter": "704.5n", + "en": "If an Equipment or Fortification is attached to an illegal permanent or to a player, it becomes unattached from that permanent or player. It remains on the battlefield.", + "zh": "如果一个武具或工事贴附于不合法之永久物或贴附在牌手上,它会从该永久物或牌手上卸装。但它依然会留在战场上。" + }, + { + "chapter": "704.5p", + "en": "If a battle or creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if any nonbattle, noncreature permanent that’s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.", + "zh": "如果一个战役或生物贴附于物件或牌手上,则它不再贴附,并留在战场上。类似地,如果一个非战役且非生物的永久物不是灵气、武具或工事,却贴附于其他永久物上,则它不再贴附,并留在战场上。" + }, + { + "chapter": "704.5q", + "en": "If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.", + "zh": "如果一个永久物上同时具有+1/+1指示物和-1/-1指示物,则会移去其上的N个+1/+1指示物和N个-1/-1指示物,N为两种指示物当中较少者的数量。" + }, + { + "chapter": "704.5r", + "en": "If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it.", + "zh": "如果一个永久物上具有多于N个的某种指示物,且该永久物具有不得有多于N个的该种指示物之异能,则N个以外的指示物将被移去。" + }, + { + "chapter": "704.5s", + "en": "If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. See rule 714, “Saga Cards.”", + "zh": "如果一个具有章节异能的传纪永久物上的学问指示物数量大于或等于其上章节异能的最终章节编号,且其并非一个已触发且尚未离开堆叠的章节异能之来源,该传纪的操控者将其牺牲。参见规则714,“传纪牌”。" + }, + { + "chapter": "704.5t", + "en": "If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. See rule 309, “Dungeons.”", + "zh": "如果牌手的进度标记在一张地城牌最底下的房间上,且该地城牌不是已触发且未离开堆叠的某个房间异能之来源,该地城牌的拥有者将其移出游戏。参见规则309,“地城”。" + }, + { + "chapter": "704.5u", + "en": "If a permanent with space sculptor and any creatures without a sector designation are on the battlefield, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. See rule 702.158, “Space Sculptor.”", + "zh": "如果一个具有太空塑师异能的永久物与不具星区称号的生物同时在战场上,则每位未操控具有太空塑师异能之永久物且操控不具星区称号之生物的牌手为其操控的每个此类生物各选择一个星区称号。然后,每位操控此类生物的其他牌手为其操控的每个此类生物各选择一个星区称号。参见规则702.158,“太空塑师”。" + }, + { + "chapter": "704.5v", + "en": "If a battle has defense 0 and it isn’t the source of an ability that has triggered but not yet left the stack, it’s put into its owner’s graveyard.", + "zh": "如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。参见规则310,“战役”。" + }, + { + "chapter": "704.5w", + "en": "If a battle has no player in the game designated as its protector and no attacking creatures are currently attacking that battle, that battle’s controller chooses an appropriate player to be its protector based on its battle type. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”", + "zh": "如果一个战役未被任何攻击生物攻击且游戏内没有牌手被指定为防卫者,则其操控者基于战役类别选择一位适当的牌手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。参见规则310,“战役”。" + }, + { + "chapter": "704.5x", + "en": "If a Siege’s controller is also its designated protector, that player chooses an opponent to become its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”", + "zh": "如果一个围攻的操控者同时也是其防卫者,则该牌手选择一位对手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。参见规则310,“战役”。" + }, + { + "chapter": "704.5y", + "en": "If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard.", + "zh": "如果某个永久物其上结附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。" + }, + { + "chapter": "704.5z", + "en": "If a player controls a permanent with start your engines! and that player has no speed, that player’s speed becomes 1. See rule 702.179, “Start Your Engines!”", + "zh": "如果一位牌手操控具有发动引擎!异能的永久物且该牌手没有速度,则其速度成为1。参见规则702.179,“发动引擎!”。" + } + ] + }, + { + "chapter": "704.6.", + "en": "Some variant games include additional state-based actions that aren’t normally applicable:", + "zh": "一些游戏玩法包含通常而言不适用的额外状态动作:", + "subrules": [ + { + "chapter": "704.6a", + "en": "In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule 810, “Two-Headed Giant Variant.”", + "zh": "在一盘双头巨人的游戏中,如果一个队伍的生命为0或更少,该队伍输掉此盘游戏。参见规则810,“双头巨人玩法。”" + }, + { + "chapter": "704.6b", + "en": "In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, “Two-Headed Giant Variant.”", + "zh": "在一盘双头巨人的游戏中,如果一个队伍有十五个或更多的中毒指示物,该队伍输掉此盘游戏。参见规则810,“双头巨人玩法。”" + }, + { + "chapter": "704.6c", + "en": "In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, “Commander.”", + "zh": "在一盘指挥官的游戏中,如果一位牌手在该盘游戏中受到过21点或以上来自同一指挥官的战斗伤害,则该牌手输掉此盘游戏。参见规则903,“指挥官。”" + }, + { + "chapter": "704.6d", + "en": "In a Commander game, if a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. See rule 903, “Commander.”", + "zh": "在一盘指挥官的游戏中,如果指挥官在坟墓场或放逐区,且该物件在上一次状态动作检查之后被置入该区域,其拥有者可以将其置于统帅区。参见规则903,“指挥官。”" + }, + { + "chapter": "704.6e", + "en": "In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904, “Archenemy.”", + "zh": "在魔王游戏中,如果一张非长效的邪计牌在统帅区中牌面朝上,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,该邪计牌翻为牌面朝下并置于其拥有者的邪计套牌牌库底。参见规则904,“魔王”。" + }, + { + "chapter": "704.6f", + "en": "In a Planechase game, if a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, “Planechase.”", + "zh": "在竞逐时空游戏中,如果一张异象牌在统帅区中牌面朝上,且它不是已触发且未离开堆叠的触发式异能之来源,时空操控者时空换境。参见规则901,“竞逐时空”。" + } + ] + }, + { + "chapter": "704.7.", + "en": "If multiple state-based actions would have the same result at the same time, a single replacement effect will replace all of them.", + "zh": "如果在同一时间执行的多个状态动作会产生同样的结果,则一个单独的替代性效应将替代全部。", + "subrules": [], + "extras": [ + { + "en": "Example: You control Lich’s Mirror, which says “If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.” There’s one card in your library and your life total is 1. A spell causes you to draw two cards and lose 2 life. The next time state-based actions are checked, you’d lose the game due to rule 704.5a and rule 704.5b. Instead, Lich’s Mirror replaces that game loss and you keep playing.", + "zh": "例如:你操控巫妖秘镜,其叙述为“若你将输掉此盘游戏,则改为将你的手牌、坟墓场与所有你拥有的永久物洗入你的牌库,然后抓七张牌且你的总生命成为20。”你的牌库中有一张牌,并且你的生命值为1。某个咒语使得你要抓两张牌并失去2点生命。下一次检查状态动作时,你将因规则704.5a及规则704.5b输掉此盘游戏。然而,巫妖秘镜会替代掉“输掉此盘游戏”,你将继续进行游戏。" + } + ] + }, + { + "chapter": "704.8.", + "en": "If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed.", + "zh": "如果一个状态动作导致永久物离开战场的同时有其他的状态动作执行,该永久物的最后已知信息将以状态动作执行之前的游戏状态来决定。", + "subrules": [], + "extras": [ + { + "en": "Example: You control Young Wolf, a 1/1 creature with undying, and it has a +1/+1 counter on it. A spell puts three -1/-1 counters on Young Wolf. Before state-based actions are performed, Young Wolf has one +1/+1 counter and three -1/-1 counters on it. After state-based actions are performed, Young Wolf is in the graveyard. When it was last on the battlefield, it had a +1/+1 counter on it, so undying will not trigger.", + "zh": "例如:你操控幼狼,一个具有不息异能的1/1生物,且它上面有一个+1/+1指示物。一个咒语在幼狼上放置了三个-1/-1指示物。在状态动作执行之前,幼狼上有一个+1/+1指示物和三个-1/-1指示物。在状态动作执行之后,幼狼进入坟墓场。于它最后在战场上之时,它上面有+1/+1指示物,所以其不息异能不会触发。" + } + ] + } + ] + }, + { + "chapter": "705.", + "en": "Flipping a Coin", + "zh": "掷硬币", + "subrules": [ + { + "chapter": "705.1.", + "en": "Some cards refer to flipping a coin. A coin used in a flip must be a two-sided object with easily distinguished sides and equal likelihood that either side lands face up. If the coin that’s being flipped doesn’t have an obvious “heads” or “tails,” designate one side to be “heads,” and the other side to be “tails.” Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. For example, the player may roll an even-sided die and call “odds” or “evens,” or roll an even-sided die and designate that “odds” means “heads” and “evens” means “tails.”", + "zh": "一些牌提及掷一枚硬币。用于抛掷的硬币必须是一个具有两面的物体,两面之间有显著的区别,且无论哪一面最终朝上的概率都相同。如果用于抛掷的硬币之“正面”与“反面”的区别不甚明显,牌手可指定其中某一面为“正面”,另一面为“反面”。也可以使用其他能产生随机结果的方式来代替掷硬币,只要用于替代的方式能产生两种概率相等的互斥结果,且所有牌手都同意用此方法来替换。例如,牌手可以掷一个偶数面的骰子并说出是“奇数”或是“偶数”,或是掷一个偶数面的骰子并指定“奇数”意指“正面”、“偶数”意指“反面”。", + "subrules": [] + }, + { + "chapter": "705.2.", + "en": "Some effects that instruct a player to flip a coin care only about whether the coin comes up heads or tails. No player wins or loses a coin flip for this kind of effect. For all other effects that instruct a player to flip a coin, the player that flips the coin calls “heads” or “tails.” If the call matches the result, the player wins the flip. Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved.", + "zh": "某些令牌手掷一枚硬币的效应只关心掷硬币的结果是正面还是反面。对于此类效应而言,没有牌手会猜对或猜错此掷。对于所有其他令牌手掷硬币的效应而言,掷硬币的牌手说出“正面”或“反面”。如果牌手所说与掷硬币的结果相符,则该牌手猜对这一掷。否则,该牌手猜错这一掷。只有掷硬币的牌手才能猜对或猜错此次掷硬币;并不会涉及其他牌手。", + "subrules": [] + }, + { + "chapter": "705.3.", + "en": "An effect may state that a coin flip has a certain result and/or that a certain player wins a coin flip. In that case, ignore the actual results of that flip and use the indicated results instead. This can cause a player to win a flip that couldn’t otherwise be won.", + "zh": "一个效应令掷硬币的结果成为某一面和/或某位牌手猜对掷硬币。在此情况下,忽略该掷的实际结果,并改为使用所指示的结果。这可能使得牌手猜对原本无法猜对的掷硬币。", + "subrules": [] + } + ] + }, + { + "chapter": "706.", + "en": "Rolling a Die", + "zh": "掷骰", + "subrules": [ + { + "chapter": "706.1.", + "en": "An effect that instructs a player to roll a die will specify what kind of die to roll and how many of those dice to roll.", + "zh": "指示牌手掷骰的效应会指定所掷的骰子的类型以及数量。", + "subrules": [ + { + "chapter": "706.1a", + "en": "Such an effect may refer to an “N-sided die,” “N-sided dice,” or one or more “dN,” where N is a positive integer. In those cases, the die must have N equally likely outcomes, numbered from 1 to N. For example, a d20 is a twenty-sided die with possible outcomes from 1 to 20.", + "zh": "此类效应可能会提及“N面骰子”,或者一个或数个“dN”,其中N是正整数。在这些情况下,骰子必须产生N个几率相等的结果,编号从1到N。例如,一颗d20是一颗20面骰,其可能的结果为1至20。" + }, + { + "chapter": "706.1b", + "en": "Players may agree to use an alternate method for rolling a die, including a digital substitute, as long as the method used has the same number of equally likely outcomes as the die specified in the instruction.", + "zh": "牌手可以协商采用替代方式掷骰,包括电子替代方式,只要采用的方式与所指定的骰子能够产生相同数量几率相等的结果。" + } + ] + }, + { + "chapter": "706.2.", + "en": "After the roll, the number indicated on the top face of the die before any modifiers is the natural result. The instruction may include modifiers to the roll which add to or subtract from the natural result. Modifiers may also come from other sources. After considering all applicable modifiers, the final number is the result of the die roll.", + "zh": "在掷骰后,骰子的顶面所指示的数字(在修正前)是原值。掷骰的指示可能会包含修正,对原值进行增加或减少。修正也可能来自其他来源。在考虑所有适用的修正后,最终的数字是该次掷骰的结果。", + "subrules": [ + { + "chapter": "706.2a", + "en": "Modifiers may be optional and/or have associated costs. If a modifier has an associated mana cost, the player who rolled has the chance to activate mana abilities before applying it.", + "zh": "修正可能是可选的和/或具有相关的费用。如果一个修正具有相关的法术力费用,掷骰牌手在其生效之前有机会来起动法术力异能。" + }, + { + "chapter": "706.2b", + "en": "If two or more effects are attempting to modify the natural result, the player who rolled chooses one to apply, following these steps: First, consider any effects that modify the result of a die roll by rerolling that die. Second, consider any effects that modify the result of a die roll by increasing or decreasing that result by a specified amount.", + "zh": "如果两个或更多效应尝试修正原值,掷骰牌手按照以下规则选择一个生效:首先,考虑任何以重掷之方式修正结果的效应;其次,考虑任何以增加或减少原值之方式修正结果的效应。" + } + ] + }, + { + "chapter": "706.3.", + "en": "Some abilities that instruct a player to roll one or more dice include a results table.", + "zh": "一些指示牌手掷一颗或数颗骰子的异能包含一个结果表。", + "subrules": [ + { + "chapter": "706.3a", + "en": "The results table appears as a list or as a chart with multiple striations. Each list item or striation includes possible results and an effect associated with those results. The possible results indicated could be a single number, a range of numbers with two endpoints in the form “N1–N2,” or a range with a single endpoint in the form “N+.” Each one means “If the result was in this range, [effect].” After a die roll, use the result to determine which effect listed on the results table happens, if any.", + "zh": "结果表以列表或包含数个横条的表格形式呈现。每个列表项或横条包括可能的结果以及与该结果相对应的效应。可能的结果形式可以是一个数字,一个形如“N1-N2”的包含两个端点的数字范围,或一个形如“N+”的包含一个端点的范围。结果表的每个横条意指,“如果结果处于此范围中,[效应]。”在一次掷骰后,使用其结果来决定结果表中列出的哪一个效应会发生(如果有的话)。" + }, + { + "chapter": "706.3b", + "en": "An instruction to roll one or more dice, any instructions to modify that roll printed in the same paragraph, any additional instructions based on the result of the roll, and the associated results table are all part of one ability.", + "zh": "掷一颗或数颗骰子的指示、任何在同一段落中印刷之修正该次掷骰的指示、任何根据该次掷骰的结果的附加指示、以及相对应的结果表均是同一个异能的部分。" + }, + { + "chapter": "706.3c", + "en": "Some effects in results charts include the text “Roll again.” This additional roll uses the same kind of and number of dice originally called for, including any applicable modifiers.", + "zh": "结果表中的一些效应包含叙述“再掷一次。”这次额外的掷骰与原本所指示的掷骰使用同样类型和数量的骰子,包含任何适用的修正。" + } + ] + }, + { + "chapter": "706.4.", + "en": "Some abilities that instruct a player to roll one or more dice do not include a results table. The text of those abilities will indicate how to use the results of the die rolls, if at all.", + "zh": "一些指示牌手掷一颗或数颗骰子的异能不包含结果表。这些异能的叙述会指示如何使用该次掷骰的结果(如果有的话)。", + "subrules": [] + }, + { + "chapter": "706.5.", + "en": "One card (Celebr-8000) has an ability that instructs a player to roll two dice and has an additional effect if that player “rolled doubles.” A player has rolled doubles if the result of each of those rolls is equal to the other.", + "zh": "一张牌(Celebr-8000)具有指示牌手掷两颗骰子,如果牌手“掷出同点”则有额外效应的异能。牌手掷出同点意指两颗骰子掷出的结果相同。", + "subrules": [] + }, + { + "chapter": "706.6.", + "en": "If a player is instructed to ignore a roll, that roll is considered to have never happened. No abilities trigger because of the ignored roll, and no effects apply to that roll. If that player was instructed to ignore the lowest roll and multiple results are tied for the lowest, the player chooses one of those rolls to be ignored.", + "zh": "如果一位牌手被指示忽略一次掷骰,该次掷骰被视作从未发生。异能不会因被忽略的掷骰而触发,且没有效应对该次掷骰生效。如果一位牌手被指示忽略最小点数且有多次掷骰结果同为最小,该牌手选择其中一次掷骰来忽略。", + "subrules": [] + }, + { + "chapter": "706.7.", + "en": "In a Planechase game, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that exchange the results of that roll with another value or compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See rule 901, “Planechase.”", + "zh": "在竞逐时空游戏中,掷时空骰会使得每当牌手掷一颗或数颗骰子时触发的异能触发。但是,任何提及掷骰的数字结果的效应,包括将该次掷骰结果与其他值交换,或将该次掷骰结果与其他掷骰或一个给定数字的结果相比较的效应,会忽略该次掷时空骰。参见规则901,“竞逐时空”。", + "subrules": [] + }, + { + "chapter": "706.8.", + "en": "One card (Centaur of Attention) has an ability that instructs a player to roll dice and “store” those results on it and another ability that allows a player to reroll any number of those results.", + "zh": "一张牌(Centaur of Attention)具有一个指示牌手掷骰并“存储”掷骰结果的异能,以及一个重掷其中任意数量的结果的异能。", + "subrules": [ + { + "chapter": "706.8a", + "en": "To store the result of a die roll on a permanent means to note both the kind of die rolled and the result of that roll. That noted information is considered a “stored result” of that permanent, and the result is the “value” of that stored result.", + "zh": "将掷骰结果存储在永久物上,意指同时记下该次掷骰的骰子类型和结果。所记下的信息被视为该永久物的“存储结果”,掷骰结果作为存储结果的“值”。" + }, + { + "chapter": "706.8b", + "en": "To reroll one or more stored results of a permanent, roll one of the kind of die noted for each of them. If one kind of die is noted for more than one of those results, roll that many of that kind of die. The results you rerolled stop being stored results, and you store the results of each of the new die rolls on that permanent.", + "zh": "要重掷永久物的一个或数个存储结果,为每个存储结果掷一个该类型的骰子。如果一个骰子类型被一个以上的存储结果记下,则掷等同于其数量的此类骰子。被你重掷的结果不再作为存储结果,然后你将新掷骰的结果存储在该永久物上。" + }, + { + "chapter": "706.8c", + "en": "If a permanent has an ability that stores results on it and another ability that refers to the stored results, those abilities are linked. (See rule 607.2e.)", + "zh": "如果一个永久物具有一个存储结果的异能和另一个提及该存储结果的异能,这两个异能互相关联。(参见规则607.2e。)" + } + ] + } + ] + }, + { + "chapter": "707.", + "en": "Copying Objects", + "zh": "复制物件", + "subrules": [ + { + "chapter": "707.1.", + "en": "Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some effects create a token that’s a copy of another object. (Certain older cards were printed with the phrase “search for a copy.” This section doesn’t cover those cards, which have received new text in the Oracle card reference.)", + "zh": "一些物件能产生或让本身成为咒语、永久物、牌的“复制品”。一些效应会派出作为另一物件之复制品的衍生物。(一些旧版本牌上面印了“search for a copy”。它们在Oracle牌张参考文献中得到勘误;此部分的规则不讨论此类牌。)(译注:此类牌的中文版本使用了“与其同名的牌”,所以不会产生混淆。)", + "subrules": [] + }, + { + "chapter": "707.2.", + "en": "When copying an object, the copy acquires the copiable values of the original object’s characteristics and, for an object on the stack, choices made when casting or activating it (mode, targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on). The copiable values are the values derived from the text printed on the object (that text being name, mana cost, color indicator, card type, subtype, supertype, rules text, power, toughness, and/or loyalty), as modified by other copy effects, by its face-down status, and by “as . . . enters” and “as . . . is turned face up” abilities that set power and toughness (and may also set additional characteristics). Other effects (including type-changing and text-changing effects), status, counters, and stickers are not copied.", + "zh": "当复制某物件时,该复制品获得被复制物件之所有可复制特征值,若被复制的物件在堆叠中,还包括其在施放或起动时作出之选择(模式、目标、X的数值、是否支付增幅费用、如何影响数个目标,等等)。“可复制特征值”意指,从物件上所印制之叙述文字中得知的数值(该类文字包括名称、法术力费用、颜色标志、类别、超类别、副类别、规则叙述、力量、防御力和/或忠诚),且受到其他复制效应、其牌面朝下的状态、设定力量和防御力(以及其他更多特征)的“于…进场”和“于…翻回正面时”异能之影响。其他效应(包括改变类别和改变文字叙述的效应)、状态、指示物,以及贴纸均不会被复制。", + "subrules": [ + { + "chapter": "707.2a", + "en": "A copy acquires the color of the object it’s copying because that value is derived from its mana cost or color indicator. A copy acquires the abilities of the object it’s copying because those values are derived from its rules text. A copy doesn’t wind up with two values of each ability (that is, it doesn’t copy the object’s abilities and its rules text, then have that rules text define a new set of abilities).", + "zh": "复制品会得到作为其复制对象之物件的颜色,因为该值能从后者的法术力费用中得知。复制品会得到作为其复制对象之物件的所有异能,因为该值能从后者的规则叙述中得知。复制品不会从同样的一个异能中获得两组数值(它不会复制该物件的异能及其规则叙述文字,然后再从该规则叙述文字中定义一组新的同样异能)。" + }, + { + "chapter": "707.2b", + "en": "Once an object has been copied, changing the copiable values of the original object won’t cause the copy to change.", + "zh": "一旦物件已被复制,改变原物件的可复制特征值不会导致复制它的物件也产生改变。" + }, + { + "chapter": "707.2c", + "en": "If a static ability generates a continuous effect that’s a copy effect, the copiable values that effect grants are determined only at the time that effect first starts to apply.", + "zh": "如果一个静止式异能产生了一个是复制效应的持续性效应,该效应赋予的可复制特征值仅在该效应第一次开始生效时决定。" + } + ], + "extras": [ + { + "en": "Example: Chimeric Staff is an artifact that reads, “{X}: This artifact becomes an X/X Construct artifact creature until end of turn.” Clone is a creature that reads, “You may have this creature enter as a copy of any creature on the battlefield.” After a Staff has become a 5/5 Construct artifact creature, a Clone enters the battlefield as a copy of it. The Clone is an artifact, not a 5/5 Construct artifact creature. (The copy has the Staff’s ability, however, and will become a creature if that ability is activated.)", + "zh": "例如:盖美拉之杖为具有“{X}:此神器成为X/X组构体神器生物直到回合结束”的神器。仿生妖为具有“你可以使此生物当成战场上任一生物的复制品来进场”的生物。当盖美拉之杖成为5/5组构体神器生物后,仿生妖作为该盖美拉之杖的复制品进入了战场。此时仿生妖是神器,而非5/5组构体神器生物。(但此复制品具有盖美拉之杖的异能,起动该异能后会成为生物。)" + }, + { + "en": "Example: Clone enters the battlefield as a copy of a face-down Grinning Demon (a creature with morph {2}{B}{B}). The Clone is a colorless 2/2 creature with no name, no types, no abilities, and no mana cost. It will still be face up. Its controller can’t pay {2}{B}{B} to turn it face up.", + "zh": "例如:仿生妖作为牌面朝下的蔑笑恶魔(具有变身{2}{B}{B}的生物)的复制品进入战场。仿生妖会成为2/2无色生物,且没有名称、类别、异能及法术力费用。它依然是面朝上。其操控者不能支付{2}{B}{B}来让它翻回正面。" + } + ] + }, + { + "chapter": "707.3.", + "en": "The copy’s copiable values become the copied information, as modified by the copy’s status (see rule 110.5). Objects that copy the object will use the new copiable values.", + "zh": "复制品的可复制特征值被其所复制的信息所取代,且被该复制品的状态所影响(参见规则110.5)。其他物件要复制此物件时,会使用新的可复制特征值。", + "subrules": [], + "extras": [ + { + "en": "Example: Vesuvan Doppelganger reads, “You may have this creature enter as a copy of any creature on the battlefield, except it doesn’t copy that creature’s color and it has ‘At the beginning of your upkeep, you may have this creature become a copy of target creature, except it doesn’t copy that creature’s color and it has this ability.’” A Vesuvan Doppelganger enters the battlefield as a copy of Runeclaw Bear (a 2/2 green Bear creature with no abilities). Then a Clone enters the battlefield as a copy of the Doppelganger. The Clone is a 2/2 blue Bear named Runeclaw Bear that has the Doppelganger’s upkeep-triggered ability.", + "zh": "例如:维苏瓦化妖[Vesuvan Doppelganger]具有“你可以使此生物当成战场上任一生物的复制品来进场,但它不复制该生物的颜色且具有‘在你的维持开始时,你可以使此生物成为目标生物的复制品,但它不复制该生物的颜色且具有此异能。’”此时维苏瓦化妖作为符爪熊(2/2绿色生物,无异能)的复制品进入战场。之后仿生妖作为维苏瓦化妖的复制品进入战场。则这个仿生妖会成为一个名称为符爪熊的2/2蓝色熊,且具有维苏瓦化妖的维持触发异能。" + }, + { + "en": "Example: Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang (an unflipped flip card). Tomoya’s characteristics become the characteristics of Stabwhisker the Odious, which is the flipped version of Nezumi Shortfang.", + "zh": "例如:示现师智也(一张倒转后的倒转牌)成为了短牙鼠人(尚未倒转的倒转牌)的复制品。则智也的特征会成为可憎的刺须之特征,即为倒转后的短牙鼠人。" + }, + { + "en": "Example: A face-down Grinning Demon (a creature with morph) becomes a copy of a face-up Branchsnap Lorian (a 4/1 green creature with trample and morph {G}). The Demon’s characteristics become the characteristics of Branchsnap Lorian. However, since the creature is face down, it remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. It can be turned face up for {G}. If it’s turned face up, it will have the characteristics of Branchsnap Lorian.", + "zh": "例如:牌面朝下的蔑笑恶魔(具有变身的生物)成为牌面朝上的折枝树懒(4/1的绿色生物,具有践踏及变身{G})的复制品。恶魔的特征成为了折枝树懒的特征。然而,由于该生物处于牌面朝下的状态,所以它仍为2/2的无色生物,且没有名称、类别及异能,也没有法术力费用。可以支付{G}来把它翻回正面。如果将它翻回正面,则它会具有折枝树懒的特征。" + }, + { + "en": "Example: A face-down Grinning Demon (a creature with morph) becomes a copy of Wandering Ones (a 1/1 blue Spirit creature that doesn’t have morph). It will be a face-down Wandering Ones. It remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. Its controller can’t turn it face up as a special action. If an effect turns it face up, it will have the characteristics of Wandering Ones.", + "zh": "例如:牌面朝下的蔑笑恶魔(具有变身的生物)成为了漂流精(1/1的蓝色精怪生物,不具有变身)的复制品。则它会成为牌面朝下的漂流精。它依然是2/2无色生物、没有名称、类别、异能及法术力费用。其操控者不能以特殊动作来让它翻回正面。如果有效应让它翻回正面时,它就会拥有漂流精的特征。" + } + ] + }, + { + "chapter": "707.4.", + "en": "Some effects cause a permanent that’s copying a permanent to copy a different object while remaining on the battlefield. The change doesn’t cause enters-the-battlefield or leaves-the-battlefield abilities to trigger. This also doesn’t change any noncopy effects presently affecting the permanent.", + "zh": "一些效应令战场上已经为另一永久物之复制品的永久物,复制一个不同的永久物,且留在战场上。此改变不会导致进入战场或离开战场异能触发。如果当前有非复制效应影响该永久物,该效应不会被改变。", + "subrules": [], + "extras": [ + { + "en": "Example: Unstable Shapeshifter reads, “Whenever another creature enters, this creature becomes a copy of that creature, except it has this ability.” It’s affected by Giant Growth, which reads “Target creature gets +3/+3 until end of turn.” If a creature enters the battlefield later this turn, Unstable Shapeshifter will become a copy of that creature, but it will still get +3/+3 from the Giant Growth.", + "zh": "例如:不稳定变形兽具有“每当另一个生物进场时,此生物成为该生物的复制品,但它具有此异能。”其受到变巨术“目标生物得+3/+3直到回合结束”的影响。如果稍后在本回合中,又有一个生物进入战场,则不稳定变形兽成为该生物的复制品,但仍然会因为变巨术得到+3/+3。" + } + ] + }, + { + "chapter": "707.5.", + "en": "An object that enters the battlefield “as a copy” or “that’s a copy” of another object becomes a copy as it enters the battlefield. It doesn’t enter the battlefield, and then become a copy of that permanent. If the text that’s being copied includes any abilities that replace the enters-the-battlefield event (such as “enters with” or “as [this] enters” abilities), those abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a chance to trigger.", + "zh": "一个“作为复制品”或“是…复制品”进入战场的物件,于进入战场时便已经是该物件的复制品。它并不是首先进入战场,然后才成为该永久物的复制品。如果被复制的规则叙述中包含任何会替代进入战场事件的异能(例如“进场时上面有…”或“于[此永久物]进场时”的异能),则这些异能都会生效。并且,该复制品具有的任何进入战场触发式异能也有机会触发。", + "subrules": [], + "extras": [ + { + "en": "Example: Skyshroud Behemoth reads, “Fading 2 (This creature enters with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)” and “This creature enters tapped.” A Clone that enters the battlefield as a copy of a Skyshroud Behemoth will also enter the battlefield tapped with two fade counters on it.", + "zh": "例如:天帷贝西摩斯具有“消退2(此生物进场时上面有两个消退指示物。在你的维持开始时,从其上移去一个消退指示物。若你无法如此作,则牺牲之。)”以及“此生物须横置进场。”仿生妖作为天帷贝西摩斯的复制品进入战场,则它也需要横置进战场,且上面有两个消退指示物。" + }, + { + "en": "Example: Wall of Omens reads, “When this creature enters, draw a card.” A Clone enters the battlefield as a copy of Wall of Omens. The Clone has the Wall’s enters-the-battlefield triggered ability, so the Clone’s controller draws a card.", + "zh": "例如:预兆墙具有“当此生物进场时,抓一张牌。”仿生妖作为预兆墙的复制品进入战场。则仿生妖具有预兆墙的进入战场触发式异能,所以仿生妖的操控者抓一张牌。" + } + ] + }, + { + "chapter": "707.6.", + "en": "When copying a permanent, any choices that have been made for that permanent aren’t copied. Instead, if an object enters the battlefield as a copy of another permanent, the object’s controller will get to make any “as [this] enters the battlefield” choices for it.", + "zh": "当复制永久物时,为该永久物作出的选择不会被复制。但是,如果一个物件是作为另一个永久物之复制品进入战场的,则该物件的操控者可以为其作出“于[此物件]进入战场时”的选择。", + "subrules": [], + "extras": [ + { + "en": "Example: A Clone enters the battlefield as a copy of Adaptive Automaton. Adaptive Automaton reads, in part, “As this creature enters, choose a creature type.” The Clone won’t copy the creature type choice of the Automaton; rather, the controller of the Clone will get to make a new choice.", + "zh": "例如:仿生妖作为适境机械兽之复制品进入战场。适境机械兽具有“于此生物进场时,选择一种生物类别。”仿生妖不会复制适境机械兽进场时选择的生物类别;而是仿生妖的操控者可以重新为其选择一种生物类别。" + } + ] + }, + { + "chapter": "707.7.", + "en": "If a pair of linked abilities are copied, those abilities will be similarly linked to one another on the object that copied them. One ability refers only to actions that were taken or objects that were affected by the other. They can’t be linked to any other ability, regardless of what other abilities the copy may currently have or may have had in the past. See rule 607, “Linked Abilities.”", + "zh": "如果一对关联异能被复制,则在复制了该些异能的物件上,这两个异能也会以类似的方式互相关联。其中一个异能只提及另一个异能所进行的动作或影响的物件。它们并不会连结到其他的异能上,无论该复制品当前或曾经具有哪些异能。参见规则607,“关联异能”。", + "subrules": [] + }, + { + "chapter": "707.8.", + "en": "When copying a melded permanent or other double-faced permanent, use the copiable values of the face that’s currently up to determine the characteristics of the copy. See rule 712, “Double-Faced Cards.”", + "zh": "复制已融合的永久物或其他双面牌时,使用该永久物当前面朝上的可复制特征值来决定复制品的特征。(参见规则712,“双面牌”。)", + "subrules": [ + { + "chapter": "707.8a", + "en": "If an effect creates a token that is a copy of a double-faced permanent or a double-faced card not on the battlefield, the resulting token is a double-faced token that has both a front face and a back face. The characteristics of each face are determined by the copiable values of the same face of the permanent or card it is a copy of, as modified by any other copy effects that apply to that object. If the token is a copy of a double-faced permanent with its back face up, the token enters the battlefield with its back face up. This rule does not apply to tokens that are created with their own set of characteristics and enter the battlefield as a copy of a double-faced object due to a replacement effect.", + "zh": "如果一个效应派出一个衍生物,且其为某双面永久物或某不在战场上的双面牌之复制品,则派出的衍生物为同时具有正面和背面的双面衍生物。每个面的特征由其复制的永久物或牌对应面之可复制特征值决定,并受对该物件生效的其他复制效应影响。如果该衍生物为某背面朝上的双面永久物之复制品,则其进战场时背面朝上。此规则不适用于根据自身特征派出,但由于某替代性效应作为一个双面物件的复制品进战场之衍生物。", + "extras": [ + { + "en": "Example: Afflicted Deserter is the front face of a double-faced card, and the name of its back face is Werewolf Ransacker. If an effect creates a token that is a copy of that permanent, the token also has the same two faces and can transform. It enters the battlefield with the same face up as the permanent that it is a copy of.", + "zh": "例如:受苦逃亡者是一张双面牌的正面,其背面名称为搜括狼人。如果某效应派出为该永久物的复制品之衍生物,此永久物也拥有两个面,且能够转化。它进战场时与其复制的永久物朝上的一面相同。" + }, + { + "en": "Example: Clone is not a double-faced card, so a token that is created as a copy of a Clone is not a double-faced token, even if it enters the battlefield as a copy of a permanent due to Clone’s replacement effect.", + "zh": "例如:仿生妖不是双面牌,因此作为仿生妖的复制品派出之衍生物不是双面衍生物,即使它由于仿生妖的替代性效应而作为某永久物的复制品进战场。" + } + ] + } + ] + }, + { + "chapter": "707.9.", + "en": "Copy effects may include modifications or exceptions to the copying process.", + "zh": "复制效应可能会对复制过程添加修改或例外。", + "subrules": [ + { + "chapter": "707.9a", + "en": "Some copy effects cause the copy to gain an ability as part of the copying process. This ability becomes part of the copiable values for the copy, along with any other abilities that were copied.", + "zh": "一些复制效应会在复制过程中将异能赋予该复制品。此异能就如其他被复制的异能一样,成为此复制品之可复制特征值的一部分。", + "extras": [ + { + "en": "Example: Quirion Elves enters the battlefield and an Unstable Shapeshifter copies it. The copiable values of the Shapeshifter now match those of the Elves, except that the Shapeshifter also has the ability “Whenever another creature enters, this creature becomes a copy of that creature, except it has this ability.” Then a Clone enters the battlefield as a copy of the Unstable Shapeshifter. The Clone copies the new copiable values of the Shapeshifter, including the ability that the Shapeshifter gave itself when it copied the Elves.", + "zh": "例如:奎利恩妖精进入战场,且不稳定变形兽成为其复制品。不稳定变形兽之可复制特征值现在和奎利恩妖精相同,但不稳定变形兽同时具有“每当另一个生物进场时,此生物成为该生物的复制品,但它具有此异能。”然后仿生妖作为不稳定变形兽的复制品进入战场。仿生妖会复制不稳定变形兽新的可复制特征值,包括了不稳定变形兽复制妖精时赋予自身的异能。" + } + ] + }, + { + "chapter": "707.9b", + "en": "Some copy effects modify a characteristic as part of the copying process. The final set of values for that characteristic becomes part of the copiable values of the copy.", + "zh": "一些复制效应在复制过程中修改特征。该特征的一组最终值成为该复制品的可复制特征值的一部分。", + "extras": [ + { + "en": "Example: Copy Artifact is an enchantment that reads, “You may have this enchantment enter as a copy of any artifact on the battlefield, except it’s an enchantment in addition to its other types.” It enters the battlefield as a copy of Juggernaut. The copiable values of the Copy Artifact now match those of Juggernaut with one modification: its types are now artifact, creature, and enchantment.", + "zh": "例如:复制神器[Copy Artifact]是一个结界,其叙述为“你可以使此结界当成战场上任一神器的复制品来进场,但它额外具有结界此类别。”它作为攻城巨车的复制品进入战场。复制神器的可复制特征值成为攻城巨车的值,但有一处变动:它的类别是神器、生物和结界。" + } + ] + }, + { + "chapter": "707.9c", + "en": "Some copy effects specifically state that they don’t copy certain characteristics and the affected objects instead retain their original values. Copy effects may also simply state that certain characteristics are not copied.", + "zh": "一些复制效应特别指明它不复制某些特征;它们改为保留其原始值。复制效应也可能直接叙述其不复制某些特征。" + }, + { + "chapter": "707.9d", + "en": "When applying a copy effect that doesn’t copy a certain characteristic, retains one or more original values for a certain characteristic, or provides a specific set of values for a certain characteristic, any characteristic-defining ability (see rule 604.3) of the object being copied that defines that characteristic is not copied. If that characteristic is color, any color indicator (see rule 204) of that object is also not copied. This rule does not apply to copy effects with exceptions that state the object is a certain card type, supertype, and/or subtype “in addition to its other types.” In those cases, any characteristic-defining ability that defines card type, supertype, and/or subtype is copied.", + "zh": "当一个(1)不复制指定特征、(2)为某指定特征保持一个或数个原值、或(3)为某指定特征提供一组特定值的复制效应生效时,被复制之物件上的任何定义该指定特征的特征定义异能(参见规则604.3)不会被复制。如果该特征是颜色,该物件上的颜色标志(参见规则204)也不会被复制。此规则不对具有例外的复制效应生效,这些效应叙述“但该物件额外是”特定的牌张类别、超类别和/或副类别。在这种情形下,任何定义牌张类别、超类别和/或副类别的特征定义异能会被复制。", + "extras": [ + { + "en": "Example: Quicksilver Gargantuan is a creature that reads, “You may have this creature enter as a copy of any creature on the battlefield, except it’s 7/7.” Quicksilver Gargantuan enters the battlefield as a copy of Tarmogoyf, which has a characteristic-defining ability that defines its power and toughness. Quicksilver Gargantuan does not have that ability. It will be 7/7.", + "zh": "例如:水银巨兽是一个生物,其叙述为“你可以使此生物当成战场上任一生物的复制品来进场,但它是7/7。”水银巨兽作为塔莫耶夫的复制品进入战场,且它不会复制塔莫耶夫的定义其攻击力和防御力之特征定义异能。它将是7/7。" + }, + { + "en": "Example: Glasspool Mimic is a creature that reads “You may have this creature enter as a copy of a creature you control, except it’s a Shapeshifter Rogue in addition to its other types.” Glasspool Mimic enters as a copy of a creature with changeling. Glasspool Mimic will have changeling and will have all creature types.", + "zh": "例如:璃池拟态妖是一个生物,其叙述为“你可以使此生物当成任一由你操控的生物之复制品来进场,但它额外具有‘变形兽/浪客’此两个类别。”璃池拟态妖作为一个具化形异能的生物之复制品进场。璃池拟态妖会具有化形异能并具有所有生物类别。" + } + ] + }, + { + "chapter": "707.9e", + "en": "Some replacement effects that generate copy effects include an exception that’s an additional effect rather than a modification of the affected object’s characteristics. If another copy effect is applied to that object after applying the copy effect with that exception, the exception’s effect doesn’t happen.", + "zh": "一些产生复制效应的替代性效应包含一个本身为额外效应的例外(而不是对受影响物件之特征的修改)。如果另一个复制效应在具此类例外的复制效应生效后对该物件生效,该例外的效应不会发生。", + "extras": [ + { + "en": "Example: Altered Ego reads, “You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.” You choose for it to enter the battlefield as a copy of Clone, which reads “You may have this creature enter as a copy of any creature on the battlefield,” for which no creature was chosen as it entered the battlefield. If you then choose a creature to copy as you apply the replacement effect Altered Ego gains by copying Clone, Altered Ego’s replacement effect won’t cause it to enter the battlefield with any +1/+1 counters on it.", + "zh": "例如:另我离影叙述为“你可以使此生物当成战场上任一生物的复制品来进场,但它进战场时上面额外有X个+1/+1指示物。”你选择其进战场时复制仿生妖,其叙述为“你可以使此生物当成战场上任一生物的复制品来进场”,且该仿生妖进战场时没有选择生物。如果你此时为另我离影复制仿生妖而获得的替代性效应选择一个生物来复制,另我离影的替代性效应不会使得它进战场时带有任何+1/+1指示物。" + } + ] + }, + { + "chapter": "707.9f", + "en": "Some exceptions to the copying process apply only if the copy is or has certain characteristics. To determine whether such an exception applies, consider what the resulting permanent’s characteristics would be if the copy effect were applied without that exception, taking into account any other exceptions that effect includes.", + "zh": "一些复制过程中的例外仅在该复制品是某特征或具有某特征时才会生效。要决定此类例外是否生效,考虑假如没有该例外复制效应生效后所成的永久物的特征会是什么,也将该效应包含的任何其他例外考虑在内。", + "extras": [ + { + "en": "Example: Moritte of the Frost says, in part, “You may have Moritte enter as a copy of a permanent you control, except it’s legendary and snow in addition to its other types and, if it’s a creature, it enters with two additional +1/+1 counters on it and it has changeling.” Moritte of the Frost copies a land that has become a creature until end of turn. It would enter as a noncreature permanent, so it won’t enter with two additional +1+1 counters on it and it won’t have changeling, even if it becomes a creature later in the turn.", + "zh": "例如:冰霜摩立特的一部分叙述为“你可以使摩立特当成任一由你操控之永久物的复制品来进场,但它额外具有传奇与雪境此两种类别,且如果它是生物,则它进战场时上面额外有两个+1/+1指示物并具有化形异能。”冰霜摩立特复制了一个直到回合结束成为生物的地。该生物将作为非生物永久物进战场,因此它进战场时不会带有两个额外的+1/+1指示物,也不会具有化形异能,即使它在该回合中稍后成为生物也是一样。" + } + ] + }, + { + "chapter": "707.9g", + "en": "Some replacement effects that generate copy effects are linked to triggered abilities written in the same paragraph. (See rule 603.11.) If another copy effect is applied to that object after applying the copy effect with the linked triggered ability, the ability doesn’t trigger.", + "zh": "一些产生复制效应的替代性效应与同一段落中叙述的触发式异能互相关联。(参见规则603.11。)如果在关联于该触发式异能的复制效应生效之后,另一个复制效应对该物件生效,该触发式异能不会触发。" + } + ] + }, + { + "chapter": "707.10.", + "en": "To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn’t cast and a copy of an activated ability isn’t activated. A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made for it, including modes, targets, the value of X, and additional or alternative costs. (See rule 601, “Casting Spells.”) Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is owned by the player under whose control it was put on the stack. A copy of a spell or ability is controlled by the player under whose control it was put on the stack. A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.", + "zh": "复制一个咒语、起动式异能或触发式异能指,将该咒语或异能的复制品放入堆叠;复制的咒语并没有被施放,且复制的异能也没有被起动。复制咒语或异能时,不但会复制该咒语或异能的特征,也会复制为其作出的所有决定,这包括模式、目标、X的数值,以及是否为其支付了额外费用或替代性费用。(参见规则601,“施放咒语”。)通常在结算时才作出的选择不被复制。如果该复制品的一个效应提及用以支付其费用的物件,则它会使用支付原咒语或异能之费用时用到的物件。咒语之复制品的所有者为在其操控下将该复制品放进堆叠的牌手。咒语或异能之复制品的操控者为在其操控下将该复制品放进堆叠的牌手。咒语的复制品也是咒语,即使没有表示它的咒语牌。异能的复制品也是异能。", + "subrules": [ + { + "chapter": "707.10a", + "en": "If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist. These are state-based actions. See rule 704.", + "zh": "如果咒语的复制品处于任何非堆叠的区域中,它便会消失。如果牌的复制品处于任何不属于堆叠或战场的区域中,它便会消失。两者均为状态动作。参见规则704。" + }, + { + "chapter": "707.10b", + "en": "A copy of an ability has the same source as the original ability. If the ability refers to its source by name, the copy refers to that same object and not to any other object with the same name. The copy is considered to be the same ability by effects that count how many times that ability has resolved during the turn.", + "zh": "异能的复制品与原异能来源相同。如果该异能用名称指称了自己的来源,则复制品指的是与之相同的物件,而非具有相同名称的其他物件。对于计算在该回合中此异能结算次数之效应而言,复制品也将被视作该异能。" + }, + { + "chapter": "707.10c", + "en": "Some effects copy a spell or ability and state that its controller may choose new targets for the copy. The player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal. Once the player has decided what the copy’s targets will be, the copy is put onto the stack with those targets.", + "zh": "一些复制咒语或异能的效应会同时说明其操控者可以为复制品选择新的目标。该牌手可以保留其中任意数量的目标不作改动,即使这些目标可能不再合法。如果该牌手选择改变其中一些或全部的目标,则新的目标必须全部合法。只要牌手决定了复制品的新目标,该复制品进入堆叠并指定这些目标。" + }, + { + "chapter": "707.10d", + "en": "Some effects copy a spell or ability for each player or object it “could target.” The copies are put onto the stack with those targets in the order of their controller’s choice. If the spell or ability has more than one target, each of its targets must be the same player or object. If that player or object isn’t a legal target for each instance of the word “target,” a copy isn’t created for that player or object.", + "zh": "一些效应为某咒语或异能每“能”以一个牌手或物件为目标,便将其复制一次。这些复制品选择这些目标进入堆叠,并由这些复制品的操控者选择其放进堆叠的顺序。如果该咒语或异能具有多于一个目标,每个目标必须都是同一个牌手或物件。如果该牌手或物件不是该咒语或异能上每个“目标”一词的合法目标,则对于该牌手或物件而言,不会为其创造一个复制品。" + }, + { + "chapter": "707.10e", + "en": "Some effects copy a spell or ability and specify a new target for the copy. If the spell or ability has more than one target, each of the copy’s targets must be that player or object. If that player or object isn’t a legal target for each instance of the word “target,” the copy isn’t created. In the case where a replacement effect causes the copy to target more than one object, the copy’s controller chooses one of them to be the new target. The chosen target must be a legal target for that spell or ability.", + "zh": "一些效应复制咒语或异能并为该复制品指定一个新的目标。如果该咒语或异能具有多于一个目标,该复制品的每个目标都必须是该牌手或物件。如果该牌手或物件不是每个“目标”一词的合法目标,则该复制品不会被创造。在某个替代性效应使得该复制品以多个物件为目标的情况下,该复制品的操控者选择其中一个作为新的目标。所选择的目标必须是该咒语或异能的合法目标。", + "extras": [ + { + "en": "Example: Frontline Heroism is an enchantment with the ability “Whenever you cast a spell that targets only a single creature you control, create a 1/1 red Soldier creature token with haste, then copy that spell. The copy targets that token.” Anointed Procession is an enchantment with the ability “If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.” If you control both and cast Moment of Triumph targeting a creature you control, Frontline Heroism’s ability triggers. As that ability resolves, you create two 1/1 red Soldier creature tokens with haste, then copy Moment of Triumph and the copy targets one of those tokens of your choice. The copy doesn’t target both the tokens.", + "zh": "例如:前线勇行[Frontline Heroism]是具有以下叙述的结界:“每当你施放仅以单一由你操控之生物为目标的咒语时,派出一个1/1红色,具敏捷异能的士兵衍生生物,然后复制该咒语。此复制品以该衍生物为目标。”圣洗者行列是具有以下叙述的结界:“如果某效应将在你的操控下派出一个或数个衍生物,则改为它派出两倍数量的该类衍生物。”如果你于同时操控这两者时施放了得胜之时并指定一个由你操控的生物为目标,则前线勇行的异能会触发。于该异能结算时,你派出两个1/1红色,具敏捷异能的士兵衍生生物,然后复制得胜之时,且该复制品依你的选择以其中一个衍生物为目标。该复制品不会同时指定两个衍生物为目标。" + } + ] + }, + { + "chapter": "707.10f", + "en": "Some effects copy a permanent spell. As that copy resolves, it ceases being a copy of a spell and becomes a token permanent. (See rule 608.3f.)", + "zh": "一些效应复制永久物咒语。于该复制品结算时,其不再是咒语的复制品,并成为一个衍生永久物。(参见规则608.3f。)" + }, + { + "chapter": "707.10g", + "en": "If an effect creates a copy of a double-faced permanent spell, the copy is also a double-faced permanent spell that has both a front face and a back face. The characteristics of its front and back face are determined by the copiable values of the same face of the spell it is a copy of, as modified by any other copy effects. If the spell it is a copy of has its back face up, the copy is created with its back face up. The token that’s put onto the battlefield as that spell resolves is a double-faced token.", + "zh": "如果一个效应创造一个双面永久物咒语的复制品,该复制品也是具有两个面的双面永久物咒语。其每个面的特征由其复制的咒语对应面之可复制特征值决定,并受其他复制效应影响。如果其复制的咒语背面朝上,则其被创造时背面朝上。该咒语结算时放进战场的衍生物是双面衍生物。" + } + ], + "extras": [ + { + "en": "Example: A player casts Fork, targeting an Emerald Charm. Fork reads, “Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.” Emerald Charm is a modal green instant. When the Fork resolves, it puts a copy of the Emerald Charm on the stack except the copy is red, not green. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets.", + "zh": "例如:某牌手施放了分叉击[Fork],以绿宝石护符作为目标。分叉击的叙述为“复制目标瞬间或法术咒语,但该复制品是红色。你可以为该复制品选择新的目标。”绿宝石护符是具有模式的绿色瞬间。当分叉击结算时,它将绿宝石护符的复制品放入堆叠,但该复制品为红色而非绿色。该复制品的模式与原本的绿宝石护符相同。但由于分叉击允许,它不需指定相同目标,可以选择新目标。" + }, + { + "en": "Example: Fling is an instant that reads, “As an additional cost to cast this spell, sacrifice a creature” and “Fling deals damage equal to the sacrificed creature’s power to any target.” When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling.", + "zh": "例如:投掷是瞬间,叙述为“牺牲一个生物,以作为施放此咒语的额外费用”以及“投掷对任意一个目标造成等同于被牺牲生物之力量的伤害”。要确定投掷之复制品造成的伤害数量时,会检查原本的投掷所牺牲之生物的力量。" + }, + { + "en": "Example: Dawnglow Infusion is a sorcery that reads, “You gain X life if {G} was spent to cast this spell and X life if {W} was spent to cast it.” Because mana isn’t an object, a copy of Dawnglow Infusion won’t cause you to gain any life, no matter what mana was spent to cast the original spell.", + "zh": "例如:晨华灌输是法术,叙述为“如果施放此咒语时支付了{G},则你获得X点生命;如果施放它时支付了{W},则你获得X点生命。”因为法术力不是物件,晨华灌输的复制品不会使你获得任何生命,无论施放原来的咒语时支付过何种法术力。" + } + ] + }, + { + "chapter": "707.11.", + "en": "If an effect refers to a permanent by name, the effect still tracks that permanent even if it changes names or becomes a copy of something else.", + "zh": "如果一个效应提及某永久物的名称,则即使该永久物改变名称,或变成其他东西的复制品,此效应也会一直追踪该永久物。", + "subrules": [], + "extras": [ + { + "en": "Example: An Unstable Shapeshifter copies an Olivia Voldaren. Olivia Voldaren reads, “{1}{R}: Olivia Voldaren deals 1 damage to another target creature. That creature becomes a Vampire in addition to its other types. Put a +1/+1 counter on Olivia Voldaren.” If this ability of the Shapeshifter is activated, the Shapeshifter will deal 1 damage and you will put a +1/+1 counter on it, even if it’s no longer a copy of Olivia Voldaren at that time.", + "zh": "例如:不稳定变形兽复制奥莉薇亚沃达连。奥莉薇亚沃达连具有“{1}{R}:奥莉薇亚沃达连对另一个目标生物造成1点伤害。该生物额外具有吸血鬼此类别。在奥莉薇亚沃达连上放置一个+1/+1指示物。”如果起动不稳定变形兽的这个异能,则即使不稳定变形兽已不再是奥莉薇亚沃达连的复制品,也会造成1点伤害并在其上放置一个+1/+1指示物。" + } + ] + }, + { + "chapter": "707.12.", + "en": "An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, except that the copy is created in the same zone the object is in and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a–h of rule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered.", + "zh": "一个要求牌手施放[物件]的复制品之效应(而不只是复制一个咒语),会遵照施放咒语的规则,不同之处在于会在该物件相同的区域中被创造,然后于另一个咒语或异能正在结算中施放此复制品。施放物件的复制品需要遵照规则601“施放咒语”中601.2a-h的步骤依序行事,然后此复制品被施放。一旦被施放,所施放的复制品也属于堆叠上的咒语,与其他咒语一样可以结算或被反击。", + "subrules": [] + }, + { + "chapter": "707.13.", + "en": "One card (Garth One-Eye) instructs a player to create a copy of a card defined by name rather than by indicating an object to be copied. To do so, the player uses the Oracle card reference to determine the characteristics of the copy and creates the copy outside of the game.", + "zh": "一张牌(独眼嘉斯)指示牌手派出以名称定义的牌之复制品。牌手如此作时应使用Oracle牌张参考文献来决定该复制品的特征,并在游戏之外派出该复制品。", + "subrules": [] + }, + { + "chapter": "707.14.", + "en": "One card (Magar of the Magic Strings) instructs a player to note the name of a particular card in a graveyard and create a copy of the card with the noted name. To do so, use the characteristics of that card as it last existed in the graveyard to determine the copiable values of the copy. (See rule 608.2h.)", + "zh": "一张牌(Magar of the Magic Strings)指示牌手记下坟墓场中特定牌的名称,并派出具有所记下名称的牌之复制品。要如此作,使用该牌在坟墓场中的最后特征确定复制品的可复制特征值。(参见规则608.2h。)", + "subrules": [] + } + ] + }, + { + "chapter": "708.", + "en": "Face-Down Spells and Permanents", + "zh": "牌面朝下的咒语和永久物", + "subrules": [ + { + "chapter": "708.1.", + "en": "Some cards allow spells and permanents to be face down.", + "zh": "一些牌允许咒语和永久物成为牌面朝下。", + "subrules": [] + }, + { + "chapter": "708.2.", + "en": "Face-down spells and face-down permanents have no characteristics other than those listed by the ability or rules that allowed the spell or permanent to be face down. Any listed characteristics are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”)", + "zh": "牌面朝下的咒语,以及牌面朝下的永久物,除了使得它们能够牌面朝下之异能或规则中指明的特征之外,并没有其他特征。这些特征为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则707,“复制物件”。)", + "subrules": [ + { + "chapter": "708.2a", + "en": "If a face-up permanent is turned face down by a spell or ability that doesn’t list any characteristics for that object, it becomes a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost. A permanent that enters the battlefield face down also has these characteristics unless otherwise specified by the effect that put it onto the battlefield face down or allowed it to be cast face down. These values are the copiable values of that object’s characteristics.", + "zh": "如果一个牌面朝上的永久物因咒语或异能翻成牌面朝下,且其并未叙述该物件的任何特征,它会成为2/2的牌面朝下生物,且没有内文叙述、名称、副类别及法术力费用。以牌面朝下方式进入战场的永久物也具有这样的特征,除非将其牌面朝下放进战场或允许其牌面朝下地被施放的效应另有指定。这些数值即为该物件的可复制特征值。" + }, + { + "chapter": "708.2b", + "en": "A face-down permanent can’t be turned face-down. If a spell or ability attempts to turn a face-down permanent face down, nothing happens and that effect doesn’t change any of its characteristics or their copiable values.", + "zh": "一个牌面朝下的永久物不能被翻为牌面朝下。如果一个咒语或异能尝试将一个牌面朝下的永久物翻为牌面朝下,则什么都不会发生,该效应也不会改变其任何特征或可复制特征值。" + } + ] + }, + { + "chapter": "708.3.", + "en": "Objects that are put onto the battlefield face down are turned face down before they enter the battlefield, so the permanent’s enters-the-battlefield abilities won’t trigger (if triggered) or have any effect (if static).", + "zh": "以牌面朝下状态进入战场的物件,在其进入战场前便已是牌面朝下的状态,因此该永久物的进入战场触发式异能并不会触发(对触发式异能而言)或生效(对静止式异能而言)。", + "subrules": [] + }, + { + "chapter": "708.4.", + "en": "Objects that are cast face down are turned face down before they are put onto the stack, so effects that care about the characteristics of a spell will see only the face-down spell’s characteristics. Any effects or prohibitions that would apply to casting an object with these characteristics (and not the face-up object’s characteristics) are applied to casting this object. The permanent the spell becomes will be a face-down permanent.", + "zh": "以牌面朝下状态施放的物件,在其进入堆叠前便已是牌面朝下的状态,因此针对咒语特征而生效的效应将只能见到牌面朝下咒语之特征。任何将对施放具有这些特征(而并非牌面朝上时物件的特征)之效应或限制会对施放此物件生效。", + "subrules": [] + }, + { + "chapter": "708.5.", + "en": "At any time, you may look at a face-down spell you control on the stack or a face-down permanent you control (even if it’s phased out). You can’t look at face-down cards in any other zone or face-down spells or permanents controlled by another player.", + "zh": "在任何时候,你都可以检视堆叠中由你操控之牌面朝下的咒语,或你操控之牌面朝下的永久物(即使该永久物已跃离)。你不能检视任何在其他区域中之牌面朝下的牌,或由其他牌手操控之牌面朝下的咒语或永久物。", + "subrules": [] + }, + { + "chapter": "708.6.", + "en": "If you control multiple face-down spells or face-down permanents, you must ensure at all times that your face-down spells and permanents can be easily differentiated from each other. This includes, but is not limited to, knowing what ability or rules caused the permanents to be face down, the order spells were cast, the order that face-down permanents entered the battlefield, which creature(s) attacked last turn, and any other differences between face-down spells or permanents. Common methods for distinguishing between face-down objects include using counters or dice to mark the different objects, or clearly placing those objects in order on the table.", + "zh": "如果你操控多个牌面朝下的咒语或牌面朝下的永久物,你必须随时确保这些牌面朝下的咒语和永久物之间有显著的分别。这包括但并不限于,何种异能或规则使该永久物成为牌面向下、咒语施放的先后顺序、牌面朝下之永久物进入战场的先后顺序、哪些生物上回合曾经攻击,以及与其他牌面朝下的咒语或永久物之间的区别。替牌面朝下的牌作记号的方式,通常包括使用指示物或骰子来标记不同的永久物,或依照顺序清楚地在桌上排列这些物件。", + "subrules": [] + }, + { + "chapter": "708.7.", + "en": "The ability or rules that allow a permanent to be face down may also allow the permanent’s controller to turn it face up. Spells normally can’t be turned face up.", + "zh": "允许永久物翻成牌面朝下的异能或规则,也可能允许该永久物之操控者将其翻回正面。通常情况下,咒语不能被翻回正面。", + "subrules": [] + }, + { + "chapter": "708.8.", + "en": "As a face-down permanent is turned face up, its copiable values revert to its normal copiable values. Any effects that have been applied to the face-down permanent still apply to the face-up permanent. Any abilities relating to the permanent entering the battlefield don’t trigger and don’t have any effect, because the permanent has already entered the battlefield.", + "zh": "于牌面朝下的永久物翻回正面时,其可复制特征值回到其正常状态。任何已对该永久物造成影响的效应,依旧对翻回正面的永久物造成影响。任何与永久物进入战场相关的触发式异能不会触发,因为该永久物已经进入战场。", + "subrules": [] + }, + { + "chapter": "708.9.", + "en": "If a face-down permanent or a face-down component of a merged permanent moves from the battlefield to any other zone, its owner must reveal it to all players as they move it. If a face-down spell moves from the stack to any zone other than the battlefield, its owner must reveal it to all players as they move it. If a player leaves the game, all face-down permanents, face-down components of merged permanents, and face-down spells owned by that player must be revealed to all players. At the end of each game, all face-down permanents, face-down components of merged permanents, and face-down spells must be revealed to all players.", + "zh": "如果一个牌面朝下的永久物或结聚永久物的一个牌面朝下组件从战场移到其他区域,其拥有者必须于移动时将之展示给所有牌手。如果牌面朝下的咒语从堆叠移到战场以外的其他区域,其拥有者必须于移动时将之展示给所有牌手。如果一位牌手将离开游戏,所有由该牌手拥有的牌面朝下的永久物、结聚永久物的牌面朝下组件和牌面朝下的咒语必须向所有牌手展示。在每盘游戏结束时,所有牌面朝下的永久物、结聚永久物的牌面朝下组件和牌面朝下的咒语必须展示给所有牌手。", + "subrules": [] + }, + { + "chapter": "708.10.", + "en": "If a face-down permanent becomes a copy of another permanent, its copiable values become the copiable values of that permanent, as modified by its face-down status. Its characteristics therefore remain the same: the characteristics listed by the ability or rules that allowed it to be turned face down. However, if it is turned face up, its copiable values become the values it copied from the other permanent. See rule 707.3.", + "zh": "如果一个牌面朝下的永久物成为另一个永久物的复制品,其可复制特征值就会变成该永久物的可复制特征值,并受到其牌面朝下状态的影响。因此它的特征依然相同:使它成为牌面朝下的规则或异能上所列的特征。然而,如果它翻回正面,它的可复制特征值会成为其所复制之永久物的可复制特征值。参见规则707.3。", + "subrules": [] + }, + { + "chapter": "708.11.", + "en": "If a face-down permanent would have an “As [this permanent] is turned face up . . .” ability after it’s turned face up, that ability is applied while that permanent is being turned face up, not afterward.", + "zh": "如果一个牌面朝下的永久物在其翻回正面后具有“于[此永久物]翻回正面时…”的异能,则该异能会在此永久物翻回正面的过程中生效,而不是之后才生效。", + "subrules": [] + }, + { + "chapter": "708.12.", + "en": "If a spell or ability that instructs a player to reveal a face-down permanent needs information about the revealed object, it uses the characteristics of that object ignoring any continuous effects that may be applying to it.", + "zh": "如果某咒语或异能指示牌手展示一个牌面朝下的永久物,且需要用到该展示物件的信息,则使用该物件的特征,而忽略任何可能对其生效的持续性效应。", + "subrules": [] + } + ] + }, + { + "chapter": "709.", + "en": "Split Cards", + "zh": "连体牌", + "subrules": [ + { + "chapter": "709.1.", + "en": "Split cards have two card faces on a single card. The back of a split card is the normal Magic card back.", + "zh": "连体牌在一张牌上具有两张牌面。连体牌的背面与普通万智牌相同。", + "subrules": [] + }, + { + "chapter": "709.2.", + "en": "Although split cards have two castable halves, each split card is only one card. For example, a player who has drawn or discarded a split card has drawn or discarded one card, not two.", + "zh": "尽管连体牌的两边都可以施放,但每张连体牌都只算是一张牌。例如,不论牌手抓到还是弃掉一张连体牌,该牌手都只是抓或弃掉了一张牌,而不是两张。", + "subrules": [] + }, + { + "chapter": "709.3.", + "en": "A player chooses which half of a split card they are casting before putting it onto the stack.", + "zh": "在将连体牌放进堆叠之前,牌手选择其施放的是连体牌的哪一边。", + "subrules": [ + { + "chapter": "709.3a", + "en": "Only the chosen half is evaluated to see if it can be cast. Only that half is considered to be put onto the stack.", + "zh": "只有被选择的一边会被检查其能否被施放。只有这一边被视为放进堆叠。" + }, + { + "chapter": "709.3b", + "en": "While on the stack, only the characteristics of the half being cast exist. The other half’s characteristics are treated as though they didn’t exist.", + "zh": "在堆叠上时,只有被施放的一边的特征存在。另一边的特征则视同不存在。" + }, + { + "chapter": "709.3c", + "en": "An effect may create a copy of a split card and allow a player to cast the copy. That copy retains the characteristics of the two halves separated into the same two halves as the original card. (See rule 707.12.)", + "zh": "某些效应可能会创造连体牌的复制品,并允许牌手施放该复制品。该复制品如同原牌一般地具有两边的特征,并如同原牌一般地分成两边。(参见规则707.12)。" + } + ] + }, + { + "chapter": "709.4.", + "en": "In every zone except the stack, the characteristics of a split card are those of its two halves combined.", + "zh": "在除堆叠外的所有区域,连体牌的特征是其两边的特征之综合。", + "subrules": [ + { + "chapter": "709.4a", + "en": "Each split card has two names. If an effect instructs a player to choose a card name and the player wants to choose a split card’s name, the player must choose one of those names and not both. An object has the chosen name if one of its names is the chosen name.", + "zh": "每张连体牌具有两个名称。如果一个效应要牌手选择一个牌名,而牌手想要选择某张连体牌的名称,该牌手必须选择其中一边的名称,但不能同时选择两者。如果一个物件的名称之一为所选择的名称,则它具有所选择的名称。" + }, + { + "chapter": "709.4b", + "en": "The mana cost of a split card is the combined mana costs of its two halves. A split card’s colors and mana value are determined from its combined mana cost. An effect that refers specifically to the symbols in a split card’s mana cost sees the separate symbols rather than the whole mana cost.", + "zh": "连体牌的法术力费用是其两边的法术力费用的加总。连体牌的颜色和法术力值由其法术力费用决定。一个具体地提及连体牌法术力费用中符号的效应会看到两边各自的符号,而非法术力费用的加总。", + "extras": [ + { + "en": "Example: Assault//Battery’s mana cost is {3}{R}{G}. It’s a red and green card with a mana value of 5. If you cast Assault, the resulting spell is a red spell with a mana value of 1.", + "zh": "例如:突袭//冲击的法术力费用是{3}{R}{G}。它是一张红绿双色牌,其法术力值为5。如果你施放冲击,由此施放的咒语是一个法术力值为1的红色咒语。" + }, + { + "en": "Example: Fire//Ice’s mana cost is {2}{U}{R}. It has the same mana cost as Steam Augury, but an effect such as that of Jegantha, the Wellspring sees that it contains the mana symbol {1} twice.", + "zh": "例如:热火//寒冰的法术力费用是{2}{U}{R}。其法术力费用与氲形预示相同,但诸如丰饶泉源杰甘沙的效应会看到它包含了法术力符号{1}两次。" + } + ] + }, + { + "chapter": "709.4c", + "en": "A split card has each card type specified on either of its halves and each ability in the text box of each half.", + "zh": "连体牌具有其两边的每种牌张类别,且具有其两边的文字栏中的每个异能。" + }, + { + "chapter": "709.4d", + "en": "The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.102, “Fuse”).", + "zh": "堆叠上的已融咒的连体咒语之特征亦是其两边特征的综合(参见规则702.102,“融咒”)。" + } + ] + }, + { + "chapter": "709.5.", + "en": "Some split cards are permanent cards with a single shared type line. A shared type line on such an object represents two static abilities that function on the battlefield. These are “As long as this permanent doesn’t have the ‘left half unlocked’ designation, it doesn’t have the name, mana cost, or rules text of this object’s left half” and “As long as this permanent doesn’t have the ‘right half unlocked’ designation, it doesn’t have the name, mana cost, or rules text of this object’s right half.” These abilities, as well as which half of that permanent a characteristic is in, are part of that object’s copiable values.", + "zh": "一些连体牌是永久物牌,其两边共享一个类别栏。此类物件上的共享类别栏代表两个在战场上生效的静止式异能:“只要此永久物不具有‘左边已解锁’此称号,它就没有此物件左边的名称、法术力费用或文字栏”以及“只要此永久物不具有‘右边已解锁’此称号,它就没有此物件右边的名称、法术力费用或文字栏”。这些异能,以及某特征属于该永久物的哪一边,都是该物件可复制特征值的一部分。", + "subrules": [ + { + "chapter": "709.5a", + "en": "Each half of a split card with a shared type line shares the types and subtypes listed on that card’s shared type line.", + "zh": "具有共享类别栏的连体牌的每一边都会共享该牌类别栏上列出的类别和副类别。" + }, + { + "chapter": "709.5b", + "en": "The existence of each half of an object with a shared type line is part of that object’s copiable values, even if that object is a spell on the stack. This is an exception to rule 709.3b.", + "zh": "具有共享类别栏的物件之每一边的存在性都是该物件可复制特征值的一部分,即便该物件是堆叠上的咒语。这是规则709.3b的例外情况。" + }, + { + "chapter": "709.5c", + "en": "“Left half unlocked” and “right half unlocked” are designations that a permanent on the battlefield can have. Together, they are called the unlocked designations. A particular half of a permanent is said to be “unlocked” if it has the appropriate unlocked designation. Otherwise, that half is said to be “locked.”", + "zh": "“左边已解锁”和“右边已解锁”是战场上的永久物可以具有的称号,它们合称为解锁称号。若某永久物的特定一边具有相应的解锁称号,则称该边为“已解锁”。若否,则称该边为“已上锁”。" + }, + { + "chapter": "709.5d", + "en": "A permanent with a shared type line is given the “left half unlocked” designation as it enters the battlefield if its left half was cast as a spell. It is given the “right half unlocked” designation as it enters the battlefield if its right half was a cast as a spell. If it’s entering the battlefield and neither half was cast as a spell, it enters with neither unlocked designation.", + "zh": "于一个具有共享类别栏的永久物进战场时,如果其左半边曾作为咒语来施放,则该永久物获得“左边已解锁”此称号。如果其右半边曾作为咒语来施放,则该永久物获得“右边已解锁”此称号。如果其进战场时两边都未曾作为咒语来施放,则其进场时没有任何解锁称号。" + }, + { + "chapter": "709.5e", + "en": "A player who controls a permanent that has one or more locked halves may pay the mana cost of a locked half of that permanent to give that permanent the appropriate unlocked designation. This cost is referred to as an “unlock cost.” This is a special action (see rule 116). A player can take this action any time they have priority and the stack is empty during a main phase of their turn.", + "zh": "如果牌手操控一边或数边已上锁的永久物,该牌手可以支付该永久物已上锁之某边的法术力费用,以使该永久物得到相应的解锁称号。此费用称为“解锁费用”。此为特殊动作(参见规则116)。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。" + }, + { + "chapter": "709.5f", + "en": "Some spells and abilities instruct a player to “unlock” half of a permanent. To unlock half of a permanent, a player chooses a locked half of that permanent, and that permanent is given the appropriate unlocked designation.", + "zh": "一些咒语和异能指示牌手“解锁”一个永久物的一边。要解锁永久物的一边,牌手选择该永久物之已上锁的一边,该永久物得到相应的解锁称号。" + }, + { + "chapter": "709.5g", + "en": "Some spells and abilities instruct a player to “lock” half of a permanent. To lock half of a permanent, a player chooses an unlocked half of that permanent, and that permanent loses the appropriate unlocked designation.", + "zh": "一些咒语和异能指示牌手“上锁”一个永久物的一边。要上锁永久物的一边,牌手选择该永久物之已解锁的一边,该永久物失去相应的解锁称号。" + }, + { + "chapter": "709.5h", + "en": "Some abilities trigger when a player unlocks a particular half of a permanent. These abilities trigger when that permanent is given the appropriate unlocked designation, regardless of whether it was given that designation while entering the battlefield or after entering the battlefield.", + "zh": "一些异能当牌手解锁永久物的特定一边时触发。这些异能会在该永久物得到相应的解锁称号时触发,无论该永久物是在进战场时还是在进战场后得到解锁称号。" + }, + { + "chapter": "709.5i", + "en": "Some abilities trigger when a player “fully unlocks” a permanent with a shared type line. Such an ability triggers when that permanent has one of the two unlocked designations and gets the other, or when it has neither designation and gains both.", + "zh": "一些异能当牌手“完全解锁”一个具有共享类别栏的永久物时触发。当该永久物已经具有两个解锁称号中的一个且得到另一个解锁称号,或当其没有任何解锁称号且得到所有两个解锁称号时,这些异能触发。" + }, + { + "chapter": "709.5j", + "en": "Some cards refer to a “door” of a Room permanent. A door is a half of that permanent.", + "zh": "一些牌提及隔间永久物的“偏门”。一扇偏门指的是该永久物的一边。" + } + ] + } + ] + }, + { + "chapter": "710.", + "en": "Flip Cards", + "zh": "倒转牌", + "subrules": [ + { + "chapter": "710.1.", + "en": "Flip cards have a two-part card frame on a single card. The text that appears right side up on the card defines the card’s normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic card back.", + "zh": "倒转牌在一张牌上具有分成两个部分的牌面。上半部正确方向的内容为此牌一般情况下的特征。下半部颠倒的是此牌额外的替代用特征。倒转牌的背面与普通万智牌相同。", + "subrules": [ + { + "chapter": "710.1a", + "en": "The top half of a flip card contains the card’s normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to “flip” if certain conditions are met.", + "zh": "倒转牌的上半部包括了此牌一般情况下的名称、文字栏、类别栏、力量与防御力。其文字栏中通常会包括某个异能,让此永久物在达到特定的条件后“倒转”。" + }, + { + "chapter": "710.1b", + "en": "The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is on the battlefield and only if the permanent is flipped.", + "zh": "倒转牌的下半部包括了此牌的副名称、文字栏、类别栏、力量与防御力。只有此永久物在战场上并且已倒转的情况下,才会用到这些特征。" + }, + { + "chapter": "710.1c", + "en": "A flip card’s color and mana cost don’t change if the permanent is flipped. Also, any changes to it by external effects will still apply.", + "zh": "倒转牌的颜色和法术力费用不会因该永久物倒转而改变。并且,所有已经外界对其的效应依旧对已倒转的牌生效。" + } + ] + }, + { + "chapter": "710.2.", + "en": "In every zone other than the battlefield, and also on the battlefield before the permanent flips, a flip card has only the normal characteristics of the card. Once a permanent is flipped, its normal name, text box, type line, power, and toughness don’t apply and the alternative versions of those characteristics apply instead.", + "zh": "在战场以外的区域中以及在战场上倒转之前,倒转牌都只具有该永久物一般情况下的特征。一旦该永久物倒转,其一般情况下的名称、文字栏、类别栏、力量与防御力便不再对此倒转的永久物生效,而改为替代用特征生效。", + "subrules": [], + "extras": [ + { + "en": "Example: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says “Search your library for a legendary card” can’t find this flip card. An effect that says “Legendary creatures get +2/+2” doesn’t affect Akki Lavarunner, but it does affect Tok-Tok.", + "zh": "例如:岩浆奔越鬼是非传奇生物,它倒转后会成为名称是火山鬼托托的传奇生物。一个“从你的牌库搜寻一张传奇牌”的效应不能找到这张倒转牌。一个“传奇生物得+2/+2”的效应并不会影响岩浆奔越鬼,但是会影响托托。" + } + ] + }, + { + "chapter": "710.3.", + "en": "You must ensure that it’s clear at all times whether a permanent you control is flipped or not, both when it’s untapped and when it’s tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects.", + "zh": "无论一个永久物是在横置或未横置的状态下,你都必须随时确保能清楚的区别此永久物是否已经倒转。通常的作法是在永久物上放置硬币或骰子,来表示该永久物是否已经倒转。", + "subrules": [] + }, + { + "chapter": "710.4.", + "en": "Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to become unflipped. However, if a flipped permanent leaves the battlefield, it retains no memory of its status. See rule 110.5.", + "zh": "将永久物倒转是单向过程。一旦永久物倒转,便不能再回到未倒转。不过,如果已倒转的永久物离开战场,它不会记得之前其所处的状态。参见规则110.5。", + "subrules": [] + }, + { + "chapter": "710.5.", + "en": "If an effect instructs a player to choose a card name and the player wants to choose a flip card’s alternative name, the player may do so.", + "zh": "如果一个效应要牌手选择一个牌名,而该牌手想要选择某张倒转牌的副名称,则该牌手可以如此作。", + "subrules": [] + } + ] + }, + { + "chapter": "711.", + "en": "Leveler Cards", + "zh": "升级牌", + "subrules": [ + { + "chapter": "711.1.", + "en": "Each leveler card has a striated text box and three power/toughness boxes. The text box of a leveler card contains two level symbols.", + "zh": "每张升级牌都有条状的文字栏,以及三个力量/防御力方格。升级牌的文字栏包含了两个等级符号。", + "subrules": [] + }, + { + "chapter": "711.2.", + "en": "A level symbol is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].”", + "zh": "等级符号是代表静止式异能的关键字异能。等级符号可能包括了某范围的数字,此处表示为“N1-N2”;或是单一数字后面带着加号,此处表示为“N3+”。任何与等级符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而印在同一区块文字栏的力量/防御力方格,此处表示为“P/T”,也是同法看待。", + "subrules": [ + { + "chapter": "711.2a", + "en": "“{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”", + "zh": "“{等级N1-N2}[异能][P/T]”意指“只要此生物上面至少有N1个等级指示物,且等级指示物数量又不多于N2,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”" + }, + { + "chapter": "711.2b", + "en": "“{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”", + "zh": "“{等级N3+}[异能][P/T]”意指“只要此生物上面有N3或更多个等级指示物,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”" + } + ] + }, + { + "chapter": "711.3.", + "en": "The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which level symbol. Leveler cards each contain only one text box.", + "zh": "文字栏区块并没有游戏上的意义,只是用来清楚区分哪个异能与哪个力量/防御力对应于哪个等级符号。每张升级牌都只有一个文字栏。", + "subrules": [] + }, + { + "chapter": "711.4.", + "en": "Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In particular, each leveler permanent has its level up ability (see rule 702.87) at all times; it may be activated regardless of how many level counters are on that permanent.", + "zh": "升级牌上面任何不以等级符号开头的异能,都会如常运作。特别来说,每个升级永久物随时都具有其升级异能(参见规则702.87);不论该永久物上有多少个等级指示物,都可以起动。", + "subrules": [] + }, + { + "chapter": "711.5.", + "en": "If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost power/toughness box.", + "zh": "如果升级生物上的等级指示物数量少于N1个(其{等级N1-N2}符号上印制的第一个数字),则它的力量与防御力为最上面的力量/防御力方格所注记的数值。", + "subrules": [] + }, + { + "chapter": "711.6.", + "en": "In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box.", + "zh": "在战场之外的每个区域中,升级牌的力量与防御力均为最上面的力量/防御力方格所注记的数值。", + "subrules": [] + }, + { + "chapter": "711.7.", + "en": "Some enchantments have the subtype Class and associated abilities that give them a class level. These are not level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.”", + "zh": "一些结界具有副类别职业,与其相关的异能给予其职业等级。这与升级异能并不相同,职业等级也与等级指示物并无互动。参见规则716,“职业牌”。", + "subrules": [] + } + ] + }, + { + "chapter": "712.", + "en": "Double-Faced Cards", + "zh": "双面牌", + "subrules": [ + { + "chapter": "712.1.", + "en": "A double-faced card has a Magic card face on one side and either a Magic card face or half of an oversized card face on the other. (It does not have a Magic card back.) There are three kinds of double-faced cards: nonmodal double-faced cards (previously called “transforming double-faced cards”), modal double-faced cards, and meld cards.", + "zh": "一张双面牌的一面是万智牌的牌面,另一面是万智牌的牌面或一张大号万智牌卡牌牌面的一半。(它没有万智牌的牌背。)有三种双面牌:非模式双面牌(之前曾称为“转化式双面牌”)、模式双面牌,以及融合牌。", + "subrules": [] + }, + { + "chapter": "712.2.", + "en": "Nonmodal double-faced cards have a Magic card face on each side and include abilities on one or both of their faces that allow the card to either “transform” or “convert” (turn over to its other face) and/or allow the card to be cast or enter the battlefield “transformed” or “converted” (with its back face up).", + "zh": "非模式双面牌的两面都是万智牌的牌面,在其一面或两面上具有让此牌“转化”或“转换”(让它能翻到另一面)和/或允许该牌以“已转化”或“已转换”(将其背面朝上)的方式被施放或进战场的异能。", + "subrules": [ + { + "chapter": "712.2a", + "en": "A nonmodal double-faced card’s front face is marked by a front-face symbol in its upper left corner. On cards printed starting with The Brothers’ War™ release, that symbol is a single white triangle pointed upward inside a black circle. Nonmodal double-faced cards printed in older sets have different front-face symbols. On Magic Origins™ and Core Set 2019 double-faced cards, the front-face symbol is a modified Planeswalker icon. On cards in the Innistrad® block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich of the Krallenhorde in the Eldritch Moon™ set, the front-face symbol is a sun. On other Eldritch Moon double-faced cards, the front-face symbol is a full moon. On Ixalan® and Rivals of Ixalan™ cards, the front-face symbol is a compass rose. On Kamigawa®: Neon Dynasty double-faced cards, the front-face symbol is a closed fan.", + "zh": "非模式双面牌的正面在左上角以正面符号标记。从兄弟之战™版本发行开始,正面符号是一个黑色圆圈之中指向上方的一个白色三角形。在旧系列中印刷的非模式双面牌正面符号有所不同。在万智牌:起源™和2019核心系列双面牌上,正面符号是修改过的鹏洛客图标。在依尼翠®环境、依尼翠暗影系列和依尼翠:黯夜猎踪系列中的双面牌、以及异月传奇™系列中的展爪的乌力奇上,正面符号是太阳。在异月传奇其余的双面牌上,正面符号是满月。在依夏兰™和决胜依夏兰™牌张上,正面符号是罗盘。在神河®霓朝纪系列中的双面牌上,正面符号是合起的折扇。" + }, + { + "chapter": "712.2b", + "en": "A nonmodal double-faced card’s back face is marked by a back-face symbol in its upper left or upper right corner. On cards printed starting with The Brothers’ War release, that symbol is a single white triangle pointed downward inside a black circle. Nonmodal double-faced cards printed in older sets have different front-face symbols. On Magic Origins and Core Set 2019 double-faced cards, the back-face symbol is a full Planeswalker icon. On cards in the Innistrad block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich, Uncontested Alpha in the Eldritch Moon set, the back-face symbol is a crescent moon. On other Eldritch Moon double-faced cards, the back-face symbol is a stylized image of Emrakul. On Ixalan and Rivals of Ixalan cards, the back-face symbol is a land icon. On Kamigawa: Neon Dynasty double-faced cards, the back-face symbol is an open fan.", + "zh": "非模式双面牌的背面在左上角或右上角以背面符号标记。从兄弟之战™版本发行开始,正面符号是一个黑色圆圈之中指向下方的一个白色三角形。在旧系列中印刷的非模式双面牌背面符号有所不同。在万智牌:起源和2019核心系列双面牌上,背面符号是完整的鹏洛客图标。在依尼翠环境、依尼翠暗影系列和依尼翠:黯夜猎踪系列中的双面牌、以及异月传奇系列中的服众首领乌力奇上,背面符号是新月。在异月传奇其余的双面牌上,背面符号是伊莫库的形象化图案。在依夏兰和决胜依夏兰牌张上,背面符号是地符号。在神河®霓朝纪系列中的双面牌上,背面符号是打开的折扇。" + }, + { + "chapter": "712.2c", + "en": "The front face of a nonmodal double-faced card whose back face is a creature has the back face’s power and toughness printed in gray above the power and toughness box. This is reminder text and has no effect on game play.", + "zh": "背面是生物的非模式双面牌,其正面会在力量与防御力框的上方以较小的灰色字印刷其背面的力量与防御力。这属于提示文字,和游戏进行并无关联。" + } + ] + }, + { + "chapter": "712.3.", + "en": "Modal double-faced cards have a Magic card face on each side. These faces are usually independent from one another, but they may have an ability that allows them to “transform” or “convert” on either face.", + "zh": "模式双面牌的两面都是万智牌的牌面。模式双面牌的两个牌面通常各自独立,但也可能具有允许它们转化或转换到另一面的异能。", + "subrules": [ + { + "chapter": "712.3a", + "en": "A modal double-faced card’s front face is marked by a front-face symbol in its upper left corner. The front-face symbol is a single black triangle inside a sideways teardrop.", + "zh": "模式双面牌的正面在左上角以正面符号标记。其正面符号是一个横向的水滴形状之中的一个黑色三角形。" + }, + { + "chapter": "712.3b", + "en": "A modal double-faced card’s back face is marked by a back-face symbol in its upper left corner. The back-face symbol is two white triangles inside a sideways teardrop.", + "zh": "模式双面牌的背面在左上角以背面符号标记。其背面符号是一个横向的水滴形状之中的两个白色三角形。" + }, + { + "chapter": "712.3c", + "en": "Each face of a modal double-faced card includes a hint bar in the lower left corner with information about the opposite face. This is reminder text and has no effect on game play.", + "zh": "模式双面牌的两面均在左下角包含一个提示栏,其上有关于另一面的信息。这属于提示文字,和游戏进行并无关联。" + } + ] + }, + { + "chapter": "712.4.", + "en": "Meld cards have a Magic card face on one side and half of an oversized card face on the other.", + "zh": "融合牌的一面为万智牌的牌面,另一面为一张大号万智牌卡牌牌面的一半。", + "subrules": [ + { + "chapter": "712.4a", + "en": "One card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined (see rule 701.42, “Meld”). The resulting permanent is a single object represented by two cards.", + "zh": "每对融合牌组中都有一张牌具有放逐此物件及同组当中之另一物件,并融合两者的异能。融合同一融合牌组中的两张牌,意指将它们以背面朝上且已组合的方式放进战场。(参见规则701.42,“融合”。)所得之永久物为由两张牌代表的单一物件。" + }, + { + "chapter": "712.4b", + "en": "The back faces of a meld pair are used only to determine the characteristics of the melded permanent that pair becomes on the battlefield. If a rule or effect references the back face of a meld card when not part of a melded permanent on the battlefield, it fails to determine its characteristics, regardless of which parts of the melded permanent is represented on that card’s back face.", + "zh": "融合牌组的背面仅用于确定战场上该融合牌组所成为之已融合的永久物之特征。如果某规则或效应提及融合牌的背面,但它并非战场上已融合的永久物之一部分,则此规则或效应无法确定其特征,无论它代表该已融合的永久物之哪一部分。" + }, + { + "chapter": "712.4c", + "en": "Unlike other double-faced cards, meld cards cannot be transformed or converted. Any instructions to do so are ignored.", + "zh": "与其他双面牌不同,融合牌不能转化或转换。如有任何指示如此作,则忽略之。" + } + ] + }, + { + "chapter": "712.5.", + "en": "There are seven specific meld pairs.", + "zh": "目前有七对融合牌组。", + "subrules": [ + { + "chapter": "712.5a", + "en": "Midnight Scavengers and Graf Rats meld to form Chittering Host.", + "zh": "午夜拾荒客和墓地鼠群融合,组成吱响寄主。" + }, + { + "chapter": "712.5b", + "en": "Hanweir Garrison and Hanweir Battlements meld to form Hanweir, the Writhing Township.", + "zh": "翰威驻防兵和翰威城垛融合,组成纠拧镇区翰威。" + }, + { + "chapter": "712.5c", + "en": "Bruna, the Fading Light and Gisela, the Broken Blade meld to form Brisela, Voice of Nightmares.", + "zh": "渐逝之光布鲁娜和破碎之刃姬瑟拉融合,组成梦魇异音布瑟拉。" + }, + { + "chapter": "712.5d", + "en": "Phyrexian Dragon Engine and Mishra, Claimed by Gix meld to form Mishra, Lost to Phyrexia.", + "zh": "非瑞克西亚龙形引擎和基克斯掌偶米斯拉融合,组成非瑞克西亚臣民米斯拉。" + }, + { + "chapter": "712.5e", + "en": "The Mightstone and Weakstone and Urza, Lord Protector meld to form Urza, Planeswalker.", + "zh": "强能石与弱能石和护国勋爵克撒融合,组成鹏洛客克撒。" + }, + { + "chapter": "712.5f", + "en": "Argoth, Sanctum of Nature and Titania, Voice of Gaea meld to form Titania, Gaea Incarnate.", + "zh": "自然圣所亚格斯和盖亚之声泰坦尼亚融合,组成盖亚化身泰坦尼亚。" + }, + { + "chapter": "712.5g", + "en": "Fang, Fearless l’Cie and Vanille, Cheerful l’Cie meld to form Ragnarok, Divine Deliverance.", + "zh": "无畏路希牙和愉悦路希班尼拉融合,组成神圣救赎诸神黄昏。" + } + ] + }, + { + "chapter": "712.6.", + "en": "Players who are allowed to look at a double-faced card may look at both sides of that card.", + "zh": "如果某牌手被允许检视一张双面牌,他可以检视这张牌的两面。", + "subrules": [] + }, + { + "chapter": "712.7.", + "en": "Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone. To do this, the owner of a double-faced card may use completely opaque card sleeves and/or a substitute card (see rule 713). Sanctioned tournaments have additional rules for playing with double-faced cards. See rule 100.6.", + "zh": "双面牌位于不公开区域的时候,牌手必须确保不让它能从该区域的其他牌中辨认出。为了达成此目标,双面牌的拥有者可以利用完全不透明的牌套和/或辅助牌(参见规则713)。认证比赛对于利用双面牌额外订立了规则。参见规则100.6。", + "subrules": [] + }, + { + "chapter": "712.8.", + "en": "Each face of a double-faced card that isn’t a meld card has its own set of characteristics. The front face of each meld card and the combined face formed by a meld pair each has its own set of characteristics.", + "zh": "非融合牌之双面牌的两个牌面都各自具有一组特征值。融合牌的正面与同对两张融合牌组合形成之组合面各有属于自己的特征值。", + "subrules": [ + { + "chapter": "712.8a", + "en": "While a double-faced card is outside the game or in a zone other than the battlefield or stack, it has only the characteristics of its front face.", + "zh": "当双面牌在游戏外、或在战场或堆叠以外的其他区域时,它只具有其正面所述的特征值。" + }, + { + "chapter": "712.8b", + "en": "A meld card on the stack has only the characteristics of its front face.", + "zh": "当融合牌在堆叠上时,它只具有其正面所述的特征值。" + }, + { + "chapter": "712.8c", + "en": "Normally, a nonmodal double-faced spell has its front face up while on the stack and has only the characteristics of its front face. However, if an effect allows a player to cast a nonmodal double-faced card “transformed” or “converted,” the resulting spell will have its back face up and have only the characteristics of its back face. Its mana value is calculated using the mana cost of its front face.", + "zh": "通常,非模式双面咒语在堆叠上时正面朝上,且只具有其正面所述的特征值。但是,如果一个效应允许牌手施放“已转化”或“已转换”的非模式双面牌,所成的咒语的背面朝上,且只具有其背面所述的特征值。使用其正面的法术力费用来计算其法术力值。" + }, + { + "chapter": "712.8d", + "en": "While a double-faced permanent has its front face up, it has only the characteristics of its front face.", + "zh": "当双面永久物的正面朝上时,它只具有其正面所述的特征值。" + }, + { + "chapter": "712.8e", + "en": "While a nonmodal double-faced permanent has its back face up, it has only the characteristics of its back face. However, its mana value is calculated using the mana cost of its front face. If a permanent is copying the back face of a nonmodal double-faced permanent (even if the object representing that copy is itself a double-faced permanent), the mana value of that permanent is 0. See rule 202.3b.", + "zh": "当非模式双面永久物的背面朝上时,它只具有其背面所述的特征值。但是,在计算其法术力值时,使用其正面的法术力费用。如果一个永久物复制一张非模式双面永久物的背面,该永久物的法术力值为0(即使代表该复制品的物件本身也是双面永久物)。参见规则202.3b。" + }, + { + "chapter": "712.8f", + "en": "While a modal double-faced spell is on the stack or a modal double-faced permanent is on the battlefield, it has only the characteristics of the face that’s up.", + "zh": "当模式双面咒语在堆叠上、或模式双面永久物在战场上时,它只具有其当前牌面朝上的面所述的特征值。" + }, + { + "chapter": "712.8g", + "en": "While the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards has only the characteristics of the combined back face, and its mana value is the sum of the mana values of its front faces. If a permanent is copying a melded permanent, the mana value of the copy is 0. See rule 202.3c.", + "zh": "当同属一对融合牌组的两张牌作为已融合的永久物在战场上时,由这两张牌表示的物件只有组合背面所述的特征值,其法术力值为其正面两张牌之法术力值的总和。如果某永久物复制了已融合的永久物,则复制品的法术力值为0。参见规则202.3c。" + } + ] + }, + { + "chapter": "712.9.", + "en": "Only permanents represented by double-faced tokens and double-faced cards that are not meld cards can transform or convert. (See rule 701.27, “Transform,” and rule 701.28, “Convert.”) If a spell or ability instructs a player to transform or convert any permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.", + "zh": "只有由双面衍生物或非融合牌之双面牌代表的永久物才能转化或转换。(参见规则701.27,“转化”及规则701.28,“转换”。)如果一个咒语或异能指示牌手转化或转换一个不由双面衍生物或双面牌代表的永久物,没有事情会发生。", + "subrules": [], + "extras": [ + { + "en": "Example: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced card, it can’t transform.", + "zh": "例如:一个仿生妖是以野血狼群(一张双面牌的背面)之复制品的身份进战场。仿生妖会是野血狼群的复制品。由于仿生妖本身并非双面牌,它将不能转化。" + }, + { + "en": "Example: A player casts Cytoshape, causing a Kruin Outlaw (the front face of a double-faced card) to become a copy of Elite Vanguard (a 2/1 Human Soldier creature) until end of turn. The player then casts Moonmist, which reads, in part, “Transform all Humans.” Because the copy of Elite Vanguard is a double-faced card, it will transform. The resulting permanent will have its back face up, but it will still be a copy of Elite Vanguard that turn.", + "zh": "例如:一位牌手施放细胞塑型,使得克廉亡命客(一张双面牌的正面)成为菁英先锋(2/1的人类/士兵生物)的复制品直到回合结束。然后该牌手施放月雾,其异能有一段是“转化所有人类”。由于此菁英先锋复制品是张双面牌,它将会转化。此永久物最后的状况是它的背面朝上,但它在该回合中依旧会是菁英先锋的复制品。" + } + ] + }, + { + "chapter": "712.10.", + "en": "If a spell or ability instructs a player to transform or convert a permanent, and the face that permanent would transform or convert into is an instant or sorcery card face, or is a double-faced token that was created with an instant or sorcery face, nothing happens.", + "zh": "如果某咒语或异能要求牌手转化或转换某个永久物,且该永久物将要转化或转换成的牌面是瞬间或法术牌面,或是以瞬间或法术牌面派出的双面衍生物,则什么都不会发生。", + "subrules": [] + }, + { + "chapter": "712.11.", + "en": "A double-faced spell is cast with its front face up by default. See rule 601, “Casting Spells.”", + "zh": "在默认情况下,一个双面咒语在施放时正面朝上。参见规则601,“施放咒语”。", + "subrules": [ + { + "chapter": "712.11a", + "en": "If a double-faced card or a copy of a double-faced card is cast as a spell “transformed” or “converted,” it’s put on the stack with its back face up.", + "zh": "如果一张双面牌或其复制品以“已转化”或“已转换”的方式作为咒语来施放,则它放入堆叠时其背面朝上。" + }, + { + "chapter": "712.11b", + "en": "A player casting a modal double-faced card or a copy of a modal double-faced card as a spell chooses which face they are casting before putting it onto the stack.", + "zh": "牌手在作为咒语施放一张模式双面牌或其复制品时,在将其放进堆叠之前选择要施放哪一面。" + }, + { + "chapter": "712.11c", + "en": "Only the face that will be face up on the stack is evaluated to determine if it can be cast. Only that face is considered to be put onto the stack.", + "zh": "在确定该咒语能否被施放时,只考虑其在堆叠上即将面朝上的牌面。只有该牌面被视为放进堆叠。" + }, + { + "chapter": "712.11d", + "en": "If an ability of a double-faced card’s front face allows it to be cast “transformed” or “converted,” that ability is also considered when evaluating that spell to determine if it can be cast. This is an exception to 712.11c.", + "zh": "如果一张双面牌正面上的一个异能允许牌手以“已转化”或“已转换”的方式施放之,在确定该咒语能否被施放时,该异能也被考虑在内。这是规则712.11c的例外。" + } + ] + }, + { + "chapter": "712.12.", + "en": "A player playing a modal double-faced card or a copy of a modal double-faced card as a land chooses one of its faces that’s a land before putting it onto the battlefield. It enters the battlefield with that face up. See rule 305, “Lands.”", + "zh": "牌手在作为地来使用一张模式双面牌或其复制品时,在将其放进战场之前选择其为地的某一面。该牌以该面朝上的方式进入战场。参见规则305,“地”。", + "subrules": [] + }, + { + "chapter": "712.13.", + "en": "By default, a resolving double-faced spell that becomes a permanent is put onto the battlefield with the same face up that was face up on the stack.", + "zh": "在默认情况下,正在结算、并成为永久物的双面咒语以与其在堆叠中朝上的面相同的方式被放进战场。", + "subrules": [ + { + "chapter": "712.13a", + "en": "Some abilities may cause a double-faced spell with its front face up on the stack to enter the battlefield transformed or converted. If the back face of the card that represents that spell is an instant or sorcery face, or that spell is a copy of a double-faced card created with an instant or sorcery back face, it doesn’t enter the battlefield, and is instead put into its owner’s graveyard.", + "zh": "一些异能可能使得在堆叠中正面朝上的双面咒语以已转化或已转换的方式进入战场。如果代表该咒语之牌的背面是瞬间或法术牌面,或该咒语是背面为瞬间或法术的双面牌之复制品,则它不会进战场,而是改为置入其拥有者的坟墓场。", + "extras": [ + { + "en": "Example: A player controls both Mycosynth Lattice and March of the Machines, the combined effects of which make all permanents artifact creatures in addition to their other types. They also control a Clone on the battlefield that is a copy of Bird Admirer, a creature with daybound. It is currently night, but that permanent can’t transform because it isn’t represented by a double-faced card. Its controller casts Mystic Reflection targeting it, then casts Invasion of Kylem, a Siege battle whose back face is a sorcery. Because Invasion of Kylem is entering the battlefield as a creature, Mystic Reflection’s replacement effect applies to it and it tries to enter the battlefield as a copy of Bird Admirer. Since it is night, the daybound ability would normally cause it to enter with its back face up. However, since its back face is a sorcery, it is instead put into its owner’s graveyard.", + "zh": "例如:某牌手同时操控构生菌格栅和器械进击,它们的总效应使所有永久物是神器生物,且仍具有原本类别。该牌手还操控一个仿生妖,它是爱鸟人,一个具有昼形异能的生物的复制品。当前是黑夜,但该永久物不能转化,因为它并不由双面牌代表。其操控者以它为目标施放了神秘映影,然后施放了进军凯勒姆,一个背面为法术的围攻战役。由于进军凯勒姆作为生物进战场,神秘映影的替代性效应生效,令进军凯勒姆试图作为爱鸟人的复制品进战场。由于当前是黑夜,昼形异能通常将使得它以背面朝上的方式进战场。但由于其背面为法术,它将改为置入其拥有者的坟墓场。" + } + ] + } + ] + }, + { + "chapter": "712.14.", + "en": "A double-faced card put onto the battlefield from a zone other than the stack enters the battlefield with its front face up by default.", + "zh": "双面牌从堆叠以外的区域被放进战场时默认以正面朝上的方式进入战场。", + "subrules": [ + { + "chapter": "712.14a", + "en": "If a spell or ability puts a double-faced card onto the battlefield “transformed” or “converted,” it enters the battlefield with its back face up. If a player is instructed to put a card that isn’t a double-faced card onto the battlefield transformed or converted, that card stays in its current zone.", + "zh": "如果一个咒语或异能将一张双面牌“已转化”或“已转换”地放进战场,它会以背面朝上的方式进入战场。如果牌手被指示将一张不是双面牌的牌已转化或已转换地放进战场,该牌留在其原有的区域。" + }, + { + "chapter": "712.14b", + "en": "If a player is instructed to put a modal double-faced card onto the battlefield and its front face isn’t a permanent card, the card stays in its current zone.", + "zh": "如果牌手被指示将一张模式双面牌放进战场,且该牌的正面不是永久物牌,该牌留在其原有的区域。" + }, + { + "chapter": "712.14c", + "en": "If a meld card is being melded with its counterpart, those cards enter the battlefield as a single permanent with their back faces up.", + "zh": "如果融合牌正在与同融合牌组当中之另一张牌融合,则它们作为单一永久物以背面朝上的方式进战场。" + } + ] + }, + { + "chapter": "712.15.", + "en": "If an effect allows a player to cast a double-faced card as a face-down creature spell, or if a double-faced card enters the battlefield face down, it will have the characteristics given to it by the rule or effect that caused it to be face down. That card remains hidden, using a face-down substitute card (see rule 713) and/or opaque sleeves. See rule 708, “Face-Down Spells and Permanents.”", + "zh": "如果某效应允许牌手以牌面朝下的方式施放一张双面牌,或一张双面牌牌面朝下地进入战场,它会具有使其翻为牌面朝下的规则或效应所赋予它的特征。使用牌面朝下的辅助牌(参见规则713)和/或不透明的牌套使该牌的牌面保持隐藏状态。参见规则708,“牌面朝下的咒语和永久物”。", + "subrules": [ + { + "chapter": "712.15a", + "en": "While face down, a double-faced permanent can’t transform or convert. If it’s turned face up, it will have its front face up.", + "zh": "双面永久物在牌面朝下的状态下不能转化或转换。如果它被翻回正面,它的正面朝上。" + } + ] + }, + { + "chapter": "712.16.", + "en": "Melded permanents and other double-faced permanents can’t be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens.", + "zh": "已融合的永久物和其他双面永久物不会被翻为牌面朝下。如果一个咒语或异能要让双面永久物翻为牌面朝下,则什么都不会发生。", + "subrules": [] + }, + { + "chapter": "712.17.", + "en": "A double-faced card that is exiled face down remains hidden, using a face-down substitute card and/or opaque sleeves. See rule 713, “Substitute Cards.”", + "zh": "牌面朝下地放逐的双面牌使用牌面朝下的辅助牌和/或不透明的牌套使该牌的牌面保持隐藏状态。参见规则713,“辅助牌”。", + "subrules": [] + }, + { + "chapter": "712.18.", + "en": "When a double-faced permanent transforms or converts, it doesn’t become a new object. Any effects that applied to that permanent will continue to apply to it.", + "zh": "当一个双面永久物转化或转换时,它不会成为新的物件。任何已对该永久物生效的效应,在它转化后将继续对它生效。", + "subrules": [], + "extras": [ + { + "en": "Example: An effect gives Village Ironsmith (the front face of a double-faced card) +2/+2 until end of turn and then Village Ironsmith transforms into Ironfang. Ironfang will continue to get +2/+2 until end of turn.", + "zh": "例如:一个效应让村庄铁匠(一张双面牌的正面)得到+2/+2直到回合结束,然后村庄铁匠转化成钢牙狼。钢牙狼将继续得到+2/+2直到回合结束。" + } + ] + }, + { + "chapter": "712.19.", + "en": "If an effect instructs a player to choose a card name, the player may choose the name of either face of a double-faced card but not both. The player may choose the name of the combined back face of a meld pair.", + "zh": "如果一个效应要某牌手选择一个牌名,则该牌手可以选择双面牌任一个牌面上的名称,但不可以同时选择两面的名称。该牌手也可以选择融合牌组之组合背面的名称。", + "subrules": [] + }, + { + "chapter": "712.20.", + "en": "If a double-faced card would have an “As [this permanent] transforms . . .” ability after it transforms or converts, that ability is applied while that permanent is transforming or converting, not afterward.", + "zh": "如果一张双面牌将会在转化或转换后具有一个“于[此永久物]转化...”的异能,该异能在该永久物转化或转换时生效,而非在这之后。", + "subrules": [] + }, + { + "chapter": "712.21.", + "en": "If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone.", + "zh": "如果已融合的永久物离开战场,则只有一个永久物离开战场,但会有两张牌进入相应的区域。", + "subrules": [ + { + "chapter": "712.21a", + "en": "If a melded permanent is put into its owner’s graveyard or library, that player may arrange the two cards in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.", + "zh": "如果已融合的永久物将被置入其拥有者的坟墓场或牌库,则该牌手可以任意排列表示该永久物之两张牌的顺序。如果该永久物被置入其拥有者的牌库,则该牌手无需展示排列的顺序。" + }, + { + "chapter": "712.21b", + "en": "If a player exiles a melded permanent, that player determines the relative timestamp order of the two cards at that time. This is an exception to the procedure described in rule 613.7m.", + "zh": "如果某牌手要放逐一个已融合的永久物,则由该牌手来确定这两张牌放逐时的相对时间印记顺序。这是规则613.7m所述规范的例外情况。", + "extras": [ + { + "en": "Example: Duplicant is a card with the abilities “When Duplicant enters, you may exile target nontoken creature” and “As long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. It’s still a Shapeshifter.” As Duplicant’s first ability exiles Chittering Host, a melded permanent, Duplicant’s controller chooses whether the last creature card exiled is Midnight Scavengers or Graf Rats.", + "zh": "例如:窃形兽此牌具有异能“当窃形兽进场时,你可以放逐目标非衍生物的生物”及“只要以窃形兽放逐的某张牌是生物牌,窃形兽便具有以窃形兽放逐之最后一张生物牌的力量、防御力和生物类别。它仍然是变形兽。”于窃形兽的第一个异能放逐吱响寄主(已融合的永久物)时,由窃形兽的操控者来决定其放逐的最后一张生物牌是午夜拾荒客还是墓地鼠群。" + } + ] + }, + { + "chapter": "712.21c", + "en": "If an effect can find the new object that a melded permanent becomes as it leaves the battlefield, it finds both cards. (See rule 400.7.) If that effect causes actions to be taken upon those cards, the same actions are taken upon each of them.", + "zh": "如果某效应能找到已融合之永久物离开战场时所成为的新物件,则该效应能找到两张牌。(参见规则400.7。)如果该效应会对该些牌张执行动作,则该动作会分别对每张牌执行。", + "extras": [ + { + "en": "Example: Otherworldly Journey is an instant that reads “Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner’s control with a +1/+1 counter on it.” A player casts Otherworldly Journey targeting Chittering Host, a melded permanent. Chittering Host is exiled. At the beginning of the next end step, Midnight Scavengers and Graf Rats are both returned to the battlefield, each with a +1/+1 counter on it.", + "zh": "例如:异界之旅此瞬间叙述为“放逐目标生物。在下一个结束步骤开始时,将该牌在其拥有者的操控下移回战场,且上面有一个+1/+1指示物。”某牌手以吱响寄主(已融合的永久物)为目标施放异界之旅。吱响寄主被放逐。在下一个结束步骤开始时,午夜拾荒客会和墓地鼠群都会被移回战场,且其上各有一个+1/+1指示物。" + }, + { + "en": "Example: False Demise is an Aura with the ability “When enchanted creature dies, return that card to the battlefield under your control.” A Chittering Host enchanted by False Demise dies. The triggered ability returns both Midnight Scavengers and Graf Rats to the battlefield.", + "zh": "例如:诈死此灵气具有异能“当所结附的生物死去时,将该牌在你的操控下移回战场。”一个其上结附有诈死的吱响寄主死去。诈死的触发式异能会将午夜拾荒客和墓地鼠群都移回战场。" + }, + { + "en": "Example: Mimic Vat is an artifact that reads, in part, “Whenever a nontoken creature dies, you may exile that card.” A Chittering Host dies. As Mimic Vat’s triggered ability resolves, its controller makes a single choice and both cards that represented Chittering Host are either exiled or not.", + "zh": "例如:拟态缸此神器的部分叙述为“每当一个非衍生物的生物从战场进入坟墓场时,你可以放逐该牌。”一个吱响寄主死去。于拟态缸的触发式异能结算时,其操控者只需作出一次决定,来决定表示吱响寄主的两张牌是否被放逐。" + } + ] + }, + { + "chapter": "712.21d", + "en": "If multiple replacement effects could be applied to the event of a melded permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to one of the two cards affects both cards. If the melded permanent is a commander, it may be exempt from this rule; see rules 903.9b–c.", + "zh": "如果有数个替代性效应将要对一个已融合的永久物离开战场或转换区域之事件生效,则对其中任何一张牌生效之此类效应都会同时对两张牌产生影响。如果已融合的永久物是指挥官,则可不受此规则约束;参见规则903.9b-c。", + "extras": [ + { + "en": "Example: Leyline of the Void is an enchantment that reads, in part, “If a card would be put into an opponent’s graveyard from anywhere, exile it instead.” Wheel of Sun and Moon is an Aura with enchant player and the ability “If a card would be put into enchanted player’s graveyard from anywhere, instead that card is revealed and put on the bottom of its owner’s library.” If the controller of Chittering Host is affected by both cards’ effects, that player chooses one effect to apply to the event and Midnight Scavengers and Graf Rats are both moved to the appropriate zone.", + "zh": "例如:虚空地脉此结界的部分叙述为“如果某牌将从任何区域置入对手的坟墓场,则改为将它放逐。”日月回轮此灵气具有“结附于牌手”与异能“如果某牌将从任何区域置入所结附之牌手的坟墓场,则改为展示该牌,并将其置于其拥有者的牌库底。”如果吱响寄主的操控者同时受到这两张牌之效应的影响,则由该牌手选择其中一个效应来对此事件生效,午夜拾荒客和墓地鼠群都会被移到对应的区域。" + } + ] + }, + { + "chapter": "712.21e", + "en": "If an effect needs to know the number of objects that changed zones, a melded permanent among those objects counts as one object that moved. If the effect needs to know the number of cards that changed zones, that melded permanent counts as two cards that moved.", + "zh": "如果一个效应需要得知改变区域之物件的数量,这些物件中已融合的永久物算作移动了一个物件。如果该效应需要得知改变区域之牌的数量,该已融合的永久物算作移动了两张牌。" + } + ], + "extras": [ + { + "en": "Example: Chittering Host, a melded permanent, dies. An ability that triggers “whenever a creature dies” triggers once. An ability that triggers “whenever a card is put into a graveyard from anywhere” triggers twice.", + "zh": "例如:吱响寄主(已融合的永久物)死去。一个于“每当一个生物死去时”触发的异能只会触发一次。一个于“每当一张牌从任何区域进入坟墓场时”触发的异能会触发两次。" + } + ] + } + ] + }, + { + "chapter": "713.", + "en": "Substitute Cards", + "zh": "辅助牌", + "subrules": [ + { + "chapter": "713.1.", + "en": "A substitute card is a game supplement that can be used to represent a double-faced card or meld card. A substitute card has a normal Magic card back.", + "zh": "辅助牌是一种游戏辅助用品,用来代表一张双面牌或融合牌。辅助牌具有万智牌的牌背。", + "subrules": [] + }, + { + "chapter": "713.2.", + "en": "Each substitute card must clearly indicate the name of at least the front face of the card that it represents. Other information from the printed card (e.g. card type, mana cost, and power and toughness) may also be written on the substitute card.", + "zh": "每张辅助牌必须至少清晰地表示其代表的牌之正面名称。该牌的其他信息(例如牌张类别、法术力费用、力量和防御力)亦可书写在辅助牌上。", + "subrules": [ + { + "chapter": "713.2a", + "en": "Some substitute cards list the names and mana costs of the cards they can represent. Exactly one of the fill-in circles must be marked to denote which card the substitute card represents. This style of substitute card was found in Magic products that released 2011–2018.", + "zh": "一些辅助牌会列出其所能代表的牌之名称和法术力费用。必须在辅助牌上的填入圈上作唯一记号以标明该辅助牌代表的是哪张牌。此类辅助牌可在2011至2018年间发行的万智牌产品中找到。" + }, + { + "chapter": "713.2b", + "en": "Some substitute cards represent one specific listed card. This style of substitute card was found in the Core Set 2019 release, and it represents the card Nicol Bolas, the Ravager.", + "zh": "一些辅助牌代表一张特定的牌。此类辅助牌可在核心系列2019此发行版本中找到,它代表的是烈龙尼可波拉斯这张牌。" + }, + { + "chapter": "713.2c", + "en": "Some substitute cards can represent any modal double-faced card. These substitute cards include the front-face and back-face symbols on the front face of the card. To use one of them, write in the name of each face of the card it represents. This style of substitute card is found in the Zendikar Rising release.", + "zh": "一些辅助牌可代表任意一张模式双面牌。此类辅助牌在其正面上包含有正面符号和背面符号。要使用此类辅助牌,在其上写入其所代表的牌每一面的名称。此类辅助牌可在赞迪卡再起此发行版本中找到。" + } + ] + }, + { + "chapter": "713.3.", + "en": "If a substitute card is used in a deck, the card it represents is set aside prior to the beginning of the game (see rule 103.2a) and must remain available throughout the game. A substitute card can’t be included in a deck unless it is representing a double-faced card or a meld card.", + "zh": "如果在套牌中使用了辅助牌,在游戏开始之前(参见规则103.2a)将该辅助牌所代表的牌放到一旁,且在游戏进行过程中必须保持可用。除非一张辅助牌代表了一张双面牌或融合牌,否则该辅助牌不能包含在套牌中。", + "subrules": [] + }, + { + "chapter": "713.4.", + "en": "For all game purposes, the substitute card is considered to be the card it’s representing.", + "zh": "在游戏的所有意义上,辅助牌均视为其所代表的那张牌。", + "subrules": [] + }, + { + "chapter": "713.5.", + "en": "If the substitute card is face up in a public zone, it should be set aside and the double-faced card or meld card that it represents should be used instead.", + "zh": "如果某张辅助牌进入了公开区域,就应改为利用其代表的双面牌或融合牌,并将这张辅助牌放到一旁。", + "subrules": [] + } + ] + }, + { + "chapter": "714.", + "en": "Saga Cards", + "zh": "传纪牌", + "subrules": [ + { + "chapter": "714.1.", + "en": "Each Saga card has a striated text box containing a number of chapter symbols. Its illustration is vertically oriented on the right side of the card, and its type line is along the bottom of the card.", + "zh": "传纪牌具有分段的文字栏,其中包含章节符号。其图片竖向位于牌的右半边,其类别栏靠近牌的底部。", + "subrules": [ + { + "chapter": "714.1a", + "en": "Saga enchantments that also have the type creature are printed with both a power and toughness box and an additional text box below the type line. Any abilities in that text box are independent of its chapter symbols.", + "zh": "同时具有生物此类别的传纪结界,会印制力量/防御力,且在类别栏下方有一个额外的文字栏。该文字栏中的任何异能与其章节符号无关。" + } + ] + }, + { + "chapter": "714.2.", + "en": "A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.", + "zh": "章节符号是关键字异能,代表一个称为章节异能的触发式异能。", + "subrules": [ + { + "chapter": "714.2a", + "en": "A chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, III represents 3, and so on.", + "zh": "章节符号包含一个罗马数字,此处以“{rN}”表示。数字I代表1,数字II代表2,数字III代表3,依此类推。" + }, + { + "chapter": "714.2b", + "en": "“{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”", + "zh": "“{rN}~[效应]”意指“每当一个或数个学问指示物放置在此传纪上时,若其上的学问指示物的数量先前小于N且成为至少N,[效应]。”" + }, + { + "chapter": "714.2c", + "en": "“{rN1}, {rN2}—[Effect]” means the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”", + "zh": "“{rN1},{rN2}~[效应]”的意义与“{rN1}~[效应]”和“{rN2}~[效应]”相同。" + }, + { + "chapter": "714.2d", + "en": "A Saga’s final chapter number is the greatest value among chapter abilities it has. If a Saga somehow has no chapter abilities, its final chapter number is 0.", + "zh": "传纪的最终章节编号是其章节异能中的数字最大者。如果一个传纪因故没有章节异能,其最终章节编号是0。" + }, + { + "chapter": "714.2e", + "en": "A Saga’s final chapter ability is the chapter ability which has its final chapter number in its chapter symbol.", + "zh": "传纪的最终章节异能是其章节符号包含最终章节编号的章节异能。" + } + ] + }, + { + "chapter": "714.3.", + "en": "Sagas use lore counters to track their progress.", + "zh": "使用学问指示物来追踪传纪的进度。", + "subrules": [ + { + "chapter": "714.3a", + "en": "As a Saga without the read ahead ability enters the battlefield, its controller puts a lore counter on it. As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. (See rule 702.155, “Read Ahead.”)", + "zh": "于不具跳读异能的传纪进战场时,其操控者在其上放置一个学问指示物。于具跳读异能的传纪进战场时,其操控者选择一个数字,范围须在一到该传纪最大章节数字之内。该传纪进战场时上面有所选数量的学问指示物。(参见规则702.155,“跳读”。)" + }, + { + "chapter": "714.3b", + "en": "As a player’s precombat main phase begins, that player puts a lore counter on each Saga they control with one or more chapter abilities. This turn-based action doesn’t use the stack.", + "zh": "于牌手的战斗前行动阶段开始时,该牌手在每个由其操控且具有章节异能的传纪结界上放置一个学问指示物。此回合动作不使用堆叠。" + } + ] + }, + { + "chapter": "714.4.", + "en": "If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number, and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. This state-based action doesn’t use the stack.", + "zh": "如果一个具有章节异能之传纪永久物上的学问指示物数量大于或等于其上章节异能的最终章节编号,且其并非一个已触发且尚未离开堆叠的章节异能之来源,该传纪的操控者将其牺牲。此状态动作不使用堆叠。", + "subrules": [] + } + ] + }, + { + "chapter": "715.", + "en": "Adventurer Cards", + "zh": "历险者牌", + "subrules": [ + { + "chapter": "715.1.", + "en": "Adventurer cards have a two-part card frame, with a smaller frame inset within their text box.", + "zh": "历险者牌具有分为两部分的牌框,其中较小的牌框嵌印在文字栏中。", + "subrules": [] + }, + { + "chapter": "715.2.", + "en": "The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.", + "zh": "出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。", + "subrules": [ + { + "chapter": "715.2a", + "en": "If an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object that has the alternative characteristics of an Adventure spell, even if the object currently doesn’t use them.", + "zh": "如果一个效应提及“具有历险”的牌、咒语或永久物,它提及的是具有历险咒语副特征的物件,即使该物件当前并没有用到其副特征。" + }, + { + "chapter": "715.2b", + "en": "The existence and values of these alternative characteristics are part of the object’s copiable values.", + "zh": "这些副特征的存在性及其各值是该物件的可复制特征值的一部分。" + }, + { + "chapter": "715.2c", + "en": "Although adventurer cards are printed with multiple sets of characteristics, each adventurer card is only one card. For example, a player who has drawn or discarded an adventurer card has drawn or discarded one card, not two.", + "zh": "即使历险者牌印有多组特征,每张历险者牌仍只是一张牌,例如,抓到或弃掉一张历险者牌的牌手仍只是抓或弃了一张牌,而不是两张。" + } + ] + }, + { + "chapter": "715.3.", + "en": "As a player plays an adventurer card, the player chooses whether they play the card normally or as an Adventure.", + "zh": "于牌手使用历险者牌时,该牌手选择是要正常使用该牌,或是将其作为历险来使用。", + "subrules": [ + { + "chapter": "715.3a", + "en": "When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast.", + "zh": "在将历险者牌作为历险来施放时,仅会利用其副特征来决定此时能否施放该咒语。" + }, + { + "chapter": "715.3b", + "en": "While on the stack as an Adventure, the spell has only its alternative characteristics.", + "zh": "历险在堆叠上时,该咒语只有其副特征。" + }, + { + "chapter": "715.3c", + "en": "If an Adventure spell is copied, the copy is also an Adventure. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Adventure spell. Any rule or effect that refers to a spell cast as an Adventure refers to the copy as well.", + "zh": "如果一个历险咒语被复制,该复制品也是历险。它具有该咒语的副特征,而非代表该历险咒语的牌之正常特征。任何提及作为历险施放的咒语之规则或效应也会提及该复制品。" + }, + { + "chapter": "715.3d", + "en": "Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may play it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure.", + "zh": "作为历险施放的咒语于其结算时,该咒语的操控者改为将其放逐,而非置入其拥有者的坟墓场。于该牌持续被放逐期间,该牌手可以使用之。它不能以此法作为历险施放,尽管其他允许某牌手施放该牌的效应可能会允许某牌手将其作为历险施放。" + } + ] + }, + { + "chapter": "715.4.", + "en": "In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.", + "zh": "在堆叠以外的其他区域、以及在堆叠上且不为历险时,历险者牌只具有其正常特征。", + "subrules": [] + }, + { + "chapter": "715.5.", + "en": "If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative name, the player may do so.", + "zh": "如果一个效应指示牌手选择一个牌名,而该牌手想要选择一张历险者牌的副名称,则该牌手可以如此作。", + "subrules": [] + } + ] + }, + { + "chapter": "716.", + "en": "Class Cards", + "zh": "职业牌", + "subrules": [ + { + "chapter": "716.1.", + "en": "Each Class card has a striated text box containing two class level bars. Its illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.", + "zh": "职业牌具有分段的文字栏,包含两个职业等级条。其图片竖向位于牌的左半边,其类别栏靠近牌的底部。", + "subrules": [] + }, + { + "chapter": "716.2.", + "en": "A class level bar is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability.", + "zh": "职业等级条都是一个关键字异能,代表一个起动式异能和一个静止异能。职业等级条包含其起动式异能的起动费用和等级数字。任何与该职业等级条印刷在同一文字栏分段中的异能均是其静止式异能的一部分。", + "subrules": [ + { + "chapter": "716.2a", + "en": "“[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”", + "zh": "“[费用]:等级N~[异能]”意指“[费用]:此职业的等级成为N。只能于此职业的等级是N-1时、且只能于法术时机起动。”及“只要此职业是等级N或更高,它便具有[异能]”。" + }, + { + "chapter": "716.2b", + "en": "A level is a designation that any permanent can have. A Class retains its level even if it stops being a Class. Levels are not a copiable characteristic.", + "zh": "等级是任何永久物均能够具有的称号。职业即使不再是职业,仍然会保留其等级。等级不是可复制特征。" + }, + { + "chapter": "716.2c", + "en": "The phrase “to gain a Class level” means “to activate an ability indicated by a class level bar”", + "zh": "“获得职业等级”此用语意指“起动一个由职业等级条指示的异能”。" + }, + { + "chapter": "716.2d", + "en": "If a rule or effect refers to a permanent’s level and that permanent doesn’t have a level, it is treated as though its level is 1.", + "zh": "如果一个规则或效应提及永久物的等级,且该永久物没有登记,该永久物被视作等级是1。" + } + ] + }, + { + "chapter": "716.3.", + "en": "Any ability printed on a Class card that isn’t preceded by a class level bar is treated normally. In particular, the Class has the ability printed in its top text box section at all times. That ability may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability.", + "zh": "等级牌上印刷的任何不以职业等级条开头的异能会被如常看待。特别地,职业在任何时候都具有在其最上方文字栏分段中的异能。如果该异能是静止式异能,它可以影响游戏;如果该异能是触发式异能,它可以触发;如果该异能是起动式异能,它可以被起动。", + "subrules": [] + }, + { + "chapter": "716.4.", + "en": "Some older creature cards, called leveler cards, have level up abilities that add level counters to them. These are not the same as class level abilities. Level counters do not interact with Class cards, and class levels do not interact with leveler cards. See rule 702.87, “Level Up,” and rule 711, “Leveler Cards.”", + "zh": "一些较早的、称作“升级牌”的生物牌具有升级异能,该异能会在其上放置等级指示物。这与职业等级异能并不相同。等级指示物与职业牌没有互动,职业等级也与升级牌没有互动。参见规则702.87,“升级”,以及规则711,“升级牌”。", + "subrules": [] + } + ] + }, + { + "chapter": "717.", + "en": "Attraction Cards", + "zh": "景点牌", + "subrules": [ + { + "chapter": "717.1.", + "en": "Attraction is an artifact subtype seen only on nontraditional Magic cards. Each Attraction has an “Astrotorium” card back rather than a traditional Magic card back and has a column of circled numbers on the right side of its text box. Numbers in white text on a brightly colored background are said to be “lit up” on those cards. Note that multiple Attraction cards with the same English name may have different numbers lit up. You can see each Attraction card’s possible combinations of lights at Gatherer.Wizards.com.", + "zh": "景点是仅见于非传统万智牌牌张上的神器类别。景点牌没有传统的万智牌牌背,而是有“游乐场”牌背,并在其文字栏右侧有一列圆圈中的数字。景点牌上背景为亮彩色的白色数字被称为“亮起”的。请注意,具有相同英文名称的不同景点牌亮起的数字可能不同。您可以参见Gatherer.Wizards.com查看每张景点牌可能亮起的数字灯号组合。", + "subrules": [] + }, + { + "chapter": "717.2.", + "en": "Attraction cards do not begin the game in a player’s deck and do not count toward maximum or minimum deck sizes. Rather, a player who chooses to play with Attraction cards begins the game with a supplementary Attraction deck that exists in the command zone. Each Attraction deck is shuffled before the game begins (see rule 103.3a).", + "zh": "景点牌于游戏开始时不在牌手的套牌中,也不计入套牌数量上限或下限。选择使用景点牌的牌手使用一副位于统帅区中的附加景点套牌来开始游戏。景点套牌在游戏开始前洗牌(参见规则103.3a)。", + "subrules": [ + { + "chapter": "717.2a", + "en": "In constructed play, an Attraction deck must contain at least ten Attraction cards and each card in an Attraction deck must have a different English name.", + "zh": "在构组赛中,一副景点套牌必须包含至少十张景点牌,且景点套牌中牌张的英文名称须各不相同。" + }, + { + "chapter": "717.2b", + "en": "In limited play, an Attraction deck must contain at least three Attraction cards from that player’s card pool, and may contain multiple Attractions cards with the same English name.", + "zh": "在限制赛中,一副景点套牌必须包含至少三张景点牌且须在该牌手的牌池中,可以包含多张英文名称相同的牌景点牌。" + } + ] + }, + { + "chapter": "717.3.", + "en": "Effects can cause an Attraction card to enter the battlefield from the command zone. See rule 701.51, “Open an Attraction.”", + "zh": "一些效应会将景点牌从统帅区放进战场。参见规则701.51,“打开景点”。", + "subrules": [] + }, + { + "chapter": "717.4.", + "en": "As a player’s precombat main phase begins, a player who controls one or more Attractions rolls to visit their Attractions. See rules 703.4g and 701.52, “Roll to Visit Your Attractions.” This turn-based action doesn’t use the stack.", + "zh": "于牌手的战斗前行动阶段开始时,如果该牌手操控一个或数个景点,则该牌手掷骰造访景点。参见规则703.4g,及规则701.52,“掷骰造访景点”。此回合动作不使用堆叠。", + "subrules": [] + }, + { + "chapter": "717.5.", + "en": "Each Attraction card has an ability that begins with the word “Visit” followed by a long dash in its rules text. This is a visit ability. A visit ability triggers whenever you roll to visit your Attractions and the result matches one of the lit-up numbers. See rule 702.159, “Visit.”", + "zh": "景点牌具有规则叙述以“Visit”和一条长横线开头的异能。此异能是造访异能。造访异能会在每当你掷骰造访景点且结果等同于亮起的数字时触发。参见规则702.159,“造访”。", + "subrules": [] + }, + { + "chapter": "717.6.", + "en": "If a card with an Astrotorium card back would be put into a zone other than the battlefield, exile, or the command zone from anywhere, instead its owner puts it into the command zone. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.", + "zh": "如果一张具有游乐场牌背的牌将从任何地方置入战场、放逐区或统帅区之外的区域,改为将它置入统帅区。此替代性效应可以对同一事件生效多次。这是规则614.5的例外。", + "subrules": [ + { + "chapter": "717.6a", + "en": "Each card owned by the same player that has been put in the command zone this way is kept in a single face-up pile separate from any player’s Attraction deck. This pile is informally referred to as that player’s “junkyard.” The pile is not its own zone.", + "zh": "由同一牌手拥有,且以此法被置入统帅区的每张牌以牌面朝上的方式单独放在一堆,与牌手的景点套牌分开。这堆牌的非正式名称为“垃圾场”,但并不是一个自己的区域。" + } + ] + } + ] + }, + { + "chapter": "718.", + "en": "Prototype Cards", + "zh": "试作牌", + "subrules": [ + { + "chapter": "718.1.", + "en": "Prototype cards have a two-part frame, with a smaller frame inset below the type line of the card. The inset frame contains the prototype keyword ability as well as a second set of power, toughness, and mana cost characteristics.", + "zh": "试作牌具有分为两部分的牌框,其中较小的牌框嵌印在类别栏下方。嵌印牌框内包括试作此关键字异能,以及第二组力量、防御力及法术力费用的特征。", + "subrules": [] + }, + { + "chapter": "718.2.", + "en": "The mana cost, power, and toughness in the inset frame represent alternative characteristics that the object may have while it is a spell or while it is a permanent on the battlefield. The card’s normal characteristics appear as usual.", + "zh": "嵌印牌框内的法术力费用、力量及防御力代表该物件作为咒语或战场上的永久物时可能具有的一组副特征。该牌的正常特征如常展示在牌上。", + "subrules": [ + { + "chapter": "718.2a", + "en": "The existence and values of these alternative characteristics are part of the object’s copiable values.", + "zh": "这些副特征的存在及其各值是该物件的可复制特征值的一部分。" + } + ] + }, + { + "chapter": "718.3.", + "en": "As a player casts a prototype card, the player chooses whether they cast the card normally or cast it as a prototyped spell using the prototype keyword ability (see rule 702.160, “Prototype”).", + "zh": "于牌手施放试作牌时,该牌手选择是要正常施放该牌,或是利用试作异能将其作为试作咒语来施放(参见规则702.160,“试作”)。", + "subrules": [ + { + "chapter": "718.3a", + "en": "While casting a prototyped spell, use only its alternative power, toughness, and mana cost when evaluating those characteristics to see if it can be cast.", + "zh": "在施放试作咒语时,仅利用其副力量、防御力及法术力费用特征来决定此时能否施放该咒语。" + }, + { + "chapter": "718.3b", + "en": "Both a prototyped spell and the permanent it becomes have only its alternative set of power, toughness, and mana cost characteristics. If that mana cost includes one or more colored mana symbols, the spell and the permanent it becomes are also that color or colors (see rule 105.2).", + "zh": "试作咒语及它成为的永久物仅具有其副力量、防御力及法术力费用特征。如果该法术力费用包含一种或多种有色法术力符号,该咒语及它成为的永久物也是这些颜色(参见规则105.2)。" + }, + { + "chapter": "718.3c", + "en": "If a prototyped spell is copied, the copy is also a prototyped spell. It has the alternative power, toughness, and mana cost characteristics of the spell and not the normal power, toughness, and mana cost characteristics of the card that represents the prototyped spell. Any rule or effect that refers to a prototyped spell refers to the copy as well.", + "zh": "如果某个试作咒语被复制,则复制品也是试作咒语。该复制品具有该咒语的副力量、防御力及法术力费用特征,而非该试作咒语的正常力量、防御力及法术力费用特征。任何提及试作咒语的规则或效应也会提及该复制品。" + }, + { + "chapter": "718.3d", + "en": "If a permanent that was a prototyped spell is copied, the copy has the alternative power, toughness, and mana cost characteristics of the permanent and not the normal power and toughness characteristics of the card that represents that permanent. Any rule or effect that refers to a permanent that was a prototyped spell refers to the copy as well.", + "zh": "如果某个曾为试作咒语的永久物被复制,该复制品亦具有其副力量、防御力及法术力费用特征,而非代表该试作咒语的牌之正常力量及防御力特征。任何提及曾为试作咒语的永久物之规则或效应也会提及该复制品。" + } + ] + }, + { + "chapter": "718.4.", + "en": "In every zone except the stack or the battlefield, and while on the stack or the battlefield when not cast as a prototyped spell, a prototype card has only its normal characteristics.", + "zh": "在堆叠或战场以外的其他区域、以及在堆叠或战场上不作为试作咒语施放时,试作牌只具有其正常特征。", + "subrules": [] + }, + { + "chapter": "718.5.", + "en": "A prototype card’s characteristics other than its power, toughness, and mana cost (and other than color) remain the same whether it was cast as a prototyped spell or cast normally.", + "zh": "试作牌除力量、防御力及法术力费用(以及颜色)之外的其他特征不会改变,无论它作为试作咒语来施放还是正常施放。", + "subrules": [] + } + ] + }, + { + "chapter": "719.", + "en": "Case Cards", + "zh": "案件牌", + "subrules": [ + { + "chapter": "719.1.", + "en": "Each Case card’s illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.", + "zh": "案件牌的图片竖向位于牌的左半边,其类别栏靠近牌的底部。", + "subrules": [] + }, + { + "chapter": "719.2.", + "en": "The Case frame has no additional rules meaning.", + "zh": "案件牌的牌框没有额外的规则含义。", + "subrules": [] + }, + { + "chapter": "719.3.", + "en": "Case cards have two special keyword abilities that appear before a long dash and represent a triggered ability and an ability that may be static, triggered, or activated.", + "zh": "案件牌具有两个特殊的关键字异能,出现在一条长横线前面(译注:中文版使用“~”),代表一个触发式异能和一个可能为静止式、触发式或起动式的异能。", + "subrules": [ + { + "chapter": "719.3a", + "en": "“To solve — [Condition]” means “At the beginning of your end step, if [condition] and this Case is not solved, this Case becomes solved.”", + "zh": "“侦办~[条件]”意指“在你的结束步骤开始时,若[条件],且本案未侦结,则它成为已侦结。”" + }, + { + "chapter": "719.3b", + "en": "Solved is a designation a permanent can have. It has no rules meaning other than to act as a marker that spells and abilities can identify. Once a permanent becomes solved, it stays solved until it leaves the battlefield. The solved designation is neither an ability nor part of the permanent’s copiable values.", + "zh": "“已侦结”是永久物能够具有的称号。它仅用作标记,供其他咒语和异能辨识之用。一旦某永久物已侦结,它便会一直保持已侦结,直到它离开战场为止。已侦结既不是异能,也不是该永久物之可复制特征值之一。" + }, + { + "chapter": "719.3c", + "en": "If a Case has the solved designation, “Solved — [Ability text]” is an ability that may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability. See rule 702.169, “Solved.”", + "zh": "如果案件具有已侦结此称号,则其具有的“侦结~[异能文本]”异能如果是静止式异能,可以影响游戏;如果是触发式异能,可以触发;如果是起动式异能,可以被起动。参见规则702.169,“侦结”。" + } + ] + } + ] + }, + { + "chapter": "720.", + "en": "Omen Cards", + "zh": "预兆牌", + "subrules": [ + { + "chapter": "720.1.", + "en": "Omen cards have a two-part card frame, with a smaller frame inset within their text box.", + "zh": "预兆牌具有分为两部分的牌框,其中较小的牌框嵌印在文字栏中。", + "subrules": [] + }, + { + "chapter": "720.2.", + "en": "The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.", + "zh": "出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。", + "subrules": [ + { + "chapter": "720.2a", + "en": "If an effect refers to a card, spell, or permanent that “has an Omen,” it refers to an object that has the alternative characteristics of an Omen spell, even if the object currently doesn’t use them.", + "zh": "如果一个效应提及“具有预兆”的牌、咒语或永久物,它提及的是具有预兆咒语副特征的物件,即使该物件当前并没有用到其副特征。" + }, + { + "chapter": "720.2b", + "en": "The existence and values of these alternative characteristics are part of the object’s copiable values.", + "zh": "这些副特征的存在性及其各值是该物件的可复制特征值的一部分。" + }, + { + "chapter": "720.2c", + "en": "Although omen cards are printed with multiple sets of characteristics, each omen card is only one card. For example, a player who has drawn or discarded an omen card has drawn or discarded one card, not two.", + "zh": "即使预兆牌印有多组特征,每张预兆牌仍只是一张牌,例如,抓到或弃掉一张预兆牌的牌手仍只是抓或弃了一张牌,而不是两张。" + } + ] + }, + { + "chapter": "720.3.", + "en": "As a player casts an omen card, the player chooses whether they cast the card normally or as an Omen.", + "zh": "于牌手施放预兆牌时,该牌手选择是要正常施放该牌,或是将其作为预兆来施放。", + "subrules": [ + { + "chapter": "720.3a", + "en": "When casting an omen card as an Omen, only the alternative characteristics are evaluated to see if it can be cast.", + "zh": "在将预兆牌作为预兆来施放时,仅会利用其副特征来决定此时能否施放该咒语。" + }, + { + "chapter": "720.3b", + "en": "While on the stack as an Omen, the spell has only its alternative characteristics.", + "zh": "预兆在堆叠上时,该咒语只有其副特征。" + }, + { + "chapter": "720.3c", + "en": "If an Omen spell is copied, the copy is also an Omen. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Omen spell. Any rule or effect that refers to a spell cast as an Omen refers to the copy as well.", + "zh": "如果一个预兆咒语被复制,该复制品也是预兆。它具有该咒语的副特征,而非代表该预兆咒语的牌之正常特征。任何提及作为预兆施放的咒语之规则或效应也会提及该复制品。" + }, + { + "chapter": "720.3d", + "en": "As an Omen spell resolves, its controller shuffles it into its owner’s library instead of putting it into its owner’s graveyard as it resolves.", + "zh": "于预兆咒语结算时,该咒语的操控者改为将其洗入其拥有者的牌库,而非置入其拥有者的坟墓场。" + } + ] + }, + { + "chapter": "720.4.", + "en": "In every zone except the stack, and while on the stack not as an Omen, an omen card has only its normal characteristics.", + "zh": "在堆叠以外的其他区域、以及在堆叠上且不为预兆时,预兆牌只具有其正常特征。", + "subrules": [] + }, + { + "chapter": "720.5.", + "en": "If an effect instructs a player to choose a card name and the player wants to choose an omen card’s alternative name, the player may do so.", + "zh": "如果一个效应指示牌手选择一个牌名,而该牌手想要选择一张预兆牌的副名称,则该牌手可以如此作。", + "subrules": [] + } + ] + }, + { + "chapter": "721.", + "en": "Station Cards", + "zh": "蓄势牌", + "subrules": [ + { + "chapter": "721.1.", + "en": "Each station card has a striated text box and may have one or more power/toughness boxes. The text box of a station card contains one or two station symbols. Station cards also usually have the station keyword ability (see rule 702.184).", + "zh": "每张蓄势牌都有条状的文字栏,且可能会有一个或数个力量/防御力方格。蓄势牌的文字栏包含了一个或两个蓄势符号。蓄势牌通常也具有蓄势异能(参见规则702.184)。", + "subrules": [] + }, + { + "chapter": "721.2.", + "en": "A station symbol represents a static ability. The station symbol includes a single number followed by a plus sign, indicated here as “{N+}.” Any abilities printed within the same text box striation as a station symbol are part of its static ability. The same is true of any power and toughness boxes printed within that striation, indicated here as [P/T].", + "zh": "蓄势符号是代表一个静止式异能。蓄势符号包括一个后面带着加号的单一数字,此处表示为“{N+}”。任何与蓄势符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而可能印在同一区块文字栏的力量/防御力方格,此处表示为[P/T],也是同法看待。", + "subrules": [ + { + "chapter": "721.2a", + "en": "“{N+}[abilities]” means “As long as this permanent has N or more charge counters on it, it has [abilities].”", + "zh": "“{N+}[异能]”意指“只要此永久物上面有N个或更多充电指示物,它便具有[异能]。”" + }, + { + "chapter": "721.2b", + "en": "“{N+}[abilities][P/T]” means “As long as this permanent has N or more charge counters on it, it has [abilities] and is a creature with base power and toughness [P/T] in addition to its other types.”", + "zh": "“{N+}[异能][P/T]”意指“只要此永久物上面有N或更多个充电指示物,它便具有[异能],是基础力量与防御力为[P/T]的生物,且仍具有原本类别。”" + }, + { + "chapter": "721.2c", + "en": "While in any zone other than the battlefield, station cards do not have power or toughness.", + "zh": "在战场之外的任何区域中,蓄势牌都没有力量或防御力。" + } + ] + }, + { + "chapter": "721.3.", + "en": "The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which station symbol. Station cards each contain only one text box.", + "zh": "文字栏区块并没有游戏上的意义,只是用来清楚区分哪个异能与哪个力量/防御力对应于哪个蓄势符号。每张蓄势牌都只有一个文字栏。", + "subrules": [] + }, + { + "chapter": "721.4.", + "en": "Any ability a station card has that isn’t preceded by a station symbol is treated normally. In particular, each station card has its station ability (see rule 702.184) at all times. That ability may be activated regardless of how many charge counters are on it.", + "zh": "蓄势牌上面任何不以蓄势符号开头的异能,都会如常运作。特别来说,每个蓄势永久物随时都具有其蓄势异能(参见规则702.184);不论该永久物上有多少个充电指示物,都可以起动。", + "subrules": [] + } + ] + }, + { + "chapter": "722.", + "en": "Controlling Another Player", + "zh": "操控其他牌手", + "subrules": [ + { + "chapter": "722.1.", + "en": "Some cards allow a player to control another player during that player’s next turn. This effect applies to the next turn that the affected player actually takes. The affected player is controlled during the entire turn; the effect doesn’t end until the beginning of the next turn.", + "zh": "一些牌允许牌手在下一个回合被另一位牌手所操控。此效应会在由受影响之牌手实际进行的下个回合生效。整个回合都会被操控;此效应会持续直到下个回合开始。", + "subrules": [ + { + "chapter": "722.1a", + "en": "Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.", + "zh": "多个对同一牌手生效的牌手操控效应会互相覆盖。只有最后一个被创造出来的效应生效。" + }, + { + "chapter": "722.1b", + "en": "If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.", + "zh": "如果一个回合被略过,则尚未执行的牌手操控效应会等到受影响的牌手实际进行回合时才生效。" + } + ] + }, + { + "chapter": "722.2.", + "en": "Two cards (Word of Command and Opposition Agent) allow a player to control another player for a limited duration.", + "zh": "两张牌(命令咒[Word of Command]和反对派密探)允许牌手在有限的时间内操控另一位牌手。", + "subrules": [] + }, + { + "chapter": "722.3.", + "en": "Only control of the player changes. All objects are controlled by their normal controllers. A player who’s being controlled during their turn is still the active player.", + "zh": "只有该牌手的操控权被改变。所有物件依旧由正常状况下的操控者来操控。在被操控之牌手的回合中,该牌手仍是该回合的主动牌手。", + "subrules": [] + }, + { + "chapter": "722.4.", + "en": "If information about an object in the game would be visible to the player being controlled, it’s visible to both that player and the controller of the player. If information about cards outside the game would be visible to the player being controlled, it’s visible only to that player, not the controller of the player.", + "zh": "如果被操控的牌手将可以看到关于一个游戏中物件的信息,则该牌手以及该牌手的操控者都可以看到此信息。如果被操控的牌手将可以看到关于游戏外的牌张之信息,只有该牌手可以看到此信息,该牌手的操控者不能看到此信息。", + "subrules": [], + "extras": [ + { + "en": "Example: The controller of a player can see that player’s hand and the face of any face-down creatures they control.", + "zh": "例如:某牌手的操控者可以看到该牌手的手牌,以及查看由该牌手操控之面朝下的生物。" + } + ] + }, + { + "chapter": "722.5.", + "en": "While controlling another player, a player makes all choices and decisions the controlled player is allowed to make or is told to make by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities.", + "zh": "牌手的操控者替该牌手作出所有规则或任何物件要求作出选择与决定。这包括决定要使用什么,以及咒语与异能所要求的选择与决定。", + "subrules": [ + { + "chapter": "722.5a", + "en": "The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player.", + "zh": "牌手的操控者只能利用该牌手的资源(牌、法术力等)来替该牌手支付费用。", + "extras": [ + { + "en": "Example: If the controller of a player decides that the controlled player will cast a spell with an additional cost of discarding cards, the cards are discarded from the controlled player’s hand.", + "zh": "例如:如果该牌手的操控者决定该主动牌手将施放某咒语,并从该牌手手上弃掉一张牌来支付其额外费用,则必须从该主动牌手的手上弃牌。" + } + ] + }, + { + "chapter": "722.5b", + "en": "The controller of another player can’t make choices or decisions for that player that aren’t called for by the rules or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules.", + "zh": "牌手的操控者不得替该牌手作出规则或任何物件未要求作出的选择或决定。比赛规则方面要求该牌手作出的选择与决定亦不得由该牌手的操控者代替作出。", + "extras": [ + { + "en": "Example: The player who’s being controlled still decides if they will leave to visit the restroom, trade a card to someone else, agree to an intentional draw, or call a judge about an error or infraction.", + "zh": "例如:被操控的牌手依然由自己决定是否要离席去洗手间,是否要同他人交换卡牌,是否需要约和,或是否需要就某个错误或违规行为叫裁判。" + } + ] + } + ], + "extras": [ + { + "en": "Example: The controller of another player decides which spells that player casts and what those spells target, and makes any required decisions when those spells resolve.", + "zh": "例如:该牌手的操控者决定要施放什么咒语,以什么为目标,并在这些咒语结算时作出所需的决定。" + }, + { + "en": "Example: The controller of another player decides which of that player’s creatures attack, which player or planeswalker each one attacks, and how those attacking creatures assign their combat damage.", + "zh": "例如:该牌手的操控者决定主动牌手的哪些生物攻击,每个攻击生物攻击哪位牌手或哪个鹏洛客,以及这些攻击生物的战斗伤害该如何分配。" + } + ] + }, + { + "chapter": "722.6.", + "en": "The controller of another player can’t make that player concede. A player may concede the game at any time, even if they are controlled by another player. See rule 104.3a.", + "zh": "牌手的操控者不能让该牌手认输。牌手可以在任何时间认输,即使他已被其他牌手操控。参见规则104.3a。", + "subrules": [] + }, + { + "chapter": "722.7.", + "en": "The effect that gives control of a player to another player may restrict the actions the controlled player is allowed to take or specify actions that the controlled player must take.", + "zh": "使某牌手操控另一位牌手的效应可能会限制被操控的牌手所允许作出的动作,或指明被操控的牌手必须作出的动作。", + "subrules": [] + }, + { + "chapter": "722.8.", + "en": "A player who controls another player also continues to make their own choices and decisions.", + "zh": "操控其他牌手的牌手如常为自己作出选择与决定。", + "subrules": [] + }, + { + "chapter": "722.9.", + "en": "An effect may give a player control of themselves. That player will make their own decisions and choices as normal.", + "zh": "某些效应可能会允许牌手获得自己的操控权。该牌手将如常为自己作出选择与决定。", + "subrules": [] + } + ] + }, + { + "chapter": "723.", + "en": "Ending Turns and Phases", + "zh": "结束回合和阶段", + "subrules": [ + { + "chapter": "723.1.", + "en": "Some cards end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).", + "zh": "一些牌会让当前回合结束。当一个效应结束本回合时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则608,“结算咒语及起动式异能”),须依序进行下列步骤。", + "subrules": [ + { + "chapter": "723.1a", + "en": "If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 723.1f).", + "zh": "如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则723.1f)。" + }, + { + "chapter": "723.1b", + "en": "Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).", + "zh": "放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则704,“状态动作”)。" + }, + { + "chapter": "723.1c", + "en": "Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.", + "zh": "检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。" + }, + { + "chapter": "723.1d", + "en": "The current phase and/or step ends. If this happens during combat, remove all creatures and planeswalkers from combat. The game skips straight to the cleanup step; skip any phases or steps between this phase or step and the cleanup step. If an effect ends the turn during the cleanup step, a new cleanup step begins.", + "zh": "当前的阶段和/或步骤结束。如果这发生在战斗阶段中,则将所有生物和鹏洛客移出战斗。游戏过程直接跳到清除步骤。从目前的阶段或步骤到清除步骤之间,所有的阶段或步骤均被略过。如果一个效应在清除步骤中结束回合,一个新的清除步骤开始。" + }, + { + "chapter": "723.1e", + "en": "Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.", + "zh": "即使回合结束,“在结束步骤开始时”触发的触发式异能不会触发,因为结束步骤已被略过。" + }, + { + "chapter": "723.1f", + "en": "No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the cleanup step, then the active player gets priority and players can cast spells and activate abilities. Then there will be another cleanup step before the turn finally ends. If no triggered abilities have triggered during this process, no player gets priority during the cleanup step. See rule 514, “Cleanup Step.”", + "zh": "在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在清除步骤中被放入堆叠,此后主动牌手会得到优先权,牌手有机会施放咒语或起动异能。然后在本回合真正结束之前,会进行另一个清除步骤。如果此过程中没有触发式异能被触发,牌手在清除步骤不会得到优先权。参见规则514,“清除步骤”。" + } + ] + }, + { + "chapter": "723.2.", + "en": "One card (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).", + "zh": "一张牌(和平授令[Mandate of Peace])结束战斗阶段。当一个效应结束战斗阶段时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则608,“结算咒语及起动式异能”),须依序进行下列步骤。", + "subrules": [ + { + "chapter": "723.2a", + "en": "If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 723.2f).", + "zh": "如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则723.2f)。" + }, + { + "chapter": "723.2b", + "en": "Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).", + "zh": "放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则704,“状态动作”)。" + }, + { + "chapter": "723.2c", + "en": "Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.", + "zh": "检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。" + }, + { + "chapter": "723.2d", + "en": "The current combat phase ends. Remove all creatures and planeswalkers from combat. Effects that last “until end of combat” expire. The game skips straight to the next phase, usually the postcombat main phase; skip any steps between this step and that phase.", + "zh": "当前的战斗阶段结束。将所有生物和鹏洛客移出战斗。持续到“直到战斗结束”的效应结束。游戏过程直接跳到下一个阶段,通常是战斗后行动阶段;从目前的步骤到该阶段之间,所有的步骤均被略过。" + }, + { + "chapter": "723.2e", + "en": "Even though the combat phase ends, “at end of combat” triggered abilities don’t trigger because the end of combat step is skipped.", + "zh": "即使战斗阶段结束,“在战斗结束时”触发的触发式异能不会触发,因为战斗结束步骤已被略过。" + }, + { + "chapter": "723.2f", + "en": "No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the following phase, then the active player gets priority and players can cast spells and activate abilities.", + "zh": "在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在下一个阶段中被放入堆叠,此后主动牌手会得到优先权,牌手可施放咒语或起动异能。" + }, + { + "chapter": "723.2g", + "en": "If an effect attempts to end the combat phase at any time that’s not a combat phase, nothing happens.", + "zh": "如果一个效应试图在任何不是战斗阶段的时间点结束战斗阶段,什么都不会发生。" + } + ] + } + ] + }, + { + "chapter": "724.", + "en": "The Monarch", + "zh": "君主", + "subrules": [ + { + "chapter": "724.1.", + "en": "The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to become the monarch.", + "zh": "“君主”是牌手可获得的称号。有些牌上会注记着“某牌手成为君主”。", + "subrules": [] + }, + { + "chapter": "724.2.", + "en": "There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. This is an exception to rule 113.8. The full texts of these abilities are “At the beginning of the monarch’s end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.”", + "zh": "“身为君主”会产生与之关联的两个固有触发式异能。这些触发式异能没有来源,其操控者为异能触发时为君主的牌手。这是规则113.8的例外情况。这两个异能的完整叙述为“在君主的结束步骤开始时,该牌手抓一张牌”及“每当任一生物对君主造成战斗伤害时,其操控者成为君主”。", + "subrules": [] + }, + { + "chapter": "724.3.", + "en": "Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch.", + "zh": "同一时间只有一位牌手能成为君主。于某位牌手成为君主时,当前的君主便不再是君主。", + "subrules": [] + }, + { + "chapter": "724.4.", + "en": "If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order who can become the monarch becomes the monarch. If no player still in the game can become the monarch, the game continues with no monarch.", + "zh": "如果君主离开游戏,则主动牌手在其离开游戏的同时成为君主。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序之下一位能够成为君主的牌手成为君主。如果仍在游戏中的牌手均不能成为君主,游戏以没有君主的状态继续。", + "subrules": [] + }, + { + "chapter": "724.5.", + "en": "If the result of a continuous effect generated by a static ability is determined based on who is currently the monarch, but there is no monarch in the game as that effect begins to apply, that effect does nothing until a player becomes the monarch. See rule 613, “Continuous Effects.”", + "zh": "如果一个静止式异能产生的持续性效应的结果是根据哪位牌手是君主来确定的,但此效应生效时游戏中没有君主,则该效应没有效果,直到某位牌手成为君主。参见规则613,“持续性效应”。", + "subrules": [] + } + ] + }, + { + "chapter": "725.", + "en": "The Initiative", + "zh": "先制", + "subrules": [ + { + "chapter": "725.1.", + "en": "The initiative is a designation a player can have. There is no initiative in a game until an effect instructs a player to take the initiative. A player who currently has the initiative designation is said to have the initiative.", + "zh": "“先制”是牌手可获得的称号。游戏开始时没有先制,直到某效应令牌手掌握先制为止。当前拥有先制称号的牌手便“握有先制”。", + "subrules": [] + }, + { + "chapter": "725.2.", + "en": "There are three inherent triggered abilities associated with having the initiative. These triggered abilities have no source and are controlled by the player who had the initiative at the time the abilities triggered. This is an exception to rule 113.8. The full text of these abilities are “At the beginning of the upkeep of the player who has the initiative, that player ventures into Undercity,” “Whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the controller of those creatures takes the initiative,” and “Whenever a player takes the initiative, that player ventures into Undercity.” See rule 701.49, “Venture into the Dungeon.”", + "zh": "握有先制会产生与之关联的三个固有触发式异能。这些触发式异能没有来源,且其操控者是当这些异能触发时握有先制的牌手。这是规则113.8的例外情况。这三个异能的完整叙述为“在握有先制的牌手的维持开始时,该牌手深入地底城。”、“每当一个或数个生物对握有先制的牌手造成战斗伤害时,这些生物的操控者掌握先制。”,和“每当一位牌手掌握先制时,该牌手深入地底城。”参见规则701.49,“深入地城”。", + "subrules": [] + }, + { + "chapter": "725.3.", + "en": "Only one player can have the initiative at a time. As a player takes the initiative, the player who currently has the initiative ceases to have it.", + "zh": "同一时间只有一位牌手能握有先制。于某位牌手掌握先制时,当前握有先制的牌手便不再握有先制。", + "subrules": [] + }, + { + "chapter": "725.4.", + "en": "If the player who has the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.", + "zh": "如果握有先制的牌手离开游戏,则主动牌手在其离开游戏的同时掌握先制。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序的下一位牌手掌握先制。", + "subrules": [] + }, + { + "chapter": "725.5.", + "en": "If the player who currently has the initiative is instructed to take the initiative, this causes the last triggered ability in 725.2 to trigger but does not create a second initiative designation.", + "zh": "如果当前握有先制的牌手被指示掌握先制,这会使规则725.2所述的最后一条触发式异能触发,但不会产生第二个先制称号。", + "subrules": [] + } + ] + }, + { + "chapter": "726.", + "en": "Restarting the Game", + "zh": "重新开始游戏", + "subrules": [ + { + "chapter": "726.1.", + "en": "One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule 103, “Starting the Game,” with the following exception:", + "zh": "一张牌(重获自由的卡恩)可以重新开始游戏。被重新开始的游戏立即结束。在该游戏中,没有牌手赢,输,或者平手。在该游戏中的所有牌手此后开始新的游戏,并遵循由规则103,“开始游戏”,所规定的流程,但包括以下例外:", + "subrules": [ + { + "chapter": "726.1a", + "en": "The starting player in the new game is the player who controlled the spell or ability that restarted the game.", + "zh": "新的游戏之先行牌手为操控使游戏重新开始之咒语或异能的牌手。" + } + ] + }, + { + "chapter": "726.2.", + "en": "All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game. Ownership of cards in the new game doesn’t change, regardless of their location when the new game begins.", + "zh": "所有包含在被重新开始的游戏中的万智牌卡牌,包括已跃离的永久物和非传统万智牌卡牌,在该游戏结束后均包含在新的游戏中,即使这些牌原本未包含在原来的游戏中。在新的游戏中,牌的拥有者不会因其在游戏开始时所在的位置而改变。", + "subrules": [], + "extras": [ + { + "en": "Example: A player casts Living Wish, bringing a creature card into the game from outside the game. Then that game is restarted. The creature card will be part of that player’s library when the new game begins.", + "zh": "例如:某牌手施放生机祈愿,将游戏外的一张生物牌带入游戏中。然后该游戏重新开始。这张生物牌在新的游戏开始时将成为该牌手牌库的一部分。" + } + ] + }, + { + "chapter": "726.3.", + "en": "Because each player draws seven cards when the new game begins, any player with fewer than seven cards in their library will lose the game when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)", + "zh": "由于在新的游戏开始时每位牌手需要抓七张牌,任何在此时牌库中不足七张牌的牌手将在第一个回合的维持步骤开始,检查状态动作时输去此盘游戏,而不考虑该牌手进行的任何再调度。(参见规则704,“状态动作”。)", + "subrules": [] + }, + { + "chapter": "726.4.", + "en": "The effect that restarts the game finishes resolving just before the first turn’s untap step. If the spell or ability that generated that effect has additional instructions, those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn’s upkeep step.", + "zh": "重新开始游戏的效应在第一个回合的重置步骤开始之前完成结算。如果产生该效应的咒语或异能具有额外的指示,在此时遵循这些指示。没有牌手会得到优先权,且由此而触发的触发式异能将在下一次牌手将得到优先权时进入堆叠,这通常是在第一个回合的维持步骤中。", + "subrules": [] + }, + { + "chapter": "726.5.", + "en": "Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner’s deck as the new game begins.", + "zh": "一些效应可能使某些牌不遵循重新开始游戏的流程。这些牌在新的游戏开始时不在其拥有者的牌库中。", + "subrules": [ + { + "chapter": "726.5a", + "en": "In a Commander game, a commander that has been exempted from the procedure that restarts the game won’t begin the new game in the command zone. However, it remains that deck’s commander for the new game. See rule 903, “Commander.”", + "zh": "在指挥官游戏中,因此而未遵循重新开始游戏的流程之指挥官不会在新的游戏开始时位于统帅区。但是,它仍然是新的游戏中该套牌的指挥官。参见规则903,“指挥官”。" + } + ] + }, + { + "chapter": "726.6.", + "en": "If a Magic subgame (see rule 728) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame.", + "zh": "如果一个万智牌子游戏(参见规则728)被重新开始,主游戏不会受到影响。主游戏中提及子游戏的赢家或输家的效应,将提及重新开始的子游戏之赢家或输家。", + "subrules": [] + }, + { + "chapter": "726.7.", + "en": "If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game.", + "zh": "如果在限制影响范围模式(参见规则801)的多人游戏中,该游戏被重新开始,则该游戏中的所有牌手都将重新开始游戏,而不考虑操控重新开始游戏之咒语或异能的牌手之影响范围。", + "subrules": [] + } + ] + }, + { + "chapter": "727.", + "en": "Rad Counters", + "zh": "拉德指示物", + "subrules": [ + { + "chapter": "727.1.", + "en": "Rad counters are a kind of counter a player can have (see rule 122, “Counters”). There is an inherent triggered ability associated with rad counters. This ability has no source and is controlled by the active player. This is an exception to rule 113.8. The full text of this ability is “At the beginning of each player’s precombat main phase, if that player has one or more rad counters, that player mills a number of cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”", + "zh": "拉德指示物是牌手可具有的一种指示物(参见规则122,“指示物”)。具有拉德指示物会产生与之关联的一个固有触发式异能。这些触发式异能没有来源,且其操控者是主动牌手。这是规则113.8的例外情况。此异能的完整叙述为“在每位牌手战斗前的行动阶段开始时,若该牌手具有一个或数个拉德指示物,该牌手磨等同于其具有之拉德指示物数量的牌。每以此法磨掉一张非地牌,该牌手便失去1点生命并从自己上移去一个拉德指示物。”", + "subrules": [ + { + "chapter": "727.1a", + "en": "A card that refers to life loss “from radiation” refers to life lost as a result of the triggered ability associated with rad counters.", + "zh": "提及“因辐射量”而失去生命的牌,其意指因与拉德指示物关联的触发式异能失去生命。" + } + ] + } + ] + }, + { + "chapter": "728.", + "en": "Subgames", + "zh": "子游戏", + "subrules": [ + { + "chapter": "728.1.", + "en": "One card (Shahrazad) allows players to play a Magic subgame.", + "zh": "只有一张牌(雪赫拉莎德[Shahrazad])允许牌手进行万智牌的子游戏。", + "subrules": [ + { + "chapter": "728.1a", + "en": "A “subgame” is a completely separate Magic game created by an effect. Essentially, it’s a game within a game. The “main game” is the game in which the spell or ability that created the subgame was cast or activated. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends.", + "zh": "“子游戏”意指由效应所创造出来、与当前游戏完全无关的万智牌游戏。本质上来说,它就是游戏当中的另一个游戏。“主游戏”是施放或起动了创造该子游戏之咒语或异能所在的游戏。主游戏在子游戏进行过程中暂停。它会在子游戏结束后继续进行。" + }, + { + "chapter": "728.1b", + "en": "No effects or definitions created in either the main game or the subgame have any meaning in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame.", + "zh": "在主游戏或子游戏当中,各自产生的效应及定义对另一个而言均无意义,但由创造出子游戏的效应所作出的定义不在此限。例如,该效应当中会注明,在主游戏中会对子游戏的赢家或输家有何奖惩。" + } + ] + }, + { + "chapter": "728.2.", + "en": "As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in their main-game library, moves them to their subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone, except as specified in rules 728.2a–c. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.”", + "zh": "于子游戏开始时,会创造出一整套全新的游戏区域。每位牌手将各自主游戏的整个牌库当作其子游戏的牌库,并对其进行洗牌。除此之外,在主游戏各个区域里的牌都不会移到子游戏的对应区域当中,除了规则728.2a-c中特别指出的之外。随机决定哪位牌手先手。子游戏的进程如正常的游戏一般,须遵循如规则103部分“开始游戏”中规定的其他规则。", + "subrules": [ + { + "chapter": "728.2a", + "en": "As a subgame begins, if one or more supplementary decks of nontraditional cards are being used, each player moves each of their supplementary decks from the main-game command zone to the subgame command zone and shuffles it. (Face-up nontraditional cards remain in the main-game command zone.)", + "zh": "于子游戏开始时,如果用到了一套或多套由非传统卡牌组成的附加套牌,每位牌手将这些附加套牌从主游戏统帅区移到子游戏统帅区,并将其洗牌。(牌面朝上的非传统卡牌留在主游戏的统帅区。)" + }, + { + "chapter": "728.2b", + "en": "As a subgame of a Vanguard game starts, each player moves their vanguard card from the main-game command zone to the subgame command zone.", + "zh": "于先锋游戏中的子游戏开始时,每位牌手将其先锋牌从主游戏统帅区移到子游戏统帅区。" + }, + { + "chapter": "728.2c", + "en": "As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it’s there) to the subgame command zone.", + "zh": "于指挥官游戏中的子游戏开始时,每位牌手将其指挥官从主游戏统帅区(如果该牌在统帅区的话)移到子游戏统帅区。" + } + ] + }, + { + "chapter": "728.3.", + "en": "Because each player draws seven cards when a game begins, any player with fewer than seven cards in their deck will lose the subgame when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)", + "zh": "对子游戏而言,忽略一切与牌手套牌张数相关的规则。不过,由于每位牌手在游戏开始时需要抓七张牌,因此套牌张数少于七张的牌手,会在子游戏第一回合的维持步骤中检查状态动作的时候输去子游戏,不论该牌手是否进行再调度。(参见规则704,“状态动作”。)", + "subrules": [] + }, + { + "chapter": "728.4.", + "en": "All objects in the main game and all cards outside the main game are considered outside the subgame (except those specifically brought into the subgame). All players not currently in the subgame are considered outside the subgame.", + "zh": "所有主游戏中的物件,以及主游戏之外的所有牌,均视同在子游戏之外(除非有特殊效应会将其带到子游戏之中)。所有当前不在子游戏当中的牌手均视同在子游戏之外。", + "subrules": [ + { + "chapter": "728.4a", + "en": "Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abilities in the main game that trigger on objects leaving a main-game zone will trigger, but they won’t be put onto the stack until the main game resumes.", + "zh": "一些效应可以从游戏之外带进牌。如果从主游戏中将一张牌带入子游戏中,则在主游戏中,物件离开主游戏的区域时触发的异能会触发,但这些异能直到主游戏继续之后才会进入堆叠。" + }, + { + "chapter": "728.4b", + "en": "A player’s main-game counters aren’t considered part of the subgame, although the player will still have them when the main game resumes. Similarly, any counters a player gets during a subgame will cease to exist when the subgame ends.", + "zh": "一位牌手在主游戏中的指示物不被认为是子游戏的一部分,但是牌手在主游戏再次开始时依然具有它们。同理,牌手在子游戏中得到的指示物在子游戏结束时消失。" + } + ] + }, + { + "chapter": "728.5.", + "en": "At the end of a subgame, each player takes all traditional cards they own that are in the subgame other than those in the subgame command zone, puts them into their main-game library, then shuffles them. This includes cards in the subgame’s exile zone and cards that represent phased-out permanents as the subgame ends. Except as specified in rules 728.5a–c, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued: First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that’s no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack.", + "zh": "在子游戏结束时,每位牌手将其拥有,且参与过子游戏的传统卡牌放入其主游戏之牌库中,然后将牌库洗牌。这包括在子游戏的放逐区之中的牌,以及在子游戏结束时代表已跃离的永久物的牌。除了规则728.5a-c中特别指出的之外,所有子游戏中的其他物件,以及为其创造的游戏区域都会消失。主游戏从它暂停的那一刻起继续:首先,创造子游戏的咒语或异能完成结算,即使创造该咒语或异能的咒语牌已不在堆叠之上。然后,如果有在子游戏进行过程中,由于主游戏当中的牌被移出主游戏,而于主游戏里触发的异能,则将该些异能放进堆叠。", + "subrules": [ + { + "chapter": "728.5a", + "en": "At the end of a subgame, each nontraditional card not in a supplementary deck that began the subgame in a supplementary deck is turned face down and put on the bottom of that deck. Then each player moves each of their supplementary decks from the subgame command zone to the main-game command zone and shuffles it.", + "zh": "于子游戏结束时,将每张在附加套牌中开始子游戏,且当前不在附加套牌中的非传统卡牌翻为牌面朝下并置于该附加套牌牌库底。然后每位牌手将其附加套牌从子游戏统帅区移到主游戏统帅区并将其洗牌。" + }, + { + "chapter": "728.5b", + "en": "At the end of a subgame of a Vanguard game, each player moves their vanguard card from the subgame command zone to the main-game command zone. This is an exception to rule 313.2.", + "zh": "于先锋游戏中的子游戏结束时,每位牌手将其先锋牌从子游戏统帅区移到主游戏统帅区。这是规则313.2的例外情况。" + }, + { + "chapter": "728.5c", + "en": "At the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if it’s there) to the main-game command zone.", + "zh": "于指挥官游戏中的子游戏结束时,每位牌手将其指挥官从子游戏统帅区(如果该牌在统帅区的话)移到主游戏统帅区。" + } + ], + "extras": [ + { + "en": "Example: If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner’s main-game library when the subgame ends.", + "zh": "例如:如果一张牌参与过子游戏,则不论它来自主游戏或是来自主游戏之外,都会在子游戏结束时洗回主游戏的牌库。" + } + ] + }, + { + "chapter": "728.6.", + "en": "A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.", + "zh": "子游戏中可以创造另一个子游戏。当前已经存在的子游戏相对而言会成为新的子游戏之主游戏。", + "subrules": [] + } + ] + }, + { + "chapter": "729.", + "en": "Merging with Permanents", + "zh": "与永久物结聚", + "subrules": [ + { + "chapter": "729.1.", + "en": "One keyword causes an object to merge with a permanent. See rule 702.140, “Mutate.”", + "zh": "一个关键字异能会导致物件与永久物结聚。参见规则702.140,“合变”。", + "subrules": [] + }, + { + "chapter": "729.2.", + "en": "To merge an object with a permanent, place that object on top of or under that permanent. That permanent becomes a merged permanent represented by the card or copy that represented that object in addition to any other components that were representing it.", + "zh": "要将物件与永久物结聚,将该物件放置在该永久物的顶上或底下。该永久物成为结聚永久物,其除由已经代表该永久物的任一其他组件所代表外,还额外由代表该物件的牌或复制品所代表。", + "subrules": [ + { + "chapter": "729.2a", + "en": "A merged permanent has only the characteristics of its topmost component, unless otherwise specified by the effect that caused them to merge. This is a copiable effect whose timestamp is the time the objects merged. (See rule 613.2.)", + "zh": "结聚永久物仅具有其最顶上组件的特征,除非令其结聚的效应另有说明。这是一个可复制效应,其时间印记为这些物件结聚之时。(参见规则613.2。)" + }, + { + "chapter": "729.2b", + "en": "As an object merges with a permanent, that object leaves its previous zone and becomes part of an object on the battlefield, but the resulting permanent isn’t considered to have just entered the battlefield.", + "zh": "于一个物件与永久物结聚时,该物件离开其原本区域,并成为战场上一个物件的一部分,但所成的永久物并非被认为是刚刚进入战场。" + }, + { + "chapter": "729.2c", + "en": "Because a merged permanent is the same object that it was before, it hasn’t just come under a player’s control, any continuous effects that affected it continue to do so, and so on.", + "zh": "因为结聚永久物与其结聚前是同一个物件,其并未刚刚处于某牌手的操控下,任何先前对其生效的持续性效应仍继续生效,依此类推。" + }, + { + "chapter": "729.2d", + "en": "If a merged permanent contains a token, the resulting permanent is a token only if the topmost component is a token.", + "zh": "如果一个结聚永久物包含一个衍生物,所成的永久物仅当其最顶上的组件是衍生物时才是衍生物。" + }, + { + "chapter": "729.2e", + "en": "If a merged permanent contains face-up and face-down components, the permanent’s status is determined by its topmost component. If a face-down permanent becomes a face-up permanent as a result of an object merging with it, other effects don’t count it as being turned face up.", + "zh": "如果一个结聚永久物包含牌面朝上和牌面朝下的组件,该永久物的状态由其最顶上的组件决定。如果一个牌面朝下的永久物因某物件与其结聚之故而成为牌面朝上,其他效应不会视同其翻回了正面。" + }, + { + "chapter": "729.2f", + "en": "If a merged permanent is turned face down, each face-up component that represents it is turned face down. If a face-down merged permanent is turned face up, each face-down component that represents it is turned face up.", + "zh": "如果一个结聚永久物被翻为牌面朝下,每个代表该永久物的牌面朝上组件都被翻为牌面朝下。如果一个牌面朝下的结聚永久物被翻回正面,每个代表该永久物的牌面朝下组件都被翻回正面。" + }, + { + "chapter": "729.2g", + "en": "A face-down merged permanent that contains an instant or sorcery card can’t be turned face up. If such a permanent would turn face up, its controller reveals it and leaves it face down. Abilities that trigger when a permanent is turned face up won’t trigger.", + "zh": "一个包含瞬间或法术牌的牌面朝下的结聚永久物不能被翻回正面。如果一个此类永久物将翻回正面,其操控者展示之并保持其牌面朝下。当永久物翻回正面时触发的异能不会触发。" + }, + { + "chapter": "729.2h", + "en": "If a merged permanent contains a flip card (see rule 710), that component’s alternative characteristics are used instead of its normal characteristics if the merged permanent is flipped.", + "zh": "如果一个结聚永久物包含一张倒转牌(参见规则710),且如果该结聚永久物已倒转,则该组件的替代用特征会被使用,而非其一般情况下的特征。" + }, + { + "chapter": "729.2i", + "en": "A merged permanent is not a double-faced permanent even if it contains one or more double-faced components. If a merged permanent contains one or more double-faced components that can transform (see rule 712), transforming or converting that permanent causes each of those double-faced components to turn so that its other face is up.", + "zh": "结聚永久物不是双面永久物,即使它包含一个或数个双面组件。如果一个结聚永久物包含一张或数张可转化的双面组件(参见规则712),转化或转换该永久物会使得其中每张双面组件都翻为另一面朝上。" + }, + { + "chapter": "729.2j", + "en": "A face-up merged permanent that contains a double-faced component can’t be turned face down.", + "zh": "一个牌面朝上的、包含双面组件的结聚永久物不能翻为牌面朝下。" + } + ] + }, + { + "chapter": "729.3.", + "en": "If a merged permanent leaves the battlefield, one permanent leaves the battlefield and each of the individual components are put into the appropriate zone.", + "zh": "如果一个结聚永久物离开战场,只有一个永久物会离开战场,且其中每个单独组件都会置入相应的区域。", + "subrules": [ + { + "chapter": "729.3a", + "en": "If a merged permanent is put into its owner’s graveyard or library, that player may arrange the new objects in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.", + "zh": "如果一个结聚永久物被置入其拥有者的坟墓场或牌库,该牌手可以任意顺序排列这些新物件。如果它被置于其拥有者的牌库,该牌手不展示其顺序。" + }, + { + "chapter": "729.3b", + "en": "If a player exiles a merged permanent, that player determines the relative timestamp order of the cards at that time. This is an exception to the procedure described in rule 613.7m.", + "zh": "如果一位牌手放逐了一个结聚永久物,该牌手在此时决定这些牌的相对时间印记顺序。这是规则613.7m中描述之流程的例外。" + }, + { + "chapter": "729.3c", + "en": "If an effect can find the new object that a merged permanent becomes as it leaves the battlefield, it finds all of those objects. (See rule 400.7.) If that effect causes actions to be taken upon those objects, the same actions are taken upon each of them.", + "zh": "如果一个效应可以找到于某结聚永久物离开战场时所成为的新物件,则该效应找到所有这些物件。(参见规则400.7。)如果该效应使得动作会对这些物件执行,则该动作会对其中的每个物件同样执行。" + }, + { + "chapter": "729.3d", + "en": "If multiple replacement effects could be applied to the event of a merged permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to the object applies it to all components of the object. If the merged permanent is a commander, it may be exempt from this rule; see rules 903.9b–c.", + "zh": "如果多个替代性效应可以对一个结聚永久物离开战场或置入新的区域的事件生效,这些替代性效应中的一个效应对该物件生效会影响该物件的所有组件。如果该结聚永久物是指挥官,它可能会不受此规则影响;参见规则903.9b-c。" + }, + { + "chapter": "729.3e", + "en": "If a replacement effect applies to a “card” being put into a zone without also including tokens, that effect applies to all components of the merged permanent if it’s not a token, including components that are tokens. If the merged permanent is a token but some of its components are cards, the merged permanent and its token components are put into the appropriate zone, and the components that are cards are moved by the replacement effect.", + "zh": "如果一个替代性效应对一张“牌”(但不影响衍生物)被置入一个区域生效,且如果该结聚永久物不是衍生物,该替代性效应对该结聚永久物的所有组件生效,其中也包含为衍生物的组件。如果该结聚永久物是衍生物但其部分组件是牌,结聚永久物及其衍生物组件被置于适当的区域,而为牌的组件被该替代性效应移动。" + } + ] + } + ] + }, + { + "chapter": "730.", + "en": "Day and Night", + "zh": "白昼与黑夜", + "subrules": [ + { + "chapter": "730.1.", + "en": "Day and night are designations that the game itself can have. The game starts with neither designation. “It becomes day” and “it becomes night” refer to the game gaining the day or night designation. It can become day or night through the daybound and nightbound keyword abilities (see rule 702.145). Other effects can also make it day or night. Once it has become day or night, the game will have exactly one of those designations from that point forward.", + "zh": "白昼与黑夜是游戏本身可获得的称号。(中文版译注:中文版牌张在规则提示中,会利用“天色”来指称。)游戏在一开始时没有任何称号。“成为白昼”与“成为黑夜”意指游戏获得白昼或黑夜的称号。通过昼形与夜形关键字异能(参见规则702.145),游戏可以成为白昼或黑夜。其他效应也可以使游戏成为白昼或黑夜。一旦游戏成为白昼或黑夜,则接下来的时段中,游戏便会是这两种称号之一,且同一时间只会是两者之一。", + "subrules": [ + { + "chapter": "730.1a", + "en": "The phrases “day becomes night” and “night becomes day” refer to the game losing the first designation and gaining the second one.", + "zh": "短语“白昼成为黑夜”与“黑夜成为白昼”意指游戏失去前者称号并获得后者称号。" + } + ] + }, + { + "chapter": "730.2.", + "en": "As the second part of the untap step, the game checks the previous turn to see if the game’s day/night designation should change. See rule 502, “Untap Step.”", + "zh": "作为重置步骤的第二个部分,游戏会检查上一个回合,来决定游戏的白昼/黑夜称号是否应当变化。参见规则502,“重置步骤”。", + "subrules": [ + { + "chapter": "730.2a", + "en": "If it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s day and no player from the previous turn’s active team cast a spell during that turn, it becomes night.", + "zh": "如果当前是白昼,且上一个回合的主动牌手在该回合没有施放咒语,则成为黑夜。使用队伍共享回合模式(参见规则805)的多人游戏使用不同的规则:如果当前是白昼,且上一个回合的主动队伍中没有任何牌手在该回合中施放咒语,则成为黑夜。" + }, + { + "chapter": "730.2b", + "en": "If it’s night, and previous turn’s active player cast two or more spells during the previous turn, it becomes day. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s night and any player from the previous turn’s active team cast two or more spells during that turn, it becomes day.", + "zh": "如果当前是黑夜,且上一个回合的主动牌手在该回合中施放了两个或更多咒语,则成为白昼。使用队伍共享回合模式(参见规则805)的多人游戏使用不同的规则:如果当前是黑夜,且上一个回合的主动队伍中有任一牌手在该回合中施放了两个或更多咒语,则成为白昼。" + }, + { + "chapter": "730.2c", + "en": "If it’s neither day nor night, this check doesn’t happen and it remains neither.", + "zh": "如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。" + } + ] + } + ] + }, + { + "chapter": "731.", + "en": "Taking Shortcuts", + "zh": "进行简化", + "subrules": [ + { + "chapter": "731.1.", + "en": "When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes.", + "zh": "在进行游戏时,牌手一般会使用双方都了解的简化方式,而不会对自己所需要作出的每一个游戏选择(例如是要采取行动还是要让过优先权)都有明确表示。", + "subrules": [ + { + "chapter": "731.1a", + "en": "The rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.", + "zh": "关于进行简化的规则很大程度上是非正式的。只要能够使在游戏中的每一位牌手理解彼此的意图,使用任何形式的简化系统都是可以接受的。" + }, + { + "chapter": "731.1b", + "en": "Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.", + "zh": "有时候游戏会进行到一组动作不断反复的状态(即导致了“循环”;此节中提及之“循环/Loop”指一种重复的游戏动作,并非关键字异能“循环/Cycling”〜译注)。这种情况下,可以使用进行简化的规则来确定该些动作的具体重复次数,而不需实际执行它们,同时该规则也可以用于确定打破循环的方法。" + }, + { + "chapter": "731.1c", + "en": "Tournaments use a modified version of the rules governing shortcuts and loops. These rules are covered in the Magic: The Gathering Tournament Rules (found at WPN.wizards.com/en/rules-documents). Whenever the Tournament Rules contradict these rules during a tournament, the Tournament Rules take precedence.", + "zh": "对于规范简化和循环的规则,比赛中使用的规则版本有所不同。这些规则在《万智牌比赛规则》中详述(可在WPN.Wizards.com/en/rules-documents此处找到)。每当比赛规则与本规则中所述有所抵触时,以比赛规则为优先。" + } + ] + }, + { + "chapter": "731.2.", + "en": "Taking a shortcut follows the following procedure.", + "zh": "进行简化时,须遵循下列顺序:", + "subrules": [ + { + "chapter": "731.2a", + "en": "At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can’t include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.", + "zh": "在游戏之中的任意时点,具有优先权的牌手可以提议进行简化,方法为牌手根据当前的游戏状态,以及由作出选择之次序导致的可预见性结果,描述所有牌手作出合法的游戏选择之次序。该次序可以属于一系列的非重复选择、指定了重复次数的循环、多个循环、嵌套循环,甚至可以跨越数个回合。次序中不能包含带有条件的动作,即牌手的动作是由游戏事件之结果来决定的情况。该次序必须以某位牌手得到优先权为终止点,但这位得到优先权的牌手不需与提议简化的牌手相同。", + "extras": [ + { + "en": "Example: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability “{T}: Create a 1/1 green Elf Warrior creature token,” and another player controls Intruder Alarm, which reads, in part, “Whenever a creature enters, untap all creatures.” When the player has priority, they may suggest “I’ll create a million tokens,” indicating the sequence of activating the creature’s ability, all players passing priority, letting the creature’s ability resolve and create a token (which causes Intruder Alarm’s ability to trigger), Intruder Alarm’s controller putting that triggered ability on the stack, all players passing priority, Intruder Alarm’s triggered ability resolving, all players passing priority until the player proposing the shortcut has priority, and repeating that sequence 999,999 more times, ending just after the last token-creating ability resolves.", + "zh": "例如:某位牌手操控着一个结附有刚德现身的生物,使得该生物具有“{T}:派出一个1/1绿色的妖精/战士衍生生物”,同时另一位牌手操控入侵者警报,其部分叙述为“每当一个生物进场时,重置所有生物。”当第一位牌手具有优先权时,其可以提议“我要派出一百万个衍生物”,所表明的次序为起动该生物的异能,所有的牌手让过优先权,生物异能结算并派出一个衍生物(触发了入侵者警报的异能),入侵者警报的操控者将触发式异能放进堆叠,所有的牌手让过优先权,入侵者警报的触发式异能结算,然后所有的牌手都让过优先权,直到提议该简化的牌手得到优先权为止,并将此次序再重复999999次,在最后一个派出衍生物的异能结算后终止。" + } + ] + }, + { + "chapter": "731.2b", + "en": "Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where they will make a game choice that’s different than what’s been proposed. (The player doesn’t need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.", + "zh": "在某位牌手提出简化之后,每一位其他牌手按照顺序来作出决定,是要接受所提议的次序,还是要说出自己要作出与提议不符的游戏选择之处,以缩短该次序。(此时,该牌手并不需要指出其新选择为何。)此处便成为所提议之次序的新终止点。", + "extras": [ + { + "en": "Example: The active player draws a card during her draw step, then says, “Go.” The nonactive player is holding Into the Fray (an instant that says “Target creature attacks this turn if able”) and says, “I’d like to cast a spell during your beginning of combat step.” The current proposed shortcut is that all players pass priority at all opportunities during the turn until the nonactive player has priority during the beginning of combat step.", + "zh": "例如:在其抓牌步骤中,主动牌手抓了一张牌,然后说,“过。”非主动牌手的手上有投身战场(瞬间,叙述为“目标生物本回合若能攻击,则必须攻击”)并说,“我想要在你战斗开始步骤时施放咒语。”当前所提议的简化即为,所有牌手均让过本回合中所能得到的优先权,直到非主动牌手在战斗开始步骤中得到优先权为止。" + } + ] + }, + { + "chapter": "731.2c", + "en": "Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player.", + "zh": "一旦最后一位牌手作出了是要接受或是缩短所提出之简化的决定,便开始执行该简化。游戏进行至最后提出的终止点,包含在该简化提议当中所有游戏选择均已得到执行。如果该简化比原本的提议要短,则目前具有优先权的牌手必须作出新的游戏选择,且得与原本在该简化提议中为该牌手假定的选择有所不同。" + } + ] + }, + { + "chapter": "731.3.", + "en": "Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.", + "zh": "有时循环也可以是不连续的,指每位牌手均执行了一个独立动作,结果导致重复到达了某一游戏状态数次。如果出现这种情况,则主动牌手(或,如果主动牌手与该循环无关,则是依顺序的下一位与之有关的牌手)必须作出不同的游戏选择,使得循环不再延续。", + "subrules": [], + "extras": [ + { + "en": "Example: In a two-player game, the active player controls a creature with the ability “{0}: This creature gains flying,” the nonactive player controls a permanent with the ability “{0}: Target creature loses flying,” and nothing in the game cares how many times an ability has been activated. Say the active player activates his creature’s ability, it resolves, then the nonactive player activates her permanent’s ability targeting that creature, and it resolves. This returns the game to a game state it was at before. The active player must make a different game choice (in other words, anything other than activating that creature’s ability again). The creature doesn’t have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanent’s ability, in which case the creature would have had flying. The nonactive player always has the final choice and is therefore able to determine whether the creature has flying.", + "zh": "例如:在一盘双人游戏当中,主动牌手操控着一个生物,具有“{0}:此生物获得飞行异能”,而另一位牌手操控者一个永久物,具有“{0}:目标生物失去飞行异能”,且在该盘游戏中,没有关心异能起动次数的东西。假设主动牌手起动其生物的异能,该异能结算,然后非主动牌手起动其永久物上的异能并以该生物为目标,此异能同样结算。这样就会把游戏带回原先的游戏状态。主动牌手必须作出不同的游戏选择(换句话说,即不能再次起动该生物的异能)。该生物不会具有飞行。非主动牌手可以防止此类不连续循环事件的发生,而可以选择不起动其永久物的异能。这种情况下,该生物会具有飞行。非主动牌手永远都有最终决定权,因此可以决定该生物是否具有飞行。" + } + ] + }, + { + "chapter": "731.4.", + "en": "If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)", + "zh": "如果一个循环只包含强制性的动作,这盘游戏为平手。(参见规则104.4b和104.4f。)", + "subrules": [] + }, + { + "chapter": "731.5.", + "en": "No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.", + "zh": "即使有牌手可以采取行动来终止一个循环,但除了与该循环相关的物件所要求的行动之外,不会强制该牌手来执行该行动。", + "subrules": [], + "extras": [ + { + "en": "Example: A player controls Seal of Cleansing, an enchantment that reads, “Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.” A mandatory loop that involves an artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact and end the loop.", + "zh": "例如:某位牌手操控着净化之缄印,此结界的叙述为“牺牲净化之缄印:消灭目标神器或结界。”一个与某神器有关的强制循环开始了。并不会强制该牌手牺牲净化之缄印来消灭该神器并终止此循环。" + } + ] + }, + { + "chapter": "731.6.", + "en": "If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory.", + "zh": "如果一个循环中包含有“除非[B],否则[A]”的效应,其中[A]和[B]均为一系列行动,则不会强制任何牌手执行行动[B]来打破循环。如果没有牌手选择执行行动[B],此循环便会将行动[A]视同强制行动一般继续下去。", + "subrules": [] + } + ] + }, + { + "chapter": "732.", + "en": "Handling Illegal Actions", + "zh": "处理非法动作", + "subrules": [ + { + "chapter": "732.1.", + "en": "If a player takes an illegal action or starts to take an action but can’t legally complete it, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. Each player may also reverse any legal mana abilities that player activated while making the illegal play, unless mana from those abilities or from any triggered mana abilities they caused to trigger was spent on another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, caused a library to be shuffled, or caused cards from a library to be revealed.", + "zh": "如果一位牌手进行了一个非法动作,或在开始进行一个动作之后不能合法的完成该动作,则整个动作被倒退且任何已经支付的费用被取消。一个未能完成的动作不会导致异能触发或效应生效。如果该动作为施放咒语,则该咒语回到其来自的区域。每位牌手可以倒退在进行非法动作过程之中该牌手起动的任何合法的法术力异能,除非这些异能产生的法术力或其所导致的法术力触发式异能触发所提供的法术力,被用来支付了另一个不能倒退的法术力异能。牌手不可以倒退使牌转移到牌库中,或使牌库中的牌转移到非堆叠的其他区域,或使牌库洗牌,或使牌库中的牌被展示的动作。", + "subrules": [] + }, + { + "chapter": "732.2.", + "en": "When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules.", + "zh": "当倒退一个非法的咒语或异能时,之前具有优先权的牌手保有优先权,且可以进行另一个动作或让过。牌手可以用合法的方式重新进行被倒退的动作,或进行规则允许的其他动作。", + "subrules": [] + } + ] + } + ] + }, + { + "chapter": "8.", + "en": "Multiplayer Rules", + "zh": "多人游戏规则", + "subrules": [ + { + "chapter": "800.", + "en": "General", + "zh": "总则", + "subrules": [ + { + "chapter": "800.1.", + "en": "A multiplayer game is a game that begins with more than two players. This section contains additional optional rules that can be used for multiplayer play.", + "zh": "多人游戏指游戏开始时有多于两位牌手参加的游戏。此部分规则还包含进行多人游戏时可采用的附加模式之规则。", + "subrules": [] + }, + { + "chapter": "800.2.", + "en": "These rules consist of a series of options that can be added to a multiplayer game and a number of variant styles of multiplayer play. A single game may use multiple options but only one variant.", + "zh": "这些规则包含数个多人游戏时可采用的附加模式,以及数种多人游戏的玩法。一盘游戏可以采用多个附加模式,但只会有一种玩法。", + "subrules": [] + }, + { + "chapter": "800.3.", + "en": "Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering Tournament Rules for more information. They can be found at WPN.wizards.com/en/rules-documents.", + "zh": "此部分规则并不包含很多万智牌多人游戏可以用到的附加规则,包括套牌构组规则。更多信息参见最新版本的万智牌比赛规则。可以在WPN.Wizards.com/en/rules-documents找到这些内容。", + "subrules": [] + }, + { + "chapter": "800.4.", + "en": "Unlike two-player games, multiplayer games can continue after one or more players have left the game.", + "zh": "与双人游戏不同,多人游戏中即使有一位或多位牌手离开游戏,游戏也不会因此结束。", + "subrules": [ + { + "chapter": "800.4a", + "en": "When a player leaves the game, all objects (see rule 109) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist. Then, if there are any objects still controlled by that player, those objects are exiled. This is not a state-based action. It happens as soon as the player leaves the game. If the player who left the game had priority at the time they left, priority passes to the next player in turn order who’s still in the game.", + "zh": "当一位牌手离开游戏时,所有由该牌手拥有的物件(参见规则109)便会离开游戏,且任何给予该牌手操控其他物件或牌手之操控权的效应终止。然后,如果该牌手操控任何堆叠上不由牌所代表的物件,这些物件消失。然后,如果仍有物件由该牌手操控,放逐这些物件。这并非状态动作。只要有牌手离开游戏便会立刻执行。如果离开游戏的牌手在离开游戏时持有优先权,则依回合顺序将优先权让过给下一位仍在游戏中的牌手。", + "extras": [ + { + "en": "Example: Alex casts Mind Control, an Aura that reads, “You control enchanted creature,” on Bianca’s Assault Griffin. If Alex leaves the game, so does Mind Control, and Assault Griffin reverts to Bianca’s control. If, instead, Bianca leaves the game, so does Assault Griffin, and Mind Control is put into Alex’s graveyard.", + "zh": "例如:俊杰施放心灵操控,一个叙述为“你操控所结附的生物”的灵气,并结附在天启的突袭狮鹫上。如果俊杰离开游戏,则心灵操控也会离开游戏,突袭狮鹫会回到由天启来操控。如果改为天启离开游戏,则突袭狮鹫也会离开游戏,心灵操控因此而置入俊杰的坟墓场。" + }, + { + "en": "Example: Alex casts Act of Treason, which reads, in part, “Gain control of target creature until end of turn,” targeting Bianca’s Runeclaw Bears. If Alex leaves the game, Act of Treason’s change-of-control effect ends and Runeclaw Bears reverts to Bianca’s control.", + "zh": "例如:俊杰施放叛行,其部分叙述为“获得目标生物的操控权直到回合结束”,并指定天启的符爪熊为目标。如果俊杰离开游戏,则叛行改变操控权的效应结束,符爪熊会回到由天启来操控。" + }, + { + "en": "Example: Alex casts Bribery, which reads, “Search target opponent’s library for a creature card and put that card onto the battlefield under your control. Then that player shuffles their library,” targeting Bianca. Alex puts Serra Angel onto the battlefield from Bianca’s library. If Bianca leaves the game, Serra Angel also leaves the game. If, instead, Alex leaves the game, Serra Angel is exiled.", + "zh": "例如:俊杰施放贿赂,其叙述为“从目标对手的牌库中搜寻一张生物牌,并将该牌在你的操控下放进战场。然后该牌手将其牌库洗牌”,并指定天启为目标。俊杰将天启牌库中的撒拉天使放进战场。如果天启离开游戏,则撒拉天使也会离开游戏。如果改为俊杰离开游戏,则撒拉天使会被放逐。" + }, + { + "en": "Example: Alex controls Genesis Chamber, which reads, “Whenever a nontoken creature enters, if Genesis Chamber is untapped, that creature’s controller creates a 1/1 colorless Myr artifact creature token.” If Alex leaves the game, all such Myr tokens that entered the battlefield under Alex’s control leave the game, and all such Myr tokens that entered the battlefield under any other player’s control remain in the game.", + "zh": "例如:俊杰操控创生秘室,其叙述为“每当一个非衍生物的生物进场时,若创生秘室未横置,则该生物的操控者派出一个1/1无色秘耳衍生神器生物。”如果俊杰离开游戏,则所有在俊杰操控下进入战场的此类秘耳衍生物也会离开游戏,而所有在其他牌手操控下进入战场的此类秘耳衍生物仍会留在游戏中。" + } + ] + }, + { + "chapter": "800.4b", + "en": "If an object would change to the control of a player who has left the game, it doesn’t. If a token would be created under the control of a player who has left the game, no token is created. If an object would be put onto the battlefield or onto the stack under the control of a player who has left the game, that object remains in its current zone. If a player would be controlled by a player who has left the game, they aren’t.", + "zh": "如果一位已离开游戏的牌手将得到一个物件的操控权,则该物件的操控权不发生改变。如果一个衍生物将在已离开游戏牌手的操控下被派出,则该衍生物不会被派出。如果一个物件将在一位已离开游戏的牌手操控下放进战场或堆叠,该物件留在其原来的区域。如果一位牌手将被一位已离开游戏的牌手操控,该牌手不会被操控。" + }, + { + "chapter": "800.4c", + "en": "If an effect that gives a player still in the game control of an object ends, there is no other effect giving control of that object to another player in the game, and the player who controlled that object by default has left the game, the object is exiled. This is not a state-based action. It happens as soon as the control-changing effect ends.", + "zh": "如果一个效应给予仍在游戏中的牌手某物件的操控权结束,且没有其他效应将该物件的操控权给予其他仍在游戏中的牌手,且该物件的默认操控者已离开游戏,该物件被放逐。这并非状态动作。一旦改变操控权的效应结束便会立刻执行。" + }, + { + "chapter": "800.4d", + "en": "If an object that would be owned by a player who has left the game would be created in any zone, it isn’t created. If a triggered ability that would be controlled by a player who has left the game would be put onto the stack, it isn’t put on the stack.", + "zh": "如果一个由已离开游戏的牌手所拥有物件将于某区域中被创造,则它不会被创造。如果一个由已离开游戏的牌手所操控的触发式异能将被放进堆叠,则它不会进入堆叠。", + "extras": [ + { + "en": "Example: Astral Slide is an enchantment that reads, “Whenever a player cycles a card, you may exile target creature. If you do, return that creature to the battlefield under its owner’s control at the beginning of the next end step.” During Alex’s turn, Bianca uses Astral Slide’s ability to exile Alex’s Hypnotic Specter. Before the end of that turn, Bianca leaves the game. At the beginning of the end step, the delayed triggered ability generated by Astral Slide that would return Hypnotic Specter to the battlefield triggers, but it isn’t put on the stack. Hypnotic Specter never returns to the battlefield.", + "zh": "例如:星幽滑移是叙述为“每当任一牌手循环一张牌时,你可以放逐目标生物。若你如此作,在下一个结束步骤开始时,将该生物在其拥有者的操控下移回战场”的结界。在俊杰的回合中,天启用星幽滑移的异能放逐了俊杰的催眠幽灵。在该回合结束之前,天启离开了游戏。在结束步骤开始时,星幽滑移所创造的延迟触发式异能试图将催眠幽灵移回战场,但该异能并未进入堆叠。所以催眠幽灵将不会被移回战场。" + } + ] + }, + { + "chapter": "800.4e", + "en": "If combat damage would be assigned to a player who has left the game, that damage isn’t assigned.", + "zh": "如果将对已离开游戏的牌手造成战斗伤害,则该伤害不会造成。" + }, + { + "chapter": "800.4f", + "en": "If an object requires a player who has left the game to pay a cost or choose whether to pay a cost, that cost is not paid.", + "zh": "如果一个物件需要由已离开游戏的牌手来支付费用或选择是否支付费用,该费用不会被支付。" + }, + { + "chapter": "800.4g", + "en": "If an object requires a player who has left the game to make a choice other than whether to pay a cost, the controller of the object chooses another player to make that choice. If the original choice was to be made by an opponent of the controller of the object, that player chooses another opponent if possible.", + "zh": "如果一个物件需要由已离开游戏的牌手来作出除是否支付费用以外的选择,则该物件的操控者选择另一位牌手来作出该选择。如果需由该物件操控者的对手来对该物件作出选择,则如果可能,该牌手选择另一位对手。" + }, + { + "chapter": "800.4h", + "en": "If a rule requires a player who has left the game to make a choice, the next player in turn order makes that choice.", + "zh": "如果一条规则要求已经离开游戏之牌手作出选择,则相应改为依回合顺序的下一位牌手作出该选择。" + }, + { + "chapter": "800.4i", + "en": "If an effect requires information about a specific player, the effect uses the current information about that player if they are still in the game; otherwise, the effect uses the last known information about that player before they left the game. If an effect requires information from the game about actions players have taken, the effect can find actions that were taken by a player who has left the game.", + "zh": "如果一个效应需要知道特定牌手的信息,且该牌手仍在游戏中,则该效应使用该牌手当前的信息。否则,该效应使用该牌手离开游戏前的最后已知信息。如果一个效应需要知道牌手已作出的动作之游戏信息,该效应能够得知已离开游戏之牌手所作出的动作。" + }, + { + "chapter": "800.4j", + "en": "If a player leaves the game during their turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.", + "zh": "如果牌手在自己的回合中离开游戏,该回合会在没有主动牌手的情况下继续到完全结束。如果主动牌手将得到优先权,则相应改为依回合顺序将优先权让过给下一位牌手、结算堆叠顶端的物件,或当前阶段或步骤结束。" + }, + { + "chapter": "800.4k", + "en": "If a player who has left the game would begin a turn, that turn doesn’t begin.", + "zh": "如果一个已经离开游戏的牌手将要开始一个回合,该回合不会开始。" + }, + { + "chapter": "800.4m", + "en": "When a player leaves the game, any continuous effects with durations that last until that player’s next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.", + "zh": "当一位牌手离开游戏时,将持续到该牌手下个回合或该回合中的特定时间点的持续性效应会持续到该回合本将开始时。这些效应不会立即结束,也不会一直生效。" + }, + { + "chapter": "800.4n", + "en": "When a player leaves the game, objects that player owns in the ante zone do not leave the game. This is an exception to rule 800.4a. See rule 407, “Ante.”", + "zh": "当一位牌手离开游戏时,在赌注区中由该牌手拥有的物件不会离开游戏。这是规则800.4a的例外情况。参见规则407,“赌注”。" + }, + { + "chapter": "800.4p", + "en": "In a Planechase game, if the player designated as the planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. See rule 311.5.", + "zh": "在竞逐时空游戏中,如果当前指定为时空操控者的牌手将离开游戏,改为回合顺序中下一位不会离开游戏的牌手成为时空操控者,然后原来的时空操控者离开游戏。参见规则311.5。" + } + ] + }, + { + "chapter": "800.5.", + "en": "Unless a chosen variant or option prescribes otherwise, seating order is determined by any mutually agreeable method. For example, players could agree to remain where they were before the game began, roll dice to determine seating order, and so on.", + "zh": "除非已选择的玩法或附加模式有规定在先,否则座位顺序由各方都同意的方式来决定。例如,牌手可以同意沿用游戏开始前的就座位置,或是以掷骰子的方式决定座位顺序,等等。", + "subrules": [] + }, + { + "chapter": "800.6.", + "en": "In a multiplayer game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.", + "zh": "在多人游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。", + "subrules": [] + }, + { + "chapter": "800.7.", + "en": "In a multiplayer game other than a Two-Headed Giant game, the starting player doesn’t skip the draw step of their first turn. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. See rule 103.8.", + "zh": "在一盘非双头巨人玩法的多人游戏中,先手牌手不略过他第一个回合的抓牌步骤。在双头巨人玩法的游戏中,先手队伍略过他们第一个回合的抓牌步骤。参见规则103.8。", + "subrules": [] + } + ] + }, + { + "chapter": "801.", + "en": "Limited Range of Influence Option", + "zh": "限制影响范围模式", + "subrules": [ + { + "chapter": "801.1.", + "en": "Limited range of influence is an option that can be applied to most multiplayer games. It’s always used in the Emperor variant (see rule 809), and it’s often used for games involving five or more players.", + "zh": "限制影响范围是一个可以在大多数多人游戏中使用的模式。皇帝玩法总是使用它(参见规则809),且在五位或更多牌手参与的游戏中经常被使用。", + "subrules": [] + }, + { + "chapter": "801.2.", + "en": "A player’s range of influence is the maximum distance from that player, measured in player seats, that the player can affect. Players within that many seats of the player are within that player’s range of influence. Objects controlled by players within a player’s range of influence are also within that player’s range of influence. Range of influence covers spells, abilities, effects, damage dealing, attacking, making choices, and winning the game.", + "zh": "一位牌手的影响范围指,从该牌手开始,以座位为单位,其可以影响的最大范围。离该牌手此数量座位以内的牌手在其影响范围以内。该牌手影响范围以内的牌手所操控的物件也在该牌手的影响范围以内。影响范围包括咒语、异能、效应、造成伤害、攻击、作出选择,以及赢得游戏。", + "subrules": [ + { + "chapter": "801.2a", + "en": "The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence.", + "zh": "最常用的选择是影响范围为1或2个座位。不同的牌手可以有不同的影响范围。", + "extras": [ + { + "en": "Example: A range of influence of 1 means that only you and the players seated directly next to you are within your range of influence.", + "zh": "例如:影响范围为1指,只有你以及和坐在你两侧的牌手在你的影响范围之内。" + }, + { + "en": "Example: A range of influence of 2 means that you and the two players to your left and the two players to your right are within your range of influence.", + "zh": "例如:影响范围为2指,你和你左手边两位牌手,以及右手边两位牌手在你的影响范围之内。" + } + ] + }, + { + "chapter": "801.2b", + "en": "A player is always within their own range of influence.", + "zh": "一位牌手总是在其自己的影响范围之内。" + }, + { + "chapter": "801.2c", + "en": "The particular players within each player’s range of influence are determined as each turn begins.", + "zh": "于每个回合开始时确定某位牌手是否在每位牌手的影响范围以内。", + "extras": [ + { + "en": "Example: In a game with a range of influence of 1, Alex is seated to the left of Rob, and Carissa is seated to the right of Rob. Carissa is not in Alex’s range of influence. If Rob leaves the game, Carissa will enter Alex’s range of influence at the start of the next turn.", + "zh": "例如:在一盘影响范围为1的游戏中,俊杰坐在天启的左边,而阿炯坐在天启的右边。阿炯不在俊杰的影响范围之内。如果天启离开游戏,则阿炯会在下一个回合开始时,进入俊杰的影响范围之内。" + } + ] + }, + { + "chapter": "801.2d", + "en": "An object is within a player’s range of influence if it’s controlled by that player or by another player within that many seats of that player. In addition, a battle is within a player’s range of influence if it’s protected by that player or by another player within that many seats of that player.", + "zh": "如果一个物件的操控者为一位牌手或该牌手影响范围以内的牌手,则该物件处于该牌手的影响范围以内。额外地,如果一个战役的防卫者为一位牌手或该牌手影响范围以内的牌手,则该战役处于该牌手的影响范围以内。" + } + ] + }, + { + "chapter": "801.3.", + "en": "Creatures can attack only opponents within their controller’s range of influence, planeswalkers controlled by those opponents, and battles protected by those opponents. If no opponents are within a player’s range of influence, creatures that player controls can’t attack.", + "zh": "生物只能攻击在其操控者影响范围之内的对手、这些对手操控的鹏洛客,或是这些对手防卫的战役。如果一位牌手的影响范围内没有对手存在,则该牌手操控的生物不能进行攻击。", + "subrules": [] + }, + { + "chapter": "801.4.", + "en": "Objects and players outside a player’s range of influence can’t be the targets of spells or abilities that player controls.", + "zh": "一位牌手操控的咒语和异能不能指定其影响范围之外的物件和牌手为目标。", + "subrules": [] + }, + { + "chapter": "801.5.", + "en": "Some cards require players to make choices. These cards work differently when the limited range of influence option is used.", + "zh": "一些牌会要求牌手作出选择。在采用限制影响范围的模式时,这些牌的运作方式会有所不同。", + "subrules": [ + { + "chapter": "801.5a", + "en": "If a player is asked to choose an object or player, they must choose one within their range of influence.", + "zh": "如果一位牌手被要求选择一个物件或牌手,其必须选择影响范围以内的物件或牌手。", + "extras": [ + { + "en": "Example: In a game with a range of influence of 1, Alex is seated to the left of Rob. Alex activates the ability of Cuombajj Witches, which reads, “{T}: Cuombajj Witches deals 1 damage to any target and 1 damage to any target of an opponent’s choice,” targeting Rob and choosing Rob as the opponent who picks the other target. Rob must choose a target that’s in both his range of influence and in the range of influence of the controller of Cuombajj Witches. He must therefore choose himself, Alex, or a creature controlled by either himself or Alex.", + "zh": "例如:在一盘影响范围为1的游戏中,俊杰坐在天启的左边。俊杰起动孔坡棘女巫的“{T}:你选择任意一个目标,任一对手选择任意一个目标。孔坡棘女巫对前者造成1点伤害,并对后者造成1点伤害。”异能,指定天启为目标,并选择天启为指定另一个目标的对手。天启必须选择同时处于自己和孔坡棘女巫操控者影响范围内的物件来作为目标。因此只能在自己、俊杰、一个由自己或俊杰操控的生物中作出选择。" + } + ] + }, + { + "chapter": "801.5b", + "en": "If a player is asked to choose between one or more options (and not between one or more objects or players), they can choose between those options even if those options refer to objects or players outside the player’s range of influence.", + "zh": "如果牌手需要在一个或数个选项中作出选择(但不是在一个或数个物件或牌手中作出选择),则即使这些选项涉及的物件或牌手不在该牌手的影响范围之内,其也可以在这些选项中作出选择。", + "extras": [ + { + "en": "Example: Alex, who has a range of influence of 2, is seated to the left of Rob, and Carissa, who has a range of influence of 1, is seated to the right of Rob. Alex casts a spell that reads, “An opponent chooses one — You draw two cards; or each creature you control gets +2/+2 until end of turn,” and chooses Carissa to make that choice. Carissa can choose the mode even though Alex is out of her range.", + "zh": "例如:坐在天启左边的俊杰之影响范围为2,坐在天启右边的阿炯之影响范围为1。俊杰施放了一个叙述为“由一位对手选择一项~你抓两张牌;或每个由你操控的生物得+2/+2直到回合结束”的咒语,并选择阿炯来作出选择。则即使俊杰不在阿炯的影响范围之内,阿炯依然可以为其选择模式。" + } + ] + }, + { + "chapter": "801.5c", + "en": "If an effect requires a choice and there’s no player who can make that choice within its controller’s range of influence, the closest appropriate player to its controller’s left makes that choice.", + "zh": "如果一个效应需要牌手来作出选择,但该效应操控者影响范围内没有可以作出选择的牌手,则由离该牌手左侧最近的相应牌手作出该选择。", + "extras": [ + { + "en": "Example: In an Emperor game in which all players have range of influence 1, an emperor casts Fact or Fiction, which reads, “Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.” Since no opponent is within the emperor’s range of influence, the nearest opponent to the emperor’s left separates the cards into piles.", + "zh": "例如:在一盘所有牌手的影响范围都是1的皇帝玩法的游戏中,一位皇帝施放了真伪莫辩,其叙述为“展示你牌库顶上的五张牌。一位对手将这些牌分成牌面朝上的两堆。将其中一堆牌置于你手上,另一堆牌置于你的坟墓场。”由于在皇帝的影响范围内没有对手,则由离皇帝左侧最近的对手来进行分堆。" + } + ] + } + ] + }, + { + "chapter": "801.6.", + "en": "A player can’t activate the activated abilities of an object outside of their range of influence.", + "zh": "牌手不能起动其影响范围以外之物件的起动式异能。", + "subrules": [] + }, + { + "chapter": "801.7.", + "en": "A triggered ability doesn’t trigger unless its trigger event happens entirely within the range of influence of its source’s controller.", + "zh": "除非整个触发事件在其来源之操控者影响范围内发生,否则该触发式异能不会触发。", + "subrules": [ + { + "chapter": "801.7a", + "en": "If a trigger event includes an object moving out of or into a player’s range of influence, use the game state before or after the event as appropriate to determine whether the triggered ability will trigger. See rules 603.6 and 603.10.", + "zh": "如果一个触发事件包含了将一个物件移出或移入牌手的影响范围,则相应地根据此事件之前或之后的游戏状态来决定该异能是否触发。参见规则603.6及603.10。", + "extras": [ + { + "en": "Example: Carissa and Alex are outside each other’s range of influence. Carissa controls a Runeclaw Bear owned by Alex and they each control an Extractor Demon, a creature which reads, in part, “Whenever another creature leaves the battlefield, you may have target player mill two cards.” The Runeclaw Bear is destroyed and is put into Alex’s graveyard. The ability of Alex’s Extractor Demon doesn’t trigger because the leaves-the-battlefield event was outside Alex’s range of influence. The ability of Carissa’s Extractor Demon does trigger, even though the creature is going to a graveyard outside her range, because the leaves-the-battlefield event was within her range.", + "zh": "例如:天启和俊杰互不在对方的影响范围之内。天启操控一个由俊杰拥有的符爪熊,且两人各操控一个榨取恶魔,一个具有部分叙述为“每当另一个生物离开战场时,你可以令目标牌手磨两张牌。”的生物。符爪熊被消灭,然后被置入俊杰的坟墓场。俊杰的榨取恶魔的异能不会触发,因为离开战场事件发生在俊杰的影响范围之外。而天启的榨取恶魔的异能会触发,因为离开战场事件发生在天启的影响范围之内,尽管该生物是被置入其影响范围之外的坟墓场。" + } + ] + } + ], + "extras": [ + { + "en": "Example: In a game in which all players have range of influence 1, Alex is seated to the left of Rob. Rob controls two Auras attached to Alex’s Runeclaw Bear: One with the trigger condition “Whenever enchanted creature becomes blocked,” and one with the trigger condition “Whenever enchanted creature becomes blocked by a creature.” Alex’s Runeclaw Bear attacks the player to Alex’s left and becomes blocked. The ability of Rob’s first Aura triggers because the entire event (Runeclaw Bear becomes blocked) happens within Rob’s range of influence. The ability of Rob’s second Aura doesn’t trigger, however, because that event includes the blocking creature, which is out of Rob’s range.", + "zh": "例如:在一盘所有牌手均限定影响范围为1的游戏中,俊杰坐在天启的左侧。天启操控了两个灵气,它们贴附于俊杰的符爪熊上:其中一个的触发条件为“每当受此结界的生物被阻挡时”,而另一个的触发条件为“每当受此结界的生物被生物阻挡时”。俊杰的符爪熊攻击其左边的牌手并被阻挡。第一个灵气的异能会触发,因为整个事件(符爪熊被阻挡)在天启的影响范围内发生。但是天启第二个灵气的异能不会触发,因为该触发事件中包含了阻挡生物,而该阻挡生物并不在天启的影响范围之内。" + } + ] + }, + { + "chapter": "801.8.", + "en": "An Aura can’t enchant an object or player outside its controller’s range of influence. If an Aura is attached to an illegal object or player, the Aura is put into its owner’s graveyard as a state-based action. See rule 704.", + "zh": "灵气不能结附在其操控者影响范围之外的物件或牌手上。如果一个灵气贴附于非法的物件或牌手上,该灵气将会作为状态动作被置入其拥有者的坟墓场。参见规则704。", + "subrules": [] + }, + { + "chapter": "801.9.", + "en": "An Equipment can’t equip an object outside its controller’s range of influence, and a Fortification can’t fortify an object outside its controller’s range of influence. If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent but remains on the battlefield. This is a state-based action. See rule 704.", + "zh": "武具不能佩带到其操控者影响范围之外的物件上,工事也不能构工到其操控者影响范围之外的物件上。如果一个武具或工事贴附于非法的永久物上,它会从该永久物上卸装,但仍留在战场上。此为状态动作。参见规则704。", + "subrules": [] + }, + { + "chapter": "801.10.", + "en": "Spells and abilities can’t affect objects or players outside their controller’s range of influence. The parts of the effect that attempt to affect an out-of-range object or player will do nothing. The rest of the effect will work normally.", + "zh": "咒语或异能不能影响其操控者影响范围之外的物件或牌手。如果效应的一部分试图影响在范围之外的物件或牌手,则该部分效应无效。其余效应将正常生效。", + "subrules": [], + "extras": [ + { + "en": "Example: In a six-player game in which each player has range of influence 1, Alex casts Pyroclasm, which reads, “Pyroclasm deals 2 damage to each creature.” Pyroclasm deals 2 damage to each creature controlled by Alex, the player to Alex’s left, and the player to Alex’s right. No other creatures are dealt damage.", + "zh": "例如:在一盘每位牌手影响范围为1的六人游戏中,俊杰施放烈火断层,其叙述为“烈火断层对每个生物造成2点伤害。”则烈火断层会对由俊杰、俊杰左侧的牌手,以及俊杰右侧的牌手所操控的每个生物各造成2点伤害。其他生物不会受到伤害。" + } + ] + }, + { + "chapter": "801.11.", + "en": "If a spell or ability requires information from the game, it gets only information from within its controller’s range of influence. It doesn’t see objects or events outside its controller’s range of influence.", + "zh": "如果一个咒语或异能需要得知游戏的信息,则它只会使用其操控者影响范围内的信息。它并不会注意到其操控者影响范围之外的物件或事件。", + "subrules": [], + "extras": [ + { + "en": "Example: In a six-player game where each player has range of influence 1, Alex controls Coat of Arms, which reads, “Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.” Coat of Arms will boost Alex’s creatures based only on what creatures are controlled by Alex, the player to Alex’s left, and the player to Alex’s right. It won’t take other creatures into account.", + "zh": "例如:在一盘每位牌手影响范围为1的六人游戏中,俊杰操控武装外衣,其叙述为“对每个生物而言,战场上每有一个与它具共通之生物类别的其他生物,它便得+1/+1。”武装外衣仅会依据俊杰、俊杰左侧的牌手,以及俊杰右侧的牌手所操控的生物情况来增强俊杰的生物。它不会将其他生物计算在内。" + }, + { + "en": "Example: In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost Rob’s creatures based on what creatures are controlled by players within Alex’s range of influence, including the player sitting to Alex’s left, who’s out of Rob’s range of influence.", + "zh": "例如:同一盘游戏中,天启坐在俊杰的右侧。武装外衣会依据俊杰的影响范围内的牌手所操控的生物来增强天启的生物,包括坐在俊杰左侧的(并且在天启影响范围之外的)牌手。" + } + ] + }, + { + "chapter": "801.12.", + "en": "The “world rule” (see rule 704.5k) applies to a permanent only if other world permanents are within its controller’s range of influence.", + "zh": "只有当其操控者影响范围内有其他普世永久物时,“普世规则”(参见规则704.5k)才会对一个永久物生效。", + "subrules": [] + }, + { + "chapter": "801.13.", + "en": "Replacement and prevention effects watch for a particular event to happen and then completely or partially replace that event. The limited range of influence option can cause the modified event to contain instructions that can’t be carried out, in which case the player simply ignores the impossible instructions. See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”", + "zh": "替代性及防止性效应会监视特定事件,并在其发生时完全或部分地替代该效应。限制影响范围的模式可能使改动后的事件包含无法实现的指示。在此情形下,牌手忽视此不能实现的指示。参见规则614,“替代性效应”和规则615,“防止性效应”。", + "subrules": [ + { + "chapter": "801.13a", + "en": "If a replacement effect tries to cause a spell or ability to affect an object or player outside its controller’s range of influence, that portion of the event does nothing.", + "zh": "如果一个替代性效应试图使一个咒语或异能影响其操控者影响范围以外的物件或牌手,则该部分事件无效。", + "extras": [ + { + "en": "Example: Alex casts Lava Axe (“Lava Axe deals 5 damage to target player or planeswalker.”) targeting Rob. In response, Rob casts Captain’s Maneuver (“The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.”) with X equal to 3, targeting Carissa. Carissa isn’t in Alex’s range of influence. When Lava Axe resolves, it deals 2 damage to Rob and no damage to Carissa.", + "zh": "例如:俊杰施放熔岩斧(“熔岩斧对目标牌手或鹏洛客造成5点伤害”),并指定天启为熔岩斧的目标。天启响应施放X=3的船长的巧驭(“于本回合中,接下来将对目标生物、鹏洛客或牌手造成的X点伤害,改为对另一个目标生物、鹏洛客或牌手造成之。”),并指定阿炯为目标。阿炯并不在俊杰的影响范围内。当熔岩斧结算时,它只会对天启造成2点伤害,而不会对阿炯造成伤害。" + } + ] + }, + { + "chapter": "801.13b", + "en": "If a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a permanent or player, it can affect only permanents and players within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability’s controller’s range of influence.", + "zh": "如果咒语或异能创造了一个将防止某来源将要造成之伤害的效应,则它只能影响该咒语或异能操控者影响范围内的来源。如果咒语或异能创造了一个将防止对一个生物或牌手造成之伤害的效应,则它只能影响该咒语或异能操控者影响范围内的生物或牌手。如果咒语或异能创造了一个将防止伤害的效应,但既没有注明来源,也没有注明将要被防止伤害者,则只有当伤害来源与将要受到该伤害者同时在该咒语或异能的操控者影响范围内时,该效应才会防止伤害。", + "extras": [ + { + "en": "Example: Rob is within Alex’s range of influence, but Carissa is not. Alex controls an enchantment that says, “Prevent all damage that would be dealt by creatures.” Carissa attacks Rob with a creature. The creature deals combat damage to Rob.", + "zh": "例如:天启在俊杰的影响范围之内,但阿炯不在。俊杰操控一个结界,其叙述为“防止生物将造成的所有伤害。”阿炯用一个生物攻击天启,则该生物会对天启造成战斗伤害。" + }, + { + "en": "Example: Rob is within Alex’s range of influence, but Carissa is not. Carissa casts Lightning Blast (“Lightning Blast deals 4 damage to any target.”) targeting Rob. In response, Alex casts Mending Hands (“Prevent the next 4 damage that would be dealt to any target this turn.”) targeting Rob. The damage to Rob is prevented.", + "zh": "例如:天启在俊杰的影响范围之内,但阿炯不在。阿炯施放闪电冲击波(“闪电冲击波对任意一个目标造成4点伤害”),并指定天启为目标。俊杰响应施放施以援手(“于本回合中,防止接下来将对任意一个目标造成的4点伤害。”),并指定天启为目标。则对天启的伤害将被防止。" + }, + { + "en": "Example: Rob is within Alex’s range of influence, but Carissa is not. Carissa attacks Rob with a creature, and Rob blocks with a creature. Alex casts Fog (“Prevent all combat damage that would be dealt this turn.”) Carissa and Rob’s creatures deal combat damage to each other.", + "zh": "例如:天启在俊杰的影响范围之内,但阿炯不在。阿炯用一个生物攻击天启,且天启用一个生物进行阻挡。俊杰施放圣日(“于本回合中,防止将造成的所有战斗伤害”)。则阿炯和天启的生物会互相造成战斗伤害。" + } + ] + } + ] + }, + { + "chapter": "801.14.", + "en": "If an effect states that a player wins the game, all of that player’s opponents within that player’s range of influence lose the game instead.", + "zh": "如果一个效应指定一位牌手赢得游戏,则改为所有该牌手影响范围内的对手输去游戏。", + "subrules": [] + }, + { + "chapter": "801.15.", + "en": "If the effect of a spell or ability states that the game is a draw, the game is a draw for that spell or ability’s controller and all players within that player’s range of influence. They leave the game. All remaining players continue to play the game.", + "zh": "如果一个咒语或异能的效应将使得当前游戏为平手,则只有该咒语或异能的操控者以及在该牌手影响范围之内的所有牌手会以平手结束本盘游戏。他们离开游戏。所有其余牌手继续进行游戏。", + "subrules": [] + }, + { + "chapter": "801.16.", + "en": "If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. They leave the game. All remaining players continue to play the game.", + "zh": "如果游戏中出现了强制动作组成的“循环”,重复一系列事件且无法停止,对于循环中包含的每个物件之操控者,以及在这些牌手影响范围内的每位牌手,游戏为平手。这些牌手离开游戏。其余牌手继续游戏。", + "subrules": [] + }, + { + "chapter": "801.17.", + "en": "Effects that restart the game (see rule 726) are exempt from the limited range of influence option. All players in the game will be involved in the new game.", + "zh": "重新开始游戏的效应(参见规则726)不受限制影响范围模式的限制。所有仍在游戏中的牌手将会开始新游戏。", + "subrules": [] + }, + { + "chapter": "801.18.", + "en": "In multiplayer Planechase games other than Grand Melee games, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. See rule 901, “Planechase.”", + "zh": "在多人竞逐时空游戏中,除了大型混战玩法之外,时空牌和异象牌均不受限制影响范围模式限制。这些牌的异能及该些异能的效应,会对游戏中所有适用的物件和牌手产生影响。参见规则901,“竞逐时空”。", + "subrules": [] + } + ] + }, + { + "chapter": "802.", + "en": "Attack Multiple Players Option", + "zh": "攻击复数牌手模式", + "subrules": [ + { + "chapter": "802.1.", + "en": "Some multiplayer games allow the active player to attack multiple other players. If this option is used, a player can also choose to attack only one player during a particular combat.", + "zh": "一些多人游戏会允许主动牌手攻击多位其他牌手。如果采用了本模式,牌手仍可以在某些战斗中选择只攻击一位牌手。", + "subrules": [] + }, + { + "chapter": "802.2.", + "en": "As the combat phase starts, the attacking player doesn’t choose an opponent to become the defending player. Instead, all the attacking player’s opponents are defending players during the combat phase.", + "zh": "于战斗阶段开始时,攻击牌手不用选择哪一位对手成为防御牌手。改为在战斗阶段中,所有攻击牌手的对手都是防御牌手。", + "subrules": [ + { + "chapter": "802.2a", + "en": "Any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that player is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that player was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.", + "zh": "任何提及“防御牌手”的规则、物件,或是效应,指一位特定的防御牌手,而不是所有防御牌手。如果一个攻击生物的异能提及防御牌手,或一个咒语或异能同时提及攻击生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手、其正在攻击的鹏洛客的操控者,或是其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手、所攻击的鹏洛客的操控者,或是所攻击的战役的防卫者。如果一个咒语或异能可以对多个攻击生物生效,分别为每个攻击生物确定其所对应的防御牌手。如果有多位防御牌手可供选择,则由该咒语或异能的操控者选择其中一位。", + "extras": [ + { + "en": "Example: Rob attacks Alex with Runeclaw Bear and attacks Carissa with a creature with mountainwalk. Whether the creature with mountainwalk can be blocked depends only on whether Carissa controls a Mountain.", + "zh": "例如:天启用符爪熊攻击俊杰,并用另一个具山脉行者异能的生物攻击阿炯。具有山脉行者异能的生物是否能被阻挡只取决于阿炯是否操控山脉。" + } + ] + } + ] + }, + { + "chapter": "802.3.", + "en": "As the attacking player declares each attacking creature, they choose a defending player, a planeswalker controlled by a defending player, or a battle protected by a defending player for it to attack. See rule 508, “Declare Attackers Step.”", + "zh": "于攻击牌手宣告攻击生物时,其为每个攻击生物各选择攻击哪一位防御牌手或是哪一个鹏洛客。参见规则508,“宣告攻击者步骤”。", + "subrules": [ + { + "chapter": "802.3a", + "en": "Restrictions and requirements that don’t apply to attacking a specific player are evaluated based on the entire group of attacking creatures. Restrictions and requirements that apply to attacking a specific player apply only to creatures attacking that player. The entire group of attacking creatures must still be legal. See rule 508.1.", + "zh": "不因攻击特定牌手而生效的限制与要求,会基于整组攻击生物来判断是否符合限制与要求。因攻击特定牌手而生效的限制与要求,只会对攻击该牌手的攻击生物来作出判断。整组的攻击生物依然必须合法。参见规则508.1。" + }, + { + "chapter": "802.3b", + "en": "Creatures in a band can’t attack different players. See rule 702.22, “Banding.”", + "zh": "同一个攻击团队中的生物不能攻击不同的牌手。参见规则702.22,“结合”。" + } + ] + }, + { + "chapter": "802.4.", + "en": "If more than one player is being attacked, controls a planeswalker that’s being attacked, or protects a battle that’s being attacked, each defending player in APNAP order declares blockers as the declare blockers step begins. (See rule 101.4 and rule 509, “Declare Blockers Step.”) The first defending player declares all their blocks, then the second defending player, and so on.", + "zh": "如果有多位牌手、其操控的鹏洛客或其防卫的战役正在被攻击,则于宣告阻挡者步骤开始时,防御牌手们按照“主动牌手先决定”的顺序来宣告阻挡者。(参见规则101.4和规则509,“宣告阻挡者步骤”。)第一位防御牌手首先宣告其所有的阻挡,然后第二位牌手进行宣告,以此类推。", + "subrules": [ + { + "chapter": "802.4a", + "en": "A defending player can block only with creatures they control. Those creatures can block only creatures attacking that player, a planeswalker that player controls, or a battle that player protects.", + "zh": "防御牌手只能用自己操控的生物进行阻挡。这些生物只能阻挡正在攻击该牌手、该牌手操控的鹏洛客或该牌手防卫的战役之攻击生物。" + }, + { + "chapter": "802.4b", + "en": "When determining whether a defending player’s blocks are legal, ignore any creatures attacking other players and any blocking creatures controlled by other players.", + "zh": "当决定一位防御牌手的阻挡是否合法时,忽略正在对其他牌手进行攻击的生物,以及由其他牌手操控的阻挡生物。" + } + ] + }, + { + "chapter": "802.5.", + "en": "Combat damage is assigned in APNAP order. Other than that, the combat damage step proceeds just as in a two-player game. See rule 510, “Combat Damage Step.”", + "zh": "战斗伤害按照“主动牌手先决定”的顺序进行分配。除此之外,战斗伤害步骤以与双人游戏一样的方式进行。参见规则510,“战斗伤害步骤”。", + "subrules": [] + } + ] + }, + { + "chapter": "803.", + "en": "Attack Left and Attack Right Options", + "zh": "攻击左边或右边模式", + "subrules": [ + { + "chapter": "803.1.", + "en": "Some multiplayer games use the optional attack left or attack right rules.", + "zh": "一些多人游戏会使用攻击左边或攻击右边模式的规则。", + "subrules": [ + { + "chapter": "803.1a", + "en": "If the attack left option is used, a player can attack only an opponent seated immediately to their left, a planeswalker that player controls, or a battle that player protects. If a player’s nearest opponent to the left is more than one seat away, the player can’t attack.", + "zh": "如果使用攻击左边的模式,牌手只能攻击直接坐在其左侧的对手、该对手操控的鹏洛客,或是该对手防卫的战役。如果该牌手左边最近的对手与其距离大于一个座位,该牌手不能攻击。" + }, + { + "chapter": "803.1b", + "en": "If the attack right option is used, a player can attack only an opponent seated immediately to their right, a planeswalker that player controls, or a battle that player protects. If a player’s nearest opponent to the right is more than one seat away, the player can’t attack.", + "zh": "如果使用攻击右边的模式,牌手只能攻击直接坐在其右侧的对手、该对手操控的鹏洛客,或是该对手防卫的战役。如果该牌手右边最近的对手与其距离大于一个座位,该牌手不能攻击。" + } + ] + } + ] + }, + { + "chapter": "804.", + "en": "Deploy Creatures Option", + "zh": "调动生物模式", + "subrules": [ + { + "chapter": "804.1.", + "en": "The Emperor variant always uses the deploy creatures option, and it can be used in other variants that allow players to compete in teams. Multiplayer formats in which players compete as individuals usually don’t use this option.", + "zh": "皇帝玩法总是会使用调动生物模式,且在其他玩法中,如果该玩法允许牌手以组队的方式进行对抗,则也可以使用这一模式。以个人进行对抗的多人玩法通常不会采用此模式。", + "subrules": [] + }, + { + "chapter": "804.2.", + "en": "Each creature has the ability “{T}: Target teammate gains control of this creature. Activate only as a sorcery.”", + "zh": "每个生物均具有异能“{T}:目标队友获得此生物的操控权。只能于法术时机起动。”", + "subrules": [] + } + ] + }, + { + "chapter": "805.", + "en": "Shared Team Turns Option", + "zh": "队伍共享回合模式", + "subrules": [ + { + "chapter": "805.1.", + "en": "Some multiplayer games between teams use the shared team turns option. It’s always used in the Two-Headed Giant variant (see rule 810) and the Archenemy casual variant (see rule 904). It can be used only if the members of each team are sitting in adjacent seats.", + "zh": "一些队伍之间的多人游戏使用队伍共享回合模式。双头巨人玩法(参见规则810)和魔王休闲式玩法(参见规则904)总是使用这种模式。只有队伍成员坐在相邻座位时才使用这种模式。", + "subrules": [] + }, + { + "chapter": "805.2.", + "en": "Within each team, the player seated in the rightmost seat from that team’s perspective is the primary player. If the players on a team can’t agree on a choice, such as which creatures attack or what order triggered abilities are put on the stack, the primary player makes that choice.", + "zh": "在每个队伍中,以该队伍视角坐在最右面的牌手是主要牌手。如果队伍中的牌手无法一致同意某个选择,例如哪些生物进行攻击或触发式异能放进堆叠的顺序,主要牌手作出选择。", + "subrules": [] + }, + { + "chapter": "805.3.", + "en": "The methods described in rule 103.1 are used to determine which team will take the first turn. The team determined this way is the starting team.", + "zh": "使用规则103.1所叙述的方式来决定哪个队伍进行第一个回合。以此方式决定的队伍是先手队伍。", + "subrules": [ + { + "chapter": "805.3a", + "en": "The process for handling mulligans is altered accordingly. First, each player on the starting team, in whatever order that team likes, declares whether that player will take a mulligan. Then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. Teammates may consult while choosing which cards, if any, to put on the bottom of their library. A player may take a mulligan even after a teammate has decided to keep their opening hand. See rule 103.5.", + "zh": "处理再调度的流程有所不同。首先由先手队伍中的每位牌手以任意顺序宣告其是否进行再调度,然后其他队伍中的每位牌手按照回合顺序依次宣告。在作出决定时队友可以相互商量。然后所有再调度同时执行。队友间在选择哪张牌(如有)要放到牌库底时可相互商量。一位牌手可以执行再调度,即使其队友已决定保留起手牌。参见规则103.5。" + }, + { + "chapter": "805.3b", + "en": "The process for handling cards that allow a player to begin the game with them on the battlefield is altered accordingly. First, each player on the starting team, in whatever order that team likes, may put any or all such cards onto the battlefield from that player’s opening hand. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.", + "zh": "处理一些允许牌手以其在战场上的形式开始游戏的牌之流程有所不同。首先由先手队伍中的每位牌手以任意顺序将任意或所有此类牌张从其起手牌放进战场。在作出决定时队友可以相互询问。然后按照回合顺序,其他队伍中的每位牌手依次执行这些动作。" + } + ] + }, + { + "chapter": "805.4.", + "en": "Each team takes turns rather than each player.", + "zh": "每个队伍来进行回合,而非每位牌手。", + "subrules": [ + { + "chapter": "805.4a", + "en": "The team whose turn it is is the active team. Each other team is a nonactive team.", + "zh": "进行其回合的队伍是主动队伍。其他每个队伍都是非主动队伍。" + }, + { + "chapter": "805.4b", + "en": "Each player on a team draws a card during that team’s draw step.", + "zh": "队伍中的每位牌手于其队伍的抓牌步骤中抓一张牌。" + }, + { + "chapter": "805.4c", + "en": "Each player on a team may play a land during each of that team’s turns.", + "zh": "队伍中的每位牌手于其队伍的每个回合中可以使用一张地。" + }, + { + "chapter": "805.4d", + "en": "An ability that triggers at the beginning of a step or phase may trigger multiple times if it triggers at the beginning of “each player’s” or “each opponent’s” step or phase. These abilities trigger once for each appropriate player if the ability’s trigger condition, effect, or intervening “if” clause refers to “that player,” “that opponent,” or similar.", + "zh": "一个在阶段或步骤开始时触发的异能如果其在“每位牌手的”或“每位对手的”阶段或步骤开始时触发,则可能会触发多次。如果这些异能的触发条件、效应或以“若”开头的子句提及“该牌手”、“该对手”等类似情形,则它对于每个适用的牌手都会触发一次。" + } + ] + }, + { + "chapter": "805.5.", + "en": "Teams have priority, not individual players.", + "zh": "队伍拥有优先权,而非单独的牌手。", + "subrules": [ + { + "chapter": "805.5a", + "en": "A player may cast a spell, activate an ability, or take a special action when their team has priority.", + "zh": "牌手可以于其队伍拥有优先权时施放咒语、起动异能或执行特殊动作。" + }, + { + "chapter": "805.5b", + "en": "If a team has priority and no player on that team wishes to do anything, that team passes. If all teams pass in succession (that is, if all teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority. If the stack is empty when all teams pass in succession, the phase or step ends and the next one begins.", + "zh": "如果队伍拥有优先权,且该队伍中没有任何牌手想要作事,该队伍让过。如果所有队伍依序让过(即所有队伍在让过之间中没有任何牌手想要执行动作),堆叠顶的物件结算,然后主动队伍得到优先权。如果所有队伍依序让过时堆叠为空,当前阶段或步骤结束,下一个阶段或步骤开始。" + } + ] + }, + { + "chapter": "805.6.", + "en": "The Active Player, Nonactive Player order rule (see rule 101.4) is modified if the shared team turns option is used. If multiple teams would make choices and/or take actions at the same time, first the active team makes any choices required, then each nonactive team in turn order makes any choices required. If multiple players would make choices and/or take actions at the same time, first each player on the active team makes any choices required in whatever order they like, then the players on each nonactive team in turn order do the same. Once all choices have been made, the actions happen simultaneously.", + "zh": "“主动牌手先决定”规则(参见规则101.4)在使用队伍共享回合模式时有所不同。若多个队伍需要同时作决定和/或采取动作,则先由主动队伍作出选择,然后每个非主动队伍按照回合顺序作出选择。若多位牌手需要同时作决定和/或采取动作,则先由主动队伍上的牌手作出选择,然后再由每个非主动队伍上的牌手按照回合顺序作出选择。一旦所有决定完成,这些动作同时生效。", + "subrules": [ + { + "chapter": "805.6a", + "en": "If more than one player is instructed to draw cards in a game that’s using the shared team turns option, first each player on the active team, in whatever order that team likes, performs that player’s draws, then each player on each nonactive team in turn order does the same.", + "zh": "在使用队伍共享回合模式的多人游戏中,如果多位牌手被指示抓牌,首先由主动队伍的每位牌手以任意顺序进行该牌手的抓牌,然后每个非主动队伍按回合顺序以同样的方式完成抓牌。" + } + ] + }, + { + "chapter": "805.7.", + "en": "If multiple triggered abilities have triggered since the last time a team received priority, the members of the active team put all triggered abilities any of them controls on the stack in any order they choose, then the members of each nonactive team in turn order do the same.", + "zh": "如果自上一次队伍得到优先权之后有多个触发式异能触发,首先由主动队伍的牌手将其操控的触发式异能以任意顺序放进堆叠,然后每个非主动队伍的牌手按回合顺序以同样的方式将异能放进堆叠。", + "subrules": [] + }, + { + "chapter": "805.8.", + "en": "If an effect gives a player an extra turn or adds a phase or step to that player’s turn, that player’s team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player’s team does so. If a single effect causes more than one player on the same team to add or skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn. If an effect causes a player to control another player, the first player controls the affected player’s team.", + "zh": "如果某效应给予牌手额外回合,或在该牌手回合中增加阶段或步骤,该牌手的队伍进行该额外回合、阶段或步骤。如果某效应使得牌手略过回合、阶段或步骤,该牌手的队伍略过之。如果同一个效应使得同一队伍中的多位牌手增加或略过同一个回合、阶段或步骤,该队伍只会增加或略过该回合、阶段或步骤。如果某效应使得牌手操控另一位牌手,前者牌手操控受影响之牌手的队伍。", + "subrules": [] + }, + { + "chapter": "805.9.", + "en": "Any ability that refers to the “active player” refers to one specific active player, not to all of the active players. The ability’s controller chooses which one the ability refers to at the time its effect is applied.", + "zh": "提及“主动牌手”的异能仅指一位特定的主动牌手,而非所有的主动牌手。该异能的操控者于其效应生效时选择该异能指代的是哪位牌手。", + "subrules": [] + }, + { + "chapter": "805.10.", + "en": "The shared team turns option uses different combat rules than other multiplayer options.", + "zh": "队伍共享回合模式使用与其他多人模式不同的战斗规则。", + "subrules": [ + { + "chapter": "805.10a", + "en": "Each team’s creatures attack the other team as a group. During the combat phase, the active team is the attacking team and each player on the active team is an attacking player. Likewise, the nonactive team is the defending team and each player on the nonactive team is a defending player.", + "zh": "每个队伍所操控的生物一同攻击另一个队伍。在战斗阶段中,主动队伍是攻击队伍,且主动队伍中的每位牌手都是攻击牌手。同样地,非主动队伍是防御队伍,且非主动队伍中的每位牌手都是防御牌手。" + }, + { + "chapter": "805.10b", + "en": "As the declare attackers step begins, the active team declares attackers. For each attacking creature, the attacking team announces which defending player, planeswalker, or battle that creature is attacking. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1.", + "zh": "于宣告攻击者步骤开始时,主动队伍宣告攻击者。对于每个攻击生物而言,主动队伍宣告该生物攻击哪个防御牌手、鹏洛客或战役。主动队伍仅进行一次联合攻击,且攻击生物之集合必须作为整体合法地宣告攻击。参见规则508.1。" + }, + { + "chapter": "805.10c", + "en": "Any rule, object, or effect that refers to an “attacking player” refers to one specific attacking player, not to all attacking players. If an ability of a blocking creature refers to an attacking player, or a spell or ability refers to both a blocking creature and an attacking player, then unless otherwise specified, the attacking player it’s referring to is the player who controls the attacking creature that blocking creature is blocking. If a spell or ability could apply to multiple blocking creatures, the appropriate attacking player is individually determined for each of those blocking creatures. If there are multiple attacking players that could be chosen, the controller of the spell or ability chooses one.", + "zh": "任何提及“攻击牌手”的规则、物件或效应仅指代一位特定的攻击牌手,而非所有攻击牌手。如果一个进行阻挡的生物之异能提及一位攻击牌手,或一个咒语或异能同时提及一个进行阻挡的生物和一位攻击牌手,除非另有说明,其指代的攻击牌手是被该进行阻挡的生物阻挡之进行攻击的生物的操控者。如果一个咒语或异能可以对多个进行阻挡的生物生效,对于每个进行阻挡的生物而言,其对应的攻击牌手会分别决定。如果可能会选择多位攻击牌手,该咒语或异能的操控者选择其一。" + }, + { + "chapter": "805.10d", + "en": "As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block creatures attacking any player on the defending team, attacking a planeswalker controlled by one of those players, or a battle protected by one of those players. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. See rule 509.1.", + "zh": "于宣告阻挡者步骤开始时,防御队伍宣告阻挡者。所有防御牌手操控之生物均可阻挡攻击防御队伍中任何牌手、其操控的鹏洛客或其防卫的战役之生物。防御队伍仅进行一次联合阻挡,且进行阻挡的生物之集合必须作为整体合法地宣告阻挡。参见规则509.1。" + }, + { + "chapter": "805.10e", + "en": "Any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.", + "zh": "任何提及“防御牌手”的规则、物件,或是效应,指一位特定的防御牌手,而不是所有防御牌手。如果一个攻击生物的异能提及防御牌手,或一个咒语或异能同时提及攻击生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手、其正在攻击的鹏洛客的操控者,或是其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手、所攻击的鹏洛客的操控者,或是所攻击的战役的防卫者。如果一个咒语或异能可以对多个攻击生物生效,分别为每个攻击生物确定其所对应的防御牌手。如果有多位防御牌手可供选择,则由该咒语或异能的操控者选择其中一位。" + }, + { + "chapter": "805.10f", + "en": "As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. Then the defending team announces how each blocking creature will assign its combat damage. See rule 510.1.", + "zh": "于战斗伤害步骤开始时,主动队伍宣告每个攻击生物如何分配其战斗伤害。然后防御队伍宣告每个进行阻挡的生物如何分配其战斗伤害。参见规则510.1。" + } + ] + } + ] + }, + { + "chapter": "806.", + "en": "Free-for-All Variant", + "zh": "自由竞赛玩法", + "subrules": [ + { + "chapter": "806.1.", + "en": "In Free-for-All multiplayer games, a group of players compete as individuals against each other.", + "zh": "在自由竞赛的多人游戏中,牌手们会以个人方式来互相展开对抗。", + "subrules": [] + }, + { + "chapter": "806.2.", + "en": "Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options.", + "zh": "在游戏开始前,需要决定将使用哪些多人游戏的模式。自由竞赛玩法通常会默认使用下列模式。", + "subrules": [ + { + "chapter": "806.2a", + "en": "The limited range of influence option usually isn’t used in Free-for-All games. If it is, each player has the same range of influence, which is determined before play begins. See rule 801, “Limited Range of Influence Option.”", + "zh": "自由竞赛游戏通常不使用限制影响范围的模式。如果使用了该模式,则需在游戏开始前就决定影响范围为多大,且所有牌手会具有相同的影响范围。参见规则801,“限制影响范围模式”。" + }, + { + "chapter": "806.2b", + "en": "Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.”", + "zh": "必须使用攻击左边、攻击右边,以及攻击复数牌手这三个模式中的一个。参见规则803,“攻击左边或右边模式”,和规则802,“攻击复数牌手模式”。" + }, + { + "chapter": "806.2c", + "en": "The deploy creatures option isn’t used in the Free-for-All variant.", + "zh": "自由竞赛玩法中不会使用调动生物模式。" + } + ] + }, + { + "chapter": "806.3.", + "en": "The players are randomly seated around the table.", + "zh": "牌手必须随机围桌入座。", + "subrules": [] + } + ] + }, + { + "chapter": "807.", + "en": "Grand Melee Variant", + "zh": "大型混战玩法", + "subrules": [ + { + "chapter": "807.1.", + "en": "The Grand Melee variant is a modification of the Free-for-All variant, in which a group of players compete against each other as individuals. Grand Melee is normally used only in games begun with ten or more players.", + "zh": "大型混战玩法是基于自由竞赛玩法的改动,牌手会以个人方式展开对抗。大型混战玩法通常只在游戏开始时有十位或更多牌手参加的情况下使用。", + "subrules": [] + }, + { + "chapter": "807.2.", + "en": "Any multiplayer options used are decided before play begins. The Grand Melee variant uses the following default options.", + "zh": "游戏开始前需要决定使用哪些多人游戏模式。大型混战玩法会默认使用以下模式。", + "subrules": [ + { + "chapter": "807.2a", + "en": "Each player has a range of influence of 1 (see rule 801).", + "zh": "每位牌手的影响范围均为1(参见规则801)。" + }, + { + "chapter": "807.2b", + "en": "The attack left option is used (see rule 803).", + "zh": "使用攻击左边模式(参见规则803)。" + }, + { + "chapter": "807.2c", + "en": "The attack multiple players and deploy creatures options aren’t used in the Grand Melee variant.", + "zh": "在大型混战玩法中,不使用攻击多位牌手模式和调动生物模式。" + } + ] + }, + { + "chapter": "807.3.", + "en": "The players are seated at random.", + "zh": "牌手需随机入座。", + "subrules": [] + }, + { + "chapter": "807.4.", + "en": "The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player’s turn.", + "zh": "大型混战玩法允许多位牌手同时进行回合。移动回合标记以追踪目前由哪些牌手正在进行回合。每个回合标记都表示一位主动牌手的回合。", + "subrules": [ + { + "chapter": "807.4a", + "en": "There is one turn marker for each full four players in the game.", + "zh": "游戏中每满四位牌手,便会有一个回合标记。", + "extras": [ + { + "en": "Example: A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers.", + "zh": "例如:一盘有十六位牌手的大型混战玩法的游戏使用四个回合标记。一盘有十五位牌手的游戏使用三个回合标记。" + } + ] + }, + { + "chapter": "807.4b", + "en": "The starting player in the game gets the first turn marker. The player four seats to that player’s left (the fifth player) takes the second turn marker, and so on until all the turn markers have been handed out. Each turn marker is assigned a number in this way. Then all players with turn markers start their turns at the same time.", + "zh": "开始游戏的牌手会得到第一个回合标记。该牌手左起第四个座位的牌手(第五位牌手)会得到第二个回合标记,依此类推直到所有回合标记都分发完毕。每个回合标记都会以此法分配到一个数字。然后所有拥有回合标记的牌手同时开始他们的回合。" + }, + { + "chapter": "807.4c", + "en": "After a player ends their turn, that player passes the turn marker to the player on their left. If a player with a turn marker leaves the game during their turn, the player to their left takes the turn marker after that turn ends. If a player with a turn marker leaves the game before their turn begins, the player to their left takes the turn marker immediately.", + "zh": "当一位牌手结束其回合时,该牌手将回合标记让过给其左侧的牌手。如果拥有回合标记的牌手在其回合中离开游戏,该牌手左面的牌手在该回合结束后得到回合标记。如果拥有回合标记的牌手在其回合开始前离开游戏,该牌手左面的牌手立即得到回合标记。" + }, + { + "chapter": "807.4d", + "en": "A player who receives a turn marker can’t begin their turn if any player in the three seats to their left has a turn marker. If this is the case, that player waits until the player four seats to their left takes the other turn marker.", + "zh": "如果一位牌手左起三个座位中有牌手持有回合标记,则该牌手不能得到回合标记。在此情形下,该牌手须等待直到其左起第四个座位的牌手得到该回合标记。" + }, + { + "chapter": "807.4e", + "en": "If a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, the turn marker immediately to the departed player’s right is designated for removal. If more than one player leaves the game simultaneously, those players leaving the game would reduce the number of turn markers in the game, and there are multiple turn markers that could be removed, the marker with the lowest number is designated for removal. A turn marker may be designated for removal multiple times.", + "zh": "如果一位牌手离开游戏,且回合标记的数量因该牌手离开游戏而减少,离开游戏的牌手右方的回合标记指定为将被移除。如果多位牌手同时离开游戏,回合标记的数量因这些牌手离开游戏而减少,并且有多个回合标记可能会被移除,编号最小的回合标记指定为将被移除。同一个回合标记可能会多次指定为将被移除。" + }, + { + "chapter": "807.4f", + "en": "For the purposes of determining if one or more players leaving the game would reduce the number of turn markers in the game (see rule 807.4e), disregard turn markers already designated for removal.", + "zh": "当一位或多位牌手离开游戏,决定是否有回合标记将被移除时(参见规则807.4e),忽略已经指定为将被移除的回合标记。" + }, + { + "chapter": "807.4g", + "en": "If a player who’s taking a turn has a turn marker that’s been designated for removal, that turn marker is removed rather than being passed after that turn ends. If a player who’s not taking a turn has a turn marker that’s been designated for removal, that turn marker is removed immediately. If a removed turn marker had been designated for removal multiple times, the turn marker to its right becomes designated for removal that many times minus one.", + "zh": "如果正在进行回合的牌手拥有将被移除的回合标记,于该回合结束时移除该回合标记,而非将其传给下一位牌手。如果一位尚未进行回合的牌手拥有将被移除的回合标记,该回合标记立即移除。如果一个已移除的回合标记被多次指定为将被移除,该回合标记右侧的回合标记指定为将被移除,且指定次数为该回合标记被指定之次数减去一。" + }, + { + "chapter": "807.4h", + "en": "If one or more consecutively seated players leave the game, the players that were on either side of those seats don’t enter one another’s range of influence until the next turn begins.", + "zh": "如果一位或多位相邻座位的牌手离开游戏,这些牌手两侧的牌手直到下个回合开始时才会进入彼此的影响范围。" + }, + { + "chapter": "807.4i", + "en": "If an effect causes a player with a turn marker to take an extra turn after the current one, that player keeps the turn marker and starts their next turn after the current turn ends, unless another turn marker is too close on either side at that time. If a turn marker is within three seats on the player’s left, the extra turn waits to begin until the player four seats to their left takes the other turn marker. If a turn marker is within three seats on the player’s right, the player passes the turn marker to their left when the turn ends rather than keeping it, and the player will take the extra turn immediately before their next turn.", + "zh": "如果某效应使得拥有回合标记的牌手于当前回合之后额外进行一个回合,除非另一个回合标记距离该牌手太近,该牌手于当前回合结束后保留回合标记并开始其下一个回合。如果该牌手左侧的回合标记距离该牌手三个座位之内,该额外回合等待直到该牌手左侧距其四个座位的牌手开始其回合后才开始进行。如果该牌手右侧的回合标记距离该牌手三个座位之内,该牌手将其回合标记传给左面的牌手(而非保留之),且该牌手在进行其下一个回合之前立即开始该额外回合。" + }, + { + "chapter": "807.4j", + "en": "If an effect would cause a player to take an extra turn after the current turn, but that player wouldn’t have a turn marker at the start of that turn, that player will take the extra turn immediately before their next turn instead.", + "zh": "如果一个效应令某牌手在当前回合结束后进行一个额外的回合,但该牌手在此回合开始时将不会持有回合标记,则改为在该牌手进行其下一个回合之前首先进行此额外的回合。", + "extras": [ + { + "en": "Example: During Alex’s turn, he casts Time Walk, which causes him to take an extra turn after this one. During the same turn, the player to Alex’s left leaves the game, which causes the number of turn markers to be reduced. After Alex’s current turn ends, his turn marker is removed. He won’t take the extra turn from Time Walk until just before his normal turn the next time he receives a turn marker.", + "zh": "例如:在俊杰的回合中,他施放了时间行走[Time Walk],令他在本回合结束后进行一个额外的回合。在同一回合中,俊杰左边的牌手离开了游戏,使得回合标记的数目减少。在俊杰当前的回合结束后,他的回合标记被移除。他不会立即进行因时间行走而得到的额外回合,而在他下一次得到回合标记且正常进行回合之前,他先进行该额外回合。" + } + ] + } + ] + }, + { + "chapter": "807.5.", + "en": "Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack.", + "zh": "大型混战玩法的游戏使用多个堆叠,而不是只有一个堆叠。每个回合标记都代表了它自己的堆叠。", + "subrules": [ + { + "chapter": "807.5a", + "en": "A player gets priority for a particular turn marker’s stack only if the turn marker is within their range of influence or an object on that stack is controlled by a player within their range of influence.", + "zh": "只有当一个回合标记在一位牌手的影响范围内,或是属于该回合标记之堆叠中的一个物件之操控者在该牌手的影响范围内时,该牌手才能得到属于此回合标记之堆叠的优先权。" + }, + { + "chapter": "807.5b", + "en": "If a player has priority for multiple stacks and casts a spell, activates an ability, or a triggered ability they control triggers, the player must specify which one of those stacks the spell or ability is put on. If an object on one of those stacks caused the triggered ability to trigger, the player must put it on that stack. If a resolving spell or ability on one of those stacks causes a player to cast a spell or create a copy of a spell, the new spell must be put on the same stack. If a spell or ability targets an object on one of those stacks, it must be put on the same stack as its target; it can’t target objects on multiple stacks.", + "zh": "如果一位同时具有多个堆叠优先权的牌手施放了一个咒语、起动了一个异能,或是一个由其操控的触发式异能被触发,则该牌手必须说明该咒语或异能将被放入哪一个堆叠。如果其中一个堆叠上的一个物件将触发触发式异能,则该牌手必须将此触发式异能放入该堆叠。如果其中一个堆叠中上的一个物件导致触发式异能被触发,则该牌手必须将此异能放进该堆叠。如果其中一个堆叠上的一个结算中的咒语或异能令一位牌手施放一个咒语或创造一个咒语的复制品,则新的咒语必须被放进同一个堆叠。如果一个咒语或异能指定了其中一个堆叠上的物件,则它必须被放进与其目标相同的堆叠;它不能指定多个堆叠中的物件为目标。" + } + ] + } + ] + }, + { + "chapter": "808.", + "en": "Team vs. Team Variant", + "zh": "队伍对队伍玩法", + "subrules": [ + { + "chapter": "808.1.", + "en": "Team vs. Team games are played with two or more teams. Each team may have any number of players on it.", + "zh": "队伍对队伍玩法为两个或更多队伍之间进行游戏。每个队伍中可以有任意数量的牌手。", + "subrules": [] + }, + { + "chapter": "808.2.", + "en": "Each team sits together on one side of the table. Each team decides the order in which its players sit.", + "zh": "每个队伍在桌子的一侧坐在一起。每个队伍中牌手就座的顺序自行决定。", + "subrules": [] + }, + { + "chapter": "808.3.", + "en": "Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options.", + "zh": "于游戏开始前需要决定使用的多人游戏模式。队伍对队伍玩法使用以下默认模式。", + "subrules": [ + { + "chapter": "808.3a", + "en": "The attack multiple players option is used (see rule 802).", + "zh": "使用攻击复数牌手模式(参见规则802)。" + }, + { + "chapter": "808.3b", + "en": "The deploy creatures options and limited range of influence options usually aren’t used in the Team vs. Team variant.", + "zh": "队伍对队伍玩法通常不使用调动生物模式和限制影响范围模式。" + } + ] + }, + { + "chapter": "808.4.", + "en": "To determine which player goes first, randomly choose a team. If that team has an odd number of players, the player in its center seat goes first. If that team has an even number of players, the player to the left of its midpoint goes first. Turn order goes to the players’ left.", + "zh": "决定先手牌手时,随机选择一个队伍。如果该队伍的牌手数量为奇数,坐在该队伍正中间的牌手是先手牌手。如果该队伍的牌手数量为偶数,坐在该队伍中点左侧的牌手是先手牌手。回合顺序为自该牌手起向左。", + "subrules": [] + }, + { + "chapter": "808.5.", + "en": "In the Team vs. Team variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.", + "zh": "在队伍对队伍玩法中,同一队伍的资源(手牌、法术力等)都不共享。队友可以在任何时候互相检视手牌和讨论策略。队友之间不能操作彼此的牌或永久物。", + "subrules": [] + } + ] + }, + { + "chapter": "809.", + "en": "Emperor Variant", + "zh": "皇帝玩法", + "subrules": [ + { + "chapter": "809.1.", + "en": "The Emperor variant involves two or more teams of three players each.", + "zh": "皇帝玩法由两个或以上队伍进行,每个队伍需各有三位牌手。", + "subrules": [] + }, + { + "chapter": "809.2.", + "en": "Each team sits together on one side of the table. Each team decides the order in which it’s seated. Each team has one emperor, who sits in the middle of the team. The remaining players on the team are generals whose job is to protect the emperor.", + "zh": "同队伍的牌手坐在桌子的同一侧。每个队伍决定自己座位的顺序。每个队伍会有一位皇帝,皇帝坐在队伍的中间。该队伍其他牌手为将军,其职责为保护皇帝。", + "subrules": [] + }, + { + "chapter": "809.3.", + "en": "The Emperor variant uses the following default options.", + "zh": "皇帝玩法默认使用以下模式。", + "subrules": [ + { + "chapter": "809.3a", + "en": "The range of influence is limited to 2 for emperors and 1 for generals. See rule 801, “Limited Range of Influence Option.”", + "zh": "皇帝的影响范围限制为2,而将军的影响范围限制为1。参见规则801,“限制影响范围模式”。" + }, + { + "chapter": "809.3b", + "en": "Emperor games use the deploy creatures option (see rule 804).", + "zh": "皇帝玩法的游戏使用调动生物模式(参见规则804)。" + }, + { + "chapter": "809.3c", + "en": "A player can attack only an opponent seated immediately next to them, a planeswalker controlled by a player seated immediately next to them, or a battle protected by a player seated immediately next to them.", + "zh": "牌手只能攻击坐在其旁边的对手、坐在其旁边的对手操控的鹏洛客,或是坐在其旁边的对手防卫的战役。", + "extras": [ + { + "en": "Example: At the start of an Emperor game, neither emperor can attack any opponents, even though both of the opposing generals are within their spell range.", + "zh": "例如:在皇帝玩法的游戏开始时,皇帝不能攻击任何对手,即使对手的将军在其咒语范围内。" + } + ] + } + ] + }, + { + "chapter": "809.4.", + "en": "Randomly determine which emperor goes first. Turn order goes to the players’ left.", + "zh": "随机决定由哪位皇帝先手。回合顺序为向牌手左侧进行。", + "subrules": [] + }, + { + "chapter": "809.5.", + "en": "The Emperor variant includes the following specifications for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)", + "zh": "皇帝玩法包括以下特定的游戏输赢规则。所有其他关于结束游戏的规则依然生效。(参见规则104)。", + "subrules": [ + { + "chapter": "809.5a", + "en": "A team wins the game if its emperor wins.", + "zh": "如果皇帝赢得了游戏,则皇帝所在的队伍赢得游戏。" + }, + { + "chapter": "809.5b", + "en": "A team loses the game if its emperor loses.", + "zh": "如果皇帝输去了游戏,则皇帝所在的队伍输去游戏。" + }, + { + "chapter": "809.5c", + "en": "The game is a draw for a team if the game is a draw for its emperor.", + "zh": "如果游戏对皇帝来说为平手,则皇帝所在的队伍为平手。" + } + ] + }, + { + "chapter": "809.6.", + "en": "The Emperor variant can also be played with any number of equally sized teams. If the teams have more than three players, the range of influence of each player should be adjusted.", + "zh": "皇帝玩法可以在相同数量牌手组成的任意数量之队伍间进行。如果每个队伍有三位以上的牌手,则每位牌手的影响范围也需作出相应调整。", + "subrules": [ + { + "chapter": "809.6a", + "en": "Each general’s range of influence should be the minimum number that allows one general from an opposing team to begin the game within their range of influence. Each emperor’s range of influence should be the minimum number that allows two generals from opposing teams to begin the game within their range of influence. Players should be seated such that no emperor begins the game within the range of influence of another emperor.", + "zh": "每位将军的影响范围应为在游戏开始时,一位对手队伍的将军在自己的影响范围之内的最小数值。每位皇帝的影响范围应为在游戏开始时,允许两位对手队伍的将军在自己影响范围之内的最小数值。牌手在排列座位时应保证没有任何皇帝在游戏开始时处于另一位皇帝的影响范围之内。", + "extras": [ + { + "en": "Example: In an Emperor game between two teams of four players each, the player configuration (either clockwise or counterclockwise around the table) should be: Team A general 1, Team A emperor, Team A general 2, Team A general 3, Team B general 1, Team B emperor, Team B general 2, Team B general 3. Each emperor has range of influence 3. Each general 2 has range of influence 2. Each general 1 and general 3 has range of influence 1.", + "zh": "例如:在一盘有两个四人队伍参加的皇帝玩法游戏中,牌手的座次应为(无论是顺时针或逆时针):A队伍的1号将军、A队伍的皇帝、A队伍的2号将军、A队伍的3号将军、B队伍的1号将军、B队伍的皇帝、B队伍的2号将军、B队伍的3号将军。每位皇帝的影响范围为3。每位2号将军的影响范围为2。每位1号将军和3号将军的影响范围各为1。" + } + ] + } + ] + }, + { + "chapter": "809.7.", + "en": "In the Emperor variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.", + "zh": "在皇帝玩法中,队伍的资源(牌、法术力等等)均不共享。队友之间可以在任何时候互相检视手牌和讨论策略。队友之间不能操作彼此的牌或永久物。", + "subrules": [] + } + ] + }, + { + "chapter": "810.", + "en": "Two-Headed Giant Variant", + "zh": "双头巨人玩法", + "subrules": [ + { + "chapter": "810.1.", + "en": "Two-Headed Giant games are played with two teams of two players each.", + "zh": "双头巨人游戏由两个队伍进行游戏,每个队伍各有两位牌手。", + "subrules": [] + }, + { + "chapter": "810.2.", + "en": "The Two-Headed Giant variant uses the shared team turns option. (See rule 805.)", + "zh": "双头巨人玩法使用队伍共享回合模式。(参见规则805。)", + "subrules": [] + }, + { + "chapter": "810.3.", + "en": "Each team sits together on one side of the table. Each team decides the order in which its players sit.", + "zh": "同一队伍的两位牌手坐在桌子的同一边。每个队伍自行决定其牌手座位的顺序。", + "subrules": [] + }, + { + "chapter": "810.4.", + "en": "Each team has a shared life total, which starts at 30 life.", + "zh": "每个队伍各自共享总生命,游戏开始时为30。", + "subrules": [] + }, + { + "chapter": "810.5.", + "en": "With the exception of life total and poison counters, a team’s resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.", + "zh": "在双头巨人玩法中,除了总生命和中毒指示物之外,同一队伍的资源(牌、法术力等)都不共享。队友可以在任何时候互相检视手牌和讨论策略。队友之间不能操作彼此的牌或永久物。", + "subrules": [] + }, + { + "chapter": "810.6.", + "en": "The team who plays first skips the draw step of its first turn.", + "zh": "先手队伍略过他们第一个回合的抓牌步骤。", + "subrules": [] + }, + { + "chapter": "810.7.", + "en": "The Two-Headed Giant variant uses the combat rules for the shared team turns option (see rule 805.10). This is a change from previous rules.", + "zh": "双头巨人玩法使用队伍共享回合模式的战斗规则(参见规则805.10),与一般的战斗规则有所不同。这是对先前规则的改动。", + "subrules": [] + }, + { + "chapter": "810.8.", + "en": "The Two-Headed Giant variant uses the normal rules for winning or losing the game (see rule 104), with the following additions and specifications.", + "zh": "双头巨人玩法中使用一般的输赢规则(参见规则104),及以下附加和特定规则。", + "subrules": [ + { + "chapter": "810.8a", + "en": "Players win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect says that a player can’t win the game, that player’s team can’t win the game. If an effect says that a player can’t lose the game, that player’s team can’t lose the game.", + "zh": "牌手以队伍赢得或输去游戏,而不是个人。如果队伍中的任一位牌手输去了游戏,整个队伍输去此盘游戏。如果队伍中的任一位牌手赢得了游戏,整个队伍赢得此盘游戏。如果一个效应叙述一位牌手不能赢得游戏,则该牌手所在队伍不会赢得游戏。如果一个效应叙述一位牌手不能输去游戏,则该牌手所在队伍不会输去游戏。", + "extras": [ + { + "en": "Example: In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, “You don’t lose the game for having 0 or less life.” If that player’s team’s life total is 0 or less, that team doesn’t lose the game.", + "zh": "例如:在一盘双头巨人游戏中,一位牌手操控超凡入圣,其部分叙述为“你不因总生命为0或更少而输掉此盘游戏。”如果该牌手所在队伍的总生命为0或更少,该队伍也不会输去此盘游戏。" + }, + { + "en": "Example: In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that player’s library. That player loses the game, so that player’s entire team loses the game.", + "zh": "例如:在一盘双头巨人游戏中,一位牌手在其牌库没有牌时必须抓一张牌。该牌手输去此盘游戏,所以该牌手的队伍亦输去此盘游戏。" + }, + { + "en": "Example: In a Two-Headed Giant game, a player controls Platinum Angel, which reads, “You can’t lose the game and your opponents can’t win the game.” Neither that player nor their teammate can lose the game while Platinum Angel is on the battlefield, and neither player on the opposing team can win the game.", + "zh": "例如:在一盘双头巨人游戏中,一位牌手操控白金天使,其叙述为“你这盘游戏不会输,对手也不会赢。”则只要白金天使在战场,该牌手和其队友都不会输去此盘游戏,且对方队伍的牌手也都不会赢得此盘游戏。" + } + ] + }, + { + "chapter": "810.8b", + "en": "If a player concedes, their team leaves the game immediately. That team loses the game.", + "zh": "如果一位牌手认输,则其队伍立刻离开游戏。该队伍输去此盘游戏。" + }, + { + "chapter": "810.8c", + "en": "If a team’s life total is 0 or less, the team loses the game. (This is a state-based action. See rule 704.)", + "zh": "如果一个队伍的总生命为0或更少,该队伍输去此盘游戏。(此为状态动作。参见规则704。)" + }, + { + "chapter": "810.8d", + "en": "If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.)", + "zh": "如果一个队伍具有十五个或更多中毒指示物,该队伍输去此盘游戏。(此为状态动作。参见规则704。)" + } + ] + }, + { + "chapter": "810.9.", + "en": "Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team’s shared life total.", + "zh": "伤害、失去生命和得到生命会对单独影响每位牌手。其结果对队伍共享总生命生效。", + "subrules": [ + { + "chapter": "810.9a", + "en": "If a cost or effect needs to know the value of an individual player’s life total, that cost or effect uses the team’s life total instead.", + "zh": "如果一个费用或效应需要得知一位牌手单独的总生命数值,则该费用或效应改为使用该队伍的总生命。", + "extras": [ + { + "en": "Example: In a Two-Headed Giant game, a player on a team that has 17 life is targeted by Beacon of Immortality, which reads, in part, “Double target player’s life total.” That player gains 17 life, so the team winds up at 34 life.", + "zh": "例如:在一盘双头巨人游戏中,某队伍的生命为17,其中的一位牌手被永生信标指定为目标,其部分叙述为“将目标牌手的总生命加倍。”该牌手获得17点生命,其队伍的总生命成为34。" + }, + { + "en": "Example: In a Two-Headed Giant game, a player controls Test of Endurance, an enchantment that reads, “At the beginning of your upkeep, if you have 50 or more life, you win the game.” At the beginning of that player’s upkeep, the player’s team wins the game if their team’s life total is 50 or more.", + "zh": "例如:在一盘双头巨人游戏中,一位牌手操控耐力试炼,叙述为“在你的维持开始时,若你的生命为50或更多,你赢得此盘游戏。”的结界。在该牌手的维持开始时,若该牌手的队伍总生命为50或更多,该队伍赢得游戏。" + }, + { + "en": "Example: In a Two-Headed Giant game, a player on a team that has 11 life controls Lurking Evil, an enchantment that reads, “Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying.” To activate the ability, that player must pay 6 life. The team winds up at 5 life.", + "zh": "例如:在一盘双头巨人游戏中,某队伍的生命为11,其中的一位牌手操控伏击魔,叙述为“支付你的一半生命,小数点后进位:伏击魔成为具飞行异能的4/4惊惧兽生物。”的结界。要起动该异能,该牌手须支付6点生命。队伍的总生命成为5。" + } + ] + }, + { + "chapter": "810.9b", + "en": "If a cost or effect allows both members of a team to pay life simultaneously, the total amount of life they pay may not exceed their team’s life total. (Players can always pay 0 life.)", + "zh": "如果一个费用或效应允许队伍中的两位牌手同时支付生命,其支付的生命总和不能超过其队伍的总生命。(牌手总是可以支付0点生命。)" + }, + { + "chapter": "810.9c", + "en": "If an effect sets a single player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. The team’s life total is adjusted by the amount of life that player gained or lost.", + "zh": "如果一个效应将某一位牌手的总生命设为特定数值,该牌手获得或失去相应的生命,使得总生命成为该数值。队伍的总生命根据该牌手所获得或失去的生命而相应调整。", + "extras": [ + { + "en": "Example: In a Two-Headed Giant game, a player on a team that has 25 life is targeted by an ability that reads, “Target player’s life total becomes 10.” That player’s life total is considered to be 25, so that player loses 15 life. The team winds up at 10 life.", + "zh": "例如:在一盘双头巨人游戏中,某队伍的生命为25,其中的一位牌手被一个叙述为“目标牌手的总生命成为10。”的异能指定为目标。该牌手的总生命视为25,因此该牌手失去15点生命。队伍的总生命成为10。" + } + ] + }, + { + "chapter": "810.9d", + "en": "If an effect would set the life total of each player on a team to a number, that team chooses one of its members. On that team, only that player is affected.", + "zh": "如果一个效应将要设定队伍中的每位牌手之总生命为特定数值,该队伍选择其中一位牌手。在该队伍中,只有该牌手受影响。", + "extras": [ + { + "en": "Example: In a Two-Headed Giant game, one team has 7 life and the other team has 13 life. A player casts Repay in Kind, which reads, “Each player’s life total becomes the lowest life total among all players.” Each team chooses one of its members to be affected. The result is that the chosen player on the team that has 13 life loses 6 life, so that team’s life total winds up at 7.", + "zh": "例如:在一盘双头巨人游戏中,一个队伍的生命为7,另一个队伍的生命为13。一位牌手施放同法回报,其叙述为“每位牌手的总生命成为所有牌手中总生命最低者的数值。”每个队伍选择其中一位牌手受到其影响。结果是具有13点生命的队伍中所选择的牌手失去6点生命,该队伍的总生命成为7。" + } + ] + }, + { + "chapter": "810.9e", + "en": "A player can’t exchange life totals with their teammate. If an effect would cause that to occur, the exchange won’t happen.", + "zh": "牌手不能与其队友交换总生命。如果效应将造成此种交换,交换不会发生。" + }, + { + "chapter": "810.9f", + "en": "If an effect instructs a player to redistribute any number of players’ life totals, that player may not affect more than one member of each team this way.", + "zh": "如果一个效应指示牌手重新分配任意数量的牌手之总生命,每个队伍中只能至多影响一位牌手。" + }, + { + "chapter": "810.9g", + "en": "If an effect says that a player can’t gain life, no player on that player’s team can gain life.", + "zh": "如果一个效应叙述一位牌手不能获得生命,该牌手的队伍中没有牌手可以获得生命。" + }, + { + "chapter": "810.9h", + "en": "If an effect says that a player can’t lose life, no player on that player’s team can lose life or pay any amount of life other than 0.", + "zh": "如果一个效应叙述一位牌手不能失去生命,该牌手的队伍中没有牌手可以失去生命,或支付除0点生命外的任何生命。" + } + ], + "extras": [ + { + "en": "Example: In a Two-Headed Giant game, a player casts Flame Rift, which reads, “Flame Rift deals 4 damage to each player.” Each team is dealt a total of 8 damage.", + "zh": "例如:在一盘双头巨人游戏中,一位牌手施放天火断空,其叙述为“天火断空对每位牌手造成4点伤害。”则每个队伍都会受到总共8点的伤害。" + } + ] + }, + { + "chapter": "810.10.", + "en": "Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team.", + "zh": "将使得牌手得到中毒指示物的效应,会个别对牌手发生。中毒指示物由整个队伍共享。", + "subrules": [ + { + "chapter": "810.10a", + "en": "If an effect needs to know how many poison counters an individual player has, that effect uses the number of poison counters that player’s team has. If an effect needs to know how many poison counters a player’s opponents have, that effect uses the number of poison counters opposing teams have.", + "zh": "如果一个效应需要知道个别牌手所具有的中毒指示物数量,则该效应会采用该牌手队伍的中毒指示物数量。如果一个效应需要知道牌手对手的中毒指示物数量,则该效应会采用对手队伍的中毒指示物数量。" + }, + { + "chapter": "810.10b", + "en": "If an effect says that a player loses poison counters, that player’s team loses that many poison counters.", + "zh": "如果一个效应注记着某牌手失去若干中毒指示物,则该牌手的队伍会失去该数量的中毒指示物。" + }, + { + "chapter": "810.10c", + "en": "If an effect says that a player can’t get poison counters, no player on that player’s team can get poison counters.", + "zh": "如果一个效应让一位牌手不能得到中毒指示物,该牌手队伍的牌手都不能得到中毒指示物。" + }, + { + "chapter": "810.10d", + "en": "If a rule or effect needs to know what kinds of counters an individual player has, that effect uses the kinds of counters that player has and the kinds of counters that player’s team has. A player is “poisoned” if that player’s team has one or more poison counters.", + "zh": "如果一个规则或效应需要得知某位牌手具有的指示物之种类,该效应使用该牌手具有的指示物之种类以及该牌手的队伍具有的指示物之种类。如果牌手的队伍具有一个或数个中毒指示物,该牌手便“已中毒”。" + } + ] + }, + { + "chapter": "810.11.", + "en": "The Two-Headed Giant variant can also be played with equally sized teams of more than two players. For each player a team has beyond the second, that team’s starting life total is increased by 15 and the number of poison counters required for the team to lose is increased by five. (These variants are called Three-Headed Giant, Four-Headed Giant, and so on.)", + "zh": "双头巨人玩法也适用于由两位以上且相同数量牌手组成的队伍之间的游戏。从两位牌手算起,队伍中每多出一位牌手,队伍的起始总生命便增加15,输去游戏所需的中毒指示物便增加5。(这些玩法称为三头巨人或四头巨人,依此类推。)", + "subrules": [] + } + ] + }, + { + "chapter": "811.", + "en": "Alternating Teams Variant", + "zh": "隔位分队玩法", + "subrules": [ + { + "chapter": "811.1.", + "en": "Alternating Teams games are played with two or more teams of equal size.", + "zh": "隔位分队玩法可以在两个或更多相等人数的队伍间游戏时使用。", + "subrules": [] + }, + { + "chapter": "811.2.", + "en": "Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options.", + "zh": "游戏开始前需要决定使用哪些多人游戏模式。隔位分队玩法会默认使用以下模式。", + "subrules": [ + { + "chapter": "811.2a", + "en": "The recommended range of influence is 2. See rule 801, “Limited Range of Influence Option.”", + "zh": "建议影响范围为2。参见规则801,“限制影响范围模式”。" + }, + { + "chapter": "811.2b", + "en": "Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.”", + "zh": "必须使用攻击左边、攻击右边,以及攻击复数牌手这三个模式中的一个。参见规则803,“攻击左边或右边模式”,和规则802,“攻击复数牌手模式”。" + }, + { + "chapter": "811.2c", + "en": "The deploy creatures option isn’t normally used in the Alternating Teams variant.", + "zh": "隔位分队玩法中通常不使用调动生物模式。" + } + ] + }, + { + "chapter": "811.3.", + "en": "At the start of the game, players are seated so that no one is next to a teammate and each team is equally spaced out.", + "zh": "于游戏开始时,牌手以如下方式就座:不坐在任何队友旁边,且队友之间的距离相等。", + "subrules": [], + "extras": [ + { + "en": "Example: In an Alternating Teams game with three teams, A, B, and C, the seating around the table at the start of the game is A1, B1, C1, A2, B2, C2, A3, B3, C3, and so on.", + "zh": "例如:三个队伍A、B、C之间使用隔位分队玩法进行游戏。于游戏开始时,座位顺序为A1、B1、C1、A2、B2、C2、A3、B3、C3,以此类推。" + } + ] + }, + { + "chapter": "811.4.", + "en": "A player can’t attack opponents who aren’t seated next to them, planeswalkers that aren’t controlled by opponents seated next to them, or battles that aren’t protected by opponents seated next to them.", + "zh": "牌手不能攻击不坐在该牌手旁边的对手、不坐在该牌手旁边的对手操控的鹏洛客,或是不坐在该牌手旁边的对手防卫的战役。", + "subrules": [] + }, + { + "chapter": "811.5.", + "en": "In the Alternating Teams variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates can’t review each other’s hands unless they are sitting next to each other. Teammates may discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.", + "zh": "在隔位分队玩法中,同一队伍的资源(手牌、法术力等)都不共享。除非互相坐在旁边,否则队友之间不能互相检视手牌。队友可以在任何时候互相讨论策略。队友之间不能操作彼此的牌或永久物。", + "subrules": [] + } + ] + } + ] + }, + { + "chapter": "9.", + "en": "Casual Variants", + "zh": "休闲式玩法", + "subrules": [ + { + "chapter": "900.", + "en": "General", + "zh": "总则", + "subrules": [ + { + "chapter": "900.1.", + "en": "This section contains additional optional rules that can be used for certain casual game variants. It is by no means comprehensive.", + "zh": "本章包含特定的休闲式玩法中可以使用的附加模式规则。并不具有广泛意义。", + "subrules": [] + }, + { + "chapter": "900.2.", + "en": "The casual variants detailed here use supplemental zones, rules, cards, and other game implements not used in traditional Magic games.", + "zh": "此部分休闲式玩法会用到一些在传统万智牌游戏中不会使用到的区域、规则、牌,以及其他用品。", + "subrules": [] + } + ] + }, + { + "chapter": "901.", + "en": "Planechase", + "zh": "竞逐时空", + "subrules": [ + { + "chapter": "901.1.", + "en": "In the Planechase variant, plane cards and phenomenon cards add additional abilities and randomness to the game. The Planechase variant uses all the normal rules for a Magic game, with the following additions.", + "zh": "竞逐时空玩法中使用的时空和异象卡牌为游戏增加了新的异能和变化。竞逐时空玩法遵循万智牌游戏的一般规则,并有下列补充规则。", + "subrules": [] + }, + { + "chapter": "901.2.", + "en": "A Planechase game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”", + "zh": "竞逐时空可由两人或多人游戏。默认采用的多人游戏模式为自由竞赛玩法,使用攻击复数牌手模式,不使用限制影响范围模式。参见规则806,“自由竞赛玩法”。", + "subrules": [] + }, + { + "chapter": "901.3.", + "en": "In addition to the normal game materials, each player needs a supplementary planar deck of at least ten plane and/or phenomenon cards and the game needs one planar die. No more than two cards in a planar deck can be phenomenon cards. Each card in a planar deck must have a different English name. (See rule 311, “Planes,” and rule 312, “Phenomena.”)", + "zh": "除一般的游戏用具之外,每位牌手还各需一副包含至少十张时空和/或异象牌的附加时空套牌,且此玩法需有一个时空骰。每副时空套牌中的异象牌数量不得多于两张。构成时空套牌的各牌英文名称须各不相同。(参见规则311,“时空”和规则312,“异象”。)", + "subrules": [ + { + "chapter": "901.3a", + "en": "A planar die is a six-sided die. One face has the Planeswalker symbol. One face has the chaos symbol. The other faces are blank.", + "zh": "时空骰为六面骰。其中一面为鹏洛客符号。一面为混沌符号。其他面为空白。" + } + ] + }, + { + "chapter": "901.4.", + "en": "All plane and phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up.", + "zh": "整个游戏过程当中,所有的时空牌和异象牌均位于统帅区中,无论是在他们仍属时空套牌部分,或是处于牌面朝上期间,均是如此。", + "subrules": [] + }, + { + "chapter": "901.5.", + "en": "Once all players have kept their opening hands and used the abilities of cards that allow them to take an action with those cards from their opening hands, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it’s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. (See rule 103.7.) No abilities of any card turned face up this way trigger during this process. The face-up plane card becomes the starting plane.", + "zh": "在所有牌手均保留起手牌,完成允许牌手自起手牌中利用此牌张执行之所有动作之后,先手牌手将其时空套牌的牌库顶牌移离该时空套牌,并将其翻回正面。如果该牌为异象牌,则该牌手将该牌置于时空套牌牌库底,然后重复此流程,直至一张时空牌翻回正面为止。(参见规则103.7)在此过程中,以此法翻回正面之牌张的异能均不会触发。该牌面朝上的时空牌便是起始时空。", + "subrules": [] + }, + { + "chapter": "901.6.", + "en": "The owner of a plane or phenomenon card is the player who started the game with it in their planar deck. The controller of a face-up plane or phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.", + "zh": "时空牌或异象牌的拥有者,为开始游戏时将该牌包含在其时空套牌中的牌手。牌面朝上之时空牌或异象牌的操控者,为指定为时空操控者的牌手。通常情况下,时空操控者为当前的主动牌手。如果当前的时空操控者将离开游戏,则改为依照回合顺序的下一位不会离开游戏的牌手成为时空操控者,然后原先的时空操控者离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他牌手成为主动牌手。", + "subrules": [] + }, + { + "chapter": "901.7.", + "en": "Any abilities of a face-up plane card or phenomenon card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.", + "zh": "位于统帅区之牌面朝上的时空牌或异象牌的异能均从该区域生效。该牌的静止式异能会对游戏产生影响,其触发式异能会触发,其起动式异能也可起动。", + "subrules": [ + { + "chapter": "901.7a", + "en": "A face-up plane card or phenomenon card that’s turned face down becomes a new object.", + "zh": "牌面朝上之时空牌或异象牌翻成牌面朝下后即成为新的物件。" + } + ] + }, + { + "chapter": "901.8.", + "en": "Planechase games have an inherent triggered ability known as the “planeswalking ability.” The full text of this ability is “Whenever you roll the Planeswalker symbol on the planar die, planeswalk.” (See rule 701.31, “Planeswalk.”) This ability has no source and is controlled by the player whose planar die roll caused it to trigger. This is an exception to rule 113.8.", + "zh": "竞逐时空游戏具有一个称作“时空换境异能”的固有触发式异能。此异能的完整叙述为“每当你掷出时空骰上的鹏洛客符号时,时空换境。”(参见规则701.31,“时空换境”。)此异能没有来源,其操控者为掷出时空骰而令此异能触发的牌手。此为规则113.8的例外。", + "subrules": [] + }, + { + "chapter": "901.9.", + "en": "Any time the active player has priority and the stack is empty, but only during a main phase of their turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. This is a special action and doesn’t use the stack. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. (See rule 116.2i.)", + "zh": "主动牌手在其具有优先权且堆叠为空的时机下,可以掷时空骰,但此动作只能在该牌手回合中的任一行动阶段中进行。该牌手需支付等同于他于该回合中此前执行此动作之次数的法术力作为费用,才能执行此动作。这属于特殊动作,且不会用到堆叠。请注意,执行此动作的次数并不一定等同于该牌手于该回合中掷过时空骰的次数。如果某效应曾使该牌手于该回合中掷时空骰,则这两个数字便会有所差异。(参见规则116.2i。)", + "subrules": [ + { + "chapter": "901.9a", + "en": "If the die roll is a blank face, nothing happens. The active player gets priority.", + "zh": "如果掷骰结果为空白,则什么事情都不发生。主动牌手得到优先权。" + }, + { + "chapter": "901.9b", + "en": "If the die roll is the chaos symbol, chaos ensues (see rule 311.7). The active player gets priority.", + "zh": "如果掷骰结果为混沌符号,则引发混沌(参见规则311.7)。主动牌手得到优先权。" + }, + { + "chapter": "901.9c", + "en": "If the die roll is the Planeswalker symbol, the “planeswalking ability” triggers and is put on the stack. The active player gets priority. (See rule 901.8.)", + "zh": "如果掷骰结果为鹏洛客符号,则“时空换境异能”触发并进入堆叠。主动牌手得到优先权。(参见规则901.8。)" + }, + { + "chapter": "901.9d", + "en": "Rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See 706, “Rolling a Die.”", + "zh": "掷时空骰会使得每当牌手掷一颗或数颗骰子时触发的异能触发。但是,任何提及掷骰的数字结果的效应,包括比较该次掷骰与其他掷骰或一个给定数字的结果的效应,会忽略该次掷时空骰。参见规则706,“掷骰”。" + } + ] + }, + { + "chapter": "901.10.", + "en": "When a player leaves the game, all objects owned by that player except abilities from phenomena leave the game. (See rule 800.4a.) If that includes a face-up plane card or phenomenon card, the planar controller turns the top card of their planar deck face up. This is not a state-based action. It happens as soon as the player leaves the game.", + "zh": "当一位牌手离开游戏时,由该牌手拥有的所有物件均会离开游戏,但异象产生的异能除外。(参见规则800.4a。)如果离开游戏的物件中包括牌面朝上的时空牌或异象牌,则时空操控者将其时空套牌牌库顶牌翻成正面。这不属于状态动作。这会在牌手离开游戏的同时发生。", + "subrules": [ + { + "chapter": "901.10a", + "en": "If a plane leaves the game while a “planeswalking ability” is on the stack, that ability ceases to exist.", + "zh": "如果时空在“时空换境异能”仍在堆叠上期间离开游戏,则该异能消失。" + }, + { + "chapter": "901.10b", + "en": "Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller.", + "zh": "由离开游戏之牌手拥有的异象产生的异能仍会留在堆叠上,且成为由新的时空操控者操控。" + } + ] + }, + { + "chapter": "901.11.", + "en": "After the game has started, if a player moves the top card of their planar deck off that planar deck and turns it face up, that player has “planeswalked.” Continuous effects with durations that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See rule 701.31.", + "zh": "在游戏开始后,如果某牌手将其时空套牌顶牌移离该时空套牌并将其翻回正面,该牌手便已“时空换境”。注记着持续到“某牌手时空换境为止”的持续性效应终止。会在牌手时空换境时触发的异能触发。参见规则701.31。", + "subrules": [ + { + "chapter": "901.11a", + "en": "A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk.", + "zh": "导致牌手时空换境的原因可能有:“时空换境异能”(参见规则901.8);牌面朝上之时空牌或异象牌的拥有者离开游戏(参见规则901.10);或异象之触发式异能离开堆叠(参见规则704.6f)。异能也可能会让牌手时空换境。" + }, + { + "chapter": "901.11b", + "en": "The plane card that’s turned face up is the plane the player planeswalks to. The plane card or phenomenon card that’s turned face down, or that leaves the game, is the plane or phenomenon the player planeswalks away from.", + "zh": "翻回正面的时空牌便是该牌手时空换入的时空。翻成牌面朝下或离开游戏的时空牌或异象牌便是该牌手时空换出的时空。" + }, + { + "chapter": "901.11c", + "en": "If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes.", + "zh": "如果某牌手在有数个牌面朝上的时空牌的情况下时空换境,则该牌手同时时空换出所有此类时空。" + } + ] + }, + { + "chapter": "901.12.", + "en": "A Two-Headed Giant Planechase game uses all the rules for the Two-Headed Giant multiplayer variant and all the rules for the Planechase casual variant, with the following additions.", + "zh": "双头巨人竞逐时空游戏同时遵循双头巨人多人游戏玩法以及竞逐时空休闲玩法的所有规则,并有下列补充规则。", + "subrules": [ + { + "chapter": "901.12a", + "en": "Each player has their own planar deck.", + "zh": "每位牌手均有一副由其拥有的时空套牌。" + }, + { + "chapter": "901.12b", + "en": "The planar controller is normally the primary player of the active team. However, if the current planar controller’s team would leave the game, instead the primary player of the next team in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller’s team leaves the game. The new planar controller retains that designation until they leave the game or a different team becomes the active team, whichever comes first.", + "zh": "通常情况下,时空操控者为主动队伍的主要牌手。然而,如果当前时空操控者所属队伍将离开游戏,则改为依照回合顺序下一支不会离开游戏之队伍的主动牌手成为时空操控者,然后原先的时空操控者队伍离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他队伍成为主动队伍。" + }, + { + "chapter": "901.12c", + "en": "Even though the face-up plane or phenomenon is controlled by just one player, any ability of that plane or phenomenon that refers to “you” applies to both members of the planar controller’s team.", + "zh": "虽然牌面朝上的时空或异象仅由一位牌手操控,但该时空或异象上任何提及“你”的异能会同时影响时空操控者队伍的两位队员。" + }, + { + "chapter": "901.12d", + "en": "Since each member of the active team is an active player, each of them may roll the planar die. Each player’s cost to roll the planar die is based on the number of times that particular player has already rolled the planar die that turn.", + "zh": "由于主动队伍每位队员都是主动牌手,因此每位队员均可以掷时空骰。每位牌手掷时空骰所需之费用,系根据该牌手在该回合中已掷过时空骰的次数决定。" + } + ] + }, + { + "chapter": "901.13.", + "en": "In multiplayer formats other than Grand Melee, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. (See rule 801, “Limited Range of Influence Option.”)", + "zh": "除了大型混战之外,在其他的多人游戏玩法中,时空牌和异象牌均不受“影响距离”规则限制。他们的异能及该些异能的效应,会对游戏中所有适用的物件和牌手产生影响。(参见规则801,“影响距离规则”。)", + "subrules": [] + }, + { + "chapter": "901.14.", + "en": "In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time.", + "zh": "在大型混战竞逐时空游戏中,在同一时刻可能会有多张时空牌或异象牌处于牌面朝上。", + "subrules": [ + { + "chapter": "901.14a", + "en": "Before the first turn of the game of the game, each player who will start the game with a turn marker sets a starting plane (see rule 901.5). Each of them is a planar controller.", + "zh": "在游戏第一回合之前,每位带有回合标记准备开始游戏的牌手分别设定起始时空(参见规则901.5)。该些牌手均是时空操控者。" + }, + { + "chapter": "901.14b", + "en": "If a player would leave the game and that player leaving the game would reduce the number of turn markers in the game, that player first ceases to be a planar controller (but no other player becomes a planar controller), then that player leaves the game. Each face-up plane card or phenomenon card that player controlled is put on the bottom of its owner’s planar deck. No player is considered to have planeswalked.", + "zh": "如果某牌手将离开游戏,且游戏中的回合标记将因此减少,则首先终止该牌手时空操控者的身份(但不会有其他牌手成为时空操控者),然后该牌手离开游戏。将由该牌手操控的所有时空牌或异象牌置于其拥有者的时空套牌底。没有牌手将因此时空换境。" + } + ] + }, + { + "chapter": "901.15.", + "en": "Single Planar Deck Option", + "zh": "单一时空套牌模式", + "subrules": [ + { + "chapter": "901.15a", + "en": "As an alternative option, a Planechase game may be played with just a single communal planar deck. In that case, the number of cards in the planar deck must be at least forty or at least ten times the number of players in the game, whichever is smaller. The planar deck can’t contain more phenomenon cards than twice the number of players in the game. Each card in the planar deck must have a different English name.", + "zh": "竞逐时空游戏也能以使用单一共用时空套牌的玩法进行游戏。在此情况下,时空套牌须至少为四十张或至少十倍于参加游戏的牌手数量,取两者间较小者。时空套牌中包含的异象牌数量,不得多于参加游戏之牌手数量的两倍。成时空套牌的各牌英文名称须各不相同。" + }, + { + "chapter": "901.15b", + "en": "In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck.", + "zh": "在使用单一时空套牌模式的竞逐时空游戏中,时空操控者视同为时空套牌中所有牌的拥有者。" + }, + { + "chapter": "901.15c", + "en": "If any rule or ability refers to a player’s planar deck, the communal planar deck is used.", + "zh": "如果有任何规则提及某牌手的时空套牌,则使用共用的时空套牌。" + } + ] + } + ] + }, + { + "chapter": "902.", + "en": "Vanguard", + "zh": "先锋", + "subrules": [ + { + "chapter": "902.1.", + "en": "In the Vanguard variant, a vanguard card allows each player to play the role of a famous character. Each player will have one face-up vanguard card whose abilities and other characteristics affect the game. The Vanguard variant uses all the normal rules for a Magic game, with the following additions.", + "zh": "在先锋玩法中,牌手使用先锋牌以扮演游戏中的著名角色。每位牌手各有一张牌面朝上的先锋牌,牌上的异能和其他特征会对游戏产生影响。先锋玩法遵循万智牌游戏的一般规则,并有下列补充规则。", + "subrules": [] + }, + { + "chapter": "902.2.", + "en": "A Vanguard game may be a two-player game or a multiplayer game.", + "zh": "先锋游戏可由双人或多人游戏。", + "subrules": [] + }, + { + "chapter": "902.3.", + "en": "In addition to the normal game materials, each player needs a vanguard card. Each vanguard card is placed face up next to its owner’s library before the game begins. All vanguard cards remain in the command zone throughout the game.", + "zh": "除一般的游戏用具外,每位牌手还各需有一张先锋牌。在游戏开始之前,牌手将各自的先锋牌牌面朝上地置于其拥有者牌库旁边。在整盘游戏过程当中,先锋牌均位于统帅区中。", + "subrules": [] + }, + { + "chapter": "902.4.", + "en": "Each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.", + "zh": "每位牌手的起始生命值为20加上或减去其先锋牌上的生命修正值。", + "subrules": [], + "extras": [ + { + "en": "Example: The life modifier of a player’s vanguard card is -3. That player’s starting life total is 17.", + "zh": "例如:某牌手先锋牌的生命修正值为-3。该牌手的起始生命值为17。" + } + ] + }, + { + "chapter": "902.5.", + "en": "Each player’s starting hand size is seven cards, as modified by the hand modifier of their vanguard card.", + "zh": "每位牌手的起手牌数量为七张,且会受其先锋牌之手牌修正值影响。", + "subrules": [ + { + "chapter": "902.5a", + "en": "If a player takes a mulligan in a Vanguard game, just like in a normal game, that player shuffles their hand back into their library, then draws a new hand equal to their starting hand size. (In a multiplayer game, a player’s first mulligan is for the same number of cards as they had before.) See rule 103.5.", + "zh": "如果某牌手在先锋游戏中进行再调度,则该牌手如在正常游戏中进行再调度一般,将其手牌洗回其牌库,然后抓新的手牌,其数量等同于其起手牌数量。(在多人游戏中,牌手第一次进行再调度后所抓的手牌数与之前相同。)参见规则103.5。", + "extras": [ + { + "en": "Example: The hand modifier of a player’s vanguard card is +2. That player starts the game with a hand of 9 cards. If the player takes a mulligan three times before keeping, they draw a new hand of nine cards and put three of those on the bottom of their library.", + "zh": "例如:某牌手先锋牌的手牌修正值为+2。该牌手以9张手牌开始游戏。如果该牌手在保留手牌之前进行了三次再调度,他会新抓一份9张牌的手牌,然后将其中三张牌置于其牌库底。" + } + ] + }, + { + "chapter": "902.5b", + "en": "A player’s maximum hand size is seven, as modified by the hand modifier of their vanguard card.", + "zh": "牌手之手牌上限为七张,且会受其先锋牌之手牌修正值影响。", + "extras": [ + { + "en": "Example: The hand modifier of a player’s vanguard card is -1. That player’s maximum hand size is six. If that player has more than six cards in their hand as their cleanup step begins, they will discard all but six of them.", + "zh": "例如:某牌手先锋牌的手牌修正值为-1。该牌手的手牌上限为六张。如果于其清除步骤开始时,该牌手的手牌数量多于六张,他需要将手牌弃到只剩六张为止。" + } + ] + } + ] + }, + { + "chapter": "902.6.", + "en": "The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.", + "zh": "先锋牌的拥有者即是以此牌在统帅区中开始游戏的牌手。牌面朝上之先锋牌的操控者是其拥有者。", + "subrules": [] + }, + { + "chapter": "902.7.", + "en": "Any abilities of a face-up vanguard card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.", + "zh": "任何位于统帅区中之牌面朝上先锋牌的异能均是自统帅区中生效。该牌的静止式异能会对游戏产生影响,其上的触发式异能会触发,其上的起动式异能也可以起动。", + "subrules": [] + } + ] + }, + { + "chapter": "903.", + "en": "Commander", + "zh": "指挥官", + "subrules": [ + { + "chapter": "903.1.", + "en": "In the Commander variant, a variant created and popularized by fans, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant uses all the normal rules for a Magic game, with the following additions.", + "zh": "在指挥官玩法中,牌手会为自己的套牌指定一位传奇生物作为领导者,此生物便是这套牌的指挥官。指挥官玩法遵循万智牌游戏的一般规则,并有下列补充规则。", + "subrules": [] + }, + { + "chapter": "903.2.", + "en": "A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”", + "zh": "指挥官可由两人或多人游戏。默认采用的多人游戏模式是自由竞赛玩法,使用攻击复数牌手模式,不使用限制影响范围模式。参见规则806,“自由竞赛玩法”。", + "subrules": [] + }, + { + "chapter": "903.3.", + "en": "Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a Vehicle card, or (c) a Spacecraft card with one or more power/toughness boxes. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.", + "zh": "每副套牌均由一张传奇牌担任套牌的指挥官。该牌必须具备以下条件之一:(a)是生物牌;(b)是载具牌;(c)是具有至少一个力量/防御力方格的太空船牌。“指挥官”此称号并非该牌所代表之物件的特征,而属于该牌所具有的属性之一。就算该牌改换区域,也依然保持此称号。", + "subrules": [ + { + "chapter": "903.3a", + "en": "Some cards have an ability that states the card can be your commander. This ability modifies the rules for deck construction, and it functions before the game begins. See also rule 113.6n.", + "zh": "一些牌具有异能,叙述其可用作指挥官。此类异能修改套牌构组规则,并于游戏开始前便会生效。参见规则113.6n。" + }, + { + "chapter": "903.3b", + "en": "If a player’s commander is a meld card and it’s melded with the other member of its meld pair, the resulting melded permanent is that player’s commander.", + "zh": "如果某牌手的指挥官是一张融合牌、且该融合牌已与其融合牌组中的另一张牌融合,则所得之永久物是该牌手的指挥官。" + }, + { + "chapter": "903.3c", + "en": "If a player’s commander is a component of a merged permanent, the resulting merged permanent is that player’s commander.", + "zh": "如果某牌手的指挥官是某结聚永久物的一个组件,则所成之结聚永久物是该牌手的指挥官。" + }, + { + "chapter": "903.3d", + "en": "If an effect refers to controlling a commander, it refers to a permanent on the battlefield that is a commander. If an effect refers to casting a commander, it refers to a spell that is a commander. If an effect refers to a commander in a specific zone, it refers to a card in that zone that is a commander.", + "zh": "如果一个效应提及操控指挥官,其指一个战场上为指挥官的永久物。如果一个效应提及施放指挥官,其指一个为指挥官的咒语。如果一个效应提及一个特定区域内的指挥官,其指一张在该区域内为指挥官的牌。" + }, + { + "chapter": "903.3e", + "en": "If an effect refers to a characteristic of “your commander,” it can find the appropriate player’s commander and see its current characteristics, as modified by continuous effects and other rules, in all zones, including that player’s library and hand.", + "zh": "如果一个效应提及“你的指挥官”的某特征,它能够在包括手牌和牌库的所有区域中找到相应牌手的指挥官,并获取其由持续性效应和其他规则所修改的特征。" + } + ], + "extras": [ + { + "en": "Example: A commander that’s been turned face down (due to Ixidron’s effect, for example) is still a commander. A commander that’s copying another card (due to Cytoshape’s effect, for example) is still a commander. A permanent that’s copying a commander (such as a Body Double, for example, copying a commander in a player’s graveyard) is not a commander.", + "zh": "例如:翻为牌面朝下的指挥官(例如说因意塑影效应之故)仍是指挥官。复制其他牌的指挥官(例如说因细胞塑形效应之故)仍是指挥官。复制指挥官的永久物(例如说复制坟墓场里指挥官的替身妖)不是指挥官。" + } + ] + }, + { + "chapter": "903.4.", + "en": "The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).", + "zh": "指挥官玩法会利用标识色来确定特定指挥官的套牌中能利用哪些牌张。牌张的标识色会综合该牌法术力费用或规则叙述中出现的法术力符号之颜色或颜色组合,以及该牌之特征定义异能(参见规则604.3)或颜色标志(参见规则204)所定义之颜色组合两者共同确定。", + "subrules": [ + { + "chapter": "903.4a", + "en": "Color identity is established before the game begins. If a rule or effect refers to the color identity of an object in the game represented by a card, it uses the color identity established for that card as the game began.", + "zh": "标识色确定于游戏开始之前。如果规则或效应提及游戏中由牌张代表之物件的标识色,则它使用游戏开始时该牌张的标识色。" + }, + { + "chapter": "903.4b", + "en": "If a commander has a static ability that causes a player to choose its color before the game begins, that choice applies during deck construction and throughout the game, even as the commander changes zones. That choice affects the commander’s color identity. The player reveals that choice as they put their commander into the command zone before the game begins. See rules 103.2c and 607.2p.", + "zh": "如果一个指挥官具有静止式异能,使牌手在游戏开始前选择其颜色,该选择在套牌构组和游戏全过程中生效,即使该指挥官改变区域也一样。该选择影响该指挥官的标识色。牌手在游戏开始前将其指挥官放进统帅区时展示该选择。参见规则103.2c和607.2p。" + }, + { + "chapter": "903.4c", + "en": "Reminder text is ignored when determining a card’s color identity. See rule 207.2.", + "zh": "在判断牌张的标识色时,忽略规则提示文字。参见规则207.2。" + }, + { + "chapter": "903.4d", + "en": "The back face of a double-faced card (see rule 712) is included when determining a card’s color identity. This is an exception to rule 712.8a.", + "zh": "在判断牌张的标识色时,会将双面牌的背面(参见规则712)包括在内。这是规则712.8a之例外情况。", + "extras": [ + { + "en": "Example: Civilized Scholar is the front face of a double-faced card with mana cost {2}{U}. Homicidal Brute is the back face of that double-faced card and has a red color indicator. The card’s color identity is blue and red.", + "zh": "例如:某张双面牌的正面是文雅学者,其法术力费用为{2}{U};其背面为嗜杀蛮汉,其颜色标志为红色。此牌的标识色为蓝红双色。" + } + ] + }, + { + "chapter": "903.4e", + "en": "If a card has any alternative characteristics, such as those of adventurer cards (see rule 715, “Adventurer Cards”), those characteristics are included when determining the card’s color identity.", + "zh": "如果一张牌具有副特征,例如历险者牌的特征(参见规则715,“历险者牌”),在判断牌张的标识色时会将这些特征包括在内。" + }, + { + "chapter": "903.4f", + "en": "If an ability refers to the colors or number of colors in a commander’s color identity, that quality is undefined if that player doesn’t have a commander. That part of the ability won’t do anything. Costs that refer to that quality are unpayable.", + "zh": "如果一个异能提及牌手之指挥官标识色的颜色或颜色的数量,且如果该牌手没有指挥官,则该特性是未定义的。异能的这一部分不会产生作用。提及该特性的费用不能被支付。" + } + ], + "extras": [ + { + "en": "Example: Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the ability “{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact’s mana value to any target.” Bosh’s color identity is red.", + "zh": "例如:铁魔像霸西为法术力费用为{8}的传奇神器生物,且具有异能“{3}{R},牺牲一个神器:铁魔像霸西对任意一个目标造成伤害,其数量等同于所牺牲之神器的法术力值。”霸西的标识色为红色。" + } + ] + }, + { + "chapter": "903.5.", + "en": "Each Commander deck is subject to the following deck construction rules.", + "zh": "指挥官套牌需遵循下列套牌构组规则。", + "subrules": [ + { + "chapter": "903.5a", + "en": "Each deck must contain exactly 100 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 100.", + "zh": "套牌须包含正好一百张牌(含指挥官)。换言之,套牌数量下限和套牌数量上限均为一百。" + }, + { + "chapter": "903.5b", + "en": "Other than basic lands, each card in a Commander deck must have a different English name. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule 201.3).", + "zh": "除了基本地之外,指挥官套牌中牌张的英文名称须各不相同。在进行套牌构组的意义上,具有可互换名称的牌具有相同的英文名称(参见规则201.3)。" + }, + { + "chapter": "903.5c", + "en": "A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck’s commander.", + "zh": "指挥官套牌中只能包含标识色各色均见于套牌指挥官标识色的牌张。", + "extras": [ + { + "en": "Example: Wort, the Raidmother is a legendary creature with mana cost {4}{R/G}{R/G}. Wort’s color identity is red and green. Each card in a Wort Commander deck must be only red, only green, both red and green, or have no color. Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, or have no color.", + "zh": "例如:掠夺大妈麦汁此传奇生物的法术力费用为{4}{R/G}{R/G}。麦汁的标识色是红绿双色。麦汁指挥官套牌中的牌张只能由属于下述颜色的牌张构成:仅为红色;仅为绿色;红绿双色;无色。在套牌中牌张上法术力费用和规则叙述中出现的法术力符号只能有下列几种:仅为红色;仅为绿色;红绿双色;无色。" + } + ] + }, + { + "chapter": "903.5d", + "en": "A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity.", + "zh": "对于具基本地类别的牌而言,指挥官套牌中只能包含所能产生的各法术力颜色均属于指挥官标识色者。", + "extras": [ + { + "en": "Example: Wort, the Raidmother’s color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and/or Forest. It can’t include any land cards with the basic land types Plains, Island, or Swamp.", + "zh": "例如:掠夺大妈麦汁的标识色为红绿双色。麦汁指挥官套牌中只能包含具有或同时具有山脉和/或树林此两种基本地类别的牌。不能包含类别中包含有下列基本地类别的牌:平原、海岛、沼泽。" + } + ] + }, + { + "chapter": "903.5e", + "en": "Commander games do not use sideboards.", + "zh": "指挥官游戏不使用备牌。" + } + ] + }, + { + "chapter": "903.6.", + "en": "At the start of the game, each player puts their commander from their deck face up into the command zone. Then each player shuffles the remaining cards of their deck so that the cards are in a random order. Those cards become the player’s library.", + "zh": "在游戏开始时,每位牌手将其指挥官牌面朝上地置入统帅区。然后分别将套牌中剩下的牌洗牌,确保其中牌张顺序随机。这些牌成为该牌手的牌库。", + "subrules": [] + }, + { + "chapter": "903.7.", + "en": "Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards.", + "zh": "在确定先手牌手之后,每位牌手将生命值设为40,并抓一份七张牌的手牌。", + "subrules": [] + }, + { + "chapter": "903.8.", + "en": "A player may cast a commander they own from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game. This additional cost is informally known as the “commander tax.”", + "zh": "牌手可从统帅区施放由他拥有的指挥官。牌手在从统帅区施放指挥官时,他于这盘游戏先前的时段中每从统帅区施放过一次该指挥官,便须额外支付{2}。此额外费用的非正式名称为“指挥官税”。", + "subrules": [] + }, + { + "chapter": "903.9.", + "en": "A commander may return to the command zone during a Commander game.", + "zh": "在指挥官游戏中,指挥官可以返回统帅区。", + "subrules": [ + { + "chapter": "903.9a", + "en": "If a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action. See rule 704.", + "zh": "如果指挥官在坟墓场或放逐区中,且该物件在上一次检查状态动作之后被置入该区域,其拥有者可以将其置入统帅区。这是状态动作。参见规则704。" + }, + { + "chapter": "903.9b", + "en": "If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.", + "zh": "如果指挥官将从任何区域置入其拥有者的手牌或牌库,该牌手可以改为将其置入统帅区。此替代性效应可以对同一事件生效多于一次。这是规则614.5的例外。" + }, + { + "chapter": "903.9c", + "en": "If a commander is a melded permanent or a merged permanent and its owner chooses to put it into the command zone using the replacement effect described in rule 903.9b, that permanent and each component representing it that isn’t a commander are put into the appropriate zone, and the card that represents it and is a commander is put into the command zone.", + "zh": "如果指挥官是已融合的永久物或结聚永久物、且其拥有者选择利用规则903.9b所述之替代性效应将其置入统帅区,该永久物以及表示该永久物之非指挥官的每个组件将置入对应的区域,且表示该永久物之为指挥官的牌将置于统帅区。" + } + ] + }, + { + "chapter": "903.10.", + "en": "The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)", + "zh": "指挥官玩法包含下列游戏输赢条件。其他结束游戏的规则均适用于本玩法。(参见规则104。)", + "subrules": [ + { + "chapter": "903.10a", + "en": "A player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)", + "zh": "在整盘游戏过程中,受到由同一位指挥官造成之战斗伤害达到或超过21点的牌手输掉此盘游戏。(此为状态动作。参见规则704。)" + } + ] + }, + { + "chapter": "903.11.", + "en": "Except via rules, special actions, and effects that specifically bring cards into Commander games from outside the game, traditional cards from outside the game cannot be brought into a Commander game.", + "zh": "游戏外的传统万智牌不能带入指挥官游戏中,除非有规则、特殊动作或效应特别允许如此作。", + "subrules": [ + { + "chapter": "903.11a", + "en": "If a player is allowed to bring a card from outside the game into a Commander game, that player can’t bring a card into the game this way if it has the same name as a card that player had in their starting deck, if it has the same name as a card that the player owns in the current game, or if any color in its color identity isn’t in the color identity of the player’s commander.", + "zh": "如果一位牌手被允许将游戏外的牌带进一盘指挥官游戏,若该牌与该牌手起始套牌中的牌具有共通的名称、或该牌与该牌手在当前游戏中拥有的牌具有共通的名称、或该牌的标识色中有任一颜色不在该牌手的指挥官标识色中,则该牌手不能将该牌带进这盘游戏。" + } + ] + }, + { + "chapter": "903.12.", + "en": "Brawl Option", + "zh": "争锋模式", + "subrules": [ + { + "chapter": "903.12a", + "en": "Brawl is an option for a different style of Commander game. Brawl games use the normal rules for the Commander variant with the following modifications.", + "zh": "争锋是一种不同风格的指挥官游戏模式。争锋游戏使用指挥官玩法的一般规则,但有以下不同。" + }, + { + "chapter": "903.12b", + "en": "Brawl decks are usually constructed using cards from the Standard format.", + "zh": "争锋套牌通常使用标准赛制中的牌张构组。" + }, + { + "chapter": "903.12c", + "en": "Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a planeswalker card, (c) a Vehicle card, or (d) a Spacecraft card with one or more power/toughness boxes.", + "zh": "每副套牌均由一张传奇牌担任套牌的指挥官。该牌必须具备以下条件之一:(a)是生物牌;(b)是载具牌;(c)是具有至少一个力量/防御力方格的太空船牌。" + }, + { + "chapter": "903.12d", + "en": "A player’s deck must contain exactly 60 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 60.", + "zh": "牌手的套牌必须包含正好60张牌(含指挥官)。换言之,套牌数量下限和套牌数量上限均为60。" + }, + { + "chapter": "903.12e", + "en": "If a player’s commander has no colors in its color identity, that player’s deck may contain any number of basic lands of one basic land type of their choice. This is an exception to rule 903.5d.", + "zh": "如果牌手的指挥官标识色没有颜色,该牌手可以选择一种基本地类别,且其套牌中可以包含任意数量的该类别基本地。这是规则903.5d的例外。" + }, + { + "chapter": "903.12f", + "en": "In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30.", + "zh": "在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。" + }, + { + "chapter": "903.12g", + "en": "In any Brawl game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.", + "zh": "在任何一种争锋游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。" + }, + { + "chapter": "903.12h", + "en": "Brawl games do not use the state-based action described in rule 704.6c, which causes a player to lose the game if they’ve been dealt 21 or more combat damage by a commander.", + "zh": "争锋游戏不使用规则704.6c中所述之状态动作,该状态动作使牌手在受到21点或以上来自指挥官的战斗伤害时输掉游戏。" + } + ] + }, + { + "chapter": "903.13.", + "en": "Commander Draft", + "zh": "指挥官轮抽", + "subrules": [ + { + "chapter": "903.13a", + "en": "Commander Draft is an option for a different style of Commander game. It consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Commander Draft option uses Commander Legends booster packs by default.", + "zh": "指挥官轮抽是一种不同风格的指挥官游戏模式。它包含一次轮抽(一种限制赛,牌手打开未开封的补充包,从中抽选卡牌来构组套牌)和紧随其后的多人游戏。指挥官轮抽玩法默认使用指挥官传奇补充包。" + }, + { + "chapter": "903.13b", + "en": "A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts two cards by placing them in a face-down pile in front of them, then passes the remaining cards to the next player. Each player then drafts two cards from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.", + "zh": "一次轮抽通常包含三个轮抽轮次。在每个轮次中,每位牌手打开一个补充包,抽选两张牌(将该牌置于该牌手面前牌面朝下的一堆),然后将剩下的牌传给下一位牌手。然后每位牌手从传过来的补充包中抽选两张牌,然后将剩下的牌再传给下一位牌手。此流程持续,直到该轮次中的所有牌都被抽选完毕。" + }, + { + "chapter": "903.13c", + "en": "In the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right.", + "zh": "在第一个和第三个轮抽轮次中,每位牌手将补充包传给左面的牌手。在第二个轮次中,每位牌手将补充包传给右面的牌手。" + }, + { + "chapter": "903.13d", + "en": "During the draft, a player can look only at cards in the booster pack they are currently drafting from and cards they have already drafted. A player may not reveal drafted cards to other players unless an ability instructs them to.", + "zh": "在轮抽过程中,牌手只能检视他正在抽选的补充包中的牌和已经抽选的牌。牌手不能向其他牌手展示已抽选的牌,除非有异能指示他如此作。" + }, + { + "chapter": "903.13e", + "en": "After the draft is complete, the cards a player drafted become that player’s card pool. If the draft contained draft boosters from Commander Legends or Commander Masters, each player may add up to two cards named The Prismatic Piper to their card pool, but only if those cards are used as the player’s commander(s). If the draft contained draft boosters from Commander Legends: Battle for Baldur’s Gate®, each player may add up to two cards named Faceless One to their card pool, but only if those cards are used as the player’s commander(s).", + "zh": "在轮抽结束后,每位牌手所抽选的牌成为该牌手的牌池。如果该次轮抽包含指挥官传奇系列或指挥官大师系列的轮抽补充包,则牌手可以向其牌池至多添加两张名为虹彩魔笛手的牌,但仅限于这些牌被用作该牌手指挥官的情形下。如果该次轮抽包含指挥官传奇:争战博德之门®系列的轮抽补充包,则每位牌手可以向其牌池添加至多两张名为无面者的牌,但仅限于这些牌被用作该牌手指挥官的情形下。" + }, + { + "chapter": "903.13f", + "en": "Commander Draft deck construction follows the same rules as Commander deck construction (see rule 903.5) with three exceptions: (1) A player’s deck must contain at least 60 cards. There is no maximum deck size. (2) A player’s deck may include any number of cards from that player’s card pool with the same name. (3) If the draft contained draft boosters from Commander Masters, any card which can be a player’s commander by itself and whose color identity includes one or fewer colors is considered to have the partner ability for the purposes of deckbuilding. (See rule 702.124, “Partner.”)", + "zh": "指挥官轮抽的套牌构组遵循与指挥官套牌(参见规则903.5)一样的规则,但有以下三条例外:(1)套牌须包含至少60张牌。没有套牌数量上限。(2)牌手的套牌可以包含该牌手牌池中的任意数量的同名牌。(3)如果该次轮抽包含指挥官大师系列的轮抽补充包,则在进行套牌构组的意义上,任何可以单独作为牌手指挥官,且标识色为一种或更少的牌被视为具有拍档异能。(参见规则702.124,“拍档”。)" + }, + { + "chapter": "903.13g", + "en": "Commander Draft games follow the same rules as Commander games. See rules 903.6–903.11.", + "zh": "指挥官轮抽游戏遵循与指挥官游戏一样的规则。参见规则903.6-11。" + } + ] + } + ] + }, + { + "chapter": "904.", + "en": "Archenemy", + "zh": "魔王", + "subrules": [ + { + "chapter": "904.1.", + "en": "In the Archenemy variant, a team of players faces off against a single opponent strengthened with powerful scheme cards. The Archenemy variant uses all the normal rules for a Magic game, with the following additions.", + "zh": "在魔王玩法中,一队牌手齐心协力,共同面对有强力邪计牌加持的强大对手。魔王玩法遵循万智牌游戏的一般规则,并有下列补充规则。", + "subrules": [] + }, + { + "chapter": "904.2.", + "en": "The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule 808) involving exactly two teams. The attack multiple players option (see rule 802) and the shared team turns option (see rule 805) are used; no other multiplayer options are used.", + "zh": "魔王游戏默认的游戏模式是由正好两支队伍参加的队伍对队伍多人游戏玩法(参见规则808)。使用攻击复数牌手模式(参见规则802)和队伍共享回合模式(参见规则805);不使用其他多人游戏模式。", + "subrules": [ + { + "chapter": "904.2a", + "en": "One of the teams consists of exactly one player, who is designated the archenemy.", + "zh": "其中一支队伍只有一位牌手,这位牌手便是魔王。" + }, + { + "chapter": "904.2b", + "en": "The other team consists of any number of players.", + "zh": "另一支队伍可由任意数量的牌手组成。" + } + ] + }, + { + "chapter": "904.3.", + "en": "In addition to the normal game materials, the archenemy needs a supplementary scheme deck of at least twenty scheme cards. A scheme deck may contain no more than two of any card with a particular English name. (See rule 314, “Schemes.”)", + "zh": "除了一般的游戏用具外,魔王还需要一副由至少二十张邪计牌构成的附加邪计套牌。邪计套牌中同一英文名称的牌张不得多于两张。(参见规则314,“邪计”。)", + "subrules": [] + }, + { + "chapter": "904.4.", + "en": "All scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up.", + "zh": "整个游戏过程当中,所有邪计牌均位于统帅区中,无论是在他们仍属邪计套牌部分,或是处于牌面朝上期间,均是如此。", + "subrules": [] + }, + { + "chapter": "904.5.", + "en": "The archenemy’s starting life total is 40. Each other player’s starting life total is 20.", + "zh": "魔王的起始生命为40。其他牌手的起始生命为20。", + "subrules": [] + }, + { + "chapter": "904.6.", + "en": "Rather than a randomly determined player, the archenemy takes the first turn of the game.", + "zh": "始终由魔王首先进行回合,而不采用随机方式确定先手牌手。", + "subrules": [] + }, + { + "chapter": "904.7.", + "en": "The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.", + "zh": "邪计牌的拥有者,为以其在统帅区中开始游戏的牌手。其拥有者即为牌面朝上之邪计牌的操控者。", + "subrules": [] + }, + { + "chapter": "904.8.", + "en": "Any abilities of a face-up scheme card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.", + "zh": "位于统帅区之牌面朝上的邪计牌的异能均从该区域生效。该牌的静止式异能会对游戏产生影响,其触发式异能会触发,其起动式异能也可起动。", + "subrules": [] + }, + { + "chapter": "904.9.", + "en": "Immediately after the archenemy’s precombat main phase begins during each of their turns, that player moves the top card of their scheme deck off that scheme deck and turns it face up. This is called “setting that scheme in motion.” (See rule 701.32.) This turn-based action doesn’t use the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger.", + "zh": "于魔王的回合中,在其战斗前行动阶段开始的同时,该牌手将其邪计套牌牌库顶牌移离邪计套牌,并将其翻回正面。此动作称为“发动该邪计”。(参见规则701.32)此回合动作不用到堆叠。该邪计牌上所有注记着在“当你发动此邪计”时触发的异能触发。", + "subrules": [] + }, + { + "chapter": "904.10.", + "en": "If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)", + "zh": "如果非长效的邪计牌面朝上位于统帅区中,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,则在下次有牌手将得到优先权时,将该牌翻成牌面朝下,并将其置于其拥有者邪计套牌的牌库底。(此为状态动作。参见规则704。)", + "subrules": [] + }, + { + "chapter": "904.11.", + "en": "Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule 701.33).", + "zh": "长效邪计发动后,便一直以牌面朝上的状态处于统帅区中,直到有异能将之撤废为止(参见规则701.33)。", + "subrules": [] + }, + { + "chapter": "904.12.", + "en": "Supervillain Rumble Option", + "zh": "群魔乱斗玩法", + "subrules": [ + { + "chapter": "904.12a", + "en": "As an alternative option, players may play a Free-for-All game in which each player has their own scheme deck. The attack multiple players option (see rule 802) is used; no other multiplayer options are used.", + "zh": "魔王游戏还有一种每位牌手各自准备一副邪计套牌进行自由竞赛的玩法。这种玩法使用攻击复数牌手模式(参见规则802);不使用其他多人游戏规则。" + }, + { + "chapter": "904.12b", + "en": "Each player in this game is an archenemy.", + "zh": "游戏中每位牌手都是魔王。" + }, + { + "chapter": "904.12c", + "en": "As in a normal Free-for-All game, the starting player is randomly determined. All other rules that apply to the archenemy in an Archenemy game apply to each player in a Supervillain Rumble game.", + "zh": "如正常多人自由竞赛游戏一般,采用随机方式决定先手牌手。魔王游戏中所有作用于魔王的其他规则,在群魔乱斗游戏中则会适用于作有牌手。" + } + ] + }, + { + "chapter": "904.13.", + "en": "Archenemy Commander Option", + "zh": "魔王指挥官玩法", + "subrules": [ + { + "chapter": "904.13a", + "en": "As an alternative option, players may play a Commander game (see rule 903, “Commander”) using the Archenemy rules. The normal rules for Commander apply, as modified by the Archenemy rules, with the following exceptions.", + "zh": "魔王游戏还有一种使用魔王规则进行指挥官游戏(参见规则903,“指挥官”)的玩法。此玩法遵从指挥官游戏的一般规则和魔王规则的修订,且有以下特例:" + }, + { + "chapter": "904.13b", + "en": "The archenemy starts with 60 life. The opposing team has a shared life total that starts at 60 life rather than individual life totals. The use of a shared life total is detailed in rules 810.8 and 810.9 of the Two-Headed Giant variant.", + "zh": "魔王的起始生命为60。对手队伍共享60点总生命,而非每位牌手有单独的总生命。共享总生命的方式详见双头巨人玩法的规则810.8和810.9。" + }, + { + "chapter": "904.13c", + "en": "Poison counters are not shared. If the archenemy has ten or more poison counters, they lose the game. If any individual member of the opposing team has ten or more poison counters, they lose the game. (This is a state-based action. See rule 704.)", + "zh": "中毒指示物不会共享。如果魔王具有十个或更多中毒指示物,则其输掉此盘游戏。如果对手队伍中任一牌手具有十个或更多中毒指示物,则该牌手输掉此盘游戏。(此为状态动作。参见规则704。)" + }, + { + "chapter": "904.13d", + "en": "The archenemy’s scheme deck must contain at least ten cards, and each card must have a different English name.", + "zh": "魔王的邪计套牌需要包含至少十张牌,且每张牌的英文名称须各不相同。" + } + ] + } + ] + }, + { + "chapter": "905.", + "en": "Conspiracy Draft", + "zh": "诡局轮抽", + "subrules": [ + { + "chapter": "905.1.", + "en": "The Conspiracy Draft variant consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Conspiracy Draft variant uses Magic: The Gathering—Conspiracy® and/or Conspiracy: Take the Crown booster packs by default.", + "zh": "诡局轮抽玩法包括一次轮抽(一种限制赛,牌手打开未开封的补充包,从中抽选卡牌来构组套牌)和紧随其后的多人游戏。诡局轮抽玩法默认使用万智牌:诡局®和/或诡局:王权争霸补充包。", + "subrules": [ + { + "chapter": "905.1a", + "en": "A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts one card by placing that card in a face-down pile in front of the player, then passes the remaining cards to the next player. Each player then drafts a card from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.", + "zh": "一次轮抽通常包含三个轮抽轮次。在每个轮次中,每位牌手打开一个补充包,抽选一张牌(将该牌置于该牌手面前牌面朝下的一堆),然后将剩下的牌传给下一位牌手。然后每位牌手从传过来的补充包中抽选一张牌,然后将剩下的牌再传给下一位牌手。此流程持续,直到该轮次中的所有牌都被抽选完毕。" + }, + { + "chapter": "905.1b", + "en": "In the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right.", + "zh": "在第一个和第三个轮抽轮次中,每位牌手将补充包传给左面的牌手。在第二个轮次中,每位牌手将补充包传给右面的牌手。" + }, + { + "chapter": "905.1c", + "en": "During the draft, a player can look only at cards in the booster pack they are currently drafting from, cards they have already drafted, cards that are currently revealed as described in rule 905.2b, and cards that have been drafted face up as described in rule 905.2c. A player may not reveal drafted cards to other players unless an ability instructs them to.", + "zh": "在轮抽过程中,牌手只能检视他正在抽选的补充包中的牌、已经抽选的牌、依规则905.2b所述已被展示的牌、和依规则905.2c所述以牌面朝上的方式抽选的牌。牌手不能向其他牌手展示已抽选的牌,除非有异能指示他如此作。" + }, + { + "chapter": "905.1d", + "en": "After the draft and all actions that may be taken during or after the draft, all the cards a player has drafted become that player’s card pool. The player builds their deck from only these cards and any number of basic land cards. See rules 100.2b and 100.4b.", + "zh": "在轮抽结束后,以及所有在轮抽过程中和轮抽结束后将要执行的动作执行完毕后,每位牌手所抽选的牌成为该牌手的牌池。该牌手仅使用这些牌和任意数量的基本地来构组套牌。参见规则100.2b和100.4b。" + } + ] + }, + { + "chapter": "905.2.", + "en": "Some cards have abilities that function during the draft.", + "zh": "一些牌具有在轮抽过程中生效的异能。", + "subrules": [ + { + "chapter": "905.2a", + "en": "During a draft, there is no active player or system of priority. If multiple players wish to take an action at the same time during the draft and can’t agree on an order, those actions are taken in a random order.", + "zh": "在轮抽过程中,没有主动牌手或优先权系统。如果多位牌手想要在轮抽中同时执行动作,且无法就执行动作的顺序达成一致,这些动作以随机顺序来执行。" + }, + { + "chapter": "905.2b", + "en": "Some cards instruct players to reveal them as they’re drafted and then note some information, such as a number or color. This information can be referred to by other abilities during the game. Any player can look at this information at any time during the draft or game. After the information is noted, the drafted card is turned face down and added to the player’s drafted cards pile.", + "zh": "一些牌指示牌手于抽选该牌时展示之,然后记录某些信息,例如数字或颜色。这些信息可以被游戏中的其他异能所牵扯。任何牌手都可以在轮抽或游戏时的任何时机检视这些信息。在这些信息被记下之后,所抽选的牌翻回牌面朝下,并加入牌手已抽选的牌堆。" + }, + { + "chapter": "905.2c", + "en": "Some cards instruct players to draft them face up. Each such card remains face up until the draft is complete, an effect instructs the player who drafted it to turn it face down, or the card leaves that player’s drafted cards pile. While the card is face up, all players may look at it.", + "zh": "一些牌指示牌手以牌面朝上的方式抽选之。这些牌一直保持牌面朝上,直到轮抽结束,或效应指示抽选该牌的牌手将其翻回牌面朝下,或该牌离开该牌手已抽选的牌堆。只要该牌是牌面朝上,任何牌手都可以检视之。" + } + ] + }, + { + "chapter": "905.3.", + "en": "A Conspiracy Draft game is a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”", + "zh": "诡局轮抽游戏是多人游戏。默认使用的多人模式是自由竞赛模式,并且不使用限制影响范围模式。参见规则806,“自由竞赛模式”。", + "subrules": [] + }, + { + "chapter": "905.4.", + "en": "At the start of the game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone.", + "zh": "在游戏开始时,洗套牌之前,每位牌手可以将他备牌中任意数量的诡局牌置于统帅区。", + "subrules": [ + { + "chapter": "905.4a", + "en": "Conspiracy cards with hidden agenda are put into the command zone face down. Any time a player has priority, they may turn a face-down conspiracy card they control face up. See rule 702.106, “Hidden Agenda.”", + "zh": "具有秘案异能的诡局牌以牌面朝下的方式置于统帅区。于牌手拥有优先权的时机下,他可以将一张由他操控的牌面朝下的诡局牌翻回正面。参见规则702.106,“秘案”。" + } + ] + }, + { + "chapter": "905.5.", + "en": "The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.", + "zh": "诡局牌的拥有者是在游戏开始时将其置入统帅区的牌手。诡局牌的操控者是其拥有者。", + "subrules": [] + }, + { + "chapter": "905.6.", + "en": "Once the starting player has been determined, each player sets their life total to 20 and draws a hand of seven cards.", + "zh": "一旦先手牌手被确定,每位牌手将总生命设为20,然后抓七张起手牌。", + "subrules": [] + } + ] + } + ] + } + ], + "glossary": [ + { + "enname": "Abandon", + "zhname": "撤废", + "en": "To turn a face-up ongoing scheme card face down and put it on the bottom of its owner’s scheme deck. See rule 701.33, “Abandon.”", + "zh": "将一张牌面朝上的长效邪计牌翻为牌面朝下并置于其拥有者的邪计套牌牌库底。参见规则701.33,“撤废”。" + }, + { + "enname": "Ability", + "zhname": "异能", + "en": "1. Text on an object that explains what that object does or can do.\n2. An activated or triggered ability on the stack. This kind of ability is an object.\nSee rule 113, “Abilities,” and section 6, “Spells, Abilities, and Effects.”", + "zh": "1. 一个物件上解释这个物件作什么或可以作什么的叙述。\n2. 一个堆叠上的起动式或触发式异能。这类的异能是物件。\n参见规则113,“异能”,和第6章,“咒语、异能和效应”。" + }, + { + "enname": "Ability Word", + "zhname": "异能提示", + "en": "An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 207.2c.", + "zh": "一个斜体的词,没有规则上的意义,将不同牌上类似作用的异能联系起来。参见规则207.2c。" + }, + { + "enname": "Absorb", + "zhname": "抵受", + "en": "A keyword ability that prevents damage. See rule 702.64, “Absorb.”", + "zh": "一个防止伤害的关键字异能。参见规则702.64,“抵受”。" + }, + { + "enname": "Activate", + "zhname": "起动", + "en": "To put an activated ability onto the stack and pay its costs, so that it will eventually resolve and have its effect. See rule 602, “Activating Activated Abilities.”", + "zh": "将一个起动式异能放进堆叠并支付其费用,使它最终能够结算并产生效应。参见规则602,“起动起动式异能”。" + }, + { + "enname": "Activated Ability", + "zhname": "起动式异能", + "en": "A kind of ability. Activated abilities are written as “[Cost]: [Effect.] [Activation instructions (if any).]” See rule 113, “Abilities,” and rule 602, “Activating Activated Abilities.”", + "zh": "一种异能。起动式异能的格式为“[费用]:[效应]。[起动限制(如果有的话)]”。参见规则113,“异能”,以及规则602,“起动起动式异能”。" + }, + { + "enname": "Activation Cost", + "zhname": "起动费用", + "en": "Everything that appears before the colon in an activated ability’s text. It must be paid to activate the ability. See rule 118, “Costs,” and rule 602, “Activating Activated Abilities.”", + "zh": "一个起动式异能叙述中冒号之前的部分。必须支付它来起动该异能。参见规则118,“费用”,以及规则602,“起动起动式异能”。" + }, + { + "enname": "Active Player", + "zhname": "主动牌手", + "en": "The player whose turn it is. See rule 102.1.", + "zh": "主动牌手指轮到该回合的牌手。参见规则102.1。" + }, + { + "enname": "Active Player, Nonactive Player Order", + "zhname": "主动牌手先决定的顺序", + "en": "A system that determines the order by which players make choices if multiple players are instructed to make choices at the same time. See rule 101.4. This rule is modified for games using the shared team turns option; see rule 805.6.", + "zh": "一个在多人同时需要作出选择时,用来决定牌手作出选择顺序的系统。参见规则101.4。本规则在队伍共享回合模式中有变更;参见规则805.6。" + }, + { + "enname": "Active Team", + "zhname": "主动队伍", + "en": "The team whose turn it is in a game using the shared team turns option. See rule 805.4a.", + "zh": "主动队伍指在队伍共享回合模式下,轮到该回合的队伍。参见规则805.4a。" + }, + { + "enname": "Adapt", + "zhname": "演化", + "en": "A keyword action that puts +1/+1 counters on a creature that doesn’t have any yet. See rule 701.46, “Adapt.”", + "zh": "一个关键字动作,在牌手没有+1/+1指示物的生物上放置+1/+1指示物。参见规则701.46,“演化”。" + }, + { + "enname": "Additional Cost", + "zhname": "额外费用", + "en": "A cost a spell may have that its controller may pay (or, in some cases, must pay) in addition to its mana cost to cast that spell. See rule 118, “Costs,” and rule 601, “Casting Spells.”", + "zh": "一个咒语在其法术力费用的基础上,可能具有让它的操控者可以支付(或在一些情况下必须支付)的额外费用,来施放一个咒语。参见规则118,“费用”,以及规则601,“施放咒语”。" + }, + { + "enname": "Adventurer Card", + "zhname": "历险者牌", + "en": "Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Adventure spell type. See rule 715, “Adventurer Cards.”", + "zh": "一张分为两部分(且其中一部分是嵌在文字栏左面)的牌,其副特征包括历险此咒语类别。。参见规则715,“历险者牌”。" + }, + { + "enname": "Affinity", + "zhname": "共鸣", + "en": "A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.41, “Affinity.”", + "zh": "一个关键字异能,减少施放一个咒语所需要支付的法术力数量。参见规则702.41,“共鸣”。" + }, + { + "enname": "Afflict", + "zhname": "折磨", + "en": "A keyword ability that makes the defending player lose life for blocking. See rule 702.130, “Afflict.”", + "zh": "一个关键字异能,使防御牌手阻挡时失去生命。参见规则702.130,“折磨”。" + }, + { + "enname": "Afterlife", + "zhname": "往生", + "en": "A keyword ability that leaves behind Spirit creature tokens when certain creatures die. See rule 702.135, “Afterlife.”", + "zh": "一个关键字异能,使某些生物死去时留下精怪衍生生物。参见规则702.135,“往生”。" + }, + { + "enname": "Aftermath", + "zhname": "余响", + "en": "A keyword ability that lets a player cast one half of a split card only from their graveyard. See rule 702.127, “Aftermath.”", + "zh": "一个关键字异能,使牌手能且仅能从其坟墓场中施放一张连体牌的其中一边。参见规则702.127,“余响”。" + }, + { + "enname": "Airbend", + "zhname": "截气", + "en": "A keyword action that exiles one or more permanents and/or spells. The owner of each card exiled with airbend may cast it from exile by paying {2} rather than paying its mana cost. See rule 701.65, “Airbend.”", + "zh": "一个关键字动作,能够放逐一个或数个永久物和/或咒语。被截气放逐之牌的拥有者可以支付{2}而非其法术力费用从放逐区再度施放它。参见规则701.65,“截气”。" + }, + { + "enname": "Alternating Teams Variant", + "zhname": "隔位分队玩法", + "en": "A multiplayer variant played among two or more teams of equal size. See rule 811, “Alternating Teams Variant.”", + "zh": "一种多人游戏玩法,可在两个或更多位牌手数量相同的队伍之间使用。参见规则811,“隔位分队玩法”。" + }, + { + "enname": "Alternative Cost", + "zhname": "替代性费用", + "en": "A cost a spell may have that its controller can pay rather than paying its mana cost. See rule 118, “Costs,” and rule 601, “Casting Spells.”", + "zh": "咒语可能具有的费用,其操控者可以选择支付该费用而不是其法术力费用。参见规则118,“费用”,以及规则601,“施放咒语”。" + }, + { + "enname": "Alternate Name", + "zhname": "别名", + "en": "A different name used on promotional or alternate-art versions of some cards. This name has no rules meaning. See rule 201.6.", + "zh": "一些牌在其推广版本或异画版本上使用的不同名称。此名称没有规则含义。参见规则201.6。" + }, + { + "enname": "Amass", + "zhname": "囤兵", + "en": "A keyword action that gives you a Zombie Army creature token or grows an Army you already have. See rule 701.47, “Amass.”", + "zh": "一个关键字动作,给你一个灵俑/军队衍生生物或是壮大一个你已经拥有的军队。参见规则701.47,“囤兵”。(译注:词汇表中囤兵此词条尚未更新到LTR版本。)" + }, + { + "enname": "Amplify", + "zhname": "增强", + "en": "A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.38, “Amplify.”", + "zh": "一个关键字异能,可以令生物于进入战场时具有+1/+1指示物。参见规则702.38,“增强”。" + }, + { + "enname": "Anchor Word", + "zhname": "锚定词", + "en": "A word that precedes one of two abilities a permanent may enter the battlefield with. See rule 614.12b.", + "zh": "于永久物进战场时可能选择的两个词语之一,出现在异能的开头。参见规则614.12b。" + }, + { + "enname": "Annihilator", + "zhname": "歼灭", + "en": "A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.86, “Annihilator.”", + "zh": "一个关键字异能,可以让一个生物在进行攻击时极为残酷。参见规则702.86,“歼灭”。" + }, + { + "enname": "Ante", + "zhname": "赌注", + "en": "1. A zone used only when playing “for keeps.”\n2. To put a card into the ante zone.\nSee rule 407, “Ante.”", + "zh": "1. 一个只有在“有所输赢”的情况下才使用的区域。\n2. 将一张牌放进赌注区。\n参见规则407,“赌注”。" + }, + { + "enname": "Any Target", + "zhname": "任意一个目标", + "en": "A spell or ability may require “any target.” “Any target” is the same as “target creature, player, or planeswalker.” See rule 115.4.", + "zh": "一个咒语或异能可能需要“任意一个目标”。“任意一个目标”等同于“目标生物、牌手或鹏洛客”。参见规则115.4。" + }, + { + "enname": "APNAP Order", + "zhname": "APNAP顺序", + "en": "See Active Player, Nonactive Player Order.", + "zh": "参见主动牌手先决定的顺序。" + }, + { + "enname": "Archenemy", + "zhname": "魔王", + "en": "1. A casual variant in which a team of players faces off against a single opponent strengthened with powerful scheme cards. See rule 904, “Archenemy.”\n2. A player in an Archenemy game who is playing with a scheme deck.", + "zh": "1. 一种休闲式玩法,一队牌手齐心协力,共同面对有强力邪计牌加持的强大对手。参见规则904,“魔王”。\n2. 魔王游戏中使用邪计套牌进行游戏的牌手。" + }, + { + "enname": "Archenemy Commander", + "zhname": "魔王指挥官", + "en": "A Commander game that follows a modified version of the Archenemy rules. See rule 903, “Commander,” and rule 904, “Archenemy.”", + "zh": "一种使用魔王规则修订的指挥官游戏。参见规则903,“指挥官”,以及规则904,“魔王”。" + }, + { + "enname": "Artifact", + "zhname": "神器", + "en": "A card type. An artifact is a permanent. See rule 301, “Artifacts.”", + "zh": "一种牌张类别。神器是永久物。参见规则301,“神器”。" + }, + { + "enname": "Artifact Creature", + "zhname": "神器生物", + "en": "A combination of artifact and creature that’s subject to the rules for both. See rule 301, “Artifacts,” and rule 302, “Creatures.”", + "zh": "一个既是神器又是生物的组合,两者的规则对它都有效。参见规则301,“神器”,以及规则302,“生物”。" + }, + { + "enname": "Artifact Land", + "zhname": "神器地", + "en": "A combination of artifact and land that’s subject to the rules for both. Artifact lands can only be played as lands, not cast as spells. See rule 301, “Artifacts,” and rule 305, “Lands.”", + "zh": "一个既是神器又是地的组合,两者的规则对它都有效。神器地只能作为地来使用,而不能作为咒语施放。参见规则301,“神器”,以及规则305,“地”。" + }, + { + "enname": "Artifact Type", + "zhname": "神器类别", + "en": "A subtype that’s correlated to the artifact card type. See rule 301, “Artifacts.” See rule 205.3g for the list of artifact types.", + "zh": "与神器牌张类别对应的副类别。参见规则301,“神器”。参见规则205.3g的神器类别列表。" + }, + { + "enname": "As Though", + "zhname": "视同", + "en": "Text used to indicate that the game, for some specific purpose, treats a condition as true even though it’s not. See rule 609.4.", + "zh": "一个叙述,用来表示游戏由于一些特殊的原因,即使在某条件不符合的情况下按照符合的情况对待。参见规则609.4。" + }, + { + "enname": "Ascend", + "zhname": "登殿", + "en": "A keyword causing a player to get the designation of the city’s blessing once they control ten permanents. See rule 702.131, “Ascend.”", + "zh": "一个关键字,在牌手操控十个永久物后使牌手得到“黄金城祝福”之称号。参见规则702.131,“登殿”。" + }, + { + "enname": "Assemble", + "zhname": "组装", + "en": "Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Cards and mechanics from the Unstable set aren’t included in these rules.", + "zh": "组装是出现在Unstable系列中的关键字动作,会将机巧放进战场。本文件中的规则并未涵盖Unstable系列中的牌张和机制。" + }, + { + "enname": "Assign Combat Damage", + "zhname": "分配战斗伤害", + "en": "To determine how an attacking or blocking creature will deal its combat damage. See rule 510, “Combat Damage Step.”", + "zh": "决定一个攻击或阻挡生物如何造成其战斗伤害。参见规则510,“战斗伤害步骤”。" + }, + { + "enname": "Assist", + "zhname": "助力", + "en": "A keyword ability that lets another player help you pay for a spell. See rule 702.132, “Assist.”", + "zh": "一个关键字异能,允许另一位牌手帮助你支付咒语的费用。参见规则702.132,“助力”。" + }, + { + "enname": "At End of Turn (Obsolete)", + "zhname": "在回合结束时(已废止)", + "en": "A trigger condition printed on abilities that triggered at the beginning of the end step (which is not the last thing to happen in the turn). Cards that were printed with that text have received errata in the Oracle card reference to say “at the beginning of the end step” or “at the beginning of the next end step.” See rule 513, “End Step.”", + "zh": "一个印在异能上的触发条件,在结束步骤开始时触发(而不是一个回合最后发生的事)。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误,新叙述为“在结束步骤开始时”或“在下一个结束步骤开始时”。参见规则513,“结束步骤”。" + }, + { + "enname": "Attach", + "zhname": "贴附", + "en": "To take an Aura, Equipment, or Fortification from where it currently is and put it onto a specified object or player. See rule 701.3, “Attach.”", + "zh": "将一个灵气、武具或工事从其当前所在位置拿开,并将其放置到一个指定物件或牌手上。参见规则701.3,“贴附”。" + }, + { + "enname": "Attack", + "zhname": "攻击", + "en": "To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508, “Declare Attackers Step.”", + "zh": "将一个生物以攻击的形态送进战斗。一个生物可以攻击牌手或鹏洛客。参见规则508,“宣告攻击者步骤”。" + }, + { + "enname": "Attack Alone", + "zhname": "单独攻击", + "en": "A creature “attacks alone” if it’s the only creature declared as an attacker during the declare attackers step. A creature “is attacking alone” if it’s attacking but no other creatures are. See rule 506.5.", + "zh": "如果在宣告攻击者步骤中只有一个生物被宣告为攻击者,该生物“单独攻击”。如果只有一个生物正在攻击且没有其他生物正在攻击,该生物“正在单独攻击”。参见规则506.5。" + }, + { + "enname": "Attack Left Option", + "zhname": "攻击左边模式", + "en": "An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.”", + "zh": "一些多人玩法中可以采用的一种模式。参见规则803,“攻击左边或右边模式”。" + }, + { + "enname": "Attack Multiple Players Option", + "zhname": "攻击复数牌手模式", + "en": "An option that may be used in certain multiplayer variants. See rule 802, “Attack Multiple Players Option.”", + "zh": "一些多人玩法中可以采用的一种模式。参见规则802,“攻击复数牌手模式”。" + }, + { + "enname": "Attack Right Option", + "zhname": "攻击右边模式", + "en": "An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.”", + "zh": "一些多人玩法中可以采用的一种模式。参见规则803,“攻击左边或右边模式”。" + }, + { + "enname": "Attacking Creature", + "zhname": "进行攻击的生物", + "en": "A creature that has either been declared as part of a legal attack during the combat phase (once all costs to attack, if any, have been paid), or a creature that has been put onto the battlefield attacking. It remains an attacking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 508, “Declare Attackers Step.”", + "zh": "一个生物在战斗阶段中被合法宣告为攻击的一部分(如果有攻击的费用,则在支付之后),或一个生物被放进战场且进行攻击。它在被移出战斗或战斗阶段结束两者中最先发生的之前,都保持为进行攻击的生物。参见规则508,“宣告攻击者步骤”。" + }, + { + "enname": "Attacking Team", + "zhname": "攻击队伍", + "en": "The team who can attack during the combat phase of a multiplayer game using the shared team turns option. See rule 805, “Shared Team Turns Option.”", + "zh": "使用队伍共享回合模式的多人游戏中,在战斗阶段中能够攻击的队伍。参见规则805,“队伍共享回合模式”。" + }, + { + "enname": "Attacks and Isn’t Blocked", + "zhname": "攻击且未受阻挡", + "en": "An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an unblocked attacking creature. See rule 509.1h.", + "zh": "一个当生物“攻击且未受阻挡”的异能在该生物成为未受阻挡的攻击生物时触发。参见规则509.1h。" + }, + { + "enname": "Attraction", + "zhname": "景点", + "en": "An artifact type seen only on nontraditional Magic cards in the Unfinity expansion. See rule 717, “Attraction Cards,” rule 701.51, “Open an Attraction,” and rule 701.52, “Roll to Visit Your Attractions.”", + "zh": "一种神器类别,只在Unfinity系列的非传统万智牌上出现。参见规则717,“景点牌”、规则701.51,“打开景点”,以及规则701.52,“掷骰造访景点”。" + }, + { + "enname": "Attraction Deck", + "zhname": "景点套牌", + "en": "An optional deck of at least three (in limited play) or ten (in constructed play) Attraction cards that can be used to support play with some cards from the Unfinity expansion. See rule 717.2.", + "zh": "一副可选套牌,包含至少三张(在限制赛中)或十张(在构组赛中)景点牌,在用到Unfinity系列中某些卡牌的游戏中使用。参见规则717.2。" + }, + { + "enname": "Aura", + "zhname": "灵气", + "en": "An enchantment subtype. Aura spells target objects or players, and Aura permanents are attached to objects or players. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”", + "zh": "一个结界的副类别。灵气咒语以物件或牌手为目标,且灵气永久物贴附于物件或牌手上。参见规则303,“结界”,以及规则702.5,“结附”。" + }, + { + "enname": "Aura Swap", + "zhname": "灵气转换", + "en": "A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.65, “Aura Swap.”", + "zh": "一个关键字异能,让你将一个手上的灵气与战场上的交换。参见规则702.65,“灵气转换”。" + }, + { + "enname": "Awaken", + "zhname": "醒转", + "en": "A keyword ability that lets you turn a land you control into a creature. See rule 702.113, “Awaken.”", + "zh": "一个关键字异能,让你将一个由你操控的地变成生物。参见规则702.113,“醒转”。" + }, + { + "enname": "Background", + "zhname": "身世", + "en": "An enchantment type that, in combination with the “choose a Background” ability, may allow a legendary enchantment card to be your commander. See rule 702.124, “Partner,” and rule 903, “Commander.”", + "zh": "一种结界类别,与“选择身世”异能合用时,可以允许将一张传奇结界牌用作指挥官。参见规则702.124,“拍档”,和规则903,“指挥官”。" + }, + { + "enname": "Backup", + "zhname": "后援", + "en": "A keyword ability that lets a creature give +1/+1 counters to itself or another when it enters the battlefield. If a different creature is chosen, that creature also temporarily gains one or more abilities. See rule 702.165, “Backup.”", + "zh": "一个关键字异能,使生物进战场时能在它自己或另一个生物上放置+1/+1指示物。如果选择了另一个生物,该生物还会暂时获得异能。参见规则702.165,“后援”。" + }, + { + "enname": "Banding, “Bands with Other”", + "zhname": "结合,“与…结合”", + "en": "Banding is a keyword ability that modifies the rules for declaring attackers and assigning combat damage. “Bands with other” is a specialized version of the ability. See rule 702.22, “Banding.”", + "zh": "结合是一个关键字异能,影响宣告攻击者和分配战斗伤害的规则。“与…结合”是该异能的一个特殊版本。参见规则702.22,“结合”。" + }, + { + "enname": "Bargain", + "zhname": "加码", + "en": "Bargain is a keyword ability that represents an optional additional cost of sacrificing an artifact, enchantment, or token. A spell has been bargained if its controller declared the intention to pay that cost. See rule 702.166, “Bargain.”", + "zh": "加码是一个关键字异能,表示一个牺牲一个神器、结界或衍生物的可选额外费用。如果一个咒语的操控者宣告将支付其加码费用,则该咒语已加码。参见规则702.166,“加码”。" + }, + { + "enname": "Base Power, Base Toughness", + "zhname": "基础力量,基础防御力", + "en": "Effects that change the base power and/or base toughness of a creature set one or both of those values to a specific number. See rule 613, “Interaction of Continuous Effects.”", + "zh": "更改生物的基础力量和/或基础防御力的效应将这些值设定为一个特定的数字。参见规则613,“持续性效应的互动”。" + }, + { + "enname": "Basic", + "zhname": "基本", + "en": "A supertype that’s normally relevant on lands. Any land with this supertype is a basic land. See rule 205.4, “Supertypes.”", + "zh": "一种超类别,一般情况下与地有关。任何具有此超类别的地是基本地。参见规则205.4,“超类别”。" + }, + { + "enname": "Basic Landcycling", + "zhname": "循环基本地", + "en": "See Typecycling.", + "zh": "参见类别循环。" + }, + { + "enname": "Basic Land Type", + "zhname": "基本地类别", + "en": "There are five “basic land types”: Plains, Island, Swamp, Mountain, and Forest. Each one has a mana ability associated with it. See rule 305, “Lands.”", + "zh": "总共有五种“基本地类别”:平原、海岛、沼泽、山脉、和树林。每种类别对应一个法术力异能。参见规则305,“地”。" + }, + { + "enname": "Battle", + "zhname": "战役", + "en": "A card type. A battle is a permanent. See rule 310, “Battles.”", + "zh": "一种牌张类别。战役是永久物。参见规则310,“战役”。" + }, + { + "enname": "Battle Cry", + "zhname": "战嚎", + "en": "A keyword ability that makes other attacking creatures better in combat. See rule 702.91, “Battle Cry.”", + "zh": "一个关键字异能,让其他攻击生物在战斗中更强。参见规则702.91,“战嚎”。" + }, + { + "enname": "Battlefield", + "zhname": "战场", + "en": "A zone. The battlefield is the zone in which permanents exist. It used to be known as the “in-play” zone. See rule 403, “Battlefield.”", + "zh": "一个区域。战场是永久物存在的区域。此区域过去被称为“场上”区域。参见规则403,“战场”。" + }, + { + "enname": "Becomes", + "zhname": "成为", + "en": "A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2e.", + "zh": "在一些触发事件中表示状态或特征变动的词。参见规则603.2e。" + }, + { + "enname": "Beginning of Combat Step", + "zhname": "战斗开始步骤", + "en": "Part of the turn. This step is the first step of the combat phase. See rule 507, “Beginning of Combat Step.”", + "zh": "回合的一部分。这是战斗阶段的第一个步骤。参见规则507,“战斗开始步骤”。" + }, + { + "enname": "Beginning Phase", + "zhname": "开始阶段", + "en": "Part of the turn. This phase is the first phase of the turn. See rule 501, “Beginning Phase.”", + "zh": "回合的一部分。这是回合的第一个阶段。参见规则501,“开始阶段”。" + }, + { + "enname": "Behold", + "zhname": "请援", + "en": "A keyword action that allows a player to choose a permanent they control of a particular quality or reveal a card of that quality from their hand, usually to pay a cost or get an additional effect. See rule 701.4, “Behold.”", + "zh": "一个关键字动作,允许牌手选择一个由其操控且具有特定特征的永久物,或从手上展示一张具有该特征的牌,通常是为了支付费用或获得额外效应。参见规则701.4,“请援”。" + }, + { + "enname": "Bestow", + "zhname": "神授", + "en": "A keyword ability that lets a creature card be cast as an Aura. See rule 702.103, “Bestow.”", + "zh": "一个关键字异能,让生物牌可以作为灵气施放。参见规则702.103,“神授”。" + }, + { + "enname": "Blight", + "zhname": "衰萎", + "en": "A keyword action. To blight N means to put N -1/-1 counters on a creature you control. See rule 701.68, “Blight.”", + "zh": "一个关键字动作。衰萎N意指在一个由你操控的生物上放置N个-1/-1指示物。参见规则701.68,“衰萎”。" + }, + { + "enname": "Blitz", + "zhname": "急袭", + "en": "A keyword ability found on creature cards that allows them to be cast for an alternative cost. See rule 702.152, “Blitz.”", + "zh": "一个见于生物牌上的关键字异能,允许其使用替代性费用来施放。参见规则702.152,“急袭”。" + }, + { + "enname": "Block", + "zhname": "阻挡", + "en": "To send a creature into combat defensively. A creature can block an attacking creature. See rule 509, “Declare Blockers Step.”", + "zh": "将一个生物以防守的形态送进战斗。生物可以阻挡攻击生物。参见规则509,“宣告阻挡者步骤”。" + }, + { + "enname": "Block Alone", + "zhname": "单独阻挡", + "en": "A creature “blocks alone” if it’s the only creature declared as a blocker during the declare blockers step. A creature “is blocking alone” if it’s blocking but no other creatures are. See rule 506.5.", + "zh": "如果在宣告阻挡者步骤中只有一个生物被宣告为阻挡者,该生物“单独阻挡”。如果只有一个生物正在阻挡且没有其他生物正在阻挡,该生物“正在单独阻挡”。参见规则506.5。" + }, + { + "enname": "Blocked Creature", + "zhname": "被阻挡的生物", + "en": "An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”", + "zh": "一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未受阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则509,“宣告阻挡者步骤”。" + }, + { + "enname": "Blocking Creature", + "zhname": "进行阻挡的生物", + "en": "A creature that has either been declared as part of a legal block during the combat phase (once all costs to block, if any, have been paid), or a creature that has been put onto the battlefield blocking. It remains a blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”", + "zh": "一个生物在战斗阶段中被合法宣告为阻挡的一部分(如果有阻挡的费用,则在支付之后),或一个生物被放进战场且进行阻挡。它在被移出战斗或战斗阶段结束两者中最先发生的之前,都保持为进行阻挡的生物。参见规则509,“宣告阻挡者步骤”。" + }, + { + "enname": "Blood Token", + "zhname": "血滴衍生物", + "en": "A Blood token is a colorless artifact token with “{1}, {T}, Discard a card, Sacrifice this token: Draw a card.” For more information about predefined tokens, see rule 111.10.", + "zh": "血滴衍生物是具有“{1},{T},弃一张牌,牺牲此衍生物:抓一张牌”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。" + }, + { + "enname": "Bloodthirst", + "zhname": "嗜血", + "en": "A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.54, “Bloodthirst.”", + "zh": "一个关键字异能,可以让生物进入战场时带有+1/+1指示物。参见规则702.54,“嗜血”。" + }, + { + "enname": "Boast", + "zhname": "炫威", + "en": "A special kind of activated ability that can be activated only once each turn if the creature with the boast ability attacked that turn. See rule 702.142, “Boast.”", + "zh": "一类特殊的起动式异能,如果具炫威异能的生物攻击过便可起动,且每回合只能起动一次。参见规则702.142,“炫威”。" + }, + { + "enname": "Bolster", + "zhname": "振励", + "en": "A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.39, “Bolster.”", + "zh": "一个关键字动作,在牌手操控的最弱的生物上放置+1/+1指示物。参见规则701.39,“振励”。" + }, + { + "enname": "Booster Pack", + "zhname": "补充包", + "en": "A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule 100.2b.", + "zh": "一组未打开的来自特定系列的万智牌卡牌。补充包在限制赛中使用。参见规则100.2b。" + }, + { + "enname": "Brawl", + "zhname": "争锋", + "en": "An option for the Commander casual variant. See rule 903.12, “Brawl Option.”", + "zh": "指挥官休闲玩法的一种模式。参见规则903.12,“争锋模式”。" + }, + { + "enname": "Bury (Obsolete)", + "zhname": "埋葬(已废止)", + "en": "A term that meant “put [a permanent] into its owner’s graveyard.” In general, cards that were printed with the term “bury” have received errata in the Oracle card reference to read, “Destroy [a permanent]. It can’t be regenerated,” or “Sacrifice [a permanent].”", + "zh": "曾经表示“将[永久物]放进其拥有着的坟墓场”的用词。一般情况下,印有“埋葬”一词的牌在Oracle牌张参考文献中得到了勘误,改为“消灭[某永久物]。它不能重生”,或“牺牲[某永久物]”。" + }, + { + "enname": "Bushido", + "zhname": "武士道", + "en": "A keyword ability that can make a creature better in combat. See rule 702.45, “Bushido.”", + "zh": "一个关键字异能,让生物在战斗中更强。参见规则702.45,“武士道”。" + }, + { + "enname": "Buyback", + "zhname": "购回", + "en": "A keyword ability of instants and sorceries that can let the spell return to its owner’s hand as it resolves. See rule 702.27, “Buyback.”", + "zh": "一个瞬间和法术的关键字异能,让该咒语于结算时回到拥有者的手上。参见规则702.27,“购回”。" + }, + { + "enname": "Card", + "zhname": "牌", + "en": "The standard component of the game. Magic cards may be traditional or nontraditional. Tokens aren’t considered cards. In the text of spells or abilities, the term “card” is used only to refer to a card that’s not on the battlefield or on the stack, such as a creature card in a player’s hand. See rule 108, “Cards.”", + "zh": "游戏的标准组成部分。万智牌可以是传统或非传统。衍生物不被视为牌。在咒语或异能的叙述中,“牌”一词只被用来表示不在战场或堆叠中的牌,比如牌手手上的生物牌。参见规则108,“牌”。" + }, + { + "enname": "Card Pool", + "zhname": "牌池", + "en": "In a Limited format, the cards a player may use, in addition to basic land cards, to build their deck.", + "zh": "在限制赛中,牌手可以用来与基本地牌一起组成套牌的牌。" + }, + { + "enname": "Card Type", + "zhname": "牌张类别", + "en": "A characteristic. Except for abilities on the stack, each object has a card type, even if that object isn’t a card. Each card type has its own rules. See rule 205, “Type Line,” and section 3, “Card Types.”", + "zh": "一个特征。除了堆叠上的异能之外,每个物件都有牌张类别,即使该物件不是牌。每种牌张类别都有自己的规则。参见规则205,“类别栏”,以及第3章,“牌张类别”。" + }, + { + "enname": "Cascade", + "zhname": "倾曳", + "en": "A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.85, “Cascade.”", + "zh": "一个关键字异能,可能让牌手不付费用施放一个随机的额外咒语。参见规则702.85,“倾曳”。" + }, + { + "enname": "Case", + "zhname": "案件", + "en": "An enchantment subtype. Cases have a “to solve” ability that set a condition its controller must meet in order for the “solved” ability to take effect. See rule 719, “Case Cards.”", + "zh": "一个结界的副类别。案件具有一个“侦办”异能作为条件,其操控者需要达成此条件以使其“侦结”异能生效。参见规则719,“案件牌”。" + }, + { + "enname": "Cast", + "zhname": "施放", + "en": "To take a card from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. See rule 601, “Casting Spells.”", + "zh": "将一张牌从当前的位置(一般在手上)放进堆叠,并支付其费用,让它最终可以结算并产生效果。参见规则601,“施放咒语”。" + }, + { + "enname": "Caster (Obsolete)", + "zhname": "施放者(已废止)", + "en": "An obsolete term that referred to the player who cast a spell. In general, cards that were printed with the term “caster” have received errata in the Oracle card reference to say “controller.”", + "zh": "一个已废止的用语,表示施放一个咒语的牌手。一般情况下,印有“施放者”的牌已经在Oracle牌张参考文献中得到了勘误,改用“操控者”。" + }, + { + "enname": "Casting Cost (Obsolete)", + "zhname": "施放费用(已废止)", + "en": "An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference.", + "zh": "一个已废止的用语,表示法术力费用。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。" + }, + { + "enname": "Casualty", + "zhname": "催命", + "en": "A keyword ability that allows you to sacrifice a creature to create a copy of a spell. See 702.153, “Casualty.”", + "zh": "一个关键字异能,允许你牺牲生物来创造咒语的复制品。参见规则702.153,“催命”。" + }, + { + "enname": "Champion, Championed", + "zhname": "夺冠,被夺冠", + "en": "“Champion” is a keyword ability that lets one creature temporarily replace another. A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability. See rule 702.72, “Champion.”", + "zh": "“夺冠”是一个关键字异能,让一个生物暂时替代另一个。如果一个永久物直接因为另一个永久物的夺冠异能的结果被放逐,则该永久物“被(另一个永久物)夺冠”。参见规则702.72,“夺冠”。" + }, + { + "enname": "Change a Target", + "zhname": "改变目标", + "en": "To choose a new, legal target for a spell or ability. See rule 115.7.", + "zh": "为咒语或异能选择一个新的合法目标。参见规则115.7。" + }, + { + "enname": "Changeling", + "zhname": "化形", + "en": "A characteristic-defining ability that grants the object it’s on every creature type. See rule 702.73, “Changeling.”", + "zh": "一个特征定义异能,让具有它的物件得到所有生物类别。参见规则702.73,“化形”。" + }, + { + "enname": "Chaos Ability", + "zhname": "混沌异能", + "en": "An ability of a plane card that triggers “Whenever chaos ensues” in the Planechase casual variant. See rule 311.7.", + "zh": "在竞逐时空休闲式玩法中,时空牌具有的一种触发式异能,“每当引发混沌”时触发。参见规则311.7。" + }, + { + "enname": "Chaos Symbol", + "zhname": "混沌符号", + "en": "The chaos symbol appears on the planar die and near some triggered abilities of plane cards in the Planechase casual variant. See rule 107.12.", + "zh": "在竞逐时空休闲式玩法中,混沌符号出现在时空骰以及一些时空牌的触发式异能旁边。参见规则107.12。" + }, + { + "enname": "Characteristics", + "zhname": "特征", + "en": "Information that defines an object. See rule 109.3.", + "zh": "定义一个物件的信息。参见规则109.3。" + }, + { + "enname": "Characteristic-Defining Ability", + "zhname": "特征定义异能", + "en": "A kind of static ability that conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). See rule 604.3.", + "zh": "一种静止式异能,包含物件一般情况下在该物件其他部分才能找到的特征信息(比如法术力费用,类别栏,或力量/防御力框)。参见规则604.3。" + }, + { + "enname": "Choose a Background", + "zhname": "选择身世", + "en": "A variant of the partner ability that lets two legendary permanent cards be your commander in the Commander variant rather than one if one of them has the “choose a Background” ability and the other is a Background enchantment card. See rule 702.124, “Partner,” and rule 903, “Commander.”", + "zh": "拍档异能的一种变化形式。在指挥官玩法中,如果两张传奇永久物牌其中之一具有“选择身世”异能,另一张是身世结界牌,则可将这两个传奇永久物用作你的指挥官,而非只使用一个。参见规则702.124,“拍档”,及规则903,“指挥官”。" + }, + { + "enname": "Cipher", + "zhname": "暗码", + "en": "A keyword ability that allows you to encode a card on a creature and cast that card whenever that creature deals combat damage to a player. See rule 702.99, “Cipher.”", + "zh": "一个关键字异能,允许你将一张牌赋码到一个生物上,并在每当该生物对牌手造成战斗伤害时施放该牌。参见规则702.99,“暗码”。" + }, + { + "enname": "City’s Blessing", + "zhname": "黄金城祝福", + "en": "A designation a player can have. The ascend keyword causes a player to get this designation once they control ten permanents. See rule 702.131, “Ascend.”", + "zh": "一个牌手可得到的称号。登殿此关键字使牌手一旦操控十个永久物便得到此称号。参见规则702.131,“登殿”。" + }, + { + "enname": "Clash", + "zhname": "比点", + "en": "To have a mini-contest involving the top cards of players’ libraries. See rule 701.30, “Clash.”", + "zh": "用牌手牌库顶牌来决定的迷你对决。参见规则701.30,“比点”。" + }, + { + "enname": "Class", + "zhname": "职业", + "en": "An enchantment subtype. Classes have a number of class level abilities that increase their level and grant them new abilities. See rule 716, “Class Cards.”", + "zh": "一种结界的副类别。职业具有数个职业等级异能,可以提升其等级并赋予其新异能。参见规则716,“职业牌”。" + }, + { + "enname": "Cleanup Step", + "zhname": "清除步骤", + "en": "Part of the turn. This step is the second and final step of the ending phase. See rule 514, “Cleanup Step.”", + "zh": "回合的一部分。此步骤是终结阶段的第二个也是最后一个步骤。参见规则514,“清除步骤”。" + }, + { + "enname": "Cleave", + "zhname": "贯通", + "en": "A keyword ability that allows you to pay an alternative cost to remove some of a spell’s text. See rule 702.148, “Cleave.”", + "zh": "一个关键字异能,允许你支付替代性费用来删去咒语的部分规则叙述。参见规则702.148,“贯通”。" + }, + { + "enname": "Cloak", + "zhname": "匿伏", + "en": "A keyword action that puts a card onto the battlefield face down as a 2/2 creature with ward {2}. See rule 701.58, “Cloak,” and rule 708, “Face-Down Spells and Permanents.”", + "zh": "一个关键字动作,将牌以牌面朝下的方式作为2/2、具守护{2}的生物放进战场。参见规则701.58,“匿伏”,和规则708,“牌面朝下的咒语和永久物”。" + }, + { + "enname": "Clue Token", + "zhname": "线索衍生物", + "en": "A Clue token is a colorless artifact token with “{2}, Sacrifice this token: Draw a card.” For more information about predefined tokens, see rule 111.10.", + "zh": "线索衍生物是具有“{2},牺牲此衍生物:抓一张牌。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。" + }, + { + "enname": "Collect Evidence", + "zhname": "搜证", + "en": "A keyword action. To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater. See rule 701.59, “Collect Evidence.”", + "zh": "一个关键字动作。“搜证N”意指,从你的坟墓场放逐任意数量的牌,且其法术力值加总须达到N或更多。参见规则701.59,“搜证”。" + }, + { + "enname": "Collector Number", + "zhname": "收集编号", + "en": "A number printed on most cards that has no effect on game play. See rule 213, “Information Below the Text Box.”", + "zh": "印在绝大多数牌上对游戏没有影响的编号。参见规则213,“文字栏下方信息”。" + }, + { + "enname": "Color", + "zhname": "颜色", + "en": "1. A characteristic of an object. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”\n2. An attribute mana may have. See rule 106, “Mana.”", + "zh": "1. 物件的一个特征。参见规则105,“颜色”,以及规则202,“法术力费用和颜色”。\n2. 一个法术力可能具有的特征。参见规则106,“法术力”。" + }, + { + "enname": "Colorless", + "zhname": "无色", + "en": "1. An object with no color is colorless. Colorless is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”\n2. A type of mana. See rule 106, “Mana,” and rule 107.4c.", + "zh": "1. 一个没有颜色的物件为无色。无色不是颜色。参见规则105,“颜色”,以及规则202,“法术力费用和颜色”。\n2. 一种法术力。参见规则106,“法术力”,以及规则107.4c。" + }, + { + "enname": "Color Identity", + "zhname": "标识色", + "en": "A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4.", + "zh": "一系列颜色,在指挥官休闲玩法中决定哪些牌可以加入套牌。参见规则903.4。" + }, + { + "enname": "Color Indicator", + "zhname": "颜色标志", + "en": "A characteristic of an object. See rule 105, “Colors,” and rule 204, “Color Indicator.”", + "zh": "物件的一个特征。参见规则105,“颜色”,以及规则204,“颜色标志”。" + }, + { + "enname": "Combat Damage", + "zhname": "战斗伤害", + "en": "Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510, “Combat Damage Step.”", + "zh": "在战斗伤害步骤中由攻击生物和阻挡生物作为战斗结果所造成的伤害。参见规则510,“战斗伤害步骤”。" + }, + { + "enname": "Combat Damage Step", + "zhname": "战斗伤害步骤", + "en": "Part of the turn. This step is the fourth step of the combat phase. See rule 510, “Combat Damage Step.”", + "zh": "回合的一部分。此步骤是战斗阶段的第四个步骤。参见规则510,“战斗伤害步骤”。" + }, + { + "enname": "Combat Phase", + "zhname": "战斗阶段", + "en": "Part of the turn. This phase is the third phase of the turn. See rule 506, “Combat Phase.”", + "zh": "回合的一部分。此阶段是回合的第三个阶段。参见规则506,“战斗阶段”。" + }, + { + "enname": "Command", + "zhname": "统帅区", + "en": "A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. See rule 408, “Command.”", + "zh": "一些对游戏有总体影响且当前不是永久物也不能被消灭的特殊物件所在的区域。参见规则408,“统帅区”。" + }, + { + "enname": "Commander", + "zhname": "指挥官", + "en": "1. A casual variant in which each deck is led by a legendary card (usually a creature). See rule 903, “Commander.”\n2. A designation given to one legendary card in each player’s deck in the Commander casual variant.", + "zh": "1. 一种休闲式玩法,套牌由一张传奇牌(通常是生物)来领导。参见规则903,“指挥官”。\n2. 在指挥官休闲式玩法中,给予每位牌手的套牌中一张传奇生物牌的称号。" + }, + { + "enname": "Commander Draft", + "zhname": "指挥官轮抽", + "en": "A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 903.13, “Commander Draft.”", + "zh": "一种休闲玩法,牌手参加补充包轮抽,然后进行多人游戏。参见规则903.13,“指挥官轮抽”。" + }, + { + "enname": "Commander Ninjutsu", + "zhname": "指挥官忍术", + "en": "A variant of the ninjutsu ability. See rule 702.49, “Ninjutsu.”", + "zh": "忍术异能的一种变化。参见规则702.49,“忍术”。" + }, + { + "enname": "Commander Tax", + "zhname": "指挥官税", + "en": "Informal term for the additional cost to cast a commander based on the number of times a player has cast it previously this game. See rule 903.8.", + "zh": "一个非正式用词,意指施放指挥官的额外费用,此费用会根据牌手于这盘游戏先前的时段中施放过指挥官的次数决定。参见规则903.8。" + }, + { + "enname": "Companion", + "zhname": "行侣", + "en": "A keyword ability that allows a player to choose one creature card from outside the game as a companion if the restriction of that card’s companion ability is met. Once a player has chosen a companion, that player may pay {3} to put it into their hand once during the game. See rule 702.139, “Companion.”", + "zh": "一个关键字异能,允许牌手从游戏外选择一张生物牌作为行侣(如果能满足该牌的行侣异能限制的话)。一旦牌手选定行侣,该牌手可以在游戏中支付一次{3},将其置于手上。参见规则702.139,“行侣”。" + }, + { + "enname": "Compleated", + "zhname": "完化", + "en": "A keyword ability that causes a planeswalker to enter the battlefield with fewer loyalty counters if a player chose to pay life for Phyrexian mana symbols in its cost. See rule 702.150, “Compleated.”", + "zh": "一个关键字异能,若牌手施放鹏洛客时选择为其费用中的非瑞克西亚法术力符号支付生命,则使其进战场时带有较少的忠诚指示物。参见规则702.150,“完化”。" + }, + { + "enname": "Complete a Dungeon", + "zhname": "完成地城", + "en": "To remove a dungeon card from the game after reaching that dungeon card’s bottommost room. See rule 309, “Dungeons.”", + "zh": "在达到地城牌的最底下的房间之后,将该地城牌移出游戏。参见规则309,“地城”。" + }, + { + "enname": "Concede", + "zhname": "认输", + "en": "To quit the game. Conceding a game immediately causes that player to leave that game and lose that game. See rule 104, “Ending the Game.”", + "zh": "离开游戏。认输游戏让牌手立刻离开游戏并输去游戏。参见规则104,“结束游戏”。" + }, + { + "enname": "Connive", + "zhname": "筹谋", + "en": "A keyword action that causes a player to draw a card, discard a card, and then to put a +1/+1 counter on a creature if a nonland card was discarded this way. See rule 701.50, “Connive.”", + "zh": "一个关键字动作,使牌手抓一张牌,弃一张牌,然后如果以此法弃掉一张非地牌,在一个生物上放置一个+1/+1指示物。参见规则701.50,“筹谋”。" + }, + { + "enname": "Conspiracy", + "zhname": "诡局", + "en": "A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 315, “Conspiracies.”", + "zh": "一种在限制赛,例如诡局轮抽中使用的牌张类别。诡局牌不是永久物。参见规则315,“诡局”。" + }, + { + "enname": "Conspiracy Draft", + "zhname": "诡局轮抽", + "en": "A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, “Conspiracy Draft.”", + "zh": "一种休闲玩法,牌手参加补充包轮抽,然后进行多人游戏。参见规则905,“诡局轮抽”。" + }, + { + "enname": "Conspire", + "zhname": "协力", + "en": "A keyword ability that creates a copy of a spell. See rule 702.78, “Conspire.”", + "zh": "一个关键字异能,让生物可以复制咒语。参见规则702.78,“协力”。" + }, + { + "enname": "Constructed", + "zhname": "构组赛", + "en": "A way of playing in which each player creates their own deck ahead of time. See rule 100.2a.", + "zh": "牌手在赛前自己创造套牌的游戏方式。参见规则100.2a。" + }, + { + "enname": "Continuous Effect", + "zhname": "持续性效应", + "en": "An effect that modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. See rule 611, “Continuous Effects.”", + "zh": "影响物件特征、物件操控权、或影响牌手或游戏规则的效应,具有固定时限或一直有效。参见规则611,“持续性效应”。" + }, + { + "enname": "Continuous Artifact (Obsolete)", + "zhname": "持续神器(已废止)", + "en": "An obsolete term that appeared on the type line of artifacts without activated abilities. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.”", + "zh": "一个已废止的用语,出现在不具有起动式异能的神器类别栏。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误,改为只是“神器”。" + }, + { + "enname": "Control, Controller", + "zhname": "操控,操控者", + "en": "“Control” is the system that determines who gets to use an object in the game. An object’s “controller” is the player who currently controls it. See rule 108.4.", + "zh": "“操控”是一个系统,决定谁在游戏中可以用一个物件。一个物件的“操控者”是当前操控它的牌手。参见规则108.4。" + }, + { + "enname": "Control Another Player", + "zhname": "操控其他牌手", + "en": "To make all choices and decisions that player is allowed to make, or is told to make, by rules or by any objects. See rule 722, “Controlling Another Player.”", + "zh": "为在该牌手作出由规则或物件允许或要求的所有选择和决定。参见规则722,“操控其他牌手”。" + }, + { + "enname": "Convert", + "zhname": "转换", + "en": "To turn a double-faced card so its other face is up. See rule 701.28, “Convert.”", + "zh": "将一张双面牌翻转从而让其另一面朝上。参见规则701.28,“转换”。" + }, + { + "enname": "Converted Mana Cost (Obsolete)", + "zhname": "总法术力费用(已废止)", + "en": "An obsolete term for mana value. Cards printed with this term have received errata in the Oracle card reference.", + "zh": "法术力值的已废止用词。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。" + }, + { + "enname": "Convoke", + "zhname": "召集", + "en": "A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule 702.51, “Convoke.”", + "zh": "一个关键字异能,让你横置生物来施放咒语而不是支付法术力。参见规则702.51,“召集”。" + }, + { + "enname": "Copiable Values", + "zhname": "可复制特征值", + "en": "Values of an object’s characteristics that are checked by copy effects. See rules 613.2, 707.2, and 707.3.", + "zh": "物件由复制效应所检查的特征值。参见规则613.2、707.2以及707.3。" + }, + { + "enname": "Copy", + "zhname": "复制/复制品", + "en": "1. To create a new object whose copiable values have been set to those of another object.\n2. An object whose copiable values have been set to those of another object.\nSee rule 707, “Copying Objects.”", + "zh": "1. 创造一个新的物件,其可复制特征值设为与另一个物件相同。\n2. 一个可复制特征值被设为与另一个物件相同的物件。\n参见规则707,“复制物件”。" + }, + { + "enname": "Cost", + "zhname": "费用", + "en": "An action or payment necessary to take another action or to stop another action from taking place. See rule 118, “Costs.”", + "zh": "一个动作或为另一个动作所支付必须的费用或阻止另一个动作发生。参见规则118,“费用”。" + }, + { + "enname": "Counter", + "zhname": "反击/指示物(译注:在英文中这两个词是相同的。)", + "en": "1. To cancel a spell or ability so it doesn’t resolve and none of its effects occur. See rule 701.6, “Counter.”\n2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule 122, “Counters.”", + "zh": "1. 取消一个咒语或异能,让它不能结算且它的效应都不发生。参见规则701.6,“反击”。\n2. 一个放置在物件或牌手上的标示物,影响其特征或与规则或异能互动。参见规则122,“指示物”。" + }, + { + "enname": "Counts As (Obsolete)", + "zhname": "视为(已废止)", + "en": "Some older cards were printed with text stating that the card “counts as” something. Cards printed with this text have received errata in the Oracle card reference to state that the card actually is that thing.", + "zh": "一些老牌印有叙述该牌“视为”其他东西。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误,它们现在正式为该东西。" + }, + { + "enname": "Craft", + "zhname": "化炼", + "en": "Craft is an activated ability that allows a player to exile cards from their graveyard and/or permanents they control to exile the permanent with the craft ability and return it onto the battlefield transformed. See rule 702.167, “Craft.”", + "zh": "化炼是起动式异能,允许牌手从坟墓场和/或战场上放逐牌,以放逐具化炼异能的永久物并将其移回战场且已转化。参见规则702.167,“化炼”。" + }, + { + "enname": "Create", + "zhname": "派出", + "en": "To create a token is to put a token onto the battlefield. See rule 701.7, “Create.”", + "zh": "派出一个衍生物指,将一个衍生物放进战场。参见规则701.7,“派出”。" + }, + { + "enname": "Creature", + "zhname": "生物", + "en": "A card type. A creature is a permanent. See rule 302, “Creatures.”", + "zh": "一种牌张类别。生物是永久物。参见规则302,“生物”。" + }, + { + "enname": "Creature Type", + "zhname": "生物类别", + "en": "A subtype that’s correlated to the creature card type and the kindred card type. See rule 302, “Creatures,” and rule 308, “Kindreds.” See rule 205.3m for the list of creature types.", + "zh": "一种副类别,对应生物牌张类别和亲缘牌张类别。参见规则302,“生物”,以及规则308,“亲缘”。生物类别的列表参见规则205.3m。" + }, + { + "enname": "Crew", + "zhname": "搭载", + "en": "A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. See rule 301, “Artifacts,” and rule 702.122, “Crew.”", + "zh": "一个关键字异能,使你可以横置生物将一个载具变成神器生物。参见规则301,“神器”,及规则702.122,“搭载”。" + }, + { + "enname": "Crime", + "zhname": "罪行", + "en": "Targeting an opponent, anything that opponent controls, and/or any cards in an opponent’s graveyard is a crime. See rule 700.13.", + "zh": "将对手,任何由其操控的东西和/或其坟墓场中的牌指定为目标,即属罪行。参见规则700.13。" + }, + { + "enname": "Cumulative Upkeep", + "zhname": "累积维持", + "en": "A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.24, “Cumulative Upkeep.”", + "zh": "一个关键字异能,为保留永久物在战场上规定了一个不断提升的费用。参见规则702.24,“累积维持”。" + }, + { + "enname": "Cycling", + "zhname": "循环(异能)", + "en": "A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.29, “Cycling.”", + "zh": "一个关键字异能,让牌可以被弃掉并用新牌代替。参见规则702.29,“循环”。" + }, + { + "enname": "Damage", + "zhname": "伤害", + "en": "Objects can deal “damage” to creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. See rule 120, “Damage.”", + "zh": "物件可以对生物、鹏洛客、以及牌手造成“伤害”。一般情况下这对受到伤害的物件或牌手来说是不利的。参见规则120,“伤害”。" + }, + { + "enname": "Damage Assignment Order (Obsolete)", + "zhname": "伤害分配顺序(已废止)", + "en": "Previously, if a creature blocks or becomes blocked by multiple creatures, the creature’s controller would be required to choose an order in which it would assign combat damage to the creatures blocking or blocked by it. Now, its controller no longer needs to assign an order, and simply divides its combat damage as they choose among all creatures it’s blocking or blocked by. See rules 510.1c-d.", + "zh": "先前,如果一个生物被多个生物阻挡,或阻挡了多个生物,它的操控者需要选择一个顺序来给阻挡它或被它阻挡的生物分配战斗伤害。现在,它的操控者不再需要选择顺序,只需将其战斗伤害在所有阻挡它或被它阻挡的生物之间分配。参见规则510.1c-d。" + }, + { + "enname": "Dash", + "zhname": "掩袭", + "en": "A keyword ability found on creature cards that allows them to be cast for an alternative cost. See rule 702.109, “Dash.”", + "zh": "一个见于生物牌上的关键字异能,允许其使用替代性费用来施放。参见规则702.109,“掩袭”。" + }, + { + "enname": "Day", + "zhname": "白昼", + "en": "Along with night, a designation the game can have. See rule 730, “Day and Night,” and rule 702.145, “Daybound and Nightbound.”", + "zh": "与黑夜一起,均是游戏可以具有的称号。参见规则730,“白昼与黑夜”,与规则702.145,“昼形与夜形”。" + }, + { + "enname": "Daybound", + "zhname": "昼形", + "en": "An ability found on the front faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,” and rule 730, “Day and Night.”", + "zh": "一种异能,见于一些双面牌的正面上。具昼形与夜形异能的牌,在白昼时正面朝上,在黑夜时背面朝上。参见规则702.145,“昼形与夜形”,与规则730,“白昼与黑夜”。" + }, + { + "enname": "Deal", + "zhname": "造成", + "en": "See Damage.", + "zh": "参见伤害。" + }, + { + "enname": "Deathtouch", + "zhname": "死触", + "en": "A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2, “Deathtouch.”", + "zh": "一个关键字异能,让物件造成的伤害特别有效。参见规则702.2,“死触”。" + }, + { + "enname": "Decayed", + "zhname": "败朽", + "en": "A keyword ability that means “This creature can’t block” and “When this creature attacks, sacrifice it at end of combat. See rule 702.147, “Decayed.”", + "zh": "一个关键字异能,意指“此生物不能进行阻挡”和“当此生物攻击时,在战斗结束时将它牺牲。”参见规则702.147,“败朽”。" + }, + { + "enname": "Deck", + "zhname": "套牌", + "en": "The collection of cards a player starts the game with; it becomes that player’s library. See rule 100, “General,” and rule 103, “Starting the Game.”", + "zh": "牌手开始游戏时所使用牌的集合;它将成为该牌手的牌库。参见规则100,“总则”,以及规则103,“开始游戏”。" + }, + { + "enname": "Declare Attackers", + "zhname": "宣告攻击者", + "en": "To choose a set of creatures that will attack, declare whether each creature is attacking the defending player or a planeswalker that player controls, and pay any costs required to allow those creatures to attack. See rule 508.1.", + "zh": "选择将进行攻击的一组生物,宣告每个生物攻击防御牌手或该牌手操控的一个鹏洛客,并且支付允许这些生物攻击所要求的任何费用。参见规则508.1。" + }, + { + "enname": "Declare Attackers Step", + "zhname": "宣告攻击者步骤", + "en": "Part of the turn. This step is the second step of the combat phase. See rule 508, “Declare Attackers Step.”", + "zh": "回合的一部分。该步骤是战斗阶段的第二个步骤。参见规则508,“宣告攻击者步骤”。" + }, + { + "enname": "Declare Blockers", + "zhname": "宣告阻挡者", + "en": "To choose a set of creatures that will block, declare which attacking creature each creature is blocking, and pay any costs required to allow those creatures to block. See rule 509.1.", + "zh": "选择将进行阻挡的一组生物,为每个生物宣告将阻挡那个攻击生物,并支付允许这些生物阻挡所要求的任何费用。参见规则509.1。" + }, + { + "enname": "Declare Blockers Step", + "zhname": "宣告阻挡者步骤", + "en": "Part of the turn. This step is the third step of the combat phase. See rule 509, “Declare Blockers Step.”", + "zh": "回合的一部分。该步骤是战斗阶段的第三个步骤。参见规则509,“宣告阻挡者步骤”。" + }, + { + "enname": "Defender", + "zhname": "守军", + "en": "A keyword ability that prohibits a creature from attacking. See rule 702.3, “Defender.”", + "zh": "一个关键字异能,让某个生物不能进行攻击。参见规则702.3,“守军”。" + }, + { + "enname": "Defending Player", + "zhname": "防御牌手", + "en": "The player who can be attacked, and whose planeswalkers can be attacked, during the combat phase. See rule 506.2. In certain multiplayer games, there may be more than one defending player; see rule 802, “Attack Multiple Players Option,” and rule 805.10.", + "zh": "在战斗阶段中,可以被攻击的牌手,且其鹏洛客可以被攻击。参见规则506.2。在某些多人玩法中,可能会有多于一个防御牌手;参见规则802,“攻击复数牌手模式”,以及规则805.10。" + }, + { + "enname": "Defending Team", + "zhname": "防御队伍", + "en": "The team who can be attacked, and whose planeswalkers can be attacked, during the combat phase of a multiplayer game using the shared team turns option. See rule 805, “Shared Team Turns Option.”", + "zh": "在使用队伍共享回合模式的多人游戏的战斗阶段中,可以被攻击、且其鹏洛客可以被攻击的队伍。参见规则805,“队伍共享回合模式”。" + }, + { + "enname": "Defense", + "zhname": "布防", + "en": "1. Part of a card that only battle cards have. A battle card’s defense is printed in its lower right corner. See rule 210, “Defense.”\n2. A characteristic that only battles can have. See rule 310, “Battles.”", + "zh": "1. 只有战役牌具有的牌的一部分。战役的布防印在其右下角。参见规则210,“布防”。\n2. 只有战役具有的特征。参见规则310,“战役”。" + }, + { + "enname": "Delayed Triggered Ability", + "zhname": "延迟触发式异能", + "en": "An ability created by effects generated when some spells or abilities resolve, or when some replacement effects are applied, that does something later on rather than at that time. See rule 603.7.", + "zh": "当一些咒语或异能结算时所创造的效应所创造的异能,或当一些替代性效应生效时,不是在当时而是在之后作某些事情。参见规则603.7。" + }, + { + "enname": "Delve", + "zhname": "掘穴", + "en": "A keyword ability that lets you exile cards from your graveyard rather than pay generic mana to cast a spell. See rule 702.66, “Delve.”", + "zh": "一个关键字异能,让你从你的坟墓场中放逐牌来施放咒语,而不是支付一般法术力。参见规则702.66,“掘穴”。" + }, + { + "enname": "Demonstrate", + "zhname": "示范", + "en": "A triggered ability found on some spells that let its controller copy it and choose an opponent to also copy it. See rule 702.144, “Demonstrate.”", + "zh": "一些咒语上的触发式异能,使其操控者复制之,并选择一个对手亦复制之。参见规则702.144,“示范”。" + }, + { + "enname": "Dependency", + "zhname": "从属关系", + "en": "A system that may be used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.8. See also Timestamp Order.", + "zh": "一个对决定在同一层或副层中,持续性效应生效顺序所使用的系统。参见规则613.8。另参见时间印记顺序。" + }, + { + "enname": "Deploy Creatures Option", + "zhname": "调动生物模式", + "en": "An option that may be used in certain multiplayer variants to pass control of creatures between teammates. See rule 804, “Deploy Creatures Option.”", + "zh": "一些多人玩法中可以采用的一种模式,队友之间可以互相给予生物的操控权。参见规则804,“调动生物模式”。" + }, + { + "enname": "Destroy", + "zhname": "消灭", + "en": "To move a permanent from the battlefield to its owner’s graveyard. See rule 701.8, “Destroy.”", + "zh": "将一个永久物从战场移动到其拥有者的坟墓场。参见规则701.8,“消灭”。" + }, + { + "enname": "Detain", + "zhname": "拘留", + "en": "A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.35, “Detain.”", + "zh": "一个关键字异能,临时阻止一个永久物攻击、阻挡,或起动其具有的起动式异能。参见规则701.35,“拘留”。" + }, + { + "enname": "Dethrone", + "zhname": "义勇", + "en": "A keyword ability that puts a +1/+1 counter on a creature when it attacks the player with the most life. See rule 702.105, “Dethrone.”", + "zh": "一个关键字异能,具有该异能的生物在攻击生命值最多的牌手时,会在生物上放置一个+1/+1指示物。参见规则702.105,“义勇”。" + }, + { + "enname": "Devoid", + "zhname": "虚色", + "en": "A characteristic-defining ability that makes an object colorless. See rule 702.114, “Devoid.”", + "zh": "一个特征定义异能,使物件成为无色。参见规则702.114,“虚色”。" + }, + { + "enname": "Devotion", + "zhname": "献力", + "en": "A numerical value a player has, equal to the number of mana symbols of a certain color among the mana costs of permanents that player controls. See rule 700.5.", + "zh": "一个牌手具有的数字,等同于该牌手操控的永久物之法术力费用中,某种特别颜色的法术力符号数量。参见规则700.5。" + }, + { + "enname": "Devour", + "zhname": "吞噬", + "en": "A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.82, “Devour.”", + "zh": "一个关键字异能,可以让生物进入战场带有+1/+1指示物。参见规则702.82,“吞噬”。" + }, + { + "enname": "Dies", + "zhname": "死去", + "en": "A creature or planeswalker “dies” if it is put into a graveyard from the battlefield. See rule 700.4.", + "zh": "如果一个生物或鹏洛客从战场进入坟墓场,该生物或鹏洛客“死去”。参见规则700.4。" + }, + { + "enname": "Discard", + "zhname": "弃牌", + "en": "To move a card from its owner’s hand to that player’s graveyard. See rule 701.9, “Discard.”", + "zh": "从拥有者的手上将牌移入该牌手的坟墓场。参见规则701.9,“弃牌”。" + }, + { + "enname": "Discover", + "zhname": "倾探", + "en": "A keyword ability that may allow a player to cast a random spell for free. See rule 701.57, “Discover.”", + "zh": "一个关键字异能,允许牌手不付费用施放一个随机咒语。参见规则701.57,“倾探”。(译注:我确信这是一个关键字动作。)" + }, + { + "enname": "Disguise", + "zhname": "伪装", + "en": "A keyword ability that lets a card be cast face down as a 2/2 creature with ward {2}. See rule 702.168, “Disguise,” and rule 708, “Face-Down Spells and Permanents.”", + "zh": "一个关键字异能,允许该牌以牌面朝下的方式,且视为2/2、具守护{2}的生物一般施放。参见规则702.168,“伪装”,和规则708,“牌面朝下的咒语和永久物”。" + }, + { + "enname": "Disturb", + "zhname": "惊扰", + "en": "A keyword ability that allows a player to cast a double-faced card transformed from the graveyard. See rule 702.146, “Disturb.”", + "zh": "一个关键字异能,允许牌手从坟墓场以已转化的方式施放双面牌。参见规则702.146,“惊扰”。" + }, + { + "enname": "Doctor’s Companion", + "zhname": "博士伙伴", + "en": "A partner ability that allows a player to play with two legendary creature cards as their commander if one of them has Doctor’s companion and the other is a Time Lord Doctor with no other creature types.", + "zh": "拍档异能的一种变化形式。在指挥官玩法中,如果两张传奇永久物牌其中之一具有“博士伙伴”异能,另一张是时间领主/医生且不具其他生物类别,则可将这两个传奇永久物用作你的指挥官,而非只使用一个。参见规则702.124,“拍档”,和规则903,“指挥官”。" + }, + { + "enname": "Door", + "zhname": "偏门", + "en": "A door is one half of a Room permanent. See rule 709, “Split Cards.”", + "zh": "一扇偏门是隔间永久物的一边。参见规则709,“连体牌”。" + }, + { + "enname": "Double", + "zhname": "加倍", + "en": "A keyword action used in a variety of contexts. See rule 701.10, “Double.”", + "zh": "一个关键字动作,在各种情境下使用。参见规则701.10,“加倍”。" + }, + { + "enname": "Double Agenda", + "zhname": "双重秘案", + "en": "A variant of the hidden agenda ability. See rule 702.106, “Hidden Agenda.”", + "zh": "秘案异能的一种变化。参见规则702.106,“秘案”。" + }, + { + "enname": "Double Strike", + "zhname": "连击", + "en": "A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”", + "zh": "一个关键字异能,让生物造成两次战斗伤害。参见规则702.4,“连击”。" + }, + { + "enname": "Double-Faced Cards", + "zhname": "双面牌", + "en": "Cards with two faces, one on each side of the card, and no Magic card back. See rule 712, “Double-Faced Cards.”", + "zh": "两面都具有牌面的牌,并且没有万智牌牌背。参见规则712,“双面牌”。" + }, + { + "enname": "Draft", + "zhname": "轮抽/抽选(译者注:在英文中这两个词是相同的。)", + "en": "1. A Limited format in which players choose cards one at a time from booster packs, then construct a deck solely from the chosen cards and basic land cards.\n2. To choose a card during a draft and put it into your card pool.", + "zh": "1. 一种限制赛,牌手依次从补充包中抽选牌,然后只使用所抽选的牌和基本地牌来构组套牌。\n2. 在轮抽过程中选择一张牌来加入你的牌池。" + }, + { + "enname": "Draft Round", + "zhname": "轮抽轮次", + "en": "Part of a draft in which each player opens an unopened booster pack and the cards in those booster packs are drafted. See rules 905.1a and 905.1b.", + "zh": "轮抽过程的一部分,在此过程中每位牌手打开一个未打开的补充包,然后牌手们抽选这些牌。参见规则905.1a和905.1b。" + }, + { + "enname": "Draw", + "zhname": "抓/平手(译者注:在英文中这两个词是相同的。)", + "en": "1. To put the top card of a player’s library into their hand as a turn-based action or as the result of an effect that uses the word “draw.” See rule 121, “Drawing a Card.”\n2. The result of a game in which neither player wins or loses. See rule 104.4.", + "zh": "1. 作为回合动作或一个效应的结果,将牌手的牌库顶牌放进其手上,使用“抓”一词。参见规则121,“抓牌”。\n2. 没有牌手输或赢的游戏结局。参见规则104.4。" + }, + { + "enname": "Draw Step", + "zhname": "抓牌步骤", + "en": "Part of the turn. This step is the third and final step of the beginning phase. See rule 504, “Draw Step.”", + "zh": "回合的一部分。该步骤是开始阶段的第三个也是最后一个步骤。参见规则504,“抓牌步骤”。" + }, + { + "enname": "Dredge", + "zhname": "发掘", + "en": "A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.52, “Dredge.”", + "zh": "一个关键字异能,让牌手将牌从其坟墓场中移回其手上。参见规则702.52,“发掘”。" + }, + { + "enname": "Dungeon", + "zhname": "地城", + "en": "A card type found on nontraditional Magic cards. A dungeon card is not a permanent. See rule 309, “Dungeons.”", + "zh": "一种在非传统万智牌牌张上出现的牌张类别。地城牌不是永久物。参见规则309,“地城”。" + }, + { + "enname": "During (Obsolete)", + "zhname": "于...之中(已废止)", + "en": "Some older cards used the phrase “during [phase], [action].” These abilities were called “phase abilities.” In general, cards that were printed with phase abilities have received errata in the Oracle card reference so they have abilities that trigger at the beginning of a step or phase. “During” still appears in current card text, but only in its normal English sense and not as game terminology.", + "zh": "一些老牌使用“于[阶段]之中,[动作]”。这些异能曾经被称为“阶段异能”。一般情况下,印有阶段异能的牌在Oracle牌张参考文献中得到了勘误,它们的异能现在于步骤或阶段开始时触发。“于...之中”依然在当前卡牌的叙述中出现,但只是作为一般语言理解而不是游戏用语。" + }, + { + "enname": "Earthbend", + "zhname": "运土", + "en": "A keyword action that causes a land to become a 0/0 creature with haste in addition to its other types and puts a number of +1/+1 counters on it. When that land dies or is put into exile, return it to the battlefield tapped under your control. See 701.66, “Earthbend.”", + "zh": "一个关键字动作,让地额外成为0/0,具敏捷异能的生物且在其上放置+1/+1指示物。当该地死去或进入放逐区时,将它在你的操控下横置移回战场。参见规则701.66,“运土”。" + }, + { + "enname": "Echo", + "zhname": "返响", + "en": "A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.30, “Echo.”", + "zh": "一个关键字异能,要求支付一个费用让永久物保留在战场上。参见规则702.30,“返响”。" + }, + { + "enname": "EDH (Obsolete)", + "zhname": "EDH(已废止)", + "en": "An older name for the Commander casual variant. See rule 903, “Commander.”", + "zh": "指挥官玩法的旧名称。参见规则903,“指挥官”。" + }, + { + "enname": "Effect", + "zhname": "效应", + "en": "Something that happens in the game as a result of a spell or ability. See rule 609, “Effects.”", + "zh": "作为咒语或异能的结论在游戏中发生。参见规则609,“效应”。" + }, + { + "enname": "Embalm", + "zhname": "遗存", + "en": "A keyword ability that lets a player exile a creature card from their graveyard to create a mummified token version of that card. See rule 702.128, “Embalm.”", + "zh": "一个关键字异能,使牌手从其坟墓场中放逐一张生物牌,来派出该牌化身为木乃伊的衍生物版本。参见规则702.128,“遗存”。" + }, + { + "enname": "Emblem", + "zhname": "徽记", + "en": "An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 114, “Emblems.”", + "zh": "徽记是一个标记,用来表示具有一个或数个异能的物件,但是没有其他特征。参见规则114,“徽记”。" + }, + { + "enname": "Emerge", + "zhname": "化生", + "en": "A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.119, “Emerge.”", + "zh": "一个关键字异能,使得牌手可以牺牲一个生物来减费施放咒语。参见规则702.119,“化生”。" + }, + { + "enname": "Emperor", + "zhname": "皇帝", + "en": "The middle player on each team in an Emperor game. See rule 809, “Emperor Variant.”", + "zh": "皇帝游戏中一个队伍坐在中间的牌手。参见规则809,“皇帝玩法”。" + }, + { + "enname": "Emperor Variant", + "zhname": "皇帝玩法", + "en": "A multiplayer variant played among three-player teams. See rule 809, “Emperor Variant.”", + "zh": "一个多人玩法,在三人队伍间进行。参见规则809,“皇帝玩法”。" + }, + { + "enname": "Enchant", + "zhname": "结附", + "en": "A keyword ability that defines what an Aura spell can target and what an Aura permanent can be attached to. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”", + "zh": "一个关键字异能,定义灵气咒语可以指定的目标以及一个灵气永久物可以贴附的对象。参见规则303,“结界”以及规则702.5,“结附”。" + }, + { + "enname": "Enchantment", + "zhname": "结界", + "en": "A card type. An enchantment is a permanent. See rule 303, “Enchantments.” See also Aura.", + "zh": "一种牌张类别。结界是永久物。参见规则303,“结界”。另参见灵气。" + }, + { + "enname": "Enchantment Type", + "zhname": "结界类别", + "en": "A subtype that’s correlated to the enchantment card type. See rule 303, “Enchantments.” See rule 205.3h for the list of enchantment types.", + "zh": "与结界牌张类别对应的副类别。参见规则303,“结界”。参见规则205.3h的结界类别列表。" + }, + { + "enname": "Encoded", + "zhname": "赋码", + "en": "A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.99, “Cipher.”", + "zh": "一个用于描述永久物和被暗码异能放逐的牌之间联系的用词。参见规则702.99,“暗码”。" + }, + { + "enname": "Encore", + "zhname": "返场", + "en": "A keyword ability that lets a player exile a creature card from their graveyard to, for each opponent, create a token that’s a copy of that card to attack that opponent. See rule 702.141, “Encore”", + "zh": "一个关键字异能,使牌手从其坟墓场放逐一张生物牌,然后每有一位对手,便派出一个该牌的复制品衍生物来攻击该对手。参见规则702.141,“返场”。" + }, + { + "enname": "Encounter", + "zhname": "遭遇", + "en": "To move a phenomenon card off the top of a planar deck and turn it face up. See rule 312, “Phenomena.”", + "zh": "将一张异象牌从时空套牌顶移离并翻回正面。参见规则312,“异象”。" + }, + { + "enname": "End of Combat Step", + "zhname": "战斗结束步骤", + "en": "Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, “End of Combat Step.”", + "zh": "回合的一部分。此步骤是战斗阶段的第五个步骤也是最后一个步骤。参见规则511,“战斗结束步骤”。" + }, + { + "enname": "End Step", + "zhname": "结束步骤", + "en": "Part of the turn. This step is the first step of the ending phase. See rule 513, “End Step.”", + "zh": "回合的一部分。此步骤是终结阶段的第一个步骤。参见规则513,“结束步骤”。" + }, + { + "enname": "End the Combat Phase", + "zhname": "结束战斗阶段", + "en": "To “end the combat phase” as the result of an effect is to perform an expedited process that skips everything else that would happen that phase. See rule 723, “Ending Turns and Phases.”", + "zh": "作为一个效应的结果来“结束战斗阶段”指,进行一个快速的流程来略过该阶段将发生的所有其他事情。参见规则723,“结束回合和阶段”。" + }, + { + "enname": "End the Turn", + "zhname": "结束回合", + "en": "To “end the turn” as the result of an effect is to perform an expedited process that skips nearly everything else that would happen that turn. See rule 723, “Ending Turns and Phases.”", + "zh": "作为一个效应的结果来“结束回合”指,进行一个快速的流程来略过该回合将发生的所有其他事情。参见规则723,“结束回合和阶段”。" + }, + { + "enname": "Ending Phase", + "zhname": "终结阶段", + "en": "Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, “Ending Phase.”", + "zh": "回合的一部分。此阶段是回合的第五个也是最后一个阶段。参见规则512,“终结阶段”。" + }, + { + "enname": "Endure", + "zhname": "续战", + "en": "A keyword ability that lets you choose put +1/+1 counters on a creature or create a Spirit creature token. See rule 702.62, “Endure.”", + "zh": "一个关键字异能,让你选择在生物上放置+1/+1指示物或派出精怪衍生生物。参见规则702.62,“续战”。(译注:我确信这是一个关键字动作。)" + }, + { + "enname": "Energy Symbol", + "zhname": "能量符号", + "en": "The energy symbol {E} represents one energy counter. To pay {E}, a player removes one energy counter from themselves.", + "zh": "能量符号{E}代表一个能量指示物。要支付{E},牌手从其自身移除一个能量指示物。" + }, + { + "enname": "Enlist", + "zhname": "征列", + "en": "A keyword ability that allows a creature that could have attacked to support another creature. See rule 702.154, “Enlist.”", + "zh": "一个关键字异能,允许一个能够攻击的生物协助另一个生物。参见规则702.154,“征列”。" + }, + { + "enname": "Enter", + "zhname": "进场", + "en": "In rules text, to enter the battlefield. See “Enters the Battlefield.”", + "zh": "在规则叙述中指进入战场。另参见进入战场。(译注:中文版中“进场”一词曾用于对译“come into play”这一废止用词,现重新用于对译“enter”。)" + }, + { + "enname": "Enters the Battlefield", + "zhname": "进入战场", + "en": "A nontoken permanent enters the battlefield when it’s moved onto the battlefield from another zone. A token enters the battlefield as it’s created. See rules 403.3, 603.6a, 603.6d, and 614.12. This phrase has been shortened to simply “enters” in rules text on cards in most contexts.", + "zh": "一个非衍生物永久物当从其他区域转移到战场时进入战场。一个衍生物于其被派出时进入战场。参见规则403.3,603.6a,603.6d以及614.12。此用词在大多数规则叙述中被简写为“进场”。" + }, + { + "enname": "Entwine", + "zhname": "打包", + "en": "A keyword ability that lets a player choose all modes for a spell rather than just the number specified. See rule 702.42, “Entwine.”", + "zh": "一个关键字异能,让牌手为一个咒语选择所有的模式,而不仅仅是指定数量的模式。参见规则702.42,“打包”。" + }, + { + "enname": "Epic", + "zhname": "历传", + "en": "A keyword ability that lets a player copy a spell at the beginning of each of their upkeeps at the expense of casting any other spells for the rest of the game. See rule 702.50, “Epic.”", + "zh": "一个关键字异能,让牌手在他的每个维持开始时都复制该咒语,但要付出该盘游戏余下的部分不能施放其他咒语的代价。参见规则702.50,“历传”。" + }, + { + "enname": "Equip", + "zhname": "佩带", + "en": "A keyword ability that lets a player attach an Equipment to a creature they control. See rule 301, “Artifacts,” and rule 702.6, “Equip.”", + "zh": "一个关键字异能,让牌手将武具贴附于他所操控的生物上。参见规则301,“神器”以及规则702.6,“佩带”。" + }, + { + "enname": "Equipment", + "zhname": "武具", + "en": "An artifact subtype. Equipment can be attached to creatures. See rule 301, “Artifacts,” and rule 702.6, “Equip.”", + "zh": "一个神器副类别。武具可以贴附于生物上。参见规则301,“神器”以及规则702.6,“佩带”。" + }, + { + "enname": "Escalate", + "zhname": "增效", + "en": "A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule 702.120, “Escalate.”", + "zh": "一个关键字异能,让一些具有模式的咒语可以付费选择额外的模式。参见规则702.120,“增效”。" + }, + { + "enname": "Escape", + "zhname": "逸脱", + "en": "A keyword ability that lets a player cast a card from their graveyard. See rule 702.138, “Escape.”", + "zh": "一个关键字异能,使牌手能从其坟墓场施放一张牌。参见规则702.138,“逸脱”。" + }, + { + "enname": "Eternalize", + "zhname": "永生", + "en": "A keyword ability that lets a player exile a creature card from their graveyard to create an eternalized token version of that card. See rule 702.129, “Eternalize.”", + "zh": "一个关键字异能,使牌手从其坟墓场中放逐一张生物牌,并派出一个该牌的永生衍生物版本。参见规则702.129,“永生”。" + }, + { + "enname": "Evasion Ability", + "zhname": "躲避式异能", + "en": "An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c.", + "zh": "限制哪些生物可以阻挡攻击生物的异能。参见规则509.1b至c。" + }, + { + "enname": "Event", + "zhname": "事件", + "en": "Anything that happens in a game. See rule 700.1.", + "zh": "游戏中发生的任何事。参见规则700.1。" + }, + { + "enname": "Evoke", + "zhname": "呼魂", + "en": "A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.74, “Evoke.”", + "zh": "一个关键字异能,当永久物进入战场时令其被牺牲。参见规则702.74,“呼魂”。" + }, + { + "enname": "Evolve", + "zhname": "进化", + "en": "A keyword ability that lets you put a +1/+1 counter on a creature when a larger creature enters the battlefield under your control. See rule 702.100, “Evolve.”", + "zh": "一个关键字异能,每当一个更大的生物在你的操控下进入战场时,让你将+1/+1指示物放在生物上。参见规则702.100,“进化”。" + }, + { + "enname": "Exalted", + "zhname": "颂威", + "en": "A keyword ability that can make a creature better in combat. See rule 702.83, “Exalted.”", + "zh": "一个关键字异能,让生物在战斗中更好。参见规则702.83,“颂威”。" + }, + { + "enname": "Exchange", + "zhname": "交换", + "en": "To swap two things, such as objects, sets of objects, or life totals. See rule 701.12, “Exchange.”", + "zh": "交换两个东西,例如物件、一组物件,或生命总值。参见规则701.12,“交换”。" + }, + { + "enname": "Exert", + "zhname": "耗竭", + "en": "A keyword action that stops a permanent from untapping during the next untap step of the player who exerted it. See rule 701.43, “Exert.”", + "zh": "一个关键字动作,阻止一个永久物于耗竭之的牌手之下一个重置步骤中重置。参见规则701.43,“耗竭”。" + }, + { + "enname": "Excess Damage", + "zhname": "过量伤害", + "en": "Damage dealt to a creature greater than what would be lethal damage or damage dealt to a planeswalker greater than its loyalty. See rule 120.4a.", + "zh": "对生物造成之大于其致命伤害的部分伤害,或是对鹏洛客造成之大于其忠诚的部分伤害。参见规则120.4a。" + }, + { + "enname": "Exile", + "zhname": "放逐", + "en": "1. A zone. Exile is essentially a holding area for cards. It used to be known as the “removed-from-the-game” zone.\n2. To put an object into the exile zone from whatever zone it’s currently in. An “exiled” card is one that’s been put into the exile zone.\nSee rule 406, “Exile.”", + "zh": "1. 一个区域。放逐区本质上是保留牌的区域。它之前被称为“移出游戏”区。\n2. 从一个物件当前的区域中放到放逐区。一张“被放逐”的牌指被放进放逐区的牌。\n参见规则406,“放逐”。" + }, + { + "enname": "Exhaust", + "zhname": "竭绝", + "en": "A special kind of activated ability that may be activated only once. See rule 702.177, “Exhaust.”", + "zh": "一类特殊的起动式异能,只能起动一次。参见规则702.177,“竭绝”。" + }, + { + "enname": "Expansion Symbol", + "zhname": "版本符号", + "en": "A card’s expansion symbol is a small icon normally printed below the right edge of the illustration that has no effect on game play. See rule 206, “Expansion Symbol.”", + "zh": "牌的版本符号是印在图片右下角对游戏没有任何效应的小符号。参见规则206,“版本符号”。" + }, + { + "enname": "Expend", + "zhname": "花销", + "en": "A word found on some abilities that care how much mana a player has spent to cast spells this turn. See rule 700.14.", + "zh": "一个出现在某些异能中的用词,在乎牌手本回合中用于施放咒语的法术力数量。参见规则700.14。" + }, + { + "enname": "Exploit", + "zhname": "榨取", + "en": "A keyword ability that lets you sacrifice a creature for a benefit. See rule 702.110, “Exploit.”", + "zh": "一个关键字异能,使你通过牺牲生物来获得优势。参见规则702.110,“榨取”。" + }, + { + "enname": "Explore", + "zhname": "勘察", + "en": "A keyword action that causes a player to reveal the top card of their library and then to take different actions depending on whether a land card is revealed this way. See rule 701.44, “Explore.”", + "zh": "一个关键字动作,使牌手展示其牌库顶牌,然后根据展示的牌是否是地牌采取不同的动作。参见规则701.44,“勘察”。" + }, + { + "enname": "Extort", + "zhname": "敲诈", + "en": "A keyword ability that lets you gain life and have opponents lose life whenever you cast a spell. See rule 702.101, “Extort.”", + "zh": "一个关键字异能,每当你施放咒语时让你得到生命并且让对手失去生命。参见规则702.101,“敲诈”。" + }, + { + "enname": "Extra Turn", + "zhname": "额外回合", + "en": "A turn created by an effect of a spell or ability. See rule 500.7. For rules about extra turns in a multiplayer game using the shared team turns option, see 805.8. For rules about extra turns in a Grand Melee game, see rule 807.4.", + "zh": "由咒语或异能的效应所创造的回合。参见规则500.7。对于使用队伍共享回合模式的多人游戏的额外回合规则,参见规则805.8。对于大型混战玩法游戏的额外回合规则,参见规则807.4。" + }, + { + "enname": "Fabricate", + "zhname": "装配", + "en": "A keyword ability that lets you choose whether to create Servo tokens or put +1/+1 counters on a creature. See rule 702.123, “Fabricate.”", + "zh": "一个关键字异能,让你选择派出自动机衍生物或者在生物上放置+1/+1指示物。参见规则702.123,“装配”。" + }, + { + "enname": "Face a Villainous Choice", + "zhname": "面临邪恶抉择", + "en": "A keyword action that causes a player to choose one of two listed choices. See rule 701.55, “Face a Villainous Choice.”", + "zh": "一个关键字动作,使牌手在两个列出的选项中选择一项。参见规则701.55,“面临邪恶抉择”。" + }, + { + "enname": "Face Down", + "zhname": "牌面朝下", + "en": "1. A card is “face down” if it’s physically positioned so the card back is showing. Cards in some zones are normally kept face down. See section 4, “Zones.”\n2. A status a permanent may have. See rule 110.5 and rule 702.37, “Morph.”\n3. Face-down spells have additional rules. See rule 708, “Face-Down Spells and Permanents,” and rule 702.37, “Morph.”", + "zh": "1. 如果一张牌被放置在牌背朝上的位置,该牌“牌面朝下”。牌在一些区域中一般情况下都保持牌面朝下的状态。参见第4章,“区域”。\n2. 永久物可能拥有的一个状态。参见规则110.5以及702.37,“变身”。\n3. 牌面朝下的咒语具有额外规则。参见规则708,“牌面朝下的咒语和永久物”,以及规则702.37,“变身”。" + }, + { + "enname": "Face Up", + "zhname": "牌面朝上", + "en": "1. A card is “face up” if it’s physically positioned so the card front is showing. Cards in some zones are normally kept face up. See section 4, “Zones.”\n2. A default status a permanent may have. See rule 110.5 and rule 702.37, “Morph.”", + "zh": "1. 如果一张牌被放置在牌面朝上的位置,该牌“牌面朝上”。牌在一些区域中一般情况下都保持牌面朝上的状态。参见第4章,“区域”。\n2. 永久物可能拥有的一个状态。参见规则110.5以及702.37,“变身”。" + }, + { + "enname": "Fading", + "zhname": "消退", + "en": "A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.32, “Fading.”", + "zh": "一个关键字异能,限制一个永久物能够留在战场上的时间。参见规则702.32,“消退”。" + }, + { + "enname": "Fateseal", + "zhname": "论命", + "en": "To manipulate some of the cards on top of an opponent’s library. See rule 701.29, “Fateseal.”", + "zh": "操纵对手牌库顶的一些牌。参见规则701.29,“论命”。" + }, + { + "enname": "Fear", + "zhname": "恐惧", + "en": "A keyword ability that restricts how a creature may be blocked. See rule 702.36, “Fear.”", + "zh": "一个关键字异能,限制一个生物能如何被阻挡。参见规则702.36,“恐惧”。" + }, + { + "enname": "Fight", + "zhname": "互斗", + "en": "When two creatures fight, each deals damage equal to its power to the other. See rule 701.14, “Fight.”", + "zh": "当两个生物互斗时,它们对彼此造成等同于它们力量的伤害。参见规则701.14,“互斗”。" + }, + { + "enname": "Finality Counter", + "zhname": "终命指示物", + "en": "A counter that exiles the permanent it is on if that permanent would go to the graveyard from the battlefield. See rule 122.1h.", + "zh": "一种指示物,在永久物将从战场进入坟墓场时改为放逐之。参见规则122.1h。" + }, + { + "enname": "Firebending", + "zhname": "振火", + "en": "A keyword ability that adds red mana until end of combat whenever a creature with that ability attacks. See rule 702.189, “Firebending.”", + "zh": "一个关键字异能,在具此异能的生物攻击时产生能留到战斗结束的红色法术力。参见规则702.189,“振火”。" + }, + { + "enname": "First Strike", + "zhname": "先攻", + "en": "A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”", + "zh": "一个关键字异能,让生物在其他生物之前造成其战斗伤害。参见规则702.7,“先攻”。" + }, + { + "enname": "Flanking", + "zhname": "侧面攻击", + "en": "A keyword ability that can make a creature better in combat. See rule 702.25, “Flanking.”", + "zh": "一个关键字异能,让生物在战斗中更好。参见规则702.25,“侧面攻击”。" + }, + { + "enname": "Flash", + "zhname": "闪现", + "en": "A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, “Flash.”", + "zh": "一个关键字异能,让牌手在任何其可以施放瞬间的时候使用一张牌。参见规则702.8,“闪现”。" + }, + { + "enname": "Flashback", + "zhname": "返照", + "en": "A keyword ability that lets a player cast a card from their graveyard. See rule 702.34, “Flashback.”", + "zh": "一个关键字异能,让牌手从其坟墓场中施放一张牌。参见规则702.34,“返照”。" + }, + { + "enname": "Flavor Text", + "zhname": "背景叙述", + "en": "Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 207.2.", + "zh": "牌的文字栏中用斜体(但不在括号中)且对游戏没有任何影响的叙述。参见规则207.2。" + }, + { + "enname": "Flavor Word", + "zhname": "风味提示", + "en": "An italicized word with no rules meaning that provides a flavorful description of an ability. See rule 207.2d.", + "zh": "一个斜体印刷的词,使得异能的叙述更显鲜活,但没有规则含义。参见规则207.2d。" + }, + { + "enname": "Flip Cards", + "zhname": "倒转牌", + "en": "Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 710, “Flip Cards.”", + "zh": "在一张牌上具有两部分牌边框(其中之一上下颠倒)的牌。参见规则710,“倒转牌”。" + }, + { + "enname": "Flipped", + "zhname": "已倒转", + "en": "A status a permanent may have. See rule 110.5 and rule 710, “Flip Cards.” See also Unflipped.", + "zh": "一个永久物可能具有的状态。参见规则110.5以及规则710,“倒转牌”。另参见未倒转。" + }, + { + "enname": "Flipping a Coin", + "zhname": "掷硬币", + "en": "A method of randomization with two possible outcomes of equal likelihood. See rule 705, “Flipping a Coin.”", + "zh": "一个随机决定两个相同可能性结果的方法。参见规则705,“掷硬币”。" + }, + { + "enname": "Flying", + "zhname": "飞行", + "en": "A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”", + "zh": "一个关键字异能,限制一个生物如何被阻挡。参见规则702.9,“飞行”。" + }, + { + "enname": "Food Token", + "zhname": "食品衍生物", + "en": "A Food token is a colorless artifact token with “{2}, {T}, Sacrifice this token: You gain 3 life.” For more information about predefined tokens, see rule 111.10.", + "zh": "食品衍生物是具有“{2},{T},牺牲此衍生物:你获得3点生命”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。" + }, + { + "enname": "For Mirrodin!", + "zhname": "秘罗万岁!", + "en": "A keyword ability that creates a 2/2 red Rebel creature token and then attaches the Equipment with the ability to that token. See rule 702.163, “For Mirrodin!”", + "zh": "一个关键字异能,派出一个2/2红色反抗军衍生生物,并将具有该异能的武具贴附于该衍生物上。参见规则702.163,“秘罗万岁!”。" + }, + { + "enname": "Forage", + "zhname": "觅粮", + "en": "To pay a cost of exiling three cards from your graveyard or sacrificing a Food. See rule 701.61, “Forage.”", + "zh": "从你的坟墓场放逐三张牌或牺牲一个食品用于支付费用。参见规则701.61,“觅粮”。" + }, + { + "enname": "Forecast", + "zhname": "预报", + "en": "A keyword ability that allows an activated ability to be activated from a player’s hand. See rule 702.57, “Forecast.”", + "zh": "一个关键字异能,允许从牌手手上起动一个起动式异能。参见规则702.57,“预报”。" + }, + { + "enname": "Forest", + "zhname": "树林", + "en": "One of the five basic land types. Any land with this subtype has the ability “{T}: Add {G}.” See rule 305.6.", + "zh": "五种基本地类别中的一种。任何具有此副类别的地具有异能“{T}:加{G}。”参见规则305.6。" + }, + { + "enname": "Forestcycling", + "zhname": "循环树林", + "en": "See Typecycling.", + "zh": "参见类别循环。" + }, + { + "enname": "Forestwalk", + "zhname": "树林行者", + "en": "See Landwalk.", + "zh": "参见地行者。" + }, + { + "enname": "Foretell", + "zhname": "预示", + "en": "A keyword ability that lets a player exile cards from their hand and cast them for an alternative cost on future turns. See rule 702.143, “Foretell.”", + "zh": "一个关键字异能,使牌手从其手上放逐牌,并在将来的回合中使用替代性费用施放之。参见规则702.143,“预示”。" + }, + { + "enname": "Foretold", + "zhname": "已预示", + "en": "A card exiled using the foretell special action becomes foretold. Other effects can also make an exiled card foretold. A spell was foretold if it was a foretold card in exile before it was cast.", + "zh": "使用预示此特殊动作被放逐的牌成为已预示。其他效应也可以使一张被放逐的牌成为已预示。如果一个咒语在被施放之前是一张放逐区中已预示的牌,则该咒语为已预示。" + }, + { + "enname": "Fortification", + "zhname": "工事", + "en": "An artifact subtype. Fortifications can be attached to lands. See rule 301, “Artifacts,” and rule 702.67, “Fortify.”", + "zh": "一个神器副类别。工事可以贴附于地上。参见规则301,“神器”,以及规则702.67,“构工”。" + }, + { + "enname": "Fortify", + "zhname": "构工", + "en": "A keyword ability that lets a player attach a Fortification to a land they control. See rule 301, “Artifacts,” and rule 702.67, “Fortify.”", + "zh": "一个关键字异能,让牌手将工事牌贴附于其操控的地上。参见规则301,“神器”,以及规则702.67,“构工”。" + }, + { + "enname": "Frenzy", + "zhname": "狂热", + "en": "A keyword ability that can make a creature better in combat. See rule 702.68, “Frenzy.”", + "zh": "一个关键字异能,让生物在战斗中更好。参见规则702.68,“狂热”。" + }, + { + "enname": "Free-for-All", + "zhname": "自由竞赛玩法", + "en": "A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, “Free-for-All Variant.”", + "zh": "一个多人玩法,牌手们会以个人方式来互相展开对抗。参见规则806,“自由竞赛玩法”。" + }, + { + "enname": "Freerunning", + "zhname": "自由奔跑", + "en": "A keyword ability that allows certain spells to be cast for an alternative cost. See rule 702.173, “Freerunning.”", + "zh": "一个关键字异能,允许特定咒语以替代性费用施放。参见规则702.173,“自由奔跑”。" + }, + { + "enname": "Full Party", + "zhname": "冒险团满编", + "en": "A player has a full party if the number of creatures in their party is four. See rule 700.8.", + "zh": "当牌手冒险团中的生物数量为四时,其冒险团满编。参见规则700.8。" + }, + { + "enname": "Fuse", + "zhname": "融咒", + "en": "A keyword ability that allows a player to cast both halves of a split card. See rule 702.102, “Fuse.”", + "zh": "一个关键字异能,让牌手可以施放连体牌的两边。参见规则702.102,“融咒”。" + }, + { + "enname": "Fused Split Spell", + "zhname": "融咒连体咒语", + "en": "A split card on the stack that has been cast using the fuse ability or a copy of such a card. See rule 702.102, “Fuse.”", + "zh": "一张堆叠中的连体牌,使用融咒异能施放,或该种牌的复制品。参见规则702.102,“融咒”。" + }, + { + "enname": "General", + "zhname": "将军", + "en": "Any player in the Emperor multiplayer variant who isn’t an emperor. See rule 809, “Emperor Variant.”", + "zh": "皇帝多人玩法中,任何不是皇帝的牌手。参见规则809,“皇帝玩法”。" + }, + { + "enname": "Generic Mana", + "zhname": "一般法术力", + "en": "Mana in a cost represented by numerical symbols (such as {1}) or variable symbols (such as {X}) that can be paid with mana of any type. See rule 107.4.", + "zh": "一般法术力指没有被有色法术力符号表示的费用;它可以被任何类别的法术力支付。参见规则107.4。" + }, + { + "enname": "Gift", + "zhname": "礼赠", + "en": "A keyword ability that allows a spell’s caster to choose an opponent as to receive a benefit as the spell resolves or when the permanent with the ability enters. See rule 702.174, “Gift.”", + "zh": "一个关键字异能,允许咒语的施放者选择一位对手,令该牌手在该咒语结算或具有该异能的永久物进场时得到好处。参见规则702.174,“礼赠”。" + }, + { + "enname": "Global Enchantment (Obsolete)", + "zhname": "广域结界(已废止)", + "en": "An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference.", + "zh": "一个非灵气结界的废止用语。印有此叙述的牌在Oracle牌张参考文献中已经得到勘误。" + }, + { + "enname": "Goad", + "zhname": "煽惑", + "en": "A keyword action that causes a creature to be goaded until a player’s next turn. See rule 701.15, “Goad.”", + "zh": "一一个关键字动作,使一个生物直到某牌手的下一个回合以前成为被煽惑。参见规则701.15,“煽惑”。" + }, + { + "enname": "Goaded", + "zhname": "被煽惑", + "en": "A designation a permanent can have. Goaded creatures are forced to attack and to attack a player other than the player that caused it to be goaded. See rule 701.15, “Goad.”", + "zh": "永久物可拥有的一种称号。被煽惑的生物会被强制攻击,且若能攻击使其成为被煽惑的牌手以外的牌手,则须如此作。参见规则701.15,“煽惑”。" + }, + { + "enname": "Gold Token", + "zhname": "黄金衍生物", + "en": "A Gold token is a colorless artifact token with “Sacrifice this token: Add one mana of any color.” For more information on predefined tokens, see rule 111.10.", + "zh": "黄金衍生物是具有“牺牲此衍生物:加一点任意颜色的法术力。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。" + }, + { + "enname": "Graft", + "zhname": "接殖", + "en": "A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other creatures. See rule 702.58, “Graft.”", + "zh": "一个关键字异能,让一个永久物进入战场带有+1/+1指示物,以及这些指示物可以移动到其他生物上。参见规则702.58,“接殖”。" + }, + { + "enname": "Grand Melee", + "zhname": "大型混战玩法", + "en": "A multiplayer variant in which a large group of players (usually ten or more) compete as individuals against each other. See rule 807, “Grand Melee Variant.”", + "zh": "一种多人玩法,很多牌手(通常是十位以上)以个人方式展开对抗。参见规则807,“大型混战玩法”。" + }, + { + "enname": "Gravestorm", + "zhname": "坟场风暴", + "en": "A keyword ability that creates copies of a spell. See rule 702.69, “Gravestorm.”", + "zh": "一个关键字异能,创造咒语的复制品。参见规则702.69,“坟场风暴”。" + }, + { + "enname": "Graveyard", + "zhname": "坟墓场", + "en": "1. A zone. A player’s graveyard is their discard pile.\n2. All the cards in a player’s graveyard.\nSee rule 404, “Graveyard.”", + "zh": "1. 一个区域。牌手的坟墓场是他的弃牌堆。\n2. 所有处于一位牌手坟墓场中的牌。\n参见规则404,“坟墓场”。" + }, + { + "enname": "Hand", + "zhname": "手牌", + "en": "1. A zone. A player’s hand is where that player holds cards they have drawn but not played yet.\n2. All the cards in a player’s hand.\nSee rule 402, “Hand.”", + "zh": "1. 一个游戏区域。牌手的手牌为牌手拿自己抓起且尚未使用的牌的地方。\n2. 牌手手上的所有牌。\n参见规则402,“手牌”。" + }, + { + "enname": "Hand Modifier", + "zhname": "手牌修正", + "en": "A characteristic that only vanguards have. See rule 211, “Hand Modifier.”", + "zh": "一个只有先锋牌才有的特征。参见规则211,“手牌修正”。" + }, + { + "enname": "Harmonize", + "zhname": "谐颂", + "en": "A keyword ability that lets a player cast a card from their graveyard for a specific cost and lets them tap a creature they control to reduce that cost. See rule 702.180, “Harmonize.”", + "zh": "一个关键字异能,让牌手能支付特定费用从其坟墓场中施放牌,且能横置由其操控的生物来减少该费用。参见规则702.180,“谐颂”。" + }, + { + "enname": "Harness", + "zhname": "掌控", + "en": "A keyword action that grants a permanent the harnessed designation. See rule 701.64, “Harness.”", + "zh": "一个关键字动作,赋予永久物受掌控此称号。参见规则701.64,“掌控”。" + }, + { + "enname": "Harnessed", + "zhname": "受掌控", + "en": "A designation permanents can have. Infinity permanents have their ∞ abilities as long as they are harnessed. See rule 701.64, “Harness,” and rule 702.186, “∞ (Infinity).”", + "zh": "一个永久物可以获得的称号。只要一个无限永久物已受掌控,它就具有其∞异能。参见规则701.64,“掌控”,以及规则702.186,“∞(无限)”。" + }, + { + "enname": "Haste", + "zhname": "敏捷", + "en": "A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6.", + "zh": "一个关键字异能,让生物可以忽略“召唤失调”规则。参见规则702.10,“敏捷”,以及规则302.6。" + }, + { + "enname": "Haunt", + "zhname": "缠身", + "en": "A keyword ability that exiles cards. A card exiled this way “haunts” a creature targeted by the haunt ability. See rule 702.55, “Haunt.”", + "zh": "一个关键字异能,放逐牌。以此法放逐的牌“缠身”到由缠身异能所指定的目标生物上。参见规则702.55,“缠身”。" + }, + { + "enname": "Hexproof", + "zhname": "辟邪", + "en": "A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”", + "zh": "一个关键字异能,让永久物或牌手避免成为对手的目标。参见规则702.11,“辟邪”。" + }, + { + "enname": "Hidden Agenda", + "zhname": "秘案", + "en": "A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.106, “Hidden Agenda.”", + "zh": "一个关键字异能,让诡局牌以牌面朝下的方式置于统帅区。参见规则702.106,“秘案”。" + }, + { + "enname": "Hidden Zone", + "zhname": "隐藏区域", + "en": "A zone in which not all players can be expected to see the cards’ faces. See rule 400.2. See also Public Zone.", + "zh": "不是所有牌手都应该可以看到牌面的区域。参见规则400.2。另参见公开区域。" + }, + { + "enname": "Hideaway", + "zhname": "掩蔽", + "en": "A keyword ability that lets a player store a secret card. See rule 702.75, “Hideaway.”", + "zh": "一个关键字异能,让牌手藏起一张秘密的牌。参见规则702.75,“掩蔽”。" + }, + { + "enname": "Historic", + "zhname": "史迹", + "en": "An object is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. See rule 700.6.", + "zh": "如果一个物件具有传奇此超类别、或具有神器此牌张类别、或具有传纪此副类别,它便是史迹。参见规则700.6。" + }, + { + "enname": "Horsemanship", + "zhname": "马术", + "en": "A keyword ability that restricts how a creature may be blocked. See rule 702.31, “Horsemanship.”", + "zh": "一个关键字异能,限制生物如何阻挡。参见规则702.31,“马术”。" + }, + { + "enname": "Hybrid Card", + "zhname": "混血牌", + "en": "A card with one or more hybrid mana symbols in its mana cost. See rule 202.2f.", + "zh": "在法术力费用中具有一个或数个混血法术力符号的牌。参见规则202.2f。" + }, + { + "enname": "Hybrid Mana Symbols", + "zhname": "混血法术力符号", + "en": "A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4.", + "zh": "一个法术力符号,表示费用可以用两种中的一种支付。参见规则107.4。" + }, + { + "enname": "Hybrid Phyrexian Mana Symbols", + "zhname": "混血非瑞克西亚法术力符号", + "en": "A mana symbol that represents a cost that can be paid in one of three ways. See rule 107.4.", + "zh": "一个法术力符号,表示费用可以用三种中的一种支付。参见规则107.4。" + }, + { + "enname": "Job Select", + "zhname": "职业选择", + "en": "A keyword ability that creates a 1/1 colorless Hero creature token and then attaches the Equipment with the ability to that token. See rule 702.182, “Job Select.”", + "zh": "一个关键字异能,派出一个1/1无色英雄衍生生物,并将具有该异能的武具贴附于该衍生物上。参见规则702.182,“职业选择”。" + }, + { + "enname": "Junk Token", + "zhname": "废料衍生物", + "en": "A Junk token is a colorless artifact token with {T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.” For more information about predefined tokens, see rule 111.10.", + "zh": "废料衍生物是具有“{T},牺牲此衍生物:放逐你的牌库顶牌。本回合中,你可以使用该牌。只能于法术时机起动。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。" + }, + { + "enname": "If", + "zhname": "如果", + "en": "See Intervening “If” Clause.", + "zh": "参见以“若”开头的子句。" + }, + { + "enname": "Illegal Action", + "zhname": "非法动作", + "en": "An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 732, “Handling Illegal Actions.”", + "zh": "一个违反游戏规则和/或效应所创造的要求或限制的动作。参见规则732,“处理非法动作”。" + }, + { + "enname": "Illegal Target", + "zhname": "非法目标", + "en": "A target that no longer exists or no longer meets the specifications stated by the spell or ability that’s targeting it. See rule 608.2b.", + "zh": "一个目标不再存在或不在符合目标它的该咒语或异能所列出的特别要求。参见规则608.2b。" + }, + { + "enname": "Illustration", + "zhname": "图片", + "en": "A picture printed on the upper half of a card that has no effect on game play. See rule 203, “Illustration.”", + "zh": "印在牌上面一半的图片,对游戏没有效应。参见规则203,“图片”。" + }, + { + "enname": "Illustration Credit", + "zhname": "图片画家的名字", + "en": "Information printed directly below the text box that has no effect on game play. See rule 213, “Information Below the Text Box.”", + "zh": "在文字栏下方印的信息,对游戏没有效应。参见规则213,“文字栏下方信息”。" + }, + { + "enname": "Impending", + "zhname": "隐现", + "en": "An ability on some creatures that allows them to be cast for an alternative cost. If cast for its impending cost, it isn’t a creature for some period of time. See rule 702.176, “Impending.”", + "zh": "一个出现在生物上的异能,允许它们以替代性费用施放。如果以其隐现费用施放,它在一段时间内不是生物。参见规则702.176,“隐现”。" + }, + { + "enname": "Imprint", + "zhname": "压印", + "en": "“Imprint” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the imprint keyword have received errata in the Oracle card reference.", + "zh": "“压印”曾经是关键字异能。现在为没有规则意义的异能提示。所有印有关键字压印的牌在Oracle牌张参考文献中得到了勘误。" + }, + { + "enname": "Improvise", + "zhname": "拼造", + "en": "A keyword ability that lets you tap artifacts rather than pay mana to cast a spell. See rule 702.126, “Improvise.”", + "zh": "一个关键字异能,使你可以在施放咒语时横置神器代替法术力来支付费用。" + }, + { + "enname": "In Play (Obsolete)", + "zhname": "场上(已废止)", + "en": "An obsolete term for the battlefield. Cards that were printed with text that contain the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.", + "zh": "战场的已废止用词。印有叙述中包含“场上”、“从场上”、或其他类似引用战场用词的牌在Oracle牌张参考文献中得到了勘误。参见战场。" + }, + { + "enname": "In Response To", + "zhname": "作出响应", + "en": "An instant spell that’s been cast, or an activated ability that’s been activated, while another spell or ability is on the stack has been cast or activated “in response to” the earlier spell or ability. See rule 117.7.", + "zh": "于另一个堆叠上的咒语或异能被施放或起动时,施放一个咒语或起动一个异能,指对前一个咒语或异能“作出响应”。参见规则117.7。" + }, + { + "enname": "Incubate", + "zhname": "抚育", + "en": "A keyword action that creates an Incubator token with a specified number of +1/+1 counters on it. See rule 701.53, “Incubate.”", + "zh": "一个关键字动作,派出一个上面有若干+1/+1指示物的抚育器衍生物。参见规则701.53,“抚育”。" + }, + { + "enname": "Incubator Token", + "zhname": "抚育器衍生物", + "en": "An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.” For more information about predefined tokens, see rule 111.10.", + "zh": "抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。欲知关于预定义衍生物的更多信息,参见规则111.10。" + }, + { + "enname": "Independent", + "zhname": "不从属于", + "en": "See Dependency.", + "zh": "参见从属关系。" + }, + { + "enname": "Indestructible", + "zhname": "不灭", + "en": "A keyword ability that precludes a permanent from being destroyed. See rule 702.12.", + "zh": "一个关键字异能,让永久物不会被消灭。参见规则702.12。" + }, + { + "enname": "Infect", + "zhname": "侵染", + "en": "A keyword ability that affects how an object deals damage to creatures and players. See rule 702.90, “Infect.”", + "zh": "一个关键字异能,影响一个物件如何对生物或牌手造成伤害。参见规则702.90,“侵染”。" + }, + { + "enname": "Infinity", + "zhname": "无限", + "en": "1. An artifact subtype.\n2. ∞ is a keyword found on Infinity cards that grants an ability as long as that permanent is harnessed. See rule 702.186, “∞ (Infinity),” and rule 701.64, “Harness.”", + "zh": "1. 一种神器类别。\n2. ∞是见于无限牌上的关键字,在该永久物已受掌控时赋予其异能。参见规则702.186,“∞(无限)”,以及规则701.64,“掌控”。" + }, + { + "enname": "Ingest", + "zhname": "摄食", + "en": "A keyword ability that can exile the top card of a player’s library. See rule 702.115, “Ingest.”", + "zh": "一个关键字异能,可以放逐牌手的牌库顶牌。参见规则702.115,“摄食”。" + }, + { + "enname": "Initiative", + "zhname": "先制", + "en": "A designation a player can have. Some effects instruct a player to take the initiative. The player with the initiative ventures into Undercity whenever they take the initiative and at the beginning of their upkeep. See rule 725, “The Initiative.”", + "zh": "牌手能获得的一种称号。一些效应使牌手掌握先制。握有先制的牌手在其掌握先制、及在其维持开始时深入地底城。参见规则725,“先制”。" + }, + { + "enname": "Instant", + "zhname": "瞬间", + "en": "A card type. An instant is not a permanent. See rule 304, “Instants.”", + "zh": "一种牌张类别。瞬间不是永久物。参见规则304,“瞬间”。" + }, + { + "enname": "Instead", + "zhname": "改为", + "en": "Effects that use the word “instead” are replacement effects. The word “instead” indicates what an event will be replaced with. See rule 614, “Replacement Effects.”", + "zh": "使用“改为”一词的效应为替代性效应。“改为”一词指明将要被替代的事件。参见规则614,“替代性效应”。" + }, + { + "enname": "Interrupt (Obsolete)", + "zhname": "干涉(已废止)", + "en": "An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could “play as an interrupt” can now be activated like any other activated abilities (unless they’re mana abilities, in which case they follow those rules instead). All relevant cards have been given errata in the Oracle card reference.", + "zh": "一个已废止的牌张类别。所有印有此类别的牌现在都是瞬间。所有印有牌手可以“视为干涉般使用”的异能现在都可以和任何其他起动式异能一样被起动(除非是法术力异能,它们改为遵循对应规则)。所有相关的牌在Oracle牌张参考文献中得到了勘误。" + }, + { + "enname": "Intervening “If” Clause", + "zhname": "以“若”开头的子句", + "en": "A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule 603.4.", + "zh": "一个特别用词的条件,检查一个触发式异能是否会触发,并且在将结算时再次检查。参见规则603.4。" + }, + { + "enname": "Intimidate", + "zhname": "威吓", + "en": "A keyword ability that restricts how a creature may be blocked. See rule 702.13, “Intimidate.”", + "zh": "一个关键字异能,限制一个生物可以怎样被阻挡。参见规则702.13,“威吓”。" + }, + { + "enname": "Investigate", + "zhname": "探查", + "en": "A keyword action that creates a Clue artifact token. See rule 701.16, “Investigate.”", + "zh": "一个关键字动作,派出一个线索衍生神器。参见规则701.16,“探查”。" + }, + { + "enname": "Island", + "zhname": "海岛", + "en": "One of the five basic land types. Any land with this subtype has the ability “{T}: Add {U}.” See rule 305.6.", + "zh": "五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{U}。”参见规则305.6。" + }, + { + "enname": "Islandcycling", + "zhname": "循环海岛", + "en": "See Typecycling.", + "zh": "参见类别循环。" + }, + { + "enname": "Islandhome (Obsolete)", + "zhname": "潜居海岛(已废止)", + "en": "An obsolete keyword ability that meant “This creature can’t attack unless defending player controls an Island” and “When you control no Islands, sacrifice this creature.” Cards printed with this ability have been given errata in the Oracle card reference.", + "zh": "一个已废止的关键字异能,指“除非防御牌手操控海岛,否则此生物不能攻击”和“当你不操控海岛时,牺牲此生物”。印有此异能的牌在Oracle牌张参考文献中得到了勘误。" + }, + { + "enname": "Islandwalk", + "zhname": "海岛行者", + "en": "See Landwalk.", + "zh": "参见地行者。" + }, + { + "enname": "Jump-Start", + "zhname": "再起", + "en": "A keyword ability that lets a player cast a card from their graveyard by discarding a card. See rule 702.133, “Jump-Start.”", + "zh": "一个关键字异能,允许牌手弃一张牌来从坟场施放一张牌。参见规则702.133,“再起”。" + }, + { + "enname": "Keyword Ability", + "zhname": "关键字异能", + "en": "A game term, such as “flying” or “haste,” used as shorthand for a longer ability or group of abilities. See rule 702, “Keyword Abilities.”", + "zh": "一个游戏用语,例如“飞行”或“敏捷”,用来简述一个很长的异能或一组异能。参见规则702,“关键字异能”。" + }, + { + "enname": "Keyword Action", + "zhname": "关键字指示物", + "en": "A verb, such as “destroy” or “cast,” used as a game term rather than as its normal English meaning. See rule 701, “Keyword Actions.”", + "zh": "一个放置在物件上的标示物,赋予其一个关键字异能以影响其特征。参见规则122,“指示物”。" + }, + { + "enname": "Keyword Counter", + "zhname": "关键字动作", + "en": "A marker placed on an object that modifies its characteristics by granting it a keyword. See rule 122, “Counters.”", + "zh": "一个动词,例如“消灭”或“施放”,用来作为游戏用语而不是其正常的词意。参见规则701,“关键字动作”。" + }, + { + "enname": "Kicker, Kicked", + "zhname": "增幅,已增幅", + "en": "Kicker is a keyword ability that represents an optional additional cost. A spell has been kicked if its controller declared the intention to pay any or all of its kicker costs. See rule 702.33, “Kicker.”", + "zh": "增幅是一个关键字异能,表示一个选择性的额外费用。如果一个咒语的操控者宣告将支付其任何或所有的增幅费用,则该咒语已增幅。参见规则702.33,“增幅”。" + }, + { + "enname": "Kindred", + "zhname": "亲缘", + "en": "A card type. Whether or not a kindred is a permanent depends on its other card type. See rule 308, “Kindreds.”", + "zh": "一种牌张类别。亲缘是否为永久物取决于它的其他牌张类别。参见规则308,“亲缘”。" + }, + { + "enname": "Land", + "zhname": "地", + "en": "A card type. A land is a permanent. See rule 305, “Lands.”", + "zh": "一种牌张类别。地是永久物。参见规则305,“地”。" + }, + { + "enname": "Land Type", + "zhname": "地类别", + "en": "A subtype that’s correlated to the land card type. See rule 305, “Lands.” See rule 205.3i for the list of land types.", + "zh": "一种副类别,对应地牌张类别。参见规则305,“地”。地类别的列表参见规则205.3i。" + }, + { + "enname": "Lander Token", + "zhname": "探地器衍生物", + "en": "A Lander token is a colorless artifact token with “{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.” For more information about predefined tokens, see rule 111.10.", + "zh": "探地器衍生物是具有“{2},{T},牺牲此衍生物:从你牌库中搜寻一张基本地牌,将之横置放进战场,然后洗牌。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。" + }, + { + "enname": "Landwalk", + "zhname": "地行者", + "en": "A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.14, “Landwalk.”", + "zh": "一组关键字异能的集合,限制生物如何可以被阻挡。参见规则702.14,“地行者”。" + }, + { + "enname": "Last Known Information", + "zhname": "最后已知信息", + "en": "Information about an object that’s no longer in the zone it’s expected to be in, or information about a player who’s no longer in the game. This information captures that object’s last existence in that zone or that player’s last existence in the game. See rules 113.7a, 608.2b, 608.2h, and 800.4h.", + "zh": "有关一个不再存在于它应在区域的物件,或有关一个不再在游戏中的牌手的信息。信息将抓住该物件在该区域中存在最后一刻的信息,或牌手在离开游戏前最后一刻的信息。参见规则113.7a、608.2b、608.2g以及800.4h。" + }, + { + "enname": "Layer", + "zhname": "层", + "en": "A system used to determine in which order continuous effects are applied. See rule 613, “Interaction of Continuous Effects.” See also Dependency, Timestamp Order.", + "zh": "一个用来决定持续性效应生效顺序的系统。参见规则613,“持续性效应的互动”。另参见从属关系、时间印记顺序。" + }, + { + "enname": "Learn", + "zhname": "温习", + "en": "A keyword action that lets a player add a Lesson card to their hand from outside the game or discard a card to draw a card. See rule 701.48, “Learn.”", + "zh": "一个关键字异能,使牌手可以从游戏外将一张课程牌置于其手上,或弃一张牌然后抓一张牌。参见规则701.48,“温习”。" + }, + { + "enname": "Leaves the Battlefield", + "zhname": "离开战场", + "en": "A permanent “leaves the battlefield” when it’s moved from the battlefield to another zone, or (if it’s phased in) when it leaves the game because its owner leaves the game. See rules 603.6c and 603.10.", + "zh": "当一个永久物从战场移到另一个区域时,或(如果它跃回的话)当它因为其拥有者离开游戏而离开游戏时,它“离开战场”。参见规则603.6c以及603.10。" + }, + { + "enname": "Legal Text", + "zhname": "版权文字", + "en": "Information printed directly below the text box that has no effect on game play. See rule 213, “Information Below the Text Box.”", + "zh": "在文字栏下印刷的信息,对游戏本身没有任何影响。参见规则213,“文字栏下方信息”。" + }, + { + "enname": "Legend (Obsolete)", + "zhname": "传奇(已废止)", + "en": "An obsolete creature type. Cards printed with this subtype have been given errata in the Oracle card reference so they have the legendary supertype instead. See Legendary.", + "zh": "一个被废止的生物类别。印有此副类别的牌在Oracle牌张参考文献中得到了勘误,改为具有传奇超类别。参见传奇。" + }, + { + "enname": "Legendary", + "zhname": "传奇", + "en": "A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” See also Legend Rule.", + "zh": "一种超类别,一般情况下与永久物有关。参见规则205.4,“超类别”。另参见传奇规则。" + }, + { + "enname": "Legend Rule", + "zhname": "传奇规则", + "en": "A state-based action that causes a player who controls two or more legendary permanents with the same name to put all but one into their owners’ graveyards. See rule 704.5j.", + "zh": "一个状态动作,令操控两个或更多具有相同名称的传奇永久物的操控者,将其中一个以外的都放进它们拥有者的坟墓场。参见规则704.5j。" + }, + { + "enname": "Lethal Damage", + "zhname": "致命伤害", + "en": "An amount of damage greater than or equal to a creature’s toughness. See rules 120.4a, 120.6, 510.1, and 704.5g.", + "zh": "伤害的数量大于或等于生物的防御力。参见规则120.4a、120.6、510.1以及704.5g。" + }, + { + "enname": "Level", + "zhname": "等级", + "en": "A numerical designation a permanent may have. A Class enchantment’s level determines what other abilities it has. See rule 716, “Class Cards.”", + "zh": "永久物可具有的一种数字形式的称号。职业结界的等级决定其具有哪些其他异能。参见规则716,“职业牌”。" + }, + { + "enname": "Level Symbol", + "zhname": "等级符号", + "en": "A symbol that represents a keyword ability indicating abilities, power, and toughness a leveler card may have. See rule 107.8 and rule 711, “Leveler Cards.”", + "zh": "该符号表示了一个关键字异能,列出升级牌可能具有的异能、力量以及防御力。参见规则107.8以及规则711,“升级牌”。" + }, + { + "enname": "Level Up", + "zhname": "升级", + "en": "A keyword ability that can put level counters on a creature. See rule 702.87, “Level Up.” For class level abilities of Class cards, see rule 716, “Class Cards.”", + "zh": "一个关键字异能,在生物上放置等级指示物。参见规则702.87,“升级”。关于职业牌的职业等级异能,参见规则716,“职业牌”。" + }, + { + "enname": "Leveler Cards", + "zhname": "升级牌", + "en": "Cards with striated text boxes and three power/toughness boxes. See rule 711, “Leveler Cards.”", + "zh": "具有条状文字栏以及三个力量/防御力方格的牌。参见规则711,“升级牌”。" + }, + { + "enname": "Library", + "zhname": "牌库", + "en": "1. A zone. A player’s library is where that player draws cards from.\n2. All the cards in a player’s library.\nSee rule 401, “Library.”", + "zh": "1. 一个区域。牌库是牌手抓牌的地方。\n2. 牌手牌库中的所有牌。\n参见规则401,“牌库”。" + }, + { + "enname": "Life, Life Total", + "zhname": "生命,总生命", + "en": "Each player has an amount of “life,” represented by that player’s “life total.” Life may be gained or lost. See rule 119, “Life.”", + "zh": "每位牌手都具有一定数量的“生命”,表示该牌手的“总生命”。生命可以得到或失去。参见规则119,“生命”。" + }, + { + "enname": "Life Modifier", + "zhname": "生命修正", + "en": "A characteristic that only vanguards have. See rule 212, “Life Modifier.”", + "zh": "一个只有先锋牌才有的特征。参见规则212,“生命修正”。" + }, + { + "enname": "Lifelink", + "zhname": "系命", + "en": "A keyword ability that causes a player to gain life. See rule 702.15, “Lifelink.”", + "zh": "一个关键字异能,让牌手得到生命。参见规则702.15,“系命”。" + }, + { + "enname": "Limited", + "zhname": "限制赛", + "en": "A way of playing in which each player gets a quantity of unopened Magic product and creates their own deck on the spot. See rule 100.2.", + "zh": "一种玩法,每位牌手得到一定数量的未开封万智牌产品,并用它们创造自己的套牌。参见规则100.2。" + }, + { + "enname": "Limited Range of Influence", + "zhname": "限制影响范围模式", + "en": "An optional rule used in some multiplayer games that limits what a player can affect. See rule 801, “Limited Range of Influence Option.”", + "zh": "在一些多人游戏中使用的可选规则,限制牌手能够影响的事物。参见规则801,“限制影响范围模式”。" + }, + { + "enname": "Linked Abilities", + "zhname": "关联异能", + "en": "Two abilities printed on the same object such that one of them causes actions to be taken or objects to be affected and the other one directly refers to those actions or objects. See rule 607, “Linked Abilities.”", + "zh": "在同一个物件上印的两个异能,其中一个将直接影响另一个提到的将进行的动作或受影响的物件。参见规则607,“关联异能”。" + }, + { + "enname": "Living Metal", + "zhname": "金属生命体", + "en": "A keyword ability found on some Vehicles that turns them into a creature during your turn. See rule 702.161, “Living Metal.”", + "zh": "一个见于载具上的关键字异能,能够令其在你的回合中变为生物。参见规则702.161,“金属生命体”。" + }, + { + "enname": "Living Weapon", + "zhname": "活化武器", + "en": "A keyword ability that creates a 0/0 black Phyrexian Germ creature token and then attaches the Equipment with the ability to that token. See rule 702.92, “Living Weapon.”", + "zh": "一个关键字异能,派出一个0/0黑色非瑞人/病菌衍生生物,并将具有该异能的武具贴附于该衍生物上。参见规则702.92,“活化武器”。" + }, + { + "enname": "Local Enchantment (Obsolete)", + "zhname": "本地结界(已废止)", + "en": "An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.", + "zh": "灵气已废止的用词。印有此叙述的牌在Oracle牌张参考文献中得到了勘误。" + }, + { + "enname": "Lock", + "zhname": "上锁", + "en": "To remove an unlocked designation from a permanent that has one or more unlocked halves. See rule 709.5g.", + "zh": "令一边或数边已解锁的永久物失去一个解锁称号。参见规则709.5g。" + }, + { + "enname": "Locked", + "zhname": "已上锁", + "en": "One half of a split permanent is “locked” if it doesn’t have the appropriate unlocked designation. See rule 709.5.", + "zh": "如果一个连体永久物不具有特定的解锁称号,则其相应的一边为“已上锁”。参见规则709.5。" + }, + { + "enname": "London Mulligan", + "zhname": "伦敦再调度", + "en": "Informal term for the current system of mulligan rules. See rule 103.5.", + "zh": "指代当前的再调度规则的非正式用词。参见规则103.5。" + }, + { + "enname": "Loop", + "zhname": "循环(动作)", + "en": "A set of actions that could be repeated indefinitely. See rule 731, “Taking Shortcuts.”", + "zh": "一系列可以重复无数次的动作。参见规则731,“进行简化”。" + }, + { + "enname": "Lose the Game", + "zhname": "输去游戏", + "en": "There are several ways to lose the game. See rule 104, “Ending the Game,” rule 810.8 (for additional rules for Two-Headed Giant games), rule 809.5 (for additional rules for Emperor games), and rule 903.10 (for an additional rule for Commander games).", + "zh": "有多种方式输去游戏。参见规则104,“结束游戏”、规则810.8(双头巨人玩法的额外规则)、规则809.5(皇帝玩法的额外规则)以及规则903.10(指挥官玩法的额外规则)。" + }, + { + "enname": "Loyalty", + "zhname": "忠诚", + "en": "1. Part of a card that only planeswalker cards have. A planeswalker card’s loyalty is printed in its lower right corner. See rule 209, “Loyalty.”\n2. A characteristic that only planeswalkers have. See rule 306.5.", + "zh": "1. 只有鹏洛客牌具有的牌的一部分。鹏洛客牌的忠诚印在其右下角。参见规则209,“忠诚”。\n2. 只有鹏洛客具有的特征。参见规则306.5。" + }, + { + "enname": "Loyalty Ability", + "zhname": "忠诚异能", + "en": "An activated ability with a loyalty symbol in its cost. See rule 606, “Loyalty Abilities.”", + "zh": "费用中具有忠诚符号的起动式异能。参见规则606,“忠诚异能”。" + }, + { + "enname": "Madness", + "zhname": "疯魔", + "en": "A keyword ability that lets a player cast a card they discard. See rule 702.35, “Madness.”", + "zh": "一个关键字异能,允许牌手施放他所弃掉的牌。参见规则702.35,“疯魔”。" + }, + { + "enname": "Main Game", + "zhname": "主游戏", + "en": "The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 728, “Subgames.”", + "zh": "施放(或起动)了创造一个子游戏之咒语(或异能)所在的游戏。参见规则728,“子游戏”。" + }, + { + "enname": "Main Phase", + "zhname": "行动阶段", + "en": "Part of the turn. The first, or precombat, main phase is the second phase of the turn. The second, or postcombat, main phase is the fourth phase of the turn. See rule 505, “Main Phase.”", + "zh": "回合的一部分。第一个行动阶段,或战斗前行动阶段,是回合中的第二个阶段。第二个行动阶段,或战斗后行动阶段,是回合中的第四个阶段。参见规则505,“行动阶段”。" + }, + { + "enname": "Mana", + "zhname": "法术力", + "en": "The primary resource in the game. It is spent to pay costs, usually when casting spells and activating abilities. See rule 106, “Mana,” rule 107.4, and rule 202, “Mana Cost and Color.”", + "zh": "游戏中的主要资源。法术力用来支付费用,这通常发生在施放咒语或起动异能时。参见规则106,“法术力”,规则107.4,和规则202,“法术力费用和颜色”。" + }, + { + "enname": "Mana Ability", + "zhname": "法术力异能", + "en": "An activated or triggered ability that could create mana and doesn’t use the stack. See rule 605, “Mana Abilities.”", + "zh": "一类起动式或触发式异能,它们可以产生法术力,且不使用堆叠。参见规则605,“法术力异能”。" + }, + { + "enname": "Mana Burn (Obsolete)", + "zhname": "法术力灼烧(已废止)", + "en": "Older versions of the rules stated that unspent mana caused a player to lose life; this was called “mana burn.” That rule no longer exists.", + "zh": "较老版本的规则中叙述未用完的法术力会导致牌手失去生命;这称为“法术力灼烧”。这条规则已不复存在。" + }, + { + "enname": "Mana Cost", + "zhname": "法术力费用", + "en": "A characteristic, and part of a card. A card’s mana cost is indicated by the mana symbols printed in its upper right corner. See rule 107.4 and rule 202, “Mana Cost and Color.”", + "zh": "牌的一部分,且是一种特征。一张牌的法术力费用由印在该牌右上角的法术力符号所指示。参见规则107.4和规则202,“法术力费用和颜色”。" + }, + { + "enname": "Mana Pool", + "zhname": "法术力池", + "en": "Where mana created by an effect is temporarily stored. See rule 106.4.", + "zh": "由效应产生的法术力临时存储的地方。参见规则106.4。" + }, + { + "enname": "Mana Source (Obsolete)", + "zhname": "法术力源(已废止)", + "en": "An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could “play as a mana source” are now mana abilities. All relevant cards have been given errata in the Oracle card reference.", + "zh": "一种已废止的牌张类别。所有印制为此类别的牌现在都是瞬间。所有印制为叙述牌手可以“视同法术力源一般使用”的异能现在都是法术力异能。与此相关的牌在Oracle牌张参考文献中已经获得勘误。" + }, + { + "enname": "Mana Symbol", + "zhname": "法术力符号", + "en": "An icon that represents mana or a mana cost. See rule 107.4.", + "zh": "表示法术力或法术力费用的符号。参见规则107.4。" + }, + { + "enname": "Mana Value", + "zhname": "法术力值", + "en": "The total amount of mana in a mana cost, regardless of color. See rule 202.3.", + "zh": "一个法术力费用中法术力的总数,不计较颜色。参见规则202.3。" + }, + { + "enname": "Manifest", + "zhname": "显化", + "en": "A keyword action that puts a card onto the battlefield face down as a 2/2 creature. See rule 701.40, “Manifest,” and rule 708, “Face-Down Spells and Permanents.”", + "zh": "一个关键字动作,将牌以牌面朝下的方式作为2/2生物放进战场。参见规则701.40,“显化”,和规则708,“牌面朝下的咒语和永久物”。" + }, + { + "enname": "Manifest Dread", + "zhname": "显化惧象", + "en": "A keyword action that puts one of the top two cards of your library onto the battlefield face down as a 2/2 creature. See rule 701.62, “Manifest Dread,” rule 701.40, “Manifest,” and rule 708, “Face-Down Spells and Permanents.”", + "zh": "一个关键字动作,将你牌库顶两张牌中的一张以牌面朝下的方式作为2/2生物放进战场。参见规则701.62,“显化惧象”,规则701.40,“显化”,和规则708,“牌面朝下的咒语和永久物”。" + }, + { + "enname": "Map", + "zhname": "地图", + "en": "A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.” See rule 701.44, “Explore.” For more information about predefined tokens, see rule 110.10.", + "zh": "地图衍生物是具有“{1},{T},牺牲此衍生物:令目标由你操控的生物勘察。只能于法术时机起动。”的无色衍生神器。欲知关于预先定义的衍生物的更多信息,参见规则111.10。" + }, + { + "enname": "Match", + "zhname": "局", + "en": "A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6.", + "zh": "在比赛中进行的一盘多人游戏或一系列双人游戏(通常是三局两胜制)。参见规则100.6。" + }, + { + "enname": "Max Speed", + "zhname": "速度极限", + "en": "1. A player has max speed if their speed is 4. See rule 702.179, “Start Your Engines!”\n2. A keyword ability that grants an ability to the permanent or card it’s on only if that permanent’s controller (or that card’s owner, if it isn’t on the battlefield) has a speed of 4. See rule 702.178, “Max Speed.”", + "zh": "1. 如果某牌手的速度达到4,则其便达到速度极限。参见规则702.179,“发动引擎!”。\n2. 一个关键字异能,赋予永久物或牌一个异能,该异能仅在该永久物的操控者(或该牌的拥有者,如果它不在战场上)的速度4时生效。参见规则702.178,“速度极限”。" + }, + { + "enname": "Maximum Hand Size", + "zhname": "手牌上限", + "en": "The number of cards in hand a player must discard down to during their cleanup step. See rule 402.2 and 514.1.", + "zh": "牌手必须于清除阶段中将多余的牌弃掉,直到手牌的数量少于或等于该数字。参见规则402.2和514.1。" + }, + { + "enname": "Mayhem", + "zhname": "疯乱", + "en": "A keyword ability that allows you to play cards you discarded this turn from your graveyard for an alternative cost. See rule 702.187, “Mayhem.”", + "zh": "一个关键字异能,允许你支付替代性费用从你坟墓场中施放本回合中弃掉的牌。参见规则702.187,“疯乱”。" + }, + { + "enname": "Megamorph", + "zhname": "威力变身", + "en": "A variant of the morph ability that puts a +1/+1 counter on the creature as it turns face up. See rule 702.37, “Morph.”", + "zh": "变身异能的一种变化,于生物翻回正面时在其上放置一个+1/+1指示物。参见规则702.37,“变身”。" + }, + { + "enname": "Meld", + "zhname": "融合", + "en": "To turn two members of a meld pair so their back faces are up and combined into one oversized Magic card. See rule 701.42, “Meld.”", + "zh": "将一个融合牌组中的两张牌翻过来使其背面朝上并组合成一张大号万智牌卡牌。参见规则701.42,“融合”。" + }, + { + "enname": "Meld Cards", + "zhname": "融合牌", + "en": "Cards with a Magic card face on one side and half of an oversized Magic card face on the other. See rule 712, “Double-Faced Cards.”", + "zh": "一种牌,一面具有万智牌的牌面,另一面是一张大号万智牌卡牌的一半。参见规则712,“双面牌”。" + }, + { + "enname": "Melee", + "zhname": "乱斗", + "en": "A keyword ability that improves an attacking creature based on the number of opponents you attacked. See rule 702.121, “Melee.”", + "zh": "一个关键字异能,根据你攻击的对手数量来强化一个进攻生物。参见规则702.121,“乱斗”。" + }, + { + "enname": "Menace", + "zhname": "威慑", + "en": "An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.”", + "zh": "一种躲避式异能,可以让生物不能被单一生物阻挡。参见规则702.111,“威慑”。" + }, + { + "enname": "Mentor", + "zhname": "训导", + "en": "A keyword ability that lets your bigger creatures power up your smaller creatures when they attack together. See rule 702.134, “Mentor.”", + "zh": "一个关键字异能,使你的较大生物在与较小生物一同攻击时强化后者。参见规则702.134,“训导”。" + }, + { + "enname": "Merged Permanent", + "zhname": "结聚永久物", + "en": "A card or token may merge with a permanent to form a merged permanent. This merged permanent is represented by more than one card and/or token. See rule 729, “Merging with Permanents.”", + "zh": "牌或衍生物可能会与永久物结聚,组合成结聚永久物。这个结聚永久物会由多于一张的牌或衍生物所代表。参见规则729,“与永久物结聚”。" + }, + { + "enname": "Mill", + "zhname": "磨", + "en": "To mill a number of cards, a player puts that many cards from the top of their library into their graveyard. See rule 701.17.", + "zh": "磨数张牌指,牌手将该数量的牌从牌库顶置于其坟墓场。参见规则701.17。" + }, + { + "enname": "Minimum Deck Size", + "zhname": "套牌数量下限", + "en": "If a rule or effect states that a player’s deck must contain at least a specific number of cards, that number is the player’s minimum deck size.", + "zh": "如果一个规则或效应叙述牌手的套牌必须至少包含一定数量的牌,该数量即为套牌数量下限。" + }, + { + "enname": "Miracle", + "zhname": "奇迹", + "en": "A keyword ability that lets you cast a spell for a reduced cost if it’s the first card you draw in a turn. See rule 702.94, “Miracle.”", + "zh": "一个关键字异能,如果该牌是回合中你所抓的第一张牌,便允许你用较低的费用施放它。参见规则702.94,“奇迹”。" + }, + { + "enname": "Mobilize", + "zhname": "动员", + "en": "A keyword ability that creates a number of tapped and attacking red Warrior creature tokens that are sacrificed at the beginning of the next end step. See rule 702.181, “Mobilize.”", + "zh": "一个关键字异能,派出若干已横置且正进行攻击的红色战士衍生生物,且在下一个结束步骤开始时牺牲之。参见规则702.181,“动员”。" + }, + { + "enname": "Modal, Mode", + "zhname": "具有模式的,模式", + "en": "A spell or ability is “modal” if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” See rule 700.2.", + "zh": "如果某咒语或异能以项目列表的格式提供了两种或以上的选择,且以指示牌手从这些选项中选择数项的字样开头,例如“选择一项~”,此咒语或异能便具有模式。参见规则700.2。" + }, + { + "enname": "Modal Double-Faced Cards", + "zhname": "模式双面牌", + "en": "One kind of double-faced card. Modal double-faced cards can be played with either of their two faces up. See rule 712, “Double-Faced Cards.”", + "zh": "双面牌的一种。模式双面牌的两面可以任选一面朝上使用。参见规则712,“双面牌”。" + }, + { + "enname": "Modified", + "zhname": "有饰装的", + "en": "A modified creature is a creature that has a counter on it, is equipped, or is enchanted by an Aura its controller also controls. See rule 700.9.", + "zh": "有饰装的生物是指其上有指示物、或佩带有武具、或被一个由其操控者操控的灵气所结附的生物。参见规则700.9。" + }, + { + "enname": "Modular", + "zhname": "套件", + "en": "A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other artifact creatures. See rule 702.43, “Modular.”", + "zh": "一个关键字异能,使得永久物进战场时带有+1/+1指示物,且能将这些指示物移动到其他神器生物上。参见规则702.43,“套件”。" + }, + { + "enname": "Monarch", + "zhname": "君主", + "en": "A designation a player can have. Some effects instruct a player to become the monarch. The monarch draws a card at the beginning of their end step. Dealing combat damage to the monarch steals the title from that player. See rule 724, “The Monarch.”", + "zh": "牌手能获得的一种称号。一些效应使牌手成为君主。君主在其结束步骤开始时抓一张牌。对君主造成战斗伤害可以从该牌手上夺取该称号。参见规则724,“君主”。" + }, + { + "enname": "Mono Artifact (Obsolete)", + "zhname": "单一神器(已废止)", + "en": "An obsolete term that appeared on the type line of artifacts with activated abilities that caused the artifact to become tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact,” and those abilities now include the tap symbol in their costs.", + "zh": "一个已废止的用词,出现在神器的类别栏中。它代表神器具有起动式异能,且起动式异能的费用是将其横置。具有此用词的牌在Oracle牌张参考文献中得到勘误,现在它们的类别仅为“神器”,且其异能的费用中包含横置符号。" + }, + { + "enname": "Monocolored", + "zhname": "单色", + "en": "An object with exactly one color is monocolored. Colorless objects aren’t monocolored. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”", + "zh": "有且只有一种颜色的物件是单色。无色物件不是单色。参见规则105,“颜色”,和规则202,“法术力费用和颜色”。" + }, + { + "enname": "Monocolored Hybrid Mana Symbols", + "zhname": "单色混血法术力符号", + "en": "See Hybrid Mana Symbols.", + "zh": "参见混血法术力符号。" + }, + { + "enname": "Monstrosity", + "zhname": "蛮化(动作)", + "en": "A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.37, “Monstrosity.”", + "zh": "一个关键字动作,在生物上放置+1/+1指示物,并使其成为蛮化。(译注:中文版翻译中,“当...成为蛮化时”简略译为“当...蛮化时”,有可能引起混淆。)参见规则701.37,“蛮化”。" + }, + { + "enname": "Monstrous", + "zhname": "蛮化(状况)/已蛮化", + "en": "A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.37, “Monstrosity.”", + "zh": "因一个生物的蛮化起动式异能已经结算,而赋予它的一种称号。(译注:中文版翻译中,“当...成为蛮化时”简略译为“当...蛮化时”,有可能引起混淆。)参见规则701.37,“蛮化”。" + }, + { + "enname": "More Than Meets the Eye", + "zhname": "远超所见", + "en": "A keyword ability that allows some cards to be cast converted. See rule 702.162, “More Than Meets the Eye,” and rule 701.28, “Convert.”", + "zh": "一个关键字异能,使你可以已转换地施放某些牌。参见规则702.162,“远超所见”,及规则701.28,“转换”。" + }, + { + "enname": "Morph", + "zhname": "变身", + "en": "A keyword ability that lets a card be cast face down as a 2/2 creature. See rule 702.37, “Morph,” and rule 708, “Face-Down Spells and Permanents.”", + "zh": "一个关键字异能,允许该牌以牌面朝下的方式,且视为2/2生物一般施放。参见规则702.37,“变身”,和规则708,“牌面朝下的咒语和永久物”。" + }, + { + "enname": "Mountain", + "zhname": "山脉", + "en": "One of the five basic land types. Any land with this subtype has the ability “{T}: Add {R}.” See rule 305.6.", + "zh": "五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{R}。”参见规则305.6。" + }, + { + "enname": "Mountaincycling", + "zhname": "循环山脉", + "en": "See Typecycling.", + "zh": "参见类别循环。" + }, + { + "enname": "Mountainwalk", + "zhname": "山脉行者", + "en": "See Landwalk.", + "zh": "参见地行者。" + }, + { + "enname": "Move", + "zhname": "移动", + "en": "To remove a counter from one object and put it on a different object. See rule 122.5.\nSome older cards used “move” with respect to Auras; those cards have received errata in the Oracle card reference and now use the word “attach.”", + "zh": "从一个物件上移除指示物,并将其放置在另一个物件上。参见规则122.5。\n一些较老的牌使用“移动”一词提及灵气;这些牌在Oracle牌张参考文献中已获得勘误,现在使用“贴附”一词。" + }, + { + "enname": "Mulligan", + "zhname": "再调度", + "en": "To take a mulligan is to reject a prospective opening hand in favor of a new one. See rule 103.5.", + "zh": "执行“再调度”是指不接受一副可能的起手牌,并用一副新的起手牌代替之。参见规则103.5。" + }, + { + "enname": "Multicolored", + "zhname": "多色", + "en": "An object with two or more colors is multicolored. Multicolored is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”", + "zh": "具有两个或更多颜色的物件便是多色。多色并不是一种颜色。参见规则105,“颜色”,和规则202,“法术力费用和颜色”。" + }, + { + "enname": "Multikicker", + "zhname": "多重增幅", + "en": "Multikicker is a variant of the kicker keyword ability. It represents an optional additional cost that may be paid any number of times. See rule 702.33, “Kicker.” See also Kicker.", + "zh": "多重增幅是增幅关键字异能的变化形式。它代表一种可以支付任意次的可选额外费用。参见规则702.33,“增幅”。另参见增幅。" + }, + { + "enname": "Multiplayer Game", + "zhname": "多人游戏", + "en": "A game that begins with more than two players. See section 8, “Multiplayer Rules.”", + "zh": "开始时多于两人参与的游戏。参见第8章,“多人游戏规则”。" + }, + { + "enname": "Mutate", + "zhname": "合变", + "en": "A keyword that lets a creature card be cast as a mutating creature spell. See rule 702.140, “Mutate.”", + "zh": "一个关键字,使得生物可以作为合变式生物咒语施放。参见规则702.140,“合变”。" + }, + { + "enname": "Mutating Creature Spell", + "zhname": "合变式生物咒语", + "en": "A creature spell cast using the mutate keyword ability. As it resolves, if its target creature is legal, it merges with the target creature. The resulting creature has all characteristics of the topmost component and has the abilities of each component. See rule 702.140, “Mutate,” and rule 729, “Merging with Permanents.”", + "zh": "一个使用合变关键字异能施放的生物咒语。于其结算时,如果其目标的生物合法,其与该目标生物结聚。所成的生物具有最顶上组件的所有特征以及每个组件的异能。参见规则702.140,“合变”,以及规则729,“与永久物结聚”。" + }, + { + "enname": "Myriad", + "zhname": "繁影", + "en": "Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule 702.116, “Myriad.”", + "zh": "一个触发式异能,能使生物向所有可能的方向攻击。参见规则702.116,“繁影”。" + }, + { + "enname": "Name", + "zhname": "名称", + "en": "A characteristic, and part of a card. A card’s name is printed in its upper left corner. See rule 201, “Name.”", + "zh": "一个特征,也是牌的一部分。牌的名称印在它的左上角。参见规则201,“名称”。" + }, + { + "enname": "Night", + "zhname": "黑夜", + "en": "Along with day, a designation the game can have. See rule 730, “Day and Night,” and rule 702.145, “Daybound and Nightbound.”", + "zh": "与白昼一起,均是游戏可以具有的称号。参见规则730,“白昼与黑夜”,与规则702.145,“昼形与夜形”。" + }, + { + "enname": "Nightbound", + "zhname": "夜形", + "en": "An ability found on the back faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,” and rule 730, “Day and Night.”", + "zh": "一种异能,见于一些双面牌的背面上。具昼形与夜形异能的牌,在白昼时正面朝上,在黑夜时背面朝上。参见规则702.145,“昼形与夜形”,与规则730,“白昼与黑夜”。" + }, + { + "enname": "Ninjutsu", + "zhname": "忍术", + "en": "A keyword ability that lets a creature suddenly enter combat. See rule 702.49, “Ninjutsu.”", + "zh": "一个关键字异能,让生物突然加入战斗。参见规则702.49,“忍术”。" + }, + { + "enname": "Nonbasic Land", + "zhname": "非基本地", + "en": "Any land that doesn’t have the supertype “basic.” See rule 205.4, “Supertypes.”", + "zh": "任何不具有超类别“基本”的地。参见规则205.4,“超类别”。" + }, + { + "enname": "Nonmodal Double-Faced Card", + "zhname": "非模式双面牌", + "en": "One kind of double-faced card. Nonmodal double-faced cards default to being cast with their front faces up but can transform to their back faces in some way. See rule 712, “Double-Faced Cards.”", + "zh": "双面牌的一种。非模式双面牌默认正面朝上地施放,但能以某种方式转化到其背面。参见规则712,“双面牌”。" + }, + { + "enname": "Nontraditional Magic Card", + "zhname": "非传统万智牌", + "en": "A card not included in players’ decks. It may be oversized or have a card back other than a “Deckmaster” back. See rule 108.2.", + "zh": "不包含在牌手套牌中的一种牌。它们可能是大号尺寸,或具有不为“Deckmaster”的背面。参见规则108.2。" + }, + { + "enname": "Object", + "zhname": "物件", + "en": "An ability on the stack, a card, a copy of a card, an emblem, a token, a spell, or a permanent. See rule 109, “Objects.”", + "zh": "堆叠上的异能、牌、牌的复制品、衍生物、咒语或永久物。参见规则109,“物件”。" + }, + { + "enname": "Offering", + "zhname": "献祭", + "en": "A keyword ability that modifies when you can cast a spell and how much mana you need to spend to do it. See rule 702.48, “Offering.”", + "zh": "一个关键字异能,影响你何时施放咒语以及所需要花费的法术力数量。参见规则702.48,“献祭”。" + }, + { + "enname": "Offspring", + "zhname": "繁生", + "en": "A keyword ability that allows you to pay an additional cost as you cast a creature spell to create a 1/1 token that’s a copy of that permanent when it enters the battlefield. See rule 702.175, “Offspring.”", + "zh": "一个关键字异能,允许你施放生物咒语时支付额外费用,在该永久物进战场时派出为其复制品的1/1衍生物。参见规则702.175,“繁生”。" + }, + { + "enname": "Omen Card", + "zhname": "预兆牌", + "en": "Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Omen spell type. See rule 720, “Omen Cards.”", + "zh": "一张分为两部分(且其中一部分是嵌在文字栏左面)的牌,其副特征包括预兆此咒语类别。。参见规则720,“预兆牌”。" + }, + { + "enname": "One-Shot Effect", + "zhname": "一次性效应", + "en": "An effect that does something just once and doesn’t have a duration. See rule 610, “One-Shot Effects.” See also Continuous Effects.", + "zh": "只作一件事且没有持续的效应。参见规则610,“一次性效应”。另参见持续性效应。" + }, + { + "enname": "Ongoing", + "zhname": "长效", + "en": "A supertype that appears only on scheme cards. See rule 205.4, “Supertypes.”", + "zh": "只出现在邪计牌上的超类别。参见规则205.4,“超类别”。" + }, + { + "enname": "Opening Hand", + "zhname": "起手", + "en": "The hand of cards a player starts the game with, once the player has decided not to take any further mulligans. See rule 103.5.", + "zh": "在牌手决定不再调度之后,其开始游戏时手上的牌。参见规则103.5。" + }, + { + "enname": "Opponent", + "zhname": "对手", + "en": "Someone a player is playing against. See rules 102.2 and 102.3.", + "zh": "牌手正在对局的人。参见规则102.2和102.3。" + }, + { + "enname": "Option", + "zhname": "模式(多人游戏)", + "en": "An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2.", + "zh": "多人游戏中可以使用的一些额外规则。参见规则800.2。" + }, + { + "enname": "Oracle", + "zhname": "Oracle", + "en": "The reference that contains the up-to-date wordings (in English) for all tournament-legal cards. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com. See rule 108.1.", + "zh": "牌张参考文献,包括所有比赛中合法使用牌的最新叙述(英文)。牌的Oracle叙述可以在Gatherer牌张数据库中找到:Gatherer.Wizards.com。参见规则108.1。" + }, + { + "enname": "Outlast", + "zhname": "延生", + "en": "A keyword ability that allows a creature to grow larger over time. See rule 702.107, “Outlast.”", + "zh": "一个关键字异能,让生物能够持续变大。参见规则702.107,“延生”。" + }, + { + "enname": "Outside the Game", + "zhname": "游戏之外", + "en": "An object is “outside the game” if it isn’t in any of the game’s zones. See rule 400.11.", + "zh": "如果一个物件不在任何游戏区域中,该物件在“游戏之外”。参见规则400.11。" + }, + { + "enname": "Overload", + "zhname": "超载", + "en": "A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.96, “Overload.”", + "zh": "一个关键字异能,让一个咒语影响一个目标或多个物件。参见规则702.96,“超载”。" + }, + { + "enname": "Owner", + "zhname": "拥有者", + "en": "The player who (for purposes of the game) a card, permanent, token, or spell belongs to. See rules 108.3, 110.2, 111.2, and 112.2.", + "zh": "(作为游戏的一部分)拥有一张牌、永久物、衍生物或咒语的牌手。参见规则108.3、110.2、111.2和112.2。" + }, + { + "enname": "Paired", + "zhname": "搭档", + "en": "A term that describes a creature that’s been affected by a soulbond ability. See rule 702.95, “Soulbond.”", + "zh": "一个描述受魂系异能影响之生物的用词。参见规则702.95,“魂系”。" + }, + { + "enname": "Paris Mulligan", + "zhname": "巴黎再调度", + "en": "Informal term for a previous system of taking a mulligan. Using the Paris mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. For current mulligan rules, see rule 103.5.", + "zh": "指代一种曾经的再调度方式的非正式用词。使用巴黎再调度方式时,牌手再调度时将其手牌洗入其牌库,然后少抓一张牌。要查看当前的再调度规则,参见规则103.5。" + }, + { + "enname": "Partner, “Partner—[text],” “Partner with [name]”", + "zhname": "拍档,拍档~[叙述],与[名称]拍档", + "en": "A keyword ability that lets two legendary cards be your commander in the Commander variant rather than one. “Partner with [name]” is a specialized version of the ability that works even outside of the Commander variant to help two cards reach the battlefield together. See rule 702.124, “Partner,” and rule 903, “Commander.”", + "zh": "一个关键字异能,在指挥官玩法中使两张传奇牌(而不是一个)成为你的指挥官。“与[名称]拍档”是此异能的特别形式,它即使在指挥官玩法之外也能起作用,能帮助两张牌同时抵达战场。参见规则702.124,“拍档”以及规则903,“指挥官”。" + }, + { + "enname": "Party", + "zhname": "冒险团", + "en": "Some cards refer to the number of creatures in your party. A player’s party includes up to one each of Cleric, Rogue, Warrior, and Wizard. See rule 700.8.", + "zh": "一些牌提及你冒险团中的生物数量。牌手的冒险团由僧侣、浪客、战士和法术师组成,每种类别至多只计入一个。参见规则700.8。" + }, + { + "enname": "Pass", + "zhname": "让过", + "en": "To decline to take any action (such as casting a spell or activating an ability) when you have priority. See rule 117, “Timing and Priority.”", + "zh": "在拥有优先权时不执行动作(例如施放咒语或起动异能)。参见规则117,“时机和优先权”。" + }, + { + "enname": "Pass in Succession", + "zhname": "依次让过", + "en": "All players “pass in succession” if each player in the game (starting with any one of them) opts not to take an action upon receiving priority. See rule 117, “Timing and Priority.”", + "zh": "如果游戏中的每位牌手(从任意一人开始)在得到优先权时都不执行动作,所有牌手便“依次让过”。参见规则117,“时机和优先权”。" + }, + { + "enname": "Pawprint Symbol", + "zhname": "爪印符号", + "en": "A symbol shaped like a pawprint that is used to indicate the modes on some modal spells. See rule 700.2i.", + "zh": "一个形状像爪印的符号,在某些具有模式的咒语中用于指示模式。参见规则700.2i。" + }, + { + "enname": "Pay", + "zhname": "支付", + "en": "To perform the actions required by a cost. This often means, but is not restricted to, spending resources such as mana or life. See rule 118, “Costs.”", + "zh": "当游戏产生费用要求时,执行满足要求的动作。这通常意味着,但不限于,花费法术力或生命等资源。参见规则118,“费用”。" + }, + { + "enname": "Permanent", + "zhname": "永久物", + "en": "A card or token on the battlefield. See rule 110, “Permanents.”", + "zh": "战场上的牌或衍生物。参见规则110,“永久物”。" + }, + { + "enname": "Permanent Card", + "zhname": "永久物牌", + "en": "A card that could be put onto the battlefield. See rule 110.4a.", + "zh": "可以放进战场的牌。参见规则110.4a。" + }, + { + "enname": "Permanent Spell", + "zhname": "永久物咒语", + "en": "A spell that will enter the battlefield as a permanent as part of its resolution. See rule 110.4b.", + "zh": "结算时会作为永久物进入战场的咒语。参见规则110.4b。" + }, + { + "enname": "Permanently (Obsolete)", + "zhname": "永久地(已废止)", + "en": "An obsolete term used to indicate that a continuous effect has no duration and thus lasts until the end of the game. Cards printed with this term have received errata in the Oracle card reference to delete it.", + "zh": "一个已废止的用词,指示一个持续性效应没有时限,并延续直到此盘游戏结束。具有此用词的牌在Oracle牌张参考文献中已获得勘误,并删去此用词。" + }, + { + "enname": "Persist", + "zhname": "留存", + "en": "A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.79, “Persist.”", + "zh": "一个关键字异能,可以将生物从坟场返回战场。参见规则702.79,“留存”。" + }, + { + "enname": "Phase", + "zhname": "阶段/时间跳跃(译者注:这两个词在英文原文中相同)", + "en": "1. A subsection of a turn. See section 5, “Turn Structure.”\n2. A permanent “phases in” when its status changes from phased out to phased in. A permanent “phases out” when its status changes from phased in to phased out. See rule 702.26, “Phasing.”", + "zh": "1. 组成回合的一部分。参见第5章,“回合结构”。\n2. 当永久物的状态从已跃离变为已跃回时,该永久物“跃回”。当永久物的状态从已跃回变为已跃离时,该永久物“跃离”。参见规则702.26,“时间跳跃”。" + }, + { + "enname": "Phased In, Phased Out", + "zhname": "已跃回,已跃离", + "en": "A status a permanent may have. Phased-in is the default status. Phased-out permanents are treated as though they do not exist. See rule 110.5 and rule 702.26, “Phasing.” (“Phased-out” was a zone in older versions of the rules.)", + "zh": "永久物可能具有的状态。默认状态下,永久物都是已跃回。已跃离的永久物被视为其不存在。参见规则110.5和规则702.26,“时间跳跃”。(“跃离区”在较老版本的规则中是一个游戏区域。)" + }, + { + "enname": "Phasing", + "zhname": "时间跳跃", + "en": "A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.26, “Phasing.”", + "zh": "一个关键字异能,使得永久物有时被视为其不存在。参见规则702.26,“时间跳跃”。" + }, + { + "enname": "Phenomenon", + "zhname": "异象", + "en": "A card type seen only on nontraditional Magic cards in the Planechase casual variant. A phenomenon card is not a permanent. See rule 312, “Phenomena.”", + "zh": "只出现在非传统万智牌上的一种牌张类别,在竞逐时空休闲式玩法中使用。参见规则312,“异象”。" + }, + { + "enname": "Phyrexian Mana Symbol", + "zhname": "非瑞克西亚法术力符号", + "en": "A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4.", + "zh": "一种法术力符号,表示其既可以使用有色法术力支付,也可以使用生命支付。参见规则107.4。" + }, + { + "enname": "Phyrexian Symbol", + "zhname": "非瑞克西亚符号", + "en": "A symbol used in rules text to represent any of the five Phyrexian mana symbols. See rule 107.4g.", + "zh": "规则叙述中使用的一种符号,代表五种非瑞克西亚法术力符号中的任何一种。参见规则107.4g。" + }, + { + "enname": "Pile", + "zhname": "堆", + "en": "A temporary grouping of cards. See rule 700.3.", + "zh": "牌的临时分组方式。参见规则700.3。" + }, + { + "enname": "Placed", + "zhname": "放置(译注:place和put中文都译为放置,此词已废止仅因为英文统一了词汇。)", + "en": "(Obsolete) Some spells and abilities previously referred to a counter being “placed” on a permanent. These cards have received errata in the Oracle card reference to use the term “put” instead. Due to a rules change, these cards continue to function as they did before. See rule 122, “Counters.”", + "zh": "(已废止)一些咒语和异能先前提及指示物“被放置(placed)”在永久物上。这些牌张在Oracle牌张参考文献中得到勘误,现使用“放置(put)”一词。由于规则变动,这些牌张仍能如往常一般地正常运作。参见规则122,“指示物”。" + }, + { + "enname": "Plains", + "zhname": "平原", + "en": "One of the five basic land types. Any land with this subtype has the ability “{T}: Add {W}.” See rule 305.6.", + "zh": "五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{W}。”参见规则305.6。" + }, + { + "enname": "Plainscycling", + "zhname": "平原行者", + "en": "See Typecycling.", + "zh": "参见类别循环。" + }, + { + "enname": "Plainswalk", + "zhname": "平原行者", + "en": "See Landwalk.", + "zh": "参见地行者。" + }, + { + "enname": "Planar Deck", + "zhname": "时空套牌", + "en": "A deck of at least ten plane cards needed to play the Planechase casual variant. See rule 901.3.", + "zh": "竞逐时空休闲式玩法需要的至少十张时空牌组成的套牌。参见规则901.3。" + }, + { + "enname": "Planar Die", + "zhname": "时空骰", + "en": "A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3.", + "zh": "竞逐时空休闲式玩法需要的特制六面骰。参见规则901.3。" + }, + { + "enname": "Plane", + "zhname": "时空", + "en": "A card type seen only on nontraditional Magic cards in the Planechase casual variant. A plane card is not a permanent. See rule 311, “Planes.”", + "zh": "一种牌张类别,只在竞逐时空休闲式玩法中使用的非传统万智牌上出现。时空牌不是永久物。参见规则311,“时空”。" + }, + { + "enname": "Planechase", + "zhname": "竞逐时空", + "en": "A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, “Planechase.”", + "zh": "一种休闲式玩法,时空牌和异象牌为游戏带来额外的异能和随机性。参见规则901,“竞逐时空”。" + }, + { + "enname": "Planeswalk", + "zhname": "时空换境", + "en": "To put each face-up plane card or phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up in a Planechase game. See rule 701.31, “Planeswalk.”", + "zh": "在竞逐时空游戏中,将每张面朝上的时空牌或异象牌面朝下置于其拥有者的时空套牌底,然后将你的时空套牌顶牌移离该时空套牌并将其翻回正面。参见规则701.31,“时空换境”。" + }, + { + "enname": "Planeswalker", + "zhname": "鹏洛客(旧译旅法师)", + "en": "A card type. A planeswalker is a permanent. See rule 306, “Planeswalkers.”", + "zh": "一种牌张类别。鹏洛客是永久物。参见规则306,“鹏洛客”。" + }, + { + "enname": "Planeswalker Symbol", + "zhname": "鹏洛客符号", + "en": "The Planeswalker symbol appears on the planar die in the Planechase casual variant. See rule 107.11.", + "zh": "鹏洛客符号出现在竞逐时空休闲式玩法中使用的时空骰上。参见规则107.11。" + }, + { + "enname": "Planeswalker Type", + "zhname": "鹏洛客类别", + "en": "A subtype that’s correlated to the planeswalker card type. See rule 306, “Planeswalkers.” See rule 205.3j for the list of planeswalker types.", + "zh": "与鹏洛客牌张类别相关的副类别。参见规则306,“鹏洛客”。参见规则205.3j查看鹏洛客类别的列表。" + }, + { + "enname": "Planeswalker Uniqueness Rule (Obsolete)", + "zhname": "鹏洛客唯一规则(已废止)", + "en": "Older versions of the rules stated that a player who controlled two or more planeswalkers with the same planeswalker type would put all but one of those planeswalkers into their owners’ graveyards. This rule was called the “planeswalker uniqueness rule” and no longer exists.", + "zh": "先前版本的规则叙述牌手操控两个或更多具有相同鹏洛客类别的鹏洛客时,除留下其中之一外,其余均置于其拥有者的坟墓场。此规则曾称为“鹏洛客唯一规则”,现已不复存在。" + }, + { + "enname": "Play", + "zhname": "使用/场上(译者注:这两个词在英文原文中相同)", + "en": "1. To play a land is to put a land onto the battlefield as a special action. See rule 116, “Special Actions,” and rule 305, “Lands.”\n2. To play a card is to play that card as a land or cast that card as a spell, whichever is appropriate. See rule 601, “Casting Spells.”\n3. (Obsolete) Casting a spell used to be known as playing a spell. Cards with that text have received errata in the Oracle card reference. See Cast.\n4. (Obsolete) Activating an activated ability used to be known as playing an activated ability. Cards with that text have received errata in the Oracle card reference. See Activate.\n5. (Obsolete) The battlefield used to be known as the in-play zone. Cards that were printed with text that contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.", + "zh": "1. 使用一张地是指将一张地作为特殊动作放进战场。参见规则116,“特殊动作”,和规则305,“地”。\n2. 使用一张牌是指使用地或施放咒语,依该牌的牌张类别而定。参见规则601,“施放咒语”。\n3. (已废止)施放咒语曾经称为使用咒语。具有该用词的牌在Oracle牌张参考文献中已获得勘误。参见施放。\n4. (已废止)起动起动式异能曾经称为使用起动式异能。具有该用词的牌在Oracle牌张参考文献中已获得勘误。参见起动。\n5. (已废止)战场曾经称为场上区。具有用词“场上”、“从场上”等提及战场的牌在Oracle牌张参考文献中已获得勘误。参见战场。(译注:中文版中“进场”一词曾用于对译“come into play”这一废止用词,现重新用于对译“enter”。)" + }, + { + "enname": "Player", + "zhname": "牌手", + "en": "One of the people in the game. See rule 102, “Players.”", + "zh": "游戏中的人之一。参见规则102,“牌手”。" + }, + { + "enname": "Plot", + "zhname": "设谋", + "en": "A keyword ability that lets a player exile cards from their hand and cast them without paying their mana cost on future turns. See rule 702.170, “Plot.”", + "zh": "一个关键字异能,允许牌手从手上放逐牌并在之后的回合中施放,且不需支付其法术力费用。参见规则702.170,“设谋”。" + }, + { + "enname": "Plotted", + "zhname": "已设谋", + "en": "A card exiled using the plot special action becomes plotted. Other effects can also make an exiled card plotted. See rule 702.170, “Plot.”", + "zh": "以设谋特殊动作放逐的牌成为已设谋。其他效应亦能令一张已放逐的牌成为已设谋。参见规则702.170,“设谋”。" + }, + { + "enname": "Poison Counter", + "zhname": "中毒指示物", + "en": "A counter that may be given to a player. See rule 122, “Counters,” and rule 704.5c.", + "zh": "可以给予牌手的一种指示物。参见规则122,“指示物”,和规则704.5c。" + }, + { + "enname": "Poisoned", + "zhname": "已中毒", + "en": "Having one or more poison counters. See rule 122, “Counters.”", + "zh": "具有一个或数个中毒指示物。参见规则122,“指示物”。" + }, + { + "enname": "Poisonous", + "zhname": "剧毒", + "en": "A keyword ability that causes a player to get poison counters. See rule 702.70, “Poisonous.”", + "zh": "一个关键字异能,使牌手获得中毒指示物。参见规则702.70,“剧毒”。" + }, + { + "enname": "Poly Artifact (Obsolete)", + "zhname": "多重神器(已废止)", + "en": "An obsolete term that appeared on the type line of artifacts with activated abilities that didn’t cause the artifact to be tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.”", + "zh": "一个已废止的用词,出现在神器的类别栏中。它代表神器具有起动式异能,且起动式异能的费用不包含将其横置。具有此用词的牌在Oracle牌张参考文献中得到勘误,现在它们的类别仅为“神器”。" + }, + { + "enname": "Populate", + "zhname": "殖民", + "en": "A keyword action that creates a copy of a creature token you control. See rule 701.36, “Populate.”", + "zh": "一个关键字动作,派出由你操控的衍生生物之复制品。参见规则701.36,“殖民”。" + }, + { + "enname": "Postcombat Main Phase", + "zhname": "战斗后行动阶段", + "en": "A main phase that occurs after a combat phase. See Main Phase.", + "zh": "战斗阶段之后的行动阶段。参见行动阶段。" + }, + { + "enname": "Power", + "zhname": "力量", + "en": "1. Part of a card that only creature cards have. A creature card’s power is printed before the slash in its lower right corner. See rule 208, “Power/Toughness.”\n2. A characteristic that only creatures have. See rule 302.4.", + "zh": "1. 只有生物牌具有的牌的一部分。生物牌的力量印在其右下角斜线之前。参见规则208,“力量/防御力”。\n2. 一个只有生物才具有的特征。参见规则302.4。" + }, + { + "enname": "Powerstone Token", + "zhname": "魔力石衍生物", + "en": "A Powerstone token is a colorless artifact token with “{T}: Add {C}. This mana can’t be spent to cast a nonartifact spell.” For more information about predefined tokens, see rule 111.10.", + "zh": "魔力石衍生物是具有“{T}:加{C}。此法术力不能用来施放非神器咒语。”的无色魔力石衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。" + }, + { + "enname": "Precombat Main Phase", + "zhname": "战斗前行动阶段", + "en": "The first main phase of a turn. See Main Phase.", + "zh": "回合中的第一个行动阶段。参见行动阶段。" + }, + { + "enname": "Prevent", + "zhname": "防止", + "en": "A word used by prevention effects to indicate what damage will not be dealt. See rule 615, “Prevention Effects.”", + "zh": "一个出现在防止性效应中的用词,指示哪些伤害不会造成。参见规则615,“防止性效应”。" + }, + { + "enname": "Prevention Effect", + "zhname": "防止性效应", + "en": "A kind of continuous effect that watches for a damage event that would happen and completely or partially prevents the damage that would be dealt. See rule 615, “Prevention Effects.”", + "zh": "一类持续性效应,等待将要发生的伤害事件,并完全或部分地防止将要造成的伤害。参见规则615,“防止性效应”。" + }, + { + "enname": "Priority", + "zhname": "优先权", + "en": "Which player can take actions at any given time is determined by a system of “priority.” See rule 117, “Timing and Priority.”", + "zh": "使用“优先权”系统来决定任一时刻哪位牌手可以执行动作。参见规则117,“时机和优先权”。" + }, + { + "enname": "Prize", + "zhname": "奖励", + "en": "An additional reward for visiting some Attractions. See rule 702.159, “Visit.”", + "zh": "造访一些景点带来的额外好处。参见规则702.159,“造访”。" + }, + { + "enname": "Proliferate", + "zhname": "增殖", + "en": "To give an additional counter to any number of players and/or permanents of each kind they already have. See rule 701.34, “Proliferate.”", + "zh": "对于任意数量的已有指示物的牌手和/或永久物,其上每种指示物都给予一个额外的指示物。参见规则701.34,“增殖”。" + }, + { + "enname": "Protect, Protector", + "zhname": "防卫,防卫者", + "en": "Each battle has a player designated as its protector, and that player protects that battle. See rule 310.8.", + "zh": "每个战役都需要指定一位牌手作为防卫者,该牌手防卫该战役。参见规则310.8。" + }, + { + "enname": "Protection", + "zhname": "保护", + "en": "A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.”", + "zh": "一个关键字异能,具此异能者免受具指定特性之物件的一系列影响。参见规则702.16,“保护”。" + }, + { + "enname": "Prototype", + "zhname": "试作", + "en": "An ability which allows a prototype card to be cast with a secondary set of characteristics. See rule 718, “Prototype Cards,” and rule 702.160, “Prototype.”", + "zh": "一个异能,允许一张试作牌使用其第二组特征来施放。参见规则718,“试作牌”,及规则702.160,“试作”。" + }, + { + "enname": "Prototype Card", + "zhname": "试作牌", + "en": "Cards with a two-part card frame (one part of which is inset under the type line) on a single card. See rule 718, “Prototype Cards.”", + "zh": "一张分为两部分(且其中一部分是嵌在类别栏下方)的牌。参见规则718,“试作牌”。" + }, + { + "enname": "Provoke", + "zhname": "挑拨", + "en": "A keyword ability that can force a creature to block. See rule 702.39, “Provoke.”", + "zh": "一个关键字异能,可以迫使生物进行阻挡。参见规则702.39,“挑拨”。" + }, + { + "enname": "Prowess", + "zhname": "灵技", + "en": "A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.108, “Prowess.”", + "zh": "一个关键字异能,当生物的操控者施放非生物咒语时,使该生物得+1/+1。参见规则702.108,“灵技”。" + }, + { + "enname": "Prowl", + "zhname": "伺机", + "en": "A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.76, “Prowl.”", + "zh": "一个关键字异能,有时允许咒语以替代性费用施放。参见规则702.76,“伺机”。" + }, + { + "enname": "Public Zone", + "zhname": "公开区域", + "en": "A zone in which all players can be expected to see the cards’ faces. See rule 400.2. See also Hidden Zone.", + "zh": "所有牌手都可以看到其中牌面的区域。参见规则400.2。另参见隐藏区域。" + }, + { + "enname": "Rad Counter", + "zhname": "拉德指示物", + "en": "A type of counter a player can have that causes that player to mill cards at the beginning of their precombat main phase, then lose 1 life and remove one rad counter for each nonland card milled this way. See rule 122, “Counters,” and rule 727, “Rad Counters.”", + "zh": "牌手可以具有的一种指示物,会导致牌手在其战斗前的行动阶段磨牌,然后每以此法磨掉一张非地牌,便失去1点生命并移去一个拉德指示物。参见规则122,“指示物”,及规则727,“拉德指示物”。" + }, + { + "enname": "Rampage", + "zhname": "狂暴", + "en": "A keyword ability that can make a creature better in combat. See rule 702.23, “Rampage.”", + "zh": "一个关键字异能,让生物在战斗中更强。参见规则702.23,“狂暴”。" + }, + { + "enname": "Range of Influence", + "zhname": "影响范围", + "en": "See Limited Range of Influence.", + "zh": "参见限制影响范围。" + }, + { + "enname": "Ravenous", + "zhname": "贪食", + "en": "A keyword ability found on some creature cards with {X} in their mana cost. The creature enters the battlefield with X +1/+1 counters on it, and you draw a card if X is 5 or more. See rule 702.156, “Ravenous.”", + "zh": "一个关键字异能,见于一些法术力费用中含有{X}的生物牌上。该生物进战场时上面有X个+1/+1指示物,且如果X等于或大于5,你抓一张牌。参见规则702.156,“贪食”。" + }, + { + "enname": "Reach", + "zhname": "延势", + "en": "A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying.", + "zh": "一个关键字异能,让生物可以阻挡具有飞行的攻击生物。参见规则702.17,“延势”。另参见飞行。" + }, + { + "enname": "Read Ahead", + "zhname": "跳读", + "en": "A keyword ability found on some Sagas that allows their controller to choose which chapter it starts on. See rule 702.155, “Read Ahead.”", + "zh": "一个见于传纪上的关键字异能,允许其操控者选择从哪个章节开始。参见规则702.155,“跳读”。" + }, + { + "enname": "Rebound", + "zhname": "弹回", + "en": "A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.88, “Rebound.”", + "zh": "一个关键字异能,让瞬间或法术咒语可以被第二次施放。参见规则702.88,“弹回”。" + }, + { + "enname": "Reconfigure", + "zhname": "重配", + "en": "A keyword ability that allows an Equipment creature to temporarily stop being a creature and become attached to another creature. See rule 702.151, “Reconfigure.”", + "zh": "一个关键字异能,让武具生物暂时不再是生物,且贴附于另一个生物上。参见规则702.151,“重配”。" + }, + { + "enname": "Recover", + "zhname": "复还", + "en": "A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.59, “Recover.”", + "zh": "一个关键字异能,让牌手将某牌从其坟墓场中移回其手上。参见规则702.59,“复还”。" + }, + { + "enname": "Redirect (Obsolete)", + "zhname": "转移(已废止)", + "en": "Some older cards were printed with the term “redirect” to indicate a redirection effect. Such cards have received errata in the Oracle card reference so they explicitly state that damage that would be dealt to one object or player is dealt “instead” to another. See Redirection Effect.", + "zh": "一些老牌印有“转移”一词,表示一个转移性效应。这些牌在Oracle牌张参考文献中得到了勘误,从而它们明确的说明对一个物件或牌手将造成的伤害“改为”对另一个造成。参见转移性效应。" + }, + { + "enname": "Redirection Effect", + "zhname": "转移性效应", + "en": "A kind of replacement effect that causes damage that would be dealt to one creature, planeswalker, or player to be dealt instead to another creature, planeswalker, or player. See rule 614.9.", + "zh": "一种替代性效应,让对一个生物、鹏洛客、或牌手造成的伤害改为对另一个生物、鹏洛客、或牌手造成。参见规则614.9。" + }, + { + "enname": "Reflexive Triggered Ability", + "zhname": "自身触发式异能", + "en": "An ability that triggers based on actions taken earlier during a spell or ability’s resolution. See rule 603.12.", + "zh": "一种异能,根据先前咒语或异能结算过程中所作的动作而决定是否触发。参见规则603.12。" + }, + { + "enname": "Regenerate", + "zhname": "重生", + "en": "To replace a permanent’s destruction with an alternate sequence of events. See rule 701.19, “Regenerate.”", + "zh": "将一个永久物的消灭用另一系列事件进行替代。参见规则701.19,“重生”。" + }, + { + "enname": "Reinforce", + "zhname": "补强", + "en": "A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.77, “Reinforce.”", + "zh": "一个关键字异能,让牌手在生物上放置+1/+1指示物。参见规则702.77,“补强”。" + }, + { + "enname": "Reminder Text", + "zhname": "提示文字", + "en": "Parenthetical text in italics in the text box of a card that summarizes a rule that applies to that card, but is not actually rules text and has no effect on play. See rule 207.2.", + "zh": "牌的文字栏内括号中的斜体字,总结对该牌生效的一条规则,但不是正式规则叙述且对游戏没有效应。参见规则207.2。" + }, + { + "enname": "Removed from Combat", + "zhname": "移出战斗", + "en": "Certain events can cause an attacking or blocking creature, or a planeswalker that’s being attacked, to be “removed from combat.” A permanent that’s removed from combat has no further involvement in that combat phase. See rule 506.4.", + "zh": "一些特定的事件将造成攻击或阻挡生物,或正被被攻击的鹏洛客,被“移出战斗”。一个被移出战斗的永久物对该战斗阶段没有更多的参与。参见规则506.4。" + }, + { + "enname": "Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete)", + "zhname": "移出游戏,移除,移出游戏区(已废止)", + "en": "“Remove [something] from the game” is an obsolete term for “exile [something].” “The removed card” is an obsolete term for “the exiled card.” The removed-from-the-game zone is an obsolete term for the exile zone. Cards with that text have received errata in the Oracle card reference. See Exile.", + "zh": "“将[某物]移出游戏”是对“放逐[某物]”已废止的用词。“被移除的牌”是对“被放逐的牌”已废止的用词。移出游戏区是对放逐区已废止的用词。具有这些叙述的牌在Oracle牌张参考文献中得到了勘误。参见放逐。" + }, + { + "enname": "Renown", + "zhname": "铭勇", + "en": "A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule 702.112, “Renown.”", + "zh": "一个关键字异能,使生物对牌手造成过战斗伤害之后变得更强。参见规则702.112,“铭勇”。" + }, + { + "enname": "Renowned", + "zhname": "已铭勇", + "en": "A designation given to a permanent as a result of the renown ability. See rule 702.112, “Renown.”", + "zh": "因永久物的铭勇异能,而赋予它的一种称号。参见规则702.112,“铭勇”。" + }, + { + "enname": "Replacement Effect", + "zhname": "替代性效应", + "en": "A kind of continuous effect that watches for a particular event that would happen and completely or partially replaces that event with a different event. See rule 614, “Replacement Effects.”", + "zh": "持续性效应的一种,注意某特定事件将发生,并且将该事件完全或部分的用不同的事件替代。参见规则614,“替代性效应”。" + }, + { + "enname": "Replicate", + "zhname": "覆诵", + "en": "A keyword ability that creates copies of a spell. See rule 702.56, “Replicate.”", + "zh": "一个关键字异能,创造咒语的复制品。参见规则702.56,“覆诵”。" + }, + { + "enname": "Requirement", + "zhname": "要求", + "en": "An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c.", + "zh": "一个强制一个或数个生物攻击或阻挡的效应。参见规则508.1d以及509.1c。" + }, + { + "enname": "Resolve", + "zhname": "结算", + "en": "When the spell or ability on top of the stack “resolves,” its instructions are followed and it has its effect. See rule 608, “Resolving Spells and Abilities.”", + "zh": "当堆叠顶端的咒语或异能“结算”时,它的叙述被执行且它具有其效应。参见规则608,“结算咒语和异能”。" + }, + { + "enname": "Restart the Game", + "zhname": "重新开始游戏", + "en": "To immediately end the current game and restart it. See rule 104, “Ending the Game.”", + "zh": "当前游戏马上结束并且重新开始。参见规则104,“结束游戏”。" + }, + { + "enname": "Respond", + "zhname": "响应", + "en": "To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 117.7.", + "zh": "另一个咒语或异能已经在堆叠上时,施放一个瞬间咒语或起动一个异能。参见规则117.7。" + }, + { + "enname": "Restriction", + "zhname": "限制", + "en": "An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b.", + "zh": "一个阻止一个或数个生物攻击或阻挡的效应。参见规则508.1c以及509.1b。" + }, + { + "enname": "Retrace", + "zhname": "追溯", + "en": "A keyword ability that lets a player cast a card from their graveyard. See rule 702.81, “Retrace.”", + "zh": "一个关键字异能,让牌手从其坟墓场中施放牌。参见规则702.81,“追溯”。" + }, + { + "enname": "Reveal", + "zhname": "展示", + "en": "To show a card to all players for a brief time. See rule 701.20, “Reveal.”", + "zh": "将一张牌在简短的事件内给所有牌手看。参见规则701.20,“展示”。" + }, + { + "enname": "The Ring", + "zhname": "魔戒", + "en": "An emblem that may be created at the time the Ring tempts you. See rule 701.54, “The Ring Tempts You.”", + "zh": "一个徽记,在魔戒引诱你时被创造。参见规则701.54,“魔戒引诱你”。" + }, + { + "enname": "The Ring Tempts You", + "zhname": "魔戒引诱你", + "en": "A keyword action that causes a player to choose a creature they control to be their legendary Ring-bearer and may cause them to create an emblem called The Ring. See rule 701.54, “The Ring Tempts You.”", + "zh": "一个关键字动作,使牌手选择一个其操控的生物作为传奇持戒人,并创造一个名为魔戒的徽记。参见规则701.54,“魔戒引诱你”。" + }, + { + "enname": "Ring-bearer", + "zhname": "持戒人", + "en": "A designation that a creature can be given as the Ring tempts you. See rule 701.54, “The Ring Tempts You.”", + "zh": "一个永久物可在魔戒引诱你时得到的称号。参见规则701.54,“魔戒引诱你”。" + }, + { + "enname": "Riot", + "zhname": "起事", + "en": "A keyword ability that lets a player choose whether certain creatures enter the battlefield with haste or with a +1/+1 counter. See rule 702.136, “Riot.”", + "zh": "一个关键字异能,使牌手在某些生物进战场时选择其具有敏捷或是带有一个+1/+1指示物。参见规则702.136,“起事”。" + }, + { + "enname": "Ripple", + "zhname": "涟动", + "en": "A keyword ability that may let a player cast extra cards from their library for no cost. See rule 702.60, “Ripple.”", + "zh": "一个关键字异能,可以让牌手从其牌库中施放额外的牌且不需支付费用。参见规则702.60,“涟动”。" + }, + { + "enname": "Role", + "zhname": "角色", + "en": "Roles are colorless enchantment tokens. Each one has the Aura and Role subtypes and the enchant creature ability. If a permanent has more than one Role attached to it controlled by the same player, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. See rule 303.7 and rules 111.10j–r.", + "zh": "角色是无色结界衍生物。每一种角色都具有灵气/角色的副类别,以及“结附于生物”的异能。如果某个永久物其上结附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。参见规则303.7及规则111.10j-r。" + }, + { + "enname": "Roll a d20", + "zhname": "掷一颗d20", + "en": "To roll a twenty-sided die. Similarly, a d4 is a four-sided die, a d6 is a six-sided die, and so on. See rule 706, “Rolling a Die.”", + "zh": "掷一颗二十面的骰子。类似地,d4是四面的骰子,d6是六面的骰子,依此类推。参见规则706,“掷骰”。" + }, + { + "enname": "Room", + "zhname": "房间/隔间", + "en": "1. A subsection of a dungeon card. See rule 309, “Dungeons.”\n2. An enchantment subtype found on some split cards. See rule 709, “Split Cards.”", + "zh": "1. 地城牌的一个分区。参见规则309,“地城”。\n2. 一种结界的副类别,见于一些连体牌上。参见规则709,“连体牌”。" + }, + { + "enname": "Room Ability", + "zhname": "房间异能", + "en": "A triggered ability that triggers whenever a player moves their venture marker into a room of a dungeon card. See rule 309, “Dungeons.”", + "zh": "一个触发式异能,每当牌手将其进度标记移动到地城牌的一个房间中时触发。参见规则309,“地城”。" + }, + { + "enname": "Rules Text", + "zhname": "规则叙述", + "en": "A characteristic that defines a card’s abilities. See rule 207.1.", + "zh": "定义牌异能的特征。参见规则207.1。" + }, + { + "enname": "Sacrifice", + "zhname": "牺牲", + "en": "To move a permanent you control to its owner’s graveyard. See rule 701.21, “Sacrifice.”", + "zh": "将一个你操控的永久物移到其拥有者的坟墓场。参见规则701.21,“牺牲”。" + }, + { + "enname": "Saddle", + "zhname": "乘驾", + "en": "A keyword ability that lets you tap creatures to make another creature “saddled” until end of turn. See rule 702.171, “Saddle.”", + "zh": "一个关键字异能,使你可以横置生物将另一个生物成为“已乘驾”直到回合结束。参见规则702.171,“乘驾”。" + }, + { + "enname": "Saddled", + "zhname": "已乘驾", + "en": "A designation given to a creature whose saddle ability has resolved. See rule 702.171, “Saddle.”", + "zh": "一个生物可在其乘驾异能结算时得到的称号。参见规则702.171,“乘驾”。" + }, + { + "enname": "Saga", + "zhname": "传纪", + "en": "An enchantment subtype. Sagas have a number of chapter abilities that take effect over a number of turns to tell a story. See rule 714, “Saga Cards.”", + "zh": "一种结界的副类别。传纪具有一系列章节异能,以在数个回合的过程中生效的方式来讲述一段故事。参见规则714,“传纪牌”。" + }, + { + "enname": "Scavenge", + "zhname": "食腐", + "en": "A keyword ability that allows you to exile a creature card from your graveyard to put +1/+1 counters on a creature. See rule 702.97, “Scavenge.”", + "zh": "一个关键字异能,让你可以从你的坟墓场中放逐一张生物牌来在一个生物上放置+1/+1指示物。参见规则702.97,“食腐”。" + }, + { + "enname": "Scheme", + "zhname": "邪计", + "en": "A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not a permanent. See rule 314, “Schemes.”", + "zh": "一种牌张类别,只在魔王休闲式玩法中使用的非传统万智牌上出现。邪计牌不是永久物。参见规则314,“邪计”。" + }, + { + "enname": "Scheme Deck", + "zhname": "邪计套牌", + "en": "A deck of at least twenty scheme cards needed to play the Archenemy casual variant. See rule 904.3.", + "zh": "魔王休闲式玩法需要的至少二十张邪计牌组成的套牌。参见规则904.3。" + }, + { + "enname": "Scry", + "zhname": "占卜", + "en": "To manipulate some of the cards on top of your library. See rule 701.22, “Scry.”", + "zh": "操纵你牌库顶的一些牌。参见规则701.22,“占卜”。" + }, + { + "enname": "Search", + "zhname": "搜寻", + "en": "To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.23, “Search.”", + "zh": "查看所描述区域中的所有牌,可能找到符合所述情况的牌。参见规则701.23,“搜寻”。" + }, + { + "enname": "Secondary Title Bar", + "zhname": "副标题栏", + "en": "A smaller name line with the Oracle reference name of a card which has an alternate name in its upper left corner. See rule 201.6.", + "zh": "出现在左上角印有别名的牌上的一个较小的名称栏,包含其Oracle牌张参考文献中的名称。参见规则201.6。" + }, + { + "enname": "Set Aside (Obsolete)", + "zhname": "放在一边(已废止)", + "en": "“Set [something] aside” is an obsolete term for “exile [something].” Cards with that text have received errata in the Oracle card reference. See Exile.", + "zh": "“将[物品]放在一边”是“放逐[物品]”的已废止用词。具有该叙述的牌在Oracle牌张参考文献中已得到勘误。参见放逐。" + }, + { + "enname": "Set in Motion", + "zhname": "发动", + "en": "To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.32, “Set in Motion.”", + "zh": "将你的邪计套牌顶牌移离并将其翻回正面。参见规则701.32,“发动”。" + }, + { + "enname": "Shadow", + "zhname": "次元幽影", + "en": "A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.28, “Shadow.”", + "zh": "一个关键字异能,限制生物可以如何被阻挡和可以如何阻挡。参见规则702.28,“次元幽影”。" + }, + { + "enname": "Shard Token", + "zhname": "碎片衍生物", + "en": "A Shard token is a colorless enchantment token with “{2}, Sacrifice this token: Scry 1, then draw a card.” For more information on predefined tokens, see rule 111.10.", + "zh": "碎片衍生物是具有“{2},牺牲此衍生物:占卜1,然后抓一张牌”的无色衍生结界。欲知关于预定义衍生物的更多信息,参见规则111.10。" + }, + { + "enname": "Shared Life Total", + "zhname": "共享总生命", + "en": "In the Two-Headed Giant multiplayer variant, each team has a “shared life total” rather than each player having an individual life total. See rule 810, “Two-Headed Giant Variant.”", + "zh": "在双头巨人多人玩法中,每个队伍具有“共享总生命”而不是每位牌手有单独的总生命。参见规则810,“双头巨人玩法”。" + }, + { + "enname": "Shared Team Turns Option", + "zhname": "队伍共享回合模式", + "en": "An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, “Shared Team Turns Option.”", + "zh": "在某些特殊多人玩法中可以使用的模式,比如双头巨人和魔王。参见规则805,“队伍共享回合模式”。" + }, + { + "enname": "Shield Counter", + "zhname": "后盾指示物", + "en": "A counter that protects a permanent from being damaged or destroyed. See rule 122.1c.", + "zh": "一种指示物,保护永久物不受伤害、不被消灭。参见规则122.1c。" + }, + { + "enname": "Shortcut", + "zhname": "简化", + "en": "A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule 731, “Taking Shortcuts.”", + "zh": "在无须双方牌手特别指出每个选择的情况下,让大家自然可以理解并让游戏自然通过这些游戏选择(作出动作或让过优先权)。参见规则731,“进行简化”。" + }, + { + "enname": "Shroud", + "zhname": "帷幕", + "en": "A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, “Shroud.”", + "zh": "一个关键字异能,让永久物或牌手避免成为目标。参见规则702.18,“帷幕”。" + }, + { + "enname": "Shuffle", + "zhname": "洗牌", + "en": "To randomize the cards in a deck (before a game) or library (during a game). See rule 103.3 and rule 701.24.", + "zh": "将套牌(游戏开始前)或牌库(游戏过程中)中的牌随机化。参见规则103.3及规则701.24。" + }, + { + "enname": "Sideboard", + "zhname": "备牌", + "en": "Extra cards that may be used to modify a deck between games of a match. See rules 100.4.", + "zh": "在一局比赛的两盘之间可以更改套牌的额外的牌。参见规则100.4。" + }, + { + "enname": "Siege", + "zhname": "围攻", + "en": "A battle subtype. Only an opponent of a Siege’s controller can be its protector. When the last defense counter is removed, its controller exiles the Siege, then they may cast it transformed without paying its mana cost. See rule 310.11.", + "zh": "一种战役类别。只有围攻的操控者之对手可以作为其防卫者。当移去最后一个布防指示物时,其操控者将它放逐,然后可以施放已转化的此牌,且不需支付其法术力费用。参见规则310.11。" + }, + { + "enname": "Silver-Bordered", + "zhname": "银边", + "en": "Cards in certain sets and certain promotional cards are printed with a silver border. Silver-bordered cards are intended for casual play and may have features and text that aren’t covered by these rules.", + "zh": "一些系列中的卡牌和一些赠卡以银色边框印刷。银边牌张用于休闲游戏,可能具有本文件中之规则未涵盖的特性及叙述。" + }, + { + "enname": "Skip", + "zhname": "略过", + "en": "Effects that use the word “skip” are replacement effects. The word “skip” indicates what events, steps, phases, or turns will be replaced with nothing. See rule 614, “Replacement Effects.”", + "zh": "使用“略过”一词的效应为替代性效应。“略过”一词表示哪个事件、步骤、阶段或回合将被什么都不发生替代。参见规则614,“替代性效应”。" + }, + { + "enname": "Skulk", + "zhname": "潜匿", + "en": "A keyword ability that restricts how a creature may be blocked. See rule 702.118, “Skulk.”", + "zh": "一个关键字异能,限制一个生物能够如何被阻挡。参见规则702.118,“潜匿”。" + }, + { + "enname": "Slivercycling", + "zhname": "循环裂片妖", + "en": "See Typecycling.", + "zh": "参见类别循环。" + }, + { + "enname": "Sneak", + "zhname": "奇袭", + "en": "A keyword ability that allows a spell to be cast for an alternative cost, including returning an unblocked attacking creature to its owner’s hand. Creatures cast this way enter tapped and attacking.", + "zh": "一个关键字异能,允许咒语以替代性费用施放,此费用包括将未受阻挡的攻击生物移回其拥有者手上。以此法施放的生物进场时为横置且正进行攻击。" + }, + { + "enname": "Snow", + "zhname": "雪境", + "en": "A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.”", + "zh": "一般只对永久物有关的超类别。参见规则205.4,“超类别”。" + }, + { + "enname": "Snow Mana Symbol", + "zhname": "雪境法术力符号", + "en": "The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow source. It can also represent mana from a snow source that was spent to pay a cost. See rule 107.4h.", + "zh": "雪境法术力符号{S}表示一点可以由雪境来源所产生的法术力所支付的费用。它也可以表示用于支付费用的、由雪境来源所产生的法术力。参见规则107.4h。" + }, + { + "enname": "Snow-Covered (Obsolete)", + "zhname": "冰雪覆盖(已废止)", + "en": "Some older cards were printed with the term “snow-covered” in their rules text. Except when referencing card names, such cards have received errata in the Oracle card reference to reference the supertype “snow” instead. See Snow.", + "zh": "一些老牌在规则叙述中印有“冰雪覆盖”一词。除非特指牌名,否则这些牌在Oracle牌张参考文献中已得到勘误改为特指具有超类别“雪境”。参见雪境。" + }, + { + "enname": "Solved", + "zhname": "已侦结/侦结", + "en": "1. A designation a Case may have, allowing its last ability to affect the game. See rule 719, “Case Cards.”\n2. A keyword ability of Case cards that affects the game only if the Case has the solved designation. See rule 702.169, “Solved.”", + "zh": "1. 一个案件可以获得的称号,允许案件的最后一个异能影响游戏。参见规则719,“案件牌”。\n2. 一个案件的关键字异能,在案件具有已侦结此称号时影响游戏。参见规则702.169,“侦结”。" + }, + { + "enname": "Sorcery", + "zhname": "法术", + "en": "A card type. A sorcery is not a permanent. See rule 307, “Sorceries.”", + "zh": "一种牌张类别。法术不是永久物。参见规则307,“法术”。" + }, + { + "enname": "Soulbond", + "zhname": "魂系", + "en": "A keyword ability that makes creatures better by pairing them together. See rule 702.95, “Soulbond.”", + "zh": "一个关键字异能,让生物组成搭档时更强。参见规则702.95,“魂系”。" + }, + { + "enname": "Soulshift", + "zhname": "转生", + "en": "A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.46, “Soulshift.”", + "zh": "一个关键字异能,让牌手将其坟墓场中的牌移回其手上。参见规则702.46,“转生”。" + }, + { + "enname": "Source of an Ability", + "zhname": "异能的来源", + "en": "The object that generated that ability. See rule 113.7.", + "zh": "创造该异能的物件。参见规则113.7。" + }, + { + "enname": "Source of Damage", + "zhname": "伤害的来源", + "en": "The object that dealt that damage. See rule 609.7.", + "zh": "造成伤害的物件。参见规则609.7。" + }, + { + "enname": "Source of Mana", + "zhname": "法术力的来源", + "en": "The spell that produced mana or the source of the ability that produced mana. See rule 106.3.", + "zh": "产生该法术力的咒语,或产生该法术力的异能之来源。参见规则106.3。" + }, + { + "enname": "Space Sculptor", + "zhname": "太空塑师", + "en": "A keyword ability that splits creatures on the battlefield into sectors. See rule 702.158, “Space Sculptor.”", + "zh": "一个关键字异能,将战场上的生物分为不同星区。参见规则702.158,“太空塑师”。" + }, + { + "enname": "Special Action", + "zhname": "特殊动作", + "en": "An action a player may take that doesn’t use the stack. See rule 116, “Special Actions.”", + "zh": "牌手可以进行且不使用堆叠的动作。参见规则116,“特殊动作”。" + }, + { + "enname": "Spectacle", + "zhname": "揭幕", + "en": "A keyword ability that allows certain spells to be cast for an alternative cost if an opponent has lost life. See rule 702.137, “Spectacle.”", + "zh": "一个关键字异能,在对手失去生命后允许一些咒语以替代性费用施放。参见规则702.137,“揭幕”。" + }, + { + "enname": "Speed", + "zhname": "速度", + "en": "Speed is a value that a player can have. See rule 702.179, “Start Your Engines!”", + "zh": "速度是牌手可具有的数值。参见规则702.179,“发动引擎!”。" + }, + { + "enname": "Spell", + "zhname": "咒语", + "en": "A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 112, “Spells.”", + "zh": "堆叠上的牌。以及堆叠上(无论是牌还是另一个咒语)的复制品。参见规则112,“咒语”。" + }, + { + "enname": "Spell Ability", + "zhname": "咒语异能", + "en": "A kind of ability. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. See rule 113.3a.", + "zh": "异能的一种。咒语异能为在瞬间或法术咒语结算时其叙述所表达的异能。参见规则113.3a。" + }, + { + "enname": "Spell Type", + "zhname": "咒语类别", + "en": "A subtype that’s correlated to the instant card type and the sorcery card type. See rule 304, “Instants,” and rule 307, “Sorceries.” See rule 205.3k for the list of spell types.", + "zh": "和瞬间牌张类别和法术牌张类别对应的副类别。参见规则304,“瞬间”,以及规则307,“法术”。参见规则205.3k的咒语类别列表。" + }, + { + "enname": "Splice", + "zhname": "通联", + "en": "A keyword ability that lets a player add a card’s rules text onto another spell. See rule 702.47, “Splice.”", + "zh": "一个关键字异能,让牌手将牌的规则叙述附加到另一个咒语上。参见规则702.47,“通联”。" + }, + { + "enname": "Split Cards", + "zhname": "连体牌", + "en": "Cards with two card faces on a single card. See rule 709, “Split Cards.”", + "zh": "在一张牌上有两张牌面。参见规则709,“连体牌”。" + }, + { + "enname": "Split Second", + "zhname": "转瞬", + "en": "A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.61, “Split Second.”", + "zh": "一个关键字异能,让牌手几乎无法响应一个咒语。参见规则702.61,“转瞬”。" + }, + { + "enname": "Spree", + "zhname": "追欢", + "en": "An ability found on some modal spells that allows you to choose one or more modes and requires you to pay additional costs for those modes. See rule 702.172, “Spree.”", + "zh": "一个见于某些具有模式之咒语上的关键字,允许你选择一个或数个模式,并需要为这些模式支付额外费用。参见规则702.172,“追欢”。" + }, + { + "enname": "Squad", + "zhname": "小队", + "en": "A keyword ability that creates copies of a creature when it enters the battlefield. See rule 702.157, “Squad.”", + "zh": "一个关键字异能,使生物进战场时派出其复制品。参见规则702.157,“小队”。" + }, + { + "enname": "Stack", + "zhname": "堆叠", + "en": "A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, “Stack.”", + "zh": "一个区域。堆叠是让咒语、起动式异能、和触发式异能等待结算的区域。参见规则405,“堆叠”。" + }, + { + "enname": "Start Your Engines!", + "zhname": "发动引擎!", + "en": "A keyword ability that gives a player a speed of 1 if they have no speed. Once a player has speed, their speed increases once on each of their turns when an opponent loses life. See rule 702.179, “Start Your Engines!”", + "zh": "一个关键字异能,在牌手没有速度时使其速度成为1。一旦牌手具有速度,于其自己的每个回合中且限一次,当有对手失去生命时,其速度便会增加1。参见规则702.179,“发动引擎!”。" + }, + { + "enname": "Starting Deck", + "zhname": "起始套牌", + "en": "After a player has set aside their sideboard, their remaining deck becomes their starting deck. See rule 103.2a.", + "zh": "在牌手将其备牌放在一边之后,其余的套牌便成为其起始套牌。参见规则103.2a。" + }, + { + "enname": "Starting Hand Size", + "zhname": "起手牌数量", + "en": "The number of cards a player draws as a game begins. In most games, each player’s starting hand size is seven. See rule 103.5.", + "zh": "牌手在游戏开始时抓牌的数量。在大多数游戏中,每位牌手的起手牌数量为七。参见规则103.5。" + }, + { + "enname": "Starting Life Total", + "zhname": "起始总生命", + "en": "The amount of life a player has as a game begins. In most games, each player’s starting life total is 20. See rule 103.4.", + "zh": "牌手在游戏开始时的生命总值。在大多数游戏中,每位牌手的起始总生命为20。参见规则103.4。" + }, + { + "enname": "Starting Player", + "zhname": "先手牌手", + "en": "The player chosen to take the first turn of a game. See rule 103.1.", + "zh": "选择进行游戏第一个回合的牌手。参见规则103.1。" + }, + { + "enname": "Starting Team", + "zhname": "先手队伍", + "en": "The team chosen to take the first turn of a game using the shared team turns option. See rule 103.1.", + "zh": "在使用队伍共享回合模式中,选择进行游戏第一个回合的队伍。参见规则103.1。" + }, + { + "enname": "State-Based Actions", + "zhname": "状态动作", + "en": "Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.”", + "zh": "每当特定条件符合时自动发生的游戏动作。参见规则704,“状态动作”。" + }, + { + "enname": "State Trigger", + "zhname": "状态触发", + "en": "A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.", + "zh": "一个当游戏状态符合而不是触发事件发生时触发的触发式异能。参见规则603.8。" + }, + { + "enname": "Static Ability", + "zhname": "静止式异能", + "en": "A kind of ability. Static abilities do something all the time rather than being activated or triggered. See rule 113, “Abilities,” and rule 604, “Handling Static Abilities.”", + "zh": "一种异能。静止式异能时刻都生效而不是被起动或触发。参见规则113,“异能”,以及规则604,“处理静止式异能”。" + }, + { + "enname": "Station", + "zhname": "蓄势", + "en": "A keyword ability that lets you tap creatures to add charge counters to station cards. See rule 702.184, “Station,” and rule 721, “Station Cards.”", + "zh": "一个关键字异能,允许你横置生物来在蓄势牌上放置充电指示物。参见规则721,“蓄势牌”。" + }, + { + "enname": "Station Cards", + "zhname": "蓄势牌", + "en": "Cards with striated text boxes, one or more station symbols, and the station ability. See rule 721, “Station Cards.”", + "zh": "具有条状文字栏,一个或数个蓄势符号,以及蓄势异能的牌。参见规则721,“蓄势牌”。" + }, + { + "enname": "Status", + "zhname": "状态", + "en": "The physical state of a permanent. See rule 110.5.", + "zh": "一个永久物的物理状态。参见规则110.5。" + }, + { + "enname": "Step", + "zhname": "步骤", + "en": "A subsection of a phase. See section 5, “Turn Structure.”", + "zh": "一个阶段的一部分。参见第5章,“回合结构”。" + }, + { + "enname": "Sticker", + "zhname": "贴纸", + "en": "A marker placed on an object that modifies its characteristics or interacts with a rule or effect. See rule 123, “Stickers.”", + "zh": "一个置于物件或牌手上的标示物,影响其特征或与规则或效应互动。参见规则123,“贴纸”。" + }, + { + "enname": "Sticker Kicker", + "zhname": "贴纸增幅", + "en": "A kicker variant that can add a sticker to the spell with the ability and give a player a ticket counter. See rule 702.33h.", + "zh": "增幅异能的一种变化,可以在咒语上贴上贴纸并给予牌手门票指示物。参见规则702.33h。" + }, + { + "enname": "Sticker Sheet", + "zhname": "贴纸卡", + "en": "The collection of stickers found on an insert in Unfinity booster packs. See rule 123, “Stickers.”", + "zh": "贴纸的集合,能够在Unfinity系列补充包的贴纸页上找到。参见规则123,“贴纸”。" + }, + { + "enname": "Storm", + "zhname": "风暴", + "en": "A keyword ability that creates copies of a spell. See rule 702.40, “Storm.”", + "zh": "一个关键字异能,创造咒语的复制品。参见规则702.40,“风暴”。" + }, + { + "enname": "Stun Counter", + "zhname": "晕眩指示物", + "en": "A counter that stops a permanent from untapping. See rule 122.1d.", + "zh": "一种指示物,阻止永久物重置。参见规则122.1d。" + }, + { + "enname": "Subgame", + "zhname": "子游戏", + "en": "A completely separate Magic game created by an effect. See rule 728, “Subgames.”", + "zh": "由一个效应创造出的完全分开的万智牌游戏。参见规则728,“子游戏”。" + }, + { + "enname": "Substitute Card", + "zhname": "辅助牌", + "en": "A game supplement with a Magic card back that can be used to represent a double-faced card or meld card. See rule 713, “Substitute Cards.”", + "zh": "一种游戏辅助用品,具有万智牌牌背,可用于代表一张双面牌或融合牌。参见规则713,“辅助牌”。" + }, + { + "enname": "Subtype", + "zhname": "副类别", + "en": "A characteristic that appears after the card type and a long dash on a card’s type line. See rule 205.3, “Subtypes.”", + "zh": "一个特征,在类别栏中牌张类别和长横线(中文版使用“~”)后面。参见规则205.3,“副类别”。" + }, + { + "enname": "Successfully Cast (Obsolete)", + "zhname": "成功施放(已废止)", + "en": "A term that was printed on some older cards. In general, cards that referred to a spell being “successfully cast” have received errata in the Oracle card reference to simply refer to a spell being “cast.”", + "zh": "一些老牌上印的用词。一般情况下指咒语被“成功施放”的牌在Oracle牌张参考文献中已得到勘误,改为该咒语被“施放”。" + }, + { + "enname": "Summon (Obsolete)", + "zhname": "召唤(已废止)", + "en": "Older creature cards were printed with “Summon [creature type]” on their type lines. All such cards have received errata in the Oracle card reference to say “Creature — [creature type].” (Many of these cards’ creature types have also been updated.) See Creature.", + "zh": "老生物牌的类别栏上印有“召唤[生物类别]”。这些牌在Oracle牌张参考文献中已得到勘误,改为“生物~[生物类别]”。(这其中很多牌的生物类别也已经更新。)另参见生物。" + }, + { + "enname": "Summoning Sickness Rule", + "zhname": "召唤失调规则", + "en": "Informal term for a player’s inability to attack with a creature or to activate its abilities that include the tap symbol or the untap symbol unless the creature has been under that player’s control since the beginning of that player’s most recent turn. See rule 302.6. See also Haste.", + "zh": "非正式用语,指除非一个生物在牌手最近的一个回合开始时便已经操控它,否则该牌手不能用该生物进行攻击或起动它包含横置符号或重置符号的起动式异能。参见规则302.6。另参见敏捷。" + }, + { + "enname": "Sunburst", + "zhname": "辉映", + "en": "A keyword ability that can have a permanent enter the battlefield with +1/+1 counters or charge counters on it. See rule 702.44, “Sunburst.”", + "zh": "一个关键字异能,让永久物进入战场时具有+1/+1指示物或充电指示物。参见规则702.44,“辉映”。" + }, + { + "enname": "Supertype", + "zhname": "超类别", + "en": "A characteristic that appears before the card type on a card’s type line. Most cards don’t have a supertype. See rule 205.4, “Supertypes.”", + "zh": "一个特征,出现在牌类别栏的牌张类别之前。大多数牌没有超类别。参见规则205.4,“超类别”。" + }, + { + "enname": "Supervillain Rumble", + "zhname": "群魔乱斗", + "en": "A Free-for-All game in which each player is an archenemy. See rule 806, “Free-for-All,” and rule 904, “Archenemy.”", + "zh": "每位牌手都是魔王的自由竞赛游戏。参见规则806,“自由竞赛模式”和规则904,“魔王”。" + }, + { + "enname": "Support", + "zhname": "支援", + "en": "A keyword action that lets you put +1/+1 counters on creatures. See rule 701.41, “Support.”", + "zh": "一个关键字动作,让你在生物上放置+1/+1指示物。参见规则701.41,“支援”。" + }, + { + "enname": "Surge", + "zhname": "潮涌", + "en": "A keyword ability that provides an alternative cost to cast a card if you or one of your teammates has cast another spell in the same turn. See rule 702.117, “Surge.”", + "zh": "一个关键字异能,提供一种施放牌的替代性费用,可以在你或队友在同一回合中施放过其他咒语后使用。参见规则702.117,“潮涌”。" + }, + { + "enname": "Surveil", + "zhname": "刺探", + "en": "To manipulate some of the cards on top of your library, sending some of them to your graveyard and rearranging the rest. See rule 701.25, “Surveil.”", + "zh": "操纵你牌库顶的一些牌,将其中一些牌放进你的坟墓场,并重新排列剩余的牌。参见规则701.25,“刺探”。" + }, + { + "enname": "Suspend", + "zhname": "延缓", + "en": "A keyword ability that provides an alternative way to play a card. See rule 702.62, “Suspend.” A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.", + "zh": "一个关键字异能,提供使用一张牌的其他途径。参见规则702.62,“延缓”。如果一张牌在放逐区、具有延缓、并且具有计时指示物,则该牌“已延缓”。" + }, + { + "enname": "Swamp", + "zhname": "沼泽", + "en": "One of the five basic land types. Any land with this subtype has the ability “{T}: Add {B}.” See rule 305.6.", + "zh": "五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{B}。”参见规则305.6。" + }, + { + "enname": "Swampcycling", + "zhname": "循环沼泽", + "en": "See Typecycling.", + "zh": "参见类别循环。" + }, + { + "enname": "Swampwalk", + "zhname": "沼泽行者", + "en": "See Landwalk.", + "zh": "参见地行者。" + }, + { + "enname": "Tap", + "zhname": "横置", + "en": "To turn a permanent sideways from an upright position. See rule 701.26, “Tap and Untap.”", + "zh": "将一个永久物从正常位置转到横向位置。参见规则701.26,“横置和重置”。" + }, + { + "enname": "Tapped", + "zhname": "已横置", + "en": "A status a permanent may have. See rule 110.5 and rule 701.26, “Tap and Untap.” See also Untapped.", + "zh": "一个永久物可能具有的状态。参见规则110.5和规则701.26,“横置和重置”。另参见未横置。" + }, + { + "enname": "Tap Symbol", + "zhname": "横置符号", + "en": "The tap symbol {T} in an activation cost means “Tap this permanent.” See rule 107.5.", + "zh": "在起动费用中的横置符号{T}指“横置此永久物”。参见规则107.5。" + }, + { + "enname": "Target", + "zhname": "目标", + "en": "A preselected object or player a spell or ability will affect. See rule 115, “Targets.”", + "zh": "事先对一个咒语或异能将影响的物件或牌手作出的选择。参见规则115,“目标”。" + }, + { + "enname": "Team", + "zhname": "队伍", + "en": "A group of players who share a common victory condition in a multiplayer game. See rule 808, “Team vs. Team Variant,” rule 809, “Emperor Variant,” rule 810, “Two-Headed Giant Variant,” and rule 811, “Alternating Teams Variant.”", + "zh": "在多人游戏中共享相同胜利条件的一组牌手。参见规则808,“队伍对队伍玩法”、规则809,“皇帝玩法”、规则810,“双头巨人玩法”、和规则811,“隔位分队玩法”。" + }, + { + "enname": "Teammate", + "zhname": "队友", + "en": "In a multiplayer game between teams, a player’s teammates are the other players on their team. See rule 102.3.", + "zh": "在队伍间的多人游戏中,牌手的队友是其队伍中的其他牌手。参见规则102.3。" + }, + { + "enname": "Team vs. Team Variant", + "zhname": "队伍对队伍玩法", + "en": "A multiplayer variant played among two or more teams, each of which sits together. See rule 808, “Team vs. Team Variant.”", + "zh": "两个或以上队伍间的多人玩法,每个队伍坐在一起。参见规则808,“队伍对队伍玩法”。" + }, + { + "enname": "Text Box", + "zhname": "文字栏", + "en": "Part of a card. The text box is printed on the lower half of the card and contains the card’s rules text, reminder text, and flavor text. See rule 207, “Text Box.”", + "zh": "牌的一部分。文字栏印在牌的下面一半,包括该牌的规则叙述、提示文字、和背景叙述。参见规则207,“文字栏”。" + }, + { + "enname": "Text-Changing Effect", + "zhname": "改变叙述的效应", + "en": "A continuous effect that changes the text that appears in an object’s text box and/or type line. See rule 612, “Text-Changing Effects.”", + "zh": "改变物件文字栏内和/或类别栏内文字叙述的持续性效应。参见规则612,“改变叙述的效应”。" + }, + { + "enname": "Threshold", + "zhname": "门槛", + "en": "“Threshold” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata in the Oracle card reference.", + "zh": "“门槛”曾经是关键字异能。现在是异能提示且没有规则意义。所有印有门槛的牌都在Oracle牌张参考文献中得到了勘误。" + }, + { + "enname": "Ticket Symbol", + "zhname": "门票符号", + "en": "The ticket symbol {TK} with no numbers in it represents one ticket counter. The ticket symbol with a number in it represents a ticket cost. To pay a ticket cost, a player removes that many ticket counters from themselves.", + "zh": "内部没有数字的门票符号{TK}代表一个门票指示物。内部有数字的门票符号代表门票费用。要支付门票费用,牌手从其自身移除相应数量的门票指示物。" + }, + { + "enname": "Tiered", + "zhname": "分级", + "en": "A keyword ability found on some modal spells that requires you to pay an additional cost for the mode you choose. See rule 702.183, “Tiered.”", + "zh": "一个见于某些具有模式之咒语上的关键字,允许你选择一个模式,并为此模式支付额外费用。参见规则702.183,“分级”。" + }, + { + "enname": "Time Travel", + "zhname": "时间旅行", + "en": "To add a time counter to or remove a time counter from any number of permanents you control with a time counter on them or suspended cards you own in exile with time counters on them. See rule 701.56, “Time Travel.”", + "zh": "从任意数量由你操控且其上有计时指示物的永久物和/或放逐区内由你拥有且其上有计时指示物之已延缓的牌上放置或移去一个计时指示物。参见规则701.56,“时间旅行”。" + }, + { + "enname": "Timestamp Order", + "zhname": "时间印记顺序", + "en": "A system used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.7. See also Dependency.", + "zh": "用来决定同一层或副层中持续性效应生效顺序的系统。参见规则613.7。另参见从属关系。" + }, + { + "enname": "Token", + "zhname": "衍生物", + "en": "A marker used to represent any permanent that isn’t represented by a card. See rule 111, “Tokens.”", + "zh": "一个标记,用来表示任何不用牌来表示的永久物。参见规则111,“衍生物”。" + }, + { + "enname": "Tombstone Icon", + "zhname": "墓碑标志", + "en": "An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9.", + "zh": "在一些奥德赛环境牌的左上角有墓碑符号,它对游戏没有影响。参见规则107.9。" + }, + { + "enname": "Total Casting Cost (Obsolete)", + "zhname": "总施放费用(已废止)", + "en": "An obsolete term for mana value. Cards printed with this term have received errata in the Oracle card reference.", + "zh": "法术力值的已废止用词。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。" + }, + { + "enname": "Total Cost", + "zhname": "总费用", + "en": "What a player actually has to pay, in practical terms, to cast a spell or activated ability: the mana cost, activation cost, or alternative cost, plus all cost increases (including additional costs) and minus all cost reductions. See rule 601.2f.", + "zh": "牌手实际需要为施放咒语或起动异能所支付的费用;法术力费用、起动费用、或替代性费用,加上所有增加的费用(包括额外费用)并减去所有减少的费用。参见规则601.2f。" + }, + { + "enname": "Totem Armor (Obsolete)", + "zhname": "替身甲(已废止)", + "en": "An obsolete keyword ability that has been renamed. See rule 702.89, “Umbra Armor.”", + "zh": "一个已废止的关键字异能,已被重新命名。参见规则702.89,“本影甲”。" + }, + { + "enname": "Toughness", + "zhname": "防御力", + "en": "1. Part of a card that only creature cards have. A creature card’s toughness is printed after the slash in its lower right corner. See rule 208, “Power/Toughness.”\n2. A characteristic that only creatures have. See rule 302.4.", + "zh": "1. 只有生物牌具有的牌的一部分。生物牌的防御力印在其右下角斜线之后。参见规则208,“力量/防御力”。\n2. 一个只有生物才具有的特征。参见规则302.4。" + }, + { + "enname": "Tournament", + "zhname": "比赛", + "en": "An organized play activity where players compete against other players. See rule 100.6.", + "zh": "一个牌手与其他牌手竞技的组织化赛事活动。参见规则100.6。" + }, + { + "enname": "Tournament Rules", + "zhname": "比赛规则", + "en": "Additional rules that apply to games played in a sanctioned tournament. See rule 100.6.", + "zh": "对认证比赛生效的额外规则。参见规则100.6。" + }, + { + "enname": "Toxic", + "zhname": "下毒", + "en": "A keyword ability that causes a player to get poison counters due to combat damage from creatures with the ability. See rule 702.164, “Toxic.”", + "zh": "一个关键字异能,使牌手因具有此异能的生物造成的战斗伤害获得中毒指示物。参见规则702.164,“下毒”。" + }, + { + "enname": "Traditional Magic Card", + "zhname": "传统万智牌", + "en": "A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters) and is included in players’ decks. See rule 108.2.", + "zh": "传统的万智牌大约2.5英寸(6.3厘米)宽3.5英寸(8.8厘米)长,它们用于牌手的套牌中。参见规则108.2。" + }, + { + "enname": "Training", + "zhname": "见习", + "en": "A keyword ability that means “Whenever this creature and at least one other creature with power greater that this creature’s power attack, put a +1/+1 counter on this creature.” See rule 702.149, “Training.”", + "zh": "一个关键字异能,意指“每当此生物与至少一个力量较之为大的其他生物一起攻击时,在此生物上放置一个+1/+1指示物。”参见规则702.149,“见习”。" + }, + { + "enname": "Trample", + "zhname": "践踏", + "en": "A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.”", + "zh": "一个关键字异能,影响生物如何分配战斗伤害。参见规则702.19,“践踏”。" + }, + { + "enname": "Trample Over Planeswalkers", + "zhname": "践踏鹏洛客", + "en": "A variant of trample that modifies how a creature assigns combat damage if it’s attacking a planeswalker. See rule 702.19, “Trample”", + "zh": "践踏异能的一种变化,影响生物在攻击鹏洛客时分配战斗伤害的方式。参见规则702.19,“践踏”。" + }, + { + "enname": "Transfigure", + "zhname": "易形", + "en": "A keyword ability that lets a player search their library for a replacement creature card. See rule 702.71, “Transfigure.”", + "zh": "一个关键字异能,让牌手可以从其牌库中搜寻一张代替的生物牌。参见规则702.71,“易形”。" + }, + { + "enname": "Transform", + "zhname": "转化", + "en": "To turn a double-faced card so its other face is up. See rule 701.27, “Transform.”", + "zh": "将一张双面牌翻转从而让其另一面朝上。参见规则701.27,“转化”。" + }, + { + "enname": "Transforming Double-Faced Cards (Obsolete)", + "zhname": "转化式双面牌(已废止)", + "en": "An older name for nonmodal double-faced cards. See rule 712, “Double-Faced Cards.”", + "zh": "非模式双面牌的旧名称。参见规则712,“双面牌”。" + }, + { + "enname": "Transmute", + "zhname": "易质", + "en": "A keyword ability that lets a player search their library for a replacement card. See rule 702.53, “Transmute.”", + "zh": "一个关键字异能,让牌手从其牌库中搜寻一张代替的牌。参见规则702.53,“易质”。" + }, + { + "enname": "Treasure Token", + "zhname": "珍宝衍生物", + "en": "A Treasure token is a colorless artifact token with “{T}, Sacrifice this token: Add one mana of any color.” For more information about predefined tokens, see rule 111.10.", + "zh": "珍宝衍生物是具有“{T},牺牲此衍生物:加一点任意颜色的法术力。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。" + }, + { + "enname": "Tribal (Obsolete)", + "zhname": "部族(已废止)", + "en": "An obsolete card type that has been renamed. See rule 308, “Kindreds.”", + "zh": "一个已废止的牌张类别,已被重新命名。参见规则308,“亲缘”。" + }, + { + "enname": "Tribute", + "zhname": "致敬", + "en": "A keyword ability that allows an opponent to choose between a creature entering the battlefield with +1/+1 counters or an additional ability. See rule 702.104, “Tribute.”", + "zh": "一个关键字异能,允许对手选择让生物进战场时具有+1/+1指示物或一个额外异能。参见规则702.104,“致敬”。" + }, + { + "enname": "Trigger", + "zhname": "触发", + "en": "Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically “triggers.” That means its controller puts it on the stack the next time a player would receive priority. See rule 603, “Handling Triggered Abilities.”", + "zh": "每当游戏事件或游戏状态符合一个触发式异能的触发事件时,该异能自动“触发”。这表示其操控者在下一词有牌手将得到优先权时将它放进堆叠。参见规则603,“处理触发式异能”。" + }, + { + "enname": "Trigger Condition", + "zhname": "触发条件", + "en": "The first part of a triggered ability, consisting of “when,” “whenever,” or “at” followed by a trigger event. See rule 603, “Handling Triggered Abilities.”", + "zh": "触发式异能的第一部分,包含“当”、“每当”、或“在”以及之后的触发事件。参见规则603,“处理触发式异能”。" + }, + { + "enname": "Triggered Ability", + "zhname": "触发式异能", + "en": "A kind of ability. Triggered abilities begin with the word “when,” “whenever,” or “at.” They’re written as “[Trigger condition], [effect].” See rule 113, “Abilities,” and rule 603, “Handling Triggered Abilities.”", + "zh": "一种异能。触发式异能以词语“当”、“每当”、或“在”开头。它们的格式为“[触发条件],[效应]”。参见规则113,“异能”、以及规则603,“处理触发式异能”。" + }, + { + "enname": "Trigger Event", + "zhname": "触发事件", + "en": "The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, “Handling Triggered Abilities.”", + "zh": "触发式异能所注意的事件。每当触发事件发生时,该触发式异能触发。参见规则603,“处理触发式异能”。" + }, + { + "enname": "Triple", + "zhname": "加两倍", + "en": "A keyword action that increases a creature’s power and/or toughness. See rule 701.11, “Triple.”", + "zh": "一个关键字动作,增加生物的力量和/或防御力。参见规则701.11,“加两倍”。" + }, + { + "enname": "Turn-Based Actions", + "zhname": "回合动作", + "en": "Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, “Turn-Based Actions.”", + "zh": "当特定的步骤或阶段开始时或当每个步骤或阶段结束时,自动发生的游戏动作。参见规则703,“回合动作”。" + }, + { + "enname": "Turn Markers", + "zhname": "回合标记", + "en": "Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.", + "zh": "大型混战游戏中,用于记录正在进行其回合之牌手的标记物。参见规则807.4。" + }, + { + "enname": "Two-Headed Giant Variant", + "zhname": "双头巨人玩法", + "en": "A multiplayer variant played among two-player teams that each have a shared life total and take a simultaneous turn. See rule 810, “Two-Headed Giant Variant.”", + "zh": "一个多人玩法,在两人共享总生命且同时进行回合的队伍之间展开。参见规则801,“双头巨人玩法”。" + }, + { + "enname": "Type", + "zhname": "类别", + "en": "1. An object’s card type or, more broadly, its card type, subtype, and/or supertype. See rule 205, “Type Line,” and section 3, “Card Types.”\n2. An attribute mana has. See rule 106, “Mana.”", + "zh": "1. 一个物件的牌张类别,或更笼统的,它的牌张类别、超类别、和/或副类别。参见规则205,“类别栏”、以及第3章,“牌张类别”。\n2. 一个法术力的属性。参见规则106,“法术力”。" + }, + { + "enname": "Type Icon", + "zhname": "类别符号", + "en": "An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10.", + "zh": "在一些预知将来版本的卡牌左上角有类别符号,它们对游戏没有影响。参见规则107.10。" + }, + { + "enname": "Type Line", + "zhname": "类别栏", + "en": "Part of a card. The type line is printed directly below the illustration and contains the card’s card type(s), subtype(s), and/or supertype(s). See rule 205, “Type Line.”", + "zh": "牌的一部分。类别栏印在图片的下方,包括该牌的牌张类别、副类别、和/或超类别。参见规则205,“类别栏”。" + }, + { + "enname": "Type-Changing Effect", + "zhname": "改变类别的效应", + "en": "An effect that changes an object’s card type, subtype, and/or supertype. See rules 205.1a–b, 305.7, and 613.1d.", + "zh": "一个改变物件的牌张类别、副类别、和/或超类别的效应。参见规则205.1a-b、305.7、以及613.1d。" + }, + { + "enname": "Typecycling", + "zhname": "类别循环", + "en": "A variant of the cycling ability. See rule 702.29, “Cycling.”", + "zh": "一种循环异能。参见规则702.29,“循环”。" + }, + { + "enname": "Umbra Armor", + "zhname": "本影甲", + "en": "A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.89, “Umbra Armor.”", + "zh": "一个关键字异能,允许灵气保护其所结附的永久物。参见规则702.89,“本影甲”。" + }, + { + "enname": "Unattach", + "zhname": "卸装", + "en": "To move an Equipment away from the creature it’s attached to so that the Equipment is on the battlefield but is not equipping anything. See rule 701.3d.", + "zh": "将一个武具从其所贴附的生物上移走,从而让武具留在战场上但不装备在任何生物上。参见规则701.3d。" + }, + { + "enname": "Unblockable (Obsolete)", + "zhname": "不可被阻挡(已废止)", + "en": "A term that meant “can’t be blocked.” Cards that used this term have received errata in the Oracle card reference.", + "zh": "一个曾经表示“不可被阻挡”的用词。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。" + }, + { + "enname": "Unblocked Creature", + "zhname": "未受阻挡的生物", + "en": "An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”", + "zh": "一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况为止,一直保持是未受阻挡的生物。参见规则509,“宣告阻挡者步骤”。" + }, + { + "enname": "Undaunted", + "zhname": "不屈", + "en": "A keyword ability that reduces the cost of a spell based on the number of opponents you have. See rule 702.125, “Undaunted.”", + "zh": "一个关键字异能,根据你的对手数量减少一个咒语的费用。参见规则702.125,“不屈”。" + }, + { + "enname": "Undying", + "zhname": "不息", + "en": "A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.93, “Undying.”", + "zh": "一个关键字异能,将生物从坟墓场中移回战场上。参见规则702.93,“不息”。" + }, + { + "enname": "Unearth", + "zhname": "破坟", + "en": "A keyword ability that lets a player return a creature card from their graveyard to the battlefield. See rule 702.84, “Unearth.”", + "zh": "一个关键字异能,让牌手将生物牌从坟墓场中移回战场上。参见规则702.84,“破坟”。" + }, + { + "enname": "Unflipped", + "zhname": "未倒转", + "en": "A default status a permanent may have. See rule 110.5 and rule 710, “Flip Cards.” See also Flipped.", + "zh": "一个永久物可能具有的默认状态。参见规则110.5和规则710,“倒转牌”。另参见倒转。" + }, + { + "enname": "Unleash", + "zhname": "脱缰", + "en": "A keyword ability that allows a creature to enter the battlefield with a +1/+1 counter on it and stops it from blocking if it has a +1/+1 counter on it. See rule 702.98, “Unleash.”", + "zh": "一个关键字异能,让生物进入战场时具有+1/+1指示物,并且如果它具有+1/+1指示物则防止其阻挡。参见规则702.98,“脱缰”。" + }, + { + "enname": "Unless", + "zhname": "除非", + "en": "A word used to indicate a certain style of cost. See rule 118.12a.", + "zh": "一个词,用来确定特殊样式的费用。参见规则118.12a。" + }, + { + "enname": "Unlock", + "zhname": "解锁", + "en": "To give an unlocked designation to a permanent that has one or more locked halves. See rule 709.5f.", + "zh": "令一边或数边已上锁的永久物得到一个解锁称号。参见规则709.5g。" + }, + { + "enname": "Unlocked", + "zhname": "已解锁", + "en": "One half of a split permanent is “unlocked” if it has the appropriate unlocked designation. See rule 709.5.", + "zh": "如果一个连体永久物具有特定的解锁称号,则其相应的一边为“已解锁”。参见规则709.5。" + }, + { + "enname": "Untap", + "zhname": "重置", + "en": "To rotate a permanent back to the upright position from a sideways position. See rule 701.26, “Tap and Untap.”", + "zh": "将永久物从横向位置转回到正常位置。参见规则701.26,“横置和重置”。" + }, + { + "enname": "Untap Step", + "zhname": "重置步骤", + "en": "Part of the turn. This step is the first step of the beginning phase. See rule 502, “Untap Step.”", + "zh": "回合的一部分。该步骤是开始阶段的第一个步骤。参见规则502,“重置步骤”。" + }, + { + "enname": "Untap Symbol", + "zhname": "重置符号", + "en": "The untap symbol {Q} in an activation cost means “Untap this permanent.” See rule 107.6.", + "zh": "在起动费用中的重置符号{Q}指“重置此永久物”。参见规则107.6。" + }, + { + "enname": "Untapped", + "zhname": "未横置", + "en": "A default status a permanent may have. See rule 110.5 and rule 701.26, “Tap and Untap.” See also Tapped.", + "zh": "一个永久物可能具有的默认状态。参见规则110.5和规则701.26,“横置和重置”。另参见已横置。" + }, + { + "enname": "Upkeep Step", + "zhname": "维持步骤", + "en": "Part of the turn. This step is the second step of the beginning phase. See rule 503, “Upkeep Step.”", + "zh": "回合的一部分。该步骤是开始阶段的第二个步骤。参见规则503,“维持步骤”。" + }, + { + "enname": "Vancouver Mulligan", + "zhname": "温哥华再调度", + "en": "Informal term for a previous system of taking a mulligan. Using the Vancouver mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. After choosing to not mulligan, a player who took a mulligan looked at the top card of their library and could put it on the bottom of their library. For current mulligan rules, see rule 103.5.", + "zh": "指代一种曾经的再调度方式的非正式用词。使用温哥华再调度方式时,牌手再调度时将其手牌洗入其牌库,然后少抓一张牌。在决定不再次再调度之后,已执行过再调度的牌手查看其牌库顶牌,并能够选择将其置于牌库底。要查看当前的再调度规则,参见规则103.5。" + }, + { + "enname": "Vanguard", + "zhname": "先锋", + "en": "1. A casual variant in which each player plays the role of a famous character. See rule 902, “Vanguard.”\n2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is not a permanent. See rule 313, “Vanguards.”", + "zh": "1. 一种休闲式玩法,牌手可以扮演一位著名的角色。参见规则902,“先锋”。\n2. 一种牌张类别,只在先锋休闲式玩法中使用的非传统万智牌上出现。先锋牌不是永久物。参见规则313,“先锋”。" + }, + { + "enname": "Vanishing", + "zhname": "消逝", + "en": "A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.63, “Vanishing.”", + "zh": "一个关键字异能,限制一个永久物在战场上的时间。参见规则702.63,“消逝”。" + }, + { + "enname": "Variant", + "zhname": "玩法", + "en": "An additional set of rules that determines the style of a multiplayer game. See rule 800.2.", + "zh": "决定一盘多人游戏风格的一组规则集合。参见规则800.2。" + }, + { + "enname": "Vehicle", + "zhname": "载具", + "en": "An artifact subtype. Vehicles can become artifact creatures. See rule 301, “Artifacts,” and rule 702.122, “Crew.”", + "zh": "一个神器副类别。载具可以变成神器生物。参见规则301,“神器”,以及规则702.122,“搭载”。" + }, + { + "enname": "Venture into [Quality]", + "zhname": "深入[特性]", + "en": "A variant of the venture into the dungeon ability that allows a player to bring a dungeon card with [quality] into the game or move a player’s venture marker. See rule 701.49, “Venture into the Dungeon.”", + "zh": "深入地城异能的一种变化形式,使牌手将具[特性]的地城牌带入游戏,或移动牌手的进度标记。参见规则701.49,“深入地城”。" + }, + { + "enname": "Venture into the Dungeon", + "zhname": "深入地城", + "en": "A keyword action that can bring dungeon cards into the game from outside the game or move a player’s venture marker. See rule 701.49, “Venture into the Dungeon.”", + "zh": "一个关键字动作,可以将地城牌从游戏外带入游戏,或移动牌手的进度标记。参见规则701.49,“深入地城”。" + }, + { + "enname": "Venture Marker", + "zhname": "进度标记", + "en": "A marker used to track which room of a dungeon card a player is currently in. See rule 309, “Dungeons.”", + "zh": "一种标记,用来记录牌手当前在地城牌的哪个房间中。参见规则309,“地城”。" + }, + { + "enname": "Vigilance", + "zhname": "警戒", + "en": "A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”", + "zh": "一个关键字异能,让生物进行攻击不需横置。参见规则702.20,“警戒”。" + }, + { + "enname": "Visit", + "zhname": "造访", + "en": "A keyword ability found on Attraction cards. It provides an effect whenever you roll to visit your attractions and get certain results. See rule 702.159, “Visit.”", + "zh": "一个见于景点牌上的关键字异能。它在你掷骰造访景点并获得特定结果时提供效应。参见规则702.159,“造访”。" + }, + { + "enname": "Vote", + "zhname": "投票", + "en": "Some cards instruct players to vote from among given options. See rule 701.38, “Vote.”", + "zh": "一些牌会指示牌手对给定的选项进行投票。参见规则701.38,“投票”。" + }, + { + "enname": "Walker Token", + "zhname": "尸行者衍生物", + "en": "A Walker token is a 2/2 black Zombie creature token named Walker. For more information on predefined tokens, see rule 111.10.", + "zh": "尸行者衍生物是名为尸行者的2/2黑色灵俑衍生生物。欲知关于预定义衍生物的更多信息,参见规则111.10。" + }, + { + "enname": "Wall", + "zhname": "墙", + "en": "A creature type with no particular rules meaning. Older cards with the Wall creature type but without defender had an unwritten ability that precluded them from attacking. Those cards have received errata in the Oracle card reference to have defender. Some older cards that referenced the Wall creature type have also received errata. See Defender.", + "zh": "一种生物类别,不具有特别的规则意义。旧系列具有墙生物类别但没有守军的牌具有未写明的异能,阻止它们进行攻击。这些牌在Oracle牌张参考文献中已经得到勘误具有守军。一些旧系列的牌有提及墙生物类别也得到了勘误。参见守军。" + }, + { + "enname": "Ward", + "zhname": "守护", + "en": "A triggered ability that can counter spells or abilities that target the permanent with ward. See rule 702.21, “Ward.”", + "zh": "一个触发式异能,可以反击指定具守护异能之永久物的咒语或异能。参见规则702.21,“守护”。" + }, + { + "enname": "Warp", + "zhname": "跃迁", + "en": "A keyword ability found on permanent cards that allows them to be cast for an alternative cost. See rule 702.185, “Warp.”", + "zh": "一个见于永久物牌上的关键字异能,允许它们以替代性费用施放。参见规则702.185,“跃迁”。" + }, + { + "enname": "Waterbend", + "zhname": "截水", + "en": "A keyword action. “Waterbend [cost]” means to pay that cost and, for each {1} in that cost, you may tap an untapped artifact or creature you control rather than pay mana. See rule 701.67, “Waterbend.”", + "zh": "一个关键字动作。“截水[费用]”意指支付该费用,且你每横置一个由你操控且未横置的神器或生物就能为此费用支付{1}。参见规则701.67,“截水”。" + }, + { + "enname": "Web-slinging", + "zhname": "蛛丝甩荡", + "en": "A keyword ability that allows spells to be cast for an alternative cost by returning a tapped creature you control to its owner’s hand. See rule 702.188, “Web-slinging.”", + "zh": "一个关键字异能,允许咒语藉由将一个由你操控且已横置的生物移回其拥有者手上的替代性费用来施放。参见规则702.188,“蛛丝甩荡”。" + }, + { + "enname": "Win the Game", + "zhname": "游戏胜利", + "en": "There are several ways to win the game. See rule 104, “Ending the Game,” and rules 810.8 (for additional rules for Two-Headed Giant games) and rule 809.5 (for additional rules for Emperor games).", + "zh": "有多种方法可以取得游戏的胜利。参见规则104,“结束游戏”,以及规则810.8(双头巨人游戏的额外规则)和规则809.5(皇帝玩法的额外规则)。" + }, + { + "enname": "Wither", + "zhname": "干枯", + "en": "A keyword ability that affects how an object deals damage to a creature. See rule 702.80, “Wither.”", + "zh": "一个关键字异能,影响物件如何对生物造成伤害。参见规则702.80,“干枯”。" + }, + { + "enname": "Wizardcycling", + "zhname": "循环法术师", + "en": "See Typecycling.", + "zh": "参见类别循环。" + }, + { + "enname": "World", + "zhname": "普世", + "en": "A supertype that’s normally relevant on enchantments. See rule 205.4, “Supertypes.” See also World Rule.", + "zh": "一种超类别,一般情况下与结界有关。参见规则205.4,“超类别”。另参见普世规则。" + }, + { + "enname": "World Rule", + "zhname": "普世规则", + "en": "A state-based action that causes all permanents with the world supertype except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. See rule 704.5k.", + "zh": "一个状态动作,让所有具有普世超类别的永久物,除了拥有普世超类别时间最短的一个以外,皆置入其拥有者的坟墓场。参见规则704.5k。" + }, + { + "enname": "X", + "zhname": "X", + "en": "A placeholder for a number that needs to be determined. See rule 107.3.", + "zh": "一个需要被确定数字的占位符。参见规则107.3。" + }, + { + "enname": "Y", + "zhname": "Y", + "en": "See X.", + "zh": "参见X。" + }, + { + "enname": "You, Your", + "zhname": "你,你的", + "en": "Words that refer to an object’s controller, its would-be controller (if a player is attempting to cast or activate it), or its owner (if it has no controller). See rule 109.5.", + "zh": "指一个物件的操控者、它即将的操控者(如果牌手正准备施放或起动它),或它的拥有者(如果没有操控者)。参见规则109.5。" + }, + { + "enname": "Zone", + "zhname": "区域", + "en": "A place where objects can be during a game. See section 4, “Zones.”", + "zh": "在游戏过程中物件所处于的位置。参见第4章,“区域”。" + }, + { + "enname": "Zone-Change Triggers", + "zhname": "改变区域触发", + "en": "Trigger events that involve objects changing zones. See rule 603.6.", + "zh": "与物件改变区域相关的触发事件。参见规则603.6。" + } + ], + "credits": { + "contents": [ + { + "en": "Credits", + "zh": "版权信息" + }, + { + "en": "Magic: The Gathering Original Game Design: Richard Garfield", + "zh": "万智牌游戏原始设计:Richard Garfield" + }, + { + "en": "Comprehensive Rules Design and Development: Paul Barclay, Mark L. Gottlieb, Beth Moursund, Bill Rose, Eli Shiffrin, and Matt Tabak, with contributions from Charlie Cactino, John Carter, Elaine Chase, Laurie Cheers, Stephen D’Angelo, Dave DeLaney, Brady Dommermuth, Mike Donais, Skaff Elias, Mike Elliott, Richard Garfield, Dan Gray, Robert Gutschera, Collin Jackson, William Jockusch, Jeff Jordan, Yonemura Kaoru, Russell Linnemann, Jim Lin, Steve Lord, Sheldon Menery, Michael Phoenix, Mark Rosewater, David Sachs, Lee Sharpe, Henry Stern, Donald X. Vaccarino, Thijs van Ommen, Ingo Warnke, Tom Wylie, and Bryan Zembruski", + "zh": "完整规则设计与开发:Paul Barclay、Mark L. Gottlieb、Beth Moursund、Bill Rose、Eli Shiffrin和Matt Tabak,且有Charlie Catino、John Carter、Elaine Chase、Laurie Cheers、Stephen D’Angelo、Dave DeLaney、Brady Dommermuth、Mike Donais、Skaff Elias、Mike Elliott、Richard Garfield、Dan Gray、Robert Gutschera、Collin Jackson、William Jockusch、Jeff Jordan、Yonemura Kaoru、Russell Linnemann、Jim Lin、Steve Lord、Sheldon Menery、Michael Phoenix、Mark Rosewater、David Sachs、Lee Sharpe、Henry Stern、Donald X. Vaccarino、Thijs van Ommen、Ingo Warnke、Tom Wylie、Bryan Zembruski的贡献" + }, + { + "en": "Editing: Del Laugel (principal), Matt Tabak (principal), Nat Moes, Samantha Phelan, Michael Zhang, and Hans Ziegler", + "zh": "编辑:Del Laugel(主编)、Matt Tabak(主编)、Nat Moes、Samantha Phelan、Michael Zhang,和Hans Ziegler" + }, + { + "en": "Magic Rules Management: Jess Dunks, Eric Levine, and Eliana Rabinowitz", + "zh": "万智牌规则经理:Jess Dunks、Eric Levine,和Eliana Rabinowitz" + }, + { + "en": "The Magic: The Gathering game was designed by Richard Garfield, with contributions from Charlie Cactino, Skaff Elias, Don Felice, Tom Fontaine, Jim Lin, Joel Mick, Chris Page, Dave Pettey, Barry “Bit” Reich, Bill Rose, and Elliott Segal. The mana symbols were designed by Christopher Rush.", + "zh": "万智牌此游戏是由Richard Garfield设计的,且有Charlie CCatino、Skaff Elias、Don Felice、Tom Fontaine、Jim Lin、Joel Mick、Chris Page、Dave Pettey、Barry “Bit” Reich、Bill Rose、Elliott Segal的贡献。法术力符号由Christopher Rush设计。" + }, + { + "en": "Thanks to all our project team members and the many others too numerous to mention who have contributed to this product.", + "zh": "感谢我们所有的队伍成员,以及数量众多以致无法列举的其他人对此产品的贡献。" + } + ] + }, + "translatedterms": { + "mainGlossary": [ + { + "English": "Ante", + "Chinese": "押注(用作动词)/赌注(用作名词)" + }, + { + "English": "Abandon", + "Chinese": "撤废" + }, + { + "English": "Alternative name", + "Chinese": "别名(仅限于规则201.6所述之情形)" + }, + { + "English": "Archenemy", + "Chinese": "魔王" + }, + { + "English": "Door", + "Chinese": "偏门" + }, + { + "English": "Eerie", + "Chinese": "异景" + }, + { + "English": "Enter", + "Chinese": "进场" + }, + { + "English": "Expend", + "Chinese": "花销" + }, + { + "English": "Forage", + "Chinese": "觅粮" + }, + { + "English": "Friends forever", + "Chinese": "友谊永恒" + }, + { + "English": "Gift", + "Chinese": "礼赠" + }, + { + "English": "Impending", + "Chinese": "隐现" + }, + { + "English": "Interchangeable names", + "Chinese": "可互换名称" + }, + { + "English": "Lock/Locked", + "Chinese": "上锁/已上锁" + }, + { + "English": "Manifest Dread", + "Chinese": "显化惧象" + }, + { + "English": "Offspring", + "Chinese": "繁生" + }, + { + "English": "Ongoing", + "Chinese": "长效" + }, + { + "English": "Pawprint", + "Chinese": "爪印" + }, + { + "English": "Room", + "Chinese": "隔间" + }, + { + "English": "Scheme", + "Chinese": "邪计" + }, + { + "English": "Sector", + "Chinese": "星区" + }, + { + "English": "Set in Motion", + "Chinese": "发动" + }, + { + "English": "Space Sculptor", + "Chinese": "太空塑师" + }, + { + "English": "Sticker kicker", + "Chinese": "贴纸增幅" + }, + { + "English": "Supplementary Deck", + "Chinese": "附加套牌" + }, + { + "English": "Survival", + "Chinese": "生还" + }, + { + "English": "Unlock/Unlocked", + "Chinese": "解锁/已解锁" + }, + { + "English": "Valiant", + "Chinese": "英武" + }, + { + "English": "Vanguard", + "Chinese": "先锋" + }, + { + "English": "Walker", + "Chinese": "尸行者" + }, + { + "English": "Exhaust", + "Chinese": "竭绝" + }, + { + "English": "Speed", + "Chinese": "速度" + }, + { + "English": "Max Speed", + "Chinese": "速度极限" + }, + { + "English": "Start Your Engine!", + "Chinese": "发动引擎!" + }, + { + "English": "Flurry", + "Chinese": "连咒" + }, + { + "English": "Renew", + "Chinese": "复新" + }, + { + "English": "Endure", + "Chinese": "续战" + }, + { + "English": "Behold", + "Chinese": "请援" + }, + { + "English": "Mobilize", + "Chinese": "动员" + }, + { + "English": "Omen", + "Chinese": "预兆" + }, + { + "English": "Harmonize", + "Chinese": "谐颂" + }, + { + "English": "Tiered", + "Chinese": "分级" + }, + { + "English": "Job select", + "Chinese": "职业选择" + }, + { + "English": "Station", + "Chinese": "蓄势" + }, + { + "English": "Void", + "Chinese": "空洞" + }, + { + "English": "Lander", + "Chinese": "探地器" + }, + { + "English": "Harness/Harnessed", + "Chinese": "掌控/受掌控" + }, + { + "English": "Infinity", + "Chinese": "无限" + }, + { + "English": "Mayhem", + "Chinese": "疯乱" + }, + { + "English": "Web-slinging", + "Chinese": "蛛丝甩荡" + }, + { + "English": "Airbend", + "Chinese": "截气" + }, + { + "English": "Waterbend", + "Chinese": "截水" + }, + { + "English": "Firebend", + "Chinese": "振火" + }, + { + "English": "Earthbend", + "Chinese": "运土" + }, + { + "English": "Vivid", + "Chinese": "异彩" + }, + { + "English": "Blight", + "Chinese": "衰萎" + } + ], + "unfinityDoctorGlossary": [ + { + "English": "Claim the Prize", + "Chinese": "赢得奖励" + }, + { + "English": "Doctor's Companion", + "Chinese": "博士伙伴" + }, + { + "English": "Face a Villainous Choice", + "Chinese": "面临邪恶抉择" + }, + { + "English": "Light", + "Chinese": "灯号" + }, + { + "English": "Open an Attraction", + "Chinese": "打开景点" + }, + { + "English": "Paradox", + "Chinese": "悖论" + }, + { + "English": "Put a sticker on", + "Chinese": "贴上贴纸" + }, + { + "English": "Roll to Visit Attraction", + "Chinese": "掷骰造访景点" + }, + { + "English": "Sticker", + "Chinese": "贴纸" + }, + { + "English": "Sticker Insert", + "Chinese": "贴纸页(官网译作“贴纸卡”,未作区分)" + }, + { + "English": "Sticker Sheet", + "Chinese": "贴纸卡" + }, + { + "English": "Time Travel", + "Chinese": "时间旅行" + } + ] + } +} \ No newline at end of file diff --git a/scripts/plain_rules.json b/scripts/plain_rules.json index 409abd6..147a0d0 100644 --- a/scripts/plain_rules.json +++ b/scripts/plain_rules.json @@ -1 +1 @@ -[{"chapter": "1", "id": "1.", "content": "1. Game Concepts\n游戏概念"}, {"chapter": "1", "id": "100.", "content": "100. General\n总则"}, {"chapter": "1", "id": "100.1.", "content": "100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.\n这些万智牌规则适用于任何两位或是更多牌手的万智牌游戏,包含双人游戏和多人游戏。"}, {"chapter": "1", "id": "100.1a", "content": "100.1a A two-player game is a game that begins with only two players.\n双人游戏指在游戏开始时只有两位牌手的游戏。"}, {"chapter": "1", "id": "100.1b", "content": "100.1b A multiplayer game is a game that begins with more than two players. See section 8, “Multiplayer Rules.”\n多人游戏指在游戏开始时有两位以上牌手的游戏。参见第8章,“多人游戏规则”。"}, {"chapter": "1", "id": "100.2.", "content": "100.2. To play, each player needs their own deck of traditional Magic cards, small items to represent any tokens and counters, and some way to clearly track life totals.\n每位牌手需要准备自己的万智牌套牌,能够当作衍生物和指示物的小件物品,以及能够用某种方法清楚记录总生命以进行游戏。"}, {"chapter": "1", "id": "100.2a", "content": "100.2a In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck has a minimum deck size of 60 cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule 201.3).\n在构组赛中(一种牌手比赛前各自组建自己套牌的游戏方式),一副套牌的套牌数量下限为60张。一副构组赛的套牌可以有任意数量的基本地,但英文名称相同的其他牌则不能超过四张。具有可互换名称的牌在套牌构组中视为具有相同的英文名称(参见规则201.3)。"}, {"chapter": "1", "id": "100.2b", "content": "100.2b In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck has a minimum deck size of 40 cards. A limited deck may contain as many duplicates of a card as are included with the product.\n在限制赛中(一种牌手获得特定数量未开封万智牌产品,如补充包,并只使用这些产品和基本地牌组建套牌的游戏方式),一副套牌的套牌数量下限为40张。限制赛套牌可以包含牌手从这些产品中所获得的任意数量的同名牌。"}, {"chapter": "1", "id": "100.2c", "content": "100.2c Commander decks are subject to additional deckbuilding restrictions and requirements. See rule 903, “Commander,” for details.\n指挥官套牌受额外的套牌构组限制和要求。更多细节参见规则903,“指挥官”。"}, {"chapter": "1", "id": "100.2d", "content": "100.2d Some formats and casual play variants allow players to use a supplementary deck of nontraditional Magic cards (see rule 108.2a). These supplementary decks have their own deck construction rules. See rule 717, “Attraction Cards;” rule 901, “Planechase;” and rule 904, “Archenemy.”\n一些赛制和休闲游戏玩法允许牌手使用一副包含非传统万智牌卡牌的附加套牌(参见规则108.2a)。这些附加套牌拥有自己的套牌构组规则。参见规则717,“景点牌”;规则901,“竞逐时空”;以及规则904,“魔王”。"}, {"chapter": "1", "id": "100.3.", "content": "100.3. Some cards require coins or traditional dice. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and specialized dice.\n一些牌需要硬币或传统骰子。一些休闲式玩法需要一些其他的物品,例如特别设计的卡牌、非传统万智牌卡牌以及特制骰子。"}, {"chapter": "1", "id": "100.4.", "content": "100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match. Sideboard rules and restrictions for some formats are modified by the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/rules-documents).\n每位牌手可以拥有备牌,它们是牌手可以在同一局比赛的各盘游戏之间调整其的套牌的附加卡牌。备牌的规则和限制可能因万智牌比赛规则(可以在WPN.Wizards.com/en/rules-documents找到)而有所不同。"}, {"chapter": "1", "id": "100.4a", "content": "100.4a In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.\n在构组赛中,备牌可以包含不超过十五张牌。套牌及备牌的整体受四张同名牌的限制(参见规则100.2a)。"}, {"chapter": "1", "id": "100.4b", "content": "100.4b In limited play involving individual players, all cards in a player’s card pool not included in their deck are in that player’s sideboard.\n在个人限制赛中,在牌手的牌池内但未使用的牌均作为其备牌。"}, {"chapter": "1", "id": "100.4c", "content": "100.4c In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team’s card pool but not in either player’s deck are in that team’s sideboard.\n在使用双头巨人多人玩法的限制赛中,在队伍的牌池内但未被使用的牌均作为该队的备牌。"}, {"chapter": "1", "id": "100.4d", "content": "100.4d In limited play involving other multiplayer team variants, each card in a team’s card pool but not in any player’s deck is assigned to the sideboard of one of those players. Each player has their own sideboard; cards may not be transferred between players.\n在使用其他多人队伍玩法的限制赛中,每张在队伍的牌池内但未包含在任何牌手套牌中的牌被分配给其中一位牌手作为备牌。每位牌手将拥有自己的备牌;这些卡牌不能在牌手之间传递。"}, {"chapter": "1", "id": "100.5.", "content": "100.5. If a deck must contain at least a certain number of cards, that number is referred to as a minimum deck size. There is no maximum deck size for non-Commander decks.\n如果一副套牌必须包含至少一定数量的牌,该数量称为套牌数量下限。非指挥官套牌没有最大张数的限制。"}, {"chapter": "1", "id": "100.6.", "content": "100.6. Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/rules-documents). These rules may limit the use of some cards, including barring all cards from some older sets.\n大部分的万智牌比赛(比赛规划部门决定牌手在哪些地方与其他牌手进行比赛以获得奖品)都有一些由万智牌比赛规则规定的附加规则(可以在WPN.Wizards.com/en/rules-documents找到)。这些规则可能限制使用某些牌,包括限制使用从某个旧系列开始的所有牌。"}, {"chapter": "1", "id": "100.6a", "content": "100.6a Tournaments usually consist of a series of matches. A two-player match usually involves playing until one player has won two games. A multiplayer match usually consists of only one game.\n比赛通常包含一系列的对局。双人对局通常进行直到其中一位牌手赢得两盘。多人对局通常都只进行一盘游戏。"}, {"chapter": "1", "id": "100.6b", "content": "100.6b Players can use the Magic Store & Event Locator at Locator.Wizards.com to find tournaments in their area.\n牌手可以使用在Locator.Wizards.com的万智牌店家和赛事定位器来寻找其所在地区的比赛。"}, {"chapter": "1", "id": "100.7.", "content": "100.7. Certain cards are intended for casual play and may have features and text that aren’t covered by these rules. These include Mystery Booster playtest cards, promotional cards and cards in “Un-sets” that were printed with a silver border, and cards in the Unfinity™ expansion that have an acorn symbol at the bottom of the card.\n一些卡牌用于休闲游戏,可能具有本文件中之规则未涵盖的特性及叙述。它们包括Mystery Booster测试牌、一些赠卡、“Un-系列”中以银色边框印刷的牌,以及Unfinity™系列中底部具有橡实标记的卡牌。"}, {"chapter": "1", "id": "101.", "content": "101. The Magic Golden Rules\n万智牌的最高原则"}, {"chapter": "1", "id": "101.1.", "content": "101.1. Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).\n每当某张牌的规则叙述直接抵触这些规则时,以牌上的叙述为优先。这张牌只能在此特殊状况下取代其所抵触的规则。唯一的例外是:牌手随时都可以认输一盘游戏。(参见规则104.3a)"}, {"chapter": "1", "id": "101.2.", "content": "101.2. When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.\n当某个规则或效应允许或指示作某事,而另一个效应叙述不能作某事,则以“不能”的效应为优先。\nExample: If one effect reads “You may play an additional land this turn” and another reads “You can’t play lands this turn,” the effect that precludes you from playing lands wins.\n例如:如果某效应为“你本回合可以额外使用一个地”,而另一个效应为“你本回合不能使用地”,则以使你不能使用地的效应为优先。"}, {"chapter": "1", "id": "101.2a", "content": "101.2a Adding abilities to objects and removing abilities from objects don’t fall under this rule. (See rule 113.10.)\n让某物件获得异能以及从物件上移除异能不适用此规则。(参见规则113.10。)"}, {"chapter": "1", "id": "101.3.", "content": "101.3. Any part of an instruction that’s impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn’t, there’s no effect.)\n若任何指示要求作出不可能的动作时,则省略该动作。(牌上通常会特别提出此情况的处置方法;如果没有的话,它便不产生效应。)"}, {"chapter": "1", "id": "101.4.", "content": "101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule.\n若多位牌手需要同时作决定和/或采取动作,则先由主动牌手(本回合的牌手)作出选择,然后再由下一位牌手作出选择(通常是坐在主动牌手的左侧的牌手),以此类推,所有非主动牌手按照顺序作出选择。然后这些动作同时生效。这个规则经常被称为“主动牌手先决定(APNAP)”规则。\nExample: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature they control. Then each of the nonactive players, in turn order, chooses a creature they control. Then all creatures chosen this way are sacrificed simultaneously.\n例如:某张牌为“每位牌手各牺牲一个生物。”首先,主动牌手先选择一个由其操控的生物,然后每一位非主动牌手选择一个由其操控的生物。然后,这些生物同时被牺牲。"}, {"chapter": "1", "id": "101.4a", "content": "101.4a If an effect has each player choose a card in a hidden zone, such as their hand or library, those cards may remain face down as they’re chosen. However, each player must clearly indicate which face-down card they are choosing.\n若某效应让每位牌手选择在隐藏区域的一张牌,例如其手牌或牌库,那些牌被选择后会保持牌面朝下。然而,每位牌手必须清楚地表明哪张牌面朝下的牌是其所选择的。"}, {"chapter": "1", "id": "101.4b", "content": "101.4b A player knows the choices made by the previous players when making their choice, except as specified in 101.4a.\n牌手在作选择之时,会先得知前一位牌手的选择,除了101.4a中的情况。"}, {"chapter": "1", "id": "101.4c", "content": "101.4c If a player would make more than one choice at the same time, the player makes the choices in the order specified. If no order is specified, the player chooses the order.\n若牌手要同时作多个选择,则其依照指定的顺序来作这些决定。若没有指定顺序,则该牌手可以依任意顺序来作选择。"}, {"chapter": "1", "id": "101.4d", "content": "101.4d If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.\n如果某位非主动牌手的选择导致主动牌手,或者另一位已经作出选择的非主动牌手,需要作出新的选择,则所有未完成的选择以“主动牌手先决定”规则重新开始。"}, {"chapter": "1", "id": "101.4e", "content": "101.4e If multiple players would make choices or take actions while starting the game, the starting player is considered the active player and each other player is considered a nonactive player.\n如果数位牌手将要于游戏开始时作出选择或执行动作,将先手牌手视为主动牌手,每位其他牌手均视为非主动牌手。"}, {"chapter": "1", "id": "102.", "content": "102. Players\n牌手"}, {"chapter": "1", "id": "102.1.", "content": "102.1. A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players.\n牌手是指进行游戏的人。主动牌手是轮到该回合的牌手。其他牌手便是非主动牌手。"}, {"chapter": "1", "id": "102.2.", "content": "102.2. In a two-player game, a player’s opponent is the other player.\n在双人游戏中,牌手的对手即是另外一位牌手。"}, {"chapter": "1", "id": "102.3.", "content": "102.3. In a multiplayer game between teams, a player’s teammates are the other players on their team, and the player’s opponents are all players not on their team.\n在队伍间的多人游戏中,牌手的队友指的是同一队伍中的其他牌手,而牌手的对手指所有不在其队伍的牌手。"}, {"chapter": "1", "id": "102.4.", "content": "102.4. A spell or ability may use the term “your team” as shorthand for “you and/or your teammates.” In a game that isn’t a multiplayer game between teams, “your team” means the same thing as “you.”\n一些咒语或异能可能会使用“你队伍”此用语,作为“你和/或你的队友”的简略说法。在一局游戏中,若该游戏并非队伍间的多人游戏,“你队伍”与“你”意义相同。"}, {"chapter": "1", "id": "103.", "content": "103. Starting the Game\n开始游戏"}, {"chapter": "1", "id": "103.1.", "content": "103.1. At the start of a game, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player. The game’s default turn order begins with the starting player and proceeds clockwise.\n在游戏开始时,牌手需决定谁先开始。在一局的第一盘游戏中(包括只有一盘游戏的对局),牌手可以使用任何双方都同意的方式来决定(如掷硬币、掷骰子等)。在一局包含多盘游戏时,输掉上一盘的牌手可以决定这盘的先后。若上一盘游戏为平手,由上一盘游戏决定先后的牌手来决定本盘游戏的先后。开始第一个回合的牌手是先手牌手。游戏的默认回合顺序从先手牌手开始,按照顺时针方向进行。"}, {"chapter": "1", "id": "103.1a", "content": "103.1a In a game using the shared team turns option, there is a starting team rather than a starting player.\n在使用队伍共享回合模式的游戏中,以先手队伍替代先手牌手。"}, {"chapter": "1", "id": "103.1b", "content": "103.1b In an Archenemy game, these methods aren’t used to determine who takes the first turn. Rather, the archenemy takes the first turn.\n在魔王游戏中,不使用这些方式决定先手牌手。魔王总是开始第一个回合。"}, {"chapter": "1", "id": "103.1c", "content": "103.1c One card (Power Play) states that its controller is the starting player. This effect applies after this determination has happened and supersedes these methods.\n一张牌(权力争斗)叙述其操控者为先手牌手。此效应在以上决定之后生效,并替代上述方法。"}, {"chapter": "1", "id": "103.2.", "content": "103.2. Some games require additional steps that are taken after the starting player has been determined. Perform the actions listed in 103.2a–e in order, as applicable.\n一些游戏需要在决定出先手牌手之后进行额外的步骤。依序执行103.2a-e中列出的所有适用的动作。"}, {"chapter": "1", "id": "103.2a", "content": "103.2a If any players are using sideboards (see rule 100.4) or cards being represented by substitute cards (see rule 713), those cards are set aside. After this happens, each player’s deck is considered their starting deck.\n如果任一牌手使用备牌(参见规则100.4)或有使用辅助牌表示的牌(参见规则713),这些牌将被放在一边。在此之后,每位牌手的套牌被认为是该牌手的起始套牌。"}, {"chapter": "1", "id": "103.2b", "content": "103.2b If any players wish to reveal a card with a companion ability that they own from outside the game, they may do so. A player may reveal no more than one card this way, and they may do so only if their deck fulfills the condition of that card’s companion ability. The revealed card remains outside the game. (See rule 702.139, “Companion.”)\n如果任一牌手想要展示一张由他所拥有、且在游戏外的具行侣异能的牌,该牌手可以如此作。牌手以此法展示的牌不能超过一张,且只能于其套牌满足该牌的行侣异能条件时如此作。所展示的牌仍然留在游戏外。(参见规则702.139,“行侣”。)"}, {"chapter": "1", "id": "103.2c", "content": "103.2c In a Commander game, each player puts their commander from their deck face up into the command zone. See rule 903.6.\n在指挥官游戏中,每位牌手将其套牌中的指挥官面朝上置于统帅区。参见规则903.6。"}, {"chapter": "1", "id": "103.2d", "content": "103.2d In a constructed game, each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. In a limited game, each player chooses up to three sticker sheets from among those in the sealed product they opened and reveals them. In either case, that player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed. (See rule 123, “Stickers.”)\n在构组赛中,每位使用贴纸卡的牌手展示其所有贴纸卡,并随机选择其中三张。在限制赛中,每位牌手从其打开的未开封产品中选择至多三张贴纸卡,并展示它们。在这两种情况下,牌手在游戏中都只能使用所选贴纸卡上的贴纸,且这些贴纸卡保持展示。(参见规则123,“贴纸”。)"}, {"chapter": "1", "id": "103.2e", "content": "103.2e In a Conspiracy Draft game, each player puts any number of conspiracy cards from their sideboard into the command zone. See rule 905.4.\n在诡局轮抽游戏中,每位牌手将他备牌中任意数量的诡局牌置于统帅区。参见规则905.4。"}, {"chapter": "1", "id": "103.3.", "content": "103.3. After the starting player has been determined and any additional steps performed, each player shuffles their deck so that the cards are in a random order. Each player may then shuffle or cut their opponents’ decks. The players’ decks become their libraries.\n在决定出先手牌手且所有额外步骤被执行后,每位牌手将自己的套牌洗牌,以令其套牌充分随机化。之后每位牌手可以将对手的套牌洗牌或者切牌。套牌便分别成为该牌手的牌库。"}, {"chapter": "1", "id": "103.3a", "content": "103.3a In a game using one or more supplementary decks of nontraditional cards (see rule 100.2d), each supplementary deck’s owner shuffles it so the cards are in a random order. Each player may then shuffle or cut their opponents’ supplementary decks.\n在使用一副或多副包含非传统万智牌卡牌的附加套牌的游戏中(参见规则100.2d),每位牌手将自己的附加套牌洗牌,以令其充分随机化。之后每位牌手可以将对手的附加套牌洗牌或者切牌。"}, {"chapter": "1", "id": "103.4.", "content": "103.4. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.\n每位牌手的起始总生命为20。有些玩法会有不同的起始总生命。"}, {"chapter": "1", "id": "103.4a", "content": "103.4a In a Two-Headed Giant game, each team’s starting life total is 30.\n在双头巨人游戏中,每个队伍的起始总生命为30。"}, {"chapter": "1", "id": "103.4b", "content": "103.4b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.\n在先锋游戏中,每位牌手的起始总生命为20,并受到该牌手之先锋牌的生命修正增加或减少。"}, {"chapter": "1", "id": "103.4c", "content": "103.4c In a Commander game, each player’s starting life total is 40.\n在指挥官游戏中,每位牌手的起始总生命为40。"}, {"chapter": "1", "id": "103.4d", "content": "103.4d In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30.\n在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。"}, {"chapter": "1", "id": "103.4e", "content": "103.4e In an Archenemy game, the archenemy’s starting life total is 40.\n在魔王游戏中,魔王的起始总生命为40。"}, {"chapter": "1", "id": "103.5.", "content": "103.5. Each player draws a number of cards equal to their starting hand size, which is normally seven. (Some effects can modify a player’s starting hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, the starting player declares whether they will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles the cards in their hand back into their library, draws a new hand of cards equal to their starting hand size, then puts a number of those cards equal to the number of times that player has taken a mulligan on the bottom of their library in any order. Once a player chooses not to take a mulligan, the remaining cards become that player’s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. A player can take mulligans until their opening hand would be zero cards, after which they may not take further mulligans.\n每位牌手各抓若干牌,其数量等同于各自的起手牌张数,通常为七。(某些效应会调整牌手的起手牌张数。)如果牌手对其起手牌不满意,便可以再调度。首先,由先手牌手宣告他是否要执行再调度。然后其他每位牌手按照回合顺序依次作此宣告。所有牌手均作出宣告之后,每位决定再调度的牌手同时执行再调度。牌手再调度的流程如下:该牌手将其手牌洗入其牌库,抓一副等同于起手牌张数的新手牌,然后再将其中若干牌以任意顺序置于其牌库底,其数量等同于该牌手已执行再调度的次数。一旦牌手决定不继续再调度之后,此时仍在该牌手手上的牌便成为该牌手的起手牌,且该牌手不得再选择再调度。然后重复此流程,直到没有牌手选择再调度为止。牌手可以不断再调度,直到最终起手牌数量为零张为止。"}, {"chapter": "1", "id": "103.5a", "content": "103.5a In a Vanguard game, each player’s starting hand size is seven plus or minus the hand modifier of their vanguard card.\n在先锋游戏中,每位牌手的起手牌数量为七张,并受到该牌手之先锋牌的手牌修正增加或减少。"}, {"chapter": "1", "id": "103.5b", "content": "103.5b If an effect allows a player to perform an action “any time [that player] could mulligan,” the player may perform that action at a time they would declare whether they will take a mulligan. This need not be in the first round of mulligans. Other players may have already made their mulligan declarations by the time the player has the option to perform this action. If the player performs the action, they then declare whether they will take a mulligan.\n如果一个效应允许牌手在“[该牌手]能够再调度时”作某个动作,该牌手可以在其宣告是否进行再调度时作该动作。这不需要在第一轮再调度时。其他牌手在该牌手选择是否作该动作时可能已经宣告过是否进行再调度。如果该牌手作该动作,其在此之后宣告是否进行再调度。"}, {"chapter": "1", "id": "103.5c", "content": "103.5c In a multiplayer game and in any Brawl game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.\n在多人游戏及任何一种争锋游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。"}, {"chapter": "1", "id": "103.5d", "content": "103.5d In a multiplayer game using the shared team turns option, first each player on the starting team declares whether that player will take a mulligan, then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. A player may take a mulligan even after a teammate has decided to keep their opening hand.\n在使用队伍共享回合模式的多人游戏中,首先由先手队伍中的每位牌手宣告其是否进行再调度,然后按照回合顺序,其他队伍中的每位牌手依次宣告。在作出决定时队友可以相互询问。然后所有再调度同时执行。一位牌手可以执行再调度,即使其队友已决定保留起手牌。"}, {"chapter": "1", "id": "103.6.", "content": "103.6. Some cards allow a player to take actions with them from their opening hand. Once the mulligan process (see rule 103.5) is complete, the starting player may take any such actions in any order. Then each other player in turn order may do the same.\n某些牌允许牌手从他的起手牌中作某些动作。一旦再调度流程(参见规则103.5)完成,先手牌手可以以任意顺序进行此类动作。之后其他牌手按照回合顺序可以同样依序如此作。"}, {"chapter": "1", "id": "103.6a", "content": "103.6a If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield.\n如果一张牌允许一位牌手以某张牌在战场上的形式开始游戏,该牌手进行此动作将此牌放入战场。"}, {"chapter": "1", "id": "103.6b", "content": "103.6b If a card allows a player to reveal it from their opening hand, the player taking this action does so. The card remains revealed until the first turn begins. Each card may be revealed this way only once.\n如果一张牌允许牌手从起手手牌中展示该牌,进行此动作牌手如此作。在第一个回合开始前该牌保持展示。每张牌只能以此方式展示一次。"}, {"chapter": "1", "id": "103.6c", "content": "103.6c In a multiplayer game using the shared team turns option, first each player on the starting team, in whatever order that team likes, may take such actions. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.\n在使用队伍共享回合模式的多人游戏中,首先由先手队伍中的每位牌手以任意顺序执行这些动作。在作出决定时队友可以相互询问。然后按照回合顺序,其他队伍中的每位牌手依次执行动作。"}, {"chapter": "1", "id": "103.7.", "content": "103.7. In a Planechase game, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it’s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. The face-up plane card becomes the starting plane. (See rule 901, “Planechase.”)\n在竞逐时空游戏中,先手牌手将其时空套牌的牌库顶牌移离套牌,并翻回正面。如果该牌是异象牌,该牌手将该牌置于其时空套牌的牌库底,然后重复此过程,直到一张时空牌翻回正面为止。该牌面朝上的时空牌便是起始时空。(参见规则901,“竞逐时空”)"}, {"chapter": "1", "id": "103.8.", "content": "103.8. The starting player takes their first turn.\n先手牌手开始其第一个回合。"}, {"chapter": "1", "id": "103.8a", "content": "103.8a In a two-player game, the player who plays first skips the draw step (see rule 504, “Draw Step”) of their first turn.\n在双人游戏中,先手牌手略过其第一个回合的抓牌步骤(参见规则504,“抓牌步骤”)。"}, {"chapter": "1", "id": "103.8b", "content": "103.8b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.\n在双头巨人游戏中,先手的队伍略过他们第一个回合的抓牌步骤。"}, {"chapter": "1", "id": "103.8c", "content": "103.8c In all other multiplayer games, no player skips the draw step of their first turn.\n在其他多人游戏中,没有牌手在其第一个回合略过抓牌步骤。"}, {"chapter": "1", "id": "104.", "content": "104. Ending the Game\n结束游戏"}, {"chapter": "1", "id": "104.1.", "content": "104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.\n当任何一位牌手赢、这盘游戏平手或游戏重新开始时,这盘游戏立刻结束。"}, {"chapter": "1", "id": "104.2.", "content": "104.2. There are several ways to win the game.\n赢得游戏的方式有很多种。"}, {"chapter": "1", "id": "104.2a", "content": "104.2a A player still in the game wins the game if that player’s opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game.\n若某牌手还在此盘游戏中,而其所有对手都已离开此盘游戏,则该牌手赢得这盘游戏。这立刻生效并覆盖所有阻止该牌手赢得游戏的效应。"}, {"chapter": "1", "id": "104.2b", "content": "104.2b An effect may state that a player wins the game.\n某个效应令一位牌手赢得此盘游戏。"}, {"chapter": "1", "id": "104.2c", "content": "104.2c In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.\n在队伍间的多人游戏中,若某队伍有至少一位牌手还在此盘游戏中,而其他队伍都已离开此盘游戏,则该队伍赢得这盘游戏。赢得游戏的队伍中每位成员均赢得此盘游戏,即使其中的某些牌手之前已经输掉此盘游戏。"}, {"chapter": "1", "id": "104.2d", "content": "104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)\n在皇帝游戏中,如果一位皇帝赢得游戏,其队伍便赢得游戏。(参见规则809.5)"}, {"chapter": "1", "id": "104.3.", "content": "104.3. There are several ways to lose the game.\n输掉游戏的方式有很多种。"}, {"chapter": "1", "id": "104.3a", "content": "104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.\n牌手可以在任何时候认输。认输的牌手会立刻离开游戏。该牌手输掉此盘游戏。"}, {"chapter": "1", "id": "104.3b", "content": "104.3b If a player’s life total is 0 or less, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)\n如果一位牌手的生命为0或是更少,在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "1", "id": "104.3c", "content": "104.3c If a player is required to draw more cards than are left in their library, they draw the remaining cards and then lose the game the next time a player would receive priority. (This is a state-based action. See rule 704.)\n如果一位牌手要抓的牌张数目比其牌库中的牌多,其抓所有剩余的牌,然后在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "1", "id": "104.3d", "content": "104.3d If a player has ten or more poison counters, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)\n如果一位牌手具有十个或更多中毒指示物,在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "1", "id": "104.3e", "content": "104.3e An effect may state that a player loses the game.\n某些效应可能叙述为某位牌手输掉游戏。"}, {"chapter": "1", "id": "104.3f", "content": "104.3f If a player would both win and lose the game simultaneously, that player loses the game.\n如果一位牌手同时赢及输,则该牌手输掉游戏。"}, {"chapter": "1", "id": "104.3g", "content": "104.3g In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.\n在队伍间的多人游戏中,若所有成员都输掉游戏,则该队伍输掉游戏。"}, {"chapter": "1", "id": "104.3h", "content": "104.3h In a multiplayer game using the limited range of influence option (see rule 801), an effect that states that a player wins the game instead causes all of that player’s opponents within the player’s range of influence to lose the game. This may not cause the game to end.\n在使用限制影响范围模式(参见规则801)的多人游戏中,宣告一位牌手赢得游戏的效应改为导致该牌手的所有在该牌手之影响范围中的对手输掉游戏。这可能不会导致游戏结束。"}, {"chapter": "1", "id": "104.3i", "content": "104.3i In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)\n在皇帝游戏中,如果一位皇帝输掉游戏,其队伍便输掉游戏。(参见规则809.5。)"}, {"chapter": "1", "id": "104.3j", "content": "104.3j In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.10.)\n在指挥官游戏中,在游戏中被同一个指挥官造成21点或更多战斗伤害的牌手输掉游戏。(此为状态动作。参见规则704。亦见规则903.10。)"}, {"chapter": "1", "id": "104.3k", "content": "104.3k In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6.\n在一场比赛中,牌手可能受到来自裁判的处罚从而输掉一盘游戏。参见规则100.6。"}, {"chapter": "1", "id": "104.4.", "content": "104.4. There are several ways for the game to be a draw.\n游戏平手的方式有很多种。"}, {"chapter": "1", "id": "104.4a", "content": "104.4a If all the players remaining in a game lose simultaneously, the game is a draw.\n若还在游戏中的所有牌手同时输掉游戏,则游戏平手。"}, {"chapter": "1", "id": "104.4b", "content": "104.4b If a game that’s not using the limited range of influence option (including a two-player game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.\n若一盘没有使用限制影响范围模式的游戏(包括双人游戏)中出现了强制动作组成的“循环”,重复一系列事件且无法停止,此盘游戏为平手。若循环中包含可选择的动作,便不会导致平手。"}, {"chapter": "1", "id": "104.4c", "content": "104.4c An effect may state that the game is a draw.\n某些效应可能叙述为游戏为平手。"}, {"chapter": "1", "id": "104.4d", "content": "104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.\n在队伍间的多人游戏中,如果所有依然在游戏中的队伍同时输掉游戏,该游戏为平手。"}, {"chapter": "1", "id": "104.4e", "content": "104.4e In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the game is a draw causes the game to be a draw for that spell or ability’s controller and all players within their range of influence. Only those players leave the game; the game continues for all other players.\n在使用限制影响范围模式的多人游戏中,由咒语或异能产生、叙述游戏为平手的效应导致该咒语或异能的操控者以及在该牌手影响范围内的每位牌手的游戏为平手。只有这些牌手离开游戏;其他牌手继续游戏。"}, {"chapter": "1", "id": "104.4f", "content": "104.4f In a multiplayer game using the limited range of influence option, if the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. Only those players leave the game; the game continues for all other players.\n在使用限制影响范围模式的多人游戏中,如果游戏中出现了强制动作组成的“循环”,重复一系列事件且无法停止,对于循环中包含的每个物件之操控者,以及在这些牌手影响范围内的每位牌手,游戏为平手。只有这些牌手离开游戏;其他牌手继续游戏。"}, {"chapter": "1", "id": "104.4g", "content": "104.4g In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team.\n在队伍间的多人游戏中,如果游戏对于某队伍中所有仍在游戏中的牌手为平手,则对于该队伍为平手。"}, {"chapter": "1", "id": "104.4h", "content": "104.4h In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.)\n在皇帝游戏中,如果游戏对皇帝为平手,游戏对其队伍便为平手。(参见规则809.5。)"}, {"chapter": "1", "id": "104.4i", "content": "104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.\n在比赛中,游戏中得所有牌手可以同意有意平手。参见规则100.6。"}, {"chapter": "1", "id": "104.5.", "content": "104.5. If a player loses the game, that player leaves the game. If the game is a draw for a player, that player leaves the game. The multiplayer rules handle what happens when a player leaves the game; see rule 800.4.\n如果牌手输掉游戏,该牌手离开该游戏。如果游戏对于某牌手为平手,该牌手离开该游戏。多人游戏规则规定当有牌手离开游戏时如何作;参见规则800.4。"}, {"chapter": "1", "id": "104.6.", "content": "104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 726, “Restarting the Game.”\n有一张牌(重获自由的卡恩)重新开始游戏。当游戏重新开始时依然在游戏中的所有牌手马上开始新的游戏。参见规则726,“重新开始游戏。”"}, {"chapter": "1", "id": "105.", "content": "105. Colors\n颜色"}, {"chapter": "1", "id": "105.1.", "content": "105.1. There are five colors in the Magic game: white, blue, black, red, and green.\n万智牌游戏中有五种颜色,分别是:白、蓝、黑、红、绿。"}, {"chapter": "1", "id": "105.2.", "content": "105.2. An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. An object’s color or colors may also be defined by a color indicator or a characteristic-defining ability. See rule 202.2.\n一个物件可以是五种颜色的其中一种或多种,它也可以是无色。一个物件的颜色为其法术力费用中法术符号的颜色,不考虑其边框的颜色。物件的颜色可能由其颜色标记或特征定义异能决定。参见规则202.2。"}, {"chapter": "1", "id": "105.2a", "content": "105.2a A monocolored object is exactly one of the five colors.\n一个单色物件只包含五种颜色中的一种。"}, {"chapter": "1", "id": "105.2b", "content": "105.2b A multicolored object is two or more of the five colors.\n一个多色物件包含五种颜色中的两种或以上。"}, {"chapter": "1", "id": "105.2c", "content": "105.2c A colorless object has no color.\n一个无色物件没有任何颜色。"}, {"chapter": "1", "id": "105.3.", "content": "105.3. Effects may change an object’s color or give a color to a colorless object. If an effect gives an object a new color, the new color replaces all previous colors the object had (unless the effect said the object became that color “in addition” to its other colors). Effects may also make a colored object become colorless.\n有些效应可能会改变物件的颜色,或赋予一个无色的物件颜色。如果一个效应赋予一个物件新的颜色,该新的颜色替代该物件之前所有的颜色(除非该效应的叙述为该物件“额外”成为某种颜色)。有些效应也可能让具有颜色的物件成为无色。"}, {"chapter": "1", "id": "105.4.", "content": "105.4. If a player is asked to choose a color, they must choose one of the five colors. “Multicolored” is not a color. Neither is “colorless.”\n如果一位牌手被要求选择一个颜色,其必须选择五种颜色中的一种。“多色”和“无色”均不是一种颜色。"}, {"chapter": "1", "id": "105.5.", "content": "105.5. If an effect refers to a color pair, it means exactly two of the five colors. There are ten color pairs: white and blue, white and black, blue and black, blue and red, black and red, black and green, red and green, red and white, green and white, and green and blue.\n如果一个效应提及“双色色组”,是指由五个颜色中的正好两个颜色的组合。共有十组双色色组:白蓝、白黑、蓝黑、蓝红、黑红、黑绿、红绿、红白、绿白、绿蓝。"}, {"chapter": "1", "id": "106.", "content": "106. Mana\n法术力"}, {"chapter": "1", "id": "106.1.", "content": "106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.\n法术力是游戏中的主要资源。一般当施放咒语和起动异能时,牌手用法术力支付费用。"}, {"chapter": "1", "id": "106.1a", "content": "106.1a There are five colors of mana: white, blue, black, red, and green.\n法术力的颜色有五种:白、蓝、黑、红、绿。"}, {"chapter": "1", "id": "106.1b", "content": "106.1b There are six types of mana: white, blue, black, red, green, and colorless.\n法术力有六种类别:白、蓝、黑、红、绿和无色。"}, {"chapter": "1", "id": "106.2.", "content": "106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).\n法术力由法术力符号表示(参见规则107.4)。法术力符号也用来表示法术力费用(参见规则202)。"}, {"chapter": "1", "id": "106.3.", "content": "106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren’t mana abilities. A spell or ability that produces mana instructs a player to add that mana. If mana is produced by a spell, the source of that mana is that spell. If mana is produced by an ability, the source of that mana is the source of that ability (see rule 113.7).\n法术力异能的效应产生法术力(参见规则605)。咒语所产生的效应也可能产生法术力,非法术力异能的异能所产生的效应同样可能产生法术力。产生法术力的咒语或异能指示牌手加该法术力。如果法术力是由咒语产生,则该法术力的来源是该咒语。如果法术力是由异能产生,则该法术力的来源是该异能的来源(参见规则113.7)。"}, {"chapter": "1", "id": "106.4.", "content": "106.4. When an effect instructs a player to add mana, that mana goes into a player’s mana pool. From there, it can be used to pay costs immediately, or it can stay in the player’s mana pool as unspent mana. Each player’s mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle™ card reference to no longer explicitly refer to the mana pool.\n当一个效应指示牌手加法术力时,该法术力进入牌手的法术力池中。它可以立即用于支付费用,或者作为未使用的法术力保留在该牌手的法术力池中。每位牌手的法术力池在每个步骤和阶段结束时清空,该牌手因此而失去此法术力。具有产生法术力之异能、或提及未使用的法术力之异能的牌张已在Oracle™牌张参考文献中获得勘误,不再明确提及法术力池。"}, {"chapter": "1", "id": "106.4a", "content": "106.4a If any mana remains in a player’s mana pool after mana is spent to pay a cost, that player announces what mana is still there.\n如果牌手在使用法术力支付一个费用之后,其法术力池中仍有法术力剩余,该牌手需要宣告有哪些法术力留在其中。"}, {"chapter": "1", "id": "106.4b", "content": "106.4b If a player passes priority (see rule 117) while there is mana in their mana pool, that player announces what mana is there.\n如果牌手在其法术力池中仍有法术力剩余时让过优先权(参见规则117),该牌手需要宣告有哪些法术力留在其中。"}, {"chapter": "1", "id": "106.5.", "content": "106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead.\n如果一个异能将产生一点或数点未定义类别的法术力,它将改为不会产生任何法术力。\nExample: Meteor Crater has the ability “{T}: Choose a color of a permanent you control. Add one mana of that color.” If you control no colored permanents, activating Meteor Crater’s mana ability produces no mana.\n例如:陨石坑具有异能“{T}:选择一个你所操控的永久物具有的颜色,加一点该色法术力。”如果你不操控有色的永久物,起动陨石坑的异能将不会产生任何法术力。"}, {"chapter": "1", "id": "106.6.", "content": "106.6. Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn’t affect the mana’s type.\n一些咒语或异能产生的法术力会有使用限制,或者对该法术力所支付的咒语或异能有附加效应,或者创造一个因该法术力被使用而触发的延迟触发式异能(参见规则603.7a)。这不会影响该法术力的类别。\nExample: A player’s mana pool contains {R}{G} which can be spent only to cast creature spells. That player activates Doubling Cube’s ability, which reads “{3}, {T}: Double the amount of each type of unspent mana you have.” The player’s mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything.\n例如:某牌手的法术力池中有{R}{G},该法术力只能用于支付施放生物咒语的费用。该牌手起动加倍方体的异能,其叙述为“{3},{T}:将你的每种类别之未使用的法术力加倍。”该牌手的法术力池将有{R}{R}{G}{G},其中{R}{G}可以用于支付任何费用。"}, {"chapter": "1", "id": "106.6a", "content": "106.6a Some replacement effects increase the amount of mana produced by a spell or ability. In these cases, any restrictions or additional effects created by the spell or ability will apply to all mana produced. If the spell or ability creates a delayed triggered ability that triggers when the mana is spent, a separate delayed triggered ability is created for each mana produced. If the spell or ability creates a continuous effect or replacement effect if the mana is spent, a separate effect is created once for each mana produced.\n一些替代性效应会增加咒语或异能产生的法术力。在这些情形下,这些咒语或异能创造的任何限制或额外效应会对产生的所有法术力生效。如果该咒语或异能创造了一个因该法术力被使用而触发的延迟触发式异能,每一点以此法产生的法术力都会创造一个独立的延迟触发式异能。如果该咒语或异能因该法术力被使用而创造了一个持续性效应或替代性效应,每一点以此法产生的法术力都会创造一个独立的效应。"}, {"chapter": "1", "id": "106.7.", "content": "106.7. Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.\n一些异能所产生法术力将基于另一个或数个永久物所能够产生的法术力。一个永久物能产生的法术力类别,为该永久物所具有的任意异能在此时结算所能产生的法术力类别,这将考虑任何对此生效的替代性效应以任何可能的顺序生效。忽略该异能可能或无法支付的费用。如果在这些情况下该永久物无法产生任何法术力,或以此法定义任何法术力类别,它将不会产生任何类别的法术力。\nExample: Exotic Orchard has the ability “{T}: Add one mana of any color that a land an opponent controls could produce.” If your opponent controls no lands, activating Exotic Orchard’s mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}.\n例如:异国果园具有异能“{T}:加一点法术力,其颜色为由对手操控的地能产生之任一颜色。”如果你的对手没有操控任何地,起动异国果园的法术力异能将不会产生任何法术力。你和你的对手均不操控任何异国果园以外的地的情况也将一样。然而,若你操控一个树林以及一个异国果园,且你的对手操控异国果园,则每个异国果园均可以产生{G}。"}, {"chapter": "1", "id": "106.8.", "content": "106.8. If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player’s mana pool. If a generic half is chosen, an amount of colorless mana represented by that half’s number is added to that player’s mana pool.\n如果一个效应将添加由混血符号所表示的法术力到一位牌手的法术力池中,该牌手选择该混血符号中的一半符号。如果所选择的半边具有颜色,则一点该颜色的法术力将添加到该牌手的法术力池中。如果所选择的半边为一般法术力,则添加等同于该数量的无色法术力到该牌手的法术力池中。"}, {"chapter": "1", "id": "106.9.", "content": "106.9. If an effect would add mana represented by a Phyrexian mana symbol to a player’s mana pool, one mana of the color of that symbol is added to that player’s mana pool.\n如果一个效应将添加由非瑞克西亚法术力符号所表示的法术力到一位牌手的法术力池中,则一点此符号所代表之颜色的法术力会加入到该牌手法术力池中。"}, {"chapter": "1", "id": "106.10.", "content": "106.10. If an effect would add mana represented by a generic mana symbol to a player’s mana pool, that much colorless mana is added to that player’s mana pool.\n如果一个效应将添加由一般法术力符号所表示的法术力到一位牌手的法术力池中,则等量的无色法术力会加入到该牌手法术力池中。"}, {"chapter": "1", "id": "106.11.", "content": "106.11. If an effect would add mana represented by one or more snow mana symbols to a player’s mana pool, that much colorless mana is added to that player’s mana pool.\n如果一个效应将添加由一个或数个雪境法术力符号所表示的法术力到一位牌手的法术力池中,则等量的无色法术力会加入到该牌手法术力池中。"}, {"chapter": "1", "id": "106.12.", "content": "106.12. To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”\n“横置[一个永久物]以产生法术力”意指起动该永久物的异能中,起动费用包含{T}符号的法术力异能。参见规则605,“法术力异能”。"}, {"chapter": "1", "id": "106.12a", "content": "106.12a An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.\n当永久物“横置以产生法术力”、或横置以产生特定类别之法术力而触发的异能,在此类法术力异能结算并产生法术力、或该类别的法术力时触发。"}, {"chapter": "1", "id": "106.12b", "content": "106.12b A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.\n当永久物“横置以产生法术力”、或横置以产生特定类别和/或数量之法术力时生效之替代性效应,在该异能结算并产生法术力、或该类别和/或数量的法术力时影响该产生法术力之事件。"}, {"chapter": "1", "id": "106.13.", "content": "106.13. One card (Drain Power) causes one player to lose unspent mana and another to add “the mana lost this way.” (Note that these may be the same player.) This empties the former player’s mana pool and causes the mana emptied this way to be put into the latter player’s mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.\n一张牌(吸收力量)会令某位牌手失去其未使用的法术力,并令另一位牌手加“以此法失去之法术力”。(注意两者可能是同一位牌手。)这个动作会首先清空第一位牌手的法术力池并将所有以此法被清空的法术力放入第二位牌手的法术力池中。产生这些法术力的永久物、咒语和/或者异能并未改变,并且如果有与这些法术力相关的任何限制或额外效应的话也不会改变。"}, {"chapter": "1", "id": "107.", "content": "107. Numbers and Symbols\n数字和符号"}, {"chapter": "1", "id": "107.1.", "content": "107.1. The only numbers the Magic game uses are integers.\n万智牌游戏中只使用整数。"}, {"chapter": "1", "id": "107.1a", "content": "107.1a You can’t choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down.\n你不能选择分数,或造成分数的伤害,获得分数的生命等。如果一个咒语或异能会产生出分数,该咒语或异能会告诉你小数点后该进位或舍去。"}, {"chapter": "1", "id": "107.1b", "content": "107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles, triples, or sets to a specific value a player’s life total or the power and/or toughness of a creature or creature card.\n万智牌游戏中大多数时候只使用正数和零。你不能选择负数,造成负数的伤害,获得负数生命等。然而在游戏中某些数值可以比零小,比如生物的力量。如果需要在计算或比较大小中使用负数,它将使用负数。在决定一个效应的效果时,如果计算得出的效果为负数,除非该效应将牌手的生命值、生物或生物牌的力量和/或防御力加倍、加两倍或设定为特定值,否则该效果改为用零代替。\nExample: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1.\n例如:如果一个3/4生物得-5/-0,它将成为-2/4的生物。它在战斗中不分配伤害。它的力量和防御力的总和为2。给它+3/+0才能将其力量加到1。\nExample: Viridian Joiner is a 1/2 creature with the ability “{T}: Add an amount of {G} equal to this creature’s power.” An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool.\n例如:暗碧族接合工为1/2的生物,它具有异能“{T}:加若干{G},其数量等同于此生物的力量。”一个效应令它-2/-0,然后起动其异能。该异能将不能产生任何法术力到你的法术力池中。\nExample: Chameleon Colossus is a 4/4 creature with the ability “{2}{G}{G}: This creature gets +X/+X until end of turn, where X is its power.” An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesn’t become -4/2.\n例如:善变巨像为4/4生物,它具有异能:“{2}{G}{G}:此生物得+X/+X直到回合结束,X为其力量。”一个效应令它-6/-0,然后起动其异能。它仍是一个-2/4生物。它不会成为-4/2。"}, {"chapter": "1", "id": "107.1c", "content": "107.1c If a rule or ability instructs a player to choose “any number,” that player may choose any positive number or zero.\n如果一个规则或者异能让一位牌手选择“任意数字”,该牌手可以选择任意正数或零。"}, {"chapter": "1", "id": "107.2.", "content": "107.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead.\n无论在效果或计算中需要使用一个不能被确定的数时,改为使用0。"}, {"chapter": "1", "id": "107.3.", "content": "107.3. Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X.\n很多物件使用字母X表示需要确定的数值。一些物件具有定义X值的异能;其余的需要其操控者选择X的数值。"}, {"chapter": "1", "id": "107.3a", "content": "107.3a If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or activation cost with an {X}, [-X], or X in it, and the value of X isn’t defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of casting the spell or activating the ability. (See rule 601, “Casting Spells.”) While a spell is on the stack, any X in its mana cost or in any alternative cost or additional cost it has equals the announced value. While an activated ability is on the stack, any X in its activation cost equals the announced value.\n如果一个咒语或起动式异能所具有的法术力费用、替代性费用、额外费用和/或起动费中带有{X}、[-X]或X,且X的值不被该咒语或异能的叙述所定义,则该咒语或异能的操控者作为施放该咒语或起动该异能的一部分选择并宣告X的数值。(参见规则601,“施放咒语”)。当咒语在堆叠中的时候,其法术力费用中的任何X、及其替代性费用或额外费用中的任何X等同于所宣告的数值。当起动式异能在堆叠中的时候,其起动费用中的任何X等同于所宣告的数值。"}, {"chapter": "1", "id": "107.3b", "content": "107.3b If a player is casting a spell that has an {X} in its mana cost, the value of X isn’t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn’t apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, “Casting Spells.”\n如果一位牌手施放法术力费用中带有{X}的咒语,该咒语的叙述未定义X值,且一个效应要求该牌手以不支付法术力费用的方式,或使用替代性费用中不包含X的方式施放该咒语,则X的唯一合法选择为0。此规则不适用于减少施放费用的效应,即使减少至零。参见规则601,“施放咒语”。"}, {"chapter": "1", "id": "107.3c", "content": "107.3c If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that’s the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn’t get to choose the value. Note that the value of X may change while that spell or ability is on the stack.\n如果一个咒语或起动式异能的费用和/或叙述中带有{X}、[-X]或X,且该咒语或异能的叙述定义X的数值,则该咒语或异能在堆叠上时X为此数值。该咒语或异能的操控者不能为该数值作出选择。该咒语或异能在堆叠上期间X的数值可能会有所改变。"}, {"chapter": "1", "id": "107.3d", "content": "107.3d If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action immediately before they pay that cost.\n如果一个特殊动作附带费用中带有{X}或X,例如延缓费用或变身费用,则执行此特殊动作的牌手在紧接着支付该费用之前,先选择X的数值。"}, {"chapter": "1", "id": "107.3e", "content": "107.3e If a spell or ability refers to the {X} or X in the mana cost, alternative cost, additional cost, or activation cost of another object, any X in that spell or ability’s text uses the value of X chosen or defined for the other object.\n如果一个咒语或异能提及另一个物件的法术力费用、替代性费用、额外费用、起动费用中的{X}或X,该咒语或异能叙述中的任何X的值使用该另一物件所选择或定义的X的值。"}, {"chapter": "1", "id": "107.3f", "content": "107.3f Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or activation cost. If the value of X isn’t defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as it’s put on the stack or as it resolves).\n某些时候咒语或异能的施放费用、替代性费用、额外费用或起动费中不带有X,而叙述中带有X。如果X的值没有被定义,该咒语或异能的操控者在适当的时候为其作出选择(在进入堆叠的时候或结算的时候)。"}, {"chapter": "1", "id": "107.3g", "content": "107.3g If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text.\n如果一张法术力费用中带有{X}的牌在堆叠以外的任何区域,即使X的值在其叙述中被定义,其{X}的值将被视同0。"}, {"chapter": "1", "id": "107.3h", "content": "107.3h If an effect instructs a player to pay an object’s mana cost that includes {X}, the value of X is treated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast.\n如果某效应指示牌手支付物件之包含{X}的法术力,X将被视同0,除非该物件是堆叠中的咒语。如果是后者的情况,X的值是于该咒语被施放时所选择或决定的值。"}, {"chapter": "1", "id": "107.3i", "content": "107.3i Normally, all instances of X on an object have the same value at any given time.\n通常而言,物件上所有X的数值在任何时间均相等。"}, {"chapter": "1", "id": "107.3j", "content": "107.3j If an object gains an ability, the value of X within that ability is the value defined by that ability, or 0 if that ability doesn’t define a value of X. This is an exception to rule 107.3i. This may occur with ability-adding effects, text-changing effects, or copy effects.\n如果一个物件获得一个异能,在该异能中的X的数值是由该异能定义的数值。若该异能没有定义X的数值,其数值为0。这是对规则107.3i的例外情形。这可能会适用于添加异能的效应、改变叙述的效应或复制效应。"}, {"chapter": "1", "id": "107.3k", "content": "107.3k If an object’s activated ability has an {X}, [-X], or X in its activation cost, the value of X for that ability is independent of any other values of X chosen for that object or for other instances of abilities of that object. This is an exception to rule 107.3i.\n如果一个物件之起动式异能的起动费用中带有{X}、[-X]或X,该异能的中X的数值与为该物件或为该物件上的其他异能实例已选择的任何其他X的数值并无关联。这是对规则107.3i的例外情形。"}, {"chapter": "1", "id": "107.3m", "content": "107.3m If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.\n如果一个物件的进战场触发式异能或替代性效应提及X,且成为该物件的咒语于结算时为其任一费用选择了X的值,则该异能上X的值与该咒语上X的值相同,尽管对于该永久物而言X的值为0。这是对规则107.3i的例外情形。"}, {"chapter": "1", "id": "107.3n", "content": "107.3n If a delayed triggered ability created by a resolving spell or ability refers to X, X is not defined in the text of that triggered ability, and the spell or ability that created it had a value of X chosen for any of its costs, the value of X for the triggered ability is the same as the value of X for the spell of ability that created it.\n如果一个正在结算的咒语或异能创造的延迟触发式异能提及X,且X并未在该触发式异能的叙述中定义,但曾为创造该延迟触发式异能之咒语或异能的任一费用选择了X的值,则该触发式异能上X的值与创造该异能的咒语或异能上X的值相同。"}, {"chapter": "1", "id": "107.3p", "content": "107.3p Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.\n一些物件上除了会使用字母X以外还会额外使用字母Y。Y遵循于X相同的规则。"}, {"chapter": "1", "id": "107.4.", "content": "107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, {2/G}, {C/W}, {C/U}, {C/B}, {C/R}, and {C/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; the hybrid Phyrexian symbols {W/U/P}, {W/B/P}, {U/B/P}, {U/R/P}, {B/R/P}, {B/G/P}, {R/G/P}, {R/W/P}, {G/W/P}, and {G/U/P}; and the snow mana symbol {S}.\n法术力符号包括{W}、{U}、{B}、{R}、{G}和{C};数字符号{0}、{1}、{2}、{3}、{4},依此类推;可变数值符号{X};混血符号{W/U}、{W/B}、{U/B}、{U/R}、{B/R}、{B/G}、{R/G}、{R/W}、{G/W}和{G/U};单色混血符号{2/W}、{2/U}、{2/B}、{2/R}、{2/G}、{C/W}、{C/U}、{C/B}、{C/R}和{C/G};非瑞克西亚法术力符号{W/P}、{U/P}、{B/P}、{R/P}和{G/P};混血非瑞克西亚法术力{W/U/P}、{W/B/P}、{U/B/P}、{U/R/P}、{B/R/P}、{B/G/P}、{R/G/P}、{R/W/P}、{G/W/P}和{G/U/P};以及雪境法术力符号{S}。"}, {"chapter": "1", "id": "107.4a", "content": "107.4a There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, “Mana Cost and Color.”\n主要的有色法术力符号有五种:{W}为白色、{U}为蓝色、{B}为黑色、{R}为红色以及{G}为绿色。这些符号代表有色法术力,同时也代表费用中的有色法术力。费用中的有色法术力必须用相对应颜色的法术力来支付。参见规则202,“法术力费用和颜色”。"}, {"chapter": "1", "id": "107.4b", "content": "107.4b Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3.\n数字符号(例如{1})和可变数值符号(例如{X})代表费用中的一般法术力。一般法术力可以用任意类型的法术力来支付。关于{X}的更多信息,参见规则107.3。"}, {"chapter": "1", "id": "107.4c", "content": "107.4c The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid only with one colorless mana.\n无色法术力符号{C}用来表示一点无色法术力,也用来表示只能使用一点无色法术力支付的费用。"}, {"chapter": "1", "id": "107.4d", "content": "107.4d The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule 118.5.)\n符号{0}表示零点法术力,也表示无须任何资源便可支付的费用。(参见规则118.5。)"}, {"chapter": "1", "id": "107.4e", "content": "107.4e A hybrid mana symbol is also a colored mana symbol, even if one of its components is colorless. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors.\n混血法术力符号同样也是有色法术力符号,即使其中一边是无色。每个混血符号由两边组成,代表可以用两者之一来支付的费用。如一个{W/U}的混血符号可用白色法术力或是蓝色法术力来支付,而单色混血符号如{2/B}可以用一点黑色法术力或者两点任意法术力来支付。混血符号的颜色为其各部分包含的所有颜色。\nExample: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.\n例如:{G/W}{G/W}可以使用{G}{G}、{G}{W}或{W}{W}来支付。"}, {"chapter": "1", "id": "107.4f", "content": "107.4f Phyrexian mana symbols are colored mana symbols: {W/P} is white, {U/P} is blue, {B/P} is black, {R/P} is red, and {G/P} is green. A Phyrexian mana symbol represents a cost that can be paid either with one mana of its color or by paying 2 life. There are also ten hybrid Phyrexian mana symbols. A hybrid Phyrexian mana symbol represents a cost that can be paid with one mana of either of its component colors or by paying 2 life. A hybrid Phyrexian mana symbol is both of its component colors.\n非瑞克西亚法术力符号是有色法术力符号:{W/P}是白色,{U/P}是蓝色,{B/P}是黑色,{R/P}是红色,{G/P}是绿色。一个非瑞克西亚法术力符号代表一个费用,可以用一点该色法术力或者2点生命来支付。还有十个混血非瑞克西亚法术力符号;一个混血非瑞克西亚法术力符号代表一个费用,可以用一点组成该符号颜色的法术力或者2点生命来支付。混血非瑞克西亚法术力符号的颜色为其各部分包含的所有颜色。\nExample: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.\n例如:{W/P}{W/P}可以使用{W}{W}、{W}和2点生命、或者4点生命来支付。"}, {"chapter": "1", "id": "107.4g", "content": "107.4g In rules text, the Phyrexian symbol {H} with no colored background means any of the fifteen Phyrexian mana symbols.\n在规则叙述中,无色背景的非瑞克西亚符号{H}指十五种非瑞克西亚法术力符号中任意一种。"}, {"chapter": "1", "id": "107.4h", "content": "107.4h When used in a cost, the snow mana symbol {S} represents a cost that can be paid with one mana of any type produced by a snow source (see rule 106.3). Effects that reduce the amount of generic mana you pay don’t affect {S} costs. The {S} symbol can also be used to refer to mana of any type produced by a snow source spent to pay a cost. Snow is neither a color nor a type of mana.\n当雪境法术力符号{S}在费用中被使用时,其代表的是可以由雪境来源(参见规则106.3)所产生的一点任意类别的法术力来支付的费用。减少一般法术力费用的效应不会影响{S}的费用。{S}符号也可以用于提及由雪境来源产生并用于支付费用的任意类别的法术力。雪境既不是一种颜色,也不是一种法术力类别。"}, {"chapter": "1", "id": "107.5.", "content": "107.5. The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.\n{T}为横置符号。在起动费用中出现的横置符号表示“横置此永久物”。已横置的永久物无法用来横置以支付费用。如果生物的起动式异能的起动费用中包含横置符号,则除非其操控者在其最近的一个回合开始时便一直操控它,否则不能起动此异能。参见规则302.6。"}, {"chapter": "1", "id": "107.6.", "content": "107.6. The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.\n{Q}为重置符号。在起动费用中出现的重置符号表示“重置此永久物”。已重置的永久物无法用来重置以支付费用。如果生物的起动式异能的起动费用中包含重置符号,则除非其操控者在其最近的一个回合开始时便一直操控它,否则不能起动此异能。参见规则302.6。"}, {"chapter": "1", "id": "107.7.", "content": "107.7. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don’t point in either direction and feature a 0. [+N] means “Put N loyalty counters on this permanent,” [-N] means “Remove N loyalty counters from this permanent,” and [0] means “Put zero loyalty counters on this permanent.” Loyalty symbols may also appear in abilities that modify loyalty costs.\n鹏洛客的每个起动式异能的费用中有用箭头表示的忠诚符号。正忠诚符号由向上的箭头以及加号和其后面的数字或X表示。负向忠诚符号由向下的箭头以及减号和其后面的数字或X表示。[+N]表示“在此永久物上放置N个忠诚指示物”,[-N]表示“在此永久物上移去N个忠诚指示物”,而[0]表示“在此永久物上放置零个忠诚指示物”。忠诚符号也可能会出现在影响忠诚费用的异能上。"}, {"chapter": "1", "id": "107.8.", "content": "107.8. The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].” See rule 711, “Leveler Cards.”\n升级牌的文字栏中包含2个等级符号,均是表示静止式异能的关键字异能。等级符号可能包括了某范围的数字,此处表示为“N1-N2”;或是单一数字后面带着加号,此处表示为“N3+”。任何与等级符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而印在同一区块文字栏的力量/防御力方格,此处表示为“P/T”,也是同法看待。参见规则711,“升级牌”。"}, {"chapter": "1", "id": "107.8a", "content": "107.8a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”\n“{等级N1-N2}[异能][P/T]”意指“只要此生物上面至少有N1个等级指示物,且等级指示物数量又不多于N2,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”"}, {"chapter": "1", "id": "107.8b", "content": "107.8b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”\n“{等级N3+}[异能][P/T]”意指“只要此生物上面有N3或更多个等级指示物,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”"}, {"chapter": "1", "id": "107.9.", "content": "107.9. A tombstone icon appears to the left of the name of many Odyssey™ block cards with abilities that are relevant in a player’s graveyard. The purpose of the icon is to make those cards stand out when they’re in a graveyard. This icon has no effect on game play.\n在一些关系到坟墓场的奥德赛™环境牌上面,其名称左方会有墓碑符号。此符号的目的仅是让这些牌在坟墓场中更加醒目,与游戏进行并无关联。"}, {"chapter": "1", "id": "107.10.", "content": "107.10. A type icon appears in the upper left corner of each card from the Future Sight™ set printed with an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that’s indicated by a black and white cross. This icon has no effect on game play.\n在每张预知将来™版本的有特别“时间转移”牌框的牌上面,其牌左上角会有类别符号。如果此牌具有单一的牌张类别,则符号为:爪痕表示生物、火焰表示法术、闪电表示瞬间、升日表示结界、圣杯表示神器、群山表示地。如果它有多种类别,则用黑白十字表示。此符号与游戏进行并无关联。"}, {"chapter": "1", "id": "107.11.", "content": "107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. It has five tines at the top and tapers to a point at the bottom. See rule 901, “Planechase.”\n鹏洛客符号是{PW}。它出现在时空骰的一面上,用于竞逐时空休闲玩法。它的顶部有五个尖齿,底部逐渐变细。参见规则901,“竞逐时空”。"}, {"chapter": "1", "id": "107.12.", "content": "107.12. The chaos symbol is {CHAOS}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. It looks like a swirling vortex. See rule 901, “Planechase.”\n混沌符号是{CHAOS}。它出现在时空骰的一面上,以及与掷时空骰相关的异能中,用于竞逐时空休闲玩法。它看起来像是旋转的漩涡。参见规则901,“竞逐时空”。"}, {"chapter": "1", "id": "107.13.", "content": "107.13. A color indicator is a circular symbol that appears to the left of the type line on some cards. The color of the symbol defines the card’s color or colors. See rule 202, “Mana Cost and Color.”\n颜色标志是出现在一些牌类别栏的左侧圆形符号。该符号的颜色定义了该牌的颜色。参见规则202,“法术力费用和颜色”。"}, {"chapter": "1", "id": "107.14.", "content": "107.14. The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves.\n能量符号是{E}。它代表一个能量指示物。要支付{E},牌手从其自身移除一个能量指示物。"}, {"chapter": "1", "id": "107.15.", "content": "107.15. The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as “rN”. The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule 714, “Saga Cards.”\n传纪牌的文字栏中包含章节符号,每个符号均是代表一个触发式异能的关键字异能。章节符号包含一个罗马数字,此处以“rN”表示。印刷在章节符号右侧的文字栏分段中的叙述是该符号所代表的触发式异能之效应。参见规则714,“传纪牌”。"}, {"chapter": "1", "id": "107.15a", "content": "107.15a “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”\n“{rN}~[效应]”意指“每当一个或数个学问指示物放置在此传纪上时,若其上的学问指示物的数量先前小于N且成为至少N,[效应]。”"}, {"chapter": "1", "id": "107.15b", "content": "107.15b “{rN1}, {rN2}—[Effect]” is the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”\n“{rN1},{rN2}~[效应]”等同于“{rN1}~[效应]”和“{rN2}~[效应]”。"}, {"chapter": "1", "id": "107.16.", "content": "107.16. The text box of a Class card contains class level bars, each of which is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability. See rule 716, “Class Cards.”\n职业牌的文字栏包含职业等级条,每个职业等级条都是一个关键字异能,代表一个起动式异能和一个静止异能。职业等级条包含其起动式异能的起动费用和等级数字。任何与该职业等级条印刷在同一文字栏分段中的异能均是其静止式异能的一部分。参见规则716,“职业牌”。"}, {"chapter": "1", "id": "107.16a", "content": "107.16a “[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”\n“[费用]:等级N~[异能]”意指“[费用]:此职业的等级成为N。只能于此职业的等级是N-1时、且只能于法术时机起动。”及“只要此职业是等级N或更高,它便具有[异能]”。"}, {"chapter": "1", "id": "107.17.", "content": "107.17. The ticket symbol is {TK}. It represents one ticket counter.\n门票符号是{TK}。它代表一个门票指示物。"}, {"chapter": "1", "id": "107.17a", "content": "107.17a A ticket symbol with a number inside it represents a ticket cost. To pay that cost, a player removes that many ticket counters from themselves.\n内部有数字的门票符号代表门票费用。要支付门票费用,牌手从其自身移除该数量的门票指示物。"}, {"chapter": "1", "id": "107.18.", "content": "107.18. The pawprint symbol is {P}. This symbol is used to indicate the modes on some modal spells, and does not represent a cost, mana, counters, or any type of persistent resource. See rule 700.2i.\n爪印符号是{P}。此符号用于表示某些具有模式的咒语之模式,并不代表费用、法术力、指示物或是任何持续性资源。参见规则700.2i。"}, {"chapter": "1", "id": "108.", "content": "108. Cards\n牌"}, {"chapter": "1", "id": "108.1.", "content": "108.1. Use the Oracle card reference when determining a card’s wording. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com.\n牌的叙述皆以Oracle™牌张参考文献的牌张叙述为准。牌的Oracle™牌张参考文献叙述可以在Gatherer数据库中找到:Gatherer.Wizards.com"}, {"chapter": "1", "id": "108.2.", "content": "108.2. When a rule or text on a card refers to a “card,” it means only a Magic card or an object represented by a Magic card.\n当规则或牌的叙述中提到“牌”,它只表示万智牌或由万智牌代表的物件。"}, {"chapter": "1", "id": "108.2a", "content": "108.2a Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Traditional Magic cards are included in players’ decks. Certain formats also use nontraditional Magic cards. Nontraditional Magic cards are not included in players’ decks. They may be used in supplementary decks. Additionally, they may be oversized, have different card backs, or both.\n大多数万智牌游戏只使用传统的万智牌,大约2.5英寸(6.3厘米)宽3.5英寸(8.8厘米)长。传统万智牌可以包含在牌手的套牌中。一些玩法还使用非传统万智牌。非传统万智牌不能包含在牌手的套牌中;它们可以在附加套牌中使用。此外,它们可能尺寸较大、或牌背不同,或两者皆有之。"}, {"chapter": "1", "id": "108.2b", "content": "108.2b Tokens aren’t considered cards—even a card-sized game supplement that represents a token isn’t considered a card for rules purposes.\n衍生物并不是牌—就算使用与牌同样大小的游戏辅助用具来代表衍生物,它在规则上也不被当作牌。"}, {"chapter": "1", "id": "108.3.", "content": "108.3. The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player’s deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)\n牌的拥有者是指于游戏开始时,套牌中包含该牌的牌手。如果一张牌于游戏开始时并未在牌手的套牌中,而是从游戏外被带进游戏,其拥有者为将该牌带进游戏的牌手。如果一张牌于游戏开始时在统帅区,其拥有者为于游戏开始时将其放进统帅区的牌手。除了用于赌注的规则,牌的合法拥有关系和游戏规则无关。(参见规则407。)"}, {"chapter": "1", "id": "108.3a", "content": "108.3a In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6.\n在使用单一时空套牌模式的竞逐时空游戏中,时空操控者视为时空套牌中所有牌的拥有者。参见规则901.6。"}, {"chapter": "1", "id": "108.3b", "content": "108.3b Some spells and abilities allow a player to take cards they own from outside the game and bring them into the game. (See rule 400.11b.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule 108.3. If a card outside that game is in the sideboard of a Magic game (see rule 100.4), its owner is considered to be the player who started the game with it in their sideboard. In all other cases, the owner of a card outside the game is its legal owner.\n一些咒语和异能会允许牌手将其拥有的牌从游戏外放入游戏中。(参见规则400.11b。)如果一张游戏外的牌加入到万智牌游戏中,其拥有者由规则108.3中的叙述决定。如果一张游戏外的牌是在一盘万智牌游戏的备牌中(参见规则100.4),其拥有者为游戏开始时在备牌中包含该牌的牌手。所有其他情况下,该游戏外的牌之拥有者既为其合法拥有者。"}, {"chapter": "1", "id": "108.4.", "content": "108.4. A card doesn’t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules 110.2 and 112.2.\n只有代表永久物或咒语的牌才有操控者;这些情况下,该牌的操控者由永久物或咒语的规则决定。参见规则110.2和112.2。"}, {"chapter": "1", "id": "108.4a", "content": "108.4a If anything asks for the controller of a card that doesn’t have one (because it’s not a permanent or spell), use its owner instead.\n如果任何时候需要知道一张没有操控者的牌的操控者(因为它不是永久物或咒语),则改为使用其拥有者。"}, {"chapter": "1", "id": "108.5.", "content": "108.5. Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card other than a dungeon card (see rule 309, “Dungeons”) into the game from outside the game, it doesn’t; that card remains outside the game.\n非传统万智牌纸牌不会在统帅区以外的区域开始游戏(参见规则408)。如果一个效应将游戏外的非传统万智牌(地城牌除外;参见规则309)带进游戏,它将不会如此作;该牌保留在游戏外。"}, {"chapter": "1", "id": "108.6.", "content": "108.6. For more information about cards, see section 2, “Parts of a Card.”\n更多和牌有关的信息,参见第2章,“牌的各部分”。"}, {"chapter": "1", "id": "109.", "content": "109. Objects\n物件"}, {"chapter": "1", "id": "109.1.", "content": "109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.\n物件包括堆叠中的异能、牌、牌的复制品、衍生物、咒语、永久物或徽记。"}, {"chapter": "1", "id": "109.2.", "content": "109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t refer to a specific zone or include the word “card,” “spell,” “source,” or “scheme,” it means a permanent of that card type or subtype on the battlefield.\n如果咒语或异能使用类别或副类别描述物件,且并未提及某特定区域或未使用“牌”、“咒语”、“来源”或“邪计”,它表示战场上该类别或副类别的永久物。"}, {"chapter": "1", "id": "109.2a", "content": "109.2a If a spell or ability uses a description of an object that includes the word “card” and the name of a zone, it means a card matching that description in the stated zone.\n如果咒语或异能使用“牌”一词描述物件,以及某区域的名称,它表示该区域中符合该描述的牌。"}, {"chapter": "1", "id": "109.2b", "content": "109.2b If a spell or ability uses a description of an object that includes the word “spell,” it means a spell matching that description on the stack.\n如果咒语或异能使用“咒语”一词描述物件,它表示在堆叠上符合该描述的咒语。"}, {"chapter": "1", "id": "109.2c", "content": "109.2c If a spell or ability uses a description of an object that includes the word “source,” it means a source matching that description—a source of an ability, of damage, or of mana—in any zone. See rules 113.7 and 609.7.\n如果咒语或异能使用“来源”一词描述物件,它表示任何区域中符合该描述的来源——包括异能、伤害、或法术力的来源。参见规则113.7和609.7。"}, {"chapter": "1", "id": "109.2d", "content": "109.2d If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone on which that ability is printed.\n如果邪计牌的异能包含叙述“此邪计”,它表示统帅区中印有该异能的邪计牌。"}, {"chapter": "1", "id": "109.3.", "content": "109.3. An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, defense, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on.\n物件的特征包括名称、法术力费用、颜色、颜色标志、牌张类别、副类别、超类别、规则叙述、异能、力量、防御力、忠诚、布防、手牌修正和生命修正。物件可以拥有一些甚至全部这些特征。所有关于物件的其他信息均不是特征。例如,特征不包括永久物是否横置、咒语的目标、物件的拥有者或操控者、灵气所结附的对象等。"}, {"chapter": "1", "id": "109.4.", "content": "109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren’t controlled by any player. See rule 108.4. There are six exceptions to this rule:\n只有在堆叠中或战场上的物件才有操控者。不在堆叠或战场上的物件不受任何牌手操控。参见规则108.4。此规则有六条特例:"}, {"chapter": "1", "id": "109.4a", "content": "109.4a The controller of a mana ability is determined as though it were on the stack. See rule 605, “Mana Abilities.”\n法术力异能的操控者以视同其在堆叠上的方法来决定。参见规则605,“法术力异能”。"}, {"chapter": "1", "id": "109.4b", "content": "109.4b A triggered ability that has triggered but is waiting to be placed on the stack is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f. See also rule 603, “Handling Triggered Abilities.”\n一个已触发、但尚在等待被放进堆叠的触发式异能的操控者为其触发时的来源之操控者,除非该异能是延迟触发式异能。要确定延迟触发式异能的操控者,参见规则603.7d-f。亦见规则603,“处理触发式异能”。"}, {"chapter": "1", "id": "109.4c", "content": "109.4c An emblem is controlled by the player who puts it into the command zone. See rule 114, “Emblems.”\n徽记的操控者为将它放进统帅区的牌手。参见规则114,“徽记”。"}, {"chapter": "1", "id": "109.4d", "content": "109.4d In a Planechase game, a face-up plane or phenomenon card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.\n在竞逐时空游戏中,面朝上的时空牌或异象牌由指定为时空操控者的牌手操控。通常这位牌手是主动牌手。参见规则901.6。"}, {"chapter": "1", "id": "109.4e", "content": "109.4e In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.\n在先锋游戏中,每张先锋牌由其拥有者操控。参见规则902.6。"}, {"chapter": "1", "id": "109.4f", "content": "109.4f In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.\n在魔王游戏中,每张邪计牌由其拥有者操控。参见规则904.7。"}, {"chapter": "1", "id": "109.4g", "content": "109.4g In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.\n在诡局轮抽游戏中,每张诡局牌由其拥有者来操控。参见规则905.5。"}, {"chapter": "1", "id": "109.5.", "content": "109.5. The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it’s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\n物件上的“你”和“你的”意指该物件的操控者、它即将的操控者(如果牌手正试图施放或起动它)或其拥有者(如果它没有操控者)。静止式异能的操控者为其所在物件的当前操控者。起动式异能的操控者为起动该异能的牌手。触发式异能的操控者为触发该异能时该物件的操控者,除非该异能为延迟触发异能。延迟触发异能的操控者,请参见603.7d-f。"}, {"chapter": "1", "id": "110.", "content": "110. Permanents\n永久物"}, {"chapter": "1", "id": "110.1.", "content": "110.1. A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it’s moved to another zone by an effect or rule.\n永久物指战场上的牌或衍生物。永久物会无期限的留在战场。牌或衍生物于进战场时成为永久物,且于某些效应或规则将其移到其他区域时不再是永久物。"}, {"chapter": "1", "id": "110.2.", "content": "110.2. A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token; see rule 111.2). A permanent’s controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.\n永久物的拥有者为代表该永久物的牌的拥有者(除非它是衍生物;参见规则111.2)。永久物的默认操控者是操控该永久物进战场的牌手。每个永久物都有操控者。"}, {"chapter": "1", "id": "110.2a", "content": "110.2a If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that player’s control unless the effect states otherwise.\n如果一个效应指示牌手将一个物件放进战场,除非该效应另有指示,否则此物件在该牌手的操控下进战场。"}, {"chapter": "1", "id": "110.2b", "content": "110.2b If an effect causes a player to gain control of another player’s permanent spell, the first player controls the permanent that spell becomes, but the permanent’s controller by default is the player who put that spell onto the stack. (This distinction is relevant in multiplayer games; see rule 800.4c.)\n如果一个效应使牌手获得另一位牌手之永久物咒语的操控权,前者牌手操控该咒语所成为的永久物,但该永久物的默认操控者是将该咒语放进堆叠的牌手。(这个区别在多人游戏中会起作用;参见规则800.4c。)"}, {"chapter": "1", "id": "110.3.", "content": "110.3. A nontoken permanent’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”\n非衍生物永久物的特征为印在其牌面上的特征,并由任何持续性效应所修改。参见规则613,“持续性效应的互动”。"}, {"chapter": "1", "id": "110.4.", "content": "110.4. There are six permanent types: artifact, battle, creature, enchantment, land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some kindred cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.”\n永久物的类别有六种:神器、战役、生物、结界、地和鹏洛客。瞬间和法术牌不能进入战场,所以它们不能成为永久物。一些亲缘牌可以进入战场,另一些则不能,取决于它们的其他牌张类别。参见第3章,“牌张类别”。"}, {"chapter": "1", "id": "110.4a", "content": "110.4a The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically, it means an artifact, battle, creature, enchantment, land, or planeswalker card.\n“永久物牌”意指能被放进战场的牌。具体指神器、战役、生物、结界、地或鹏洛客牌。"}, {"chapter": "1", "id": "110.4b", "content": "110.4b The term “permanent spell” is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically, it means an artifact, battle, creature, enchantment, or planeswalker spell.\n“永久物咒语”意指作为结算的一部分将以永久物进入战场的咒语。具体指神器、战役、生物、结界或鹏洛客咒语。"}, {"chapter": "1", "id": "110.4c", "content": "110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent.\n如果一个永久物因为某些原因失去其所有永久物类别,它将依然留在战场上。它依然是永久物。"}, {"chapter": "1", "id": "110.5.", "content": "110.5. A permanent’s status is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories.\n永久物的状态是它的物理状况。状态包括四类,每一类都有两种可能的情况:横置/未横置、倒转/未倒转、牌面朝下/牌面朝上以及跃回/跃离。每个永久物的每类状态总会属于这些情况之一。"}, {"chapter": "1", "id": "110.5a", "content": "110.5a Status is not a characteristic, though it may affect a permanent’s characteristics.\n状态不是特征,但它有可能影响一个永久物的特征。"}, {"chapter": "1", "id": "110.5b", "content": "110.5b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.\n除非有咒语或异能特别说明,否则永久物进战场时皆为未横置、未倒转、牌面朝上且跃回。"}, {"chapter": "1", "id": "110.5c", "content": "110.5c A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it.\n永久物会一直维持其状态,直到一个咒语、异能或回合动作将之改变,即使该状态与其无关。\nExample: Dimir Doppelganger says “{1}{U}{B}: Exile target creature card from a graveyard. This creature becomes a copy of that card, except it has this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.\n例如:底密尔化妖的异能为“{1}{U}{B}:将目标生物牌从坟墓场放逐。此生物成为该牌的复制品,但它具有此异能。”它成为学徒术士(一张倒转牌)的复制品。藉由使用学徒术士的异能,让此生物倒转,使它成为具有底密尔化妖异能的示现师智也的复制品。如果此永久物之后成为符爪熊的复制品,它还会维持倒转的状态,虽然此状态和符爪熊无关。如果再次起动它的复制异能,这次目标短牙鼠人(另一张倒转牌),则此永久物的倒转状态表示其具有可憎的刺须(倒转后的短牙鼠人)的特征并具有底密尔化妖的异能。"}, {"chapter": "1", "id": "110.5d", "content": "110.5d Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.\n只有永久物有状态。不在战场上的牌没有状态。虽然被放逐的牌可能会是牌面朝下,但这和永久物的牌面朝下状态没有关联。同样的,不在战场上的牌不论其物理状况均不是横置或未横置的。"}, {"chapter": "1", "id": "111.", "content": "111. Tokens\n衍生物"}, {"chapter": "1", "id": "111.1.", "content": "111.1. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn’t represented by a card.\n一些效应会将衍生物放进战场。衍生物为表示不被牌所表示的永久物的标示物。"}, {"chapter": "1", "id": "111.2.", "content": "111.2. The player who creates a token is its owner. The token enters the battlefield under that player’s control.\n派出衍生物的牌手是其拥有者。该衍生物在该牌手的操控下进入战场。"}, {"chapter": "1", "id": "111.3.", "content": "111.3. The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token’s “text.” The characteristic values defined this way are functionally equivalent to the characteristic values that are printed on a card; for example, they define the token’s copiable values. A token doesn’t have any characteristics not defined by the spell or ability that created it.\n派出衍生物的咒语或异能可能会定义该衍生物的一些特征值。这将成为该衍生物的“文字叙述”。以此法所定义的特征值与印在牌上的特征值在作用上相同;例如,它们定义该衍生物的可复制特征值。衍生物不具备派出它的咒语或异能所没有定义的特征。\nExample: Jade Mage has the ability “{2}{G}: Create a 1/1 green Saproling creature token.” The resulting token has no mana cost, supertypes, rules text, or abilities.\n例如:翠玉法师具有异能“{2}{G}:派出一个1/1绿色腐生物衍生生物。”其产生的衍生物没有法术力费用、超类别、规则叙述或者异能。"}, {"chapter": "1", "id": "111.4.", "content": "111.4. A spell or ability that creates a token sets both its name and its subtype(s). If the spell or ability doesn’t specify the name of the token, its name is the same as its subtype(s) plus the word “Token.” Once a token is on the battlefield, changing its name doesn’t change its subtype(s), and vice versa.\n派出衍生物的咒语或异能设定其名称和副类别。如果该咒语或异能并未指明该衍生物的名称,则其名称为其副类别加上“衍生物”一词。一旦衍生物在战场上,改变其名称不会改变其副类别,反之亦然。\nExample: Dwarven Reinforcements is a sorcery that says, in part, “Create two 2/1 red Dwarf Berserker creature tokens.” The tokens created as it resolves are each named Dwarf Berserker Token and each have the creature types Dwarf and Berserker.\n例如:矮人增援是法术,其部分叙述为“派出两个2/1红色矮人/狂战士衍生生物。”其派出的每个衍生物名称均为“矮人/狂战士衍生物”,且具有矮人和狂战士两种生物类别。\nExample: Minsc, Beloved Ranger says, in part, “When Minsc enters, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.” That token’s subtype is Hamster, but because Minsc specifies that the token’s name is Boo, neither “Hamster” nor “Token” are part of its name.\n例如:厚爱游侠明斯克的部分叙述为“当明斯克进场时,派出传奇衍生生物布布,其为1/1红色,具践踏与敏捷异能的仓鼠。”该衍生物的副类别为仓鼠,但由于明斯克指明了该衍生物的名称为“布布”,“仓鼠”和“衍生物”均不是该衍生物名称的一部分。\nExample: Spitting Image is a sorcery that says, in part, “Create a token that’s a copy of target creature.” All of that token’s characteristics will match the copiable characteristics of the creature targeted by that spell. If Spitting Image targets Doomed Dissenter, a Human creature, the name of the token the spell creates will be Doomed Dissenter, not Human Token or Doomed Dissenter Token.\n例如:射影是法术,其部分叙述为“派出一个衍生物,此衍生物为目标生物之复制品。”该衍生物的所有特征将与成为该咒语的目标之生物的可复制特征相同。如果射影指定注亡逆徒(一个人类生物)为目标,则该咒语派出的衍生物之名称将为“注亡逆徒”,而非“人类衍生物”或“注亡逆徒衍生物”。"}, {"chapter": "1", "id": "111.5.", "content": "111.5. If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that token’s characteristics can’t enter the battlefield, the token is not created. Similarly, if an effect would create a token that is a copy of an instant or sorcery card, no token is created.\n如果一个咒语或异能将派出衍生物,但某个规则或效应指明该具有衍生物的一个或数个特征之永久物不能进入战场,则该衍生物没有被派出。相似地,如果一个效应将派出一个为一张瞬间或法术牌复制品的衍生物,则没有衍生物会被派出。"}, {"chapter": "1", "id": "111.6.", "content": "111.6. A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).\n衍生物会受到影响永久物的事物所影响,同样会受到影响衍生物之类别或副类别的事物所影响。衍生物不是牌(即使它由具有万智牌牌背的牌所代表,或从万智牌的补充包中获得)。"}, {"chapter": "1", "id": "111.7.", "content": "111.7. A token that’s in a zone other than the battlefield ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)\n在战场以外的其他区域的衍生物会消失。此为状态动作;参见规则704。(注意如果一个衍生物改变区域,相对应的触发式异能将会在其消失前触发。)"}, {"chapter": "1", "id": "111.8.", "content": "111.8. A token that has left the battlefield can’t move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule 704.\n衍生物离开战场后将不能以任何方式转移到其他区域或是回到战场上。如果一个衍生物将改变区域,它将改为留在当前的区域。它将在下一次检查状态动作时消失;参见规则704。"}, {"chapter": "1", "id": "111.9.", "content": "111.9. Some effects instruct a player to create a legendary token. These may be written “create [name], a . . .” and list characteristics for the token. This is the same as an instruction to create a token with the listed characteristics that has the given name.\n一些效应指示牌手派出一个传奇衍生物。这些效应可能写作“派出[名称],其为. . .”,(译注:中文版之叙述可能会写作“派出传奇衍生[牌张类别][名称],其为. . .”)随后列出该衍生物的特征。这与派出一个具有该特征且名称为该名称之衍生物的指示并无区别。"}, {"chapter": "1", "id": "111.10.", "content": "111.10. Some effects instruct a player to create a predefined token. These effects use the definition below to determine the characteristics the token is created with. The effect that creates a predefined token may also modify or add to the predefined characteristics.\n一些效应指示牌手派出预定义衍生物。这些效应使用以下的定义来决定其派出时的特征。派出预定义衍生物之效应亦可能会修改预先定义的特征,或对其附加其他特征。"}, {"chapter": "1", "id": "111.10a", "content": "111.10a A Treasure token is a colorless Treasure artifact token with “{T}, Sacrifice this token: Add one mana of any color.”\n珍宝衍生物是具有“{T},牺牲此衍生物:加一点任意颜色的法术力。”的无色珍宝衍生神器。"}, {"chapter": "1", "id": "111.10b", "content": "111.10b A Food token is a colorless Food artifact token with “{2}, {T}, Sacrifice this token: You gain 3 life.”\n食品衍生物是具有“{2},{T},牺牲此衍生物:你获得3点生命。”的无色食品衍生神器。"}, {"chapter": "1", "id": "111.10c", "content": "111.10c A Gold token is a colorless Gold artifact token with “Sacrifice this token: Add one mana of any color.”\n黄金衍生物是具有“牺牲此衍生物:加一点任意颜色的法术力。”的无色黄金衍生神器。"}, {"chapter": "1", "id": "111.10d", "content": "111.10d A Walker token is a 2/2 black Zombie creature token named Walker.\n尸行者衍生物是名为尸行者的2/2黑色灵俑衍生生物。"}, {"chapter": "1", "id": "111.10e", "content": "111.10e A Shard token is a colorless Shard enchantment token with “{2}, Sacrifice this token: Scry 1, then draw a card.”\n碎片衍生物是具有“{2},牺牲此衍生物:占卜1,然后抓一张牌。”的无色碎片衍生结界。"}, {"chapter": "1", "id": "111.10f", "content": "111.10f A Clue token is a colorless Clue artifact token with “{2}, Sacrifice this token: Draw a card.”\n线索衍生物是具有“{2},牺牲此衍生物:抓一张牌。”的无色线索衍生神器。"}, {"chapter": "1", "id": "111.10g", "content": "111.10g A Blood token is a colorless Blood artifact token with “{1}, {T}, Discard a card, Sacrifice this token: Draw a card.”\n血滴衍生物是具有“{1},{T},弃一张牌,牺牲此衍生物:抓一张牌。”的无色血滴衍生神器。"}, {"chapter": "1", "id": "111.10h", "content": "111.10h A Powerstone token is a colorless Powerstone artifact token with “{T}: Add {C}. This mana can’t be spent to cast a nonartifact spell.”\n魔力石衍生物是具有“{T}:加{C}。此法术力不能用来施放非神器咒语。”的无色魔力石衍生神器。"}, {"chapter": "1", "id": "111.10i", "content": "111.10i An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named Phyrexian Token.\n抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。"}, {"chapter": "1", "id": "111.10j", "content": "111.10j A Cursed Role token is a colorless Aura Role enchantment token named Cursed with enchant creature and “Enchanted creature has base power and toughness 1/1.”\n倒楣鬼角色衍生物是名为倒楣鬼,具有“结附于生物”与“所结附的生物的基础力量与防御力为1/1。”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10k", "content": "111.10k A Monster Role token is a colorless Aura Role enchantment token named Monster with enchant creature and “Enchanted creature gets +1/+1 and has trample.”\n怪物角色衍生物是名为怪物,具有“结附于生物”与“所结附的生物得+1/+1且具有践踏异能。”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10m", "content": "111.10m A Royal Role token is a colorless Aura Role enchantment token named Royal with enchant creature and “Enchanted creature gets +1/+1 and has ward {1}.”\n皇族角色衍生物是名为皇族,具有“结附于生物”与“所结附的生物得+1/+1且具有守护{1}。”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10n", "content": "111.10n A Sorcerer Role token is a colorless Aura Role enchantment token named Sorcerer with enchant creature and “Enchanted creature gets +1/+1 and has ‘Whenever this creature attacks, scry 1.’”\n术士角色衍生物是名为术士,具有“结附于生物”与“所结附的生物得+1/+1且具有‘每当此生物攻击时,占卜1。’”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10p", "content": "111.10p A Virtuous Role token is a colorless Aura Role enchantment token named Virtuous with enchant creature and “Enchanted creature gets +1/+1 for each enchantment you control.”\n善人角色衍生物是名为善人,具有“结附于生物”与“你每操控一个结界,所结附的生物便得+1/+1。”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10q", "content": "111.10q A Wicked Role token is a colorless Aura Role enchantment token named Wicked with enchant creature, “Enchanted creature gets +1/+1,” and “When this token is put into a graveyard from the battlefield, each opponent loses 1 life.”\n恶人角色衍生物是名为恶人,具有“结附于生物”、“所结附的生物得+1/+1。”与“当此衍生物从战场进入坟墓场时,每位对手各失去1点生命。”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10r", "content": "111.10r A Young Hero Role token is a colorless Aura Role enchantment token named Young Hero with enchant creature and “Enchanted creature has ‘Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.’”\n青年英雄角色衍生物是名为青年英雄,具有“结附于生物”与“所结附的生物具有‘每当此生物攻击时,若它的防御力等于或小于3,则在其上放置一个+1/+1指示物。’”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10s", "content": "111.10s A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.” See rule 701.44, “Explore.”\n地图衍生物是具有“{1},{T},牺牲此衍生物:令目标由你操控的生物勘察。只能于法术时机起动。”的无色地图衍生神器。参见规则701.44,“勘察”。"}, {"chapter": "1", "id": "111.10t", "content": "111.10t A Junk token is a colorless Junk artifact token with “{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”\n废料衍生物是具有“{T},牺牲此衍生物:放逐你的牌库顶牌。本回合中,你可以使用该牌。只能于法术时机起动。”的无色废料衍生神器。"}, {"chapter": "1", "id": "111.10u", "content": "111.10u A Lander token is a colorless Lander artifact token with “{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.”\n探地器衍生物是具有“{2},{T},牺牲此衍生物:从你牌库中搜寻一张基本地牌,将之横置放进战场,然后洗牌。”的无色探地器衍生神器。"}, {"chapter": "1", "id": "111.11.", "content": "111.11. If an effect instructs a player to create a token by name, doesn’t define any other characteristics for that token, and the name is not one of the types in the list of predefined tokens above, that player uses the card with that name in the Oracle card reference to determine the characteristics of that token.\n如果一个效应令牌手派出一个具名称的衍生物,但未定义该衍生物的其他特征,且该名称也不是上述预定义衍生物的名称之一,则该牌手利用Oracle牌张参考文献中具该名称之牌确定该衍生物的特征。\nExample: Disa the Restless has the ability “Whenever one or more creatures you control deal combat damage to a player, create a Tarmogoyf token.” As that ability resolves, its controller creates a token with the same characteristics as the card named Tarmogoyf, as determined by the Oracle card reference.\n例如,勇行者蒂莎具有异能“每当由你操控的一个或数个生物对任一牌手造成战斗伤害时,派出一个塔莫耶夫衍生物。”于此异能结算时,其操控者派出一个衍生物,其特征与名称为塔莫耶夫的牌相同,由Oracle牌张参考文献确定。"}, {"chapter": "1", "id": "111.12.", "content": "111.12. If an effect instructs a player to create a token that is a copy of a nonexistent object, no token is created (see rule 707, “Copying Objects”). This does not apply to an effect that would use the last known information of an object.\n如果一个效应令牌手派出一个衍生物且其为某不存在之物件的复制品,则不会有任何衍生物被派出(参见规则707,“复制物件”)。此规则不适用于使用某物件最后已知信息的效应。\nExample: Mimic Vat has a triggered ability whose effect gives you the option to exile a card and an activated ability that says “Create a token that’s a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.” If no card has been exiled with Mimic Vat’s triggered ability, no token is created.\n例如:拟态缸具有一个触发式异能,其效应允许你选择放逐一张牌,以及一个起动式异能,其叙述为“派出一个衍生物,此衍生物为任一以此神器放逐之牌的复制品。它获得敏捷异能。在下一个结束步骤开始时,将它放逐。”如果没有以拟态缸的触发式异能放逐任何牌,则其不会派出衍生物。"}, {"chapter": "1", "id": "111.13.", "content": "111.13. A copy of a permanent spell becomes a token as it resolves. The token has the characteristics of the spell that became that token. The token is not “created” for the purposes of any replacement effects or triggered abilities that refer to creating a token.\n永久物咒语的复制品于其结算时成为一个衍生物。该衍生物具有成为该衍生物之咒语的特征。对于提及派出衍生物的替代性效应或触发式异能而言,该衍生物并非被“派出”。"}, {"chapter": "1", "id": "112.", "content": "112. Spells\n咒语"}, {"chapter": "1", "id": "112.1.", "content": "112.1. A spell is a card on the stack. As the first step of being cast (see rule 601, “Casting Spells”), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner’s hand. (See rule 405, “Stack.”) A spell remains on the stack as a spell until it resolves (see rule 608, “Resolving Spells and Abilities”), is countered (see rule 701.6), or otherwise leaves the stack. For more information, see section 6, “Spells, Abilities, and Effects.”\n咒语是指在堆叠中的牌。作为施放的第一步(参见规则601,“施放咒语”),牌成为咒语并从所在区域(通常是牌手的手牌)移到堆叠的顶部。(参见规则405,“堆叠”。)咒语作为一个咒语存在于堆叠上,直到结算(参见规则608,“结算咒语和异能”)、被反击(参见规则701.6)或其他情况下离开堆叠。更多信息参见第6章,“咒语、异能和效应”。"}, {"chapter": "1", "id": "112.1a", "content": "112.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 707.10.\n咒语的复制品同样是咒语,即使没有与它相关联的牌。参见规则707.10。"}, {"chapter": "1", "id": "112.1b", "content": "112.1b Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 707.12.\n一些效应允许牌手施放一张牌的复制品;如果该牌手如此作,此复制品也是咒语。参见规则707.12。"}, {"chapter": "1", "id": "112.2.", "content": "112.2. A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player who put it on the stack. Every spell has a controller.\n一个咒语的拥有者为代表该咒语之牌的拥有者,除非它为复制品。这种情况下,操控该咒语进入堆叠的牌手为其拥有者。咒语的操控者在默认情况下是将它放进堆叠的牌手。每个咒语都有操控者。"}, {"chapter": "1", "id": "112.2a", "content": "112.2a Some effects instruct a player to create a copy of a card and say they may cast it. In that case, the owner of that copy is the player who is instructed to create it and given permission to cast it.\n一些效应指示牌手创造牌的复制品,且叙述该牌手可以施放之。这种情况下,该复制品的拥有者是被指示创造该复制品、并被给予许可以施放之的牌手。"}, {"chapter": "1", "id": "112.3.", "content": "112.3. A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”\n非复制品的咒语的特征等同于印在其牌面上的特征,由持续性效应修改。参见规则613,“持续性效应的互动”。"}, {"chapter": "1", "id": "112.4.", "content": "112.4. If an effect of a resolving spell or ability changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule 400.7.\n如果一个正在结算的咒语或异能的效应改变永久物咒语的任何特征,该效应在该咒语结算时依然生效。参见规则400.7。\nExample: If an effect changes a black creature spell to white, the creature is white when it enters the battlefield and remains white for the duration of the effect changing its color.\n例如:如果某效应将一个黑色生物咒语改为白色,该生物在进入战场时为白色,且在该改变其颜色的效应生效期间均为白色。"}, {"chapter": "1", "id": "113.", "content": "113. Abilities\n异能"}, {"chapter": "1", "id": "113.1.", "content": "113.1. An ability can be one of three things:\n异能为以下三者之一:"}, {"chapter": "1", "id": "113.1a", "content": "113.1a An ability can be a characteristic an object has that lets it affect the game. An object’s abilities are defined by its rules text or by the effect that created it. Abilities can also be granted to objects by rules or effects. (Effects that grant abilities usually use the words “has,” “have,” “gains,” or “gain.”) Abilities generate effects. (See rule 609, “Effects.”)\n异能可以是物件上令其影响游戏的特征。一个物件的异能由其规则叙述或创造它的效应所定义。规则或效应也可以赋予物件异能。(赋予异能的效应通常使用词语:“具有”或“获得”。)异能产生效应。(参见规则609,“效应”。)"}, {"chapter": "1", "id": "113.1b", "content": "113.1b An ability can be something that a player has that changes how the game affects the player. A player normally has no abilities unless granted to that player by effects.\n异能可以是牌手所具有的某种事物,能改变游戏如何影响该牌手。除非有效应赋予牌手异能,否则通常牌手没有异能。"}, {"chapter": "1", "id": "113.1c", "content": "113.1c An ability can be an activated or triggered ability on the stack. This kind of ability is an object. (See section 6, “Spells, Abilities, and Effects.”)\n异能可以是堆叠中的起动式或触发式异能。此类异能为物件。(参见第6章,“咒语、异能和效应”。)"}, {"chapter": "1", "id": "113.2.", "content": "113.2. Abilities can affect the objects they’re on. They can also affect other objects and/or players.\n异能可以影响拥有该异能的物件。它们也可以影响其他的物件和/或牌手。"}, {"chapter": "1", "id": "113.2a", "content": "113.2a Abilities can be beneficial or detrimental.\n异能可以是有益或有害。\nExample: “This creature can’t block” is an ability.\n例如:“此生物不能进行阻挡”是一个异能。"}, {"chapter": "1", "id": "113.2b", "content": "113.2b An additional cost or alternative cost to cast a card is an ability of the card.\n施放一张牌的额外费用或替代性费用是该牌的异能。"}, {"chapter": "1", "id": "113.2c", "content": "113.2c An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities that may be strung together on a single line (see rule 702, “Keyword Abilities”), each paragraph break in a card’s text marks a separate ability. If the object is not represented by a card, the effect that created it may have given it multiple abilities. An object may also be granted additional abilities by a spell or ability. If an object has multiple instances of the same ability, each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information.\n一个物件可以拥有多个异能。如果该物件由一张牌表示,则除了有特殊定义的异能可以在同一行之外(参见规则702,“关键字异能”),规则叙述的每个段落都是单独的异能。如果该物件并非由牌表示,创造它的效应可能会赋予其多个异能。一个物件可以被咒语或异能赋予额外的异能。如果同一个物件有多个相同的异能,每个异能分别各自运作。此情况有时会产生多个效应,有时则与只有一个异能时完全相同;详细情况参考该异能。"}, {"chapter": "1", "id": "113.2d", "content": "113.2d Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule 609, “Effects.”\n异能可以产生一次性效应或持续性效应。一些持续性效应是替代性效应或防止性效应。参见规则609,“效应”。"}, {"chapter": "1", "id": "113.3.", "content": "113.3. There are four general categories of abilities:\n异能一般分为四类:"}, {"chapter": "1", "id": "113.3a", "content": "113.3a Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text on an instant or sorcery spell is a spell ability unless it’s an activated ability, a triggered ability, or a static ability that fits the criteria described in rule 113.6.\n咒语异能为瞬间或法术结算中遵照其叙述的异能。在一张瞬间牌或法术咒语上的叙述均为咒语异能,除非该异能遵循规则113.6的描述而符合起动式异能、触发式异能或静止式异能。"}, {"chapter": "1", "id": "113.3b", "content": "113.3b Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]” A player may activate such an ability whenever they have priority. Doing so puts it on the stack, where it remains until it’s countered, it resolves, or it otherwise leaves the stack. See rule 602, “Activating Activated Abilities.”\n起动式异能具有费用和效应。其格式为“[费用]:[效应]。[起动限制(如果有的话)]”。牌手在具有优先权时可以起动此类异能。此后异能进入堆叠,直到被反击、结算或离开堆叠。参见规则602,“起动起动式异能”。"}, {"chapter": "1", "id": "113.3c", "content": "113.3c Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and include (and usually begin with) the word “when,” “whenever,” or “at.” Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it’s countered, it resolves, or it otherwise leaves the stack. See rule 603, “Handling Triggered Abilities.”\n触发式异能具有触发条件和效应。其格式为“[触发条件],[效应]”,且由包括(并一般开头为)“当”、“每当”或“在”等词。每当其触发事件发生时,该异能在下一次有牌手将得到优先权时进入堆叠,直到被反击、结算或离开堆叠。参见规则603,“处理触发式异能”。"}, {"chapter": "1", "id": "113.3d", "content": "113.3d Static abilities are written as statements. They’re simply true. Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone. See rule 604, “Handling Static Abilities.”\n静止式异能为叙述。它们只是简单的发生。静止式异能创造持续性效应,且只要具有该异能的永久物在战场并保有该异能,或具有该异能的物件在所对应的区域,该异能便有效。参见规则604,“处理静止式异能”。"}, {"chapter": "1", "id": "113.4.", "content": "113.4. Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They don’t use the stack, and, under certain circumstances, a player can activate mana abilities even if they don’t have priority. See rule 605, “Mana Abilities.”\n一些起动式异能和一些触发式异能为法术力异能。法术力异能遵循以下规则:它们不使用堆叠,且在一些特殊情况下牌手可以在没有优先权时起动法术力异能。参见规则605,“法术力异能”。"}, {"chapter": "1", "id": "113.5.", "content": "113.5. Some activated abilities are loyalty abilities. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn. See rule 606, “Loyalty Abilities.”\n一些起动式异能为忠诚异能。忠诚异能遵循以下规则:在牌手回合的行动阶段且堆叠为空时,该牌手可以随时在他具有优先权时起动其所操控的某个永久物的一个忠诚异能,但只有在该永久物本回合没有起动过任何忠诚异能的前提下。参见规则606,“忠诚异能”。"}, {"chapter": "1", "id": "113.6.", "content": "113.6. Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:\n瞬间或法术咒语的异能通常只有该物件在堆叠中的时候运作。其他物件的异能通常只有该物件在战场的时候运作。以下情况除外:"}, {"chapter": "1", "id": "113.6a", "content": "113.6a Characteristic-defining abilities function everywhere, even outside the game and before the game begins. (See rule 604.3.)\n特征定义异能在任何地方都运作,即使在游戏以外或游戏开始前。(参见规则604.3。)"}, {"chapter": "1", "id": "113.6b", "content": "113.6b An ability that states which zones it functions in functions only from those zones.\n注明了在特定区域运作的异能,只在这些区域才运作。"}, {"chapter": "1", "id": "113.6c", "content": "113.6c An ability that states which zones it doesn’t function in functions everywhere except for the specified zones, even outside the game and before the game begins.\n注明了在特定区域不运作的异能,在该特定区域以外的任何区域运作,即使在游戏以外或游戏开始前。"}, {"chapter": "1", "id": "113.6d", "content": "113.6d An object’s ability that allows a player to pay an alternative cost rather than its mana cost or otherwise modifies what that particular object costs to cast functions on the stack.\n一个物件上允许牌手支付替代性费用来替代其法术力费用、或以其他方式影响施放这个特定物件之费用的异能,在堆叠上运作。"}, {"chapter": "1", "id": "113.6e", "content": "113.6e An object’s ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast and also on the stack. An object’s ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack.\n一个物件上限制或修改该物件如何被使用或施放的异能,只在该物件能够被使用或施放的区域中或堆叠上运作。一个物件上赋予其另一个限制或修改该物件如何被使用或施放之异能的异能只在堆叠上运作。"}, {"chapter": "1", "id": "113.6f", "content": "113.6f An object’s ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.\n一个物件上限制或修改该物件在哪些区域可以被使用或施放的异能,在所有区域,即使游戏以外均运作。"}, {"chapter": "1", "id": "113.6g", "content": "113.6g An object’s ability that states it can’t be countered or can’t be copied functions on the stack.\n一个物件上叙述其不能被反击或不能被复制的异能在堆叠上运作。"}, {"chapter": "1", "id": "113.6h", "content": "113.6h An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.\n一个物件上修改该物件如何进入战场的异能,于该物件进入战场时运作。参见规则614.12。"}, {"chapter": "1", "id": "113.6i", "content": "113.6i An object’s ability that states counters can’t be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.\n一个物件指明该物件不可放置指示物的异能,除了该物件在战场上时运作之外,于该物件进入战场时也额外运作。"}, {"chapter": "1", "id": "113.6j", "content": "113.6j An object’s activated ability that has a cost that can’t be paid while the object is on the battlefield functions from any zone in which its cost can be paid.\n一个物件的起动式异能具有其在战场上时无法支付的费用,该异能在任何其起动费用可以被支付的区域生效。"}, {"chapter": "1", "id": "113.6k", "content": "113.6k A trigger condition that can’t trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.\n一个在战场上无法触发的触发条件,在该触发条件可以被触发的区域运作。同一个触发式异能的其他触发条件可能在不同区域运作。\nExample: Absolver Thrull has the ability “When this creature enters or the creature it haunts dies, destroy target enchantment.” The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.55, “Haunt.”)\n例如:赦罪索尔兽具有异能“当此生物进场或它所缠身的生物死去时,消灭目标结界。”第一个触发条件会在战场上触发,而第二个触发条件则在放逐区运作。(参见规则702.55,“缠身”。)"}, {"chapter": "1", "id": "113.6m", "content": "113.6m An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless its trigger condition or a previous part of its cost or effect specifies that the object is put into that zone or, if the object is an Aura, that the object it enchants leaves the battlefield. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.\n一个异能的费用或效应指定将它所在的物件从特定区域移开,则该异能只在这些区域运作,除非该异能的触发条件或该异能之前部分的费用或效应,指定将该物件放进该区域;或除非该物件是灵气,其结附的物件离开战场。若该异能的效应创造一个将该物件移出一个特定区域的延迟触发式异能,亦是如此。\nExample: Reassembling Skeleton says “{1}{B}: Return this card from your graveyard to the battlefield tapped.” A player may activate this ability only if Reassembling Skeleton is in their graveyard.\n例如:重组骷髅妖的异能描述为“{1}{B}:将此牌从你的坟墓场横置进战场。”牌手只有重组骷髅妖在其坟墓场的情况下才能起动此异能。"}, {"chapter": "1", "id": "113.6n", "content": "113.6n An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at WPN.Wizards.com/en/rules-documents.\n一个修改套牌构组规则的异能在游戏开始前便已运作。此类异能不仅修改此完整规则,并且影响万智牌比赛规则以及规定构组赛制中套牌构组的其他文件。但此类异能不会影响一张牌在玩法中是否可以用,包括它是否被禁用或限用。当前的万智牌比赛规则可以在WPN.Wizards.com/en/resources/rules-documents找到。"}, {"chapter": "1", "id": "113.6p", "content": "113.6p Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 114, “Emblems”; rule 901, “Planechase”; rule 902, “Vanguard”; rule 904, “Archenemy”; and rule 905, “Conspiracy Draft.”\n徽记、时空牌、先锋牌、邪计牌、和诡局牌的异能在统帅区生效。参见规则114,“徽记”;规则901,“竞逐时空”;规则902,“先锋”;规则904,“魔王”;以及规则905,“诡局轮抽”。"}, {"chapter": "1", "id": "113.7.", "content": "113.7. The source of an ability is the object that generated it. The source of an activated ability on the stack is the object whose ability was activated. The source of a triggered ability (other than a delayed triggered ability) on the stack, or one that has triggered and is waiting to be put on the stack, is the object whose ability triggered. To determine the source of a delayed triggered ability, see rules 603.7d–f.\n一个的异能的来源为创造该异能的物件。对于堆叠上的起动式异能,其来源为被起动该异能的物件。对于堆叠上的触发式异能(除延迟触发式异能外)或者已经触发而正在等待进入堆叠的异能,其来源为被触发异能的物件。决定延迟触发异能的来源,参见规则603.7d-f。"}, {"chapter": "1", "id": "113.7a", "content": "113.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability. Note that some abilities cause a source to do something (for example, “This creature deals 1 damage to any target”) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source for use while announcing an activated ability or putting a triggered ability on the stack checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it’s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.\n异能一旦被起动或触发,则离开其来源单独存在于堆叠上。此后消灭或移除其来源不会影响到该异能。注意有些异能令其来源作某些事,(例如,“此生物对任意一个目标造成1点伤害”)而不是该异能直接作这些事。在这些情况下,任何在宣告起动式异能或将触发式异能放进堆叠时引用其来源信息的起动式或触发式异能,在异能进入堆叠时检查该信息。否则它在结算时检查此信息。在这两种情况下,如果来源不再存在于它应在的区域中,最后已知信息将被使用。即使来源不再存在,它将依然可以完成这些动作。"}, {"chapter": "1", "id": "113.8.", "content": "113.8. The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability’s source when it triggered, or, if it had no controller, the player who owned the ability’s source when it triggered. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\n堆叠中起动式异能的操控者为起动该异能的牌手。堆叠中触发式异能的操控者(除延迟触发异能外)为当该异能触发时操控其来源的牌手,或者如果它没有操控者,则为当该异能触发时拥有其来源的牌手。确定延迟触发异能的操控者,参见规则603.7d-f。"}, {"chapter": "1", "id": "113.9.", "content": "113.9. Activated and triggered abilities on the stack aren’t spells, and therefore can’t be countered by anything that counters only spells. Activated and triggered abilities on the stack can be countered by effects that specifically counter abilities. Static abilities don’t use the stack and thus can’t be countered at all.\n堆叠中的起动式和触发式异能不是咒语,所以不能被任何只反击咒语的事物所反击。堆叠中的起动式和触发式异能可以被特指反击异能的效应所反击。静止式异能不使用堆叠所以不能被反击。"}, {"chapter": "1", "id": "113.10.", "content": "113.10. Effects can add or remove abilities of objects. An effect that adds an ability will state that the object “gains” or “has” that ability, or similar. An effect that removes an ability will state that the object “loses” that ability.\n效应可以为物件添加或移除异能。一个添加异能的效应将令物件“得到”或“具有”该异能(或类似叙述)。一个移除异能的效应将令物件“失去”该异能。"}, {"chapter": "1", "id": "113.10a", "content": "113.10a An effect that adds an activated ability may include activation instructions for that ability. These instructions become part of the ability that’s added to the object.\n一个添加起动式异能的效应可能会包括该异能的起动限制。这些起动限制成为添加在该物件上的异能之一部分。"}, {"chapter": "1", "id": "113.10b", "content": "113.10b Effects that remove an ability remove all instances of it.\n移除异能的效应将移除所有该对应的异能。"}, {"chapter": "1", "id": "113.10c", "content": "113.10c If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects.\n如果两个或以上效应添加和移除同一个异能,一般情况下以最近生效的一次为准。关于持续性效应的互动细节,参见规则613。"}, {"chapter": "1", "id": "113.11.", "content": "113.11. Effects can stop an object from having a specified ability. These effects say that the object “can’t have” that ability. If the object has that ability, it loses it. It’s also impossible for an effect or keyword counter to add that ability to the object. If a resolving spell or ability creates a continuous effect that would add the specified ability to such an object, that part of that continuous effect does not apply; however, other parts of that continuous effect will still apply, and that resolving spell or ability can still create other continuous effects. Continuous effects created by static abilities that would add the specified ability won’t apply to that object.\n效应可以阻止物件具有某特定的异能。这些效应的叙述为该物件“不能具有”该异能。如果物件具有该异能,它失去之。也不可能有效应或关键字指示物给该物件赋予该异能。如果一个结算中的咒语或异能创造一个将赋予该物件该特定异能的持续性效应,该持续性效应赋予此异能的部分不会生效,但是该持续性效应的其他部分仍然会生效,且这个结算中的咒语或异能依然可以创造其他持续性效应。由静止式异能创造将赋予该物件该特定异能的持续性效应不对这个物件生效。"}, {"chapter": "1", "id": "113.12.", "content": "113.12. An effect that sets an object’s characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (“[permanent] is [characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (“[creature] can’t be blocked,” for example), it’s neither granting an ability nor setting a characteristic.\n一个设定物件特征或简单的列出该物件性质的效应,与赋予异能的效应不同。当一个物件“得到”或“具有”一个异能时,该异能可以被另一个效应移除。如果一个效应定义该物件的特征(“[永久物]是[特征]”),它将不是赋予异能。(参见规则604.3。)类似的,如果一个效应注明了一个物件的性质(比如,“[生物]不可被阻挡”),这并非赋予异能或者设定一个特征。\nExample: Muraganda Petroglyphs reads, “Creatures with no abilities get +2/+2.” A Runeclaw Bear (a creature with no abilities) enchanted by an Aura that says “Enchanted creature has flying” would not get +2/+2. A Runeclaw Bear enchanted by an Aura that says “Enchanted creature is red” or “Enchanted creature can’t be blocked” would get +2/+2.\n例如:莫甘达石雕的叙述为“没有异能的生物得+2/+2”。符爪熊(一个没有异能的生物)上结附了一个“被结附的生物拥有飞行异能”的灵气,则它将不会得到+2/+2。结附有叙述为“被结附的生物是红色”灵气或叙述为“被结附的生物不可被阻挡”灵气的符爪熊则会得到+2/+2。"}, {"chapter": "1", "id": "114.", "content": "114. Emblems\n徽记"}, {"chapter": "1", "id": "114.1.", "content": "114.1. Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but usually no other characteristics.\n一些效应会将徽记放入统帅区。徽记是个标记,代表具有一个或数个异能的物件,通常没有其他特征。"}, {"chapter": "1", "id": "114.2.", "content": "114.2. An effect that creates an emblem is written “[Player] gets an emblem with [ability].” This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player.\n产生徽记的效应格式为“[牌手]获得具有[异能]的徽记。”这代表该[牌手]将一个具有[异能]的徽记放进统帅区。此徽记由该牌手拥有和操控。"}, {"chapter": "1", "id": "114.3.", "content": "114.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no types, no mana cost, and no color. Most emblems also have no name.\n除了创造该徽记之效应所定义的特征之外,它不具有其他特征。特别来说,徽记没有类别,没有法术力费用,也没有颜色。大部分徽记也没有名称。"}, {"chapter": "1", "id": "114.4.", "content": "114.4. Abilities of emblems function in the command zone.\n徽记的异能会在统帅区生效。"}, {"chapter": "1", "id": "114.5.", "content": "114.5. An emblem is neither a card nor a permanent. Emblem isn’t a card type.\n徽记并非牌,也不是永久物。徽记不是牌张类别。"}, {"chapter": "1", "id": "115.", "content": "115. Targets\n目标"}, {"chapter": "1", "id": "115.1.", "content": "115.1. Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and/or player(s) the spell or ability will affect. These targets are declared as part of the process of putting the spell or ability on the stack. The targets can’t be changed except by another spell or ability that explicitly says it can do so.\n一些咒语和异能会要求其操控者选择一个或数个目标。目标为咒语或异能将影响的物件和/或牌手。宣告目标是将咒语或异能放入堆叠过程的一部分。除非被另一个明确说明的咒语或异能,否则目标不能被更改。"}, {"chapter": "1", "id": "115.1a", "content": "115.1a An instant or sorcery spell is targeted if its spell ability identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the spell is cast; see rule 601.2c. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.)\n如果一个瞬间或法术咒语的咒语异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/或牌手,则该咒语具有目标。目标于施放咒语时选择;参见规则601.2c。(如果一个瞬间或法术所具有的起动式或触发式异能使用了目标一词,则该异能具有目标,但咒语本身并不因此而具有目标。)\nExample: A sorcery card has the ability “When you cycle this card, target creature gets -1/-1 until end of turn.” This triggered ability is targeted, but that doesn’t make the card it’s on targeted.\n例如:某法术牌具有异能“当你循环此牌时,目标生物得到-1/-1直到回合结束。”该触发式异能具有目标,但具有该异能的牌并不因此而具有目标。"}, {"chapter": "1", "id": "115.1b", "content": "115.1b Aura spells are always targeted. An Aura’s target is specified by its enchant keyword ability (see rule 702.5, “Enchant”). The target is chosen as the spell is cast; see rule 601.2c. An Aura permanent doesn’t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)\n灵气咒语一定具有目标。灵气的目标由它的结附关键字异能决定(参见规则702.5,“结附”)。目标于施放咒语时选择;参见规则601.2c。灵气永久物不具有目标;只有咒语才具有目标。(灵气永久物的起动式或触发式异能可能会具有目标。)"}, {"chapter": "1", "id": "115.1c", "content": "115.1c An activated ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is activated; see rule 602.2b.\n如果一个起动式异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/或牌手,则该异能具有目标。目标于起动异能时选择;参见规则602.2b。"}, {"chapter": "1", "id": "115.1d", "content": "115.1d A triggered ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is put on the stack; see rule 603.3d.\n如果一个触发式异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/或牌手,则该异能具有目标。目标于异能进入堆叠时选择;参见规则603.3d。"}, {"chapter": "1", "id": "115.1e", "content": "115.1e Some keyword abilities, such as equip and modular, represent targeted activated or triggered abilities, and some keyword abilities, such as mutate, cause spells to have targets. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.”\n一些关键字异能,例如佩带和套件,代表了具有目标的起动式或触发式异能;还有一些关键字异能,例如合变,会使咒语具有目标。在这些情况下,该关键字异能的规则叙述中出现描述“目标[对象]”,而不是异能本身。(该关键字异能的规则提示经常会包含“目标”一词。)参见规则702,“关键字异能”。"}, {"chapter": "1", "id": "115.2.", "content": "115.2. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, or (b) targets an object that can’t exist on the battlefield, such as a spell or ability. See also rule 115.4.\n只有永久物是咒语或异能的合法目标,除非该咒语或异能(a)特别指出它可以目标其他区域的物件或牌手,或者(b)目标不能出现在战场上的物件,例如咒语或异能。亦参见规则115.4。"}, {"chapter": "1", "id": "115.3.", "content": "115.3. The same target can’t be chosen multiple times for any one instance of the word “target” on a spell or ability. If the spell or ability uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 115.7).\n咒语或异能上的每个“目标”一词不能重复多次选择同一个目标。如果咒语或异能上有多处“目标”一词,则同一个物件或牌手可以被每个“目标”一词选择一次(只要该目标符合标准)。此规则在为咒语或异能选择目标,以及在为咒语或异能改变或选择新的目标时都生效(参见规则115.6)。"}, {"chapter": "1", "id": "115.4.", "content": "115.4. Some spells and abilities that refer to damage require “any target,” “another target,” “two targets,” or similar rather than “target [something].” These targets may be creatures, players, planeswalkers, or battles. Other game objects, such as noncreature artifacts or spells, can’t be chosen.\n一些提及伤害的咒语或异能需要“任意一个目标”、“另一个目标”、“两个目标”等类似叙述,而非“目标[某事物]”。这些目标可以是生物、牌手、鹏洛客或战役。其他游戏物件,例如非生物的神器或咒语等,不能被选为目标。"}, {"chapter": "1", "id": "115.5.", "content": "115.5. A spell or ability on the stack is an illegal target for itself.\n堆叠上的咒语或异能不是其本身的合法目标。"}, {"chapter": "1", "id": "115.6.", "content": "115.6. A spell or ability that requires targets may allow zero targets to be chosen. Such a spell or ability is still said to require targets, but that spell or ability is targeted only if one or more targets have been chosen for it.\n需要目标的咒语或异能可能会允许选择零个目标。此咒语或异能仍视为需要目标,但仅当为其选择了一个或数个目标时,该咒语或异能才具有目标。"}, {"chapter": "1", "id": "115.7.", "content": "115.7. Some effects allow a player to change the target(s) of a spell or ability, and other effects allow a player to choose new targets for a spell or ability.\n一些效应允许牌手更改咒语或异能的目标。另一些效应允许牌手为咒语或异能选择新的目标。"}, {"chapter": "1", "id": "115.7a", "content": "115.7a If an effect allows a player to “change the target(s)” of a spell or ability, each target can be changed only to another legal target. If a target can’t be changed to another legal target, the original target is unchanged, even if the original target is itself illegal by then. If all the targets aren’t changed to other legal targets, none of them are changed.\n如果一个效应允许牌手为咒语或异能“更改目标”,每个目标只能被更改为另一个合法目标。如果某个目标不能被更改为另一个合法目标,原目标便不会被改变,即使原目标在此时已经不合法。如果所有目标都未更改为其他的合法目标,则没有目标被改变。"}, {"chapter": "1", "id": "115.7b", "content": "115.7b If an effect allows a player to “change a target” of a spell or ability, the process described in rule 115.7a is followed, except that only one of those targets may be changed (rather than all of them or none of them).\n如果一个效应允许牌手为咒语或异能“更改一个目标”,除了只能更改所有目标中的一个(而非更改全部目标或不更改目标)以外,如规则115.7a中所述的过程仍然适用。"}, {"chapter": "1", "id": "115.7c", "content": "115.7c If an effect allows a player to “change any targets” of a spell or ability, the process described in rule 115.7a is followed, except that any number of those targets may be changed (rather than all of them or none of them).\n如果一个效应允许牌手为咒语或异能“更改任意数量的目标”,除了只能更改所有目标中的任意个(而非必须更改全部目标或不更改目标)以外,如规则115.7a中所述的过程仍然适用。"}, {"chapter": "1", "id": "115.7d", "content": "115.7d If an effect allows a player to “choose new targets” for a spell or ability, the player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal and must not cause any unchanged targets to become illegal.\n如果一个效应允许牌手为咒语或异能“选择新的目标”,该牌手可以不改变任意数量的目标,即使这些目标可能是不合法的。如果该牌手选择更改某些或全部目标,则新的目标必须合法且不能使任何未改变的目标成为不合法。"}, {"chapter": "1", "id": "115.7e", "content": "115.7e When changing targets or choosing new targets for a spell or ability, only the final set of targets is evaluated to determine whether the change is legal.\n当为咒语或异能更改目标或选择新的目标时,只使用最终决定的目标集合作为判定该更改是否合法的依据。\nExample: Arc Trail is a sorcery that reads “Arc Trail deals 2 damage to any target and 1 damage to any other target.” The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads “You may choose new targets for target spell,” targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear.\n例如:弧光曳迹这个法术叙述为“弧光曳迹对任意一个目标造成2点伤害,并对另一个目标造成1点伤害。”弧光曳迹的当前目标按顺序分别是符爪熊和罗堰地精。你使用移转,这个瞬间叙述为“你可以为目标咒语选择新的目标”,并以弧光曳迹为目标。你可以将第一个目标更改为罗堰地精,第二个目标更改为符爪熊。"}, {"chapter": "1", "id": "115.7f", "content": "115.7f A spell or ability may “divide” or “distribute” an effect (such as damage or counters) among one or more targets. When changing targets or choosing new targets for that spell or ability, the original division can’t be changed.\n一个咒语或异能可能会将某效应(如伤害或指示物)“分配”给一个或数个目标。当为该咒语或异能更改目标或选择新目标时,原本的分配方式不能改变。"}, {"chapter": "1", "id": "115.8.", "content": "115.8. Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to change the target(s) of a modal spell or ability, or to choose new targets for a modal spell or ability, doesn’t allow that player to change its mode. (See rule 700.2.)\n具有模式的咒语或异能,其不同模式的目标要求可能各自不同。一个允许牌手改变具有模式的咒语或异能目标,或为具有模式的咒语或异能选择新的目标的效应,并不允许牌手改变其模式。(参见规则700.2。)"}, {"chapter": "1", "id": "115.9.", "content": "115.9. Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both.\n一些物件会检查另一个咒语或异能的目标。依据其用词,它们可能会检查当前目标的情况、被选择时的目标情况,或者两者都有。"}, {"chapter": "1", "id": "115.9a", "content": "115.9a An object that looks for a “[spell or ability] with [a number of] targets” checks the number of times any object or player was chosen as the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object or player became a target more than once, each of those instances is counted separately.\n一个需要“[指定个数]目标的[咒语或异能]”的物件检查该咒语或异能进入堆叠的时候,任一物件或牌手被选为其目标的次数,而不是其当前依然合法目标的数量。如果同一个物件或牌手不止一次成为目标,每次单独计算。"}, {"chapter": "1", "id": "115.9b", "content": "115.9b An object that looks for a “[spell or ability] that targets [something]” checks the current state of that spell or ability’s targets. If an object it targets is still in the zone it’s expected to be in or a player it targets is still in the game, that target’s current information is used, even if it’s not currently legal for that spell or ability. If an object it targets is no longer in the zone it’s expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used.\n一个需要“以[对象]为目标的[咒语或异能]”的物件检查该咒语或目标当前的情况。如果其目标的物件依然在它所预期的区域或其目标的牌手依然在游戏中,使用该目标当前的信息,即使其目前对于该咒语或异能不合法。如果其目标的物件不再在它所预期的区域或其目标的牌手已经离开游戏,忽略该目标;其最后已知信息将不被使用。"}, {"chapter": "1", "id": "115.9c", "content": "115.9c An object that looks for a “[spell or ability] that targets only [something]” checks the number of different objects or players that were chosen as targets of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability’s target is checked as described in rule 115.9b.\n一个需要“以[对象]为目标的[咒语或异能]”的物件检查该咒语或异能进入堆叠的时候,不同物件或牌手被选为其目标的数量(经过效应修改之后的目标状态),而不是其当前依然合法目标的数量。如果该数量为1(即使该咒语或异能多次指定该物件或牌手为目标),该咒语或异能目标的状态按照规则115.9b检查。"}, {"chapter": "1", "id": "115.10.", "content": "115.10. Spells and abilities can affect objects and players they don’t target. In general, those objects and players aren’t chosen until the spell or ability resolves. See rule 608, “Resolving Spells and Abilities.”\n咒语和异能可以影响不是其目标的物件和牌手。一般情况下,这些物件和牌手直到咒语或异能结算时才选择。参见规则608,“结算咒语和异能”。"}, {"chapter": "1", "id": "115.10a", "content": "115.10a Just because an object or player is being affected by a spell or ability doesn’t make that object or player a target of that spell or ability. Unless that object or player is identified by the word “target” in the text of that spell or ability, or the rule for that keyword ability, it’s not a target.\n受咒语或异能影响的物件或牌手并不一定为该咒语或异能的目标。除非该咒语或异能的规则叙述中或该关键字异能的规则中,使用“目标”一词来表示该物件或牌手,否则它不是目标。"}, {"chapter": "1", "id": "115.10b", "content": "115.10b In particular, the word “you” in an object’s text doesn’t indicate a target.\n一个物件的叙述中出现的“你”并不是目标。"}, {"chapter": "1", "id": "116.", "content": "116. Special Actions\n特殊动作"}, {"chapter": "1", "id": "116.1.", "content": "116.1. Special actions are actions a player may take when they have priority that don’t use the stack. These are not to be confused with turn-based actions and state-based actions, which the game generates automatically. (See rule 703, “Turn-Based Actions,” and rule 704, “State-Based Actions.”)\n特殊动作为当牌手具有优先权时可以执行的不使用堆叠的动作。它们与游戏自动执行的回合动作与状态动作不同。(参见规则703,“回合动作”和704,“状态动作”。)"}, {"chapter": "1", "id": "116.2.", "content": "116.2. There are twelve special actions:\n特殊动作有十二种:"}, {"chapter": "1", "id": "116.2a", "content": "116.2a Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player’s hand). By default, a player can take this action only once during each of their turns. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. See rule 305, “Lands.”\n使用地为特殊动作。牌手将地牌从其原有区域(通常为该牌手的手牌)放置到战场上来使用一个地。默认情况下,牌手在自己每个回合只可以执行该动作一次。牌手可以随时在自己回合的行动阶段,拥有优先权并且堆叠为空时,执行此动作。参见规则305,“地”。"}, {"chapter": "1", "id": "116.2b", "content": "116.2b Turning a face-down creature face up is a special action. A player can take this action any time they have priority. See rule 708, “Face-Down Spells and Permanents.”\n将牌面朝下的生物翻到正面是一个特殊动作。牌手可以随时在其拥有优先权时执行此动作。参见规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "1", "id": "116.2c", "content": "116.2c Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A player can take such an action any time they have priority, unless that effect specifies another timing restriction, for as long as the effect allows it.\n一些效应允许牌手在之后执行动作,一般为结束一个持续性效应或阻止一个延迟触发式异能的触发。执行这些动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作,除非该效应在其允许执行该动作的时段内指定了其他时机限制。"}, {"chapter": "1", "id": "116.2d", "content": "116.2d Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time they have priority.\n一些静止式异能所产生的效应允许牌手执行动作,从而在一段时间内忽略其效应。执行这些动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作。"}, {"chapter": "1", "id": "116.2e", "content": "116.2e One card (Circling Vultures) has the ability “You may discard Circling Vultures any time you could cast an instant.” Doing so is a special action. A player can take such an action any time they have priority.\n一张牌(盘旋的秃鹰)具有异能“你可以于你能够施放瞬间的时机下弃掉盘旋的秃鹰。”执行此动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作。"}, {"chapter": "1", "id": "116.2f", "content": "116.2f A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.62, “Suspend.”\n牌手可以放逐手上具有延缓异能的牌。这是个特殊动作。牌手随时可以在其拥有优先权,但只有在其可以开始施放该牌将其放进堆叠的情况下,执行此动作。参见规则702.62,“延缓”。"}, {"chapter": "1", "id": "116.2g", "content": "116.2g A player who has chosen a companion may pay {3} to put that card from outside the game into their hand. This is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn, but only if they haven’t done so yet this game. (See rule 702.139, “Companion.”)\n已选择行侣的牌手可以支付{3},将该牌从游戏外置于其手上。这是个特殊动作。牌手随时可以在自己回合的行动阶段拥有优先权并且堆叠为空时,但只有在其本盘游戏中尚未如此作过时执行此动作。(参见规则702.139,“行侣”。)"}, {"chapter": "1", "id": "116.2h", "content": "116.2h A player who has a card with foretell in their hand may pay {2} and exile that card face down. This is a special action. A player may take this action any time they have priority during their turn. See rule 702.143, “Foretell.”\n如果牌手手上有具预示异能的牌,他可以支付{2}并将该牌牌面朝下地放逐。这是个特殊动作。牌手随时可以在自己回合拥有优先权时执行此动作。参见规则702.143,“预示”。"}, {"chapter": "1", "id": "116.2i", "content": "116.2i In a Planechase game, rolling the planar die is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. See rule 901, “Planechase.”\n在竞逐时空游戏中,掷时空骰是特殊动作。牌手可以随时在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。执行此动作需要牌手支付法术力,其数量等同于该牌手该回合已作过此动作的数量。注意,如果本回合中有效应指示牌手掷时空骰,该数量不会等于牌手本回合已掷时空骰的次数。参见规则901,“竞逐时空”。"}, {"chapter": "1", "id": "116.2j", "content": "116.2j In a Conspiracy Draft game, turning a face-down conspiracy card in the command zone face up is a special action. A player can take this action any time they have priority. See rule 905.4a.\n在诡局轮抽游戏中,将统帅区中牌面朝下的诡局牌翻回正面为特殊动作。牌手可以随时在其拥有优先权时执行此动作。参见规则905.4a。"}, {"chapter": "1", "id": "116.2k", "content": "116.2k A player who has a card with plot in their hand may exile that card. This is a special action. A player can take this action any time they have priority during their own turn while the stack is empty. See rule 702.170, “Plot.”\n牌手可以放逐手上具有设谋异能的牌。这是个特殊动作。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。参见规则702.170,“设谋”。"}, {"chapter": "1", "id": "116.2m", "content": "116.2m A player who controls a permanent that has one or more locked halves (see rule 709.5) may pay the mana cost of a locked half of that permanent to give that permanent the appropriate unlocked designation. This cost is referred to as an “unlock cost.” A player can take this action any time they have priority and the stack is empty during a main phase of their turn.\n如果牌手操控一边或数边已上锁的永久物(参见规则709.5),该牌手可以支付该永久物已上锁之某边的法术力费用,以使该永久物得到相应的解锁称号。此费用称为“解锁费用”。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。"}, {"chapter": "1", "id": "116.3.", "content": "116.3. If a player takes a special action, that player receives priority afterward.\n如果牌手执行特殊动作,该牌手在此之后重新得到优先权。"}, {"chapter": "1", "id": "117.", "content": "117. Timing and Priority\n时机和优先权"}, {"chapter": "1", "id": "117.1.", "content": "117.1. Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.\n除非一个咒语或异能要求牌手执行某个动作,否则牌手执行动作的时机由优先权系统决定。具有优先权的牌手可以施放咒语、起动异能或执行特殊动作。"}, {"chapter": "1", "id": "117.1a", "content": "117.1a A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty.\n牌手可以随时在他具有优先权时施放瞬间咒语。牌手可以随时在自己回合的行动阶段,拥有优先权且堆叠为空时,施放非瞬间咒语。"}, {"chapter": "1", "id": "117.1b", "content": "117.1b A player may activate an activated ability any time they have priority.\n牌手可以随时在他具有优先权时起动起动式异能。"}, {"chapter": "1", "id": "117.1c", "content": "117.1c A player may take some special actions any time they have priority. A player may take other special actions during their main phase any time they have priority and the stack is empty. See rule 116, “Special Actions.”\n牌手可以随时在他具有优先权时执行其中一些特殊动作。牌手可以随时在自己回合的行动阶段,拥有优先权且堆叠为空时,执行其他的特殊动作。参见规则116,“特殊动作”。"}, {"chapter": "1", "id": "117.1d", "content": "117.1d A player may activate a mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).\n牌手可以随时在他具有优先权时、每当其施放需要支付法术力费用的咒语或起动需要支付法术力费用的异能时,或每当一个规则或效应要求支付法术力时(即使在施放与结算咒语或起动与结算异能的过程之中)起动法术力异能。"}, {"chapter": "1", "id": "117.2.", "content": "117.2. Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority.\n其他种类的异能和动作由游戏规则自动产生与执行,或由牌手在不得到优先权的情况下执行。"}, {"chapter": "1", "id": "117.2a", "content": "117.2a Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule 603, “Handling Triggered Abilities.”) However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn’t yet been put on the stack is put on the stack. See rule 117.5.\n触发式异能随时都可以被触发,包括在施放咒语的过程中、起动异能的过程中,或咒语或异能结算的过程中。(参见规则603,“处理触发式异能”。)然而,异能在触发时不会有任何事情发生。而每当有牌手将得到优先权时,已经触发但是尚未进入堆叠的异能进入堆叠。参见规则117.5。"}, {"chapter": "1", "id": "117.2b", "content": "117.2b Static abilities continuously affect the game. Priority doesn’t apply to them. (See rule 604, “Handling Static Abilities,” and rule 611, “Continuous Effects.”)\n静止式异能在游戏中持续生效。优先权与其无关。(参见规则604,“处理静止式异能”和规则611,“持续性效应”。)"}, {"chapter": "1", "id": "117.2c", "content": "117.2c Turn-based actions happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority. See rule 117.3a. Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703, “Turn-Based Actions.”\n回合动作在特定的步骤或阶段开始时自动发生。它们在牌手得到优先权之前被处理。参见规则117.3a。回合动作同样在特定的步骤或阶段结束时自动发生;没有牌手在此之后会得到优先权。参见规则703,“回合动作”。"}, {"chapter": "1", "id": "117.2d", "content": "117.2d State-based actions happen automatically when certain conditions are met. See rule 704. They’re dealt with before a player would receive priority. See rule 117.5.\n状态动作在达到特定的条件时自动发生。参见规则704。它们在牌手得到优先权之前被处理。参见规则117.5。"}, {"chapter": "1", "id": "117.2e", "content": "117.2e Resolving spells and abilities may instruct players to make choices or take actions, or may allow players to activate mana abilities. Even if a player is doing so, no player has priority while a spell or ability is resolving. See rule 608, “Resolving Spells and Abilities.”\n结算咒语和异能时可能要求牌手作出选择或执行动作,或者允许牌手起动法术力异能。即使有牌手如此作,依然没有任何牌手在咒语或异能的结算中会得到优先权。参见规则608,“结算咒语和异能”。"}, {"chapter": "1", "id": "117.3.", "content": "117.3. Which player has priority is determined by the following rules:\n以下规则决定哪位牌手拥有优先权:"}, {"chapter": "1", "id": "117.3a", "content": "117.3a The active player receives priority at the beginning of most steps and phases, after any turn-based actions (such as drawing a card during the draw step; see rule 703) have been dealt with and abilities that trigger at the beginning of that phase or step have been put on the stack. No player receives priority during the untap step. Players usually don’t get priority during the cleanup step (see rule 514.3).\n在大多数步骤和阶段开始时,在回合动作被解决之后(例如在抓牌步骤中抓牌;参见规则703)且在该步骤或阶段开始时触发的异能进入堆叠后,主动牌手得到优先权。没有牌手会在重置步骤中得到优先权。牌手在清理步骤中一般不会得到优先权(参见规则514.3)。"}, {"chapter": "1", "id": "117.3b", "content": "117.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.\n主动牌手在咒语或异能(法术力异能除外)结算之后得到优先权。"}, {"chapter": "1", "id": "117.3c", "content": "117.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.\n如果一位牌手在施放咒语、起动起动式异能,或是执行特殊动作时拥有优先权,则该牌手在此之后得到优先权。"}, {"chapter": "1", "id": "117.3d", "content": "117.3d If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player’s mana pool, they announce what mana is there. Then the next player in turn order receives priority.\n如果牌手拥有优先权但选择不执行任何动作,该牌手让过。如果该牌手的法术力池中有法术力,其需宣告留有何种法术力。然后下一位牌手得到优先权。"}, {"chapter": "1", "id": "117.4.", "content": "117.4. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends.\n如果所有牌手依次让过(所有牌手在让过之间没有执行任何动作),则堆叠顶端的咒语或异能结算,或如果堆叠为空,则该阶段或步骤结束。"}, {"chapter": "1", "id": "117.5.", "content": "117.5. Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, “State-Based Actions”), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule 603, “Handling Triggered Abilities”). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.\n当每次将有牌手得到优先权时,游戏首先作为单一事件处理所有生效的状态动作(参见规则704,“状态动作”),然后重复此过程直到所有状态动作都被处理。之后触发式异能进入堆叠(参见规则603,“处理触发式异能”)。这些步骤重复交替直到没有更多需要处理的状态动作以及没有更多异能触发。然后将得到优先权的牌手得到优先权。"}, {"chapter": "1", "id": "117.6.", "content": "117.6. In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 805, “Shared Team Turns Option.”\n在使用队伍共享回合玩法的多人游戏中,由队伍得到优先权,而不是单独的牌手得到优先权。参见规则805,“队伍共享回合玩法”。"}, {"chapter": "1", "id": "117.7.", "content": "117.7. If a player with priority casts a spell or activates an activated ability while another spell or ability is already on the stack, the new spell or ability has been cast or activated “in response to” the earlier spell or ability. The new spell or ability will resolve first. See rule 608, “Resolving Spells and Abilities.”\n如果拥有优先权的牌手在堆叠中有咒语或异能的情况下,施放咒语或起动起动式异能,则新的咒语或异能“响应”先前的咒语或异能被施放或起动。新的咒语和异能将先结算。参见规则608,“结算咒语和异能”。"}, {"chapter": "1", "id": "118.", "content": "118. Costs\n费用"}, {"chapter": "1", "id": "118.1.", "content": "118.1. A cost is an action or payment necessary to take another action or to stop another action from taking place. To pay a cost, a player carries out the instructions specified by the spell, ability, or effect that contains that cost.\n费用为一个动作或花费,用来执行另一个动作或阻止另一个动作。牌手遵循咒语、异能或包含该费用的效应所指示,来支付其费用。"}, {"chapter": "1", "id": "118.2.", "content": "118.2. If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules 601.2f–h.\n如果费用包含法术力花费,支付费用的牌手将有机会起动法术力异能。支付施放咒语或起动起动式异能的费用遵循规则601.2f-h中的步骤。"}, {"chapter": "1", "id": "118.3.", "content": "118.3. A player can’t pay a cost without having the necessary resources to pay it fully. For example, a player with only 1 life can’t pay a cost of 2 life, and a permanent that’s already tapped can’t be tapped to pay a cost. See rule 202, “Mana Cost and Color,” and rule 602, “Activating Activated Abilities.”\n除非牌手具有足以完全支付某费用的资源,否则其不能支付该费用。例如,生命为1的牌手不能支付2点生命的费用,以及已经横置的永久物不能被横置来支付一个费用。参见规则202,“法术力费用和颜色”和规则602,“起动起动式异能”。"}, {"chapter": "1", "id": "118.3a", "content": "118.3a Paying mana is done by removing the indicated mana from a player’s mana pool. (Players can always pay 0 mana.) If excess mana remains in that player’s mana pool after making that payment, the player announces what mana is still there.\n支付法术力通过将指定的法术力从牌手的法术力池中移去完成。(牌手总可以支付0点法术力。)在该牌手支付费用后,若还有法术力剩余在法术力池中,该牌手必须宣告留有什么样的法术力在法术力池中。"}, {"chapter": "1", "id": "118.3b", "content": "118.3b Paying life is done by subtracting the indicated amount of life from a player’s life total. (Players can always pay 0 life.)\n支付生命通过将指定数量的生命从牌手的总生命中减去完成。(牌手总可以支付0点生命。)"}, {"chapter": "1", "id": "118.3c", "content": "118.3c Activating mana abilities is not mandatory, even if paying a cost is.\n起动法术力异能并不是必须的,即使支付费用是必须的。"}, {"chapter": "1", "id": "118.4.", "content": "118.4. Some costs include an {X} or an X. See rule 107.3.\n一些费用中包含{X}或X。参见规则107.3。"}, {"chapter": "1", "id": "118.5.", "content": "118.5. Some costs are represented by {0}, or are reduced to {0}. The action necessary for a player to pay such a cost is the player’s acknowledgment that they are paying it. Even though such a cost requires no resources, it’s not automatically paid.\n一些费用以{0}表示,或者减少至{0}。牌手必须表示其有一个支付的动作。即使该费用不需要任何资源,它不会自动被支付。"}, {"chapter": "1", "id": "118.5a", "content": "118.5a A spell whose mana cost is {0} must still be cast the same way as one with a cost greater than zero; it won’t cast itself automatically. The same is true for an activated ability whose cost is {0}.\n法术力费用为{0}的咒语,必须遵守与费用大于0的咒语同样的方式被施放;它不会自己自动施放。费用为{0}的起动式异能同理。"}, {"chapter": "1", "id": "118.6.", "content": "118.6. Some objects have no mana cost. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of an object with no mana cost. Attempting to cast a spell or activate an ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action.\n一些物件没有法术力费用。这代表了一个无法被支付的费用。如果异能的费用基于一个没有法术力费用的咒语的法术力费用,它也同样可以有无法被支付的费用。试图施放有无法被支付的费用的咒语,以及试图起动有无法被支付的费用的异能为合法动作。但是试图支付一个无法被支付的费用是非法动作。"}, {"chapter": "1", "id": "118.6a", "content": "118.6a If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows a player to cast a spell without paying its mana cost, the alternative cost may be paid.\n如果一个无法被支付的费用被一个效应或额外费用增加,该费用依然无法被支付。如果一个无法被支付的费用有替代性费用,包括允许牌手无需支付法术力费用施放咒语,则该替代性费用可以被支付。"}, {"chapter": "1", "id": "118.7.", "content": "118.7. What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it’s considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost.\n当牌手实际支付费用时,它可能会被效应改变或减少。当费用的法术力部分被减少费用的效应减至无,它将被视同{0}。支付被效应改变或减少的费用按支付过原费用计算。"}, {"chapter": "1", "id": "118.7a", "content": "118.7a Effects that reduce a cost by an amount of generic mana affect only the generic mana component of that cost. They can’t affect the colored or colorless mana components of that cost.\n减少费用中数个一般法术力的效应,只会影响费用中一般法术力的部分。这些效应不能影响费用中有色或无色法术力的部分。"}, {"chapter": "1", "id": "118.7b", "content": "118.7b If a cost is reduced by an amount of colored or colorless mana, but the cost doesn’t require mana of that type, the cost is reduced by that amount of generic mana.\n如果一个费用减少了数个有色或无色法术力,但该费用不需要该类型的法术力,则该费用减少等量的一般法术力。"}, {"chapter": "1", "id": "118.7c", "content": "118.7c If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the cost’s mana component of that color is reduced to nothing and the cost’s generic mana component is reduced by the difference.\n如果一个费用减少了数个有色法术力,且减少的数量超过了该费用中该颜色法术力的数量,该费用中此颜色的部分被减至无,并减少等同于超出部分数量的一般法术力。"}, {"chapter": "1", "id": "118.7d", "content": "118.7d If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the cost’s colorless mana component is reduced to nothing and the cost’s generic mana component is reduced by the difference.\n如果一个费用减少了数个无色法术力,且减少的数量超过了该费用中无色法术力的数量,该费用中无色法术力的部分被减至无,并减少等同于超出部分数量的一般法术力。"}, {"chapter": "1", "id": "118.7e", "content": "118.7e If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a generic half is chosen, the cost is reduced by an amount of generic mana equal to that half’s number.\n如果一个费用减少的法术力由混血法术力符号表示,该牌手在减少费用的效应生效时选择该混血法术力符号的其中一半(参见规则601.2f)。如果选择的一半为有色法术力,该费用减少一点该色法术力。如果选择的一半为一般法术力,该费用减少等同于那半边数量的一般法术力。"}, {"chapter": "1", "id": "118.7f", "content": "118.7f If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol’s color.\n如果一个费用减少的法术力由非瑞克西亚法术力符号表示,该费用减少一点该符号的颜色之法术力。"}, {"chapter": "1", "id": "118.7g", "content": "118.7g If a cost is reduced by an amount of mana represented by one or more snow mana symbols, the cost is reduced by that much generic mana.\n如果一个费用减少的法术力由一个或数个雪境法术力符号表示,该费用减少等量的一般法术力。"}, {"chapter": "1", "id": "118.8.", "content": "118.8. Some spells and abilities have additional costs. An additional cost is a cost listed in a spell’s rules text, or applied to a spell or ability from another effect, that its controller must pay at the same time they pay the spell’s mana cost or the ability’s activation cost. Note that some additional costs are listed in keywords; see rule 702.\n一些咒语和异能有额外费用。额外费用指咒语或异能的操控者在支付咒语的法术力费用或异能的起动费用时,必须同时支付的在该咒语规则叙述中或者由另一个效应对该咒语或异能生效产生的费用。有些额外费用在关键字中列出;参见规则702。"}, {"chapter": "1", "id": "118.8a", "content": "118.8a Any number of additional costs may be applied to a spell as it’s being cast or to an ability as it’s being activated. The controller of the spell or ability announces their intentions to pay any or all of those costs as described in rule 601.2b.\n咒语或起动式异能于施放和起动的时可以有多个额外费用。该咒语或异能的操控者按照规则601.2b的叙述宣告其准备如何支付其中哪些费用。"}, {"chapter": "1", "id": "118.8b", "content": "118.8b Some additional costs are optional.\n一些额外费用是有选择性的。"}, {"chapter": "1", "id": "118.8c", "content": "118.8c If an effect instructs a player to cast a spell “if able,” and that spell has a mandatory additional cost that includes actions involving cards with a stated quality in a hidden zone, the player isn’t required to cast that spell, even if those cards are present in that zone.\n如果一个效应让牌手“如果可以则必须”施放某咒语,并且该咒语具有必须的额外费用,该费用包括对隐藏区域中具有特殊要求的牌进行动作,则该牌手不必施放该咒语,即使这些牌在所在的区域中已经展示。"}, {"chapter": "1", "id": "118.8d", "content": "118.8d Additional costs don’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.\n额外费用不改变咒语的法术力费用,只改变其操控者为施放它而需支付的费用。需要得知咒语法术力费用的咒语或异能依然使用其原有的数值。"}, {"chapter": "1", "id": "118.9.", "content": "118.9. Some spells have alternative costs. An alternative cost is a cost listed in a spell’s text, or applied to it from another effect, that its controller may pay rather than paying the spell’s mana cost. Alternative costs are usually phrased, “You may [action] rather than pay [this object’s] mana cost,” or “You may cast [this object] without paying its mana cost.” Note that some alternative costs are listed in keywords; see rule 702.\n一些咒语有替代性费用。替代性费用指咒语规则叙述中或或者由另一个效应对该咒语或异能生效产生的费用,其操控者可以不支付咒语的法术力力费用而改为支付此费用。替代性费用一般使用“你可以[动作]而不支付[此物件]的法术力费用”或“你可以施放[此物件]而不支付其法术力费用”。有些替代性费用在关键字中列出;参见规则702。"}, {"chapter": "1", "id": "118.9a", "content": "118.9a Only one alternative cost can be applied to any one spell as it’s being cast. The controller of the spell announces their intentions to pay that cost as described in rule 601.2b.\n任何咒语都只可以使用一个替代性费用来使用。该咒语的操控者按照规则601.2b的叙述宣告其准备支付如何费用。"}, {"chapter": "1", "id": "118.9b", "content": "118.9b Alternative costs are generally optional. An effect that allows you to cast a spell may require a certain alternative cost to be paid.\n替代性费用通常是可选的。一些允许你施放咒语的效应可能需要支付某个特定的替代性费用。"}, {"chapter": "1", "id": "118.9c", "content": "118.9c An alternative cost doesn’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.\n替代性费用不改变咒语的法术力费用,只改变其操控者为施放它而需支付的费用。需要得知咒语法术力费用的咒语或异能依然使用其原有的数值。"}, {"chapter": "1", "id": "118.9d", "content": "118.9d If an alternative cost is being paid to cast a spell, any additional costs, cost increases, and cost reductions that affect that spell are applied to that alternative cost. (See rule 601.2f.)\n如果一个替代性费用被用来支付施放咒语,任何影响该咒语的额外费用、增加费用以及减少费用依然对该替代性费用生效。(参见规则601.2f。)"}, {"chapter": "1", "id": "118.10.", "content": "118.10. Each payment of a cost applies to only one spell, ability, or effect. For example, a player can’t sacrifice just one creature to activate the activated abilities of two permanents that each require sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn’t pay another spell or ability’s cost, even if part of its effect is doing the same thing the other cost asks for.\n费用的每个花费只能应用于一个咒语、异能或效应。例如,牌手不能牺牲同一个生物来起动两个永久物上各需要牺牲生物作为费用的起动式异能。另外,咒语和异能的结算并不能用来支付另一个咒语或异能的费用,即使它的部分效应与另一个费用的要求吻合。"}, {"chapter": "1", "id": "118.11.", "content": "118.11. The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are performed don’t match the actions that are called for, the cost has still been paid.\n当支付费用时执行的动作可能被效应所修改,这表示执行的动作将与要求的动作不符,但费用依然被支付了。\nExample: A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost of “Draw a card,” and Obstinate Familiar, a creature that says “If you would draw a card, you may skip that draw instead.” The player may decide to pay Psychic Vortex’s cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid.\n例如:某牌手操控精神漩涡,一个累积维持为“抓一张牌”的结界,以及顽强佣兽,一个具有“如果你将抓一张牌,你可以改为略过该抓牌”的生物。该牌手可以选择支付精神漩涡的累积维持费用,然后将抓该数量的牌改为不抓牌。该累积费用依然被支付了。"}, {"chapter": "1", "id": "118.12.", "content": "118.12. Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does, doesn’t, or can’t], [effect].” Or “[A player] may [do something]. If [that player] [does, doesn’t, or can’t], [effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a player] [does, doesn’t, or can’t]” clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.\n一些咒语、起动式异能以及触发式异能为,“[作某件事]。如果[有牌手][作、不作、或无法如此作],[效应]。”或“[有牌手]可以[作某件事]。如果[该牌手][作、不作、或无法如此作],[效应]。”[作某件事]的动作为费用,在咒语或异能结算时支付。“如果[某牌手][作、不作、或无法如此作]”部分检查牌手是否选择支付一个可选费用,或开始支付一个强制费用,无论哪个事件实际发生。\nExample: You control Standstill, an enchantment that says “When a player casts a spell, sacrifice this enchantment. If you do, each of that player’s opponents draws three cards.” A spell is cast, causing Standstill’s ability to trigger. Then an ability is activated that exiles Standstill. When Standstill’s ability resolves, you’re unable to pay the “sacrifice Standstill” cost. No player will draw cards.\n例如:你操控滞留,一个具有“当一位牌手施放咒语时,牺牲此结界。若你如此作,该牌手的每位对手各抓三张牌”的结界。一个咒语被施放,令滞留的异能触发。然后一个异能被起动,放逐了滞留。当滞留的异能结算时,你无法支付“牺牲滞留”这个费用。没有牌手会抓牌。\nExample: Your opponent has cast Gather Specimens, a spell that says “If a creature would enter the battlefield under an opponent’s control this turn, it enters under your control instead.” You control a face-down Dermoplasm, a creature with morph that says “When this creature is turned face up, you may put a creature card with morph from your hand onto the battlefield face up. If you do, return this creature to its owner’s hand.” You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand onto the battlefield. Due to Gather Specimens, it enters the battlefield under your opponent’s control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner’s hand.\n例如:你的对手施放收集样本,其叙述为“本回合中,如果某生物将在对手的操控下进战场,则它改为在你的操控下进场。”。你操控牌面朝下的原质变形兽,该生物有变身且叙述为“当此生物翻回正面时,你可以从你手上将一张具有变身异能的生物牌以牌面朝上的方式放置进战场。如果你如此作,将此生物移回其拥有者的手上。”你将原质变形兽翻回正面,且选择将一个具有变身异能的生物牌从你手上放进战场。由于收集样本,该生物改为在你对手操控下进战场。然而,由于你选择了支付费用,原质变形兽将会回到其拥有者的手上。"}, {"chapter": "1", "id": "118.12a", "content": "118.12a Some spells, activated abilities, and triggered abilities read, “[Do something] unless [a player does something else].” This means the same thing as “[A player may do something else]. If [that player doesn’t], [do something].”\n一些咒语、起动式异能以及触发式异能为,“除非[一位牌手作一件事],否则[作另一件事]”。这与“[一位牌手可以作一件事]。如果[该牌手不如此作],则[作另一件事]。”的意义相同。"}, {"chapter": "1", "id": "118.12b", "content": "118.12b Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, followed by an “If [a player] does” clause. This clause checks whether the player chose to search, not whether the player took any of the additional actions.\n一些效应允许牌手选择搜寻一个区域并对该区域中找到的牌作出额外的动作,其后带有一个“如果[某牌手]如此作”子句。此子句检查该牌手是否选择搜寻,而非该牌手是否执行任何额外的动作。"}, {"chapter": "1", "id": "118.13.", "content": "118.13. Some costs contain mana symbols that can be paid in multiple ways. These include hybrid mana symbols and Phyrexian mana symbols.\n一些费用包含可以用多种方式支付的法术力符号。这包括混血法术力符号和非瑞克西亚法术力符号。"}, {"chapter": "1", "id": "118.13a", "content": "118.13a If the mana cost of a spell or the activation cost of an activated ability contains a mana symbol that can be paid in multiple ways, the choice of how to pay for that symbol is made as its controller proposes that spell or ability (see rule 601.2b).\n如果一个咒语的法术力费用、或一个起动式异能的起动费用包含可以用多种方式支付的法术力符号,则其操控者于声明该咒语或异能(参见规则601.2b)时选择如何支付该符号。"}, {"chapter": "1", "id": "118.13b", "content": "118.13b If a cost paid during the resolution of a spell or ability contains a mana symbol that can be paid in multiple ways, the player paying that cost chooses how to pay for that symbol immediately before they pay that cost.\n如果在一个咒语或异能结算过程中支付的费用包含可以用多种方式支付的法术力符号,则支付该费用的牌手在紧接着支付该费用之前,先选择如何支付该符号。"}, {"chapter": "1", "id": "118.13c", "content": "118.13c If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the player taking the special action chooses how to pay for that symbol immediately before they pay that cost.\n如果一个与特殊动作相关联的费用包含可以用多种方式支付的法术力符号,则执行该特殊动作的牌手在紧接着支付该费用之前,先选择如何支付该符号。"}, {"chapter": "1", "id": "118.14.", "content": "118.14. Some effects say that “mana of any type can be spent” to pay a cost. This means that players may spend mana as though it were colorless mana or mana of any color to pay that cost. If that effect also gives a player permission to cast spells, this applies only to mana that player spends to cast spells that way. See rule 609.4b.\n一些效应叙述“能用任意种类的法术力”来支付费用。这意味着牌手可以将法术力视同无色法术力或任意颜色的法术力来支付此费用。如果该效应还允许牌手施放咒语,则其只对以此法施放咒语时支付的法术力生效。参见规则609.4b。"}, {"chapter": "1", "id": "119.", "content": "119. Life\n生命"}, {"chapter": "1", "id": "119.1.", "content": "119.1. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.\n每位牌手在游戏开始时的起始总生命为20。一些玩法可能会有不同的起始总生命。"}, {"chapter": "1", "id": "119.1a", "content": "119.1a In a Two-Headed Giant game, each team’s starting life total is 30. See rule 810, “Two-Headed Giant Variant.”\n在双头巨人游戏中,每个队伍的起始总生命为30;参见规则810,“双头巨人玩法”。"}, {"chapter": "1", "id": "119.1b", "content": "119.1b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card. See rule 902, “Vanguard.”\n在先锋游戏中,每位牌手的起始总生命为20,并受到该牌手之先锋牌的生命修正增加或减少。参见规则902,“先锋”。"}, {"chapter": "1", "id": "119.1c", "content": "119.1c In a Commander game, each player’s starting life total is 40. See rule 903, “Commander.”\n在指挥官游戏中,每位牌手的起始总生命为40。参见规则903,“指挥官”。"}, {"chapter": "1", "id": "119.1d", "content": "119.1d In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30. See rule 903.12, “Brawl Option.”\n在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。参见规则903.12,“争锋模式”。"}, {"chapter": "1", "id": "119.1e", "content": "119.1e In an Archenemy game, the archenemy’s starting life total is 40. See rule 904, “Archenemy.”\n在魔王游戏中,魔王的起始总生命为40。参见规则904,“魔王”。"}, {"chapter": "1", "id": "119.2.", "content": "119.2. Damage dealt to a player normally causes that player to lose that much life. See rule 120.3.\n对牌手造成的伤害通常会导致该牌手失去等量的生命。参见规则120.3。"}, {"chapter": "1", "id": "119.3.", "content": "119.3. If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly.\n如果一个效应使牌手获得或失去生命,该牌手的总生命会因此改变。"}, {"chapter": "1", "id": "119.4.", "content": "119.4. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if their life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from their life total; in other words, the player loses that much life.\n如果一个费用或效应允许牌手支付大于0点生命,该牌手只有在其总生命大于等于其将支付的生命时才可以如此作。如果牌手支付生命,其所支付的生命从总生命值中减去。"}, {"chapter": "1", "id": "119.4a", "content": "119.4a If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if their team’s life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from their team’s life total.\n在一场双头巨人的游戏中,如果一个费用或效应允许牌手支付大于0点生命,该牌手只有在其队伍的总生命大于等于其队伍所有成员将为该费用或效应支付的生命时才可以如此作。如果牌手支付生命,其所支付的生命从队伍的总生命值中减去。"}, {"chapter": "1", "id": "119.4b", "content": "119.4b Players can always pay 0 life, no matter what their (or their team’s) life total is, and even if an effect says players can’t pay life.\n牌手永远可以支付0点生命,无论他(或他的队伍)的总生命是多少,即使一个效应使牌手不能支付生命亦是如此。"}, {"chapter": "1", "id": "119.5.", "content": "119.5. If an effect sets a player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.\n如果一个效应将牌手的总生命设为一个特定的值,该牌手会得到或失去相应的生命使其总生命成为该新的数值。"}, {"chapter": "1", "id": "119.6.", "content": "119.6. If a player has 0 or less life, that player loses the game as a state-based action. See rule 704.\n如果一位牌手的生命为0或更少,该牌手作为状态动作输掉游戏。参见规则704。"}, {"chapter": "1", "id": "119.7.", "content": "119.7. If an effect says that a player can’t gain life, that player can’t make an exchange such that the player’s life total would become higher; in that case, the exchange won’t happen. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become higher. In addition, a cost that involves having that player gain life can’t be paid, and a replacement effect that would replace a life gain event affecting that player won’t do anything.\n如果一个效应为某牌手不能获得生命,则该牌手不能作出会让他的生命变的更高的交换;这此情况下,交换不会发生。类似地,如果一个效应重新调换总生命,牌手不能得到与其原来的总生命相比更高的总生命。除此之外,包括该牌手获得生命的费用不能被支付,且一个影响该牌手,将替代其得到生命事件的替代性效应不会有任何效果。"}, {"chapter": "1", "id": "119.8.", "content": "119.8. If an effect says that a player can’t lose life, that player can’t make an exchange such that the player’s life total would become lower; in that case, the exchange won’t happen. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become lower. In addition, a cost that involves having that player pay life can’t be paid.\n如果一个效应为某牌手不能失去生命,则该牌手不能和比其生命低的牌手交换总生命;在此情况下,交换不会发生。类似地,如果一个效应重新调换总生命,牌手不能得到与其原来的总生命相比更低的总生命。除此之外,包含令该牌手支付生命的费用不能被支付。"}, {"chapter": "1", "id": "119.9.", "content": "119.9. Some triggered abilities are written, “Whenever [a player] gains life, . . . .” Such abilities are treated as though they are written, “Whenever a source causes [a player] to gain life, . . . .” If a player gains 0 life, no life gain event has occurred, and these abilities won’t trigger.\n一些触发式异能写作“每当[牌手]获得生命时,……”。这些异能视为“每当一个来源使[牌手]获得生命时……”。如果一位牌手获得0点生命,没有获得生命的事件发生,这些异能也不会触发。"}, {"chapter": "1", "id": "119.10.", "content": "119.10. Some replacement effects are written, “If [a player] would gain life, . . . .” Such abilities are treated as though they are written, “If a source would cause [a player] to gain life, . . . .” If a player gains 0 life, no life gain event would occur, and these effects won’t apply.\n一些替代性效应写作“如果[某牌手]将获得生命,. . .”。这些异能视为“如果一个来源使得[某牌手]获得生命,. . .”。如果一位牌手获得0点生命,没有获得生命的事件会发生,这些效应也不会生效。"}, {"chapter": "1", "id": "120.", "content": "120. Damage\n伤害"}, {"chapter": "1", "id": "120.1.", "content": "120.1. Objects can deal damage to battles, creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. An object that deals damage is the source of that damage.\n物件可以对战役、生物、鹏洛客以及牌手造成伤害。这通常是对受到伤害的物件或牌手不利的。造成伤害的物件是该伤害的来源。"}, {"chapter": "1", "id": "120.1a", "content": "120.1a Damage can’t be dealt to an object that’s not a battle, a creature, or a planeswalker.\n伤害不能对战役、生物或鹏洛客以外的物件造成。"}, {"chapter": "1", "id": "120.2.", "content": "120.2. Any object can deal damage.\n任何物件都可以造成伤害。"}, {"chapter": "1", "id": "120.2a", "content": "120.2a Damage may be dealt as a result of combat. Each attacking and blocking creature deals combat damage equal to its power during the combat damage step.\n造成伤害可能为战斗的效果。每个攻击生物和阻挡生物在战斗伤害步骤中造成等同其力量的战斗伤害。"}, {"chapter": "1", "id": "120.2b", "content": "120.2b Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage.\n造成伤害可能为咒语或异能的效应。该咒语或异能将指定造成该伤害的物件。"}, {"chapter": "1", "id": "120.3.", "content": "120.3. Damage may have one or more of the following results, depending on whether the recipient of the damage is a player or permanent, the characteristics of the damage’s source, and the characteristics of the damage’s recipient (if it’s a permanent).\n伤害可能造成一个或数个以下效果,取决于牌手或永久物受到伤害、伤害来源的特征,以及受到伤害一方的特征(如果是永久物)。"}, {"chapter": "1", "id": "120.3a", "content": "120.3a Damage dealt to a player by a source without infect causes that player to lose that much life.\n不具侵染异能的来源对牌手造成的伤害会导致该牌手失去等量的生命。"}, {"chapter": "1", "id": "120.3b", "content": "120.3b Damage dealt to a player by a source with infect causes that source’s controller to give the player that many poison counters.\n具侵染异能的来源对牌手造成的伤害会导致该来源的操控者给予该牌手等量的中毒指示物。"}, {"chapter": "1", "id": "120.3c", "content": "120.3c Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.\n对鹏洛客造成的伤害会导致该鹏洛客移去等量的忠诚指示物。"}, {"chapter": "1", "id": "120.3d", "content": "120.3d Damage dealt to a creature by a source with wither and/or infect causes that source’s controller to put that many -1/-1 counters on that creature.\n具有干枯和/或侵染的来源对生物造成伤害会导致该来源的操控者在该生物上放置等量的-1/-1指示物。"}, {"chapter": "1", "id": "120.3e", "content": "120.3e Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.\n不具有干枯或侵染的来源对生物造成伤害,会导致在生物上标记受到等量的伤害。"}, {"chapter": "1", "id": "120.3f", "content": "120.3f Damage dealt by a source with lifelink causes that source’s controller to gain that much life, in addition to the damage’s other results.\n具有系命的来源对物件或牌手造成伤害,除了该伤害的其他效果以外,还会导致该来源的操控者得到等量的生命。"}, {"chapter": "1", "id": "120.3g", "content": "120.3g Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number of poison counters equal to that creature’s total toxic value, in addition to the damage’s other results. See rule 702.164, “Toxic.”\n具下毒异能的生物对牌手造成的战斗伤害,除了该伤害的其他效果以外,还会导致该生物的操控者给予受到伤害的牌手若干中毒指示物,其数量等同于该生物的总下毒值。参见规则702.164,“下毒”。"}, {"chapter": "1", "id": "120.3h", "content": "120.3h Damage dealt to a battle causes that many defense counters to be removed from that battle.\n对战役造成的伤害会导致该战役移去等量的布防指示物。"}, {"chapter": "1", "id": "120.4.", "content": "120.4. Damage is processed in a four-part sequence.\n处理伤害需要依次经历四部分。"}, {"chapter": "1", "id": "120.4a", "content": "120.4a First, if an effect that’s causing damage to be dealt states that excess damage that would be dealt to a permanent is dealt to another permanent or player instead, the damage event is modified accordingly. If the first permanent is a creature, the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time. (See rule 120.6.) Any amount of damage greater than 1 is excess damage if the source dealing that damage to a creature has deathtouch. (See rule 702.2.) If the first permanent is a planeswalker, the excess damage is the amount of damage in excess of that planeswalker’s loyalty, taking into account damage from other sources that would be dealt at the same time. If the first permanent is a battle, the excess damage is the amount of damage in excess of that battle’s defense, taking into account damage from other sources that would be dealt at the same time. If the first permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage is the greatest of the calculated amounts for each of the card types it has.\n首先,如果一个导致伤害将会造成的效应叙述对一个永久物造成的过量伤害改为对另一个物件或牌手造成,该伤害事件将会被按此方式修正。如果前者永久物是生物,过量伤害指该伤害中超过致命伤害的部分,并同时计算该生物上已标记的伤害,以及与此同时将造成之来自其他来源的伤害。(参见规则120.6。)如果对生物造成伤害的来源具有死触,则该伤害中超过1点的部分均为过量伤害。(参见规则702.2。)如果前者永久物是鹏洛客,过量伤害指该伤害中超过该鹏洛客忠诚的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物是战役,过量伤害指该伤害中超过该战役布防的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物同时为生物、鹏洛客及战役中的多种类别,过量伤害是其每种牌张类别各计算所得的数值间之最大者。"}, {"chapter": "1", "id": "120.4b", "content": "120.4b Second, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack.\n其次,伤害造成,并且与伤害有关的替代性效应和防止性效应会影响该伤害。(参见规则614,“替代性效应”和规则615,“防止性效应”。)当伤害造成时触发的异能此时触发,等待进入堆叠。"}, {"chapter": "1", "id": "120.4c", "content": "120.4c Third, damage that’s been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).\n再次,造成的伤害变换为其结果,并且与结果有关的替代性效应会影响该结果。(例如失去生命或获得指示物。)"}, {"chapter": "1", "id": "120.4d", "content": "120.4d Finally, the damage event occurs.\n最后,伤害事件发生。\nExample: A player who controls Boon Reflection, an enchantment that says “If you would gain life, you gain twice that much life instead,” attacks with a 3/3 creature with wither and lifelink. It’s blocked by a 2/2 creature, and the defending player casts a spell that prevents the next 2 damage that would be dealt to the blocking creature. The damage event starts out as [3 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. The prevention effect is applied, so the damage event becomes [1 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. That’s processed into its results, so the damage event is now [one -1/-1 counter is put on the 2/2 creature, the active player gains 1 life, 2 damage is marked on the 3/3 creature]. Boon Reflection’s effect is applied, so the damage event becomes [one -1/-1 counter is put on the 2/2 creature, the active player gains 2 life, 2 damage is marked on the 3/3 creature]. Then the damage event occurs.\n例如:某牌手操控恩泽映象,一个具有“若你将获得生命,则改为你获得该数量两倍的生命。”的结界。该牌手使用3/3具有干枯和系命的生物进行攻击,且被2/2生物阻挡。防御牌手施放咒语防止对阻挡生物造成的2点伤害。伤害事件以[对2/2的生物造成3点伤害,对3/3的生物造成2点伤害]开始。防止性效应生效,所以伤害事件变成[对2/2的生物造成1点伤害,对3/3的生物造成2点伤害]。然后变换成结果,伤害事件变成[在2/2的生物上放置一个-1/-1指示物,主动牌手获得1点生命,在3/3的生物上标记2点伤害]。恩泽映象的效应生效,伤害事件变成[在2/2的生物上放置一个-1/-1指示物,主动牌手获得2点生命,在3/3的生物上标记2点伤害]。然后伤害事件发生。\nExample: The defending player controls a creature and Worship, an enchantment that says “If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.” That player is at 2 life, and is being attacked by two unblocked 5/5 creatures. The player casts Awe Strike, which says “The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way,” targeting one of the attackers. The damage event starts out as [10 damage is dealt to the defending player]. Awe Strike’s effect is applied, so the damage event becomes [5 damage is dealt to the defending player, the defending player gains 5 life]. That’s processed into its results, so the damage event is now [the defending player loses 5 life, the defending player gains 5 life]. Worship’s effect sees that the damage event would not reduce the player’s life total to less than 1, so Worship’s effect is not applied. Then the damage event occurs.\n例如:防御牌手操控一个生物和崇拜,一个具有“若你操控任何生物,则将使你的总生命减至1以下的伤害,改为减少至1。”的结界。该牌手的总生命为2,且被两个不可被阻挡的5/5生物攻击。该牌手施放一击之威,其叙述“防止目标生物在本回合中下一次将造成的伤害。你获得与以此法所防止的伤害等量的生命”,目标其中一个攻击生物。伤害事件以[对防御牌手造成10点伤害]开始。一击之威的效应生效,伤害事件变成[对防御牌手造成5点伤害,防御牌手获得5点生命]。然后变换成结果,伤害事件变成[防御牌手失去5点生命,防御牌手获得5点生命]。崇拜的效应检查伤害事件未将牌手的总生命减少到1以下,所以它将不会生效。然后伤害事件发生。"}, {"chapter": "1", "id": "120.5.", "content": "120.5. Damage dealt to a creature, planeswalker, or battle doesn’t destroy it. Likewise, the source of that damage doesn’t destroy it. Rather, state-based actions may destroy a creature or otherwise put a permanent into its owner’s graveyard, due to the results of the damage dealt to that permanent. See rule 704.\n对生物、鹏洛客或战役造成的伤害不会将其消灭。同样的,伤害的来源不会将其消灭。由于永久物受到伤害的结果,状态动作可能将消灭生物或者将永久物置入其拥有者的坟墓场。参见规则704。\nExample: A player casts Lightning Bolt, an instant that says “Lightning Bolt deals 3 damage to any target,” targeting a 2/2 creature. After Lightning Bolt deals 3 damage to that creature, the creature is destroyed as a state-based action. Neither Lightning Bolt nor the damage dealt by Lightning Bolt destroyed that creature.\n例如:某牌手施放闪电击,一个叙述为“闪电击对任意一个目标造成3点伤害”的瞬间,目标一个2/2生物。在闪电击对该生物造成3点伤害后,该生物由于状态动作被消灭。闪电击和它所造成的伤害均没有消灭该生物。"}, {"chapter": "1", "id": "120.6.", "content": "120.6. Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.19, “Regenerate”) and during the cleanup step (see rule 514.2).\n在生物上标记的伤害,则直到清除步骤之前都会留在此永久物上,即使它不再是生物。如果标记在生物总伤害大于其防御力,该生物便受到了致命伤害,且作为状态动作而被消灭(参见规则704)。一个永久物上标记的所有伤害在其重生时(参见规则701.19,“重生”)以及在清除步骤中(参见规则514.2)都会被移除。"}, {"chapter": "1", "id": "120.7.", "content": "120.7. The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 609.7, “Sources of Damage.”\n伤害的来源为造成该伤害的物件。如果一个效应要求牌手选择伤害来源,其可以选择一个永久物;一个堆叠中的咒语(包括永久物咒语);由堆叠上的一个物件、一个等待生效的防止或替代性效应,或一个等待触发的延迟触发异能所代表的任何物件(即使该物件已经不再在它之前所在区域);或者一个统帅区中面朝上的物件。即使一个来源无法造成伤害,也可以合法地选择该来源。参见规则609.7,“伤害的来源”。"}, {"chapter": "1", "id": "120.8.", "content": "120.8. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won’t trigger. It also means that replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.\n如果一个来源将造成0点伤害,则它将不造成任何伤害。这表示因造成伤害而触发的异能不会被触发。这也表示将增加该来源伤害或将该来源所造成的伤害改为对另一个不同的物件或牌手造成的替代性效应,将没有事件替代,所以它们不会有任何效果。"}, {"chapter": "1", "id": "120.9.", "content": "120.9. If an ability triggers on damage being dealt by a specific source or sources, and the effect refers to the “damage dealt,” it refers only to the damage dealt by the specified sources and not to any damage dealt at the same time by other sources.\n如果一个触发式异能因一个或一组特定的来源造成伤害而触发,且该效应提及“造成伤害”,该异能仅提及该特定来源所造成的伤害,而非其他来源与其同一时间造成的任何伤害。"}, {"chapter": "1", "id": "120.10.", "content": "120.10. Some triggered abilities check whether a permanent has been dealt excess damage. These abilities check after the permanent has been dealt damage by one or more sources. If those sources together dealt an amount of damage to a creature greater than lethal damage, excess damage equal to the difference was dealt to that creature. If those sources together dealt an amount of damage to a planeswalker greater than that planeswalker’s loyalty before the damage was dealt, excess damage equal to the difference was dealt to that planeswalker. If those sources together dealt an amount of damage to a battle greater than that battle’s defense before the damage was dealt, excess damage equal to the difference was dealt to that battle. If a permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage dealt to that permanent is the greatest of the calculated amounts for each of the card types it has.\n一些触发式异能检查永久物是否被造成了过量伤害。这些异能在该永久物被一个或数个来源造成伤害之后检查。如果这些来源共同对一个生物造成超过致命伤害数量的伤害,对该生物造成的过量伤害等同于该伤害与致命伤害的差值。如果这些来源共同对一个鹏洛客造成超过该伤害造成之前该鹏洛客忠诚的伤害,对该鹏洛客造成的过量伤害等同于该伤害与该忠诚的差值。如果这些来源共同对一个战役造成超过该伤害造成之前该战役布防的伤害,对该战役造成的过量伤害等同于该伤害与该布防的差值。如果该永久物同时为生物、鹏洛客及战役中的多种类别,对该永久物造成的过量伤害是其每种牌张类别各计算所得的数值间之最大者。"}, {"chapter": "1", "id": "121.", "content": "121. Drawing a Card\n抓牌"}, {"chapter": "1", "id": "121.1.", "content": "121.1. A player draws a card by putting the top card of their library into their hand. This is done as a turn-based action during each player’s draw step. It may also be done as part of a cost or effect of a spell or ability.\n牌手以将其牌库顶的牌放到手上的方式抓牌。在每位牌手的抓牌步骤中,这将作为一个回合动作完成。一个咒语或异能的费用或效应也可能令牌手抓牌。"}, {"chapter": "1", "id": "121.2.", "content": "121.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.\n牌每次只能抓一张。如果要求牌手抓数张牌,该牌手执行该数量的单独抓牌动作。"}, {"chapter": "1", "id": "121.2a", "content": "121.2a An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule 616.1g.\n抓多张牌的指示可以被提及所抓之牌数量的替代性效应改变。此类改变先于任何单独抓牌之前发生。参见规则616.1g。"}, {"chapter": "1", "id": "121.2b", "content": "121.2b Some effects say that a player can’t draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player can’t choose to do so. Similarly, the player can’t pay a cost that includes drawing multiple cards.\n一些效应叙述牌手每回合不能抓多于一张牌。此类效应对单独抓牌生效。指示牌手抓多张牌的效应仍可能部分执行。但是,如果一个效应给予牌手抓多张牌的选择,受影响的牌手不能选择如此作。类似地,该牌手不能支付包含抓多张牌的费用。"}, {"chapter": "1", "id": "121.2c", "content": "121.2c If more than one player is instructed to draw cards, the active player performs all of their draws first, then each other player in turn order does the same.\n如果多位牌手被指示抓牌,主动牌手首先进行其所有抓牌,然后其他所有牌手按顺序以同样的方式完成抓牌。"}, {"chapter": "1", "id": "121.2d", "content": "121.2d If more than one player is instructed to draw cards in a game that’s using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs their draws, then each player on each nonactive team in turn order does the same.\n在使用队伍共享回合模式的多人游戏中(例如双头巨人游戏),如果多位牌手被指示抓牌,主动队伍的牌手以任意顺序进行其所有抓牌,然后每个非主动队伍按回合顺序以同样的方式完成抓牌。"}, {"chapter": "1", "id": "121.3.", "content": "121.3. If there are no cards in a player’s library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can’t draw cards and another effect offers that player the choice to draw a card, that player can’t choose to do so.\n如果一位牌手的牌库没有牌,且一个效应赋予该牌手可以抓一张牌的选择,该牌手可以选择抓牌。但如果一个效应令一位牌手不能抓牌,且另一个效应赋予该牌手可以抓一张牌的选择,该牌手不能选择抓牌。"}, {"chapter": "1", "id": "121.3a", "content": "121.3a The same principles apply if the player who’s making the choice is not the player who would draw the card. If the latter player has no cards in their library, the choice can be taken. If an effect says that the latter player can’t draw a card, the choice can’t be taken.\n如果作选择的牌手不是将要抓牌的牌手,此原则依然生效。如果将要抓牌的牌手牌库中没有牌,作选择的牌手可以选择使其抓牌。如果一个效应令将要抓牌的牌手不能抓牌,作选择的牌手不能选择使其抓牌。"}, {"chapter": "1", "id": "121.4.", "content": "121.4. A player who attempts to draw a card from a library with no cards in it loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)\n一位尝试从空牌库抓牌的牌手,在下一次有牌手将得到优先权时,输掉此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "1", "id": "121.5.", "content": "121.5. If an effect moves cards from a player’s library to that player’s hand without using the word “draw,” the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards and effects that replace card draws, as well as if the player’s library is empty.\n如果一个效应不使用“抓牌”这个词,且把牌从牌手的牌库移到该牌手手上,该牌手没有抓牌。这对因抓牌而触发的触发式异能和替代抓牌的效应,以及当牌库为空时来说与抓牌是不同的。"}, {"chapter": "1", "id": "121.6.", "content": "121.6. Some effects replace card draws.\n一些效应替代抓牌。"}, {"chapter": "1", "id": "121.6a", "content": "121.6a An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player’s library.\n一个替代抓牌的效应在因牌库中没有牌而导致没有牌可抓时依然生效。"}, {"chapter": "1", "id": "121.6b", "content": "121.6b If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.\n如果一个效应替代一序列抓牌中的一次抓牌,该替代性效应在继续该序列抓牌之前完成。"}, {"chapter": "1", "id": "121.6c", "content": "121.6c Some effects perform additional actions on a card after it’s drawn. If the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect or any subsequent replacement effects.\n一些效应在抓牌之后对该牌执行额外动作。如果该抓牌动作被替代,该额外动作不会对该替代性效应或任何连锁的替代性效应导致的抓牌生效。"}, {"chapter": "1", "id": "121.7.", "content": "121.7. Some replacement effects and prevention effects result in one or more card draws. In such a case, if there are any parts of the original event that haven’t been replaced, those parts occur first, then the card draws happen one at a time.\n一些替代性效应和防止性效应会导致抓一张或数张牌。在这种情况下,如果原有事件中有未被替代的部分,这些部分首先发生,然后抓牌逐步发生。"}, {"chapter": "1", "id": "121.8.", "content": "121.8. If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule 601.2i) or until the casting process is reversed (see rule 732, “Handling Illegal Actions”). The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it’s being drawn, it’s revealed after the spell becomes cast or the ability becomes activated. While face down, the drawn card is considered to have no characteristics and can’t be used to pay any part of the cost of the spell or ability that would require the card to have specific characteristics.\n如果一个咒语或异能让牌手在其他咒语被施放的过程中抓牌,则被抓起的牌直到该咒语完成施放(参见规则601.2i),或施放流程被倒退(参见规则732,“处理非法动作”)之前都要保持牌面朝下放置。在起动异能的过程中用同样的方式处理。如果一个效应允许或要求牌手于抓牌时展示抓到的牌,该牌在咒语成为施放或异能成为起动之后展示。在牌面朝下的过程中,这张抓到的牌被视为不具有任何特征,且如果某个咒语或异能费用的任一部分需要一张具有特定特征的牌,该牌亦不能用于支付该部分的费用。"}, {"chapter": "1", "id": "121.9.", "content": "121.9. If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it.\n如果一个效应赋予牌手于抓牌时展示该牌的选项,该牌手可以于抓起该牌时先检视之,然后再选择是否展示之。"}, {"chapter": "1", "id": "122.", "content": "122. Counters\n指示物"}, {"chapter": "1", "id": "122.1.", "content": "122.1. A counter is a marker placed on an object or player that modifies its characteristics and/or interacts with a rule, ability, or effect. Counters are not objects and have no characteristics. Notably, a counter is not a token, and a token is not a counter. Counters with the same name or description are interchangeable.\n指示物为置于物件或牌手上修改其特征和/或与规则、异能或效应互动情况的标示物。指示物不是物件,它们没有特征。指示物不是衍生物,且衍生物不是指示物。具有相同名称或描述的指示物可以互换。"}, {"chapter": "1", "id": "122.1a", "content": "122.1a A +X/+Y counter on a creature or on a creature card in a zone other than the battlefield, where X and Y are numbers, adds X to that object’s power and Y to that object’s toughness. Similarly, -X/-Y counters subtract from power and toughness. See rule 613.4c.\n一个在生物上、或战场以外的区域中的生物牌上的+X/+Y指示物(X和Y为数字),为该物件的力量增加X以及为该物件的防御力增加Y。同样的,-X/-Y指示物从力量与防御力中减去。参见规则613.3。"}, {"chapter": "1", "id": "122.1b", "content": "122.1b A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, decayed, exalted, haste, hexproof, indestructible, lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.\n在永久物上、或在一张不在战场上的牌上的关键字指示物,会使该物件获得该关键字的异能。可成为关键字指示物的关键字包括飞行、先攻、连击、死触、败朽、颂威、敏捷、辟邪、不灭、系命、威慑、延势、次元幽影、践踏和警戒,以及这些异能的任何变化形式。参见规则613.1f。"}, {"chapter": "1", "id": "122.1c", "content": "122.1c One or more shield counters on a permanent create a single replacement effect and a single prevention effect that protect the permanent. These effects are “If this permanent would be destroyed as the result of an effect, instead remove a shield counter from it” and “If damage would be dealt to this permanent, prevent that damage and remove a shield counter from it.” See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”\n永久物上的一个或数个后盾指示物创造一个替代性效应和一个防止性效应,可以保护该永久物。这些效应为“如果此永久物将因一个效应的结果被消灭,改为从其上移去一个后盾指示物”和“如果此永久物将受到伤害,则防止该伤害并从其上移去一个后盾指示物”。参见规则614,“替代性效应”和规则615,“防止性效应”。"}, {"chapter": "1", "id": "122.1d", "content": "122.1d One or more stun counters on a permanent create a single replacement effect that stops the permanent from untapping. That effect is “If a permanent with a stun counter on it would become untapped, instead remove a stun counter from it.”\n永久物上的一个或数个晕眩指示物创造一个替代性效应,可以阻止该永久物重置。该效应为“如果某个其上有眩晕指示物的已横置永久物将成为未横置,则改为从其上移去一个晕眩指示物。”"}, {"chapter": "1", "id": "122.1e", "content": "122.1e The number of loyalty counters on a planeswalker on the battlefield indicates how much loyalty it has. A planeswalker with 0 loyalty is put into its owner’s graveyard as a state-based action. See rule 704.\n在战场上的鹏洛客的忠诚指示物数量,表明它有多少忠诚。忠诚为0的鹏洛客作为状态动作被置入其拥有者的坟墓场。参见规则704。"}, {"chapter": "1", "id": "122.1f", "content": "122.1f If a player has ten or more poison counters, that player loses the game as a state-based action. See rule 704. A player is “poisoned” if they have one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)\n如果一位牌手具有十个或更多的中毒指示物,其将作为状态动作输掉游戏。参见规则704。如果牌手具有一个或数个中毒指示物,该牌手为“已中毒”。(双头巨人游戏的额外规则请参见规则810。)"}, {"chapter": "1", "id": "122.1g", "content": "122.1g The number of defense counters on a battle on the battlefield indicates how much defense it has. A battle with 0 defense is put into its owner’s graveyard if it isn’t the source of an ability that has triggered but not yet left the stack. This state-based action doesn’t use the stack. See rule 704.\n在战场上的战役的布防指示物数量,表明它有多少布防。如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。此状态动作不使用堆叠。参见规则704。"}, {"chapter": "1", "id": "122.1h", "content": "122.1h One or more finality counters on a permanent create a single replacement effect that stops the permanent from going to the graveyard. That effect is “If this permanent would be put into a graveyard from the battlefield, exile it instead.”\n永久物上的一个或数个终命指示物创造一个替代性效应,可以阻止该永久物进入坟墓场。该效应为“如果此永久物将从战场进入坟墓场,则改为放逐之。”"}, {"chapter": "1", "id": "122.1i", "content": "122.1i One or more rad counters on a player cause a triggered ability to trigger at the beginning of that player’s precombat main phase. See rule 727, “Rad Counters.”\n牌手具有的一个或数个拉德指示物会导致在该牌手战斗前的行动阶段开始时触发一个触发式异能。参见规则727,“拉德指示物”。"}, {"chapter": "1", "id": "122.2.", "content": "122.2. Counters on an object are not retained if that object moves from one zone to another. The counters are not “removed”; they simply cease to exist. See rule 400.7.\n若物件从一个区域移动到另一个区域,物件上的指示物不会保留。这些指示物并非“被移除”;它们只是不再存在。参见规则400.7。"}, {"chapter": "1", "id": "122.3.", "content": "122.3. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704.\n如果一个永久物上有+1/+1指示物和-1/-1指示物,作为状态动作将移去N个+1/+1和-1/-1指示物,N为+1/+1和-1/-1指示物中较少一方的数值。参见规则704。"}, {"chapter": "1", "id": "122.4.", "content": "122.4. If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it as a state-based action. See rule 704.\n如果一个永久物具有令其不能拥有多于N的某种指示物的异能,且它拥有多于N个该种指示物,作为状态动作将移去N个以外的该种指示物。参见规则704。"}, {"chapter": "1", "id": "122.5.", "content": "122.5. If an effect says to “move” a counter, it means to remove that counter from the object it’s currently on and put it onto a second object. If either of these actions isn’t possible, it’s not possible to move a counter, and no counter is removed from or put onto anything. This may occur if the first and second objects are the same object; if the first object doesn’t have the appropriate kind of counter on it; if the second object can’t have counters put onto it; or if either object is no longer in the correct zone.\n如果一个效应为“移动”一个指示物,它表示将该指示物从当前的物件上移除,并放置于第二个物件上。如果这两个动作中的任一个无法作到,则不能移动指示物,且指示物不会从任何物件上被移除、或放置在任何物件上。这可能会在以下情形发生:两个物件为同一物件;第一个物件上没有合适类型的指示物;第二个物件上不能放置指示物;或两个物件中的任一个已不在正确的区域。"}, {"chapter": "1", "id": "122.6.", "content": "122.6. Some spells and abilities refer to counters being put on an object. This refers to putting counters on that object while it’s on the battlefield and also to an object that’s given counters as it enters the battlefield.\n一些咒语或异能提及将指示物放置在一个物件上。这是指它在战场时在其上放置指示物,或于一个物件进战场时被给予指示物。"}, {"chapter": "1", "id": "122.6a", "content": "122.6a If an object enters the battlefield with counters on it, the effect causing the object to be given counters may specify which player puts those counters on it. If the effect doesn’t specify a player, the object’s controller puts those counters on it.\n如果一个物件进战场时上面有指示物,使该物件被给予指示物的效应可能会指定一位牌手在该物件上放置这些指示物。如果该效应没有指定牌手,该物件的操控者在其上放置这些指示物。"}, {"chapter": "1", "id": "122.7.", "content": "122.7. An ability that triggers “When/Whenever the Nth [kind] counter” is put on an object triggers when one or more counters of the appropriate kind are put on the object such that the object had fewer than N counters on it before the counters were put on it and N or more counters on it after.\n一个“当/每当”在物件上“放置第N个[种类]指示物时”触发的异能,在一个或数个对应类型的指示物放置在该物件上时、并使得该物件上在放置指示物前有少于N个指示物、且放置指示物后有N个或更多指示物时触发。"}, {"chapter": "1", "id": "122.8.", "content": "122.8. If a triggered ability instructs a player to put one object’s counters on another object and that ability’s trigger condition or effect checks that the object with those counters left the battlefield, the player doesn’t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object. If the ability specifies what kind(s) of counters to place, the player puts the same number of each of those kinds of counter the first object had onto the second object.\n如果一个触发式异能指示牌手将一个物件上的指示物放置在另一个物件上,且该异能的触发条件或效应检查具有这些指示物的前者物件已离开战场,则该牌手并非将指示物从一个物件移动到另一个物件上,而是该牌手在后者物件上放置数个指示物,其每种指示物的数量等同于前者物件上每种指示物的数量。如果该异能指定了要放置的指示物种类,则该牌手在后者物件上放置数个指示物,其数量和种类各等同于前者物件上每种指定指示物的数量。"}, {"chapter": "1", "id": "122.9.", "content": "122.9. If an activated ability of an object instructs a player to put its counters on another object and sacrificing the object with those counters is a cost to activate that ability, the player doesn’t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object. If the ability specified what kind(s) of counters to place, the player puts the same number of each of those kinds of counters the first object had onto the second object.\n如果一个物件的起动式异能指示牌手将该物件上的指示物放置在另一个物件上,且牺牲具有这些指示物的物件是起动该异能的费用,则该牌手并非将指示物从一个物件移动到另一个物件上,而是该牌手在后者物件上放置数个指示物,其每种指示物的数量等同于前者物件上每种指示物的数量。如果该异能指定了要放置的指示物种类,则该牌手在后者物件上放置数个指示物,其数量和种类各等同于前者物件上每种指定指示物的数量。"}, {"chapter": "1", "id": "123.", "content": "123. Stickers\n贴纸"}, {"chapter": "1", "id": "123.1.", "content": "123.1. A sticker is a marker placed on an object that modifies its characteristics and/or interacts with a rule, ability, or effect. Stickers are not objects. Notably, a sticker is not a counter or a token. Changes to an object from stickers are not part of its copiable values. There are four kinds of stickers: name stickers; ability stickers; power and toughness stickers; and art stickers.\n贴纸为置于物件上修改其特征和/或与规则、异能或效应互动情况的标示物。贴纸不是物件。贴纸不是指示物或衍生物。贴纸对物件的修改并非物件的可复制特征值。贴纸有四种:名称贴纸;异能贴纸;力量/防御力贴纸;以及插画贴纸。"}, {"chapter": "1", "id": "123.2.", "content": "123.2. Stickers are found in boosters of the Unfinity expansion on numbered inserts. Each insert has a predetermined combination of stickers. Any rule that refers to a sticker sheet refers to the specific combination of stickers found on one of those inserts. Sticker sheets are not cards and have no characteristics. Each sticker sheet can be found at Gatherer.Wizards.com.\n贴纸可以在Unfinity系列的补充包中的编号贴纸页上找到。每张贴纸页上都有一系列预先确定的贴纸组合。任何提及贴纸卡的规则即指这些能够在贴纸页上找到的特定贴纸组合。贴纸卡不是牌,它们没有特征。每张贴纸卡都能在Gatherer.Wizards.com上找到。"}, {"chapter": "1", "id": "123.2a", "content": "123.2a In constructed play, a player who chooses to play with stickers must start the game with at least ten sticker sheets selected before play begins, and each of their sticker sheets must be unique. There is no maximum number of sticker sheets a player may start the game with. Each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. See rule 103, “Starting the Game.”\n在构组赛中,使用贴纸进行游戏的牌手必须在游戏开始前选择至少十张贴纸卡,且每张贴纸卡均须唯一。牌手于游戏开始前选择的贴纸卡最大张数并无限制。每位使用贴纸进行游戏的牌手展示其所有贴纸卡,并从中随机选择三张。参见规则103,“开始游戏”。"}, {"chapter": "1", "id": "123.2b", "content": "123.2b In limited play, each player chooses up to three sticker sheets from among those in the sealed products they opened and reveals them. See rule 103, “Starting the Game.”\n在限制赛中,每位牌手从其打开的未开封补充包中选择至多三张贴纸卡,并展示它们。参见规则103,“开始游戏”。"}, {"chapter": "1", "id": "123.2c", "content": "123.2c Each player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed.\n每位牌手在游戏中只能使用其选择的贴纸卡上的贴纸,且这些贴纸卡保持展示。"}, {"chapter": "1", "id": "123.3.", "content": "123.3. If an effect instructs a player to put a sticker on an object, that player chooses a sticker that is not currently on any objects they own from among the stickers they have access to and puts it on that object.\n如果一个效应指示牌手将在一个物件上贴上贴纸,该牌手从其使用的贴纸中选择一张未贴在任何物件上的贴纸,并将其贴在该物件上。"}, {"chapter": "1", "id": "123.3a", "content": "123.3a Each sticker a player has access to is discrete and is distinct from each other sticker they have access to. Two stickers are never considered to be the same sticker, even if they have the same text or information on them.\n牌手使用的每张贴纸都是不同且彼此无关的。两张贴纸不会被认为是同一张贴纸,即使它们具有相同的文本或信息也是如此。"}, {"chapter": "1", "id": "123.3b", "content": "123.3b A player can’t put a sticker on an object that they don’t own. If an effect would cause them to do so, that part of the effect does nothing.\n牌手不能将在不由其拥有的物件上贴上贴纸。如果某效应将如此做,该效应的此部分没有任何效果。"}, {"chapter": "1", "id": "123.3c", "content": "123.3c A sticker may have a ticket cost represented by a number inside a ticket symbol (see rule 107.17a). In order to put a sticker with a ticket cost on an object, the player who owns that object must pay that much {TK}. If they don’t have that much {TK}, they can’t put that sticker on an object.\n贴纸可能具有门票费用,由门票符号内的数字表示(参见规则107.17a)。要将一张具有门票费用的贴纸贴在物件上,拥有该物件的牌手须支付相应数量的{TK}。如果该牌手没有该数量的{TK},则其不能将贴纸贴在物件上。"}, {"chapter": "1", "id": "123.3d", "content": "123.3d If a sticker that is already on an object is moved to another object, that sticker’s ticket cost does not need to be paid again.\n如果一个物件上的贴纸被移动到另一个物件上,该贴纸的门票费用无须再度支付。"}, {"chapter": "1", "id": "123.4.", "content": "123.4. Some rules and effects refer to a “stickered” object. An object is “stickered” if it currently has any kind of sticker on it. An object without any stickers on it is not a stickered object, even if it previously had stickers on it.\n一些规则或效应提及一个“贴有贴纸”的物件。如果一个物件上贴有任意种类的贴纸,则该物件贴有贴纸。一个其上没有任何贴纸的物件并非贴有贴纸,即使它在之前可能贴有贴纸。"}, {"chapter": "1", "id": "123.5.", "content": "123.5. Stickers on an object are not retained as that object moves to a hidden zone. Stickers are retained as that object moves to a public zone and continue to apply to the new object it becomes in that zone; this is an exception to rule 400.7.\n当一个物件移动到一个隐藏区域时,物件上的贴纸不会保留。一个物件移动到一个公开区域时,物件上的贴纸仍然保留,并继续影响该区域中它所成之新物件。这是规则400.7的例外情况。"}, {"chapter": "1", "id": "123.5a", "content": "123.5a If one or more cards with stickers on them enter the battlefield as part of a melded permanent, all of those stickers are on the permanent that object becomes on the battlefield. They maintain their relative timestamp order.\n如果一张或数张其上有贴纸的牌作为已融合的永久物的一部分进战场,牌上的贴纸会在进战场的永久物上。贴纸保持相对时间印记顺序。"}, {"chapter": "1", "id": "123.5b", "content": "123.5b If an object with a sticker on it becomes a component of a merged permanent on the battlefield, that sticker is on that merged permanent.\n如果一个其上有贴纸的物件成为战场上的结聚永久物的一个组件,物件上的贴纸会在结聚永久物上。"}, {"chapter": "1", "id": "123.5c", "content": "123.5c If a melded or merged permanent with one or more stickers on it moves from the battlefield to another public zone, only one of the objects it becomes will retain those stickers. Its owner chooses which of the objects it becomes in its new zone retains any stickers that are on it. Effects from those stickers will continue to apply to only that object.\n如果一个其上有贴纸的已融合的永久物或结聚永久物从战场移动到另一个公开区域,则贴纸只会保留在它们成为的物件中的一个上。它的拥有者选择将贴纸保留在哪个它们在新区域中成为的物件上。贴纸产生的效应将仅对该物件生效。"}, {"chapter": "1", "id": "123.6.", "content": "123.6. A name sticker consists only of one or more words. A name sticker on a permanent or on a card in a zone other than the battlefield causes the word on that sticker to be added to the text of that object’s name. This is a text-changing effect. See rule 613.1c and rule 612, “Text-Changing Effects.”\n名称贴纸仅由一个或数个英文单词组成。在永久物上、或在一张不在战场上的牌上的名称贴纸,会使贴纸上的单词被添加到该物件的名称中。这是一个改变叙述的效应。参见规则613.1c及规则612,“改变叙述的效应”。"}, {"chapter": "1", "id": "123.6a", "content": "123.6a For the purposes of rules and effects related to name stickers, a “word” in an object’s name is any series of non-space characters that are separated from other non-space characters by one or more spaces. Hyphenated words and words with punctuation are considered to be one word. Blank lines, such as the one in “Wolf in ________ Clothing,” are not considered words in a card’s name.\n在与名称贴纸相关的规则和效应的意义上,物件名称中的“单词”是与其他非空格的字符之间由一个或数个空格隔开的一系列任何非空格字符。带连字符和标点的单词都被视为一个单词。空白行,例如“Wolf in ________ Clothing”中的空白行,不被视为牌的名称中的单词。"}, {"chapter": "1", "id": "123.6b", "content": "123.6b As a name sticker is placed on an object, that object’s controller chooses a position in that object’s name for the word in the name sticker to be added, then announces that object’s new name. That word can be added at the beginning of the object’s name or after any number of the other words that are currently in its name. The new name can be further modified by other name stickers. If that object has no name, its name becomes the word added by the name sticker. Name stickers never modify or remove any of the other words in that name.\n于名称贴纸被贴在一个物件上时,该物件的操控者在该物件的名称中选择一个位置来添加名称贴纸中的单词,并宣告该物件的新名称。该单词可以被添加在物件名称的开头,或是任一其他单词之后。新名称还可以被其他名称贴纸继续修改。如果该物件没有名称,则其名称成为名称贴纸添加的单词。名称贴纸不会修改或移除名称中的其他单词。\nExample: As a player puts a name sticker with the word “Dark” printed on it onto a creature named Bear Cub, that creature’s controller chooses whether its new name is “Dark Bear Cub,” “Bear Dark Cub,” or “Bear Cub Dark.” They then announce the new name to all players.\n例如:于一位牌手将印有单词“Dark”的名称贴纸贴在一个名称为“幼熊[Bear Cub]”的生物上时,该生物的操控者选择它的新名称成为“Dark Bear Cub”、“Bear Dark Cub”或是“Bear Cub Dark”。然后其向所有牌手宣告新名称。"}, {"chapter": "1", "id": "123.6c", "content": "123.6c The text that a name sticker is modifying may change due to other effects and/or a permanent’s face-down status (see rule 708, “Face-Down Spells and Permanents”). To determine the name of an object with one or more name stickers, start with the object’s copiable values, then apply each name sticker’s effect and each other text-changing effect in timestamp order. The position of each name sticker will continue to be after the number of words that were before it in the object’s name when it was placed. If there are fewer words in the object’s current name, the word on that sticker is added at the end of its name instead. The position and timestamp order of each name sticker on an object is remembered as the object that sticker is on moves from one public zone to another, and it continues to apply to the new object it becomes in that zone (see rule 123.5). This is an exception to rule 400.7.\n名称贴纸修改的叙述可能因为其他效应和/或永久物的牌面朝下状态发生改变(参见规则708,“牌面朝下的咒语和永久物”)。要确定一个其上有贴纸之物件的名称,首先为其可复制特征值,然后每个名称贴纸和其他改变叙述的效应按时间印记顺序生效。每张名称贴纸仍然保持在贴贴纸时与其前面所数单词数量一致的位置上。如果此物件当前的名称过短,则贴纸上的名称将被添加在名称末尾。一个物件从公开区域移动到另一个公开区域时,物件上每张名称贴纸的位置和时间印记顺序都会被记忆,并继续影响新物件。这是规则400.7的例外情况。\nExample: Fae of Wishes, an adventurer card, is in exile with a name sticker on it adding the word “Mana” after its second word, so its name is “Fae of Mana Wishes.” An effect allows that player to cast Granted, its Adventure, from exile. The name of that spell on the stack is “Granted Mana.” After that card is exiled as the Adventure resolves, the sticker’s position (after the second word) is remembered, so the name of the exiled card is once again “Fae of Mana Wishes.”\n例如:趁愿仙儿(Fae of Wishes)是历险者牌,它被放逐且其上有一张名称贴纸在第二个单词后添加了单词“Mana”,因此其名称为“Fae of Mana Wishes”。某效应允许牌手将其作为历险来施放,而其历险部分原本的名称为心愿得遂(Granted)。当它在堆叠上时,其名称会是“Granted Mana”。而历险结算,它再次被放逐后,贴纸的位置(第二个单词之后)会被记忆,因此被放逐之牌的名称又会变为“Fae of Mana Wishes”。\nExample: A player owns a creature named It That Betrays on the battlefield. Using name stickers, they add the word “Eldrazi” to its name after the third word, such that its new name is “It That Betrays Eldrazi.” Later, that creature becomes a copy of a creature named Seeker of the Way. The name sticker continues to apply after the third word, so its new name is “Seeker of the Eldrazi Way.”\n例如:某牌手拥有一个名称为背叛恶物(It that Betrays)的生物。该牌手使用名称贴纸在其名称的第三个单词后添加了单词“Eldrazi”,因此其新名称为“It that Betrays Eldrazi”。之后,该生物成为一个名称为灵道探求者(Seeker of the Way)之生物的复制品。名称贴纸继续在第三个单词后生效,其新名称为“Seeker of the Eldrazi Way”。\nExample: A creature with a name sticker on it becomes enchanted by Witness Protection, an Aura that changes the creature’s name to “Legitimate Businessperson.” Since Witness Protection is also a text-changing effect, and it has a later timestamp than the name sticker, the word on that name sticker is not part of the creature’s name. Its name is “Legitimate Businessperson.”\n例如:某其上有名称贴纸的生物被证人保护结附,它是能够将所结附之生物的名称改变为合法市民(Legitimate Businessperson)的灵气)。由于证人保护同样是改变叙述的效应,且其时间印记晚于名称贴纸,名称贴纸上的单词不会是该生物名称的一部分。其名称是“Legitimate Businessperson”。"}, {"chapter": "1", "id": "123.6d", "content": "123.6d Some effects refer to the number of one or more specific letters on a name sticker. A lowercase letter and its uppercase equivalent are the same letter.\n一些效应提及一张名称贴纸上一个或数个特定字母的数量。小写字母和它对应的大写字母是同一个字母。"}, {"chapter": "1", "id": "123.6e", "content": "123.6e Some effects refer to the number of “unique vowels” on a name sticker. These count the number of different vowels that appear on that sticker, even if one or more of them appear more than once. The vowels are A, E, I, O, U, and Y. A lowercase letter and its uppercase equivalent are the same letter.\n一些效应提及一张名称贴纸上“不同元音字母”的数量。这会计算在出现在贴纸上的不同元音字母数量,即使某些字母出现的次数不止一次。元音字母包括A、E、I、O、U、以及Y。小写字母和它对应的大写字母是同一个字母。"}, {"chapter": "1", "id": "123.7.", "content": "123.7. An ability sticker is a sticker with one or more abilities printed on it. An ability sticker on a permanent or on a card in a zone other than the battlefield causes that object to gain the ability that is printed on that sticker. See rule 613.1f.\n异能贴纸上印有一个或数个异能。在永久物上、或在一张不在战场上的牌上的异能贴纸,会使该物件获得印在贴纸上的异能。参见规则613.1f。"}, {"chapter": "1", "id": "123.7a", "content": "123.7a If an effect refers to an ability of an ability sticker, it refers to the ability that sticker grants to the object it is on, even if the object it is on doesn’t currently have that ability due to another effect.\n如果一个效应提及一张异能贴纸上的异能,则其指的是该贴纸赋予物件的异能,即使该物件当前因其他效应不再具有此异能。"}, {"chapter": "1", "id": "123.8.", "content": "123.8. A power and toughness sticker is a sticker that has two numbers and a slash printed on it, resembling the power and toughness of a creature card. A power and toughness sticker on a creature or on a creature or Vehicle card in a zone other than the battlefield sets that object’s power and toughness to the values printed on that sticker (see rule 613.4b). If more than one power and toughness sticker is on a creature, use timestamp order to determine which one takes precedence (see rule 613.7).\n力量/防御力贴纸上印有两个数字和一道斜线,类似于生物牌上的力量/防御力。在生物上、或在一张不在战场上的生物或载具牌上的力量/防御力贴纸,将该物件的力量和防御力设定为贴纸上印制的数值(参见规则613.4b)。如果一个生物上有一张以上力量/防御力贴纸,则按照时间印记顺序决定何者为优先(参见规则613.7)。"}, {"chapter": "1", "id": "123.8a", "content": "123.8a An effect that refers to the power and/or toughness of a sticker refers only to the printed power and/or toughness values on a power and toughness sticker. It does not refer to any printed value on any other stickers.\n提及贴纸之力量和/或防御力的效应,仅指印在力量/防御力贴纸上的力量和/或防御力数值。它不指任何其他贴纸上印有的数值。"}, {"chapter": "1", "id": "123.9.", "content": "123.9. An art sticker on a permanent has no effect on game play other than to act as a marker that other spells and abilities can identify.\n永久物上的插画贴纸除用作供其他咒语和异能辨识的标记外,和游戏进行并无关联。"}, {"chapter": "2", "id": "2.", "content": "2. Parts of a Card\n牌的各部分"}, {"chapter": "2", "id": "200.", "content": "200. General\n总则"}, {"chapter": "2", "id": "200.1.", "content": "200.1. The parts of a card are name, mana cost, illustration, color indicator, type line, expansion symbol, text box, power and toughness, loyalty, defense, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.\n牌的各部分包括名称、法术力费用、图片、颜色标志、类别栏、版本符号、文字栏、力量与防御力、忠诚、布防、手牌修正、生命修正、画家名、版权文字,以及收集编号。在某些牌上,这些部分的内容可能不只一个。"}, {"chapter": "2", "id": "200.2.", "content": "200.2. Some parts of a card are also characteristics of the object that has them. See rule 109.3.\n牌的某些部分同样是该物件的具有的特征。参见规则109.3。"}, {"chapter": "2", "id": "200.3.", "content": "200.3. Some objects that aren’t cards (tokens, copies of cards, and copies of spells) have some of the parts of a card, but only the ones that are also characteristics. See rule 111 and rule 707.\n不是牌的物件(衍生物、牌的复制品,或咒语的复制品)同样可能有着某些牌的部分,但只有是特征的部分。参见规则111和707。"}, {"chapter": "2", "id": "201.", "content": "201. Name\n名称"}, {"chapter": "2", "id": "201.1.", "content": "201.1. The name of a card is printed on its upper left corner.\n牌的名称印在牌的左上角。"}, {"chapter": "2", "id": "201.2.", "content": "201.2. A card’s name is always considered to be the English version of its name, regardless of printed language.\n一张牌的名称总是视为其名称的英文版,而不论该牌以何种语言印制。"}, {"chapter": "2", "id": "201.2a", "content": "201.2a Two or more objects have the same name if they have at least one name in common, even if one or more of those objects have additional names. An object with no name doesn’t have the same name as any other object, including another object with no name.\n如果两个或更多物件至少具有一个共通的名称,则这些物件具有相同的名称,即使其中的一个或数个物件具有额外的名称。没有名称的物件不与任何其他物件具有相同的名称,包括另一个没有名称的物件。"}, {"chapter": "2", "id": "201.2b", "content": "201.2b Some spells and abilities refer to two or more objects with different names. Those objects have different names only if each of them has at least one name and no two objects in that group have a name in common.\n一些咒语和异能提及两个或更多物件之间名称各不相同。仅当每个物件都具有至少一个名称、且其中没有任意两个物件具有共通的名称时,这些物件的名称才各不相同。\nExample: A player controls Liliana’s Contract, which says, in part, “At the beginning of your upkeep, if you control four or more Demons with different names, you win the game.” That player controls three Demons with different names and a face-down creature with no name, with an effect making it a Demon. Because the four creatures include one with no name, those four creatures don’t count as four Demons with different names. The ability of Liliana’s Contract won’t trigger.\n例如:牌手操控莉莲娜的契约,其部分叙述为“在你的维持开始时,若你操控四个或更多恶魔,且其名称各不相同,则你赢得这盘游戏。”该牌手操控三个名称各不相同的恶魔,以及一个牌面朝下的、没有名称的生物,且有一个效应使其成为恶魔。因为这四个生物中的一个没有名称,这些生物不算做四个名称各不相同的恶魔。莉莲娜的契约的异能不会触发。"}, {"chapter": "2", "id": "201.2c", "content": "201.2c Some spells or abilities check if one object has a different name than a second object or group of objects. The first object has a different name than those objects if the first object has at least one name and has no names in common with any of the other objects, even if one or more of the other objects have no names. If the first object has no name, it does not have a different name than any of the other objects, even if those other objects themselves have names.\n一些咒语和异能检查一个物件是否与另一个或一组物件具有不同的名称。如果前者物件具有至少一个名称、且与其他物件中的任一个都不具有共通的名称(即使这些物件其中的一个或数个没有名称),则前者物件与这些物件具有不同的名称。如果前者物件没有名称,则它与其他物件中的任一个都不具有不同的名称,即使这些物件本身具有名称。"}, {"chapter": "2", "id": "201.3.", "content": "201.3. Some cards with different English names are treated as though they had the same English name. Pairs of cards with this property have names that are interchangeable.\n一些具有不同英文名称的牌被视为具有相同的英文名称。具有此属性的一对牌具有可互换的名称。"}, {"chapter": "2", "id": "201.3a", "content": "201.3a For the purposes of all rules, abilities, and effects that refer to a card’s name, objects with interchangeable names have the same name. (See rules 201.2a–b.)\n在一切规则、异能、效应提及一张牌的名称的意义上,具有可互换名称的物件具有相同的名称。(参见规则201.2a-b。)"}, {"chapter": "2", "id": "201.3b", "content": "201.3b For the purposes of deck construction and format legality, cards with interchangeable names have the same name.\n在进行套牌构组和判断赛制合法性的意义上,具有可互换名称的牌具有相同的名称。"}, {"chapter": "2", "id": "201.3c", "content": "201.3c If a card has later printings with interchangeable names, the later printings will have an interchangeable names indicator in the bottom left-hand corner referring to the original printing’s three-letter set code and collector number (see rule 213.1d).\n如果一张牌在以后以可互换名称印刷,后印刷的版本将在左下角具有可互换名称标识,提及该牌原来印刷版本的三字符系列代号及收集编号(参见规则213.1d)。"}, {"chapter": "2", "id": "201.4.", "content": "201.4. If an effect instructs a player to choose a card name, the player must choose the name of a card in the Oracle card reference. (See rule 108.1.) A player may not choose the name of a token unless it’s also the name of a card.\n如果一个效应要牌手选择一个牌名,该牌手必须选择一个Oracle牌张参考文献中的牌的名称。(参见规则108.1。)牌手不能选择衍生物的名称,除非它也是一张牌的名称。"}, {"chapter": "2", "id": "201.4a", "content": "201.4a If a player is instructed to choose a card name with certain characteristics, the player must choose the name of a card whose Oracle text matches those characteristics. (See rule 108.1.)\n如果牌手被指示选择一个具有指定特征的牌名,该牌手必须选择其Oracle牌张叙述符合该特征的牌之名称。(参见规则108.1。)\nExample: Dispossess reads, in part, “Choose an artifact card name.” The player can choose the name of any artifact card, even one that’s not legal in the format of the current game. The player can’t choose Island, even if an Island on the battlefield has been turned into artifact by some effect.\n例如:强取豪夺的一部分叙述为“选择一个神器牌的名称。”牌手可以选择任何一个神器牌之名称,即使是一个于该盘游戏的赛制中不合法的也可以。该牌手不能选择海岛,即使战场上的一个海岛因某些效应被变成神器。"}, {"chapter": "2", "id": "201.4b", "content": "201.4b If a player wants to choose the name of a split card, the player must choose the name of one of its halves, but not both. (See rule 709.) If a player is instructed to choose a card name with certain characteristics, use only that half’s characteristics to determine if this name can be chosen.\n如果牌手想选择一张连体牌的名称,该牌手必须选择其中一边的名称,但不能同时选择两者。(参见规则709。)如果牌手被指示选择一个具有指定特征的牌名,只使用这半边的特征来决定该名称能否被选择。"}, {"chapter": "2", "id": "201.4c", "content": "201.4c If a player wants to choose a flip card’s alternative name, the player may do so. (See rule 710.) If a player is instructed to choose a card name with certain characteristics, use the card’s characteristics as modified by its alternative characteristics to determine if this name can be chosen.\n如果牌手想选择一张倒转牌的副名称,他可以这样作。(参见规则710。)如果牌手被指示选择一个具有指定特征的牌名,使用该牌应用过其替代用特征之后的特征来决定该名称能否被选择。"}, {"chapter": "2", "id": "201.4d", "content": "201.4d If a player wants to choose the name of the back face of a double-faced card, the player may do so. (See rule 712.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the back face to determine if this name can be chosen.\n如果牌手想选择一张双面牌背面的牌名,他可以这样作。(参见规则712。)如果牌手被指示选择一个具有指定特征的牌名,只使用该牌背面的特征来决定该名称能否被选择。"}, {"chapter": "2", "id": "201.4e", "content": "201.4e If a player wants to choose the name of the combined back face of a meld pair, the player may do so. (See rule 713.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the combined back face to determine if this name can be chosen.\n如果牌手想选择一个融合牌组之组合背面的牌名,他可以这样作。(参见规则713。)如果牌手被指示选择一个具有指定特征的牌名,只使用该组合背面的特征来决定该名称能否被选择。"}, {"chapter": "2", "id": "201.4f", "content": "201.4f If a player wants to choose an adventurer card’s alternative name, the player may do so. (See rule 715.) If a player is instructed to choose a card name with certain characteristics, use the card’s characteristics as modified by its alternative characteristics to determine if this name can be chosen.\n如果牌手想选择一张历险者牌之副名称,他可以这样作。(参见规则715。)如果牌手被指示选择一个具有指定特征的牌名,使用该牌被其副特征修改后的特征来决定该名称能否被选择。"}, {"chapter": "2", "id": "201.4g", "content": "201.4g Some cards have interchangeable names (see rule 201.3). For all game purposes, these cards have the same name. If a player chooses the name of a card which has interchangeable names, the name of each of those cards has been chosen.\n一些牌具有可互换名称(参见规则201.3)。在游戏中的一切意义上,这些牌具有相同的名称。如果牌手选择了一张具有可互换名称的牌之名称,则选择这些牌中每一张的名称。"}, {"chapter": "2", "id": "201.5.", "content": "201.5. Text that refers to the object it’s on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.\n如果物件上的规则叙述用名称表示其本身,则仅指该物件本身,并非任何其他同名的物件,无视任何游戏效应导致的名称改变。"}, {"chapter": "2", "id": "201.5a", "content": "201.5a If an ability’s effect grants another ability to an object, and that second ability refers to that first ability’s source by name, the name refers only to the specific object which is that first ability’s source. The second ability does not refer to any other object with the same name as the first ability’s source. However, if the second ability also moved the first ability’s source to a different public zone, the name refers to the object the source became in its new zone. This is also true if the second ability is copied onto a new object.\n如果异能的效应将另一个异能赋予一个物件,且后者异能提及前者异能之来源的名称,则该名称仅特指前者异能之来源的物件。后者异能不指代任何其他与前者异能之来源具有相同名称的物件。但是,如果后者异能同时将前者异能的来源移动到另一个公开区域,则该名称指代该来源在其新区域所成的物件。这对后者异能被复制到一个新物件上的情况同样有效。\nExample: Gutter Grime has an ability that reads “Whenever a nontoken creature you control dies, put a slime counter on this enchantment, then create a green Ooze creature token with ‘This token’s power and toughness are each equal to the number of slime counters on Gutter Grime.’” The ability granted to the token only looks at the Gutter Grime that created the token, not at any other Gutter Grime on the battlefield. A copy of that token would also have an ability that referred only to the Gutter Grime that created the original token.\n例如:水沟污迹的异能为“每当一个非衍生物、且由你操控的生物死去时,在此结界上放置一个黏菌指示物,然后派出一个绿色流浆衍生生物,且具有‘此衍生物之力量与防御力各等同于水沟污迹上的黏菌指示物数量。’”此衍生物被赋予的异能,仅以派出此衍生物的水沟污迹为准,而非战场上的其他水沟污迹。该衍生物的复制品所具有的异能,也仅以派出它复制品的原型衍生物的水沟污迹为准。"}, {"chapter": "2", "id": "201.5b", "content": "201.5b If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name.\n如果一个物件的异能包含该物件的名称,而一个不同名称的物件获得该异能,则所获得的异能上所有指前者物件的名称都被视为后者物件的名称。\nExample: Quicksilver Elemental says, in part, “{U}: This creature gains all activated abilities of target creature until end of turn.” If it gains an ability that says “{BB}: Regenerate Skithiryx,” activating that ability will regenerate Quicksilver Elemental, not the Skithiryx, the Blight Dragon it gained the ability from.\n例如:水银元素的部分异能为“{U}:此生物获得目标生物的所有起动式异能直到回合结束。”如果它获得一个异能“{B}{B}:重生极兹锐。”,起动该异能将会重生水银元素,而非它所获得异能的枯萎巨龙极兹锐。\nExample: Glacial Ray is an instant with splice onto Arcane that says “Glacial Ray deals 2 damage to any target.” If it’s spliced onto a Kodama’s Reach, that Kodama’s Reach deals 2 damage to the target.\n例如:冰冻射线是一个具有通联古咒的瞬间,其叙述为“冰冻射线对任意一个目标造成2点伤害。”如果它被通联到木灵展势上,则这个木灵展势对该目标造成2点伤害。\nExample: The Ever-Changing ’Dane says “{1}, Sacrifice another creature: The Ever-Changing ’Dane becomes a copy of the sacrificed creature, except it has this ability.” Its ability is activated sacrificing a Runeclaw Bear. The Ever-Changing ’Dane becomes a copy of Runeclaw Bear and gains an ability that should be treated as saying “{1}, Sacrifice another creature: Runeclaw Bear becomes a copy of the sacrificed creature, except it has this ability.”\n例如:恒变丹恩的叙述为“{1},牺牲另一个生物:恒变丹恩成为所牺牲生物的复制品,但它具有此异能。”其异能起动,牺牲一个符爪熊。恒变丹恩成为符爪熊的复制品并获得一个异能,其叙述应看作“{1},牺牲另一个生物:符爪熊成为所牺牲生物的复制品,但它具有此异能。”"}, {"chapter": "2", "id": "201.5c", "content": "201.5c Text printed on some cards refers to that card by a shortened version of its name. Instances of a card’s shortened name used in this manner are treated as though they used the card’s full name.\n一些牌上所印的文字中提及该牌时使用了简称。在此情况下使用一张牌的简称应被视为使用该牌的全名。"}, {"chapter": "2", "id": "201.6.", "content": "201.6. Promotional or alternate-art versions of some cards feature a secondary title bar below the name line. The card’s name as listed in the Oracle card reference is displayed in the secondary title bar, and an alternate name appears in the upper left corner. For the purposes of deck construction, game rules, and effects, these cards have only the card name specified in the secondary title bar. Rules text may also refer to a card’s alternate name; instances of the alternate name that are present in rules text refer to the name specified in the secondary title bar. The alternate name has no effect on game play.\n一些牌的推广版本或异画版本在名称栏下方具有副标题栏。该牌在Oracle™牌张参考文献中的名字见于其下的副标题栏中,且有一个别名见于该牌的左上角。在套牌构组、游戏规则和效应的意义上,这些牌仅具有副标题栏中指定的牌名。规则叙述可能也会提及一张牌的别名;规则叙述中存在的别名均指代副标题栏中指定的牌名。别名与游戏运作无关。"}, {"chapter": "2", "id": "202.", "content": "202. Mana Cost and Color\n法术力费用和颜色"}, {"chapter": "2", "id": "202.1.", "content": "202.1. A card’s mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration.\n牌的法术力费用是以牌上方的法术力符号来表示。(参见规则107.4.)大多数牌的法术力符号印在牌的右上角,一些具有特殊边框的预知将来版本牌,其法术力符号在图片的左侧。"}, {"chapter": "2", "id": "202.1a", "content": "202.1a The mana cost of an object represents what a player must spend from their mana pool to cast that card. Unless an object’s mana cost includes Phyrexian mana symbols (see rule 107.4f), paying that mana cost requires matching the type of any colored or colorless mana symbols as well as paying the generic mana indicated in the cost.\n一个物件的法术力费用表示牌手从其法术力池中支付什么样的法术力来施放该牌。除非该物件的法术力费用中包含非瑞克西亚法术力符号(参见规则107.4f),支付一个物件的法术力费用必须完全符合其任何有色或无色法术力符号的类别,并且支付所需的一般法术力费用。"}, {"chapter": "2", "id": "202.1b", "content": "202.1b Some objects have no mana cost. This normally includes all land cards, any other cards that have no mana symbols where their mana cost would appear, tokens (unless the effect that creates them specifies otherwise), and nontraditional Magic cards. Having no mana cost represents an unpayable cost (see rule 118.6). Note that lands are played without paying any costs (see rule 305, “Lands”).\n一些物件没有法术力费用。这通常包括所有地牌、其他在法术力费用的位置上没有法术力符号的牌、衍生物(除非派出其的效应特别注明),以及非传统万智牌卡牌。没有法术力费用表示无法被支付的费用(参见规则118.6)。使用地无须支付任何费用(参见规则305,“地”)。"}, {"chapter": "2", "id": "202.2.", "content": "202.2. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame.\n一个物件的颜色为其法术力费用中法术力符号的颜色,无论其边框的颜色。"}, {"chapter": "2", "id": "202.2a", "content": "202.2a The five colors are white, blue, black, red, and green. The white mana symbol is represented by {W}, blue by {U}, black by {B}, red by {R}, and green by {G}.\n颜色有五种:白、蓝、黑、红、绿。白色法术力符号由{W}表示、蓝色为{U}、黑色为{B}、红色为{R}、绿色为{G}。\nExample: An object with a mana cost of {2}{W} is white, an object with a mana cost of {2} is colorless, and one with a mana cost of {2}{W}{B} is both white and black.\n例如:一个法术力费用为{2}{W}的物件为白色,一个法术力费用为{2}的物件为无色,一个法术力费用为{2}{W}{B}的物件为白色和黑色。"}, {"chapter": "2", "id": "202.2b", "content": "202.2b Objects with no colored mana symbols in their mana costs are colorless.\n法术力费用中不包含有色法术力符号的物件为无色。"}, {"chapter": "2", "id": "202.2c", "content": "202.2c An object with two or more different colored mana symbols in its mana cost is each of the colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is not a requirement for a card to be multicolored.\n法术力费用中包含两种或以上不同有色法术力符号的物件,为这些法术力符号代表的每个颜色。大部分多色牌被印刷为金色边框,但这不是多色牌的必备条件。"}, {"chapter": "2", "id": "202.2d", "content": "202.2d An object with one or more hybrid mana symbols and/or Phyrexian mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. (Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See rule 107.4e.)\n法术力费用中包含一个或数个混血法术力符号和/或非瑞克西亚法术力符号的物件,在其原有颜色的基础上为这些法术力符号代表的所有颜色。(大多数法术力费用中包含混血法术力符号的牌被印刷为双色边框。参见规则107.4e。)"}, {"chapter": "2", "id": "202.2e", "content": "202.2e An object may have a color indicator printed to the left of the type line. That object is each color denoted by that color indicator. (See rule 204.)\n一个物件可能在它的类别栏左侧印有颜色标志。该物件是颜色标志所标识的每种颜色。(参见规则204。)"}, {"chapter": "2", "id": "202.2f", "content": "202.2f Effects may change an object’s color, give a color to a colorless object, or make a colored object become colorless; see rule 105.3.\n效应可以改变物件的颜色、赋予无色物件颜色或使有色物件成为无色;参见规则105.3。"}, {"chapter": "2", "id": "202.3.", "content": "202.3. The mana value of an object is a number equal to the total amount of mana in its mana cost, regardless of color.\n物件的法术力值为一个数字,该数字等于其法术力费用中所有法术力的总和,与其颜色无关。\nExample: A mana cost of {3}{U}{U} translates to a mana value of 5.\n例如:一个法术力费用为{3}{U}{U},其法术力值为5。"}, {"chapter": "2", "id": "202.3a", "content": "202.3a The mana value of an object with no mana cost is 0, unless that object is the back face of a nonmodal double-faced permanent or spell, or it is a melded permanent.\n没有法术力费用的物件,其法术力值为0,除非该物件是非模式双面永久物或咒语的背面、或是已融合的永久物。"}, {"chapter": "2", "id": "202.3b", "content": "202.3b The mana value of the back face of a nonmodal double-faced permanent or spell’s back face is calculated as though it had the mana cost of its front face. If a permanent or spell is a copy of the back face of a nonmodal double-faced object (even if the card representing that copy is itself a double-faced card), the mana value of the copy is 0.\n在计算非模式双面永久物或咒语背面的法术力值时,视为其具有正面的法术力费用。如果某永久物或咒语是一个非模式双面物件背面的复制品,该复制品的法术力值为0(即使作为复制品的牌本身也是一张双面牌)。\nExample: Huntmaster of the Fells is a nonmodal double-faced card with mana cost {2}{R}{G}. Its mana value is 4. After it transforms to its other face (Ravager of the Fells), its mana value remains 4.\n例如:堕者猎师是一张非模式双面牌,其法术力费用为{2}{R}{G}。其法术力值为4。当它转化到另一面(堕者噬兽)时,其法术力值仍是4。\nExample: A Clone enters the battlefield as a copy of Ravager of the Fells. Its mana value is 0.\n例如:一个仿生妖作为堕者噬兽的复制品进入战场。其法术力值为0。\nExample: Insectile Aberration is the back face of a nonmodal double-faced card whose front face has mana cost {U}. It becomes a copy of Ravager of the Fells. Its mana value becomes 0.\n例如:昆虫变体是一张非模式双面牌的背面,其正面的法术力费用是{U}。它成为堕者噬兽的复制品。其法术力值成为0。"}, {"chapter": "2", "id": "202.3c", "content": "202.3c The mana value of a melded permanent is calculated as though it had the combined mana cost of the front faces of each card that represents it. If a permanent is a copy of a melded permanent (even if that copy is represented by two other meld cards), the mana value of the copy is 0.\n已融合的永久物之法术力值为表示该永久物之正面两张牌之法术力值的总和。如果某永久物复制了已融合的永久物,则复制品的法术力值为0(即使该复制品是由另外两张融合牌所表示也是一样)。参见规则202.3c。"}, {"chapter": "2", "id": "202.3d", "content": "202.3d The mana value of a split card not on the stack or of a fused split spell on the stack is determined from the combined mana costs of its halves. Otherwise, while a split card is on the stack, the mana value of the spell is determined by the mana cost of the half that was chosen to be cast. See rule 709, “Split Cards.”\n不在堆叠上的连体牌、或堆叠上的已融咒的连体咒语之法术力值根据该牌两边的法术力费用相加后计算。除此之外,当连体牌在堆叠上时,该咒语的法术力值根据所选择被施放的那一边的法术力费用来计算。"}, {"chapter": "2", "id": "202.3e", "content": "202.3e When calculating the mana value of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.\n在计算法术力费用中包含{X}的物件的法术力值时,于该物件不在堆叠中时X视同0,于该物件在堆叠中时X视同其被选择的数字。"}, {"chapter": "2", "id": "202.3f", "content": "202.3f When calculating the mana value of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol.\n在计算法术力费用中包含混血法术力符号的物件的法术力值时,使用每个混血符号中较大的半边。\nExample: The mana value of a card with mana cost {1}{W/U}{W/U} is 3.\n例如:一张法术力费用为{1}{W/U}{W/U}的牌,其法术力值为3。\nExample: The mana value of a card with mana cost {2/B}{2/B}{2/B} is 6.\n例如:一张法术力费用为{2/B}{2/B}{2/B}的牌,其法术力值为6。"}, {"chapter": "2", "id": "202.3g", "content": "202.3g Each Phyrexian mana symbol in a card’s mana cost contributes 1 to its mana value.\n一张牌法术力费用中的每个非瑞克西亚法术力符号都为其法术力值添加1。\nExample: The mana value of a card with mana cost {1}{W/P}{W/P} is 3.\n例如:一张法术力费用为{1}{W/P}{W/P}的牌之法术力值为3。"}, {"chapter": "2", "id": "202.4.", "content": "202.4. Any additional cost listed in an object’s rules text or imposed by an effect isn’t part of the mana cost. (See rule 601, “Casting Spells.”) Such costs are paid at the same time as the spell’s other costs.\n物件的规则叙述中列出的或是受效应影响而须支付的额外费用,均不是其法术力费用的一部分。(参见规则601,“施放咒语”。)这些费用在支付该咒语其他费用的同时支付。"}, {"chapter": "2", "id": "203.", "content": "203. Illustration\n图片"}, {"chapter": "2", "id": "203.1.", "content": "203.1. The illustration is printed on the upper half of a card and has no effect on game play. For example, a creature doesn’t have the flying ability unless stated in its rules text, even if it’s depicted as flying.\n印在牌的上半部,与游戏并无关联。例如,一个规则叙述中不具有飞行异能的生物不具有飞行异能,即使其在图片中飞行。"}, {"chapter": "2", "id": "204.", "content": "204. Color Indicator\n颜色标志"}, {"chapter": "2", "id": "204.1.", "content": "204.1. The color indicator is printed to the left of the type line directly below the illustration. It consists of a circular symbol filled in with one or more colors. A color indicator is usually found on nonland cards without a mana cost.\n颜色标志被印在类别栏左侧,图片正下方。它是一个包含一种或几种颜色的圆形标志。颜色标志一般在没有法术力费用的非地牌上出现。"}, {"chapter": "2", "id": "204.2.", "content": "204.2. An object with a color indicator is each color denoted by that color indicator.\n具有颜色标志的物件是其颜色标志所标识的每种颜色。"}, {"chapter": "2", "id": "205.", "content": "205. Type Line\n类别栏"}, {"chapter": "2", "id": "205.1.", "content": "205.1. The type line is printed directly below the illustration. It contains the card’s card type(s). It also contains the card’s subtype(s) and supertype(s), if applicable.\n类别栏印在图片的下方。它包含牌的牌张类别。它还包含牌的超类别和副类别(如果有的话)。"}, {"chapter": "2", "id": "205.1a", "content": "205.1a Some effects set an object’s card type. In most such cases, the new card type(s) replaces any existing card types. However, an object with either the instant or sorcery card type retains that type. Counters, stickers, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when an effect sets one or more of an object’s subtypes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object’s card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object’s card type is removed. Removing an object’s subtype doesn’t affect its card types at all.\n一些效应会改变物件的牌张类别。在大多数情况下,新的牌张类别会取代所有原本的类别。但是,具有瞬间或法术牌张类别的物件会保留该类别。指示物、贴纸、效应,以及该物件上所标记的伤害依然保留,即使它们对新的类别没有任何意义。同样的,当物件的副类别改变时,新的副类别会取代相对应的同类副类别(生物类别、地类别、神器类别、结界类别、鹏洛客类别,或咒语类别)。如果一个物件的牌张类别被移除,该物件的所有副类别只有在它同样属于该物件现有牌张类别的情况下保留;否则它们会在该物件的牌张类别被移除的过程中同样被移除。移除物件的副类别不会影响到该物件的牌张类别。"}, {"chapter": "2", "id": "205.1b", "content": "205.1b Some effects change an object’s card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object’s prior card types, supertypes, and subtypes are retained. This rule applies to effects that use phrases such as “in addition to its other types” or that state that something is “still a [type, supertype, or subtype].” Some effects state that an object becomes an “artifact creature”; these effects also allow the object to retain all of its prior card types and subtypes. Some effects state that an object becomes a “[creature type or types] artifact creature”; these effects also allow the object to retain all of its prior card types and subtypes other than creature types, but replace any existing creature types.\n一些效应会改变物件的牌张类别、超类别,或副类别,但依然保留其原先的某些牌张类别、超类别或副类别。在此情况下,所有该物件原本的类别、超类别与副类别均会保留。此规则适用于诸如“且仍具有原本类别”的效应(译注:中文版中此叙述有另一种译法:“额外具有[类别]此类别”),或是注明该物件“仍然是[类别]”。一些效应令物件成为“神器生物”;此效应同样允许该物件保留所有原有的牌张类别与副类别。一些效应令物件成为“[生物类别]神器生物”;此效应同样允许该物件保留所有原有的牌张类别与生物类别之外的副类别,但原有的生物类别会被替换。\nExample: An ability reads, “All lands are 1/1 creatures that are still lands.” The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability’s effect applied to them, those lands would become “artifact land creatures,” not just “creatures,” or “land creatures.” The effect allows them to retain both the artifact and land card types. In addition, each land affected by the ability retains any land types and supertypes it had before the ability took effect.\n例如:某效应为“所有地都是1/1生物,且仍是地”。受此效应影响的地具有两种牌张类别:生物和地。若在此效应影响之前,某些地已具有神器的类别,则这些地会成为“神器地生物”,而不只是“生物”或“地生物”。此效应使其保留神器和地的牌张类别。此外,每个受此效应影响的地保留其在效应生效前具有的异能和超类别。\nExample: An ability reads, “All artifacts are 1/1 artifact creatures.” If a permanent is both an artifact and an enchantment, it will become an artifact enchantment creature.\n例如:某异能为“所有神器都是1/1的神器生物”。如果一个永久物既是神器又是结界,它将成为“神器结界生物”。"}, {"chapter": "2", "id": "205.2.", "content": "205.2. Card Types\n牌张类别"}, {"chapter": "2", "id": "205.2a", "content": "205.2a The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, kindred, land, phenomenon, plane, planeswalker, scheme, sorcery, and vanguard. See section 3, “Card Types.”\n牌张类别包括神器、战役、诡局、生物、地城、结界、瞬间、亲缘、地、异象、时空、鹏洛客、邪计、法术,以及先锋。参见第3章,“牌张类别”。"}, {"chapter": "2", "id": "205.2b", "content": "205.2b Some objects have more than one card type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their card types.\n一些物件具有多种牌张类别(例如,神器生物)。任何会影响到其中任一牌张类别的效应,都会影响到此物件。"}, {"chapter": "2", "id": "205.2c", "content": "205.2c Tokens have card types even though they aren’t cards. The same is true of copies of spells and copies of cards.\n衍生物虽然不是牌但具有牌张类别。咒语的复制品和牌的复制品亦是如此。"}, {"chapter": "2", "id": "205.3.", "content": "205.3. Subtypes\n副类别"}, {"chapter": "2", "id": "205.3a", "content": "205.3a A card can have one or more subtypes printed on its type line.\n牌可以在其类别栏上印有一种或多种副类别。"}, {"chapter": "2", "id": "205.3b", "content": "205.3b Subtypes of each card type except creature and plane are always single words and are listed after a long dash. Each word after the dash is a separate subtype. Subtypes of creature cards are one or two words and are listed after a long dash. Each word or two-word phrase, as listed in rule 205.3m, is a separate subtype. Objects other than planes may have multiple subtypes. Subtypes of planes are also listed after a long dash, but may be multiple words; all words after the dash are, collectively, a single subtype.\n生物及时空以外的牌张类别所具有的副类别都是单独的一个英文单词,在一条长横线后列出。此横线后面的每一个单词都分别是一种副类别。生物牌所具有的副类别可能是一个或两个英文单词,在一条长横线后列出。规则205.3m中列出的每一个单词或词组都分别是一种副类别。除时空外的物件可以有多种副类别。时空的副类别同样在长横线后列出,但可能为数个英文单词。在长横线后的单词为一个单一的副类别。(译注:中文版之副类别都是单独的一个词,且接在“~”符号后面;各副类别中间以“/”符号区隔。)\nExample: “Basic Land — Mountain” means the card is a land with the subtype Mountain. “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard. “Artifact — Equipment” means the card is an artifact with the subtype Equipment.\n例如:“基本地~山脉”意指该牌是具有山脉此副类别的地。“生物~鬼怪/法术师”意指该牌是同时具有鬼怪和法术师两种副类别的生物。“神器~武具”意指该牌是具有武具此副类别的神器。"}, {"chapter": "2", "id": "205.3c", "content": "205.3c If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.\n如果一张牌有多种类别,且有一种或多种副类别,则每种副类别都只与其对应的牌张类别有关联。\nExample: Dryad Arbor’s type line says “Land Creature — Forest Dryad.” Forest is a land type, and Dryad is a creature type.\n例如:树灵乔木的类别为“地生物~树林/树灵”。树林是一种地类别,树灵是一种生物类别。"}, {"chapter": "2", "id": "205.3d", "content": "205.3d An object can’t gain a subtype that doesn’t correspond to one of that object’s types.\n一个物件不能得到不对应该物件任何类别的副类别。"}, {"chapter": "2", "id": "205.3e", "content": "205.3e If an effect instructs a player to choose a subtype, that player must choose one, and only one, existing subtype, and the subtype must be for the appropriate card type. For example, the player can’t choose a land type if an instruction requires choosing a creature type.\n如果一个叙述要求牌手选择一种副类别,则其必须而且只能选择一种已存在的副类别,且该选择必须符合该牌张类别。例如,若某叙述要求牌手选择一种生物类别,则其不能选择地类别中的一种。\nExample: When choosing a creature type, “Merfolk” or “Wizard” is acceptable, but “Merfolk Wizard” is not. Words like “artifact,” “opponent,” “Swamp,” or “truck” can’t be chosen because they aren’t creature types.\n例如:当选择一种生物类别时,可以选择“人鱼”或者“法术师”,但是不能选择“人鱼/法术师”。不能选择类似“神器”、“对手”、“沼泽”,或者“卡车”等等,是因为它们不是生物类别。"}, {"chapter": "2", "id": "205.3f", "content": "205.3f Many cards were printed with subtypes that are now obsolete. Many cards have retroactively received subtypes. Use the Oracle card reference to determine what a card’s subtypes are. (See rule 108.1.)\n很多牌所印刷的副类别已经不再适用。很多牌得到了新的副类别。使用Oracle牌张参考文献来确认一张牌的副类别。(参见规则108.1。)"}, {"chapter": "2", "id": "205.3g", "content": "205.3g Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Attraction (see rule 717), Blood, Bobblehead, Clue, Contraption, Equipment (see rule 301.5), Food, Fortification (see rule 301.6), Gold, Incubator, Infinity, Junk, Lander, Map, Powerstone, Spacecraft, Stone, Treasure, and Vehicle (see rule 301.7).\n神器具有其特有的副类别;这些副类别被称为神器类别。神器类别包括景点(参见规则717)、血滴、娃娃、线索、机巧、武具(参见规则301.5)、食品、工事(参见规则301.6)、黄金、抚育器、无限[Infinity]、废料、探地器[Lander]、地图、魔力石、太空船[Spacecraft]、原石[Stone]、珍宝、以及载具(参见规则301.7)。"}, {"chapter": "2", "id": "205.3h", "content": "205.3h Enchantments have their own unique set of subtypes; these subtypes are called enchantment types. The enchantment types are Aura (see rule 303.4), Background, Cartouche, Case (see rule 719), Class (see rule 716), Curse, Role (see rule 303.7), Room, Rune, Saga (see rule 714), Shard, and Shrine.\n结界具有其特有的副类别,这些副类别被称为结界类别。结界类别包括灵气(参见规则303.4)、身世、魔符、案件(参见规则719)、职业(参见规则716)、诅咒、角色(参见规则303.7)、隔间、符文、传纪(参见规则714)、碎片、以及祭祠。"}, {"chapter": "2", "id": "205.3i", "content": "205.3i Lands have their own unique set of subtypes; these subtypes are called land types. The land types are Cave, Desert, Forest, Gate, Island, Lair, Locus, Mine, Mountain, Plains, Planet, Power-Plant, Sphere, Swamp, Tower, Town, and Urza’s. Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6.\n地具有其特有的副类别,这些副类别被称为地类别。地类别包括洞窟、沙漠、树林、门、海岛、巢穴、处所、矿脉、山脉、平原、行星[Planet]、动力炉、域界、沼泽、塔、市镇[Town],以及克撒的。此列表中,树林、海岛、山脉、平原、沼泽是基本地类别。参见规则305.6。"}, {"chapter": "2", "id": "205.3j", "content": "205.3j Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Aminatou, Angrath, Arlinn, Ashiok, Bahamut, Basri, Bolas, Calix, Chandra, Comet, Dack, Dakkon, Daretti, Davriel, Dihada, Domri, Dovin, Ellywick, Elminster, Elspeth, Estrid, Freyalise, Garruk, Gideon, Grist, Guff, Huatli, Jace, Jared, Jaya, Jeska, Kaito, Karn, Kasmina, Kaya, Kiora, Koth, Liliana, Lolth, Lukka, Minsc, Mordenkainen, Nahiri, Narset, Niko, Nissa, Nixilis, Oko, Quintorius, Ral, Rowan, Saheeli, Samut, Sarkhan, Serra, Sivitri, Sorin, Szat, Tamiyo, Tasha, Teferi, Teyo, Tezzeret, Tibalt, Tyvar, Ugin, Urza, Venser, Vivien, Vraska, Vronos, Will, Windgrace, Wrenn, Xenagos, Yanggu, Yanling, and Zariel.\n鹏洛客具有其特有的副类别,这些副类别被称为鹏洛客类别。鹏洛客类别包括阿耶尼、阿米娜图、安戈斯、雅琳、安梭苛、巴哈姆特、巴席利、波拉斯、凯利斯、茜卓、慧慧[Comet]、戴克、达肯、达雷迪、达夫黎、迪哈达、多密、多温、艾利薇、伊尔明斯特、艾紫培、艾丝翠、妃雅丽兹、贾路、基定、格蕊斯、古夫、华特莉、杰斯、贾瑞、雅亚、洁丝卡、魁渡、卡恩、克蜜娜、卡娅、奇奥拉、寇斯、莉莲娜、罗丝、卢卡、明斯克、魔邓肯、娜希丽、娜尔施、尼科、妮莎、尼希兹、瓯柯、昆托力、拉尔、萝婉、莎希莉、撒姆特、萨坎、撒拉、希维缇、索霖、刹特、多美代、塔莎、泰菲力、泰佑、泰兹瑞、提勃、泰瓦、乌金、克撒、凡瑟、薇薇安、瓦丝卡、伏罗诺斯、威尔、风华、芮恩、谢纳戈斯、旸谷,燕灵,以及扎瑞尔。"}, {"chapter": "2", "id": "205.3k", "content": "205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Adventure, Arcane, Lesson, Omen, and Trap.\n瞬间和法术共享副类别;这些副类别被称为咒语类别。咒语类别包括历险、古咒、课程、预兆,以及陷阱。"}, {"chapter": "2", "id": "205.3m", "content": "205.3m Creatures and kindreds share their lists of subtypes; these subtypes are called creature types. One creature type is two words long: Time Lord. All other creature types are one word long: Advisor, Aetherborn, Alien, Ally, Angel, Antelope, Ape, Archer, Archon, Armadillo, Army, Artificer, Assassin, Assembly-Worker, Astartes, Atog, Aurochs, Avatar, Azra, Badger, Balloon, Barbarian, Bard, Basilisk, Bat, Bear, Beast, Beaver, Beeble, Beholder, Berserker, Bird, Bison, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Capybara, Caribou, Carrier, Cat, Centaur, Child, Chimera, Citizen, Cleric, Clown, Cockatrice, Construct, Coward, Coyote, Crab, Crocodile, C’tan, Custodes, Cyberman, Cyclops, Dalek, Dauthi, Demigod, Demon, Deserter, Detective, Devil, Dinosaur, Djinn, Doctor, Dog, Dragon, Drake, Dreadnought, Drix, Drone, Druid, Dryad, Dwarf, Echidna, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Employee, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Fractal, Frog, Fungus, Gamer, Gargoyle, Germ, Giant, Gith, Glimmer, Gnoll, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guest, Hag, Halfling, Hamster, Harpy, Hedgehog, Hellion, Hero, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Inkling, Inquisitor, Insect, Jackal, Jellyfish, Juggernaut, Kangaroo, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Llama, Lamia, Lammasu, Leech, Lemur, Leviathan, Lhurgoyf, Licid, Lizard, Lobster, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mite, Mole, Monger, Mongoose, Monk, Monkey, Moogle, Moonfolk, Mount, Mouse, Mutant, Myr, Mystic, Nautilus, Necron, Nephilim, Nightmare, Nightstalker, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Otter, Ouphe, Ox, Oyster, Pangolin, Peasant, Pegasus, Pentavite, Performer, Pest, Phelddagrif, Phoenix, Phyrexian, Pilot, Pincher, Pirate, Plant, Platypus, Porcupine, Possum, Praetor, Primarch, Prism, Processor, Qu, Rabbit, Raccoon, Ranger, Rat, Rebel, Reflection, Rhino, Rigger, Robot, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scientist, Scion, Scorpion, Scout, Sculpture, Seal, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Shark, Sheep, Siren, Skeleton, Skunk, Slith, Sliver, Sloth, Slug, Snail, Snake, Soldier, Soltari, Sorcerer, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Symbiote, Synth, Tentacle, Tetravite, Thalakos, Thopter, Thrull, Tiefling, Toy, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Tyranid, Unicorn, Vampire, Varmint, Vedalken, Villain, Volver, Wall, Walrus, Warlock, Warrior, Weasel, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.\n生物和亲缘共享其副类别列表;这些副类别被称为生物类别。有一种生物类别是两个单词:时间领主[Time Lord]。其他生物类别都是一个单词:参谋、乙太种、外星人、伙伴、天使、羚羊、猿猴、弓箭手、统领、犰狳、军队、神器师、杀手、组装工人、阿斯塔特、阿托格、原牛、圣者、亚札人、獾、气球[Balloon]、野蛮人、诗人、蜥怪、蝙蝠、熊、野兽、河狸、哔宝精、眼魔、狂战士、鸟、野牛[Bison]、光蛾、野猪、信使、丛枝兽、卡马利、骆驼、水豚、驯鹿、病媒、猫、半人马、儿童[Child]、盖美拉、市民、僧侣、小丑[Clown]、石化鸡蛇、组构体、懦夫、郊狼、蟹、鳄鱼、星神、禁军、赛博人[Cyberman]、独眼巨人、戴立克[Dalek]、道西、半神、恶魔、逃亡者[Deserter]、侦探、魔鬼、恐龙、巨灵、医生、狗、龙、龙兽、无畏舰、卓兹人[Drix]、奴兽、德鲁伊、树灵、矮人、针鼹[Echidna]、魔神、蛋、长老、奥札奇、元素、象、妖精、麋鹿、雇员[Employee]、眼、仙灵、雪貂[Ferret]、鱼、旗手、狐、分灵、蛙、真菌、玩家[Gamer]、石像鬼、病菌、巨人、吉斯人、烁光体[Glimmer]、豺狼人、地侏、山羊、鬼怪、神、魔像、蛇发妖、墓生、怪灵、狮鹫、宾客[Guest]、巫婆、半身人、仓鼠、哈痞、刺猬[Hedgehog]、地狱兽、英雄、河马、骏鹰、荷马利、造妖、惊惧兽、马、人类、多头龙、鬣狗、虚影、小恶魔、化身、墨灵、审判官、昆虫、豺狼、水母、攻城巨车、袋鼠[Kangaroo]、卡甫、麒麟、洁英、骑士、鬼崽、寇族、巨海兽、骆马、拉弥亚、拉玛苏、蛭、狐猴[Lemur]、海怪、拉高耶夫、立吸怪、蜥蜴、龙虾[Lobster]、翼狮、异狮、佣兵、人鱼、仿索蓝人、奴仆、牛头怪、虫械、鼹鼠、贩商、猫鼬、修行僧、猴、莫古力[Moogle]、月人、坐骑、家鼠、突变体、秘耳、秘教徒、鹦鹉螺、太空死灵、巨神灵、梦魇、夜潜魔、忍者、贵族、诺格、游牧人、宁芙、章鱼、食人魔、流浆、法球[Orb]、半兽人、欧格、水獭、奥夫、牛、牡蛎、穿山甲、平民、飞马、分节、演员[Performer]、害虫、紫河马、凤凰、非瑞人、驾手、钳手、海盗、植物、鸭嘴兽[Platypus]、豪猪、负鼠、魔判官、原体、棱镜、噬体、食族[Qu]、兔、浣熊、游侠、老鼠、反抗军、映影、犀牛、整备师、机器人、浪客、紫貂、火蜥蜴、武士、砂、腐生物、羊蹄人、稻草人、科学家、孽裔、蝎子、斥候、雕像[Sculpture]、海豹[Seal]、农奴、巨蛇、自动机、阴魂、祭师、变形兽、鲨鱼、绵羊、塞连、骷髅妖、臭鼬、斯立兹、裂片妖、树懒、蛞蝓、蜗牛、蛇、士兵、索泰利、术士[Sorcerer]、后裔、幽灵、塑法师、史芬斯、蜘蛛、钉兽、精怪、碎裂[Splinter]、海绵、乌贼、松鼠、海星、苏拉卡、求生者[Survivor]、共生体[Symbiote]、合成人、触手、四分节[Tetravite]、萨拉卡斯、振翼机、索尔兽、魔人、玩具[Toy]、树妖、三叶虫、三分节、巨魔、龟、泰伦虫族、独角兽、吸血鬼、害兽、维多肯、反派[Villain]、进化体、墙、海象、邪术师、战士、鼬鼠[Weasel]、怪奇、狼人、鲸鱼、法术师、狼、狼獾、袋熊、蠕虫、鬼魂、亚龙、雪怪、灵俑、无面鬼。"}, {"chapter": "2", "id": "205.3n", "content": "205.3n Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are The Abyss, Alara, Alfava Metraxis, Amonkhet, Androzani Minor, Antausia, Apalapucia, Arcavios, Arkhos, Avishkar, Azgol, Belenon, Bolas’s Meditation Realm, Capenna, Cridhe, The Dalek Asylum, Darillium, Dominaria, Earth, Echoir, Eldraine, Equilor, Ergamon, Fabacin, Fiora, Gallifrey, Gargantikar, Gobakhan, Horsehead Nebula, Ikoria, Innistrad, Iquatana, Ir, Ixalan, Kaldheim, Kamigawa, Kandoka, Karsus, Kephalai, Kinshala, Kolbahan, Kylem, Kyneth, The Library, Lorwyn, Luvion, Mars, Mercadia, Mirrodin, Moag, Mongseng, Moon, Muraganda, Necros, New Earth, New Phyrexia, Outside Mutter’s Spiral, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra’s Realm, Shadowmoor, Shandalar, Shenmeng, Skaro, Spacecraft, Tarkir, Theros, Time, Trenzalore, Ulgrotha, Unknown Planet, Valla, Vryn, Wildfire, Xerex, Zendikar, and Zhalfir.\n时空具有其特有的副类别,这些副类别被称为时空类别。时空类别包括邃狱、阿拉若、阿尔法瓦·梅特拉西斯[Alfava Metraxis]、阿芒凯、小安德洛赞尼[Androzani Minor]、安陶西亚、阿帕拉普西亚[Apalapucia]、阿凯维沃、阿科斯[Arkhos]、阿维什卡[Avishkar]、阿兹戈尔、贝列侬、波拉斯冥想域[Bolas’s Meditation Realm]、卡佩纳、克莱哲、戴立克疯人院[The Dalek Asylum]、达勒里恩[Darillium]、多明纳里亚、地球[Earth]、埃圭尔、艾卓、埃奎罗、厄加蒙、法巴辛、翡欧拉、迦里弗莱[Gallifrey]、庞巨地、高巴汗、马头星云[Horsehead Nebula]、依克黎、依尼翠、伊夸塔纳、伊尔、依夏兰、凯德海姆、神河、坎多卡[Kandoka]、卡瑟斯[Karsus]、喀法莱[Kephalai]、金沙拉[Kinshala]、科尔帕罕[Kolbahan]、凯勒姆、凯奈斯[Kyneth]、图书馆[The Library]、洛温、卢维恩[Luvion]、火星[Mars]、玛凯迪亚、秘罗地、墨格、蒙森、月球[Moon]、莫甘达、亡灵星[Necros]、新地球[New Earth]、新非瑞克西亚、玛特螺旋外部[Outside Mutter's Spiral]、非瑞克西亚、派鲁利亚、拉拜亚、瑞斯、拉尼卡、瑞格沙、塞哥维亚、撒拉的圣域、暗影荒原、山德拉、蜃梦、斯卡罗[Skaro]、宇宙飞船[Spacecraft]、鞑契、塞洛斯、时间星球[Time]、坦泽罗[Trenzalore]、厄格罗沙、无名星球[Unknown Planet]、瓦拉、维林、野火、兹雷兹、赞迪卡、赛费尔。"}, {"chapter": "2", "id": "205.3p", "content": "205.3p One dungeon card (Undercity) has a subtype; this subtype is called a dungeon type. That dungeon type is Undercity.\n一张地城牌(地底城)具有副类别;此副类别被称为地城类别。该地城类别是地底城。"}, {"chapter": "2", "id": "205.3q", "content": "205.3q Battles have a unique subtype, called a battle type. That battle type is Siege.\n战役具有其特有的副类别,这些副类别被称为战役类别。战役类别包括围攻。"}, {"chapter": "2", "id": "205.3r", "content": "205.3r Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes.\n异象牌、邪计牌、先锋牌和诡局牌没有副类别。"}, {"chapter": "2", "id": "205.4.", "content": "205.4. Supertypes\n超类别"}, {"chapter": "2", "id": "205.4a", "content": "205.4a An object can have one or more supertypes. A card’s supertypes are printed directly before its card types. The supertypes are basic, legendary, ongoing, snow, and world.\n一个物件可以同时拥有一种或数种超类别。一张牌的超类别印在它的牌张类别之前。超类别包括基本、传奇、雪境、长效、普世。"}, {"chapter": "2", "id": "205.4b", "content": "205.4b An object’s supertype is independent of its card type and subtype, even though some supertypes are closely identified with specific card types. Changing an object’s card types or subtypes won’t change its supertypes. Changing an object’s supertypes won’t change its card types or subtypes. When an object gains or loses a supertype, it retains any other supertypes it had.\n一个物件的超类别与其牌张类别和副类别无关,即使一些超类别与某些牌张类别有紧密的关联。改变物件的牌张类别或副类别并不会影响到其超类别。改变物件的超类别不会影响到其牌张类别或副类别。当物件得到或失去超类别时,它会保留其他的超类别。\nExample: An ability reads, “All lands are 1/1 creatures that are still lands.” If any of the affected lands were legendary, they are still legendary.\n例如:某异能为“所有地都是1/1的生物,且仍是地”。若在此效应影响之前,某些地已经为传奇,则这些地依旧为传奇。"}, {"chapter": "2", "id": "205.4c", "content": "205.4c Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type.\n具有超类别“基本”的地是基本地。任何不具有该超类别的地为非基本地,即使其具有基本地类别。\nCards printed in sets prior to the Eighth Edition core set didn’t use the word “basic” to indicate a basic land. Cards from those sets with the following names are basic lands and have received errata in the Oracle card reference accordingly: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp.\n在核心第八版之前的版本,没有使用关键字“基本”来标识基本地。这些版本具有以下名称的便为基本地,且具有相对应的Oracle牌张参考文献勘误:树林、海岛、山脉、平原、沼泽、覆雪树林、覆雪海岛、覆雪山脉、覆雪平原、覆雪沼泽。"}, {"chapter": "2", "id": "205.4d", "content": "205.4d Any permanent with the supertype “legendary” is subject to the state-based action for legendary permanents, also called the “legend rule” (see rule 704.5j).\n具有超类别“传奇”的永久物,是传奇永久物状态动作生效的对象,该规则也被称作“传奇规则”(参见规则704.5j)。"}, {"chapter": "2", "id": "205.4e", "content": "205.4e Any instant or sorcery spell with the supertype “legendary” is subject to a casting restriction. A player can’t cast a legendary instant or sorcery spell unless that player controls a legendary creature or a legendary planeswalker.\n具有超类别“传奇”的瞬间或法术咒语受施放限制的影响。除非牌手操控传奇生物或传奇鹏洛客,否则其不能施放传奇瞬间或法术咒语。"}, {"chapter": "2", "id": "205.4f", "content": "205.4f Any permanent with the supertype “world” is subject to the state-based action for world permanents, also called the “world rule” (see rule 704.5k).\n具有超类别“普世”的永久物,是普世永久物状态动作生效的对象,该规则也被称作“普世规则”(参见规则704.5k)。"}, {"chapter": "2", "id": "205.4g", "content": "205.4g Any permanent with the supertype “snow” is a snow permanent. Any permanent that doesn’t have this supertype is a nonsnow permanent, regardless of its name.\n具有超类别“雪境”的永久物为雪境永久物。任何不具有该超类别的永久物为非雪境永久物,无论其名称。"}, {"chapter": "2", "id": "205.4h", "content": "205.4h Any scheme card with the supertype “ongoing” is exempt from the state-based action for schemes (see rule 704.6e).\n具有超类别“长效”的邪计牌不受邪计牌相关的状态动作之影响。(参见规则704.6e。)"}, {"chapter": "2", "id": "206.", "content": "206. Expansion Symbol\n版本符号"}, {"chapter": "2", "id": "206.1.", "content": "206.1. The expansion symbol indicates which Magic set a card is from. It’s a small icon normally printed below the right edge of the illustration. It has no effect on game play.\n版本符号表示此牌属于万智牌的哪个系列。它是一个小标志,通常是印在图片的右下方。它对进行游戏没有任何效果。"}, {"chapter": "2", "id": "206.2.", "content": "206.2. The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic land. A purple symbol signifies a special rarity; to date, only the Time Spiral™ “timeshifted” cards, which were rarer than that set’s rare cards, have had purple expansion symbols. (Prior to the Exodus™ set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, with the exception of the Simplified Chinese Fifth Edition core set, Magic core sets didn’t have expansion symbols at all.)\n版本符号的颜色表示此牌在该系列中的稀有度。橘红色符号代表秘稀牌。金色符号代表稀有牌。银色符号代表非普通牌。黑色或白色符号代表普通牌或基本地牌。紫色符号代表特殊稀有度;到目前为止,只有时间漩涡™的“时间转移牌”属于特殊稀有度,并拥有紫色版本符号。(在出瑞斯记™之前的系列,所有稀有度的版本符号都是黑色。在核心第六版之前,除简体中文核心第五版以外,万智牌的核心系列都没有版本符号。)"}, {"chapter": "2", "id": "206.3.", "content": "206.3. Previously, a spell or ability that affected cards from a particular set checked for that set’s expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards “with a name originally printed” in a particular set.\n之前,一个影响某个特殊版本中牌的咒语或异能检查该版本的版本符号。这些牌在Oracle牌张参考文献中得到了勘误,它们影响“具有在某特殊版本中最初印刷之名称”的牌。"}, {"chapter": "2", "id": "206.3a", "content": "206.3a One card (City in a Bottle) refers to permanents and cards with a name originally printed in the Arabian Nights™ expansion. Those names are Abu Ja’far, Aladdin, Aladdin’s Lamp, Aladdin’s Ring, Ali Baba, Ali from Cairo, Army of Allah, Bazaar of Baghdad, Bird Maiden, Bottle of Suleiman, Brass Man, Camel, City in a Bottle, City of Brass, Cuombajj Witches, Cyclone, Dancing Scimitar, Dandân, Desert, Desert Nomads, Desert Twister, Diamond Valley, Drop of Honey, Ebony Horse, Elephant Graveyard, El-Hajjâj, Erg Raiders, Erhnam Djinn, Eye for an Eye, Fishliver Oil, Flying Carpet, Flying Men, Ghazbán Ogre, Giant Tortoise, Guardian Beast, Hasran Ogress, Hurr Jackal, Ifh-Biff Efreet, Island Fish Jasconius, Island of Wak-Wak, Jandor’s Ring, Jandor’s Saddlebags, Jeweled Bird, Jihad, Junún Efreet, Juzám Djinn, Khabál Ghoul, King Suleiman, Kird Ape, Library of Alexandria, Magnetic Mountain, Merchant Ship, Metamorphosis, Mijae Djinn, Moorish Cavalry, Nafs Asp, Oasis, Old Man of the Sea, Oubliette, Piety, Pyramids, Repentant Blacksmith, Ring of Ma’rûf, Rukh Egg, Sandals of Abdallah, Sandstorm, Serendib Djinn, Serendib Efreet, Shahrazad, Sindbad, Singing Tree, Sorceress Queen, Stone-Throwing Devils, Unstable Mutation, War Elephant, Wyluli Wolf, and Ydwen Efreet.\n一张牌(瓶中之城[City in a Bottle])提及具有最初印刷在阿拉伯之夜™系列中之名称的永久物和牌。这些名称为阿布贾法尔[Abu Ja’far]、阿拉丁[Aladdin]、阿拉丁神灯、阿拉丁戒指、阿里巴巴、开罗的阿里[Ali from Cairo]、安拉的大军[Army of Allah]、巴格达市集[Bazaar of Baghdad]、少女鸟、苏利南的瓶子、黄铜人形、骆驼[Camel]、瓶中之城[City in a Bottle]、黄铜之都、孔坡棘女巫、气旋[Cyclone]、飞舞的弯刀、巨鱼丹丹、沙漠、沙漠游牧人[Desert Nomads]、沙漠龙卷风、钻石谷[Diamond Valley]、蜂蜜滴[Drop of Honey]、黝黑色的马[Ebony Horse]、大象坟场[Elephant Graveyard]、阿哈尔札、尔格骑队、厄罕巨灵、以眼还眼、鱼肝油、飞毯、飞空人、盖兹本食人魔、巨龟、守护兽[Guardian Beast]、哈斯朗女食人魔[Hasran Ogress]、亚非胡狼、伊夫毕夫魔神[Ifh-Biff Efreet]、岛鱼塞康利斯、瓦克瓦克岛[Island of Wak-Wak]、尊道的戒指[Jandor’s Ring]、尊道的鞍袋、宝石鸟[Jeweled Bird]、圣战[Jihad]、心宿魔战将、祖闪巨灵[Juzám Djinn]、喀伯食尸鬼[Khabál Ghoul]、苏利南国王[King Suleiman]、柯德猿猴、亚历山大图书馆[Library of Alexandria]、磁化岛山、商船[Merchant Ship]、变化型态[Metamorphosis]、米贾巨灵[Mijae Djinn]、摩尔骑兵、挪斯眼镜蛇、绿洲、海中老人[Old Man of the Sea]、密牢囚禁、虔敬、金字塔[Pyramids]、忏悔的铁匠、马鲁夫戒指[Ring of Ma’rûf]、鲁克鸟蛋、[Sandals of Abdallah]、阿布杜拉之鞋[Sandstorm]、细兰巨灵[Serendib Djinn]、细兰魔神、雪赫拉莎德[Shahrazad]、辛巴达、唱歌树[Singing Tree]、巫术女王、投石魔鬼[Stone-Throwing Devils]、不稳定性异变、战象[War Elephant]、威如力狼、耶温魔神[Ydwen Efreet]。"}, {"chapter": "2", "id": "206.3b", "content": "206.3b One card (Golgothian Sylex) refers to permanents with a name originally printed in the Antiquities™ expansion. Those names are Amulet of Kroog, Argivian Archaeologist, Argivian Blacksmith, Argothian Pixies, Argothian Treefolk, Armageddon Clock, Artifact Blast, Artifact Possession, Artifact Ward, Ashnod’s Altar, Ashnod’s Battle Gear, Ashnod’s Transmogrant, Atog, Battering Ram, Bronze Tablet, Candelabra of Tawnos, Circle of Protection: Artifacts, Citanul Druid, Clay Statue, Clockwork Avian, Colossus of Sardia, Coral Helm, Crumble, Cursed Rack, Damping Field, Detonate, Drafna’s Restoration, Dragon Engine, Dwarven Weaponsmith, Energy Flux, Feldon’s Cane, Gaea’s Avenger, Gate to Phyrexia, Goblin Artisans, Golgothian Sylex, Grapeshot Catapult, Haunting Wind, Hurkyl’s Recall, Ivory Tower, Jalum Tome, Martyrs of Korlis, Mightstone, Millstone, Mishra’s Factory, Mishra’s War Machine, Mishra’s Workshop, Obelisk of Undoing, Onulet, Orcish Mechanics, Ornithopter, Phyrexian Gremlins, Power Artifact, Powerleech, Priest of Yawgmoth, Primal Clay, The Rack, Rakalite, Reconstruction, Reverse Polarity, Rocket Launcher, Sage of Lat-Nam, Shapeshifter, Shatterstorm, Staff of Zegon, Strip Mine, Su-Chi, Tablet of Epityr, Tawnos’s Coffin, Tawnos’s Wand, Tawnos’s Weaponry, Tetravus, Titania’s Song, Transmute Artifact, Triskelion, Urza’s Avenger, Urza’s Chalice, Urza’s Mine, Urza’s Miter, Urza’s Power Plant, Urza’s Tower, Wall of Spears, Weakstone, Xenic Poltergeist, Yawgmoth Demon, and Yotian Soldier.\n一张牌(葛格斯同兆[Golgothian Sylex])提及具有最初印刷在古文明之战™系列中之名称的永久物。这些名称为萼城护身符、阿基夫考古学家[Argivian Archaeologist]、阿基夫铁匠[Argivian Blacksmith]、亚格斯碧仙[Argothian Pixies]、亚格斯树妖[Argothian Treefolk]、末日钟、神器冲击波[Artifact Blast]、控驭神器[Artifact Possession]、神器守护[Artifact Ward]、阿士诺的祭坛、阿士诺的战甲、阿士诺生化增幅机、阿托格、攻城槌、青铜碑、达硌士的烛台[Candelabra of Tawnos]、反神器保护环、西坦努德鲁伊[Citanul Druid]、黏土雕像、发条鸟、沙地亚巨像、珊瑚头盔、垮坏术、诅咒拷问、滞阻力场[Damping Field]、爆炸、札夫拿的修复术[Drafna's Restoration]、龙形引擎、矮人武器匠[Dwarven Weaponsmith]、能量泄裂、费顿的手杖、盖亚复仇者[Gaea's Avenger]、非瑞克西亚之门[Gate to Phyrexia]、鬼怪工匠[Goblin Artisans]、葛格斯同兆[Golgothian Sylex]、散弹投石器、作祟之风[Haunting Wind]、河鼓的召还、象牙塔、贾伦的巨著、寇利斯殉道者[Martyrs of Korlis]、强能石[Mightstone]、研磨石轮、米斯拉的工厂、米斯拉的战争机械、米斯拉的作坊[Mishra's Workshop]、取消之碑、安瑙纳、半兽人技师[Orcish Mechanics]、扑翼机、非瑞克西亚怪灵[Phyrexian Gremlins]、神器注能[Power Artifact]、能量吸取[Powerleech]、约格莫夫僧侣[Priest of Yawgmoth]、未塑型的黏土、拉卡石[Rakalite]、重筑[Reconstruction]、逆转极性[Reverse Polarity]、火箭炮[Rocket Launcher]、拉特南智者、变形侠、粉碎风暴、赛根之杖[Staff of Zegon]、废矿、苏其[Su-Chi]、艾比提碑[Tablet of Epityr]、达硌士之棺[Tawnos's Coffin]、达硌士的权杖、达硌士的兵器、四节兽、拷问台、泰坦尼亚之歌、神器易质[Transmute Artifact]、三臂铁人、克撒的复仇者、克撒的圣杯[Urza's Chalice]、克撒的矿脉、克撒的法冠[Urza's Miter]、克撒的动力炉、克撒的塔、长矛之墙、弱能石[Weakstone]、捣蛋鬼辛力、约格莫夫恶魔、佑天神将。"}, {"chapter": "2", "id": "206.3c", "content": "206.3c One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands™ expansion. Those names are Abbey Gargoyles; Abbey Matron; Aether Storm; Aliban’s Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki’s Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz’s Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan’s Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven’s Ferrets; Joven’s Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards’ School.\n一张牌(末日鸣钟[Apocalypse Chime])提及具有最初印刷在家园™系列中之名称的永久物。这些名称为修道院石像鬼、修道院舍监[Abbey Matron]、乙太风暴、阿里班之塔[Aliban's Tower]、伏击[Ambush]、伏击部队、安哈瓦保安官、安哈瓦旅店[An-Havva Inn]、安哈瓦镇区[An-Havva Township]、安瑟林遗迹[An-Zerrin Ruins]、阿那巴祖灵[Anaba Ancestor]、阿那巴保镖、阿那巴祭师、阿那巴灵艺师[Anaba Spirit Crafter]、末日鸣钟[Apocalypse Chime]、秋柳[Autumn Willow]、爱森修道院[Aysen Abbey]、爱森的官员、爱森圣战军[Aysen Crusader]、爱森大道[Aysen Highway]、巴奇的诅咒[Baki's Curse]、辛格氏男爵[Baron Sengir]、野兽行者[Beast Walkers]、黑色马车[Black Carriage]、破碎恶容、外甲壳、辛格氏城堡[Castle Sengir]、墓园大门[Cemetery Gate]、连锁停滞[Chain Stasis]、坎道尔[Chandler]、发条侏儒[Clockwork Gnomes]、发条马、发条虫群[Clockwork Swarm]、珊瑚礁[Coral Reef]、黑暗迷宫、秋柳之女[Daughter of Autumn]、亡灵祷士、迪吉里杜管[Didgeridoo]、苦力骷髅咒[Drudge Spell]、干涸术、矮人小马[Dwarven Pony]、海矮人族[Dwarven Sea Clan]、矮人商贩[Dwarven Trader]、黑檀犀牛[Ebony Rhino]、无情的艾隆、蒸发[Evaporate]、仙灵贵族[Faerie Noble]、独角兽大餐、菲罗玆的禁咒、安哈瓦镇民[Folk of An-Havva]、遗忘、送葬队列、魂魅猎犬[Ghost Hounds]、巨型信天翁[Giant Albatross]、巨型牡蛎、辛格氏祖母[Grandmother Sengir]、高等狼人、修道院长哈斯德[Hazduhr the Abbot]、墓碑[Headstone]、心之狼[Heart Wolf]、饥饿之雾、伊桑的阴魂、伊莉妮辛格[Irini Sengir]、铁爪诅咒、恶咒[Jinx]、乔文[Joven]、乔文的雪貂[Joven's Ferrets]、乔文的工具袋、寇斯肯瀑布[Koskun Falls]、寇斯肯城寨[Koskun Keep]、迷宫牛头怪、跃行蜥蜴[Leaping Lizard]、血蛭疗法[Leeches]、长毛象挽具[Mammoth Harness]、马尔兰[Marjhan]、记忆丧失、行商卷轴、梅沙猎鹰、秘教裁决[Mystic Decree]、独角鲸[Narwhal]、半兽人矿脉[Orcish Mine]、原始秩序、预言[Prophecy]、克星拉丝卡[Rashka the Slayer]、暗礁海盗、大地新机[Renewal]、报偿[Retribution]、法师学者若薇卡[Reveka, Wizard Savant]、盘根蜘蛛[Root Spider]、缠根、螺旋振翼机[Roterothopter]、莱索利獾[Rysorian Badger]、撒姆尼炼金术士[Samite Alchemist]、海之仙子、海巨魔[Sea Troll]、辛格氏独裁者、辛格氏蝙蝠[Sengir Bats]、撒拉鸟舍[Serra Aviary]、撒拉的兽栏、撒拉审判官[Serra Inquisitors]、撒拉的神圣武士、锯刺箭、萎缩术、训隼人索菈雅[Soraya the Falconer]、魂魅熊[Spectral Bears]、提默里安邪鬼[Timmerian Fiends]、折磨、贸易商队[Trade Caravan]、停战、辛格氏的威德朗[Veldrane of Sengir]、海草墙[Wall of Kelp]、柳树仙灵[Willow Faerie]、柳树女祭司[Willow Priestess]、寒冬长空[Winter Sky]、法术师学院[Wizards' School]。"}, {"chapter": "2", "id": "206.4.", "content": "206.4. Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or those cards are specifically allowed by the Magic: The Gathering Tournament Rules). See the Magic: The Gathering Tournament Rules for the current definitions of the constructed formats (WPN.Wizards.com/en/rules-documents).\n牌手可以在其构组套牌中使用任何版本中印的牌,只要这些牌在符合比赛要求的版本中出现(或万智牌比赛规则中特别允许的牌)。当前构组赛制的比赛要求参见万智牌比赛规则(WPN.Wizards.com/en/rules-documents)。"}, {"chapter": "2", "id": "206.5.", "content": "206.5. The full list of expansions and expansion symbols can be found in the Card Set Archive section of the Magic website (Magic.Wizards.com/en/products/card-set-archive).\n版本与版本符号的完整列表可以在万智牌官网的产品全览部分找到(Magic.Wizards.com/en/products/card-set-archive)。"}, {"chapter": "2", "id": "207.", "content": "207. Text Box\n文字栏"}, {"chapter": "2", "id": "207.1.", "content": "207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the card’s abilities.\n文字栏印在牌的下半部。它通常包括了一些规则叙述,用以定义此牌的异能。"}, {"chapter": "2", "id": "207.2.", "content": "207.2. The text box may also contain italicized text that has no game function.\n文字栏也可能包含与游戏运作无关的斜体字。"}, {"chapter": "2", "id": "207.2a", "content": "207.2a Reminder text is italicized text within parentheses that summarizes a rule that applies to that card. It usually appears on the same line as the ability it’s relevant to, but it may appear on its own line if it applies to an aspect of the card other than an ability.\n提示文字以斜体字方式印在括号里,用以解释该牌的规则。它通常与相关的异能印在同一行,但也可能与该牌而不是某一个异能有关因为而独自一行。"}, {"chapter": "2", "id": "207.2b", "content": "207.2b Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It usually appears below the rules text.\n背景叙述以斜体字方式印刷,用来发展游戏的意境,功效有如图片。它通常印在规则叙述的下方。"}, {"chapter": "2", "id": "207.2c", "content": "207.2c An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are adamant, addendum, alliance, battalion, bloodrush, celebration, channel, chroma, cohort, constellation, converge, council’s dilemma, coven, delirium, descend 4, descend 8, domain, eerie, eminence, enrage, fateful hour, fathomless descent, ferocious, flurry, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, magecraft, metalcraft, morbid, pack tactics, paradox, parley, radiance, raid, rally, renew, revolt, secret council, spell mastery, strive, survival, sweep, tempting offer, threshold, undergrowth, valiant, vivid, void, and will of the council.\n牌上的一些异能以斜体字方式的异能提示开头。异能提示与关键字相似,它们将一些运作方式类似的牌归为一类,但是它们没有特殊的规则含义,且在完整规则中也没有独自的章节。异能提示包括固色、附案、联手、协战、血激、欢庆、魂力、渲色、齐力、星彩、聚辉、议争、鸠集、躁狂、落坟4、落坟8、领土、异景、威仪、激怒、命悬一刻、落坟无边、威猛、连咒、强横、声威、背水战、勇行、压印、启悟、携手、血族、地落、副官、魔艺、金技、丧心、集群战术、悖论、论争、辉耀、突击、奋扬、复新、反抗、密议、精熟咒语、积力、生还、扫平、诱引、门槛、朽力、英武、异彩、空洞,以及议定。"}, {"chapter": "2", "id": "207.2d", "content": "207.2d Similar to ability words, flavor words appear in italics at the beginning of some abilities. Flavor words provide a flavorful description of abilities, but they have no special rules meaning and are not listed in the Comprehensive Rules. While an ability word ties together several abilities with similar functionality, each flavor word is tailored to the specific ability it appears with.\n与异能提示类似,风味提示以斜体字方式出现在一些异能的开头。风味提示使得异能的叙述更显鲜活,但是它们本身没有特殊的规则含义,且在完整规则中也没有独自的章节。"}, {"chapter": "2", "id": "207.3.", "content": "207.3. Some cards have decorative icons in the background of their text boxes. For example, a guild icon appears in the text box of many cards associated with the guilds of Ravnica, and a faction icon appears in the text box of most Scars of Mirrodin™ block cards. Similarly, many promotional cards include decorative icons. These icons have no effect on game play.\n一些牌的文字栏背景上有装饰性的标记。例如,公会标记出现在一些与拉尼卡的公会有关的牌的文字栏中;还有阵营标记出现在大多数秘罗地创痕™环境的牌的文字栏中。类似地,一些纪念卡牌上也会有装饰性的标记。这些标记对游戏本身没有任何影响。"}, {"chapter": "2", "id": "207.4.", "content": "207.4. The chaos symbol appears in the text box of each plane card to the left of a triggered ability that triggers whenever chaos ensues. The symbol itself has no special rules meaning. See rule 901, “Planechase.”\n混沌符号{CHAOS}出现在时空牌文字栏中,引发混沌时触发的异能左方。此符号本身并无特别规则含义。参见规则901,“竞逐时空”。"}, {"chapter": "2", "id": "207.5.", "content": "207.5. One card (Cryptic Spires) has a set of symbols below the text box that represent each color and an ability that instructs a player to circle two of those colors as they create their deck. To circle a color, the player circles (or otherwise clearly indicates) that color’s symbol. The mana symbol of each circled color is considered part of that card’s printed rules text (see rule 613.1) and affects that card’s color identity (see rule 903.4).\n一张牌(隐密尖峰)的文字栏下方有一组代表每个颜色的符号,以及一个指示牌手于创组套牌时圈选其中两种颜色的异能。要圈选一种颜色,牌手圈出(或以其他方式明确指定)该颜色的符号。每种圈选之颜色的法术力符号都将被认为是该牌印刷之规则文本的一部分(参见规则613.1),并影响该牌的标识色(参见规则903.4)。"}, {"chapter": "2", "id": "208.", "content": "208. Power/Toughness\n力量/防御力"}, {"chapter": "2", "id": "208.1.", "content": "208.1. A creature card has two numbers separated by a slash printed in its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects.\n生物牌的右下角印有以斜线分开的两个数字。第一个表示该生物的力量(在战斗中所能造成伤害的数量);第二个表示它的防御力(消灭它所需要伤害的数量)。比如,2/3代表这个生物拥有2点力量及3点防御力。效应可以改变或设定力量与防御力的数值。"}, {"chapter": "2", "id": "208.2.", "content": "208.2. Rather than a fixed number, some creature cards have power and/or toughness that includes a star (*).\n一些生物牌的力量和/或防御力包括星号(*)而不是数字表示。"}, {"chapter": "2", "id": "208.2a", "content": "208.2a The card may have a characteristic-defining ability that sets its power and/or toughness according to some stated condition. (See rule 604.3.) Such an ability is worded “[This creature’s] [power or toughness] is equal to . . .” or “[This creature’s] power and toughness are each equal to . . .” This ability functions everywhere, even outside the game. If the ability needs to use a number that can’t be determined, including inside a calculation, use 0 instead of that number.\n一些牌具有特征定义异能,其根据一些状态设定它的力量和/或防御力。(参见规则604.3。)此类异能为“[此生物的][力量或防御力]等同于…”或“[此生物的]力量和防御力各等同于…”。此类异能在所有地方均生效,即使在游戏外。如果该异能需要使用的数字不能确定,则以0来代替。\nExample: Lost Order of Jarkeld has power and toughness each equal to 1+*. It has the abilities “As this creature enters, choose an opponent” and “Lost Order of Jarkeld’s power and toughness are each equal to 1 plus the number of creatures the chosen player controls.” While Lost Order of Jarkeld isn’t on the battlefield, there won’t be a chosen player. Its power and toughness will each be equal to 1 plus 0, so it’s 1/1.\n例如:杰卡失落骑士团[Lost Order of Jarkeld]的力量和防御力各等于1+*。它的叙述为“于此生物进场时,选择一位对手”和“杰卡失落骑士团的力量和防御力各等同于由该牌手操控的生物数量加1”。当杰卡失落骑士团不在战场时,它将没有选择任何对手。其力量和防御力各等于1加0,所以它是1/1。"}, {"chapter": "2", "id": "208.2b", "content": "208.2b The card may have a static ability that creates a replacement effect that sets the creature’s power and toughness to one of a number of specific values as it enters the battlefield or is turned face up. (See rule 614, “Replacement Effects.”) Such an ability is worded “As [this creature] enters . . . ,” “As [this creature] is turned face up . . . ,” or “[This creature] enters as . . .” and lists two or more specific power and toughness values (and may also list additional characteristics). The characteristics chosen or determined with these effects affect the creature’s copiable values. (See rule 707.2.) While the card isn’t on the battlefield, its power and toughness are each considered to be 0.\n牌可能具有静止式异能,当该生物进入战场或翻回正面时创造替代性效应,将该生物的力量和防御力设定为某个数值。(参见规则614,“替代性效应”。)此类异能为“于[此生物]进场时…”、“于[此生物]翻回正面时”或“[此生物]进场时是…”,然后列出两个或以上特定的力量和防御力数值(且或许有其他特征)。这些效应所选择或确定的特征影响该生物的可复制特征值。(参见规则707.2。)该牌不在战场时的力量和防御力视同0。"}, {"chapter": "2", "id": "208.3.", "content": "208.3. A noncreature permanent has no power or toughness, even if it’s a card with a power and toughness printed on it (such as a Vehicle). A noncreature object not on the battlefield has power or toughness only if it has a power and toughness printed on it.\n即使牌上印有力量与防御力,非生物永久物不具有力量与防御力(例如载具)。除非其上印有力量与防御力,否则不在战场上的非生物物件不具有力量与防御力。"}, {"chapter": "2", "id": "208.3a", "content": "208.3a If an effect would be created that sets the base power and/or toughness of a noncreature permanent, or otherwise modifies its power and/or toughness, that effect is created even though it doesn’t do anything unless that permanent becomes a creature.\n如果一个效应将要被创造,且其设定或修改非生物永久物的基础力量和/或防御力,即使该效应在该永久物未成为生物前不会有任何作用,该效应也将会被创造。\nExample: Veteran Motorist has the ability “Whenever this creature crews a Vehicle, that Vehicle gets +1/+1 until end of turn,” and it’s tapped to pay the crew cost of a Vehicle. This triggered ability resolves while the Vehicle it crewed isn’t yet a creature. The continuous effect is created and will apply to the Vehicle once it becomes a creature.\n例如:老练车手具有异能“每当此生物搭载载具时,该载具得+1/+1直到回合结束。”,且横置老练车手支付了某载具的搭载费用。此触发式异能在该载具仍不是生物时便会结算,并创造一个持续性效应,一旦该载具成为生物便会生效。"}, {"chapter": "2", "id": "208.4.", "content": "208.4. Some effects refer to a creature’s “base power,” “base toughness,” or “base power and toughness.”\n一些效应提及生物的“基础力量”,“基础防御力”或“基础力量与防御力”。"}, {"chapter": "2", "id": "208.4a", "content": "208.4a Effects that set a creature’s power and/or toughness to specific values may refer to base power and/or toughness. Other continuous effects may further modify the creature’s power and toughness. See rule 613, “Interaction of Continuous Effects.”\n将生物的力量和/或防御力设定为特定数值的效应可能会提及基础力量和/或防御力。其他持续性效应可能会进一步更改该生物的力量和防御力。参见规则613,“持续性效应的互动”。"}, {"chapter": "2", "id": "208.4b", "content": "208.4b Some effects check a creature’s base power and/or toughness. These effects see that creature’s characteristics after applying any characteristic-defining abilities and abilities that set power and/or toughness, ignoring any effects and counters that modify power and/or toughness without setting them. See rule 613, “Interaction of Continuous Effects.”\n一些效应检查生物的基础力量和/或防御力。这些效应会在所有特征定义异能、设定力量和/或防御力的异能生效之后,检查该生物的特征,而忽略任何不以设定数值的方式影响该生物力量和/或防御力的效应和指示物。"}, {"chapter": "2", "id": "208.5.", "content": "208.5. If a creature somehow has no value for its power, its power is 0. The same is true for toughness.\n如果一个生物因某种原因没有力量值,则其力量为0。防御力的情形亦比照办理。"}, {"chapter": "2", "id": "209.", "content": "209. Loyalty\n忠诚"}, {"chapter": "2", "id": "209.1.", "content": "209.1. Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while it’s not on the battlefield, and it also indicates that the planeswalker enters the battlefield with that many loyalty counters on it (see rule 306.5b).\n每张鹏洛客牌的右下角都印有一个忠诚值的数字。它表示当该鹏洛客牌不在战场时的忠诚,也表示该鹏洛客进战场所放置的忠诚指示物数量(参见规则306.5b)。"}, {"chapter": "2", "id": "209.2.", "content": "209.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”\n费用中具有忠诚符号的起动式异能为忠诚异能。忠诚异能遵循特定的规则:牌手可以在其行动阶段,具有优先权且堆叠为空时,起动其操控的永久物的一个忠诚异能,但只有在该永久物的忠诚异能此回合没有被起动过的前提下。参见规则606,“忠诚异能”。"}, {"chapter": "2", "id": "210.", "content": "210. Defense\n布防"}, {"chapter": "2", "id": "210.1.", "content": "210.1. Each battle card has a defense number printed in its lower right corner. This indicates its defense while it’s not on the battlefield, and it also indicates that the battle enters the battlefield with that many defense counters on it (see rule 310.4b).\n每张战役牌的右下角都印有一个布防值的数字。它表示当该战役牌不在战场时的布防,也表示该战役进战场所放置的布防指示物数量(参见规则310.4b)。"}, {"chapter": "2", "id": "211.", "content": "211. Hand Modifier\n手牌修正"}, {"chapter": "2", "id": "211.1.", "content": "211.1. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting hand size and the maximum hand size of the vanguard card’s owner are determined. See rule 103.5.\n每张先锋牌的左下角都印有手牌修正。手牌修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起手牌数量和手牌上限时,采用此修正值。参见规则103.5。"}, {"chapter": "2", "id": "212.", "content": "212. Life Modifier\n生命修正"}, {"chapter": "2", "id": "212.1.", "content": "212.1. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner is determined. See rule 103.4.\n每张先锋牌的右下角都印有生命修正。生命修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起始总生命时,采用此修正值。参见规则103.4。"}, {"chapter": "2", "id": "213.", "content": "213. Information Below the Text Box\n文字栏下方信息"}, {"chapter": "2", "id": "213.1.", "content": "213.1. Each card features text printed below the text box that has no effect on game play. Not all card sets were printed with all of the information listed below on each card.\n每张牌的标识文本都印制在文字框下,且与游戏无关。并非所有系列都在每张牌上印有以下列出的所有信息。"}, {"chapter": "2", "id": "213.1a", "content": "213.1a Most card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set] or simply [card number]. Some cards, such as unique cards in Planeswalker Decks®, have card numbers that exceed the listed total number of cards.\n大多数系列印有收集编号。此信息以[牌张编号]/[本系列牌张总数]或是仅以[牌张编号]表示。一些牌,例如鹏洛客套牌®中独有的牌,其牌张编号会大于列出的牌张总数。"}, {"chapter": "2", "id": "213.1b", "content": "213.1b A card’s rarity is indicated with a single letter following the collector number.\n牌的稀有度在收集编号后面以一个字母的形式表示。"}, {"chapter": "2", "id": "213.1c", "content": "213.1c Some promotional cards include information to indicate the specific promotion the card is associated with.\n一些推广卡牌包含与该牌相关联的推广活动信息。"}, {"chapter": "2", "id": "213.1d", "content": "213.1d Some cards with interchangeable names include information about a specific version of a card with that interchangeable name. See rule 201.3.\n一些具有可互换名称的牌包含一张具有该可互换名称之牌的特定版本的信息。参见规则201.3。"}, {"chapter": "2", "id": "213.1e", "content": "213.1e The three-character code representing the set in which a card is printed and the two-character code representing the language in which a card is printed are separated by a bullet point. If a card is premium, these codes are instead separated by a star.\n牌上印有一个由三字符组成的代号表示牌张所印制的系列,和一个由两字符组成的代号表示牌张所印制的语言,这两个代号以一个圆点分隔印制。如果该牌是特卡,则这两个代号以一个星号分隔印制。"}, {"chapter": "2", "id": "213.1f", "content": "213.1f The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation “Illus.”\n牌所使用图片的画家名字被标注在画笔图标之后,或早先的牌上的缩写“Illus.”之后。"}, {"chapter": "2", "id": "213.1g", "content": "213.1g Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information.\n版权文字(印在牌的底部或右下角的小字)列出商标和版权信息。"}, {"chapter": "3", "id": "3.", "content": "3. Card Types\n牌张类别"}, {"chapter": "3", "id": "300.", "content": "300. General\n总则"}, {"chapter": "3", "id": "300.1.", "content": "300.1. The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, kindred, land, phenomenon, plane, planeswalker, scheme, sorcery, and vanguard.\n牌张类别包括神器、战役、诡局、生物、地城、结界、瞬间、亲缘、地、异象、时空、鹏洛客、邪计、法术,以及先锋。"}, {"chapter": "3", "id": "300.2.", "content": "300.2. Some objects have more than one card type (for example, an artifact creature). Such objects combine the aspects of each of those card types, and are subject to spells and abilities that affect either or all of those card types.\n一些物件拥有多种牌张类别(例如,神器生物)。这些物件兼具其任一牌张类别的特性,并受到对其任一类别生效的咒语或异能影响。"}, {"chapter": "3", "id": "300.2a", "content": "300.2a An object that’s both a land and another card type (for example, an artifact land) can only be played as a land. It can’t be cast as a spell.\n一个既是地又是另一种牌张类别的物件(比如,神器地)只能作为地被使用。它不能作为一个咒语被施放。"}, {"chapter": "3", "id": "300.2b", "content": "300.2b Each kindred card has another card type. Casting and resolving a kindred card follow the rules for casting and resolving a card of the other card type.\n每张亲缘牌都具有另一种牌张类别。施放和结算一张亲缘牌按照施放和结算另外那种牌张类别的规则处理。"}, {"chapter": "3", "id": "301.", "content": "301. Artifacts\n神器"}, {"chapter": "3", "id": "301.1.", "content": "301.1. A player who has priority may cast an artifact card from their hand during a main phase of their turn when the stack is empty. Casting an artifact as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放神器牌。作为咒语被施放的神器使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "301.2.", "content": "301.2. When an artifact spell resolves, its controller puts it onto the battlefield under their control.\n当神器咒语结算时,它的操控者将它在其操控下放置进战场。"}, {"chapter": "3", "id": "301.3.", "content": "301.3. Artifact subtypes are always a single word and are listed after a long dash: “Artifact — Equipment.” Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. See rule 205.3g for the complete list of artifact types.\n神器的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“神器~武具”。神器的副类别也称为神器类别。神器可以具有多种副类别。神器类别的完整列表参见规则205.3g。"}, {"chapter": "3", "id": "301.4.", "content": "301.4. Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana symbols in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be card types other than artifact.\n神器的牌张类别不具有特定的特征。大多数神器的法术力费用中不包含有色法术力符号,所以它们是无色的。然而,神器和无色之间的关系不是必然的:神器可以具有颜色,而无色的物件也可以是神器以外的牌张类别。"}, {"chapter": "3", "id": "301.5.", "content": "301.5. Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature. It can’t legally be attached to anything that isn’t a creature.\n一些神器具有“武具”副类别。武具可以贴附于生物上。它不能合法的贴附于不是生物的任何东西上。"}, {"chapter": "3", "id": "301.5a", "content": "301.5a The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” that creature.\n佩带武具的生物被称为“佩带此武具的生物”。该武具则是贴附或“佩带”在生物上。"}, {"chapter": "3", "id": "301.5b", "content": "301.5b Equipment spells are cast like other artifact spells. Equipment enter the battlefield like other artifacts. They don’t enter the battlefield attached to a creature. The equip keyword ability attaches the Equipment to a creature you control (see rule 702.6, “Equip”). Control of the creature matters only when the equip ability is activated and when it resolves. Spells and other abilities may also attach an Equipment to a creature. If an effect attempts to attach an Equipment to an object that can’t be equipped by it, the Equipment doesn’t move.\n武具咒语如同其他神器咒语一样被施放。武具如同其他神器一样进战场。它们进战场时并未贴附于生物上。关键字异能佩带可以将武具移到由你操控的生物上(参见规则702.6,“佩带”)。只有在佩带异能起动与结算时关心你是否操控该生物。咒语或其他异能也可能将武具贴附于生物上。如果一个效应要将武具贴附于不能装备该武具的物件上,该武具不会移动。"}, {"chapter": "3", "id": "301.5c", "content": "301.5c An Equipment that’s also a creature can’t equip a creature unless that Equipment has reconfigure (see rule 702.151, “Reconfigure”). An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can’t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment’s controller chooses which creature it equips.\n同时为生物的武具不能由生物佩带,除非该武具具有重配异能(参见规则702.151,“重配”)。失去“武具”副类别的武具不能由生物佩带。武具不能佩带其本身。如果武具佩带在不合法或不存在的永久物上,则该武具不再贴附于该永久物,但依旧会留在战场上。(此为状态动作。参见规则704。)一个武具不能佩带在多于一个生物上。如果一个咒语或异能令武具佩带在多于一个生物上,该武具的操控者选择哪个生物佩带它。"}, {"chapter": "3", "id": "301.5d", "content": "301.5d An Equipment’s controller is separate from the equipped creature’s controller; the two need not be the same. Changing control of the creature doesn’t change control of the Equipment, and vice versa. Only the Equipment’s controller can activate its abilities. However, if the Equipment grants an ability to the equipped creature (with “gains” or “has”), the equipped creature’s controller is the only one who can activate that ability.\n武具的操控者与佩带此武具的生物之操控者并不相干;他们并不需要是同一人。改变该生物的操控权并不会改变武具的操控权,反之亦然。只有武具的操控者才能起动它的异能。如果武具赋予佩带此武具的生物任何异能(使用“获得”或“具有”),则此异能只有佩带此武具之生物的操控者才能起动。"}, {"chapter": "3", "id": "301.5e", "content": "301.5e If an effect attempts to put an Equipment that isn’t also an Aura (see rule 303.4i) onto the battlefield attached to either an object it can’t legally equip or an object that is undefined, the Equipment enters the battlefield unattached. If the Equipment is a token, it’s created and enters the battlefield unattached.\n如果某效应试图将一个非灵气的武具(参见规则303.4i)放进战场并贴附在一个不能合法装备或未定义的的物件上,该武具进战场时未贴附。如果该武具为衍生物,则将其派出且进战场时未贴附。"}, {"chapter": "3", "id": "301.5f", "content": "301.5f An ability of a permanent that refers to the “equipped creature” refers to whatever creature that permanent is attached to, even if the permanent with the ability isn’t an Equipment.\n永久物具有提及“佩带此武具的生物”的异能指该永久物所贴附的生物,即使具有该异能的永久物不是武具。"}, {"chapter": "3", "id": "301.6.", "content": "301.6. Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It can’t legally be attached to an object that isn’t a land. Fortification’s analog to the equip keyword ability is the fortify keyword ability. Rules 301.5a–f apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures, with one clarification relating to rule 301.5c: a Fortification that’s also a creature (not a land) can’t fortify a land. (See rule 702.67, “Fortify.”)\n一些神器具有“工事”副类别。工事可以贴附于地上。它不能合法贴附于不是地的物件上。工事与地的关系,与301.5a-f中武具与生物的关系相同,除规则301.5c以外:同时为生物(而不是地)的工事不能贴附于地上。工事对应佩带这个关键字异能为构工这个关键字异能。(参见规则702.67,“构工”。)"}, {"chapter": "3", "id": "301.7.", "content": "301.7. Some artifacts have the subtype “Vehicle.” Most Vehicles have a crew ability which allows them to become artifact creatures. See rule 702.122, “Crew.”\n一些神器具有“载具”副类别。大多数载具都具有搭载异能,让它们能成为神器生物。参见规则702.122,“搭载”。"}, {"chapter": "3", "id": "301.7a", "content": "301.7a Each Vehicle has a printed power and toughness, but it has these characteristics only if it’s also a creature. See rule 208.3.\n每个载具上各印制一组力量和防御力,但只有在其同时也是生物时才具有这些特征。参见规则208.3。"}, {"chapter": "3", "id": "301.7b", "content": "301.7b If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect that makes it a creature, may modify these values or set them to different values.\n如果某载具成为生物,它会立即拥有其上所印制的力量和防御力。其他效应,包括使其成为生物的效应,可能会修正这些数值,或是将其设定其他值。"}, {"chapter": "3", "id": "302.", "content": "302. Creatures\n生物"}, {"chapter": "3", "id": "302.1.", "content": "302.1. A player who has priority may cast a creature card from their hand during a main phase of their turn when the stack is empty. Casting a creature as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放生物牌。作为咒语被施放的生物使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "302.2.", "content": "302.2. When a creature spell resolves, its controller puts it onto the battlefield under their control.\n当生物咒语结算时,它的操控者将它在其操控下放置进战场。"}, {"chapter": "3", "id": "302.3.", "content": "302.3. Creature subtypes are usually a single word long and are listed after a long dash: “Creature — Human Soldier,” “Artifact Creature — Golem,” and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. See rule 205.3m for the complete list of creature types.\n生物的副类别大都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“生物~人类/士兵”、“神器生物~魔像”等。生物的副类别也称为生物类别。生物可以具有多种副类别。生物类别的完整列表参见规则205.3m。\nExample: “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard.\n例如:“生物~鬼怪/法术师”表示该牌为具有鬼怪和法术师副类别的生物。"}, {"chapter": "3", "id": "302.4.", "content": "302.4. Power and toughness are characteristics only creatures have.\n只有生物才拥有力量和防御力这两个特征。"}, {"chapter": "3", "id": "302.4a", "content": "302.4a A creature’s power is the amount of damage it deals in combat.\n生物的力量是指战斗中能造成的伤害数量。"}, {"chapter": "3", "id": "302.4b", "content": "302.4b A creature’s toughness is the amount of damage needed to destroy it.\n生物的防御力是指消灭它所需要的伤害数量。"}, {"chapter": "3", "id": "302.4c", "content": "302.4c To determine a creature’s power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See rule 613, “Interaction of Continuous Effects.”)\n要确认生物的力量和防御力,首先为生物牌右下角所印的数字,然后再计算其他持续性效应。(参见规则613,“持续性效应的互动”。)"}, {"chapter": "3", "id": "302.5.", "content": "302.5. Creatures can attack and block. (See rule 508, “Declare Attackers Step,” and rule 509, “Declare Blockers Step.”)\n生物可以进行攻击和阻挡。(参见规则508,“宣告攻击者步骤”和规则509,“宣告阻挡者步骤”。)"}, {"chapter": "3", "id": "302.6.", "content": "302.6. A creature’s activated ability with the tap symbol or the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. A creature can’t attack unless it has been under its controller’s control continuously since their most recent turn began. This rule is informally called the “summoning sickness” rule.\n生物的起动式异能之中,如果其起动费用包含了横置符号或重置符号,则除非生物的操控者从其最近的一回合开始时一直操控它,否则便不能起动该异能。除非生物的操控者从其最近的一回合开始时一直操控它,否则该生物不能进行攻击。此规则非正式称呼是“召唤失调”规则。"}, {"chapter": "3", "id": "302.7.", "content": "302.7. Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 120.3). If the total damage marked on that creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a creature is removed when it regenerates (see rule 701.19, “Regenerate”) and during the cleanup step (see rule 514.2).\n一个不具有干枯或侵染的来源对生物造成的伤害会标记在该生物上(参见规则120.3)。如果标记在一个生物上的总伤害等于或大于它的防御力,该生物受到致命伤害,且会因状态动作被消灭(参见规则704)。当生物重生时(参见规则701.19,“重生”)以及在清除步骤中(参见规则514.2),移除该生物上标记的所有伤害。"}, {"chapter": "3", "id": "303.", "content": "303. Enchantments\n结界"}, {"chapter": "3", "id": "303.1.", "content": "303.1. A player who has priority may cast an enchantment card from their hand during a main phase of their turn when the stack is empty. Casting an enchantment as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放结界牌。作为咒语被施放的结界使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "303.2.", "content": "303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under their control.\n当结界咒语结算时,它的操控者将它在其操控下放置进战场。"}, {"chapter": "3", "id": "303.3.", "content": "303.3. Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment — Shrine.” Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. See rule 205.3h for the complete list of enchantment types.\n结界的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“结界~祭祠”。结界的副类别也称为结界类别。结界可以具有多种副类别。结界类别的完整列表参见规则205.3h。"}, {"chapter": "3", "id": "303.4.", "content": "303.4. Some enchantments have the subtype “Aura.” An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is defined by its enchant keyword ability (see rule 702.5, “Enchant”). Other effects can limit what a permanent can be enchanted by.\n一些结界具有“灵气”副类别。灵气进入战场贴附于物件或牌手上。灵气所能贴附的定义由其结附关键字异能决定(参见规则702.5,“结附”)。其他效应也可以限制一个永久物被结附。"}, {"chapter": "3", "id": "303.4a", "content": "303.4a An Aura spell requires a target, which is defined by its enchant ability.\n灵气咒语需要指定目标,且其目标会受到其结附异能的定义。"}, {"chapter": "3", "id": "303.4b", "content": "303.4b The object or player an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that object or player.\n被灵气所贴附的永久物或牌手称为被结附。(译注:一些较旧版本的简体中文牌译为“受此结界”,现已改译为“所结附”)此灵气贴附于,或“结附于”该物件或牌手。"}, {"chapter": "3", "id": "303.4c", "content": "303.4c If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner’s graveyard. (This is a state-based action. See rule 704.)\n如果灵气结附在其结附异能或其他适用异能所定义的非法永久物或牌手上,或是所贴附的永久物不再存在,或所贴附的牌手已经离开游戏,则此灵气置入其拥有者的坟墓场。(此为状态动作。参见规则704。)"}, {"chapter": "3", "id": "303.4d", "content": "303.4d An Aura can’t enchant itself. If this occurs somehow, the Aura is put into its owner’s graveyard. An Aura that’s also a creature can’t enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner’s graveyard. (These are state-based actions. See rule 704.) An Aura can’t enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura’s controller chooses which object or player it becomes attached to.\n灵气不能结附于自己上。如果这种情况发生,则此灵气置入其拥有者的坟墓场。如果灵气同时是生物,便不能结附于任何东西上。如果这种情况发生,则此灵气不再贴附,然后置入其拥有者的坟墓场。(此为状态动作,参见规则704。)一个灵气不能结附在多于一个物件或牌手上。如果一个咒语或异能令灵气贴附于多于一个物件或牌手上,该灵气的操控者选择它将贴附于哪个物件或牌手上。"}, {"chapter": "3", "id": "303.4e", "content": "303.4e An Aura’s controller is separate from the enchanted object’s controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can activate that ability.\n灵气的操控者与受此结界的生物之操控者并不相干;他们并不需要是同一人。如果灵气结附于永久物上,改变该生物的操控权并不会改变灵气的操控权,反之亦然。只有灵气的操控者才能起动它的异能。如果灵气赋予受此结界的生物任何异能(使用“获得”或“具有”),则此异能只有受此结界之生物的操控者才能起动。"}, {"chapter": "3", "id": "303.4f", "content": "303.4f If an Aura is entering the battlefield under a player’s control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesn’t specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.\n如果灵气并非以结算灵气咒语的方式,而是以其他方式在一位牌手的操控下进战场,并且将它放置进战场的效应并未指定它将结附在哪里,则于此灵气进战场时,将它放置进战场的牌手指定将它结附在哪个物件或牌手上。该牌手必须依据该灵气的结附异能和其他效应,来选择可合法结附的物件或牌手。"}, {"chapter": "3", "id": "303.4g", "content": "303.4g If an Aura is entering the battlefield and there is no legal object or player for it to enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield. If the Aura is a token, it isn’t created.\n如果灵气进战场时,没有合法的物件或牌手可以结附,则该灵气改为留在它原来的区域,除非该区域为堆叠。在这种情况下,该灵气置入其拥有者的坟墓场而不是战场。如果该灵气是衍生物,则它未被派出。"}, {"chapter": "3", "id": "303.4h", "content": "303.4h If an effect attempts to put a permanent that isn’t an Aura, Equipment, or Fortification onto the battlefield attached to an object or player, it enters the battlefield unattached.\n如果一个效应尝试将一个不是灵气、武具或工事的永久物放进战场并贴附于一个物件或牌手,它进入战场且不贴附。"}, {"chapter": "3", "id": "303.4i", "content": "303.4i If an effect attempts to put an Aura onto the battlefield attached to either an object or player it can’t legally enchant or an object or player that is undefined, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield. If the Aura is a token, it isn’t created.\n如果一个效应尝试将一个灵气放进战场并贴附于一个它不能合法结附或未定义的物件或牌手,该灵气留在当前的区域,除非该区域是堆叠。如果该区域是堆叠,该灵气改为被置于其拥有者的坟墓场,而非进入战场。如果该灵气是衍生物,它不会被派出。"}, {"chapter": "3", "id": "303.4j", "content": "303.4j If an effect attempts to attach an Aura on the battlefield to an object or player it can’t legally enchant, the Aura doesn’t move.\n如果一个效应尝试将战场上的灵气贴附于一个它不能合法结附的物件或牌手,该灵气不会移动。"}, {"chapter": "3", "id": "303.4k", "content": "303.4k If an effect allows an Aura that’s being turned face up to become attached to an object or player, the Aura’s controller considers the characteristics of that Aura as it would exist if it were face up to determine what it may be attached to, and they must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.\n如果一个效应允许一个正在翻回正面的灵气贴附于一个物件或牌手,则该灵气的操控者须根据该灵气将以牌面朝上的状态存在于战场上时的特征考虑其能够贴附于哪些物件或牌手,且他必须遵循该灵气的结附异能以及任何适用的效应来选择一个合法的物件或牌手。"}, {"chapter": "3", "id": "303.4m", "content": "303.4m An ability of a permanent that refers to the “enchanted [object or player]” refers to whatever object or player that permanent is attached to, even if the permanent with the ability isn’t an Aura.\n永久物具有提及“所结附的[物件或牌手]”的异能指该永久物所贴附的物件或牌手,即使具有该异能的永久物不是灵气。(译注:一些较旧版本的简体中文牌译为“受此结界”,现已改译为“所结附”)"}, {"chapter": "3", "id": "303.5.", "content": "303.5. Some enchantments have the subtype “Saga.” See rule 714 for more information about Saga cards.\n一些结界具有“传纪”副类别。关于传纪牌的详细信息,参见规则714。"}, {"chapter": "3", "id": "303.6.", "content": "303.6. Some enchantments have the subtype “Class.” See rule 716 for more information about Class cards.\n一些结界具有“职业”副类别。关于职业牌的详细信息,参见规则716。"}, {"chapter": "3", "id": "303.7.", "content": "303.7. Some Aura enchantments also have the subtype “Role.”\n一些灵气具有“角色”副类别。"}, {"chapter": "3", "id": "303.7a", "content": "303.7a If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. This is a state-based action. See rule 704.\n如果某个永久物其上贴附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。此为状态动作。参见规则704。"}, {"chapter": "3", "id": "304.", "content": "304. Instants\n瞬间"}, {"chapter": "3", "id": "304.1.", "content": "304.1. A player who has priority may cast an instant card from their hand. Casting an instant as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在拥有优先权时,从手上施放瞬间牌。作为咒语被施放的瞬间使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "304.2.", "content": "304.2. When an instant spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard.\n当一个瞬间咒语结算时,遵循其规则叙述中要求的动作。它将被置入其拥有者的坟墓场。"}, {"chapter": "3", "id": "304.3.", "content": "304.3. Instant subtypes are always a single word and are listed after a long dash: “Instant — Arcane.” Each word after the dash is a separate subtype. The set of instant subtypes is the same as the set of sorcery subtypes; these subtypes are called spell types. Instants may have multiple subtypes. See rule 205.3k for the complete list of spell types.\n瞬间的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“瞬间~古咒”。瞬间与法术共享相同的副类别也称为咒语类别。瞬间可以具有多种副类别。咒语类别的完整列表参见规则205.3k。"}, {"chapter": "3", "id": "304.4.", "content": "304.4. Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead.\n瞬间不能进入战场。如果一个瞬间将进入战场,它改为留在之前的区域。"}, {"chapter": "3", "id": "304.5.", "content": "304.5. If text states that a player may do something “any time they could cast an instant” or “only as an instant,” it means only that the player must have priority. The player doesn’t need to have an instant card they could cast. Effects that would preclude that player from casting an instant spell don’t affect the player’s capability to perform that action (unless the action is actually casting an instant spell).\n如果叙述为牌手可以在“于其能施放瞬间的时机下”或“只能于瞬间时机”作某事,则仅意味着该牌手必须要有优先权。该牌手手上不需要有瞬间牌可施放。阻止牌手施放瞬间咒语的效应不会影响该牌手进行动作(除非该动作是实际施放瞬间咒语)。"}, {"chapter": "3", "id": "305.", "content": "305. Lands\n地"}, {"chapter": "3", "id": "305.1.", "content": "305.1. A player who has priority may play a land card from their hand during a main phase of their turn when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see rule 116). Rather, the player simply puts the land onto the battlefield. Since the land doesn’t go on the stack, it is never a spell, and players can’t respond to it with instants or activated abilities.\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上使用地牌。使用地为特殊动作;它不使用堆叠(参见规则116)。牌手只是简单的将地从手上放置进战场。由于地不进入堆叠,它将不会是咒语,且牌手不能用瞬间或起动式异能响应它。"}, {"chapter": "3", "id": "305.2.", "content": "305.2. A player can normally play one land during their turn; however, continuous effects may increase this number.\n牌手一般情况下只能在自己的回合中使用一个地;但是持续性效应可能会增加该数字。"}, {"chapter": "3", "id": "305.2a", "content": "305.2a To determine whether a player can play a land, compare the number of lands the player can play this turn with the number of lands they have already played this turn (including lands played as special actions and lands played during the resolution of spells and abilities). If the number of lands the player can play is greater, the play is legal.\n确定牌手是否能使用一个地的方法是,对比该牌手本回合可以使用地的数量和其本回合已经使用过地的数量(包括作为特殊动作使用的地和咒语和异能结算过程中使用的地)。如果牌手可以使用地的数字更大,则该使用合法。"}, {"chapter": "3", "id": "305.2b", "content": "305.2b A player can’t play a land, for any reason, if the number of lands the player can play this turn is equal to or less than the number of lands they have already played this turn. Ignore any part of an effect that instructs a player to do so.\n如果牌手本回合可以使用地的数量因为任何原因等于或小于该牌手本回合已经使用过地的数量,则其不能使用地。忽略任何效应中让牌手如此作的部分。"}, {"chapter": "3", "id": "305.3.", "content": "305.3. A player can’t play a land, for any reason, if it isn’t their turn. Ignore any part of an effect that instructs a player to do so.\n牌手不能因为任何原因在不是自己的回合中使用地。忽略所有指示牌手如此作的效应。"}, {"chapter": "3", "id": "305.4.", "content": "305.4. Effects may also allow players to “put” lands onto the battlefield. This isn’t the same as “playing a land” and doesn’t count as a land played during the current turn.\n效应可能允许牌手将地牌直接放置进战场。这与“使用地”不同,而且不算作牌手该回合使用的地。"}, {"chapter": "3", "id": "305.5.", "content": "305.5. Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. See rule 205.3i for the complete list of land types.\n地的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面)。地的副类别也称为地类别。地可以具有多种副类别。地类别的完整列表参见规则205.3i。\nExample: “Basic Land — Mountain” means the card is a land with the subtype Mountain.\n例如:“基本地~山脉”表示该牌为具有山脉副类别的地。"}, {"chapter": "3", "id": "305.6.", "content": "305.6. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’s referring to one of these subtypes. An object with the land card type and a basic land type has the intrinsic ability “{T}: Add [mana symbol],” even if the text box doesn’t actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. See also rule 605, “Mana Abilities.”\n基本地类别包括平原、海岛、沼泽、山脉、树林。如果一个物件使用了“基本地类别”这个词,它意指这几种副类别之一。一个具有地类别、且具有基本地类别的物件具有“{T}:加[法术力符号]”此固有异能,即使其文字栏并不包含任何叙述或没有文字栏。平原的该[法术力符号]是{W};海岛是{U};沼泽是{B};山脉是{R};树林是{G}。参见规则107.4a。另参见规则605,“法术力异能”。"}, {"chapter": "3", "id": "305.7.", "content": "305.7. If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copiable effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.\n如果一个效应将地的类别改为一种或数种基本地类别,该地便不再拥有原本之地类别。它失去所有原本的规则叙述、地类别以及任何影响该地的可复制效应所带来的异能,且获得新的基本地类所对应的法术力异能。由其他效应赋予此地的异能并不会因此移除。改变地的副类别不会添加或移除该地可能拥有的牌张类别(例如生物)或超类别(例如基本、传奇、雪境)。如果地额外得到原有地类别以外的其他地类别,则它会保留原本的地类别与规则叙述,且得到新的地类别及法术力异能。"}, {"chapter": "3", "id": "305.8.", "content": "305.8. Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type.\n任何具有超类别“基本”的地都是基本地。任何不具此超类别的地都是非基本地,即使它有基本地的类别。"}, {"chapter": "3", "id": "305.9.", "content": "305.9. If an object is both a land and another card type, it can be played only as a land. It can’t be cast as a spell.\n如果一个物件的类别同时是地与其他牌张类别,它只能作为地使用。它不能作为咒语被施放。"}, {"chapter": "3", "id": "306.", "content": "306. Planeswalkers\n鹏洛客"}, {"chapter": "3", "id": "306.1.", "content": "306.1. A player who has priority may cast a planeswalker card from their hand during a main phase of their turn when the stack is empty. Casting a planeswalker as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放鹏洛客牌。作为咒语被施放的鹏洛客使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "306.2.", "content": "306.2. When a planeswalker spell resolves, its controller puts it onto the battlefield under their control.\n当鹏洛客咒语结算时,它的操控者将它在其操控下放置进战场。"}, {"chapter": "3", "id": "306.3.", "content": "306.3. Planeswalker subtypes are always a single word and are listed after a long dash: “Planeswalker — Jace.” Each word after the dash is a separate subtype. Planeswalker subtypes are also called planeswalker types. Planeswalkers may have multiple subtypes. See rule 205.3j for the complete list of planeswalker types.\n鹏洛客的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“鹏洛客~杰斯”。鹏洛客的副类别也称为鹏洛客类别。鹏洛客可以具有多种副类别。鹏洛客类别的完整列表参见规则205.3j。"}, {"chapter": "3", "id": "306.4.", "content": "306.4. Previously, planeswalkers were subject to a “planeswalker uniqueness rule” that stopped a player from controlling two planeswalkers of the same planeswalker type. This rule has been removed and planeswalker cards printed before this change have received errata in the Oracle card reference to have the legendary supertype. Like other legendary permanents, they are subject to the “legend rule” (see rule 704.5j).\n在先前的规则中,鹏洛客遵循“鹏洛客唯一规则”,阻止牌手操控两个具有相同鹏洛客类别的鹏洛客。此规则现已被移除,且所有在此改动之前印制的鹏洛客已在Oracle牌张参考文献中获得勘误,具有传奇超类别。如其他传奇永久物一样,它们现在遵循“传奇规则”(参见规则704.5j)。"}, {"chapter": "3", "id": "306.5.", "content": "306.5. Loyalty is a characteristic only planeswalkers have.\n忠诚是鹏洛客独有的特征。"}, {"chapter": "3", "id": "306.5a", "content": "306.5a The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner.\n当鹏洛客牌不在战场上时,其忠诚等同于其右下角所印的数字。"}, {"chapter": "3", "id": "306.5b", "content": "306.5b A planeswalker has the intrinsic ability “This permanent enters with a number of loyalty counters on it equal to its printed loyalty number.” This ability creates a replacement effect (see rule 614.1c).\n鹏洛客具有“此永久物进场时,上面有等同于其所印忠诚数量的忠诚指示物”此固有异能。这个异能产生一个替代性效应。(参见规则614.1c。)"}, {"chapter": "3", "id": "306.5c", "content": "306.5c The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it.\n当鹏洛客在战场时,其忠诚等同于其上的忠诚指示物的数量。"}, {"chapter": "3", "id": "306.5d", "content": "306.5d Each planeswalker has a number of loyalty abilities, which are activated abilities with loyalty symbols in their costs. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”\n每个鹏洛客都有若干忠诚异能,它们为费用中具有忠诚符号的起动式异能。忠诚异能遵从特殊规则:在牌手回合的行动阶段且堆叠为空时,该牌手可以随时在其具有优先权时起动其所操控的某个永久物的一个忠诚异能,但只有在该永久物本回合没有起动过任何忠诚异能的前提下。参见规则606,“忠诚异能”。"}, {"chapter": "3", "id": "306.6.", "content": "306.6. Planeswalkers can be attacked. (See rule 508, “Declare Attackers Step.”)\n鹏洛客可以被攻击。(参见规则508,“宣告攻击者步骤”。)"}, {"chapter": "3", "id": "306.7.", "content": "306.7. Previously, planeswalkers were subject to a redirection effect that allowed a player to have noncombat damage that would be dealt to an opponent be dealt to a planeswalker under that opponent’s control instead. This rule has been removed and certain cards have received errata in the Oracle card reference to deal damage directly to planeswalkers.\n先前,鹏洛客受一个转移性效应影响,该效应允许牌手将向对手造成之非战斗伤害改为向该对手操控的鹏洛客之一造成。此规则已被移除,且特定牌张已在Oracle牌张参考文献中获得勘误,使其可以直接对鹏洛客造成伤害。"}, {"chapter": "3", "id": "306.8.", "content": "306.8. Damage dealt to a planeswalker results in that many loyalty counters being removed from it.\n对鹏洛客造成的伤害会导致该鹏洛客移去等量的忠诚指示物。"}, {"chapter": "3", "id": "306.9.", "content": "306.9. If a planeswalker’s loyalty is 0, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)\n如果一个鹏洛客的忠诚为0,它将作为状态动作而被置于其拥有者的坟墓场。参见规则704。"}, {"chapter": "3", "id": "307.", "content": "307. Sorceries\n法术"}, {"chapter": "3", "id": "307.1.", "content": "307.1. A player who has priority may cast a sorcery card from their hand during a main phase of their turn when the stack is empty. Casting a sorcery as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放法术牌。作为咒语被施放的法术使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "307.2.", "content": "307.2. When a sorcery spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard.\n当一个法术咒语结算时,遵循其规则叙述中要求的动作。它将被置入其拥有者的坟墓场。"}, {"chapter": "3", "id": "307.3.", "content": "307.3. Sorcery subtypes are always a single word and are listed after a long dash: “Sorcery — Arcane.” Each word after the dash is a separate subtype. The set of sorcery subtypes is the same as the set of instant subtypes; these subtypes are called spell types. Sorceries may have multiple subtypes. See rule 205.3k for the complete list of spell types.\n法术的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“法术~古咒”。法术与瞬间共享相同的副类别也称为咒语类别。法术可以具有多种副类别。咒语类别的完整列表参见规则205.3k。"}, {"chapter": "3", "id": "307.4.", "content": "307.4. Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead.\n法术不能进入战场。如果一个法术将进入战场,它改为留在之前的区域。"}, {"chapter": "3", "id": "307.5.", "content": "307.5. If a spell, ability, or effect states that a player can do something only “any time they could cast a sorcery” or “only as a sorcery,” it means only that the player must have priority, it must be during the main phase of their turn, and the stack must be empty. The player doesn’t need to have a sorcery card they could cast. Effects that would preclude that player from casting a sorcery spell don’t affect the player’s capability to perform that action (unless the action is actually casting a sorcery spell).\n如果一个咒语、异能或效应的叙述为牌手可以在“于其能施放法术的时机下”或“只能于法术时机”作某些事情,则仅意味着该牌手必须要有优先权、必须在该牌手回合的行动阶段、且堆叠必须为空。该牌手手上不需要有法术牌可施放。阻止牌手施放法术咒语的效应不会影响该牌手进行动作(除非该动作是实际施放法术咒语)。"}, {"chapter": "3", "id": "307.5a", "content": "307.5a Similarly, if an effect checks to see if a spell was cast “any time a sorcery couldn’t have been cast,” it’s checking only whether the spell’s controller cast it without having priority, during a phase other than their main phase, or while another object was on the stack.\n同样的,如果一个效应检查一个咒语是否“于不能施放法术的时机下”被施放,它仅检查该咒语的操控者是否在具有优先权、是否在自己回合的行动阶段、是否有另一个物件在堆叠中的时机下施放该咒语。"}, {"chapter": "3", "id": "308.", "content": "308. Kindreds\n亲缘"}, {"chapter": "3", "id": "308.1.", "content": "308.1. Each kindred card has another card type. Casting and resolving a kindred card follows the rules for casting and resolving a card of the other card type.\n每张亲缘牌都有另一种牌张类别。施放与结算亲缘牌遵循施放与结算其另一牌张类别的规则。"}, {"chapter": "3", "id": "308.2.", "content": "308.2. Kindred subtypes are usually a single word long and are listed after a long dash: “Kindred Enchantment — Merfolk.” The set of kindred subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Kindreds may have multiple subtypes. See rule 205.3m for the complete list of creature types.\n亲缘的副类别大都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“亲缘结界~人鱼”。亲缘所包含的副类别与生物所包含的副类别完全相同;这些副类别也称为生物类别。亲缘可以具有多种副类别。生物类别的完整列表参见规则205.3m。"}, {"chapter": "3", "id": "308.3.", "content": "308.3. Some older kindred cards were printed with the “tribal” card type. Cards printed with that type have received errata in the Oracle card reference.\n一些早先版本的亲缘牌印有“部族”类别。以该类别印刷的卡牌均已经在Oracle牌张参考文献中得到勘误。"}, {"chapter": "3", "id": "309.", "content": "309. Dungeons\n地城"}, {"chapter": "3", "id": "309.1.", "content": "309.1. Dungeon is a card type seen only on nontraditional Magic cards.\n地城是仅见于非传统万智牌牌张上的牌张类别。"}, {"chapter": "3", "id": "309.2.", "content": "309.2. Dungeon cards begin outside the game. Dungeon cards aren’t part of a player’s deck or sideboard. They are brought into the game using the venture into the dungeon keyword action. See rule 701.49, “Venture into the Dungeon.”\n地城牌在游戏开始时位于游戏外。地城牌不是牌手牌库或备牌的一部分。它们由深入地城此关键字动作带入游戏中。参见规则701.49,“深入地城”。"}, {"chapter": "3", "id": "309.2a", "content": "309.2a If a player ventures into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone.\n如果牌手未在统帅区拥有一张地城牌时深入地城,该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。"}, {"chapter": "3", "id": "309.2b", "content": "309.2b A dungeon card that’s brought into the game is put into the command zone until it leaves the game.\n带入游戏的地城牌被置于统帅区,直到其离开游戏。"}, {"chapter": "3", "id": "309.2c", "content": "309.2c Dungeon cards are not permanents. They can’t be cast. Dungeon cards can’t leave the command zone except as they leave the game.\n地城牌不是永久物。它们不能被施放。地城牌不能离开统帅区,其离开游戏的情形除外。"}, {"chapter": "3", "id": "309.2d", "content": "309.2d If an effect other than a venture into the dungeon keyword action would bring a dungeon card into the game from outside the game, it doesn’t; that card remains outside the game.\n如果一个深入地城关键字动作以外的效应将会把一张地城牌从游戏外带入游戏中,它不能如此作;该牌会留在游戏外。"}, {"chapter": "3", "id": "309.3.", "content": "309.3. A player can own only one dungeon card in the command zone at a time, and they can’t bring a dungeon card into the game if a dungeon card they own is in the command zone.\n每位牌手同时只能在统帅区拥有一张地城牌,且如果某牌手在统帅区中拥有一张地城牌,他不能将一张地城牌带入游戏。"}, {"chapter": "3", "id": "309.4.", "content": "309.4. Each dungeon card has a series of rooms connected to one another with arrows. A player uses a venture marker placed on the dungeon card they own to indicate which room they are currently in.\n每张地城牌有一组房间,以箭头相互连结。牌手使用进度标记放在其拥有的地城牌上,来记录其当前所处的房间。"}, {"chapter": "3", "id": "309.4a", "content": "309.4a As a player puts a dungeon they own into the command zone, they put their venture marker on the topmost room.\n于牌手将其拥有的地城置入统帅区时,其将进度标记置于最上方的房间上。"}, {"chapter": "3", "id": "309.4b", "content": "309.4b Each room has a name. These names are considered flavor text and do not affect game play.\n每个房间都具有一个名称。这些名称视作背景叙述,对游戏本身没有任何影响。"}, {"chapter": "3", "id": "309.4c", "content": "309.4c Each room has a triggered ability called a room ability whose effect is printed on the card. They all have the same trigger condition not printed on the card. The full text of each room ability is “When you move your venture marker into this room, [effect.]” As long as a dungeon card is in the command zone, its abilities may trigger. Each room ability is controlled by the player who owns the dungeon card that is that ability’s source.\n每个房间具有一个触发式异能,称为房间异能,其效应印在牌上。这些异能具有相同的、未印刷在牌上的触发条件。每个房间异能的完整叙述为“当你将进度标记移入此房间时,[效应]。”只要地城牌在统帅区中,其异能便可以触发。每个房间异能的操控者是该异能之来源的地城牌的拥有者。"}, {"chapter": "3", "id": "309.5.", "content": "309.5. The venture into the dungeon keyword action allows players to move their venture marker down the rooms of a dungeon card.\n深入地城关键字动作使牌手可以将进度标记在地城牌上向下面的房间移动。"}, {"chapter": "3", "id": "309.5a", "content": "309.5a If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker isn’t on that dungeon’s bottommost room, they move their venture marker from the room it is on to the next room, following the direction of an arrow pointing away from the room their venture marker is on. If there are multiple arrows pointing away from the room the player’s venture marker is on, they choose one of them to follow.\n如果牌手在统帅区拥有一张地城牌、且其进度标记不在该地城的最底下的房间上时深入地城,该牌手按照某个从进度标记所在的房间出发的箭头指示,将进度标记从当前的房间移动到下一个房间上。如果从该牌手的进度标记所在的房间出发的箭头有多个,该牌手选择其中一个的指示来移动。"}, {"chapter": "3", "id": "309.5b", "content": "309.5b If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker is on that dungeon card’s bottommost room, they remove that dungeon card from the game. They then choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room.\n如果牌手在统帅区拥有一张地城牌、且其进度标记在该地城的最底下的房间上时深入地城,该牌手将该地城牌移出游戏。然后该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。该牌手将进度标记置于最上方的房间上。"}, {"chapter": "3", "id": "309.6.", "content": "309.6. If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. (This is a state-based action. See rule 704.)\n如果牌手的进度标记在一张地城牌最底下的房间上,且该地城牌不是已触发且未离开堆叠的某个房间异能之来源,该地城牌的拥有者将其移出游戏。(此为状态动作。参见规则704。)"}, {"chapter": "3", "id": "309.7.", "content": "309.7. A player completes a dungeon as that dungeon card is removed from the game.\n牌手于一张地城牌被移出游戏时完成该地城。"}, {"chapter": "3", "id": "310.", "content": "310. Battles\n战役"}, {"chapter": "3", "id": "310.1.", "content": "310.1. A player who has priority may cast a battle card from their hand during a main phase of their turn when the stack is empty. Casting a battle as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放战役牌。作为咒语被施放的战役使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "310.2.", "content": "310.2. When a battle spell resolves, its controller puts it onto the battlefield under their control.\n当战役咒语结算时,它的操控者将它在其操控下放置进战场。"}, {"chapter": "3", "id": "310.3.", "content": "310.3. Battle subtypes are always a single word and are listed after a long dash: “Battle — Siege.” Battle subtypes are also called battle types. See rule 205.3q for the complete list of battle types.\n战役的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“战役~围攻”。战役的副类别也称为战役类别。战役类别的完整列表参见规则205.3q。"}, {"chapter": "3", "id": "310.4.", "content": "310.4. Defense is a characteristic that battles have.\n布防是战役独有的特征。"}, {"chapter": "3", "id": "310.4a", "content": "310.4a The defense of a battle card not on the battlefield is equal to the number printed in its lower right corner.\n当战役牌不在战场上时,其布防等同于其右下角所印的数字。"}, {"chapter": "3", "id": "310.4b", "content": "310.4b A battle has the intrinsic ability “This permanent enters with a number of defense counters on it equal to its printed defense number.” This ability creates a replacement effect (see rule 614.1c).\n战役具有“此永久物进场时,上面有等同于其所印布防数量的布防指示物”此固有异能。这个异能产生一个替代性效应。(参见规则614.1c。)"}, {"chapter": "3", "id": "310.4c", "content": "310.4c The defense of a battle on the battlefield is equal to the number of defense counters on it.\n当战役在战场时,其布防等同于其上的布防指示物的数量。"}, {"chapter": "3", "id": "310.5.", "content": "310.5. Battles can be attacked. (See rule 508, “Declare Attackers Step.”)\n战役可以被攻击。(参见规则508,“宣告攻击者步骤”。)"}, {"chapter": "3", "id": "310.6.", "content": "310.6. Damage dealt to a battle results in that many defense counters being removed from it.\n对战役造成的伤害会导致该战役移去等量的布防指示物。"}, {"chapter": "3", "id": "310.7.", "content": "310.7. If a battle’s defense is 0 and it isn’t the source of an ability which has triggered but not yet left the stack, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)\n如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。(此为状态动作。参见规则704。)"}, {"chapter": "3", "id": "310.8.", "content": "310.8. Each battle has a player designated as its protector.\n每个战役都需要指定一位牌手作为防卫者。"}, {"chapter": "3", "id": "310.8a", "content": "310.8a As a battle enters the battlefield, its controller chooses a player to be its protector. Which players may be chosen as its protector are determined by its battle type (see rule 310.11). If it has no battle types, its controller becomes its protector.\n于战役进战场时,其操控者选择一位牌手来作为其防卫者。哪些牌手能够被选择为防卫者取决于其战役类别(参见规则310.11)。如果它没有战役类别,其操控者成为其防卫者。"}, {"chapter": "3", "id": "310.8b", "content": "310.8b A battle’s protector can never attack it. A battle can be attacked by any attacking player for whom its protector is a defending player. Notably, a Siege battle can be attacked by its own controller.\n战役的防卫者不能攻击它。若战役的防卫者是防御牌手,则攻击牌手可以攻击该战役。特别一提,围攻战役可以被其操控者攻击。"}, {"chapter": "3", "id": "310.8c", "content": "310.8c A battle’s protector may block creatures attacking that battle with creatures they control. Creatures controlled by other players can’t block those attackers.\n战役的防卫者可以用其操控的生物阻挡攻击该战役的生物。其他牌手操控的生物不能阻挡攻击者。"}, {"chapter": "3", "id": "310.8d", "content": "310.8d If a battle’s protector is a different player than its controller, all rules and effects that refer to the “defending player” relative to a battle that is being attacked refer to that battle’s protector rather than its controller. See rule 508.5.\n如果战役的防卫者并非其操控者,则与正在被攻击的战役相关的所有提及“防御牌手”的规则和效应均指该战役的防卫者,而非其操控者。"}, {"chapter": "3", "id": "310.8e", "content": "310.8e If a rule or effect refers to the player who protects a battle, it means the player who is that battle’s protector.\n如果某咒语或效应提及防卫某战役的牌手,则其所指的是为该战役防卫者的牌手。"}, {"chapter": "3", "id": "310.8f", "content": "310.8f A battle can have only one protector at a time. A battle’s protector stops being its protector if another player becomes its protector.\n战役只能有一位防卫者。若一位牌手成为一个战役的新防卫者,则原防卫者不再作为其防卫者。"}, {"chapter": "3", "id": "310.8g", "content": "310.8g A battle’s protector doesn’t change if it stops being a battle or it becomes a copy of another battle.\n如果一个战役不再是战役,或其成为另一个战役的复制品,其防卫者不会改变。"}, {"chapter": "3", "id": "310.9.", "content": "310.9. A battle can’t be attached to players or permanents, even if it is also an Aura, Equipment, or Fortification. If a battle is somehow attached to a permanent, it becomes unattached. This is a state-based action (see rule 704).\n战役不能被贴附于牌手或永久物上,即使它同时也是灵气、武具或工事。如果一个战役因故贴附在永久物上,则它不再贴附。此为状态动作(参见规则704)。"}, {"chapter": "3", "id": "310.10.", "content": "310.10. If a battle that isn’t being attacked has no player designated as its protector, or its protector is a player who can’t be its protector based on its battle type, its controller chooses an appropriate player to be its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. This is a state-based action (see rule 704).\n如果一个战役未被攻击且没有牌手被指定为防卫者,或此战役的防卫者根据它的战役类别不能作为其防卫者,则其操控者指定一位适当的牌手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。此为状态动作(参见规则704)。"}, {"chapter": "3", "id": "310.11.", "content": "310.11. All currently existing battles have the subtype Siege. Sieges are subject to special rules.\n所有现存的战役都具有围攻此副类别。围攻遵循特定的规则。"}, {"chapter": "3", "id": "310.11a", "content": "310.11a As a Siege enters the battlefield, its controller must choose its protector from among their opponents. Only an opponent of a Siege’s controller can be its protector.\n于围攻进战场时,其操控者选择一位对手来作为其防卫者。只有围攻的操控者之对手可以作为其防卫者。"}, {"chapter": "3", "id": "310.11b", "content": "310.11b Sieges have the intrinsic ability “When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.”\n围攻具有“当从此永久物上移去最后一个布防指示物时,将它放逐,然后你可以施放已转化的此牌,且不需支付其法术力费用。”此固有异能。"}, {"chapter": "3", "id": "311.", "content": "311. Planes\n时空"}, {"chapter": "3", "id": "311.1.", "content": "311.1. Plane is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses plane cards. See rule 901, “Planechase.”\n时空此牌张类别只会出现在非传统万智牌卡牌上。只有竞逐时空休闲玩法使用时空牌。参见规则901,“竞逐时空”。"}, {"chapter": "3", "id": "311.2.", "content": "311.2. Plane cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a plane card would leave the command zone, it remains in the command zone.\n时空牌在游戏中始终处于统帅区,无论该牌在时空套牌中或是牌面朝上时。时空牌不是永久物。时空牌不能被施放。如果时空牌将要离开统帅区,它留在统帅区。"}, {"chapter": "3", "id": "311.3.", "content": "311.3. Plane subtypes are listed after a long dash, and may be multiple words: “Plane — Serra’s Realm.” All words after the dash are, collectively, a single subtype. Planar subtypes are called planar types. A plane can have only one subtype. See rule 205.3n for the complete list of planar types.\n时空的副类别接在一条长横线后面,可能包括多个英文单词(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“Plane — New Phyrexia(时空~新非瑞克西亚)”。在长横线后的单词为一个单一的副类别。时空的副类别也称为时空类别。每张时空牌只能拥有一种副类别。时空类别的完整列表参见规则205.3n。"}, {"chapter": "3", "id": "311.4.", "content": "311.4. A plane card may have any number of static, triggered, and/or activated abilities. As long as a plane card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\n时空牌可以具有任意数量的静止式、触发式和/或起动式异能。只要时空牌在统帅区中为牌面朝上,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。"}, {"chapter": "3", "id": "311.5.", "content": "311.5. The controller of a face-up plane card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.\n牌面朝上的时空牌之操控者是指定为时空操控者的牌手。通常,时空操控者是主动牌手。如果当前时空操控者将要离开游戏,改为回合顺序中下一位不会离开游戏的牌手成为时空操控者,然后原来的时空操控者离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他牌手成为主动牌手。"}, {"chapter": "3", "id": "311.6.", "content": "311.6. A face-up plane card that’s turned face down becomes a new object.\n牌面朝上的时空牌翻为牌面朝下之后成为新的物件。"}, {"chapter": "3", "id": "311.7.", "content": "311.7. Each plane card has a triggered ability that triggers “Whenever chaos ensues.” These are called chaos abilities. Each one is indicated by a chaos symbol to the left of the ability, though the symbol itself has no special rules meaning. This ability triggers if the chaos symbol is rolled on the planar die (see rule 901.9b), if a resolving spell or ability says that chaos ensues, or if a resolving spell or ability states that chaos ensues for a particular object. In the last case, the chaos ability can trigger even if that plane card is still in the planar deck but revealed. A chaos ability is controlled by the current planar controller.\n时空牌具有“每当引发混沌”时触发的触发式异能。这些异能称为“混沌异能”。这些异能的左边有{CHAOS}符号用以指示,即使该符号没有特别规则含义。此异能在以下情况下触发:如果时空骰的掷骰结果为混沌符号;如果一个结算中的咒语或异能叙述引发混沌;或如果一个结算中的咒语或异能叙述一个特定物件引发混沌。在最后一种情况下,即使该时空牌仍在牌库中但被展示,混沌异能也能够触发。混沌异能由当前时空的操控者所操控。"}, {"chapter": "3", "id": "312.", "content": "312. Phenomena\n异象"}, {"chapter": "3", "id": "312.1.", "content": "312.1. Phenomenon is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses phenomenon cards. See rule 901, “Planechase.”\n异象此牌张类别只会出现在非传统万智牌卡牌上。只有竞逐时空休闲玩法使用异象牌。参见规则901,“竞逐时空”。"}, {"chapter": "3", "id": "312.2.", "content": "312.2. Phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a phenomenon card would leave the command zone, it remains in the command zone.\n异象牌在游戏中始终处于统帅区,无论该牌在时空套牌中或是牌面朝上时。异象牌不是永久物。异象牌不能被施放。如果异象牌将要离开统帅区,它留在统帅区。"}, {"chapter": "3", "id": "312.3.", "content": "312.3. Phenomenon cards have no subtypes.\n异象牌没有副类别。"}, {"chapter": "3", "id": "312.4.", "content": "312.4. The controller of a face-up phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.\n牌面朝上的异象牌之操控者是指定为时空操控者的牌手。通常,时空操控者是主动牌手。如果当前时空操控者将要离开游戏,改为回合顺序中下一位不会离开游戏的牌手成为时空操控者,然后原来的时空操控者离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他牌手成为主动牌手。"}, {"chapter": "3", "id": "312.5.", "content": "312.5. Each phenomenon card has a triggered ability that triggers when you encounter it. “When you encounter [this phenomenon]” means “When you move this card off a planar deck and turn it face up.”\n异象牌有一个触发式异能,当你遭遇它时触发。“当你遭遇[此异象]时”意指“当你将此牌移离时空套牌并翻回正面时”。"}, {"chapter": "3", "id": "312.6.", "content": "312.6. A face-up phenomenon card that’s turned face down becomes a new object.\n牌面朝上的异象牌翻为牌面朝下之后成为新的物件。"}, {"chapter": "3", "id": "312.7.", "content": "312.7. If a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule 704. See also rule 701.31, “Planeswalk.”)\n如果一张异象牌在统帅区牌面朝上,且它不是已触发、且尚未离开堆叠的触发式异能之来源,时空操控者于下一次牌手将得到优先权时,时空换境。(此为状态动作;参见规则704。亦见规则701.31,“时空换境”。)"}, {"chapter": "3", "id": "313.", "content": "313. Vanguards\n先锋"}, {"chapter": "3", "id": "313.1.", "content": "313.1. Vanguard is a card type seen only on nontraditional Magic cards. Only the Vanguard casual variant uses vanguard cards. See rule 902, “Vanguard.”\n先锋此牌张类别只会出现在非传统万智牌卡牌上。只有先锋休闲玩法使用先锋牌。参见规则902,“先锋”。"}, {"chapter": "3", "id": "313.2.", "content": "313.2. Vanguard cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast. If a vanguard card would leave the command zone, it remains in the command zone.\n先锋牌在游戏中始终处于统帅区。先锋牌不是永久物。先锋牌不能被施放。如果先锋牌将要离开统帅区,它留在统帅区。"}, {"chapter": "3", "id": "313.3.", "content": "313.3. Vanguard cards have no subtypes.\n先锋牌没有副类别。"}, {"chapter": "3", "id": "313.4.", "content": "313.4. A vanguard card may have any number of static, triggered, and/or activated abilities. As long as a vanguard card is in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\n先锋牌可以具有任意数量的静止式、触发式和/或起动式异能。只要先锋牌在统帅区中,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。"}, {"chapter": "3", "id": "313.5.", "content": "313.5. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.\n先锋牌的拥有者是以该牌置于统帅区中开始游戏的牌手。面朝上的先锋牌之操控者是其拥有者。"}, {"chapter": "3", "id": "313.6.", "content": "313.6. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the starting hand size and maximum hand size of the vanguard card’s owner (normally seven). The resulting number is both how many cards that player draws at the beginning of the game and their maximum hand size. See rule 103.5.\n每张先锋牌的左下角都印有手牌修正。手牌修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起手牌数量和手牌上限(通常为七张)时,采用此修正值。修正后的数字便是该牌手在游戏开始时所抓牌的数量以及手牌上限。参见规则103.5。"}, {"chapter": "3", "id": "313.7.", "content": "313.7. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner (normally 20) to is determined. See rule 103.4.\n每张先锋牌的右下角都印有生命修正。生命修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起始总生命(通常为20)时,采用此修正值。参见规则103.4。"}, {"chapter": "3", "id": "314.", "content": "314. Schemes\n邪计"}, {"chapter": "3", "id": "314.1.", "content": "314.1. Scheme is a card type seen only on nontraditional Magic cards. Only the Archenemy casual variant uses scheme cards. See rule 904, “Archenemy.”\n邪计此牌张类别只会出现在非传统万智牌卡牌上。只有魔王休闲玩法使用邪计牌。参见规则904,“魔王”。"}, {"chapter": "3", "id": "314.2.", "content": "314.2. Scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up. They’re not permanents. They can’t be cast. If a scheme card would leave the command zone, it remains in the command zone.\n邪计牌在游戏中始终处于统帅区,无论该牌在邪计套牌中或是牌面朝上时。邪计牌不是永久物。邪计牌不能被施放。如果邪计牌将要离开统帅区,它留在统帅区。"}, {"chapter": "3", "id": "314.3.", "content": "314.3. Scheme cards have no subtypes.\n邪计牌没有副类别。"}, {"chapter": "3", "id": "314.4.", "content": "314.4. A scheme card may have any number of static, triggered, and/or activated abilities. As long as a scheme card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\n邪计牌可以具有任意数量的静止式、触发式和/或起动式异能。只要邪计牌在统帅区中,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。"}, {"chapter": "3", "id": "314.5.", "content": "314.5. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.\n邪计牌的拥有者是以该牌置于统帅区中开始游戏的牌手。面朝上的邪计牌之操控者是其拥有者。"}, {"chapter": "3", "id": "314.6.", "content": "314.6. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)\n如果一张非长效的邪计牌在统帅区牌面朝上,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,于下一次牌手将得到优先权时,将该邪计牌翻为牌面朝下,并置于其拥有者的邪计套牌牌库底。(此为状态动作;参见规则704。)"}, {"chapter": "3", "id": "314.7.", "content": "314.7. If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone that’s the source of that ability. This is an exception to rule 109.2.\n如果一张邪计牌的异能叙述中包含“此邪计”,它意指统帅区中该异能的来源之邪计牌。这是规则109.2的例外情况。"}, {"chapter": "3", "id": "315.", "content": "315. Conspiracies\n诡局"}, {"chapter": "3", "id": "315.1.", "content": "315.1. Conspiracy cards are used only in limited play, particularly in the Conspiracy Draft variant (see rule 905). Conspiracy cards aren’t used in constructed play.\n诡局牌只在限制赛中使用,特别地,在诡局轮抽玩法中使用(参见规则905)。诡局牌不得在构组赛中使用。"}, {"chapter": "3", "id": "315.2.", "content": "315.2. At the start of a game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone. Conspiracy cards with hidden agenda are put into the command zone face down. (See rule 702.106, “Hidden Agenda.”)\n在游戏开始时,洗套牌之前,每位牌手可以将他备牌中任意数量的诡局牌置于统帅区。具有秘案异能的诡局牌以牌面朝下的方式置于统帅区。(参见规则702.106,“秘案”)。"}, {"chapter": "3", "id": "315.3.", "content": "315.3. Conspiracy cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast or included in a deck. If a conspiracy card would leave the command zone, it remains in the command zone. Conspiracy cards that aren’t in the game can’t be brought into the game.\n诡局牌在整盘游戏中一直留在统帅区中。它们不是永久物。它们无法被施放,也不能包含在套牌中。如果诡局牌将离开统帅区,它留在统帅区。不在游戏内的诡局牌不能被带入游戏。"}, {"chapter": "3", "id": "315.4.", "content": "315.4. Conspiracy cards have no subtypes.\n诡局牌没有副类别。"}, {"chapter": "3", "id": "315.5.", "content": "315.5. Conspiracy cards may have any number of static or triggered abilities. As long as a conspiracy card is face up in the command zone, its static abilities affect the game, and its triggered abilities may trigger.\n诡局牌可能拥有一些静止式或触发式异能。只要诡局牌以牌面朝上的方式置于统帅区,它的静止式异能便可以影响游戏,它的触发式异能便可以触发。"}, {"chapter": "3", "id": "315.5a", "content": "315.5a Abilities of conspiracy cards may affect the start-of-game procedure.\n诡局牌的异能可能会影响游戏开始的流程。"}, {"chapter": "3", "id": "315.5b", "content": "315.5b Face-down conspiracy cards have no characteristics.\n牌面朝下的诡局牌没有特征。"}, {"chapter": "3", "id": "315.6.", "content": "315.6. The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.\n诡局牌的拥有者是在游戏开始时将其置入统帅区的牌手。诡局牌的操控者是其拥有者。"}, {"chapter": "3", "id": "315.7.", "content": "315.7. At any time, you may look at a face-down conspiracy card you control. You can’t look at face-down conspiracy cards controlled by other players.\n任何时候你都可以检视由你操控的牌面朝下的诡局牌。你不能检视由其他牌手操控的牌面朝下的诡局牌。"}, {"chapter": "4", "id": "4.", "content": "4. Zones\n区域"}, {"chapter": "4", "id": "400.", "content": "400. General\n总则"}, {"chapter": "4", "id": "400.1.", "content": "400.1. A zone is a place where objects can be during a game. There are normally seven zones: library, hand, battlefield, graveyard, stack, exile, and command. Some older cards also use the ante zone. Each player has their own library, hand, and graveyard. The other zones are shared by all players.\n区域是指所有物件在游戏中放置的地方。通常来说有七个区域:牌库、手牌、战场、坟墓场、堆叠、放逐,以及统帅区。有些较旧版本的牌会使用赌注。每位牌手都拥有自己的牌库、手牌、以及坟墓场。其他的区域则由所有牌手共享。"}, {"chapter": "4", "id": "400.2.", "content": "400.2. Public zones are zones in which all players can see the cards’ faces, except for those cards that some rule or effect specifically allow to be face down. Graveyard, battlefield, stack, exile, ante, and command are public zones. Hidden zones are zones in which not all players can be expected to see the cards’ faces. Library and hand are hidden zones, even if all the cards in one such zone happen to be revealed.\n公开区域是指所有牌手均可以看见牌面信息的区域,除非某些规则或效应特定使牌面朝下放置。坟墓场、战场、堆叠、放逐区、赌注,以及统帅区为公开区域。隐藏区域是指不是所有牌手都查看牌面信息的区域。牌库和手牌是隐藏区域,即使该区域所有的牌均被展示。"}, {"chapter": "4", "id": "400.3.", "content": "400.3. If an object would go to any library, graveyard, or hand other than its owner’s, it goes to its owner’s corresponding zone.\n如果一个物件将移动到不是其拥有者的牌库、坟墓场,或者手牌中,则改为移到其拥有者的相应区域中。"}, {"chapter": "4", "id": "400.4.", "content": "400.4. Cards with certain card types can’t enter certain zones.\n具有特定牌张类别的牌不能进入特定的区域。"}, {"chapter": "4", "id": "400.4a", "content": "400.4a If an instant or sorcery card would enter the battlefield, it remains in its previous zone.\n如果一张瞬间或法术牌将要进入战场,它将留在其之前的区域。"}, {"chapter": "4", "id": "400.4b", "content": "400.4b If a conspiracy, phenomenon, plane, scheme, or vanguard card would leave the command zone, it remains in the command zone.\n如果一张诡局牌、异象牌、时空牌、先锋牌或邪计牌将要离开统帅区,它留在统帅区。"}, {"chapter": "4", "id": "400.5.", "content": "400.5. The order of objects in a library, in a graveyard, or on the stack can’t be changed except when effects or rules allow it. The same is true for objects arranged in face-down piles in other zones. Other objects in other zones can be arranged however their owners wish, although who controls those objects, whether they’re tapped or flipped, and what other objects are attached to them must remain clear to all players.\n除非效应或规则允许,否则牌库、坟墓场、堆叠中的物件不能改变顺序。同样,其他区域中一堆牌面朝下的物件不能改变顺序。在其他区域中的其他物件,则可以由其拥有者任意安排顺序,然它们由谁操控、是否横置、是否被倒转、是否被其他物件贴附、是否佩带其他物件,都必须清楚展示给所有牌手。"}, {"chapter": "4", "id": "400.6.", "content": "400.6. If an object would move from one zone to another, determine what event is moving the object. If the object is moving to a public zone and its owner will be able to look at it in that zone, its owner looks at it to see if it has any abilities that would affect the move. If the object is moving to the battlefield, each other player who will be able to look at it in that zone does so. Then any appropriate replacement effects, whether they come from that object or from elsewhere, are applied to that event. If any effects or rules try to do two or more contradictory or mutually exclusive things to a particular object, that object’s controller—or its owner if it has no controller—chooses which effect to apply, and what that effect does. (Note that multiple instances of the same thing may be mutually exclusive; for example, two simultaneous “destroy” effects.) Then the event moves the object.\n如果一个物件将从一个区域转移到另一个区域,首先确定移动此物件的事件。如果物件将移动到公开区域,且其拥有者将会可以在该区域检视之,其拥有者检视之并查看其是否具有影响该移动的异能。如果该物件将移动到战场,每位将会可以在该区域检视之的其他牌手亦如此作。然后相应的替代性效应对该事件生效,无论它来自物件本身或其他地方。如果任何效应或规则试图用数个对立或抵触的方式影响同一个物件,物件的操控者(如果没有操控者则由拥有者)选择哪个效应生效,以及该效应产生什么影响。(注意,对同一物件的多个影响可能相互抵触;例如,两个同时“消灭”的效应。)然后该事件移动物件。\nExample: Exquisite Archangel has an ability which reads “If you would lose the game, instead exile this creature and your life total becomes equal to your starting life total.” A spell deals 5 damage to a player with 5 life and 5 damage to an Exquisite Archangel under that player’s control. As state-based actions are performed, that player’s life total becomes equal to their starting life total, and that player chooses whether Exquisite Archangel moves to its owner’s graveyard or to exile.\n例如:精雅大天使具有叙述为“如果你将输掉这盘游戏,则改为放逐此生物且你的总生命成为等同于你的起始总生命。”的异能。某咒语对一位具有5点生命的牌手造成5点伤害,并对该牌手操控的精雅大天使造成5点伤害。于状态动作执行时,该牌手的总生命成为等同于其起始总生命,然后该牌手选择将精雅大天使移到其拥有者的坟墓场或移到放逐区。"}, {"chapter": "4", "id": "400.7.", "content": "400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. This rule has the following exceptions.\n一个物件从一个区域转移到另一个区域将被视同一个新的物件,它对原物件没有任何记忆和联系。此规则有以下例外的情况:"}, {"chapter": "4", "id": "400.7a", "content": "400.7a Effects from spells, activated abilities, and triggered abilities that change the characteristics or controller of a permanent spell on the stack continue to apply to the permanent that spell becomes.\n咒语、起动式异能以及触发式异能所产生的改变堆叠中永久物咒语特征或操控者的效应,将会继续影响到该咒语所成的永久物。"}, {"chapter": "4", "id": "400.7b", "content": "400.7b Effects from static abilities that grant an ability to a permanent spell that functions on the battlefield continue to apply to the permanent that spell becomes (see rule 611.3d).\n如果一个来自静止式异能的效应赋予永久物咒语在战场上生效的异能,则该效应将会继续影响该咒语所成的永久物(参见规则611.3d)。"}, {"chapter": "4", "id": "400.7c", "content": "400.7c Prevention effects that apply to damage from a permanent spell on the stack continue to apply to damage from the permanent that spell becomes.\n防止来自堆叠中永久物咒语将造成伤害的防止性效应,将会继续防止该咒语所成的永久物将造成的伤害。"}, {"chapter": "4", "id": "400.7d", "content": "400.7d An ability of a permanent can reference information about the spell that became that permanent as it resolved, including what costs were paid to cast that spell or what mana was spent to pay those costs.\n永久物上的异能可以得知成为该永久物之咒语结算时的信息,包括施放该咒语时支付了哪些费用、或是支付此费用时使用了何种法术力。"}, {"chapter": "4", "id": "400.7e", "content": "400.7e Abilities that trigger when an object moves from one zone to another (for example, “When this Aura is put into a graveyard from the battlefield”) can find the new object that it became in the zone it moved to when the ability triggered, if that zone is a public zone.\n当一个物件从一个区域转移到另一个区域时,如果移动后的区域是公开区域,所触发的触发式异能(例如,“当此灵气从战场进入坟墓场时”)能够在移动后区域中找到该异能触发时的物件成为的新物件。"}, {"chapter": "4", "id": "400.7f", "content": "400.7f Abilities that trigger when an enchanted permanent leaves the battlefield can find the new object that each Aura enchanting that permanent became in its owner’s graveyard if it was put into that graveyard at the same time the enchanted permanent left the battlefield. It can also find the new object that each Aura enchanting it became in its owner’s graveyard as a result of being put there as a state-based action for not being attached to a permanent. (See rule 704.5m.)\n如果灵气与它所结附的永久物离开战场的同时进入坟墓场,或灵气因未贴附永久物而作为状态动作置入其拥有者的坟墓场,这些灵气因受结附的永久物离开战场而触发的触发式异能,可以在其拥有者的坟墓场中找到各结附于该永久物的灵气所成为的新物件。(参见规则704.5m。)"}, {"chapter": "4", "id": "400.7g", "content": "400.7g If an effect grants a nonland card an ability that allows it to be cast, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being cast this way.\n如果一个效应赋予一张非地牌一个允许施放它的异能,该异能将在其因此被施放而被转移到堆叠之后继续影响它所成为的新物件。"}, {"chapter": "4", "id": "400.7h", "content": "400.7h If an effect allows a nonland card to be cast, other parts of that effect can find the new object that card becomes after it moves to the stack as a result of being cast this way.\n如果一个效应允许一张非地牌被施放,该效应的其他部分可以在该牌因以此法施放而移动到堆叠上成为新物件后找到该物件。"}, {"chapter": "4", "id": "400.7i", "content": "400.7i If an effect allows a land card to be played, other parts of that effect can find the new object that land card becomes after it moves to the battlefield as a result of being played this way.\n如果一个效应允许一张地牌被使用,该效应的其他部分可以在该地牌因以此法使用而成为新物件后找到该物件。"}, {"chapter": "4", "id": "400.7j", "content": "400.7j If an effect causes an object to move to a public zone, other parts of that effect can find that object. If the cost of a spell or ability causes an object to move to a public zone, that spell or ability’s effects can find that object.\n如果一个效应使一个物件移动到一个公开区域,该效应的其他部分可以找到该物件。如果一个咒语或异能的费用使一个物件移动到一个公开区域,该咒语或异能的效应可以找到该物件。"}, {"chapter": "4", "id": "400.7k", "content": "400.7k After resolving a madness triggered ability (see rule 702.35), if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that object.\n在结算疯魔触发式异能后(参见规则702.35),如果所放逐之牌未被施放、且被移动到公开区域,提及被弃掉之牌的效应可以找到该物件。"}, {"chapter": "4", "id": "400.7m", "content": "400.7m Stickers on an object in a public zone are retained as it moves to another public zone (see rule 123.5). Any effects from stickers continue to apply to the new object it becomes in that zone.\n一个物件移动到一个公开区域时,物件上的贴纸仍然保留(参见规则123.5)。贴纸产生的效应继续影响新区域中的物件。"}, {"chapter": "4", "id": "400.8.", "content": "400.8. If an object in the exile zone is exiled, it doesn’t change zones, but it becomes a new object that has just been exiled.\n如果一个在放逐区的物件被放逐,它不会改变区域,但它视作一个刚刚被放逐的新物件。"}, {"chapter": "4", "id": "400.9.", "content": "400.9. If a face-up object in the command zone is turned face down, it becomes a new object.\n如果统帅区的一个面朝上的物件被翻为面朝下,它成为一个新的物件。"}, {"chapter": "4", "id": "400.10.", "content": "400.10. If an object in the command zone is put into the command zone, it doesn’t change zones, but it becomes a new object that has just entered the command zone.\n如果统帅区的一个物件被置入统帅区,它不会改变区域,但它会成为刚刚进入统帅区的一个新的物件。"}, {"chapter": "4", "id": "400.11.", "content": "400.11. An object is outside the game if it isn’t in any of the game’s zones. Outside the game is not a zone.\n如果一个物件不在游戏的任何区域中,它在游戏以外。游戏以外并不是一个区域。"}, {"chapter": "4", "id": "400.11a", "content": "400.11a Cards in a player’s sideboard are outside the game. See rule 100.4.\n牌手备牌中的牌在游戏以外。参见规则100.4。"}, {"chapter": "4", "id": "400.11b", "content": "400.11b Some effects bring cards into a game from outside the game. Those cards remain in the game until the game ends, their owner leaves the game, or a rule or effect removes them from the game, whichever comes first.\n一些效应将牌从游戏以外带进游戏中。直到游戏结束、或其拥有者离开游戏、或规则或效应将其移出游戏此三者首先发生的事件前,这些牌保持在游戏中。"}, {"chapter": "4", "id": "400.11c", "content": "400.11c Cards outside the game can’t be affected by spells or abilities, except for characteristic-defining abilities printed on them (see rule 604.3) and spells and abilities that allow those cards to be brought into the game.\n游戏以外的牌不受咒语或异能的影响,除了它们所印有的特征定义异能(参见规则604.3)以及可以将这些牌带入游戏中的咒语和异能。"}, {"chapter": "4", "id": "400.12.", "content": "400.12. Some effects instruct a player to do something to a zone (such as “Shuffle your hand into your library”). That action is performed on all cards in that zone. The zone itself is not affected.\n一些效应指示牌手对一个区域进行操作(例如“将你的手牌洗入你的牌库”)。该动作影响该区域的所有牌。该区域本身不受影响。"}, {"chapter": "4", "id": "401.", "content": "401. Library\n牌库"}, {"chapter": "4", "id": "401.1.", "content": "401.1. When a game begins, each player’s deck becomes their library.\n当游戏开始时,每位牌手的套牌各自成为其牌库。"}, {"chapter": "4", "id": "401.2.", "content": "401.2. Each library must be kept in a single face-down pile. Players can’t look at or change the order of cards in a library.\n牌库需单独放成一叠,且须保持牌面朝下的状态。牌手不可查看或改变牌库的顺序。"}, {"chapter": "4", "id": "401.3.", "content": "401.3. Any player may count the number of cards remaining in any player’s library at any time.\n任何牌手都随时可以清点任何牌库的牌张数量。"}, {"chapter": "4", "id": "401.4.", "content": "401.4. If an effect puts two or more cards in a specific position in a library at the same time, the owner of those cards may arrange them in any order. That library’s owner doesn’t reveal the order in which the cards go into the library.\n如果一个效应同时将两张或更多的牌放在一个牌库的特定位置,这些牌的拥有者可将它们依任意顺序排列。该牌库的拥有者不需展示这些牌进入牌库的顺序。"}, {"chapter": "4", "id": "401.5.", "content": "401.5. Some effects tell a player to play with the top card of their library revealed, or say that a player may look at the top card of their library. If the top card of the player’s library changes while a spell is being cast, the new top card won’t be revealed and can’t be looked at until the spell becomes cast (see rule 601.2i). The same is true with relation to an ability being activated. If the top card of the player’s library changes while a player is taking a special action (see rule 116, “Special Actions”), the new card won’t be revealed and can’t be looked at until the player has finished taking that special action.\n一些效应要求牌手以展示其牌库顶牌的方式进行游戏,或允许牌手查看其牌库顶牌。如果在施放咒语的过程中该牌手的牌库顶牌改变,则新的牌库顶牌直到该咒语完成施放之前都不被展示且不能被查看(参见规则601.2i)。在起动异能的过程中用同样的方式处理。如果在执行特殊动作的过程中该牌手的牌库顶牌改变(参见规则116,“特殊动作”),则新的牌库顶牌直到该牌手完成执行该特殊动作之前都不被展示且不能被查看。"}, {"chapter": "4", "id": "401.6.", "content": "401.6. If an effect causes a player to play with the top card of their library revealed, and that particular card stops being revealed for any length of time before being revealed again, it becomes a new object.\n如果一个效应令牌手以展示其牌库顶牌的方式进行游戏,而该牌库顶牌不再被展示之后经过任意时间再次被展示,它将成为一个新的物件。"}, {"chapter": "4", "id": "401.7.", "content": "401.7. If an effect causes a player to put a card into a library “Nth from the top,” and that library has fewer than N cards in it, the player puts that card on the bottom of that library.\n如果一个效应让牌手把牌放在其牌库“顶第N张”,且该牌库的牌少于N张,则该牌手将该牌放在牌库底。"}, {"chapter": "4", "id": "402.", "content": "402. Hand\n手牌"}, {"chapter": "4", "id": "402.1.", "content": "402.1. The hand is where a player holds cards that have been drawn. Cards can be put into a player’s hand by other effects as well. At the beginning of the game, each player draws a number of cards equal to that player’s starting hand size, normally seven. (See rule 103, “Starting the Game.”)\n手牌指牌手已经抓取的牌。其他效应也可能会将牌置入牌手的手牌。在游戏开始时,每位牌手各抓等同于起手牌数量的牌,一般为七张。(参见规则103,“开始游戏”。)"}, {"chapter": "4", "id": "402.2.", "content": "402.2. Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in their hand, but as part of their cleanup step, the player must discard excess cards down to the maximum hand size.\n每位牌手均有手牌上限,通常为七张。牌手可以拥有任意数量的手牌,但在其清除步骤中,该牌手必须将其手牌弃到手牌上限的数量。"}, {"chapter": "4", "id": "402.3.", "content": "402.3. A player may arrange their hand in any convenient fashion and look at it at any time. A player can’t look at the cards in another player’s hand but may count those cards at any time.\n牌手可以用任意方式整理其手牌,且可以随时检视自己的手牌。牌手不可以看其他牌手的手牌,但随时可以清点任何牌手的手牌数量。"}, {"chapter": "4", "id": "403.", "content": "403. Battlefield\n战场"}, {"chapter": "4", "id": "403.1.", "content": "403.1. Most of the area between the players represents the battlefield. The battlefield starts out empty. Permanents a player controls are normally kept in front of them on the battlefield, though there are some cases (such as an Aura attached to another player’s permanent) when a permanent one player controls is kept closer to a different player.\n牌手之间大部分的空间都代表战场。战场开始时是空的。一般来说由牌手操控的永久物放在其面前的战场上,但有些情况下牌手操控的永久物放在靠近另一位牌手的战场上(例如贴附于其他牌手的永久物上的灵气)。"}, {"chapter": "4", "id": "403.2.", "content": "403.2. A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone.\n除非特别指定牌手或其他区域,否则咒语或异能只会影响和检视战场。"}, {"chapter": "4", "id": "403.3.", "content": "403.3. Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule 110, “Permanents.”\n永久物只存在于战场上。所有在战场上的物件都是永久物。参见规则110,“永久物”。"}, {"chapter": "4", "id": "403.4.", "content": "403.4. Whenever a permanent enters the battlefield, it becomes a new object and has no relationship to any previous permanent represented by the same card, except for the cases listed in rule 400.7. (This is also true for any objects entering any zone.)\n每当永久物进入战场时,它成为一个全新的物件,且与同一张牌先前所代表的永久物没有任何联系,除非为规则400.7所列出的情况。(任何物件进入任何区域均适用此规则。)"}, {"chapter": "4", "id": "403.5.", "content": "403.5. Previously, the battlefield was called the “in-play zone.” Cards that were printed with text that contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield. Cards that were printed with that text have received errata in the Oracle card reference.\n多年以来,战场被称为“场上区”。牌的文字栏印有“在场”、“从场上”、“进场”或者其他类似的用词,皆指战场。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到勘误。"}, {"chapter": "4", "id": "404.", "content": "404. Graveyard\n坟墓场"}, {"chapter": "4", "id": "404.1.", "content": "404.1. A player’s graveyard is their discard pile. Any object that’s countered, discarded, destroyed, or sacrificed is put on top of its owner’s graveyard, as is any instant or sorcery spell that’s finished resolving. Each player’s graveyard starts out empty.\n牌手的坟墓场指其弃牌堆。任何被反击、弃牌、消灭或牺牲的物件皆放在其拥有者的坟墓场顶端,结算完毕的瞬间或法术咒语亦然。每位牌手的坟墓场开始时都是空的。"}, {"chapter": "4", "id": "404.2.", "content": "404.2. Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but normally can’t change their order. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in their graveyard.\n每个坟墓场必须以牌面朝上的单独放成一叠。牌手可以随时检视任何坟墓场中的牌,但通常情况下不能改变其顺序。认证比赛附加的规则可能允许牌手改变其坟墓场中牌的顺序。"}, {"chapter": "4", "id": "404.3.", "content": "404.3. If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.\n如果一个效应或规则同时将两张或更多的牌同时放进同一个坟墓场,这些牌的拥有者可将它们依任意顺序排列。"}, {"chapter": "4", "id": "405.", "content": "405. Stack\n堆叠"}, {"chapter": "4", "id": "405.1.", "content": "405.1. When a spell is cast, the physical card is put on the stack (see rule 601.2a). When an ability is activated or triggers, it goes on top of the stack without any card associated with it (see rules 602.2a and 603.3).\n当一个咒语被施放时,这张实体的牌进入堆叠(参见规则601.2a)。当一个异能被起动或触发之后,此异能便进入堆叠的顶端,且没有任何牌用来代表它。(参见规则602.2a和603.3。)"}, {"chapter": "4", "id": "405.2.", "content": "405.2. The stack keeps track of the order that spells and/or abilities were added to it. Each time an object is put on the stack, it’s put on top of all objects already there.\n堆叠记录着咒语和/或异能加入的顺序。每次有物件进入堆叠,它将放在所有先前已在堆叠中的物件之上。"}, {"chapter": "4", "id": "405.3.", "content": "405.3. If an effect puts two or more objects on the stack at the same time, those controlled by the active player are put on lowest, followed by each other player’s objects in APNAP order (see rule 101.4). If a player controls more than one of these objects, that player chooses their relative order on the stack.\n如果一个效应同时将两张或更多的物件放进堆叠,主动牌手操控的物件在最下方,然后为按照“主动牌手先决定”的顺序(参见规则101.4)的其他牌手所操控的物件。如果一位牌手操控其中多个物件,该牌手可以选择它们在堆叠中的顺序。"}, {"chapter": "4", "id": "405.4.", "content": "405.4. Each spell has all the characteristics of the card associated with it. Each activated or triggered ability that’s on the stack has the text of the ability that created it and no other characteristics. The controller of a spell is the player who cast it. The controller of an activated ability is the player who activated it. The controller of a triggered ability is the player who controlled the ability’s source when it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\n每个咒语具有用来代表它的牌之所有特征。堆叠中的起动式或触发式异能具有创造它的异能之内文叙述,它们不具有其他特征。咒语的操控者为施放该咒语的牌手。起动式异能的操控者为起动该起动式异能的牌手。触发式异能的操控者为该异能触发时,该异能来源的操控者,除非它是延迟触发式异能。确定延迟触发式异能的操控者,参见规则603.7d-f。"}, {"chapter": "4", "id": "405.5.", "content": "405.5. When all players pass in succession, the top (last-added) spell or ability on the stack resolves. If the stack is empty when all players pass, the current step or phase ends and the next begins.\n当所有牌手连续让过时,堆叠最顶端的(最后进入的)咒语或异能结算。如果所牌手皆让过且堆叠为空,当前阶段或步骤结束且下一个开始。"}, {"chapter": "4", "id": "405.6.", "content": "405.6. Some things that happen during the game don’t use the stack.\n在游戏过程发生的一些事情不使用堆叠。"}, {"chapter": "4", "id": "405.6a", "content": "405.6a Effects don’t go on the stack; they’re the result of spells and abilities resolving. Effects may create delayed triggered abilities, however, and these may go on the stack when they trigger (see rule 603.7).\n效应并不进入堆叠;它们是咒语或异能结算时产生的结果。效应可能创造延迟触发式异能,这些异能触发的时候可能会进入堆叠(参见规则603.7)。"}, {"chapter": "4", "id": "405.6b", "content": "405.6b Static abilities continuously generate effects and don’t go on the stack. (See rule 604, “Handling Static Abilities.”) This includes characteristic-defining abilities such as “[This object] is red” (see rule 604.3).\n静止式异能持续产生效应而不进入堆叠。(参见规则604,“处理静止式异能”。)这包括特征定义异能,例如“[这个物件]是红色。”(参见规则604.3)。"}, {"chapter": "4", "id": "405.6c", "content": "405.6c Mana abilities resolve immediately. If a mana ability both produces mana and has another effect, the mana is produced and the other effect happens immediately. If a player had priority before a mana ability was activated, that player gets priority after it resolves. (See rule 605, “Mana Abilities.”)\n法术力异能立刻结算。如果一个法术力异能同时产生法术力和其他效应,法术力和该效应同时立刻发生。如果一位牌手在起动法术力异能前拥有优先权,该牌手在法术力异能结算后得到优先权。(参见规则605,“法术力异能”。)"}, {"chapter": "4", "id": "405.6d", "content": "405.6d Special actions don’t use the stack; they happen immediately. See rule 116, “Special Actions.”\n特殊动作不使用堆叠;它们立刻发生。参见规则116,“特殊动作”。"}, {"chapter": "4", "id": "405.6e", "content": "405.6e Turn-based actions don’t use the stack; they happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority (see rule 117.3a). Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703.\n回合动作不使用堆叠;相应的阶段或步骤开始时,它们立刻发生。它们在牌手得到优先权之前处理(参见规则117.3a)。回合动作同样在每个阶段和步骤结束时自动发生;没有牌手在此之后会得到优先权。参见规则703。"}, {"chapter": "4", "id": "405.6f", "content": "405.6f State-based actions don’t use the stack; they happen automatically when certain conditions are met. See rule 704. They are dealt with before a player would receive priority. See rule 117.5.\n状态动作不使用堆叠;它们在特定条件满足时自动发生。参见规则704。它们在牌手得到优先权之前处理(参见规则117.5)。"}, {"chapter": "4", "id": "405.6g", "content": "405.6g A player may concede the game at any time. That player leaves the game immediately. See rule 104.3a.\n牌手可以在任何时候认输。该牌手立刻离开游戏。参见规则104.3a。"}, {"chapter": "4", "id": "405.6h", "content": "405.6h If a player leaves a multiplayer game, objects may leave the game, cease to exist, change control, or be exiled as a result. These actions happen immediately. See rule 800.4a.\n如果一位牌手离开一个多人游戏,物件可能因此离开游戏、不再存在、改变操控权,或者被放逐。这些动作立刻发生。参见规则800.4a。"}, {"chapter": "4", "id": "406.", "content": "406. Exile\n放逐区"}, {"chapter": "4", "id": "406.1.", "content": "406.1. The exile zone is essentially a holding area for objects. Some spells and abilities exile an object without any way to return that object to another zone. Other spells and abilities exile an object only temporarily.\n放逐区实质上是存放物件的区域。一些咒语或异能放逐一个物件,而且没有任何方式将该物件移回另一个区域。其他咒语或异能只是暂时的放逐一个物件。"}, {"chapter": "4", "id": "406.2.", "content": "406.2. To exile an object is to put it into the exile zone from whatever zone it’s currently in. An exiled card is a card that’s been put into the exile zone.\n放逐一个物件指将该物件从当前区域放置进放逐区。一张被放逐的牌是指放置进放逐区的牌。"}, {"chapter": "4", "id": "406.3.", "content": "406.3. Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards “exiled face down” can’t be examined by any player except when instructions allow it. However, if a player is instructed to look at a card and then exile it face down, or once a player is allowed to look at a card exiled face down, that player may continue to look at that card until it leaves the exile zone or is part of a pile of cards that are shuffled, even if the instruction allowing the player to do so no longer applies.\n默认情况下,被放逐的牌必须牌面朝上,且任何牌手随时都可以检视。除非有指示的许可,任何牌手皆不能检视“牌面朝下被放逐“的牌。但是,如果牌手被指示检视一张牌然后将其牌面朝下放逐,或者牌手一旦被许可检视一张牌面朝下放逐的牌,则除非该牌离开放逐区或成为一个已洗牌的牌堆的一部分,否则该牌手可以一直检视该牌,即使许可该牌手检视此牌的效应已经结束。"}, {"chapter": "4", "id": "406.3a", "content": "406.3a A card exiled face down has no characteristics, but the spell or ability that exiled it may allow it to be played from exile. Unless that card is being cast face down (see rule 708.4), the card is turned face up just before the player announces that they are playing the card (see rule 601.2).\n牌面朝下放逐的牌没有特征,但放逐该牌的咒语或异能可能会允许该牌从放逐区施放。除非该牌被面朝下地施放(参见规则708.4),在牌手宣告使用该牌之前立即翻回正面。(参见规则601.2)"}, {"chapter": "4", "id": "406.3b", "content": "406.3b Some spells and abilities allow a player to cast spells with certain qualities from among face-down cards in exile. A player may cast such a spell only if they are allowed to look at the face-down card in exile and if the resulting spell has the specified qualities.\n一些咒语和异能允许牌手从放逐区牌面朝下的牌中施放具某些特性的咒语。仅当牌手被允许检视这些放逐区中牌面朝下的牌、且所成的咒语具有该特性时,该牌手才可以施放该咒语。"}, {"chapter": "4", "id": "406.4.", "content": "406.4. Face-down cards in exile should be kept in separate piles based on when they were exiled and how they were exiled. If a player is instructed to choose an exiled card, the player may choose a specific face-down card only if the player is allowed to look at that card. Otherwise, they may choose a pile of face-down exiled cards, and then a card is chosen at random from within that pile. If choosing such a card is part of casting a spell or activating an ability, the chosen card isn’t revealed until after that cost is fully paid. (See rule 601.2i.)\n放逐区中牌面朝下的牌应当根据该牌何时以及因何而放逐,分堆放置以进行区分。如果牌手被指示选择一张放逐区的牌,该牌手只有在其被允许查看某张特定的牌面朝下之牌的情形下,才可以选择该牌。否则,该牌手可以选择一堆牌面朝下被放逐的牌,然后从该堆中随机选择一张。如果选择该牌是施放咒语或起动异能流程的一部分(参见规则601.2i),直到咒语或异能的费用被完整支付之后,所选择的牌才会被展示。"}, {"chapter": "4", "id": "406.5.", "content": "406.5. Exiled cards that might return to the battlefield or any other zone should be kept in separate piles to keep track of their respective ways of returning. Exiled cards that may have an impact on the game due to their own abilities (such as cards with haunt) or the abilities of the cards that exiled them should likewise be kept in separate piles.\n被放逐但可能回到战场或者其他区域的牌,应该单独放在一堆,以便记录它们移回的方式。被放逐但可能因其异能(例如具有缠身的牌)或将其放逐的牌所具有的异能而影响游戏的牌,应同样单独放在一堆。"}, {"chapter": "4", "id": "406.6.", "content": "406.6. An object may have one ability printed on it that causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards that have been exiled due to the first. See rule 607, “Linked Abilities.”\n一个物件可能印有能将牌放逐的异能,而另一个异能使用“被放逐的牌”或“被[这个物件]放逐的”牌。这两个异能相关联:第二个仅指第一个所放逐的牌。参见规则607,“关联异能”。"}, {"chapter": "4", "id": "406.7.", "content": "406.7. If an object in the exile zone becomes exiled, it doesn’t change zones, but it becomes a new object that has just been exiled.\n如果一个在放逐区的物件被放逐,它不会改变区域,但它视作一个刚刚被放逐的新物件。"}, {"chapter": "4", "id": "406.8.", "content": "406.8. Previously, the exile zone was called the “removed-from-the-game zone.” Cards that were printed with text that “removes [an object] from the game” exiles that object. The same is true for cards printed with text that “sets [an object] aside.” Cards that were printed with that text have received errata in the Oracle card reference.\n多年以来,放逐区被称为“移出对战区”。牌的文字栏印有“将[一个物件]移出对战”放逐该物件。印有“将[一个物件]放在一边”的牌同理。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到勘误。"}, {"chapter": "4", "id": "407.", "content": "407. Ante\n赌注"}, {"chapter": "4", "id": "407.1.", "content": "407.1. Earlier versions of the Magic rules included an ante rule as a way of playing “for keeps.” Playing Magic games for ante is now considered an optional variation on the game, and it’s allowed only where it’s not forbidden by law or by other rules. Playing for ante is strictly forbidden under the Magic: The Gathering Tournament Rules (WPN.Wizards.com/en/rules-documents).\n在万智牌规则的早期版本中,包含了赌注规则,让牌手“有所输赢”。现在,赌注是万智牌游戏的可选择玩法,且只有在法律或其他规则允许的情况下才能使用。万智牌比赛规则中严厉禁止使用赌注(WPN.Wizards.com/en/rules-documents)。"}, {"chapter": "4", "id": "407.2.", "content": "407.2. When playing for ante, each player puts one random card from their deck into the ante zone after determining which player goes first but before players draw any cards. Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone.\n当使用赌注时,在决定牌手先后次序之后,但在开始抓任何牌之前,每位牌手从其牌库中随机将一张牌放进赌注。双方可以随时检视赌注的牌。在游戏结束时,胜利者成为赌注所有牌的拥有者。"}, {"chapter": "4", "id": "407.3.", "content": "407.3. A few cards have the text “Remove this card from your deck before playing if you’re not playing for ante.” These are the only cards that can add or remove cards from the ante zone or change a card’s owner. When not playing for ante, players can’t include these cards in their decks or sideboards, and these cards can’t be brought into the game from outside the game.\n一些牌的叙述包括“如果你未启用赌注,则在游戏开始之前将此牌从你的套牌中移出”。只有这些牌才能将牌加入或移出赌注,或改变牌的拥有者。当未使用赌注时,牌手不能将这些牌放进套牌或备牌中,也不能将其从游戏外带进游戏中。"}, {"chapter": "4", "id": "407.4.", "content": "407.4. To ante an object is to put that object into the ante zone from whichever zone it’s currently in. The owner of an object is the only player who can ante that object.\n押注一个物件,指将该物件从当前所在的区域移动到赌注。只有该物件的拥有者才能押注该物件。"}, {"chapter": "4", "id": "408.", "content": "408. Command\n统帅区"}, {"chapter": "4", "id": "408.1.", "content": "408.1. The command zone is a game area reserved for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed.\n统帅区是为对游戏有影响但不是永久物也不能被消灭的特殊物件所准备的游戏区域。"}, {"chapter": "4", "id": "408.2.", "content": "408.2. Emblems may be created in the command zone. See rule 114, “Emblems.”\n徽记可以在统帅区被创造。参见规则114,“徽记”。"}, {"chapter": "4", "id": "408.3.", "content": "408.3. In the Planechase, Vanguard, Commander, Archenemy, and Conspiracy Draft casual variants, nontraditional Magic cards and/or specially designated cards start the game in the command zone. Each variant has its own rules regarding such cards. See section 9, “Casual Variants.”\n在竞逐时空、先锋、指挥官、魔王以及诡局轮抽休闲式玩法中,非传统万智牌和/或特定的牌在统帅区中开始游戏。每个玩法针对这些牌拥有自己的规则。参见第9章,“休闲式玩法”。"}, {"chapter": "5", "id": "5.", "content": "5. Turn Structure\n回合结构"}, {"chapter": "5", "id": "500.", "content": "500. General\n总则"}, {"chapter": "5", "id": "500.1.", "content": "500.1. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and ending. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and ending phases are further broken down into steps, which proceed in order.\n一个回合依照下列顺序包含五个阶段:开始阶段、战斗前行动阶段、战斗阶段、战斗后行动阶段、终结阶段。在每回合都会有这些阶段,即便在这些阶段中无事发生。开始阶段、战斗阶段和终结阶段还会依序细分成各种步骤。"}, {"chapter": "5", "id": "500.2.", "content": "500.2. A phase or step in which players receive priority ends when the stack is empty and all players pass in succession. Simply having the stack become empty doesn’t cause such a phase or step to end; all players have to pass in succession with the stack empty. Because of this, each player gets a chance to add new things to the stack before that phase or step ends.\n当堆叠为空且所有牌手依序让过优先权时,一个阶段或步骤结束。仅仅堆叠清空并不会让阶段或步骤结束;所有牌手必须在堆叠为空的情况下依序让过。因此,在阶段或步骤结束前每位牌手均有机会在堆叠中加入新的东西。"}, {"chapter": "5", "id": "500.3.", "content": "500.3. A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see rule 502) and certain cleanup steps (see rule 514).\n在没有牌手会得到优先权的步骤中,该步骤在其所有指定动作完成时结束。此类步骤只包含重置步骤(参见规则502)和特定的清除步骤(参见规则514)。"}, {"chapter": "5", "id": "500.4.", "content": "500.4. As a step or phase begins, if there are effects that last until that step or phase, those effects expire.\n于一个步骤或阶段开始时,如果有效应持续到“直到该步骤或阶段”,则这些效应结束。"}, {"chapter": "5", "id": "500.5.", "content": "500.5. As a step or phase ends, if there are effects that last until the end of that step or phase, those effects expire. Then any unspent mana left in a player’s mana pool empties. This is a turn-based action that doesn’t use the stack (see rule 703.4q).\n于一个步骤或阶段结束时,如果有效应持续到“直到该步骤或阶段结束”,则这些效应结束。然后牌手法术力池中未用尽的法术力将被清空。该回合动作不使用堆叠(参见规则703.4q)。"}, {"chapter": "5", "id": "500.5a", "content": "500.5a Effects that last “until end of combat” expire at the end of the combat phase, not at the beginning of the end of combat step.\n持续到“直到战斗结束”的效应在战斗阶段结束时结束,而不是在战斗结束步骤的开始时。"}, {"chapter": "5", "id": "500.5b", "content": "500.5b Effects that last “until end of turn” are subject to special rules; see rule 514.2.\n持续到“直到回合结束”的效应遵循特殊规则;参见规则514.2。"}, {"chapter": "5", "id": "500.6.", "content": "500.6. When a phase or step begins, any abilities that trigger “at the beginning of” that phase or step trigger. They are put on the stack the next time a player would receive priority. (See rule 117, “Timing and Priority.”)\n当一个阶段或步骤开始时,任何“在该阶段或步骤开始时”触发的异能触发。这些异能会在下一次牌手将得到优先权时放进堆叠。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "500.7.", "content": "500.7. Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time. If multiple players are given extra turns, the extra turns are added one at a time, in APNAP order (see rule 101.4). The most recently created turn will be taken first.\n一些效应可以赋予牌手额外的回合。它们会在指定的某回合之后直接增加回合。如果一位牌手得到数个额外回合,额外回合单独依次添加。如果多位牌手得到额外回合,额外回合按照“主动牌手先决定”的顺序(参见规则101.4)单独依次添加。最后创造出来的回合将会首先进行。"}, {"chapter": "5", "id": "500.8.", "content": "500.8. Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first.\n一些效应会在回合内增加阶段。它们会在某个阶段之后直接加入新的阶段。如果在同一个阶段后创造有多个额外阶段,最后创造的阶段将首先发生。"}, {"chapter": "5", "id": "500.9.", "content": "500.9. Some effects can add steps to a phase. They do this by adding the steps directly after a specified step or directly before a specified step. If multiple extra steps are created after the same step, the most recently created step will occur first.\n一些效应会在阶段内增加步骤。它们会在某个步骤之前或之后直接加入新的步骤。如果在同一个步骤后创造有多个额外步骤,最后创造的步骤将首先发生。"}, {"chapter": "5", "id": "500.10.", "content": "500.10. Some effects add a step after a particular phase. In that case, that effect first creates the phase which normally contains that step directly after the specified phase. Any other steps that phase would normally have are skipped (see rule 500.11).\n一些效应会在一个特定阶段后增加步骤。在这种情况下,该效应首先在此特定阶段后创造一个本应包含此步骤的阶段。该阶段本应包含的其他步骤均被略过(参见规则500.11)。\nExample: Obeka, Splitter of Seconds says, in part, “Whenever Obeka deals combat damage to a player, you get that many additional upkeep steps after this phase.” After that ability resolves, its controller adds that many beginning phases after this phase. Those new beginning phases have only an upkeep step. The untap steps and draw steps of those phases are skipped.\n例如:裂时术师欧蓓卡的部分叙述为“每当欧蓓卡对任一牌手造成战斗伤害时,你在此阶段后额外得到等量的维持步骤。”在该异能结算后,其操控者将等量的开始阶段增加到此阶段后。这些新的开始阶段只包含一个维持步骤,而重置步骤和抓牌步骤均被略过。"}, {"chapter": "5", "id": "500.10a", "content": "500.10a If an effect that says “you get” an additional step or phase would add a step or phase to a turn other than its controller’s, no steps or phases are added.\n如果一个叙述“你得到”一个额外步骤或阶段的效应将在并非其操控者的回合中增加步骤或阶段,该效应不会增加步骤或阶段。"}, {"chapter": "5", "id": "500.11.", "content": "500.11. Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn’t exist. See rule 614.10.\n一些效应会使一个步骤、阶段或回合被略过。略过一个步骤、阶段或回合视同其并未存在。参见规则614.10。"}, {"chapter": "5", "id": "500.12.", "content": "500.12. No game events can occur between steps, phases, or turns.\n在步骤、阶段或回合之间不会发生游戏事件。"}, {"chapter": "5", "id": "501.", "content": "501. Beginning Phase\n开始阶段"}, {"chapter": "5", "id": "501.1.", "content": "501.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.\n开始阶段依下列顺序包含三个步骤:重置、维持和抓牌。"}, {"chapter": "5", "id": "502.", "content": "502. Untap Step\n重置步骤"}, {"chapter": "5", "id": "502.1.", "content": "502.1. First, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. This turn-based action doesn’t use the stack. See rule 702.26, “Phasing.”\n首先,主动牌手操控的所有已跃回且具有时间跳跃异能的永久物跃离,且跃离时由主动牌手操控的所有已跃离永久物跃回。这些均同时发生。此回合动作不使用堆叠。参见规则702.26,“时间跳跃”。"}, {"chapter": "5", "id": "502.2.", "content": "502.2. Second, if it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. If it’s night and the previous turn’s active player cast two or more spells during that turn, it becomes day. If it’s neither day nor night, this check doesn’t happen and it remains neither. This turn-based action doesn’t use the stack. See rule 730, “Day and Night.”\n其次,如果当前是白昼,且上一个回合的主动牌手没有在该回合中施放任何咒语,则成为黑夜。如果当前是黑夜,且上一个回合的主动牌手在该回合中施放了两个或更多咒语,则成为白昼。如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。此回合动作不使用堆叠。参见规则730,“白昼与黑夜”。"}, {"chapter": "5", "id": "502.2a", "content": "502.2a Multiplayer games using the shared team turns option use a modified rule. If it’s day and no player on the previous turn’s active team cast a spell during that turn, it becomes night. If it’s night and any player on the previous turn’s active team cast two or more spells during the previous turn, it becomes day. If it’s neither day nor night, this check doesn’t happen and it remains neither. This turn-based action doesn’t use the stack.\n使用队伍共享回合模式的多人游戏使用不同的规则。如果当前是白昼,且上一个回合的主动队伍中没有任何牌手在该回合中施放咒语,则成为黑夜。如果当前是黑夜,且上一个回合的主动队伍中有任一牌手在该回合中施放了两个或更多咒语,则成为白昼。如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。此回合动作不使用堆叠。"}, {"chapter": "5", "id": "502.3.", "content": "502.3. Third, the active player determines which permanents they control will untap. Then they untap them all simultaneously. This turn-based action doesn’t use the stack. Normally, all of a player’s permanents untap, but effects can keep one or more of a player’s permanents from untapping.\n然后,主动牌手确定哪些由其操控的永久物会重置。然后该牌手将它们同时重置。此回合动作不使用堆叠。正常情况下,一位牌手的所有永久物都会重置,但某些效应可以让牌手的某些永久物无法重置。"}, {"chapter": "5", "id": "502.4.", "content": "502.4. No player receives priority during the untap step, so no spells can be cast or resolve and no abilities can be activated or resolve. Any ability that triggers during this step will be held until the next time a player would receive priority, which is usually during the upkeep step. (See rule 503, “Upkeep Step.”)\n没有牌手会在重置步骤中得到优先权,因此没有咒语可以被使用或结算且没有异能可以被起动或结算。所有此步骤中触发的异能均会保留,直到下一次有牌手将得到优先权,这通常是在维持步骤中。(参见规则503,“维持步骤”。)"}, {"chapter": "5", "id": "503.", "content": "503. Upkeep Step\n维持步骤"}, {"chapter": "5", "id": "503.1.", "content": "503.1. The upkeep step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)\n维持步骤没有回合动作。一旦该步骤开始,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "503.1a", "content": "503.1a Any abilities that triggered during the untap step and any abilities that triggered at the beginning of the upkeep are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)\n所有在重置步骤中、以及在维持步骤开始时触发的异能在主动牌手得到优先权前放进堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。)"}, {"chapter": "5", "id": "503.2.", "content": "503.2. If a spell states that it may be cast only “after [a player’s] upkeep step,” and the turn has multiple upkeep steps, that spell may be cast any time after the first upkeep step ends.\n如果一个咒语叙述为只可以“在[牌手的]维持步骤之后”施放,且该回合有多个维持步骤,则该咒语在第一个维持步骤结束之后的任何时机下均可以被施放。"}, {"chapter": "5", "id": "504.", "content": "504. Draw Step\n抓牌步骤"}, {"chapter": "5", "id": "504.1.", "content": "504.1. First, the active player draws a card. This turn-based action doesn’t use the stack.\n首先,主动牌手抓一张牌。此回合动作不使用堆叠。"}, {"chapter": "5", "id": "504.2.", "content": "504.2. Second, the active player gets priority. (See rule 117, “Timing and Priority.”)\n然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "505.", "content": "505. Main Phase\n行动阶段"}, {"chapter": "5", "id": "505.1.", "content": "505.1. There are two main phases in a turn. In each turn, the first main phase (also known as the precombat main phase) and the second main phase (also known as the postcombat main phase) are separated by the combat phase (see rule 506, “Combat Phase”). The precombat and postcombat main phases are individually and collectively known as the main phase.\n回合有两个行动阶段。在每回合中,第一个行动阶段(也被称为战斗前行动阶段)和第二个行动阶段(也称为战斗后行动阶段)被战斗阶段(参见规则506,“战斗阶段”)隔开。战斗前行动阶段和战斗后行动阶段是独立的并都被称为行动阶段。"}, {"chapter": "5", "id": "505.1a", "content": "505.1a Only the first main phase of the turn is a precombat main phase. All other main phases are postcombat main phases. This includes the second main phase of a turn in which the combat phase has been skipped. It is also true of a turn in which an effect has caused an additional combat phase and an additional main phase to be created.\n只有每回合的第一个行动阶段是战斗前行动阶段。所有其他行动阶段都是战斗后行动阶段,这包括回合中的战斗阶段因故被略过时的第二个行动阶段。如果一个效应使一个回合有额外的战斗阶段和额外的行动阶段,此额外的行动阶段也是战斗后行动阶段。"}, {"chapter": "5", "id": "505.1b", "content": "505.1b In card text, phrases such as “first main phase,” “second main phase,” and so on count the number of main phases that have occurred only in the current turn unless that text specifies otherwise.\n卡牌叙述中所述的“第一个行动阶段”、“第二个行动阶段”等用词只计算当前回合中的行动阶段,除非该文本特别注明。"}, {"chapter": "5", "id": "505.2.", "content": "505.2. The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty. (See rule 500.2.)\n行动阶段没有任何步骤,所以当堆叠为空且所有牌手连续让过时,行动阶段结束。(参见规则500.2。)"}, {"chapter": "5", "id": "505.3.", "content": "505.3. First, but only if the players are playing an Archenemy game (see rule 904), the active player is the archenemy, and it’s the active player’s precombat main phase, the active player sets the top card of their scheme deck in motion (see rule 701.32). This turn-based action doesn’t use the stack.\n首先,如果牌手进行的是魔王游戏(参见规则904),魔王是主动牌手,且目前是主动牌手的战斗前行动阶段,主动牌手发动其邪计套牌的牌库顶牌。(参见规则701.32)此回合动作不使用堆叠。"}, {"chapter": "5", "id": "505.4.", "content": "505.4. Second, if the active player controls one or more Saga enchantments and it’s the active player’s precombat main phase, the active player puts a lore counter on each Saga they control with one or more chapter abilities. (See rule 714, “Saga Cards.”) This turn-based action doesn’t use the stack.\n其次,如果主动牌手操控一个或数个传纪结界,且目前是主动牌手的战斗前行动阶段,主动牌手在每个由其操控且具有章节异能的传纪上放置一个学问指示物。(参见规则714,“传纪牌”)此回合动作不使用堆叠。"}, {"chapter": "5", "id": "505.5.", "content": "505.5. Third, if the active player controls one or more Attractions and it’s the active player’s precombat main phase, the active player rolls to visit their Attractions. (See rule 701.52, “Roll to Visit Your Attractions.”) This turn-based action doesn’t use the stack.\n然后,如果主动牌手操控一个或数个景点,且目前是主动牌手的战斗前行动阶段,主动牌手掷骰造访景点。(参见规则701.52,“掷骰造访景点”)此回合动作不使用堆叠。"}, {"chapter": "5", "id": "505.6.", "content": "505.6. Fourth, the active player gets priority. (See rule 117, “Timing and Priority.”)\n最后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "505.6a", "content": "505.6a The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. The active player may cast these spells.\n在一般情况,行动阶段是牌手唯一可以施放神器、生物、结界、鹏洛客和法术咒语的阶段。主动牌手可以施放这些咒语。(译注:遗漏了「战役」。)"}, {"chapter": "5", "id": "505.6b", "content": "505.6b During either main phase, the active player may play one land card from their hand if the stack is empty, if the player has priority, and if they haven’t played a land this turn (unless an effect states the player may play additional lands). This action doesn’t use the stack. Neither the land nor the action of playing the land is a spell or ability, so it can’t be countered, and players can’t respond to it with instants or activated abilities. (See rule 305, “Lands.”)\n在任意行动阶段中,如果主动牌手拥有优先权且在该回合尚未使用过地牌,则主动牌手可以在堆叠为空时从其手上使用一张地牌(除非有效应让该牌手可以使用额外的地)。此动作不使用堆叠。地牌和使用地的动作都不是咒语或异能,所以不能被反击,且牌手不能响应施放瞬间或起动异能。(参见规则305,“地”。)"}, {"chapter": "5", "id": "506.", "content": "506. Combat Phase\n战斗阶段"}, {"chapter": "5", "id": "506.1.", "content": "506.1. The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see rule 508.8). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4).\n战斗阶段依照下列顺序包含五个步骤:战斗开始、宣告攻击者、宣告阻挡者、战斗伤害和战斗结束。如果没有生物被宣告为攻击者或放置进战场并正在进行攻击(参见规则508.5),则略过宣告阻挡者和战斗伤害步骤。如果任何攻击或阻挡生物具有先攻(参见规则702.7)或连击(参见规则702.4),则将有两个战斗伤害步骤。"}, {"chapter": "5", "id": "506.2.", "content": "506.2. During the combat phase, the active player is the attacking player; creatures that player controls may attack. During the combat phase of a two-player game, the nonactive player is the defending player; that player, planeswalkers they control, and battles they protect may be attacked.\n在战斗阶段中,主动牌手是攻击牌手;主动牌手操控的生物可以攻击。在双人游戏的战斗阶段中,非主动牌手是防御牌手;该牌手、该牌手操控的鹏洛客和该牌手防卫的战役可以被攻击。"}, {"chapter": "5", "id": "506.2a", "content": "506.2a During the combat phase of a multiplayer game, there may be one or more defending players, depending on the variant being played and the options chosen for it. Unless all the attacking player’s opponents automatically become defending players during the combat phase, the attacking player chooses one of their opponents as a turn-based action during the beginning of combat step. (Note that the choice may be dictated by the variant being played or the options chosen for it.) That player becomes the defending player. See rule 802, “Attack Multiple Players Option,” rule 803, “Attack Left and Attack Right Options,” and rule 809, “Emperor Variant.”\n在多人游戏的战斗阶段中,可能会有一位或多位防御牌手,这取决于参与的玩法以及选择的模式。除非攻击牌手的所有对手在战斗阶段自动成为防御牌手,否则攻击牌手在战斗开始步骤中,作为回合动作,选择一位对手作为防御牌手。(注意此选择会基于参与的玩法或者选择的模式的限制。)参见规则802,“攻击复数牌手模式”、规则803,“攻击左边或右边模式”、和规则809,“皇帝玩法”。"}, {"chapter": "5", "id": "506.2b", "content": "506.2b In multiplayer games using the shared team turns option, the active team is the attacking team and the nonactive team is the defending team. See rule 805, “Shared Team Turns Option.”\n在使用队伍共享回合模式的多人游戏中,主动队伍是攻击队伍,非主动队伍是防御队伍。参见规则805,“队伍共享回合模式”。"}, {"chapter": "5", "id": "506.3.", "content": "506.3. Only a creature can attack or block. Only a player, a planeswalker, or a battle can be attacked.\n只有生物可以攻击或阻挡。只有牌手、鹏洛客或战役可以被攻击。"}, {"chapter": "5", "id": "506.3a", "content": "506.3a If an effect would put a noncreature permanent onto the battlefield attacking or blocking, the permanent does enter the battlefield but it’s never considered to be an attacking or blocking permanent.\n如果一个效应将一个非生物永久物放进战场且进行攻击或阻挡,此永久物会进入战场,但不会成为攻击或阻挡永久物。"}, {"chapter": "5", "id": "506.3b", "content": "506.3b If an effect would put a creature onto the battlefield attacking under the control of any player except an attacking player, that creature does enter the battlefield, but it’s never considered to be an attacking creature.\n如果一个效应将一个生物在非攻击牌手操控下放进战场且正进行攻击,此生物会进入战场,但不会被视同攻击生物。"}, {"chapter": "5", "id": "506.3c", "content": "506.3c If an effect would put a creature onto the battlefield attacking either a player not in the game or a permanent that’s no longer on the battlefield or isn’t either a planeswalker or a battle, that creature does enter the battlefield, but it’s never considered to be an attacking creature. See rule 508.4a.\n如果一个效应将一个生物放进战场且正攻击一个不在游戏内的牌手、一个不在战场上或不再是鹏洛客或战役的永久物,此生物会进入战场,但不会视为攻击生物。参见规则508.4a。"}, {"chapter": "5", "id": "506.3d", "content": "506.3d If an effect would put a creature onto the battlefield blocking but the creature it would block isn’t attacking the entering creature’s controller, a planeswalker that player controls, or a battle that player protects, that creature does enter the battlefield, but it’s never considered to be a blocking creature.\n如果一个效应将一个生物放进战场且进行阻挡,但该生物将要阻挡的生物并没有攻击该进战场生物的操控者、该牌手操控的鹏洛客或该牌手防卫的战役,此生物会进入战场,但不会被视同阻挡生物。"}, {"chapter": "5", "id": "506.3e", "content": "506.3e If an effect would put a creature that’s also a battle onto the battlefield attacking or blocking, that permanent enters the battlefield but it’s never considered to be an attacking or blocking creature.\n如果一个效应将一个同时为战役的生物放进战场且正进行攻击或阻挡,此永久物会进入战场,但不会被视同攻击或阻挡生物。"}, {"chapter": "5", "id": "506.3f", "content": "506.3f If a resolving spell or ability would cause a battle to become an attacking or blocking creature, that part of the effect does nothing.\n如果一个结算中的咒语或异能将使得一个战役成为生物且正进行攻击或阻挡,该效应的此部分没有任何效果。"}, {"chapter": "5", "id": "506.4.", "content": "506.4. A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it’s a planeswalker that’s being attacked and stops being a planeswalker, if it’s a battle that’s being attacked and stops being a battle, or if it’s an attacking or blocking creature that regenerates (see rule 701.19), stops being a creature, or becomes a battle. A creature that’s removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker or battle that’s removed from combat stops being attacked.\n如果一个永久物离开战场、改变操控者、跃离、被特定效应移出战斗、该永久物为被攻击中的鹏洛客但不再是鹏洛客、该永久物为被攻击中的战役但不再是战役、或该永久物是攻击或阻挡生物(参见规则701.19),但其重生、不再是生物或成为战役,则它被移出战斗。被移出战斗的生物不再是攻击、阻挡、被阻挡和/或未被阻挡生物。被移出战斗的鹏洛客或战役不再被攻击。"}, {"chapter": "5", "id": "506.4a", "content": "506.4a Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don’t remove the creature from combat.\n一旦生物被宣布为攻击或阻挡生物,阻止此生物攻击或阻挡的咒语或异能不会将此生物移出战斗。"}, {"chapter": "5", "id": "506.4b", "content": "506.4b Tapping or untapping a creature that’s already been declared as an attacker or blocker doesn’t remove it from combat and doesn’t prevent its combat damage.\n横置或重置已经被宣告为攻击或阻挡的生物不会将该生物移出战斗,也不会防止其战斗伤害。"}, {"chapter": "5", "id": "506.4c", "content": "506.4c If a creature is attacking a planeswalker or battle, removing that planeswalker or battle from combat doesn’t remove that creature from combat. It continues to be an attacking creature, although it is not attacking any player, planeswalker, or battle. It may be blocked. If it is unblocked, it will deal no combat damage.\n如果一个生物攻击鹏洛客或战役,将该鹏洛客或战役移出战斗并不会将该生物移出战斗。此生物依然为攻击生物,但它没有攻击牌手、鹏洛客或战役。它可以被阻挡。如果它没有被阻挡,也不会造成战斗伤害。"}, {"chapter": "5", "id": "506.4d", "content": "506.4d A permanent that’s both a blocking creature and a planeswalker that’s being attacked is removed from combat if it stops being both a creature and a planeswalker. If it stops being one of those card types but continues to be the other, it continues to be either a blocking creature or a planeswalker that’s being attacked, whichever is appropriate.\n如果一个永久物同时是阻挡生物和被攻击的鹏洛客,且它不再是生物,也不再是鹏洛客,则它被移出战斗。如果它不再是生物或鹏洛客之一(而非同时不是两者),它会继续是一个阻挡生物或者一个被攻击的鹏洛客,依据它仍然拥有的牌张类别而定。"}, {"chapter": "5", "id": "506.4e", "content": "506.4e A permanent that’s being attacked that is both a planeswalker and a battle is removed from combat if it stops being both a planeswalker and a battle. If it stops being a battle but is still a planeswalker, it is removed from combat only if it is not controlled by its protector. If it stops being a planeswalker but is still a battle, it is not removed from combat. It continues to be a battle that’s being attacked.\n如果一个被攻击且同时是鹏洛客和战役的永久物同时不再是鹏洛客和战役,则它被移出战斗。如果它不再是战役但仍然是鹏洛客,则只有它不由其防卫者操控时,它才被移出战斗。如果它不再是鹏洛客但仍然是战役,则它不会被移出战斗。它继续作为战役被攻击。"}, {"chapter": "5", "id": "506.5.", "content": "506.5. A creature attacks alone if it’s the only creature declared as an attacker during the declare attackers step. A creature is attacking alone if it’s attacking but no other creatures are. A creature blocks alone if it’s the only creature declared as a blocker during the declare blockers step. A creature is blocking alone if it’s blocking but no other creatures are.\n如果在宣告攻击者步骤中只有一个生物被宣告为攻击者,该生物单独攻击。如果只有一个生物正在攻击且没有其他生物正在攻击,该生物正在单独攻击。如果在宣布阻挡者步骤中只有一个生物被宣布为阻挡者,该生物单独阻挡。如果只有一个生物正在阻挡且没有其他生物正在阻挡,该生物正在单独阻挡。"}, {"chapter": "5", "id": "506.6.", "content": "506.6. Some abilities check to see whether or not a creature “had to attack” during a particular combat phase. A creature had to attack if one or more effects were requiring that creature to attack at the time attackers were declared in that combat. A creature did not “have to attack” if there were no such effects that required it to attack, even if there were no other legal attacks that could have been declared. (See rule 508.)\n一些异能检查一个生物是否在一个特定战斗阶段中“受限必须攻击”。如果于该战斗阶段中宣告攻击者时,一个或数个效应要求一个生物攻击,则该生物“受限必须攻击”。如果没有此类要求该生物攻击的效应,该生物便不是“受限必须攻击”,即使已没有任何可以合法地宣告攻击者的其他方式。(参见规则508)。"}, {"chapter": "5", "id": "506.7.", "content": "506.7. Some spells state that they may be cast “only [before/after] [a particular point in the combat phase],” in which that point may be “attackers are declared,” “blockers are declared,” “the combat damage step,” “the end of combat step,” “the combat phase,” or “combat.”\n一些咒语叙述其“只能[在战斗阶段的某一时间点][之前/之后]”施放。这些时间点可能是“宣告攻击者之后”、“宣告阻挡者之后”、“战斗伤害步骤”、“战斗结束步骤”、“战斗阶段”或“战斗”。"}, {"chapter": "5", "id": "506.7a", "content": "506.7a A spell that states it may be cast “only before (or after) attackers are declared” is referring to the turn-based action of declaring attackers. It may be cast only before (or after) the declare attackers step begins, regardless of whether any attackers are actually declared. (See rule 508.)\n叙述其“只能在宣告攻击者之前(或之后)”施放的咒语指的是宣告攻击者这个回合动作。只能在宣告攻击者步骤开始之前(或之后)施放此咒语,无论有没有实际宣告攻击者。(参见规则508。)"}, {"chapter": "5", "id": "506.7b", "content": "506.7b A spell that states it may be cast “only before (or after) blockers are declared” is referring to the turn-based action of declaring blockers. It may be cast only before (or after) the declare blockers step begins, regardless of whether any blockers are actually declared. (See rule 509.)\n叙述其“只能在宣告阻挡者之前(或之后)”施放的咒语指的是宣告阻挡者这个回合动作。只能在宣告阻挡者步骤开始之前(或之后)施放此咒语,无论有没有实际宣告阻挡者。(参见规则509。)"}, {"chapter": "5", "id": "506.7c", "content": "506.7c Some spells state that they may be cast only “during combat” or “during a certain player’s combat phase” in addition to the criteria described in rule 506.7. If a turn has multiple combat phases, such spells may be cast at an appropriate time during any of them.\n一些咒语叙述其“只能在战斗中”或“只能在某牌手的战斗阶段”施放,以及规则506.7中叙述的其他限制。如果某回合有多个战斗阶段,这些咒语可以在该回合中任意一个战斗阶段中的合适的时间施放。"}, {"chapter": "5", "id": "506.7d", "content": "506.7d Some spells state that they may be cast “only before (or after) [a particular point in the combat phase],” but don’t meet the additional criteria described in rule 506.7c. If a turn has multiple combat phases, such spells may be cast that turn only before (or after) the stated point of the first combat phase.\n一些咒语叙述其“只能在[战斗阶段中的某个时间点]之前(或之后)”施放,但不符合规则506.7c中叙述的额外限制。如果某回合有多个战斗阶段,这些咒语只能在该回合第一个战斗阶段中的所要求的时间点之前(或之后)施放。"}, {"chapter": "5", "id": "506.7e", "content": "506.7e If a spell states that it may be cast “only before [a particular point in the combat phase],” but the stated point doesn’t exist within the relevant combat phase because the declare blockers step and the combat damage step are skipped (see rule 508.8), then the spell may be cast only before the declare attackers step ends. If the stated point doesn’t exist because the relevant combat phase has been skipped, then the spell may be cast only before the precombat main phase ends.\n如果一个咒语叙述其“只能在[战斗阶段中的某个时间点]之前”施放,但所叙述的时间点在该战斗阶段中因为宣告阻挡者步骤和战斗伤害步骤被略过而并不存在(参见规则508.8),该咒语只能在宣告攻击者步骤结束之前施放。如果所叙述的时间点因为该战斗阶段被略过而不存在,该咒语只能在战斗前行动阶段结束前施放。"}, {"chapter": "5", "id": "506.7f", "content": "506.7f If a spell states that it may be cast “only during combat after blockers are declared,” but the declare blockers step is skipped that combat phase (see rule 508.8), then the spell may not be cast during that combat phase.\n如果一个咒语叙述其“只能在战斗中,宣告阻挡者之后”施放,但该战斗阶段的宣告阻挡者被略过(参见规则508.8),则该咒语在此战斗阶段中不能施放。"}, {"chapter": "5", "id": "506.7g", "content": "506.7g Rules 506.7 and 506.7a–f apply to abilities that state that they may be activated only at certain times with respect to combat just as they apply to spells that state that they may be cast only at certain times with respect to combat.\n与咒语一样,规则506.7和506.7a-f同样适用于叙述其只能在战斗阶段中的某个时间点起动的异能。"}, {"chapter": "5", "id": "507.", "content": "507. Beginning of Combat Step\n战斗开始步骤"}, {"chapter": "5", "id": "507.1.", "content": "507.1. First, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. This turn-based action doesn’t use the stack. (See rule 506.2.)\n首先,如果是主动牌手的对手不会全部自动成为防御牌手的多人游戏,主动牌手选择一位对手。该牌手成为防御牌手。此回合动作不使用堆叠。(参见规则506.2。)"}, {"chapter": "5", "id": "507.2.", "content": "507.2. Second, the active player gets priority. (See rule 117, “Timing and Priority.”)\n然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "508.", "content": "508. Declare Attackers Step\n宣告攻击者步骤"}, {"chapter": "5", "id": "508.1.", "content": "508.1. First, the active player declares attackers. This turn-based action doesn’t use the stack. To declare attackers, the active player follows the steps below, in order. If at any point during the declaration of attackers, the active player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 732, “Handling Illegal Actions”).\n首先,主动牌手宣告攻击者。此回合动作不使用堆叠。宣告攻击者时,主动牌手依序进行下列步骤。如果在宣告攻击者的任何时段,主动牌手不能完成下列步骤,则宣告非法;游戏倒回至宣告之前的时间点(参见规则732,“处理非法动作”)。"}, {"chapter": "5", "id": "508.1a", "content": "508.1a The active player chooses which creatures that they control, if any, will attack. The chosen creatures must be untapped, they can’t also be battles, and each one must either have haste or have been controlled by the active player continuously since the turn began.\n如果主动牌手攻击的话,其选择哪些由其操控的生物攻击。被选择的生物必须未横置,不能是战役,且每个生物必须具有敏捷或者在回合开始时便由主动牌手持续操控。"}, {"chapter": "5", "id": "508.1b", "content": "508.1b If the defending player controls any planeswalkers, is the protector of any battles, or the game allows the active player to attack multiple other players, the active player announces which player, planeswalker, or battle each of the chosen creatures is attacking.\n如果防御牌手操控任何鹏洛客,为任一战役的防卫者,或游戏允许主动牌手攻击多个其他牌手,主动牌手为每个被选择的攻击生物宣告它所攻击的牌手、鹏洛客或战役。"}, {"chapter": "5", "id": "508.1c", "content": "508.1c The active player checks each creature they control to see whether it’s affected by any restrictions (effects that say a creature can’t attack, or that it can’t attack unless some condition is met). If any restrictions are being disobeyed, the declaration of attackers is illegal.\n主动牌手检查其操控的每个生物是否被任何限制(注明生物不能攻击,或符合某些条件才能攻击的效应)所影响。如果违反了任何限制,该宣告攻击者非法。\nExample: A player controls two creatures, each with a restriction that states “This creature can’t attack alone.” It’s legal to declare both as attackers.\n例如:某牌手操控两个生物,每个都具有限制为“此生物不能单独攻击”。宣告两者均为攻击者是合法的。"}, {"chapter": "5", "id": "508.1d", "content": "508.1d The active player checks each creature they control to see whether it’s affected by any requirements (effects that say a creature attacks if able, or that it attacks if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of attackers is illegal. If a creature can’t attack unless a player pays a cost, that player is not required to pay that cost, even if attacking with that creature would increase the number of requirements being obeyed. If a requirement that says a creature attacks if able during a certain turn refers to a turn with multiple combat phases, the creature attacks if able during each declare attackers step in that turn.\n主动牌手检查其操控的每个生物是否被任何要求(注明生物若能攻击则必须攻击,或符合某些条件便攻击的效应)所影响。如果被遵循的要求数量在不违反任何限制的情况下小于可以遵循的最大要求数量,该宣告攻击者为非法。如果除非牌手支付某费用否则一个生物不能攻击,此费用并不会使该牌手强制支付,即使若以该生物进行攻击将会增加所遵循的要求之数量。如果一个要求叙述为使某生物在一个特定回合若能攻击则必须攻击,而该回合具有多个战斗阶段,则该生物在该回合的每个宣告攻击者步骤若能攻击则必须攻击。\nExample: A player controls two creatures: one that “attacks if able” and one with no abilities. An effect states “No more than one creature can attack each turn.” The only legal attack is for just the creature that “attacks if able” to attack. It’s illegal to attack with the other creature, attack with both, or attack with neither.\n例如:某牌手操控两个生物:一个具有“若能攻击则必须攻击”,另一个没有异能。某效应为“每回合不可以有多于一个生物进行攻击”。唯一的合法攻击是有着“若能攻击则必须攻击”的生物攻击。用另一个生物攻击、全部攻击或不攻击均是不合法的。"}, {"chapter": "5", "id": "508.1e", "content": "508.1e If any of the chosen creatures have banding or a “bands with other” ability, the active player announces which creatures, if any, are banded with which. (See rule 702.22, “Banding.”)\n如果任何被选择的生物具有结合或“与…结合”异能,如果主动牌手选择结合,其宣告哪个生物与哪个生物结合。(参见规则702.22,“结合”。)"}, {"chapter": "5", "id": "508.1f", "content": "508.1f The active player taps the chosen creatures. Tapping a creature when it’s declared as an attacker isn’t a cost; attacking simply causes creatures to become tapped.\n主动牌手横置被选择的生物。横置生物并不是宣告为攻击者的费用;攻击使得生物成为横置。"}, {"chapter": "5", "id": "508.1g", "content": "508.1g If there are any optional costs to attack with the chosen creatures (expressed as costs a player may pay “as” a creature attacks), the active player chooses which, if any, they will pay.\n如果被选择的生物具有任何可选费用来攻击(表述为一个“于”生物攻击时牌手可以支付的费用),如果主动牌手选择要支付,其选择要支付哪些费用。"}, {"chapter": "5", "id": "508.1h", "content": "508.1h If any of the chosen creatures require paying costs to attack, or if any optional costs to attack were chosen, the active player determines the total cost to attack. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, ignore this change.\n如果任何被选择的生物需要支付费用才能攻击,或选择了攻击的可选费用,则主动牌手确定攻击需要的总费用。费用可能包括支付法术力、横置永久物、牺牲永久物、弃牌等。总费用一旦被确定后,便会“锁定”。如果之后有效应改变总费用,忽略该修改。"}, {"chapter": "5", "id": "508.1i", "content": "508.1i If any of the costs require mana, the active player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”).\n如果此费用需要支付任何法术力,则主动牌手得到机会起动法术力异能。(参见规则605,“法术力异能”。)"}, {"chapter": "5", "id": "508.1j", "content": "508.1j Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.\n一旦牌手法术力池中有足够的法术力,其以任意顺序支付全部费用。不允许只支付其中一部分费用。"}, {"chapter": "5", "id": "508.1k", "content": "508.1k Each chosen creature still controlled by the active player becomes an attacking creature. It remains an attacking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4.\n被选择的生物中,每个仍然由主动牌手操控的生物成为攻击生物。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是攻击生物。参见规则506.4。"}, {"chapter": "5", "id": "508.1m", "content": "508.1m Any abilities that trigger on attackers being declared trigger.\n所有因宣告攻击者而触发的异能触发。"}, {"chapter": "5", "id": "508.2.", "content": "508.2. Second, the active player gets priority. (See rule 117, “Timing and Priority.”)\n然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "508.2a", "content": "508.2a Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an attacker. They will not trigger if a creature attacks and then that creature’s characteristics change to match the ability’s trigger condition.\n因生物攻击而触发的异能,只在生物被宣告为攻击者的时间点触发。如果生物成为攻击者之后才改变其特征从而符合触发条件,该异能不会触发。\nExample: A permanent has the ability “Whenever a green creature attacks, destroy that creature at end of combat.” If a blue creature attacks and is later turned green, the ability will not trigger.\n例如:某永久物的异能为“每当绿色生物进行攻击时,在战斗结束时消灭该生物。”如果一个蓝色生物进行攻击,且稍后成为绿色,该异能并不会触发。"}, {"chapter": "5", "id": "508.2b", "content": "508.2b Any abilities that triggered on attackers being declared or that triggered during the process described in rules 508.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)\n任何因宣告攻击者、或在规则508.1所述之流程中触发的异能在主动牌手得到优先权之前进入堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。)"}, {"chapter": "5", "id": "508.3.", "content": "508.3. Triggered abilities that trigger on attackers being declared may have different trigger conditions.\n于宣告攻击者时触发的异能可能具有不同的触发条件。"}, {"chapter": "5", "id": "508.3a", "content": "508.3a An ability that reads “Whenever [a creature] attacks, . . .” triggers if that creature is declared as an attacker. Similarly, “Whenever [a creature] attacks [a player, planeswalker, or battle], . . .” triggers if that creature is declared as an attacker attacking that player or permanent. Such abilities won’t trigger if a creature is put onto the battlefield attacking.\n叙述为“每当[某生物]攻击时,…”的异能,在该生物被宣告为攻击者时触发。类似地,“每当[某生物]攻击[某牌手、鹏洛客或战役]时,…”的异能,在该生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在该生物被放进战场且正在攻击时触发。"}, {"chapter": "5", "id": "508.3b", "content": "508.3b An ability that reads “Whenever [a player, planeswalker, or battle] is attacked, . . .” triggers if one or more creatures are declared as attackers attacking that player or permanent. It won’t trigger if a creature is put onto the battlefield attacking that player or permanent.\n叙述为“每当[某牌手、鹏洛客或战役]被攻击时,…”的异能,在一个或数个生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在某生物被放进战场且正向该牌手或永久物进行攻击时触发。"}, {"chapter": "5", "id": "508.3c", "content": "508.3c An ability that reads “Whenever [a player] attacks with [a creature], . . .” triggers if a creature that player controls is declared as an attacker.\n叙述为“每当[某牌手]以[某生物]攻击时,…”的异能,每当该生物在该牌手的操控下被宣告为攻击者时触发。"}, {"chapter": "5", "id": "508.3d", "content": "508.3d An ability that reads “Whenever [a player] attacks, . . .” triggers if one or more creatures that player controls are declared as attackers.\n叙述为“每当[某牌手]攻击时,…”的异能,在由该牌手操控的一个或数个生物被宣告为攻击者时触发。"}, {"chapter": "5", "id": "508.3e", "content": "508.3e An ability that reads “Whenever [a player] attacks [another player], . . .” triggers if one or more creatures the first player controls are declared as attackers attacking the second player. It won’t trigger if a creature is put onto the battlefield attacking or if a creature attacks a planeswalker or a battle.\n叙述为“每当[某牌手]攻击[另一牌手]时,…”的异能,在由前者牌手操控的一个或数个生物被宣告为攻击后者牌手的攻击者时触发。此类异能不会在某生物被放进战场且正进行攻击时、或者在攻击鹏洛客或战役时触发。"}, {"chapter": "5", "id": "508.3f", "content": "508.3f An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers during the declare blockers step, not the declare attackers step. See rule 509.3g.\n叙述为“每当[某生物]攻击且未受阻挡时,…”的异能,在宣告阻挡者步骤中触发,而非宣告攻击者步骤。参见规则509.3g。"}, {"chapter": "5", "id": "508.4.", "content": "508.4. If a creature is put onto the battlefield attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s attacking). Similarly, if an effect states that a creature is attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking (unless the effect has already specified). Such creatures are “attacking” but, for the purposes of trigger events and effects, they never “attacked.”\n如果一个生物放置进战场正在攻击,其操控者于该生物进入战场时选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役(除非将其放置进战场的效应指定其攻击的对象)。相似地,如果一个效应叙述一个生物正在攻击,除非该效应已有指明,否则其操控者选择该生物成为正在攻击时正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役。此类生物在“进行攻击”,但对于触发事件和效应来说,它们从未“攻击”过。"}, {"chapter": "5", "id": "508.4a", "content": "508.4a If the effect that puts a creature onto the battlefield attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature is put onto the battlefield but is never considered an attacking creature. The same is true if the effect specifies a creature is put onto the battlefield attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player.\n如果该效应将一个生物放置进战场正在攻击,并指定其攻击特定牌手,且当效应结算时该牌手已经不在游戏内,该生物被放置进战场但不会视为攻击生物。对将生物放置进战场并指定其攻击特定鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。"}, {"chapter": "5", "id": "508.4b", "content": "508.4b If the effect that states a creature is attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature doesn’t become an attacking creature. The same is true if the effect specifies a creature is attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player.\n如果一个效应叙述一个生物正在攻击且指定其攻击一个特定牌手,而该牌手在该效应结算时已不在游戏中,该生物不会成为攻击生物。对指定一个生物攻击一个鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。"}, {"chapter": "5", "id": "508.4c", "content": "508.4c A creature that’s put onto the battlefield attacking or that is stated to be attacking isn’t affected by requirements or restrictions that apply to the declaration of attackers.\n放置进战场正在攻击、或被叙述为正在攻击的生物不会受到对宣告攻击者生效之要求或限制的影响。"}, {"chapter": "5", "id": "508.5.", "content": "508.5. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat.\n如果攻击生物上的异能提及防御牌手,或某咒语或异能同时提及某个正在攻击的生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手,其正在攻击的鹏洛客的操控者,或其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手,所攻击的鹏洛客的操控者,或所攻击的战役的防卫者。"}, {"chapter": "5", "id": "508.5a", "content": "508.5a In a multiplayer game, any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.\n在多人游戏中,任何规则、物件或效应提及“防御牌手”时都是指某个特定的防御牌手,而非所有防御牌手。如果一个咒语或异能可以对多个攻击生物生效,对于每个攻击生物,其防御牌手会分别确定。如果有多个防御牌手可被选择,该咒语或异能的操控者从中选择一个。"}, {"chapter": "5", "id": "508.6.", "content": "508.6. A player is “attacking [a player]” if the first player controls a creature that is attacking the second player. A player has “attacked [a player]” if the first player declared one or more creatures as attackers attacking the second player.\n牌手“正在攻击[某牌手]”意指,前者牌手操控某个生物,且其正在攻击后者牌手。牌手“攻击过[某牌手]”意指,前者牌手宣告一个或数个生物成为攻击后者牌手的攻击者。"}, {"chapter": "5", "id": "508.7.", "content": "508.7. Some cards allow a player to reselect which player, planeswalker, or battle a creature is attacking.\n一些牌允许牌手重新选择某生物正在攻击的牌手、鹏洛客或战役。"}, {"chapter": "5", "id": "508.7a", "content": "508.7a The attacking creature isn’t removed from combat and it isn’t considered to have attacked a second time. That creature is attacking the reselected player or permanent, but it’s still considered to have attacked the player or permanent chosen as it was declared as an attacker.\n该正在攻击的生物不会被移出战斗,也不会被视为再次攻击。该生物正在攻击重新选择后的牌手或永久物,但仍被视为攻击过其被宣告为攻击者时所攻击的牌手或永久物。"}, {"chapter": "5", "id": "508.7b", "content": "508.7b While reselecting which player, planeswalker, or battle a creature is attacking, that creature isn’t affected by requirements or restrictions that apply to the declaration of attackers.\n重新选择某生物正在攻击的牌手、鹏洛客或战役时,该生物不受宣告攻击者时生效的要求或限制所影响。"}, {"chapter": "5", "id": "508.7c", "content": "508.7c The reselected player, planeswalker, or battle must be an opponent of the attacking creature’s controller, a planeswalker controlled by an opponent of the attacking creature’s controller, or a battle protected by an opponent of the attacking creature’s controller.\n被重新选择的牌手、鹏洛客或战役必须是该正在攻击之生物的操控者的对手、其对手操控的鹏洛客,或其对手防卫的战役。"}, {"chapter": "5", "id": "508.7d", "content": "508.7d In a multiplayer game not using the attack multiple players option (see rule 802), the reselected player, planeswalker, or battle must be the chosen defending player, a planeswalker controlled by that player, or a battle protected by that player.\n在不使用攻击复数牌手模式(参见规则802)的多人游戏中,重新选择的牌手、鹏洛客或战役必须是所选择的防御牌手、该牌手操控的鹏洛客,或该牌手防卫的战役。"}, {"chapter": "5", "id": "508.7e", "content": "508.7e In a multiplayer game using the limited range of influence option (see rule 801), the reselected player, planeswalker, or battle must be within the range of influence of the attacking creature’s controller. In the case of a battle, the battle’s protector must also be within the range of influence of the attacking creature’s controller.\n在使用限制影响范围模式(参见规则801)的多人游戏中,重新选择的牌手、鹏洛客或战役必须在该正在攻击生物之操控者的影响范围内。对于战役而言,该战役的防卫者也必须在该正在攻击生物之操控者的影响范围内。"}, {"chapter": "5", "id": "508.8.", "content": "508.8. If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps.\n如果没有生物被宣告为攻击者或被放置进战场进行攻击,则略过宣告阻挡者和战斗伤害步骤。"}, {"chapter": "5", "id": "509.", "content": "509. Declare Blockers Step\n宣告阻挡者步骤"}, {"chapter": "5", "id": "509.1.", "content": "509.1. First, the defending player declares blockers. This turn-based action doesn’t use the stack. To declare blockers, the defending player follows the steps below, in order. If at any point during the declaration of blockers, the defending player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 732, “Handling Illegal Actions”).\n首先,防御牌手宣告阻挡者。此回合动作不使用堆叠。宣告阻挡者时,防御牌手依序进行下列步骤。如果在宣告阻挡者的任何时段,防御牌手不能完成下列步骤,则宣告非法;游戏倒回至宣告之前的时间点(参见规则732,“处理非法动作”)。"}, {"chapter": "5", "id": "509.1a", "content": "509.1a The defending player chooses which creatures they control, if any, will block. The chosen creatures must be untapped and they can’t also be battles. For each of the chosen creatures, the defending player chooses one creature for it to block that’s attacking that player, a planeswalker they control, or a battle they protect.\n如果防御牌手阻挡的话,其选择哪些由其操控的生物阻挡。被选择的生物必须未横置,且不能是战役。防御牌手为每个被选择的生物选择一个正在攻击该牌手、该牌手所操控的鹏洛客或该牌手防卫的战役的生物进行阻挡。"}, {"chapter": "5", "id": "509.1b", "content": "509.1b The defending player checks each creature they control to see whether it’s affected by any restrictions (effects that say a creature can’t block, or that it can’t block unless some condition is met). If any restrictions are being disobeyed, the declaration of blockers is illegal.\n防御牌手检查其操控的每个生物是否被任何限制(注明生物不能阻挡,或除非符合某些条件才能阻挡的效应)所影响。如果违反了任何一项限制,该宣告阻挡者非法。\nA restriction may be created by an evasion ability (a static ability an attacking creature has that restricts what can block it). If an attacking creature gains or loses an evasion ability after a legal block has been declared, it doesn’t affect that block. Different evasion abilities are cumulative.\n限制可能因躲避式异能(攻击生物具有的静止式异能,限制了哪些生物可以阻挡该攻击生物)而创造。如果在宣告合法的阻挡之后该攻击生物获得或者失去了一项躲避式异能,它将不会影响该阻挡。不同的躲避式异能会累积计算。\nExample: An attacking creature with flying and shadow can’t be blocked by a creature with flying but without shadow.\n例如:同时具有飞行和次元幽影的攻击生物不能被只具有飞行而不具有次元幽影的生物阻挡。"}, {"chapter": "5", "id": "509.1c", "content": "509.1c The defending player checks each creature they control to see whether it’s affected by any requirements (effects that say a creature must block, or that it must block if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of blockers is illegal. If a creature can’t block unless a player pays a cost, that player is not required to pay that cost, even if blocking with that creature would increase the number of requirements being obeyed. If a requirement that says a creature blocks if able during a certain turn refers to a turn with multiple combat phases, the creature blocks if able during each declare blockers step in that turn.\n防御牌手检查其操控的每个生物是否被任何要求(注明生物必须阻挡,或符合某些条件便必须阻挡的效应)所影响。如果所遵循的要求数量在不违反任何限制的情况下小于可以遵循的最大要求数量,该宣告阻挡者为非法。如果除非牌手支付某费用否则一个生物不能阻挡,此费用并不会使该牌手强制支付,即使若以该生物进行阻挡将会增加所遵循的要求之数量。如果一个要求叙述为使某生物在一个特定回合若能阻挡则必须阻挡,而该回合具有多个战斗阶段,则该生物在该回合的每个宣告阻挡者步骤若能阻挡则必须阻挡。\nExample: A player controls one creature that “blocks if able” and another creature with no abilities. If a creature with menace attacks that player, the player must block with both creatures. Having only the first creature block violates the restriction created by menace (the attacking creature can’t be blocked except by two or more creatures). Having only the second creature block violates both the menace restriction and the first creature’s blocking requirement. Having neither creature block fulfills the restriction but not the requirement.\n例如:某牌手操控一个具有“若能阻挡必须阻挡”的生物和一个没有异能的生物。如果一个具有威慑异能的生物攻击该牌手,该牌手必须使用这两个生物进行阻挡。只用第一个生物阻挡不遵循威慑异能创造的限制。只用第二个生物阻挡既不遵循威慑异能创造的限制,也没有满足第一个生物的阻挡要求。两个生物都不阻挡遵循限制但没有满足要求。"}, {"chapter": "5", "id": "509.1d", "content": "509.1d If any of the chosen creatures require paying costs to block, the defending player determines the total cost to block. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, ignore this change.\n如果任何被选择的生物需要支付费用才能阻挡,则防御牌手确定阻挡需要的总费用。费用可能包括支付法术力、横置永久物、牺牲永久物、弃牌等。总费用一旦被确定后,便会“锁定”。如果之后有效应改变总费用,忽略该修改。"}, {"chapter": "5", "id": "509.1e", "content": "509.1e If any of the costs require mana, the defending player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”).\n如果此费用需要支付任何法术力,则防御牌手得到机会起动法术力异能。(参见规则605,“法术力异能”。)"}, {"chapter": "5", "id": "509.1f", "content": "509.1f Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.\n一旦牌手法术力池中有足够的法术力,其以任意顺序支付全部费用。不允许只支付其中一部分费用。"}, {"chapter": "5", "id": "509.1g", "content": "509.1g Each chosen creature still controlled by the defending player becomes a blocking creature. Each one is blocking the attacking creatures chosen for it. It remains a blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4.\n被选择的生物中,每个仍然由防御牌手操控的生物成为阻挡生物。它们各自阻挡所选择的攻击生物。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是阻挡生物。参见规则506.4。"}, {"chapter": "5", "id": "509.1h", "content": "509.1h An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no creatures declared as blockers for it becomes an unblocked creature. This remains unchanged until the creature is removed from combat, an effect says that it becomes blocked or unblocked, or the combat phase ends, whichever comes first. A creature remains blocked even if all the creatures blocking it are removed from combat.\n被一个或数个生物宣告阻挡的攻击生物成为被阻挡生物;未被任何生物宣告阻挡的攻击生物成为未被阻挡生物。在被移出战斗、一个效应令其成为被阻挡或未被阻挡或战斗阶段结束中首先发生的事件之前,这将不会改变。即使对其进行阻挡的所有生物均被移出战斗,该生物依然被阻挡。"}, {"chapter": "5", "id": "509.1i", "content": "509.1i Any abilities that trigger on blockers being declared trigger. See rule 509.2a for more information.\n所有因宣告阻挡者而触发的异能触发。详细信息参见509.2a。"}, {"chapter": "5", "id": "509.2.", "content": "509.2. Second, the active player gets priority. (See rule 117, “Timing and Priority.”)\n其次,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "509.2a", "content": "509.2a Any abilities that triggered on blockers being declared or that triggered during the process described in rule 509.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)\n任何因宣告阻挡者、或在规则509.1-3所述之流程中触发的异能在主动牌手得到优先权之前进入堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。)"}, {"chapter": "5", "id": "509.3.", "content": "509.3. Triggered abilities that trigger on blockers being declared may have different trigger conditions.\n于宣告阻挡者时触发的异能可能具有不同的触发条件。"}, {"chapter": "5", "id": "509.3a", "content": "509.3a An ability that reads “Whenever [a creature] blocks, . . .” generally triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers if the creature is declared as a blocker. It will also trigger if that creature becomes a blocker as the result of an effect, but only if it wasn’t a blocking creature at that time. (See rule 509.1g.) It won’t trigger if the creature is put onto the battlefield blocking.\n叙述为“每当[某生物]阻挡时,…”的异能,通常在该生物的每个战斗中只触发一次,即使它阻挡了多个生物。如果该生物被宣告为阻挡者,该异能触发。如果该生物因为某个效应而成为了阻挡者,它也会触发,但只有在该生物在那之前不是阻挡生物的情况下。(参见规则509.1g。)它将不会因为该生物放进战场正在阻挡而触发。"}, {"chapter": "5", "id": "509.3b", "content": "509.3b An ability that reads “Whenever [a creature] blocks a creature, . . .” triggers once for each attacking creature the creature with the ability blocks. It triggers if the creature is declared as a blocker. It will also trigger if an effect causes that creature to block an attacking creature, but only if it wasn’t already blocking that attacking creature at that time. It won’t trigger if the creature is put onto the battlefield blocking.\n具有叙述为“每当[某生物]阻挡一个生物时,…”异能的生物阻挡的每个生物均触发一次其异能。在该生物被宣告为阻挡者时,该异能触发。如果该生物因为某个效应而成为了阻挡者,它也会触发,但只有在该生物在那之前未阻挡该生物的情况下。如果该生物是被放置进战场并进行阻挡,则此异能不会触发。"}, {"chapter": "5", "id": "509.3c", "content": "509.3c An ability that reads “Whenever [a creature] becomes blocked, . . .” generally triggers only once each combat for that creature, even if it’s blocked by multiple creatures. It will trigger if that creature becomes blocked by at least one creature declared as a blocker. It will also trigger if that creature becomes blocked by an effect or by a creature that’s put onto the battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time. (See rule 509.1h.)\n叙述为“每当[某生物]被阻挡时,…”的异能,通常在该生物的每个战斗中只触发一次,即使它被多个生物阻挡。如果该生物被至少一个生物宣告阻挡,该异能触发。如果该生物因为某个效应,或某个生物放置进战场正在阻挡而成为了被阻挡,它也会触发,但只有在该生物在那之前未被阻挡的情况下。(参见规则509.1h。)"}, {"chapter": "5", "id": "509.3d", "content": "509.3d An ability that reads “Whenever [a creature] becomes blocked by a creature, . . .” triggers once for each creature that blocks the specified creature. It triggers if a creature is declared as a blocker for the attacking creature. It will also trigger if an effect causes a creature to block the attacking creature, but only if it wasn’t already blocking that attacking creature at that time. In addition, it will trigger if a creature is put onto the battlefield blocking that creature. It won’t trigger if the creature becomes blocked by an effect rather than a creature.\n具有叙述为“每当[某生物]被一个生物阻挡时,…”异能的生物,对于每个阻挡该生物的生物,均触发一次其异能。如果该攻击生物被一个生物宣告阻挡,该异能触发。该异能也会在某效应令一个生物阻挡该攻击生物时触发,但只有在该生物在那之前未阻挡该攻击生物的情况下。若某个生物被放置进战场并阻挡该攻击生物,该异能也会触发。该异能不会在该生物被效应阻挡(而不是被生物阻挡)时触发。"}, {"chapter": "5", "id": "509.3e", "content": "509.3e If an ability triggers when a creature blocks or becomes blocked by a particular number of creatures, the ability triggers if the creature blocks or is blocked by that many creatures when blockers are declared. Effects that add or remove blockers can also cause such abilities to trigger. This applies to abilities that trigger on a creature blocking or being blocked by at least a certain number of creatures as well.\n如果某异能在一个生物阻挡特定数量的生物或被特定数量的生物阻挡时触发,则如果在宣告阻挡者时,该生物阻挡该数量的生物或被该数量的生物阻挡,该异能触发。添加或减少阻挡者的效应也可以使此类异能触发。此规则也适用于阻挡至少特定数量的生物,或被至少特定数量的生物阻挡时触发的异能。"}, {"chapter": "5", "id": "509.3f", "content": "509.3f If an ability triggers when a creature with certain characteristics blocks, it will trigger only if the creature has those characteristics at the point blockers are declared, or at the point an effect causes it to block. If an ability triggers when a creature with certain characteristics becomes blocked, it will trigger only if the creature has those characteristics at the point it becomes a blocked creature. If an ability triggers when a creature becomes blocked by a creature with certain characteristics, it will trigger only if the latter creature has those characteristics at the point it becomes a blocking creature. None of those abilities will trigger if the relevant creature’s characteristics change to match the ability’s trigger condition later on.\n如果某异能在一个具有特定特征的生物阻挡时触发,它只有在该生物被宣告为阻挡者的时间点上具有这些特性的情况下,才会触发。如果某异能在一个具有特定特征的生物被阻挡时触发,它只有在该生物成为被阻挡生物的时间点上具有这些特性的情况下,才会触发。如果某异能在一个生物被具有特定特征的生物阻挡时触发,它只有在该生物成为阻挡生物的时间点上具有这些特性的情况下,才会触发。如果相应生物之后改变特征来符合这些异能的触发条件,并不会触发这些异能。\nExample: A creature has the ability “Whenever this creature becomes blocked by a white creature, destroy that creature at end of combat.” If the creature becomes blocked by a black creature that is later turned white, the ability will not trigger.\n例如:某生物具有“每当此生物被一个白色生物阻挡时,在战斗结束时消灭该生物。”的异能。如果此生物被一个黑色生物阻挡,且该黑色生物之后成为白色,此异能不会触发。"}, {"chapter": "5", "id": "509.3g", "content": "509.3g An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers if no creatures are declared as blockers for that creature. It will trigger even if the creature was never declared as an attacker (for example, if it entered the battlefield attacking). It won’t trigger if the attacking creature is blocked and then all its blockers are removed from combat.\n叙述为“每当[某生物]攻击且未被阻挡时,…”的异能,只有在没有任何生物被宣告为该生物的阻挡者的情况下触发。即使该生物从未被宣告为攻击者,该异能也会触发(例如,如果它被放进战场并进行攻击)。如果该攻击生物被阻挡且之后所有阻挡生物均被移出战斗,该异能不会触发。"}, {"chapter": "5", "id": "509.4.", "content": "509.4. If a creature is put onto the battlefield blocking, its controller chooses which attacking creature it’s blocking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s blocking). A creature put onto the battlefield this way is “blocking” but, for the purposes of trigger events and effects, it never “blocked.”\n如果一个生物被放置进战场进行阻挡,其操控者于该生物进入战场时选择它阻挡哪个攻击生物(除非将它放置进战场的效应指定它必须阻挡某个生物)。以此法放置进战场的生物在“进行阻挡”,但对于触发事件和效应来说,它从未“阻挡”过。"}, {"chapter": "5", "id": "509.4a", "content": "509.4a If the effect that puts a creature onto the battlefield blocking specifies it’s blocking a certain creature and that creature is no longer attacking, the creature is put onto the battlefield but is never considered a blocking creature. The same is true if the controller of the creature that’s put onto the battlefield blocking isn’t a defending player for the specified attacking creature.\n如果该效应将一个生物放置进战场进行阻挡并指定其阻挡特定生物,但后者生物已不在攻击,前者生物被放置进战场但不会视为阻挡生物。前者生物被放置进战场进行阻挡,但其操控者已不是后者生物之防御牌手的情形亦是如此。"}, {"chapter": "5", "id": "509.4b", "content": "509.4b A creature that’s put onto the battlefield blocking isn’t affected by requirements or restrictions that apply to the declaration of blockers.\n放置进战场进行阻挡的生物不会受到对宣告阻挡者生效之要求或限制的影响。"}, {"chapter": "5", "id": "510.", "content": "510. Combat Damage Step\n战斗伤害步骤"}, {"chapter": "5", "id": "510.1.", "content": "510.1. First, the active player announces how each attacking creature assigns its combat damage, then the defending player announces how each blocking creature assigns its combat damage. This turn-based action doesn’t use the stack. A player assigns a creature’s combat damage according to the following rules:\n首先,主动牌手宣告每个攻击生物如何分配其战斗伤害,然后防御牌手宣告每个阻挡生物如何分配战斗伤害。此回合动作不使用堆叠。牌手依照下列规则分配一个生物的战斗伤害:"}, {"chapter": "5", "id": "510.1a", "content": "510.1a Each attacking creature and each blocking creature assigns combat damage equal to its power. Creatures that would assign 0 or less damage this way don’t assign combat damage at all.\n每个攻击生物和每个阻挡生物分配的战斗伤害等同于其力量。将分配0点或更少伤害的生物不会分配战斗伤害。"}, {"chapter": "5", "id": "510.1b", "content": "510.1b An unblocked creature assigns its combat damage to the player, planeswalker, or battle it’s attacking. If it isn’t currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage.\n未被阻挡生物对其攻击的牌手、鹏洛客或战役分配它的战斗伤害。如果它当前没有攻击任何东西(例如,该生物攻击的鹏洛客已经离开战场),它将不会分配战斗伤害。"}, {"chapter": "5", "id": "510.1c", "content": "510.1c A blocked creature assigns its combat damage to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If exactly one creature is blocking it, it assigns all its combat damage to that creature. If two or more creatures are blocking it, it assigns its combat damage to those creatures divided as its controller chooses among them.\n被阻挡生物对阻挡它的生物分配战斗伤害。如果当前没有生物阻挡它(例如,生物被消灭或移出战斗),该生物不会分配战斗伤害。如果只有一个生物对其进行阻挡,则它将分配所有战斗伤害给该生物。如果两个或更多的生物对其进行阻挡,则它的操控者将其战斗伤害任意分配给这些生物。\nExample: An attacking Elvish Regrower (a 4/3 creature) is blocked by Vampire Spawn (a 2/3 creature) and Helpful Hunter (a 1/1 creature). Elvish Regrower’s controller can assign all 4 damage to the Hunter, 1 damage to the Spawn and 3 damage to the Hunter, 2 damage to each creature, 3 damage to the Spawn and 1 damage to the Hunter, or all 4 damage to the Spawn.\n例如:正在进行攻击的妖精护生师[Elvish Regrower](4/3生物)被吸血衍体(2/3生物)和有用捕手[Helpful Hunter](1/1生物)阻挡。妖精护生师的操控者可以选择将全部4点伤害分配给有用捕手;将1点伤害分配给吸血衍体,3点伤害分配给有用捕手;将2点伤害各分配给吸血衍体和有用捕手;将3点伤害分配给吸血衍体,1点伤害分配给有用捕手;或将全部4点伤害分配给吸血衍体。"}, {"chapter": "5", "id": "510.1d", "content": "510.1d A blocking creature assigns combat damage to the creatures it’s blocking. If it isn’t currently blocking any creatures (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If it’s blocking exactly one creature, it assigns all its combat damage to that creature. If it’s blocking two or more creatures, it assigns its combat damage divided as its controller chooses among them.\n阻挡生物对它阻挡的生物分配战斗伤害。如果当前它没有阻挡任何生物(例如,生物被消灭或移出战斗),该生物不会分配战斗伤害。如果它只阻挡一个生物,则它将分配所有战斗伤害给该生物。如果它阻挡两个或更多的生物,则它的操控者将其战斗伤害任意分配给这些生物。"}, {"chapter": "5", "id": "510.1e", "content": "510.1e Once a player has assigned combat damage from each attacking or blocking creature they control, the total damage assignment (not solely the damage assignment of any individual attacking or blocking creature) is checked to see if it complies with the above rules. If it doesn’t, the combat damage assignment is illegal; the game returns to the moment before that player began to assign combat damage. (See rule 732, “Handling Illegal Actions.”)\n一旦牌手为每个其操控的攻击或阻挡生物分配完毕伤害,总伤害分配(而非任何单独的攻击或阻挡生物的伤害分配)检查其是否符合以上所有规定。如果不符合,则战斗伤害分配非法;游戏倒回至该牌手开始伤害分配之前的时间点(参见规则732,“处理非法动作”。)"}, {"chapter": "5", "id": "510.2.", "content": "510.2. Second, all combat damage that’s been assigned is dealt simultaneously. This turn-based action doesn’t use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time it’s dealt.\n其次,所有被分配的战斗伤害同时造成。此回合动作不使用堆叠。没有牌手有机会在分配战斗伤害和造成战斗伤害之间施放咒语或起动异能。"}, {"chapter": "5", "id": "510.3.", "content": "510.3. Third, the active player gets priority. (See rule 117, “Timing and Priority.”)\n然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "510.3a", "content": "510.3a Any abilities that triggered on damage being dealt or while state-based actions are performed afterward are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)\n任何因造成伤害、或在此后执行状态动作时触发的异能在主动牌手得到优先权之前进入堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。)"}, {"chapter": "5", "id": "510.4.", "content": "510.4. If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.\n如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻(参见规则702.7)或连击(参见规则702.4),则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。"}, {"chapter": "5", "id": "511.", "content": "511. End of Combat Step\n战斗结束步骤"}, {"chapter": "5", "id": "511.1.", "content": "511.1. The end of combat step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)\n战斗结束步骤没有回合动作。一旦该步骤开始,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "511.2.", "content": "511.2. Abilities that trigger “at end of combat” trigger as the end of combat step begins. Effects that last “until end of combat” expire at the end of the combat phase.\n“在战斗结束时”触发的异能在战斗结束步骤开始时触发。持续“直到战斗结束”的效应在战斗阶段结束后结束。"}, {"chapter": "5", "id": "511.3.", "content": "511.3. As soon as the end of combat step ends, all creatures, battles, and planeswalkers are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins (see rule 505).\n一旦战斗结束步骤结束,所有生物、战役和鹏洛客被移出战斗。在战斗结束步骤之后,战斗阶段结束且战斗后行动阶段开始(参见规则505)。"}, {"chapter": "5", "id": "512.", "content": "512. Ending Phase\n终结阶段"}, {"chapter": "5", "id": "512.1.", "content": "512.1. The ending phase consists of two steps: end and cleanup.\n终结阶段包括两个步骤:结束步骤和清除步骤。"}, {"chapter": "5", "id": "513.", "content": "513. End Step\n结束步骤"}, {"chapter": "5", "id": "513.1.", "content": "513.1. The end step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)\n结束步骤没有回合动作。一旦该步骤开始,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "513.1a", "content": "513.1a Previously, abilities that triggered at the beginning of the end step were printed with the trigger condition “at end of turn.” Cards that were printed with that text have received errata in the Oracle card reference to say “at the beginning of the end step” or “at the beginning of the next end step.”\n多年以来,在结束步骤开始时触发的异能被印为触发条件是“在回合结束时”。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“在结束步骤开始时”或“在下一个结束步骤开始时”。"}, {"chapter": "5", "id": "513.2.", "content": "513.2. If a permanent with an ability that triggers “at the beginning of the end step” enters the battlefield during this step, that ability won’t trigger until the next turn’s end step. Likewise, if a delayed triggered ability that triggers “at the beginning of the next end step” is created during this step, that ability won’t trigger until the next turn’s end step. In other words, the step doesn’t “back up” so those abilities can go on the stack. This rule applies only to triggered abilities; it doesn’t apply to continuous effects whose durations say “until end of turn” or “this turn.” (See rule 514, “Cleanup Step.”)\n如果一个永久物具有“在结束步骤开始时”触发的异能,且该永久物在此步骤进入战场,则此异能在下一个回合的结束步骤之前不会触发。同理,如果一个延迟触发式异能“在下一个结束步骤开始时”触发,且该异能在此步骤中被创造,则此异能下一个回合的结束步骤之前不会触发。换句话说,步骤不会“倒回”从而让这些异能进入堆叠。此规则只适用于触发式异能;它并不适用于叙述为“直到回合结束”或“此回合”的具有时限的持续性效应。(参见规则514,“清除步骤”。)"}, {"chapter": "5", "id": "514.", "content": "514. Cleanup Step\n清除步骤"}, {"chapter": "5", "id": "514.1.", "content": "514.1. First, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. This turn-based action doesn’t use the stack.\n首先,如果主动牌手的手牌数高于其手牌上限(通常情况下是七张),其必须弃掉足够的牌来让手牌数等同于手牌上限。此回合动作不使用堆叠。"}, {"chapter": "5", "id": "514.2.", "content": "514.2. Second, the following actions happen simultaneously: all damage marked on permanents (including phased-out permanents) is removed and all “until end of turn” and “this turn” effects end. This turn-based action doesn’t use the stack.\n其次,以下动作同时发生:永久物(包括跃离的永久物)上标记的所有伤害被移除,且所有“直至回合结束”和“此回合”的效应结束。此回合动作不使用堆叠。"}, {"chapter": "5", "id": "514.3.", "content": "514.3. Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception:\n一般情况下,没有牌手在清除步骤中会得到优先权,所以不能施放咒语或起动异能。但是此规则有以下特例:"}, {"chapter": "5", "id": "514.3a", "content": "514.3a At this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.\n在此刻,游戏检查是否有任何状态动作需要执行,和/或任何触发式异能等待进入堆叠(包括“在下一个清除步骤开始时”触发的异能)。如果有,则执行这些状态动作,然后将这些触发式异能放进堆叠,然后主动牌手得到优先权。牌手可以施放咒语和起动异能。一旦堆叠为空且所有牌手连续让过,另一个清除步骤开始。"}, {"chapter": "6", "id": "6.", "content": "6. Spells, Abilities, and Effects\n咒语、异能和效应"}, {"chapter": "6", "id": "600.", "content": "600. General\n总则"}, {"chapter": "6", "id": "601.", "content": "601. Casting Spells\n施放咒语"}, {"chapter": "6", "id": "601.1.", "content": "601.1. Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.\n多年以来,施放咒语或作为咒语施放一张牌这个动作,在牌上被称为“使用”该咒语或该牌。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“施放”该咒语或该牌。"}, {"chapter": "6", "id": "601.1a", "content": "601.1a Some effects still refer to “playing” a card. “Playing a card” means playing that card as a land or casting that card as a spell, whichever is appropriate.\n一些效应依然“使用”一张牌。“使用一张牌”表示,在作为地使用该牌或作为咒语施放该牌中适当的一项。"}, {"chapter": "6", "id": "601.2.", "content": "601.2. To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell includes proposal of the spell (rules 601.2a–d) and determination and payment of costs (rules 601.2f–h). To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process (see rule 601.3). If a player is unable to comply with the requirements of a step listed below while performing that step, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”).\n施放咒语指将其从当前区域(通常是手牌)放进堆叠,且支付其费用,从而令它可以在结算时产生效应。施放咒语分为两部分:咒语的声明(规则601.2a-d)和确定及支付费用(规则601.2f-h)。要施放咒语,牌手需依序进行下列步骤。牌手必须在允许合法施放该咒语的情况下才可以开始此流程(参见规则601.3)。如果牌手在执行下列任一步骤时无法遵循该步骤的要求,则该咒语的施放非法;游戏倒回至声明施放该咒语之前的时间点(参见规则732,“处理非法动作”)。"}, {"chapter": "6", "id": "601.2a", "content": "601.2a To propose the casting of a spell, a player first moves that card (or that copy of a card) from where it is to the stack. It becomes the topmost object on the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and that player becomes its controller. Any continuous effects that modify the characteristics of the spell as you start casting it begin as it is put on the stack (see rule 611.2f). Any one-shot effects that cause the spell to gain abilities as you cast it apply as it is put on the stack (see rule 610.5). The spell remains on the stack until it resolves, it’s countered, or a rule or effect moves it elsewhere.\n要声明施放咒语,该牌手首先将该牌(或该牌的复制品)从其现在的区域移到堆叠上。它成为堆叠最顶端的物件。它具有该牌(或该牌复制品)给予的所有特征,且该牌手成为其操控者。于你开始施放咒语时修改咒语特征的持续性效应在咒语放进堆叠时起生效(参见规则611.2f)。于你施放咒语时令其获得异能的一次性效应在咒语放进堆叠时起生效(参见规则610.5)。该咒语直到结算、被反击,或被一个规则或效应转移到其他区域之前一直保持在堆叠中。"}, {"chapter": "6", "id": "601.2b", "content": "601.2b If the spell is modal, the player announces the mode choice (see rule 700.2). If the player wishes to splice any cards onto the spell (see rule 702.47), they reveal those cards in their hand. If the spell has alternative or additional costs that will be paid as it’s being cast such as buyback or kicker costs (see rules 118.8 and 118.9), the player announces their intentions to pay any or all of those costs (see rule 601.2f). A player can’t apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it’s being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost they intend to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether they intend to pay 2 life or a corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player’s options when making these choices.\n如果该咒语具有模式,则该牌手宣告其选择的模式(参见规则700.2)。如果该牌手希望将任何牌通联到该咒语上(参见规则702.47),他从其手上展示这些牌。如果该咒语具有替代、额外、或其他于施放时支付的特殊费用,如购回或增幅费用(参见规则118.8和118.9),该牌手宣告其将支付其中任何或全部费用(参见规则601.2f)。牌手不能应用两种替代施放的方式,或对同一个咒语应用两种替代性费用。如果该咒语具有于施放时支付的可变数值费用(比如其法术力费用中包含{X};参见规则107.3),该牌手宣告该可变数值的数值。如果该可变数值的数值在该咒语的叙述中由牌手将在稍后的咒语宣告或结算中作出的选择来定义,该牌手改为在此时作出该选择,而非在该稍后的时间点。如果于该咒语被施放时所支付的一个费用中包含混血法术力符号,该牌手宣告他即将支付的等同于该费用的非混血费用。如果于施放咒语时支付的一个费用中包含非瑞克西亚法术力符号,该牌手宣告他为每个这些符号支付2点生命或支付对应颜色的法术力。在此之前所作出的选择(例如选择从坟墓场中施放具有返照的咒语,或选择用变身面朝下的施放生物)可能会在该牌手作出选择时限制其选项。"}, {"chapter": "6", "id": "601.2c", "content": "601.2c The player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets. Similarly, a spell may require alternative targets only if an alternative or additional cost was chosen for it. If the spell has a variable number of targets, the player announces how many targets they will choose before they announce those targets. In some cases, the number of targets will be defined by the spell’s text. Once the number of targets the spell has is determined, that number doesn’t change, even if the information used to determine the number of targets does. The same target can’t be chosen multiple times for any one instance of the word “target” on the spell. However, if the spell uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). If any effects say that an object or player must be chosen as a target, the player chooses targets so that they obey the maximum possible number of such effects without violating any rules or effects that say that an object or player can’t be chosen as a target. The chosen objects and/or players each become a target of that spell. (Any abilities that trigger when those objects and/or players become the target of a spell trigger at this point; they’ll wait to be put on the stack until the spell has finished being cast.)\n该牌手为咒语要求的每个目标宣告其所选择的相对应的物件或牌手。一个咒语可能只有在一个替代、额外、或特殊费用(例如购回或增幅费用)、或某个模式被选择的情况下才要求一些目标;否则,该咒语被视同不具有这些目标般被施放。类似地,一个咒语可能只有在为其选择了一个替代或额外费用时才要求不同的目标。如果该咒语具有的目标数量为可变数值,该牌手在宣告目标前宣告他将选择多少个目标。在某些情况下,目标的数量会由咒语的叙述定义。一旦该咒语目标的数量被确定,该数量便不会改变,即使用于确定目标数量的信息已经变化。同一个目标不能被咒语上的某一个“目标”一词多次选择。但如果该咒语在多处使用“目标”一词,则同一个物件或牌手可以被每个“目标”一词选择一次(只要它符合目标要求)。如果任何效应要求一个物件或牌手必须被选择为目标,则选择目标的牌手在不违反任何规则或令该物件或牌手不能被选择为目标的效应的前提下,必须尽可能达成最多数量的此类效应。每个被选择的物件和/或牌手成为该咒语的目标。(任何在这些物件和/或牌手成为咒语的目标时触发的异能在此时触发;它们在该咒语完成被施放之前将等待进入堆叠。)\nExample: If a spell says “Tap two target creatures,” then the same creature can’t be chosen twice; the spell requires two different legal targets. A spell that says “Destroy target artifact and target land,” however, can target the same artifact land twice because it uses the word “target” in multiple places.\n例如:如果一个咒语为“横置两个目标生物”,则同一个目标不能被选择两次;该咒语要求两个不同的合法目标。一个咒语为“消灭目标神器和目标地”,则可以以同一个神器地为目标两次,因为其在多处使用“目标”一词。"}, {"chapter": "6", "id": "601.2d", "content": "601.2d If the spell requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided.\n如果该咒语要求牌手在一个或数个目标之间分配一个效应(例如伤害或指示物),该牌手宣告该分配。这些目标中的每个目标必须至少分配到一个。"}, {"chapter": "6", "id": "601.2e", "content": "601.2e The game checks to see if the proposed spell can legally be cast. If the proposed spell is illegal, the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”).\n游戏检查所声明的咒语是否能够合法施放。如果所声明的咒语不能合法施放,游戏倒回至声明施放该咒语之前的时间点(参见规则732,“处理非法动作”)。"}, {"chapter": "6", "id": "601.2f", "content": "601.2f The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If multiple cost reductions apply, the player may apply them in any order. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can’t be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes “locked in.” If effects would change the total cost after this time, they have no effect.\n该牌手确定该咒语的总费用。这通常只是其法术力费用。一些咒语具有额外或替代性费用。一些效应可能增加或减少须支付的费用,或提供其他的替代性费用。费用可能包括法术力、横置永久物、牺牲永久物、弃牌等。总费用为其法术力费用或替代性费用(于规则601.2b中确定),加上所有额外费用和增加的费用,并减去所有减少的费用。如果有多个减少费用的效应将要生效,该牌手可以以任意顺序生效这些效应。如果总费用的法术力部分被减少费用的效应减至没有,它被视同{0}。它不能被减少至小于{0}。一旦总费用被确定,任何直接影响总费用的效应生效。然后总费用的结果被“锁定”。如果有效应将在此之后改变总费用,它将没有任何效果。"}, {"chapter": "6", "id": "601.2g", "content": "601.2g If the total cost includes a mana payment, the player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”). Mana abilities must be activated before costs are paid.\n如果总费用包括支付法术力,则该牌手然后将有机会起动法术力异能(参见规则605,“法术力异能”)。法术力异能必须在支付费用之前被起动。"}, {"chapter": "6", "id": "601.2h", "content": "601.2h The player pays the total cost. First, they pay all costs that don’t involve random elements or moving objects from the library to a public zone, in any order. Then they pay all remaining costs in any order. Partial payments are not allowed. Unpayable costs can’t be paid.\n该牌手支付总费用。首先,牌手以任意顺序支付所有不涉及随机元素或将物件从牌库移动到某个公开区域的费用。然后牌手以任意顺序支付所有剩余的费用。不可以只支付部分费用。不能被支付的费用不可支付。\nExample: You cast Altar’s Reap, which costs {1}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to cast. Because a spell’s total cost is “locked in” before payments are actually made, you pay {B}, not {1}{B}, even though you’re sacrificing the Familiar.\n例如:你施放祭坛夺命,其费用为{1}{B}并具有额外费用牺牲一个生物。你牺牲雷景院佣兽,其效应令你的黑色咒语少支付{1}来施放。由于咒语的总费用在真正支付费用之前已经被“锁定”,你支付{B}而不是{1}{B},即使你牺牲了佣兽。"}, {"chapter": "6", "id": "601.2i", "content": "601.2i Once the steps described in 601.2a–h are completed, effects that modify the characteristics of the spell as it’s cast are applied, then the spell becomes cast. Any abilities that trigger when a spell is cast or put onto the stack trigger at this time. If the spell’s controller had priority before casting it, they get priority.\n一旦601.2a-h中所叙述的所有步骤均被完成,于咒语施放期间修改其特征的效应生效,然后咒语成为被施放。任何因一个咒语被施放或进入堆叠而触发的异能此时触发。如果咒语的操控者在施放它之前具有优先权,他再次得到优先权。"}, {"chapter": "6", "id": "601.3.", "content": "601.3. A player can begin to cast a spell only if a rule or effect allows that player to cast it and no rule or effect prohibits that player from casting it.\n牌手只能在某规则或效应允许牌手施放该咒语、且没有规则或效应禁止该牌手施放该咒语时,才能施放咒语。"}, {"chapter": "6", "id": "601.3a", "content": "601.3a If an effect prohibits a player from casting a spell with certain qualities, that player may consider any choices to be made during that spell’s proposal that may cause those qualities to change. If any such choices could cause that effect to no longer prohibit that player from casting that spell, the player may begin to cast the spell, ignoring the effect.\n如果某效应禁止牌手施放具有指定特性的咒语,该牌手可以在声明该咒语期间考虑任何可能导致这些特性改变的选择。如果有此类选择可以使得该效应不再禁止该牌手施放该咒语,该牌手可以开始施放该咒语并忽略该效应。\nExample: A player controls Void Winnower, which reads, in part, “Your opponents can’t cast spells with even mana values.” That player’s opponent may begin to cast Rolling Thunder, a card whose mana cost is {X}{R}{R}, because the chosen value of X may cause the spell’s mana value to become odd.\n例如:一位牌手操控虚空筛除体,其部分叙述为“所有对手都不能施放法术力值为偶数的咒语。”该牌手的对手可以开始施放旋雷(一张法术力费用为{X}{R}{R}的牌),因为X的选定值可能使得该咒语的法术力值成为奇数。"}, {"chapter": "6", "id": "601.3b", "content": "601.3b If an effect allows a player to cast a spell with certain qualities as though it had flash, that player may consider any choices to be made during that spell’s proposal that may cause that spell’s qualities to change. If any such choices could cause that effect to apply, that player may begin to cast that spell as though it had flash.\n如果某效应允许牌手视同具有闪现异能地来施放具有指定特性的咒语,该牌手可以在声明该咒语期间考虑任何可能导致该咒语特性改变的选择。如果有此类选择可以使得该效应生效,该牌手可以视同其具有闪现异能地开始施放该咒语。\nExample: An effect says that you may cast Aura spells as though they had flash, and you have a creature card with bestow in your hand. Because choosing the bestow ability’s alternative cost causes that spell to become an Aura spell, you may legally begin to cast that spell as though it had flash.\n例如:一个效应为“你可以将灵气咒语视同具有闪现异能地来施放。”你手上有一张具有神授异能的生物牌。因为选择支付神授异能的替代性费用使得该咒语成为灵气咒语,你可以合法地开始施放该咒语,如同该咒语具有闪现异能。"}, {"chapter": "6", "id": "601.3c", "content": "601.3c If an effect allows a player to cast a spell as though it had flash only if an alternative or additional cost is paid, that player may begin to cast that spell as though it had flash.\n如果一个效应允许牌手仅当一个替代性费用或额外费用被支付时才能视同其具有闪现异能地施放某咒语,该牌手可以视同其具有闪现异能地开始施放该咒语。"}, {"chapter": "6", "id": "601.3d", "content": "601.3d If a spell would have flash only if certain conditions are met, its controller may begin to cast that spell as though it had flash if those conditions are met.\n如果一个咒语仅当符合特定条件时才具有闪现,其操控者可以在该条件符合时视同其具有闪现异能地开始施放该咒语。"}, {"chapter": "6", "id": "601.3e", "content": "601.3e Some rules and effects state that an alternative set of characteristics or a subset of characteristics are considered to determine if a card or copy of a card is legal to cast. These alternative characteristics replace the object’s characteristics for this determination. Continuous effects that would apply to that object once it has those characteristics are also considered.\n一些规则或效应叙述在确定一张牌或一张牌的复制品是否可以合法施放时,会考虑它的一组替代特征或其特征的子集。在此次确定中,这些替代特征替换该物件的原特征。一旦该物件具有这些特征便会生效的持续性效应也会被考虑在内。\nExample: Garruk’s Horde says, in part, “You may cast creature spells from the top of your library.” If you control Garruk’s Horde and the top card of your library is a noncreature card with morph, you may cast it using its morph ability.\n例如:贾路的兽群的部分叙述为“你可以从你的牌库顶施放生物咒语。”如果你操控贾路的兽群,且你的牌库顶牌是一张具有变身异能的非生物牌,你可以使用其变身异能施放之。\nExample: Melek, Izzet Paragon says, in part, “You may cast instant and sorcery spells from the top of your library.” If you control Melek, Izzet Paragon and the top card of your library is Giant Killer, an adventurer creature card whose Adventure is an instant named Chop Down, you may cast Chop Down but not Giant Killer. If instead you control Garruk’s Horde and the top card of your library is Giant Killer, you may cast Giant Killer but not Chop Down.\n例如:伊捷守护者梅列克的部分叙述为“你可以从你的牌库顶施放瞬间和法术咒语。”如果你操控伊捷守护者梅列克,且你的牌库顶牌是巨人杀手(一张历险名为连根砍倒的瞬间之历险者生物牌),你可以施放连根砍倒,但不能施放巨人杀手。倘若此时你操控的不是梅列克、而是贾路的兽群,则你可以从牌库顶施放巨人杀手,而不能施放连根砍倒。"}, {"chapter": "6", "id": "601.3f", "content": "601.3f Some effects allow a player to cast a spell with certain qualities from among face-down cards in exile. A player may begin to cast such a spell only if they can look at the face-down card in exile.\n一些效应允许牌手从放逐区牌面朝下的牌中施放具某些特性的咒语。仅当牌手被允许检视这些放逐区中牌面朝下的牌时,该牌手才可以开始施放该咒语。"}, {"chapter": "6", "id": "601.4.", "content": "601.4. While announcing the choices of any modes, alternative costs, and/or additional costs as described in rule 601.2b, some options may be available to a player only if other choices are made that would normally be made later in that rule’s instructions. In that case, the spell’s controller may consider any other choices to be made in that step. If any such choices could allow them to choose a particular mode, alternative cost, or additional cost, they may do so.\n在依照规则601.2b所述之流程声明其选择的模式、替代性费用和/或额外费用时,一些选项仅当牌手作出了某些其他选择后才可选,且这些选择依照规则通常在稍后才会作出。在此情形下,该咒语的操控者可将其他选择视为在该步骤中可以作出。如果任何此类选择可以允许牌手选择特定的模式、替代性费用或额外费用,则他可以如此作。\nExample: Inscription of Abundance is a modal spell with kicker and the text “Choose one. If this spell was kicked, choose any number instead.” When announcing the chosen modes for the spell, its controller may choose any number of modes, even though choosing to pay the kicker cost is normally done later in the announcement process.\n例如:丰足铭文是具有模式的咒语,它具有增幅异能,叙述为“选择一项。如果此咒语已增幅,则改为选择任意数量的选项。”当选择该咒语的模式时,其操控者可以选择任意数量的模式,即使在声明过程中选择支付增幅费用通常在稍后才会作出。"}, {"chapter": "6", "id": "601.5.", "content": "601.5. If a player is no longer allowed to cast a spell after completing its proposal (see rules 601.2a–d), the casting of the spell is illegal and the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”). It doesn’t matter if a rule or effect would make the casting of the spell illegal while determining and paying that spell’s costs (see rules 601.2f–h) or any time after the spell has been cast.\n如果牌手在完成咒语的声明(参见规则601.2a-d)之后不再被允许施放之,则该咒语施放非法,游戏倒回至声明施放该咒语之前的时间点(参见规则732,“处理非法动作”)。如果某规则或效应在确定和支付该咒语的费用时(参见规则601.2f-h)或该咒语的施放完成之后使得该咒语的施放非法,则它没有作用。"}, {"chapter": "6", "id": "601.5a", "content": "601.5a Once a player has begun casting a spell that had flash because certain conditions were met or that could be cast as though it had flash because certain conditions were met (see 601.3d), they may continue to cast that spell as though it had flash even if those conditions stop being met.\n一旦牌手开始施放某个因特定条件被满足而具有闪现异能(或可视同具有闪现异能地来施放)的咒语(参见规则601.3d),即使该条件不再满足,该牌手仍然可以继续施放该咒语。"}, {"chapter": "6", "id": "601.6.", "content": "601.6. Some spells specify that one of their controller’s opponents does something the controller would normally do while it’s being cast, such as choose a mode or choose targets. In these cases, the opponent does so when the spell’s controller normally would do so.\n一些咒语要求其操控者的一位对手于施放过程中作出一般情况下由其操控者作的某些动作,例如选择一个模式或选择目标。在这些情况下,该对手在该咒语的操控者一般情况下作这些动作时相应的作出选择。"}, {"chapter": "6", "id": "601.6a", "content": "601.6a If there is more than one opponent who could make such a choice, the spell’s controller decides which of those opponents will make the choice.\n如果有多于一位对手可以作出此类选择,该咒语的操控者决定哪位对手将作出选择。"}, {"chapter": "6", "id": "601.6b", "content": "601.6b If the spell instructs its controller and another player to do something at the same time as the spell is being cast, the spell’s controller goes first, then the other player. This is an exception to rule 101.4.\n如果该咒语要求其操控者以及另一位牌手于该咒语被施放时同时作某些动作,该咒语的操控者首先作这些动作,然后为另一位牌手。这是规则101.4的特殊情况。"}, {"chapter": "6", "id": "601.7.", "content": "601.7. Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.\n施放一个影响费用的咒语不会影响已经在堆叠上的咒语和异能。"}, {"chapter": "6", "id": "602.", "content": "602. Activating Activated Abilities\n起动起动式异能"}, {"chapter": "6", "id": "602.1.", "content": "602.1. Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]”\n起动式异能具有费用和效应。其格式为“[费用]:[效应]。[起动限制(如果有的话)]”。"}, {"chapter": "6", "id": "602.1a", "content": "602.1a The activation cost is everything before the colon (:). An ability’s activation cost must be paid by the player who is activating it.\n起动费用是冒号(:)前的全部。一个异能的起动费用必须由起动它的牌手支付。\nExample: The activation cost of an ability that reads “{2}, {T}: You gain 1 life” is two mana of any type plus tapping the permanent that has the ability.\n例如:一个异能为“{2},{T}:你得到1点生命”的起动费用为两点任意类别的法术力以及横置具有此异能的永久物。"}, {"chapter": "6", "id": "602.1b", "content": "602.1b Some text after the colon of an activated ability states instructions that must be followed while activating that ability. Such text may state which players can activate that ability, may restrict when a player can activate the ability, or may define some aspect of the activation cost. This text is not part of the ability’s effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the ability’s effect.\n起动式异能中冒号后面的某些文字可能叙述起动该异能时必须遵循的指示。这些文字可能会叙述哪些牌手可以起动该异能,限制牌手何时可以起动该异能,或定义起动费用的某些条件。这些文字不是异能效应的一部分。它在任何时候都生效。如果起动式异能具有任何起动时的指示,它会出现在最后,即在异能的效应之后。"}, {"chapter": "6", "id": "602.1c", "content": "602.1c An activated ability is the only kind of ability that can be activated. If an object or rule refers to activating an ability without specifying what kind, it must be referring to an activated ability.\n起动式异能是唯一一种可以被起动的异能。如果一个物件或规则使用起动一个异能但未能明确表示哪种异能,它必定表示一个起动式异能。"}, {"chapter": "6", "id": "602.1d", "content": "602.1d Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.\n多年以来,在牌上被称为“使用”该异能。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“起动”该异能。"}, {"chapter": "6", "id": "602.1e", "content": "602.1e If a spell or ability that refers to the “activation cost” of an ability modifies how a player may pay that cost, that modification applies to the total cost of that ability, even if that cost is increased and/or decreased by other effects. See rules 602.2b and 601.2f.\n如果某咒语或异能提及某异能的“起动费用”并影响牌手如何支付该费用,则该效应对该异能的总费用生效,即使该费用被其他效应增加或减少。参见规则602.2b及601.2f。"}, {"chapter": "6", "id": "602.2.", "content": "602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 732, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.\n起动一个异能指将其放进堆叠并支付其费用,导致它最终可以结算并产生其效果。除非一个物件特别注明,否则只有该物件的操控者(或没有操控者的话,其拥有者)可以起动其起动式异能。起动异能须按照顺序完成以下列出的步骤。如果在起动异能的过程之中,牌手不能完成其中任何步骤,该异能为非法起动;游戏倒回至该异能开始起动之前的时刻(参见规则732,“处理非法动作”)。宣告起动和支付费用在之后将不能更改。"}, {"chapter": "6", "id": "602.2a", "content": "602.2a The player announces that they are activating the ability. If an activated ability is being activated from a hidden zone, the card that has that ability is revealed (see rule 701.20a). That ability is created on the stack as an object that’s not a card. It becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. Its controller is the player who activated the ability. The ability remains on the stack until it’s countered, it resolves, or an effect moves it elsewhere.\n该牌手宣告他将起动该异能。如果一个起动式异能从隐藏区域中被起动,具有该异能的牌将被展示(参见规则701.20a)。该异能将作为非牌物件被放进堆叠。它成为堆叠最顶端的物件。它具有创造它的异能所具有的文字叙述,且不具有任何其他特征。其操控者为起动该异能的牌手。该异能直到被反击、结算,或被一个效应转移到其他区域之前将一直保持留在堆叠上。"}, {"chapter": "6", "id": "602.2b", "content": "602.2b The remainder of the process for activating an ability is identical to the process for casting a spell listed in rules 601.2b–i. Those rules apply to activating an ability just as they apply to casting a spell. An activated ability’s analog to a spell’s mana cost (as referenced in rule 601.2f) is its activation cost.\n起动异能的其余部分与规则601.2b-i中列出的施放咒语部分相同。这些规则对起动一个异能与施放一个咒语相同。与咒语的法术力费用(规则601.2f中引用)对应的为起动式异能的起动费用。"}, {"chapter": "6", "id": "602.3.", "content": "602.3. Some abilities specify that one of their controller’s opponents does something the controller would normally do while it’s being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the ability’s controller normally would do so.\n一些异能要求其操控者的一位对手于起动过程中作出一般情况下由其操控者作的某些动作,例如选择一个模式或选择目标。在这些情况下,该对手在该异能的操控者一般情况下作这些动作时相应的作出选择。"}, {"chapter": "6", "id": "602.3a", "content": "602.3a If there is more than one opponent who could make such a choice, the ability’s controller decides which of those opponents will make the choice.\n如果有多于一位对手可以作出此类选择,该异能的操控者决定哪位对手将作出选择。"}, {"chapter": "6", "id": "602.3b", "content": "602.3b If the ability instructs its controller and another player to do something at the same time as the ability is being activated, the ability’s controller goes first, then the other player. This is an exception to rule 101.4.\n如果该异能要求其操控者以及另一位牌手于该异能被起动时同时作某些动作,该异能的操控者首先作这些动作,然后为另一位牌手。这是规则101.4的特殊情况。"}, {"chapter": "6", "id": "602.4.", "content": "602.4. Activating an ability that alters costs won’t affect spells and abilities that are already on the stack.\n起动一个影响费用的异能不会影响已经在堆叠上的咒语和异能。"}, {"chapter": "6", "id": "602.5.", "content": "602.5. A player can’t begin to activate an ability that’s prohibited from being activated.\n牌手不能尝试开始起动一个不允许被起动的异能。"}, {"chapter": "6", "id": "602.5a", "content": "602.5a A creature’s activated ability with the tap symbol ({T}) or the untap symbol ({Q}) in its activation cost can’t be activated unless the creature has been under its controller’s control since the start of their most recent turn. Ignore this rule for creatures with haste (see rule 702.10).\n除非一个生物在其操控者最近的一个回合开始时便由其操控,否则该生物具有的起动费用中包含横置符号({T})或重置符号({Q})的起动式异能不能被起动。对具有敏捷的生物忽略此规则(参见规则702.10)。"}, {"chapter": "6", "id": "602.5b", "content": "602.5b If an activated ability has a restriction on its use (for example, “Activate only once each turn”), the restriction continues to apply to that object even if its controller changes.\n如果一个起动式异能对于使用具有限制(例如,“每回合只能起动一次”),该限制对该物件持续生效,即使其操控者发生了改变。"}, {"chapter": "6", "id": "602.5c", "content": "602.5c If an object acquires an activated ability with a restriction on its use from another object, that restriction applies only to that ability as acquired from that object. It doesn’t apply to other, identically worded abilities.\n如果一个物件从另一个物件上获取了一个具有使用限制的起动式异能,则该限制只对此从另一个物件上获取的该异能生效。它不对其他相同措词的异能生效。"}, {"chapter": "6", "id": "602.5d", "content": "602.5d Activated abilities that read “Activate only as a sorcery” mean the player must follow the timing rules for casting a sorcery spell, though the ability isn’t actually a sorcery. The player doesn’t actually need to have a sorcery card that they could cast.\n起动式异能具有“只能于法术时机起动”表示该牌手必须遵从施放法术咒语的时机规则,即使该异能并不是一个法术。该牌手不需要有他可以施放的法术牌。"}, {"chapter": "6", "id": "602.5e", "content": "602.5e Activated abilities that read “Activate only as an instant” mean the player must follow the timing rules for casting an instant spell, though the ability isn’t actually an instant. The player doesn’t actually need to have an instant card that they could cast.\n起动式异能具有“只能于瞬间时机起动”表示该牌手必须遵从施放瞬间咒语的时机规则,即使该异能并不是一个瞬间。该牌手不需要有他可以施放的瞬间牌。"}, {"chapter": "6", "id": "603.", "content": "603. Handling Triggered Abilities\n处理触发式异能"}, {"chapter": "6", "id": "603.1.", "content": "603.1. Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]”\n触发式异能具有触发条件和效应。其格式为“[当/每当/在][触发条件或事件],[效应]。[指示(如有的话)]”。"}, {"chapter": "6", "id": "603.1a", "content": "603.1a A triggered ability may include instructions after its effects that limit what the ability may target or state that it can’t be countered. This text is not part of the ability’s effect. It functions while the ability is on the stack.\n触发式异能可能在其效应之后包含指示。这些指示可能会限制该异能可指定的目标、或叙述其不能被反击。此文字叙述不是该异能效应的一部分。它在该异能在堆叠上时生效。"}, {"chapter": "6", "id": "603.1b", "content": "603.1b A triggered ability may have more than one trigger condition, and an instruction that refers to whether “all” of those conditions have happened during a particular period. This refers to whether or not all of those conditions have occurred during that period, regardless of whether that ability has triggered based on those conditions.\n触发式异能可能同时具有多个触发条件,并包含提及在特定时段内是否“所有”条件都已发生的指示。这指的是在该时段内是否所有条件都已发生,而与该异能是否已因这些条件触发无关。"}, {"chapter": "6", "id": "603.2.", "content": "603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.\n每当一个游戏事件或游戏状态符合一个触发式异能的触发事件时,该异能自动触发。该异能此时并不会作任何事。"}, {"chapter": "6", "id": "603.2a", "content": "603.2a Because they aren’t cast or activated, triggered abilities can trigger even when it isn’t legal to cast spells and activate abilities. Effects that preclude abilities from being activated don’t affect them.\n由于它们不是被施放或起动的,触发式异能即使在不能合法施放咒语或起动异能时也会触发。阻止异能被起动的效应不会影响它们。"}, {"chapter": "6", "id": "603.2b", "content": "603.2b When a phase or step begins, all abilities that trigger “at the beginning of” that phase or step trigger.\n当一个阶段或步骤开始时,所有“在[此阶段或步骤]开始时”触发的异能触发。"}, {"chapter": "6", "id": "603.2c", "content": "603.2c An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.\n触发事件每次只会导致一个触发式异能触发一次。但如果一个事件包含发生多次,则它会反复触发。\nExample: A permanent has an ability whose trigger condition reads, “Whenever a land is put into a graveyard from the battlefield, . . . .” If someone casts a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spell’s resolution.\n例如:一个永久物具有触发条件为“每当一个地从战场进入坟墓场时,……”的异能,如果有人施放一个消灭所有地的咒语,该异能在该咒语的结算中将因每个被放进坟墓场的地触发一次。"}, {"chapter": "6", "id": "603.2d", "content": "603.2d An ability may state that a triggered ability triggers additional times. In this case, rather than simply determining that such an ability has triggered, determine how many times it should trigger, then that ability triggers that many times. An effect that states that an ability triggers additional times doesn’t invoke itself repeatedly and doesn’t apply to other effects that affect how many times an ability triggers. An effect that states a triggered ability of an object triggers additional times refers only to triggered abilities that object has, not to any delayed or reflexive triggered abilities (see rule 603.7 and rule 603.12) that may be created by abilities the object has.\n异能可能会叙述一个触发式异能额外触发数次。在此情形下,应决定该异能触发应当触发多少次(而非仅仅决定其已触发),然后该异能触发等量的次数。叙述一个异能额外触发数次的效应不会反复引发本身,且不会适用于影响异能触发次数的其他效应。叙述某物件的触发式异能额外触发数次的效应,仅指该物件具有的触发式异能,不包括该物件具有的异能可能会产生的任何延迟触发式异能或自身触发式异能(参见规则603.7和规则603.12)。"}, {"chapter": "6", "id": "603.2e", "content": "603.2e Some trigger events use the word “becomes” (for example, “becomes attached” or “becomes blocked”). These trigger only at the time the named event happens—they don’t trigger if that state already exists or retrigger if it persists. An ability that triggers when a permanent “becomes tapped” or “becomes untapped” doesn’t trigger if the permanent enters the battlefield in that state.\n一些触发事件使用“成为”一词(例如,“成为被贴附”或“成为被阻挡”)。它们只在所叙述的事件发生时触发;它们不会因为该状态已经存在而触发,或因保持而再次触发。一个当永久物“成为横置”或“成为未横置”而触发的异能不会因为该永久物以该状态进入战场而触发。\nExample: An ability that triggers when a permanent “becomes tapped” triggers only when the status of a permanent that’s already on the battlefield changes from untapped to tapped.\n例如:一个当永久物“成为横置”而触发的异能,只有在一个已经存在在战场上的永久物的状态从未横置成为横置时才会触发。"}, {"chapter": "6", "id": "603.2f", "content": "603.2f If a triggered ability’s trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.\n如果一个触发式异能的触发条件符合,但具有该触发式异能的物件不对所有牌手可见,则该异能不会触发。"}, {"chapter": "6", "id": "603.2g", "content": "603.2g An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything.\n一个异能只有在其触发事件真正发生了的情况下才会触发。一个被防止或被替代的效应不会触发任何异能。\nExample: An ability that triggers on damage being dealt won’t trigger if all the damage is prevented.\n例如:如果所有的伤害均被防止,则一个因造成伤害而触发的异能不会触发。"}, {"chapter": "6", "id": "603.2h", "content": "603.2h A triggered ability may have an instruction followed by “Do this only once each turn.” This ability triggers only if its source’s controller has not yet taken the indicated action that turn.\n触发式异能具有的指示可能会以“每回合只能如此作一次”结尾。此异能仅当其来源的操控者该回合尚未执行该指示的动作时才会触发。"}, {"chapter": "6", "id": "603.3.", "content": "603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.\n一旦异能触发,其操控者于下一次有牌手将得到优先权时将其作为非牌物件放进堆叠。参见规则117,“时机和优先权”。该异能成为堆叠最顶端的物件。它具有创造它的异能所具有的文字叙述,且不具有任何其他特征。该异能直到被反击、结算或一个效应将其移到其他地方之前将一直保持留在堆叠上。"}, {"chapter": "6", "id": "603.3a", "content": "603.3a A triggered ability is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\n一个触发式异能的操控者为它触发时操控其来源的牌手,除非它是一个延迟触发式异能。确定延迟触发式异能的操控者,参见规则603.7d-f。"}, {"chapter": "6", "id": "603.3b", "content": "603.3b If multiple abilities have triggered since the last time a player received priority, the abilities are placed on the stack in a two-part process. First, each player, in APNAP order, puts each triggered ability they control with a trigger condition that isn’t another ability triggering on the stack in any order they choose. (See rule 101.4.) Second, each player, in APNAP order, puts all remaining triggered abilities they control on the stack in any order they choose. Then the game once again checks for and performs state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.\n如果自上一次有牌手得到优先权之后有多个异能触发,这些异能经由以下两步放进堆叠。首先,每位牌手按照“主动牌手先决定”的顺序,将他所操控的、且不以另一个异能触发为触发条件的触发式异能以他所选择的任意顺序放进堆叠。(参见规则101.4。)然后,每位牌手按照“主动牌手先决定”的顺序,将他所操控的其余触发式异能以他所选择的任意顺序放进堆叠。然后游戏再次检查和执行状态动作,直到没有需要执行的为止,然后此过程中触发的异能进入堆叠。此过程重复直到没有新的状态动作需要执行且没有异能触发为止。然后对应的牌手得到优先权。"}, {"chapter": "6", "id": "603.3c", "content": "603.3c If a triggered ability is modal, its controller announces the mode choice when putting the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 700.2.)\n如果一个触发式异能具有模式,其操控者在将其放进堆叠时宣告所选择的模式。如果其中一个模式将为非法(例如,由于不能选择合法目标),则该模式不能被选择。如果没有模式被选择,该异能从堆叠被移除。(参见规则700.2。)"}, {"chapter": "6", "id": "603.3d", "content": "603.3d The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell listed in rules 601.2c–d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.\n将触发式异能放进堆叠的其余部分与规则601.2c-d中列出的施放咒语部分相同。如果当触发式异能进入堆叠时需要作出选择,但无法为其作出合法选择,或如果规则或持续性效应将令其非法,则该异能从堆叠中被移除。"}, {"chapter": "6", "id": "603.4.", "content": "603.4. A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn’t true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening ‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a card; this rule only applies to an “if” that immediately follows a trigger condition.)\n一个触发式异能的格式可能为“当/每当/在[触发事件],若[条件],[效应]”。当该触发事件发生时,该异能检查该条件是否符合。该异能只有在条件符合时才会触发;否则它将没有效果。如果该异能触发,则于其结算时再次检查该条件是否符合。如果该条件此时不再符合,该异能从堆叠中被移除且没有任何效果。注意这将重复检查合法目标。此规则被称为“以‘若’开头的子句”。(“若”一词在牌其他部分的文字叙述中出现则只具有它的一般中文意义;此规则只对在触发条件之后紧接的“若”生效。)\nExample: Felidar Sovereign reads, “At the beginning of your upkeep, if you have 40 or more life, you win the game.” Its controller’s life total is checked as that player’s upkeep begins. If that player has 39 or less life, the ability doesn’t trigger at all. If that player has 40 or more life, the ability triggers and goes on the stack. As the ability resolves, that player’s life total is checked again. If that player has 39 or less life at this time, the ability is removed from the stack and has no effect. If that player has 40 or more life at this time, the ability resolves and that player wins the game.\n例如:晶角兽君王叙述为,“在你的维持开始时,若你的总生命为40或更多,你便赢得此盘游戏。”于其操控者的维持开始时检查该牌手的总生命。如果该牌手的生命为39或更少,异能不会触发。如果该牌手的生命为40或更多,异能会触发并进入堆叠。于异能结算时,会再次检查该牌手的总生命。如果此时该牌手的生命为39或更少,异能从堆叠中被移除,并没有效果。如果此时该牌手的生命为40或更多,异能结算,该牌手赢得此盘游戏。"}, {"chapter": "6", "id": "603.5.", "content": "603.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.\n一些触发式异能的效应具有可选择性(它们包含“可以”,例如“在你的维持开始时,你可以抓一张牌”)。这些异能在它们触发时进入堆叠,无论其操控者为它作出何种选择。选择在该异能结算时作出。同样,具有“除非”符合某条件或牌手选择作出某个动作而产生效应的触发式异能将正常的进入堆叠;异能的“除非”部分在该异能结算时处理。"}, {"chapter": "6", "id": "603.6.", "content": "603.6. Trigger events that involve objects changing zones are called “zone-change triggers.” Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object never entered the specified zone, because it left the zone before the ability resolved, or because it is in a zone that is hidden from a player, such as a library or an opponent’s hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common zone-change triggers are enters-the-battlefield triggers and leaves-the-battlefield triggers.\n与物件改变区域有关的触发事件被称为“改变区域触发”。很多具有改变区域触发的异能在该物件改变区域之后对该物件作出影响。在结算过程中,这些异能在该物件移动到的区域中寻找该物件。如果该物件在它移动去的区域中无法找到,该异能尝试对该物件作出影响的部分没有任何效果。该异能可能由于该物件从未进入过该区域、由于它在该异能结算之前离开该区域、或由于它所在的区域并不对某牌手公开(例如牌库或对手的手上)而无法找到该物件。(此规则对即使该物件离开该区域并在异能结算之前返回该区域的情况也同样生效。)最常见的改变区域触发为进入战场触发和离开战场触发。"}, {"chapter": "6", "id": "603.6a", "content": "603.6a Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, “When [this object] enters, . . . “ or “Whenever a [type] enters, . . .” Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.\n进入战场异能在一个永久物进入战场时触发。它们具有格式“当[此物件]进场时,……”或“每当一个[类别]进场时,……”。每次一个事件将一个或数个永久物放进战场时,所有在战场上的永久物(包括刚刚进入战场的那些)检查任何符合此事件的进入战场异能。"}, {"chapter": "6", "id": "603.6b", "content": "603.6b Continuous effects that modify characteristics of a permanent do so the moment the permanent is on the battlefield (and not before then). The permanent is never on the battlefield with its unmodified characteristics. Continuous effects don’t apply before the permanent is on the battlefield, however (see rule 603.6d).\n改变永久物特征的持续性效应在该永久物在战场上的瞬间便生效(不是之前)。该永久物从未在战场上且具有未被改变的特征。持续性效应在该永久物在战场上之前不会生效(参见规则603.6d)。\nExample: If an effect reads “All lands are creatures” and a land card is played, the effect makes the land card into a creature the moment it enters the battlefield, so it would trigger abilities that trigger when a creature enters the battlefield. Conversely, if an effect reads “All creatures lose all abilities” and a creature card with an enters-the-battlefield triggered ability enters the battlefield, that effect will cause it to lose its abilities the moment it enters the battlefield, so the enters-the-battlefield ability won’t trigger.\n例如:如果一个效应为“所有地都是生物”且一个地被使用,该效应在该地牌进入战场的一刻便将该地变为生物,所以它将触发当一个生物进入战场所触发的异能。相对的,如果一个效应为“所有生物失去所有异能”且一张具有进入战场异能的生物牌进入战场,该效应将导致它在进入战场的一刻便失去所有异能,所以进入战场异能将不会触发。"}, {"chapter": "6", "id": "603.6c", "content": "603.6c Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to another zone, or when a phased-in permanent leaves the game because its owner leaves the game. These are written as, but aren’t limited to, “When [this object] leaves the battlefield, . . .” or “Whenever [something] is put into a graveyard from the battlefield, . . . .” (See also rule 603.10.) An ability that attempts to do something to the card that left the battlefield checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone “from anywhere” is never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the battlefield.\n离开战场异能当一个永久物从战场转移到其他区域,或一个已跃回的永久物由于其拥有者离开游戏而离开游戏时触发。它们具有但不只限制于格式“当[此物件]离开战场时,……”或“每当[什么]从战场进入坟墓场时,……”。(参见规则603.10。)尝试对一个离开战场的永久物作任何事情的异能只在它进入的第一个区域中检查该牌。当一张牌“从任何地方”进入某个特定区域而触发的异能不被视同离开战场异能,即使该物件被从战场上被放进该区域。"}, {"chapter": "6", "id": "603.6d", "content": "603.6d Some permanents have text that reads “[This permanent] enters with . . . ,” “As [this permanent] enters . . . ,” “[This permanent] enters as . . . ,” or “[This permanent] enters tapped.” Such text is a static ability—not a triggered ability—whose effect occurs as part of the event that puts the permanent onto the battlefield.\n一些永久物具有叙述“[此永久物]进场时上面有……”、“于[此永久物]进场时,……”、“[此永久物]当成……来进场”、“[此永久物]进场时是……”或“[此永久物]须横置进场”。此类叙述为静止式异能,而不是触发式异能;这些效应作为将该永久物放进战场事件的一部分生效。"}, {"chapter": "6", "id": "603.6e", "content": "603.6e Some Auras have triggered abilities that trigger on the enchanted permanent leaving the battlefield. These triggered abilities can find the new object that permanent card became in the zone it moved to; they can also find the new object the Aura card became in its owner’s graveyard after state-based actions have been checked. See rule 400.7.\n一个灵气具有当所结附的永久物离开战场时触发的触发式异能。这些触发式异能可以在其移到的区域中找到该永久物牌成为的新物件;在检查状态动作之后,它们也可以在其拥有者的坟墓场中找到该灵气成为的新物件。参见规则400.7。"}, {"chapter": "6", "id": "603.7.", "content": "603.7. An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain “when,” “whenever,” or “at,” although that word won’t usually begin the ability.\n一个效应可能会创造一个之后作某些事情的延迟触发式异能。一个延迟触发式异能包括“当”、“每当”,或“在”,且该词一般不在异能的开头。"}, {"chapter": "6", "id": "603.7a", "content": "603.7a Delayed triggered abilities are created during the resolution of spells or abilities, as the result of a replacement effect being applied, or as a result of a static ability that allows a player to take an action. A delayed triggered ability won’t trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible.\n延迟触发式异能由咒语和异能在结算时创造、因替代性效应生效而产生、或因允许牌手执行动作的静止式异能而产生。延迟触发式异能直到被真正创造之前不会触发,即使它的触发事件刚刚发生过。其他之前发生过的事件可能会令该触发事件无法发生。\nExample: Part of an effect reads “When this creature leaves the battlefield,” but the creature in question leaves the battlefield before the spell or ability creating the effect resolves. In this case, the delayed ability never triggers.\n例如:一个效应的部分为“当此生物离开战场时”,但该生物在该咒语或异能结算前便离开了战场。这种情况下,该延迟触发式异能将不会触发。\nExample: If an effect reads “When this creature becomes untapped” and the named creature becomes untapped before the effect resolves, the ability waits for the next time that creature untaps.\n例如:如果一个效应为“当此生物成为未横置时”且该生物在此效应结算前便重置,该异能将等待下次该生物重置。"}, {"chapter": "6", "id": "603.7b", "content": "603.7b A delayed triggered ability will trigger only once—the next time its trigger event occurs—unless it has a stated duration, such as “this turn.” If its trigger event occurs more than once simultaneously and the ability doesn’t have a stated duration, the controller of the delayed triggered ability chooses which event causes the ability to trigger.\n一个延迟触发式异能只会触发一次——即下一次该触发事件发生时,除非它具有一个时限,例如“本回合”。如果该异能的触发事件同时发生多于一次、且该异能没有时限,该延迟触发式异能的操控者选择哪个事件导致该异能触发。"}, {"chapter": "6", "id": "603.7c", "content": "603.7c A delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics. However, if that object is no longer in the zone it’s expected to be in at the time the delayed triggered ability resolves, the ability won’t affect it. (Note that if that object left that zone and then returned, it’s a new object and thus won’t be affected. See rule 400.7.)\n一个引用某物件的延迟触发式异能即使在该物件改变特性后依然会影响该物件。但如果该物件在延迟触发式异能结算时不再在对应的区域,该异能不会影响它。(注意如果该物件离开此区域且返回,它将是一个新的物件且不会受到影响。参见规则400.7。)\nExample: An ability that reads “Exile this creature at the beginning of the next end step” will exile the permanent even if it’s no longer a creature during the next end step. However, it won’t do anything if the permanent left the battlefield before then.\n例如:一个异能为“在下一个结束步骤开始时,放逐此生物”将放逐该永久物,即使它在下一个结束步骤已经不是生物。但如果该永久物在此之前离开战场,则它没有任何效果。"}, {"chapter": "6", "id": "603.7d", "content": "603.7d If a spell creates a delayed triggered ability, the source of that delayed triggered ability is that spell. The controller of that delayed triggered ability is the player who controlled that spell as it resolved.\n由咒语创造的延迟触发式异能的来源为该咒语。该延迟触发式异能的操控者与创造它的咒语结算时该咒语的操控者相同。"}, {"chapter": "6", "id": "603.7e", "content": "603.7e If an activated or triggered ability creates a delayed triggered ability, the source of that delayed triggered ability is the same as the source of that other ability. The controller of that delayed triggered ability is the player who controlled that other ability as it resolved.\n如果一个起动式或触发式异能创造了延迟触发式异能,则该延迟触发式异能的来源与创造它的异能来源相同。该延迟触发式异能的操控者与创造它的异能结算时该异能的操控者相同。"}, {"chapter": "6", "id": "603.7f", "content": "603.7f If a static ability generates a replacement effect which causes a delayed triggered ability to be created, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the replacement effect was applied.\n如果一个静止式异能产生了一个创造延迟触发式异能的替代性效应,该延迟触发式异能的来源是具有该静止式异能的物件。该延迟触发式异能的操控者与在替代性效应生效时该物件的操控者相同。"}, {"chapter": "6", "id": "603.7g", "content": "603.7g If a static ability allows a player to take an action and creates a delayed triggered ability if that player does so, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the action was taken.\n如果一个静止式异能允许牌手执行动作、且如果牌手如此作便创造一个延迟触发式异能,该延迟触发式异能的来源是具有该静止式异能的物件。该延迟触发式异能的操控者与该动作被执行时该物件的操控者相同。"}, {"chapter": "6", "id": "603.7h", "content": "603.7h An activated or triggered ability may create a delayed triggered ability that triggers when the ability that created it has resolved a certain number of times in a turn. In that case, that delayed triggered ability is created only once, during the appropriate resolution of that ability.\n一个起动或触发式异能可能创造一个延迟触发式异能,该延迟触发式异能会在创造它的异能在一回合中的第若干次结算时触发。在这种情况下,该延迟触发式异能只会在创造它的异能结算适当的次数后创造一次。"}, {"chapter": "6", "id": "603.8.", "content": "603.8. Some triggered abilities trigger when a game state (such as a player controlling no permanents of a particular card type) is true, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They’ll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren’t the same as state-based actions.) A state-triggered ability doesn’t trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again.\n一些触发式异能在游戏状态(例如一位牌手不操控某牌张类别的永久物)符合时触发,而不是某事件发生时触发。一旦游戏状态符合这些条件,这些触发式异能触发。它们将在下一次有机会时进入堆叠。这些被称为状态触发。(注意状态触发与状态动作不同。)一个状态触发式异能直到该异能结算、被反击、或因其他原因离开堆叠之前不会再次触发。然后,如果具有该异能的物件依然在相同区域,且游戏状态依然符合起触发条件,该异能将再次触发。\nExample: A permanent’s ability reads, “Whenever you have no cards in hand, draw a card.” If its controller plays the last card from their hand, the ability will trigger once and won’t trigger again until it has left the stack. If its controller casts a spell that reads “Discard your hand, then draw that many cards,” the ability will trigger during the spell’s resolution because the player’s hand was momentarily empty.\n例如:一个永久物的异能为“每当你没有手牌时,抓一张牌”。如果其操控者使用其手上的最后一张牌,该异能将触发一次,且在其离开堆叠前不会再次触发。如果其操控者施放咒语“弃掉你的手牌,然后抓等量的牌”,则该异能将在该咒语的结算过程中触发,因为该牌手暂时没有手牌。"}, {"chapter": "6", "id": "603.9.", "content": "603.9. Some triggered abilities trigger specifically when a player loses the game. These abilities trigger when a player loses or leaves the game, regardless of the reason, unless that player leaves the game as the result of a draw. See rule 104.3.\n一些触发式异能特指当一位牌手输去游戏时触发。这些异能当有牌手输去或离开游戏时触发,无论原因为何,除非该牌手由于平手离开游戏。参见规则104.3。"}, {"chapter": "6", "id": "603.10.", "content": "603.10. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game “looks back in time” to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows:\n一般情况下,在一个事件之后立即存在的物件会检查该事件是否符合任何触发条件,且此时存在的持续性效应被用来决定触发条件,以及受此事件影响的物件的特征。但有些触发式异能是此规则的例外;游戏需要根据在事件发生前的时刻,这些异能是否存在以及物件的特征,“回溯”来确定这些异能是否触发。此类例外如下:"}, {"chapter": "6", "id": "603.10a", "content": "603.10a Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library.\n一些改变区域的触发式异能需要回溯。此类异能包括离开战场异能、当一张牌离开坟墓场时触发的异能、及当一个所有牌手可见的物件置入手牌或牌库中时触发的异能。\nExample: Two creatures are on the battlefield along with an artifact that has the ability “Whenever a creature dies, you gain 1 life.” Someone casts a spell that destroys all artifacts, creatures, and enchantments. The artifact’s ability triggers twice, even though the artifact goes to its owner’s graveyard at the same time as the creatures.\n例如:两个生物、以及一个具有异能“每当一个生物死去时,你获得1点生命”的神器在战场上。有人施放了一个咒语,消灭所有神器、生物和结界。即使该神器与生物同时置入其拥有者的坟墓场,该神器的异能也会触发两次。"}, {"chapter": "6", "id": "603.10b", "content": "603.10b Abilities that trigger when a permanent phases out look back in time.\n当一个永久物跃离时触发的异能需要回溯。"}, {"chapter": "6", "id": "603.10c", "content": "603.10c Abilities that trigger specifically when an object becomes unattached look back in time.\n当特指一个物件成为未被贴附时触发的异能需要回溯。"}, {"chapter": "6", "id": "603.10d", "content": "603.10d Abilities that trigger when a player loses control of an object or when a player’s opponent gains control of an object from that player look back in time.\n当一位牌手失去一个物件的操控权或当一位牌手的对手获得一个由该牌手操控之物件时触发的异能需要回溯。"}, {"chapter": "6", "id": "603.10e", "content": "603.10e Abilities that trigger when a spell is countered look back in time.\n当一个咒语被反击时触发的异能需要回溯。"}, {"chapter": "6", "id": "603.10f", "content": "603.10f Abilities that trigger when a player loses the game look back in time.\n当一位牌手输去游戏时触发的异能需要回溯。"}, {"chapter": "6", "id": "603.10g", "content": "603.10g Abilities that trigger when a player planeswalks away from a plane look back in time.\n当一位牌手时空换出一个时空而触发的异能需要回溯。"}, {"chapter": "6", "id": "603.11.", "content": "603.11. Some objects have a static ability that’s linked to one or more triggered abilities. (See rule 607, “Linked Abilities.”) These objects combine the abilities into one paragraph, with the static ability first, followed by each triggered ability that’s linked to it. A very few objects have triggered abilities which are written with the trigger condition in the middle of the ability, rather than at the beginning.\n一些物件具有关联于一个或数个触发式异能的静止式异能。(参见规则607,“关联异能”。)此类物件将这些异能连为一段,静止式异能在前,每个与其关联的触发式异能紧接在后。有极少数物件具有将触发条件写在中间而不是开始的触发式异能。\nExample: An ability that reads “Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card” is a static ability linked to a triggered ability.\n例如:一个异能为“展示你每回合抓的第一张牌。每当你以此法展示一张基本地牌,抓一张牌”是一个关联于触发式异能的静止式异能。"}, {"chapter": "6", "id": "603.12.", "content": "603.12. A resolving spell or ability may allow or instruct a player to take an action and create a triggered ability that triggers “when [a player] [does or doesn’t]” take that action or “when [something happens] this way.” These reflexive triggered abilities follow the rules for delayed triggered abilities (see rule 603.7), except that they’re checked immediately after being created and trigger based on whether the trigger event or events occurred earlier during the resolution of the spell or ability that created them.\n一个结算中的咒语或异能可能会允许或指示牌手作某动作并创造一个触发式异能,“当[牌手][作或不作]”该动作时,或“当以此法[发生某事]时”触发。此类自身触发式异能遵循延迟触发式异能的规则(参见规则603.7),惟下列一点除外:此类异能在被创造后就会立即检查其触发事件在创造该异能的咒语或异能先前的结算过程中是否发生。\nExample: Heart-Piercer Manticore has an ability that reads “When this creature enters, you may sacrifice another creature. When you do, this creature deals damage equal to that creature’s power to any target.” The reflexive triggered ability triggers only when you sacrifice another creature due to the original triggered ability, and not if you sacrifice a creature for any other reason.\n例如:穿心蝎狮具有异能叙述为“当此生物进场时,你可以牺牲另一个生物。当你如此作时,此生物对任意一个目标造成伤害,其数量等同于所牺牲生物的力量。”该自身触发式异能仅当你因为原触发式异能牺牲另一个生物而触发,且不会因为任何其他原因牺牲生物而触发。"}, {"chapter": "6", "id": "603.12a", "content": "603.12a Normally, if the trigger event or events occur multiple times during the resolution of the spell or ability that created it, the reflexive triggered ability will trigger once for each of those times. However, if a resolving spell or ability includes a choice to pay a cost “any number of times” and creates a triggered ability that triggers “when [a player] pays [that cost] one or more times,” paying that cost one or more times causes the reflexive triggered ability to trigger only once.\n通常,如果触发事件在创造该事件的咒语或异能结算期间多次发生,该自身触发式异能会因每次事件发生各触发一次。但是,如果结算中的咒语或异能包含一个支付某费用“任意次数”的选择,并创造一个触发式异能“当[牌手]支付一次或数次[该费用]时”触发,支付一次或数次该费用仅会使该自身触发式异能触发一次。"}, {"chapter": "6", "id": "604.", "content": "604. Handling Static Abilities\n处理静止式异能"}, {"chapter": "6", "id": "604.1.", "content": "604.1. Static abilities do something all the time rather than being activated or triggered. They are written as statements, and they’re simply true.\n静止式异能一直有效,而不是被起动或触发。它们被表示为叙述形式,且为正确的。"}, {"chapter": "6", "id": "604.2.", "content": "604.2. Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule 113.6.\n静止式异能创造持续性效应,其中一些为防止性效应或替代性效应。只要具有该异能的永久物保留在战场上且依然保有该异能,或只要具有该异能的物件依然保留在对应的区域,这些异能便生效,如规则113.6中叙述。"}, {"chapter": "6", "id": "604.3.", "content": "604.3. Some static abilities are characteristic-defining abilities. A characteristic-defining ability conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). Characteristic-defining abilities can add to or override information found elsewhere on that object. Characteristic-defining abilities function in all zones. They also function outside the game and before the game begins.\n一些静止式异能为特征定义异能。特征定义异能表达一个物件的特性,该特性一般可在该物件的其他地方找到(例如其法术力费用、类别栏、或力量/防御力)。特征定义异能可以附加到或覆盖在该物件的其他地方找到的信息。特征定义异能在所有区域生效。它们在游戏外及游戏开始前也依然生效。"}, {"chapter": "6", "id": "604.3a", "content": "604.3a A static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an object’s colors, subtypes, power, or toughness; (2) it is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect or text-changing effect; (3) it does not directly affect the characteristics of any other objects; (4) it is not an ability that an object grants to itself; and (5) it does not set the values of such characteristics only if certain conditions are met.\n一个静止式异能在符合以下条件时为特征定义异能:(1)它定义一个物件的颜色、副类别、力量、或防御力;(2)它印在受其影响的牌上、它由派出衍生物的效应赋予受其影响的衍生物、或作为复制效应或叙述更改效应的结果赋予受其影响的物件;(3)它不直接影响其他物件的特征;(4)它不是一个物件赋予自己的异能;以及(5)它不仅仅在符合某条件时才设定特征。"}, {"chapter": "6", "id": "604.4.", "content": "604.4. Many Auras, Equipment, and Fortifications have static abilities that modify the object they’re attached to, but those abilities don’t target that object. If an Aura, Equipment, or Fortification is moved to a different object, the ability stops applying to the original object and starts modifying the new one.\n很多灵气、武具以及工事都具有影响其贴附物件的静止式异能,但这些异能不指定该物件为目标。如果一个灵气、武具或工事被转移到不同的物件上,该异能不再对原来的物件生效,而是开始影响新的物件。"}, {"chapter": "6", "id": "604.5.", "content": "604.5. Some static abilities apply while a spell is on the stack. These are often abilities that refer to countering the spell. Also, abilities that say “As an additional cost to cast . . . ,” “You may pay [cost] rather than pay [this object]’s mana cost,” and “You may cast [this object] without paying its mana cost” work while a spell is on the stack.\n一些静止式异能于咒语在堆叠期间有效。这些经常为提及反击该咒语的异能。另外,“作为施放……的额外费用”、“你可以支付[费用]而不是支付[此物件]的法术力费用”、以及“你可以不支付其法术力来施放[此物件]”的异能均于该咒语在堆叠期间生效。"}, {"chapter": "6", "id": "604.6.", "content": "604.6. Some static abilities apply while a card is in any zone that you could cast or play it from (usually your hand). These are limited to those that read, “You may [cast/play] [this card] . . . ,” “You can’t [cast/play] [this card] . . . ,” and “[Cast/Play] [this card] only . . . .”\n一些静止式异能于该牌在任何你可以施放或使用它的区域内生效(一般为你的手上)。这些异能只限制于“你可以[施放/使用][此牌]……”、“你不能[施放/使用][此牌]……”、以及“只有在……的情况下[施放/使用][此牌]”。"}, {"chapter": "6", "id": "604.7.", "content": "604.7. Unlike spells and other kinds of abilities, static abilities can’t use an object’s last known information for purposes of determining how their effects are applied.\n与咒语及其他类别的异能不同,静止式异能不使用一个物件的最后已知信息来决定它们的效应如何生效。"}, {"chapter": "6", "id": "605.", "content": "605. Mana Abilities\n法术力异能"}, {"chapter": "6", "id": "605.1.", "content": "605.1. Some activated abilities and some triggered abilities are mana abilities, which are subject to special rules. Only abilities that meet either of the following two sets of criteria are mana abilities, regardless of what other effects they may generate or what timing restrictions (such as “Activate only as an instant”) they may have.\n一些起动式异能和一些触发式异能为法术力异能,它们遵从特殊的规则。只有符合以下两者之一的异能为法术力异能,无论它们还产生何种其他效应或可能有的时机限制(例如“只能于瞬间时机起动”)。"}, {"chapter": "6", "id": "605.1a", "content": "605.1a An activated ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 115.6), it could add mana to a player’s mana pool when it resolves, and it’s not a loyalty ability. (See rule 606, “Loyalty Abilities.”)\n如果一个起动式异能符合以下所有条件,则它属于法术力异能:不需要目标(参见规则115.6)、在结算时可以加法术力到牌手的法术力池中、且它不是忠诚异能。(参见规则606,“忠诚异能”。)"}, {"chapter": "6", "id": "605.1b", "content": "605.1b A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 115.6), it triggers from the activation or resolution of an activated mana ability (see rule 605.1a) or from mana being added to a player’s mana pool, and it could add mana to a player’s mana pool when it resolves.\n如果一个触发式异能符合以下所有条件,则它属于法术力异能:不需要目标(参见规则115.6)、因起动式法术力异能的起动或结算、或因法术力加到牌手的法术力池中而触发(参见规则605.1a)、且在结算时可以加法术力到牌手的法术力池中。"}, {"chapter": "6", "id": "605.2.", "content": "605.2. A mana ability remains a mana ability even if the game state doesn’t allow it to produce mana.\n一个法术力异能即使在游戏状态不允许其产生法术力的情况下依然为法术力异能。\nExample: A permanent has an ability that reads “{T}: Add {G} for each creature you control.” The ability is still a mana ability even if you control no creatures or if the permanent is already tapped.\n例如:一个永久物具有异能“{T}:你每操控一个生物便加{G}”。即使你不操控任何生物或该永久物已经被横置,此异能依然是法术力异能。"}, {"chapter": "6", "id": "605.3.", "content": "605.3. Activating an activated mana ability follows the rules for activating any other activated ability (see rule 602.2), with the following exceptions:\n起动一个起动式法术力异能遵从起动任何其他起动式异能的规则(参见规则602.2),但包括以下特例:"}, {"chapter": "6", "id": "605.3a", "content": "605.3a A player may activate an activated mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment, even if it’s in the middle of casting or resolving a spell or activating or resolving an ability.\n每当牌手持有优先权时、每当他施放一个要求支付法术力的咒语或起动一个要求支付法术力的异能时、或每当规则或效应要求支付法术力,即使处于施放或结算咒语/起动或结算异能的中途时,牌手可以起动一个起动式法术力异能。"}, {"chapter": "6", "id": "605.3b", "content": "605.3b An activated mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated. (See rule 405.6c.)\n一个起动式法术力异能不进入堆叠,所以它不能被目标、反击、或被响应。它在起动之后马上结算。(参见规则405.6c。)"}, {"chapter": "6", "id": "605.3c", "content": "605.3c Once a player begins to activate a mana ability, that ability can’t be activated again until it has resolved.\n一旦牌手开始起动一个法术力异能,直到该异能结算为止,该异能不能再次被起动。"}, {"chapter": "6", "id": "605.4.", "content": "605.4. Triggered mana abilities follow all the rules for other triggered abilities (see rule 603, “Handling Triggered Abilities”), with the following exception:\n触发式法术力异能遵从任何其他触发式异能的规则(参见规则603,“处理触发式异能”),但包括以下特例:"}, {"chapter": "6", "id": "605.4a", "content": "605.4a A triggered mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after the mana ability that triggered it, without waiting for priority.\n一个触发式法术力异能不进入堆叠,所以它不能被目标、反击、或被响应。它在触发它的法术力异能之后马上结算,而不等待优先权。\nExample: An enchantment reads, “Whenever a player taps a land for mana, that player adds one mana of any type that land produced.” If a player taps lands for mana while casting a spell, the additional mana is added immediately and can be used to pay for the spell.\n例如:一个结界具有“每当牌手横置一个地以产生法术力时,该牌手加一点法术力,其类别为该地刚才已产生之类别。”。如果某牌手在施放咒语的过程中横置地产生法术力,他会立即加该额外的法术力,且可以被用来支付该咒语。"}, {"chapter": "6", "id": "605.5.", "content": "605.5. Abilities that don’t meet the criteria specified in rules 605.1a–b and spells aren’t mana abilities.\n咒语以及不符合规则605.1a-b所列出情况的异能不是法术力异能。"}, {"chapter": "6", "id": "605.5a", "content": "605.5a An ability with a target is not a mana ability, even if it could put mana into a player’s mana pool when it resolves. The same is true for a triggered ability that could produce mana but triggers from an event other than activating a mana ability, or a triggered ability that triggers from activating a mana ability but couldn’t produce mana. These follow the normal rules for activated or triggered abilities, as appropriate.\n一个具有目标的异能不是法术力异能,即使它在结算时可以将法术力加进牌手的法术力池中。一个产生法术力但不是因为起动法术力异能而触发的触发式异能,或由起动法术力异能而触发但不产生法术力的触发式异能,同样不是法术力异能。它们相应的遵从一般起动式或触发式异能的规则。"}, {"chapter": "6", "id": "605.5b", "content": "605.5b A spell can never be a mana ability, even if it could put mana into a player’s mana pool when it resolves. It’s cast and resolves just like any other spell. Some older cards were printed with the card type “mana source”; these cards have received errata in the Oracle card reference and are now instants.\n咒语永远不会是法术力异能,即使它在结算时将法术力放进牌手的法术力池中。它与其他咒语一样地施放和结算。一些早先版本的牌印有牌张类别“法术力源”;这些牌均已经在Oracle牌张参考文献中勘误为瞬间。"}, {"chapter": "6", "id": "606.", "content": "606. Loyalty Abilities\n忠诚异能"}, {"chapter": "6", "id": "606.1.", "content": "606.1. Some activated abilities are loyalty abilities, which are subject to special rules.\n一些起动式异能为忠诚异能,它们遵从特殊规则。"}, {"chapter": "6", "id": "606.2.", "content": "606.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities.\n在费用中包含忠诚符号的起动式异能为忠诚异能。一般情况下,只有鹏洛客具有忠诚异能。"}, {"chapter": "6", "id": "606.3.", "content": "606.3. A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn.\n在牌手回合的行动阶段且堆叠为空时,该牌手可以随时在他具有优先权时起动其所操控的某个永久物的一个忠诚异能,但只有在该永久物本回合没有起动过任何忠诚异能的前提下。"}, {"chapter": "6", "id": "606.4.", "content": "606.4. The cost to activate a loyalty ability of a permanent is to put on or remove from that permanent a certain number of loyalty counters, as shown by the loyalty symbol in the ability’s cost. This cost may be modified by other effects.\n起动一个忠诚异能的费用为该永久物放上或从该永久物移去一定数量的忠诚指示物,如该异能费用中的忠诚符号所示。此费用可被其他效应影响。"}, {"chapter": "6", "id": "606.5.", "content": "606.5. If the total cost to activate a loyalty ability contains multiple costs to add or remove loyalty counters, those costs are combined into a single cost to add or remove loyalty counters, as appropriate.\n如果起动一个忠诚异能的总费用包含多个增加或移去忠诚指示物的费用,这些费用组合成为一个单一的增加或移去忠诚指示物的费用。\nExample: A player controls Carth the Lion, which says, in part, “Planeswalkers’ loyalty abilities you control cost an additional [+1] to activate. That player also controls a planeswalker with three loyalty counters. To activate one of that planeswalker’s abilities that normally costs [+1], they put two loyalty counters on it. To activate one of its abilities that normally costs [−4], they remove three loyalty counters from it.\n例如:牌手操控卡萨恩隆,其部分叙述为“你起动之由鹏洛客具有的忠诚异能须额外支付[+1]来起动。”该牌手同时操控一个具有三个忠诚指示物的鹏洛客。要起动该鹏洛客通常费用为[+1]的异能,该牌手在其上放置两个忠诚指示物。要起动该鹏洛客通常费用为[-4]的异能,该牌手从其上移去三个忠诚指示物。"}, {"chapter": "6", "id": "606.6.", "content": "606.6. A loyalty ability with a negative loyalty cost, taking into account any additional costs, can’t be activated unless the permanent has at least that many loyalty counters on it.\n除非该永久物具有至少等量的忠诚指示物,否则其具有负数忠诚费用(在计算所有额外费用之后)的忠诚异能不能被起动。"}, {"chapter": "6", "id": "607.", "content": "607. Linked Abilities\n关联异能"}, {"chapter": "6", "id": "607.1.", "content": "607.1. An object may have two abilities printed on it such that one of them causes actions to be taken or objects or players to be affected and the other one directly refers to those actions, objects, or players. If so, these two abilities are linked: the second refers only to actions that were taken or objects or players that were affected by the first, and not by any other ability.\n一个物件可能印有两个异能,其中一个导致作出动作或受影响的物件或牌手,而另一个直接提及这些动作、物件或牌手。在此情况下,这两个异能互相关联:第二个异能仅指第一个异能作出的动作或影响的物件或牌手,而不是任何其他异能。"}, {"chapter": "6", "id": "607.1a", "content": "607.1a An ability printed on an object within another ability that grants that ability to that object is considered to be “printed on” that object for these purposes.\n一个印在另一个异能中且被给予该物件的异能,在此情况下被认为印在该物件上。"}, {"chapter": "6", "id": "607.1b", "content": "607.1b An ability printed on either face of a nonmodal double-faced object (see rule 712) is considered to be “printed on” that object for these purposes, regardless of which face is up.\n一个印在非模式双面物件(参见规则712)的任一牌面上的异能,无论其哪一牌面朝上,在此情况下都被认为印在该物件上。"}, {"chapter": "6", "id": "607.1c", "content": "607.1c An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself.\n一个物件上印的异能如果符合规则607.1中叙述的全部两种情况,则它与自己相关联。"}, {"chapter": "6", "id": "607.1d", "content": "607.1d Abilities printed on two objects can be linked if one object is a token, emblem, or nontoken permanent and the second object was the source of the ability that either created the token or emblem or put that nontoken permanent onto the battlefield. In these cases, the abilities fit the criteria listed for one of the different kinds of linked abilities in rule 607.2 except they are printed on two objects rather than one.\n如果一个物件是衍生物、徽记或非衍生物的永久物,而另一个物件是派出该衍生物或徽记,或将该非衍生物的永久物放进战场的异能之来源,则印刷在这两个物件上的异能可以互相关联。在此情形下,这些异能符合规则607.2中所列出的数种关联异能条件中的一种,其区别仅在于印刷在两个物件上而非一个。"}, {"chapter": "6", "id": "607.2.", "content": "607.2. There are different kinds of linked abilities.\n关联异能有很多种。"}, {"chapter": "6", "id": "607.2a", "content": "607.2a If an object has an activated or triggered ability printed on it that instructs a player to exile one or more cards and an ability printed on it that refers either to “the exiled cards” or to cards “exiled with [this object],” these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a result of an instruction to exile them in the first ability.\n如果一个物件印有放逐牌的起动式或触发式异能,且印有的另一个异能提及“该被放逐的牌”或“被[此物件]放逐”的牌,这些异能互相关联。第二个异能仅指放逐区中因第一个异能的结果放于此区的牌。"}, {"chapter": "6", "id": "607.2b", "content": "607.2b If an object has an ability printed on it that generates a replacement effect which causes one or more cards to be exiled and an ability printed on it that refers either to “the exiled cards” or to cards “exiled with [this object],” these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a direct result of a replacement event caused by the first ability. See rule 614, “Replacement Effects.”\n如果一个物件印有的异能产生放逐牌的替代性效应,且印有另一个异能提及“该被放逐的牌”或“被[此物件]放逐”的牌,这些异能互相关联。第二个异能仅指放逐区中因第一个异能创造的替代性效应的直接结果放于此区的牌。参见规则614,“替代性效应”。"}, {"chapter": "6", "id": "607.2c", "content": "607.2c If an object has an activated or triggered ability printed on it that puts one or more objects onto the battlefield and an ability printed on it that refers to objects “put onto the battlefield with [this object]” or “created with [this object],” those abilities are linked. The second can refer only to objects put onto the battlefield as a result of the first.\n如果一个物件印有将物件放进战场的起动式或触发式异能,且印有另一个异能提及“由[此物件]放进战场”或“由[此物件]派出”的物件,这些异能互相关联。第二个异能仅指因第一个异能的结果放进战场的物件。"}, {"chapter": "6", "id": "607.2d", "content": "607.2d If an object has an ability printed on it that causes a player to “choose a [value]” and an ability printed on it that refers to “the chosen [value],” “the last chosen [value],” or similar, those abilities are linked. The second ability refers only to a choice made as a result of the first ability.\n如果一个物件印有令一位牌手“选择一个[值]”,且印有另一个异能提及“所选的[值]”、“最后所选的[值]”或类似之叙述,这些异能互相关联。第二个异能仅指因第一个异能的结果而作出的选择。(译注:中文版之叙述中通常将此用词简化为“该[值]”。)"}, {"chapter": "6", "id": "607.2e", "content": "607.2e If an object has an ability printed on it that allows some information to be noted and another ability which refers to information noted for that object, those abilities are linked. The second ability refers only to information noted as a result of the first ability.\n如果一个物件印有一个允许一些信息被记下的异能,和另一个提及该物件所记下信息的异能,这些异能互相关联。第二个异能仅指因第一个异能的结果而记下的信息。"}, {"chapter": "6", "id": "607.2f", "content": "607.2f If an object has an ability printed on it that causes a player to choose from between two or more words that otherwise have no rules meaning and an ability printed on it that refers to a choice involving one or more of those words, those abilities are linked. The second can refer only to a choice made as a result of the first ability.\n如果一个物件印有令一位牌手从两个或更多词中作选择、且这些词在其他情况下没有规则含义的异能,且印有另一个异能提及一个或数个被选择的词,这些异能互相关联。第二个异能仅指因第一个异能的结果而作出的选择。"}, {"chapter": "6", "id": "607.2g", "content": "607.2g If an object has an ability printed on it that causes a player to pay a cost as it enters the battlefield and an ability printed on it that refers to the cost paid “as [this object] entered,” these abilities are linked. The second ability refers only to a cost paid as a result of the first ability.\n如果一个物件印有令一位牌手在其进入战场时支付费用的异能,且印有另一个异能提及“于[此物件]进场时”支付的费用,这些异能互相关联。第二个异能仅指因第一个异能的结果而支付的费用。"}, {"chapter": "6", "id": "607.2h", "content": "607.2h If an object has both a static ability and one or more triggered abilities printed on it in the same paragraph, each of those triggered abilities is linked to the static ability. Each triggered ability refers only to actions taken as a result of the static ability. See rule 603.11.\n如果一个物件在同一段落中印有一个静止式异能和一个或数个触发式异能,每个触发式异能都与该静止式异能互相关联。每个触发式异能仅指因该静止式异能的结果作出的动作。参见规则603.11。"}, {"chapter": "6", "id": "607.2i", "content": "607.2i If an object has an ability printed on it that allows an additional cost to be paid and an ability printed on it that refers to whether that cost was paid, those abilities are linked. The second refers only to whether the intent to pay the additional cost listed in the first was declared as the object was cast as a spell. If an ability lists multiple such costs, it may have multiple abilities linked to it. Each of those abilities will specify which cost it refers to.\n如果一个物件印有一个允许支付额外费用的异能,且印有的另一个提及该物件是否支付过此费用,这些异能互相关联。第二个异能仅指作为咒语施放此物件时,是否要支付第一个异能中列出的额外费用。如果一个异能列有多个此类费用,它可能与多个异能互相关联。它们中的每个异能都将明确提及哪一个费用。\nExample: Stormscape Battlemage has “Kicker {W} and/or {2}{B}” and two abilities that may trigger when it enters the battlefield. The first triggers if it was kicked with its {W} kicker, and the second triggers if it was kicked with its {2}{B} kicker. Each of those triggered abilities is linked to its kicker ability.\n例如:岚景院战法术师具有异能“增幅{W}和/或{2}{B}”,以及两个当它进战场时可能触发的异能。若曾以{W}增幅之,第一个异能触发,若曾以{2}{B}增幅之,第二个异能触发。这两个触发式异能分别与其增幅异能相关联。"}, {"chapter": "6", "id": "607.2j", "content": "607.2j If an object has an ability printed on it that causes a player to pay a variable additional cost as it’s cast and an ability printed on it that refers to the cost paid “as [this object] was cast,” these abilities are linked. The second refers only to the value chosen for the cost listed in the first as the object was cast as a spell. See rule 601.2b.\n如果一个物件印有令一位牌手在该物件施放时支付某个可变数值额外费用的异能,且印有另一个异能提及“于[此物件]施放时”支付的费用,这些异能互相关联。第二个异能仅指在第一个异能中列出并在该物件作为咒语施放时所选定的费用。参见规则601.2b。"}, {"chapter": "6", "id": "607.2k", "content": "607.2k The two abilities represented by the champion keyword are linked abilities. See rule 702.72, “Champion.”\n由关键字夺冠代表的两个异能互相关联。参见规则702.72,“夺冠”。"}, {"chapter": "6", "id": "607.2m", "content": "607.2m Abilities preceded by an anchor word are linked to the ability that allows a player to choose that anchor word. See rule 614.12b.\n由锚定词开头的异能与允许牌手选择该锚定词的异能互相关联。参见规则614.12b。"}, {"chapter": "6", "id": "607.2n", "content": "607.2n If an object has a static ability printed on it that allows a player to exile one or more cards “before you shuffle your deck to start the game” and an ability printed on it that refers to cards “exiled with cards named [this object’s name],” the second ability is linked to the first ability of any objects that had the specified name before the game began.\n如果一个物件印有一个允许牌手“于你将你的套牌洗牌准备开始游戏前”放逐一张或数张牌的静止式异能,和一个提及“以名称为[此物件的名称]之牌放逐”之牌的异能,后者异能与任何于游戏开始前具有该名称之物件所具有的前者异能互相关联。"}, {"chapter": "6", "id": "607.2p", "content": "607.2p If an object has both a static ability that causes a player to make a choice for a characteristic-defining ability before the game begins and that characteristic-defining ability printed on it in the same paragraph, those abilities are linked. The second ability refers only to the choice made as a result of the first ability and continues to refer to that choice as the object changes zones during the game.\n如果一个物件具有一个使牌手在游戏开始前为一个特征定义异能作出选择的静止式异能,以及一个与该异能印在同一段落的特征定义异能,这些异能互相关联。后者异能仅提及因前者异能之故作出的选择,且游戏进行过程中在该物件改变区域后仍持续提及该选择。"}, {"chapter": "6", "id": "607.2q", "content": "607.2q If a permanent spell has an ability printed on it that allows one or more cards to be exiled while paying a cost to cast it and the permanent that spell becomes has an ability that refers to cards “exiled with [this object],” those abilities are linked. The second ability refers only to cards exiled to pay the cost of the spell that became that permanent.\n如果一个永久物咒语印有一个允许在支付费用以施放它时放逐一张或数张牌的异能,且该咒语所成的永久物具有提及“以[此物件]放逐的牌”,这些异能互相关联。后者异能仅提及支付成为该永久物的咒语之费用时所放逐的牌。"}, {"chapter": "6", "id": "607.3.", "content": "607.3. If, within a pair of linked abilities, one ability refers to a single object as “the exiled card,” “a card exiled with [this object],” or a similar phrase, and the other ability has exiled multiple cards (usually because it was copied), the ability refers to each of the exiled cards. If that ability asks for any information about the exiled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each exiled card. If that ability creates a token that is a copy of “the” card, then for each exiled card, it creates a token that is a copy of that card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected.\n如果一对关联异能中,其中一个异能用“被放逐的牌”、“被[此物件]放逐的牌”或类似用词形容一个单一物件,而另一个异能放逐了多张牌(一般是因为它被复制了),则该异能指代这些被放逐的牌中的每张牌。如果该异能询问被放逐牌的任何信息,例如特征或法术力值,它将得到多个答案。如果这些答案用来确定一个可变数值的值,使用这些答案之加总。如果该异能对“该”牌执行任何动作,则它将对这些被放逐的牌中的每张牌执行该动作。如果该异能派出一个为“该”牌的复制品的衍生物,则对于这些被放逐的牌中的每张牌而言,该异能派出一个为该牌的复制品的衍生物。如果该异能对“一张”牌执行任何动作,该异能的操控者选择哪张牌会受其影响。"}, {"chapter": "6", "id": "607.4.", "content": "607.4. An ability may be part of more than one pair of linked abilities.\n一个异能可能参与一对以上的关联异能。\nExample: Paradise Plume has the following three abilities: “As this artifact enters, choose a color,” “Whenever a player casts a spell of the chosen color, you may gain 1 life,” and “{T}: Add one mana of the chosen color.” The first and second abilities are linked. The first and third abilities are linked.\n例如:天堂羽饰具有以下三个异能:“于此神器进场时,选择一种颜色”、“每当任一牌手施放该色咒语时,你可以获得1点生命”,以及“{T}:加一点该色的法术力”。第一个和第二个异能互相关联。第一个和第三个异能也互相关联。"}, {"chapter": "6", "id": "607.5.", "content": "607.5. If an object acquires a pair of linked abilities as part of the same effect, the abilities will be similarly linked to one another on that object even though they weren’t printed on that object. They can’t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past.\n如果一个物件通过同一个效应获得一对关联异能,这些异能将在该物件上互相关联,即使它们没有被印在该物件上。它们不能与其他异能关联,无论该物件此时或之前有过什么异能。\nExample: Arc-Slogger has the ability “{R}, Exile the top ten cards of your library: This creature deals 2 damage to any target.” Sisters of Stone Death has the ability “{B}{G}: Exile target creature blocking or blocked by Sisters of Stone Death” and the ability “{2}{B}: Put a creature card exiled with Sisters of Stone Death onto the battlefield under your control.” Quicksilver Elemental has the ability “{U}: This creature gains all activated abilities of target creature until end of turn.” If a player has Quicksilver Elemental gain Arc-Slogger’s ability, activates it, then has Quicksilver Elemental gain Sisters of Stone Death’s abilities, activates the exile ability, and then activates the return-to-the-battlefield ability, only the creature card Quicksilver Elemental exiled with Sisters of Stone Death’s ability can be returned to the battlefield. Creature cards Quicksilver Elemental exiled with Arc-Slogger’s ability can’t be returned.\n例如:电弧匍行兽具有异能“{R},放逐你牌库顶的十张牌:此生物对任意一个目标造成2点伤害。”石化眼姊妹具有异能“{B}{G}:放逐目标阻挡石化眼姊妹,或被石化眼姊妹阻挡的生物”以及异能“{2}{B}:将一张被石化眼姊妹放逐的生物牌在你的操控下放进战场。”水银元素具有异能“{U}:此生物获得目标生物的所有起动式异能直到回合结束。”如果牌手用水银元素获得电弧匍行兽的异能,起动该异能,然后令水银元素获得石化眼姊妹的异能,起动该放逐异能且然后起动放回战场的异能,只有水银元素使用石化眼姊妹的异能所放逐的生物牌可以被移回战场上。水银元素用电弧匍行兽的异能放逐的生物牌不能被移回。"}, {"chapter": "6", "id": "607.5a", "content": "607.5a If an object gains an ability that refers to a choice, but either (a) doesn’t copy that ability’s linked ability or (b) does copy the linked ability but no choice is made for it, then the choice is considered to be “undefined.” If an ability refers to an undefined choice, that part of the ability won’t do anything.\n如果一个物件获得了一个提及选择的异能,但(a)并未同时复制与该异能相关联的异能,或(b)复制了与之关联的异能但并未为此关联异能作出过选择,则将此选择视同“未定义”。如果一个异能提及未定义的选择,异能的该部分将没有任何效果。\nExample: Voice of All enters the battlefield and Unstable Shapeshifter copies it. Voice of All reads, in part, “As this creature enters, choose a color.” and “This creature has protection from the chosen color.” Unstable Shapeshifter never had a chance for a color to be chosen for it, because it didn’t enter the battlefield as Voice of All so it doesn’t gain a protection ability.\n例如:万物使者进入战场,且不稳定变形兽成为其复制品。万物使者具有“于此生物进场时,选择一种颜色”以及“此生物具有反该色保护异能。”由于不稳定变形兽不是作为万物使者的复制品进入战场,所以它从未有为该异能选择颜色的机会,因此它不会获得保护异能。\nExample: A Vesuvan Doppelganger enters the battlefield as a copy of Voice of All, and the Doppelganger’s controller chooses blue. Later, the Doppelganger copies Quirion Elves, which has the ability, “{T}: Add one mana of the chosen color.” Even though a color was chosen for the Doppelganger, it wasn’t chosen for the ability linked to the mana ability copied from the Elves. If that mana ability of the Doppelganger is activated, it will not produce mana.\n例如:维苏瓦化妖[Vesuvan Doppelganger]作为万物使者的复制品进入战场,且维苏瓦化妖的操控者选择了蓝色。之后,维苏瓦化妖复制了奎利恩妖精。奎利恩妖精具有异能“{T}:加一点所选颜色的法术力。”虽然曾为维苏瓦化妖选择过颜色,但为其作出此选择的异能并未与从妖精处复制而来的法术力异能相关联。起动维苏瓦化妖的法术力异能将不会产生任何法术力。"}, {"chapter": "6", "id": "608.", "content": "608. Resolving Spells and Abilities\n结算咒语和异能"}, {"chapter": "6", "id": "608.1.", "content": "608.1. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, “Effects.”)\n每次所有牌手连续让过,堆叠顶端的咒语或异能结算。(参见规则609,“效应”。)"}, {"chapter": "6", "id": "608.2.", "content": "608.2. If the object that’s resolving is an instant spell, a sorcery spell, or an ability, its resolution may involve several steps. The steps described in rules 608.2a and 608.2b are followed first. The steps described in rules 608.2c–m are then followed as appropriate, in no specific order. The steps described in rule 608.2n and 608.2p are followed last.\n如果结算的物件为瞬间咒语、法术咒语或异能,其结算过程可能包含一些步骤。首先为规则608.2a和608.2b中的步骤。然后为规则608.2c-m中适合的步骤,不按照任何特定的顺序。最后为规则608.2n和608.2p中的步骤。"}, {"chapter": "6", "id": "608.2a", "content": "608.2a If a triggered ability has an intervening “if” clause, it checks whether the clause’s condition is true. If it isn’t, the ability is removed from the stack and does nothing. Otherwise, it continues to resolve. See rule 603.4.\n如果一个触发式异能包含以“若”开头的子句,它将检查该条款的条件是否符合。如果该条件不符合,该异能被移出堆叠且没有任何效果。否则,它继续结算。参见规则603.4。"}, {"chapter": "6", "id": "608.2b", "content": "608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target that’s no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. If all its targets, for every instance of the word “target,” are now illegal, the spell or ability doesn’t resolve. It’s removed from the stack and, if it’s a spell, put into its owner’s graveyard. Otherwise, the spell or ability will resolve normally. Illegal targets, if any, won’t be affected by parts of a resolving spell’s effect for which they’re illegal. Other parts of the effect for which those targets are not illegal may still affect them. If the spell or ability creates any continuous effects that affect game rules (see rule 613.11), those effects don’t apply to illegal targets. If part of the effect requires information about an illegal target, it fails to determine any such information. Any part of the effect that requires that information won’t happen.\n如果该咒语或异能指定了目标,它检查这些目标是否依然合法。一个不再存在于之前宣告为目标时所在区域的目标不合法。其他对游戏状态的更改可能会导致目标不再合法;例如,其特征可能被改变或一个效应可能改变了咒语的叙述。如果异能之来源离开了其原本所在的区域,则在此过程中会使用该来源的最后已知信息。如果一个咒语或异能的每个“目标”一词对应的目标均非法,该咒语或异能不会结算;将其从堆叠上移除,且如果它是咒语,将其置入其拥有者的坟墓场。否则,它将正常结算。非法目标(如果有的话)不会受到该咒语或异能的效应中关于这些非法目标部分之影响。关于其余合法目标部分的效应仍然可能会影响这些非法目标。如果该咒语或异能创造了一个影响游戏规则的持续性效应(参见规则613.11),该效应不对非法目标生效。如果该效应的一部分需要确定非法目标的信息,该效应无法确定任何信息。该效应中任何需要这些信息以生效的部分不会生效。\nExample: Sorin’s Thirst is a black instant that reads, “Sorin’s Thirst deals 2 damage to target creature and you gain 2 life.” If the creature isn’t a legal target during the resolution of Sorin’s Thirst (say, if the creature has gained protection from black or left the battlefield), then Sorin’s Thirst doesn’t resolve. Its controller doesn’t gain any life.\n例如:索霖的饥渴是一个“索霖的饥渴对目标生物造成2点伤害,且你获得2点生命。”的黑色瞬间。如果该生物在索霖的饥渴的结算过程中不合法(例如它获得了反黑保护或离开了战场),则索霖的饥渴不会结算。其操控者不会得到生命。\nExample: Plague Spores reads, “Destroy target nonblack creature and target land. They can’t be regenerated.” Suppose the same creature land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plague Spores still resolves because the black creature land is still a legal target for the “target land” part of the spell. The “destroy target nonblack creature” part of the spell won’t affect that permanent, but the “destroy target land” part of the spell will still destroy it. It can’t be regenerated.\n例如:疫病孢子为“消灭目标非黑色生物和目标地。它们不能重生。”假设同一个生物地作为非黑色生物和地被宣告为目标,且在疫病孢子结算前它的颜色被改为黑色。疫病孢子仍然会结算,因为该黑色生物地依然是该咒语“目标地”部分的合法目标。它不能重生。"}, {"chapter": "6", "id": "608.2c", "content": "608.2c The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, “Destroy target creature. It can’t be regenerated” or “Counter target spell. If that spell is countered this way, put it on top of its owner’s library instead of into its owner’s graveyard.”) Don’t just apply effects step by step without thinking in these cases—read the whole text and apply the rules of English to the text.\n咒语或异能的操控者按照叙述的顺序进行动作。替代性效应可能会影响这些动作。在一些情况下,牌上之后部分的叙述可能会影响之前部分的叙述(例如,“消灭目标生物。它不能重生”或“反击目标咒语。如果该咒语被以此法反击,改为将其置于其拥有者的牌库顶而不是拥有者的坟墓场。”)在这些情况下不要不假思索便按照顺序令效应生效,需要阅读整段叙述并对其规则进行中文理解。"}, {"chapter": "6", "id": "608.2d", "content": "608.2d If an effect of a spell or ability offers any choices other than choices already made as part of casting the spell, activating the ability, or otherwise putting the spell or ability on the stack, the player announces these while applying the effect. The player can’t choose an option that’s illegal or impossible, with the exception that having a library with no cards in it doesn’t make drawing a card an impossible action (see rule 121.3). If an effect divides or distributes something, such as damage or counters, as a player chooses among any number of untargeted players and/or objects, the player chooses the amount and division such that each chosen player or object receives at least one of whatever is being divided. (Note that if an effect divides or distributes something, such as damage or counters, as a player chooses among some number of target objects and/or players, the amount and division were determined as the spell or ability was put onto the stack rather than at this time; see rule 601.2d.)\n如果咒语或异能的一个效应令牌手作出选择,且该选择不是作为施放咒语、起动异能、或用其他方式将咒语或异能放进堆叠的一部分而已经作出的选择,则该牌手于这些效应生效时宣告其选择。牌手不能选择不合法或无法作到的选项,但从空的牌库中抓牌除外(参见规则121.3)。如果一个效应令牌手分配某些事物(例如伤害或指示物)给任何数量不指定目标的牌手和/或物件,该牌手须选择数量和分配方式,使得每位被选择的牌手或物件至少获得一个所分配的事物。(注意如果一个效应令牌手分配某些事物(例如伤害或指示物)给某个数量的目标物件和/或牌手,则分配的数量和分配方式在该咒语或异能放进堆叠的时候就被确定,而非在结算时;参见规则601.2d。)\nExample: A spell’s instruction reads, “You may sacrifice a creature. If you don’t, you lose 4 life.” A player who controls no creatures can’t choose the sacrifice option.\n例如:一个咒语的叙述为“你可以牺牲一个生物。如果你不如此作,你失去4点生命。”一位不操控任何生物的牌手不能选择牺牲生物。"}, {"chapter": "6", "id": "608.2e", "content": "608.2e Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses, that involve multiple players. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule 101.4.\n一些咒语和异能具有影响多位牌手的多个步骤或动作,用单独的句子或条款表示。在这些情况下,按照“主动牌手先决定”的顺序为第一个动作作出的选择,然后第一个动作同时进行。然后按照“主动牌手先决定”的顺序为第二个动作作出选择,然后第二个动作同时进行,以此类推。参见规则101.4。"}, {"chapter": "6", "id": "608.2f", "content": "608.2f Some spells and abilities include actions taken on multiple players and/or objects. In most cases, each such action is processed simultaneously. If the action can’t be processed simultaneously, it’s instead processed considering each affected player or object individually. APNAP order is used to make the primary determination of the order of those actions. Secondarily, if the action is to be taken on both a player and an object they control or on multiple objects controlled by the same player, the player who controls the resolving spell or ability chooses the relative order of those actions.\n一些咒语和异能包含对多个牌手和/或物件执行的动作。在大多数情况下,此类动作被同时处理。如果该动作不能被同时处理,则在处理时改为看作其对每个受影响的物件或牌手各自考虑。使用“主动牌手先决定”顺序作为决定这些动作执行顺序的主要依据。其次,如果该动作将同时对一位牌手和其操控的物件、或对多个由同一牌手操控的物件执行,操控正在结算的咒语或异能的牌手来选择这些动作的相对顺序。\nExample: Blatant Thievery says “For each opponent, gain control of target permanent that player controls.” As Blatant Thievery resolves, its controller gains control of all permanents chosen as targets simultaneously.\n例如:公然剽窃叙述为“为每位对手各进行以下流程~获得目标由该牌手操控之永久物的操控权。”于公然剽窃结算时,其操控者同时获得所有被选为目标的永久物的操控权。\nExample: Soulfire Eruption says, in part, “Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card’s mana value to that permanent or player.” A player casts Soulfire Eruption targeting an opponent and a creature that opponent controls. As Soulfire Eruption resolves, the player can’t exile the top card of their library multiple times at the same time, so they first choose which target they are considering, then they exile the top card of their library, and finally Soulfire Eruption deals damage to that target. They then repeat this process for the remaining target.\n例如:魂火爆发的部分叙述为“选择任意数量的目标生物,鹏洛客和/或牌手。为他们各进行以下流程~放逐你的牌库顶牌,然后魂火爆发对该永久物或牌手造成伤害,其数量等同于所放逐之牌的法术力值。”牌手以一位对手及一个由该牌手操控的生物为目标施放魂火爆发。于魂火爆发结算时,该牌手不能同时多次放逐其牌库顶牌,因此该牌手先选择其考虑的是哪个目标,然后其放逐其牌库顶牌,最后魂火爆发对该目标造成伤害。然后该牌手为其余的目标重复此流程。"}, {"chapter": "6", "id": "608.2g", "content": "608.2g If an effect gives a player the option to pay mana, they may activate mana abilities before taking that action. If an effect specifically instructs or allows a player to cast a spell during resolution, they do so by following the steps in rules 601.2a–i, except no player receives priority after it’s cast. That spell becomes the topmost object on the stack, and the currently resolving spell or ability continues to resolve, which may include casting other spells this way. No other spells can normally be cast and no other abilities can normally be activated during resolution.\n如果一个效应给予牌手支付法术力的选择,他在进行该动作之前可以起动法术力异能。如果一个效应明确指示或允许牌手在结算过程中施放一个咒语,他将该咒语放在堆叠顶端,然后继续按照规则601.2a-h中的步骤施放该咒语,但没有牌手在它被施放之后得到优先权。该咒语成为堆叠最顶端的物件,然后当前正在结算的咒语或异能继续结算,它可能包括以此法施放另一个咒语。一般情况下,在结算过程中没有其他咒语可以被施放且没有其他异能可以被起动。"}, {"chapter": "6", "id": "608.2h", "content": "608.2h If an effect requires information from the game (such as the number of creatures on the battlefield), the answer is determined only once, when the effect is applied. If the effect requires information from a specific object, including the source of the ability itself, the effect uses the current information of that object if it’s in the public zone it was expected to be in; if it’s no longer in that zone, or if the effect has moved it from a public zone to a hidden zone, the effect uses the object’s last known information. See rule 113.7a. If an ability states that an object does something, it’s the object as it exists—or as it most recently existed—that does it, not the ability.\n如果一个效应需要游戏信息(例如战场上生物的数量),答案只在该效应生效时决定一次。如果该效应需要一个特定物件的信息,包括该异能自身的来源,如果该物件依然在它应在的公开区域,则该效应使用其当前信息;如果该物件已经不在该区域或该效应将该物件从公开区域移动到隐藏区域,则该效应使用其最后已知信息。参见规则113.7a。如果一个异能的叙述为该物件作出动作,则是该存在的或最后存在的物件进行该动作,而不是异能本身。"}, {"chapter": "6", "id": "608.2i", "content": "608.2i Some effects look back in time and require information about previous game states and actions rather than considering the current game state. If such an effect requires information from the game about an object or group of objects, and that effect is not taking any actions on those objects, they don’t need to be currently in the zone they were in at the time of that previous game state or action, nor do they need to currently meet the criteria described in the action, as long as they did so at the specified time. This is an exception to 608.2h.\n一些效应会回溯并需要关于先前游戏状态和动作的信息,而非当前的游戏状态。如果此类效应需要从游戏中获取关于一个或一组物件的信息,并且该效应不对这些物件执行任何动作,则它们不需要当前仍位于先前游戏状态或动作时所在的区域,或是当前仍符合该动作所述的条件,只要它们在所述时间内位于该区域或符合该条件即可。这是规则608.2h的例外情况。\nExample: A player attacks with Bear Cub. Later in the turn, an effect causes Bear Cub to become a noncreature permanent. The same player then casts Search Party Captain, a spell that says in part “This spell costs {1} less to cast for each creature you attacked with this turn.” That spell costs {1} less because the player attacked with a creature, even though the Bear Cub they attacked with is no longer a creature.\n例如:牌手使用幼熊[Bear Cub]攻击。在该回合稍后的时间中,一个效应使得幼熊成为非生物的永久物。然后,同一位牌手施放搜救队长,其部分叙述为“本回合中你每以一个生物攻击过,此咒语便减少{1}来施放。”因为该牌手用一个生物攻击过,该咒语减少{1}来施放,即使攻击过的幼熊已经不再是生物也是一样。"}, {"chapter": "6", "id": "608.2j", "content": "608.2j If an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have.\n如果一个效应引用一个特定的特征,它只检查该特定的特征之数值,无视该物件可能具有的有关联的特征。\nExample: An effect that reads “Destroy all black creatures” destroys a white-and-black creature, but one that reads “Destroy all nonblack creatures” doesn’t.\n例如:一个“消灭所有黑色生物”的效应将消灭一个黑色及白色的生物,但“消灭所有非黑生物”不会。"}, {"chapter": "6", "id": "608.2k", "content": "608.2k If an ability’s effect refers to a specific untargeted object that has been previously referred to by that ability’s cost or trigger condition, it still affects that object even if the object has changed characteristics.\n如果一个异能的效应引用一个特定的物件,且该物件之前被该异能的费用或触发条件引用过,则它依然会影响该物件,即使它的特征已经改变。\nExample: Wall of Tears says “Whenever this creature blocks a creature, return that creature to its owner’s hand at end of combat.” If Wall of Tears blocks a creature, then that creature ceases to be a creature before the triggered ability resolves, the permanent will still be returned to its owner’s hand.\n例如:泪之墙具有“每当此生物阻挡一个生物,在战斗结束时将该生物移回其拥有者的手上。”如果泪之墙阻挡一个生物,然后该生物在触发式异能结算之前不再是生物,该永久物依然会被移回其拥有者手上。"}, {"chapter": "6", "id": "608.2m", "content": "608.2m If an instant spell, sorcery spell, or ability that can legally resolve leaves the stack once it starts to resolve, it will continue to resolve fully.\n如果一个瞬间咒语、法术咒语、或异能可以合法结算,即使它在开始结算后离开堆叠,它也会继续完整结算。"}, {"chapter": "6", "id": "608.2n", "content": "608.2n As the final part of an instant or sorcery spell’s resolution, the spell is put into its owner’s graveyard. As the final part of an ability’s resolution, the ability is removed from the stack and ceases to exist.\n作为瞬间或法术咒语结算的最后部分,该咒语被放进其拥有者的坟墓场。作为异能结算的最后部分,该异能被从堆叠移除并消失。"}, {"chapter": "6", "id": "608.2p", "content": "608.2p Once all possible steps described in 608.2c–n are completed, any abilities that trigger when that spell or ability resolves trigger.\n一旦完成608.2c-m中所述之所有可能的步骤,任何在该咒语或异能结算时触发的异能触发。"}, {"chapter": "6", "id": "608.3.", "content": "608.3. If the object that’s resolving is a permanent spell, its resolution may involve several steps. The instructions in rules 608.3a and b are always performed first. Then one of the steps in rule 608.3c–e is performed, if appropriate.\n如果正在结算的物件是永久物咒语,其结算可能包含数个步骤。规则608.3a和b所述的指示总是首先执行。然后,规则608.3c-e其中之一的步骤如适用,则执行之。"}, {"chapter": "6", "id": "608.3a", "content": "608.3a If the object that’s resolving has no targets, it becomes a permanent and enters the battlefield under the control of the spell’s controller.\n如果正在结算的物件没有目标,则它成为永久物并在该咒语操控者的操控下被放进战场。"}, {"chapter": "6", "id": "608.3b", "content": "608.3b If the object that’s resolving has a target, it checks whether the target is still legal, as described in 608.2b. If a spell with an illegal target is a bestowed Aura spell (see rule 702.103e) or a mutating creature spell (see rule 702.140b), it becomes a creature spell and will resolve as described in rule 608.3a. Otherwise, the spell doesn’t resolve. It is removed from the stack and put into its owner’s graveyard.\n如果正在结算的物件具有目标,则它依照规则608.2b的叙述,检查其目标是否依然合法。如果一个神授式灵气咒语(参见规则702.103e)或合变式生物咒语(参见规则702.140b)的目标不合法,该咒语成为生物咒语,并依照规则608.3a的叙述结算。否则,该咒语不会结算。它被移出堆叠并置入其拥有者的坟墓场。"}, {"chapter": "6", "id": "608.3c", "content": "608.3c If the object that’s resolving is an Aura spell, it becomes a permanent and is put onto the battlefield under the control of the spell’s controller attached to the player or object it was targeting.\n如果正在结算的物件是灵气咒语,则该咒语成为永久物,在其操控者的操控下被放进战场,并贴附于其目标所指的物件上。"}, {"chapter": "6", "id": "608.3d", "content": "608.3d If the object that’s resolving is a mutating creature spell, the object representing that spell merges with the permanent it is targeting (see rule 729, “Merging with Permanents”).\n如果正在结算的物件是合变式生物咒语,则代表该咒语的物件与其目标所指的永久物结聚(参见规则729,“与永久物结聚”。)"}, {"chapter": "6", "id": "608.3e", "content": "608.3e If a permanent spell resolves but its controller can’t put it onto the battlefield, that player puts it into its owner’s graveyard.\n如果一个永久物咒语结算,但其操控者不能将其放进战场,则该牌手将其放进其拥有者的坟墓场。\nExample: Worms of the Earth has the ability “Lands can’t enter the battlefield.” Clone says “You may have this creature enter as a copy of any creature on the battlefield.” If a player casts Clone and chooses to copy Dryad Arbor (a land creature) while Worms of the Earth is on the battlefield, Clone can’t enter the battlefield from the stack. It’s put into its owner’s graveyard.\n例如:遍地蠕虫[Worms of the Earth]具有“地不能进入战场。”仿生妖具有“你可以使此生物当成战场上任一生物的复制品来进场。”如果牌手在战场上有遍地蠕虫的情况下,施放仿生妖并选择复制树灵乔木(一个地生物),仿生妖不能从堆叠中进入战场。它被放进其拥有者的坟墓场。"}, {"chapter": "6", "id": "608.3f", "content": "608.3f If the object that’s resolving is a copy of a permanent spell, it will become a token permanent as it is put onto the battlefield in any of the steps above. A token put onto the battlefield this way is no longer a copy of a spell and is not “created” for the purposes of any rules or effects that refer to creating a token.\n如果正在结算的物件是永久物咒语的复制品,于该物件经由以上任一步骤中被放进战场时,其成为衍生永久物。以此法放进战场的衍生物不再是咒语的复制品,在提及派出衍生物的规则或效应的意义上也并未被“派出”。"}, {"chapter": "6", "id": "608.3g", "content": "608.3g If the object that’s resolving has a static ability that functions on the stack and creates a delayed triggered ability, that delayed triggered ability is created as that permanent is put onto the battlefield in any of the steps above. (See rules 702.109, “Dash,” 702.152, “Blitz,” and 702.185, “Warp.”)\n如果正在结算的物件具有在堆叠上运作、并创造一个延迟触发式异能的静止式异能,该延迟触发式异能于该永久物经由以上任一步骤中被放进战场时创造。(参见规则702.109,“掩袭”,规则702.152,“急袭”,以及规则702.185,“跃迁”。)"}, {"chapter": "6", "id": "609.", "content": "609. Effects\n效应"}, {"chapter": "6", "id": "609.1.", "content": "609.1. An effect is something that happens in the game as a result of a spell or ability. When a spell, activated ability, or triggered ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Text itself is never an effect.\n效应为咒语或异能在游戏中所产生的结果。当一个咒语、起动式异能、或触发式异能结算时,它可能会创造一个或数个一次性效应或持续性效应。静止式异能可能创造一个或数个持续性效应。叙述本身不是效应。"}, {"chapter": "6", "id": "609.2.", "content": "609.2. Effects apply only to permanents unless the instruction’s text states otherwise or they clearly can apply only to objects in one or more other zones.\n效应只对永久物生效,除非叙述特别指明或它们明显只对其他区域中的物件生效。\nExample: An effect that changes all lands into creatures won’t alter land cards in players’ graveyards. But an effect that says spells cost more to cast will apply only to spells on the stack, since a spell is always on the stack while a player is casting it.\n例如:一个将所有地变为生物的效应不会改变牌手坟墓场中的地牌。但一个令咒语多支付费用来施放的效应将只对堆叠中的咒语生效,因为牌手施放咒语时该咒语一定是在堆叠上。"}, {"chapter": "6", "id": "609.3.", "content": "609.3. If an effect attempts to do something impossible, it does only as much as possible.\n如果一个效应尝试作无法作到的事,它从中作尽可能多的部分。\nExample: If a player is holding only one card, an effect that reads “Discard two cards” causes them to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.\n例如:如果某牌手手上只有一张牌,一个“弃两张牌”的效应将导致他只弃掉该牌。如果一个效应从牌库中移走牌(而不是抓牌),它只从中移走尽可能多的牌。"}, {"chapter": "6", "id": "609.4.", "content": "609.4. Some effects state that a player may do something “as though” some condition were true or a creature can do something “as though” some condition were true. This applies only to the stated effect. For purposes of that effect, treat the game exactly as if the stated condition were true. For all other purposes, treat the game normally.\n一些效应令牌手将某些条件“视同”正确的情况下作一些事,或令生物将某些条件“视同”正确的情况下作一些事。这只对该被指出的效应生效。对于该效应来说,将游戏当作该条件为正确来对待。对于其他情况,将游戏按照一般情况对待。"}, {"chapter": "6", "id": "609.4a", "content": "609.4a If two effects state that a player may (or a creature can) do the same thing “as though” different conditions were true, both conditions could apply. If one “as though” effect satisfies the requirements for another “as though” effect, then both effects will apply.\n如果两个效应令牌手可以(或生物可以)将两个不同的条件“视同”正确的情况下作一些事,这两个条件可能都会生效。如果其中一个被“视同”的效应符合另一个被“视同”的效应,则两者均生效。\nExample: A player controls Vedalken Orrery, an artifact that says “You may cast spells as though they had flash.” That player casts Shaman’s Trance, an instant that says, in part, “You may play lands and cast spells from other players’ graveyards this turn as though those cards were in your graveyard.” The player may cast a sorcery with flashback from another player’s graveyard as though it were in that player’s graveyard and as though it had flash.\n例如:某牌手操控维多肯星像仪,一个具有“你可以将咒语视同具有闪现异能地来施放。”的神器。该牌手施放巫医交神,一个部分叙述为“本回合中,你可以视同在你的坟墓场中一般,从其他牌手的坟墓场中使用地及施放咒语。”的瞬间。该牌手可以视同在自己的坟墓场中一般,并视同其具有闪现一般,从其他牌手的坟墓场中施放具有返照的法术。"}, {"chapter": "6", "id": "609.4b", "content": "609.4b If an effect allows a player to spend mana “as though it were mana of any [type or color],” this affects only how the player may pay a cost. It doesn’t change that cost, and it doesn’t change what mana was actually spent to pay that cost. The same is true for effects that say “mana of any type can be spent.”\n如果一个效应允许牌手“视同任意[种类或颜色]的法术力”来支付法术力,这仅影响该牌手可以如何支付费用。这并不会改变该费用,也不会改变实际支付该费用时使用的法术力之种类或颜色。具有“能用任意种类的法术力”的效应亦是如此。"}, {"chapter": "6", "id": "609.5.", "content": "609.5. If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties.\n如果一个效应可能会以不分先后作为结果,则创造该效应的咒语或异能之叙述会指出在此情况下如何。万智牌游戏本身对不分先后没有默认结果。"}, {"chapter": "6", "id": "609.6.", "content": "609.6. Some continuous effects are replacement effects or prevention effects. See rules 614 and 615.\n一些持续性效应为替代性效应或防止性效应。参见规则614和615。"}, {"chapter": "6", "id": "609.7.", "content": "609.7. Some effects apply to damage from a source—for example, “The next time a red source of your choice would deal damage to you this turn, prevent that damage.”\n一些效应从来源对伤害生效;例如,“于本回合中,防止由你选择的红色来源下一次将对你所造成的伤害。”"}, {"chapter": "6", "id": "609.7a", "content": "609.7a If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a replacement or prevention effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage dealt by that permanent, regardless of whether it’s combat damage or damage dealt as the result of a spell or ability. If the player chooses a permanent spell, the effect will apply to any damage dealt by that spell and any damage dealt by the permanent that spell becomes when it resolves.\n如果一个效应要求牌手选择一个伤害来源,他可以选择一个永久物;一个堆叠中的咒语(包括永久物咒语);一个堆叠中的物件、一个等待生效的替代性或防止性效应、或一个等待触发的延迟触发式异能(即使该物件已经不再在其之前所在的区域),所提及的任何物件;或者一个统帅区中面朝上的物件。一个来源不需要可以造成伤害才能被合法选择。当该效应被创造时选择该来源。如果该牌手选择了一个永久物,该效应将对该永久物下一次将造成的伤害生效,无论是战斗伤害还是由咒语或异能令其造成的伤害。如果该牌手选择了一个永久物咒语,该效应将对该咒语以及当该咒语结算时成为的永久物生效。"}, {"chapter": "6", "id": "609.7b", "content": "609.7b Some effects from resolved spells and abilities prevent or replace damage from sources with certain properties, such as a creature or a source of a particular color. When the source would deal damage, the “shield” rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isn’t used up.\n一些已经结算的咒语或异能所产生的效应防止或替代来自某种特定属性来源的伤害,例如生物或某颜色为来源。当该来源将造成伤害时,该“护盾”再次检查该来源的属性。如果不再符合该属性,该伤害不会被防止或替代。如果该护盾因为任何原因没有防止或替代任何伤害,则该护盾没有被使用。"}, {"chapter": "6", "id": "609.7c", "content": "609.7c Some effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren’t on the battlefield that have that property.\n一些静止式异能所产生的效应防止或替代来自某种特定属性来源的伤害。这些效应对具有该属性的永久物来源和具有该属性且不在战场的来源生效。"}, {"chapter": "6", "id": "610.", "content": "610. One-Shot Effects\n一次性效应"}, {"chapter": "6", "id": "610.1.", "content": "610.1. A one-shot effect does something just once and doesn’t have a duration. Examples include dealing damage, destroying a permanent, creating a token, and moving an object from one zone to another.\n一次性效应只作一次事且不具有时限。例如造成伤害、消灭永久物、派出一个衍生物、以及将一个物件从一个区域移到另一个。"}, {"chapter": "6", "id": "610.2.", "content": "610.2. Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that’s creating the one-shot effect resolves. See rule 603.7.\n一些一次性效应创造延迟触发式异能,它令该牌手在之后的游戏中作某事(一般在特定的时间),而不是于创造该一次性效应的咒语或异能结算时。参见规则603.7。"}, {"chapter": "6", "id": "610.3.", "content": "610.3. Some one-shot effects cause an object to change zones “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect returns the object to its previous zone.\n一些一次性效应使得一个物件改变区域“直到”某个特定事件发生。在该事件发生后,另一个一次性效应立即被创造。后者效应将该物件移回原来的区域。"}, {"chapter": "6", "id": "610.3a", "content": "610.3a If a resolving spell or activated ability creates the initial one-shot effect that causes the object to change zones, and the specified event has already occurred before that one-shot effect would occur but after that spell or ability was put onto the stack, the object doesn’t move.\n如果正在结算的咒语或起动式异能创造了上述前者导致物件改变区域的一次性效应,且该特定事件在该咒语或异能放进堆叠之后、但在一次性效应将要发生之前已经发生,则该物件不会改变区域。"}, {"chapter": "6", "id": "610.3b", "content": "610.3b If a resolving triggered ability creates the initial one-shot effect that causes the object to change zones, and the specified event has already occurred before that one-shot effect would occur but after that ability triggered, the object doesn’t move.\n如果正在结算的触发式异能创造了上述前者导致物件改变区域的一次性效应,且该特定事件在该异能触发之后、但在一次性效应将要发生之前已经发生,则该物件不会改变区域。"}, {"chapter": "6", "id": "610.3c", "content": "610.3c An object returned to the battlefield this way returns under its owner’s control unless otherwise specified.\n除非另有说明,以此法移回战场的物件在其拥有者的操控下返回战场。"}, {"chapter": "6", "id": "610.3d", "content": "610.3d If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.\n如果多个一次性效应在一个或数个同时发生的事件之后立即被创造,这些一次性效应亦是同时发生的。\nExample: Two Banisher Priests have each exiled a card. All creatures are destroyed at the same time by Day of Judgment. The two exiled cards are returned to the battlefield at the same time.\n例如:两个逐令僧侣各放逐了一张牌。审判末日同时消灭了所有生物。两张被放逐的牌同时返回战场。"}, {"chapter": "6", "id": "610.4.", "content": "610.4. Some one-shot effects cause a permanent to phase out “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect causes the permanent to phase in.\n一些一次性效应使得一个永久物跃离“直到”某个特定事件发生。在该事件发生后,另一个一次性效应立即被创造。后者效应使得该永久物跃回。"}, {"chapter": "6", "id": "610.4a", "content": "610.4a A permanent phased out this way doesn’t phase in as a result of the turn-based action during a player’s untap step (see rule 502.1). Other effects may cause it to phase in. If a permanent phased out this way phases in due to another effect, the second one-shot effect doesn’t happen, even if that permanent has phased out again.\n以此法跃离的永久物不因牌手重置步骤(参见规则502.1)中的回合动作之故而跃回。其他效应仍然可能使得其跃回。如果以此法跃离的永久物因另一个效应之故而跃回,上述后者一次性动作不会发生,即使该永久物再次跃离。"}, {"chapter": "6", "id": "610.4b", "content": "610.4b If a resolving spell or activated ability creates the initial one-shot effect that causes the permanent to phase out, and the specified event has already occurred before that one-shot effect would occur but after that spell or ability was put onto the stack, the permanent doesn’t phase out.\n如果正在结算的咒语或起动式异能创造了上述前者导致物件跃离的一次性效应,且该特定事件在该咒语或异能放进堆叠之后、但在一次性效应将要发生之前已经发生,则该物件不会跃离。"}, {"chapter": "6", "id": "610.4c", "content": "610.4c If a resolving triggered ability creates the initial one-shot effect that causes the permanent to phase out, and the specified event has already occurred before that one-shot effect would occur but after that ability triggered, the permanent doesn’t phase out.\n如果正在结算的触发式异能创造了上述前者导致物件跃离的一次性效应,且该特定事件在该异能触发之后、但在一次性效应将要发生之前已经发生,则该物件不会跃离。"}, {"chapter": "6", "id": "610.4d", "content": "610.4d If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.\n如果多个一次性效应在一个或数个同时发生的事件之后立即被创造,这些一次性效应亦是同时发生的。"}, {"chapter": "6", "id": "610.5.", "content": "610.5. Some static abilities create one-shot effects that cause spells a player casts to gain an ability as that player casts them. These effects begin to apply to appropriate spells at the time the player puts such a spell on the stack. See rule 601.2a.\n一些静止式异能产生一次性效应,使得牌手施放的咒语在施放时获得异能。这类效应会在牌手将这类咒语放进堆叠时开始对该咒语生效。参见规则601.2a。"}, {"chapter": "6", "id": "611.", "content": "611. Continuous Effects\n持续性效应"}, {"chapter": "6", "id": "611.1.", "content": "611.1. A continuous effect modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period.\n一个持续性效应在指定时限中或无限期地,影响物件的特征、影响物件的操控权、或影响牌手或游戏的规则。"}, {"chapter": "6", "id": "611.2.", "content": "611.2. A continuous effect may be generated by the resolution of a spell or ability.\n一个持续性效应可能由于一个咒语或异能的结算而产生。"}, {"chapter": "6", "id": "611.2a", "content": "611.2a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until the end of the game.\n一个由咒语或异能的结算所产生的持续性效应,在产生它的咒语或异能所列出的时段内生效(例如“直到回合结束”)。如果没有列出时段,则它生效直到游戏结束。"}, {"chapter": "6", "id": "611.2b", "content": "611.2b Some continuous effects generated by the resolution of a spell or ability have durations worded “for as long as . . . .” If the “for as long as” duration never starts, the effect does nothing. Similarly, if that duration ends before the moment the effect would first be applied and doesn’t begin again during that spell or ability’s resolution, the effect does nothing. It doesn’t start and immediately stop again, and it doesn’t last forever.\n一些由咒语或异能的结算所产生的持续性效应的时段使用“于……的时段内”描述。如果该时段从未开始过,则该效应没有任何效果。类似地,如果该效应在它最先生效的一刻之前便已经结束,且在该咒语或异能的结算过程中没有再度开始,则该效应没有任何效果。它不会开始并马上结束,也不会永远生效。\nExample: Master Thief has the ability “When this creature enters, gain control of target artifact for as long as you control this creature.” If you lose control of Master Thief before the ability resolves, it does nothing, because its duration—as long as you control Master Thief—was over before the effect began.\n例如:神偷具有异能“当此生物进场时,于你操控此生物的时段内,获得目标神器的操控权。”若你在该异能结算前你不再操控神偷,该异能将没有任何效果,因为其时段(于你操控神偷的时段)在效应开始前便已经结束。"}, {"chapter": "6", "id": "611.2c", "content": "611.2c If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won’t change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn’t modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren’t affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don’t, the set of objects each part applies to is determined independently.\n如果一个由咒语或异能的结算所产生的持续性效应影响特征或改变任何物件的操控权,这组受其影响的物件在该持续性效应开始时决定。在此之后,该组永久物不会改变。(注意这与一个静止式异能所产生的持续性效应不同。)一个由咒语或异能的结算所产生且不影响特征或改变任何物件操控权的持续性效应影响游戏规则,所以它们可以影响在该持续性效应开始时并不受其影响的物件。如果一个单独的持续性效应中的一部分影响物件的特征或改变物件的操控权,而其他部分不如此作,则受各部分影响的物件各自单独决定。\nExample: An effect that reads “All white creatures get +1/+1 until end of turn” gives the bonus to all permanents that are white creatures when the spell or ability resolves—even if they change color later—and doesn’t affect those that enter the battlefield or turn white afterward.\n例如:一个效应为“所有白色生物得+1/+1直到回合结束”,它将在该咒语或异能结算时给所有为白色生物的永久物+1/+1(即使它们的颜色之后改变),且不会影响之后进入战场或成为白色的生物。\nExample: An effect that reads “Prevent all damage creatures would deal this turn” doesn’t modify any object’s characteristics, so it’s modifying the rules of the game. That means the effect will apply even to damage from creatures that weren’t on the battlefield when the continuous effect began. It also affects damage from permanents that become creatures later in the turn.\n例如:一个效应为“防止本回合中生物将造成的所有伤害”,它不影响任何特征,所以它影响游戏规则。这表示该效应将对在该效应开始时不在战场的生物同样生效。它也会影响本回合中之后成为生物的永久物。"}, {"chapter": "6", "id": "611.2d", "content": "611.2d If a resolving spell or ability that creates a continuous effect contains a variable such as X, the value of that variable is determined only once, on resolution. See rule 608.2h.\n如果一个结算中的咒语或异能将产生一个包含可变数值的持续性效应,例如X,该可变数值的数值只在结算时决定一次。参见规则608.2h。"}, {"chapter": "6", "id": "611.2e", "content": "611.2e If a resolving spell or ability both puts a nontoken permanent onto the battlefield and creates a continuous effect stating that the permanent “is [characteristic],” that it “has [characteristic],” or that it doesn’t have a particular characteristic, that continuous effect applies simultaneously with the permanent entering the battlefield. This characteristic is usually a color or a creature type. If the continuous effect says the permanent “becomes [characteristic]” or “gains [an ability],” that effect applies after the permanent is on the battlefield.\n如果一个结算中的咒语或异能既将一个非衍生物的永久物放进战场,又创造一个持续性效应叙述该永久物“是[特征]”、“具有[特征]”或不具有某特征,则该持续性效应于该永久物进战场的同时立即生效。此特征通常是颜色或生物类别。如果持续性效应叙述该永久物“成为[特征]”或“获得[异能]”,该效应在永久物进战场之后生效。\nExample: Arbiter of the Ideal puts an artifact, creature, or land card onto the battlefield and says, in part, “That permanent is an enchantment in addition to its other types.” An ability that triggers whenever an enchantment enters the battlefield would trigger. The permanent doesn’t enter the battlefield and then become an enchantment.\n例如:理念仲裁者将一个神器、生物或地牌放进战场,其异能的部分叙述为“该永久物额外具有结界此类别。”因结界进战场而触发的异能会因此触发。以此法进战场的永久物并非进入战场然后才成为结界。"}, {"chapter": "6", "id": "611.2f", "content": "611.2f Some spells and abilities generate a continuous effect that modifies the characteristics of the next spell a player casts, the next spell that fulfills certain conditions a player casts during some duration, or similar. These effects do not begin immediately. Rather, they begin to apply at the time that player next puts an appropriate spell on the stack, and they apply to that spell. See rule 601.2a.\n一些咒语和异能产生一个持续性效应,其修改一位牌手下一个施放的咒语的特征,或修改一位牌手于某时段内施放且满足特定条件的咒语的特征,或有类似的效果。这些效应不会立即生效。相反,它们会在该牌手下一次将合适的咒语放进堆叠时开始对该咒语生效,并应用于该咒语。参见规则601.2a。"}, {"chapter": "6", "id": "611.3.", "content": "611.3. A continuous effect may be generated by the static ability of an object.\n持续性效应可能由物件的静止式异能产生。"}, {"chapter": "6", "id": "611.3a", "content": "611.3a A continuous effect generated by a static ability isn’t “locked in”; it applies at any given moment to whatever its text indicates.\n由静止式异能所产生的持续性效应没有被“锁定”;它在任何时刻均对其叙述包含的内容生效。"}, {"chapter": "6", "id": "611.3b", "content": "611.3b The effect applies at all times that the permanent generating it is on the battlefield or the object generating it is in the appropriate zone.\n一个效应在产生它的永久物在战场期间或产生它的物件在对应的区域期间均生效。\nExample: A permanent with the static ability “All white creatures get +1/+1” generates an effect that continuously gives +1/+1 to each white creature on the battlefield. If a creature becomes white, it gets this bonus; a creature that stops being white loses it.\n例如:一个具有静止式异能“所有白色生物得+1/+1”的永久物产生的效应持续给予每个战场上的白色生物+1/+1。如果一个生物成为白色,它得到+1/+1;一个不再是白色的生物失去它。"}, {"chapter": "6", "id": "611.3c", "content": "611.3c Continuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They don’t wait until the permanent is on the battlefield and then change it. Because such effects apply as the permanent enters the battlefield, they are applied before determining whether the permanent will cause an ability to trigger when it enters the battlefield.\n影响永久物特征的持续性效应于该永久物进入战场的同时生效。它们不等到永久物在战场后再改变它。由于这些效应于永久物进入战场时生效,它们在决定该永久物是否在进入战场时触发异能之前生效。\nExample: A permanent with the static ability “All white creatures get +1/+1” is on the battlefield. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesn’t enter the battlefield as 1/1 and then change to 2/2.\n例如:一个具有静止式异能“所有白色生物得+1/+1”的永久物在战场上。一般情况下创造1/1白色生物的生物咒语将改为创造2/2白色生物。该生物不会作为1/1生物进入战场然后成为2/2。"}, {"chapter": "6", "id": "611.3d", "content": "611.3d Continuous effects from static abilities may allow a player to play a land or cast a permanent spell, or may grant an ability to a permanent spell or card that allows it to be cast. If the effect also grants that object an ability that functions only on the battlefield, that ability lasts as long as stated by the effect granting that permission or ability. If no duration is stated, it lasts until the end of the game. This is an exception to rules 611.3a–b.\n静止式异能的持续性效应可能允许牌手使用地,施放永久物咒语,或是赋予永久物咒语或永久物牌一个允许其被施放的异能。如果此效应同时还赋予该物件一个仅在战场上生效的异能,则此异能在赋予该许可或异能的效应列出的时段内生效。如果没有列出时段,则它生效直到游戏结束。这是规则611.3a-b的例外情况。"}, {"chapter": "6", "id": "612.", "content": "612. Text-Changing Effects\n改变叙述的效应"}, {"chapter": "6", "id": "612.1.", "content": "612.1. Some continuous effects change an object’s text. This can apply to any words or symbols printed on that object, but generally affects only that object’s rules text (which appears in its text box) and/or the text that appears in its type line. Such an effect is a text-changing effect.\n一些持续性效应改变物件的叙述。这对任何词语或该物件印有的符号生效,但一般情况下只影响该物件的规则叙述(在其文字栏中)和/或其类别栏中的叙述。此类效应为改变叙述的效应。"}, {"chapter": "6", "id": "612.2.", "content": "612.2. A text-changing effect changes only those words that are used in the correct way (for example, a Magic color word being used as a color word, a land type word used as a land type, or a creature type word used as a creature type). An effect that changes a color word or a subtype can’t change a card name, even if that name contains a word or a series of letters that is the same as a Magic color word, basic land type, or creature type.\n改变叙述的效应只改变正确使用的词语(例如,作为颜色使用的万智牌颜色词、作为地类别使用的地类别词、或作为生物类别使用的生物类别词)。一个改变颜色词或副类别的效应不会改变牌的名称,即使该名称包含与万智牌颜色词、基本地类别、或生物类别相同的词语。"}, {"chapter": "6", "id": "612.2a", "content": "612.2a Most spells and abilities that create creature tokens use creature types to define both the creature types and the names of the tokens. A text-changing effect that affects such a spell or an object with such an ability can change these words because they’re being used as creature types, even though they’re also being used as names.\n大多数派出衍生生物的咒语或异能使用生物类别定义该衍生物的生物类别和名称。一个影响此类咒语或具有此类异能物件的改变叙述的效应可以改变这些词语,因为它们被用作生物类别,即使它们也被用作名称。"}, {"chapter": "6", "id": "612.3.", "content": "612.3. Effects that add or remove abilities don’t change the text of the objects they affect, so any abilities that are granted to an object can’t be modified by text-changing effects that affect that object.\n添加或移除异能的效应不会改变受其影响物件的叙述,所以任何被给予该物件的异能不受影响该物件的改变叙述的效应所影响。"}, {"chapter": "6", "id": "612.4.", "content": "612.4. A token’s subtypes and rules text are defined by the spell or ability that created the token. A text-changing effect that affects a token can change these characteristics.\n一个衍生物的副类别以及规则叙述由派出它的咒语或异能定义。一个影响衍生物的改变叙述的效应可以改变这些特征。"}, {"chapter": "6", "id": "612.5.", "content": "612.5. One card (Exchange of Words) instructs a player to exchange the text boxes of two objects. This replaces all of the rules text of each object with the rules text of the other object. (In games involving certain cards that aren’t covered by these rules, other elements of the text box may also be exchanged. See rule 100.7.)\n一张牌(Exchange of Words)指示牌手交换两个物件的文字栏。这会将每个物件的规则叙述全部替换为另一者的规则叙述。(在涉及本规则未涵盖的某些牌的游戏中,文字栏的其他元素也可能被交换。参见规则100.7。)"}, {"chapter": "6", "id": "612.6.", "content": "612.6. One card (Volrath’s Shapeshifter) states that an object has the “full text” of another object. This changes not just the text that appears in the object’s text box and type line, but also changes the text that represents its name, mana cost, color indicator, power, and toughness.\n一张牌(瓦拉司的变形兽)令一个物件具有另一个物件的“全部叙述”。这不仅仅改变该物件文字栏和类别栏中的叙述,同样改变表示其名称、法术力费用、力量以及防御力的叙述。"}, {"chapter": "6", "id": "612.7.", "content": "612.7. One card (Spy Kit) states that an object has “all names of nonlegendary creature cards.” This changes the text that represents the object’s name. That object has the name of each nonlegendary creature card in the Oracle card reference. (See rule 108.1.)\n一张牌(谍报用具)令一个物件具有“所有非传奇生物牌之名称”。这会改变代表该物件之名称的叙述。该物件具有Oracle牌张参考文献中的每张非传奇生物牌之名称。(参见规则108.1。)"}, {"chapter": "6", "id": "612.8.", "content": "612.8. Some cards create a continuous effect that sets the name of an object. This changes the text that represents the object’s name. That object loses any names it had and has only the specified name.\n一些牌创造一个持续性效应,设定一个物件的名称。这会改变代表该物件之名称的叙述。该物件失去原有的名称,并仅具有所指定的名称。"}, {"chapter": "6", "id": "612.9.", "content": "612.9. A name sticker on a permanent or on a card not on the battlefield creates a continuous effect that adds a word to the text that represents the object’s name. (See rule 123.6.)\n在永久物上、或在一张不在战场上的牌上的名称贴纸创造一个持续性效应,会将单词加入代表该物件之名称的叙述中。(参见规则123.6。)"}, {"chapter": "6", "id": "612.10.", "content": "612.10. A splice ability changes a spell’s text by adding the rules text of the card with splice to the spell, following that spell’s own rules text. It doesn’t modify or replace any of that spell’s own text. (See rule 702.47, “Splice.”)\n通联异能改变咒语的叙述,其方式是将具通联异能的牌上的规则叙述加到另一个咒语的规则叙述中,其位置在该咒语本身的规则叙述之后。通联不会改变或替代该咒语本身的任何叙述。(参见规则702.47,“通联”。)"}, {"chapter": "6", "id": "613.", "content": "613. Interaction of Continuous Effects\n持续性效应的互动"}, {"chapter": "6", "id": "613.1.", "content": "613.1. The values of an object’s characteristics are determined by starting with the actual object. For a card, that means the values of the characteristics printed on that card. For a token or a copy of a spell or card, that means the values of the characteristics defined by the effect that created it. Then all applicable continuous effects are applied in a series of layers in the following order:\n确定物件特征首先从该物件本身开始。对于一张牌来说,这表示牌上所印的特征。对于衍生物或咒语与牌的复制品来说,这表示创造它的效应对其定义的特征。然后所有适用的持续性效应以一系列分层的形式按照以下顺序生效:"}, {"chapter": "6", "id": "613.1a", "content": "613.1a Layer 1: Rules and effects that modify copiable values are applied.\n层1:影响可复制特征值的规则和效应生效。"}, {"chapter": "6", "id": "613.1b", "content": "613.1b Layer 2: Control-changing effects are applied.\n层2:改变操控权的效应生效。"}, {"chapter": "6", "id": "613.1c", "content": "613.1c Layer 3: Text-changing effects are applied. See rule 612, “Text-Changing Effects.”\n层3:改变叙述的效应生效。参见规则612,“改变叙述的效应”。"}, {"chapter": "6", "id": "613.1d", "content": "613.1d Layer 4: Type-changing effects are applied. These include effects that change an object’s card type, subtype, and/or supertype.\n层4:改变类别的效应生效。这包括改变物件的牌张类别、副类别、和/或超类别。"}, {"chapter": "6", "id": "613.1e", "content": "613.1e Layer 5: Color-changing effects are applied.\n层5:改变颜色的效应生效。"}, {"chapter": "6", "id": "613.1f", "content": "613.1f Layer 6: Ability-adding effects, keyword counters, ability-removing effects, and effects that say an object can’t have an ability are applied.\n层6:添加异能的效应、关键字指示物、移除异能的效应以及令物件不能具有某异能的效应生效。"}, {"chapter": "6", "id": "613.1g", "content": "613.1g Layer 7: Power- and/or toughness-changing effects are applied.\n层7:改变力量和/或防御力的效应生效。"}, {"chapter": "6", "id": "613.2.", "content": "613.2. Within layer 1, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)\n在层1中,效应以一系列副分层的形式按照以下顺序生效。在每个副分层中,效应按照时间印记顺序生效。(参见规则613.7。)注意,从属关系可能会改变同一副分层中效应生效的顺序。(参见规则613.8。)"}, {"chapter": "6", "id": "613.2a", "content": "613.2a Layer 1a: Copiable effects are applied. This includes copy effects (see rule 707, “Copying Objects”) and changes to an object’s characteristics determined by merging an object with a permanent (see rule 729, “Merging with Permanents”). “As . . . enters” and “as . . . is turned face up” abilities generate copiable effects if they set power and toughness, even if they also define other characteristics.\n层1a:可复制效应生效。这包括复制效应(参见规则707,“复制物件”)以及由一个物件与一个永久物结聚而确定的对物件基础特征的改变(参见规则729,“与永久物结聚”)。如果“于...进场时”以及“于...翻回正面时”异能设定力量和防御力,则其产生可复制效应,即使其同时设定其他特征。"}, {"chapter": "6", "id": "613.2b", "content": "613.2b Layer 1b: Face-down spells and permanents have their characteristics modified as defined in rule 708.2.\n层1b:牌面朝下的咒语和永久物的特征根据规则708.2的定义被改变。"}, {"chapter": "6", "id": "613.2c", "content": "613.2c After all rules and effects in layer 1 have been applied, the object’s characteristics are its copiable values. (See rule 707.2.)\n在层1中的所有规则和效应生效后,该物件的特征成为其可复制特征值。(参见规则707.2。)"}, {"chapter": "6", "id": "613.3.", "content": "613.3. Within layers 2–6, apply effects from characteristic-defining abilities first (see rule 604.3), then all other effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a layer. (See rule 613.8.)\n在层2-6中,特征定义异能所产生的效应首先生效(参见规则604.3),然后所有其他顺序按照时间印记顺序生效(参见规则613.7)。注意,从属关系可能会改变同一层中效应生效的顺序。(参见规则613.8。)"}, {"chapter": "6", "id": "613.4.", "content": "613.4. Within layer 7, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order. (See rule 613.7.) Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)\n在层7中,效应以一系列副分层的形式按照以下顺序生效。在每个副分层中,效应按照时间印记顺序生效。(参见规则613.7。)注意,从属关系可能会改变同一副分层中效应生效的顺序。(参见规则613.8。)"}, {"chapter": "6", "id": "613.4a", "content": "613.4a Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3.\n层7a:定义力量和/或防御力的特征定义异能所产生的效应生效。参见规则604.3。"}, {"chapter": "6", "id": "613.4b", "content": "613.4b Layer 7b: Effects that set power and/or toughness to a specific number or value are applied. Effects that refer to the base power and/or toughness of a creature apply in this layer.\n层7b:将力量和/或防御力设定为一个特定的数字或数值的效应生效。提及生物的基础力量和/或防御力的效应在此层生效。"}, {"chapter": "6", "id": "613.4c", "content": "613.4c Layer 7c: Effects and counters that modify power and/or toughness (but don’t set power and/or toughness to a specific number or value) are applied.\n层7c:影响力量和/或防御力(但不将力量和/或防御力设定为一个特定的数字或数值)的效应和指示物生效。"}, {"chapter": "6", "id": "613.4d", "content": "613.4d Layer 7d: Effects that switch a creature’s power and toughness are applied. Such effects take the value of power and apply it to the creature’s toughness, and take the value of toughness and apply it to the creature’s power.\n层7d:交换生物的力量和防御力的效应生效。此类效应将生物的力量给予其防御力,并将生物的防御力给予其力量。\nExample: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Its new power and toughness is 4/1. A new effect gives the creature +5/+0. Its “unswitched” power and toughness would be 6/4, so its actual power and toughness is 4/6.\n例如:某效应给一个1/3生物+0/+1。然后另一个效应交换该生物的力量和防御力。其新的力量和防御力为4/1。一个新的效应令该生物+5/+0。它“未交换”的力量和防御力为6/4,所以其真正的力量和防御力为4/6。\nExample: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Its new power and toughness is 4/1. If the +0/+1 effect ends before the switch effect ends, the creature becomes 3/1.\n例如:某效应给一个1/3生物+0/+1。然后另一个效应交换该生物的力量和防御力。其新的力量和防御力为4/1。如果该+0/+1的效应在交换效应之前结束,该生物成为3/1。\nExample: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Then another effect switches its power and toughness again. The two switches essentially cancel each other, and the creature becomes 1/4.\n例如:某效应给一个1/3生物+0/+1。然后另一个效应交换该生物的力量和防御力。然后第三个效应再次交换该生物的力量和防御力。后两个效应互相抵消,该生物成为1/4。"}, {"chapter": "6", "id": "613.5.", "content": "613.5. The application of continuous effects as described by the layer system is continually and automatically performed by the game. All resulting changes to an object’s characteristics are instantaneous.\n游戏持续并自动按照分层系统所决定的顺序令持续性效应生效。所有对物件的特征所作出的更改均在瞬间完成。\nExample: Honor of the Pure is an enchantment that reads “White creatures you control get +1/+1.” Honor of the Pure and a 2/2 black creature are on the battlefield under your control. If an effect then turns the creature white (layer 5), it gets +1/+1 from Honor of the Pure (layer 7c), becoming 3/3. If the creature’s color is later changed to red (layer 5), Honor of the Pure’s effect stops applying to it, and it will return to being 2/2.\n例如:纯净荣耀是一个具有“由你操控的白色生物得+1/+1”的结界。纯净荣耀和一个2/2黑色生物由你操控并在战场上。如果一个效应将令生物成为白色(层5),它因纯净荣耀得到+1/+1(层7c),成为3/3。如果该生物的颜色之后被改为红色(层5),纯净荣耀的效应将不再对其生效,它将回到2/2。\nExample: Gray Ogre, a 2/2 creature, is on the battlefield. An effect puts a +1/+1 counter on it (layer 7c), making it 3/3. A spell targeting it that says “Target creature gets +4/+4 until end of turn” resolves (layer 7c), making it 7/7. An enchantment that says “Creatures you control get +0/+2” enters the battlefield (layer 7c), making it 7/9. An effect that says “Target creature becomes 0/1 until end of turn” is applied to it (layer 7b), making it 5/8 (0/1, with +4/+4 from the resolved spell, +0/+2 from the enchantment, and +1/+1 from the counter).\n例如:灰食人魔[Gray Ogre]为一个2/2生物,在战场上。一个效应在它上面放置了一个+1/+1指示物(层7c),令它成为3/3。一个以它为目标的咒语“目标生物得+4/+4直到回合结束”结算(层7c),令其成为7/7。一个具有“你所操控的生物得+0/+2”的结界进入战场(层7c),令其成为7/9。一个“目标生物成为0/1直到回合结束”的效应对其生效(层7b),令其成为5/8(0/1,加上结算的咒语+4/+4,加上结界+0/+2,加上指示物的+1/+1)。"}, {"chapter": "6", "id": "613.6.", "content": "613.6. If an effect should be applied in different layers and/or sublayers, the parts of the effect each apply in their appropriate ones. If an effect starts to apply in one layer and/or sublayer, it will continue to be applied to the same set of objects in each other applicable layer and/or sublayer, even if the ability generating the effect is removed during this process.\n如果一个效应将在多个层和/或副层中生效,效应的各个部分分别在它们对应的层中生效。如果一个效应开始在一个层和/或副层中生效,它将继续对同样的物件在其他适用的层和/或副层中生效,即使产生该效应的异能在此过程中被移除。\nExample: An effect that reads “This creature gets +1/+1 and becomes the color of your choice until end of turn” is both a power- and toughness-changing effect and a color-changing effect. The “becomes the color of your choice” part is applied in layer 5, and then the “gets +1/+1” part is applied in layer 7c.\n例如:“此生物得+1/+1并成为你所选择的颜色直到回合结束”的效应同时是改变力量和防御力的效应和改变颜色的效应。“成为你所选择的颜色”部分在层5生效,然后“得+1/+1”部分在层7c生效。\nExample: Act of Treason has an effect that reads “Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.” This is both a control-changing effect and an effect that adds an ability to an object. The “gain control” part is applied in layer 2, and then the “it gains haste” part is applied in layer 6.\n例如:叛行具有效应“直到回合结束,获得目标生物的操控权。重置该生物。它获得敏捷异能直到回合结束。”这同时是改变操控权的效应和对物件添加异能的效应。“获得操控权”部分在层2生效,且然后“它获得敏捷异能”部分在层6生效。\nExample: An effect that reads “All noncreature artifacts become 2/2 artifact creatures until end of turn” is both a type-changing effect and a power- and toughness-setting effect. The type-changing effect is applied to all noncreature artifacts in layer 4 and the power- and toughness-setting effect is applied to those same permanents in layer 7b, even though those permanents aren’t noncreature artifacts by then.\n例如:“所有非生物神器成为2/2神器生物直到回合结束”同时是改变类别的效应和设定力量与防御力的效应。改变类别的效应在层4对所有非生物神器生效,而设定力量与防御力的效应对同样的永久物在层7b生效,即使这些永久物届时已经不再是非生物神器。\nExample: Svogthos, the Restless Tomb, is on the battlefield. An effect that says “Until end of turn, target land becomes a 3/3 creature that’s still a land” is applied to it (layers 4 and 7b). An effect that says “Target creature gets +1/+1 until end of turn” is applied to it (layer 7c), making it a 4/4 land creature. Then while you have ten creature cards in your graveyard, you activate Svogthos’s ability: “Until end of turn, this land becomes a black and green Plant Zombie creature with ‘This creature’s power and toughness are each equal to the number of creature cards in your graveyard.’ It’s still a land.” (layers 4, 5, and 7b). It becomes an 11/11 land creature. If a creature card enters or leaves your graveyard, Svogthos’s power and toughness will be modified accordingly. If the first effect is applied to it again, it will become a 4/4 land creature again.\n例如:不息之墓苏沃索在战场上。一个“直到回合结束,目标地成为3/3生物且依然是地”的效应对其生效(层4和7b)。一个“目标生物得+1/+1直到回合技术”的效应对其生效(层7c),令其成为4/4地生物。然后你在你的坟墓场中有十张生物牌的情况下起动苏沃索的异能:“直到回合结束,此地成为黑绿双色的植物/灵俑生物,且具有‘此生物的力量与防御力各等于你坟墓场中生物牌的数量。’它依然是地。”(层4、5、以及7b)。它将成为11/11地生物。如果一张生物牌进入或离开你的坟墓场,苏沃索的力量和防御力将随之改变。如果第一个效应再次对它生效,它将再次成为4/4地生物。"}, {"chapter": "6", "id": "613.7.", "content": "613.7. Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp.\n在同一层或副层中,一般情况下使用时间印记系统来决定效应生效的顺序。一个具有较早时间印记的效应在具有较晚时间印记的效应之前生效。"}, {"chapter": "6", "id": "613.7a", "content": "613.7a A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later. If the effect that created the ability has the later timestamp and the object the ability is on receives a new timestamp, each continuous effect generated by static abilities of that object receives a new timestamp as well, but the relative order of those timestamps remains the same.\n一个由静止式异能产生的持续性效应的时间印记为,该静止式异能所在的物件具有的时间印记,或创造该异能的效应具有的时间印记,两者中较晚的一个。如果创造该异能的效应具有较晚的时间印记,且该异能所处的物件获得新的时间印记,该物件的静止式异能所产生的每个持续性效应亦获得一个新的时间印记,但这些时间印记之间的相对顺序保持不变。\nExample: Rune of Flight is an Aura that grants enchanted Equipment “Equipped creature has flying.” A player attaches Rune of Flight to Colossus Hammer, an Equipment with “Equipped creature gets +10/+10 and loses flying.” The ability granted by Rune of Flight shares Rune of Flight’s timestamp because it is later than Colossus Hammer’s timestamp. If Colossus Hammer becomes attached to a creature, both of its abilities receive new timestamps (see rule 613.7e), but the relative order of those timestamps remains the same.\n例如:翔空符文是灵气,赋予所结附的武具“佩带此武具的生物具有飞行异能。”牌手将翔空符文贴附于巨锤上,一个具有“佩带此武具的生物得+10/+10且失去飞行异能。”的武具。由翔空符文赋予的异能与翔空符文具有相同的时间印记,因为其时间印记晚于巨锤的时间印记。如果巨锤此后贴附于一个生物,它的这两个异能均获得新的时间印记(参见规则613.7e),但这些时间印记的相对顺序保持不变。"}, {"chapter": "6", "id": "613.7b", "content": "613.7b A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it’s created.\n一个由咒语或异能结算所产生的持续性效应在其被创造时得到时间印记。"}, {"chapter": "6", "id": "613.7c", "content": "613.7c Each counter receives a timestamp as it’s put on an object or player. If that object or player already has a counter of that kind on it, each counter of that kind receives a new timestamp identical to that of the new counter.\n每个指示物会在其放置在一个物件或牌手上时得到时间印记。如果该物件或牌手上已经有同类指示物,每种该类指示物均会得到新的时间印记,且与新放置的指示物之时间印记相同。"}, {"chapter": "6", "id": "613.7d", "content": "613.7d An object receives a timestamp at the time it enters a zone.\n一个物件会在进入一个区域时得到时间印记。"}, {"chapter": "6", "id": "613.7e", "content": "613.7e An Aura, Equipment, or Fortification receives a new timestamp each time it becomes attached to an object or player.\n每当一个灵气、武具、或工事贴附于一个物件或牌手上时,该灵气、武具、或工事得到新的时间印记。"}, {"chapter": "6", "id": "613.7f", "content": "613.7f A permanent receives a new timestamp each time it turns face up or face down.\n每当一个永久物翻回正面或翻为牌面朝下时,它得到新的时间印记。"}, {"chapter": "6", "id": "613.7g", "content": "613.7g A double-faced permanent receives a new timestamp each time it transforms or converts.\n每当一个双面永久物转化或转换时,它得到新的时间印记。"}, {"chapter": "6", "id": "613.7h", "content": "613.7h A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up.\n牌面朝上的时空牌、异象牌或邪计牌于其翻回正面时得到时间印记。"}, {"chapter": "6", "id": "613.7i", "content": "613.7i A face-up vanguard card receives a timestamp at the beginning of the game.\n牌面朝上的先锋牌在游戏开始时得到时间印记。"}, {"chapter": "6", "id": "613.7j", "content": "613.7j A conspiracy card receives a timestamp at the beginning of the game. If it’s face down, it receives a new timestamp at the time it turns face up.\n诡局牌于游戏开始时得到时间印记。如果它是牌面朝下的,于其翻回正面时得到新的时间印记。"}, {"chapter": "6", "id": "613.7k", "content": "613.7k A sticker receives a new timestamp each time it’s put on an object. If the object a sticker is on receives a new timestamp, the sticker receives a new timestamp immediately after that one. If the object a sticker is on becomes part of a merged permanent on the battlefield, the sticker receives a new timestamp at that time. If an object has more than one sticker on it as it enters a zone or becomes part of a merged permanent, the relative timestamp order of those stickers remains unchanged.\n贴纸于每次贴到物件上时得到新的时间印记。如果其上有贴纸的物件得到新的时间印记,该贴纸在这之后立即得到新的时间印记。如果其上有贴纸的物件成为战场上结聚永久物的一个组件,贴纸得到新的时间印记。如果其上有多张贴纸的物件进入一个区域或成为结聚永久物的一个组件,其上的贴纸的相对时间印记顺序不变。"}, {"chapter": "6", "id": "613.7m", "content": "613.7m If two or more objects would receive a timestamp simultaneously, such as by entering a zone simultaneously or becoming attached simultaneously, their relative timestamps are determined in APNAP order (see rule 101.4). Objects controlled by the active player (or owned by the active player, if they have no controller) have an earlier relative timestamp in the order of that player’s choice, followed by each other player in turn order.\n如果两个或更多物件将同时得到时间印记,例如同时进入一个区域或同时成为被贴附,它们的时间印记先后顺序由“主动牌手先决定”顺序(参见规则101.4)决定。由主动牌手操控的物件(或对于没有操控者的物件,由该牌手拥有的)依该牌手选择的顺序具有较早的相对时间印记,然后依照回合顺序轮到每位其他牌手所操控(或拥有)的物件。"}, {"chapter": "6", "id": "613.7n", "content": "613.7n If a continuous effect generated by a static ability of an object and a continuous effect generated by a resolving spell or ability that applies to that object would receive a timestamp simultaneously, such as due to an effect that puts that object onto the battlefield and sets its characteristics (see rule 611.2e), the continuous effect from the object’s own static ability receives an earlier relative timestamp.\n如果一个由某物件的静止式异能产生的持续性效应,与一个由结算中的咒语或异能产生,且对该物件生效的持续性效应同时获得时间印记(例如一个将该物件放进战场并设定其特征的效应;参见规则611.2e),则由该物件的静止式异能产生的持续性效应会获得一个较早的相对时间印记。"}, {"chapter": "6", "id": "613.8.", "content": "613.8. Within a layer or sublayer, determining which order effects are applied in is sometimes done using a dependency system. If a dependency exists, it will override the timestamp system.\n在一个层或副层中,有时使用从属系统来决定效应生效的顺序。如果存在从属关系,它将覆盖时间印记系统。"}, {"chapter": "6", "id": "613.8a", "content": "613.8a An effect is said to “depend on” another if (a) it’s applied in the same layer (and, if applicable, sublayer) as the other effect; (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to; and (c) neither effect is from a characteristic-defining ability or both effects are from characteristic-defining abilities. Otherwise, the effect is considered to be independent of the other effect.\n如果一个效应(a)与另一个效应在同一层(或副层)中生效;(b)生效的顺序将改变第一个效应的叙述或存在、改变它将生效的对象、或改变它将生效的内容;以及(c)这两个效应都是或都不是特征定义异能,则第一个效应“从属于”第二个效应。否则,这两个效应不从属于彼此。"}, {"chapter": "6", "id": "613.8b", "content": "613.8b An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they’re applied in timestamp order relative to each other. If several dependent effects form a dependency loop, then this rule is ignored and the effects in the dependency loop are applied in timestamp order.\n一个从属于一个或数个其他效应的效应等待直到这些效应均已生效。如果多个从属效应将同时生效,它们将按照相对的时间印记顺序生效。如果多个从属效应形成从属循环,则忽略此规则且这些在从属循环中的效应将按照时间印记顺序生效。"}, {"chapter": "6", "id": "613.8c", "content": "613.8c After each effect is applied, the order of remaining effects is reevaluated and may change if an effect that has not yet been applied becomes dependent on or independent of one or more other effects that have not yet been applied.\n在每个效应生效之后,将重新确定剩余效应生效的顺序,而且如果一个还没有生效的效应成为从属或不再从属于其他还没有生效的效应,顺序可能改变。"}, {"chapter": "6", "id": "613.9.", "content": "613.9. One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does.\n一个持续性效应可以覆盖另一个。有时一个效应的结果将决定另一个效应是否生效或该效应的内容。\nExample: Two effects are affecting the same creature: one from an Aura that says “Enchanted creature has flying” and one from an Aura that says “Enchanted creature loses flying.” Neither of these depends on the other, since nothing changes what they affect or what they’re doing to it. Applying them in timestamp order means the one that was generated last “wins.” The same process would be followed, and the same result reached, if either of the effects had a duration (such as “Target creature loses flying until end of turn”) or came from a non-Aura source (such as “All creatures lose flying”).\n例如:两个结附于同一个生物上的灵气:其中一个为“所结附的生物具有飞行异能”而另一个为“所结附的生物失去飞行异能”。两者不从属于彼此,因为没有改变受它们影响的对象或它们影响的内容。令它们按照时间印记顺序生效表示最后产生的一个“获胜”。一个效应是否是暂时的(例如“目标生物失去飞行异能直到回合结束”)或广域的(例如“所有生物失去飞行异能”)并没有关系。\nExample: One effect reads, “White creatures get +1/+1,” and another reads, “Enchanted creature is white.” The enchanted creature gets +1/+1 from the first effect, regardless of its previous color.\n例如:一个效应为“白色生物得+1/+1”,而另一个为“所结附的生物为白色”。则所结附的生物因第一个效应+1/+1,无论其之前的颜色。"}, {"chapter": "6", "id": "613.10.", "content": "613.10. Some continuous effects affect players rather than objects. For example, an effect might give a player protection from red. All such effects are applied in timestamp order after the determination of objects’ characteristics. See also the rules for timestamp order and dependency (rules 613.7 and 613.8).\n一些持续性效应影响牌手而不是物件。例如,一个效应可能给予牌手反红保护。所有此类效应在决定物件的特征之后按照时间印记生效。参见时间印记和从属关系的规则(规则613.7和613.8)。"}, {"chapter": "6", "id": "613.11.", "content": "613.11. Some continuous effects affect game rules rather than objects. For example, effects may modify a player’s maximum hand size, or say that a creature must attack this turn if able. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abilities are applied according to the order specified in rule 601.2f. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency (rules 613.7 and 613.8).\n一些持续性效应影响游戏规则而不是物件。例如,一个效应可能影响牌手的手牌上限,或令一个生物如能攻击则必须攻击。这些效应在所有其他持续性效应生效之后生效。影响咒语或异能费用的持续性效应按照规则601.2f中特定的顺序生效。所有其他效应按照时间印记顺序生效。参见时间印记和从属关系的规则(规则613.7和613.8)。"}, {"chapter": "6", "id": "614.", "content": "614. Replacement Effects\n替代性效应"}, {"chapter": "6", "id": "614.1.", "content": "614.1. Some continuous effects are replacement effects. Like prevention effects (see rule 615), replacement effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a particular event that would happen and completely or partially replace that event with a different event. They act like “shields” around whatever they’re affecting.\n一些持续性效应为替代性效应。与防止性效应相同(参见规则615),替代性效应于事件发生的过程中持续生效;它们不会事先锁定。此类效应注意将发生的某特殊事件并完全或部分的将该事件用另一个事件将其替代。它们如“护盾”一般对事件进行影响。"}, {"chapter": "6", "id": "614.1a", "content": "614.1a Effects that use the word “instead” are replacement effects. Most replacement effects use the word “instead” to indicate what events will be replaced with other events.\n使用“改为”一词的效应为替代性效应。大部分替代性效应使用“改为”一词来指出将被其他事件所替代的事件。"}, {"chapter": "6", "id": "614.1b", "content": "614.1b Effects that use the word “skip” are replacement effects. These replacement effects use the word “skip” to indicate what events, steps, phases, or turns will be replaced with nothing.\n使用“略过”一词的效应为替代性效应。这些效应使用“略过”一词来指出哪些事件、步骤、阶段、或回合将被没有任何事件发生所替代。"}, {"chapter": "6", "id": "614.1c", "content": "614.1c Effects that read “[This permanent] enters with . . . ,” “As [this permanent] enters . . . ,” or “[This permanent] enters as . . . “ are replacement effects.\n格式为“[此永久物]进场时上面有……”、“于[此永久物]进场时……”、“[此永久物]当成……来进场”,或“[此永久物]进场时是……”的效应为替代性效应。"}, {"chapter": "6", "id": "614.1d", "content": "614.1d Continuous effects that read “[This permanent] enters . . .” or “[Objects] enter [the battlefield] . . .” are replacement effects.\n格式为“[此永久物]须……进场”或“[物件]须……进场”的持续性效应为替代性效应。"}, {"chapter": "6", "id": "614.1e", "content": "614.1e Effects that read “As [this permanent] is turned face up . . . ,” are replacement effects.\n格式为“于[此永久物]翻回正面时……”的效应为替代性效应。"}, {"chapter": "6", "id": "614.2.", "content": "614.2. Some replacement effects apply to damage from a source. See rule 609.7.\n一些替代性效应从来源对伤害生效。参见规则609.7。"}, {"chapter": "6", "id": "614.3.", "content": "614.3. There are no special restrictions on casting a spell or activating an ability that generates a replacement effect. Such effects last until they’re used up or their duration has expired.\n对施放咒语或起动异能所产生的替代性效应没有特殊的限制。这些效应直到它们被用掉或其有效期结束之前始终有效。"}, {"chapter": "6", "id": "614.4.", "content": "614.4. Replacement effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.\n替代性效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。产生这些效应的咒语或异能经常作为响应产生的事件来施放或起动,以导致将在事件发生之前结算。\nExample: A player can activate an ability to regenerate a creature in response to a spell that would destroy it. Once the spell resolves, though, it’s too late to regenerate the creature.\n例如:某牌手可以响应将消灭一个生物的咒语起动一个将其重生的异能。但是一旦该咒语结算,再重生该生物便已经为时已晚。"}, {"chapter": "6", "id": "614.5.", "content": "614.5. A replacement effect doesn’t invoke itself repeatedly; it gets only one opportunity to affect an event or any modified events that may replace that event.\n一个替代性效应不会反复引发本身,且只有一次机会对一个事件或任何可能替代该事件的事件生效。\nExample: A player controls two permanents, each with an ability that reads “If a creature you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.” A creature that normally deals 2 damage will deal 8 damage—not just 4, and not an infinite amount.\n例如:某牌手操控两个永久物,各具有“如果一个你所操控的生物将对永久物或牌手造成伤害,改为对该永久物或牌手造成两倍的伤害”的异能。一般造成2点伤害的生物将造成8点伤害;不是4点,也不是无限点伤害。"}, {"chapter": "6", "id": "614.6.", "content": "614.6. If an event is replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.\n如果一个事件被替代,它从未发生过。改为发生被更改过的事件,且它可能会触发异能。注意,被更改过的事件可能包含无法作到的指示,在此情况下忽略该无法作到的指示。"}, {"chapter": "6", "id": "614.7.", "content": "614.7. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.\n如果一个替代性效应将替代一个事件,但该事件没有发生,则该替代性效应不会作任何事。"}, {"chapter": "6", "id": "614.7a", "content": "614.7a If a source would deal 0 damage, it does not deal damage at all. Replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.\n如果一个来源将造成0点伤害,它从未造成伤害。将增加该来源所造成伤害的替代性效应,或将令该来源对其他物件或牌手造成伤害,将没有任何事件来替代,所以它们将没有任何效应。"}, {"chapter": "6", "id": "614.8.", "content": "614.8. Regeneration is a destruction-replacement effect. The word “instead” doesn’t appear on the card but is implicit in the definition of regeneration. “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.” Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. See rule 701.19.\n重生是一个替代消灭的效应。“改为”一词并没有出现在牌上,但隐含在重生的定义中。“重生[永久物]”表示“本回合中下一次[永久物]将被消灭时,改为移除它上面所有被标记的所有伤害,然后其操控者将它横置。如果它是一个攻击或阻挡中的生物,将其移出战斗。”因造成伤害而触发的异能即使该永久物重生也依然会触发。参见规则701.19。"}, {"chapter": "6", "id": "614.9.", "content": "614.9. Some effects replace damage dealt to one battle, creature, planeswalker, or player with the same damage dealt to another battle, creature, planeswalker, or player; such effects are called redirection effects. If one of those permanents is no longer on the battlefield when the damage would be redirected, or is no longer a battle, creature, or planeswalker when the damage would be redirected, the effect does nothing. If damage would be redirected to or from a player who has left the game, the effect does nothing.\n一些效应将对一个战役、生物、鹏洛客、或牌手所造成的伤害替代为对另一个战役、生物、鹏洛客、或牌手造成伤害;此类效应被称为转移性效应。如果当伤害将被转移时其中一个永久物不再在战场上,或不再是战役、生物或鹏洛客,该效应将没有任何效果。如果伤害将转移到或从已经离开游戏的牌手上转移,该效应没有任何效果。"}, {"chapter": "6", "id": "614.10.", "content": "614.10. An effect that causes a player to skip an event, step, phase, or turn is a replacement effect. “Skip [something]” is the same as “Instead of doing [something], do nothing.” Once a step, phase, or turn has started, it can no longer be skipped—any skip effects will wait until the next occurrence.\n令牌手略过事件、步骤、或回合的效应为替代性效应。“略过[某事物]”与“作[某事物]改为不作任何事”意义相同。一旦一个步骤、阶段、或回合已经开始,它不再可以被略过;任何略过的效应将等到下一次该事物发生。"}, {"chapter": "6", "id": "614.10a", "content": "614.10a Anything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled for the “next” occurrence of something waits for the first occurrence that isn’t skipped. If two effects each cause a player to skip their next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped.\n任何对被略过的步骤、阶段、或回合作出的安排将不会发生。任何对“下一次”发生时机作出的安排将等到第一次发生且未被略过的时机。如果两个效应均将导致牌手略过其下一次发生时机,该牌手必须略过接下来的两次;略过一次发生时机将满足其中一个效应,而另一个效应将等到另一次发生时机被略过。"}, {"chapter": "6", "id": "614.10b", "content": "614.10b Some effects cause a player to skip a step, phase, or turn, then take another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur.\n一些效应令牌手略过步骤、阶段、或回合,然后作另一个动作。该动作将被视为之后真正发生的步骤、阶段、或回合中最先发生的事。"}, {"chapter": "6", "id": "614.11.", "content": "614.11. Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player’s library.\n一些效应替代抓牌。这些效应即使在受影响牌手的牌库中无牌可抓时也同样生效。"}, {"chapter": "6", "id": "614.11a", "content": "614.11a If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence.\n如果一个效应替代一系列抓牌其中的一次抓牌,则所有进行替代的动作完成之后才可以继续此系列抓牌。"}, {"chapter": "6", "id": "614.11b", "content": "614.11b If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.\n如果一个效应令牌手抓牌并且对该牌作额外的动作,且该抓牌被替代,则不会对该替代性效应所导致的任何抓牌进行这些额外的动作。"}, {"chapter": "6", "id": "614.12.", "content": "614.12. Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c–d.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent.\n一些替代性效应影响一个永久物如何进入战场。(参见规则614.1c-d。)这些效应如果只影响该永久物则可能来自该永久物本身(而不是影响包含该永久物在内的某一组永久物)。它们也可能来自其他来源。要决定这些替代性效应如何及是否生效,检查该永久物将存在于战场上的特征,并将已经影响其如何进入战场的替代性效应(参见规则616.1)、该永久物在战场上之后将对其生效的其本身的静止式异能所产生的持续性效应、以及已经存在的并将影响该永久物的持续性效应计算在内。\nExample: Voice of All says “As this creature enters, choose a color” and “This creature has protection from the chosen color.” An effect creates a token that’s a copy of Voice of All. As that token is created, the token’s controller chooses a color for it.\n例如:万物使者具有“于此生物进场时,选择一种颜色”以及“此生物具有反该色保护异能。”某效应派出了一个为万物使者复制品的衍生物。于该衍生物被派出时,该衍生物的操控者为其选择一种颜色。\nExample: Yixlid Jailer says “Cards in graveyards lose all abilities.” Scarwood Treefolk says “This creature enters tapped.” A Scarwood Treefolk that’s put onto the battlefield from a graveyard enters the battlefield tapped.\n例如:异西里狱卒具有“坟墓场中的牌失去所有异能”。伤痕林树妖具有“此生物须横置进场”。从坟墓场中进入战场的伤痕林树妖横置进入战场。\nExample: Orb of Dreams is an artifact that says “Permanents enter tapped.” It won’t affect itself, so Orb of Dreams enters the battlefield untapped.\n例如:眠梦法球是具有“永久物须横置进场”的神器。它将不会影响其本身,所以眠梦法球以未横置进入战场。"}, {"chapter": "6", "id": "614.12a", "content": "614.12a If a replacement effect that modifies how a permanent enters the battlefield requires a choice, that choice is made before the permanent enters the battlefield.\n如果一个替代性效应影响一个永久物如何进入战场,但需要作出选择,该选择在永久物进入战场之前作出。"}, {"chapter": "6", "id": "614.12b", "content": "614.12b If multiple replacement effects that require choices from a player would modify how multiple permanents enter the battlefield simultaneously, that player may not make choices for those effects that would cause the combined costs of those effects to not be payable.\n如果数个需要牌手作出选择的替代性效应会同时影响数个永久物进战场的方式,则该牌手作出的选择,不能让这些效应的费用加总起来无法支付。"}, {"chapter": "6", "id": "614.12c", "content": "614.12c Some replacement effects cause a permanent to enter the battlefield with its controller’s choice of one of two abilities, each marked with an anchor word and preceded by a bullet point. “[Anchor word] — [ability]” means “As long as [anchor word] was chosen as this permanent entered the battlefield, this permanent has [ability].” The abilities preceded by anchor words are each linked to the ability that causes a player to choose between them. See rule 607, “Linked Abilities.”\n一些替代性效应使得永久物进战场时由其操控者选择两种异能之一,且这两种异能均以锚定词开头,以项目列表的格式列出。“[锚定词]~[异能]”意指“只要此永久物进战场时选择了[锚定词],此永久物便具有[异能]。”以锚定词开头的异能与允许牌手选择锚定词的异能相互关联。参见规则607,“关联异能”。"}, {"chapter": "6", "id": "614.13.", "content": "614.13. An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.\n影响一个永久物如何进入战场的效应可能会令其他物件改变区域。"}, {"chapter": "6", "id": "614.13a", "content": "614.13a While applying an effect that modifies how a permanent enters the battlefield, you may have to choose a number of objects that will also change zones. You can’t choose the object that will become that permanent or any other object entering the battlefield at the same time as that object.\n当一个影响永久物如何进入战场的效应生效时,你可能需要选择数个亦要改变区域的物件。你不能选择将成为该永久物的物件、或任何与该物件同时进入战场的其他物件。\nExample: Sutured Ghoul says, in part, “As this creature enters, exile any number of creature cards from your graveyard.” If Sutured Ghoul and Runeclaw Bear enter the battlefield from your graveyard at the same time, you can’t choose to exile either of them when applying Sutured Ghoul’s replacement effect.\n例如:缝组食尸鬼的一部分异能为:“于此生物进场时,从你的坟墓场放逐任意数量的生物牌。”如果缝组食尸鬼和符爪熊从你的坟墓场同时进入战场,在缝组食尸鬼的替代性效应生效时,你既不能选择放逐缝组食尸鬼,也不能选择放逐符爪熊。"}, {"chapter": "6", "id": "614.13b", "content": "614.13b The same object can’t be chosen to change zones more than once when applying replacement effects that modify how one or more permanents enter the battlefield.\n在影响一个或数个永久物如何进入战场的效应生效时,不能选择令同一个物件改变区域多于一次。\nExample: Jund (a plane card) says, “Whenever a player casts a black, red, or green creature spell, it gains devour 5.” A player controls Runeclaw Bear and casts Thunder-Thrash Elder, a red creature spell with devour 3. As Thunder-Thrash Elder enters the battlefield, its controller can choose to sacrifice Runeclaw Bear when applying the devour 3 effect or when applying the devour 5 effect, but not both. Thunder-Thrash Elder will enter the battlefield with zero, three, or five +1/+1 counters, depending on this choice.\n例如:勇得(时空牌)具有异能“每当一位牌手施放一个黑色,红色或绿色生物咒语时,该咒语获得吞噬5。”一位牌手操控符爪熊,然后施放雷击族长老,它是一个具有吞噬3的红色生物咒语。于雷击族长老进入战场时,其操控者可以选择牺牲符爪熊使吞噬3的效应生效,也可以选择牺牲符爪熊使吞噬5的效应生效,但不能牺牲同一个符爪熊使两个效应都生效。该牌手可以选择使雷击族长老带有零个、三个或者五个+1/+1指示物进入战场。"}, {"chapter": "6", "id": "614.13c", "content": "614.13c While applying a replacement effect that modifies how a permanent enters the battlefield, another replacement effect may cause a player to mill cards or exile cards from the top of a library. In that case, any card that is entering the battlefield from that library won’t be included in that effect, even though those cards are in the library as the effect is applied.\n在一个影响永久物如何进入战场的替代性效应生效时,另一个替代性效应可能使得牌手磨牌或是从牌库顶放逐牌。这种情况下,任何从牌库进战场的牌不会被该效应包括在内,即使这些牌在该效应生效时仍在牌库中。\nExample: Ashiok, Wicked Manipulator has an ability that reads “If you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead.” Breeding Pool is a land that reads, in part, “As this land enters, you may pay 2 life.” If an effect allows a player to play Breeding Pool from the top of their library while they control Ashiok, and they choose to pay life as Breeding Pool enters, Ashiok’s replacement effect will ignore Breeding Pool, because it is entering the battlefield, and the next two cards will be exiled.\n例如:弄恶安梭苛具有异能“如果你将支付生命时你牌库中有至少相同数量的牌,则改为从你牌库顶放逐等量的牌。”滋生之池是具有异能“于此地进场时,你可以支付2点生命”的地。如果牌手操控弄恶安梭苛,某效应允许该牌手从牌库顶使用滋生之池,而其选择于滋生之池进战场时支付生命,则安梭苛的替代性效应将忽略滋生之池,因为它正进战场。牌库顶接下来的两张牌将被放逐。"}, {"chapter": "6", "id": "614.14.", "content": "614.14. An object may have one ability printed on it that generates a replacement effect which causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards in the exile zone that were put there as a direct result of the replacement event caused by the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can’t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. See rule 607, “Linked Abilities.”\n一个物件可能印有一个产生替代性效应的异能,该异能将导致一张或数张牌被放逐,以及另一个异能提及“被放逐的牌”或“被[此物件]放逐”的牌。这些异能互相关联:第二个异能提及的牌只包括放逐区中被第一个异能所产生的替代事件直接放逐的牌。如果另一个物件得到一对关联异能,这些异能在该物件上会以类似的形式互相关联。他们不能与任何其他异能有所关联,无论该物件当前或之前可能具有的其他异能。参见规则607,“关联异能”。"}, {"chapter": "6", "id": "614.15.", "content": "614.15. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is being replaced, but the text can be a separate ability, particularly when preceded by an ability word. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.\n一些替代性效应不是持续性效应。它们由结算中的咒语或异能具有,替代该咒语或异能本身的一部分或全部效应。此类效应被称为自我替代性效应。创造自我替代性效应的叙述一般是效应即将被替代的异能的一部分,但是叙述也可以是另外一个单独的异能,尤其是以一个异能提示开头的时候。当替代性效应对一个事件生效时,自我替代性效应在其他替代性效应之前生效。"}, {"chapter": "6", "id": "614.16.", "content": "614.16. Some replacement effects apply “if an effect would create one or more tokens” or “if an effect would put one or more counters on a permanent.” These replacement effects apply if the effect of a resolving spell or ability creates a token or puts a counter on a permanent, and they also apply if another replacement or prevention effect does so, even if the original event being modified wasn’t itself an effect.\n一些替代性效应对“如果某效应将派出一个或数个衍生物”或“如果某效应将在永久物上放置一个或数个指示物”生效。这些替代性效应当一个结算中的咒语或异能派出衍生物或在永久物上放置指示物时生效,也会当另一个替代性效应或防止性效应如此作时生效,即使被更改的原事件本身并不是效应。"}, {"chapter": "6", "id": "614.17.", "content": "614.17. Some effects state that something can’t happen. These effects aren’t replacement effects, but follow similar rules.\n一些效应叙述某事不能发生。这些效应不是替代性效应,但遵循类似的规则。"}, {"chapter": "6", "id": "614.17a", "content": "614.17a “Can’t” effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened.\n“不能”类效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。"}, {"chapter": "6", "id": "614.17b", "content": "614.17b If an event can’t happen, a player can’t choose to pay a cost that includes that event.\n如果一个事件不能发生,牌手不能选择支付包含该事件的费用。"}, {"chapter": "6", "id": "614.17c", "content": "614.17c If an event can’t happen, it can only be replaced by a self-replacement effect (see rule 614.15). Other replacement and/or prevention effects can’t modify or replace it.\n如果一个事件不能发生,它只能被自我替代性效应(参见规则614.15)替代。其他替代性效应和/或防止性效应不能影响或替代之。"}, {"chapter": "6", "id": "614.17d", "content": "614.17d Some “can’t” effects modify how a permanent enters the battlefield or whether it can enter the battlefield. Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which “can’t” effects apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent.\n一些“不能”类效应影响一个永久物如何进入战场、或其是否能进入战场。这些效应如果只影响该永久物则可能来自该永久物本身(而不是影响包含该永久物在内的某一组永久物)。它们也可能来自其他来源。要决定哪些“不能”类效应生效,检查该永久物将存在于战场上的特征,并将已经影响其如何进入战场的替代性效应(参见规则616.1)、该永久物在战场上之后将对其生效的其本身的静止式异能所产生的持续性效应、以及已经存在的并将影响该永久物的持续性效应计算在内。"}, {"chapter": "6", "id": "615.", "content": "615. Prevention Effects\n防止性效应"}, {"chapter": "6", "id": "615.1.", "content": "615.1. Some continuous effects are prevention effects. Like replacement effects (see rule 614), prevention effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a damage event that would happen and completely or partially prevent the damage that would be dealt. They act like “shields” around whatever they’re affecting.\n一些持续性效应为防止性效应。与替代性效应相同(参见规则614),防止性效应于事件发生的过程中持续生效;它们不会事先锁定。此类效应注意将发生的伤害事件并完全或部分防止将造成的伤害。它们如“护盾”一般对事件进行影响。"}, {"chapter": "6", "id": "615.1a", "content": "615.1a Effects that use the word “prevent” are prevention effects. Prevention effects use “prevent” to indicate what damage will not be dealt.\n使用“防止”一词的效应为防止性效应。防止性效应使用“防止”一词来指定将不会造成哪些伤害。"}, {"chapter": "6", "id": "615.2.", "content": "615.2. Many prevention effects apply to damage from a source. See rule 609.7.\n很多防止性效应从来源对伤害生效。参见规则609.7。"}, {"chapter": "6", "id": "615.3.", "content": "615.3. There are no special restrictions on casting a spell or activating an ability that generates a prevention effect. Such effects last until they’re used up or their duration has expired.\n对施放咒语或起动异能所产生的防止性效应没有特殊的限制。这些效应直到它们被用掉或其有效期结束之前始终有效。"}, {"chapter": "6", "id": "615.4.", "content": "615.4. Prevention effects must exist before the appropriate damage event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.\n防止性效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。产生这些效应的咒语或异能经常作为响应产生的事件来施放或起动,以导致将在事件发生之前结算。\nExample: A player can activate an ability that prevents damage in response to a spell that would deal damage. Once the spell resolves, though, it’s too late to prevent the damage.\n例如:牌手可以响应将造成伤害的咒语起动一个防止伤害的异能。但是一旦该咒语结算,再防止伤害便已经为时已晚。"}, {"chapter": "6", "id": "615.5.", "content": "615.5. Some prevention effects also include an additional effect, which may refer to the amount of damage that was prevented. The prevention takes place at the time the original event would have happened; the rest of the effect takes place immediately afterward.\n一些防止性效应包括额外效应,它可能会提及被防止的伤害数量。防止本身将在原事件发生的时刻;效应其余的部分在此之后马上进行。"}, {"chapter": "6", "id": "615.6.", "content": "615.6. If damage that would be dealt is prevented, it never happens. A modified event may occur instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.\n如果将造成的伤害被防止,则它从未造成。改为发生被更改过的事件,且它可能会触发异能。注意,被更改过的事件可能包含无法作到的指示,在此情况下忽略该无法作到的指示。"}, {"chapter": "6", "id": "615.7.", "content": "615.7. Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage—for example, “Prevent the next 3 damage that would be dealt to any target this turn.” These work like shields. Each 1 damage that would be dealt to the “shielded” permanent or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded permanent or player by two or more applicable sources at the same time, the player or the controller of the permanent chooses which damage the shield prevents. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesn’t matter.\n一些由咒语或异能的结算而产生的防止性效应提及特定数量的伤害;例如,“防止本回合中接下来将对任意一个目标造成的3点伤害。”它们如护盾一般。将对该具有“护盾”的永久物或牌手造成的每1点伤害均将被防止。每防止1点伤害则剩余的护盾减少1。如果有两个或以上适用的来源将对具有护盾的永久物或牌手同时造成伤害,该牌手或该永久物的操控者选择该护盾将防止哪些伤害。此类效应只计算伤害的数量;造成伤害的事件或来源数量无关紧要。"}, {"chapter": "6", "id": "615.8.", "content": "615.8. Some prevention effects generated by the resolution of a spell or ability refer to the next time a specific source would deal damage. These effects prevent the next instance of damage from that source, regardless of how much damage that is. Once an instance of damage from that source has been prevented, any subsequent instances of damage that would be dealt by that source are dealt normally.\n一些由咒语或异能的结算而产生的防止性效应提及某特定来源下一次将造成的伤害。这些效应防止来自该来源下一次的伤害,无论该伤害的数量。一旦该来源的伤害被防止过一次,任何该来源将造成的伤害将正常进行。"}, {"chapter": "6", "id": "615.9.", "content": "615.9. Some effects generated by the resolution of a spell or ability prevent damage from a source of a player’s choice with certain properties. When the source would deal damage, the shield rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced and the shield isn’t used up. See rule 609.7b.\n一些由咒语或异能的结算而产生的效应防止由牌手选择的、且具有特定属性的来源造成之伤害。当该来源将造成伤害时,护盾将重新检查来源的属性。如果属性不再符合,则该伤害不会被防止或替代,且该护盾不会用掉。参见规则609.7b。"}, {"chapter": "6", "id": "615.10.", "content": "615.10. Some prevention effects generated by static abilities refer to a specific amount of damage—for example, “If a source would deal damage to you, prevent 1 of that damage.” Such an effect prevents only the indicated amount of damage in any applicable damage event at any given time. It will apply separately to damage from other applicable events that would happen at the same time, or at a different time.\n一些由静止式异能所产生的防止性效应提及某特定数量的伤害;例如,“如果一个来源将对你造成伤害,防止其中1点伤害。”此类效应在任何时间的任何伤害事件中只防止指定数量的伤害。它将对同一时刻或其他时刻来自其他适用来源的伤害分别生效。\nExample: Daunting Defender says “If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.” Pyroclasm says “Pyroclasm deals 2 damage to each creature.” Pyroclasm will deal 1 damage to each Cleric creature controlled by Daunting Defender’s controller. It will deal 2 damage to each other creature.\n例如:威吓捍卫者具有“如果一个来源将对你所操控的僧侣生物造成伤害,防止其中1点伤害。”烈火断层为“烈火断层对每个生物造成2点伤害。”烈火断层将对威吓捍卫者的操控者所操控的每个僧侣生物各造成1点伤害。它将对每个其他生物各造成2点伤害。"}, {"chapter": "6", "id": "615.11.", "content": "615.11. Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves.\n一些防止性效应将对一定数量且未指定目标的生物各防止接下来的N点伤害。此类效应在产生该效应的咒语或异能结算时,为每个适用的生物各创造了一个防止护盾。\nExample: Wojek Apothecary has an ability that says “{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.” When the ability resolves, it gives the target creature and each other creature on the battlefield that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures’ colors after the ability resolves doesn’t add or remove shields, and creatures that enter the battlefield later in the turn don’t get the shield.\n例如:沃耶克药剂师具有异能“{T}:防止本回合中接下来将对目标生物以及其他每个与该生物共有颜色的生物所造成的1点伤害。”当该异能结算时,它给予目标生物,以及此时战场上与它共有颜色的每个其他生物,各一个防止接下来将对其造成的1点伤害的护盾。在该异能结算之后改变生物的颜色不会添加或移除护盾,且本回合之后进入战场的生物不会得到护盾。"}, {"chapter": "6", "id": "615.12.", "content": "615.12. Some effects state that damage “can’t be prevented.” If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won’t prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won’t be reduced by damage that can’t be prevented.\n一些效应指明该伤害“不能被防止”。如果将造成不能被防止的伤害,任何适用的防止性效应依然对其生效。这些效应将不会防止任何伤害,但它们具有的任何额外效应依然进行。已经存在的伤害防止护盾不会因为不能被防止的伤害而减少。"}, {"chapter": "6", "id": "615.12a", "content": "615.12a A prevention effect is applied to any particular unpreventable damage event just once. It won’t invoke itself repeatedly trying to prevent that damage.\n防止性效应对任何一个不能被防止的伤害事件只生效一次。它不会反复引发本身来尝试防止该伤害。"}, {"chapter": "6", "id": "615.13.", "content": "615.13. Some triggered abilities trigger when damage that would be dealt is prevented. Such an ability triggers each time a prevention effect is applied to one or more simultaneous damage events and prevents some or all of that damage.\n一些触发式异能在将要造成的伤害被防止时触发。此类异能在每当有一个防止性效应对一个或数个同时发生的伤害事件生效、且防止部分或全部该伤害时,就会触发一次。"}, {"chapter": "6", "id": "616.", "content": "616. Interaction of Replacement and/or Prevention Effects\n替代性效应和/或防止性效应的互动"}, {"chapter": "6", "id": "616.1.", "content": "616.1. If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected object’s controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below. If two or more players have to make these choices at the same time, choices are made in APNAP order (see rule 101.4).\n如果两个或更多替代性和/或防止性效应尝试改变一个事件如何影响一个物件或牌手,受影响物件的操控者(或如果没有操控者则其拥有者)或受影响的牌手按照以下列出的顺序,选择其中一个生效。如果两个或更多牌手需要同时作出选择,则按照“主动牌手先决定”的顺序作出选择(参见规则101.4)。"}, {"chapter": "6", "id": "616.1a", "content": "616.1a If any of the replacement and/or prevention effects are self-replacement effects (see rule 614.15), one of them must be chosen. If not, proceed to rule 616.1b.\n如果任何替代性和/或防止性效应为自我替代性效应(参见规则614.15),则必须选择它们其中之一。如果没有,则继续至规则616.1b。"}, {"chapter": "6", "id": "616.1b", "content": "616.1b If any of the replacement and/or prevention effects would modify under whose control an object would enter the battlefield, one of them must be chosen. If not, proceed to rule 616.1c.\n如果任何替代性效应和/或防止性效应将影响一个物件将在谁的操控下进入战场,则必须选择它们其中之一。如果没有,则继续至规则616.1c。"}, {"chapter": "6", "id": "616.1c", "content": "616.1c If any of the replacement and/or prevention effects would cause an object to become a copy of another object as it enters the battlefield, one of them must be chosen. If not, proceed to rule 616.1d.\n如果任何替代性和/或防止性效应将使一个物件于进入战场时成为另一个物件的复制品,则必须选择它们其中之一。如果没有,则继续至规则616.1d。"}, {"chapter": "6", "id": "616.1d", "content": "616.1d If any of the replacement and/or prevention effects would cause a card to enter the battlefield with its back face up, one of them must be chosen (See rule 701.27, “Transform,” and rule 701.28, “Convert.”). If not, proceed to 616.1e.\n如果任何替代性和/或防止性效应将使一张牌以背面朝上的方式进入战场,则必须选择它们其中之一(参见规则701.27,“转化”,及规则701.28,“转换”)。如果没有,则继续至规则616.1e。"}, {"chapter": "6", "id": "616.1e", "content": "616.1e Any of the applicable replacement and/or prevention effects may be chosen.\n任何适用的替代性效应和/或防止性效应均可以被选择。"}, {"chapter": "6", "id": "616.1f", "content": "616.1f Once the chosen effect has been applied, this process is repeated (taking into account only replacement or prevention effects that would now be applicable) until there are no more left to apply.\n一旦被选择的效应生效,重复此步骤(只考虑此时可适用的替代性或防止性效应)直到没有剩余的效应可以生效。\nExample: Two permanents are on the battlefield. One is an enchantment that reads “If a card would be put into a graveyard from anywhere, instead exile it,” and the other is a creature that reads “If this creature would die, instead shuffle it into its owner’s library.” If the creature is destroyed, its controller decides which replacement to apply first; the other does nothing.\n例如:战场上有两个永久物。其中一个是具有“如果一张牌将从任何地方进入坟墓场,改为将其放逐”的结界,而另一个是具有“如果此生物将死去,改为将其洗回其拥有者的牌库”的生物。该生物的操控者决定该生物将被消灭时哪个替代性效应首先生效;另一个将没有效果。\nExample: Essence of the Wild reads “Creatures you control enter as a copy of this creature.” A player who controls Essence of the Wild casts Rusted Sentinel, which normally enters the battlefield tapped. As it enters the battlefield, the copy effect from Essence of the Wild is applied first. As a result, it no longer has the ability that causes it to enter the battlefield tapped. Rusted Sentinel will enter the battlefield as an untapped copy of Essence of the Wild.\n例如:蛮荒精魂具有“由你操控的生物进场时是此生物的复制品。”一位牌手操控蛮荒精魂时施放生锈哨兵,该生物通常横置进战场。当其进战场时,蛮荒精魂的复制效应先生效。作为其结果,它不再具有令其横置进战场的异能。生锈哨兵进战场时将是未横置的蛮荒精魂之复制品。"}, {"chapter": "6", "id": "616.1g", "content": "616.1g While following the steps in 616.1a–f, one replacement or prevention effect may apply to an event, and another may apply to an event contained within the first event. In this case, the second effect can’t be chosen until after the first effect has been chosen.\n于遵循616.1a-f叙述之步骤时,一个替代性或防止性效应可能对某事件生效,而另一个替代性或防止性效应可能对一个包含在前者事件中的事件生效。在此情形下,后者效应不能被选择,直到前者效应被选择为止。\nExample: A player is instructed to create a token that’s a copy of Voice of All, which has the ability “As this creature enters, choose a color.” Doubling Season has an ability that reads “If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.” Because entering the battlefield is an event contained within the event of creating a token, the effect of Doubling Season must be applied first, and then the effects of the two Voice of All tokens may be applied in either order.\n例如:牌手被指示派出一个衍生物,且为万物使者的复制品,其具有异能“于此生物进场时,选择一种颜色。”倍产旺季具有异能叙述为“如果某效应将在你的操控下派出一个或数个衍生物,则改为它派出两倍数量的该类衍生物。”由于进入战场此事件包含在派出衍生物中,倍产旺季的效应必须首先生效,然后两个万物使者衍生物的效应以任意顺序生效。"}, {"chapter": "6", "id": "616.2.", "content": "616.2. A replacement or prevention effect can become applicable to an event as the result of another replacement or prevention effect that modifies the event.\n一个替代性或防止性效应可能将由于另一个影响某事件的替代性或防止性效应成为对该事件适用。\nExample: One effect reads “If you would gain life, draw that many cards instead,” and another reads “If you would draw a card, return a card from your graveyard to your hand instead.” Both effects combine (regardless of the order they came into existence): Instead of gaining 1 life, the player puts a card from their graveyard into their hand.\n例如:一个效应为“如果你将获得生命,改为抓等量的牌”,而另一个效应为“如果你将抓一张牌,改为将一张牌从你的坟墓场移回你的手上”。这两个效应结合(无论它们存在的顺序):得到1点生命改为该牌手从他的坟墓场将一张牌移回他的手上。"}, {"chapter": "7", "id": "7.", "content": "7. Additional Rules\n附加规则"}, {"chapter": "7", "id": "700.", "content": "700. General\n总则"}, {"chapter": "7", "id": "700.1.", "content": "700.1. Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability. The text of triggered abilities and replacement effects defines the event they’re looking for. One “happening” may be treated as a single event by one ability and as multiple events by another.\n游戏中发生的任何事情,都称为事件。咒语或异能结算过程中,可能会发生数个事件。触发式异能或替代性效应的文字叙述中,会定义它们所注意的事件。对不同的异能来说,一次的“发生”有可能被作为单一事件,也可能被作为数个事件。\nExample: If an attacking creature is blocked by two creatures, this is one event for a triggered ability that reads “Whenever this creature becomes blocked” but two events for a triggered ability that reads “Whenever this creature becomes blocked by a creature.”\n例如:如果某攻击生物被两个防御生物阻挡,对叙述为“每当此生物被阻挡时”的触发式异能来说是单一事件,但对叙述为“每当此生物被一个生物阻挡时”的触发式异能来说就是两个事件。"}, {"chapter": "7", "id": "700.2.", "content": "700.2. A spell or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” Each of those options is a mode. Modal cards printed prior to the Khans of Tarkir™ set didn’t use bulleted lists for the modes; these cards have received errata in the Oracle card reference so the modes do appear in a bulleted list.\n如果某咒语或异能以项目列表的格式提供了两种或以上的选择,且以指示牌手从这些选项中选择数项的字样开头,例如“选择一项~”,此咒语或异能便具有模式。其中的每一个选项都称为一种模式。在鞑契可汗™系列之前印制的具有模式的牌并未使用项目列表格式;这些牌具有Oracle牌张参考文献勘误,使其选项以项目列表的形式呈现。"}, {"chapter": "7", "id": "700.2a", "content": "700.2a The controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating that ability. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. (See rule 601.2b.)\n牌手作为施放具有模式的咒语或起动具有模式的起动式异能的一部分,必须选择其模式。如果所选的模式之一将不合法(例如,因无法为其选择合法的目标),则不能选择该模式。(参见规则601.2b。)"}, {"chapter": "7", "id": "700.2b", "content": "700.2b The controller of a modal triggered ability chooses the mode(s) as part of putting that ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 603.3c.)\n具有模式的触发式异能由其操控者,作为该异能进入堆叠的一部分选择模式。如果所选的模式之一不合法(例如,因无法为其选择合法的目标),则不能选择该模式。如果未选择此异能上的任何模式,则此异能会被移出堆叠。(参见规则603.3c。)"}, {"chapter": "7", "id": "700.2c", "content": "700.2c If a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need to choose those targets only if they chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule 601.2c.)\n如果某咒语或异能仅在选择了特定的模式时才需要指定目标,则该咒语或异能的操控者只有在选择了该模式的情况下才需要指定目标。否则,该咒语或异能视同不具有这些目标。(参见规则601.2c。)"}, {"chapter": "7", "id": "700.2d", "content": "700.2d If a player is allowed to choose more than one mode for a modal spell or ability, that player normally can’t choose the same mode more than once. However, some modal spells include the instruction “You may choose the same mode more than once.” If a particular mode is chosen multiple times, the spell is treated as if that mode appeared that many times in sequence. If that mode requires a target, the same player or object may be chosen as the target for each of those modes, or different targets may be chosen.\n如果某个具有模式的咒语或异能允许牌手选择多于一个模式,该牌手通常不能选择同一个模式多于一次。但是,一些具有模式的咒语指示“你可以多次选择同一项”。如果某个模式被选择了多于一次,视为该咒语上该模式以等量的次数依序出现。如果该模式需要目标,则既可以选择同一位牌手或物件作为每一次选择该模式的目标,亦可以选择不同的目标。"}, {"chapter": "7", "id": "700.2e", "content": "700.2e Some spells and abilities specify that a player other than their controller chooses a mode for it. In that case, the other player does so when the spell or ability’s controller normally would do so. If there is more than one other player who could make such a choice, the spell or ability’s controller decides which of those players will make the choice.\n一些咒语和异能会指定一位牌手,而非其操控者,来为它选择模式。在此情况下,该牌手选择模式的时机与该咒语操控者在通常情况下作出选择的时机相同。如果有多于一位的牌手可以作出选择,该咒语的操控者选择由哪一位牌手来作出选择。"}, {"chapter": "7", "id": "700.2f", "content": "700.2f Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability’s target can’t change its mode.\n具有模式的咒语或异能,其不同模式需要的目标可能各自不同。改变咒语或异能的目标并不改变其模式。"}, {"chapter": "7", "id": "700.2g", "content": "700.2g A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the copy can’t choose a different mode. (See rule 707.10.)\n具有模式的咒语或异能之复制品,会复制为该咒语或异能所选择的模式。该复制品的操控者不能选择其他模式。(参见规则707.10。)"}, {"chapter": "7", "id": "700.2h", "content": "700.2h Some modal spells have one or more modes with a cost listed before the effect of that mode. This indicates that the mode has an additional cost that must be paid as the spell is cast if that mode is chosen. If more than one such mode is chosen, all additional costs must be paid to cast that spell. Paying these costs follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n一些咒语具有一个或数个模式,且模式之前列有费用。它表示该模式具有一个额外费用,如果选择了该模式,则在施放咒语时必须支付之。如果选择了多于一个此类模式,则在施放该咒语时必须支付所有额外费用。支付这些费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "700.2i", "content": "700.2i Some modal spells have one or more pawprint symbols ({P}) rather than bullet points, as well as an instruction to choose up to a specified number of {P} “worth of modes.” While casting such a spell, its controller can choose any number of modes such that the total number of pawprint symbols listed for the chosen modes is not greater than the specified number.\n一些具有模式的咒语上有一个或数个爪印符号({P})而不是圆点,并指示选择数量加总不超过若干{P}的模式。在施放此类咒语时,其操控者可以选择任意数量的模式,只要所选模式中列出的爪印符号总数不超过指定的数量。"}, {"chapter": "7", "id": "700.3.", "content": "700.3. Some effects cause objects to be temporarily grouped into piles.\n某些效应会临时将物件分堆。"}, {"chapter": "7", "id": "700.3a", "content": "700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise.\n每个受影响的物件都必须且只能放进一堆中,除非效应特别说明。"}, {"chapter": "7", "id": "700.3b", "content": "700.3b Each object in a pile is still an individual object. The pile is not an object.\n在堆中的每个物件依然是单独的个体。堆本身并不是一个物件。"}, {"chapter": "7", "id": "700.3c", "content": "700.3c Objects grouped into piles don’t leave the zone they’re currently in. If cards in a graveyard are split into piles, the order of the graveyard must be maintained.\n被分在堆里的物件并不因此离开当前所在的区域。如果在坟墓场中的牌被分堆,则必须保持坟墓场的顺序。\nExample: Fact or Fiction reads, “Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.” While an opponent is separating the revealed cards into piles, they’re still in their owner’s library. They don’t leave the library until they’re put into their owner’s hand or graveyard.\n例如:真伪莫辨的叙述为“展示你牌库顶五张牌。一位对手将其分成两堆。将其中一堆牌置于你手上,另一堆牌置于你的坟墓场。”这些被展示的牌在对手分堆的过程中,直到被置于拥有者的手上或坟墓场中之前并未离开拥有者的牌库。"}, {"chapter": "7", "id": "700.3d", "content": "700.3d A pile can contain zero or more objects.\n一堆之中可以包括零个或数个物件。"}, {"chapter": "7", "id": "700.4.", "content": "700.4. The term dies means “is put into a graveyard from the battlefield.”\n死去一词表示“从战场进入坟墓场”。"}, {"chapter": "7", "id": "700.5.", "content": "700.5. A player’s devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls. A player’s devotion to [color 1] and [color 2] is equal to the number of mana symbols among the mana costs of permanents that player controls that are [color 1], [color 2], or both colors.\n牌手的[颜色]献力等同于由该牌手操控的永久物之法术力费用中该色法术力符号的数量。牌手的[颜色1][颜色2]两色献力等同于该牌手操控的永久物之法术力费用中为[颜色1]、[颜色2]或两者都是。"}, {"chapter": "7", "id": "700.5a", "content": "700.5a A player’s devotion to each color and combination of colors, taking into account any effects that modify devotion, is calculated after considering any copy, control, or text-changing effects but before any other effects that modify the characteristics of permanents. This is an exception to 613.10. See also rule 613, “Interaction of Continuous Effects.”\n牌手每种颜色和颜色组合的献力,在考虑任何复制、操控权或改变叙述的效应(并算上任何修正献力的效应)之后计算,但在任何其他影响永久物特征的效应生效之前。这是613.10的例外。亦参见规则613,“持续性效应的互动”。\nExample: Altar of the Pantheon is an artifact with no colored mana in its cost and an ability that says “Your devotion to each color and each combination of colors is increased by one.” Purphoros, God of the Forge is a permanent mana cost {3}{R} and an ability that says “As long as your devotion to red is less than five, Purphoros isn’t a creature.” If a player controls both of these permanents and another permanent that costs {R}{R}{R}, that player’s devotion to red is calculated to be five before Purphoros’s type-changing effect is applied, and Purphoros is a creature.\n例如:诸神祭坛是费用中没有有色法术力的神器,其具有叙述为“你每种颜色和每种颜色组合的献力都加一”的异能。熔锻神普罗烽斯是法术力费用为{3}{R}的永久物,其具有“只要你的红色献力小于五,普罗烽斯便不是生物。”如果牌手操控这两个永久物和另一个费用为{R}{R}{R}的永久物,该牌手的红色献力计算为五,且在普罗烽斯的改变类别的效应生效之前,因此普罗烽斯是生物。"}, {"chapter": "7", "id": "700.6.", "content": "700.6. The term historic refers to an object that has the legendary supertype, the artifact card type, or the Saga subtype.\n史迹一词表示一个具有传奇此超类别、或具有神器此牌张类别、或具有传纪此副类别的物件。"}, {"chapter": "7", "id": "700.7.", "content": "700.7. If an ability uses a phrase such as “this [something]” to identify an object, where [something] is a characteristic or other quality, it is referring to that particular object, even if it isn’t the appropriate quality at the time.\n如果异能使用“此[对象]”来表示一个物件,且[对象]为某个特征或其他特性,则仅指该物件本身,即使该物件的[对象]特性当时已经改变。\nExample: An ability reads “Target creature gets +2/+2 until end of turn. Destroy that creature at the beginning of the next end step.” The ability will destroy the object it gave +2/+2 to even if that object isn’t a creature at the beginning of the next end step.\n例如:某异能为“目标生物得+2/+2直到回合结束。在下个回合步骤开始时,消灭该生物。”该异能将在下个回合步骤开始时消灭其赋予+2/+2的物件,即使它已不是生物。"}, {"chapter": "7", "id": "700.8.", "content": "700.8. Some cards refer to a player’s party. A player’s party consists of up to one Cleric creature that player controls, up to one Rogue creature they control, up to one Warrior creature they control, and up to one Wizard creature they control.\n一些牌提及牌手的冒险团。牌手的冒险团由至多一个由该牌手操控的僧侣生物、至多一个由该牌手操控的浪客生物、至多一个由该牌手操控的战士生物,以及至多一个由该牌手操控的法术师生物组成。"}, {"chapter": "7", "id": "700.8a", "content": "700.8a If a spell, ability, or effect needs to determine the number of creatures in a player’s party, the calculation of that number is performed automatically by the game and results in a number between zero and four. Players don’t declare which specific creatures they control are in their party for such an effect.\n如果咒语、异能或效应需要确定牌手冒险团中的生物数量,该数量会由游戏自动计算,其结果是一个介于零至四之间的数字。牌手无需为此类效应宣告哪个特定生物在该牌手的冒险团中。"}, {"chapter": "7", "id": "700.8b", "content": "700.8b If a creature has multiple creature types for which it could be the party member, it is counted as the party member for only one of those types. If there are different ways to count such a creature that results in different numbers of creatures in a player’s party, it is counted in such a way to get the highest result.\n如果某个生物具有数个可算作冒险团成员的生物类别,在点算冒险团成员时,该生物只能按这些类别其中之一计算。如果采用多种不同方式点算此类生物,导致牌手冒险团中的生物数量之结果有差异,则会采用其中得到数值最大者的方式来计算。"}, {"chapter": "7", "id": "700.8c", "content": "700.8c A player has a full party if there are four creatures in that player’s party.\n如果牌手冒险团中的生物数量为四,该牌手的冒险团满编。"}, {"chapter": "7", "id": "700.8d", "content": "700.8d One card, Stick Together, instructs players to choose a party from among creatures they control. To do so, for each of the creature types listed in rule 700.8, each player chooses up to one creature they control of that type.\n一张牌(集体行动)指示牌手从由其操控的生物中选出一个冒险团。其意指,对于规则700.8中列出的每一种生物类别,每位牌手选择至多一个由其操控的具有该生物类别的生物。"}, {"chapter": "7", "id": "700.9.", "content": "700.9. Some cards refer to modified permanents. A permanent is modified if it has one or more counters on it (see rule 122), if it is equipped (see rule 301.5), or if it is enchanted by an Aura that is controlled by that permanent’s controller (see rule 303.4).\n一些牌提及有饰装的永久物。如果一个永久物上面有一个或数个指示物(参见规则122)、佩带有武具(参见规则301.5),或被一个由该永久物的操控者操控的灵气所结附(参见规则303.4),则该永久物有饰装。"}, {"chapter": "7", "id": "700.10.", "content": "700.10. Some cards refer to a permanent “that was activated this turn.” This means that the permanent was the source of an ability that was activated this turn, regardless of whether that permanent still has that activated ability or the player who activated it is still in the game.\n一些牌提及“本回合中已起动”的永久物。其意指,该永久物是某个本回合中已起动的异能之来源,无论该永久物是否仍拥有此已起动的异能,或是起动此异能的牌手是否仍在游戏中。"}, {"chapter": "7", "id": "700.11.", "content": "700.11. Some cards refer to whether a player has “descended this turn.” This means that a permanent card has been put into that player’s graveyard from anywhere this turn. “The number of times [a player] descended this turn” means “the number of permanent cards put into [that player’s] graveyard from anywhere this turn.” In both cases, no permanent cards put into the player’s graveyard that turn are required to still be in that graveyard.\n一些牌提及牌手是否“本回合中有落坟”。其意指,本回合中有永久物牌从任何区域进入该牌手的坟墓场。“[牌手]本回合落坟的次数”意指“本回合中从任何区域进入[该牌手]的坟墓场的永久物牌的数量”。在这两种情况下,该回合中进入牌手坟墓场的牌都不需要仍然留在坟墓场中。"}, {"chapter": "7", "id": "700.12.", "content": "700.12. The term outlaw refers to an object that has the Assassin, Mercenary, Pirate, Rogue, and/or Warlock creature types.\n狂徒一词表示一个具有杀手、佣兵、海盗、浪客和/或邪术师生物类别的物件。"}, {"chapter": "7", "id": "700.12a", "content": "700.12a Some cards refer to outlaws that a player controls. Only outlaw permanents are considered for these effects unless otherwise specified.\n一些牌提及牌手操控的狂徒。除非另有指定,否则这些效应只考虑狂徒永久物。"}, {"chapter": "7", "id": "700.13.", "content": "700.13. Some cards refer to committing a crime. A player commits a crime as that player casts a spell, activates an ability, or puts a triggered ability on the stack and that spell or ability targets at least one opponent; at least one permanent, spell, or ability an opponent controls; and/or at least one card in an opponent’s graveyard.\n一些牌提及犯下罪行。于一位牌手施放咒语、起动异能或将触发式异能放进堆叠,且该咒语或异能将至少一位对手,至少一个由对手操控的永久物、咒语或异能,和/或至少一张在对手坟墓场中的牌指定为目标时,该牌手犯下罪行。"}, {"chapter": "7", "id": "700.14.", "content": "700.14. Some abilities trigger “Whenever you expend N.” A player expends N if they pay a cost to cast a spell and the amount of mana that player spent this turn to cast spells prior to paying that cost was less than N and became at least N after paying that cost.\n一些异能于“每当你花销N”时触发。如果牌手支付费用施放咒语,且于本回合中,该牌手支付该费用之前用于施放咒语的法术力数量小于N,且支付该费用后成为至少N,则该牌手花销N。\nExample: A player casts Bark-Knuckle Boxer, which costs {1}{G} and reads “Whenever you expend 4, this creature gains indestructible until end of turn.” After it resolves, that player casts Divination, a spell that costs {2}{U}. Prior to paying the cost to cast Divination, that player has spent two mana to cast spells this turn. After paying the cost, they have spent five mana to cast spells this turn. Since they have now spent at least four mana to cast spells this turn, Bark-Knuckle Boxer’s ability triggers.\n例如:某牌手施放树结拳手[Bark-Knuckle Boxer],其费用为{1}{G}且具有“每当你花销4时,此生物获得不灭异能直到回合结束。”它结算后,该牌手施放卜卦,一个费用为{2}{U}的咒语。在支付卜卦的费用之前,该牌手本回合中已经将两点法术力用于施放咒语。在支付费用之后,其本回合中已经将五点法术力用于施放咒语。由于其本回合中已经将至少四点法术力用于施放咒语,因此树结拳手的异能触发。"}, {"chapter": "7", "id": "700.15.", "content": "700.15. The term enter[s] is short for “enter[s] the battlefield.”\n“进场”一词是“进入战场”的简写。"}, {"chapter": "7", "id": "701.", "content": "701. Keyword Actions\n关键字动作"}, {"chapter": "7", "id": "701.1.", "content": "701.1. Most actions described in a card’s rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These “keywords” are game terms; sometimes reminder text summarizes their meanings.\n在牌张规则叙述文字中所描述的大多数动作,使用的是相关动词单词的标准中文含义,但仍有部分用到的特殊动词含义可能不甚明了。这些“关键字”都是游戏术语;有时,规则提示文字内会有其含义的简略说明。"}, {"chapter": "7", "id": "701.2.", "content": "701.2. Activate\n起动"}, {"chapter": "7", "id": "701.2a", "content": "701.2a To activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. A player may activate an ability if they have priority. See rule 602, “Activating Activated Abilities.”\n起动一个起动式异能指,支付该异能的费用并将其放进堆叠,使得它最终得以结算并产生效应。在某物件没有其他特别说明的情况下,只有其操控者(若其没有操控者,则为其拥有者)才可以起动物件上的起动式异能。牌手在其拥有优先权的时候可以起动异能。参见规则602,“起动起动式异能”。"}, {"chapter": "7", "id": "701.3.", "content": "701.3. Attach\n贴附"}, {"chapter": "7", "id": "701.3a", "content": "701.3a To attach an Aura, Equipment, or Fortification to an object or player means to take it from where it currently is and put it onto that object or player. If something is attached to a permanent on the battlefield, it’s customary to place it so that it’s physically touching the permanent. An Aura, Equipment, or Fortification can’t be attached to an object or player it couldn’t enchant, equip, or fortify, respectively.\n将灵气、武具、工事贴附于某物件或或牌手上指,将其从当前所在的区域放到该物件或牌手之上。如果有东西正贴附于战场上的一个永久物,则在放置时习惯上将它与该永久物之间有切实接触。灵气、武具或工事不能贴附于其无法结附、佩带或构工的物件或牌手之上。"}, {"chapter": "7", "id": "701.3b", "content": "701.3b If an effect tries to attach an Aura, Equipment, or Fortification to an object or player it can’t be attached to, the Aura, Equipment, or Fortification doesn’t move. If an effect tries to attach an Aura, Equipment, or Fortification to the object or player it’s already attached to, the effect does nothing. If an effect tries to attach an object that isn’t an Aura, Equipment, or Fortification to another object or player, the effect does nothing and the first object doesn’t move.\n如果有效应试图将某灵气、武具或工事贴附于其不能贴附的物件或牌手之上,则该灵气、武具或工事不会移动。如果有效应试图将某灵气、武具或工事贴附于其已贴附的物件或牌手之上,则该效应没有效果。如果一个效应试图将一个不是灵气、武具或工事的物件贴附于另一个物件或牌手上,该效应没有任何效果且第一个物件没有移动。"}, {"chapter": "7", "id": "701.3c", "content": "701.3c Attaching an Aura, Equipment, or Fortification on the battlefield to a different object or player causes the Aura, Equipment, or Fortification to receive a new timestamp.\n将已在战场上的某灵气、武具或工事贴附于其他物件或牌手之上,会使得该灵气、武具或工事获得新的时间印记。"}, {"chapter": "7", "id": "701.3d", "content": "701.3d To “unattach” an Equipment from a creature means to move it away from that creature so the Equipment is on the battlefield but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to an object or player ceases to be attached to it, that counts as “becoming unattached [from that object or player]”; this includes if that Aura, Equipment, or Fortification leaves the battlefield, the object leaves the zone it was in, or that player leaves the game.\n将武具从生物上“卸装”意指,将其从生物上移开,使得此武具仍在战场,但并未装备在任何生物上。放置时不应再将它与其他生物接触。如果曾贴附于某物的灵气、武具或工事不再贴附于该物件或牌手之上,便视作“[从该物件或牌手上]不再贴附/卸装”;此灵气、武具或工事离开战场、该物件离开之前所在的区域、或该牌手离开游戏的状况,也包括在此描述之内。"}, {"chapter": "7", "id": "701.4.", "content": "701.4. Behold\n请援"}, {"chapter": "7", "id": "701.4a", "content": "701.4a “Behold a [quality]” means “Reveal a [quality] card from your hand or choose a [quality] permanent you control on the battlefield.”\n“请援[特性]”意指“从你手上展示一张[特性]牌,或选择一个战场上由你操控的[特性]永久物”。"}, {"chapter": "7", "id": "701.4b", "content": "701.4b The phrase “if a [quality] was beheld” refers to whether or not the object had that quality at the time the player took that action, regardless of whether or not the revealed card or chosen permanent still has that quality as the spell or ability including that phrase resolves.\n“如果已请援[特性]”此描述仅关注该物件于牌手执行该动作时是否具有该特性,无论所展示的牌或所选择的永久物于包含该描述的咒语或异能结算时是否仍具有该特性。"}, {"chapter": "7", "id": "701.5.", "content": "701.5. Cast\n施放"}, {"chapter": "7", "id": "701.5a", "content": "701.5a To cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”\n施放咒语指,将该咒语从其所在区域(通常为手上)放入堆叠,并支付费用,使得它最终得以结算并产生效应。牌手在其拥有优先权的时候可以施放咒语。参见规则601,“施放咒语”。"}, {"chapter": "7", "id": "701.5b", "content": "701.5b To cast a card is to cast it as a spell.\n施放某牌指将其作为咒语来施放。"}, {"chapter": "7", "id": "701.6.", "content": "701.6. Counter\n反击"}, {"chapter": "7", "id": "701.6a", "content": "701.6a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard.\n反击一个咒语或异能指,取消它并将其移出堆叠。它不会结算,并且其效应完全不会发生。将被反击的咒语置于其拥有者的坟墓场。"}, {"chapter": "7", "id": "701.6b", "content": "701.6b The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid.\n咒语或异能被反击后,已支付的费用均不会“退费”给施放该咒语或起动该异能的牌手。"}, {"chapter": "7", "id": "701.7.", "content": "701.7. Create\n派出"}, {"chapter": "7", "id": "701.7a", "content": "701.7a To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.\n派出一个或数个具有特定特征的衍生物指,将该数量的、具有该特征的衍生物放进战场。"}, {"chapter": "7", "id": "701.7b", "content": "701.7b If a replacement effect applies to a token being created, that effect applies before considering any continuous effects that will modify the characteristics of that token. If a replacement effect applies to a token entering the battlefield, that effect applies after considering any continuous effects that will modify the characteristics of that token.\n如果一个替代性效应将要对如何派出衍生物生效,则该效应在适用任何影响该衍生物特征的持续性效应之前生效。如果一个替代性效应将要对衍生物如何进入战场生效,则该效应在适用任何影响该衍生物特征的持续性效应之后生效。"}, {"chapter": "7", "id": "701.7c", "content": "701.7c Previously, an effect that created tokens instructed a player to “put [those tokens] onto the battlefield.” Cards that were printed with that text have received errata in the Oracle card reference so they now “create” those tokens.\n多年以来,派出衍生物的效应指示牌手“将[衍生物]放进战场”。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“派出”这些衍生物。"}, {"chapter": "7", "id": "701.8.", "content": "701.8. Destroy\n消灭"}, {"chapter": "7", "id": "701.8a", "content": "701.8a To destroy a permanent, move it from the battlefield to its owner’s graveyard.\n消灭一个永久物指,将其从战场移至其拥有者的坟墓场。"}, {"chapter": "7", "id": "701.8b", "content": "701.8b The only ways a permanent can be destroyed are as a result of an effect that uses the word “destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner’s graveyard for any other reason, it hasn’t been “destroyed.”\n永久物只可能是由于以下数种效应的结果而被消灭:受到了注记着“消灭”的效应;因检查状态动作中的致命伤害(参见规则704.5g);或是受到了具死触异能的来源造成伤害(参见704.5h)。若某永久物是因其他原因而被置入其拥有者的坟墓场,它并不是被“消灭”的。"}, {"chapter": "7", "id": "701.8c", "content": "701.8c A regeneration effect replaces a destruction event. See rule 701.19, “Regenerate.”\n一个重生效应可替代一次消灭事件。参见规则701.19,“重生”。"}, {"chapter": "7", "id": "701.9.", "content": "701.9. Discard\n弃牌"}, {"chapter": "7", "id": "701.9a", "content": "701.9a To discard a card, move it from its owner’s hand to that player’s graveyard.\n弃掉一张牌指,将它从其拥有者的手上移到该牌手的坟墓场中。"}, {"chapter": "7", "id": "701.9b", "content": "701.9b By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.\n在默认情况下,使某位牌手弃掉一张牌的效应允许由受影响的牌手来选择弃掉哪一张牌。然而有些效应会要求牌手随机弃牌,或允许其他牌手来选弃掉哪张牌。"}, {"chapter": "7", "id": "701.9c", "content": "701.9c If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard without being revealed, all values of that card’s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 732, “Handling Illegal Actions”).\n若一张牌被弃掉,但某效应使其改为以未被展示的方式放置于一个隐藏区域而非其拥有者的坟墓场中,该牌的任何特征值皆视为是未定义的。若以此法弃掉牌来支付某费用,且该费用指定了所弃之牌的某种特征,该费用的支付非法;游戏将倒回至该费用被支付之前的时刻(参见规则732,“处理非法动作”)。"}, {"chapter": "7", "id": "701.10.", "content": "701.10. Double\n加倍"}, {"chapter": "7", "id": "701.10a", "content": "701.10a Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c.\n加倍生物的力量和/或防御力会创造一个持续性效应。该效应影响该生物的力量或防御力,但并非将这些特征设定为特定值。参见规则613.4c。"}, {"chapter": "7", "id": "701.10b", "content": "701.10b To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness.\n加倍生物的力量指,其得+X/+0,X为将该生物力量加倍的咒语或异能结算时,该生物的力量。类似地,加倍生物的防御力之效应使其得+0/+X,X为该生物的防御力。加倍生物的力量和防御力使其得+X/+Y,X为其力量且Y为其防御力。"}, {"chapter": "7", "id": "701.10c", "content": "701.10c If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.\n如果生物的力量于被加倍时小于0,加倍该生物的力量改为意指该生物得-X/-0,X为该生物的力量与0之差值。类似地,如果其防御力于被加倍时小于0,其得-0/-X。如果两者都被加倍,且其中一个特征为负但另一个不为负时,视情况其得-X/+Y或+X/-Y。"}, {"chapter": "7", "id": "701.10d", "content": "701.10d To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value.\n加倍牌手的总生命指,该牌手获得或失去若干生命,使得其新的总生命等同于其当前值的两倍。"}, {"chapter": "7", "id": "701.10e", "content": "701.10e To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.\n加倍牌手或永久物上某种指示物的数量指,给予该牌手或永久物若干该种指示物,其数量等同于其已有该种指示物之数量。"}, {"chapter": "7", "id": "701.10f", "content": "701.10f To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have.\n加倍牌手法术力池中某种类别的法术力的数量指,该牌手加若干该类别的法术力,其数量等同于其已有该类别法术力之数量。"}, {"chapter": "7", "id": "701.10g", "content": "701.10g To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect.\n加倍某个来源将造成的伤害指,该来源改为造成两倍的伤害。此为替代性效应。"}, {"chapter": "7", "id": "701.11.", "content": "701.11. Triple\n加两倍"}, {"chapter": "7", "id": "701.11a", "content": "701.11a Tripling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c.\n加两倍生物的力量和/或防御力会创造一个持续性效应。该效应影响该生物的力量或防御力,但并非将这些特征设定为特定值。参见规则613.4c。"}, {"chapter": "7", "id": "701.11b", "content": "701.11b To triple a creature’s power, that creature gets +X/+0, where X is twice that creature’s power as the spell or ability that triples its power resolves. Similarly, an effect that triples a creature’s toughness gives it +0/+X, where X is twice that creature’s toughness. Tripling a creature’s power and toughness gives it +X/+Y, where X is twice its power and Y is twice its toughness.\n加两倍生物的力量指,其得+X/+0,X为将该生物力量加两倍的咒语或异能结算时,该生物的力量的两倍。类似地,加两倍生物的防御力之效应使其得+0/+X,X为该生物防御力的两倍。加两倍生物的力量和防御力使其得+X/+Y,X为其力量的两倍且Y为其防御力的两倍。"}, {"chapter": "7", "id": "701.11c", "content": "701.11c If a creature’s power is less than 0 when it’s tripled, tripling that creature’s power instead means that the creature gets -X/-0, where X is twice the difference between 0 and its power. Similarly, if its toughness is less than 0 when tripled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are tripled, it gets -X/+Y or +X/-Y, as appropriate.\n如果生物的力量于被加两倍时小于0,加两倍该生物的力量改为意指该生物得-X/-0,X为该生物的力量与0之差值的两倍。类似地,如果其防御力于被加两倍时小于0,其得-0/-X。如果两者都被加两倍,且其中一个特征为负但另一个不为负时,视情况其得-X/+Y或+X/-Y。"}, {"chapter": "7", "id": "701.12.", "content": "701.12. Exchange\n交换"}, {"chapter": "7", "id": "701.12a", "content": "701.12a A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can’t be completed, no part of the exchange occurs.\n作为咒语或异能结算的一部分,可能会指示双方交换某物(例如,总生命或两个永久物的操控权)。当此类咒语或异能结算时,若无法完成整个交换,则此交换的任何部分均不会发生。\nExample: If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature.\n例如:若某咒语试图交换两个目标生物的操控权,但在咒语结算前,其中一个被消灭了,则此咒语不会对另一个生物产生效果。"}, {"chapter": "7", "id": "701.12b", "content": "701.12b When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing.\n当两个永久物的操控权被交换时,若这些永久物由不同的牌手操控,则每位牌手同时获得由另一位牌手所操控之该永久物的操控权。另一方面,若这些永久物都由同一位牌手操控,则此交换效应没有效果。"}, {"chapter": "7", "id": "701.12c", "content": "701.12c When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player’s previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 119.7–8).\n当总生命被交换时,每位牌手获得或失去必要数量的生命,以使得自己的总生命与另一位牌手之前的总生命相同。替代性效应可能改变因此得到或失去的数量,触发式异能也可能因生命的得失而触发。不能获得生命的牌手不能以此法得到较高的总生命,不能失去生命的牌手不能以此法得到较低的总生命(参见规则119.7-8)。"}, {"chapter": "7", "id": "701.12d", "content": "701.12d Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a player’s hand). These spells and abilities work the same as other “exchange” spells and abilities, except they can exchange the cards only if all the cards are owned by the same player, and they can exchange the cards even if one zone is empty.\n某些咒语或异能可能会指示牌手将处于两个不同区域的牌交换(例如,被放逐的牌和牌手手上的牌)。这些咒语及异能的运作方式与其他“交换”咒语或异能相同,不同之处在于,交换只有在所交换的牌都由同一位牌手所拥有的情况下才能进行,且即使其中一个区域为空,牌手也能交换这些牌。"}, {"chapter": "7", "id": "701.12e", "content": "701.12e If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object.\n如果在交换处于两个不同区域的牌时,其中之一正贴附于某物件之上,则交换时,原本贴附于物件之上的牌不再贴附于该物件,改为由另一张牌贴附于该物件。"}, {"chapter": "7", "id": "701.12f", "content": "701.12f If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged.\n如果某咒语或异能指示牌手将两个区域交换,则即使其中一个区域空着,也依然会交换这两个区域中的牌。"}, {"chapter": "7", "id": "701.12g", "content": "701.12g A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 119.7–8). If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule 613.4b). This rule does not apply to spells and abilities that switch a creature’s power and toughness.\n咒语或异能可能会指示牌手交换两个数值。在此类交换中,每个数值成为另一个数值交换之前的值。若其中之一为总生命,受影响的牌手获得或失去必要数量的生命,以使其生命等同于另一个数值。替代性效应可能改变因此得到或失去的数量,触发式异能也可能因生命的得失而触发。不能获得生命的牌手不能以此法得到较高的总生命,不能失去生命的牌手不能以此法得到较低的总生命(参见规则119.7-8)。如果这些数值之一是力量或防御力,一个持续性效应被创造,以设置该力量或防御力成为另一个值(参见规则613.4b)。此规则不适用于交换某生物的力量和防御力之咒语或异能。"}, {"chapter": "7", "id": "701.12h", "content": "701.12h One card (Exchange of Words) instructs a player to exchange the text boxes of two creatures. This creates a text-changing effect (see rule 612, “Text-Changing Effects”). In such an exchange, the rules text of each permanent becomes the previous rules text of the other.\n一张牌(Exchange of Words)指示牌手交换两个生物的文字栏。这会创造一个改变叙述的效应(参见规则612,“改变叙述的效应”)。在这此交换中,每个永久物的规则叙述成为另一个永久物之前的规则叙述。"}, {"chapter": "7", "id": "701.13.", "content": "701.13. Exile\n放逐"}, {"chapter": "7", "id": "701.13a", "content": "701.13a To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”\n放逐一个物件指,将它从原本所在区域移到放逐区中。参见规则406,“放逐”。"}, {"chapter": "7", "id": "701.14.", "content": "701.14. Fight\n互斗"}, {"chapter": "7", "id": "701.14a", "content": "701.14a A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.\n一个咒语或异能可能会要求一个生物与另一个生物互斗。这两个生物互相向对方造成等同于自身力量的伤害。"}, {"chapter": "7", "id": "701.14b", "content": "701.14b If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage.\n如果一个被要求互斗的生物已不在战场上或不再是生物(或两者皆如此),没有生物互斗,也没有伤害造成。如果一个生物在一个要求它互斗的咒语或异能结算时不是合法目标(或两者皆如此),没有生物互斗,也没有伤害造成。"}, {"chapter": "7", "id": "701.14c", "content": "701.14c If a creature fights itself, it deals damage to itself equal to twice its power.\n如果某生物与本身互斗,则它会对本身造成其力量值两倍的伤害。"}, {"chapter": "7", "id": "701.14d", "content": "701.14d The damage dealt when a creature fights isn’t combat damage.\n生物互斗所造成的伤害并非战斗伤害。"}, {"chapter": "7", "id": "701.15.", "content": "701.15. Goad\n煽惑"}, {"chapter": "7", "id": "701.15a", "content": "701.15a Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature is goaded.\n某些咒语和异能可以煽惑生物。直到此类咒语或异能之操控者的下一个回合,该生物被煽惑。"}, {"chapter": "7", "id": "701.15b", "content": "701.15b Goaded is a designation a permanent can have. A goaded creature attacks each combat if able and attacks a player other than the controller of the permanent, spell, or ability that caused it to be goaded if able. Goaded is neither an ability nor part of the permanent’s copiable values.\n“被煽惑”是永久物能够具有的称号。被煽惑的生物每次战斗若能攻击,则必须攻击,且若能攻击使其被煽惑之永久物、咒语或异能的操控者以外的牌手,则必须如此作。被煽惑既不是异能,也不是该永久物可复制特征值的一部分。"}, {"chapter": "7", "id": "701.15c", "content": "701.15c A creature can be goaded by multiple players. Doing so creates additional combat requirements.\n一个生物可以被多位牌手煽惑。这会创造额外的战斗需求。"}, {"chapter": "7", "id": "701.15d", "content": "701.15d Once a player has goaded a creature, the same player goading it again has no effect. Doing so doesn’t create additional combat requirements.\n一旦牌手煽惑了某个生物,同一位牌手再次煽惑它没有效果。这不会创造额外的战斗需求。"}, {"chapter": "7", "id": "701.16.", "content": "701.16. Investigate\n探查"}, {"chapter": "7", "id": "701.16a", "content": "701.16a “Investigate” means “Create a Clue token.” See rule 111.10f.\n“探查”意指“派出一个线索衍生物。”参见规则111.10f。"}, {"chapter": "7", "id": "701.17.", "content": "701.17. Mill\n磨"}, {"chapter": "7", "id": "701.17a", "content": "701.17a For a player to mill a number of cards, that player puts that many cards from the top of their library into their graveyard.\n牌手磨数张牌指,该牌手将该数量的牌从牌库顶置于其坟墓场。"}, {"chapter": "7", "id": "701.17b", "content": "701.17b A player can’t mill a number of cards greater than the number of cards in their library. If given the choice to do so, they can’t choose to take that action. If instructed to do so, they mill as many as possible. Similarly, the player can’t pay a cost that includes milling a number of cards greater than the number of cards in their library.\n牌手不能磨大于其牌库中牌之数量的牌。如果该牌手获得如此作的选项,其不能选择执行该动作。如果该牌手被指示如此作,该牌手磨尽可能多的牌。相似地,该牌手不能支付包含磨大于其牌库中牌之数量的牌的费用。"}, {"chapter": "7", "id": "701.17c", "content": "701.17c An effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone is a public zone.\n提及所磨的牌的效应可以在其从牌库移动到的区域找到该牌,只要该区域是公开区域。"}, {"chapter": "7", "id": "701.17d", "content": "701.17d If an ability checks information about a single milled card but more than one card was milled, that ability refers to each of the milled cards. If that ability asks for any information about the milled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each milled card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected.\n如果一个异能检查一张所磨的牌的信息,但多于一张牌被磨掉,该异能提及所磨的每张牌。如果该异能询问所磨的牌的任何信息,诸如特征或法术力值,它将得到复数个答案。如果这些答案用于确定一个可变数值的值,使用这些答案之加总。如果该异能对“该”牌执行任何动作,它将对每张所磨的牌执行该动作。如果该异能对“一张”牌执行任何动作,该异能的操控者选择哪张牌会受其影响。"}, {"chapter": "7", "id": "701.18.", "content": "701.18. Play\n使用"}, {"chapter": "7", "id": "701.18a", "content": "701.18a To play a land means to put it onto the battlefield from the zone it’s in (usually the hand). A player may play a land if they have priority, it’s the main phase of their turn, the stack is empty, and they haven’t played a land this turn. Playing a land is a special action (see rule 116), so it doesn’t use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn’t the same as playing a land. See rule 305, “Lands.”\n使用地牌指,将其从原本所在区域(通常为手上)放进战场。在同时符合下列所有情况的时候,牌手可以使用地牌:具有优先权、在其回合的行动阶段、堆叠为空、且本回合尚未使用过地牌。使用地牌是一个特殊动作(参见规则116),因此并不使用堆叠;此动作直接发生。因咒语或异能的效果而将地牌放进战场并不是使用地牌。参见规则305,“地”。"}, {"chapter": "7", "id": "701.18b", "content": "701.18b To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.\n使用某张牌指将该牌作为地来使用或作为咒语来施放,依状况而定。"}, {"chapter": "7", "id": "701.18c", "content": "701.18c Some effects instruct a player to “play” with a certain aspect of the game changed, such as “Play with the top card of your library revealed.” “Play” in this sense means to play the Magic game.\n有些效应会指示牌手在游戏的某些条件有所改变的情况下“进行游戏”,例如“以展示牌库顶牌的方式进行游戏”。在此语境中的“进行游戏”意指进行万智牌的游戏。(译注:“进行游戏”英文原文亦为“Play”,故在此说明,中文翻译的用词上有显著不同。)"}, {"chapter": "7", "id": "701.18d", "content": "701.18d Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.\n多年以来,施放咒语或作为咒语施放一张牌这个动作,在牌上被称为“使用”该咒语或该牌。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“施放”该咒语或该牌。"}, {"chapter": "7", "id": "701.18e", "content": "701.18e Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.\n多年以来,起动一个起动式异能的动作,在牌上被称为“使用”该异能。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“起动”该异能。"}, {"chapter": "7", "id": "701.19.", "content": "701.19. Regenerate\n重生"}, {"chapter": "7", "id": "701.19a", "content": "701.19a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”\n如果正在结算的咒语或异能之效应重生永久物,则它会创造出一个替代性效应,以在下一次该永久物将要被消灭时保护之。此时,“重生[永久物]”意指,“本回合中,当[永久物]下一次将要被消灭时,改为移除其上标记的所有伤害,然后其操控者将它横置。如果它为进行攻击或阻挡的生物,则将其移出战斗。”"}, {"chapter": "7", "id": "701.19b", "content": "701.19b If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, “Regenerate [permanent]” means “Instead remove all damage marked on [permanent] and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”\n如果静止式异能之效应重生永久物,则每次该永久物要被消灭时,该效应均会以其他效应来替代之。此时,“重生[永久物]”意指,“改为移除标记在[永久物]上的所有伤害,然后其操控者将它横置。如果它为进行攻击或阻挡的生物,则将其移出战斗。”"}, {"chapter": "7", "id": "701.19c", "content": "701.19c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied.\n起动能创造重生护盾的异能,或施放创造重生护盾的咒语,均与重生某永久物并不相同。叙述为某永久物不能重生的效应不会阻止此类异能的起动或咒语的施放;相反地,该类效应只是使得重生护盾没有效果。"}, {"chapter": "7", "id": "701.20.", "content": "701.20. Reveal\n展示"}, {"chapter": "7", "id": "701.20a", "content": "701.20a To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, or if a card is revealed because an ability is activated from a hidden zone (see rule 602.2a), the card remains revealed from the time the spell or ability is announced until the time it leaves the stack. If revealing a card causes a triggered ability to trigger, the card remains revealed until that triggered ability leaves the stack. If that ability isn’t put onto the stack the next time a player would receive priority, the card ceases to be revealed.\n展示一张牌指,将该牌给所有牌手各看上一段适当的时间。如果有效应要展示某张牌,则只要在完成此效应中与之相关的部分之过程中,尚有展示该牌的需要,便需一直展示之。如果施放咒语或起动异能的费用中包含展示牌,或因从隐藏区域中起动异能而展示牌(参见规则602.2a),则从宣告该咒语或异能起,直至其离开堆叠为止,都需要一直展示该牌。如果展示一张牌导致一个触发式异能触发,则直至该触发式异能离开堆叠为止,都需要一直展示该牌。如果该异能在下一次牌手将获得优先权时没有进入堆叠,则该牌不再被展示。"}, {"chapter": "7", "id": "701.20b", "content": "701.20b Revealing a card doesn’t cause it to leave the zone it’s in.\n展示一张牌并不会使得它因此离开当前所在区域。"}, {"chapter": "7", "id": "701.20c", "content": "701.20c A card that is currently revealed may be revealed again.\n当前已展示的牌可以再次被展示。\nExample: Telepathy is an enchantment card that reads “Your opponents play with their hands revealed.” Silvergill Adept is a creature card that reads, in part, “As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}.” A player may reveal a Merfolk card from their hand to pay the additional cost of Silvergill Adept even if that card is already revealed due to Telepathy’s effect.\n例如:心灵感应是叙述为“对手以展示手牌的方式进行游戏”的结界牌。银鳃专家是部分叙述为“从你手上展示一张人鱼牌或支付{3},以作为施放此咒语的额外费用”的生物牌。即使一张人鱼牌已经因为心灵感应的效应而被展示,牌手仍然可以从手上展示该牌以作为施放银鳃专家的额外费用。"}, {"chapter": "7", "id": "701.20d", "content": "701.20d If cards in a player’s library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects.\n如果牌手牌库中的牌被洗牌或因其他原因被重新排序,任何被重新排序的、且被展示的牌停止被展示,且成为新物件。"}, {"chapter": "7", "id": "701.20e", "content": "701.20e Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player.\n一些效应指示牌手检视一张或数张牌。检视一张牌与展示一张牌之规则大致相同,区别在于被检视的牌只会给指定的牌手看。"}, {"chapter": "7", "id": "701.21.", "content": "701.21. Sacrifice\n牺牲"}, {"chapter": "7", "id": "701.21a", "content": "701.21a To sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent they don’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action.\n牺牲一个永久物指,其操控者将它从战场直接移到其拥有者的坟墓场。牌手不能牺牲不是永久物的东西,也不能牺牲不由其操控的永久物。牺牲一个永久物并非将其消灭,所以重生或其他替代消灭的替代性效应不能影响此动作。"}, {"chapter": "7", "id": "701.22.", "content": "701.22. Scry\n占卜"}, {"chapter": "7", "id": "701.22a", "content": "701.22a To “scry N” means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order.\n“占卜N”意指,检视你牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置于你的牌库底,其余则以任意顺序置于你的牌库顶。"}, {"chapter": "7", "id": "701.22b", "content": "701.22b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.\n如果牌手被指示占卜0,占卜事件不会发生。因牌手占卜而触发的异能不会触发。"}, {"chapter": "7", "id": "701.22c", "content": "701.22c If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.\n如果多位牌手同时占卜,这些牌手中的每一位同时检视各自牌库顶的牌。这些牌手按主动牌手先决定(APNAP)顺序(参见规则101.4)决定这些牌放置的位置,然后这些牌同时移动到该位置。"}, {"chapter": "7", "id": "701.22d", "content": "701.22d An ability that triggers whenever a player scries triggers after the process described in rule 701.22a is complete, even if some or all of those actions were impossible.\n每当牌手占卜时触发的异能会在完成规则701.22a所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.23.", "content": "701.23. Search\n搜寻"}, {"chapter": "7", "id": "701.23a", "content": "701.23a To search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and find a card that matches the given description.\n在一个区域中搜寻一张牌指,检视在该区域中(即便是隐藏区域)的所有牌,并找到一张符合所赋予描述的牌。"}, {"chapter": "7", "id": "701.23b", "content": "701.23b If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn’t required to find some or all of those cards even if they’re present in that zone.\n如果牌手需要在隐藏区域中搜寻符合某个标准的牌,例如特定的牌张类别或颜色,则即使该类牌在该区域中确实存在,该牌手也不一定要找出来。\nExample: Splinter says “Exile target artifact. Search its controller’s graveyard, hand, and library for all cards with the same name as that artifact and exile them. Then that player shuffles their library.” A player casts Splinter targeting Howling Mine (an artifact). Howling Mine’s controller has another Howling Mine in her graveyard and two more in her library. Splinter’s controller must find the Howling Mine in the graveyard, but may choose to find zero, one, or two of the Howling Mines in the library.\n例如:碎裂的叙述为“将目标神器放逐。自其操控者的坟墓场、手牌,以及牌库中搜寻与该神器同名的牌,并将这些牌放逐。然后该牌手将其牌库洗牌。”一位牌手以嚎叫的矿井(一个神器)为目标,施放了碎裂。嚎叫的矿井的操控者在其坟墓场中还有另一张同名牌,且在其牌库中还有两张。碎裂的操控者必须找到在坟墓场中的那张嚎叫的矿井,但可以选择在牌库中找到其中的零张、一张,或是两张。"}, {"chapter": "7", "id": "701.23c", "content": "701.23c If a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still search that zone but can’t find any cards.\n如果一位牌手被指示搜寻隐藏区域,但搜寻的标准没有定义,该牌手仍然可以搜寻该区域但无法找到任何牌。\nExample: Lobotomy says “Target player reveals their hand, then you choose a card other than a basic land card from it. Search that player’s graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles their library.” If the target player has no cards in their hand when Lobotomy resolves, the player who cast Lobotomy searches the specified zones but doesn’t exile any cards.\n例如:脑叶切除叙述为“目标牌手展示其手牌。你从中选择一张非基本地的牌,从该牌手的坟墓场、手牌以及牌库中搜寻任意数量与该牌名称相同的牌,并将它们放逐。然后该牌手将其牌库洗牌。”如果于脑叶切除结算时,该目标牌手的手牌中没有牌,施放脑叶切除的牌手仍然可以搜寻指定的区域,但无法放逐任何牌。"}, {"chapter": "7", "id": "701.23d", "content": "701.23d If a player is searching a hidden zone simply for a quantity of cards, such as “a card” or “three cards,” that player must find that many cards (or as many as possible, if the zone doesn’t contain enough cards).\n如果牌手在隐藏区域中搜寻的是一定数量的牌,例如“一张牌”或“三张牌”,则该牌手必须找出相应数量的牌(如果该区域内没有足够的牌,则需尽量接近该数量)。"}, {"chapter": "7", "id": "701.23e", "content": "701.23e If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed.\n如果含有指示牌手搜寻的效应中,没有指示牌手展示所找到的牌,则不需要展示这些牌。"}, {"chapter": "7", "id": "701.23f", "content": "701.23f If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger.\n如果牌手搜寻一个区域被替代为搜寻该区域的一部分,任何对该牌手搜寻该区域的要求依然生效。任何因牌库被搜寻而触发的异能仍然会触发。\nExample: Aven Mindcensor says, in part, “If an opponent would search a library, that player searches the top four cards of that library instead.” Veteran Explorer says “When this creature dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then shuffle.” An opponent who searched the top four cards of their library because of Veteran Explorer’s ability would shuffle the entire library.\n例如:艾文核灵师的部分叙述为“如果任一对手将搜寻某牌库,则改为他搜寻该牌库顶的四张牌。”资深探险家的叙述为“当此生物死去时,每位牌手各可以从其牌库中搜寻至多两张基本地牌,将它们放进战场,然后洗牌。”因资深探险家的异能而搜寻了牌库顶四张牌的对手也将洗整个牌库。"}, {"chapter": "7", "id": "701.23g", "content": "701.23g If an effect offers a player a choice to search a zone and take additional actions with the cards found, that player may choose to search even if the additional actions are illegal or impossible.\n如果效应使牌手选择搜寻某区域并对找到的牌作额外动作,即使该额外动作非法或不可能作到,该牌手依然可以选择搜寻。"}, {"chapter": "7", "id": "701.23h", "content": "701.23h An effect may instruct a player to search a library for one or more cards more than once before instructing a player to shuffle that library. This is the same as a single instruction for that player to search that library for all those cards. The player searches that library only once.\n某些效应可能会指示牌手从牌库中搜寻一张或数张牌多于一次,再指示牌手洗该牌库。这与令该牌手一次性从该牌库中搜寻所有这些牌的单一指示并无区别。该牌手只会搜寻该牌库一次。"}, {"chapter": "7", "id": "701.23i", "content": "701.23i If multiple players search at once, each of those players looks at the appropriate cards at the same time, then those players decide in APNAP order (see rule 101.4) which card to find.\n如果多位牌手同时搜寻,这些牌手同时检视其搜寻的适用范围,然后这些牌手以“主动牌手先决定”的顺序(参见规则101.4)决定要找到哪张牌。"}, {"chapter": "7", "id": "701.23j", "content": "701.23j If an effect instructs a player to search outside the game for a card, that player may choose an appropriate card they own from outside the game.\n如果一个效应指示牌手从游戏外搜寻一张卡牌,该牌手可以从游戏外选择一张由其拥有的适当卡牌。"}, {"chapter": "7", "id": "701.24.", "content": "701.24. Shuffle\n洗牌"}, {"chapter": "7", "id": "701.24a", "content": "701.24a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.\n将牌库或一堆面朝下的牌洗牌指,将这些牌随机化,并使得没有牌手知晓其顺序。"}, {"chapter": "7", "id": "701.24b", "content": "701.24b Some effects cause a player to search a library for a card or cards, shuffle that library, then put some or all of the found cards into a different zone or in a certain position in that library. In such cases, the found cards aren’t included in the shuffle, even though they remain in the library at that time. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger. See also rule 401, “Library.”\n一些效应使牌手从牌库中搜寻一张或数张牌,将该牌库洗牌,并将搜寻到的一些或全部牌置入其他区域,或置于该牌库中的特定位置。这种情况下,即使这些搜寻到的牌此时仍在牌库中,它们并不会参与洗牌。该牌库中除了这些牌以外的所有牌都会被洗牌。因该牌库洗牌而触发的异能仍然会触发。参见规则401,“牌库”。"}, {"chapter": "7", "id": "701.24c", "content": "701.24c If an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone they’re expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone.\n如果某效应将使得牌手将一个或数个特定的物件洗入牌库,而这些物件并不在它们所应在的区域,或者某效应使得所有这些物件都移至其他区域或留在当前区域,该牌库仍然会洗牌。\nExample: Guile says, in part, “When Guile is put into a graveyard from anywhere, shuffle it into its owner’s library.” It’s put into a graveyard and its ability triggers, then a player exiles it from that graveyard in response. When the ability resolves, the library is shuffled.\n例如:智谋的部分叙述为“当智谋从任何地方置入坟墓场时,将它洗入其拥有者的牌库。”它置入坟墓场时其异能触发,然后某牌手响应将其从该坟墓场放逐。当该异能结算时,该牌库被洗牌。\nExample: Black Sun’s Zenith says, in part, “Shuffle Black Sun’s Zenith into its owner’s library.” Black Sun’s Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Sun’s Zenith will be exiled, and its owner’s library will be shuffled.\n例如:黑阳当空的部分叙述为“将黑阳当空洗入其拥有者的牌库。”黑阳当空在坟墓场中,并获得了返照异能(可能因为偿付),然后从该坟墓场施放。黑阳当空将被放逐,并且其拥有者的牌库被洗牌。"}, {"chapter": "7", "id": "701.24d", "content": "701.24d If an effect would cause a player to shuffle a set of objects into a library, that library is shuffled even if there are no objects in that set.\n如果某效应将使得牌手将一组物件洗入牌库,即使该组中没有物件,该牌库仍然会洗牌。\nExample: Loaming Shaman says “When this creature enters, target player shuffles any number of target cards from their graveyard into their library.” It enters the battlefield, its ability triggers, and no cards are targeted. When the ability resolves, the targeted player will still have to shuffle their library.\n例如:填土祭师的叙述为“当此生物进场时,目标牌手将任意数量的目标牌从其坟墓场洗入其牌库。”它进战场时异能触发,但没有指定任何牌为目标。当该异能结算时,指定为目标的牌手仍然需要将其牌库洗牌。"}, {"chapter": "7", "id": "701.24e", "content": "701.24e If an effect causes a player to shuffle a library containing zero or one cards, abilities that trigger when a library is shuffled will still trigger.\n如果某效应使得牌手洗一个包含零或一张牌的牌库,因该牌库洗牌而触发的异能仍然会触发。"}, {"chapter": "7", "id": "701.24f", "content": "701.24f If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times.\n如果两个或更多效应使得某牌库同时洗牌数次,因该牌库洗牌而触发的异能将触发等量的次数。"}, {"chapter": "7", "id": "701.24g", "content": "701.24g If an effect would cause a player to shuffle a library at the same time that an object would be put into a certain position in that library, the result is a shuffled library that’s randomized except that the object is in the specified position.\n如果某效应将使得牌手洗牌库的同时某物件将被置于该牌库的指定位置,其结果是一个被洗牌的牌库,除了该物件在指定位置之外,其余部分被随机化。\nExample: Darksteel Colossus and Gravebane Zombie are put into a player’s graveyard from the battlefield at the same time. Darksteel Colossus says in part “If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner’s library instead.” Gravebane Zombie says “If this creature would die, put it on top of its owner’s library instead.” The player shuffles Darksteel Colossus into their library and puts Gravebane Zombie on top of that library.\n例如:玄铁巨像和破坟灵俑被同时从战场置于一位牌手的坟墓场。玄铁巨像的一部分叙述为“若玄铁巨像将从任何区域置入坟墓场,则改为展示玄铁巨像,并将它洗入其拥有者的牌库。”破坟灵俑叙述为“若此生物将死去,则改为将它置于其拥有者的牌库顶。”该牌手将玄铁巨像洗入其牌库,并将破坟灵俑置于该牌库的牌库顶。"}, {"chapter": "7", "id": "701.25.", "content": "701.25. Surveil\n刺探"}, {"chapter": "7", "id": "701.25a", "content": "701.25a To “surveil N” means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.\n“刺探N”意指,检视你牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置入你的坟墓场,其余则以任意顺序置于你牌库顶。"}, {"chapter": "7", "id": "701.25b", "content": "701.25b If an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may put into your graveyard and on top of your library in any order.\n如果某效应允许你在刺探时检视额外的牌,那么这些牌包括在你置入坟墓场或以任意顺序置于你牌库顶的牌之中。"}, {"chapter": "7", "id": "701.25c", "content": "701.25c If a player is instructed to surveil 0, no surveil event occurs. Abilities that trigger whenever a player surveils won’t trigger.\n如果牌手被指示刺探0,刺探事件不会发生。因牌手刺探而触发的异能不会触发。"}, {"chapter": "7", "id": "701.25d", "content": "701.25d An ability that triggers whenever a player surveils triggers after the process described in rule 701.25a is complete, even if some or all of those actions were impossible.\n每当牌手刺探时触发的异能会在完成规则701.25a所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.26.", "content": "701.26. Tap and Untap\n横置和重置"}, {"chapter": "7", "id": "701.26a", "content": "701.26a To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.\n横置一个永久物指,将它由直向转成横向。只有未横置的永久物可以被横置。"}, {"chapter": "7", "id": "701.26b", "content": "701.26b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.\n重置一个永久物指,将它由横向转回直向。只有已横置的永久物可以被重置。"}, {"chapter": "7", "id": "701.27.", "content": "701.27. Transform\n转化"}, {"chapter": "7", "id": "701.27a", "content": "701.27a To transform a permanent, turn it over so that its other face is up. Only permanents represented by double-faced tokens and double-faced cards can transform. (See rule 712, “Double-Faced Cards.”)\n转化一个永久物指,将它翻到另一面牌面朝上。只有以双面衍生物和双面牌代表的永久物才能转化。(参见规则712,“双面牌”。)"}, {"chapter": "7", "id": "701.27b", "content": "701.27b Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent transforms, and so on.\n虽然转化某永久物与将某永久物翻为牌面朝下或翻回正面所执行的具体动作完全相同,但此两者是完全不同的游戏动作。会因某永久物翻为牌面朝下而触发的异能,并不会在该永久物转化时触发,其他依此类推。"}, {"chapter": "7", "id": "701.27c", "content": "701.27c If a spell or ability instructs a player to transform a permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.\n如果某咒语或异能要求牌手转化某个既不是双面衍生物也不是双面牌代表的永久物,则什么都不会发生。"}, {"chapter": "7", "id": "701.27d", "content": "701.27d If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is an instant or sorcery face nothing happens.\n如果某咒语或异能要求牌手转化某个永久物,且该永久物将要转化成的牌面是瞬间或法术,则什么都不会发生。"}, {"chapter": "7", "id": "701.27e", "content": "701.27e Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule 701.28) and has the specified characteristic immediately after it does so.\n一些触发式异能在一个物件“转化为”一个具有特定特征的物件时触发。此类触发式异能只会在该物件转化或转换(参见规则701.28),且在这之后的时刻立即具有该特征时触发。"}, {"chapter": "7", "id": "701.27f", "content": "701.27f If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent does so only if it hasn’t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn’t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.\n如果一个永久物的起动式或触发式异能(且并非是该永久物的延迟触发式异能)试图转化之,该永久物仅在自该异能放进堆叠之后还没有被转化或转换过时才会如此作。如果一个永久物的延迟触发式异能试图转化该永久物,该永久物仅在自该延迟触发式异能被创造之后还没有被转化或转换过时才会如此作。在这两种情况下,如果该永久物已被转化或转换过,这类指示将被忽略。这是对先前规则的更改。"}, {"chapter": "7", "id": "701.27g", "content": "701.27g Some spells and abilities refer to a “transformed permanent.” This phrase refers to a double-faced permanent on the battlefield with its back face up. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously. Similarly, an object represented by more than one card, such as a melded or merged permanent, is never considered a transformed permanent, even if it has components that are back face up. See rules 701.42, “Meld,” and 729, “Merging with Permanents.”\n一些咒语和异能提及一个“已转化的永久物”。此用词意指一个在战场上且背面朝上的双面永久物。正面朝上的永久物不会被视为已转化的永久物,即使它们之前是背面朝上的。类似地,由多张牌代表的物件,例如已融合或已结聚者,亦不会被视为已转化的永久物,即使其中包含背面朝上的组件。参见规则701.42,“融合”,以及规则729,“与永久物结聚”。"}, {"chapter": "7", "id": "701.28.", "content": "701.28. Convert\n转换"}, {"chapter": "7", "id": "701.28a", "content": "701.28a To convert a permanent, turn it so that its other face is up. This follows rules 701.27a–f, 712.9–10, and 712.18. Those rules apply to converting a permanent just as they apply to transforming a permanent.\n转换一个永久物指,将它翻到另一面牌面朝上。这遵循规则701.27a-f、712.9-10、及712.18。这些规则如同适用于转化永久物一般适用于转换永久物。"}, {"chapter": "7", "id": "701.28b", "content": "701.28b Although converting a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent converts, and so on.\n虽然转换某永久物与将某永久物翻为牌面朝下或翻回正面所执行的具体动作完全相同,但此两者是完全不同的游戏动作。会因某永久物翻为牌面朝下而触发的异能,并不会在该永久物转换时触发,其他依此类推。"}, {"chapter": "7", "id": "701.28c", "content": "701.28c If a spell or ability instructs a player to convert a permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.\n如果某咒语或异能要求牌手转换某个既不是双面衍生物也不是双面牌代表的永久物,则什么都不会发生。"}, {"chapter": "7", "id": "701.28d", "content": "701.28d If a spell or ability instructs a player to convert a permanent, and the face that permanent would convert into is an instant or sorcery face, nothing happens.\n如果某咒语或异能要求牌手转换某个永久物,且该永久物将要转换成的牌面是瞬间或法术,则什么都不会发生。"}, {"chapter": "7", "id": "701.28e", "content": "701.28e If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to convert it, the permanent does so only if it hasn’t converted or transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to convert that permanent, the permanent does so only if it hasn’t converted or transformed since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.\n如果一个永久物的起动式或触发式异能(且并非是该永久物的延迟触发式异能)试图转换之,该永久物仅在自该异能放进堆叠之后还没有被转化或转换过时才会如此作。如果一个永久物的延迟触发式异能试图转换该永久物,该永久物仅在自该延迟触发式异能被创造之后还没有被转化或转换过时才会如此作。在这两种情况下,如果该永久物已被转化或转换过,这类指示将被忽略。"}, {"chapter": "7", "id": "701.28f", "content": "701.28f If a spell or ability states that a permanent can’t transform, that permanent also can’t convert.\n如果一个效应叙述一个永久物不能转化,则该永久物也不能转换。"}, {"chapter": "7", "id": "701.29.", "content": "701.29. Fateseal\n论命"}, {"chapter": "7", "id": "701.29a", "content": "701.29a To “fateseal N” means to look at the top N cards of an opponent’s library, then put any number of them on the bottom of that library in any order and the rest on top of that library in any order.\n“论命N”意指,检视任一对手牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置于该牌库底,其余则以任意顺序置于该牌库顶。"}, {"chapter": "7", "id": "701.30.", "content": "701.30. Clash\n比点"}, {"chapter": "7", "id": "701.30a", "content": "701.30a To clash, a player reveals the top card of their library. That player may then put that card on the bottom of their library.\n比点指,牌手展示其牌库顶牌。该牌手可以把该牌置于其牌库底。"}, {"chapter": "7", "id": "701.30b", "content": "701.30b “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.”\n“与一位对手比点”意指,“选择一位对手。你与该对手分别比点。”"}, {"chapter": "7", "id": "701.30c", "content": "701.30c Each clashing player reveals the top card of their library at the same time. Then those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.\n每位比点的牌手同时展示其牌库顶牌。然后这些牌手按主动牌手先决定(APNAP)顺序(参见规则101.4)决定这些牌放置的位置,然后这些牌同时移动到该位置。"}, {"chapter": "7", "id": "701.30d", "content": "701.30d A player wins a clash if that player revealed a card with a higher mana value than all other cards revealed in that clash.\n如果某位牌手所展示的牌之法术力值比所有参与比点者所展示的牌都高,其赢得这次比点。"}, {"chapter": "7", "id": "701.31.", "content": "701.31. Planeswalk\n时空换境"}, {"chapter": "7", "id": "701.31a", "content": "701.31a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.”\n牌手只能在竞逐时空游戏中时空换境。只有时空操控者可以时空换境。参见规则901,“竞逐时空”。"}, {"chapter": "7", "id": "701.31b", "content": "701.31b To planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.\n时空换境指,将每张牌面朝上时空牌和异象牌面朝下置于其拥有者的时空套牌牌库底,然后将你时空套牌的牌库顶牌移离时空套牌并翻回正面。"}, {"chapter": "7", "id": "701.31c", "content": "701.31c A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk.\n牌手可以因“时空换境异能”的结果(参见规则901.8),因牌面朝上的时空牌或异象牌的操控者离开游戏(参见规则901.10),或因异象的触发式异能离开堆叠(参见规则704.6f)而时空换境。异能也可能指示牌手时空换境。"}, {"chapter": "7", "id": "701.31d", "content": "701.31d The plane card that’s turned face up is the plane the player planeswalks to. The plane card that’s turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena.\n翻回正面的时空牌即为牌手时空换入的时空。翻为牌面朝下的、或离开游戏的时空牌即为牌手时空换出的时空。异象也同样适用此规则。"}, {"chapter": "7", "id": "701.32.", "content": "701.32. Set in Motion\n发动"}, {"chapter": "7", "id": "701.32a", "content": "701.32a Only a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in motion. See rule 314, “Schemes,” and rule 904, “Archenemy.”\n只有邪计牌可以发动,并且只可以在魔王游戏中如此作。只有魔王可以发动邪计。参见规则314,“邪计”,及规则904,“魔王”。"}, {"chapter": "7", "id": "701.32b", "content": "701.32b To set a scheme in motion, move it off the top of your scheme deck if it’s on top of your scheme deck and turn it face up if it isn’t face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it.\n发动邪计指,如果它在你的邪计套牌牌库顶,将其从邪计套牌牌库顶移离,且如果它不是牌面朝上,将其翻回正面。即使以上动作之一或两者均未在其上实行,该邪计仍视同为被发动。"}, {"chapter": "7", "id": "701.32c", "content": "701.32c Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times.\n每次只能发动一个邪计。如果牌手被指示发动多个邪计,其发动等量次数的邪计。"}, {"chapter": "7", "id": "701.33.", "content": "701.33. Abandon\n撤废"}, {"chapter": "7", "id": "701.33a", "content": "701.33a Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 314, “Schemes,” and rule 904, “Archenemy.”\n只有面朝上的长效邪计牌可以被撤废,并且只可以在魔王游戏中如此作。参见规则314,“邪计”,及规则904,“魔王”。"}, {"chapter": "7", "id": "701.33b", "content": "701.33b To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck.\n撤废邪计指,将其翻为牌面朝下,并置于其拥有者的邪计套牌牌库底。"}, {"chapter": "7", "id": "701.34.", "content": "701.34. Proliferate\n增殖"}, {"chapter": "7", "id": "701.34a", "content": "701.34a To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.\n增殖表示,选择任意数量其上有指示物的永久物和/或牌手,然后对于其上已经有的每种指示物而言,给该永久物或牌手一个额外的此种指示物。"}, {"chapter": "7", "id": "701.34b", "content": "701.34b In a Two-Headed Giant game, poison counters are shared by the team. If more than one player on a team is chosen this way, only one of those players can be given an additional poison counter. The player who proliferates chooses which player that is. See rule 810, “Two-Headed Giant Variant.”\n在双头巨人游戏中,队伍中的牌手共享中毒指示物。如果以此法选择多于一个在同一队伍中的牌手,只有这些牌手其中之一可以被给予一个额外的中毒指示物。由执行增殖的牌手来选择是哪位牌手获得该指示物。参见规则810,“双头巨人玩法”。"}, {"chapter": "7", "id": "701.35.", "content": "701.35. Detain\n拘留"}, {"chapter": "7", "id": "701.35a", "content": "701.35a Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can’t attack or block and its activated abilities can’t be activated.\n某些咒语和异能可以拘留永久物。直到该咒语或异能之操控者的下一个回合,该永久物不能进行攻击或阻挡,其起动式异能也不能起动。"}, {"chapter": "7", "id": "701.36.", "content": "701.36. Populate\n殖民"}, {"chapter": "7", "id": "701.36a", "content": "701.36a To populate means to choose a creature token you control and create a token that’s a copy of that creature token.\n殖民意指选择一个由你操控的衍生生物并派出一个衍生物,且其为前者衍生生物之复制品。"}, {"chapter": "7", "id": "701.36b", "content": "701.36b If you control no creature tokens when instructed to populate, you won’t create a token.\n当有效应指示你进行殖民时,如果你并未操控任何衍生生物,则你不会派出衍生物。"}, {"chapter": "7", "id": "701.37.", "content": "701.37. Monstrosity\n蛮化"}, {"chapter": "7", "id": "701.37a", "content": "701.37a “Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.”\n“蛮化N”意指,如果此永久物未蛮化,则在其上放置N个+1/+1指示物且它蛮化。"}, {"chapter": "7", "id": "701.37b", "content": "701.37b Monstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other spells and abilities can identify. Only permanents can be or become monstrous. Once a permanent becomes monstrous, it stays monstrous until it leaves the battlefield. Monstrous is neither an ability nor part of the permanent’s copiable values.\n“已蛮化”此称号并无规则含义。它仅用作标记,供蛮化异能及其他咒语和异能辨识之用。只有永久物能够蛮化。一旦某永久物已蛮化后,它便会一直保持已蛮化,直到它离开战场为止。“已蛮化”既不是异能,也不是该永久物可复制特征值的一部分。"}, {"chapter": "7", "id": "701.37c", "content": "701.37c If a permanent’s ability instructs a player to “monstrosity X,” other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous.\n如果某永久物的异能指示牌手“蛮化X”,则该永久物的其他异能也可能会提及X。后者异能中的X值等同于该永久物蛮化时的X值。"}, {"chapter": "7", "id": "701.38.", "content": "701.38. Vote\n投票"}, {"chapter": "7", "id": "701.38a", "content": "701.38a Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices.\n某些咒语和异能要求牌手在所列的多个选项中投票选择其中一个,以决定该咒语或异能会产生哪部分的效应。投票选择的流程为:由某位指定牌手开始,每位牌手依照回合顺序依次选择其中一个选项。如果某效应允许牌手多次投票,则牌手于其原本应进行投票的时候同时完成多次投票。"}, {"chapter": "7", "id": "701.38b", "content": "701.38b The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability.\n所列之选项可包括物件,与不同的效应相关但无规则含义的字词,或与咒语或异能之结算相关的其他变数。"}, {"chapter": "7", "id": "701.38c", "content": "701.38c If the text of a spell or ability refers to “voting,” it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word “vote.”\n如果某咒语或异能之规则叙述中提及“投票”,则其指的是“牌手以投票作出选择”;而非未在规则叙述中注明“投票”字样,且让牌手进行选择或作出决定的其他咒语或异能。"}, {"chapter": "7", "id": "701.38d", "content": "701.38d If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.\n如果一个效应使牌手可以额外多投票,这些投票选择于牌手本应作出投票选择之时一同发生。"}, {"chapter": "7", "id": "701.39.", "content": "701.39. Bolster\n振励"}, {"chapter": "7", "id": "701.39a", "content": "701.39a “Bolster N” means “Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N +1/+1 counters on that creature.”\n“振励N”意指“选择一个由你操控的生物,且需是由你操控的生物中防御力最小或同为防御力最小者。在其上放置N个+1/+1指示物。”"}, {"chapter": "7", "id": "701.40.", "content": "701.40. Manifest\n显化"}, {"chapter": "7", "id": "701.40a", "content": "701.40a To manifest a card, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a manifested permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up.\n显化一张牌指,将其翻为牌面朝下。它成为2/2生物牌,没有规则文字,没有名称,没有副类别,没有法术力费用。将其牌面朝下地放进战场。只要该永久物牌面朝下,它便是已显化的永久物。此设定特征之效应会持续影响此牌面朝下的牌张,直到其被翻回正面为止。"}, {"chapter": "7", "id": "701.40b", "content": "701.40b Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.)\n在你拥有优先权的时机下,你可以把由你操控之已显化的永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则116.2b)。具体方法如下:将代表该永久物的牌张展示给所有牌手,以示此牌确为生物牌,并展示其法术力费用,支付此费用,然后将该永久物翻回正面。于此牌处于牌面朝下状态时设定其特征的效应随之结束,其重新获得在正常状况下的特征。(如果代表该永久物的牌不是生物牌,或是没有法术力费用,则它不能以此法翻回正面。)"}, {"chapter": "7", "id": "701.40c", "content": "701.40c If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up.\n如果显化的是一张具变身异能的牌,则其操控者可将其当作具变身异能的牌面朝下生物,并按照规则702.37e中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已显化的永久物来翻回正面。"}, {"chapter": "7", "id": "701.40d", "content": "701.40d If a card with disguise is manifested, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a manifested permanent face up.\n如果显化的是一张具伪装异能的牌,则其操控者可将其当作具伪装异能的牌面朝下生物,并按照规则702.168d中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已显化的永久物来翻回正面。"}, {"chapter": "7", "id": "701.40e", "content": "701.40e If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.\n如果某效应指示牌手从其牌库显化数张牌,则逐张显化该些牌。"}, {"chapter": "7", "id": "701.40f", "content": "701.40f If an effect instructs a player to manifest a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.\n如果某效应指示牌手显化一张牌,且有另一个规则或效应阻止该面朝下的物件进入战场,该牌不会被显化。其特征不会被改变,并留在原来的区域。如果它原本是面朝上的,它仍然是面朝上。"}, {"chapter": "7", "id": "701.40g", "content": "701.40g If a manifested permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger.\n如果一个由瞬间和法术牌代表之已显化的永久物将要翻回正面,则其操控者展示该牌,然后将其保持牌面朝下。因永久物翻回正面时触发的异能不会触发。"}, {"chapter": "7", "id": "701.40h", "content": "701.40h See rule 708, “Face-Down Spells and Permanents,” for more information.\n欲了解更多信息,参见规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "7", "id": "701.41.", "content": "701.41. Support\n支援"}, {"chapter": "7", "id": "701.41a", "content": "701.41a “Support N” on a permanent means “Put a +1/+1 counter on each of up to N other target creatures.” “Support N” on an instant or sorcery spell means “Put a +1/+1 counter on each of up to N target creatures.”\n永久物上的“支援N”意指“在至多N个其他目标生物上各放置一个+1/+1指示物。”瞬间或法术咒语上的“支援N”意指“在至多N个目标生物上各放置一个+1/+1指示物。”"}, {"chapter": "7", "id": "701.42.", "content": "701.42. Meld\n融合"}, {"chapter": "7", "id": "701.42a", "content": "701.42a Meld is a keyword action that appears in an ability on one card in a meld pair. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards. See rule 712, “Double-Faced Cards.”\n融合属于关键字动作,每个融合牌组当中会有一张牌的异能用到这个关键字动作。融合同一融合牌组的两张牌,意指将它们以背面朝上且已组合的方式放进战场。所得之永久物为由两张牌代表的单一物件。参见规则712,“双面牌”。"}, {"chapter": "7", "id": "701.42b", "content": "701.42b Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren’t meld cards, or meld cards that don’t form a meld pair can’t be melded.\n只有属于同一融合牌组的两张牌才能融合。衍生物,不是融合牌之牌张,以及不属于同一融合牌组的融合牌不能融合。"}, {"chapter": "7", "id": "701.42c", "content": "701.42c If an effect instructs a player to meld objects that can’t be melded, they stay in their current zone.\n如果某效应要求牌手融合不能融合的物件,则这些物件会留在当前区域。\nExample: A player owns and controls Midnight Scavengers and a token that’s a copy of Graf Rats. At the beginning of combat, both are exiled but can’t be melded. Midnight Scavengers remains exiled and the exiled token ceases to exist.\n例如:某牌手同时拥有并操控午夜拾荒客和一个为墓地鼠群复制品的衍生物。在战斗开始时,两者都会被放逐,但不能融合。午夜拾荒客会留在放逐区,被放逐的衍生物消失。"}, {"chapter": "7", "id": "701.43.", "content": "701.43. Exert\n耗竭"}, {"chapter": "7", "id": "701.43a", "content": "701.43a To exert a permanent, you choose to have it not untap during your next untap step.\n耗竭一个永久物,意指你选择在你的下一个重置步骤中不重置它。"}, {"chapter": "7", "id": "701.43b", "content": "701.43b A permanent can be exerted even if it’s not tapped or has already been exerted in a turn. If you exert a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step.\n就算某个永久物尚未被横置,或已在某回合中被耗竭,也能耗竭之。如果你在你的下一个重置步骤到来之前,多次耗竭了同一个永久物,则所有令该永久物不能重置的效应都会在同一个重置步骤中失效。"}, {"chapter": "7", "id": "701.43c", "content": "701.43c An object that isn’t on the battlefield can’t be exerted.\n不在战场上的物件不能被耗竭。"}, {"chapter": "7", "id": "701.43d", "content": "701.43d “You may exert [this creature] as it attacks” is an optional cost to attack (see rule 508.1g). Some objects with this static ability have a triggered ability that triggers “when you do” printed in the same paragraph. These abilities are linked. (See rule 607.2h.)\n“你可以于[此生物]攻击时耗竭之”是攻击的可选费用(参见规则508.1g)。一些具有此静止式异能的物件在同一段落中印有一个触发式异能,于“当你如此作”时触发。这些异能相互关联。(参见规则607.2h。)"}, {"chapter": "7", "id": "701.44.", "content": "701.44. Explore\n勘察"}, {"chapter": "7", "id": "701.44a", "content": "701.44a Certain spells and abilities instruct a permanent to explore. To do so, that permanent’s controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard.\n某些咒语和异能会令永久物进行勘察。其意指,该永久物的操控者展示其牌库顶牌。如果以此法展示出地牌,则该牌手将该牌置于其手上。若否,则该牌手在该进行勘察的永久物上放置一个+1/+1指示物,且可以将所展示的牌置入其坟墓场。"}, {"chapter": "7", "id": "701.44b", "content": "701.44b A permanent “explores” after the process described in rule 701.44a is complete, even if some or all of those actions were impossible.\n在完成规则701.44a所述之流程后,该永久物便已“勘察”,就算该流程之部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.44c", "content": "701.44c If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it.\n如果某永久物在有效应令其勘察之前就已改变区域,则利用其最后已知信息来确定进行勘察的物件及其操控者。"}, {"chapter": "7", "id": "701.44d", "content": "701.44d If multiple permanents are instructed to explore at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.44c) one or more of those permanents chooses one of them and it explores. Then this process is repeated for each remaining instruction to explore.\n如果同时令多个永久物勘察,则在操控了一个或数个此类永久物的牌手(如果该永久物已不在战场上,则是最后操控它的牌手;参见规则701.44c)中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物勘察。然后对每个剩余的勘察指示重复此流程。"}, {"chapter": "7", "id": "701.45.", "content": "701.45. Assemble\n组装"}, {"chapter": "7", "id": "701.45a", "content": "701.45a Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Outside of silver-bordered cards, only one card (Steamflogger Boss) refers to assembling a Contraption. Cards and mechanics from the Unstable set aren’t included in these rules. See the Unstable FAQ for more information.\n组装是出现在Unstable系列中的关键字动作,会将机巧放进战场。除银边牌以外,只有一张牌(汽鞭上司)提及组装机巧。本文件中的规则并未涵盖Unstable系列中的牌张和机制。欲知更多信息,请参见Unstable常见问题集。"}, {"chapter": "7", "id": "701.46.", "content": "701.46. Adapt\n演化"}, {"chapter": "7", "id": "701.46a", "content": "701.46a “Adapt N” means “If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.”\n“演化N”意指“如果此永久物上没有+1/+1指示物,则在其上放置N个+1/+1指示物。”"}, {"chapter": "7", "id": "701.47.", "content": "701.47. Amass\n囤兵"}, {"chapter": "7", "id": "701.47a", "content": "701.47a To amass [subtype] N means “If you don’t control an Army creature, create a 0/0 black [subtype] Army creature token. Choose an Army creature you control. Put N +1/+1 counters on that creature. If it isn’t a [subtype], it becomes a [subtype] in addition to its other types.”\n“囤兵[副类别]N”意指,“如果你未操控军队生物,则派出一个0/0黑色[副类别]/军队衍生生物。选择一个由你操控的军队生物。在该生物上放置N个+1/+1指示物。如果它不是[副类别],它额外具有[副类别]此类别。”"}, {"chapter": "7", "id": "701.47b", "content": "701.47b A player “amassed” after the process described in rule 701.47a is complete, even if some or all of those actions were impossible.\n在完成规则701.47a中所述之流程后,牌手便已“囤兵”,就算该流程之部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.47c", "content": "701.47c The phrases “the Army you amassed” and “the amassed Army” refer to the creature you chose, whether or not it received counters.\n“受囤兵的军队”、“受囤兵军队”字样指的是你选择的生物,它是否确实得到指示物并不重要。"}, {"chapter": "7", "id": "701.47d", "content": "701.47d Some older cards were printed with amass N without including a subtype. Those cards have received errata in the Oracle card reference so that they read “amass Zombies N.”\n一些老牌印有不包括副类别的“囤兵N”。这些牌在Oracle牌张参考文献中勘误为“囤兵灵俑N”。"}, {"chapter": "7", "id": "701.48.", "content": "701.48. Learn\n温习"}, {"chapter": "7", "id": "701.48a", "content": "701.48a “Learn” means “You may discard a card. If you do, draw a card. If you didn’t discard a card, you may reveal a Lesson card you own from outside the game and put it into your hand.”\n“温习”意指“你可以弃一张牌。如果你如此作,则抓一张牌。如果你未弃牌,则你可以从游戏外展示一张由你拥有的课程牌,并将它置于你手上。”"}, {"chapter": "7", "id": "701.49.", "content": "701.49. Venture into the Dungeon\n深入地城"}, {"chapter": "7", "id": "701.49a", "content": "701.49a If a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule 309, “Dungeons.”\n如果牌手未在统帅区拥有一张地城牌时被指示深入地城,该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。该牌手将其进度标记置于最上方的房间上。参见规则309,“地城”。"}, {"chapter": "7", "id": "701.49b", "content": "701.49b If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card’s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player’s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room.\n如果牌手在统帅区拥有一张地城牌、且其进度标记不在该地城的最底下的房间上时被指示深入地城,该牌手按照某个从当前房间出发的箭头指示,选择一个相邻的房间。如果从该牌手的进度标记所在的房间出发的箭头有多个,该牌手选择其中一个。该牌手将其进度标记移动到该相邻的房间。"}, {"chapter": "7", "id": "701.49c", "content": "701.49c If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule 309.7). They then choose an appropriate dungeon card they own from outside the game, put it into the command zone, and put their venture marker on the topmost room of that dungeon.\n如果牌手在统帅区拥有一张地城牌、且其进度标记在该地城的最底下的房间上时被指示深入地城,该牌手将该地城牌移出游戏。然后该牌手从游戏外选择一张由其拥有的、且适用的地城牌,将其置入统帅区,然后将其进度标记置于该地城最上方的房间上。"}, {"chapter": "7", "id": "701.49d", "content": "701.49d Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to “venture into [quality]” while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in 701.49b–c.\n“深入[特性]”是深入地城的变化形式。于指示牌手“深入[特性]”时,如果统帅区中没有由该牌手拥有的地城牌,则该牌手从游戏外选择一张由其拥有的、具有所述特性的地城牌,并将其置入统帅区。该牌手将其进度标记置于该地城最上方的房间上。如果统帅区中有由该牌手拥有的地城牌,则该牌手按照规则701.49b-c所述的一般流程深入地城。"}, {"chapter": "7", "id": "701.50.", "content": "701.50. Connive\n筹谋"}, {"chapter": "7", "id": "701.50a", "content": "701.50a Certain spells and abilities instruct a permanent to connive. To do so, that permanent’s controller draws a card, then discards a card. If a nonland card is discarded this way, that player puts a +1/+1 counter on the conniving permanent.\n某些咒语和异能会令永久物筹谋。其意指,该永久物的操控者抓一张牌,然后弃一张牌。若以此法弃掉了一张非地牌,则该牌手在正筹谋的永久物上放置一个+1/+1指示物。"}, {"chapter": "7", "id": "701.50b", "content": "701.50b A permanent “connives” after the process described in rule 701.50a is complete, even if some or all of those actions were impossible.\n在规则701.50a中描述的过程完成后,某永久物便“筹谋”,即使该过程中的一些或全部动作无法完成也是如此。"}, {"chapter": "7", "id": "701.50c", "content": "701.50c If a permanent changes zones before an effect causes it to connive, its last known information is used to determine which object connived and who controlled it.\n如果一个永久物在有效应令其筹谋之前就已改变区域,则利用其最后已知信息来确定筹谋的物件及其操控者。"}, {"chapter": "7", "id": "701.50d", "content": "701.50d If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.50c) one or more of those permanents chooses one of them and it connives. Then this process is repeated for each remaining instruction to connive.\n如果同时令多个永久物筹谋,则在操控了一个或数个此类永久物的牌手(如果该永久物已不在战场上,则是最后操控它的牌手;参见规则701.44c)中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物筹谋。然后对每个剩余的筹谋指示重复此流程。"}, {"chapter": "7", "id": "701.50e", "content": "701.50e Connive N is a variant of connive. The permanent’s controller draws N cards, discards N cards, then puts a number of +1/+1 counters on the permanent equal to the number of nonland cards discarded this way.\n“筹谋N”是筹谋的变化形式。该永久物的操控者抓N张牌,弃N张牌,然后在该永久物上放置若干+1/+1指示物,其数量等同于以此法弃掉的非地牌数量。"}, {"chapter": "7", "id": "701.51.", "content": "701.51. Open an Attraction\n打开景点"}, {"chapter": "7", "id": "701.51a", "content": "701.51a A player may open an Attraction only during a game in which that player is playing with an Attraction deck (see rule 717, “Attraction Cards”).\n牌手只可以在使用景点套牌进行的游戏中打开景点(参见规则717,“景点牌”)。"}, {"chapter": "7", "id": "701.51b", "content": "701.51b To open an Attraction, move the top card of your Attraction deck off the Attraction deck, turn it face up, and put it onto the battlefield under your control.\n打开景点意指,将你的景点套牌牌库顶牌移离景点套牌,将其翻回正面,然后将其在你的操控下放进战场。"}, {"chapter": "7", "id": "701.51c", "content": "701.51c An ability which triggers whenever a player opens an Attraction triggers when that player puts an Attraction card onto the battlefield while performing the instruction in the above rule. If an effect prevents that Attraction from entering the battlefield or replaces entering the battlefield with another event, that ability doesn’t trigger.\n一个当牌手“打开一个景点”时触发的异能在牌手因执行上述规则的指示而将一张景点牌放进战场时触发。如果一个效应防止该景点牌进战场,或以其他事件替代其进战场,该异能不会触发。"}, {"chapter": "7", "id": "701.52.", "content": "701.52. Roll to Visit Your Attractions\n掷骰造访景点"}, {"chapter": "7", "id": "701.52a", "content": "701.52a To roll to visit your Attractions, roll a six-sided die. Then if you control one or more Attractions with a number lit up that is equal to that result, each of those Attractions has been “visited” and its visit ability triggers. See rule 717, “Attraction Cards,” and rule 702.159, “Visit.”\n掷骰造访景点意指,掷一个六面骰,然后若掷骰结果等同于由你操控之一个或数个景点上的一个亮起的数字,这些景点均被“造访”,且其造访异能被触发。参见规则717,“景点牌”,及规则702.159,“造访”。"}, {"chapter": "7", "id": "701.53.", "content": "701.53. Incubate\n抚育"}, {"chapter": "7", "id": "701.53a", "content": "701.53a To incubate N, create an Incubator token that enters the battlefield with N +1/+1 counters on it. See rule 111.10i.\n“抚育N”意指,派出一个进战场时上面有N个+1/+1指示物的抚育器衍生物。参见规则111.10i。"}, {"chapter": "7", "id": "701.53b", "content": "701.53b An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.”\n抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。"}, {"chapter": "7", "id": "701.54.", "content": "701.54. The Ring Tempts You\n魔戒引诱你"}, {"chapter": "7", "id": "701.54a", "content": "701.54a Certain spells and abilities have the text “the Ring tempts you.” Each time the Ring tempts you, choose a creature you control. That creature becomes your Ring-bearer until another creature becomes your Ring-bearer or another player gains control of it.\n某些咒语和异能具有叙述“魔戒引诱你”。于魔戒引诱你时,选择一个由你操控的生物。该生物成为你的持戒人,直到另一个生物成为你的持戒人或另一位牌手获得它的操控权为止。"}, {"chapter": "7", "id": "701.54b", "content": "701.54b Ring-bearer is a designation a permanent can have. Being a Ring-bearer is not a copiable value.\n持戒人是永久物能够具有的称号,且并非该永久物的可复制特征值。"}, {"chapter": "7", "id": "701.54c", "content": "701.54c If a player doesn’t have an emblem named The Ring at the time the Ring tempts them, they get an emblem named The Ring before choosing a creature to be their Ring-bearer. The Ring has “Your Ring-bearer is legendary and can’t be blocked by creatures with greater power.” As long as the Ring has tempted that player two or more times, it has “Whenever your Ring-bearer attacks, draw a card, then discard a card.” As long as the Ring has tempted that player three or more times, it has “Whenever your Ring-bearer becomes blocked by a creature, the blocking creature’s controller sacrifices it at end of combat.” As long as the Ring has tempted that player four or more times, it has “Whenever your Ring-bearer deals combat damage to a player, each opponent loses 3 life.”\n于魔戒引诱一位牌手时,如果其没有名称为魔戒的徽记,则其在选择持戒人之前获得一个该徽记。魔戒具有“你的持戒人是传奇且不能被力量比它大的生物阻挡。”只要魔戒已引诱该牌手两次及以上,它便具有“每当你的持戒人攻击时,抓一张牌,然后弃一张牌。”只要魔戒已引诱该牌手三次及以上,它便具有“每当你的持戒人被一个生物阻挡,在战斗结束时该生物的操控者将它牺牲。”只要魔戒已引诱该牌手四次及以上,它便具有“每当你的持戒人对任一牌手造成战斗伤害时,每位对手各失去3点生命。”"}, {"chapter": "7", "id": "701.54d", "content": "701.54d Some abilities trigger “Whenever the Ring tempts you.” The Ring tempts a player whenever they complete the actions in 701.54a, even if some or all of those actions were impossible.\n一些异能于“魔戒引诱你”时触发。每当一位牌手完成701.54a中所述动作时,魔戒便引诱该牌手,即使其中部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.54e", "content": "701.54e Some abilities check to see if a creature “is your Ring-bearer.” For the purposes of those abilities, that condition is true if that creature is on the battlefield under your control and has the Ring-bearer designation.\n一些异能检查一个生物是否“是你的持戒人”。对于这些异能而言,若该生物在战场上由你操控且具有持戒人此称号,即符合该条件。"}, {"chapter": "7", "id": "701.55.", "content": "701.55. Face a Villainous Choice\n面临邪恶抉择"}, {"chapter": "7", "id": "701.55a", "content": "701.55a “[A player] faces a villainous choice — [option A], or [option B]” means “[A player] chooses [option A] or [option B]. Then all actions in the chosen option are performed.”\n“[牌手]面临邪恶抉择~[选项A];或[选项B]”意指“[牌手]选择[选项A]或[选项B]。然后执行所选项中的所有动作。”"}, {"chapter": "7", "id": "701.55b", "content": "701.55b While facing a villainous choice, a player may choose an option that is illegal or impossible. In that case, they perform as much of the action as is possible. This is an exception to rule 608.2d.\n当面临邪恶抉择时,牌手可以选择非法或无法完成的选项。在这种情况下,该牌手执行其中尽可能多的动作。这是规则608.2d的例外。"}, {"chapter": "7", "id": "701.55c", "content": "701.55c A replacement effect may replace an instruction to face a villainous choice with an instruction to face that choice some number of additional times. In that case, the entire process described in rule 701.55a is performed for that player the appropriate number of times one at a time.\n一个替代性效应可能将指示牌手面临一次邪恶抉择替代为指示牌手面临若干次额外的邪恶抉择。在这种情况下,牌手需要逐次执行相应次数的规则701.55a中所述之整个流程。"}, {"chapter": "7", "id": "701.55d", "content": "701.55d If more than one player is instructed to face a villainous choice, the entire process described in rule 701.55a is performed for each of those players one at a time in APNAP order. This is an exception to rule 608.2e.\n如果多位牌手被指示面临邪恶抉择,这些牌手按照“主动牌手先决定”的顺序逐个执行规则701.55a中所述之整个流程。这是规则608.2e的例外。"}, {"chapter": "7", "id": "701.56.", "content": "701.56. Time Travel\n时间旅行"}, {"chapter": "7", "id": "701.56a", "content": "701.56a To time travel means to choose any number of permanents you control with one or more time counters on them and/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time counter on it or remove a time counter from it. See rule 702.62, “Suspend.”\n“时间旅行”意指,选择任意数量由你操控且其上有计时指示物的永久物和/或放逐区内由你拥有且其上有计时指示物之已延缓的牌。对每个这类物件而言,在其上放置一个计时指示物,或从其上移去一个计时指示物。参见规则702.62,“延缓”。"}, {"chapter": "7", "id": "701.57.", "content": "701.57. Discover\n倾探"}, {"chapter": "7", "id": "701.57a", "content": "701.57a “Discover N” means “Exile cards from the top of your library until you exile a nonland card with mana value N or less. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than or equal to N. If you don’t cast it, put that card into your hand. Put the remaining exiled cards on the bottom of your library in a random order.”\n“倾探N”意指“从你的牌库顶开始放逐牌,直到放逐一张法术力值等于或小于N的非地牌为止。你可以施放该牌,且不需支付其法术力费用,只要该牌所成为的咒语之法术力值等于或小于N。如果你未施放此牌,则将它置于你手上。然后将所有以此法放逐的其他牌以随机顺序置于你的牌库底。”"}, {"chapter": "7", "id": "701.57b", "content": "701.57b A player has “discovered” after the process described in 701.57a is complete, even if some or all of those actions were impossible.\n在完成规则701.57a中所述之流程后,牌手便已“倾探”,就算该流程之部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.57c", "content": "701.57c If the final card exiled during the process described in rule 701.57a has mana value N or less, it is the “discovered card,” regardless of whether it was cast or put into a player’s hand.\n如果以规则701.57a中所述之流程放逐的最后一张牌之法术力值等于或小于N,则该牌为“所倾探之牌”,无论该牌是被施放还是置于手上。"}, {"chapter": "7", "id": "701.58.", "content": "701.58. Cloak\n匿伏"}, {"chapter": "7", "id": "701.58a", "content": "701.58a To cloak a card, turn it face down. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a cloaked permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up.\n匿伏一张牌指,将其翻为牌面朝下。它成为2/2、具守护{2}的生物牌,没有规则文字,没有名称,没有副类别,没有法术力费用。将其牌面朝下地放进战场。只要该永久物牌面朝下,它便是已匿伏的永久物。此设定特征之效应会持续影响此牌面朝下的牌张,直到其被翻回正面为止。"}, {"chapter": "7", "id": "701.58b", "content": "701.58b Any time you have priority, you may turn a cloaked permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.)\n在你拥有优先权的时机下,你可以把由你操控之已匿伏的永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则116.2b)。具体方法如下:将代表该永久物的牌张展示给所有牌手,以示此牌确为生物牌,并展示其法术力费用,支付此费用,然后将该永久物翻回正面。于此牌处于牌面朝下状态时设定其特征的效应随之结束,其重新获得在正常状况下的特征。(如果代表该永久物的牌不是生物牌,或是没有法术力费用,则它不能以此法翻回正面。)"}, {"chapter": "7", "id": "701.58c", "content": "701.58c If a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a cloaked permanent face up.\n如果匿伏的是一张具变身异能的牌,则其操控者可将其当作具变身异能的牌面朝下生物,并按照规则702.37e中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已匿伏的永久物来翻回正面。"}, {"chapter": "7", "id": "701.58d", "content": "701.58d If a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a cloaked permanent face up.\n如果匿伏的是一张具伪装异能的牌,则其操控者可将其当作具伪装异能的牌面朝下生物,并按照规则702.168d中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已匿伏的永久物来翻回正面。"}, {"chapter": "7", "id": "701.58e", "content": "701.58e If an effect instructs a player to cloak multiple cards from a single library, those cards are cloaked one at a time.\n如果某效应指示牌手从其牌库匿伏数张牌,则逐张匿伏该些牌。"}, {"chapter": "7", "id": "701.58f", "content": "701.58f If an effect instructs a player to cloak a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t cloaked. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.\n如果某效应指示牌手匿伏一张牌,且有另一个规则或效应阻止该面朝下的物件进入战场,该牌不会被匿伏。其特征不会被改变,并留在原来的区域。如果它原本是面朝上的,它仍然是面朝上。"}, {"chapter": "7", "id": "701.58g", "content": "701.58g If a cloaked permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger.\n如果一个由瞬间和法术牌代表之已匿伏的永久物将要翻回正面,则其操控者展示该牌,然后将其保持牌面朝下。因永久物翻回正面时触发的异能不会触发。"}, {"chapter": "7", "id": "701.58h", "content": "701.58h See rule 708, “Face-Down Spells and Permanents,” for more information.\n欲了解更多信息,参见规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "7", "id": "701.59.", "content": "701.59. Collect Evidence\n搜证"}, {"chapter": "7", "id": "701.59a", "content": "701.59a To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater.\n“搜证N”意指,从你的坟墓场放逐任意数量的牌,且其法术力值加总须达到N或更多。"}, {"chapter": "7", "id": "701.59b", "content": "701.59b If a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from their graveyard (usually because there aren’t enough cards to do so) they can’t choose to collect evidence.\n如果牌手于其无法放逐法术力值加总达到N或更多的牌时得到搜证的选项(通常是由于其坟墓场中没有足够的牌),则其不能选择进行搜证。"}, {"chapter": "7", "id": "701.59c", "content": "701.59c A spell that has an ability that allows a player to collect evidence as an additional cost to cast it may have another ability that refers to whether evidence was collected. These abilities are linked. See rule 607, “Linked Abilities.”\n如果一个咒语具有允许牌手搜证以作为施放此咒语的额外费用的异能,则其可能还具有另一个提及是否搜证的异能。这些异能相互关联。参见规则607,“关联异能”。"}, {"chapter": "7", "id": "701.60.", "content": "701.60. Suspect\n怀疑"}, {"chapter": "7", "id": "701.60a", "content": "701.60a Certain spells and abilities instruct a player to suspect a creature. That creature becomes suspected until it leaves the battlefield or until a spell or ability causes it to no longer be suspected.\n某些咒语和异能指示牌手怀疑一个生物。该生物成为已遭疑,直到它离开战场或是有咒语或异能使其不再遭疑为止。"}, {"chapter": "7", "id": "701.60b", "content": "701.60b Suspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neither an ability nor part of the permanent’s copiable values.\n已遭疑是永久物能够具有的称号。只有永久物能够具有已遭疑此称号。已遭疑既不是异能,也不是该永久物可复制特征值的一部分。"}, {"chapter": "7", "id": "701.60c", "content": "701.60c A suspected permanent has menace and “This creature can’t block” for as long as it’s suspected.\n已遭疑的永久物于已遭疑期间具有威慑异能与“此生物不能进行阻挡”。"}, {"chapter": "7", "id": "701.60d", "content": "701.60d A suspected permanent can’t become suspected again.\n已遭疑的永久物不能再次成为已遭疑。"}, {"chapter": "7", "id": "701.61.", "content": "701.61. Forage\n觅粮"}, {"chapter": "7", "id": "701.61a", "content": "701.61a To forage means “Exile three cards from your graveyard or sacrifice a Food.”\n觅粮意指“从你的坟墓场放逐三张牌,或牺牲一个食品”。"}, {"chapter": "7", "id": "701.62.", "content": "701.62. Manifest Dread\n显化惧象"}, {"chapter": "7", "id": "701.62a", "content": "701.62a “Manifest dread” means “Look at the top two cards of your library. Manifest one of them, then put the cards you looked at that were not manifested this way into your graveyard.” See rule 701.40, “Manifest.”\n“显化惧象”意指“检视你牌库顶的两张牌。将其中一张显化,然后将所检视之牌中未以此法显化的牌置入你的坟墓场。”参见规则701.40,“显化”。"}, {"chapter": "7", "id": "701.62b", "content": "701.62b An ability that triggers whenever a player manifests dread triggers after the process described in rule 701.62a is complete, even if some or all of those actions were impossible.\n每当牌手显化惧象时触发的异能会在完成规则701.62a所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.63.", "content": "701.63. Endure\n续战"}, {"chapter": "7", "id": "701.63a", "content": "701.63a Certain abilities instruct a permanent to endure N. To do so, that permanent’s controller creates an N/N white Spirit creature token unless they put N +1/+1 counters on that permanent.\n某些异能会指示永久物续战N。其意指,除非该永久物的操控者在该永久物上放置N个+1/+1指示物,否则其派出一个N/N白色精怪衍生生物。"}, {"chapter": "7", "id": "701.63b", "content": "701.63b If a permanent is instructed to endure 0, nothing happens. No counters are put on that permanent and no tokens are created.\n如果某永久物被指示续战0,则什么都不会发生。该永久物上不会放置任何指示物,也不会派出衍生物。"}, {"chapter": "7", "id": "701.64.", "content": "701.64. Harness\n掌控"}, {"chapter": "7", "id": "701.64a", "content": "701.64a “Harness [this permanent]” means “If this permanent isn’t harnessed, it becomes harnessed.”\n“掌控[此永久物]”意指“如果此永久物未受掌控,则它成为受掌控。”"}, {"chapter": "7", "id": "701.64b", "content": "701.64b Harnessed is a designation that has no rules meaning other than to act as a marker that other spells and abilities can identify. Only permanents can be or become harnessed. Once a permanent becomes harnessed, it stays harnessed until it leaves the battlefield. Harnessed is neither an ability nor part of the permanent’s copiable values.\n“受掌控”此称号并无规则含义。它仅用作标记,供其他咒语和异能辨识之用。只有永久物能够受掌控。一旦某永久物已受掌控后,它便会一直保持已受掌控,直到它离开战场为止。“受掌控”既不是异能,也不是该永久物可复制特征值的一部分。"}, {"chapter": "7", "id": "701.65.", "content": "701.65. Airbend\n截气"}, {"chapter": "7", "id": "701.65a", "content": "701.65a Certain spells and abilities instruct a player to airbend one or more permanents and/or spells. To do so, that player exiles those objects. For each card exiled this way, for as long as it remains exiled, its owner may cast it by paying {2} rather than paying its mana cost.\n某些咒语和异能会指示牌手对一个或数个永久物和/或咒语截气。其意指,该牌手放逐这些物件。对每张以此法放逐的牌而言,只要该牌持续被放逐,其拥有者便可以施放之,但需支付{2},而不支付其法术力费用。"}, {"chapter": "7", "id": "701.65b", "content": "701.65b An ability that triggers whenever a player airbends triggers when that player exiles one or more objects as a result of an instruction to airbend.\n每当牌手截气时触发的异能会在牌手因执行截气的指示而放逐一个或数个物件时触发。"}, {"chapter": "7", "id": "701.66.", "content": "701.66. Earthbend\n运土"}, {"chapter": "7", "id": "701.66a", "content": "701.66a “Earthbend N” means “Target land you control becomes a 0/0 land creature with haste in addition to its other types. Put N +1/+1 counters on it. When that land dies or is put into exile, return it to the battlefield tapped under your control.”\n“运土N”意指“目标由你操控的地成为0/0,具敏捷异能的地生物,且仍具有原本类别。在其上放置N个+1/+1指示物。当该地死去或进入放逐区时,将它在你的操控下移回战场。”"}, {"chapter": "7", "id": "701.66b", "content": "701.66b An ability that triggers whenever a player earthbends triggers when the delayed triggered ability described in rule 701.66a is created.\n每当牌手运土时触发的异能会在701.66a中所述之延迟触发式异能被创造时触发。"}, {"chapter": "7", "id": "701.67.", "content": "701.67. Waterbend\n截水"}, {"chapter": "7", "id": "701.67a", "content": "701.67a “Waterbend [cost]” means “Pay [cost]. For each generic mana in that cost, you may tap an untapped artifact or creature you control rather than pay that mana.”\n“截水[费用]”意指“支付[费用]。你可以为此费用中的每一点一般法术力横置一个由你操控且未横置的神器或生物,而不支付该法术力。”"}, {"chapter": "7", "id": "701.67b", "content": "701.67b If a waterbend cost is part of the total cost to cast a spell or activate an ability (usually because the waterbend cost itself is an additional cost), the alternate method to pay for mana described in rule 701.67a may be used only to pay for the amount of generic mana in the waterbend cost, even if the total cost to cast that spell or activate that ability includes other generic mana components.\n如果某个截水费用是施放咒语或起动异能之总费用的一部分(通常是因为截水费用本身就是额外费用),则规则701.67a中所述之支付法术力的替代方法,只能用于支付截水费用中的一般法术力部分,就算施放该咒语或起动该异能的总费用中包含其他一般法术力的部分也是如此。\nExample: Spirit Water Revival is a spell that costs {1}{U}{U} and says, in part, “As an additional cost to cast this spell, waterbend {6}.” As you cast it, you may tap up to six artifacts and/or creatures you control to pay the for the {6} in its waterbend cost, but you can’t tap any artifacts or creatures to pay for any part of the {1}{U}{U} mana cost.\n例如:灵水复生是个费用为{1}{U}{U}的咒语,其部分叙述为“你可以截水{6},以作为施放此咒语的额外费用。”于你施放此咒语时,你可以横置至多六个由你操控的神器和/或生物来支付其截水费用中的{6},但你不能横置任何神器或生物来支付其{1}{U}{U}法术力费用中的任何部分。"}, {"chapter": "7", "id": "701.67c", "content": "701.67c An ability that triggers whenever a player waterbends triggers whenever that player pays a waterbend cost, regardless of how they paid that cost.\n每当牌手截水时触发的异能会在牌手支付一个截水费用时触发,无论该费用是以何方式支付。"}, {"chapter": "7", "id": "701.68.", "content": "701.68. Blight\n衰萎"}, {"chapter": "7", "id": "701.68a", "content": "701.68a To “blight N” means to put N -1/-1 counters on a creature you control.\n“衰萎N”意指“在一个由你操控的生物上放置N个-1/-1指示物。”"}, {"chapter": "7", "id": "701.68b", "content": "701.68b If a player is given the choice to blight but is unable to put N -1/-1 counters on a creature they control (usually because they control no creatures), they can’t choose to blight.\n如果牌手于其无法在由其操控的生物上放置N个-1/-1指示物时得到衰萎的选项(通常是由于其未操控生物),则其不能选择进行衰萎。"}, {"chapter": "7", "id": "701.68c", "content": "701.68c Some spells and abilities that instruct a player to blight refer to the “blighted creature.” This phrase refers to the object that the player who was instructed to blight chose to put -1/-1 counters on when blighting.\n一些指示牌手衰萎的咒语和异能提及“所衰萎的生物”。此用语提及的物件指的是于牌手衰萎时,在其上放置-1/-1指示物的物件。"}, {"chapter": "7", "id": "701.68d", "content": "701.68d An ability that triggers whenever a player blights triggers after the process described in rule 701.68a is complete, regardless of what events actually occurred.\n每当牌手衰萎时触发的异能会在完成规则701.68a中所述之流程后触发,无论实际发生的事件为何。"}, {"chapter": "7", "id": "702.", "content": "702. Keyword Abilities\n关键字异能"}, {"chapter": "7", "id": "702.1.", "content": "702.1. Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule.\n绝大多数的异能都在牌张的规则叙述中清楚地描述出了自己的作用。然而,有些异能极为常见,或是其定义会占去牌上太多的空间。在这些情况下,该物件上便只会列出该异能的名称,作为“关键字”;有时会以规则提示来简略说明该异能相对应的游戏规则。"}, {"chapter": "7", "id": "702.1a", "content": "702.1a If an effect refers to a “[keyword ability] cost,” it refers only to the variable costs for that keyword.\n如果一个效应提及“[关键字异能]费用”,它只指该关键字异能的可变数值费用。\nExample: Varolz, the Scar-Striped has an ability that says “Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost.” A creature card’s scavenge cost is an amount of mana equal to its mana cost, and the activation cost of the scavenge ability is that amount of mana plus “Exile this card from your graveyard.”\n例如:痕躯瓦罗兹具有异能叙述为“你坟墓场的每张生物牌都具有食腐异能。其食腐费用等同于该牌的法术力费用。”一张生物牌的食腐费用的数值等于其法术力费用,该食腐异能的起动费用为该费用加上“从你的坟墓场放逐此牌”。"}, {"chapter": "7", "id": "702.1b", "content": "702.1b An effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated.\n赋予某物件关键字异能的效应可能根据该物件或关于游戏状态的其他信息定义该异能中的可变数值。对于此类异能,该可变数值的数值会持续更新。\nExample: Volcano Hellion has the ability “This creature has echo {X}, where X is your life total.” If your life total is 10 when Volcano Hellion’s echo ability triggers but 5 when it resolves, the echo cost to pay is {5}.\n例如:熔岩口地狱兽具有异能“此生物具有返响{X},X为你的总生命。”如果当熔岩口地狱兽的返响异能触发时你的总生命为10,但其结算时你的总生命为5,则需要支付的返响费用为{5}。\nExample: Fire//Ice is a split card whose halves have the mana costs {1}{R} and {1}{U}. Past in Flames reads “Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.” Fire//Ice has “Flashback {2}{U}{R}” while it is in your graveyard, but if you choose to cast Fire, the resulting spell has “Flashback {1}{R}.”\n例如:热火//寒冰是一张连体牌,其两半的法术力费用为{1}{R}和{1}{U}。过往成焰叙述为“你坟墓场中的每张瞬间与法术牌都获得返照异能直到回合结束。其返照费用等同于该牌的法术力费用。”热火//寒冰在你的坟墓场中具有“返照{2}{U}{R}”,但如果你选择施放热火,由此施放的咒语具有“返照{1}{R}”。"}, {"chapter": "7", "id": "702.1c", "content": "702.1c An effect may state that “the same is true for” a list of keyword abilities or similar. If one of those keyword abilities has variants or variables and the effect grants that keyword or counters of that keyword to one or more objects and/or players, it grants each appropriate variant and variable of that keyword.\n一个效应可能会叙述一系列关键字异能或类似情形“亦比照办理”。如果这些关键字异能其中之一具有变化形式或变量,且该效应赋予一个或数个物件和/或牌手该关键字异能或指示物,则它赋予该关键字异能或指示物的每一种适用的变化形式或变量。\nExample: Concerted Effort is an enchantment that reads “At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.” As that triggered ability resolves, each landwalk and protection ability from among creatures you control is granted to each creature you control.\n例如:协力合作是一个结界,叙述为“在每位牌手的维持开始时,如果由你操控的某个生物具有飞行异能,则所有由你操控的生物获得飞行异能直到回合结束;且恐惧,先攻,连击,地行者,保护,践踏,以及警戒等异能亦比照办理。”于该触发式异能结算时,你操控的生物中具有的每一种地行者异能和保护异能均会赋予给每个由你操控的生物。"}, {"chapter": "7", "id": "702.1d", "content": "702.1d An effect may refer to an object “with [keyword ability]” or “that has [keyword ability].” This means the same thing as an object “with a [keyword ability] ability” or an object “that has a [keyword ability] ability.”\n一个效应可能会提及“具[关键字异能]”或“具有[关键字异能]”的物件。这与提及“具[关键字异能]异能”或“具有[关键字异能]异能”的物件意义相同。"}, {"chapter": "7", "id": "702.2.", "content": "702.2. Deathtouch\n死触"}, {"chapter": "7", "id": "702.2a", "content": "702.2a Deathtouch is a static ability.\n死触属于静止式异能。"}, {"chapter": "7", "id": "702.2b", "content": "702.2b A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.\n如果在上一次检查状态动作后,一个生物受到具死触之来源的伤害,它便作为状态动作被消灭。参见规则704。"}, {"chapter": "7", "id": "702.2c", "content": "702.2c Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if excess damage is being dealt.\n在检查是否造成过量伤害时,任何具有死触的来源对生物分配的非零战斗伤害均认为是致命伤害。"}, {"chapter": "7", "id": "702.2d", "content": "702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.\n无论具有死触之物件是从哪个区域造成的伤害,死触异能规则都会生效。"}, {"chapter": "7", "id": "702.2e", "content": "702.2e If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.\n如果一个永久物在使其造成伤害的效应生效前便离开战场,则会使用其最后已知信息来判断该永久物是否具有死触异能。"}, {"chapter": "7", "id": "702.2f", "content": "702.2f Multiple instances of deathtouch on the same object are redundant.\n同一个物件上的多个死触异能并无意义。"}, {"chapter": "7", "id": "702.3.", "content": "702.3. Defender\n守军"}, {"chapter": "7", "id": "702.3a", "content": "702.3a Defender is a static ability.\n守军属于静止式异能。"}, {"chapter": "7", "id": "702.3b", "content": "702.3b A creature with defender can’t attack.\n具有守军的生物不能进行攻击。"}, {"chapter": "7", "id": "702.3c", "content": "702.3c Multiple instances of defender on the same creature are redundant.\n同一个生物上的多个守军异能并无意义。"}, {"chapter": "7", "id": "702.4.", "content": "702.4. Double Strike\n连击"}, {"chapter": "7", "id": "702.4a", "content": "702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)\n连击属于静止式异能,它会影响战斗伤害步骤的规则。(参见规则510,“战斗伤害步骤”。)"}, {"chapter": "7", "id": "702.4b", "content": "702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.\n如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻(参见规则702.7)或连击,则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。"}, {"chapter": "7", "id": "702.4c", "content": "702.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.\n如果在第一个战斗伤害步骤中移除一个生物的连击异能,则此生物将无法在第二个战斗伤害步骤中分配战斗伤害。"}, {"chapter": "7", "id": "702.4d", "content": "702.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.\n如果在一个具有先攻异能的生物在第一个战斗伤害步骤造成过战斗伤害后赋予其连击异能,将使该生物继续在第二个战斗伤害步骤中分配战斗伤害。"}, {"chapter": "7", "id": "702.4e", "content": "702.4e Multiple instances of double strike on the same creature are redundant.\n同一个生物上的多个连击异能并无意义。"}, {"chapter": "7", "id": "702.5.", "content": "702.5. Enchant\n结附"}, {"chapter": "7", "id": "702.5a", "content": "702.5a Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.\n结附属于静止式异能,写作“结附于[物件或牌手]”。结附异能会限制灵气咒语的目标,以及灵气能够结附的对象。"}, {"chapter": "7", "id": "702.5b", "content": "702.5b For more information about Auras, see rule 303, “Enchantments.”\n关于灵气的更多信息,参见规则303,“结界”。"}, {"chapter": "7", "id": "702.5c", "content": "702.5c If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.\n如果一个灵气上有多个结附异能,则它们均会生效。该灵气的目标必须遵循所有结附异能的限制。此灵气只能结附于符合其所有结附异能限制的物件或牌手。"}, {"chapter": "7", "id": "702.5d", "content": "702.5d Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.\n能结附于牌手的灵气能以牌手为目标,并贴附于其上。此类灵气不能指定永久物为目标,也不能贴附于永久物之上。"}, {"chapter": "7", "id": "702.6.", "content": "702.6. Equip\n佩带"}, {"chapter": "7", "id": "702.6a", "content": "702.6a Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.”\n佩带属于武具牌特有的起动式异能。“佩带[费用]”意指,“[费用]:将此武具贴附于目标由你操控的生物上。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.6b", "content": "702.6b For more information about Equipment, see rule 301, “Artifacts.”\n关于武具的更多信息,参见规则301,“神器”。"}, {"chapter": "7", "id": "702.6c", "content": "702.6c Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form “Equip [quality]” or “Equip [quality] creature.” These equip abilities may legally target only a creature that’s controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don’t restrict what the Equipment may be attached to.\n佩带异能可能会进一步限制哪些生物可以选作合法目标。此类限制通常以“佩带[特性]”或“佩带[特性]生物”的形式出现。这些佩带异能只能合法指定由起动该异能之牌手所操控的、且具有该特性的生物。佩带异能的额外限制并不限制该武具能贴附于什么生物上面。"}, {"chapter": "7", "id": "702.6d", "content": "702.6d If a permanent has multiple equip abilities, any of its equip abilities may be activated.\n如果同一个武具上有多个佩带异能,其上的任意一个佩带异能都可以被起动。"}, {"chapter": "7", "id": "702.6e", "content": "702.6e “Equip planeswalker” is a variant of the equip ability. “Equip planeswalker [cost]” means “[Cost]: Attach this permanent to target planeswalker you control as though that planeswalker were a creature. Activate only as a sorcery.”\n“佩带鹏洛客”是佩带异能的一种变化形式。“佩带鹏洛客[费用]”意指“[费用]:将目标由你操控的鹏洛客视同生物地来把此永久物贴附于其上。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.7.", "content": "702.7. First Strike\n先攻"}, {"chapter": "7", "id": "702.7a", "content": "702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)\n先攻属于静止式异能,它会影响战斗伤害步骤的规则。(参见规则510,“战斗伤害步骤”。)"}, {"chapter": "7", "id": "702.7b", "content": "702.7b If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.\n如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻或连击(参见规则702.4),则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。"}, {"chapter": "7", "id": "702.7c", "content": "702.7c Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t preclude that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).\n如果在第一个战斗伤害步骤当中,造成了战斗伤害之后再赋予一个不具有先攻异能的生物该异能,并不会使此生物在第二个战斗伤害步骤中无法分配战斗伤害。如果在一个具有先攻异能的生物于第一个战斗伤害步骤中造成伤害后,移除该生物上的先攻异能,也不会使它在第二个战斗伤害步骤中再次分配战斗伤害(除非该生物具有连击异能)。"}, {"chapter": "7", "id": "702.7d", "content": "702.7d Multiple instances of first strike on the same creature are redundant.\n同一个生物上的多个先攻异能并无意义。"}, {"chapter": "7", "id": "702.8.", "content": "702.8. Flash\n闪现"}, {"chapter": "7", "id": "702.8a", "content": "702.8a Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.”\n闪现属于静止式异能,具有此异能的牌在位于你可以使用它的区域中生效。“闪现”意指,“你可以于你能够施放瞬间的时机下使用此牌。”"}, {"chapter": "7", "id": "702.8b", "content": "702.8b Multiple instances of flash on the same object are redundant.\n同一个物件上的多个闪现异能并无意义。"}, {"chapter": "7", "id": "702.9.", "content": "702.9. Flying\n飞行"}, {"chapter": "7", "id": "702.9a", "content": "702.9a Flying is an evasion ability.\n飞行属于躲避式异能。"}, {"chapter": "7", "id": "702.9b", "content": "702.9b A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, “Declare Blockers Step,” and rule 702.17, “Reach.”)\n具有飞行的生物只能被具有飞行和/或延势的生物阻挡。无论一个生物是否具有飞行,具有飞行的生物都可以阻挡它。(参见规则509,“宣告阻挡者步骤”和规则702.17,“延势”。)"}, {"chapter": "7", "id": "702.9c", "content": "702.9c Multiple instances of flying on the same creature are redundant.\n同一个生物上的多个飞行异能并无意义。"}, {"chapter": "7", "id": "702.10.", "content": "702.10. Haste\n敏捷"}, {"chapter": "7", "id": "702.10a", "content": "702.10a Haste is a static ability.\n敏捷属于静止式异能。"}, {"chapter": "7", "id": "702.10b", "content": "702.10b If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since their most recent turn began. (See rule 302.6.)\n如果一个生物具有敏捷,则即使它的操控者在其最近的一回合开始时并未持续操控它,它依然能够攻击。(参见规则302.6。)"}, {"chapter": "7", "id": "702.10c", "content": "702.10c If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player continuously since their most recent turn began. (See rule 302.6.)\n如果一个生物具有敏捷,则即使它的操控者在其最近的一回合开始时并未持续操控它,也能够起动费用中包括横置或重置符号的起动式异能。(参见规则302.6。)"}, {"chapter": "7", "id": "702.10d", "content": "702.10d Multiple instances of haste on the same creature are redundant.\n同一个生物上的多个敏捷异能并无意义。"}, {"chapter": "7", "id": "702.11.", "content": "702.11. Hexproof\n辟邪"}, {"chapter": "7", "id": "702.11a", "content": "702.11a Hexproof is a static ability.\n辟邪是静止式异能。"}, {"chapter": "7", "id": "702.11b", "content": "702.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”\n在永久物上的“辟邪”意指“此永久物不能成为你对手所操控的咒语或异能的目标。”"}, {"chapter": "7", "id": "702.11c", "content": "702.11c “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.”\n在牌手上的“辟邪”意指“你不能成为你对手所操控的咒语或异能的目标。”"}, {"chapter": "7", "id": "702.11d", "content": "702.11d “Hexproof from [quality]” is a variant of the hexproof ability. “Hexproof from [quality]” on a permanent means “This permanent can’t be the target of [quality] spells your opponents control or abilities your opponents control from [quality] sources.” A “hexproof from [quality]” ability is a hexproof ability.\n“反[特性]辟邪”是辟邪异能的一种变化形式。永久物上的“反[特性]辟邪”意指“此永久物不能成为由对手操控之[特性]咒语,或由对手操控之[特性]来源异能的目标。”“反[特性]辟邪”异能是一种辟邪异能。"}, {"chapter": "7", "id": "702.11e", "content": "702.11e Any effect that causes an object to lose hexproof will cause an object to lose all “hexproof from [quality]” abilities. Any effect that allows a player to choose a creature with hexproof as a target as though it didn’t have hexproof will allow a player to choose a creature with a “hexproof from [quality]” ability. Any effect that looks for a card with hexproof will find a card with a “hexproof from [quality]” ability.\n使物件失去辟邪异能之效应亦会使其失去所有“反[特性]辟邪”异能。允许牌手将具辟邪异能的生物视同不具辟邪异能地选择为目标之效应亦会允许牌手选择具“反[特性]辟邪”异能的生物为目标。寻找具辟邪异能的牌之效应亦会找到具“反[特性]辟邪”异能的牌。"}, {"chapter": "7", "id": "702.11f", "content": "702.11f “Hexproof from [quality A] and from [quality B]” is shorthand for “hexproof from [quality A]” and “hexproof from [quality B]”; it behaves as two separate hexproof abilities.\n“反[特性A]与反[特性B]辟邪”是“反[特性A]辟邪”及“反[特性B]辟邪”的简写形式;此类叙述与分别列出两个辟邪异能相同。"}, {"chapter": "7", "id": "702.11g", "content": "702.11g “Hexproof from each [characteristic]” is shorthand for “hexproof from [quality A],” “hexproof from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate hexproof abilities.\n“反每个[特征]辟邪”是为该特征所有可能出现的每个特性单独列出“反[特性A]辟邪”,“反[特性B]辟邪”等等的缩略形式;此类叙述与分别列出数个辟邪异能相同。(译注:中文牌上的Hexproof from all [characteristic]不一定会译作“反每个[特征]辟邪”,而是可能根据特征中含有的特性数值进行相应的调整,如“反五色辟邪”。)"}, {"chapter": "7", "id": "702.11h", "content": "702.11h Multiple instances of the same hexproof ability on the same permanent or player are redundant.\n同一个永久物或牌手上的多个同种辟邪异能并无意义。"}, {"chapter": "7", "id": "702.12.", "content": "702.12. Indestructible\n不灭"}, {"chapter": "7", "id": "702.12a", "content": "702.12a Indestructible is a static ability.\n不灭是一个静止式异能。"}, {"chapter": "7", "id": "702.12b", "content": "702.12b A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).\n一个具有不灭的永久物不能被消灭。这些永久物不会被致命伤害消灭,且它们忽略检查致命伤害的状态动作(参见规则704.5g)。"}, {"chapter": "7", "id": "702.12c", "content": "702.12c Multiple instances of indestructible on the same permanent are redundant.\n同一个永久物上的多个不灭异能并无意义。"}, {"chapter": "7", "id": "702.13.", "content": "702.13. Intimidate\n威吓"}, {"chapter": "7", "id": "702.13a", "content": "702.13a Intimidate is an evasion ability.\n威吓属于躲避式异能。"}, {"chapter": "7", "id": "702.13b", "content": "702.13b A creature with intimidate can’t be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, “Declare Blockers Step.”)\n具有威吓的生物只能被神器生物和/或与之有共通颜色的生物阻挡。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.13c", "content": "702.13c Multiple instances of intimidate on the same creature are redundant.\n同一个生物上的多个威吓异能并无意义。"}, {"chapter": "7", "id": "702.14.", "content": "702.14. Landwalk\n地行者"}, {"chapter": "7", "id": "702.14a", "content": "702.14a Landwalk is a generic term that appears within an object’s rules text as “[type]walk,” where [type] is usually a land type, but it can also be the card type land plus any combination of land types, card types, and/or supertypes.\n地行者为通用词,在物件的规则叙述中都会以“[类别]行者”的格式出现,其中[类别]通常是一种地类别,但也可以是地此牌张类别、任意的地类别、牌张类别、或超类别,或是前述各类别的任意组合。"}, {"chapter": "7", "id": "702.14b", "content": "702.14b Landwalk is an evasion ability.\n地行者属于躲避式异能。"}, {"chapter": "7", "id": "702.14c", "content": "702.14c A creature with landwalk can’t be blocked as long as the defending player controls at least one land with the specified land type (as in “islandwalk”), with the specified type or supertype (as in “artifact landwalk”), without the specified type or supertype (as in “nonbasic landwalk”), or with both the specified type or supertype and the specified subtype (as in “snow swampwalk”). (See rule 509, “Declare Blockers Step.”)\n只要防御牌手至少操控一个符合地行者异能所述特性的地,具有该地行者异能的生物便不能被阻挡。该特性可以是具有所指定的地类别(如“海岛行者”)、具有所指定的牌张类别或超类别(如“神器地行者”)、不具有所指定的牌张类别或超类别(如“非基本地行者”),或同时具有所指定的超类别及副类别(如“雪境沼泽行者”)。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.14d", "content": "702.14d Landwalk abilities don’t “cancel” one another.\n地行者异能并不会互相“抵消”。\nExample: If a player controls a snow Forest, that player can’t block an attacking creature with snow forestwalk even if they also control a creature with snow forestwalk.\n例如:如果一位牌手操控着一个雪境树林,则即使其同样操控具有雪境树林行者异能的生物,也不能阻挡具有该异能的攻击生物。"}, {"chapter": "7", "id": "702.14e", "content": "702.14e Multiple instances of the same kind of landwalk on the same creature are redundant.\n同一个生物上的多个同类别地行者异能并无意义。"}, {"chapter": "7", "id": "702.15.", "content": "702.15. Lifelink\n系命"}, {"chapter": "7", "id": "702.15a", "content": "702.15a Lifelink is a static ability.\n系命属于静止式异能。"}, {"chapter": "7", "id": "702.15b", "content": "702.15b Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 120.3.\n具有系命之来源所造成的伤害,将使此来源的操控者,或如果没有操控者,则为其拥有者获得等量的生命(该伤害造成的其他结果仍照常处理)。参见规则120.3。"}, {"chapter": "7", "id": "702.15c", "content": "702.15c If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink.\n如果一个物件在使其造成伤害的效应生效前便改变区域,则会使用其最后已知信息来判断该物件是否具有系命异能。"}, {"chapter": "7", "id": "702.15d", "content": "702.15d The lifelink rules function no matter what zone an object with lifelink deals damage from.\n无论具有系命之物件是从哪个区域造成的伤害,系命规则都会生效。"}, {"chapter": "7", "id": "702.15e", "content": "702.15e If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rules 119.9–10).\n如果多个具有系命的来源同时造成伤害,它们会分别导致一次获得生命的事件(参见规则119.9-10)。\nExample: A player controls Ajani’s Pridemate, which reads “Whenever you gain life, put a +1/+1 counter on this creature,” and two creatures with lifelink. The creatures with lifelink deal combat damage simultaneously. Ajani’s Pridemate’s ability triggers twice.\n例如:一位牌手操控阿耶尼的群伴,其异能为“每当你获得生命时,在此生物上放置一个+1/+1指示物。”和两个具有系命异能的生物。这些生物同时造成战斗伤害。阿耶尼的群伴的异能触发两次。"}, {"chapter": "7", "id": "702.15f", "content": "702.15f Multiple instances of lifelink on the same object are redundant.\n同一个物件上的多个系命异能并无意义。"}, {"chapter": "7", "id": "702.16.", "content": "702.16. Protection\n保护"}, {"chapter": "7", "id": "702.16a", "content": "702.16a Protection is a static ability, written “Protection from [quality].” This quality is usually a color (as in “protection from black”) but can be any characteristic value or information. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2.\n保护属于静止式异能,写作“反[特性]保护”。此特性通常为颜色(如“反黑保护”),但也可以是其他的特征或信息。如果此特性是一张牌的名称,则仅有在此保护异能指名此特性为名称时,才将其视作牌名来处理。如果此特性为一种牌张类别、副类别或超类别,则保护所使用的来源包括该类永久物,与不在战场上的该类来源。这是规则109.2的例外状况。"}, {"chapter": "7", "id": "702.16b", "content": "702.16b A permanent or player with protection can’t be targeted by spells with the stated quality and can’t be targeted by abilities from a source with the stated quality.\n具有保护的永久物或牌手不能成为具所述特性的咒语,或来源为该特性的异能之目标。"}, {"chapter": "7", "id": "702.16c", "content": "702.16c A permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”)\n具有保护的永久物或牌手不能被具有所述特性的灵气结附。已贴附于该永久物或牌手的此类灵气会作为状态动作置入其拥有者的坟墓场。(参见规则704,“状态动作”。)"}, {"chapter": "7", "id": "702.16d", "content": "702.16d A permanent with protection can’t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, “State-Based Actions.”)\n具有保护的永久物不能佩带具所述特性的武具或构工具有该特性的工事。此类武具或工事会作为状态动作从该永久物上卸装,但仍留在战场上。(参见规则704,“状态动作”。)"}, {"chapter": "7", "id": "702.16e", "content": "702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.\n如果将对具有保护的永久物或牌手造成的伤害来源具有所述特性,则此伤害会被防止。"}, {"chapter": "7", "id": "702.16f", "content": "702.16f Attacking creatures with protection can’t be blocked by creatures that have the stated quality.\n具有保护的攻击生物不能被具该特性的生物阻挡。"}, {"chapter": "7", "id": "702.16g", "content": "702.16g “Protection from [quality A] and from [quality B]” is shorthand for “protection from [quality A]” and “protection from [quality B]”; it behaves as two separate protection abilities.\n“反[特性A]及反[特性B]保护”是“反[特性A]保护”及“反[特性B]保护”的简写形式;此类叙述与分别列出两个保护异能相同。(译注:中文牌上已经将“反[特性A]及[特性B]保护”按两个保护异能分别译成“反[特性A]保护,反[特性B]保护”。)"}, {"chapter": "7", "id": "702.16h", "content": "702.16h “Protection from each [characteristic]” is shorthand for “protection from [quality A],” “protection from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities.\n“反每个[特征]保护”是为该特征所有可能出现的每个特性单独列出“反[特性A]保护”,“反[特性B]保护”等等的缩略形式;此类叙述与分别列出数个保护异能相同。(译注:中文牌上的Protection from all [characteristic]不一定会译作“反每个[特征]保护”,而是可能根据特征中含有的特性数值进行相应的调整,如“反五色保护”。)"}, {"chapter": "7", "id": "702.16i", "content": "702.16i “Protection from each [set of characteristics, qualities, or players]” is shorthand for “protection from [A],” “protection from [B],” and so on for each characteristic, quality, or player in the set. It behaves as multiple separate protection abilities.\n“所有[特征、特性或牌手的集合]之反[特征、特性或牌手]保护”是为该集合中的每个特征、特性或牌手单独列出“反[A]保护”,“反[B]保护”等等的缩略形式;此类叙述与分别列出数个保护异能相同。"}, {"chapter": "7", "id": "702.16j", "content": "702.16j “Protection from everything” is a variant of the protection ability. A permanent or player with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities and can’t be enchanted by Auras. Such a permanent can’t be equipped by Equipment, fortified by Fortifications, or blocked by creatures. All damage that would be dealt to such a permanent or player is prevented.\n“反一切保护”是保护的变化形式。具有反一切保护的永久物或牌手具有反每个物件的保护,无论该物件的特征为何。此类永久物或牌手不能成为咒语或异能的目标,且不能被灵气结附。此类永久物不能佩带武具、不能构工工事,且不能被生物阻挡。防止将对此类永久物或牌手造成的所有伤害。"}, {"chapter": "7", "id": "702.16k", "content": "702.16k “Protection from [a player]” is a variant of the protection ability. A permanent or player with protection from a specific player has protection from each object that player controls and protection from each object that player owns not controlled by another player, regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities the specified player controls and can’t be enchanted by Auras that player controls. Such a permanent can’t be equipped by Equipment that player controls, fortified by Fortifications that player controls, or blocked by creatures that player controls. All damage that would be dealt to such a permanent or player by sources controlled by the specified player or owned by that player but not controlled by another player is prevented.\n“反[一位牌手]保护”是保护的变化形式。具有反一位特定牌手保护的永久物或牌手,具有反该牌手操控之每个物件的保护异能,反该牌手拥有但未被另一位牌手操控之每个物件的保护异能,无论该物件的特征为何。此类永久物或牌手不能成为该牌手操控的咒语或异能的目标,且不能被该牌手操控的灵气结附。此类永久物也不能佩带该牌手操控的武具、不能构工该牌手操控的工事、不能被该牌手操控的生物阻挡。防止所有由该牌手操控、或由该牌手拥有但未被另一位牌手操控之来源将对此类永久物或牌手造成的所有伤害。"}, {"chapter": "7", "id": "702.16m", "content": "702.16m Multiple instances of protection from the same quality on the same permanent or player are redundant.\n同一永久物或牌手上的多个同特性保护异能并无意义。"}, {"chapter": "7", "id": "702.16n", "content": "702.16n Some Auras both give the enchanted creature protection from a quality and say “this effect doesn’t remove” either that specific Aura or all Auras. This means that the specified Auras aren’t put into their owners’ graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.\n一些灵气既赋予所结附的生物反特性保护,又叙述“此效应不会移除”该灵气或所有灵气。此叙述的意义为这些灵气不会因状态动作置入其拥有者的坟墓场。如果该生物额外具有其他同特性保护异能,这些异能会如常影响灵气。"}, {"chapter": "7", "id": "702.16p", "content": "702.16p One Aura (Benevolent Blessing) gives the enchanted creature protection from a quality and says the effect doesn’t remove certain permanents that are “already attached to” that creature. This means that, when the protection effect starts to apply, any objects with the stated quality that are already attached to that creature (including the Aura giving that creature protection) will not be put into their owners’ graveyards as a state-based action. Other permanents with the stated quality can’t become attached to the creature. If the creature has other instances of protection from the same quality, those instances affect attached permanents as normal.\n一个灵气(善心祝福)赋予所结附的生物反特性保护,并叙述此效应不会移除已贴附于其上的一些永久物。这是意指,当保护效应开始生效时,任何具有所述特性的、已贴附于该生物的物件(包括赋予该生物保护异能的灵气在内)不会因状态动作置入其拥有者的坟墓场。其他具有所述特性的永久物不能再贴附于该生物。如果该生物额外具有其他同特性保护异能,这些异能会如常影响贴附于其上的永久物。"}, {"chapter": "7", "id": "702.17.", "content": "702.17. Reach\n延势"}, {"chapter": "7", "id": "702.17a", "content": "702.17a Reach is a static ability.\n延势属于静止式异能。"}, {"chapter": "7", "id": "702.17b", "content": "702.17b A creature with flying can’t be blocked except by creatures with flying and/or reach. (See rule 509, “Declare Blockers Step,” and rule 702.9, “Flying.”)\n具有飞行的生物只能被具有飞行和/或延势的生物阻挡。(参见规则509,“宣告阻挡者步骤”和规则702.9,“飞行”。)"}, {"chapter": "7", "id": "702.17c", "content": "702.17c Multiple instances of reach on the same creature are redundant.\n同一个生物上的多个延势异能并无意义。"}, {"chapter": "7", "id": "702.18.", "content": "702.18. Shroud\n帷幕"}, {"chapter": "7", "id": "702.18a", "content": "702.18a Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.”\n帷幕属于静止式异能。“帷幕”意指,“此永久物或牌手不能成为咒语或异能的目标。”"}, {"chapter": "7", "id": "702.18b", "content": "702.18b Multiple instances of shroud on the same permanent or player are redundant.\n同一永久物或牌手上的多个帷幕异能并无意义。"}, {"chapter": "7", "id": "702.19.", "content": "702.19. Trample\n践踏"}, {"chapter": "7", "id": "702.19a", "content": "702.19a Trample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, “Combat Damage Step.”)\n践踏属于静止式异能,会影响分配攻击生物之战斗伤害的规则。在生物进行阻挡或造成非战斗伤害时,此异能没有效应。(参见规则510,“战斗伤害步骤”。)"}, {"chapter": "7", "id": "702.19b", "content": "702.19b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any excess damage is assigned as its controller chooses among those blocking creatures and the player, planeswalker, or battle the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. The attacking creature’s controller need not assign lethal damage to all those blocking creatures but in that case can’t assign any damage to the player or planeswalker it’s attacking.\n具有践踏的攻击生物之操控者,首先将伤害分配给所有阻挡它的生物。一旦这些阻挡生物都分配了致命伤害,则其操控者可以将过量伤害可以在阻挡生物和该生物所攻击的牌手、鹏洛客或战役之间分配。当检查是否已经分配了致命伤害时,需考虑生物上已标记的伤害,以及其他生物在同一战斗伤害步骤正在分配的伤害,但不考虑可能会改变实际造成的伤害数量的异能或效应。攻击生物的操控者不需要对每个阻挡生物分配致命伤害,但此情况下不能将伤害分配给其正在攻击的牌手或鹏洛客。\nExample: A 2/2 creature that can block an additional creature blocks two attackers: a 1/1 with no abilities and a 3/3 with trample. The active player could assign 1 damage from the first attacker and 1 damage from the second to the blocking creature, and 2 damage to the defending player from the creature with trample.\n例如:一个2/2且具有可以阻挡多个攻击者异能的生物阻挡了两个攻击者:其中一个是1/1、不具异能的生物,另一个是3/3、具践踏异能的生物。主动牌手可将第一个攻击者造成的1点伤害及第二个生物造成的1点伤害分配给阻挡生物,并将具践踏异能的生物造成的剩下2点伤害分配给防御牌手。\nExample: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature’s controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker’s protection ability. The attacking creature’s controller can divide the rest of the damage as they choose between the blocking creature and the defending player.\n例如:一个6/6、具有践踏异能的绿色生物被一个2/2、具反绿保护的生物阻挡。即使对该阻挡者造成的伤害会被保护异能所防止,该攻击生物的操控者也必须将至少2点伤害分配给阻挡者。进行攻击的生物之操控者可以选择将剩余的伤害在阻挡生物与防御牌手之间分配。"}, {"chapter": "7", "id": "702.19c", "content": "702.19c Trample over planeswalkers is a variant of trample that modifies the rules for assigning combat damage to planeswalkers. The controller of a creature with trample over planeswalkers assigns that creature’s combat damage as described in rule 702.19b, with one exception. If that creature is attacking a planeswalker, after lethal damage is assigned to all blocking creatures and damage at least equal to the loyalty of the planeswalker the creature is attacking is assigned to that planeswalker, further excess damage may be assigned as the attacking creature’s controller chooses among those blocking creatures, that planeswalker, and that planeswalker’s controller. When checking for assigned damage equal to a planeswalker’s loyalty, take into account damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt.\n践踏鹏洛客是践踏异能的变化,会影响对鹏洛客分配战斗伤害的规则。具践踏鹏洛客异能的生物之操控者依照规则702.19b所述分配该生物的战斗伤害,但有一点例外。如果该生物正在攻击鹏洛客,在为所有阻挡生物分配战斗伤害、且至少为该生物所攻击的鹏洛客分配等同于该鹏洛客忠诚的伤害之后,仍有过量的伤害可以由该攻击生物之操控者来选择,任意分配给这些阻挡生物、该鹏洛客、或该鹏洛客的操控者。当检查是否分配了等同于鹏洛客忠诚的伤害时,需考虑其他生物在同一战斗伤害步骤正在分配的伤害,但不考虑可能会改变实际造成的伤害数量的异能或效应。\nExample: A player controls a planeswalker with three loyalty counters that is being attacked by a 1/1 with no abilities and a 7/7 with trample over planeswalkers. The active player could assign 1 damage from the first attacker and 2 damage from the second to the planeswalker and 5 damage to the defending player from the creature with trample over planeswalkers.\n例如:牌手操控一个具有三个忠诚指示物的鹏洛客,其正在被一个没有异能的1/1生物和一个具践踏鹏洛客异能的7/7生物攻击。主动牌手可以将来自前者攻击生物的1点伤害和来自后者生物的2点伤害分配给该鹏洛客,并将来自具践踏鹏洛客的生物的5点伤害分配给防御牌手。"}, {"chapter": "7", "id": "702.19d", "content": "702.19d If an attacking creature with trample or trample over planeswalkers is blocked, but there are no creatures blocking it when damage is assigned, its damage is assigned to the defending player and/or planeswalker as though all blocking creatures have been assigned lethal damage.\n如果一个具有践踏或践踏鹏洛客的生物被阻挡,但在分配伤害时没有阻挡生物,则它造成的所有伤害视同所有阻挡生物都已分配了致命伤害一般地分配给该防御牌手和/或鹏洛客。"}, {"chapter": "7", "id": "702.19e", "content": "702.19e If a creature with trample over planeswalkers is attacking a planeswalker and that planeswalker is removed from combat, the creature’s damage may be assigned to the defending player once all blocking creatures have been dealt lethal damage or, if there are no blocking creatures when damage is assigned, all its damage is assigned to the defending player. This is an exception to rule 506.4c, and it does not cause the creature to be attacking that player.\n如果一个具有践踏鹏洛客的生物正在攻击鹏洛客,且该鹏洛客被移出战斗,该生物的伤害可以在所有阻挡生物都已分配了致命伤害之后分配给防御牌手。或者,如果在伤害分配时没有阻挡生物,其伤害全部分配给防御牌手。这是规则506.4c的例外情况,且不会使得该生物成为攻击该牌手。"}, {"chapter": "7", "id": "702.19f", "content": "702.19f If a creature without trample over planeswalkers is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker’s loyalty.\n如果一个不具有践踏鹏洛客的生物攻击的是鹏洛客,不能将它所造成的任何战斗伤害分配给防御牌手,即使该鹏洛客已被移出战斗或攻击生物可分配的伤害超过了它的忠诚。"}, {"chapter": "7", "id": "702.19g", "content": "702.19g Multiple instances of trample on the same creature are redundant. Multiple instances of trample over planeswalkers on the same creature are redundant.\n同一个生物上的多个践踏异能并无意义。同一个生物上的多个践踏鹏洛客异能并无意义。"}, {"chapter": "7", "id": "702.20.", "content": "702.20. Vigilance\n警戒"}, {"chapter": "7", "id": "702.20a", "content": "702.20a Vigilance is a static ability that modifies the rules for the declare attackers step.\n警戒属于静止式异能,会影响宣告攻击者步骤的规则。"}, {"chapter": "7", "id": "702.20b", "content": "702.20b Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”)\n具有警戒的生物攻击时不需横置。(参见规则508,“宣告攻击者步骤”。)"}, {"chapter": "7", "id": "702.20c", "content": "702.20c Multiple instances of vigilance on the same creature are redundant.\n同一个生物上的多个警戒异能并无意义。"}, {"chapter": "7", "id": "702.21.", "content": "702.21. Ward\n守护"}, {"chapter": "7", "id": "702.21a", "content": "702.21a Ward is a triggered ability. Ward [cost] means “Whenever this permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays [cost].”\n守护属于触发式异能。“守护[费用]”意指“每当此永久物成为由对手操控之咒语或异能的目标时,除非该牌手支付[费用],否则反击之。”"}, {"chapter": "7", "id": "702.21b", "content": "702.21b Some ward abilities include an X in their cost and state what X is equal to. This value is determined at the time the ability resolves, not locked in as the ability triggers.\n一些守护异能的费用包含X,且叙述X等于何值。该值在该异能结算的时候确定,而非在其触发的时候确定。"}, {"chapter": "7", "id": "702.22.", "content": "702.22. Banding\n结合"}, {"chapter": "7", "id": "702.22a", "content": "702.22a Banding is a static ability that modifies the rules for combat.\n结合属于静止式异能,会影响战斗的规则。"}, {"chapter": "7", "id": "702.22b", "content": "702.22b “Bands with other” is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all “bands with other” abilities as well.\n“与…结合”是结合异能的特殊形式。如果一个效应将使一个永久物失去结合异能,则该永久物同样会失去所有“与…结合”异能。"}, {"chapter": "7", "id": "702.22c", "content": "702.22c As a player declares attackers, they may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has “bands with other”) are all in a “band.” They may also declare that one or more attacking [quality] creatures with “bands with other [quality]” and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as they want, but each creature may be a member of only one of them. (Defending players can’t declare bands but may use banding in a different way; see rule 702.22j.)\n于牌手宣告攻击者时,其可以宣告一个或数个具有结合异能的攻击生物,以及至多一个不具结合异能的攻击生物(即使该生物具有“与…结合”异能)结合为一个“团队”。其可以将任意数量具有“与其他[特性]结合”的攻击生物与任意数量的其他[特性]攻击生物组成一个团队。牌手可以宣告任意数量的攻击团队,但每个生物只能是其中一个团队的成员。(防御牌手不能宣告团队,但可以用另一种方式使用结合异能;参见规则702.22j。)"}, {"chapter": "7", "id": "702.22d", "content": "702.22d All creatures in an attacking band must attack the same player, planeswalker, or battle.\n在同一个攻击团队中的所有生物都必须攻击相同的牌手、鹏洛客或战役。"}, {"chapter": "7", "id": "702.22e", "content": "702.22e Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or “bands with other” from one or more of the creatures in the band.\n一旦宣告了攻击团队,即使之后其中一个或数个生物因故失去了结合或“与…结合”异能,该团队也将持续到战斗结束。"}, {"chapter": "7", "id": "702.22f", "content": "702.22f An attacking creature that’s removed from combat is also removed from the band it was in.\n如果一个攻击生物被移出战斗,它也会将从所在团队中移出。"}, {"chapter": "7", "id": "702.22g", "content": "702.22g Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.\n结合并不会使攻击生物共用异能,也不会移除任何异能。在团队中的攻击生物都是独立的永久物。"}, {"chapter": "7", "id": "702.22h", "content": "702.22h If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature.\n如果一个攻击生物被一个生物所阻挡,则该阻挡生物也同时阻挡了该攻击生物所在团队中的所有其他生物。\nExample: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If they do, then the creature with swampwalk will also become blocked by the blocking creature(s).\n例如:某牌手用一个具飞行的生物与一个具沼泽行者的生物组成了攻击团队进行攻击。操控有沼泽的防御牌手依然可以阻挡具有飞行的生物。如果防御牌手如此作,则阻挡生物也同时阻挡了具沼泽行者的生物。"}, {"chapter": "7", "id": "702.22i", "content": "702.22i If one member of a band would become blocked due to an effect, the entire band becomes blocked.\n如果一个团队中的一个成员因受到某个效应而被阻挡,则整个团队被阻挡。"}, {"chapter": "7", "id": "702.22j", "content": "702.22j During the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quality] creature with “bands with other [quality]” and another [quality] creature, the defending player (rather than the active player) chooses how the attacking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any creatures blocking it. This is an exception to the procedure described in rule 510.1c.\n在战斗伤害步骤中,如果一个攻击生物的阻挡者符合下述情形之一,则由防御牌手(而不是主动牌手)来分配攻击生物所造成的伤害:该阻挡生物具结合异能、或两个阻挡生物同为[特性]生物,且其中之一具有“与其他[特性]结合”异能。该攻击生物的战斗伤害可以由防御牌手在阻挡它的生物之间任意分配。这是规则510.1c中所描述之顺序的例外状况。"}, {"chapter": "7", "id": "702.22k", "content": "702.22k During the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature with “bands with other [quality]” and another [quality] creature, the active player (rather than the defending player) chooses how the blocking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any creatures it’s blocking. This is an exception to the procedure described in rule 510.1d.\n在战斗伤害步骤中,如果一个阻挡生物阻挡的攻击者符合下述情形之一,则由主动牌手(而不是防御牌手)来分配阻挡生物所造成的伤害:该攻击生物具结合异能、或有两个攻击生物同为[特性]生物,且其中之一具有“与其他[特性]结合”异能。该阻挡生物的战斗伤害可以由主动牌手在它所阻挡的生物之间任意分配。这是规则510.1d中所描述之顺序的例外状况。"}, {"chapter": "7", "id": "702.22m", "content": "702.22m Multiple instances of banding on the same creature are redundant. Multiple instances of “bands with other” of the same kind on the same creature are redundant.\n同一个生物上的多个结合异能并无意义。同一个生物上的多个同类别的与…结合异能并无意义。"}, {"chapter": "7", "id": "702.23.", "content": "702.23. Rampage\n狂暴"}, {"chapter": "7", "id": "702.23a", "content": "702.23a Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” (See rule 509, “Declare Blockers Step.”)\n狂暴属于触发式异能。“狂暴N”意指,“每当此生物被阻挡时,从第二个生物起,每个阻挡它生物都使它得+N/+N直到回合结束。”(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.23b", "content": "702.23b The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won’t change the bonus.\n狂暴的加成在每个战斗中,只于此触发式异能结算时计算一次。此后增加或移除阻挡生物都不会改变此数值。"}, {"chapter": "7", "id": "702.23c", "content": "702.23c If a creature has multiple instances of rampage, each triggers separately.\n如果一个生物具有多个狂暴异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.24.", "content": "702.24. Cumulative Upkeep\n累积维持"}, {"chapter": "7", "id": "702.24a", "content": "702.24a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” means “At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren’t allowed.\n累积维持属于触发式异能,其递增永久物的费用。“累积维持[费用]”意指,“在你的维持开始时,在此永久物上放置一个岁月指示物。然后你可以为其上每个岁月指示物各支付[费用]。若你未如此作,牺牲之。”如果[费用]的部分包含了任何选择,则每个岁月指示物的选择都会分别处理,之后要么支付全部的费用,要么便是完全不支付任何的费用。不能只支付其中一部分。\nExample: A creature has “Cumulative upkeep {W} or {U}” and two age counters on it. When its ability next triggers and resolves, the creature’s controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature on the battlefield.\n例如:某生物具有“累积维持{W}或{U}”,且其上有两个岁月指示物。当它的异能下一次触发并结算时,该生物的操控者在其上放置一个岁月指示物,然后可以支付{W}{W}{W},{W}{W}{U},{W}{U}{U},或是{U}{U}{U}来让此生物继续留在战场上。\nExample: A creature has “Cumulative upkeep—Sacrifice a creature” and one age counter on it. When its ability next triggers and resolves, its controller can’t choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed.\n例如:某生物具有“累积维持~牺牲一个生物”,且其上有一个岁月指示物。当它的异能下一次触发并结算时,它的操控者不能选择同样一个生物来牺牲两次。要么必须牺牲两个不同的生物,否则就必须牺牲这个具有累积维持异能的生物。"}, {"chapter": "7", "id": "702.24b", "content": "702.24b If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves.\n如果一个永久物有多个累积维持异能,则每一个都会分别触发。不过,岁月指示物并不只与对应的异能有关;每个累积维持异能都会在其结算时,计算永久物上面岁月指示物的总数。\nExample: A creature has two instances of “Cumulative upkeep—Pay 1 life.” The creature has no age counters, and both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life.\n例如:某生物具有两个“累积维持~支付一点生命”异能。该生物上面目前没有指示物,但两个累积维持异能都已触发。当第一个异能结算时,其操控者便在其上放置一个指示物,然后选择是否支付1点生命。当第二个异能结算时,该操控者便在其上放置第二个指示物,然后选择是否再支付2点生命。"}, {"chapter": "7", "id": "702.25.", "content": "702.25. Flanking\n侧面攻击"}, {"chapter": "7", "id": "702.25a", "content": "702.25a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509, “Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.”\n侧面攻击属于触发式异能,在宣告阻挡者步骤中触发。(参见规则509,“宣告阻挡者步骤”。)“侧面攻击”意指,“每当此生物被不具侧面攻击异能的生物阻挡时,该阻挡生物得-1/-1直到回合结束。"}, {"chapter": "7", "id": "702.25b", "content": "702.25b If a creature has multiple instances of flanking, each triggers separately.\n如果一个生物具有多个侧面攻击异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.26.", "content": "702.26. Phasing\n时间跳跃"}, {"chapter": "7", "id": "702.26a", "content": "702.26a Phasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out under that player’s control “phase in.”\n时间跳跃属于静止式异能,会影响重置步骤的规则。在每位牌手的重置步骤中,主动牌手重置其永久物之前,由该牌手操控、且具时间跳跃异能的所有已跃回永久物“跃离”。与此同时,所有于跃离时由该牌手操控的所有已跃离永久物“跃回”。"}, {"chapter": "7", "id": "702.26b", "content": "702.26b If a permanent phases out, its status changes to “phased out.” Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can’t affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.)\n如果一个永久物跃离,其状态改为“已跃离”。除了特别提到已跃离永久物的规则或效应外,游戏会把已跃离的永久物视同不存在一般进行处理。它既不会对游戏中的其他东西产生影响,也不会受其影响。跃离的永久物会移出战斗。(参见规则506.4)\nExample: You control three creatures, one of which is phased out. You cast a spell that says “Draw a card for each creature you control.” You draw two cards.\n例如:你操控着三个生物,其中之一已跃离。你施放了一个咒语,其叙述为“你每操控一个生物,便抓一张牌。”你抓两张牌。\nExample: You control a phased-out creature. You cast a spell that says “Destroy all creatures.” The phased-out creature is not destroyed.\n例如:你操控一个已跃离的生物。你施放神之愤怒,其叙述为“消灭所有生物。它们不能重生。”该已跃离生物不会被消灭。"}, {"chapter": "7", "id": "702.26c", "content": "702.26c If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.\n如果一个永久物跃回,则其状态改为“已跃回”。游戏再一次将之视同存在于游戏之中。"}, {"chapter": "7", "id": "702.26d", "content": "702.26d The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters and stickers remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control.\n即使一个永久物跃离,会被视同不在战场上及不在其操控者的操控下一般进行处理,但时间跳跃事件实际上并不会使得永久物所在的区域或操控权的归属发生改变。当永久物跃回或跃离时,并不会触发区域变换触发异能。衍生物跃离期间依然存在于战场上。一个永久物跃离期间,其上的指示物和贴纸依然存在。检查已跃回的永久物历史的效应不会把此时间跳跃事件当作导致该永久物离开或进入战场,或是使其操控权发生改变的事件来处理。"}, {"chapter": "7", "id": "702.26e", "content": "702.26e If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, a phased-out permanent won’t be included in the set of affected objects. This includes continuous effects that reference the permanent specifically, unless they also specifically refer to the permanent as phased out.\n如果一个由咒语或异能结算产生的持续性效应改变任何物件的特征或操控者,已跃离的永久物不会包含在受影响的物件集合中。这包含特指该永久物的持续性效应,除非该效应同时也特指该已跃离的永久物。"}, {"chapter": "7", "id": "702.26f", "content": "702.26f Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it’s phased in. In particular, effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it.\n影响已跃离永久物的持续性效应的时限,可能在该永久物跃离的期间过期。对于这种情况,该永久物跃回时已不再受该些持续性效应影响。需特别指出的是,时限中包括着“只要”,且以该永久物为追踪对象的效应(参见规则611.2b)会在该永久物跃离时结束,因为该些效应无法查看到该永久物了。"}, {"chapter": "7", "id": "702.26g", "content": "702.26g When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in by itself, but instead phases in along with the permanent it’s attached to.\n当永久物跃离时,贴附于其上的所有灵气、武具及工事也同时跃离。这种跃离方式称为“间接”跃离。间接跃离的灵气、武具或是工事不会自己跃回,而是与其所贴附的永久物一同跃回。"}, {"chapter": "7", "id": "702.26h", "content": "702.26h If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.\n如果一个物件将要同时以直接和间接两种方式同时跃离,则它只会间接跃离。"}, {"chapter": "7", "id": "702.26i", "content": "702.26i An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5m and 704.5n.)\n直接跃离的灵气、武具或工事跃回时仍然贴附于它跃离时所贴附的物件或牌手之上,只要该物件仍在相同的区域中或该牌手仍在游戏中。否则,该灵气、武具或工事以未贴附的状态跃回。并进行相应的状态动作。(参见规则704.5m及704.5n。)"}, {"chapter": "7", "id": "702.26j", "content": "702.26j Abilities that trigger when a permanent becomes attached or unattached from an object or player don’t trigger when that permanent phases in or out.\n因一个永久物成为贴附或未贴附于某物件或牌手上而触发的异能,不会因该永久物跃离或跃回而触发。"}, {"chapter": "7", "id": "702.26k", "content": "702.26k Phased-out permanents owned by a player who leaves the game also leave the game. This doesn’t cause zone-change abilities to trigger. See rule 800.4.\n由离开游戏的牌手拥有的已跃离永久物同样会离开游戏。这不会导致因区域改变而触发的异能触发。参见规则800.4。"}, {"chapter": "7", "id": "702.26m", "content": "702.26m If an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn.\n如果一个效应使牌手略过其重置步骤,则该回合中不会发生时间跳跃事件。"}, {"chapter": "7", "id": "702.26n", "content": "702.26n In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules 800.4a and 800.4c.) If a phased-out permanent phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that player’s next turn would have begun.\n在多人游戏中,牌手一旦离开游戏,游戏规则可能导致已跃离永久物离开游戏或被放逐。(参见规则800.4a和800.4c。)如果一个已跃离永久物是在某已离开游戏的牌手之操控下跃离的,该永久物于本应是该牌手的下一个回合开始后的下一个重置步骤中跃回。"}, {"chapter": "7", "id": "702.26p", "content": "702.26p Multiple instances of phasing on the same permanent are redundant.\n同一永久物或牌手上的多个时间跳跃异能并无意义。"}, {"chapter": "7", "id": "702.27.", "content": "702.27. Buyback\n购回"}, {"chapter": "7", "id": "702.27a", "content": "702.27a Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. “Buyback [cost]” means “You may pay an additional [cost] as you cast this spell” and “If the buyback cost was paid, put this spell into its owner’s hand instead of into that player’s graveyard as it resolves.” Paying a spell’s buyback cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n购回出现于一些瞬间或法术上。它代表两个静止式异能,均于该咒语在堆叠中时生效。“购回[费用]”意指,“你施放此咒语时可以额外支付[费用]”以及“如果曾支付其购回费用,则结算此咒语时改为将它置于其拥有者的手上,而非该牌手的坟墓场。”支付咒语的购回费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "702.28.", "content": "702.28. Shadow\n次元幽影"}, {"chapter": "7", "id": "702.28a", "content": "702.28a Shadow is an evasion ability.\n次元幽影属于躲避式异能。"}, {"chapter": "7", "id": "702.28b", "content": "702.28b A creature with shadow can’t be blocked by creatures without shadow, and a creature without shadow can’t be blocked by creatures with shadow. (See rule 509, “Declare Blockers Step.”)\n具有次元幽影的生物不能被不具有次元幽影的生物所阻挡,且具有次元幽影的生物不能阻挡不具有次元幽影的生物。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.28c", "content": "702.28c Multiple instances of shadow on the same creature are redundant.\n同一个生物上的多个次元幽影异能并无意义。"}, {"chapter": "7", "id": "702.29.", "content": "702.29. Cycling\n循环"}, {"chapter": "7", "id": "702.29a", "content": "702.29a Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”\n循环属于起动式异能,只在具有循环异能之牌在牌手的手牌中时它才会生效。“循环[费用]”意指,“[费用],弃掉此牌:抓一张牌。”"}, {"chapter": "7", "id": "702.29b", "content": "702.29b Although the cycling ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities.\n虽然循环此异能只有于该牌在手上时才能起动,但不论此物件在战场上或是在其他区域中,此异能都会存在于其上。因此,如果一个效应会对具有一个或数个起动式异能之物件产生影响,则具有循环的物件也可能因此受到影响。"}, {"chapter": "7", "id": "702.29c", "content": "702.29c Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle this card” means “When you discard this card to pay an activation cost of a cycling ability.” These abilities trigger from whatever zone the card winds up in after it’s cycled.\n一些具有循环的牌也同时具有当其被循环时触发的异能。“当你循环此牌”意指,“当你弃掉此牌以支付循环异能的起动费用”。这些异能会在此牌循环后去到的区域中触发。"}, {"chapter": "7", "id": "702.29d", "content": "702.29d Some cards have abilities that trigger whenever a player “cycles or discards” a card. These abilities trigger only once when a card is cycled.\n一些牌具有异能,每当牌手“循环或弃”一张牌时触发。当一张牌被循环时,此类异能只会触发一次。"}, {"chapter": "7", "id": "702.29e", "content": "702.29e Typecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost], Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library.” This type is usually a subtype (as in “mountaincycling”) but can be any card type, subtype, supertype, or combination thereof (as in “basic landcycling”).\n类别循环是循环异能的变化。“[类别]循环[费用]”意指,“[费用],弃掉此牌:从你的牌库中搜寻一张[类别]牌,展示该牌,并置于你手上。然后将你的牌库洗牌。”此处的类别通常是一种副类别(如“山脉循环”),但也可以是任意的牌张类别、副类别、超类别,或是前述各类别的组合(如“基本地循环”)。"}, {"chapter": "7", "id": "702.29f", "content": "702.29f Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay an activation cost of a typecycling ability. Any effect that stops players from cycling cards will stop players from activating cards’ typecycling abilities. Any effect that increases or reduces a cycling cost will increase or reduce a typecycling cost. Any effect that looks for a card with cycling will find a card with typecycling.\n类别循环异能是循环异能,且类别循环费用是循环费用。于牌手循环牌时触发其异能的牌,也会在牌手弃掉一张牌以支付类别循环异能之起动费用时触发。阻止牌手循环牌的效应也会阻止牌手起动牌上的类别循环异能。增加或减少循环费用的效应也会增加会减少类别循环费用。寻找具循环异能之牌的效应也可以找到具类别循环异能的牌。"}, {"chapter": "7", "id": "702.30.", "content": "702.30. Echo\n返响"}, {"chapter": "7", "id": "702.30a", "content": "702.30a Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost].”\n返响属于触发式异能。“返响[费用]”意指,“在你的维持开始时,若你在你最近的维持开始后才开始操控该永久物,则除非你支付[费用],否则牺牲之。”"}, {"chapter": "7", "id": "702.30b", "content": "702.30b Urza block cards with the echo ability were printed without an echo cost. These cards have been given errata in the Oracle card reference; each one now has an echo cost equal to its mana cost.\n克撒环境中具有返响的牌上面并未印有返响费用。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到了勘误;每张牌上现在都标明了返响费用,其返响费用各等同于各自的法术力费用。"}, {"chapter": "7", "id": "702.31.", "content": "702.31. Horsemanship\n马术"}, {"chapter": "7", "id": "702.31a", "content": "702.31a Horsemanship is an evasion ability.\n马术属于躲避式异能。"}, {"chapter": "7", "id": "702.31b", "content": "702.31b A creature with horsemanship can’t be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See rule 509, “Declare Blockers Step.”)\n具有马术的生物不能被不具有马术的生物阻挡。无论一个生物是否具有马术,具有马术的生物都可以阻挡它。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.31c", "content": "702.31c Multiple instances of horsemanship on the same creature are redundant.\n同一个生物上的多个马术异能并无意义。"}, {"chapter": "7", "id": "702.32.", "content": "702.32. Fading\n消退"}, {"chapter": "7", "id": "702.32a", "content": "702.32a Fading is a keyword that represents two abilities. “Fading N” means “This permanent enters with N fade counters on it” and “At the beginning of your upkeep, remove a fade counter from this permanent. If you can’t, sacrifice the permanent.”\n消退是一个代表了两个异能的关键字。“消退N”意指,“此永久物进场时上面有N个消退指示物”以及“在你的维持开始时,从该永久物上移去一个消退指示物。若你无法如此作,则牺牲该永久物。”"}, {"chapter": "7", "id": "702.33.", "content": "702.33. Kicker\n增幅"}, {"chapter": "7", "id": "702.33a", "content": "702.33a Kicker is a static ability that functions while the spell with kicker is on the stack. “Kicker [cost]” means “You may pay an additional [cost] as you cast this spell.” Paying a spell’s kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n增幅属于静止式异能,当咒语在堆叠中时生效。“增幅[费用]”意指,“你施放此咒语时可以额外支付[费用]。”支付咒语之增幅费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "702.33b", "content": "702.33b The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].”\n“增幅[费用1]和/或[费用2]”与分别列出“增幅[费用1],增幅[费用2]”之意义相同。"}, {"chapter": "7", "id": "702.33c", "content": "702.33c Multikicker is a variant of the kicker ability. “Multikicker [cost]” means “You may pay an additional [cost] any number of times as you cast this spell.” A multikicker cost is a kicker cost.\n多重增幅是增幅异能的变化。“多重增幅[费用]”意指,“你施放此咒语时,可以任意次数地额外支付[费用]。”多重增幅费用也是增幅费用。"}, {"chapter": "7", "id": "702.33d", "content": "702.33d If a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell has been “kicked.” If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b.\n如果一个咒语的操控者宣告将要支付该咒语的任何增幅费用,则该咒语为“已增幅”。参见规则601.2b。"}, {"chapter": "7", "id": "702.33e", "content": "702.33e Objects with kicker or multikicker have additional abilities that specify what happens if they were kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule 607, “Linked Abilities.”\n具有增幅的物件具有额外的异能,说明了它增幅过后会发生什么。这些异能会关联到此物件上印的增幅异能:它们只指这些特定的增幅异能。参见规则607,“关联异能”。"}, {"chapter": "7", "id": "702.33f", "content": "702.33f Objects with more than one kicker cost may also have abilities that each correspond to a specific kicker cost. Those abilities contain the phrases “if it was kicked with its [A] kicker” and “if it was kicked with its [B] kicker,” where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability.\n具有多于一种增幅费用的物件,可能也具有对应支付特定增幅费用的异能。这些异能上面的用词会包含“若曾支付其[A]的增幅费用”以及“若曾支付其[B]的增幅费用”,并且A与B分别是牌上所列举的第一个与第二个增幅费用,依此类推。这些异能分别关联到所对应的增幅异能。"}, {"chapter": "7", "id": "702.33g", "content": "702.33g If part of a spell’s ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.\n如果一个异能的一部分只会在该咒语增幅过后才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语已增幅时,才要选择这些目标。否则,便视同该咒语施放时并无此类目标。参见规则601.2c。"}, {"chapter": "7", "id": "702.33h", "content": "702.33h Sticker kicker is a keyword ability that represents a kicker ability and an ability that imposes an additional cost if the spell is kicked. “Sticker kicker [cost]” means “Kicker [cost]” and “As an additional cost to cast this spell, if it’s kicked, you get a ticket counter and you may put a sticker on this spell.”\n贴纸增幅是一个关键字异能,代表一个增幅异能和一个在此咒语已增幅时产生额外费用的异能。“贴纸增幅[费用]”意指,“增幅[费用]”及“若此咒语已增幅,则你得到一个门票指示物,然后可以在此咒语上贴一张贴纸,以作为施放此咒语的额外费用。”"}, {"chapter": "7", "id": "702.34.", "content": "702.34. Flashback\n返照"}, {"chapter": "7", "id": "702.34a", "content": "702.34a Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Flashback [cost]” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n返照出现在一些瞬间或法术上。它代表两个静止式异能:一个于该牌在牌手的坟墓场中时生效,另一个在该牌在堆叠之上时生效。“返照[费用]”意指,“如果由此牌施放的咒语是瞬间或法术咒语,你可以从你的坟墓场中施放此牌,并支付其返照费用,而非支付其法术力费用”以及“若曾支付返照费用,则在它将于任何时机下离开堆叠时,改为将其放逐,而非置入任何其他地方。”以返照异能施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.35.", "content": "702.35. Madness\n疯魔"}, {"chapter": "7", "id": "702.35a", "content": "702.35a Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player’s hand. The second is a triggered ability that functions when the first ability is applied. “Madness [cost]” means “If a player would discard this card, that player discards it, but exiles it instead of putting it into their graveyard” and “When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn’t, they put this card into their graveyard.”\n疯魔为代表了两个异能的关键字。第一个属于静止式异能,当该牌在牌手的手上时生效。第二个属于触发式异能,于第一部分生效后才生效。“疯魔[费用]”意指,“若牌手将弃掉此牌,则该牌手将其弃掉,但改为将其放逐,而非置于其坟墓场”以及“当此牌以此法被放逐时,其拥有者可通过支付[费用]来施放之,而不是支付其法术力费用。若该牌手未如此作,则将此牌置入其坟墓场。”"}, {"chapter": "7", "id": "702.35b", "content": "702.35b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n以疯魔异能施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.35c", "content": "702.35c After resolving a madness triggered ability, if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that card. See rule 400.7k.\n在结算疯魔触发式异能后,如果所放逐之牌未被施放、且被移动到公开区域,提及被弃掉之牌的效应可以找到该物件。参见规则400.7k。"}, {"chapter": "7", "id": "702.36.", "content": "702.36. Fear\n恐惧"}, {"chapter": "7", "id": "702.36a", "content": "702.36a Fear is an evasion ability.\n恐惧属于躲避式异能。"}, {"chapter": "7", "id": "702.36b", "content": "702.36b A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Blockers Step.”)\n具有恐惧的生物只能被神器生物和/或黑色生物阻挡。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.36c", "content": "702.36c Multiple instances of fear on the same creature are redundant.\n同一个生物上的多个恐惧异能并无意义。"}, {"chapter": "7", "id": "702.37.", "content": "702.37. Morph\n变身"}, {"chapter": "7", "id": "702.37a", "content": "702.37a Morph is a static ability that functions in any zone from which you could play the card it’s on, and the morph effect works any time the card is face down. “Morph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 708, “Face-Down Spells and Permanents.”)\n变身属于静止式异能,会在具有此异能的牌位于你可以使用它的区域时生效,并且只要该牌的牌面朝下,便会持续变身的效应。“变身[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2生物,并且没有内文叙述、没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”(参见规则708,“牌面朝下的咒语和永久物”。)"}, {"chapter": "7", "id": "702.37b", "content": "702.37b Megamorph is a variant of the morph ability. “Megamorph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost” and “As this permanent is turned face up, put a +1/+1 counter on it if its megamorph cost was paid to turn it face up.” A megamorph cost is a morph cost.\n威力变身是变身异能的变化。“威力变身[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2生物,并且没有内文叙述、没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”和“于此永久物翻回正面时,如果曾支付其威力变身费用来将它翻回正面,则在其上放置一个+1/+1指示物。”威力变身费用也属于变身费用。"}, {"chapter": "7", "id": "702.37c", "content": "702.37c To cast a card using its morph ability, turn it face down and announce that you’re using a morph ability. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a morph ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.\n使用变身异能施放咒语时,将其牌面朝下,并声明你使用变身异能来施放。它成为2/2牌面朝下的生物咒语,并且没有内文叙述、没有名称、没有副类别、没有法术力费用。适用于施放具有这些特征(并非牌面朝上时牌张的特征)的效应或限制会在施放此牌时生效。这些数值为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则707,“复制物件”。)将它放入堆叠(作为具有前述特征之牌面朝下的咒语),改为支付{3},而不是支付其法术力费用。这需要依照支付替代性费用之规则行事。你可以使用一张牌的变身异能来从任何你可以正常施放此牌的区域施放它。当此咒语结算时,它具有该咒语前述之特征进入战场。变身的效应持续影响此牌面朝下之物件,直到此永久物被翻回正面为止。"}, {"chapter": "7", "id": "702.37d", "content": "702.37d You can’t normally cast a card face down. A morph ability allows you to do so.\n通常你不能以牌面朝下的方式施放牌。变身异能允许你如此作。"}, {"chapter": "7", "id": "702.37e", "content": "702.37e Any time you have priority, you may turn a face-down permanent you control with a morph ability face up. This is a special action; it doesn’t use the stack (see rule 116). To do this, show all players what the permanent’s morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield.\n于任何你拥有优先权的时机,你可以把由你操控的具有变身异能的牌面朝下之永久物翻回正面。这属于特殊动作;它不使用堆叠(参见规则116)。方法如下:将该永久物视同牌面朝上一般将该永久物的变身费用展示给所有牌手,支付此费用,然后将其翻回正面。(如果此永久物牌面朝上的时候没有变身费用,则其无法以此法翻回正面。)此牌的变身效应随之结束,并重新获得其正常特征。当它翻回正面时,由于它早已进过战场,所以并不会触发任何与永久物进入战场相关的异能,亦不会产生与此相关的效应。"}, {"chapter": "7", "id": "702.37f", "content": "702.37f If a permanent’s morph cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the morph special action was taken.\n如果一个永久物的变身费用包含X,该永久物的其他异能可能也提及X。这些异能中X的值等同于变身特殊动作执行时所选择的X的值。"}, {"chapter": "7", "id": "702.37g", "content": "702.37g See rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a morph ability.\n关于如何施放具有变身异能的牌之更多信息,参见规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "7", "id": "702.38.", "content": "702.38. Amplify\n增强"}, {"chapter": "7", "id": "702.38a", "content": "702.38a Amplify is a static ability. “Amplify N” means “As this object enters, reveal any number of cards from your hand that share a creature type with it. This permanent enters with N +1/+1 counters on it for each card revealed this way. You can’t reveal this card or any other cards that are entering the battlefield at the same time as this card.”\n增强属于静止式异能。“增强N”意指,“于此物件进场时,从你手上展示若干张与其有共同生物类别的牌。你每以此法展示一张牌,此永久物进场时上面便有N个+1/+1指示物。能展示的牌不包括此牌本身,也不包括其他与此牌同时进战场的牌。”"}, {"chapter": "7", "id": "702.38b", "content": "702.38b If a creature has multiple instances of amplify, each one works separately.\n如果一个生物具有多个增强异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.39.", "content": "702.39. Provoke\n挑拨"}, {"chapter": "7", "id": "702.39a", "content": "702.39a Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature.”\n挑拨属于触发式异能。“挑拨”意指,“每当此生物攻击时,你可以选择令目标由防御牌手操控的生物于本次战斗中若能则须阻挡此生物。如果你如此作,则重置该目标生物。”"}, {"chapter": "7", "id": "702.39b", "content": "702.39b If a creature has multiple instances of provoke, each triggers separately.\n如果一个生物具有多个挑拨异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.40.", "content": "702.40. Storm\n风暴"}, {"chapter": "7", "id": "702.40a", "content": "702.40a Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.”\n风暴属于触发式异能,于堆叠中生效。“风暴”意指,“当你施放此咒语时,本回合于此咒语之前每施放过一个咒语,便复制该咒语一次。若此咒语需要目标,你可以为任意复制品选择新的目标。”"}, {"chapter": "7", "id": "702.40b", "content": "702.40b If a spell has multiple instances of storm, each triggers separately.\n如果一个咒语具有多个风暴异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.41.", "content": "702.41. Affinity\n共鸣"}, {"chapter": "7", "id": "702.41a", "content": "702.41a Affinity is a static ability that functions while the spell with affinity is on the stack. “Affinity for [text]” means “This spell costs {1} less to cast for each [text] you control.”\n共鸣属于静止式异能,当具共鸣异能的咒语在堆叠中时生效。“[文字]共鸣”意指“你每操控一个[文字],此咒语便减少{1}来施放。”"}, {"chapter": "7", "id": "702.41b", "content": "702.41b If a spell has multiple instances of affinity, each of them applies.\n如果一个咒语有多个共鸣异能,则每一个都会分别生效。"}, {"chapter": "7", "id": "702.42.", "content": "702.42. Entwine\n打包"}, {"chapter": "7", "id": "702.42a", "content": "702.42a Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is on the stack. “Entwine [cost]” means “You may choose all modes of this spell instead of just the number specified. If you do, you pay an additional [cost].” Using the entwine ability follows the rules for choosing modes and paying additional costs in rules 601.2b and 601.2f–h.\n打包属于具有模式之咒语专有的静止式异能,于该咒语在堆叠中时生效。“打包[费用]”意指,“你可以改为选择此咒语的所有模式,而非只选择指定数量的模式。若你如此作,则你额外支付[费用]。”使用打包异能时,需依照规则601.2b及601.2f-h之规定来选择模式与支付额外费用。"}, {"chapter": "7", "id": "702.42b", "content": "702.42b If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves.\n如果支付了打包费用,则在此咒语结算时,按照牌上各模式叙述顺序来依序执行各模式。"}, {"chapter": "7", "id": "702.43.", "content": "702.43. Modular\n套件"}, {"chapter": "7", "id": "702.43a", "content": "702.43a Modular represents both a static ability and a triggered ability. “Modular N” means “This permanent enters with N +1/+1 counters on it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.”\n套件代表了两部分的异能,一个是静止式异能,另一个则是触发式异能。“套件N”意指,“此永久物进场时上面有N个+1/+1指示物”以及“当此永久物从战场进入坟墓场时,其上每有一个+1/+1指示物,你便可以在目标神器生物上放置一个+1/+1指示物。”"}, {"chapter": "7", "id": "702.43b", "content": "702.43b If a creature has multiple instances of modular, each one works separately.\n如果一个生物具有多个套件异能,则每一个都会分别产生作用。"}, {"chapter": "7", "id": "702.44.", "content": "702.44. Sunburst\n辉映"}, {"chapter": "7", "id": "702.44a", "content": "702.44a Sunburst is a static ability that functions as an object is entering the battlefield. “Sunburst” means “If this object is entering as a creature, ignoring any type-changing effects that would affect it, it enters with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters with a charge counter on it for each color of mana spent to cast it.”\n辉映属于静止式异能,于一个物件进入战场的时候生效。“辉映”意指,“忽略任何将会影响此物件的改变类别的效应,若它作为生物进场,则用过几种颜色的法术力来施放它,它进场时上面便有几个+1/+1指示物。否则,用过几种颜色的法术力来施放它,它进场时上面便有几个充电指示物。”"}, {"chapter": "7", "id": "702.44b", "content": "702.44b Sunburst adds counters only if the object with sunburst is entering the battlefield from the stack as a resolving spell and only if one or more colored mana was spent on its costs, including additional or alternative costs.\n辉映只在具有辉映的物件从堆叠作为结算中的咒语进入战场时才会放置指示物,并且必须是为其费用支付过一种或多种有色法术力时才会放置指示物。额外费用或替代性费用也算作费用。"}, {"chapter": "7", "id": "702.44c", "content": "702.44c Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn’t matter whether the ability is on a creature spell or on a noncreature spell.\n辉映也可用来设定其他异能的可变数值。如果该关键字用于此用途,则不会在乎这是个生物咒语或非生物咒语。\nExample: The ability “Modular—Sunburst” means “This permanent enters with a +1/+1 counter on it for each color of mana spent to cast it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.”\n例如:“套件~辉映”意指,“用过几种颜色的法术力来施放此永久物,它进场时上面便有几个+1/+1指示物”以及“当此永久物从战场进入坟墓场时,其上每有一个+1/+1指示物,你便可以在目标神器生物上放置一个+1/+1指示物。”"}, {"chapter": "7", "id": "702.44d", "content": "702.44d If an object has multiple instances of sunburst, each one works separately.\n如果一个生物具有多个辉映异能,则每一个都会分别产生作用。"}, {"chapter": "7", "id": "702.45.", "content": "702.45. Bushido\n武士道"}, {"chapter": "7", "id": "702.45a", "content": "702.45a Bushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn.” (See rule 509, “Declare Blockers Step.”)\n武士道属于触发式异能。“武士道N”意指,“每当此生物进行阻挡或被阻挡时,它得+N/+N直到回合结束。”(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.45b", "content": "702.45b If a creature has multiple instances of bushido, each triggers separately.\n如果一个生物具有多个武士道异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.46.", "content": "702.46. Soulshift\n转生"}, {"chapter": "7", "id": "702.46a", "content": "702.46a Soulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a graveyard from the battlefield, you may return target Spirit card with mana value N or less from your graveyard to your hand.”\n转生属于触发式异能。“转生N”意指,“当此永久物从战场上置入坟墓场时,你可以将目标法术力值等于或小于N的精怪牌从你的坟墓场移回你手上。”"}, {"chapter": "7", "id": "702.46b", "content": "702.46b If a permanent has multiple instances of soulshift, each triggers separately.\n如果一个永久物有多个转生异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.47.", "content": "702.47. Splice\n通联"}, {"chapter": "7", "id": "702.47a", "content": "702.47a Splice is a static ability that functions while a card is in your hand. “Splice onto [quality] [cost]” means “You may reveal this card from your hand as you cast a [quality] spell. If you do, that spell gains the text of this card’s rules text and you pay [cost] as an additional cost to cast that spell.” Paying a card’s splice cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n通联属于静止式异能,当牌在你手上时生效。“通联[特性] [费用]”意指,“于你施放[特性]咒语时,你可以从手上展示此牌。若你如此作,该咒语获得此牌的规则叙述,且你支付[费用]作为施放该咒语的额外费用。”支付一张牌的通联费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。\nExample: Since the card with splice remains in the player’s hand, it can later be cast normally or spliced onto another spell. It can even be discarded to pay a “discard a card” cost of the spell it’s spliced onto.\n例如:由于具有通联异能的牌还留在牌手的手上,稍后牌手还可以正常地施放该牌,或是将该牌通联在其他咒语上。若它所通联上的咒语之费用包括了“弃一张牌”,你甚至可以弃掉它来支付此部分的费用。"}, {"chapter": "7", "id": "702.47b", "content": "702.47b You can’t choose to use a splice ability if you can’t make the required choices (targets, etc.) for that card’s rules text. You can’t splice any one card onto the same spell more than once. If you’re splicing more than one card onto a spell, reveal them all at once and choose the order in which their effects will happen. The effects of the main spell must happen first.\n如果你无法作出该牌规则叙述中所要求的选择(例如目标),便不能使用该牌的通联异能。你不能将一张牌多次通联上同一个咒语。如果你要将多张牌通联到同一个咒语上,则将这些牌同时展示,并决定这些效应发生的顺序。在这些效应中,本体咒语的效应一定会首先发生。"}, {"chapter": "7", "id": "702.47c", "content": "702.47c The spell has the characteristics of the main spell, plus the rules text of each of the spliced cards. This is a text-changing effect (see rule 612, “Text-Changing Effects”). The spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text gained by the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied.\n此咒语将具有本体咒语的各项特征,并且额外具有每张通联牌的规则叙述。这属于改变叙述的效应(参见规则612,“改变叙述的效应”。)此咒语不会获得通联牌的其他特征(如名称、法术力费用、超类别、牌张类别、副类别等)。该咒语获得的叙述中,用牌的名称来指代某张牌的部分指代的是在堆叠中的该咒语,而不是指代提供该部分叙述的那张牌。\nExample: Glacial Ray is a red card with splice onto Arcane that reads, “Glacial Ray deals 2 damage to any target.” Suppose Glacial Ray is spliced onto Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists deals the damage. This means that the ability can target a creature with protection from red and deal 2 damage to that creature.\n例如:冰冻射线是一张具有通联古咒异能的红牌,其叙述为“冰冻射线对任意一个目标造成2点伤害”。假设冰冻射线通联上了蓝色的探遍迷雾。则该咒语依然是蓝色,并且由探遍迷雾造成伤害。这意味着此异能可以指定具反红保护异能的生物为目标,并对该生物造成2点伤害。"}, {"chapter": "7", "id": "702.47d", "content": "702.47d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets won’t resolve if all of its targets are illegal on resolution.\n为此类添加的叙述选择目标与一般情况相同。(参见规则601.2c。)注意如果一个咒语具有一个或数个目标,且所有目标在结算时均不合法,此咒语便不会结算。"}, {"chapter": "7", "id": "702.47e", "content": "702.47e The spell loses any splice changes once it leaves the stack for any reason.\n一旦该咒语因任何原因离开堆叠,便不再具有由通联导致的任何改变。"}, {"chapter": "7", "id": "702.48.", "content": "702.48. Offering\n献祭"}, {"chapter": "7", "id": "702.48a", "content": "702.48a Offering is a static ability that functions while the spell with offering is on the stack. “[Quality] offering” means “As an additional cost to cast this spell, you may sacrifice a [quality] permanent. If you chose to pay the additional cost, this spell’s total cost is reduced by the sacrificed permanent’s mana cost, and you may cast this spell any time you could cast an instant.”\n献祭属于静止式异能,在具有献祭异能的咒语在堆叠上时生效。“[特性]献祭”意指,“你可以牺牲一个[特性]永久物,以作为施放此咒语的额外费用。若你选择支付此额外费用,此咒语的总费用减少等同于所牺牲的永久物之法术力费用的费用,且你可以于你能够施放瞬间的时机下施放此牌。”"}, {"chapter": "7", "id": "702.48b", "content": "702.48b You choose which permanent to sacrifice as you make choices for the spell (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h).\n于你为咒语作出选择时,一并选择牺牲哪个永久物。(参见规则601.2b。)于你支付总费用时,牺牲该永久物。(参见规则601.2h。)"}, {"chapter": "7", "id": "702.48c", "content": "702.48c Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the spell’s total cost. Colored and colorless mana in the sacrificed permanent’s mana cost reduces mana of the same type in spell’s total cost, and any excess reduces that much generic mana in spell’s total cost. (See rule 118.7.)\n所牺牲之永久物的法术力中之一般法术力,将减少该咒语总费用中的一般法术力。所牺牲之永久物的法术力中之有色法术力和无色法术力,将减少该咒语总费用中同样类型的法术力,如有剩余的部分,则将减少该咒语总费用中等量的一般法术力。(参见规则118.7。)"}, {"chapter": "7", "id": "702.49.", "content": "702.49. Ninjutsu\n忍术"}, {"chapter": "7", "id": "702.49a", "content": "702.49a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.”\n忍术属于起动式异能,只当具有忍术异能之牌在牌手的手上时才会生效。“忍术[费用]”意指,“[费用],从你手上展示此牌,将一个由你操控且未受阻挡的生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。”"}, {"chapter": "7", "id": "702.49b", "content": "702.49b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.\n宣告了一张牌的忍术异能后,直到该异能离开堆叠为止,该牌会一直展示着。"}, {"chapter": "7", "id": "702.49c", "content": "702.49c A ninjutsu ability may be activated only while a creature on the battlefield is unblocked (see rule 509.1h). The creature with ninjutsu is put onto the battlefield unblocked. It will be attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand.\n只有战场上的一个生物未受阻挡,才可以起动忍术异能(参见规则509.1h)。具有忍术的生物是以未受阻挡的状态放进战场。它所攻击的牌手、鹏洛客或战役与被移回其拥有者手上的生物之攻击对象相同。"}, {"chapter": "7", "id": "702.49d", "content": "702.49d Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in the command zone. “Commander ninjutsu [cost]” means “[Cost], Reveal this card from your hand or from the command zone, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield tapped and attacking.”\n指挥官忍术是忍术异能的变化,当具指挥官忍术的牌位于统帅区中时亦会生效。“指挥官忍术[费用]”意指“[费用],从你手上或统帅区展示此牌,将一个由你操控且未受阻挡的生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。”"}, {"chapter": "7", "id": "702.50.", "content": "702.50. Epic\n历传"}, {"chapter": "7", "id": "702.50a", "content": "702.50a Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic” means “For the rest of the game, you can’t cast spells,” and “At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.” See rule 707.10.\n历传代表两个咒语异能,其中一个会创造一个延迟触发式异能。“历传”意指,“于这盘游戏接下来的时段中,你不能施放咒语”以及“于这盘游戏接下来的时段中,在你的每个维持开始时,复制此咒语,但不包含其历传异能。你可以为该复制品选择新的目标。”参见规则707.10。"}, {"chapter": "7", "id": "702.50b", "content": "702.50b A player can’t cast spells once a spell with epic they control resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.\n一旦牌手所操控之具有历传的咒语结算,该牌手便不再能施放咒语,但效应(比如历传异能本身)依旧能把咒语的复制品放进堆叠。"}, {"chapter": "7", "id": "702.51.", "content": "702.51. Convoke\n召集"}, {"chapter": "7", "id": "702.51a", "content": "702.51a Convoke is a static ability that functions while the spell with convoke is on the stack. “Convoke” means “For each colored mana in this spell’s total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spell’s total cost, you may tap an untapped creature you control rather than pay that mana.”\n召集属于静止式异能,当具有召集的咒语在堆叠中时生效。“召集”意指,“你可以为此咒语总费用中的每一点有色法术力横置一个由你操控的未横置的该色生物,而不支付该法术力。你可以为此咒语总费用中的每一点一般法术力横置一个由你操控的未横置的生物,而不支付该法术力。”"}, {"chapter": "7", "id": "702.51b", "content": "702.51b The convoke ability isn’t an additional or alternative cost and applies only after the total cost of the spell with convoke is determined.\n召集异能不是额外或替代性费用,且只在该具有召集异能的咒语的总费用被确定之后生效。\nExample: Heartless Summoning says, in part, “Creature spells you cast cost {2} less to cast.” You control Heartless Summoning and cast Siege Wurm, a spell with convoke that costs {5}{G}{G}. The total cost to cast Siege Wurm is {3}{G}{G}. After activating mana abilities, you pay that total cost. You may tap up to two green creatures and up to three other creatures to pay that cost, and the remainder is paid with mana.\n例如:无情召唤的一部分异能叙述为“你施放的生物咒语减少{2}来施放。”你操控无情召唤并施放攻城亚龙,一个费用为{5}{G}{G}并具有召集异能的咒语。施放攻城亚龙的总费用为{3}{G}{G}。在你起动法术力异能之后,你将支付总费用。你可以横置至多两个绿色生物和至多三个其他生物来支付该费用,未用此法支付的其余费用使用法术力异能来支付。"}, {"chapter": "7", "id": "702.51c", "content": "702.51c A creature tapped to pay for mana in a spell’s total cost this way is said to have “convoked” that spell.\n若以此法横置了某生物来支付咒语的总费用,便称为用此生物“召集”该咒语。"}, {"chapter": "7", "id": "702.51d", "content": "702.51d Multiple instances of convoke on the same spell are redundant.\n同一个咒语上的多个召集异能并无意义。"}, {"chapter": "7", "id": "702.52.", "content": "702.52. Dredge\n发掘"}, {"chapter": "7", "id": "702.52a", "content": "702.52a Dredge is a static ability that functions only while the card with dredge is in a player’s graveyard. “Dredge N” means “As long as you have at least N cards in your library, if you would draw a card, you may instead mill N cards and return this card from your graveyard to your hand.”\n发掘属于静止式异能,只当具有发掘异能的牌在牌手的坟墓场中时生效。“发掘N”意指,“只要你的牌库至少有N张牌,若你将要抓一张牌,你可以改为磨N张牌,且将此牌从你的坟墓场移回你手上。”"}, {"chapter": "7", "id": "702.52b", "content": "702.52b A player with fewer cards in their library than the number required by a dredge ability can’t mill any of them this way.\n如果牌手的牌库张数少于某个发掘异能所要求的数量,则该牌手便不能以此法磨任何牌。"}, {"chapter": "7", "id": "702.53.", "content": "702.53. Transmute\n易质"}, {"chapter": "7", "id": "702.53a", "content": "702.53a Transmute is an activated ability that functions only while the card with transmute is in a player’s hand. “Transmute [cost]” means “[Cost], Discard this card: Search your library for a card with the same mana value as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Activate only as a sorcery.”\n易质属于起动式异能,只当具有易质异能之牌在牌手的手上时才会生效。“易质[费用]”意指,“[费用],弃掉此牌:从你的牌库中搜寻一张法术力值与它相同的牌,展示该牌,并置于你手上。然后将你的牌库洗牌。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.53b", "content": "702.53b Although the transmute ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities.\n对于具易质的牌来说,虽然此异能只能于该牌在手上时起动,但不论此物件在战场上或是在其他区域之中,此异能都存在于其上。因此,如果一个效应会对具有一个或数个起动式异能之物件产生影响,则具有易质异能的物件也会因此受到影响。"}, {"chapter": "7", "id": "702.54.", "content": "702.54. Bloodthirst\n嗜血"}, {"chapter": "7", "id": "702.54a", "content": "702.54a Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this turn, this permanent enters with N +1/+1 counters on it.”\n嗜血属于静止式异能。“嗜血N”意指,“如果对手本回合中受过伤害,则此永久物进场时上面有N个+1/+1指示物。”"}, {"chapter": "7", "id": "702.54b", "content": "702.54b “Bloodthirst X” is a special form of bloodthirst. “Bloodthirst X” means “This permanent enters with X +1/+1 counters on it, where X is the total damage your opponents have been dealt this turn.”\n“嗜血X”是嗜血的特殊格式之一。“嗜血X”意指,“此永久物进场时上面有X个+1/+1指示物,X为对手本回合受过的伤害数量。”"}, {"chapter": "7", "id": "702.54c", "content": "702.54c If an object has multiple instances of bloodthirst, each applies separately.\n如果一个物件具有多个嗜血异能,则每一个都会分别生效。"}, {"chapter": "7", "id": "702.55.", "content": "702.55. Haunt\n缠身"}, {"chapter": "7", "id": "702.55a", "content": "702.55a Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put into a graveyard from the battlefield, exile it haunting target creature.” “Haunt” on an instant or sorcery spell means “When this spell is put into a graveyard during its resolution, exile it haunting target creature.”\n缠身属于触发式异能。永久物上的“缠身”意指,“当此永久物从战场置入坟墓场时,将它放逐,并缠身在目标生物上。”在瞬间或法术咒语上的“缠身”意指,“当此咒语结算后置入坟墓场时,将它放逐,并缠身在目标生物上。”"}, {"chapter": "7", "id": "702.55b", "content": "702.55b Cards that are in the exile zone as the result of a haunt ability “haunt” the creature targeted by that ability. The phrase “creature it haunts” refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature.\n由于其缠身异能而处于放逐区域的牌,将“缠身”在该异能所指定的目标生物上。无论该物件是否依然为生物,“它所缠身的生物”皆指代被缠身异能所指定为目标的物件。"}, {"chapter": "7", "id": "702.55c", "content": "702.55c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.\n具有缠身的牌上之提及“所缠身的生物”的触发式异能,能够在放逐区中触发。"}, {"chapter": "7", "id": "702.56.", "content": "702.56. Replicate\n覆诵"}, {"chapter": "7", "id": "702.56a", "content": "702.56a Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell with replicate is on the stack. The second is a triggered ability that functions while the spell with replicate is on the stack. “Replicate [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When you cast this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any of the copies.” Paying a spell’s replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n覆诵为代表了两个异能的关键字。第一个属于静止式异能,当该咒语在堆叠中时生效。第二个属于触发式异能,当该咒语在堆叠中时生效。“覆诵[费用]”意指,“你可以支付[费用]任意次数,以作为施放此咒语的额外费用”以及“当你施放此咒语时,若支付过其覆诵费用,则每支付过一次覆诵费用,就可以将它复制一次。若此咒语需要目标,你可以为任意数量之复制品选择新的目标。”支付某咒语的覆诵费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "702.56b", "content": "702.56b If a spell has multiple instances of replicate, each is paid separately and triggers based on the payments made for it, not any other instance of replicate.\n如果一个咒语具有多个覆诵异能,则每一个均需分别支付,而支付费用后的触发也将各自独立,每个覆诵异能都基于为其支付的费用触发。"}, {"chapter": "7", "id": "702.57.", "content": "702.57. Forecast\n预报"}, {"chapter": "7", "id": "702.57a", "content": "702.57a A forecast ability is a special kind of activated ability that can be activated only from a player’s hand. It’s written “Forecast — [Activated ability].”\n预报是一种特殊的起动式异能,只能从牌手的手上起动。其格式为“预报~[起动式异能]”。"}, {"chapter": "7", "id": "702.57b", "content": "702.57b A forecast ability may be activated only during the upkeep step of the card’s owner and only once each turn. The controller of the forecast ability reveals the card with that ability from their hand as the ability is activated. That player plays with that card revealed in their hand until it leaves the player’s hand or until a step or phase that isn’t an upkeep step begins, whichever comes first.\n预报异能只可以在其操控者的维持步骤中起动,且每回合只能起动一次。于起动预报异能时,其操控者须从手上展示具该异能的牌。该牌手必须以展示此牌的方式进行游戏,直到此牌离开该牌手的手牌或开始了一个不属于维持步骤的步骤或阶段之一发生。"}, {"chapter": "7", "id": "702.58.", "content": "702.58. Graft\n接殖"}, {"chapter": "7", "id": "702.58a", "content": "702.58a Graft represents both a static ability and a triggered ability. “Graft N” means “This permanent enters with N +1/+1 counters on it” and “Whenever another creature enters, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature.”\n接殖代表了两部分的异能,一个是静止式异能,另一个则是触发式异能。“接殖N”意指,“此永久物进场时上面有N个+1/+1指示物”以及“每当另一个生物进场时,若此永久物上有+1/+1指示物,你可以将此永久物上的一个+1/+1指示物移到该生物上。”"}, {"chapter": "7", "id": "702.58b", "content": "702.58b If a permanent has multiple instances of graft, each one works separately.\n如果一个永久物具有多个接殖异能,则每一个都会分别产生作用。"}, {"chapter": "7", "id": "702.59.", "content": "702.59. Recover\n复还"}, {"chapter": "7", "id": "702.59a", "content": "702.59a Recover is a triggered ability that functions only while the card with recover is in a player’s graveyard. “Recover [cost]” means “When a creature is put into your graveyard from the battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.”\n复还属于触发式异能,只当具有复还异能的牌在某牌手中的坟墓场中时生效。“复还[费用]”意指,“当一个生物从战场置入你的坟墓场时,你可以支付[费用]。若你如此作,则将此牌从你的坟墓场移回你手上。否则,则放逐此牌。”"}, {"chapter": "7", "id": "702.60.", "content": "702.60. Ripple\n涟动"}, {"chapter": "7", "id": "702.60a", "content": "702.60a Ripple is a triggered ability that functions only while the card with ripple is on the stack. “Ripple N” means “When you cast this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may cast any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not cast this way on the bottom of your library in any order.”\n涟动属于触发式异能,只当具有涟动异能的牌在堆叠中时生效。“涟动N”意指,“当你施放此咒语时,你可以展示你牌库顶的N张牌;或是当你的牌库少于N张牌时,你可以展示你牌库的所有牌。若你以此法从你的牌库展示牌,你可以施放所展示之牌中与此咒语同名者,并且不需支付其法术力费用,然后将所展示之牌中未以此法施放者以任意顺序置于你的牌库底。”"}, {"chapter": "7", "id": "702.60b", "content": "702.60b If a spell has multiple instances of ripple, each triggers separately.\n如果一个咒语具有多个涟动异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.61.", "content": "702.61. Split Second\n转瞬"}, {"chapter": "7", "id": "702.61a", "content": "702.61a Split second is a static ability that functions only while the spell with split second is on the stack. “Split second” means “As long as this spell is on the stack, players can’t cast other spells or activate abilities that aren’t mana abilities.”\n转瞬属于静止式异能,只当具转瞬异能的牌在堆叠中时生效。“转瞬”意指,“只要此咒语在堆叠中,牌手便不能施放其他咒语或起动不是法术力异能的起动式异能。”"}, {"chapter": "7", "id": "702.61b", "content": "702.61b Players may activate mana abilities and take special actions while a spell with split second is on the stack. Triggered abilities trigger and are put on the stack as normal while a spell with split second is on the stack.\n当具有转瞬的咒语在堆叠中时,牌手仍可以起动法术力异能,及进行特殊动作。当具有转瞬的咒语在堆叠中时,触发式异能仍会如常触发及进入堆叠。"}, {"chapter": "7", "id": "702.61c", "content": "702.61c Multiple instances of split second on the same spell are redundant.\n同一个咒语上的多个转瞬异能并无意义。"}, {"chapter": "7", "id": "702.62.", "content": "702.62. Suspend\n延缓"}, {"chapter": "7", "id": "702.62a", "content": "702.62a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player’s hand. The second and third are triggered abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if this card is suspended, remove a time counter from it,” and “When the last time counter is removed from this card, if it’s exiled, you may play it without paying its mana cost if able. If you don’t, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes.”\n延缓为代表了三个异能的关键字。第一个属于静止式异能,当具有延缓异能的牌在牌手手牌中时生效。第二个与第三个异能属于触发式异能,于放逐区中生效。“延缓N~[费用]”意指,“如果你可以通过将此牌从手上放入堆叠的方式开始施放它,你可以支付[费用]并将其放逐,且上面有N个计时指示物。此动作不使用堆叠”、“在你的维持开始时,若此牌被延缓,则从其上移去一个计时指示物”,以及“当移去此牌上最后一个计时指示物时,若它目前被放逐,且如果你能使用它,则你可以使用它且不需支付其法术力费用。如果你不使用它,则它持续被放逐。若你以此法施放了一个生物咒语,则它获得敏捷异能,直到你失去该咒语或其成为的永久物之操控权为止。”"}, {"chapter": "7", "id": "702.62b", "content": "702.62b A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.\n如果一张具有延缓的牌位于放逐区,且其上有计时指示物,则此牌为“已延缓”。"}, {"chapter": "7", "id": "702.62c", "content": "702.62c While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibit that card from being cast.\n当确定你是否可以开始施放一张具有延缓异能的牌时,将任何将会阻止该牌施放的效应纳入考虑。"}, {"chapter": "7", "id": "702.62d", "content": "702.62d Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n以延缓异能的效应施放咒语,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.63.", "content": "702.63. Vanishing\n消逝"}, {"chapter": "7", "id": "702.63a", "content": "702.63a Vanishing is a keyword that represents three abilities. “Vanishing N” means “This permanent enters with N time counters on it,” “At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it,” and “When the last time counter is removed from this permanent, sacrifice it.”\n消逝为代表了三个异能的关键字。“消逝N”意指,“此永久物进场时上面有N个计时指示物”、“在你的维持开始时,若此永久物上有计时指示物,则从其上移去一个计时指示物”,以及“当移去此永久物上最后一个计时指示物时,将它牺牲。”"}, {"chapter": "7", "id": "702.63b", "content": "702.63b Vanishing without a number means “At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it” and “When the last time counter is removed from this permanent, sacrifice it.”\n如果“消逝”后面没接着数字指,“在你的维持开始时,若此永久物上有计时指示物,则从其上移去一个计时指示物”以及“当移去此永久物上最后一个计时指示物时,将它牺牲。”"}, {"chapter": "7", "id": "702.63c", "content": "702.63c If a permanent has multiple instances of vanishing, each works separately.\n如果一个永久物具有多个消逝异能,则每一个都会分别运作。"}, {"chapter": "7", "id": "702.64.", "content": "702.64. Absorb\n抵受"}, {"chapter": "7", "id": "702.64a", "content": "702.64a Absorb is a static ability. “Absorb N” means “If a source would deal damage to this creature, prevent N of that damage.”\n抵受属于静止式异能。“抵受N”意指,“如果任一来源将对此生物造成伤害,则防止此伤害中的N点。”"}, {"chapter": "7", "id": "702.64b", "content": "702.64b Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage from other sources, or to damage dealt by the same source at a different time.\n每个抵受异能都只能防止任一来源一次所造成的N点伤害。它会对其他来源所造成的伤害另外生效,或者对此来源其他时候所造成的伤害另外生效。"}, {"chapter": "7", "id": "702.64c", "content": "702.64c If an object has multiple instances of absorb, each applies separately.\n如果一个物件具有多个抵受异能,则每一个都会分别生效。"}, {"chapter": "7", "id": "702.65.", "content": "702.65. Aura Swap\n灵气转换"}, {"chapter": "7", "id": "702.65a", "content": "702.65a Aura swap is an activated ability of some Aura cards. “Aura swap [cost]” means “[Cost]: You may exchange this permanent with an Aura card in your hand.”\n灵气交换是一些灵气牌所具有的起动式异能。“灵气转换[费用]”意指,“[费用]:你可以将此永久物与你手上的一张灵气牌交换。”"}, {"chapter": "7", "id": "702.65b", "content": "702.65b If either half of the exchange can’t be completed, the ability has no effect.\n如果此交换过程中的任意部分无法完成,此异能无效。\nExample: You activate the aura swap ability of an Aura. The only Aura card in your hand can’t enchant the permanent that’s enchanted by the Aura with aura swap. The ability has no effect.\n例如:你起动了某灵气的灵气转换异能。你手上唯一的灵气牌并不能结附在目前已被具灵气转换异能之灵气结附的永久物上。此异能无效。\nExample: You activate the aura swap ability of an Aura that you control but you don’t own. The ability has no effect.\n例如:你起动了由你操控但不由你拥有的灵气之灵气转换异能。此异能无效。"}, {"chapter": "7", "id": "702.66.", "content": "702.66. Delve\n掘穴"}, {"chapter": "7", "id": "702.66a", "content": "702.66a Delve is a static ability that functions while the spell with delve is on the stack. “Delve” means “For each generic mana in this spell’s total cost, you may exile a card from your graveyard rather than pay that mana.”\n掘穴属于静止式异能,当具有掘穴的咒语在堆叠中时生效。“掘穴”意指,“你可以为此咒语总费用中的每一点一般法术力从你的坟墓场中放逐一张牌,而不支付该法术力。”"}, {"chapter": "7", "id": "702.66b", "content": "702.66b The delve ability isn’t an additional or alternative cost and applies only after the total cost of the spell with delve is determined.\n掘穴异能不是额外或替代性费用,且只在该具有掘穴异能的咒语的总费用被确定之后生效。"}, {"chapter": "7", "id": "702.66c", "content": "702.66c Multiple instances of delve on the same spell are redundant.\n同一个咒语上的多个掘穴异能并无意义。"}, {"chapter": "7", "id": "702.67.", "content": "702.67. Fortify\n构工"}, {"chapter": "7", "id": "702.67a", "content": "702.67a Fortify is an activated ability of Fortification cards. “Fortify [cost]” means “[Cost]: Attach this Fortification to target land you control. Activate only as a sorcery.”\n构工属于工事牌专有的起动式异能。“构工[费用]”意指,“[费用]:将此工事贴附于目标由你操控的地上。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.67b", "content": "702.67b For more information about Fortifications, see rule 301, “Artifacts.”\n关于工事的更多信息,参见规则301,“神器”。"}, {"chapter": "7", "id": "702.67c", "content": "702.67c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.\n如果一个工事上有多个构工异能,则均可任意使用。"}, {"chapter": "7", "id": "702.68.", "content": "702.68. Frenzy\n狂热"}, {"chapter": "7", "id": "702.68a", "content": "702.68a Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t blocked, it gets +N/+0 until end of turn.”\n狂热属于触发式异能。“狂热N”意指,“每当此生物攻击且未受阻挡时,它得+N/+0直到回合结束。”"}, {"chapter": "7", "id": "702.68b", "content": "702.68b If a creature has multiple instances of frenzy, each triggers separately.\n如果一个生物具有多个狂热异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.69.", "content": "702.69. Gravestorm\n坟场风暴"}, {"chapter": "7", "id": "702.69a", "content": "702.69a Gravestorm is a triggered ability that functions on the stack. “Gravestorm” means “When you cast this spell, copy it for each permanent that was put into a graveyard from the battlefield this turn. If the spell has any targets, you may choose new targets for any of the copies.”\n坟场风暴属于触发式异能,于堆叠中生效。“坟场风暴”意指,“当你施放此咒语时,本回合在这之前每有一个永久物从战场置入坟墓场,便复制该咒语一次。若此咒语需要目标,你可以为任意复制品选择新的目标。”"}, {"chapter": "7", "id": "702.69b", "content": "702.69b If a spell has multiple instances of gravestorm, each triggers separately.\n如果一个咒语具有多个坟场风暴异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.70.", "content": "702.70. Poisonous\n剧毒"}, {"chapter": "7", "id": "702.70a", "content": "702.70a Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals combat damage to a player, that player gets N poison counters.” (For information about poison counters, see rule 104.3d.)\n剧毒属于触发式异能。“剧毒N”意指,“每当此生物对牌手造成战斗伤害时,该牌手得到N个中毒指示物。”(关于中毒指示物的更多信息,参见规则104.3d。)"}, {"chapter": "7", "id": "702.70b", "content": "702.70b If a creature has multiple instances of poisonous, each triggers separately.\n如果一个生物具有多个剧毒异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.71.", "content": "702.71. Transfigure\n易形"}, {"chapter": "7", "id": "702.71a", "content": "702.71a Transfigure is an activated ability. “Transfigure [cost]” means “[Cost], Sacrifice this permanent: Search your library for a creature card with the same mana value as this permanent and put it onto the battlefield. Then shuffle your library. Activate only as a sorcery.”\n易形属于起动式异能。“易形[费用]”意指,“[费用],牺牲此永久物:从你的牌库中搜寻一张法术力值与此永久物相同的生物牌,并将之放进战场。然后将你的牌库洗牌。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.72.", "content": "702.72. Champion\n夺冠"}, {"chapter": "7", "id": "702.72a", "content": "702.72a Champion represents two triggered abilities. “Champion an [object]” means “When this permanent enters, sacrifice it unless you exile another [object] you control” and “When this permanent leaves the battlefield, return the exiled card to the battlefield under its owner’s control.”\n夺冠代表了两个触发式异能。“夺冠[物件]”意指,“当此永久物进场时,除非你将另一个由你操控的[物件]放逐,否则牺牲之”以及“当此永久物离开战场时,将所放逐的牌在其拥有者的操控下移回战场。”"}, {"chapter": "7", "id": "702.72b", "content": "702.72b The two abilities represented by champion are linked. See rule 607, “Linked Abilities.”\n夺冠所代表的两个异能之间有所关联。参见规则607,“关联异能”。"}, {"chapter": "7", "id": "702.72c", "content": "702.72c A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability.\n如果一个永久物因夺冠异能造成的直接原因而被另一个永久物放逐,该永久物“被夺冠”。"}, {"chapter": "7", "id": "702.73.", "content": "702.73. Changeling\n化形"}, {"chapter": "7", "id": "702.73a", "content": "702.73a Changeling is a characteristic-defining ability. “Changeling” means “This object is every creature type.” This ability works everywhere, even outside the game. See rule 604.3.\n化形属于特征定义异能。“化形”意指,“此物件具有所有生物类别。”此异能会在所有区域生效,即使在游戏外此异能亦会生效。参见规则604.3。"}, {"chapter": "7", "id": "702.74.", "content": "702.74. Evoke\n呼魂"}, {"chapter": "7", "id": "702.74a", "content": "702.74a Evoke represents two abilities: a static ability that functions in any zone from which the card with evoke can be cast and a triggered ability that functions on the battlefield. “Evoke [cost]” means “You may cast this card by paying [cost] rather than paying its mana cost” and “When this permanent enters, if its evoke cost was paid, its controller sacrifices it.” Casting a spell for its evoke cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n呼魂代表了两个异能:一个是在任何该牌能够施放之区域中都生效的静止式异能,另一个则是在战场上生效的触发式异能。“呼魂[费用]”意指,“你可以支付[费用]来施放此牌,而非支付其法术力费用”以及“当此永久物进场时,若曾支付其呼魂费用,则其操控者将之牺牲。”支付呼魂费用施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.75.", "content": "702.75. Hideaway\n掩蔽"}, {"chapter": "7", "id": "702.75a", "content": "702.75a Hideaway is a triggered ability. “Hideaway N” means “When this permanent enters, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains ‘The player who controls the permanent that exiled this card may look at this card in the exile zone.’”\n掩蔽属于触发式异能。“掩蔽N”意指“当此永久物进场时,检视你牌库顶的N张牌。牌面朝下地放逐其中一张,并将其余的牌以随机顺序置于你的牌库底。所放逐的牌获得‘任何操控过放逐此牌之永久物的牌手均可以检视放逐区中的此牌。’”"}, {"chapter": "7", "id": "702.75b", "content": "702.75b Previously, the rules for the hideaway ability caused the permanent to enter the battlefield tapped, and the number of cards the player looked at was fixed at four. Cards printed before this rules change had the printed text “Hideaway” with no numeral after the word. Those older cards have received errata in the Oracle card reference to have “Hideaway 4” and the additional ability “[This permanent] enters tapped.”\n之前,掩蔽异能的规则使得该永久物须横置进战场,且牌手检视的牌数量固定为四。在此规则变化前印制的牌印有“掩蔽”且其后没有跟随数字。这些旧版牌均已在Oracle™牌张参考文献中获得勘误,其具有掩蔽4,并具有额外异能“[此永久物]须横置进场”。"}, {"chapter": "7", "id": "702.76.", "content": "702.76. Prowl\n伺机"}, {"chapter": "7", "id": "702.76a", "content": "702.76a Prowl is a static ability that functions on the stack. “Prowl [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell’s creature types.” Casting a spell for its prowl cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n伺机属于静止式异能,在堆叠中生效。“伺机[费用]”意指,“如果本回合中一个来源对任一对手造成过战斗伤害,且其造成该伤害时在你的操控下并具有此咒语的任意生物类别,则你可以支付[费用],而不支付此咒语的法术力费用。”支付伺机费用施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.77.", "content": "702.77. Reinforce\n补强"}, {"chapter": "7", "id": "702.77a", "content": "702.77a Reinforce is an activated ability that functions only while the card with reinforce is in a player’s hand. “Reinforce N—[cost]” means “[Cost], Discard this card: Put N +1/+1 counters on target creature.”\n补强属于起动式异能,只当具有补强异能之牌在牌手的手上时才会生效。“补强N~[费用]”意指,“[费用],弃掉此牌:在目标生物上放置N个+1/+1指示物。”"}, {"chapter": "7", "id": "702.77b", "content": "702.77b Although the reinforce ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with reinforce will be affected by effects that depend on objects having one or more activated abilities.\n对于具补强异能的牌来说,虽然此异能只能于该牌在手上时起动,但不论此物件在战场上或是在其他区域之中,此异能都存在于其上。因此,如果一个效应会对具有一个或数个起动式异能之物件产生影响,则具有补强异能的物件也会因此受影响。"}, {"chapter": "7", "id": "702.78.", "content": "702.78. Conspire\n协力"}, {"chapter": "7", "id": "702.78a", "content": "702.78a Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell with conspire is on the stack. The second is a triggered ability that functions while the spell with conspire is on the stack. “Conspire” means “As an additional cost to cast this spell, you may tap two untapped creatures you control that each share a color with it” and “When you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s conspire cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n协力为代表了两个异能的关键字。第一个属于静止式异能,当该咒语在堆叠中时生效。第二个属于触发式异能,当该咒语在堆叠中时生效。“协力”意指,“于你施放此咒语时,你可以横置两个由你操控、且与此咒语有共通颜色的未横置生物,以作为施放此咒语的额外费用。”以及“当你施放此咒语时,若曾支付其协力费用,则复制它。如果此咒语需要目标,则你可以为该复制品选择新的目标。”支付某咒语的协力费用,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "702.78b", "content": "702.78b If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire.\n如果一个咒语具有多个协力异能,则每一个均需分别支付,而支付费用后的触发也将基于支付的费用而各自独立,且不会因为支付了其他的协力异能而触发。"}, {"chapter": "7", "id": "702.79.", "content": "702.79. Persist\n留存"}, {"chapter": "7", "id": "702.79a", "content": "702.79a Persist is a triggered ability. “Persist” means “When this permanent is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.”\n留存属于触发式异能。“留存”意指,“当此永久物从战场置入坟墓场时,如果其上没有-1/-1指示物,则将它在其拥有者的操控下返回战场,且其上具有一个-1/-1指示物。”"}, {"chapter": "7", "id": "702.80.", "content": "702.80. Wither\n干枯"}, {"chapter": "7", "id": "702.80a", "content": "702.80a Wither is a static ability. Damage dealt to a creature by a source with wither isn’t marked on that creature. Rather, it causes that source’s controller to put that many -1/-1 counters on that creature. See rule 120.3.\n干枯属于静止式异能。由具有干枯异能的来源对生物所造成的伤害,并不会标记在该生物上。而是使该来源的操控者将该数量的-1/-1指示物放置在该生物上。参见规则120.3。"}, {"chapter": "7", "id": "702.80b", "content": "702.80b If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had wither.\n如果一个物件在使其造成伤害的效应生效前便改变区域,则会使用其最后已知信息来判断该物件是否具有干枯异能。"}, {"chapter": "7", "id": "702.80c", "content": "702.80c The wither rules function no matter what zone an object with wither deals damage from.\n无论具有干枯之物件是从哪个区域造成的伤害,干枯异能规则都会生效。"}, {"chapter": "7", "id": "702.80d", "content": "702.80d Multiple instances of wither on the same object are redundant.\n同一个物件上的多个干枯异能并无意义。"}, {"chapter": "7", "id": "702.81.", "content": "702.81. Retrace\n追溯"}, {"chapter": "7", "id": "702.81a", "content": "702.81a Retrace is a static ability that functions while the card with retrace is in a player’s graveyard. “Retrace” means “You may cast this card from your graveyard by discarding a land card as an additional cost to cast it.” Casting a spell using its retrace ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n追溯属于静止式异能,当具有此异能的牌在牌手的坟墓场中时生效。“追溯”意指,“你可以从你的坟墓场中施放此牌,但必须弃掉一张地牌作为施放它的额外费用。”以追溯异能施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "702.82.", "content": "702.82. Devour\n吞噬"}, {"chapter": "7", "id": "702.82a", "content": "702.82a Devour is a static ability. “Devour N” means “As this object enters, you may sacrifice any number of creatures. This permanent enters with N +1/+1 counters on it for each creature sacrificed this way.”\n吞噬属于静止式异能。“吞噬N”意指,“于此物件进场时,你可以牺牲任意数量的生物。此生物进场时,每以此法牺牲一个生物,它上面便有N个+1/+1指示物。”"}, {"chapter": "7", "id": "702.82b", "content": "702.82b Some objects have abilities that refer to the number of creatures the permanent devoured. “It devoured” means “sacrificed as a result of its devour ability as it entered the battlefield.”\n有些物件所具有的异能,会提到此永久物所吞噬之生物的数量。“它吞噬过”意指,“于它进战场时因其吞噬异能而牺牲掉。”"}, {"chapter": "7", "id": "702.82c", "content": "702.82c Devour [quality] is a variant of devour. “Devour [quality] N” means “As this object enters, you may sacrifice any number of [quality] permanents. This permanent enters with N +1/+1 counters on it for each permanent sacrificed this way.”\n吞噬[特性]是吞噬异能的变化形式。“吞噬[特性]N”意指,“于此物件进场时,你可以牺牲任意数量的[特性]永久物。此生物进场时,每以此法牺牲一个永久物,它上面便有N个+1/+1指示物。”"}, {"chapter": "7", "id": "702.83.", "content": "702.83. Exalted\n颂威"}, {"chapter": "7", "id": "702.83a", "content": "702.83a Exalted is a triggered ability. “Exalted” means “Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.”\n颂威属于触发式异能。“颂威”意指,“每当一个由你操控的生物单独攻击时,该生物得+1/+1直到回合结束。”"}, {"chapter": "7", "id": "702.83b", "content": "702.83b A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat phase. See rule 506.5.\n在战斗阶段中,如果只有一个生物被宣告为攻击者,该生物为“单独攻击”。参见规则506.5。"}, {"chapter": "7", "id": "702.84.", "content": "702.84. Unearth\n破坟"}, {"chapter": "7", "id": "702.84a", "content": "702.84a Unearth is an activated ability that functions while the card with unearth is in a graveyard. “Unearth [cost]” means “[Cost]: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.”\n破坟属于起动式异能,当该牌在坟墓场时生效。“破坟[费用]”意指,“[费用]:将此牌从你的坟墓场移回战场。它获得敏捷异能。在下一个结束步骤开始时将它放逐。若它将离开战场,则改为将其放逐,而非置入任何地方。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.85.", "content": "702.85. Cascade\n倾曳"}, {"chapter": "7", "id": "702.85a", "content": "702.85a Cascade is a triggered ability that functions only while the spell with cascade is on the stack. “Cascade” means “When you cast this spell, exile cards from the top of your library until you exile a nonland card whose mana value is less than this spell’s mana value. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than this spell’s mana value. Then put all cards exiled this way that weren’t cast on the bottom of your library in a random order.”\n倾曳属于触发式异能,只当具有倾曳异能的牌在堆叠中时生效。“倾曳”意指,“当你施放此咒语时,从你的牌库顶牌开始放逐牌,直到放逐一张法术力值比此咒语低、且不是地的牌为止。你可以施放该牌,且不需支付其法术力费用,只要该牌所成为的咒语之法术力值比此咒语低。然后将所有以此法放逐、且并未被施放的牌以随机顺序置于你的牌库底。”"}, {"chapter": "7", "id": "702.85b", "content": "702.85b If an effect allows a player to take an action with one or more of the exiled cards “as you cascade,” the player may take that action after they have finished exiling cards due to the cascade ability. This action is taken before choosing whether to cast the last exiled card or, if no appropriate card was exiled, before putting the exiled cards on the bottom of their library in a random order.\n如果一个效应允许牌手“于你倾曳时”对所放逐之牌中的一张或数张牌执行动作,该牌手在因倾曳异能完成放逐牌张之后,方可执行该动作。该动作在选择是否施放上一张被放逐的牌之前执行。如果没有牌因此被放逐,则在将被放逐的牌以随机顺序置于其牌库底之前执行。"}, {"chapter": "7", "id": "702.85c", "content": "702.85c If a spell has multiple instances of cascade, each triggers separately.\n如果一个咒语具有多个倾曳异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.86.", "content": "702.86. Annihilator\n歼灭"}, {"chapter": "7", "id": "702.86a", "content": "702.86a Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N permanents.”\n歼灭是触发式异能。“歼灭N”意指“每当此生物攻击时,防御牌手牺牲N个永久物。”"}, {"chapter": "7", "id": "702.86b", "content": "702.86b If a creature has multiple instances of annihilator, each triggers separately.\n如果一个生物具有多个歼灭异能,每一个都会分别触发。"}, {"chapter": "7", "id": "702.87.", "content": "702.87. Level Up\n升级"}, {"chapter": "7", "id": "702.87a", "content": "702.87a Level up is an activated ability. “Level up [cost]” means “[Cost]: Put a level counter on this permanent. Activate only as a sorcery.”\n升级是起动式异能。“升级[费用]”意指“[费用]:在此永久物上放置一个等级指示物。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.87b", "content": "702.87b Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level symbols that are themselves keyword abilities. See rule 711, “Leveler Cards.”\n每张印有升级异能的牌为升级牌。它有特殊排版方式,并且包含了两个等级符号,并且本身也是关键字异能。参见规则711,“升级牌”。"}, {"chapter": "7", "id": "702.87c", "content": "702.87c Some enchantments have the subtype Class and associated abilities that give them a class level. These are not the same as level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.”\n一些结界具有副类别职业,与其相关的异能给予其职业等级。这与升级异能并不相同,职业等级也与等级指示物并无互动。参见规则716,“职业牌”。"}, {"chapter": "7", "id": "702.88.", "content": "702.88. Rebound\n弹回"}, {"chapter": "7", "id": "702.88a", "content": "702.88a Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the stack and may create a delayed triggered ability. “Rebound” means “If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.”\n弹回会在一些瞬间与法术上出现。它代表了一个静止式异能,当该咒语在堆叠中时生效,且可以创造延迟触发式异能。“弹回”意指“如果此咒语是从你手上施放,则此咒语结算时不进入你的坟墓场,改为将它放逐,并且在你的下一个维持开始时,你可以从放逐区施放此牌,且不须支付其法术力费用。”"}, {"chapter": "7", "id": "702.88b", "content": "702.88b Casting a spell as an effect of its rebound ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n因咒语的弹回异能之效应施放咒语时,依然需要按照规则601.2b和规则601.2f-h来支付替代性费用。"}, {"chapter": "7", "id": "702.88c", "content": "702.88c Multiple instances of rebound on the same spell are redundant.\n同一个咒语上的多个弹回异能没有意义。"}, {"chapter": "7", "id": "702.89.", "content": "702.89. Umbra Armor\n本影甲"}, {"chapter": "7", "id": "702.89a", "content": "702.89a Umbra armor is a static ability that appears on some Auras. “Umbra armor” means “If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura.”\n本影甲是会出现在一些灵气上的静止式异能。“本影甲”意指“如果所结附的永久物将被消灭,则改为移除它上面标记的所有伤害,并消灭此灵气。”"}, {"chapter": "7", "id": "702.89b", "content": "702.89b Some older cards were printed with the ability “totem armor” or referenced that ability. The text of these cards has been updated in the Oracle card reference to refer to umbra armor instead.\n一些早先版本的卡牌印有异能“替身甲”或提及该异能。这些卡牌的文本均已在Oracle牌张参考文献中更新为本影甲。"}, {"chapter": "7", "id": "702.90.", "content": "702.90. Infect\n侵染"}, {"chapter": "7", "id": "702.90a", "content": "702.90a Infect is a static ability.\n侵染是静止式异能。"}, {"chapter": "7", "id": "702.90b", "content": "702.90b Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s controller to give the player that many poison counters. See rule 120.3.\n具有侵染的来源对牌手所造成的伤害,并不会让该牌手失去生命。而是使该来源之操控者将该数量的中毒指示物给予该牌手。参见规则120.3。"}, {"chapter": "7", "id": "702.90c", "content": "702.90c Damage dealt to a creature by a source with infect isn’t marked on that creature. Rather, it causes that source’s controller to put that many -1/-1 counters on that creature. See rule 120.3.\n具有侵染的来源对生物所造成的伤害,并不会标记在该生物上。而是是该来源之操控着将该数量的-1/-1指示物放置在该生物上。参见规则120.3。"}, {"chapter": "7", "id": "702.90d", "content": "702.90d If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had infect.\n如果一个物件在使其造成伤害的效应生效前便改变区域,则会使用其最后已知信息来判断该物件是否具有侵染异能。"}, {"chapter": "7", "id": "702.90e", "content": "702.90e The infect rules function no matter what zone an object with infect deals damage from.\n不论具侵染的物件是从哪个区域造成伤害,侵染规则都会生效。"}, {"chapter": "7", "id": "702.90f", "content": "702.90f Multiple instances of infect on the same object are redundant.\n同一个物件上的多个侵染异能没有意义。"}, {"chapter": "7", "id": "702.91.", "content": "702.91. Battle Cry\n战嚎"}, {"chapter": "7", "id": "702.91a", "content": "702.91a Battle cry is a triggered ability. “Battle cry” means “Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.”\n战嚎是触发式异能。“战嚎”意指“每当此生物攻击时,每个进行攻击的其他生物各得+1/+0直到回合结束。”"}, {"chapter": "7", "id": "702.91b", "content": "702.91b If a creature has multiple instances of battle cry, each triggers separately.\n如果一个生物具有多个战嚎异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.92.", "content": "702.92. Living Weapon\n活化武器"}, {"chapter": "7", "id": "702.92a", "content": "702.92a Living weapon is a triggered ability. “Living weapon” means “When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this Equipment to it.”\n活化武器是触发式异能。“活化武器”意指“当此武具进场时,派出一个0/0黑色非瑞人/病菌衍生生物,然后将它贴附于其上。”"}, {"chapter": "7", "id": "702.93.", "content": "702.93. Undying\n不息"}, {"chapter": "7", "id": "702.93a", "content": "702.93a Undying is a triggered ability. “Undying” means “When this permanent is put into a graveyard from the battlefield, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.”\n不息是触发式异能。“不息”意指“当此永久物从战场进入坟墓场时,若其上没有+1/+1指示物,则将它在其拥有者的操控下返回战场上,且其上有一个+1/+1指示物。”"}, {"chapter": "7", "id": "702.94.", "content": "702.94. Miracle\n奇迹"}, {"chapter": "7", "id": "702.94a", "content": "702.94a Miracle is a static ability linked to a triggered ability. (See rule 603.11.) “Miracle [cost]” means “You may reveal this card from your hand as you draw it if it’s the first card you’ve drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.”\n奇迹是与触发式异能有关联的静止式异能。(参见规则603.11。)“奇迹[费用]”意指“于你抓到此牌时,若其为你本回合抓到的第一张牌,你可以从手上展示它。当你以此法展示此牌时,你可以支付[费用]并施放之,而非支付其法术力费用。”"}, {"chapter": "7", "id": "702.94b", "content": "702.94b If a player chooses to reveal a card using its miracle ability, they play with that card revealed until that card leaves their hand, that ability resolves, or that ability otherwise leaves the stack. (See rule 701.20a.)\n如果牌手选择通过某张牌的奇迹异能来展示,则直到该牌离开其手牌、该异能结算,或该异能因故离开堆叠为止,该牌手须以展示此牌的方式进行游戏。(参见规则701.20a。)"}, {"chapter": "7", "id": "702.95.", "content": "702.95. Soulbond\n魂系"}, {"chapter": "7", "id": "702.95a", "content": "702.95a Soulbond is a keyword that represents two triggered abilities. “Soulbond” means “When this creature enters, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control” and “Whenever another creature you control enters, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.”\n魂系是代表两个触发式异能的关键字。“魂系”意指“当此生物进场时,若你同时操控此生物及另一生物,且两者皆未搭档,则只要此生物与另一由你操控且未搭档的生物在战场上仍是生物且都由你操控,你便可以将这两者组成搭档。”以及“每当另一个由你操控的生物进场时,若你同时操控该生物及此生物,且两者皆未搭档,则只要该进场的生物与此生物在战场上仍是生物且都由你操控,你便可以将这两者组成搭档。”"}, {"chapter": "7", "id": "702.95b", "content": "702.95b A creature becomes “paired” with another as the result of a soulbond ability. Abilities may refer to a paired creature, the creature another creature is paired with, or whether a creature is paired. An “unpaired” creature is one that is not paired.\n魂系异能使一个生物与另一个生物组成“搭档”。异能可能会提及已搭档的生物、与另一生物搭档的生物,或某生物是否已搭档。“未搭档”的生物指未与其他生物搭档的生物。"}, {"chapter": "7", "id": "702.95c", "content": "702.95c When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the battlefield, or no longer under the control of the player who controls the soulbond ability, neither object becomes paired.\n当魂系异能结算时,若即将组成搭档的两物件之一因故不再是生物、已不在战场上,或已不在该操控魂系异能的牌手之操控下,则两者都不会成为已搭档。"}, {"chapter": "7", "id": "702.95d", "content": "702.95d A creature can be paired with only one other creature.\n一个生物仅能与一个其他生物搭档。"}, {"chapter": "7", "id": "702.95e", "content": "702.95e A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature it’s paired with; it or the creature it’s paired with stops being a creature; or it or the creature it’s paired with leaves the battlefield.\n当下列任一情况发生时,已搭档生物会变成未搭档状态:另一位牌手获得该生物或与其搭档的生物之操控权;该生物或与其搭档的生物不再是生物;或者该生物或与其搭档的生物离开战场。"}, {"chapter": "7", "id": "702.96.", "content": "702.96. Overload\n超载"}, {"chapter": "7", "id": "702.96a", "content": "702.96a Overload is a keyword that represents two static abilities that function while the spell with overload is on the stack. Overload [cost] means “You may choose to pay [cost] rather than pay this spell’s mana cost” and “If you chose to pay this spell’s overload cost, change its text by replacing all instances of the word ‘target’ with the word ‘each.’” Casting a spell using its overload ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n超载此关键字代表两个具有该异能的咒语在堆叠上时生效的静止式异能。超载[费用]指:“你可以选择支付[费用],而非支付此咒语的法术力费用”以及“如果你选择支付此咒语的超载费用,则将其规则叙述中的‘目标’字样全部更改为‘每个’”。利用咒语的超载异能施放该咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.96b", "content": "702.96b If a player chooses to pay the overload cost of a spell, that spell won’t require any targets. It may affect objects that couldn’t be chosen as legal targets if the spell were cast without its overload cost being paid.\n如果牌手选择支付某咒语的超载费用,则该咒语不需要任何目标。如果在没有支付其超载费用的情况下施放此咒语时,某物件无法成为其合法目标,则此咒语的超载版本有可能会影响它。"}, {"chapter": "7", "id": "702.96c", "content": "702.96c Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.”\n超载的第二个异能会产生改变内文叙述的效应。参见规则612,“改变叙述的效应”。"}, {"chapter": "7", "id": "702.97.", "content": "702.97. Scavenge\n食腐"}, {"chapter": "7", "id": "702.97a", "content": "702.97a Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. “Scavenge [cost]” means “[Cost], Exile this card from your graveyard: Put a number of +1/+1 counters equal to the power of the card you exiled on target creature. Activate only as a sorcery.”\n食腐属于起动式异能,只当具食腐异能的牌在坟墓场中时产生作用。“食腐[费用]”意指:“[费用],从你的坟墓场放逐此牌:在目标生物上放置等同于该牌力量的+1/+1指示物。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.98.", "content": "702.98. Unleash\n脱缰"}, {"chapter": "7", "id": "702.98a", "content": "702.98a Unleash is a keyword that represents two static abilities. “Unleash” means “You may have this permanent enter with an additional +1/+1 counter on it” and “This permanent can’t block as long as it has a +1/+1 counter on it.”\n脱缰此关键字代表两个静止式异能。“脱缰”意指“你可以让此永久物进场时上面额外有一个+1/+1指示物”,以及“只要其上有+1/+1指示物,此永久物便不能进行阻挡。”"}, {"chapter": "7", "id": "702.99.", "content": "702.99. Cipher\n暗码"}, {"chapter": "7", "id": "702.99a", "content": "702.99a Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions while the spell with cipher is on the stack. The second is a static ability that functions while the card with cipher is in the exile zone. “Cipher” means “If this spell is represented by a card, you may exile this card encoded on a creature you control” and “For as long as this card is encoded on that creature, that creature has ‘Whenever this creature deals combat damage to a player, you may copy the encoded card and you may cast the copy without paying its mana cost.’”\n暗码会在某些瞬间与法术上出现。它代表两个异能。第一个为咒语异能于此咒语在堆叠中时生效。第二个为静止式异能于具暗码异能的牌处于放逐区时生效。“暗码”意指“如果此咒语由牌表示,则你可以放逐此牌,并赋码于一个由你操控的生物上”和“只要此牌赋码于该生物上,该生物便具有‘每当此生物对任一牌手造成战斗伤害时,你可以复制此牌,同时可以施放此复制品,且不需支付其法术力费用’。”"}, {"chapter": "7", "id": "702.99b", "content": "702.99b The term “encoded” describes the relationship between the card with cipher while in the exile zone and the creature chosen when the spell represented by that card resolves.\n“赋码”一词用于描述位于放逐区中该张具暗码异能的牌,与在由此牌表示之咒语结算时所选的生物这两者之间的联系。"}, {"chapter": "7", "id": "702.99c", "content": "702.99c The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield. The card remains encoded on that object even if it changes controller or stops being a creature, as long as it remains on the battlefield.\n只要具暗码异能的牌持续被放逐,且所选的生物持续在战场,此牌就会一直赋码于所选的生物上。只要此物件还在战场,该牌就会持续赋码于其上,即便该物件的操控权发生改变或不再是生物也是一样。"}, {"chapter": "7", "id": "702.100.", "content": "702.100. Evolve\n进化"}, {"chapter": "7", "id": "702.100a", "content": "702.100a Evolve is a triggered ability. “Evolve” means “Whenever a creature you control enters, if that creature’s power is greater than this creature’s power and/or that creature’s toughness is greater than this creature’s toughness, put a +1/+1 counter on this creature.”\n进化是触发式异能。“进化”意指“每当一个由你操控的生物进场时,若该生物的力量大于此生物的力量和/或该生物的防御力大于此生物的防御力,则在后者上放置一个+1/+1指示物。”"}, {"chapter": "7", "id": "702.100b", "content": "702.100b A creature “evolves” when one or more +1/+1 counters are put on it as a result of its evolve ability resolving.\n当一个或数个+1/+1指示物在进化异能结算时被放到一个生物上,该生物“进化”。"}, {"chapter": "7", "id": "702.100c", "content": "702.100c A creature can’t have a greater power or toughness than a noncreature permanent.\n一个生物不具有比非生物永久物更高的力量或防御力。"}, {"chapter": "7", "id": "702.100d", "content": "702.100d If a creature has multiple instances of evolve, each triggers separately.\n如果某生物具有数个进化异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.101.", "content": "702.101. Extort\n敲诈"}, {"chapter": "7", "id": "702.101a", "content": "702.101a Extort is a triggered ability. “Extort” means “Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain life equal to the total life lost this way.”\n敲诈属于触发式异能。“敲诈”意指“每当你施放一个咒语时,你可以支付{W/B}。如果你如此作,则每位对手各失去1点生命,且你获得等同于以此法失去的生命总和的生命。”"}, {"chapter": "7", "id": "702.101b", "content": "702.101b If a permanent has multiple instances of extort, each triggers separately.\n如果某永久物具有数个敲诈异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.102.", "content": "702.102. Fuse\n融咒"}, {"chapter": "7", "id": "702.102a", "content": "702.102a Fuse is a static ability found on some split cards (see rule 709, “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.\n融咒是见于某些连体牌的静止式异能(参见规则709,“连体牌”),会于具融咒异能的牌在牌手的手牌中时生效。如果牌手从其手牌中施放具融咒异能的连体牌,该牌手可以选择一同施放该连体牌的两边,而非选择其中一边。此决定是在将具融咒异能的连体牌放进堆叠前作出。由此施放的咒语称为已融咒的连体咒语。"}, {"chapter": "7", "id": "702.102b", "content": "702.102b A fused split spell has the combined characteristics of its two halves. (See rule 709.4.)\n已融咒的连体咒语具有其两边的组合特征。(参见规则709.4。)"}, {"chapter": "7", "id": "702.102c", "content": "702.102c The total cost of a fused split spell includes the mana cost of each half.\n已融咒的连体咒语每边的法术力费用都会计入该咒语的总费用当中。"}, {"chapter": "7", "id": "702.102d", "content": "702.102d As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows the instructions of the right half.\n于已融咒的连体咒语结算时,该咒语的操控者依照从左到右的顺序,依次执行连体牌两边的叙述。"}, {"chapter": "7", "id": "702.103.", "content": "702.103. Bestow\n神授"}, {"chapter": "7", "id": "702.103a", "content": "702.103a Bestow represents a static ability that functions in any zone from which you could play the card it’s on. “Bestow [cost]” means “As you cast this spell, you may choose to cast it bestowed. If you do, you pay [cost] rather than its mana cost.” Casting a spell using its bestow ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h).\n神授代表一个静止式异能,在任何你能施放具神授的牌所在的区域生效。“神授[费用]”意指“于你施放此咒语时,你可以选择神授式施放之。若你如此作,支付[费用],而非支付其法术力费用。”支付牌的神授费用时,需依照规则601.2b与规则601.2f-h来支付替代性费用。"}, {"chapter": "7", "id": "702.103b", "content": "702.103b As a spell cast bestowed is put onto the stack, it becomes an Aura enchantment and gains enchant creature. It is a bestowed Aura spell, and the permanent it becomes as it resolves will be a bestowed Aura. These effects last until the spell or the permanent it becomes ceases to be bestowed (see rules 702.103e–g). Because the spell is an Aura spell, its controller must choose a legal target for that spell as defined by its enchant creature ability and rule 601.2c. See also rule 303.4.\n于神授式施放的咒语被放进堆叠时,其成为灵气结界并获得结附于生物异能。它是神授式灵气咒语,其结算时成为的永久物是神授式灵气。这些效应持续直到该咒语或其成为的永久物不再是神授式的(参见规则702.103e-g)。因为该咒语是灵气咒语,其操控者须依照其上结附于生物异能及规则601.2c,为该灵气咒语选择一个合法目标。亦见规则303.4。"}, {"chapter": "7", "id": "702.103c", "content": "702.103c If a bestowed Aura spell is copied, the copy is also a bestowed Aura spell. Any rule that refers to a spell cast bestowed applies to the copy as well.\n如果一个神授式灵气咒语被复制,则复制品也是神授式灵气咒语。任何适用于以神授式施放的咒语之规则,亦适用于该复制品。"}, {"chapter": "7", "id": "702.103d", "content": "702.103d When casting a spell bestowed, only its characteristics as modified by the bestow ability are evaluated to determine if it can be cast.\n当神授式施放咒语时,仅使用其被神授异能修正过的特征值来检查其能否被施放。\nExample: Aether Storm is an enchantment with the ability “Creature spells can’t be cast.” This effect doesn’t stop a creature card with bestow from being cast bestowed.\n例如:乙太风暴是一个结界,它具有异能“生物咒语不能被施放。”此效应不会阻止具有神授异能的生物牌神授式施放。\nExample: Garruk’s Horde says, in part, “You may cast creature spells from the top of your library.” If you control Garruk’s Horde and the top card of your library is a creature card with bestow, you can cast it as a creature spell, but you can’t cast it bestowed.\n例如:贾路的兽群的部分叙述为“你可以从你的牌库顶施放生物咒语。”如果你操控贾路的兽群,且你的牌库顶牌是一张具有神授异能的生物牌,你可以作为生物咒语施放之,但你不能神授式施放之。"}, {"chapter": "7", "id": "702.103e", "content": "702.103e As a bestowed Aura spell begins resolving, if its target is illegal, it ceases to be bestowed and the effect making it an Aura spell ends. It continues resolving as a creature spell. See rule 608.3b.\n于神授式灵气咒语开始结算时,若其目标不合法,则其不再是神授式的,且令其成为灵气咒语的效应结束。它会继续当作生物咒语结算。参见规则608.3b。"}, {"chapter": "7", "id": "702.103f", "content": "702.103f If a bestowed Aura becomes unattached, it ceases to be bestowed. If a bestowed Aura is attached to an illegal object or player, it becomes unattached and ceases to be bestowed. This is an exception to rule 704.5m.\n如果一个神授式灵气成为未贴附,则它不再是神授式的。如果一个神授式灵气贴附于非法的物件或牌手上,则它将成为未贴附,且不再是神授式的。这是规则704.5m的例外情况。"}, {"chapter": "7", "id": "702.103g", "content": "702.103g If a bestowed Aura phases in unattached, it ceases to be bestowed. See rule 702.26, “Phasing.”\n如果一个神授式灵气以未贴附的状态跃回,则它不再是神授式的。参见规则702.26,“时间跳跃”。"}, {"chapter": "7", "id": "702.104.", "content": "702.104. Tribute\n致敬"}, {"chapter": "7", "id": "702.104a", "content": "702.104a Tribute is a static ability that functions as the creature with tribute is entering the battlefield. “Tribute N” means “As this creature enters, choose an opponent. That player may put an additional N +1/+1 counters on it as it enters.”\n致敬属于静止式异能,于具有致敬异能的生物进战场时产生作用。“致敬N”意指“于该生物进场时,选择一位对手。该牌手可以于此生物进场时在其上放置N个+1/+1指示物。”"}, {"chapter": "7", "id": "702.104b", "content": "702.104b Objects with tribute have triggered abilities that check “if tribute wasn’t paid.” This condition is true if the opponent chosen as a result of the tribute ability didn’t have the creature enter the battlefield with +1/+1 counters as specified by the creature’s tribute ability.\n具致敬异能的物件具有会检查“若未支付其致敬”的触发式异能。如果因致敬异能所选的牌手未让该生物进战场时上面额外具有如其致敬异能所规定数量的+1/+1指示物,则便会满足该异能的触发条件。"}, {"chapter": "7", "id": "702.105.", "content": "702.105. Dethrone\n义勇"}, {"chapter": "7", "id": "702.105a", "content": "702.105a Dethrone is a triggered ability. “Dethrone” means “Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on this creature.”\n义勇是一个触发式异能。“义勇”意指“每当此生物攻击生命最多或与他者同为最多的牌手时,在其上放置一个+1/+1指示物”。"}, {"chapter": "7", "id": "702.105b", "content": "702.105b If a creature has multiple instances of dethrone, each triggers separately.\n如果某生物具有数个义勇异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.106.", "content": "702.106. Hidden Agenda\n秘案"}, {"chapter": "7", "id": "702.106a", "content": "702.106a Hidden agenda is a static ability that functions as a conspiracy card with hidden agenda is put into the command zone. “Hidden agenda” means “As you put this conspiracy card into the command zone, turn it face down and secretly choose a card name.”\n秘案是静止式异能,于具有秘案异能的诡局牌置入统帅区时生效。“秘案”意指“于你将此诡局牌置入统帅区时,将其翻为牌面朝下并私下决定一个牌名。”"}, {"chapter": "7", "id": "702.106b", "content": "702.106b To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card.\n要私下决定牌名,将该名称写在一张纸上,并与牌面朝下的诡局牌放在一起。"}, {"chapter": "7", "id": "702.106c", "content": "702.106c Any time you have priority, you may turn a face-down conspiracy card you control in the command zone face up. This is a special action. Doing so will reveal the chosen name. See rule 116.2j.\n于任何你拥有优先权的时机,你可以把由你操控的牌面朝下之诡局牌翻回正面。这属于特殊动作。如此作会展示你所决定的牌名。参见规则116.2j。"}, {"chapter": "7", "id": "702.106d", "content": "702.106d Hidden agenda and another ability of the object with hidden agenda that refers to “the chosen name” are linked. The second ability refers only to the card name chosen as a result of that object’s hidden agenda ability. See rule 607.2d.\n秘案与具有秘案异能的物件上另一个提及“具有该名称”的异能是关联异能。第二个异能仅指秘案异能作为结论所决定的牌名。"}, {"chapter": "7", "id": "702.106e", "content": "702.106e If a player leaves the game, all face-down conspiracy cards controlled by that player must be revealed to all players. At the end of each game, all face-down conspiracy cards must be revealed to all players.\n如果一位牌手将离开游戏,所有由该牌手操控的牌面朝下的诡局牌必须向所有牌手展示。在每盘游戏结束时,所有牌面朝下的诡局牌必须向所有牌手展示。"}, {"chapter": "7", "id": "702.106f", "content": "702.106f Double agenda is a variant of the hidden agenda ability. As you put a conspiracy card with double agenda into the command zone, you secretly name two different cards rather than one. You don’t reveal that more than one name was secretly chosen until you reveal the chosen names.\n双重秘案是秘案异能的一种变化。于你将一张具双重秘案异能的诡局牌置入统帅区时,私下决定两个牌名(而不是一个)。你不用展示你所决定的牌名之数量,直到你展示所决定的牌名。"}, {"chapter": "7", "id": "702.107.", "content": "702.107. Outlast\n延生"}, {"chapter": "7", "id": "702.107a", "content": "702.107a Outlast is an activated ability. “Outlast [cost]” means “[Cost], {T}: Put a +1/+1 counter on this creature. Activate only as a sorcery.”\n延生属于起动式异能。“延生[费用]”意指“[费用],{横置}:在此生物上放置一个+1/+1指示物。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.108.", "content": "702.108. Prowess\n灵技"}, {"chapter": "7", "id": "702.108a", "content": "702.108a Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.”\n灵技属于触发式异能。“灵技”意指“每当你施放非生物咒语时,此生物得+1/+1直到回合结束。”"}, {"chapter": "7", "id": "702.108b", "content": "702.108b If a creature has multiple instances of prowess, each triggers separately.\n如果某生物具有数个灵技异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.109.", "content": "702.109. Dash\n掩袭"}, {"chapter": "7", "id": "702.109a", "content": "702.109a Dash represents three abilities: two static abilities that function while the card with dash is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with dash is on the battlefield. “Dash [cost]” means “You may cast this card by paying [cost] rather than its mana cost,” “If this spell’s dash cost was paid, return the permanent this spell becomes to its owner’s hand at the beginning of the next end step,” and “As long as this permanent’s dash cost was paid, it has haste.” Casting a spell for its dash cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n掩袭代表三个异能:两个会在具掩袭异能的牌位于堆叠上时生效的静止式异能,其中一个会产生延迟触发式异能;以及在具掩袭异能之物件位于战场上时生效的静止式异能。“掩袭[费用]”意指“你可以支付[费用]来施放此牌,而非支付其法术力费用”,“如果你选择支付此咒语的掩袭费用,则在结束步骤开始时,将此咒语成为的永久物移回其拥有者手上”,以及“只要支付了此永久物的掩袭费用,它便具有敏捷”。支付掩袭费用施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.110.", "content": "702.110. Exploit\n榨取"}, {"chapter": "7", "id": "702.110a", "content": "702.110a Exploit is a triggered ability. “Exploit” means “When this creature enters, you may sacrifice a creature.”\n榨取属于触发式异能。“榨取”意指“当此生物进场时,你可以牺牲一个生物。”"}, {"chapter": "7", "id": "702.110b", "content": "702.110b A creature with exploit “exploits a creature” when the controller of the exploit ability sacrifices a creature as that ability resolves.\n对具榨取异能的生物而言,当该榨取异能的操控者在榨取异能结算时牺牲了生物时,此生物即“榨取生物”。"}, {"chapter": "7", "id": "702.111.", "content": "702.111. Menace\n威慑"}, {"chapter": "7", "id": "702.111a", "content": "702.111a Menace is an evasion ability.\n威慑属于躲避式异能。"}, {"chapter": "7", "id": "702.111b", "content": "702.111b A creature with menace can’t be blocked except by two or more creatures. (See rule 509, “Declare Blockers Step.”)\n具威慑异能的生物只能被两个或更多生物阻挡。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.111c", "content": "702.111c Multiple instances of menace on the same creature are redundant.\n同一个生物上的数个威慑异能并无意义。"}, {"chapter": "7", "id": "702.112.", "content": "702.112. Renown\n铭勇"}, {"chapter": "7", "id": "702.112a", "content": "702.112a Renown is a triggered ability. “Renown N” means “When this creature deals combat damage to a player, if it isn’t renowned, put N +1/+1 counters on it and it becomes renowned.”\n铭勇属于触发式异能。“铭勇N”意指“当此生物对任一牌手造成战斗伤害时,若它未铭勇,则在其上放置N个+1/+1指示物且它已铭勇。”"}, {"chapter": "7", "id": "702.112b", "content": "702.112b Renowned is a designation that has no rules meaning other than to act as a marker that the renown ability and other spells and abilities can identify. Only permanents can be or become renowned. Once a permanent becomes renowned, it stays renowned until it leaves the battlefield. Renowned is neither an ability nor part of the permanent’s copiable values.\n“已铭勇”此称号并无规则含义。它仅用作标记,供铭勇异能及其他咒语和异能辨识之用。只有永久物能够铭勇。一旦某永久物已铭勇后,它便会一直保持已铭勇,直到它离开战场为止。“已铭勇”既不是异能,也不是该永久物可复制特征值的一部分。"}, {"chapter": "7", "id": "702.112c", "content": "702.112c If a creature has multiple instances of renown, each triggers separately. The first such ability to resolve will cause the creature to become renowned, and subsequent abilities will have no effect. (See rule 603.4)\n如果某生物具有数个铭勇异能,则每一个都会分别触发。第一个结算的此类异能会让该生物铭勇,后续的异能不会生效(参见规则603.4)。"}, {"chapter": "7", "id": "702.113.", "content": "702.113. Awaken\n醒转"}, {"chapter": "7", "id": "702.113a", "content": "702.113a Awaken appears on some instants and sorceries. It represents two abilities: a static ability that functions while the spell with awaken is on the stack and a spell ability. “Awaken N—[cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell” and “If this spell’s awaken cost was paid, put N +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It’s still a land.” Casting a spell using its awaken ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n醒转会在某些瞬间与法术上出现。它代表了两个异能:一个于具醒转异能的咒语在堆叠中时生效的静止式异能,以及一个咒语异能。“醒转N~[费用]”意指“你可以支付[费用]来施放此咒语而不支付其法术力费用”以及“若曾支付该咒语的醒转费用,则在目标由你操控的地上放置N个+1/+1指示物。该地成为0/0,具敏捷异能的元素生物。它仍然是地。”以醒转异能施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.113b", "content": "702.113b The controller of a spell with awaken chooses the target of the awaken spell ability only if that player chose to pay the spell’s awaken cost. Otherwise the spell is cast as if it didn’t have that target.\n具醒转异能之咒语的操控者仅当在该牌手选择支付咒语的醒转费用时,才需选择醒转这一咒语异能的目标。否则,便视为该咒语施放时并无此类目标。"}, {"chapter": "7", "id": "702.114.", "content": "702.114. Devoid\n虚色"}, {"chapter": "7", "id": "702.114a", "content": "702.114a Devoid is a characteristic-defining ability. “Devoid” means “This object is colorless.” This ability functions everywhere, even outside the game. See rule 604.3.\n虚色属于特征定义异能。“虚色”意指“此物件是无色”。此异能在所有区域都生效,甚至包括游戏外。参见规则604.3。"}, {"chapter": "7", "id": "702.115.", "content": "702.115. Ingest\n摄食"}, {"chapter": "7", "id": "702.115a", "content": "702.115a Ingest is a triggered ability. “Ingest” means “Whenever this creature deals combat damage to a player, that player exiles the top card of their library.”\n摄食属于触发式异能。“摄食”意指“每当此生物对任一牌手造成战斗伤害时,该牌手放逐其牌库顶牌。”"}, {"chapter": "7", "id": "702.115b", "content": "702.115b If a creature has multiple instances of ingest, each triggers separately.\n若某生物具有数个摄食异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.116.", "content": "702.116. Myriad\n繁影"}, {"chapter": "7", "id": "702.116a", "content": "702.116a Myriad is a triggered ability that may also create a delayed triggered ability. “Myriad” means “Whenever this creature attacks, for each opponent other than defending player, you may create a token that’s a copy of this creature that’s tapped and attacking that player or a planeswalker they control. If one or more tokens are created this way, exile the tokens at end of combat.”\n繁影属于触发式异能,且此异能可能会产生另一个延迟触发式异能。“繁影”意指“每当此生物攻击时,对防御牌手之外的每位对手而言,你可以派出一个横置的衍生物且正对该牌手或由他操控的某个鹏洛客进行攻击,该衍生物为此生物的复制品。如果你以此法派出一个或数个衍生物,则在战斗结束时,放逐这些衍生物。”"}, {"chapter": "7", "id": "702.116b", "content": "702.116b If a creature has multiple instances of myriad, each triggers separately.\n如果某生物具有数个繁影异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.117.", "content": "702.117. Surge\n潮涌"}, {"chapter": "7", "id": "702.117a", "content": "702.117a Surge is a static ability that functions while the spell with surge is on the stack. “Surge [cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell if you or one of your teammates has cast another spell this turn.” Casting a spell for its surge cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n潮涌属于静止式异能,当具潮涌异能的咒语在堆叠中时生效。“潮涌[费用]”意指,“如果你或你的队友本回合中施放过其他咒语,则你于施放此咒语时可以支付[费用],而不支付此咒语的法术力费用。”支付潮涌费用施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.118.", "content": "702.118. Skulk\n潜匿"}, {"chapter": "7", "id": "702.118a", "content": "702.118a Skulk is an evasion ability.\n潜匿属于躲避式异能。"}, {"chapter": "7", "id": "702.118b", "content": "702.118b A creature with skulk can’t be blocked by creatures with greater power. (See rule 509, “Declare Blockers Step.”)\n具潜匿异能的生物不能被力量比它大的生物阻挡。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.118c", "content": "702.118c Multiple instances of skulk on the same creature are redundant.\n同一个生物上的数个潜匿异能并无意义。"}, {"chapter": "7", "id": "702.119.", "content": "702.119. Emerge\n化生"}, {"chapter": "7", "id": "702.119a", "content": "702.119a Emerge represents two static abilities that function while the spell with emerge is on the stack. “Emerge [cost]” means “You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost” and “If you chose to pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creature’s mana value.” Casting a spell using its emerge ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n化生代表了两个静止式异能,两者都是当具化生异能的咒语在堆叠上时产生作用。“化生[费用]”意指“你可以支付[费用]并牺牲一个生物来施放此咒语,而不支付其法术力费用”以及“如果你选择支付此咒语的化生费用,则其总费用会减少一定数量的一般法术力,其数量等同于所牺牲生物之法术力值。”以化生异能施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.119b", "content": "702.119b Emerge from [quality] is a variant of emerge. “Emerge from [quality] [cost]” means “You may cast this spell by paying [cost] and sacrificing a [quality] permanent rather than paying its mana cost” and “If you pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed permanent’s mana value.”\n[特性]化生是化生异能的变化形式。“[特性]化生[费用]”意指“你可以支付[费用]并牺牲一个[特性]永久物来施放此咒语,而不支付其法术力费用”以及“如果你选择支付此咒语的化生费用,则其总费用会减少一定数量的一般法术力,其数量等同于所牺牲永久物之法术力值。”"}, {"chapter": "7", "id": "702.119c", "content": "702.119c You choose which permanent to sacrifice as you choose to pay a spell’s emerge cost (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h).\n于你选择支付咒语的化生费用时,一并选择牺牲哪个永久物。(参见规则601.2b。)于你支付总费用时,牺牲该永久物。(参见规则601.2h。)"}, {"chapter": "7", "id": "702.120.", "content": "702.120. Escalate\n增效"}, {"chapter": "7", "id": "702.120a", "content": "702.120a Escalate is a static ability of modal spells (see rule 700.2) that functions while the spell with escalate is on the stack. “Escalate [cost]” means “For each mode you choose beyond the first as you cast this spell, you pay an additional [cost].” Paying a spell’s escalate cost follows the rules for paying additional costs in rules 601.2f–h.\n增效属于具有模式之咒语的静止式异能(参见规则700.2),当具增效异能的咒语位于堆叠上时产生作用。“增效[费用]”意指“除你为此咒语选择的第一个模式之外,你每为其多选择一个模式,便须额外支付一次[费用]。”支付某咒语的增效费用时,需依照规则601.2b与规则601.2f-h之规范来选择模式以及支付额外费用。"}, {"chapter": "7", "id": "702.121.", "content": "702.121. Melee\n乱斗"}, {"chapter": "7", "id": "702.121a", "content": "702.121a Melee is a triggered ability. “Melee” means “Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.”\n乱斗属于触发式异能。“乱斗”意指“每当此生物攻击时,本次战斗中每有一位受你以生物攻击的对手,此生物便得+1/+1直到回合结束。”"}, {"chapter": "7", "id": "702.121b", "content": "702.121b If a creature has multiple instances of melee, each triggers separately.\n若某生物具有数个乱斗异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.122.", "content": "702.122. Crew\n搭载"}, {"chapter": "7", "id": "702.122a", "content": "702.122a Crew is an activated ability of Vehicle cards. “Crew N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn.”\n搭载是载具牌上的起动式异能。“搭载N”意指“横置任意数量由你操控且力量总和等于或大于N的其他未横置生物:此永久物成为神器生物直到回合结束。”"}, {"chapter": "7", "id": "702.122b", "content": "702.122b A creature “crews a Vehicle” when it’s tapped to pay the cost to activate a Vehicle’s crew ability.\n当某个生物被横置来支付起动某载具之搭载异能的费用时,该生物便“搭载载具”。"}, {"chapter": "7", "id": "702.122c", "content": "702.122c If an effect states that a creature “can’t crew Vehicles,” that creature can’t be tapped to pay the crew cost of a Vehicle.\n如果某个效应注明某个生物“不能搭载载具”,则该生物不能横置来支付载具搭载异能的费用。"}, {"chapter": "7", "id": "702.122d", "content": "702.122d Some Vehicles have abilities that trigger when they become crewed. “Whenever [this Vehicle] becomes crewed” means “Whenever a crew ability of [this Vehicle] resolves.” If that ability has an intervening “if” clause that refers to information about the creatures that crewed it, it means only creatures that were tapped to pay the cost of the crew ability that caused it to trigger.\n一些载具具有当其成为已搭载时触发的异能。“每当[此载具]成为已搭载”意指“每当[此载具]的一个搭载异能结算时。”如果该异能具有以“若”开头的子句,且该子句提及关于搭载该载具之生物的信息,则其仅提及使该触发式异能触发的该次搭载异能起动时,横置以支付费用的生物。"}, {"chapter": "7", "id": "702.123.", "content": "702.123. Fabricate\n装配"}, {"chapter": "7", "id": "702.123a", "content": "702.123a Fabricate is a triggered ability. “Fabricate N” means “When this permanent enters, you may put N +1/+1 counters on it. If you don’t, create N 1/1 colorless Servo artifact creature tokens.”\n装配属于触发式异能。“装配N”意指“当此永久物进场时,你可以在其上放置N个+1/+1指示物。若你未如此作,则派出N个1/1无色自动机衍生神器生物。”"}, {"chapter": "7", "id": "702.123b", "content": "702.123b If a permanent has multiple instances of fabricate, each triggers separately.\n如果某永久物具有数个装配异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.124.", "content": "702.124. Partner\n拍档"}, {"chapter": "7", "id": "702.124a", "content": "702.124a Partner abilities are keyword abilities that modify the rules for deck construction in the Commander variant (see rule 903), and they function before the game begins. Each partner ability allows you to designate two legendary cards as your commander rather than one. Each partner ability has its own requirements for those two commanders. The partner abilities are: partner, partner—[text], partner with [name], choose a Background, and Doctor’s companion.\n拍档异能属于改变指挥官玩法(参见规则903)之套牌构组规则的异能,在游戏开始前生效。每种拍档异能都允许你将两张传奇牌共同作为你的指挥官,而不是一张。每种拍档异能都对两个指挥官有所要求。拍档异能包括:拍档、拍档~[叙述],与[名称]拍档、选择身世,以及博士伙伴。"}, {"chapter": "7", "id": "702.124b", "content": "702.124b Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone.\n你的套牌必须刚好由一百张牌构成,包括两个指挥官在内。这两个指挥官在游戏开始时都位于统帅区。"}, {"chapter": "7", "id": "702.124c", "content": "702.124c A rule or effect that refers to your commander’s color identity refers to the combined color identities of your two commanders. See rule 903.4.\n如果有规则或效应提及你指挥官的标识色,则其指的是你两个指挥官的联合标识色。参见规则903.4。"}, {"chapter": "7", "id": "702.124d", "content": "702.124d Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast (see rule 903.8). When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately (see rule 903.10a).\n除了套牌标识色会联合确定外,其他情况下这两个指挥官均是各自独立运作。在施放某个具拍档异能的指挥官时,不需考虑你另一个指挥官此前已被施放的次数(参见规则903.8)。在确定某位牌手是否已受到来自同一个指挥官总共21点或更多战斗伤害时,会分别计算两个指挥官各自所造成的伤害(参见规则903.10a)。"}, {"chapter": "7", "id": "702.124e", "content": "702.124e If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to perform an action on your commander and it could affect both, you choose which it refers to at the time the effect is applied.\n如果有效应提及“你的指挥官”而你有两个指挥官,则其指的是其中任意一个。如果有效应令你对“你的指挥官”执行某行动,且两个指挥官都能受其影响,则由你在该效应生效时决定要对哪个指挥官执行该动作。"}, {"chapter": "7", "id": "702.124f", "content": "702.124f Different partner abilities are distinct from one another and cannot be combined. For example, you cannot designate two cards as your commander if one of them has “partner” and the other has “partner with [name].”\n不同的拍档异能各不相同,不能组合。例如,如果一张牌具有“拍档”,另一张牌具有“与[名称]拍档”,则你不能将这两张牌共同作为你的指挥官。"}, {"chapter": "7", "id": "702.124g", "content": "702.124g If a legendary card has more than one partner ability, you may choose which one to use when designating your commander, but you can’t use both. Notably, no partner ability or combination of partner abilities can ever let a player have more than two commanders.\n如果一张传奇牌具有一种以上的拍档异能,你可以在指定你的指挥官时选择其中一种来使用,但不能同时使用。任何拍档异能或拍档异能组合都不会使得牌手拥有多于两个指挥官。"}, {"chapter": "7", "id": "702.124h", "content": "702.124h “Partner” means “You may designate two legendary cards as your commander rather than one if each of them has partner.”\n“拍档”意指“你可以将两张具有拍档的传奇牌共同用作你的指挥官。”"}, {"chapter": "7", "id": "702.124i", "content": "702.124i “Partner—[text]” means “You may designate two legendary cards as your commander rather than one if each of them has the same ‘partner—[text]’ ability.” The “partner—[text]” abilities are “partner—Father & son,” “partner—Friends forever,” and “partner—Survivors.”\n“拍档~[叙述]”意指“你可以将两张具有拍档~[叙述]异能的传奇牌共同用作你的指挥官。”这些“拍档~[叙述]”异能包括“拍档~父与子”、“拍档~友谊永恒”,以及“拍档~求生者”。"}, {"chapter": "7", "id": "702.124j", "content": "702.124j “Partner with [name]” represents two abilities. It means “You may designate two legendary cards as your commander rather than one if each has a ‘partner with [name]’ ability with the other’s name” and “When this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle.”\n“与[名称]拍档”代表两个异能。它意指“你可以将一张具有‘与[名称]拍档’异能的传奇牌与一张具有该名称的牌共同用作你的指挥官。”以及“当此永久物进场时,目标牌手可以其牌库中搜寻一张名为[名称]的牌,展示该牌,然后将它置于其手上,然后洗牌。”"}, {"chapter": "7", "id": "702.124k", "content": "702.124k “Choose a Background” means “You may designate two cards as your commander rather than one if one of them is this card and the other is a legendary Background enchantment card.” You can’t designate two cards as your commander if one has a “choose a Background” ability and the other is not a legendary Background enchantment card, and legendary Background enchantment cards can’t be your commander unless you have also designated a commander with “choose a Background.”\n“选择身世”意指“你可以将两张牌共同用作你的指挥官,而不是一张,只要其中一张是此牌,另一张是传奇身世结界牌。”如果一张牌具有“选择身世”异能且另一张牌不是传奇身世结界牌,你便不能将它们共同用作指挥官。传奇身世结界牌不能成为你的指挥官,除非你同时将另一张具有“选择身世”的牌用作指挥官。"}, {"chapter": "7", "id": "702.124m", "content": "702.124m “Doctor’s companion” means “You may designate two legendary creature cards as your commander rather than one if one of them is this card and the other is a legendary Time Lord Doctor creature card that has no other creature types.”\n“博士伙伴”意指“你可以将两张牌共同用作你的指挥官,而不是一张,只要其中一张是此牌,另一张是传奇时间领主/医生生物牌且不具其他生物类别。”(译注:Doctor此生物类别之官方翻译为“医生”而非“博士”。)"}, {"chapter": "7", "id": "702.124n", "content": "702.124n If an effect refers to a partner ability by name, it means only that partner ability and not any others. If an effect refers to the partner ability or cards with partner and doesn’t mention a specific variant of the partner ability by name, it is referring only to partner, partner—[text], partner with [name], or cards with any of those abilities, and it does not refer to any other partner variant.\n如果一个效应提及某拍档异能的名称,则其仅指该拍档异能而非其他任何种类。如果一个效应提及拍档异能或者具有拍档的牌,且未提及某个具体变化形式的名称,则其仅指拍档、拍档~[叙述]、与[名称]拍档或者具有这几种异能之一的牌,而不代表任何其他的拍档异能之变化形式。"}, {"chapter": "7", "id": "702.125.", "content": "702.125. Undaunted\n不屈"}, {"chapter": "7", "id": "702.125a", "content": "702.125a Undaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means “This spell costs {1} less to cast for each opponent you have.”\n不屈属于静止式异能,当具有不屈异能的咒语在堆叠中时生效。不屈意指“每有一位对手,此咒语便减少{1}来施放。”"}, {"chapter": "7", "id": "702.125b", "content": "702.125b Players who have left the game are not counted when determining how many opponents you have.\n确定对手数量时,不会将已离开游戏的牌手计算在内。"}, {"chapter": "7", "id": "702.125c", "content": "702.125c If a spell has multiple instances of undaunted, each of them applies.\n如果某个咒语具有数个不屈异能,则每个都会分别生效。"}, {"chapter": "7", "id": "702.126.", "content": "702.126. Improvise\n拼造"}, {"chapter": "7", "id": "702.126a", "content": "702.126a Improvise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.”\n拼造属于静止式异能,当具拼造异能的咒语在堆叠中时生效。“拼造”意指“对此咒语总费用中每一点一般法术力而言,你可以横置一个由你操控且未横置的神器,而不支付该法术力。”"}, {"chapter": "7", "id": "702.126b", "content": "702.126b The improvise ability isn’t an additional or alternative cost and applies only after the total cost of the spell with improvise is determined.\n拼造异能不属于额外费用,也不属于替代性费用,且仅在具拼造异能之咒语的总费用确定之后生效。"}, {"chapter": "7", "id": "702.126c", "content": "702.126c Multiple instances of improvise on the same spell are redundant.\n同一个咒语上的数个拼造异能并无意义。"}, {"chapter": "7", "id": "702.127.", "content": "702.127. Aftermath\n余响"}, {"chapter": "7", "id": "702.127a", "content": "702.127a Aftermath is an ability found on some split cards (see rule 709, “Split Cards”). It represents three static abilities. “Aftermath” means “You may cast this half of this split card from your graveyard,” “This half of this split card can’t be cast from any zone other than a graveyard,” and “If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.”\n余响是见于某些连体牌的异能(参见规则709,“连体牌”)。它代表三个静止式异能。“余响”意指“你可以从你的坟墓场施放此连体牌的这半边”、“除了从坟墓场之外,不能从任何区域施放此连体牌的这半边”,以及“如果此咒语是从坟墓场施放,则当其将于任何时机下离开堆叠时,改为将其放逐,而非置入其他区域”。"}, {"chapter": "7", "id": "702.128.", "content": "702.128. Embalm\n遗存"}, {"chapter": "7", "id": "702.128a", "content": "702.128a Embalm is an activated ability that functions while the card with embalm is in a graveyard. “Embalm [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s white, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.”\n遗存属于起动式异能,于具遗存异能的牌位于坟墓场中时生效。“遗存[费用]”意指“[费用],从你的坟墓场放逐此牌:派出一个衍生物,此衍生物为此牌的复制品,但它是白色,没有法术力费用,且额外具有灵俑此类别。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.128b", "content": "702.128b A token is “embalmed” if it’s created by a resolving embalm ability.\n如果某衍生物系由结算遗存异能而派出,则称该衍生物“已遗存”。"}, {"chapter": "7", "id": "702.129.", "content": "702.129. Eternalize\n永生"}, {"chapter": "7", "id": "702.129a", "content": "702.129a Eternalize is an activated ability that functions while the card with eternalize is in a graveyard. “Eternalize [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s black, it’s 4/4, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.”\n永生属于起动式异能,于具永生异能的牌位于坟墓场中时生效。“永生[费用]”意指“[费用],从你的坟墓场放逐此牌:派出一个衍生物,此衍生物为该牌的复制品,但它为黑色,是4/4,没有法术力费用,且额外具有灵俑此类别。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.130.", "content": "702.130. Afflict\n折磨"}, {"chapter": "7", "id": "702.130a", "content": "702.130a Afflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life.”\n折磨属于触发式异能。“折磨N”意指“每当此生物被阻挡时,防御牌手失去N点生命”。"}, {"chapter": "7", "id": "702.130b", "content": "702.130b If a creature has multiple instances of afflict, each triggers separately.\n如果某生物具有数个折磨异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.131.", "content": "702.131. Ascend\n登殿"}, {"chapter": "7", "id": "702.131a", "content": "702.131a Ascend on an instant or sorcery spell represents a spell ability. It means “If you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”\n瞬间或法术咒语上的登殿代表咒语异能。意指“如果你操控十个或更多永久物,且你没有黄金城祝福,则于这盘游戏接下来的时段中,你得到黄金城祝福。”"}, {"chapter": "7", "id": "702.131b", "content": "702.131b Ascend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”\n永久物上的登殿代表静止式异能。意指“但凡你操控十个或更多永久物,且你没有黄金城祝福,你便于这盘游戏接下来的时段中得到黄金城祝福。”"}, {"chapter": "7", "id": "702.131c", "content": "702.131c The city’s blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the city’s blessing at the same time.\n“得到黄金城祝福”此称号并无规则含义。它仅用作标记,供其他规则和效应辨识之用。在同一时刻可有任意数量的牌手得到黄金城祝福。"}, {"chapter": "7", "id": "702.131d", "content": "702.131d After a player gets the city’s blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions.\n在牌手得到黄金城祝福之后,所有持续性效应会重新生效,然后游戏才会检查游戏状态或之前的事件是否满足触发条件。"}, {"chapter": "7", "id": "702.132.", "content": "702.132. Assist\n助力"}, {"chapter": "7", "id": "702.132a", "content": "702.132a Assist is a static ability that modifies the rules of paying for the spell with assist (see rules 601.2g-h). If the total cost to cast a spell with assist includes a generic mana component, before you activate mana abilities while casting it, you may choose another player. That player has a chance to activate mana abilities. Once that player chooses not to activate any more mana abilities, you have a chance to activate mana abilities. Before you begin to pay the total cost of the spell, the player you chose may pay for any amount of the generic mana in the spell’s total cost.\n助力属于静止式异能,会改变为具助力异能之咒语支付费用时需遵循之规范(参见规则601.2g-h)。如果施放具助力异能之咒语的总费用当中包括一般法术力的部分,则于你在施放该咒语的过程中起动法术力异能之前,你可以选择另一位牌手。该牌手此时有机会来起动法术力异能。一旦该牌手决定不再起动法术力异能,便轮到你有机会来起动法术力异能。在你开始支付该咒语的总费用之前,先前所选之牌手可以支付该咒语总费用中一般法术力部分里之任意数量的费用。"}, {"chapter": "7", "id": "702.133.", "content": "702.133. Jump-Start\n再起"}, {"chapter": "7", "id": "702.133a", "content": "702.133a Jump-start appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Jump-start” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by discarding a card as an additional cost to cast it” and “If this spell was cast using its jump-start ability, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its jump-start ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n再起会在某些瞬间与法术上出现。它代表两个静止式异能:一个会于此牌在某牌手的坟墓场中时生效,另一个则于此牌在堆叠中时生效。“再起”意指“如果所成为的咒语是瞬间或法术咒语,你可以从你的坟墓场施放此牌,但必须弃一张牌,以作为施放它的额外费用”以及“若是以再起方式施放此咒语,则于此牌将于任何时机下离开堆叠时,改为将它放逐,而非置入其他任何区域。”以再起异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付额外费用。"}, {"chapter": "7", "id": "702.134.", "content": "702.134. Mentor\n训导"}, {"chapter": "7", "id": "702.134a", "content": "702.134a Mentor is a triggered ability. “Mentor” means “Whenever this creature attacks, put a +1/+1 counter on target attacking creature with power less than this creature’s power.”\n训导属于触发式异能。“训导”意指“每当此生物攻击时,在目标进行攻击且力量小于此生物的生物上放置一个+1/+1指示物。”"}, {"chapter": "7", "id": "702.134b", "content": "702.134b If a creature has multiple instances of mentor, each triggers separately.\n如果某生物具有数个训导异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.134c", "content": "702.134c An ability that triggers whenever a creature mentors another creature triggers whenever a mentor ability whose source is the first creature and whose target is the second creature resolves.\n每当一个生物训导另一个生物时触发的异能,会在来源为第一个生物且目标为第二个生物的训导异能结算时触发。"}, {"chapter": "7", "id": "702.135.", "content": "702.135. Afterlife\n往生"}, {"chapter": "7", "id": "702.135a", "content": "702.135a Afterlife is a triggered ability. “Afterlife N” means “When this permanent is put into a graveyard from the battlefield, create N 1/1 white and black Spirit creature tokens with flying.”\n往生属于触发式异能。“往生N”意指“当此永久物从战场进入坟墓场时,派出N个1/1,白黑双色,具飞行异能的精怪衍生生物。”"}, {"chapter": "7", "id": "702.135b", "content": "702.135b If a permanent has multiple instances of afterlife, each triggers separately.\n如果某永久物具有数个往生异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.136.", "content": "702.136. Riot\n起事"}, {"chapter": "7", "id": "702.136a", "content": "702.136a Riot is a static ability. “Riot” means “You may have this permanent enter with an additional +1/+1 counter on it. If you don’t, it gains haste.”\n起事属于静止式异能。“起事”意指“你可以让此永久物进场时上面额外有一个+1/+1指示物。如果你未如此作,则它获得敏捷异能。”"}, {"chapter": "7", "id": "702.136b", "content": "702.136b If a permanent has multiple instances of riot, each works separately.\n若某永久物具有数个起事异能,则每一个都会分别生效。"}, {"chapter": "7", "id": "702.137.", "content": "702.137. Spectacle\n揭幕"}, {"chapter": "7", "id": "702.137a", "content": "702.137a Spectacle is a static ability that functions on the stack. “Spectacle [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if an opponent lost life this turn.” Casting a spell for its spectacle cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n揭幕属于静止式异能,于堆叠中时生效。“揭幕[费用]”意指“如果本回合有对手曾失去生命,则你可以支付[费用],而不支付此咒语的法术力费用。”支付咒语的揭幕费用时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.138.", "content": "702.138. Escape\n逸脱"}, {"chapter": "7", "id": "702.138a", "content": "702.138a Escape represents a static ability that functions while the card with escape is in a player’s graveyard. “Escape [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost.” Casting a spell using its escape ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n逸脱代表一个静止式异能,会于具逸脱异能之牌张在某牌手的坟墓场中时生效。“逸脱[费用]”意指“你可以从你的坟墓场施放此牌,并支付[费用],而非支付其法术力费用。”以逸脱异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.138b", "content": "702.138b A spell or permanent “escaped” if that spell or the spell that became that permanent as it resolved was cast from a graveyard with an escape ability.\n若某咒语系以逸脱异能从坟墓场施放,则称该咒语本身或其所成的永久物(若其为永久物咒语)“已逸脱”。"}, {"chapter": "7", "id": "702.138c", "content": "702.138c An ability that reads “[This permanent] escapes with [one or more of a kind of counter]” means “If this permanent escaped, it enters with [those counters]” That ability may have a triggered ability linked to it that triggers “When it enters this way.” (See rule 603.11.) Such a triggered ability triggers when that permanent enters the battlefield after its replacement effect was applied, even if that replacement effect had no effect.\n叙述为“[此永久物]逸脱时上面有[一个或数个某种指示物]”的异能意指“如果此永久物已逸脱,则其进场时上面有[这些指示物]”。这类异能后文可能会连带一个与之关联的触发式异能,且会于“当它以此法进场”时触发。(参见规则603.11。)这类触发式异能会在该永久物进战场,且其替代性效应均已全部生效之后才会触发,就算前述替代性效应没有效果也是如此。"}, {"chapter": "7", "id": "702.138d", "content": "702.138d An ability that reads “[This permanent] escapes with [ability]” means “If this permanent escaped, it has [ability].”\n叙述为“[此永久物]逸脱时具有[异能]”的异能意指“如果此永久物已逸脱,则它具有[异能]。”"}, {"chapter": "7", "id": "702.139.", "content": "702.139. Companion\n行侣"}, {"chapter": "7", "id": "702.139a", "content": "702.139a Companion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule 103.2b.) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay {3} and put that card into your hand. This is a special action that doesn’t use the stack (see rule 116.2g). This is a change from previous rules.\n行侣是一个关键字异能,在游戏外生效。其叙述写作“行侣~[条件]。”在一盘游戏开始前,你可以展示一张由你拥有、且在游戏外的具行侣异能的牌,其条件须由你的起始套牌来满足。(参见规则103.2b。)每盘游戏中限一次,在你拥有优先权且堆叠为空、但仅限在你回合的行动阶段中,你可以随时支付{3}将该牌置于你手上。这是个特殊动作,不使用堆叠(参见规则116.2g。)这是对先前规则的改动。"}, {"chapter": "7", "id": "702.139b", "content": "702.139b If a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards. In a Commander game, this is also before you’ve set aside your commander.\n如果一条行侣异能提及你的起始套牌,它意指你将备牌放在一边之后你的套牌。在指挥官游戏中,该套牌亦指你在将你的指挥官放在一边之前你的套牌。"}, {"chapter": "7", "id": "702.139c", "content": "702.139c Once you take the special action and put the card with companion into your hand, it remains in the game until the game ends.\n一旦你执行了该特殊动作并将这张具行侣异能的牌置于手上,直到该盘游戏结束,它都会留在该盘游戏中。"}, {"chapter": "7", "id": "702.139d", "content": "702.139d Cards can enter Commander games from outside the game via the companion special action.\n在指挥官游戏中,牌张亦可以藉由行侣此特殊动作从游戏外进入游戏。"}, {"chapter": "7", "id": "702.140.", "content": "702.140. Mutate\n合变"}, {"chapter": "7", "id": "702.140a", "content": "702.140a Mutate appears on some creature cards. It represents a static ability that functions while the spell with mutate is on the stack. “Mutate [cost]” means “You may pay [cost] rather than pay this spell’s mana cost. If you do, it becomes a mutating creature spell and targets a non-Human creature with the same owner as this spell.” Casting a spell using its mutate ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h).\n合变异能出现在一些生物牌上。它代表一个静止式异能,在具合变异能的咒语在堆叠上时生效。“合变[费用]”意指“你可以支付[费用]而不支付此咒语的法术力费用。若你如此作,它成为一个合变式生物咒语,且指定一个与此咒语拥有者相同的非人类生物为目标。”以合变异能施放咒语时,需依照支付替代性费用的规则(参见规则601.2b与规则601.2f-h)。"}, {"chapter": "7", "id": "702.140b", "content": "702.140b As a mutating creature spell begins resolving, if its target is illegal, it ceases to be a mutating creature spell and continues resolving as a creature spell and will be put onto the battlefield under the control of the spell’s controller.\n于合变式生物咒语开始结算时,若其目标不合法,则其不再是合变式生物咒语,并以生物咒语继续结算,在该咒语操控者的操控下被放进战场。"}, {"chapter": "7", "id": "702.140c", "content": "702.140c As a mutating creature spell resolves, if its target is legal, it doesn’t enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule 729, “Merging with Permanents”). The spell’s controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent.\n于合变式生物咒语结算时,若其目标合法,其不会进入战场。它就只是与该目标生物结聚,并成为一个由多于一张牌或衍生物所代表的物件(参见规则729,“与永久物结聚”)。该咒语的操控者选择是要将该咒语放置在该生物的顶上还是底下。所成的永久物是结聚永久物。"}, {"chapter": "7", "id": "702.140d", "content": "702.140d An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell.\n于每当一个生物合变时触发的异能,会在一个咒语与一个生物因一个正在结算的合变式生物咒语而结聚时触发。"}, {"chapter": "7", "id": "702.140e", "content": "702.140e A mutated permanent has all abilities of each card and token that represents it. Its other characteristics are derived from the topmost card or token.\n一个合变永久物具有代表它的每张牌和永久物的所有异能。它的其他特征由其最顶上的牌张或衍生物得知。"}, {"chapter": "7", "id": "702.140f", "content": "702.140f Any effect that refers to or modifies the mutating creature spell refers to or modifies the mutated permanent it merges with as it resolves.\n任何提及或影响合变式生物咒语的效应,也会提及或影响该咒语结算后结聚而成的合变永久物。"}, {"chapter": "7", "id": "702.141.", "content": "702.141. Encore\n返场"}, {"chapter": "7", "id": "702.141a", "content": "702.141a Encore is an activated ability that functions while the card with encore is in a graveyard. “Encore [cost]” means “[Cost], Exile this card from your graveyard: For each opponent, create a token that’s a copy of this card that attacks that opponent this turn if able. The tokens gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.”\n返场属于起动式异能,于具返场异能的牌在坟墓场时生效。“返场[费用]”意指,“[费用],从你的坟墓场放逐此牌:为每位对手各进行以下流程~派出一个此牌的衍生复制品,且其本回合若能攻击该对手,便须如此作。这些衍生物获得敏捷异能。在下一个结束步骤开始时,将它们牺牲。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.142.", "content": "702.142. Boast\n炫威"}, {"chapter": "7", "id": "702.142a", "content": "702.142a A boast ability is a special kind of activated ability. “Boast — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only if this creature attacked this turn and only once each turn.”\n炫威异能属于一类特殊的起动式异能。“炫威~[费用]:[效应]”意指,“[费用]:[效应]。只能于此生物攻击过的回合中起动,且每回合只能起动一次。”"}, {"chapter": "7", "id": "702.142b", "content": "702.142b Effects may refer to boast abilities. If an effect refers to a creature boasting, it means its boast ability being activated.\n效应可能会提及炫威异能。如果一个效应提及某生物炫威,其意指起动该生物的炫威异能。"}, {"chapter": "7", "id": "702.143.", "content": "702.143. Foretell\n预示"}, {"chapter": "7", "id": "702.143a", "content": "702.143a Foretell is a keyword that functions while the card with foretell is in a player’s hand. Any time a player has priority during their turn, that player may pay {2} and exile a card with foretell from their hand face down. That player may look at that card as long as it remains in exile. They may cast that card after the current turn has ended by paying any foretell cost it has rather than paying that spell’s mana cost. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n预示此关键字会于具预示异能的牌在牌手手上时生效。于自己的回合中拥有优先权的时机下,牌手可以支付{2}并将一张具预示异能的牌从其手上牌面朝下地放逐。如果该牌手如此作,则他可以检视该牌,且可以在当前回合结束后施放之,但如此施放时须支付该牌所具有之任一预示费用,而不是支付该咒语的法术力费用。以此法施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.143b", "content": "702.143b Exiling a card using its foretell ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.”\n利用某牌的预示异能将之放逐属于特殊动作,不会用到堆叠。参见规则116,“特殊动作”。"}, {"chapter": "7", "id": "702.143c", "content": "702.143c If an effect refers to foretelling a card, it means performing the special action associated with a foretell ability. If an effect refers to a card or spell that was foretold, it means a card put in the exile zone as a result of the special action associated with a foretell ability, or a spell that was a foretold card before it was cast, even if it was cast for a cost other than a foretell cost.\n如果有效应提及“预示一张牌”,则其意指执行与预示异能相关联之特殊动作。如果有效应提及“已预示的牌”或“已预示的咒语”,则其意指因执行与预示异能相关联之特殊动作而被置入放逐区的牌,或施放前曾为已预示的牌之咒语,包括符合此状况,但是以支付预示费用之外的其他费用而施放的咒语。"}, {"chapter": "7", "id": "702.143d", "content": "702.143d If an effect states that a card in exile becomes foretold, that card becomes a foretold card. That effect may give the card a foretell cost. That card’s owner may look at that card as long as it remains in exile and it may be cast for any foretell cost it has after the turn it became a foretold card has ended, even if the resulting spell doesn’t have foretell.\n如果有效应注明放逐区中的某牌成为“已预示”,则该牌即成为已预示的牌。该效应可能会同时赋予该牌一个预示费用。于该牌持续被放逐期间,其拥有者可以随时检视之,且在当前回合结束后,便可通过支付该牌所具有的任一预示费用来施放之,就算所成之咒语不具预示异能也是一样。"}, {"chapter": "7", "id": "702.143e", "content": "702.143e If a player owns multiple foretold cards in exile, they must ensure that those cards can be easily differentiated from each other and from any other face-down cards in exile which that player owns. This includes knowing both the order in which those cards were put into exile and any foretell costs other than their printed foretell costs those cards may have.\n如果某牌手在放逐区中拥有多张已预示的牌,则他必须确保这些牌张彼此之间,以及已预示的牌与放逐区中由其拥有且牌面朝下的牌之间均有显著的分别。这包括列明各已预示之牌进入放逐区的顺序,以及该牌在其上印制的预示费用之外所具有的其他任何预示费用。"}, {"chapter": "7", "id": "702.143f", "content": "702.143f If a player leaves the game, all face-down foretold cards that player owns must be revealed to all players. At the end of each game, all face-down foretold cards must be revealed to all players.\n如果有牌手离开游戏,则该牌手须将所有由其拥有且牌面朝下的已预示牌展示给所有牌手。在每盘游戏结束后,牌手也须将各自拥有且牌面朝下的已预示牌展示给所有牌手。"}, {"chapter": "7", "id": "702.144.", "content": "702.144. Demonstrate\n示范"}, {"chapter": "7", "id": "702.144a", "content": "702.144a Demonstrate is a triggered ability. “Demonstrate” means “When you cast this spell, you may copy it and you may choose new targets for the copy. If you copy the spell, choose an opponent. That player copies the spell and may choose new targets for that copy.”\n示范属于触发式异能。“示范”意指“当你施放此咒语时,你可以将它复制,且你可以为该复制品选择新的目标。若你复制了该咒语,则选择一位对手。该牌手复制此咒语,且可以为该复制品选择新的目标。”"}, {"chapter": "7", "id": "702.145.", "content": "702.145. Daybound and Nightbound\n昼形与夜形"}, {"chapter": "7", "id": "702.145a", "content": "702.145a Daybound and nightbound are found on opposite faces of some double-faced cards (see rule 712, “Double-Faced Cards”).\n昼形与夜形分别见于一些双面牌(参见规则712,“双面牌”)的两面。"}, {"chapter": "7", "id": "702.145b", "content": "702.145b Daybound is found on the front faces of some double-faced cards and represents three static abilities. “Daybound” means “If it is night and this permanent is represented by a double-faced card, it enters transformed,” “As it becomes night, if this permanent is front face up, transform it,” and “This permanent can’t transform except due to its daybound ability.” See rule 730, “Day and Night.”\n昼形见于一些双面牌的正面,代表三个静止式异能。“昼形”意指“如果当前是黑夜,且此永久物以双面牌代表,则此永久物进场时已转化”,“于成为黑夜时,若此永久物正面朝上,转化之”,以及“此永久物不能因其昼形异能之外的方式转化。”参见规则730,“白昼与黑夜”。"}, {"chapter": "7", "id": "702.145c", "content": "702.145c Any time a player controls a permanent that is front face up with daybound and it’s night, that player transforms that permanent. This happens immediately and isn’t a state-based action.\n如果当前是黑夜,且一位牌手在任何时候操控正面朝上、且具昼形异能的永久物,则该牌手转化该永久物。这会立即发生,且不是状态动作。"}, {"chapter": "7", "id": "702.145d", "content": "702.145d Any time a player controls a permanent with daybound, if it’s neither day nor night, it becomes day.\n如果当前既非白昼也非黑夜,且一位牌手在任何时候操控具昼形异能的永久物,则成为白昼。"}, {"chapter": "7", "id": "702.145e", "content": "702.145e Nightbound is found on the back faces of some double-faced cards and represents two static abilities. “Nightbound” means “As it becomes day, if this permanent is back face up, transform it” and “This permanent can’t transform except due to its nightbound ability.”\n夜形见于一些双面牌的背面,代表两个静止式异能。“夜形”意指“于成为白昼时,若此永久物背面朝上,转化之”以及“此永久物不能因其夜形异能之外的方式转化。”"}, {"chapter": "7", "id": "702.145f", "content": "702.145f Any time a player controls a permanent that is back face up with nightbound and it’s day, that player transforms that permanent. This happens immediately and isn’t a state-based action.\n如果当前是白昼,且一位牌手在任何时候操控背面朝上、且具夜形异能的永久物,则该牌手转化该永久物。这会立即发生,且不是状态动作。"}, {"chapter": "7", "id": "702.145g", "content": "702.145g Any time a player controls a permanent with nightbound, if it’s neither day nor night and there are no permanents with daybound on the battlefield, it becomes night.\n如果当前既非白昼也非黑夜、战场上没有具昼形异能的永久物,且一位牌手在任何时候操控具夜形异能的永久物,则成为黑夜。"}, {"chapter": "7", "id": "702.146.", "content": "702.146. Disturb\n惊扰"}, {"chapter": "7", "id": "702.146a", "content": "702.146a Disturb is an ability found on the front face of some double-faced cards (see rule 712, “Double-Faced Cards”). “Disturb [cost]” means “You may cast this card transformed from your graveyard by paying [cost] rather than its mana cost.” See rule 712.8c.\n惊扰异能见于一些双面牌(参见规则712,“双面牌”)的正面。“惊扰[费用]”意指,“你可以从你坟墓场中施放已转化的此牌,但须支付[费用],而非支付其法术力费用。”参见规则712.8c。"}, {"chapter": "7", "id": "702.146b", "content": "702.146b A resolving double-faced spell that was cast using its disturb ability enters the battlefield with its back face up.\n正在结算的、利用其惊扰异能施放的双面咒语背面朝上地进战场。"}, {"chapter": "7", "id": "702.147.", "content": "702.147. Decayed\n败朽"}, {"chapter": "7", "id": "702.147a", "content": "702.147a Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can’t block” and “When this creature attacks, sacrifice it at end of combat.”\n败朽代表一个静止式异能和一个触发式异能。“败朽”意指“此生物不能进行阻挡”和“当此生物攻击时,在战斗结束时将它牺牲。”"}, {"chapter": "7", "id": "702.148.", "content": "702.148. Cleave\n贯通"}, {"chapter": "7", "id": "702.148a", "content": "702.148a Cleave is a keyword that represents two static abilities that function while a spell with cleave is on the stack. “Cleave [cost]” means “You may cast this spell by paying [cost] rather than paying its mana cost” and “If this spell’s cleave cost was paid, change its text by removing all text found within square brackets in the spell’s rules text.” Casting a spell for its cleave cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n贯通此关键字代表两个静止式异能,于具贯通异能的咒语在堆叠上时生效。“贯通[费用]“意指”你可以支付[费用]来施放此咒语,而非支付其法术力费用“和“如果曾支付过贯通费用,则改变其叙述,方式为删去此咒语的规则叙述中被方括号包围的所有叙述。“支付贯通费用以施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.148b", "content": "702.148b Cleave’s second ability is a text-changing effect. See rule 612, “Text-Changing Effects.”\n贯通所代表的第二个异能是改变叙述的效应。参见规则612,“改变叙述的效应”。"}, {"chapter": "7", "id": "702.149.", "content": "702.149. Training\n见习"}, {"chapter": "7", "id": "702.149a", "content": "702.149a Training is a triggered ability. “Training” means “Whenever this creature and at least one other creature with power greater than this creature’s power attack, put a +1/+1 counter on this creature.”\n见习属于触发式异能。“见习”意指“每当此生物与至少一个力量较之为大的其他生物一起攻击时,在此生物上放置一个+1/+1指示物。”"}, {"chapter": "7", "id": "702.149b", "content": "702.149b If a creature has multiple instances of training, each triggers separately.\n如果一个生物具有多个见习异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.149c", "content": "702.149c Some creatures with training have abilities that trigger when they train. “When this creature trains” means “When a resolving training ability puts one or more +1/+1 counters on this creature.”\n一些具有见习异能的生物具有当其见习时触发的触发式异能。“当此生物见习时”意指“当一个正在结算的见习异能放置一个或数个+1/+1指示物在此生物上时”。"}, {"chapter": "7", "id": "702.150.", "content": "702.150. Compleated\n完化"}, {"chapter": "7", "id": "702.150a", "content": "702.150a Compleated is a static ability found on some planeswalker cards. Compleated means “If this permanent would enter with one or more loyalty counters on it and the player who cast it chose to pay life for any part of its cost represented by Phyrexian mana symbols, it instead enters the battlefield with that many loyalty counters minus two for each of those mana symbols.”\n完化是见于一些鹏洛客牌上的静止式异能。“完化”意指“如果此永久物进场时上面有一个或数个忠诚指示物,且施放之的牌手曾选择为其费用中以非瑞克西亚法术力符号表示的任一部分支付生命,则改为该永久物进战场时上面有若干数量的忠诚指示物,其数量为原本的数量减去以支付生命方式支付的非瑞克西亚法术力符号之数量乘以二。”"}, {"chapter": "7", "id": "702.151.", "content": "702.151. Reconfigure\n重配"}, {"chapter": "7", "id": "702.151a", "content": "702.151a Reconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery” and “[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.”\n重配代表两个起动式异能。“重配[费用]”意指“[费用]:将此永久物贴附在另一个目标由你操控的生物上。只能于法术时机起动。”和“[费用]:将此永久物卸装。只能于此永久物贴附在某生物上时起动,且仅限法术时机。”"}, {"chapter": "7", "id": "702.151b", "content": "702.151b Attaching an Equipment with reconfigure to another creature causes the Equipment to stop being a creature until it becomes unattached from that creature.\n“将具重配异能的武具贴附在另一个生物上”此动作会令该武具不再是生物,直到它卸装为止。"}, {"chapter": "7", "id": "702.152.", "content": "702.152. Blitz\n急袭"}, {"chapter": "7", "id": "702.152a", "content": "702.152a Blitz represents three abilities: two static abilities that function while the card with blitz is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with blitz is on the battlefield. “Blitz [cost]” means “You may cast this card by paying [cost] rather than its mana cost,” “If this spell’s blitz cost was paid, sacrifice the permanent this spell becomes at the beginning of the next end step,” and “As long as this permanent’s blitz cost was paid, it has haste and ‘When this permanent is put into a graveyard from the battlefield, draw a card.’” Casting a spell for its blitz cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n急袭代表三个异能:两个于具急袭异能的牌在堆叠上生效的静止式异能,其中一个可以创造一个延迟触发式异能,以及另一个于具急袭异能的物件在战场上时生效的静止式异能。“急袭[费用]”意指“你可以支付[费用]来施放此牌,而非支付其法术力费用。”、“如果曾支付过此咒语的急袭费用,在下个结束步骤开始时,牺牲此咒语所成的永久物”以及“只要曾支付过该永久物的急袭费用,它便具有敏捷与‘当此永久物从战场上置入坟墓场时,抓一张牌。’”支付急袭费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.152b", "content": "702.152b If a spell has multiple instances of blitz, only one may be used to cast that spell. If a permanent has multiple instances of blitz, each one refers only to payments made for that blitz ability as the spell was cast, not to any payments made for other instances of blitz.\n如果一个咒语具有多个急袭异能,只能用其中的一个来施放该咒语。如果一个永久物具有多个急袭异能,每个异能仅涉及施放该咒语时支付的急袭费用,而非其他任何急袭费用。"}, {"chapter": "7", "id": "702.153.", "content": "702.153. Casualty\n催命"}, {"chapter": "7", "id": "702.153a", "content": "702.153a Casualty is a keyword that represents two abilities. The first is a static ability that functions while the spell with casualty is on the stack. The second is a triggered ability that functions while the spell with casualty is on the stack. Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater,” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s casualty cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n催命此关键字代表两个异能。第一个异能是当具催命异能的咒语在堆叠上时生效的静止式异能。第二个异能是当具催命异能的咒语在堆叠上时生效的触发式异能。“催命N”意指“你可以牺牲一个力量等于或大于N的生物,以作为施放此咒语的额外费用。”以及“当你施放此咒语时,若支付过其催命费用,则将其复制。如果该咒语具有目标,则你可以为该复制品选择新的目标。”支付咒语的催命费用时,需依照规则601.2b与601.2f-h之规范来支付额外费用。"}, {"chapter": "7", "id": "702.153b", "content": "702.153b If a spell has multiple instances of casualty, each is paid separately and triggers based on the payments made for it, not any other instance of casualty.\n如果一个咒语具有多个催命异能,则每一个催命异能的额外费用须分别支付,且仅根据该异能的费用是否被支付而触发,而非根据该咒语上其他催命异能的费用是否被支付。"}, {"chapter": "7", "id": "702.154.", "content": "702.154. Enlist\n征列"}, {"chapter": "7", "id": "702.154a", "content": "702.154a Enlist represents a static ability and a triggered ability. Enlist means “As this creature attacks, you may tap up to one untapped creature you control that you didn’t choose to attack with and that either has haste or has been under your control continuously since this turn began. When you do, this creature gets +X/+0 until end of turn, where X is the tapped creature’s power.”\n征列代表一个静止式异能和一个触发式异能。“征列”意指“于此生物攻击时,你可以横置至多一个由你操控、未进行攻击且具有敏捷异能或从本回合开始时一直操控的未横置生物。当你如此作时,此生物得+X/+0直到回合结束,X为所横置生物的力量。”"}, {"chapter": "7", "id": "702.154b", "content": "702.154b Enlist’s static ability represents an optional cost to attack (see rule 508.1g). Its triggered ability is linked to that static ability (see rule 607.2h).\n征列的静止式异能代表一个攻击的可选费用(参见规则508.1g)。其触发式异能与该静止式异能互相关联(参见规则607.2h)。"}, {"chapter": "7", "id": "702.154c", "content": "702.154c A creature “enlists” another creature when you pay the cost of the creature’s enlist ability by tapping the other creature. Note that it isn’t possible for a creature to enlist itself.\n当你横置一个生物支付另一个生物之征列异能的费用时,后者生物便“征列”前者生物。注意生物不可能征列自己。"}, {"chapter": "7", "id": "702.154d", "content": "702.154d Multiple instances of enlist on a single creature function independently. The triggered ability represented by each instance of enlist triggers only once and only for the cost associated with that enlist ability.\n同一个生物上的多个征列异能独立运作。每个征列异能代表的触发式异能只会触发一次,且只因与该征列异能相关联的费用而触发。"}, {"chapter": "7", "id": "702.155.", "content": "702.155. Read Ahead\n跳读"}, {"chapter": "7", "id": "702.155a", "content": "702.155a Read ahead is a keyword found on some Saga cards. “Read ahead” means “Chapter abilities of this Saga can’t trigger the turn it entered the battlefield unless it has exactly the number of lore counters on it specified in the chapter symbol of that ability.” See rule 714, “Saga Cards.”\n跳读是见于一些传纪牌上的关键字。“跳读”意指“在此传纪进战场的当回合中,其章节异能不会触发,除非该异能的章节编号正好等同于其上学问指示物的数量。”参见规则714,“传纪牌”。"}, {"chapter": "7", "id": "702.155b", "content": "702.155b As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. See rule 714, “Saga Cards.”\n于具跳读异能的传纪进战场时,其操控者选择一个数字,范围须在一到该传纪最大章节数字之内。该传纪进战场时上面有所选数量的学问指示物。参见规则714,“传纪牌”。"}, {"chapter": "7", "id": "702.155c", "content": "702.155c Multiple instances of read ahead on the same object are redundant.\n同一个咒语上的多个跳读异能并无意义。"}, {"chapter": "7", "id": "702.156.", "content": "702.156. Ravenous\n贪食"}, {"chapter": "7", "id": "702.156a", "content": "702.156a Ravenous is a keyword found on some creature cards with {X} in their mana cost. Ravenous represents both a replacement effect and a triggered ability. “Ravenous” means “This permanent enters with X +1/+1 counters on it” and “When this permanent enters, if X is 5 or more, draw a card.” See rule 107.3m.\n贪食是见于一些法术力费用中含有{X}之生物牌上的关键字。贪食同时代表一个替代性效应和一个触发式异能。“贪食”意指“此永久物进场时上面有X个+1/+1指示物”以及“当此永久物进场时,若X等于或大于5,则抓一张牌。”参见规则107.3m。"}, {"chapter": "7", "id": "702.157.", "content": "702.157. Squad\n小队"}, {"chapter": "7", "id": "702.157a", "content": "702.157a Squad is a keyword that represents two linked abilities. The first is a static ability that functions while the creature spell with squad is on the stack. The second is a triggered ability that functions when the creature with squad enters the battlefield. “Squad [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When this creature enters, if its squad cost was paid, create a token that’s a copy of it for each time its squad cost was paid.” Paying a spell’s squad cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n小队此关键字代表两个关联异能。第一个异能是当具小队异能的生物咒语在堆叠上时生效的静止式异能。第二个异能是当具小队异能的生物进战场时生效的触发式异能。“小队[费用]”意指“你可以支付[费用]任意次数,以作为施放此咒语的额外费用。”以及“当此生物进场时,若支付过其小队费用,则每支付一次小队费用,就派出一个为其复制品的衍生物。”支付某咒语的小队费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "702.157b", "content": "702.157b If a spell has multiple instances of squad, each is paid separately. If a permanent has multiple instances of squad, each triggers based on the payments made for that squad ability as it was cast, not based on payments for any other instance of squad.\n如果一个咒语具有多个小队异能,则每一个均需分别支付。如果一个永久物具有多个小队异能,则每个小队异能都基于为其支付的费用触发,而非其他任何小队费用。"}, {"chapter": "7", "id": "702.158.", "content": "702.158. Space Sculptor\n太空塑师"}, {"chapter": "7", "id": "702.158a", "content": "702.158a One card (Space Beleren) has the space sculptor ability. This keyword ability causes creatures to gain sector designations.\n一张牌(Space Beleren)具有太空塑师异能。此关键字异能令生物得到星区称号。"}, {"chapter": "7", "id": "702.158b", "content": "702.158b A sector designation is a designation a permanent can have. The sector designations are alpha sector, beta sector, and gamma sector. Only permanents can have a sector designation. Once a permanent gets a sector designation, it keeps it until no player controls a permanent with space sculptor or an ability whose source has space sculptor. A sector designation is not part of the permanent’s copiable values.\n星区称号是永久物能够具有的称号。星区称号有三种:阿尔法星区、贝塔星区、伽马星区。只有永久物能够具有星区称号。一旦永久物得到星区称号,其就会一直具有此称号,直到没有牌手操控具有太空塑师异能的永久物或来源具有太空塑师异能的异能为止。"}, {"chapter": "7", "id": "702.158c", "content": "702.158c Any time a permanent with space sculptor and any creatures without a sector designation are on the battlefield at the same time, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. This is a state-based action (see rule 704.5u).\n具有太空塑师异能的永久物与不具星区称号的生物同时在战场上时,每位未操控具有太空塑师异能之永久物,且操控不具星区称号之生物的牌手为其操控的每个此类生物各选择一个星区称号。然后,每位操控此类生物的其他牌手为其操控的每个此类生物各选择一个星区称号。此为状态动作(参见规则704.5u)。"}, {"chapter": "7", "id": "702.158d", "content": "702.158d Some abilities include an instruction to choose a sector along with an instruction to perform an action on each creature in that sector. To do this, choose one of the three sector designations, then perform that action on each creature with that sector designation.\n一些异能包含选择一个星区的指示,以及对该星区中的每个生物执行动作的指示。方法如下:从三个星区称号中选择一个,然后对每个具有该星区称号的生物执行该动作。"}, {"chapter": "7", "id": "702.158e", "content": "702.158e Two permanents are in the same sector if each has the same sector designation.\n两个具有相同星区称号的永久物,即为在同一星区中。"}, {"chapter": "7", "id": "702.159.", "content": "702.159. Visit\n造访"}, {"chapter": "7", "id": "702.159a", "content": "702.159a Visit is a keyword ability found on Attraction cards (see rule 717). “Visit — [Effect]” means “Whenever you roll to visit your Attractions, if the result is equal to a number that is lit up on this Attraction, [effect].” See rule 701.52, “Roll to Visit Your Attractions.”\n造访是见于景点牌上的关键字异能(参见规则717)。“造访~[效应]”意指“每当你掷骰造访景点时,若掷骰结果等同于由此景点上的一个亮起的数字,[效应]。”参见规则701.52,“掷骰造访景点”。"}, {"chapter": "7", "id": "702.159b", "content": "702.159b Some Attractions instruct a player to “claim the prize,” followed by a second paragraph that starts with the word “Prize” and a long dash. This text is part of its visit ability. To claim the prize of an Attraction, perform the actions listed after the long dash.\n一些景点指示牌手“赢得奖励”,随后的第二个段落以单词“Prize”和一条长横线开头。这些叙述是其造访异能的一部分。赢得一个景点的奖励的流程是,执行在该长横线后列出的动作。"}, {"chapter": "7", "id": "702.160.", "content": "702.160. Prototype\n试作"}, {"chapter": "7", "id": "702.160a", "content": "702.160a Prototype is a static ability that appears on prototype cards that have a secondary set of power, toughness, and mana cost characteristics. A player who casts a spell with prototype can choose to cast that card “prototyped.” If they do, the alternative set of its power, toughness, and mana cost characteristics are used. See 718, “Prototype Cards.”\n试作是见于具有第二组力量、防御力和法术力费用特征之试作牌上的静止式异能。牌手施放具有试作异能的咒语时,可以选择将此牌作为试作咒语来施放。若如此作,则使用其第二组力量、防御力和法术力费用特征。参见规则718,“试作牌”。"}, {"chapter": "7", "id": "702.161.", "content": "702.161. Living Metal\n金属生命体"}, {"chapter": "7", "id": "702.161a", "content": "702.161a Living metal is a keyword ability found on some Vehicles. “Living metal” means “During your turn, this permanent is an artifact creature in addition to its other types.”\n金属生命体是见于某些载具上的关键字异能。“金属生命体”意指“只要是在你的回合中,此载具便也是神器生物。”"}, {"chapter": "7", "id": "702.162.", "content": "702.162. More Than Meets the Eye\n远超所见"}, {"chapter": "7", "id": "702.162a", "content": "702.162a More Than Meets the Eye represents a static ability that functions in any zone from which the spell may be cast. “More Than Meets the Eye [cost]” means “You may cast this card converted by paying [cost] rather than its mana cost.” Casting a spell using its More Than Meets the Eye ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). See rule 701.28, “Convert.”\n远超所见代表一个静止式异能,在任何能施放该咒语的区域中都会生效。“远超所见[费用]”意指“你可以支付[费用]来施放已转换的此牌,而不支付其法术力费用。”支付某咒语的远超所见费用时,需依照规定来支付替代性费用(参见规则601.2b与规则601.2f-h)。参见规则701.28,“转换”。"}, {"chapter": "7", "id": "702.163.", "content": "702.163. For Mirrodin!\n秘罗万岁!"}, {"chapter": "7", "id": "702.163a", "content": "702.163a For Mirrodin! is a triggered ability. “For Mirrodin!” means “When this Equipment enters, create a 2/2 red Rebel creature token, then attach this Equipment to it.”\n秘罗万岁!属于触发式异能。“秘罗万岁!”意指“当此武具进场时,派出一个2/2红色反抗军衍生生物,然后将它贴附于其上。”"}, {"chapter": "7", "id": "702.164.", "content": "702.164. Toxic\n下毒"}, {"chapter": "7", "id": "702.164a", "content": "702.164a Toxic is a static ability. It is written “toxic N,” where N is a number.\n下毒属于静止式异能,其叙述写作“下毒N”,N为一个数字。"}, {"chapter": "7", "id": "702.164b", "content": "702.164b Some rules and effects refer to a creature’s “total toxic value.” A creature’s total toxic value is the sum of all N values of toxic abilities that creature has.\n一些规则和效应提及一个生物的“总下毒值”。一个生物的总下毒值,等于其具有之所有下毒异能的N值之和。\nExample: If a creature with toxic 2 gains toxic 1 due to another effect, its total toxic value is 3.\n例如:如果一个具有下毒2的生物因其他效应获得了下毒1,则其总下毒值为3。"}, {"chapter": "7", "id": "702.164c", "content": "702.164c Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number of poison counters equal to that creature’s total toxic value, in addition to the damage’s other results. See rule 120.3.\n具下毒异能的生物对牌手造成的战斗伤害,除了该伤害的其他效果以外,还会导致该生物的操控者给予受到伤害的牌手若干中毒指示物,其数量等同于该生物的总下毒值。参见规则120.3。"}, {"chapter": "7", "id": "702.165.", "content": "702.165. Backup\n后援"}, {"chapter": "7", "id": "702.165a", "content": "702.165a Backup is a triggered ability. “Backup N” means “When this creature enters, put N +1/+1 counters on target creature. If that’s another creature, it also gains the non-backup abilities of this creature printed below this one until end of turn.” Cards with backup have one or more abilities printed after the backup ability. (Some cards with backup also have abilities printed before the backup ability.)\n后援属于触发式异能。“后援N”意指“当此生物进场时,在目标生物上放置N个+1/+1指示物。若后者是另一个生物,则它获得下文之非后援的异能直到回合结束。”具有后援异能的牌,都会在后援异能之后印有一个或数个异能。(一些具有后援异能的牌还可能在后援异能之前印有异能。)"}, {"chapter": "7", "id": "702.165b", "content": "702.165b If a permanent enters the battlefield as a copy of a permanent with a backup ability or a token is created that is a copy of that permanent, the order of abilities printed on it is maintained.\n如果一个永久物作为一个具有后援异能之永久物的复制品进战场,或一个衍生物作为一个具有后援异能之永久物的复制品被派出,其上印有的异能顺序保持不变。"}, {"chapter": "7", "id": "702.165c", "content": "702.165c Only abilities printed on the object with backup are granted by its backup ability. Any abilities gained by a permanent, whether due to a copy effect, an effect that grants an ability to a permanent, or an effect that creates a token with certain abilities, are not granted by a backup ability.\n只有印在具有后援异能之物件上的异能才能被其后援异能赋予。永久物获得的任何异能,无论是因复制效应而获得,因赋予永久物异能的效应而获得,或是因派出具有特定异能的衍生物的效应而获得,都不会被后援异能赋予。"}, {"chapter": "7", "id": "702.165d", "content": "702.165d The abilities that a backup ability grants are determined as the ability is put on the stack. They won’t change if the permanent with backup loses any abilities after the ability is put on the stack but before it resolves.\n后援异能赋予的异能在其进入堆叠时确定。如果具有后援异能的永久物在后援异能进入堆叠之后但在结算之前失去了异能,赋予的异能也不会改变。"}, {"chapter": "7", "id": "702.166.", "content": "702.166. Bargain\n加码"}, {"chapter": "7", "id": "702.166a", "content": "702.166a Bargain is a static ability that functions while the spell with bargain is on the stack. “Bargain” means “As an additional cost to cast this spell, you may sacrifice an artifact, enchantment, or token.” Paying a spell’s bargain cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n加码属于静止式异能,当具加码异能的咒语在堆叠中时生效。“加码”意指“你可以牺牲一个神器,结界或衍生物,以作为施放此咒语的额外费用。”以加码异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付额外费用。"}, {"chapter": "7", "id": "702.166b", "content": "702.166b If a spell’s controller declares the intention to pay that spell’s bargain cost, that spell has been “bargained.” See rule 601.2b.\n如果一个咒语的操控者宣告将要支付该咒语的加码费用,则该咒语为“已加码”。参见规则601.2b。"}, {"chapter": "7", "id": "702.166c", "content": "702.166c Objects with bargain have additional abilities that specify what happens if they were bargained. These abilities are linked to the bargain ability printed on that object: they can refer only to that specific bargain ability. See rule 607, “Linked Abilities.”\n具有加码的物件具有额外的异能,说明了它已加码时会发生什么。这些异能会关联到此物件上印的加码异能:它们只指这些特定的加码异能。参见规则607,“关联异能”。"}, {"chapter": "7", "id": "702.166d", "content": "702.166d If part of a spell’s ability has its effect only if that spell was bargained and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was bargained. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.\n如果一个异能的一部分只会在该咒语已加码时才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语已加码时,才要选择这些目标。否则,便视同该咒语施放时并无此类目标。参见规则601.2c。"}, {"chapter": "7", "id": "702.167.", "content": "702.167. Craft\n化炼"}, {"chapter": "7", "id": "702.167a", "content": "702.167a Craft represents an activated ability. It is written as “Craft with [materials] [cost],” where [materials] is a description of one or more objects. It means “[Cost], Exile this permanent, Exile [materials] from among permanents you control and/or cards in your graveyard: Return this card to the battlefield transformed under its owner’s control. Activate only as a sorcery.”\n化炼代表一个起动式异能,写作“以[材料]化炼 [费用]”,[材料]为一个或数个物件的描述。它意指“[费用],放逐此永久物,从由你操控的其他永久物和/或你坟墓场的牌中放逐[材料]:将此牌在其拥有者的操控下移回战场且已转化。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.167b", "content": "702.167b If an object in the [materials] of a craft ability is described using only a card type or subtype without the word “card,” it refers to either a permanent on the battlefield that is that type or subtype or a card in a graveyard that is that type or subtype. This is an exception to rule 109.2.\n如果化炼异能的[材料]中包含之物件仅用牌张类别或副类别描述而未使用“牌”字,它表示在战场上且为该类别或副类别的永久物,或在坟墓场中且为该类别或副类别的牌。这是规则109.2的例外情况。"}, {"chapter": "7", "id": "702.167c", "content": "702.167c An ability of a permanent may refer to the exiled cards used to craft it. This refers to cards in exile that were exiled to pay the activation cost of the craft ability that put this permanent onto the battlefield.\n一些永久物的异能提及用以化炼放逐之牌。它代表放逐区中曾因支付化炼异能的起动费用而放逐,以将此永久物放进战场的牌。"}, {"chapter": "7", "id": "702.168.", "content": "702.168. Disguise\n伪装"}, {"chapter": "7", "id": "702.168a", "content": "702.168a Disguise is a static ability that functions in any zone from which you could play the card it’s on, and the disguise effect works any time the card is face down. “Disguise [cost]” means “You may cast this card as a 2/2 face-down creature with ward {2}, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 708, “Face-Down Spells and Permanents.”)\n伪装属于静止式异能,会在具有此异能的牌位于你可以使用它的区域时生效,并且只要该牌的牌面朝下,便会持续伪装的效应。“伪装[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2、具守护{2}的生物,并且没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”(参见规则708,“牌面朝下的咒语和永久物”。)"}, {"chapter": "7", "id": "702.168b", "content": "702.168b To cast a card using its disguise ability, turn the card face down and announce that you are using a disguise ability. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a disguise ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The disguise effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.\n使用伪装异能施放咒语时,将其牌面朝下,并声明你使用伪装异能来施放。它成为2/2、具守护{2}的牌面朝下生物咒语,并且没有名称、没有副类别、没有法术力费用。适用于施放具有这些特征(并非牌面朝上时牌张的特征)的效应或限制会在施放此牌时生效。这些数值为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则707,“复制物件”。)将它放入堆叠(作为具有前述特征之牌面朝下的咒语),改为支付{3},而不是支付其法术力费用。这需要依照支付替代性费用之规则行事。你可以使用一张牌的伪装异能来从任何你可以正常施放此牌的区域施放它。当此咒语结算时,它具有该咒语前述之特征进入战场。伪装的效应持续影响此牌面朝下之物件,直到此永久物被翻回正面为止。"}, {"chapter": "7", "id": "702.168c", "content": "702.168c You can’t normally cast a card face down. A disguise ability allows you to do so.\n通常你不能以牌面朝下的方式施放牌。伪装异能允许你如此作。"}, {"chapter": "7", "id": "702.168d", "content": "702.168d Any time you have priority, you may turn a face-down permanent you control with a disguise ability face up. This is a special action; it doesn’t use the stack (see rule 116). To do this, show all players what the permanent’s disguise cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a disguise cost if it were face up, it can’t be turned face up this way.) The disguise effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield.\n于任何你拥有优先权的时机,你可以把由你操控的具有伪装异能的牌面朝下之永久物翻回正面。这属于特殊动作;它不使用堆叠(参见规则116)。方法如下:将该永久物视同牌面朝上一般将该永久物的伪装费用展示给所有牌手,支付此费用,然后将其翻回正面。(如果此永久物牌面朝上的时候没有伪装费用,则其无法以此法翻回正面。)此牌的伪装效应随之结束,并重新获得其正常特征。当它翻回正面时,由于它早已进过战场,所以并不会触发任何与永久物进入战场相关的异能,亦不会产生与此相关的效应。"}, {"chapter": "7", "id": "702.168e", "content": "702.168e If a permanent’s disguise cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the disguise special action was taken.\n如果一个永久物的伪装费用包含X,该永久物的其他异能可能也提及X。这些异能中X的值等同于伪装特殊动作执行时所选择的X的值。"}, {"chapter": "7", "id": "702.168f", "content": "702.168f See rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a disguise ability.\n关于如何施放具有伪装异能的牌之更多信息,参见规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "7", "id": "702.169.", "content": "702.169. Solved\n侦结"}, {"chapter": "7", "id": "702.169a", "content": "702.169a Solved is a keyword ability found on Case cards. See rule 719, “Case Cards.” “Solved” is followed by ability text. Together, they represent a static ability, a triggered ability, or an activated ability.\n侦结是见于案件牌上的关键字异能。参见规则719,“案件牌”。“侦结”字样后面带有异能文本,它们共同代表一个静止式异能、触发式异能或起动式异能。"}, {"chapter": "7", "id": "702.169b", "content": "702.169b For a static ability, “Solved — [Ability text]” means “As long as this Case is solved, [ability text].”\n对于静止式异能,“侦结~[异能文本]”意指“只要此案件已侦结,[异能文本]。”"}, {"chapter": "7", "id": "702.169c", "content": "702.169c For a triggered ability, “Solved — [Ability text]” means “[Ability text]. This ability triggers only if this Case is solved.”\n对于触发式异能,“侦结~[异能文本]”意指“[异能文本]。此异能只有于此案件已侦结时才会触发。”"}, {"chapter": "7", "id": "702.169d", "content": "702.169d For an activated ability, “Solved — [Ability text]” means “[Ability text]. Activate only if this Case is solved.”\n对于起动式异能,“侦结~[异能文本]”意指“[异能文本]。只能于此案件已侦结时起动。”"}, {"chapter": "7", "id": "702.170.", "content": "702.170. Plot\n设谋"}, {"chapter": "7", "id": "702.170a", "content": "702.170a Plot is a keyword ability that functions while the card with plot is in a player’s hand. “Plot [cost]” means “Any time you have priority during your main phase while the stack is empty, you may exile this card from your hand and pay [cost]. It becomes a plotted card.”\n设谋此关键字异能会于具设谋异能的牌在牌手手上时生效。“设谋[费用]”意指,“你于你的行动阶段中具有优先权且堆叠为空的时机下,你可以支付[费用]并从你手上放逐此牌。它成为已设谋。”"}, {"chapter": "7", "id": "702.170b", "content": "702.170b Exiling a card using its plot ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.”\n利用某牌的设谋异能将之放逐属于特殊动作,不会用到堆叠。参见规则116,“特殊动作”。"}, {"chapter": "7", "id": "702.170c", "content": "702.170c In addition to the plot special action, some spells and abilities cause a card in exile to become plotted.\n除了设谋特殊动作外,某些咒语和异能亦可能令放逐区中的牌成为已设谋。"}, {"chapter": "7", "id": "702.170d", "content": "702.170d A plotted card’s owner may cast it from exile without paying its mana cost during their main phase while the stack is empty during any turn after the turn in which it became plotted. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. A plotted card may be cast this way even if it doesn’t have the plot ability while in exile.\n在已设谋的牌成为已设谋的回合之后的任一回合中,其拥有者于其行动阶段中且堆叠为空时,可以从放逐区中施放该牌,且不需支付其法术力费用。以此法施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。已设谋的牌均能以此法施放之,即使其在放逐区中并不具有设谋异能亦是如此。"}, {"chapter": "7", "id": "702.170e", "content": "702.170e If an effect refers to plotting a card, it means performing the special action associated with a plot ability.\n如果一个效应提及设谋一张牌,其意指执行与设谋异能相关联之特殊动作。"}, {"chapter": "7", "id": "702.170f", "content": "702.170f An effect may allow the plot ability of a card to function in a zone other than a player’s hand. In that case, the card is exiled from the zone it is in as the action is taken rather than from its owner’s hand.\n一个效应可能允许一张牌的设谋异能在手牌之外的区域生效。在此情况下,执行特殊动作时从该牌所在的区域将其放逐,而非从其拥有者手上。"}, {"chapter": "7", "id": "702.171.", "content": "702.171. Saddle\n乘驾"}, {"chapter": "7", "id": "702.171a", "content": "702.171a Saddle is an activated ability. “Saddle N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.”\n乘驾属于起动式异能。“乘驾N”意指“横置任意数量由你操控且力量总和等于或大于N的其他未横置生物:此永久物成为已乘驾直到回合结束。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.171b", "content": "702.171b Saddled is a designation that has no rules meaning other than to act as a marker that spells and abilities can identify. Only permanents can be or become saddled. Once a permanent has become saddled, it stays saddled until the end of the turn or it leaves the battlefield. Being saddled is not a part of the permanent’s copiable values.\n“已乘驾”此称号并无规则含义。它仅用作标记,供其他规则和效应辨识之用。只有永久物可以成为已乘驾。一旦某永久物已乘驾后,它便会一直保持已乘驾,直到回合结束或它离开战场为止。成为已乘驾并非该永久物可复制特征值的一部分。"}, {"chapter": "7", "id": "702.171c", "content": "702.171c A creature “saddles” a permanent as it’s tapped to pay the cost to activate a permanent’s saddle ability.\n当某个生物被横置来支付起动某永久物之乘驾异能的费用时,该生物便“乘驾”该永久物。"}, {"chapter": "7", "id": "702.172.", "content": "702.172. Spree\n追欢"}, {"chapter": "7", "id": "702.172a", "content": "702.172a Spree is a static ability found on some modal spells (see rule 700.2) that applies while the spell on the stack. Spree means “Choose one or more modes. As an additional cost to cast this spell, pay the costs associated with those modes.”\n追欢是见于某些具有模式之咒语上的静止式异能(参见规则700.2),会于咒语在堆叠上时生效。“追欢”意指“选择一个或数个模式。支付与这些模式关联的费用,以作为施放此咒语的额外费用。”"}, {"chapter": "7", "id": "702.172b", "content": "702.172b Cards with the spree ability have a plus sign icon in the upper right corner of the card, and use a plus sign (+) rather than traditional bullet points. These symbols are a visual reminder that this card requires an additional cost to be cast, and do not have additional rules meaning.\n具有追欢异能之牌的右上角印有一个加号符号,且使用加号(+)而非通常的圆点来指示模式。这些符号仅为视觉提示,说明此牌要求额外费用才能施放,并无额外规则含义。"}, {"chapter": "7", "id": "702.173.", "content": "702.173. Freerunning\n自由奔跑"}, {"chapter": "7", "id": "702.173a", "content": "702.173a Freerunning is a static ability that functions on the stack. “Freerunning [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a creature that, at the time it dealt that damage, was an Assassin creature or a commander under your control.” Casting a spell for its freerunning cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n自由奔跑属于静止式异能,于堆叠中生效。“自由奔跑[费用]”意指“如果本回合中一个生物对任一对手造成过战斗伤害,且其造成该伤害时在你的操控下并是杀手生物或是指挥官,则你可以支付[费用],而不支付此咒语的法术力费用。”支付自由奔跑费用时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.174.", "content": "702.174. Gift\n礼赠"}, {"chapter": "7", "id": "702.174a", "content": "702.174a Gift is a keyword that represents two abilities. It is written “Gift a [something].” The first ability is a static ability that functions while the card with gift is on the stack, and the second is either an ability that functions while the card with gift is on the stack or a triggered ability that functions while the card with gift is on the battlefield. The first ability is always “As an additional cost to cast this spell, you may choose an opponent.” Paying a spell’s gift cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. The second ability depends on the [something] listed as well as whether the object with the ability is a permanent or an instant or sorcery spell.\n礼赠此关键字代表两个异能,写作“礼赠[某物]”。第一个异能属于静止式异能,于具礼赠异能的牌在堆叠中时生效。第二个异能可以是于具礼赠异能的牌在堆叠中时生效的异能,或于具礼赠异能的牌在战场上时生效的触发式异能。第一个异能总是“你可以选择一位对手,以作为施放此咒语的额外费用。”支付咒语的礼赠费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。第二个异能取决于列出的[某物],以及具有该异能的物件是永久物还是瞬间或法术咒语。"}, {"chapter": "7", "id": "702.174b", "content": "702.174b On a permanent, the second ability represented by gift is “When this permanent enters, if its gift cost was paid, [effect].” On an instant or sorcery spell, the second ability represented by gift is “If this spell’s gift cost was paid, [effect].” The specific effect is defined by the [something] listed.\n永久物上由礼赠代表的第二个异能为“当此永久物进场时,若曾支付其礼赠费用,[效应]。”瞬间或法术咒语上由礼赠代表的第二个异能为“如果曾支付其礼赠费用,[效应]。”具体效应取决于所列出的[某物]。"}, {"chapter": "7", "id": "702.174c", "content": "702.174c Some effects trigger whenever a player gives a gift. Such an ability triggers whenever an instant or sorcery spell that player controls whose gift cost was paid resolves. It also triggers whenever the gift triggered ability of a permanent that player controls resolves.\n一些效应在牌手送出礼赠时触发。此类效应会在由该牌手操控,且曾支付其礼赠费用的瞬间或法术咒语结算时触发。它也会在由该牌手操控的永久物之礼赠触发式异能结算时触发。"}, {"chapter": "7", "id": "702.174d", "content": "702.174d “Gift a Food” means the effect is “The chosen player creates a Food token.”\n“礼赠食品”意指效应为“该牌手派出一个食品衍生物。”"}, {"chapter": "7", "id": "702.174e", "content": "702.174e “Gift a card” means the effect is “The chosen player draws a card.”\n“礼赠一张牌”意指效应为“该牌手抓一张牌。”"}, {"chapter": "7", "id": "702.174f", "content": "702.174f “Gift a tapped Fish” means the effect is “The chosen player creates a tapped 1/1 blue Fish creature token.”\n“礼赠已横置的鱼”意指效应为“该牌手派出一个已横置的1/1蓝色鱼衍生生物。”"}, {"chapter": "7", "id": "702.174g", "content": "702.174g “Gift an extra turn” means the effect is “The chosen player takes an extra turn after this one.”\n“礼赠额外一个回合”意指效应为“该牌手在本回合后进行额外的一个回合。”"}, {"chapter": "7", "id": "702.174h", "content": "702.174h “Gift a Treasure” means the effect is “The chosen player creates a Treasure token.”\n“礼赠珍宝”意指效应为“该牌手派出一个珍宝衍生物。”"}, {"chapter": "7", "id": "702.174i", "content": "702.174i “Gift an Octopus” means the effect is “The chosen player creates an 8/8 blue Octopus creature token.”\n“礼赠章鱼”意指效应为“该牌手派出一个8/8蓝色章鱼衍生生物。”"}, {"chapter": "7", "id": "702.174j", "content": "702.174j For instant and sorcery spells, the effect of a gift ability always happens before any other spell abilities of the card. If the spell is countered or otherwise leaves the stack before resolving, the gift effect doesn’t happen.\n对瞬间和法术咒语而言,礼赠异能的效应总是在该牌的其他咒语效应之前发生。如果该咒语被反击或因故离开堆叠,其礼赠效应不会发生。"}, {"chapter": "7", "id": "702.174k", "content": "702.174k If a spell’s controller declares the intention to pay a spell’s gift cost, that spell’s gift was promised.\n如果某咒语的操控者宣告将要支付该咒语的礼赠费用,则该咒语已应诺礼赠。"}, {"chapter": "7", "id": "702.174m", "content": "702.174m If part of a spell’s ability has its effect only if its gift was promised, and that part of the ability includes any targets, the spell’s controller chooses those targets only if the gift was promised.\n如果某异能的一部分只会在该咒语已应诺礼赠时才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语已应诺礼赠时,才要选择这些目标。"}, {"chapter": "7", "id": "702.175.", "content": "702.175. Offspring\n繁生"}, {"chapter": "7", "id": "702.175a", "content": "702.175a Offspring represents two abilities. “Offspring [cost]” means “You may pay an additional [cost] as you cast this spell” and “When this permanent enters, if its offspring cost was paid, create a token that’s a copy of it, except it’s 1/1.”\n繁生代表两个异能。“繁生[费用]”意指“你施放此咒语时可以额外支付[费用]”以及“当此永久物进场时,若曾支付其繁生费用,则派出一个为其复制品的衍生物,但它是1/1。”"}, {"chapter": "7", "id": "702.175b", "content": "702.175b If a spell has multiple instances of offspring, each is paid separately and triggers based on the payments made for it, not any other instances of offspring.\n如果一个咒语具有多个繁生异能,则每一个均需分别支付,而支付费用后的触发也将各自独立,每个繁生异能都基于为其支付的费用触发。"}, {"chapter": "7", "id": "702.176.", "content": "702.176. Impending\n隐现"}, {"chapter": "7", "id": "702.176a", "content": "702.176a Impending is a keyword that represents four abilities. The first is a static ability that functions while the spell with impending is on the stack. The second is static ability that creates a replacement effect that may apply to the permanent with impending as it enters the battlefield from the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N—[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this permanent’s impending cost, it enters with N time counters on it,” “As long as this permanent’s impending cost was paid and it has a time counter on it, it’s not a creature,” and “At the beginning of your end step, if this permanent’s impending cost was paid and it has a time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n隐现此关键字代表四个异能。第一个是静止式异能,会于具有隐现异能的咒语在堆叠上时生效。第二个是静止式异能,会产生一个替代性效应,于具有隐现异能的永久物从堆叠进战场时生效。第三个是静止式异能,在战场上生效。第四个是触发式异能,在战场上生效。“隐现N~[费用]”意指“你可以选择支付[费用],而非支付此咒语的法术力费用”、“如果你选择支付此永久物的隐现费用,则其进场时上面有N个计时指示物”、“只要曾支付过此永久物的隐现费用且其上有计时指示物,它便不是生物”以及“在你的结束步骤开始时,若曾支付此永久物的隐现费用且其上有计时指示物,则从其上移去一个计时指示物。”支付隐现费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.177.", "content": "702.177. Exhaust\n竭绝"}, {"chapter": "7", "id": "702.177a", "content": "702.177a An exhaust ability is a special kind of activated ability. “Exhaust — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only once.”\n竭绝异能是一类特殊的起动式异能。“竭绝~[费用]:[效应]”意指,“[费用]:[效应]。只能起动一次。”"}, {"chapter": "7", "id": "702.177b", "content": "702.177b An effect may allow you to take an action as long as you haven’t activated an exhaust ability this turn. Such an effect allows that action only if you haven’t begun to activate an exhaust ability this turn.\n一个效应允许你只要本回合中还未起动过任何竭绝异能,就能执行一个动作。此类效应仅在你本回合中尚未开始起动竭绝异能的情况下,才允许你执行该动作。\nExample: Elvish Refueler has an exhaust ability that costs mana and also has an ability that reads “During your turn, as long as you haven’t activated an exhaust ability this turn, you may activate exhaust abilities as though they haven’t been activated.” Loot, the Pathfinder has an exhaust ability that is also a mana ability. If you’ve already activated both of these abilities in a previous turn, you can’t activate Loot’s mana ability during the process of activating Elvish Refueler’s exhaust ability, because you have already begun to activate a different exhaust ability.\n例如:加油妖精[Elvish Refueler]具有支付法术力起动的竭绝异能,以及另一个叙述为“于你的回合中,只要你本回合中还未起动过任何竭绝异能,你便可以将竭绝异能视同从未起动过地来起动”的异能。寻路烂宝[Loot, the Pathfinder]具有一个同时为法术力异能的竭绝异能。如果你已经在先前的回合中起动过这两个异能,则你不能在起动加油妖精之竭绝异能的过程中起动烂宝的法术力异能,因为你已经开始起动一个不同的竭绝异能。"}, {"chapter": "7", "id": "702.178.", "content": "702.178. Max Speed\n速度极限"}, {"chapter": "7", "id": "702.178a", "content": "702.178a A max speed ability is a special kind of static ability. “Max speed — [Ability]” means “As long as your speed is 4, this object has ‘[Ability].’” See rule 702.179, “Start Your Engines!”\n速度极限是一类特殊的静止式异能。“速度极限~[异能]”意指“只要你的速度达到4,此物件便具有[异能]。”参见规则702.179,“发动引擎!”。"}, {"chapter": "7", "id": "702.178b", "content": "702.178b If an ability granted by a max speed ability states which zones it functions from, the max speed ability that grants that ability functions from those zones. (See rule 113.6c.)\n如果速度极限异能所赋予的异能注明了其生效的区域,则赋予该异能的速度极限异能也会在这些区域生效。"}, {"chapter": "7", "id": "702.179.", "content": "702.179. Start Your Engines!\n发动引擎!"}, {"chapter": "7", "id": "702.179a", "content": "702.179a Start your engines! is a static ability. If a player controls a permanent with start your engines! and that player has no speed, their speed becomes 1. This is a state-based action. See rule 704.\n发动引擎!属于静止式异能。如果某牌手操控具有发动引擎!异能的永久物且其没有速度,则其速度成为1。此为状态动作。参见规则704。"}, {"chapter": "7", "id": "702.179b", "content": "702.179b Players do not have speed until a rule or effect sets their speed to a specific value.\n牌手没有速度,直到某规则或效应将其速度设定为某特定值。"}, {"chapter": "7", "id": "702.179c", "content": "702.179c If a player has no speed and they are instructed to increase their speed by a certain value, their speed becomes that value.\n如果牌手没有速度时被指示将其速度增加一定数值,则其速度成为该数值。"}, {"chapter": "7", "id": "702.179d", "content": "702.179d There is an inherent triggered ability associated with a player having 1 or more speed. This ability has no source and is controlled by that player. That ability is “Whenever one or more opponents lose life during your turn, if your speed is less than 4, your speed increases by 1. This ability triggers only once each turn.”\n牌手具有1或更高的速度会产生一个与之关联的固有触发式异能。此异能没有来源,且由该牌手操控。此异能为“于你的回合中,每当有一位或数位对手失去生命时,若你的速度小于4,则将你的速度增加1。此异能每回合只会触发一次。”"}, {"chapter": "7", "id": "702.179e", "content": "702.179e Rules and effects may refer to whether a player has “max speed.” A player has max speed if their speed is 4.\n一些规则和效应可能会提及牌手是否达到“速度极限”。如果某牌手的速度达到4,则其便达到速度极限。"}, {"chapter": "7", "id": "702.179f", "content": "702.179f Some effects refer to a player’s speed. If that player has no speed, their speed is 0 for the purpose of an effect that refers to speed.\n一些效应提及牌手的速度。如果该牌手没有速度,则对于提及速度的效应而言,其速度为0。"}, {"chapter": "7", "id": "702.180.", "content": "702.180. Harmonize\n谐颂"}, {"chapter": "7", "id": "702.180a", "content": "702.180a Harmonize represents three static abilities: one that functions while the card is in a player’s graveyard and two that function while the spell with harmonize is on the stack. “Harmonize [cost]” means “You may cast this card from your graveyard by paying [cost] and tapping up to one untapped creature you control rather than paying this spell’s mana cost,” “If you cast this spell using its harmonize ability, its total cost is reduced by an amount of generic mana equal to the tapped creature’s power,” and “If the harmonize cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its harmonize ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n谐颂代表三个静止式异能:一个于该牌在牌手的坟墓场中时生效,两个于具有谐颂异能的咒语在堆叠上时生效。“谐颂[费用]”意指,“你可以从你的坟墓场施放此牌,并支付[费用]及横置至多一个由你操控且未横置的生物,而非支付其法术力费用”“如果你利用此咒语的谐颂异能来施放之,则其总费用减少若干一般法术力,其数量等同于所横置生物的力量”,以及“若曾支付其谐颂费用,当此牌将于任何时机下离开堆叠时,改为将它放逐,而非置入任何地方。”支付谐颂费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.180b", "content": "702.180b You choose which creature to tap as you choose to pay a spell’s harmonize cost (see rule 601.2b), and then tap that creature as you pay the total cost.\n于你选择支付咒语的谐颂费用时,一并选择横置哪个生物(参见规则601.2b)。于你支付总费用时,横置该生物。"}, {"chapter": "7", "id": "702.181.", "content": "702.181. Mobilize\n动员"}, {"chapter": "7", "id": "702.181a", "content": "702.181a Mobilize is a triggered ability. “Mobilize N” means “Whenever this creature attacks, create N 1/1 red Warrior creature tokens. Those tokens enter tapped and attacking. Sacrifice them at the beginning of the next end step.”\n动员属于触发式异能。“动员N”意指,“每当此生物攻击时,派出N个已横置且正进行攻击的1/1红色战士衍生生物。在下一个结束步骤开始时将它们牺牲。”"}, {"chapter": "7", "id": "702.182.", "content": "702.182. Job Select\n职业选择"}, {"chapter": "7", "id": "702.182a", "content": "702.182a Job select is a triggered ability. “Job select” means “When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this Equipment to it.”\n职业选择属于触发式异能。“职业选择”意指“当此武具进场时,派出一个1/1无色英雄衍生生物,然后将它贴附于其上。”"}, {"chapter": "7", "id": "702.183.", "content": "702.183. Tiered\n分级"}, {"chapter": "7", "id": "702.183a", "content": "702.183a Tiered is a static ability found on some modal spells (see rule 700.2) that applies while the spell is on the stack. Tiered means “Choose one. As an additional cost to cast this spell, pay the cost associated with that mode.”\n分级是见于某些具有模式之咒语上的静止式异能(参见规则700.2),会于咒语在堆叠上时生效。“分级”意指“选择一项。支付与该模式关联的费用,以作为施放此咒语的额外费用。”"}, {"chapter": "7", "id": "702.184.", "content": "702.184. Station\n蓄势"}, {"chapter": "7", "id": "702.184a", "content": "702.184a Station is an activated ability. “Station” means “Tap another untapped creature you control: Put a number of charge counters on this permanent equal to the tapped creature’s power. Activate only as a sorcery.”\n蓄势属于起动式异能。“蓄势”意指“横置另一个由你操控且未横置的生物:在此永久物上放置若干充电指示物,其数量等同于该生物的力量。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.184b", "content": "702.184b Each card printed with a station ability is known as a station card. It has a nonstandard layout and includes station symbols that are themselves keyword abilities. See rule 721, “Station Cards.”\n每张印有蓄势异能的牌为蓄势牌。它有特殊排版方式,并且包含了蓄势符号,这些符号本身也是关键字异能。参见规则721,“蓄势牌”。"}, {"chapter": "7", "id": "702.184c", "content": "702.184c Static abilities may modify the result of a station ability by causing it to use a characteristic other than the tapped creature’s power to determine the number of counters placed on the permanent with the station ability.\n一些静止式异能可能影响蓄势异能的效应,使之利用所横置的生物之力量以外的特征来决定在具蓄势异能的永久物上放置充电指示物的数量。\nExample: Tapestry Warden has as ability that reads “Each creature you control with toughness greater than its power stations permanents using its toughness rather than its power.”\n例如:织锦卫械[Tapestry Warden]具有叙述为“每个由你操控且防御力比力量大的生物皆依照其防御力来蓄势永久物,而不是依照力量”的异能。"}, {"chapter": "7", "id": "702.185.", "content": "702.185. Warp\n跃迁"}, {"chapter": "7", "id": "702.185a", "content": "702.185a Warp represents two static abilities that function while the card with warp is on the stack, one of which may create a delayed triggered ability. “Warp [cost]” means “You may cast this card from your hand by paying [cost] rather than its mana cost” and “If this spell’s warp cost was paid, exile the permanent this spell becomes at the beginning of the next end step. Its owner may cast this card after the current turn has ended for as long as it remains exiled.” Casting a spell for its warp cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n跃迁代表两个静止式异能,于具有跃迁异能的牌在堆叠上时生效,其中一个会产生延迟触发式异能。“跃迁[费用]”意指“你可以支付[费用]来从手上施放此牌,而非支付其法术力费用”,“如果曾支付过此咒语的跃迁费用,在下个结束步骤开始时,放逐此咒语所成的永久物。当前回合结束后,于此牌持续放逐的时段内,其拥有者可以施放此牌。”支付跃迁费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.185b", "content": "702.185b Some effects refer to “warped” cards in exile. A warped card in exile is one that was exiled by the delayed triggered ability created by a warp ability.\n一些效应提及放逐区中“已跃迁”的牌。放逐区中已跃迁的牌指,因跃迁异能产生的延迟触发式异能而被放逐的牌。"}, {"chapter": "7", "id": "702.185c", "content": "702.185c Some effects refer to whether “a spell was warped this turn.” This means that a spell was cast for its warp cost this turn.\n一些效应提及“本回合有咒语跃迁”。其意指,本回合有咒语经支付跃迁费用施放。"}, {"chapter": "7", "id": "702.186.", "content": "702.186. ∞ (Infinity)\n∞(无限)"}, {"chapter": "7", "id": "702.186a", "content": "702.186a ∞ (the mathematical symbol for infinity) is a keyword found on Infinity cards. “∞” is followed by ability text. Together, they represent a static ability.\n∞(数学中的无限符号)是见于无限牌上的关键字。“∞”字样后面带有异能文本,它们共同代表一个静止式异能。"}, {"chapter": "7", "id": "702.186b", "content": "702.186b “∞ — [Ability]” means “As long as this permanent is harnessed, it has [ability].” See rule 701.64, “Harness.”\n“∞~[异能]”意指“只要此永久物已受掌控,它便具有[异能]。”参见规则701.64,“掌控”。"}, {"chapter": "7", "id": "702.187.", "content": "702.187. Mayhem\n疯乱"}, {"chapter": "7", "id": "702.187a", "content": "702.187a Mayhem is a static ability that functions while the card with mayhem is in a player’s graveyard.\n疯乱属于静止式异能,于具有疯乱异能的牌在牌手的坟墓场中时生效。"}, {"chapter": "7", "id": "702.187b", "content": "702.187b “Mayhem [cost]” means “As long as you discarded this card this turn, you may cast it from your graveyard by paying [cost] rather than paying its mana cost.” Casting a spell using its mayhem ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n“疯乱[费用]”意指“只要你是于本回合中弃掉此牌,你便可以从你坟墓场中施放之,但须支付[费用],而非支付其法术力费用。”支付疯乱费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.187c", "content": "702.187c “Mayhem” without a cost means “You may play this card from your graveyard if you discarded it this turn.”\n其后未带有费用的“疯乱”意指“只要你是于本回合中弃掉此牌,你便可以从你坟墓场中施放之。”"}, {"chapter": "7", "id": "702.188.", "content": "702.188. Web-slinging\n蛛丝甩荡"}, {"chapter": "7", "id": "702.188a", "content": "702.188a Web-slinging is a static ability that functions while the spell with web-slinging is on the stack. “Web-slinging [cost]” means “You may cast this spell by paying [cost] and returning a tapped creature you control to its owner’s hand rather than paying its mana cost.” Casting a spell using its web-slinging ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n蛛丝甩荡属于静止式异能,于具蛛丝甩荡异能的咒语在堆叠上时生效。“蛛丝甩荡[费用]”意指“你可以支付[费用]并将一个由你操控且已横置的生物移回其拥有者手上来施放此咒语,而非支付其法术力费用。”支付蛛丝甩荡费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.189.", "content": "702.189. Firebending\n振火"}, {"chapter": "7", "id": "702.189a", "content": "702.189a Firebending is a triggered ability. “Firebending N” means “Whenever this creature attacks, add N {R}. Until end of combat, you don’t lose this mana as steps and phases end.”\n振火属于触发式异能。“振火N”意指“每当此生物攻击时,加N点{R}。直到战斗结束,你不会因步骤结束而失去这份法术力。”"}, {"chapter": "7", "id": "702.189b", "content": "702.189b An ability that triggers whenever a player firebends triggers whenever a firebending ability they control resolves.\n每当牌手振火时触发的异能会在该牌手操控的振火异能结算时触发。"}, {"chapter": "7", "id": "703.", "content": "703. Turn-Based Actions\n回合动作"}, {"chapter": "7", "id": "703.1.", "content": "703.1. Turn-based actions are game actions that happen automatically when certain steps or phases begin, or when each step and phase ends. Turn-based actions don’t use the stack.\n回合动作属于游戏动作,会在当某些步骤或阶段开始时,或每个步骤及阶段结束时自动执行。回合动作不使用堆叠。"}, {"chapter": "7", "id": "703.1a", "content": "703.1a Abilities that watch for a specified step or phase to begin are triggered abilities, not turn-based actions. (See rule 603, “Handling Triggered Abilities.”)\n在乎特定步骤或阶段开始的异能属于触发式异能,并不属于回合动作。(参见规则603,“处理触发式异能”。)"}, {"chapter": "7", "id": "703.2.", "content": "703.2. Turn-based actions are not controlled by any player.\n回合动作不由任何牌手操控。"}, {"chapter": "7", "id": "703.3.", "content": "703.3. Whenever a step or phase begins, if it’s a step or phase that has any turn-based action associated with it, those turn-based actions are automatically dealt with first. This happens before state-based actions are checked, before triggered abilities are put on the stack, and before players receive priority.\n每当一个步骤或阶段开始时,如果此步骤或阶段有任何与之相关的回合动作,则会先自动处理这些回合动作。这会在检查状态动作、将触发式异能放进堆叠、牌手得到优先权等事件之前发生。"}, {"chapter": "7", "id": "703.4.", "content": "703.4. The turn-based actions are as follows:\n回合动作如下列所示:"}, {"chapter": "7", "id": "703.4a", "content": "703.4a Immediately after the untap step begins, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. See rule 502.1.\n在重置步骤开始后,所有由主动牌手操控、具时间跳跃异能的已跃回永久物立刻跃离,以及所有在跃离时由主动牌手操控的已跃离永久物立刻跃回。这些动作全部同时发生。参见规则502.1。"}, {"chapter": "7", "id": "703.4b", "content": "703.4b Immediately after the phasing action has been completed during the untap step, if the game has either the day or night designation, it checks to see whether that designation should change. If it’s neither day nor night, this check doesn’t happen. See rule 502.2.\n在重置步骤之中、时间跳跃动作完成之后,如果游戏当前是白昼或黑夜,则立刻检查该称号是否需要改变。如果当前既非白昼也非黑夜,则该检查不会发生。参见规则502.2。"}, {"chapter": "7", "id": "703.4c", "content": "703.4c Immediately after the game checks to see if its day or night designation should change during the untap step or, if the game doesn’t have a day or night designation, immediately after the phasing action has been completed during the untap step, the active player determines which permanents they control will untap. Then they untap them all simultaneously. See rule 502.3.\n在重置步骤之中、游戏检查白昼或黑夜称号是否需要改变之后,或者如果游戏当前既非白昼也非黑夜,在时间跳跃动作完成之后,主动牌手立刻判断由其操控的哪些永久物将重置,之后该牌手将它们同时重置。参见规则502.3。"}, {"chapter": "7", "id": "703.4d", "content": "703.4d Immediately after the draw step begins, the active player draws a card. See rule 504.1.\n在抓牌步骤开始之后,主动牌手立刻抓一张牌。参见规则504.1。"}, {"chapter": "7", "id": "703.4e", "content": "703.4e In an Archenemy game (see rule 904), immediately after the archenemy’s precombat main phase begins, that player sets the top card of their scheme deck in motion. See rule 701.32.\n在魔王游戏中(参见规则904),在魔王的战斗前行动阶段开始之后,该牌手立刻发动其邪计套牌的牌库顶牌。参见规则701.32。"}, {"chapter": "7", "id": "703.4f", "content": "703.4f Immediately after a player’s precombat main phase begins, that player puts a lore counter on each Saga enchantment they control with one or more chapter abilities. In an Archenemy game, this happens after the archenemy’s scheme action. See rule 714, “Saga Cards.”\n在牌手的战斗前行动阶段开始之后,该牌手立刻在每个由其操控且具有章节异能的传纪结界上放置一个学问指示物。在魔王游戏中,这会在魔王的邪计动作之后发生。参见规则714,“传纪牌”。"}, {"chapter": "7", "id": "703.4g", "content": "703.4g Immediately after the action of placing lore counters has been completed, if the active player controls any Attractions, that player rolls to visit their Attractions. See rule 701.52, “Roll to Visit Your Attractions.”\n在放置学问指示物动作完成之后,如果主动牌手操控任何景点,该牌手立刻掷骰造访景点。参见规则701.52,“掷骰造访景点”。"}, {"chapter": "7", "id": "703.4h", "content": "703.4h Immediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. See rule 507.1.\n在战斗开始步骤开始之后,如果正在进行一局多人游戏,且主动牌手之对手并不会全部自动成为防御牌手,则主动牌手立刻选择一位对手。该牌手成为防御牌手。参见规则507.1。"}, {"chapter": "7", "id": "703.4i", "content": "703.4i Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1.\n在宣告攻击者步骤开始之后,主动牌手立刻宣告攻击者。参见规则508.1。"}, {"chapter": "7", "id": "703.4j", "content": "703.4j Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1.\n在宣告阻挡者步骤开始之后,防御牌手立刻宣告阻挡者。参见规则509.1。"}, {"chapter": "7", "id": "703.4k", "content": "703.4k Immediately after the combat damage step begins, each player in APNAP order announces how each attacking or blocking creature they control assigns its combat damage. See rule 510.1.\n在战斗伤害步骤开始之后,每位牌手立刻以“主动牌手先决定”的顺序,宣告将如何分配每个由其所操控的攻击或阻挡生物的战斗伤害。参见规则510.1。"}, {"chapter": "7", "id": "703.4m", "content": "703.4m Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2.\n在战斗伤害步骤当中、分配了战斗伤害之后,所有战斗伤害立刻同时造成。参见规则510.2。"}, {"chapter": "7", "id": "703.4n", "content": "703.4n Immediately after the cleanup step begins, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. See rule 514.1.\n在清除步骤开始之后,如果主动牌手的手牌数量超过了其手牌上限(通常为七张),其立刻弃掉足够的牌,直到数量减少到手牌上限。参见规则514.1。"}, {"chapter": "7", "id": "703.4p", "content": "703.4p Immediately after the active player has discarded cards (if necessary) during the cleanup step, all damage is removed from permanents and all “until end of turn” and “this turn” effects end. These actions happen simultaneously. See rule 514.2.\n在清除步骤当中、主动牌手弃牌之后(若有需要),立刻移除永久物上的所有伤害、结束所有“直到回合结束”和“本回合”的效应。这些动作同时发生。参见规则514.2。"}, {"chapter": "7", "id": "703.4q", "content": "703.4q As each step or phase ends, any unspent mana left in a player’s mana pool empties. See rule 500.5.\n于每个步骤或阶段结束时,留在牌手法术力池中尚未用尽的法术力被清空。参见规则500.4。"}, {"chapter": "7", "id": "704.", "content": "704. State-Based Actions\n状态动作"}, {"chapter": "7", "id": "704.1.", "content": "704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.\n状态动作属于游戏动作,每当满足某些条件时(如下所述)便会自动发生。状态动作不使用堆叠。"}, {"chapter": "7", "id": "704.1a", "content": "704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)\n在乎特定游戏状态的异能属于触发式异能,并不属于状态动作。(参见规则603,“处理触发式异能”。)"}, {"chapter": "7", "id": "704.2.", "content": "704.2. State-based actions are checked throughout the game and are not controlled by any player.\n对状态动作的检查会贯彻游戏始终,且状态动作不由任何牌手操控。"}, {"chapter": "7", "id": "704.3.", "content": "704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.\n每当有牌手将得到优先权时(参见规则117,“时机和优先权”),游戏将依下文列举之条件检查状态动作,然后会将所有适用的状态动作当作单一事件执行。如果检查过后导致了新的状态动作执行,则会重复此检查;否则,将所有等待进入堆叠的触发式异能放入堆叠,然后重复此检查。一旦没有新的状态动作执行且没有等待进入堆叠的触发式异能,相应的牌手得到优先权。此过程同样会在清除步骤中执行(参见规则514),不同之处在于,如果清除步骤的第一次检查并没有导致状态动作的执行、且没有等待进入堆叠的触发式异能,则没有牌手会得到优先权且该步骤结束。"}, {"chapter": "7", "id": "704.4.", "content": "704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.\n与触发式异能不同,状态动作不会注意在咒语或异能结算过程中发生的事。\nExample: A player controls Maro, a creature with the ability “Maro’s power and toughness are each equal to the number of cards in your hand” and casts a spell whose effect is “Discard your hand, then draw seven cards.” Maro will temporarily have toughness 0 in the middle of the spell’s resolution but will be back up to toughness 7 when the spell finishes resolving. Thus Maro will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution.\n例如:某牌手操控玛洛,一个具有“玛洛的力量与防御力各等同于你的手牌数量”的生物。此牌手施放效应为“弃掉你的手牌,然后抓七张牌”的咒语。在该咒语结算的过程中,玛洛的防御力会暂时为0,但在咒语结算完之后又变为7。因此在检查状态动作时,玛洛会存活下来。相对地,会在没有手牌时触发的异能则会在咒语结算后进入堆叠,因为它的触发事件在结算过程中发生了。"}, {"chapter": "7", "id": "704.5.", "content": "704.5. The state-based actions are as follows:\n状态动作如下列所示:"}, {"chapter": "7", "id": "704.5a", "content": "704.5a If a player has 0 or less life, that player loses the game.\n如果一位牌手的生命值为0或更少,该牌手输掉此盘游戏。"}, {"chapter": "7", "id": "704.5b", "content": "704.5b If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, that player loses the game.\n如果自从上一次检查状态动作之后,有牌手曾试图从空的牌库中抓牌,该牌手便输掉此盘游戏。"}, {"chapter": "7", "id": "704.5c", "content": "704.5c If a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.6b instead.\n如果一位牌手具有十个或更多的中毒指示物,该牌手输掉此盘游戏。在双头巨人游戏中忽略此规则,改为参见规则704.6b。"}, {"chapter": "7", "id": "704.5d", "content": "704.5d If a token is in a zone other than the battlefield, it ceases to exist.\n如果一个衍生物处于任何非战场的区域中,该衍生物消失。"}, {"chapter": "7", "id": "704.5e", "content": "704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.\n如果咒语的复制品处于任何非堆叠的区域中,该复制品消失。如果一张牌的复制品处于任何不属于堆叠或战场的区域中,该复制品消失。"}, {"chapter": "7", "id": "704.5f", "content": "704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.\n如果一个生物的防御力为0或更低,该生物置入其拥有者的坟墓场。重生不能替代此事件。"}, {"chapter": "7", "id": "704.5g", "content": "704.5g If a creature has toughness greater than 0, it has damage marked on it, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.\n如果一个生物的防御力大于0,其上标记有伤害,且其上标记的伤害大于或等于其防御力,则该生物受到了致命伤害且被消灭。重生可以替代此事件。"}, {"chapter": "7", "id": "704.5h", "content": "704.5h If a creature has toughness greater than 0, and it’s been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.\n如果自从上一次检查状态动作之后,一个生物受到具死触之来源的伤害,且它的防御力大于0,该生物被消灭。重生可以替代此事件。"}, {"chapter": "7", "id": "704.5i", "content": "704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.\n如果一个鹏洛客的忠诚为0,该鹏洛客被置入其拥有者的坟墓场。"}, {"chapter": "7", "id": "704.5j", "content": "704.5j If two or more legendary permanents with the same name are controlled by the same player, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”\n如果两个或更多具有相同名称的传奇永久物由同一位牌手操控,该牌手选择它们中的一个,其余的将被置入进其拥有者的坟墓场。这称为“传奇规则”。"}, {"chapter": "7", "id": "704.5k", "content": "704.5k If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ graveyards. This is called the “world rule.”\n如果战场上两个或更多的永久物具有普世此超类别,则除了战场上最近一个拥有普世此超类别以外,皆置入其拥有者的坟墓场。如果不分先后,则它们均被置入其拥有者的坟墓场。这称为“普世规则”。"}, {"chapter": "7", "id": "704.5m", "content": "704.5m If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner’s graveyard.\n如果一个灵气贴附于不合法之物件或牌手上,或未贴附于任何物件或牌手上,该灵气被置入其拥有者的坟墓场。"}, {"chapter": "7", "id": "704.5n", "content": "704.5n If an Equipment or Fortification is attached to an illegal permanent or to a player, it becomes unattached from that permanent or player. It remains on the battlefield.\n如果一个武具或工事贴附于不合法之永久物或贴附在牌手上,它会从该永久物或牌手上卸装。但它依然会留在战场上。"}, {"chapter": "7", "id": "704.5p", "content": "704.5p If a battle or creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if any nonbattle, noncreature permanent that’s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.\n如果一个战役或生物贴附于物件或牌手上,则它不再贴附,并留在战场上。类似地,如果一个非战役且非生物的永久物不是灵气、武具或工事,却贴附于其他永久物上,则它不再贴附,并留在战场上。"}, {"chapter": "7", "id": "704.5q", "content": "704.5q If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.\n如果一个永久物上同时具有+1/+1指示物和-1/-1指示物,则会移去其上的N个+1/+1指示物和N个-1/-1指示物,N为两种指示物当中较少者的数量。"}, {"chapter": "7", "id": "704.5r", "content": "704.5r If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it.\n如果一个永久物上具有多于N个的某种指示物,且该永久物具有不得有多于N个的该种指示物之异能,则N个以外的指示物将被移去。"}, {"chapter": "7", "id": "704.5s", "content": "704.5s If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. See rule 714, “Saga Cards.”\n如果一个具有章节异能的传纪永久物上的学问指示物数量大于或等于其上章节异能的最终章节编号,且其并非一个已触发且尚未离开堆叠的章节异能之来源,该传纪的操控者将其牺牲。参见规则714,“传纪牌”。"}, {"chapter": "7", "id": "704.5t", "content": "704.5t If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. See rule 309, “Dungeons.”\n如果牌手的进度标记在一张地城牌最底下的房间上,且该地城牌不是已触发且未离开堆叠的某个房间异能之来源,该地城牌的拥有者将其移出游戏。参见规则309,“地城”。"}, {"chapter": "7", "id": "704.5u", "content": "704.5u If a permanent with space sculptor and any creatures without a sector designation are on the battlefield, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. See rule 702.158, “Space Sculptor.”\n如果一个具有太空塑师异能的永久物与不具星区称号的生物同时在战场上,则每位未操控具有太空塑师异能之永久物且操控不具星区称号之生物的牌手为其操控的每个此类生物各选择一个星区称号。然后,每位操控此类生物的其他牌手为其操控的每个此类生物各选择一个星区称号。参见规则702.158,“太空塑师”。"}, {"chapter": "7", "id": "704.5v", "content": "704.5v If a battle has defense 0 and it isn’t the source of an ability that has triggered but not yet left the stack, it’s put into its owner’s graveyard.\n如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。参见规则310,“战役”。"}, {"chapter": "7", "id": "704.5w", "content": "704.5w If a battle has no player in the game designated as its protector and no attacking creatures are currently attacking that battle, that battle’s controller chooses an appropriate player to be its protector based on its battle type. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”\n如果一个战役未被任何攻击生物攻击且游戏内没有牌手被指定为防卫者,则其操控者基于战役类别选择一位适当的牌手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。参见规则310,“战役”。"}, {"chapter": "7", "id": "704.5x", "content": "704.5x If a Siege’s controller is also its designated protector, that player chooses an opponent to become its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”\n如果一个围攻的操控者同时也是其防卫者,则该牌手选择一位对手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。参见规则310,“战役”。"}, {"chapter": "7", "id": "704.5y", "content": "704.5y If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard.\n如果某个永久物其上结附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。"}, {"chapter": "7", "id": "704.5z", "content": "704.5z If a player controls a permanent with start your engines! and that player has no speed, that player’s speed becomes 1. See rule 702.179, “Start Your Engines!”\n如果一位牌手操控具有发动引擎!异能的永久物且该牌手没有速度,则其速度成为1。参见规则702.179,“发动引擎!”。"}, {"chapter": "7", "id": "704.6.", "content": "704.6. Some variant games include additional state-based actions that aren’t normally applicable:\n一些游戏玩法包含通常而言不适用的额外状态动作:"}, {"chapter": "7", "id": "704.6a", "content": "704.6a In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule 810, “Two-Headed Giant Variant.”\n在一盘双头巨人的游戏中,如果一个队伍的生命为0或更少,该队伍输掉此盘游戏。参见规则810,“双头巨人玩法。”"}, {"chapter": "7", "id": "704.6b", "content": "704.6b In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, “Two-Headed Giant Variant.”\n在一盘双头巨人的游戏中,如果一个队伍有十五个或更多的中毒指示物,该队伍输掉此盘游戏。参见规则810,“双头巨人玩法。”"}, {"chapter": "7", "id": "704.6c", "content": "704.6c In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, “Commander.”\n在一盘指挥官的游戏中,如果一位牌手在该盘游戏中受到过21点或以上来自同一指挥官的战斗伤害,则该牌手输掉此盘游戏。参见规则903,“指挥官。”"}, {"chapter": "7", "id": "704.6d", "content": "704.6d In a Commander game, if a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. See rule 903, “Commander.”\n在一盘指挥官的游戏中,如果指挥官在坟墓场或放逐区,且该物件在上一次状态动作检查之后被置入该区域,其拥有者可以将其置于统帅区。参见规则903,“指挥官。”"}, {"chapter": "7", "id": "704.6e", "content": "704.6e In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904, “Archenemy.”\n在魔王游戏中,如果一张非长效的邪计牌在统帅区中牌面朝上,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,该邪计牌翻为牌面朝下并置于其拥有者的邪计套牌牌库底。参见规则904,“魔王”。"}, {"chapter": "7", "id": "704.6f", "content": "704.6f In a Planechase game, if a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, “Planechase.”\n在竞逐时空游戏中,如果一张异象牌在统帅区中牌面朝上,且它不是已触发且未离开堆叠的触发式异能之来源,时空操控者时空换境。参见规则901,“竞逐时空”。"}, {"chapter": "7", "id": "704.7.", "content": "704.7. If multiple state-based actions would have the same result at the same time, a single replacement effect will replace all of them.\n如果在同一时间执行的多个状态动作会产生同样的结果,则一个单独的替代性效应将替代全部。\nExample: You control Lich’s Mirror, which says “If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.” There’s one card in your library and your life total is 1. A spell causes you to draw two cards and lose 2 life. The next time state-based actions are checked, you’d lose the game due to rule 704.5a and rule 704.5b. Instead, Lich’s Mirror replaces that game loss and you keep playing.\n例如:你操控巫妖秘镜,其叙述为“若你将输掉此盘游戏,则改为将你的手牌、坟墓场与所有你拥有的永久物洗入你的牌库,然后抓七张牌且你的总生命成为20。”你的牌库中有一张牌,并且你的生命值为1。某个咒语使得你要抓两张牌并失去2点生命。下一次检查状态动作时,你将因规则704.5a及规则704.5b输掉此盘游戏。然而,巫妖秘镜会替代掉“输掉此盘游戏”,你将继续进行游戏。"}, {"chapter": "7", "id": "704.8.", "content": "704.8. If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed.\n如果一个状态动作导致永久物离开战场的同时有其他的状态动作执行,该永久物的最后已知信息将以状态动作执行之前的游戏状态来决定。\nExample: You control Young Wolf, a 1/1 creature with undying, and it has a +1/+1 counter on it. A spell puts three -1/-1 counters on Young Wolf. Before state-based actions are performed, Young Wolf has one +1/+1 counter and three -1/-1 counters on it. After state-based actions are performed, Young Wolf is in the graveyard. When it was last on the battlefield, it had a +1/+1 counter on it, so undying will not trigger.\n例如:你操控幼狼,一个具有不息异能的1/1生物,且它上面有一个+1/+1指示物。一个咒语在幼狼上放置了三个-1/-1指示物。在状态动作执行之前,幼狼上有一个+1/+1指示物和三个-1/-1指示物。在状态动作执行之后,幼狼进入坟墓场。于它最后在战场上之时,它上面有+1/+1指示物,所以其不息异能不会触发。"}, {"chapter": "7", "id": "705.", "content": "705. Flipping a Coin\n掷硬币"}, {"chapter": "7", "id": "705.1.", "content": "705.1. Some cards refer to flipping a coin. A coin used in a flip must be a two-sided object with easily distinguished sides and equal likelihood that either side lands face up. If the coin that’s being flipped doesn’t have an obvious “heads” or “tails,” designate one side to be “heads,” and the other side to be “tails.” Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. For example, the player may roll an even-sided die and call “odds” or “evens,” or roll an even-sided die and designate that “odds” means “heads” and “evens” means “tails.”\n一些牌提及掷一枚硬币。用于抛掷的硬币必须是一个具有两面的物体,两面之间有显著的区别,且无论哪一面最终朝上的概率都相同。如果用于抛掷的硬币之“正面”与“反面”的区别不甚明显,牌手可指定其中某一面为“正面”,另一面为“反面”。也可以使用其他能产生随机结果的方式来代替掷硬币,只要用于替代的方式能产生两种概率相等的互斥结果,且所有牌手都同意用此方法来替换。例如,牌手可以掷一个偶数面的骰子并说出是“奇数”或是“偶数”,或是掷一个偶数面的骰子并指定“奇数”意指“正面”、“偶数”意指“反面”。"}, {"chapter": "7", "id": "705.2.", "content": "705.2. Some effects that instruct a player to flip a coin care only about whether the coin comes up heads or tails. No player wins or loses a coin flip for this kind of effect. For all other effects that instruct a player to flip a coin, the player that flips the coin calls “heads” or “tails.” If the call matches the result, the player wins the flip. Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved.\n某些令牌手掷一枚硬币的效应只关心掷硬币的结果是正面还是反面。对于此类效应而言,没有牌手会猜对或猜错此掷。对于所有其他令牌手掷硬币的效应而言,掷硬币的牌手说出“正面”或“反面”。如果牌手所说与掷硬币的结果相符,则该牌手猜对这一掷。否则,该牌手猜错这一掷。只有掷硬币的牌手才能猜对或猜错此次掷硬币;并不会涉及其他牌手。"}, {"chapter": "7", "id": "705.3.", "content": "705.3. An effect may state that a coin flip has a certain result and/or that a certain player wins a coin flip. In that case, ignore the actual results of that flip and use the indicated results instead. This can cause a player to win a flip that couldn’t otherwise be won.\n一个效应令掷硬币的结果成为某一面和/或某位牌手猜对掷硬币。在此情况下,忽略该掷的实际结果,并改为使用所指示的结果。这可能使得牌手猜对原本无法猜对的掷硬币。"}, {"chapter": "7", "id": "706.", "content": "706. Rolling a Die\n掷骰"}, {"chapter": "7", "id": "706.1.", "content": "706.1. An effect that instructs a player to roll a die will specify what kind of die to roll and how many of those dice to roll.\n指示牌手掷骰的效应会指定所掷的骰子的类型以及数量。"}, {"chapter": "7", "id": "706.1a", "content": "706.1a Such an effect may refer to an “N-sided die,” “N-sided dice,” or one or more “dN,” where N is a positive integer. In those cases, the die must have N equally likely outcomes, numbered from 1 to N. For example, a d20 is a twenty-sided die with possible outcomes from 1 to 20.\n此类效应可能会提及“N面骰子”,或者一个或数个“dN”,其中N是正整数。在这些情况下,骰子必须产生N个几率相等的结果,编号从1到N。例如,一颗d20是一颗20面骰,其可能的结果为1至20。"}, {"chapter": "7", "id": "706.1b", "content": "706.1b Players may agree to use an alternate method for rolling a die, including a digital substitute, as long as the method used has the same number of equally likely outcomes as the die specified in the instruction.\n牌手可以协商采用替代方式掷骰,包括电子替代方式,只要采用的方式与所指定的骰子能够产生相同数量几率相等的结果。"}, {"chapter": "7", "id": "706.2.", "content": "706.2. After the roll, the number indicated on the top face of the die before any modifiers is the natural result. The instruction may include modifiers to the roll which add to or subtract from the natural result. Modifiers may also come from other sources. After considering all applicable modifiers, the final number is the result of the die roll.\n在掷骰后,骰子的顶面所指示的数字(在修正前)是原值。掷骰的指示可能会包含修正,对原值进行增加或减少。修正也可能来自其他来源。在考虑所有适用的修正后,最终的数字是该次掷骰的结果。"}, {"chapter": "7", "id": "706.2a", "content": "706.2a Modifiers may be optional and/or have associated costs. If a modifier has an associated mana cost, the player who rolled has the chance to activate mana abilities before applying it.\n修正可能是可选的和/或具有相关的费用。如果一个修正具有相关的法术力费用,掷骰牌手在其生效之前有机会来起动法术力异能。"}, {"chapter": "7", "id": "706.2b", "content": "706.2b If two or more effects are attempting to modify the natural result, the player who rolled chooses one to apply, following these steps: First, consider any effects that modify the result of a die roll by rerolling that die. Second, consider any effects that modify the result of a die roll by increasing or decreasing that result by a specified amount.\n如果两个或更多效应尝试修正原值,掷骰牌手按照以下规则选择一个生效:首先,考虑任何以重掷之方式修正结果的效应;其次,考虑任何以增加或减少原值之方式修正结果的效应。"}, {"chapter": "7", "id": "706.3.", "content": "706.3. Some abilities that instruct a player to roll one or more dice include a results table.\n一些指示牌手掷一颗或数颗骰子的异能包含一个结果表。"}, {"chapter": "7", "id": "706.3a", "content": "706.3a The results table appears as a list or as a chart with multiple striations. Each list item or striation includes possible results and an effect associated with those results. The possible results indicated could be a single number, a range of numbers with two endpoints in the form “N1–N2,” or a range with a single endpoint in the form “N+.” Each one means “If the result was in this range, [effect].” After a die roll, use the result to determine which effect listed on the results table happens, if any.\n结果表以列表或包含数个横条的表格形式呈现。每个列表项或横条包括可能的结果以及与该结果相对应的效应。可能的结果形式可以是一个数字,一个形如“N1-N2”的包含两个端点的数字范围,或一个形如“N+”的包含一个端点的范围。结果表的每个横条意指,“如果结果处于此范围中,[效应]。”在一次掷骰后,使用其结果来决定结果表中列出的哪一个效应会发生(如果有的话)。"}, {"chapter": "7", "id": "706.3b", "content": "706.3b An instruction to roll one or more dice, any instructions to modify that roll printed in the same paragraph, any additional instructions based on the result of the roll, and the associated results table are all part of one ability.\n掷一颗或数颗骰子的指示、任何在同一段落中印刷之修正该次掷骰的指示、任何根据该次掷骰的结果的附加指示、以及相对应的结果表均是同一个异能的部分。"}, {"chapter": "7", "id": "706.3c", "content": "706.3c Some effects in results charts include the text “Roll again.” This additional roll uses the same kind of and number of dice originally called for, including any applicable modifiers.\n结果表中的一些效应包含叙述“再掷一次。”这次额外的掷骰与原本所指示的掷骰使用同样类型和数量的骰子,包含任何适用的修正。"}, {"chapter": "7", "id": "706.4.", "content": "706.4. Some abilities that instruct a player to roll one or more dice do not include a results table. The text of those abilities will indicate how to use the results of the die rolls, if at all.\n一些指示牌手掷一颗或数颗骰子的异能不包含结果表。这些异能的叙述会指示如何使用该次掷骰的结果(如果有的话)。"}, {"chapter": "7", "id": "706.5.", "content": "706.5. One card (Celebr-8000) has an ability that instructs a player to roll two dice and has an additional effect if that player “rolled doubles.” A player has rolled doubles if the result of each of those rolls is equal to the other.\n一张牌(Celebr-8000)具有指示牌手掷两颗骰子,如果牌手“掷出同点”则有额外效应的异能。牌手掷出同点意指两颗骰子掷出的结果相同。"}, {"chapter": "7", "id": "706.6.", "content": "706.6. If a player is instructed to ignore a roll, that roll is considered to have never happened. No abilities trigger because of the ignored roll, and no effects apply to that roll. If that player was instructed to ignore the lowest roll and multiple results are tied for the lowest, the player chooses one of those rolls to be ignored.\n如果一位牌手被指示忽略一次掷骰,该次掷骰被视作从未发生。异能不会因被忽略的掷骰而触发,且没有效应对该次掷骰生效。如果一位牌手被指示忽略最小点数且有多次掷骰结果同为最小,该牌手选择其中一次掷骰来忽略。"}, {"chapter": "7", "id": "706.7.", "content": "706.7. In a Planechase game, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that exchange the results of that roll with another value or compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See rule 901, “Planechase.”\n在竞逐时空游戏中,掷时空骰会使得每当牌手掷一颗或数颗骰子时触发的异能触发。但是,任何提及掷骰的数字结果的效应,包括将该次掷骰结果与其他值交换,或将该次掷骰结果与其他掷骰或一个给定数字的结果相比较的效应,会忽略该次掷时空骰。参见规则901,“竞逐时空”。"}, {"chapter": "7", "id": "706.8.", "content": "706.8. One card (Centaur of Attention) has an ability that instructs a player to roll dice and “store” those results on it and another ability that allows a player to reroll any number of those results.\n一张牌(Centaur of Attention)具有一个指示牌手掷骰并“存储”掷骰结果的异能,以及一个重掷其中任意数量的结果的异能。"}, {"chapter": "7", "id": "706.8a", "content": "706.8a To store the result of a die roll on a permanent means to note both the kind of die rolled and the result of that roll. That noted information is considered a “stored result” of that permanent, and the result is the “value” of that stored result.\n将掷骰结果存储在永久物上,意指同时记下该次掷骰的骰子类型和结果。所记下的信息被视为该永久物的“存储结果”,掷骰结果作为存储结果的“值”。"}, {"chapter": "7", "id": "706.8b", "content": "706.8b To reroll one or more stored results of a permanent, roll one of the kind of die noted for each of them. If one kind of die is noted for more than one of those results, roll that many of that kind of die. The results you rerolled stop being stored results, and you store the results of each of the new die rolls on that permanent.\n要重掷永久物的一个或数个存储结果,为每个存储结果掷一个该类型的骰子。如果一个骰子类型被一个以上的存储结果记下,则掷等同于其数量的此类骰子。被你重掷的结果不再作为存储结果,然后你将新掷骰的结果存储在该永久物上。"}, {"chapter": "7", "id": "706.8c", "content": "706.8c If a permanent has an ability that stores results on it and another ability that refers to the stored results, those abilities are linked. (See rule 607.2e.)\n如果一个永久物具有一个存储结果的异能和另一个提及该存储结果的异能,这两个异能互相关联。(参见规则607.2e。)"}, {"chapter": "7", "id": "707.", "content": "707. Copying Objects\n复制物件"}, {"chapter": "7", "id": "707.1.", "content": "707.1. Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some effects create a token that’s a copy of another object. (Certain older cards were printed with the phrase “search for a copy.” This section doesn’t cover those cards, which have received new text in the Oracle card reference.)\n一些物件能产生或让本身成为咒语、永久物、牌的“复制品”。一些效应会派出作为另一物件之复制品的衍生物。(一些旧版本牌上面印了“search for a copy”。它们在Oracle牌张参考文献中得到勘误;此部分的规则不讨论此类牌。)(译注:此类牌的中文版本使用了“与其同名的牌”,所以不会产生混淆。)"}, {"chapter": "7", "id": "707.2.", "content": "707.2. When copying an object, the copy acquires the copiable values of the original object’s characteristics and, for an object on the stack, choices made when casting or activating it (mode, targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on). The copiable values are the values derived from the text printed on the object (that text being name, mana cost, color indicator, card type, subtype, supertype, rules text, power, toughness, and/or loyalty), as modified by other copy effects, by its face-down status, and by “as . . . enters” and “as . . . is turned face up” abilities that set power and toughness (and may also set additional characteristics). Other effects (including type-changing and text-changing effects), status, counters, and stickers are not copied.\n当复制某物件时,该复制品获得被复制物件之所有可复制特征值,若被复制的物件在堆叠中,还包括其在施放或起动时作出之选择(模式、目标、X的数值、是否支付增幅费用、如何影响数个目标,等等)。“可复制特征值”意指,从物件上所印制之叙述文字中得知的数值(该类文字包括名称、法术力费用、颜色标志、类别、超类别、副类别、规则叙述、力量、防御力和/或忠诚),且受到其他复制效应、其牌面朝下的状态、设定力量和防御力(以及其他更多特征)的“于…进场”和“于…翻回正面时”异能之影响。其他效应(包括改变类别和改变文字叙述的效应)、状态、指示物,以及贴纸均不会被复制。\nExample: Chimeric Staff is an artifact that reads, “{X}: This artifact becomes an X/X Construct artifact creature until end of turn.” Clone is a creature that reads, “You may have this creature enter as a copy of any creature on the battlefield.” After a Staff has become a 5/5 Construct artifact creature, a Clone enters the battlefield as a copy of it. The Clone is an artifact, not a 5/5 Construct artifact creature. (The copy has the Staff’s ability, however, and will become a creature if that ability is activated.)\n例如:盖美拉之杖为具有“{X}:此神器成为X/X组构体神器生物直到回合结束”的神器。仿生妖为具有“你可以使此生物当成战场上任一生物的复制品来进场”的生物。当盖美拉之杖成为5/5组构体神器生物后,仿生妖作为该盖美拉之杖的复制品进入了战场。此时仿生妖是神器,而非5/5组构体神器生物。(但此复制品具有盖美拉之杖的异能,起动该异能后会成为生物。)\nExample: Clone enters the battlefield as a copy of a face-down Grinning Demon (a creature with morph {2}{B}{B}). The Clone is a colorless 2/2 creature with no name, no types, no abilities, and no mana cost. It will still be face up. Its controller can’t pay {2}{B}{B} to turn it face up.\n例如:仿生妖作为牌面朝下的蔑笑恶魔(具有变身{2}{B}{B}的生物)的复制品进入战场。仿生妖会成为2/2无色生物,且没有名称、类别、异能及法术力费用。它依然是面朝上。其操控者不能支付{2}{B}{B}来让它翻回正面。"}, {"chapter": "7", "id": "707.2a", "content": "707.2a A copy acquires the color of the object it’s copying because that value is derived from its mana cost or color indicator. A copy acquires the abilities of the object it’s copying because those values are derived from its rules text. A copy doesn’t wind up with two values of each ability (that is, it doesn’t copy the object’s abilities and its rules text, then have that rules text define a new set of abilities).\n复制品会得到作为其复制对象之物件的颜色,因为该值能从后者的法术力费用中得知。复制品会得到作为其复制对象之物件的所有异能,因为该值能从后者的规则叙述中得知。复制品不会从同样的一个异能中获得两组数值(它不会复制该物件的异能及其规则叙述文字,然后再从该规则叙述文字中定义一组新的同样异能)。"}, {"chapter": "7", "id": "707.2b", "content": "707.2b Once an object has been copied, changing the copiable values of the original object won’t cause the copy to change.\n一旦物件已被复制,改变原物件的可复制特征值不会导致复制它的物件也产生改变。"}, {"chapter": "7", "id": "707.2c", "content": "707.2c If a static ability generates a continuous effect that’s a copy effect, the copiable values that effect grants are determined only at the time that effect first starts to apply.\n如果一个静止式异能产生了一个是复制效应的持续性效应,该效应赋予的可复制特征值仅在该效应第一次开始生效时决定。"}, {"chapter": "7", "id": "707.3.", "content": "707.3. The copy’s copiable values become the copied information, as modified by the copy’s status (see rule 110.5). Objects that copy the object will use the new copiable values.\n复制品的可复制特征值被其所复制的信息所取代,且被该复制品的状态所影响(参见规则110.5)。其他物件要复制此物件时,会使用新的可复制特征值。\nExample: Vesuvan Doppelganger reads, “You may have this creature enter as a copy of any creature on the battlefield, except it doesn’t copy that creature’s color and it has ‘At the beginning of your upkeep, you may have this creature become a copy of target creature, except it doesn’t copy that creature’s color and it has this ability.’” A Vesuvan Doppelganger enters the battlefield as a copy of Runeclaw Bear (a 2/2 green Bear creature with no abilities). Then a Clone enters the battlefield as a copy of the Doppelganger. The Clone is a 2/2 blue Bear named Runeclaw Bear that has the Doppelganger’s upkeep-triggered ability.\n例如:维苏瓦化妖[Vesuvan Doppelganger]具有“你可以使此生物当成战场上任一生物的复制品来进场,但它不复制该生物的颜色且具有‘在你的维持开始时,你可以使此生物成为目标生物的复制品,但它不复制该生物的颜色且具有此异能。’”此时维苏瓦化妖作为符爪熊(2/2绿色生物,无异能)的复制品进入战场。之后仿生妖作为维苏瓦化妖的复制品进入战场。则这个仿生妖会成为一个名称为符爪熊的2/2蓝色熊,且具有维苏瓦化妖的维持触发异能。\nExample: Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang (an unflipped flip card). Tomoya’s characteristics become the characteristics of Stabwhisker the Odious, which is the flipped version of Nezumi Shortfang.\n例如:示现师智也(一张倒转后的倒转牌)成为了短牙鼠人(尚未倒转的倒转牌)的复制品。则智也的特征会成为可憎的刺须之特征,即为倒转后的短牙鼠人。\nExample: A face-down Grinning Demon (a creature with morph) becomes a copy of a face-up Branchsnap Lorian (a 4/1 green creature with trample and morph {G}). The Demon’s characteristics become the characteristics of Branchsnap Lorian. However, since the creature is face down, it remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. It can be turned face up for {G}. If it’s turned face up, it will have the characteristics of Branchsnap Lorian.\n例如:牌面朝下的蔑笑恶魔(具有变身的生物)成为牌面朝上的折枝树懒(4/1的绿色生物,具有践踏及变身{G})的复制品。恶魔的特征成为了折枝树懒的特征。然而,由于该生物处于牌面朝下的状态,所以它仍为2/2的无色生物,且没有名称、类别及异能,也没有法术力费用。可以支付{G}来把它翻回正面。如果将它翻回正面,则它会具有折枝树懒的特征。\nExample: A face-down Grinning Demon (a creature with morph) becomes a copy of Wandering Ones (a 1/1 blue Spirit creature that doesn’t have morph). It will be a face-down Wandering Ones. It remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. Its controller can’t turn it face up as a special action. If an effect turns it face up, it will have the characteristics of Wandering Ones.\n例如:牌面朝下的蔑笑恶魔(具有变身的生物)成为了漂流精(1/1的蓝色精怪生物,不具有变身)的复制品。则它会成为牌面朝下的漂流精。它依然是2/2无色生物、没有名称、类别、异能及法术力费用。其操控者不能以特殊动作来让它翻回正面。如果有效应让它翻回正面时,它就会拥有漂流精的特征。"}, {"chapter": "7", "id": "707.4.", "content": "707.4. Some effects cause a permanent that’s copying a permanent to copy a different object while remaining on the battlefield. The change doesn’t cause enters-the-battlefield or leaves-the-battlefield abilities to trigger. This also doesn’t change any noncopy effects presently affecting the permanent.\n一些效应令战场上已经为另一永久物之复制品的永久物,复制一个不同的永久物,且留在战场上。此改变不会导致进入战场或离开战场异能触发。如果当前有非复制效应影响该永久物,该效应不会被改变。\nExample: Unstable Shapeshifter reads, “Whenever another creature enters, this creature becomes a copy of that creature, except it has this ability.” It’s affected by Giant Growth, which reads “Target creature gets +3/+3 until end of turn.” If a creature enters the battlefield later this turn, Unstable Shapeshifter will become a copy of that creature, but it will still get +3/+3 from the Giant Growth.\n例如:不稳定变形兽具有“每当另一个生物进场时,此生物成为该生物的复制品,但它具有此异能。”其受到变巨术“目标生物得+3/+3直到回合结束”的影响。如果稍后在本回合中,又有一个生物进入战场,则不稳定变形兽成为该生物的复制品,但仍然会因为变巨术得到+3/+3。"}, {"chapter": "7", "id": "707.5.", "content": "707.5. An object that enters the battlefield “as a copy” or “that’s a copy” of another object becomes a copy as it enters the battlefield. It doesn’t enter the battlefield, and then become a copy of that permanent. If the text that’s being copied includes any abilities that replace the enters-the-battlefield event (such as “enters with” or “as [this] enters” abilities), those abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a chance to trigger.\n一个“作为复制品”或“是…复制品”进入战场的物件,于进入战场时便已经是该物件的复制品。它并不是首先进入战场,然后才成为该永久物的复制品。如果被复制的规则叙述中包含任何会替代进入战场事件的异能(例如“进场时上面有…”或“于[此永久物]进场时”的异能),则这些异能都会生效。并且,该复制品具有的任何进入战场触发式异能也有机会触发。\nExample: Skyshroud Behemoth reads, “Fading 2 (This creature enters with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)” and “This creature enters tapped.” A Clone that enters the battlefield as a copy of a Skyshroud Behemoth will also enter the battlefield tapped with two fade counters on it.\n例如:天帷贝西摩斯具有“消退2(此生物进场时上面有两个消退指示物。在你的维持开始时,从其上移去一个消退指示物。若你无法如此作,则牺牲之。)”以及“此生物须横置进场。”仿生妖作为天帷贝西摩斯的复制品进入战场,则它也需要横置进战场,且上面有两个消退指示物。\nExample: Wall of Omens reads, “When this creature enters, draw a card.” A Clone enters the battlefield as a copy of Wall of Omens. The Clone has the Wall’s enters-the-battlefield triggered ability, so the Clone’s controller draws a card.\n例如:预兆墙具有“当此生物进场时,抓一张牌。”仿生妖作为预兆墙的复制品进入战场。则仿生妖具有预兆墙的进入战场触发式异能,所以仿生妖的操控者抓一张牌。"}, {"chapter": "7", "id": "707.6.", "content": "707.6. When copying a permanent, any choices that have been made for that permanent aren’t copied. Instead, if an object enters the battlefield as a copy of another permanent, the object’s controller will get to make any “as [this] enters the battlefield” choices for it.\n当复制永久物时,为该永久物作出的选择不会被复制。但是,如果一个物件是作为另一个永久物之复制品进入战场的,则该物件的操控者可以为其作出“于[此物件]进入战场时”的选择。\nExample: A Clone enters the battlefield as a copy of Adaptive Automaton. Adaptive Automaton reads, in part, “As this creature enters, choose a creature type.” The Clone won’t copy the creature type choice of the Automaton; rather, the controller of the Clone will get to make a new choice.\n例如:仿生妖作为适境机械兽之复制品进入战场。适境机械兽具有“于此生物进场时,选择一种生物类别。”仿生妖不会复制适境机械兽进场时选择的生物类别;而是仿生妖的操控者可以重新为其选择一种生物类别。"}, {"chapter": "7", "id": "707.7.", "content": "707.7. If a pair of linked abilities are copied, those abilities will be similarly linked to one another on the object that copied them. One ability refers only to actions that were taken or objects that were affected by the other. They can’t be linked to any other ability, regardless of what other abilities the copy may currently have or may have had in the past. See rule 607, “Linked Abilities.”\n如果一对关联异能被复制,则在复制了该些异能的物件上,这两个异能也会以类似的方式互相关联。其中一个异能只提及另一个异能所进行的动作或影响的物件。它们并不会连结到其他的异能上,无论该复制品当前或曾经具有哪些异能。参见规则607,“关联异能”。"}, {"chapter": "7", "id": "707.8.", "content": "707.8. When copying a melded permanent or other double-faced permanent, use the copiable values of the face that’s currently up to determine the characteristics of the copy. See rule 712, “Double-Faced Cards.”\n复制已融合的永久物或其他双面牌时,使用该永久物当前面朝上的可复制特征值来决定复制品的特征。(参见规则712,“双面牌”。)"}, {"chapter": "7", "id": "707.8a", "content": "707.8a If an effect creates a token that is a copy of a double-faced permanent or a double-faced card not on the battlefield, the resulting token is a double-faced token that has both a front face and a back face. The characteristics of each face are determined by the copiable values of the same face of the permanent or card it is a copy of, as modified by any other copy effects that apply to that object. If the token is a copy of a double-faced permanent with its back face up, the token enters the battlefield with its back face up. This rule does not apply to tokens that are created with their own set of characteristics and enter the battlefield as a copy of a double-faced object due to a replacement effect.\n如果一个效应派出一个衍生物,且其为某双面永久物或某不在战场上的双面牌之复制品,则派出的衍生物为同时具有正面和背面的双面衍生物。每个面的特征由其复制的永久物或牌对应面之可复制特征值决定,并受对该物件生效的其他复制效应影响。如果该衍生物为某背面朝上的双面永久物之复制品,则其进战场时背面朝上。此规则不适用于根据自身特征派出,但由于某替代性效应作为一个双面物件的复制品进战场之衍生物。\nExample: Afflicted Deserter is the front face of a double-faced card, and the name of its back face is Werewolf Ransacker. If an effect creates a token that is a copy of that permanent, the token also has the same two faces and can transform. It enters the battlefield with the same face up as the permanent that it is a copy of.\n例如:受苦逃亡者是一张双面牌的正面,其背面名称为搜括狼人。如果某效应派出为该永久物的复制品之衍生物,此永久物也拥有两个面,且能够转化。它进战场时与其复制的永久物朝上的一面相同。\nExample: Clone is not a double-faced card, so a token that is created as a copy of a Clone is not a double-faced token, even if it enters the battlefield as a copy of a permanent due to Clone’s replacement effect.\n例如:仿生妖不是双面牌,因此作为仿生妖的复制品派出之衍生物不是双面衍生物,即使它由于仿生妖的替代性效应而作为某永久物的复制品进战场。"}, {"chapter": "7", "id": "707.9.", "content": "707.9. Copy effects may include modifications or exceptions to the copying process.\n复制效应可能会对复制过程添加修改或例外。"}, {"chapter": "7", "id": "707.9a", "content": "707.9a Some copy effects cause the copy to gain an ability as part of the copying process. This ability becomes part of the copiable values for the copy, along with any other abilities that were copied.\n一些复制效应会在复制过程中将异能赋予该复制品。此异能就如其他被复制的异能一样,成为此复制品之可复制特征值的一部分。\nExample: Quirion Elves enters the battlefield and an Unstable Shapeshifter copies it. The copiable values of the Shapeshifter now match those of the Elves, except that the Shapeshifter also has the ability “Whenever another creature enters, this creature becomes a copy of that creature, except it has this ability.” Then a Clone enters the battlefield as a copy of the Unstable Shapeshifter. The Clone copies the new copiable values of the Shapeshifter, including the ability that the Shapeshifter gave itself when it copied the Elves.\n例如:奎利恩妖精进入战场,且不稳定变形兽成为其复制品。不稳定变形兽之可复制特征值现在和奎利恩妖精相同,但不稳定变形兽同时具有“每当另一个生物进场时,此生物成为该生物的复制品,但它具有此异能。”然后仿生妖作为不稳定变形兽的复制品进入战场。仿生妖会复制不稳定变形兽新的可复制特征值,包括了不稳定变形兽复制妖精时赋予自身的异能。"}, {"chapter": "7", "id": "707.9b", "content": "707.9b Some copy effects modify a characteristic as part of the copying process. The final set of values for that characteristic becomes part of the copiable values of the copy.\n一些复制效应在复制过程中修改特征。该特征的一组最终值成为该复制品的可复制特征值的一部分。\nExample: Copy Artifact is an enchantment that reads, “You may have this enchantment enter as a copy of any artifact on the battlefield, except it’s an enchantment in addition to its other types.” It enters the battlefield as a copy of Juggernaut. The copiable values of the Copy Artifact now match those of Juggernaut with one modification: its types are now artifact, creature, and enchantment.\n例如:复制神器[Copy Artifact]是一个结界,其叙述为“你可以使此结界当成战场上任一神器的复制品来进场,但它额外具有结界此类别。”它作为攻城巨车的复制品进入战场。复制神器的可复制特征值成为攻城巨车的值,但有一处变动:它的类别是神器、生物和结界。"}, {"chapter": "7", "id": "707.9c", "content": "707.9c Some copy effects specifically state that they don’t copy certain characteristics and the affected objects instead retain their original values. Copy effects may also simply state that certain characteristics are not copied.\n一些复制效应特别指明它不复制某些特征;它们改为保留其原始值。复制效应也可能直接叙述其不复制某些特征。"}, {"chapter": "7", "id": "707.9d", "content": "707.9d When applying a copy effect that doesn’t copy a certain characteristic, retains one or more original values for a certain characteristic, or provides a specific set of values for a certain characteristic, any characteristic-defining ability (see rule 604.3) of the object being copied that defines that characteristic is not copied. If that characteristic is color, any color indicator (see rule 204) of that object is also not copied. This rule does not apply to copy effects with exceptions that state the object is a certain card type, supertype, and/or subtype “in addition to its other types.” In those cases, any characteristic-defining ability that defines card type, supertype, and/or subtype is copied.\n当一个(1)不复制指定特征、(2)为某指定特征保持一个或数个原值、或(3)为某指定特征提供一组特定值的复制效应生效时,被复制之物件上的任何定义该指定特征的特征定义异能(参见规则604.3)不会被复制。如果该特征是颜色,该物件上的颜色标志(参见规则204)也不会被复制。此规则不对具有例外的复制效应生效,这些效应叙述“但该物件额外是”特定的牌张类别、超类别和/或副类别。在这种情形下,任何定义牌张类别、超类别和/或副类别的特征定义异能会被复制。\nExample: Quicksilver Gargantuan is a creature that reads, “You may have this creature enter as a copy of any creature on the battlefield, except it’s 7/7.” Quicksilver Gargantuan enters the battlefield as a copy of Tarmogoyf, which has a characteristic-defining ability that defines its power and toughness. Quicksilver Gargantuan does not have that ability. It will be 7/7.\n例如:水银巨兽是一个生物,其叙述为“你可以使此生物当成战场上任一生物的复制品来进场,但它是7/7。”水银巨兽作为塔莫耶夫的复制品进入战场,且它不会复制塔莫耶夫的定义其攻击力和防御力之特征定义异能。它将是7/7。\nExample: Glasspool Mimic is a creature that reads “You may have this creature enter as a copy of a creature you control, except it’s a Shapeshifter Rogue in addition to its other types.” Glasspool Mimic enters as a copy of a creature with changeling. Glasspool Mimic will have changeling and will have all creature types.\n例如:璃池拟态妖是一个生物,其叙述为“你可以使此生物当成任一由你操控的生物之复制品来进场,但它额外具有‘变形兽/浪客’此两个类别。”璃池拟态妖作为一个具化形异能的生物之复制品进场。璃池拟态妖会具有化形异能并具有所有生物类别。"}, {"chapter": "7", "id": "707.9e", "content": "707.9e Some replacement effects that generate copy effects include an exception that’s an additional effect rather than a modification of the affected object’s characteristics. If another copy effect is applied to that object after applying the copy effect with that exception, the exception’s effect doesn’t happen.\n一些产生复制效应的替代性效应包含一个本身为额外效应的例外(而不是对受影响物件之特征的修改)。如果另一个复制效应在具此类例外的复制效应生效后对该物件生效,该例外的效应不会发生。\nExample: Altered Ego reads, “You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.” You choose for it to enter the battlefield as a copy of Clone, which reads “You may have this creature enter as a copy of any creature on the battlefield,” for which no creature was chosen as it entered the battlefield. If you then choose a creature to copy as you apply the replacement effect Altered Ego gains by copying Clone, Altered Ego’s replacement effect won’t cause it to enter the battlefield with any +1/+1 counters on it.\n例如:另我离影叙述为“你可以使此生物当成战场上任一生物的复制品来进场,但它进战场时上面额外有X个+1/+1指示物。”你选择其进战场时复制仿生妖,其叙述为“你可以使此生物当成战场上任一生物的复制品来进场”,且该仿生妖进战场时没有选择生物。如果你此时为另我离影复制仿生妖而获得的替代性效应选择一个生物来复制,另我离影的替代性效应不会使得它进战场时带有任何+1/+1指示物。"}, {"chapter": "7", "id": "707.9f", "content": "707.9f Some exceptions to the copying process apply only if the copy is or has certain characteristics. To determine whether such an exception applies, consider what the resulting permanent’s characteristics would be if the copy effect were applied without that exception, taking into account any other exceptions that effect includes.\n一些复制过程中的例外仅在该复制品是某特征或具有某特征时才会生效。要决定此类例外是否生效,考虑假如没有该例外复制效应生效后所成的永久物的特征会是什么,也将该效应包含的任何其他例外考虑在内。\nExample: Moritte of the Frost says, in part, “You may have Moritte enter as a copy of a permanent you control, except it’s legendary and snow in addition to its other types and, if it’s a creature, it enters with two additional +1/+1 counters on it and it has changeling.” Moritte of the Frost copies a land that has become a creature until end of turn. It would enter as a noncreature permanent, so it won’t enter with two additional +1+1 counters on it and it won’t have changeling, even if it becomes a creature later in the turn.\n例如:冰霜摩立特的一部分叙述为“你可以使摩立特当成任一由你操控之永久物的复制品来进场,但它额外具有传奇与雪境此两种类别,且如果它是生物,则它进战场时上面额外有两个+1/+1指示物并具有化形异能。”冰霜摩立特复制了一个直到回合结束成为生物的地。该生物将作为非生物永久物进战场,因此它进战场时不会带有两个额外的+1/+1指示物,也不会具有化形异能,即使它在该回合中稍后成为生物也是一样。"}, {"chapter": "7", "id": "707.9g", "content": "707.9g Some replacement effects that generate copy effects are linked to triggered abilities written in the same paragraph. (See rule 603.11.) If another copy effect is applied to that object after applying the copy effect with the linked triggered ability, the ability doesn’t trigger.\n一些产生复制效应的替代性效应与同一段落中叙述的触发式异能互相关联。(参见规则603.11。)如果在关联于该触发式异能的复制效应生效之后,另一个复制效应对该物件生效,该触发式异能不会触发。"}, {"chapter": "7", "id": "707.10.", "content": "707.10. To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn’t cast and a copy of an activated ability isn’t activated. A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made for it, including modes, targets, the value of X, and additional or alternative costs. (See rule 601, “Casting Spells.”) Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is owned by the player under whose control it was put on the stack. A copy of a spell or ability is controlled by the player under whose control it was put on the stack. A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.\n复制一个咒语、起动式异能或触发式异能指,将该咒语或异能的复制品放入堆叠;复制的咒语并没有被施放,且复制的异能也没有被起动。复制咒语或异能时,不但会复制该咒语或异能的特征,也会复制为其作出的所有决定,这包括模式、目标、X的数值,以及是否为其支付了额外费用或替代性费用。(参见规则601,“施放咒语”。)通常在结算时才作出的选择不被复制。如果该复制品的一个效应提及用以支付其费用的物件,则它会使用支付原咒语或异能之费用时用到的物件。咒语之复制品的所有者为在其操控下将该复制品放进堆叠的牌手。咒语或异能之复制品的操控者为在其操控下将该复制品放进堆叠的牌手。咒语的复制品也是咒语,即使没有表示它的咒语牌。异能的复制品也是异能。\nExample: A player casts Fork, targeting an Emerald Charm. Fork reads, “Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.” Emerald Charm is a modal green instant. When the Fork resolves, it puts a copy of the Emerald Charm on the stack except the copy is red, not green. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets.\n例如:某牌手施放了分叉击[Fork],以绿宝石护符作为目标。分叉击的叙述为“复制目标瞬间或法术咒语,但该复制品是红色。你可以为该复制品选择新的目标。”绿宝石护符是具有模式的绿色瞬间。当分叉击结算时,它将绿宝石护符的复制品放入堆叠,但该复制品为红色而非绿色。该复制品的模式与原本的绿宝石护符相同。但由于分叉击允许,它不需指定相同目标,可以选择新目标。\nExample: Fling is an instant that reads, “As an additional cost to cast this spell, sacrifice a creature” and “Fling deals damage equal to the sacrificed creature’s power to any target.” When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling.\n例如:投掷是瞬间,叙述为“牺牲一个生物,以作为施放此咒语的额外费用”以及“投掷对任意一个目标造成等同于被牺牲生物之力量的伤害”。要确定投掷之复制品造成的伤害数量时,会检查原本的投掷所牺牲之生物的力量。\nExample: Dawnglow Infusion is a sorcery that reads, “You gain X life if {G} was spent to cast this spell and X life if {W} was spent to cast it.” Because mana isn’t an object, a copy of Dawnglow Infusion won’t cause you to gain any life, no matter what mana was spent to cast the original spell.\n例如:晨华灌输是法术,叙述为“如果施放此咒语时支付了{G},则你获得X点生命;如果施放它时支付了{W},则你获得X点生命。”因为法术力不是物件,晨华灌输的复制品不会使你获得任何生命,无论施放原来的咒语时支付过何种法术力。"}, {"chapter": "7", "id": "707.10a", "content": "707.10a If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist. These are state-based actions. See rule 704.\n如果咒语的复制品处于任何非堆叠的区域中,它便会消失。如果牌的复制品处于任何不属于堆叠或战场的区域中,它便会消失。两者均为状态动作。参见规则704。"}, {"chapter": "7", "id": "707.10b", "content": "707.10b A copy of an ability has the same source as the original ability. If the ability refers to its source by name, the copy refers to that same object and not to any other object with the same name. The copy is considered to be the same ability by effects that count how many times that ability has resolved during the turn.\n异能的复制品与原异能来源相同。如果该异能用名称指称了自己的来源,则复制品指的是与之相同的物件,而非具有相同名称的其他物件。对于计算在该回合中此异能结算次数之效应而言,复制品也将被视作该异能。"}, {"chapter": "7", "id": "707.10c", "content": "707.10c Some effects copy a spell or ability and state that its controller may choose new targets for the copy. The player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal. Once the player has decided what the copy’s targets will be, the copy is put onto the stack with those targets.\n一些复制咒语或异能的效应会同时说明其操控者可以为复制品选择新的目标。该牌手可以保留其中任意数量的目标不作改动,即使这些目标可能不再合法。如果该牌手选择改变其中一些或全部的目标,则新的目标必须全部合法。只要牌手决定了复制品的新目标,该复制品进入堆叠并指定这些目标。"}, {"chapter": "7", "id": "707.10d", "content": "707.10d Some effects copy a spell or ability for each player or object it “could target.” The copies are put onto the stack with those targets in the order of their controller’s choice. If the spell or ability has more than one target, each of its targets must be the same player or object. If that player or object isn’t a legal target for each instance of the word “target,” a copy isn’t created for that player or object.\n一些效应为某咒语或异能每“能”以一个牌手或物件为目标,便将其复制一次。这些复制品选择这些目标进入堆叠,并由这些复制品的操控者选择其放进堆叠的顺序。如果该咒语或异能具有多于一个目标,每个目标必须都是同一个牌手或物件。如果该牌手或物件不是该咒语或异能上每个“目标”一词的合法目标,则对于该牌手或物件而言,不会为其创造一个复制品。"}, {"chapter": "7", "id": "707.10e", "content": "707.10e Some effects copy a spell or ability and specify a new target for the copy. If the spell or ability has more than one target, each of the copy’s targets must be that player or object. If that player or object isn’t a legal target for each instance of the word “target,” the copy isn’t created. In the case where a replacement effect causes the copy to target more than one object, the copy’s controller chooses one of them to be the new target. The chosen target must be a legal target for that spell or ability.\n一些效应复制咒语或异能并为该复制品指定一个新的目标。如果该咒语或异能具有多于一个目标,该复制品的每个目标都必须是该牌手或物件。如果该牌手或物件不是每个“目标”一词的合法目标,则该复制品不会被创造。在某个替代性效应使得该复制品以多个物件为目标的情况下,该复制品的操控者选择其中一个作为新的目标。所选择的目标必须是该咒语或异能的合法目标。\nExample: Frontline Heroism is an enchantment with the ability “Whenever you cast a spell that targets only a single creature you control, create a 1/1 red Soldier creature token with haste, then copy that spell. The copy targets that token.” Anointed Procession is an enchantment with the ability “If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.” If you control both and cast Moment of Triumph targeting a creature you control, Frontline Heroism’s ability triggers. As that ability resolves, you create two 1/1 red Soldier creature tokens with haste, then copy Moment of Triumph and the copy targets one of those tokens of your choice. The copy doesn’t target both the tokens.\n例如:前线勇行[Frontline Heroism]是具有以下叙述的结界:“每当你施放仅以单一由你操控之生物为目标的咒语时,派出一个1/1红色,具敏捷异能的士兵衍生生物,然后复制该咒语。此复制品以该衍生物为目标。”圣洗者行列是具有以下叙述的结界:“如果某效应将在你的操控下派出一个或数个衍生物,则改为它派出两倍数量的该类衍生物。”如果你于同时操控这两者时施放了得胜之时并指定一个由你操控的生物为目标,则前线勇行的异能会触发。于该异能结算时,你派出两个1/1红色,具敏捷异能的士兵衍生生物,然后复制得胜之时,且该复制品依你的选择以其中一个衍生物为目标。该复制品不会同时指定两个衍生物为目标。"}, {"chapter": "7", "id": "707.10f", "content": "707.10f Some effects copy a permanent spell. As that copy resolves, it ceases being a copy of a spell and becomes a token permanent. (See rule 608.3f.)\n一些效应复制永久物咒语。于该复制品结算时,其不再是咒语的复制品,并成为一个衍生永久物。(参见规则608.3f。)"}, {"chapter": "7", "id": "707.10g", "content": "707.10g If an effect creates a copy of a double-faced permanent spell, the copy is also a double-faced permanent spell that has both a front face and a back face. The characteristics of its front and back face are determined by the copiable values of the same face of the spell it is a copy of, as modified by any other copy effects. If the spell it is a copy of has its back face up, the copy is created with its back face up. The token that’s put onto the battlefield as that spell resolves is a double-faced token.\n如果一个效应创造一个双面永久物咒语的复制品,该复制品也是具有两个面的双面永久物咒语。其每个面的特征由其复制的咒语对应面之可复制特征值决定,并受其他复制效应影响。如果其复制的咒语背面朝上,则其被创造时背面朝上。该咒语结算时放进战场的衍生物是双面衍生物。"}, {"chapter": "7", "id": "707.11.", "content": "707.11. If an effect refers to a permanent by name, the effect still tracks that permanent even if it changes names or becomes a copy of something else.\n如果一个效应提及某永久物的名称,则即使该永久物改变名称,或变成其他东西的复制品,此效应也会一直追踪该永久物。\nExample: An Unstable Shapeshifter copies an Olivia Voldaren. Olivia Voldaren reads, “{1}{R}: Olivia Voldaren deals 1 damage to another target creature. That creature becomes a Vampire in addition to its other types. Put a +1/+1 counter on Olivia Voldaren.” If this ability of the Shapeshifter is activated, the Shapeshifter will deal 1 damage and you will put a +1/+1 counter on it, even if it’s no longer a copy of Olivia Voldaren at that time.\n例如:不稳定变形兽复制奥莉薇亚沃达连。奥莉薇亚沃达连具有“{1}{R}:奥莉薇亚沃达连对另一个目标生物造成1点伤害。该生物额外具有吸血鬼此类别。在奥莉薇亚沃达连上放置一个+1/+1指示物。”如果起动不稳定变形兽的这个异能,则即使不稳定变形兽已不再是奥莉薇亚沃达连的复制品,也会造成1点伤害并在其上放置一个+1/+1指示物。"}, {"chapter": "7", "id": "707.12.", "content": "707.12. An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, except that the copy is created in the same zone the object is in and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a–h of rule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered.\n一个要求牌手施放[物件]的复制品之效应(而不只是复制一个咒语),会遵照施放咒语的规则,不同之处在于会在该物件相同的区域中被创造,然后于另一个咒语或异能正在结算中施放此复制品。施放物件的复制品需要遵照规则601“施放咒语”中601.2a-h的步骤依序行事,然后此复制品被施放。一旦被施放,所施放的复制品也属于堆叠上的咒语,与其他咒语一样可以结算或被反击。"}, {"chapter": "7", "id": "707.13.", "content": "707.13. One card (Garth One-Eye) instructs a player to create a copy of a card defined by name rather than by indicating an object to be copied. To do so, the player uses the Oracle card reference to determine the characteristics of the copy and creates the copy outside of the game.\n一张牌(独眼嘉斯)指示牌手派出以名称定义的牌之复制品。牌手如此作时应使用Oracle牌张参考文献来决定该复制品的特征,并在游戏之外派出该复制品。"}, {"chapter": "7", "id": "707.14.", "content": "707.14. One card (Magar of the Magic Strings) instructs a player to note the name of a particular card in a graveyard and create a copy of the card with the noted name. To do so, use the characteristics of that card as it last existed in the graveyard to determine the copiable values of the copy. (See rule 608.2h.)\n一张牌(Magar of the Magic Strings)指示牌手记下坟墓场中特定牌的名称,并派出具有所记下名称的牌之复制品。要如此作,使用该牌在坟墓场中的最后特征确定复制品的可复制特征值。(参见规则608.2h。)"}, {"chapter": "7", "id": "708.", "content": "708. Face-Down Spells and Permanents\n牌面朝下的咒语和永久物"}, {"chapter": "7", "id": "708.1.", "content": "708.1. Some cards allow spells and permanents to be face down.\n一些牌允许咒语和永久物成为牌面朝下。"}, {"chapter": "7", "id": "708.2.", "content": "708.2. Face-down spells and face-down permanents have no characteristics other than those listed by the ability or rules that allowed the spell or permanent to be face down. Any listed characteristics are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”)\n牌面朝下的咒语,以及牌面朝下的永久物,除了使得它们能够牌面朝下之异能或规则中指明的特征之外,并没有其他特征。这些特征为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则707,“复制物件”。)"}, {"chapter": "7", "id": "708.2a", "content": "708.2a If a face-up permanent is turned face down by a spell or ability that doesn’t list any characteristics for that object, it becomes a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost. A permanent that enters the battlefield face down also has these characteristics unless otherwise specified by the effect that put it onto the battlefield face down or allowed it to be cast face down. These values are the copiable values of that object’s characteristics.\n如果一个牌面朝上的永久物因咒语或异能翻成牌面朝下,且其并未叙述该物件的任何特征,它会成为2/2的牌面朝下生物,且没有内文叙述、名称、副类别及法术力费用。以牌面朝下方式进入战场的永久物也具有这样的特征,除非将其牌面朝下放进战场或允许其牌面朝下地被施放的效应另有指定。这些数值即为该物件的可复制特征值。"}, {"chapter": "7", "id": "708.2b", "content": "708.2b A face-down permanent can’t be turned face-down. If a spell or ability attempts to turn a face-down permanent face down, nothing happens and that effect doesn’t change any of its characteristics or their copiable values.\n一个牌面朝下的永久物不能被翻为牌面朝下。如果一个咒语或异能尝试将一个牌面朝下的永久物翻为牌面朝下,则什么都不会发生,该效应也不会改变其任何特征或可复制特征值。"}, {"chapter": "7", "id": "708.3.", "content": "708.3. Objects that are put onto the battlefield face down are turned face down before they enter the battlefield, so the permanent’s enters-the-battlefield abilities won’t trigger (if triggered) or have any effect (if static).\n以牌面朝下状态进入战场的物件,在其进入战场前便已是牌面朝下的状态,因此该永久物的进入战场触发式异能并不会触发(对触发式异能而言)或生效(对静止式异能而言)。"}, {"chapter": "7", "id": "708.4.", "content": "708.4. Objects that are cast face down are turned face down before they are put onto the stack, so effects that care about the characteristics of a spell will see only the face-down spell’s characteristics. Any effects or prohibitions that would apply to casting an object with these characteristics (and not the face-up object’s characteristics) are applied to casting this object. The permanent the spell becomes will be a face-down permanent.\n以牌面朝下状态施放的物件,在其进入堆叠前便已是牌面朝下的状态,因此针对咒语特征而生效的效应将只能见到牌面朝下咒语之特征。任何将对施放具有这些特征(而并非牌面朝上时物件的特征)之效应或限制会对施放此物件生效。"}, {"chapter": "7", "id": "708.5.", "content": "708.5. At any time, you may look at a face-down spell you control on the stack or a face-down permanent you control (even if it’s phased out). You can’t look at face-down cards in any other zone or face-down spells or permanents controlled by another player.\n在任何时候,你都可以检视堆叠中由你操控之牌面朝下的咒语,或你操控之牌面朝下的永久物(即使该永久物已跃离)。你不能检视任何在其他区域中之牌面朝下的牌,或由其他牌手操控之牌面朝下的咒语或永久物。"}, {"chapter": "7", "id": "708.6.", "content": "708.6. If you control multiple face-down spells or face-down permanents, you must ensure at all times that your face-down spells and permanents can be easily differentiated from each other. This includes, but is not limited to, knowing what ability or rules caused the permanents to be face down, the order spells were cast, the order that face-down permanents entered the battlefield, which creature(s) attacked last turn, and any other differences between face-down spells or permanents. Common methods for distinguishing between face-down objects include using counters or dice to mark the different objects, or clearly placing those objects in order on the table.\n如果你操控多个牌面朝下的咒语或牌面朝下的永久物,你必须随时确保这些牌面朝下的咒语和永久物之间有显著的分别。这包括但并不限于,何种异能或规则使该永久物成为牌面向下、咒语施放的先后顺序、牌面朝下之永久物进入战场的先后顺序、哪些生物上回合曾经攻击,以及与其他牌面朝下的咒语或永久物之间的区别。替牌面朝下的牌作记号的方式,通常包括使用指示物或骰子来标记不同的永久物,或依照顺序清楚地在桌上排列这些物件。"}, {"chapter": "7", "id": "708.7.", "content": "708.7. The ability or rules that allow a permanent to be face down may also allow the permanent’s controller to turn it face up. Spells normally can’t be turned face up.\n允许永久物翻成牌面朝下的异能或规则,也可能允许该永久物之操控者将其翻回正面。通常情况下,咒语不能被翻回正面。"}, {"chapter": "7", "id": "708.8.", "content": "708.8. As a face-down permanent is turned face up, its copiable values revert to its normal copiable values. Any effects that have been applied to the face-down permanent still apply to the face-up permanent. Any abilities relating to the permanent entering the battlefield don’t trigger and don’t have any effect, because the permanent has already entered the battlefield.\n于牌面朝下的永久物翻回正面时,其可复制特征值回到其正常状态。任何已对该永久物造成影响的效应,依旧对翻回正面的永久物造成影响。任何与永久物进入战场相关的触发式异能不会触发,因为该永久物已经进入战场。"}, {"chapter": "7", "id": "708.9.", "content": "708.9. If a face-down permanent or a face-down component of a merged permanent moves from the battlefield to any other zone, its owner must reveal it to all players as they move it. If a face-down spell moves from the stack to any zone other than the battlefield, its owner must reveal it to all players as they move it. If a player leaves the game, all face-down permanents, face-down components of merged permanents, and face-down spells owned by that player must be revealed to all players. At the end of each game, all face-down permanents, face-down components of merged permanents, and face-down spells must be revealed to all players.\n如果一个牌面朝下的永久物或结聚永久物的一个牌面朝下组件从战场移到其他区域,其拥有者必须于移动时将之展示给所有牌手。如果牌面朝下的咒语从堆叠移到战场以外的其他区域,其拥有者必须于移动时将之展示给所有牌手。如果一位牌手将离开游戏,所有由该牌手拥有的牌面朝下的永久物、结聚永久物的牌面朝下组件和牌面朝下的咒语必须向所有牌手展示。在每盘游戏结束时,所有牌面朝下的永久物、结聚永久物的牌面朝下组件和牌面朝下的咒语必须展示给所有牌手。"}, {"chapter": "7", "id": "708.10.", "content": "708.10. If a face-down permanent becomes a copy of another permanent, its copiable values become the copiable values of that permanent, as modified by its face-down status. Its characteristics therefore remain the same: the characteristics listed by the ability or rules that allowed it to be turned face down. However, if it is turned face up, its copiable values become the values it copied from the other permanent. See rule 707.3.\n如果一个牌面朝下的永久物成为另一个永久物的复制品,其可复制特征值就会变成该永久物的可复制特征值,并受到其牌面朝下状态的影响。因此它的特征依然相同:使它成为牌面朝下的规则或异能上所列的特征。然而,如果它翻回正面,它的可复制特征值会成为其所复制之永久物的可复制特征值。参见规则707.3。"}, {"chapter": "7", "id": "708.11.", "content": "708.11. If a face-down permanent would have an “As [this permanent] is turned face up . . .” ability after it’s turned face up, that ability is applied while that permanent is being turned face up, not afterward.\n如果一个牌面朝下的永久物在其翻回正面后具有“于[此永久物]翻回正面时…”的异能,则该异能会在此永久物翻回正面的过程中生效,而不是之后才生效。"}, {"chapter": "7", "id": "708.12.", "content": "708.12. If a spell or ability that instructs a player to reveal a face-down permanent needs information about the revealed object, it uses the characteristics of that object ignoring any continuous effects that may be applying to it.\n如果某咒语或异能指示牌手展示一个牌面朝下的永久物,且需要用到该展示物件的信息,则使用该物件的特征,而忽略任何可能对其生效的持续性效应。"}, {"chapter": "7", "id": "709.", "content": "709. Split Cards\n连体牌"}, {"chapter": "7", "id": "709.1.", "content": "709.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic card back.\n连体牌在一张牌上具有两张牌面。连体牌的背面与普通万智牌相同。"}, {"chapter": "7", "id": "709.2.", "content": "709.2. Although split cards have two castable halves, each split card is only one card. For example, a player who has drawn or discarded a split card has drawn or discarded one card, not two.\n尽管连体牌的两边都可以施放,但每张连体牌都只算是一张牌。例如,不论牌手抓到还是弃掉一张连体牌,该牌手都只是抓或弃掉了一张牌,而不是两张。"}, {"chapter": "7", "id": "709.3.", "content": "709.3. A player chooses which half of a split card they are casting before putting it onto the stack.\n在将连体牌放进堆叠之前,牌手选择其施放的是连体牌的哪一边。"}, {"chapter": "7", "id": "709.3a", "content": "709.3a Only the chosen half is evaluated to see if it can be cast. Only that half is considered to be put onto the stack.\n只有被选择的一边会被检查其能否被施放。只有这一边被视为放进堆叠。"}, {"chapter": "7", "id": "709.3b", "content": "709.3b While on the stack, only the characteristics of the half being cast exist. The other half’s characteristics are treated as though they didn’t exist.\n在堆叠上时,只有被施放的一边的特征存在。另一边的特征则视同不存在。"}, {"chapter": "7", "id": "709.3c", "content": "709.3c An effect may create a copy of a split card and allow a player to cast the copy. That copy retains the characteristics of the two halves separated into the same two halves as the original card. (See rule 707.12.)\n某些效应可能会创造连体牌的复制品,并允许牌手施放该复制品。该复制品如同原牌一般地具有两边的特征,并如同原牌一般地分成两边。(参见规则707.12)。"}, {"chapter": "7", "id": "709.4.", "content": "709.4. In every zone except the stack, the characteristics of a split card are those of its two halves combined.\n在除堆叠外的所有区域,连体牌的特征是其两边的特征之综合。"}, {"chapter": "7", "id": "709.4a", "content": "709.4a Each split card has two names. If an effect instructs a player to choose a card name and the player wants to choose a split card’s name, the player must choose one of those names and not both. An object has the chosen name if one of its names is the chosen name.\n每张连体牌具有两个名称。如果一个效应要牌手选择一个牌名,而牌手想要选择某张连体牌的名称,该牌手必须选择其中一边的名称,但不能同时选择两者。如果一个物件的名称之一为所选择的名称,则它具有所选择的名称。"}, {"chapter": "7", "id": "709.4b", "content": "709.4b The mana cost of a split card is the combined mana costs of its two halves. A split card’s colors and mana value are determined from its combined mana cost. An effect that refers specifically to the symbols in a split card’s mana cost sees the separate symbols rather than the whole mana cost.\n连体牌的法术力费用是其两边的法术力费用的加总。连体牌的颜色和法术力值由其法术力费用决定。一个具体地提及连体牌法术力费用中符号的效应会看到两边各自的符号,而非法术力费用的加总。\nExample: Assault//Battery’s mana cost is {3}{R}{G}. It’s a red and green card with a mana value of 5. If you cast Assault, the resulting spell is a red spell with a mana value of 1.\n例如:突袭//冲击的法术力费用是{3}{R}{G}。它是一张红绿双色牌,其法术力值为5。如果你施放冲击,由此施放的咒语是一个法术力值为1的红色咒语。\nExample: Fire//Ice’s mana cost is {2}{U}{R}. It has the same mana cost as Steam Augury, but an effect such as that of Jegantha, the Wellspring sees that it contains the mana symbol {1} twice.\n例如:热火//寒冰的法术力费用是{2}{U}{R}。其法术力费用与氲形预示相同,但诸如丰饶泉源杰甘沙的效应会看到它包含了法术力符号{1}两次。"}, {"chapter": "7", "id": "709.4c", "content": "709.4c A split card has each card type specified on either of its halves and each ability in the text box of each half.\n连体牌具有其两边的每种牌张类别,且具有其两边的文字栏中的每个异能。"}, {"chapter": "7", "id": "709.4d", "content": "709.4d The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.102, “Fuse”).\n堆叠上的已融咒的连体咒语之特征亦是其两边特征的综合(参见规则702.102,“融咒”)。"}, {"chapter": "7", "id": "709.5.", "content": "709.5. Some split cards are permanent cards with a single shared type line. A shared type line on such an object represents two static abilities that function on the battlefield. These are “As long as this permanent doesn’t have the ‘left half unlocked’ designation, it doesn’t have the name, mana cost, or rules text of this object’s left half” and “As long as this permanent doesn’t have the ‘right half unlocked’ designation, it doesn’t have the name, mana cost, or rules text of this object’s right half.” These abilities, as well as which half of that permanent a characteristic is in, are part of that object’s copiable values.\n一些连体牌是永久物牌,其两边共享一个类别栏。此类物件上的共享类别栏代表两个在战场上生效的静止式异能:“只要此永久物不具有‘左边已解锁’此称号,它就没有此物件左边的名称、法术力费用或文字栏”以及“只要此永久物不具有‘右边已解锁’此称号,它就没有此物件右边的名称、法术力费用或文字栏”。这些异能,以及某特征属于该永久物的哪一边,都是该物件可复制特征值的一部分。"}, {"chapter": "7", "id": "709.5a", "content": "709.5a Each half of a split card with a shared type line shares the types and subtypes listed on that card’s shared type line.\n具有共享类别栏的连体牌的每一边都会共享该牌类别栏上列出的类别和副类别。"}, {"chapter": "7", "id": "709.5b", "content": "709.5b The existence of each half of an object with a shared type line is part of that object’s copiable values, even if that object is a spell on the stack. This is an exception to rule 709.3b.\n具有共享类别栏的物件之每一边的存在性都是该物件可复制特征值的一部分,即便该物件是堆叠上的咒语。这是规则709.3b的例外情况。"}, {"chapter": "7", "id": "709.5c", "content": "709.5c “Left half unlocked” and “right half unlocked” are designations that a permanent on the battlefield can have. Together, they are called the unlocked designations. A particular half of a permanent is said to be “unlocked” if it has the appropriate unlocked designation. Otherwise, that half is said to be “locked.”\n“左边已解锁”和“右边已解锁”是战场上的永久物可以具有的称号,它们合称为解锁称号。若某永久物的特定一边具有相应的解锁称号,则称该边为“已解锁”。若否,则称该边为“已上锁”。"}, {"chapter": "7", "id": "709.5d", "content": "709.5d A permanent with a shared type line is given the “left half unlocked” designation as it enters the battlefield if its left half was cast as a spell. It is given the “right half unlocked” designation as it enters the battlefield if its right half was a cast as a spell. If it’s entering the battlefield and neither half was cast as a spell, it enters with neither unlocked designation.\n于一个具有共享类别栏的永久物进战场时,如果其左半边曾作为咒语来施放,则该永久物获得“左边已解锁”此称号。如果其右半边曾作为咒语来施放,则该永久物获得“右边已解锁”此称号。如果其进战场时两边都未曾作为咒语来施放,则其进场时没有任何解锁称号。"}, {"chapter": "7", "id": "709.5e", "content": "709.5e A player who controls a permanent that has one or more locked halves may pay the mana cost of a locked half of that permanent to give that permanent the appropriate unlocked designation. This cost is referred to as an “unlock cost.” This is a special action (see rule 116). A player can take this action any time they have priority and the stack is empty during a main phase of their turn.\n如果牌手操控一边或数边已上锁的永久物,该牌手可以支付该永久物已上锁之某边的法术力费用,以使该永久物得到相应的解锁称号。此费用称为“解锁费用”。此为特殊动作(参见规则116)。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。"}, {"chapter": "7", "id": "709.5f", "content": "709.5f Some spells and abilities instruct a player to “unlock” half of a permanent. To unlock half of a permanent, a player chooses a locked half of that permanent, and that permanent is given the appropriate unlocked designation.\n一些咒语和异能指示牌手“解锁”一个永久物的一边。要解锁永久物的一边,牌手选择该永久物之已上锁的一边,该永久物得到相应的解锁称号。"}, {"chapter": "7", "id": "709.5g", "content": "709.5g Some spells and abilities instruct a player to “lock” half of a permanent. To lock half of a permanent, a player chooses an unlocked half of that permanent, and that permanent loses the appropriate unlocked designation.\n一些咒语和异能指示牌手“上锁”一个永久物的一边。要上锁永久物的一边,牌手选择该永久物之已解锁的一边,该永久物失去相应的解锁称号。"}, {"chapter": "7", "id": "709.5h", "content": "709.5h Some abilities trigger when a player unlocks a particular half of a permanent. These abilities trigger when that permanent is given the appropriate unlocked designation, regardless of whether it was given that designation while entering the battlefield or after entering the battlefield.\n一些异能当牌手解锁永久物的特定一边时触发。这些异能会在该永久物得到相应的解锁称号时触发,无论该永久物是在进战场时还是在进战场后得到解锁称号。"}, {"chapter": "7", "id": "709.5i", "content": "709.5i Some abilities trigger when a player “fully unlocks” a permanent with a shared type line. Such an ability triggers when that permanent has one of the two unlocked designations and gets the other, or when it has neither designation and gains both.\n一些异能当牌手“完全解锁”一个具有共享类别栏的永久物时触发。当该永久物已经具有两个解锁称号中的一个且得到另一个解锁称号,或当其没有任何解锁称号且得到所有两个解锁称号时,这些异能触发。"}, {"chapter": "7", "id": "709.5j", "content": "709.5j Some cards refer to a “door” of a Room permanent. A door is a half of that permanent.\n一些牌提及隔间永久物的“偏门”。一扇偏门指的是该永久物的一边。"}, {"chapter": "7", "id": "710.", "content": "710. Flip Cards\n倒转牌"}, {"chapter": "7", "id": "710.1.", "content": "710.1. Flip cards have a two-part card frame on a single card. The text that appears right side up on the card defines the card’s normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic card back.\n倒转牌在一张牌上具有分成两个部分的牌面。上半部正确方向的内容为此牌一般情况下的特征。下半部颠倒的是此牌额外的替代用特征。倒转牌的背面与普通万智牌相同。"}, {"chapter": "7", "id": "710.1a", "content": "710.1a The top half of a flip card contains the card’s normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to “flip” if certain conditions are met.\n倒转牌的上半部包括了此牌一般情况下的名称、文字栏、类别栏、力量与防御力。其文字栏中通常会包括某个异能,让此永久物在达到特定的条件后“倒转”。"}, {"chapter": "7", "id": "710.1b", "content": "710.1b The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is on the battlefield and only if the permanent is flipped.\n倒转牌的下半部包括了此牌的副名称、文字栏、类别栏、力量与防御力。只有此永久物在战场上并且已倒转的情况下,才会用到这些特征。"}, {"chapter": "7", "id": "710.1c", "content": "710.1c A flip card’s color and mana cost don’t change if the permanent is flipped. Also, any changes to it by external effects will still apply.\n倒转牌的颜色和法术力费用不会因该永久物倒转而改变。并且,所有已经外界对其的效应依旧对已倒转的牌生效。"}, {"chapter": "7", "id": "710.2.", "content": "710.2. In every zone other than the battlefield, and also on the battlefield before the permanent flips, a flip card has only the normal characteristics of the card. Once a permanent is flipped, its normal name, text box, type line, power, and toughness don’t apply and the alternative versions of those characteristics apply instead.\n在战场以外的区域中以及在战场上倒转之前,倒转牌都只具有该永久物一般情况下的特征。一旦该永久物倒转,其一般情况下的名称、文字栏、类别栏、力量与防御力便不再对此倒转的永久物生效,而改为替代用特征生效。\nExample: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says “Search your library for a legendary card” can’t find this flip card. An effect that says “Legendary creatures get +2/+2” doesn’t affect Akki Lavarunner, but it does affect Tok-Tok.\n例如:岩浆奔越鬼是非传奇生物,它倒转后会成为名称是火山鬼托托的传奇生物。一个“从你的牌库搜寻一张传奇牌”的效应不能找到这张倒转牌。一个“传奇生物得+2/+2”的效应并不会影响岩浆奔越鬼,但是会影响托托。"}, {"chapter": "7", "id": "710.3.", "content": "710.3. You must ensure that it’s clear at all times whether a permanent you control is flipped or not, both when it’s untapped and when it’s tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects.\n无论一个永久物是在横置或未横置的状态下,你都必须随时确保能清楚的区别此永久物是否已经倒转。通常的作法是在永久物上放置硬币或骰子,来表示该永久物是否已经倒转。"}, {"chapter": "7", "id": "710.4.", "content": "710.4. Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to become unflipped. However, if a flipped permanent leaves the battlefield, it retains no memory of its status. See rule 110.5.\n将永久物倒转是单向过程。一旦永久物倒转,便不能再回到未倒转。不过,如果已倒转的永久物离开战场,它不会记得之前其所处的状态。参见规则110.5。"}, {"chapter": "7", "id": "710.5.", "content": "710.5. If an effect instructs a player to choose a card name and the player wants to choose a flip card’s alternative name, the player may do so.\n如果一个效应要牌手选择一个牌名,而该牌手想要选择某张倒转牌的副名称,则该牌手可以如此作。"}, {"chapter": "7", "id": "711.", "content": "711. Leveler Cards\n升级牌"}, {"chapter": "7", "id": "711.1.", "content": "711.1. Each leveler card has a striated text box and three power/toughness boxes. The text box of a leveler card contains two level symbols.\n每张升级牌都有条状的文字栏,以及三个力量/防御力方格。升级牌的文字栏包含了两个等级符号。"}, {"chapter": "7", "id": "711.2.", "content": "711.2. A level symbol is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].”\n等级符号是代表静止式异能的关键字异能。等级符号可能包括了某范围的数字,此处表示为“N1-N2”;或是单一数字后面带着加号,此处表示为“N3+”。任何与等级符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而印在同一区块文字栏的力量/防御力方格,此处表示为“P/T”,也是同法看待。"}, {"chapter": "7", "id": "711.2a", "content": "711.2a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”\n“{等级N1-N2}[异能][P/T]”意指“只要此生物上面至少有N1个等级指示物,且等级指示物数量又不多于N2,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”"}, {"chapter": "7", "id": "711.2b", "content": "711.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”\n“{等级N3+}[异能][P/T]”意指“只要此生物上面有N3或更多个等级指示物,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”"}, {"chapter": "7", "id": "711.3.", "content": "711.3. The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which level symbol. Leveler cards each contain only one text box.\n文字栏区块并没有游戏上的意义,只是用来清楚区分哪个异能与哪个力量/防御力对应于哪个等级符号。每张升级牌都只有一个文字栏。"}, {"chapter": "7", "id": "711.4.", "content": "711.4. Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In particular, each leveler permanent has its level up ability (see rule 702.87) at all times; it may be activated regardless of how many level counters are on that permanent.\n升级牌上面任何不以等级符号开头的异能,都会如常运作。特别来说,每个升级永久物随时都具有其升级异能(参见规则702.87);不论该永久物上有多少个等级指示物,都可以起动。"}, {"chapter": "7", "id": "711.5.", "content": "711.5. If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost power/toughness box.\n如果升级生物上的等级指示物数量少于N1个(其{等级N1-N2}符号上印制的第一个数字),则它的力量与防御力为最上面的力量/防御力方格所注记的数值。"}, {"chapter": "7", "id": "711.6.", "content": "711.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box.\n在战场之外的每个区域中,升级牌的力量与防御力均为最上面的力量/防御力方格所注记的数值。"}, {"chapter": "7", "id": "711.7.", "content": "711.7. Some enchantments have the subtype Class and associated abilities that give them a class level. These are not level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.”\n一些结界具有副类别职业,与其相关的异能给予其职业等级。这与升级异能并不相同,职业等级也与等级指示物并无互动。参见规则716,“职业牌”。"}, {"chapter": "7", "id": "712.", "content": "712. Double-Faced Cards\n双面牌"}, {"chapter": "7", "id": "712.1.", "content": "712.1. A double-faced card has a Magic card face on one side and either a Magic card face or half of an oversized card face on the other. (It does not have a Magic card back.) There are three kinds of double-faced cards: nonmodal double-faced cards (previously called “transforming double-faced cards”), modal double-faced cards, and meld cards.\n一张双面牌的一面是万智牌的牌面,另一面是万智牌的牌面或一张大号万智牌卡牌牌面的一半。(它没有万智牌的牌背。)有三种双面牌:非模式双面牌(之前曾称为“转化式双面牌”)、模式双面牌,以及融合牌。"}, {"chapter": "7", "id": "712.2.", "content": "712.2. Nonmodal double-faced cards have a Magic card face on each side and include abilities on one or both of their faces that allow the card to either “transform” or “convert” (turn over to its other face) and/or allow the card to be cast or enter the battlefield “transformed” or “converted” (with its back face up).\n非模式双面牌的两面都是万智牌的牌面,在其一面或两面上具有让此牌“转化”或“转换”(让它能翻到另一面)和/或允许该牌以“已转化”或“已转换”(将其背面朝上)的方式被施放或进战场的异能。"}, {"chapter": "7", "id": "712.2a", "content": "712.2a A nonmodal double-faced card’s front face is marked by a front-face symbol in its upper left corner. On cards printed starting with The Brothers’ War™ release, that symbol is a single white triangle pointed upward inside a black circle. Nonmodal double-faced cards printed in older sets have different front-face symbols. On Magic Origins™ and Core Set 2019 double-faced cards, the front-face symbol is a modified Planeswalker icon. On cards in the Innistrad® block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich of the Krallenhorde in the Eldritch Moon™ set, the front-face symbol is a sun. On other Eldritch Moon double-faced cards, the front-face symbol is a full moon. On Ixalan® and Rivals of Ixalan™ cards, the front-face symbol is a compass rose. On Kamigawa®: Neon Dynasty double-faced cards, the front-face symbol is a closed fan.\n非模式双面牌的正面在左上角以正面符号标记。从兄弟之战™版本发行开始,正面符号是一个黑色圆圈之中指向上方的一个白色三角形。在旧系列中印刷的非模式双面牌正面符号有所不同。在万智牌:起源™和2019核心系列双面牌上,正面符号是修改过的鹏洛客图标。在依尼翠®环境、依尼翠暗影系列和依尼翠:黯夜猎踪系列中的双面牌、以及异月传奇™系列中的展爪的乌力奇上,正面符号是太阳。在异月传奇其余的双面牌上,正面符号是满月。在依夏兰™和决胜依夏兰™牌张上,正面符号是罗盘。在神河®霓朝纪系列中的双面牌上,正面符号是合起的折扇。"}, {"chapter": "7", "id": "712.2b", "content": "712.2b A nonmodal double-faced card’s back face is marked by a back-face symbol in its upper left or upper right corner. On cards printed starting with The Brothers’ War release, that symbol is a single white triangle pointed downward inside a black circle. Nonmodal double-faced cards printed in older sets have different front-face symbols. On Magic Origins and Core Set 2019 double-faced cards, the back-face symbol is a full Planeswalker icon. On cards in the Innistrad block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich, Uncontested Alpha in the Eldritch Moon set, the back-face symbol is a crescent moon. On other Eldritch Moon double-faced cards, the back-face symbol is a stylized image of Emrakul. On Ixalan and Rivals of Ixalan cards, the back-face symbol is a land icon. On Kamigawa: Neon Dynasty double-faced cards, the back-face symbol is an open fan.\n非模式双面牌的背面在左上角或右上角以背面符号标记。从兄弟之战™版本发行开始,正面符号是一个黑色圆圈之中指向下方的一个白色三角形。在旧系列中印刷的非模式双面牌背面符号有所不同。在万智牌:起源和2019核心系列双面牌上,背面符号是完整的鹏洛客图标。在依尼翠环境、依尼翠暗影系列和依尼翠:黯夜猎踪系列中的双面牌、以及异月传奇系列中的服众首领乌力奇上,背面符号是新月。在异月传奇其余的双面牌上,背面符号是伊莫库的形象化图案。在依夏兰和决胜依夏兰牌张上,背面符号是地符号。在神河®霓朝纪系列中的双面牌上,背面符号是打开的折扇。"}, {"chapter": "7", "id": "712.2c", "content": "712.2c The front face of a nonmodal double-faced card whose back face is a creature has the back face’s power and toughness printed in gray above the power and toughness box. This is reminder text and has no effect on game play.\n背面是生物的非模式双面牌,其正面会在力量与防御力框的上方以较小的灰色字印刷其背面的力量与防御力。这属于提示文字,和游戏进行并无关联。"}, {"chapter": "7", "id": "712.3.", "content": "712.3. Modal double-faced cards have a Magic card face on each side. These faces are usually independent from one another, but they may have an ability that allows them to “transform” or “convert” on either face.\n模式双面牌的两面都是万智牌的牌面。模式双面牌的两个牌面通常各自独立,但也可能具有允许它们转化或转换到另一面的异能。"}, {"chapter": "7", "id": "712.3a", "content": "712.3a A modal double-faced card’s front face is marked by a front-face symbol in its upper left corner. The front-face symbol is a single black triangle inside a sideways teardrop.\n模式双面牌的正面在左上角以正面符号标记。其正面符号是一个横向的水滴形状之中的一个黑色三角形。"}, {"chapter": "7", "id": "712.3b", "content": "712.3b A modal double-faced card’s back face is marked by a back-face symbol in its upper left corner. The back-face symbol is two white triangles inside a sideways teardrop.\n模式双面牌的背面在左上角以背面符号标记。其背面符号是一个横向的水滴形状之中的两个白色三角形。"}, {"chapter": "7", "id": "712.3c", "content": "712.3c Each face of a modal double-faced card includes a hint bar in the lower left corner with information about the opposite face. This is reminder text and has no effect on game play.\n模式双面牌的两面均在左下角包含一个提示栏,其上有关于另一面的信息。这属于提示文字,和游戏进行并无关联。"}, {"chapter": "7", "id": "712.4.", "content": "712.4. Meld cards have a Magic card face on one side and half of an oversized card face on the other.\n融合牌的一面为万智牌的牌面,另一面为一张大号万智牌卡牌牌面的一半。"}, {"chapter": "7", "id": "712.4a", "content": "712.4a One card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined (see rule 701.42, “Meld”). The resulting permanent is a single object represented by two cards.\n每对融合牌组中都有一张牌具有放逐此物件及同组当中之另一物件,并融合两者的异能。融合同一融合牌组中的两张牌,意指将它们以背面朝上且已组合的方式放进战场。(参见规则701.42,“融合”。)所得之永久物为由两张牌代表的单一物件。"}, {"chapter": "7", "id": "712.4b", "content": "712.4b The back faces of a meld pair are used only to determine the characteristics of the melded permanent that pair becomes on the battlefield. If a rule or effect references the back face of a meld card when not part of a melded permanent on the battlefield, it fails to determine its characteristics, regardless of which parts of the melded permanent is represented on that card’s back face.\n融合牌组的背面仅用于确定战场上该融合牌组所成为之已融合的永久物之特征。如果某规则或效应提及融合牌的背面,但它并非战场上已融合的永久物之一部分,则此规则或效应无法确定其特征,无论它代表该已融合的永久物之哪一部分。"}, {"chapter": "7", "id": "712.4c", "content": "712.4c Unlike other double-faced cards, meld cards cannot be transformed or converted. Any instructions to do so are ignored.\n与其他双面牌不同,融合牌不能转化或转换。如有任何指示如此作,则忽略之。"}, {"chapter": "7", "id": "712.5.", "content": "712.5. There are seven specific meld pairs.\n目前有七对融合牌组。"}, {"chapter": "7", "id": "712.5a", "content": "712.5a Midnight Scavengers and Graf Rats meld to form Chittering Host.\n午夜拾荒客和墓地鼠群融合,组成吱响寄主。"}, {"chapter": "7", "id": "712.5b", "content": "712.5b Hanweir Garrison and Hanweir Battlements meld to form Hanweir, the Writhing Township.\n翰威驻防兵和翰威城垛融合,组成纠拧镇区翰威。"}, {"chapter": "7", "id": "712.5c", "content": "712.5c Bruna, the Fading Light and Gisela, the Broken Blade meld to form Brisela, Voice of Nightmares.\n渐逝之光布鲁娜和破碎之刃姬瑟拉融合,组成梦魇异音布瑟拉。"}, {"chapter": "7", "id": "712.5d", "content": "712.5d Phyrexian Dragon Engine and Mishra, Claimed by Gix meld to form Mishra, Lost to Phyrexia.\n非瑞克西亚龙形引擎和基克斯掌偶米斯拉融合,组成非瑞克西亚臣民米斯拉。"}, {"chapter": "7", "id": "712.5e", "content": "712.5e The Mightstone and Weakstone and Urza, Lord Protector meld to form Urza, Planeswalker.\n强能石与弱能石和护国勋爵克撒融合,组成鹏洛客克撒。"}, {"chapter": "7", "id": "712.5f", "content": "712.5f Argoth, Sanctum of Nature and Titania, Voice of Gaea meld to form Titania, Gaea Incarnate.\n自然圣所亚格斯和盖亚之声泰坦尼亚融合,组成盖亚化身泰坦尼亚。"}, {"chapter": "7", "id": "712.5g", "content": "712.5g Fang, Fearless l’Cie and Vanille, Cheerful l’Cie meld to form Ragnarok, Divine Deliverance.\n无畏路希牙和愉悦路希班尼拉融合,组成神圣救赎诸神黄昏。"}, {"chapter": "7", "id": "712.6.", "content": "712.6. Players who are allowed to look at a double-faced card may look at both sides of that card.\n如果某牌手被允许检视一张双面牌,他可以检视这张牌的两面。"}, {"chapter": "7", "id": "712.7.", "content": "712.7. Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone. To do this, the owner of a double-faced card may use completely opaque card sleeves and/or a substitute card (see rule 713). Sanctioned tournaments have additional rules for playing with double-faced cards. See rule 100.6.\n双面牌位于不公开区域的时候,牌手必须确保不让它能从该区域的其他牌中辨认出。为了达成此目标,双面牌的拥有者可以利用完全不透明的牌套和/或辅助牌(参见规则713)。认证比赛对于利用双面牌额外订立了规则。参见规则100.6。"}, {"chapter": "7", "id": "712.8.", "content": "712.8. Each face of a double-faced card that isn’t a meld card has its own set of characteristics. The front face of each meld card and the combined face formed by a meld pair each has its own set of characteristics.\n非融合牌之双面牌的两个牌面都各自具有一组特征值。融合牌的正面与同对两张融合牌组合形成之组合面各有属于自己的特征值。"}, {"chapter": "7", "id": "712.8a", "content": "712.8a While a double-faced card is outside the game or in a zone other than the battlefield or stack, it has only the characteristics of its front face.\n当双面牌在游戏外、或在战场或堆叠以外的其他区域时,它只具有其正面所述的特征值。"}, {"chapter": "7", "id": "712.8b", "content": "712.8b A meld card on the stack has only the characteristics of its front face.\n当融合牌在堆叠上时,它只具有其正面所述的特征值。"}, {"chapter": "7", "id": "712.8c", "content": "712.8c Normally, a nonmodal double-faced spell has its front face up while on the stack and has only the characteristics of its front face. However, if an effect allows a player to cast a nonmodal double-faced card “transformed” or “converted,” the resulting spell will have its back face up and have only the characteristics of its back face. Its mana value is calculated using the mana cost of its front face.\n通常,非模式双面咒语在堆叠上时正面朝上,且只具有其正面所述的特征值。但是,如果一个效应允许牌手施放“已转化”或“已转换”的非模式双面牌,所成的咒语的背面朝上,且只具有其背面所述的特征值。使用其正面的法术力费用来计算其法术力值。"}, {"chapter": "7", "id": "712.8d", "content": "712.8d While a double-faced permanent has its front face up, it has only the characteristics of its front face.\n当双面永久物的正面朝上时,它只具有其正面所述的特征值。"}, {"chapter": "7", "id": "712.8e", "content": "712.8e While a nonmodal double-faced permanent has its back face up, it has only the characteristics of its back face. However, its mana value is calculated using the mana cost of its front face. If a permanent is copying the back face of a nonmodal double-faced permanent (even if the object representing that copy is itself a double-faced permanent), the mana value of that permanent is 0. See rule 202.3b.\n当非模式双面永久物的背面朝上时,它只具有其背面所述的特征值。但是,在计算其法术力值时,使用其正面的法术力费用。如果一个永久物复制一张非模式双面永久物的背面,该永久物的法术力值为0(即使代表该复制品的物件本身也是双面永久物)。参见规则202.3b。"}, {"chapter": "7", "id": "712.8f", "content": "712.8f While a modal double-faced spell is on the stack or a modal double-faced permanent is on the battlefield, it has only the characteristics of the face that’s up.\n当模式双面咒语在堆叠上、或模式双面永久物在战场上时,它只具有其当前牌面朝上的面所述的特征值。"}, {"chapter": "7", "id": "712.8g", "content": "712.8g While the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards has only the characteristics of the combined back face, and its mana value is the sum of the mana values of its front faces. If a permanent is copying a melded permanent, the mana value of the copy is 0. See rule 202.3c.\n当同属一对融合牌组的两张牌作为已融合的永久物在战场上时,由这两张牌表示的物件只有组合背面所述的特征值,其法术力值为其正面两张牌之法术力值的总和。如果某永久物复制了已融合的永久物,则复制品的法术力值为0。参见规则202.3c。"}, {"chapter": "7", "id": "712.9.", "content": "712.9. Only permanents represented by double-faced tokens and double-faced cards that are not meld cards can transform or convert. (See rule 701.27, “Transform,” and rule 701.28, “Convert.”) If a spell or ability instructs a player to transform or convert any permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.\n只有由双面衍生物或非融合牌之双面牌代表的永久物才能转化或转换。(参见规则701.27,“转化”及规则701.28,“转换”。)如果一个咒语或异能指示牌手转化或转换一个不由双面衍生物或双面牌代表的永久物,没有事情会发生。\nExample: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced card, it can’t transform.\n例如:一个仿生妖是以野血狼群(一张双面牌的背面)之复制品的身份进战场。仿生妖会是野血狼群的复制品。由于仿生妖本身并非双面牌,它将不能转化。\nExample: A player casts Cytoshape, causing a Kruin Outlaw (the front face of a double-faced card) to become a copy of Elite Vanguard (a 2/1 Human Soldier creature) until end of turn. The player then casts Moonmist, which reads, in part, “Transform all Humans.” Because the copy of Elite Vanguard is a double-faced card, it will transform. The resulting permanent will have its back face up, but it will still be a copy of Elite Vanguard that turn.\n例如:一位牌手施放细胞塑型,使得克廉亡命客(一张双面牌的正面)成为菁英先锋(2/1的人类/士兵生物)的复制品直到回合结束。然后该牌手施放月雾,其异能有一段是“转化所有人类”。由于此菁英先锋复制品是张双面牌,它将会转化。此永久物最后的状况是它的背面朝上,但它在该回合中依旧会是菁英先锋的复制品。"}, {"chapter": "7", "id": "712.10.", "content": "712.10. If a spell or ability instructs a player to transform or convert a permanent, and the face that permanent would transform or convert into is an instant or sorcery card face, or is a double-faced token that was created with an instant or sorcery face, nothing happens.\n如果某咒语或异能要求牌手转化或转换某个永久物,且该永久物将要转化或转换成的牌面是瞬间或法术牌面,或是以瞬间或法术牌面派出的双面衍生物,则什么都不会发生。"}, {"chapter": "7", "id": "712.11.", "content": "712.11. A double-faced spell is cast with its front face up by default. See rule 601, “Casting Spells.”\n在默认情况下,一个双面咒语在施放时正面朝上。参见规则601,“施放咒语”。"}, {"chapter": "7", "id": "712.11a", "content": "712.11a If a double-faced card or a copy of a double-faced card is cast as a spell “transformed” or “converted,” it’s put on the stack with its back face up.\n如果一张双面牌或其复制品以“已转化”或“已转换”的方式作为咒语来施放,则它放入堆叠时其背面朝上。"}, {"chapter": "7", "id": "712.11b", "content": "712.11b A player casting a modal double-faced card or a copy of a modal double-faced card as a spell chooses which face they are casting before putting it onto the stack.\n牌手在作为咒语施放一张模式双面牌或其复制品时,在将其放进堆叠之前选择要施放哪一面。"}, {"chapter": "7", "id": "712.11c", "content": "712.11c Only the face that will be face up on the stack is evaluated to determine if it can be cast. Only that face is considered to be put onto the stack.\n在确定该咒语能否被施放时,只考虑其在堆叠上即将面朝上的牌面。只有该牌面被视为放进堆叠。"}, {"chapter": "7", "id": "712.11d", "content": "712.11d If an ability of a double-faced card’s front face allows it to be cast “transformed” or “converted,” that ability is also considered when evaluating that spell to determine if it can be cast. This is an exception to 712.11c.\n如果一张双面牌正面上的一个异能允许牌手以“已转化”或“已转换”的方式施放之,在确定该咒语能否被施放时,该异能也被考虑在内。这是规则712.11c的例外。"}, {"chapter": "7", "id": "712.12.", "content": "712.12. A player playing a modal double-faced card or a copy of a modal double-faced card as a land chooses one of its faces that’s a land before putting it onto the battlefield. It enters the battlefield with that face up. See rule 305, “Lands.”\n牌手在作为地来使用一张模式双面牌或其复制品时,在将其放进战场之前选择其为地的某一面。该牌以该面朝上的方式进入战场。参见规则305,“地”。"}, {"chapter": "7", "id": "712.13.", "content": "712.13. By default, a resolving double-faced spell that becomes a permanent is put onto the battlefield with the same face up that was face up on the stack.\n在默认情况下,正在结算、并成为永久物的双面咒语以与其在堆叠中朝上的面相同的方式被放进战场。"}, {"chapter": "7", "id": "712.13a", "content": "712.13a Some abilities may cause a double-faced spell with its front face up on the stack to enter the battlefield transformed or converted. If the back face of the card that represents that spell is an instant or sorcery face, or that spell is a copy of a double-faced card created with an instant or sorcery back face, it doesn’t enter the battlefield, and is instead put into its owner’s graveyard.\n一些异能可能使得在堆叠中正面朝上的双面咒语以已转化或已转换的方式进入战场。如果代表该咒语之牌的背面是瞬间或法术牌面,或该咒语是背面为瞬间或法术的双面牌之复制品,则它不会进战场,而是改为置入其拥有者的坟墓场。\nExample: A player controls both Mycosynth Lattice and March of the Machines, the combined effects of which make all permanents artifact creatures in addition to their other types. They also control a Clone on the battlefield that is a copy of Bird Admirer, a creature with daybound. It is currently night, but that permanent can’t transform because it isn’t represented by a double-faced card. Its controller casts Mystic Reflection targeting it, then casts Invasion of Kylem, a Siege battle whose back face is a sorcery. Because Invasion of Kylem is entering the battlefield as a creature, Mystic Reflection’s replacement effect applies to it and it tries to enter the battlefield as a copy of Bird Admirer. Since it is night, the daybound ability would normally cause it to enter with its back face up. However, since its back face is a sorcery, it is instead put into its owner’s graveyard.\n例如:某牌手同时操控构生菌格栅和器械进击,它们的总效应使所有永久物是神器生物,且仍具有原本类别。该牌手还操控一个仿生妖,它是爱鸟人,一个具有昼形异能的生物的复制品。当前是黑夜,但该永久物不能转化,因为它并不由双面牌代表。其操控者以它为目标施放了神秘映影,然后施放了进军凯勒姆,一个背面为法术的围攻战役。由于进军凯勒姆作为生物进战场,神秘映影的替代性效应生效,令进军凯勒姆试图作为爱鸟人的复制品进战场。由于当前是黑夜,昼形异能通常将使得它以背面朝上的方式进战场。但由于其背面为法术,它将改为置入其拥有者的坟墓场。"}, {"chapter": "7", "id": "712.14.", "content": "712.14. A double-faced card put onto the battlefield from a zone other than the stack enters the battlefield with its front face up by default.\n双面牌从堆叠以外的区域被放进战场时默认以正面朝上的方式进入战场。"}, {"chapter": "7", "id": "712.14a", "content": "712.14a If a spell or ability puts a double-faced card onto the battlefield “transformed” or “converted,” it enters the battlefield with its back face up. If a player is instructed to put a card that isn’t a double-faced card onto the battlefield transformed or converted, that card stays in its current zone.\n如果一个咒语或异能将一张双面牌“已转化”或“已转换”地放进战场,它会以背面朝上的方式进入战场。如果牌手被指示将一张不是双面牌的牌已转化或已转换地放进战场,该牌留在其原有的区域。"}, {"chapter": "7", "id": "712.14b", "content": "712.14b If a player is instructed to put a modal double-faced card onto the battlefield and its front face isn’t a permanent card, the card stays in its current zone.\n如果牌手被指示将一张模式双面牌放进战场,且该牌的正面不是永久物牌,该牌留在其原有的区域。"}, {"chapter": "7", "id": "712.14c", "content": "712.14c If a meld card is being melded with its counterpart, those cards enter the battlefield as a single permanent with their back faces up.\n如果融合牌正在与同融合牌组当中之另一张牌融合,则它们作为单一永久物以背面朝上的方式进战场。"}, {"chapter": "7", "id": "712.15.", "content": "712.15. If an effect allows a player to cast a double-faced card as a face-down creature spell, or if a double-faced card enters the battlefield face down, it will have the characteristics given to it by the rule or effect that caused it to be face down. That card remains hidden, using a face-down substitute card (see rule 713) and/or opaque sleeves. See rule 708, “Face-Down Spells and Permanents.”\n如果某效应允许牌手以牌面朝下的方式施放一张双面牌,或一张双面牌牌面朝下地进入战场,它会具有使其翻为牌面朝下的规则或效应所赋予它的特征。使用牌面朝下的辅助牌(参见规则713)和/或不透明的牌套使该牌的牌面保持隐藏状态。参见规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "7", "id": "712.15a", "content": "712.15a While face down, a double-faced permanent can’t transform or convert. If it’s turned face up, it will have its front face up.\n双面永久物在牌面朝下的状态下不能转化或转换。如果它被翻回正面,它的正面朝上。"}, {"chapter": "7", "id": "712.16.", "content": "712.16. Melded permanents and other double-faced permanents can’t be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens.\n已融合的永久物和其他双面永久物不会被翻为牌面朝下。如果一个咒语或异能要让双面永久物翻为牌面朝下,则什么都不会发生。"}, {"chapter": "7", "id": "712.17.", "content": "712.17. A double-faced card that is exiled face down remains hidden, using a face-down substitute card and/or opaque sleeves. See rule 713, “Substitute Cards.”\n牌面朝下地放逐的双面牌使用牌面朝下的辅助牌和/或不透明的牌套使该牌的牌面保持隐藏状态。参见规则713,“辅助牌”。"}, {"chapter": "7", "id": "712.18.", "content": "712.18. When a double-faced permanent transforms or converts, it doesn’t become a new object. Any effects that applied to that permanent will continue to apply to it.\n当一个双面永久物转化或转换时,它不会成为新的物件。任何已对该永久物生效的效应,在它转化后将继续对它生效。\nExample: An effect gives Village Ironsmith (the front face of a double-faced card) +2/+2 until end of turn and then Village Ironsmith transforms into Ironfang. Ironfang will continue to get +2/+2 until end of turn.\n例如:一个效应让村庄铁匠(一张双面牌的正面)得到+2/+2直到回合结束,然后村庄铁匠转化成钢牙狼。钢牙狼将继续得到+2/+2直到回合结束。"}, {"chapter": "7", "id": "712.19.", "content": "712.19. If an effect instructs a player to choose a card name, the player may choose the name of either face of a double-faced card but not both. The player may choose the name of the combined back face of a meld pair.\n如果一个效应要某牌手选择一个牌名,则该牌手可以选择双面牌任一个牌面上的名称,但不可以同时选择两面的名称。该牌手也可以选择融合牌组之组合背面的名称。"}, {"chapter": "7", "id": "712.20.", "content": "712.20. If a double-faced card would have an “As [this permanent] transforms . . .” ability after it transforms or converts, that ability is applied while that permanent is transforming or converting, not afterward.\n如果一张双面牌将会在转化或转换后具有一个“于[此永久物]转化...”的异能,该异能在该永久物转化或转换时生效,而非在这之后。"}, {"chapter": "7", "id": "712.21.", "content": "712.21. If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone.\n如果已融合的永久物离开战场,则只有一个永久物离开战场,但会有两张牌进入相应的区域。\nExample: Chittering Host, a melded permanent, dies. An ability that triggers “whenever a creature dies” triggers once. An ability that triggers “whenever a card is put into a graveyard from anywhere” triggers twice.\n例如:吱响寄主(已融合的永久物)死去。一个于“每当一个生物死去时”触发的异能只会触发一次。一个于“每当一张牌从任何区域进入坟墓场时”触发的异能会触发两次。"}, {"chapter": "7", "id": "712.21a", "content": "712.21a If a melded permanent is put into its owner’s graveyard or library, that player may arrange the two cards in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.\n如果已融合的永久物将被置入其拥有者的坟墓场或牌库,则该牌手可以任意排列表示该永久物之两张牌的顺序。如果该永久物被置入其拥有者的牌库,则该牌手无需展示排列的顺序。"}, {"chapter": "7", "id": "712.21b", "content": "712.21b If a player exiles a melded permanent, that player determines the relative timestamp order of the two cards at that time. This is an exception to the procedure described in rule 613.7m.\n如果某牌手要放逐一个已融合的永久物,则由该牌手来确定这两张牌放逐时的相对时间印记顺序。这是规则613.7m所述规范的例外情况。\nExample: Duplicant is a card with the abilities “When Duplicant enters, you may exile target nontoken creature” and “As long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. It’s still a Shapeshifter.” As Duplicant’s first ability exiles Chittering Host, a melded permanent, Duplicant’s controller chooses whether the last creature card exiled is Midnight Scavengers or Graf Rats.\n例如:窃形兽此牌具有异能“当窃形兽进场时,你可以放逐目标非衍生物的生物”及“只要以窃形兽放逐的某张牌是生物牌,窃形兽便具有以窃形兽放逐之最后一张生物牌的力量、防御力和生物类别。它仍然是变形兽。”于窃形兽的第一个异能放逐吱响寄主(已融合的永久物)时,由窃形兽的操控者来决定其放逐的最后一张生物牌是午夜拾荒客还是墓地鼠群。"}, {"chapter": "7", "id": "712.21c", "content": "712.21c If an effect can find the new object that a melded permanent becomes as it leaves the battlefield, it finds both cards. (See rule 400.7.) If that effect causes actions to be taken upon those cards, the same actions are taken upon each of them.\n如果某效应能找到已融合之永久物离开战场时所成为的新物件,则该效应能找到两张牌。(参见规则400.7。)如果该效应会对该些牌张执行动作,则该动作会分别对每张牌执行。\nExample: Otherworldly Journey is an instant that reads “Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner’s control with a +1/+1 counter on it.” A player casts Otherworldly Journey targeting Chittering Host, a melded permanent. Chittering Host is exiled. At the beginning of the next end step, Midnight Scavengers and Graf Rats are both returned to the battlefield, each with a +1/+1 counter on it.\n例如:异界之旅此瞬间叙述为“放逐目标生物。在下一个结束步骤开始时,将该牌在其拥有者的操控下移回战场,且上面有一个+1/+1指示物。”某牌手以吱响寄主(已融合的永久物)为目标施放异界之旅。吱响寄主被放逐。在下一个结束步骤开始时,午夜拾荒客会和墓地鼠群都会被移回战场,且其上各有一个+1/+1指示物。\nExample: False Demise is an Aura with the ability “When enchanted creature dies, return that card to the battlefield under your control.” A Chittering Host enchanted by False Demise dies. The triggered ability returns both Midnight Scavengers and Graf Rats to the battlefield.\n例如:诈死此灵气具有异能“当所结附的生物死去时,将该牌在你的操控下移回战场。”一个其上结附有诈死的吱响寄主死去。诈死的触发式异能会将午夜拾荒客和墓地鼠群都移回战场。\nExample: Mimic Vat is an artifact that reads, in part, “Whenever a nontoken creature dies, you may exile that card.” A Chittering Host dies. As Mimic Vat’s triggered ability resolves, its controller makes a single choice and both cards that represented Chittering Host are either exiled or not.\n例如:拟态缸此神器的部分叙述为“每当一个非衍生物的生物从战场进入坟墓场时,你可以放逐该牌。”一个吱响寄主死去。于拟态缸的触发式异能结算时,其操控者只需作出一次决定,来决定表示吱响寄主的两张牌是否被放逐。"}, {"chapter": "7", "id": "712.21d", "content": "712.21d If multiple replacement effects could be applied to the event of a melded permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to one of the two cards affects both cards. If the melded permanent is a commander, it may be exempt from this rule; see rules 903.9b–c.\n如果有数个替代性效应将要对一个已融合的永久物离开战场或转换区域之事件生效,则对其中任何一张牌生效之此类效应都会同时对两张牌产生影响。如果已融合的永久物是指挥官,则可不受此规则约束;参见规则903.9b-c。\nExample: Leyline of the Void is an enchantment that reads, in part, “If a card would be put into an opponent’s graveyard from anywhere, exile it instead.” Wheel of Sun and Moon is an Aura with enchant player and the ability “If a card would be put into enchanted player’s graveyard from anywhere, instead that card is revealed and put on the bottom of its owner’s library.” If the controller of Chittering Host is affected by both cards’ effects, that player chooses one effect to apply to the event and Midnight Scavengers and Graf Rats are both moved to the appropriate zone.\n例如:虚空地脉此结界的部分叙述为“如果某牌将从任何区域置入对手的坟墓场,则改为将它放逐。”日月回轮此灵气具有“结附于牌手”与异能“如果某牌将从任何区域置入所结附之牌手的坟墓场,则改为展示该牌,并将其置于其拥有者的牌库底。”如果吱响寄主的操控者同时受到这两张牌之效应的影响,则由该牌手选择其中一个效应来对此事件生效,午夜拾荒客和墓地鼠群都会被移到对应的区域。"}, {"chapter": "7", "id": "712.21e", "content": "712.21e If an effect needs to know the number of objects that changed zones, a melded permanent among those objects counts as one object that moved. If the effect needs to know the number of cards that changed zones, that melded permanent counts as two cards that moved.\n如果一个效应需要得知改变区域之物件的数量,这些物件中已融合的永久物算作移动了一个物件。如果该效应需要得知改变区域之牌的数量,该已融合的永久物算作移动了两张牌。"}, {"chapter": "7", "id": "713.", "content": "713. Substitute Cards\n辅助牌"}, {"chapter": "7", "id": "713.1.", "content": "713.1. A substitute card is a game supplement that can be used to represent a double-faced card or meld card. A substitute card has a normal Magic card back.\n辅助牌是一种游戏辅助用品,用来代表一张双面牌或融合牌。辅助牌具有万智牌的牌背。"}, {"chapter": "7", "id": "713.2.", "content": "713.2. Each substitute card must clearly indicate the name of at least the front face of the card that it represents. Other information from the printed card (e.g. card type, mana cost, and power and toughness) may also be written on the substitute card.\n每张辅助牌必须至少清晰地表示其代表的牌之正面名称。该牌的其他信息(例如牌张类别、法术力费用、力量和防御力)亦可书写在辅助牌上。"}, {"chapter": "7", "id": "713.2a", "content": "713.2a Some substitute cards list the names and mana costs of the cards they can represent. Exactly one of the fill-in circles must be marked to denote which card the substitute card represents. This style of substitute card was found in Magic products that released 2011–2018.\n一些辅助牌会列出其所能代表的牌之名称和法术力费用。必须在辅助牌上的填入圈上作唯一记号以标明该辅助牌代表的是哪张牌。此类辅助牌可在2011至2018年间发行的万智牌产品中找到。"}, {"chapter": "7", "id": "713.2b", "content": "713.2b Some substitute cards represent one specific listed card. This style of substitute card was found in the Core Set 2019 release, and it represents the card Nicol Bolas, the Ravager.\n一些辅助牌代表一张特定的牌。此类辅助牌可在核心系列2019此发行版本中找到,它代表的是烈龙尼可波拉斯这张牌。"}, {"chapter": "7", "id": "713.2c", "content": "713.2c Some substitute cards can represent any modal double-faced card. These substitute cards include the front-face and back-face symbols on the front face of the card. To use one of them, write in the name of each face of the card it represents. This style of substitute card is found in the Zendikar Rising release.\n一些辅助牌可代表任意一张模式双面牌。此类辅助牌在其正面上包含有正面符号和背面符号。要使用此类辅助牌,在其上写入其所代表的牌每一面的名称。此类辅助牌可在赞迪卡再起此发行版本中找到。"}, {"chapter": "7", "id": "713.3.", "content": "713.3. If a substitute card is used in a deck, the card it represents is set aside prior to the beginning of the game (see rule 103.2a) and must remain available throughout the game. A substitute card can’t be included in a deck unless it is representing a double-faced card or a meld card.\n如果在套牌中使用了辅助牌,在游戏开始之前(参见规则103.2a)将该辅助牌所代表的牌放到一旁,且在游戏进行过程中必须保持可用。除非一张辅助牌代表了一张双面牌或融合牌,否则该辅助牌不能包含在套牌中。"}, {"chapter": "7", "id": "713.4.", "content": "713.4. For all game purposes, the substitute card is considered to be the card it’s representing.\n在游戏的所有意义上,辅助牌均视为其所代表的那张牌。"}, {"chapter": "7", "id": "713.5.", "content": "713.5. If the substitute card is face up in a public zone, it should be set aside and the double-faced card or meld card that it represents should be used instead.\n如果某张辅助牌进入了公开区域,就应改为利用其代表的双面牌或融合牌,并将这张辅助牌放到一旁。"}, {"chapter": "7", "id": "714.", "content": "714. Saga Cards\n传纪牌"}, {"chapter": "7", "id": "714.1.", "content": "714.1. Each Saga card has a striated text box containing a number of chapter symbols. Its illustration is vertically oriented on the right side of the card, and its type line is along the bottom of the card.\n传纪牌具有分段的文字栏,其中包含章节符号。其图片竖向位于牌的右半边,其类别栏靠近牌的底部。"}, {"chapter": "7", "id": "714.1a", "content": "714.1a Saga enchantments that also have the type creature are printed with both a power and toughness box and an additional text box below the type line. Any abilities in that text box are independent of its chapter symbols.\n同时具有生物此类别的传纪结界,会印制力量/防御力,且在类别栏下方有一个额外的文字栏。该文字栏中的任何异能与其章节符号无关。"}, {"chapter": "7", "id": "714.2.", "content": "714.2. A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.\n章节符号是关键字异能,代表一个称为章节异能的触发式异能。"}, {"chapter": "7", "id": "714.2a", "content": "714.2a A chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, III represents 3, and so on.\n章节符号包含一个罗马数字,此处以“{rN}”表示。数字I代表1,数字II代表2,数字III代表3,依此类推。"}, {"chapter": "7", "id": "714.2b", "content": "714.2b “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”\n“{rN}~[效应]”意指“每当一个或数个学问指示物放置在此传纪上时,若其上的学问指示物的数量先前小于N且成为至少N,[效应]。”"}, {"chapter": "7", "id": "714.2c", "content": "714.2c “{rN1}, {rN2}—[Effect]” means the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”\n“{rN1},{rN2}~[效应]”的意义与“{rN1}~[效应]”和“{rN2}~[效应]”相同。"}, {"chapter": "7", "id": "714.2d", "content": "714.2d A Saga’s final chapter number is the greatest value among chapter abilities it has. If a Saga somehow has no chapter abilities, its final chapter number is 0.\n传纪的最终章节编号是其章节异能中的数字最大者。如果一个传纪因故没有章节异能,其最终章节编号是0。"}, {"chapter": "7", "id": "714.2e", "content": "714.2e A Saga’s final chapter ability is the chapter ability which has its final chapter number in its chapter symbol.\n传纪的最终章节异能是其章节符号包含最终章节编号的章节异能。"}, {"chapter": "7", "id": "714.3.", "content": "714.3. Sagas use lore counters to track their progress.\n使用学问指示物来追踪传纪的进度。"}, {"chapter": "7", "id": "714.3a", "content": "714.3a As a Saga without the read ahead ability enters the battlefield, its controller puts a lore counter on it. As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. (See rule 702.155, “Read Ahead.”)\n于不具跳读异能的传纪进战场时,其操控者在其上放置一个学问指示物。于具跳读异能的传纪进战场时,其操控者选择一个数字,范围须在一到该传纪最大章节数字之内。该传纪进战场时上面有所选数量的学问指示物。(参见规则702.155,“跳读”。)"}, {"chapter": "7", "id": "714.3b", "content": "714.3b As a player’s precombat main phase begins, that player puts a lore counter on each Saga they control with one or more chapter abilities. This turn-based action doesn’t use the stack.\n于牌手的战斗前行动阶段开始时,该牌手在每个由其操控且具有章节异能的传纪结界上放置一个学问指示物。此回合动作不使用堆叠。"}, {"chapter": "7", "id": "714.4.", "content": "714.4. If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number, and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. This state-based action doesn’t use the stack.\n如果一个具有章节异能之传纪永久物上的学问指示物数量大于或等于其上章节异能的最终章节编号,且其并非一个已触发且尚未离开堆叠的章节异能之来源,该传纪的操控者将其牺牲。此状态动作不使用堆叠。"}, {"chapter": "7", "id": "715.", "content": "715. Adventurer Cards\n历险者牌"}, {"chapter": "7", "id": "715.1.", "content": "715.1. Adventurer cards have a two-part card frame, with a smaller frame inset within their text box.\n历险者牌具有分为两部分的牌框,其中较小的牌框嵌印在文字栏中。"}, {"chapter": "7", "id": "715.2.", "content": "715.2. The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.\n出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。"}, {"chapter": "7", "id": "715.2a", "content": "715.2a If an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object that has the alternative characteristics of an Adventure spell, even if the object currently doesn’t use them.\n如果一个效应提及“具有历险”的牌、咒语或永久物,它提及的是具有历险咒语副特征的物件,即使该物件当前并没有用到其副特征。"}, {"chapter": "7", "id": "715.2b", "content": "715.2b The existence and values of these alternative characteristics are part of the object’s copiable values.\n这些副特征的存在性及其各值是该物件的可复制特征值的一部分。"}, {"chapter": "7", "id": "715.2c", "content": "715.2c Although adventurer cards are printed with multiple sets of characteristics, each adventurer card is only one card. For example, a player who has drawn or discarded an adventurer card has drawn or discarded one card, not two.\n即使历险者牌印有多组特征,每张历险者牌仍只是一张牌,例如,抓到或弃掉一张历险者牌的牌手仍只是抓或弃了一张牌,而不是两张。"}, {"chapter": "7", "id": "715.3.", "content": "715.3. As a player plays an adventurer card, the player chooses whether they play the card normally or as an Adventure.\n于牌手使用历险者牌时,该牌手选择是要正常使用该牌,或是将其作为历险来使用。"}, {"chapter": "7", "id": "715.3a", "content": "715.3a When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast.\n在将历险者牌作为历险来施放时,仅会利用其副特征来决定此时能否施放该咒语。"}, {"chapter": "7", "id": "715.3b", "content": "715.3b While on the stack as an Adventure, the spell has only its alternative characteristics.\n历险在堆叠上时,该咒语只有其副特征。"}, {"chapter": "7", "id": "715.3c", "content": "715.3c If an Adventure spell is copied, the copy is also an Adventure. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Adventure spell. Any rule or effect that refers to a spell cast as an Adventure refers to the copy as well.\n如果一个历险咒语被复制,该复制品也是历险。它具有该咒语的副特征,而非代表该历险咒语的牌之正常特征。任何提及作为历险施放的咒语之规则或效应也会提及该复制品。"}, {"chapter": "7", "id": "715.3d", "content": "715.3d Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may play it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure.\n作为历险施放的咒语于其结算时,该咒语的操控者改为将其放逐,而非置入其拥有者的坟墓场。于该咒语持续被放逐期间,该牌手可以使用之。它不能以此法作为历险施放,尽管其他允许某牌手施放该牌的效应可能会允许某牌手将其作为历险施放。"}, {"chapter": "7", "id": "715.4.", "content": "715.4. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.\n在堆叠以外的其他区域、以及在堆叠上且不为历险时,历险者牌只具有其正常特征。"}, {"chapter": "7", "id": "715.5.", "content": "715.5. If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative name, the player may do so.\n如果一个效应指示牌手选择一个牌名,而该牌手想要选择一张历险者牌的副名称,则该牌手可以如此作。"}, {"chapter": "7", "id": "716.", "content": "716. Class Cards\n职业牌"}, {"chapter": "7", "id": "716.1.", "content": "716.1. Each Class card has a striated text box containing two class level bars. Its illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.\n职业牌具有分段的文字栏,包含两个职业等级条。其图片竖向位于牌的左半边,其类别栏靠近牌的底部。"}, {"chapter": "7", "id": "716.2.", "content": "716.2. A class level bar is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability.\n职业等级条都是一个关键字异能,代表一个起动式异能和一个静止异能。职业等级条包含其起动式异能的起动费用和等级数字。任何与该职业等级条印刷在同一文字栏分段中的异能均是其静止式异能的一部分。"}, {"chapter": "7", "id": "716.2a", "content": "716.2a “[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”\n“[费用]:等级N~[异能]”意指“[费用]:此职业的等级成为N。只能于此职业的等级是N-1时、且只能于法术时机起动。”及“只要此职业是等级N或更高,它便具有[异能]”。"}, {"chapter": "7", "id": "716.2b", "content": "716.2b A level is a designation that any permanent can have. A Class retains its level even if it stops being a Class. Levels are not a copiable characteristic.\n等级是任何永久物均能够具有的称号。职业即使不再是职业,仍然会保留其等级。等级不是可复制特征。"}, {"chapter": "7", "id": "716.2c", "content": "716.2c The phrase “to gain a Class level” means “to activate an ability indicated by a class level bar”\n“获得职业等级”此用语意指“起动一个由职业等级条指示的异能”。"}, {"chapter": "7", "id": "716.2d", "content": "716.2d If a rule or effect refers to a permanent’s level and that permanent doesn’t have a level, it is treated as though its level is 1.\n如果一个规则或效应提及永久物的等级,且该永久物没有登记,该永久物被视作等级是1。"}, {"chapter": "7", "id": "716.3.", "content": "716.3. Any ability printed on a Class card that isn’t preceded by a class level bar is treated normally. In particular, the Class has the ability printed in its top text box section at all times. That ability may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability.\n等级牌上印刷的任何不以职业等级条开头的异能会被如常看待。特别地,职业在任何时候都具有在其最上方文字栏分段中的异能。如果该异能是静止式异能,它可以影响游戏;如果该异能是触发式异能,它可以触发;如果该异能是起动式异能,它可以被起动。"}, {"chapter": "7", "id": "716.4.", "content": "716.4. Some older creature cards, called leveler cards, have level up abilities that add level counters to them. These are not the same as class level abilities. Level counters do not interact with Class cards, and class levels do not interact with leveler cards. See rule 702.87, “Level Up,” and rule 711, “Leveler Cards.”\n一些较早的、称作“升级牌”的生物牌具有升级异能,该异能会在其上放置等级指示物。这与职业等级异能并不相同。等级指示物与职业牌没有互动,职业等级也与升级牌没有互动。参见规则702.87,“升级”,以及规则711,“升级牌”。"}, {"chapter": "7", "id": "717.", "content": "717. Attraction Cards\n景点牌"}, {"chapter": "7", "id": "717.1.", "content": "717.1. Attraction is an artifact subtype seen only on nontraditional Magic cards. Each Attraction has an “Astrotorium” card back rather than a traditional Magic card back and has a column of circled numbers on the right side of its text box. Numbers in white text on a brightly colored background are said to be “lit up” on those cards. Note that multiple Attraction cards with the same English name may have different numbers lit up. You can see each Attraction card’s possible combinations of lights at Gatherer.Wizards.com.\n景点是仅见于非传统万智牌牌张上的神器类别。景点牌没有传统的万智牌牌背,而是有“游乐场”牌背,并在其文字栏右侧有一列圆圈中的数字。景点牌上背景为亮彩色的白色数字被称为“亮起”的。请注意,具有相同英文名称的不同景点牌亮起的数字可能不同。您可以参见Gatherer.Wizards.com查看每张景点牌可能亮起的数字灯号组合。"}, {"chapter": "7", "id": "717.2.", "content": "717.2. Attraction cards do not begin the game in a player’s deck and do not count toward maximum or minimum deck sizes. Rather, a player who chooses to play with Attraction cards begins the game with a supplementary Attraction deck that exists in the command zone. Each Attraction deck is shuffled before the game begins (see rule 103.3a).\n景点牌于游戏开始时不在牌手的套牌中,也不计入套牌数量上限或下限。选择使用景点牌的牌手使用一副位于统帅区中的附加景点套牌来开始游戏。景点套牌在游戏开始前洗牌(参见规则103.3a)。"}, {"chapter": "7", "id": "717.2a", "content": "717.2a In constructed play, an Attraction deck must contain at least ten Attraction cards and each card in an Attraction deck must have a different English name.\n在构组赛中,一副景点套牌必须包含至少十张景点牌,且景点套牌中牌张的英文名称须各不相同。"}, {"chapter": "7", "id": "717.2b", "content": "717.2b In limited play, an Attraction deck must contain at least three Attraction cards from that player’s card pool, and may contain multiple Attractions cards with the same English name.\n在限制赛中,一副景点套牌必须包含至少三张景点牌且须在该牌手的牌池中,可以包含多张英文名称相同的牌景点牌。"}, {"chapter": "7", "id": "717.3.", "content": "717.3. Effects can cause an Attraction card to enter the battlefield from the command zone. See rule 701.51, “Open an Attraction.”\n一些效应会将景点牌从统帅区放进战场。参见规则701.51,“打开景点”。"}, {"chapter": "7", "id": "717.4.", "content": "717.4. As a player’s precombat main phase begins, a player who controls one or more Attractions rolls to visit their Attractions. See rules 703.4g and 701.52, “Roll to Visit Your Attractions.” This turn-based action doesn’t use the stack.\n于牌手的战斗前行动阶段开始时,如果该牌手操控一个或数个景点,则该牌手掷骰造访景点。参见规则703.4g,及规则701.52,“掷骰造访景点”。此回合动作不使用堆叠。"}, {"chapter": "7", "id": "717.5.", "content": "717.5. Each Attraction card has an ability that begins with the word “Visit” followed by a long dash in its rules text. This is a visit ability. A visit ability triggers whenever you roll to visit your Attractions and the result matches one of the lit-up numbers. See rule 702.159, “Visit.”\n景点牌具有规则叙述以“Visit”和一条长横线开头的异能。此异能是造访异能。造访异能会在每当你掷骰造访景点且结果等同于亮起的数字时触发。参见规则702.159,“造访”。"}, {"chapter": "7", "id": "717.6.", "content": "717.6. If a card with an Astrotorium card back would be put into a zone other than the battlefield, exile, or the command zone from anywhere, instead its owner puts it into the command zone. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.\n如果一张具有游乐场牌背的牌将从任何地方置入战场、放逐区或统帅区之外的区域,改为将它置入统帅区。此替代性效应可以对同一事件生效多次。这是规则614.5的例外。"}, {"chapter": "7", "id": "717.6a", "content": "717.6a Each card owned by the same player that has been put in the command zone this way is kept in a single face-up pile separate from any player’s Attraction deck. This pile is informally referred to as that player’s “junkyard.” The pile is not its own zone.\n由同一牌手拥有,且以此法被置入统帅区的每张牌以牌面朝上的方式单独放在一堆,与牌手的景点套牌分开。这堆牌的非正式名称为“垃圾场”,但并不是一个自己的区域。"}, {"chapter": "7", "id": "718.", "content": "718. Prototype Cards\n试作牌"}, {"chapter": "7", "id": "718.1.", "content": "718.1. Prototype cards have a two-part frame, with a smaller frame inset below the type line of the card. The inset frame contains the prototype keyword ability as well as a second set of power, toughness, and mana cost characteristics.\n试作牌具有分为两部分的牌框,其中较小的牌框嵌印在类别栏下方。嵌印牌框内包括试作此关键字异能,以及第二组力量、防御力及法术力费用的特征。"}, {"chapter": "7", "id": "718.2.", "content": "718.2. The mana cost, power, and toughness in the inset frame represent alternative characteristics that the object may have while it is a spell or while it is a permanent on the battlefield. The card’s normal characteristics appear as usual.\n嵌印牌框内的法术力费用、力量及防御力代表该物件作为咒语或战场上的永久物时可能具有的一组副特征。该牌的正常特征如常展示在牌上。"}, {"chapter": "7", "id": "718.2a", "content": "718.2a The existence and values of these alternative characteristics are part of the object’s copiable values.\n这些副特征的存在及其各值是该物件的可复制特征值的一部分。"}, {"chapter": "7", "id": "718.3.", "content": "718.3. As a player casts a prototype card, the player chooses whether they cast the card normally or cast it as a prototyped spell using the prototype keyword ability (see rule 702.160, “Prototype”).\n于牌手施放试作牌时,该牌手选择是要正常施放该牌,或是利用试作异能将其作为试作咒语来施放(参见规则702.160,“试作”)。"}, {"chapter": "7", "id": "718.3a", "content": "718.3a While casting a prototyped spell, use only its alternative power, toughness, and mana cost when evaluating those characteristics to see if it can be cast.\n在施放试作咒语时,仅利用其副力量、防御力及法术力费用特征来决定此时能否施放该咒语。"}, {"chapter": "7", "id": "718.3b", "content": "718.3b Both a prototyped spell and the permanent it becomes have only its alternative set of power, toughness, and mana cost characteristics. If that mana cost includes one or more colored mana symbols, the spell and the permanent it becomes are also that color or colors (see rule 105.2).\n试作咒语及它成为的永久物仅具有其副力量、防御力及法术力费用特征。如果该法术力费用包含一种或多种有色法术力符号,该咒语及它成为的永久物也是这些颜色(参见规则105.2)。"}, {"chapter": "7", "id": "718.3c", "content": "718.3c If a prototyped spell is copied, the copy is also a prototyped spell. It has the alternative power, toughness, and mana cost characteristics of the spell and not the normal power, toughness, and mana cost characteristics of the card that represents the prototyped spell. Any rule or effect that refers to a prototyped spell refers to the copy as well.\n如果某个试作咒语被复制,则复制品也是试作咒语。该复制品具有该咒语的副力量、防御力及法术力费用特征,而非该试作咒语的正常力量、防御力及法术力费用特征。任何提及试作咒语的规则或效应也会提及该复制品。"}, {"chapter": "7", "id": "718.3d", "content": "718.3d If a permanent that was a prototyped spell is copied, the copy has the alternative power, toughness, and mana cost characteristics of the permanent and not the normal power and toughness characteristics of the card that represents that permanent. Any rule or effect that refers to a permanent that was a prototyped spell refers to the copy as well.\n如果某个曾为试作咒语的永久物被复制,该复制品亦具有其副力量、防御力及法术力费用特征,而非代表该试作咒语的牌之正常力量及防御力特征。任何提及曾为试作咒语的永久物之规则或效应也会提及该复制品。"}, {"chapter": "7", "id": "718.4.", "content": "718.4. In every zone except the stack or the battlefield, and while on the stack or the battlefield when not cast as a prototyped spell, a prototype card has only its normal characteristics.\n在堆叠或战场以外的其他区域、以及在堆叠或战场上不作为试作咒语施放时,试作牌只具有其正常特征。"}, {"chapter": "7", "id": "718.5.", "content": "718.5. A prototype card’s characteristics other than its power, toughness, and mana cost (and other than color) remain the same whether it was cast as a prototyped spell or cast normally.\n试作牌除力量、防御力及法术力费用(以及颜色)之外的其他特征不会改变,无论它作为试作咒语来施放还是正常施放。"}, {"chapter": "7", "id": "719.", "content": "719. Case Cards\n案件牌"}, {"chapter": "7", "id": "719.1.", "content": "719.1. Each Case card’s illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.\n案件牌的图片竖向位于牌的左半边,其类别栏靠近牌的底部。"}, {"chapter": "7", "id": "719.2.", "content": "719.2. The Case frame has no additional rules meaning.\n案件牌的牌框没有额外的规则含义。"}, {"chapter": "7", "id": "719.3.", "content": "719.3. Case cards have two special keyword abilities that appear before a long dash and represent a triggered ability and an ability that may be static, triggered, or activated.\n案件牌具有两个特殊的关键字异能,出现在一条长横线前面(译注:中文版使用“~”),代表一个触发式异能和一个可能为静止式、触发式或起动式的异能。"}, {"chapter": "7", "id": "719.3a", "content": "719.3a “To solve — [Condition]” means “At the beginning of your end step, if [condition] and this Case is not solved, this Case becomes solved.”\n“侦办~[条件]”意指“在你的结束步骤开始时,若[条件],且本案未侦结,则它成为已侦结。”"}, {"chapter": "7", "id": "719.3b", "content": "719.3b Solved is a designation a permanent can have. It has no rules meaning other than to act as a marker that spells and abilities can identify. Once a permanent becomes solved, it stays solved until it leaves the battlefield. The solved designation is neither an ability nor part of the permanent’s copiable values.\n“已侦结”是永久物能够具有的称号。它仅用作标记,供其他咒语和异能辨识之用。一旦某永久物已侦结,它便会一直保持已侦结,直到它离开战场为止。已侦结既不是异能,也不是该永久物之可复制特征值之一。"}, {"chapter": "7", "id": "719.3c", "content": "719.3c If a Case has the solved designation, “Solved — [Ability text]” is an ability that may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability. See rule 702.169, “Solved.”\n如果案件具有已侦结此称号,则其具有的“侦结~[异能文本]”异能如果是静止式异能,可以影响游戏;如果是触发式异能,可以触发;如果是起动式异能,可以被起动。参见规则702.169,“侦结”。"}, {"chapter": "7", "id": "720.", "content": "720. Omen Cards\n预兆牌"}, {"chapter": "7", "id": "720.1.", "content": "720.1. Omen cards have a two-part card frame, with a smaller frame inset within their text box.\n预兆牌具有分为两部分的牌框,其中较小的牌框嵌印在文字栏中。"}, {"chapter": "7", "id": "720.2.", "content": "720.2. The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.\n出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。"}, {"chapter": "7", "id": "720.2a", "content": "720.2a If an effect refers to a card, spell, or permanent that “has an Omen,” it refers to an object that has the alternative characteristics of an Omen spell, even if the object currently doesn’t use them.\n如果一个效应提及“具有预兆”的牌、咒语或永久物,它提及的是具有预兆咒语副特征的物件,即使该物件当前并没有用到其副特征。"}, {"chapter": "7", "id": "720.2b", "content": "720.2b The existence and values of these alternative characteristics are part of the object’s copiable values.\n这些副特征的存在性及其各值是该物件的可复制特征值的一部分。"}, {"chapter": "7", "id": "720.2c", "content": "720.2c Although omen cards are printed with multiple sets of characteristics, each omen card is only one card. For example, a player who has drawn or discarded an omen card has drawn or discarded one card, not two.\n即使预兆牌印有多组特征,每张预兆牌仍只是一张牌,例如,抓到或弃掉一张预兆牌的牌手仍只是抓或弃了一张牌,而不是两张。"}, {"chapter": "7", "id": "720.3.", "content": "720.3. As a player casts an omen card, the player chooses whether they cast the card normally or as an Omen.\n于牌手施放预兆牌时,该牌手选择是要正常施放该牌,或是将其作为预兆来施放。"}, {"chapter": "7", "id": "720.3a", "content": "720.3a When casting an omen card as an Omen, only the alternative characteristics are evaluated to see if it can be cast.\n在将预兆牌作为预兆来施放时,仅会利用其副特征来决定此时能否施放该咒语。"}, {"chapter": "7", "id": "720.3b", "content": "720.3b While on the stack as an Omen, the spell has only its alternative characteristics.\n预兆在堆叠上时,该咒语只有其副特征。"}, {"chapter": "7", "id": "720.3c", "content": "720.3c If an Omen spell is copied, the copy is also an Omen. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Omen spell. Any rule or effect that refers to a spell cast as an Omen refers to the copy as well.\n如果一个预兆咒语被复制,该复制品也是预兆。它具有该咒语的副特征,而非代表该预兆咒语的牌之正常特征。任何提及作为预兆施放的咒语之规则或效应也会提及该复制品。"}, {"chapter": "7", "id": "720.3d", "content": "720.3d As an Omen spell resolves, its controller shuffles it into its owner’s library instead of putting it into its owner’s graveyard as it resolves.\n于预兆咒语结算时,该咒语的操控者改为将其洗入其拥有者的牌库,而非置入其拥有者的坟墓场。"}, {"chapter": "7", "id": "720.4.", "content": "720.4. In every zone except the stack, and while on the stack not as an Omen, an omen card has only its normal characteristics.\n在堆叠以外的其他区域、以及在堆叠上且不为预兆时,预兆牌只具有其正常特征。"}, {"chapter": "7", "id": "720.5.", "content": "720.5. If an effect instructs a player to choose a card name and the player wants to choose an omen card’s alternative name, the player may do so.\n如果一个效应指示牌手选择一个牌名,而该牌手想要选择一张预兆牌的副名称,则该牌手可以如此作。"}, {"chapter": "7", "id": "721.", "content": "721. Station Cards\n蓄势牌"}, {"chapter": "7", "id": "721.1.", "content": "721.1. Each station card has a striated text box and may have one or more power/toughness boxes. The text box of a station card contains one or two station symbols. Station cards also usually have the station keyword ability (see rule 702.184).\n每张蓄势牌都有条状的文字栏,且可能会有一个或数个力量/防御力方格。蓄势牌的文字栏包含了一个或两个蓄势符号。蓄势牌通常也具有蓄势异能(参见规则702.184)。"}, {"chapter": "7", "id": "721.2.", "content": "721.2. A station symbol represents a static ability. The station symbol includes a single number followed by a plus sign, indicated here as “{N+}.” Any abilities printed within the same text box striation as a station symbol are part of its static ability. The same is true of any power and toughness boxes printed within that striation, indicated here as [P/T].\n蓄势符号是代表一个静止式异能。蓄势符号包括一个后面带着加号的单一数字,此处表示为“{N+}”。任何与蓄势符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而可能印在同一区块文字栏的力量/防御力方格,此处表示为[P/T],也是同法看待。"}, {"chapter": "7", "id": "721.2a", "content": "721.2a “{N+}[abilities]” means “As long as this permanent has N or more charge counters on it, it has [abilities].”\n“{N+}[异能]”意指“只要此永久物上面有N个或更多充电指示物,它便具有[异能]。”"}, {"chapter": "7", "id": "721.2b", "content": "721.2b “{N+}[abilities][P/T]” means “As long as this permanent has N or more charge counters on it, it has [abilities] and is a creature with base power and toughness [P/T] in addition to its other types.”\n“{N+}[异能][P/T]”意指“只要此生物上面有N或更多个充电指示物,它便具有[异能],是基础力量与防御力为[P/T]的生物,且仍具有原本类别。”"}, {"chapter": "7", "id": "721.2c", "content": "721.2c While in any zone other than the battlefield, station cards do not have power or toughness.\n在战场之外的任何区域中,蓄势牌都没有力量或防御力。"}, {"chapter": "7", "id": "721.3.", "content": "721.3. The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which station symbol. Station cards each contain only one text box.\n文字栏区块并没有游戏上的意义,只是用来清楚区分哪个异能与哪个力量/防御力对应于哪个蓄势符号。每张蓄势牌都只有一个文字栏。"}, {"chapter": "7", "id": "721.4.", "content": "721.4. Any ability a station card has that isn’t preceded by a station symbol is treated normally. In particular, each station card has its station ability (see rule 702.184) at all times. That ability may be activated regardless of how many charge counters are on it.\n蓄势牌上面任何不以蓄势符号开头的异能,都会如常运作。特别来说,每个蓄势永久物随时都具有其蓄势异能(参见规则702.184);不论该永久物上有多少个充电指示物,都可以起动。"}, {"chapter": "7", "id": "722.", "content": "722. Controlling Another Player\n操控其他牌手"}, {"chapter": "7", "id": "722.1.", "content": "722.1. Some cards allow a player to control another player during that player’s next turn. This effect applies to the next turn that the affected player actually takes. The affected player is controlled during the entire turn; the effect doesn’t end until the beginning of the next turn.\n一些牌允许牌手在下一个回合被另一位牌手所操控。此效应会在由受影响之牌手实际进行的下个回合生效。整个回合都会被操控;此效应会持续直到下个回合开始。"}, {"chapter": "7", "id": "722.1a", "content": "722.1a Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.\n多个对同一牌手生效的牌手操控效应会互相覆盖。只有最后一个被创造出来的效应生效。"}, {"chapter": "7", "id": "722.1b", "content": "722.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.\n如果一个回合被略过,则尚未执行的牌手操控效应会等到受影响的牌手实际进行回合时才生效。"}, {"chapter": "7", "id": "722.2.", "content": "722.2. Two cards (Word of Command and Opposition Agent) allow a player to control another player for a limited duration.\n两张牌(命令咒[Word of Command]和反对派密探)允许牌手在有限的时间内操控另一位牌手。"}, {"chapter": "7", "id": "722.3.", "content": "722.3. Only control of the player changes. All objects are controlled by their normal controllers. A player who’s being controlled during their turn is still the active player.\n只有该牌手的操控权被改变。所有物件依旧由正常状况下的操控者来操控。在被操控之牌手的回合中,该牌手仍是该回合的主动牌手。"}, {"chapter": "7", "id": "722.4.", "content": "722.4. If information about an object in the game would be visible to the player being controlled, it’s visible to both that player and the controller of the player. If information about cards outside the game would be visible to the player being controlled, it’s visible only to that player, not the controller of the player.\n如果被操控的牌手将可以看到关于一个游戏中物件的信息,则该牌手以及该牌手的操控者都可以看到此信息。如果被操控的牌手将可以看到关于游戏外的牌张之信息,只有该牌手可以看到此信息,该牌手的操控者不能看到此信息。\nExample: The controller of a player can see that player’s hand and the face of any face-down creatures they control.\n例如:某牌手的操控者可以看到该牌手的手牌,以及查看由该牌手操控之面朝下的生物。"}, {"chapter": "7", "id": "722.5.", "content": "722.5. While controlling another player, a player makes all choices and decisions the controlled player is allowed to make or is told to make by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities.\n牌手的操控者替该牌手作出所有规则或任何物件要求作出选择与决定。这包括决定要使用什么,以及咒语与异能所要求的选择与决定。\nExample: The controller of another player decides which spells that player casts and what those spells target, and makes any required decisions when those spells resolve.\n例如:该牌手的操控者决定要施放什么咒语,以什么为目标,并在这些咒语结算时作出所需的决定。\nExample: The controller of another player decides which of that player’s creatures attack, which player or planeswalker each one attacks, and how those attacking creatures assign their combat damage.\n例如:该牌手的操控者决定主动牌手的哪些生物攻击,每个攻击生物攻击哪位牌手或哪个鹏洛客,以及这些攻击生物的战斗伤害该如何分配。"}, {"chapter": "7", "id": "722.5a", "content": "722.5a The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player.\n牌手的操控者只能利用该牌手的资源(牌、法术力等)来替该牌手支付费用。\nExample: If the controller of a player decides that the controlled player will cast a spell with an additional cost of discarding cards, the cards are discarded from the controlled player’s hand.\n例如:如果该牌手的操控者决定该主动牌手将施放某咒语,并从该牌手手上弃掉一张牌来支付其额外费用,则必须从该主动牌手的手上弃牌。"}, {"chapter": "7", "id": "722.5b", "content": "722.5b The controller of another player can’t make choices or decisions for that player that aren’t called for by the rules or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules.\n牌手的操控者不得替该牌手作出规则或任何物件未要求作出的选择或决定。比赛规则方面要求该牌手作出的选择与决定亦不得由该牌手的操控者代替作出。\nExample: The player who’s being controlled still decides if they will leave to visit the restroom, trade a card to someone else, agree to an intentional draw, or call a judge about an error or infraction.\n例如:被操控的牌手依然由自己决定是否要离席去洗手间,是否要同他人交换卡牌,是否需要约和,或是否需要就某个错误或违规行为叫裁判。"}, {"chapter": "7", "id": "722.6.", "content": "722.6. The controller of another player can’t make that player concede. A player may concede the game at any time, even if they are controlled by another player. See rule 104.3a.\n牌手的操控者不能让该牌手认输。牌手可以在任何时间认输,即使他已被其他牌手操控。参见规则104.3a。"}, {"chapter": "7", "id": "722.7.", "content": "722.7. The effect that gives control of a player to another player may restrict the actions the controlled player is allowed to take or specify actions that the controlled player must take.\n使某牌手操控另一位牌手的效应可能会限制被操控的牌手所允许作出的动作,或指明被操控的牌手必须作出的动作。"}, {"chapter": "7", "id": "722.8.", "content": "722.8. A player who controls another player also continues to make their own choices and decisions.\n操控其他牌手的牌手如常为自己作出选择与决定。"}, {"chapter": "7", "id": "722.9.", "content": "722.9. An effect may give a player control of themselves. That player will make their own decisions and choices as normal.\n某些效应可能会允许牌手获得自己的操控权。该牌手将如常为自己作出选择与决定。"}, {"chapter": "7", "id": "723.", "content": "723. Ending Turns and Phases\n结束回合和阶段"}, {"chapter": "7", "id": "723.1.", "content": "723.1. Some cards end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).\n一些牌会让当前回合结束。当一个效应结束本回合时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则608,“结算咒语及起动式异能”),须依序进行下列步骤。"}, {"chapter": "7", "id": "723.1a", "content": "723.1a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 723.1f).\n如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则723.1f)。"}, {"chapter": "7", "id": "723.1b", "content": "723.1b Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).\n放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则704,“状态动作”)。"}, {"chapter": "7", "id": "723.1c", "content": "723.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.\n检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。"}, {"chapter": "7", "id": "723.1d", "content": "723.1d The current phase and/or step ends. If this happens during combat, remove all creatures and planeswalkers from combat. The game skips straight to the cleanup step; skip any phases or steps between this phase or step and the cleanup step. If an effect ends the turn during the cleanup step, a new cleanup step begins.\n当前的阶段和/或步骤结束。如果这发生在战斗阶段中,则将所有生物和鹏洛客移出战斗。游戏过程直接跳到清除步骤。从目前的阶段或步骤到清除步骤之间,所有的阶段或步骤均被略过。如果一个效应在清除步骤中结束回合,一个新的清除步骤开始。"}, {"chapter": "7", "id": "723.1e", "content": "723.1e Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.\n即使回合结束,“在结束步骤开始时”触发的触发式异能不会触发,因为结束步骤已被略过。"}, {"chapter": "7", "id": "723.1f", "content": "723.1f No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the cleanup step, then the active player gets priority and players can cast spells and activate abilities. Then there will be another cleanup step before the turn finally ends. If no triggered abilities have triggered during this process, no player gets priority during the cleanup step. See rule 514, “Cleanup Step.”\n在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在清除步骤中被放入堆叠,此后主动牌手会得到优先权,牌手有机会施放咒语或起动异能。然后在本回合真正结束之前,会进行另一个清除步骤。如果此过程中没有触发式异能被触发,牌手在清除步骤不会得到优先权。参见规则514,“清除步骤”。"}, {"chapter": "7", "id": "723.2.", "content": "723.2. One card (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).\n一张牌(和平授令[Mandate of Peace])结束战斗阶段。当一个效应结束战斗阶段时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则608,“结算咒语及起动式异能”),须依序进行下列步骤。"}, {"chapter": "7", "id": "723.2a", "content": "723.2a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 723.2f).\n如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则723.2f)。"}, {"chapter": "7", "id": "723.2b", "content": "723.2b Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).\n放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则704,“状态动作”)。"}, {"chapter": "7", "id": "723.2c", "content": "723.2c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.\n检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。"}, {"chapter": "7", "id": "723.2d", "content": "723.2d The current combat phase ends. Remove all creatures and planeswalkers from combat. Effects that last “until end of combat” expire. The game skips straight to the next phase, usually the postcombat main phase; skip any steps between this step and that phase.\n当前的战斗阶段结束。将所有生物和鹏洛客移出战斗。持续到“直到战斗结束”的效应结束。游戏过程直接跳到下一个阶段,通常是战斗后行动阶段;从目前的步骤到该阶段之间,所有的步骤均被略过。"}, {"chapter": "7", "id": "723.2e", "content": "723.2e Even though the combat phase ends, “at end of combat” triggered abilities don’t trigger because the end of combat step is skipped.\n即使战斗阶段结束,“在战斗结束时”触发的触发式异能不会触发,因为战斗结束步骤已被略过。"}, {"chapter": "7", "id": "723.2f", "content": "723.2f No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the following phase, then the active player gets priority and players can cast spells and activate abilities.\n在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在下一个阶段中被放入堆叠,此后主动牌手会得到优先权,牌手可施放咒语或起动异能。"}, {"chapter": "7", "id": "723.2g", "content": "723.2g If an effect attempts to end the combat phase at any time that’s not a combat phase, nothing happens.\n如果一个效应试图在任何不是战斗阶段的时间点结束战斗阶段,什么都不会发生。"}, {"chapter": "7", "id": "724.", "content": "724. The Monarch\n君主"}, {"chapter": "7", "id": "724.1.", "content": "724.1. The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to become the monarch.\n“君主”是牌手可获得的称号。有些牌上会注记着“某牌手成为君主”。"}, {"chapter": "7", "id": "724.2.", "content": "724.2. There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. This is an exception to rule 113.8. The full texts of these abilities are “At the beginning of the monarch’s end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.”\n“身为君主”会产生与之关联的两个固有触发式异能。这些触发式异能没有来源,其操控者为异能触发时为君主的牌手。这是规则113.8的例外情况。这两个异能的完整叙述为“在君主的结束步骤开始时,该牌手抓一张牌”及“每当任一生物对君主造成战斗伤害时,其操控者成为君主”。"}, {"chapter": "7", "id": "724.3.", "content": "724.3. Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch.\n同一时间只有一位牌手能成为君主。于某位牌手成为君主时,当前的君主便不再是君主。"}, {"chapter": "7", "id": "724.4.", "content": "724.4. If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order who can become the monarch becomes the monarch. If no player still in the game can become the monarch, the game continues with no monarch.\n如果君主离开游戏,则主动牌手在其离开游戏的同时成为君主。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序之下一位能够成为君主的牌手成为君主。如果仍在游戏中的牌手均不能成为君主,游戏以没有君主的状态继续。"}, {"chapter": "7", "id": "724.5.", "content": "724.5. If the result of a continuous effect generated by a static ability is determined based on who is currently the monarch, but there is no monarch in the game as that effect begins to apply, that effect does nothing until a player becomes the monarch. See rule 613, “Continuous Effects.”\n如果一个静止式异能产生的持续性效应的结果是根据哪位牌手是君主来确定的,但此效应生效时游戏中没有君主,则该效应没有效果,直到某位牌手成为君主。参见规则613,“持续性效应”。"}, {"chapter": "7", "id": "725.", "content": "725. The Initiative\n先制"}, {"chapter": "7", "id": "725.1.", "content": "725.1. The initiative is a designation a player can have. There is no initiative in a game until an effect instructs a player to take the initiative. A player who currently has the initiative designation is said to have the initiative.\n“先制”是牌手可获得的称号。游戏开始时没有先制,直到某效应令牌手掌握先制为止。当前拥有先制称号的牌手便“握有先制”。"}, {"chapter": "7", "id": "725.2.", "content": "725.2. There are three inherent triggered abilities associated with having the initiative. These triggered abilities have no source and are controlled by the player who had the initiative at the time the abilities triggered. This is an exception to rule 113.8. The full text of these abilities are “At the beginning of the upkeep of the player who has the initiative, that player ventures into Undercity,” “Whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the controller of those creatures takes the initiative,” and “Whenever a player takes the initiative, that player ventures into Undercity.” See rule 701.49, “Venture into the Dungeon.”\n握有先制会产生与之关联的三个固有触发式异能。这些触发式异能没有来源,且其操控者是当这些异能触发时握有先制的牌手。这是规则113.8的例外情况。这三个异能的完整叙述为“在握有先制的牌手的维持开始时,该牌手深入地底城。”、“每当一个或数个生物对握有先制的牌手造成战斗伤害时,这些生物的操控者掌握先制。”,和“每当一位牌手掌握先制时,该牌手深入地底城。”参见规则701.49,“深入地城”。"}, {"chapter": "7", "id": "725.3.", "content": "725.3. Only one player can have the initiative at a time. As a player takes the initiative, the player who currently has the initiative ceases to have it.\n同一时间只有一位牌手能握有先制。于某位牌手掌握先制时,当前握有先制的牌手便不再握有先制。"}, {"chapter": "7", "id": "725.4.", "content": "725.4. If the player who has the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.\n如果握有先制的牌手离开游戏,则主动牌手在其离开游戏的同时掌握先制。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序的下一位牌手掌握先制。"}, {"chapter": "7", "id": "725.5.", "content": "725.5. If the player who currently has the initiative is instructed to take the initiative, this causes the last triggered ability in 725.2 to trigger but does not create a second initiative designation.\n如果当前握有先制的牌手被指示掌握先制,这会使规则725.2所述的最后一条触发式异能触发,但不会产生第二个先制称号。"}, {"chapter": "7", "id": "726.", "content": "726. Restarting the Game\n重新开始游戏"}, {"chapter": "7", "id": "726.1.", "content": "726.1. One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule 103, “Starting the Game,” with the following exception:\n一张牌(重获自由的卡恩)可以重新开始游戏。被重新开始的游戏立即结束。在该游戏中,没有牌手赢,输,或者平手。在该游戏中的所有牌手此后开始新的游戏,并遵循由规则103,“开始游戏”,所规定的流程,但包括以下例外:"}, {"chapter": "7", "id": "726.1a", "content": "726.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game.\n新的游戏之先行牌手为操控使游戏重新开始之咒语或异能的牌手。"}, {"chapter": "7", "id": "726.2.", "content": "726.2. All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game. Ownership of cards in the new game doesn’t change, regardless of their location when the new game begins.\n所有包含在被重新开始的游戏中的万智牌卡牌,包括已跃离的永久物和非传统万智牌卡牌,在该游戏结束后均包含在新的游戏中,即使这些牌原本未包含在原来的游戏中。在新的游戏中,牌的拥有者不会因其在游戏开始时所在的位置而改变。\nExample: A player casts Living Wish, bringing a creature card into the game from outside the game. Then that game is restarted. The creature card will be part of that player’s library when the new game begins.\n例如:某牌手施放生机祈愿,将游戏外的一张生物牌带入游戏中。然后该游戏重新开始。这张生物牌在新的游戏开始时将成为该牌手牌库的一部分。"}, {"chapter": "7", "id": "726.3.", "content": "726.3. Because each player draws seven cards when the new game begins, any player with fewer than seven cards in their library will lose the game when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)\n由于在新的游戏开始时每位牌手需要抓七张牌,任何在此时牌库中不足七张牌的牌手将在第一个回合的维持步骤开始,检查状态动作时输去此盘游戏,而不考虑该牌手进行的任何再调度。(参见规则704,“状态动作”。)"}, {"chapter": "7", "id": "726.4.", "content": "726.4. The effect that restarts the game finishes resolving just before the first turn’s untap step. If the spell or ability that generated that effect has additional instructions, those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn’s upkeep step.\n重新开始游戏的效应在第一个回合的重置步骤开始之前完成结算。如果产生该效应的咒语或异能具有额外的指示,在此时遵循这些指示。没有牌手会得到优先权,且由此而触发的触发式异能将在下一次牌手将得到优先权时进入堆叠,这通常是在第一个回合的维持步骤中。"}, {"chapter": "7", "id": "726.5.", "content": "726.5. Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner’s deck as the new game begins.\n一些效应可能使某些牌不遵循重新开始游戏的流程。这些牌在新的游戏开始时不在其拥有者的牌库中。"}, {"chapter": "7", "id": "726.5a", "content": "726.5a In a Commander game, a commander that has been exempted from the procedure that restarts the game won’t begin the new game in the command zone. However, it remains that deck’s commander for the new game. See rule 903, “Commander.”\n在指挥官游戏中,因此而未遵循重新开始游戏的流程之指挥官不会在新的游戏开始时位于统帅区。但是,它仍然是新的游戏中该套牌的指挥官。参见规则903,“指挥官”。"}, {"chapter": "7", "id": "726.6.", "content": "726.6. If a Magic subgame (see rule 728) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame.\n如果一个万智牌子游戏(参见规则728)被重新开始,主游戏不会受到影响。主游戏中提及子游戏的赢家或输家的效应,将提及重新开始的子游戏之赢家或输家。"}, {"chapter": "7", "id": "726.7.", "content": "726.7. If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game.\n如果在限制影响范围模式(参见规则801)的多人游戏中,该游戏被重新开始,则该游戏中的所有牌手都将重新开始游戏,而不考虑操控重新开始游戏之咒语或异能的牌手之影响范围。"}, {"chapter": "7", "id": "727.", "content": "727. Rad Counters\n拉德指示物"}, {"chapter": "7", "id": "727.1.", "content": "727.1. Rad counters are a kind of counter a player can have (see rule 122, “Counters”). There is an inherent triggered ability associated with rad counters. This ability has no source and is controlled by the active player. This is an exception to rule 113.8. The full text of this ability is “At the beginning of each player’s precombat main phase, if that player has one or more rad counters, that player mills a number of cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”\n拉德指示物是牌手可具有的一种指示物(参见规则122,“指示物”)。具有拉德指示物会产生与之关联的一个固有触发式异能。这些触发式异能没有来源,且其操控者是主动牌手。这是规则113.8的例外情况。此异能的完整叙述为“在每位牌手战斗前的行动阶段开始时,若该牌手具有一个或数个拉德指示物,该牌手磨等同于其具有之拉德指示物数量的牌。每以此法磨掉一张非地牌,该牌手便失去1点生命并从自己上移去一个拉德指示物。”"}, {"chapter": "7", "id": "727.1a", "content": "727.1a A card that refers to life loss “from radiation” refers to life lost as a result of the triggered ability associated with rad counters.\n提及“因辐射量”而失去生命的牌,其意指因与拉德指示物关联的触发式异能失去生命。"}, {"chapter": "7", "id": "728.", "content": "728. Subgames\n子游戏"}, {"chapter": "7", "id": "728.1.", "content": "728.1. One card (Shahrazad) allows players to play a Magic subgame.\n只有一张牌(雪赫拉莎德[Shahrazad])允许牌手进行万智牌的子游戏。"}, {"chapter": "7", "id": "728.1a", "content": "728.1a A “subgame” is a completely separate Magic game created by an effect. Essentially, it’s a game within a game. The “main game” is the game in which the spell or ability that created the subgame was cast or activated. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends.\n“子游戏”意指由效应所创造出来、与当前游戏完全无关的万智牌游戏。本质上来说,它就是游戏当中的另一个游戏。“主游戏”是施放或起动了创造该子游戏之咒语或异能所在的游戏。主游戏在子游戏进行过程中暂停。它会在子游戏结束后继续进行。"}, {"chapter": "7", "id": "728.1b", "content": "728.1b No effects or definitions created in either the main game or the subgame have any meaning in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame.\n在主游戏或子游戏当中,各自产生的效应及定义对另一个而言均无意义,但由创造出子游戏的效应所作出的定义不在此限。例如,该效应当中会注明,在主游戏中会对子游戏的赢家或输家有何奖惩。"}, {"chapter": "7", "id": "728.2.", "content": "728.2. As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in their main-game library, moves them to their subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone, except as specified in rules 728.2a–c. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.”\n于子游戏开始时,会创造出一整套全新的游戏区域。每位牌手将各自主游戏的整个牌库当作其子游戏的牌库,并对其进行洗牌。除此之外,在主游戏各个区域里的牌都不会移到子游戏的对应区域当中,除了规则728.2a-c中特别指出的之外。随机决定哪位牌手先手。子游戏的进程如正常的游戏一般,须遵循如规则103部分“开始游戏”中规定的其他规则。"}, {"chapter": "7", "id": "728.2a", "content": "728.2a As a subgame begins, if one or more supplementary decks of nontraditional cards are being used, each player moves each of their supplementary decks from the main-game command zone to the subgame command zone and shuffles it. (Face-up nontraditional cards remain in the main-game command zone.)\n于子游戏开始时,如果用到了一套或多套由非传统卡牌组成的附加套牌,每位牌手将这些附加套牌从主游戏统帅区移到子游戏统帅区,并将其洗牌。(牌面朝上的非传统卡牌留在主游戏的统帅区。)"}, {"chapter": "7", "id": "728.2b", "content": "728.2b As a subgame of a Vanguard game starts, each player moves their vanguard card from the main-game command zone to the subgame command zone.\n于先锋游戏中的子游戏开始时,每位牌手将其先锋牌从主游戏统帅区移到子游戏统帅区。"}, {"chapter": "7", "id": "728.2c", "content": "728.2c As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it’s there) to the subgame command zone.\n于指挥官游戏中的子游戏开始时,每位牌手将其指挥官从主游戏统帅区(如果该牌在统帅区的话)移到子游戏统帅区。"}, {"chapter": "7", "id": "728.3.", "content": "728.3. Because each player draws seven cards when a game begins, any player with fewer than seven cards in their deck will lose the subgame when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)\n对子游戏而言,忽略一切与牌手套牌张数相关的规则。不过,由于每位牌手在游戏开始时需要抓七张牌,因此套牌张数少于七张的牌手,会在子游戏第一回合的维持步骤中检查状态动作的时候输去子游戏,不论该牌手是否进行再调度。(参见规则704,“状态动作”。)"}, {"chapter": "7", "id": "728.4.", "content": "728.4. All objects in the main game and all cards outside the main game are considered outside the subgame (except those specifically brought into the subgame). All players not currently in the subgame are considered outside the subgame.\n所有主游戏中的物件,以及主游戏之外的所有牌,均视同在子游戏之外(除非有特殊效应会将其带到子游戏之中)。所有当前不在子游戏当中的牌手均视同在子游戏之外。"}, {"chapter": "7", "id": "728.4a", "content": "728.4a Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abilities in the main game that trigger on objects leaving a main-game zone will trigger, but they won’t be put onto the stack until the main game resumes.\n一些效应可以从游戏之外带进牌。如果从主游戏中将一张牌带入子游戏中,则在主游戏中,物件离开主游戏的区域时触发的异能会触发,但这些异能直到主游戏继续之后才会进入堆叠。"}, {"chapter": "7", "id": "728.4b", "content": "728.4b A player’s main-game counters aren’t considered part of the subgame, although the player will still have them when the main game resumes. Similarly, any counters a player gets during a subgame will cease to exist when the subgame ends.\n一位牌手在主游戏中的指示物不被认为是子游戏的一部分,但是牌手在主游戏再次开始时依然具有它们。同理,牌手在子游戏中得到的指示物在子游戏结束时消失。"}, {"chapter": "7", "id": "728.5.", "content": "728.5. At the end of a subgame, each player takes all traditional cards they own that are in the subgame other than those in the subgame command zone, puts them into their main-game library, then shuffles them. This includes cards in the subgame’s exile zone and cards that represent phased-out permanents as the subgame ends. Except as specified in rules 728.5a–c, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued: First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that’s no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack.\n在子游戏结束时,每位牌手将其拥有,且参与过子游戏的传统卡牌放入其主游戏之牌库中,然后将牌库洗牌。这包括在子游戏的放逐区之中的牌,以及在子游戏结束时代表已跃离的永久物的牌。除了规则728.5a-c中特别指出的之外,所有子游戏中的其他物件,以及为其创造的游戏区域都会消失。主游戏从它暂停的那一刻起继续:首先,创造子游戏的咒语或异能完成结算,即使创造该咒语或异能的咒语牌已不在堆叠之上。然后,如果有在子游戏进行过程中,由于主游戏当中的牌被移出主游戏,而于主游戏里触发的异能,则将该些异能放进堆叠。\nExample: If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner’s main-game library when the subgame ends.\n例如:如果一张牌参与过子游戏,则不论它来自主游戏或是来自主游戏之外,都会在子游戏结束时洗回主游戏的牌库。"}, {"chapter": "7", "id": "728.5a", "content": "728.5a At the end of a subgame, each nontraditional card not in a supplementary deck that began the subgame in a supplementary deck is turned face down and put on the bottom of that deck. Then each player moves each of their supplementary decks from the subgame command zone to the main-game command zone and shuffles it.\n于子游戏结束时,将每张在附加套牌中开始子游戏,且当前不在附加套牌中的非传统卡牌翻为牌面朝下并置于该附加套牌牌库底。然后每位牌手将其附加套牌从子游戏统帅区移到主游戏统帅区并将其洗牌。"}, {"chapter": "7", "id": "728.5b", "content": "728.5b At the end of a subgame of a Vanguard game, each player moves their vanguard card from the subgame command zone to the main-game command zone. This is an exception to rule 313.2.\n于先锋游戏中的子游戏结束时,每位牌手将其先锋牌从子游戏统帅区移到主游戏统帅区。这是规则313.2的例外情况。"}, {"chapter": "7", "id": "728.5c", "content": "728.5c At the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if it’s there) to the main-game command zone.\n于指挥官游戏中的子游戏结束时,每位牌手将其指挥官从子游戏统帅区(如果该牌在统帅区的话)移到主游戏统帅区。"}, {"chapter": "7", "id": "728.6.", "content": "728.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.\n子游戏中可以创造另一个子游戏。当前已经存在的子游戏相对而言会成为新的子游戏之主游戏。"}, {"chapter": "7", "id": "729.", "content": "729. Merging with Permanents\n与永久物结聚"}, {"chapter": "7", "id": "729.1.", "content": "729.1. One keyword causes an object to merge with a permanent. See rule 702.140, “Mutate.”\n一个关键字异能会导致物件与永久物结聚。参见规则702.140,“合变”。"}, {"chapter": "7", "id": "729.2.", "content": "729.2. To merge an object with a permanent, place that object on top of or under that permanent. That permanent becomes a merged permanent represented by the card or copy that represented that object in addition to any other components that were representing it.\n要将物件与永久物结聚,将该物件放置在该永久物的顶上或底下。该永久物成为结聚永久物,其除由已经代表该永久物的任一其他组件所代表外,还额外由代表该物件的牌或复制品所代表。"}, {"chapter": "7", "id": "729.2a", "content": "729.2a A merged permanent has only the characteristics of its topmost component, unless otherwise specified by the effect that caused them to merge. This is a copiable effect whose timestamp is the time the objects merged. (See rule 613.2.)\n结聚永久物仅具有其最顶上组件的特征,除非令其结聚的效应另有说明。这是一个可复制效应,其时间印记为这些物件结聚之时。(参见规则613.2。)"}, {"chapter": "7", "id": "729.2b", "content": "729.2b As an object merges with a permanent, that object leaves its previous zone and becomes part of an object on the battlefield, but the resulting permanent isn’t considered to have just entered the battlefield.\n于一个物件与永久物结聚时,该物件离开其原本区域,并成为战场上一个物件的一部分,但所成的永久物并非被认为是刚刚进入战场。"}, {"chapter": "7", "id": "729.2c", "content": "729.2c Because a merged permanent is the same object that it was before, it hasn’t just come under a player’s control, any continuous effects that affected it continue to do so, and so on.\n因为结聚永久物与其结聚前是同一个物件,其并未刚刚处于某牌手的操控下,任何先前对其生效的持续性效应仍继续生效,依此类推。"}, {"chapter": "7", "id": "729.2d", "content": "729.2d If a merged permanent contains a token, the resulting permanent is a token only if the topmost component is a token.\n如果一个结聚永久物包含一个衍生物,所成的永久物仅当其最顶上的组件是衍生物时才是衍生物。"}, {"chapter": "7", "id": "729.2e", "content": "729.2e If a merged permanent contains face-up and face-down components, the permanent’s status is determined by its topmost component. If a face-down permanent becomes a face-up permanent as a result of an object merging with it, other effects don’t count it as being turned face up.\n如果一个结聚永久物包含牌面朝上和牌面朝下的组件,该永久物的状态由其最顶上的组件决定。如果一个牌面朝下的永久物因某物件与其结聚之故而成为牌面朝上,其他效应不会视同其翻回了正面。"}, {"chapter": "7", "id": "729.2f", "content": "729.2f If a merged permanent is turned face down, each face-up component that represents it is turned face down. If a face-down merged permanent is turned face up, each face-down component that represents it is turned face up.\n如果一个结聚永久物被翻为牌面朝下,每个代表该永久物的牌面朝上组件都被翻为牌面朝下。如果一个牌面朝下的结聚永久物被翻回正面,每个代表该永久物的牌面朝下组件都被翻回正面。"}, {"chapter": "7", "id": "729.2g", "content": "729.2g A face-down merged permanent that contains an instant or sorcery card can’t be turned face up. If such a permanent would turn face up, its controller reveals it and leaves it face down. Abilities that trigger when a permanent is turned face up won’t trigger.\n一个包含瞬间或法术牌的牌面朝下的结聚永久物不能被翻回正面。如果一个此类永久物将翻回正面,其操控者展示之并保持其牌面朝下。当永久物翻回正面时触发的异能不会触发。"}, {"chapter": "7", "id": "729.2h", "content": "729.2h If a merged permanent contains a flip card (see rule 710), that component’s alternative characteristics are used instead of its normal characteristics if the merged permanent is flipped.\n如果一个结聚永久物包含一张倒转牌(参见规则710),且如果该结聚永久物已倒转,则该组件的替代用特征会被使用,而非其一般情况下的特征。"}, {"chapter": "7", "id": "729.2i", "content": "729.2i A merged permanent is not a double-faced permanent even if it contains one or more double-faced components. If a merged permanent contains one or more double-faced components that can transform (see rule 712), transforming or converting that permanent causes each of those double-faced components to turn so that its other face is up.\n结聚永久物不是双面永久物,即使它包含一个或数个双面组件。如果一个结聚永久物包含一张或数张可转化的双面组件(参见规则712),转化或转换该永久物会使得其中每张双面组件都翻为另一面朝上。"}, {"chapter": "7", "id": "729.2j", "content": "729.2j A face-up merged permanent that contains a double-faced component can’t be turned face down.\n一个牌面朝上的、包含双面组件的结聚永久物不能翻为牌面朝下。"}, {"chapter": "7", "id": "729.3.", "content": "729.3. If a merged permanent leaves the battlefield, one permanent leaves the battlefield and each of the individual components are put into the appropriate zone.\n如果一个结聚永久物离开战场,只有一个永久物会离开战场,且其中每个单独组件都会置入相应的区域。"}, {"chapter": "7", "id": "729.3a", "content": "729.3a If a merged permanent is put into its owner’s graveyard or library, that player may arrange the new objects in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.\n如果一个结聚永久物被置入其拥有者的坟墓场或牌库,该牌手可以任意顺序排列这些新物件。如果它被置于其拥有者的牌库,该牌手不展示其顺序。"}, {"chapter": "7", "id": "729.3b", "content": "729.3b If a player exiles a merged permanent, that player determines the relative timestamp order of the cards at that time. This is an exception to the procedure described in rule 613.7m.\n如果一位牌手放逐了一个结聚永久物,该牌手在此时决定这些牌的相对时间印记顺序。这是规则613.7m中描述之流程的例外。"}, {"chapter": "7", "id": "729.3c", "content": "729.3c If an effect can find the new object that a merged permanent becomes as it leaves the battlefield, it finds all of those objects. (See rule 400.7.) If that effect causes actions to be taken upon those objects, the same actions are taken upon each of them.\n如果一个效应可以找到于某结聚永久物离开战场时所成为的新物件,则该效应找到所有这些物件。(参见规则400.7。)如果该效应使得动作会对这些物件执行,则该动作会对其中的每个物件同样执行。"}, {"chapter": "7", "id": "729.3d", "content": "729.3d If multiple replacement effects could be applied to the event of a merged permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to the object applies it to all components of the object. If the merged permanent is a commander, it may be exempt from this rule; see rules 903.9b–c.\n如果多个替代性效应可以对一个结聚永久物离开战场或置入新的区域的事件生效,这些替代性效应中的一个效应对该物件生效会影响该物件的所有组件。如果该结聚永久物是指挥官,它可能会不受此规则影响;参见规则903.9b-c。"}, {"chapter": "7", "id": "729.3e", "content": "729.3e If a replacement effect applies to a “card” being put into a zone without also including tokens, that effect applies to all components of the merged permanent if it’s not a token, including components that are tokens. If the merged permanent is a token but some of its components are cards, the merged permanent and its token components are put into the appropriate zone, and the components that are cards are moved by the replacement effect.\n如果一个替代性效应对一张“牌”(但不影响衍生物)被置入一个区域生效,且如果该结聚永久物不是衍生物,该替代性效应对该结聚永久物的所有组件生效,其中也包含为衍生物的组件。如果该结聚永久物是衍生物但其部分组件是牌,结聚永久物及其衍生物组件被置于适当的区域,而为牌的组件被该替代性效应移动。"}, {"chapter": "7", "id": "730.", "content": "730. Day and Night\n白昼与黑夜"}, {"chapter": "7", "id": "730.1.", "content": "730.1. Day and night are designations that the game itself can have. The game starts with neither designation. “It becomes day” and “it becomes night” refer to the game gaining the day or night designation. It can become day or night through the daybound and nightbound keyword abilities (see rule 702.145). Other effects can also make it day or night. Once it has become day or night, the game will have exactly one of those designations from that point forward.\n白昼与黑夜是游戏本身可获得的称号。(中文版译注:中文版牌张在规则提示中,会利用“天色”来指称。)游戏在一开始时没有任何称号。“成为白昼”与“成为黑夜”意指游戏获得白昼或黑夜的称号。通过昼形与夜形关键字异能(参见规则702.145),游戏可以成为白昼或黑夜。其他效应也可以使游戏成为白昼或黑夜。一旦游戏成为白昼或黑夜,则接下来的时段中,游戏便会是这两种称号之一,且同一时间只会是两者之一。"}, {"chapter": "7", "id": "730.1a", "content": "730.1a The phrases “day becomes night” and “night becomes day” refer to the game losing the first designation and gaining the second one.\n短语“白昼成为黑夜”与“黑夜成为白昼”意指游戏失去前者称号并获得后者称号。"}, {"chapter": "7", "id": "730.2.", "content": "730.2. As the second part of the untap step, the game checks the previous turn to see if the game’s day/night designation should change. See rule 502, “Untap Step.”\n作为重置步骤的第二个部分,游戏会检查上一个回合,来决定游戏的白昼/黑夜称号是否应当变化。参见规则502,“重置步骤”。"}, {"chapter": "7", "id": "730.2a", "content": "730.2a If it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s day and no player from the previous turn’s active team cast a spell during that turn, it becomes night.\n如果当前是白昼,且上一个回合的主动牌手在该回合没有施放咒语,则成为黑夜。使用队伍共享回合模式(参见规则805)的多人游戏使用不同的规则:如果当前是白昼,且上一个回合的主动队伍中没有任何牌手在该回合中施放咒语,则成为黑夜。"}, {"chapter": "7", "id": "730.2b", "content": "730.2b If it’s night, and previous turn’s active player cast two or more spells during the previous turn, it becomes day. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s night and any player from the previous turn’s active team cast two or more spells during that turn, it becomes day.\n如果当前是黑夜,且上一个回合的主动牌手在该回合中施放了两个或更多咒语,则成为白昼。使用队伍共享回合模式(参见规则805)的多人游戏使用不同的规则:如果当前是黑夜,且上一个回合的主动队伍中有任一牌手在该回合中施放了两个或更多咒语,则成为白昼。"}, {"chapter": "7", "id": "730.2c", "content": "730.2c If it’s neither day nor night, this check doesn’t happen and it remains neither.\n如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。"}, {"chapter": "7", "id": "731.", "content": "731. Taking Shortcuts\n进行简化"}, {"chapter": "7", "id": "731.1.", "content": "731.1. When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes.\n在进行游戏时,牌手一般会使用双方都了解的简化方式,而不会对自己所需要作出的每一个游戏选择(例如是要采取行动还是要让过优先权)都有明确表示。"}, {"chapter": "7", "id": "731.1a", "content": "731.1a The rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.\n关于进行简化的规则很大程度上是非正式的。只要能够使在游戏中的每一位牌手理解彼此的意图,使用任何形式的简化系统都是可以接受的。"}, {"chapter": "7", "id": "731.1b", "content": "731.1b Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.\n有时候游戏会进行到一组动作不断反复的状态(即导致了“循环”;此节中提及之“循环/Loop”指一种重复的游戏动作,并非关键字异能“循环/Cycling”〜译注)。这种情况下,可以使用进行简化的规则来确定该些动作的具体重复次数,而不需实际执行它们,同时该规则也可以用于确定打破循环的方法。"}, {"chapter": "7", "id": "731.1c", "content": "731.1c Tournaments use a modified version of the rules governing shortcuts and loops. These rules are covered in the Magic: The Gathering Tournament Rules (found at WPN.wizards.com/en/rules-documents). Whenever the Tournament Rules contradict these rules during a tournament, the Tournament Rules take precedence.\n对于规范简化和循环的规则,比赛中使用的规则版本有所不同。这些规则在《万智牌比赛规则》中详述(可在WPN.Wizards.com/en/rules-documents此处找到)。每当比赛规则与本规则中所述有所抵触时,以比赛规则为优先。"}, {"chapter": "7", "id": "731.2.", "content": "731.2. Taking a shortcut follows the following procedure.\n进行简化时,须遵循下列顺序:"}, {"chapter": "7", "id": "731.2a", "content": "731.2a At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can’t include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.\n在游戏之中的任意时点,具有优先权的牌手可以提议进行简化,方法为牌手根据当前的游戏状态,以及由作出选择之次序导致的可预见性结果,描述所有牌手作出合法的游戏选择之次序。该次序可以属于一系列的非重复选择、指定了重复次数的循环、多个循环、嵌套循环,甚至可以跨越数个回合。次序中不能包含带有条件的动作,即牌手的动作是由游戏事件之结果来决定的情况。该次序必须以某位牌手得到优先权为终止点,但这位得到优先权的牌手不需与提议简化的牌手相同。\nExample: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability “{T}: Create a 1/1 green Elf Warrior creature token,” and another player controls Intruder Alarm, which reads, in part, “Whenever a creature enters, untap all creatures.” When the player has priority, they may suggest “I’ll create a million tokens,” indicating the sequence of activating the creature’s ability, all players passing priority, letting the creature’s ability resolve and create a token (which causes Intruder Alarm’s ability to trigger), Intruder Alarm’s controller putting that triggered ability on the stack, all players passing priority, Intruder Alarm’s triggered ability resolving, all players passing priority until the player proposing the shortcut has priority, and repeating that sequence 999,999 more times, ending just after the last token-creating ability resolves.\n例如:某位牌手操控着一个结附有刚德现身的生物,使得该生物具有“{T}:派出一个1/1绿色的妖精/战士衍生生物”,同时另一位牌手操控入侵者警报,其部分叙述为“每当一个生物进场时,重置所有生物。”当第一位牌手具有优先权时,其可以提议“我要派出一百万个衍生物”,所表明的次序为起动该生物的异能,所有的牌手让过优先权,生物异能结算并派出一个衍生物(触发了入侵者警报的异能),入侵者警报的操控者将触发式异能放进堆叠,所有的牌手让过优先权,入侵者警报的触发式异能结算,然后所有的牌手都让过优先权,直到提议该简化的牌手得到优先权为止,并将此次序再重复999999次,在最后一个派出衍生物的异能结算后终止。"}, {"chapter": "7", "id": "731.2b", "content": "731.2b Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where they will make a game choice that’s different than what’s been proposed. (The player doesn’t need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.\n在某位牌手提出简化之后,每一位其他牌手按照顺序来作出决定,是要接受所提议的次序,还是要说出自己要作出与提议不符的游戏选择之处,以缩短该次序。(此时,该牌手并不需要指出其新选择为何。)此处便成为所提议之次序的新终止点。\nExample: The active player draws a card during her draw step, then says, “Go.” The nonactive player is holding Into the Fray (an instant that says “Target creature attacks this turn if able”) and says, “I’d like to cast a spell during your beginning of combat step.” The current proposed shortcut is that all players pass priority at all opportunities during the turn until the nonactive player has priority during the beginning of combat step.\n例如:在其抓牌步骤中,主动牌手抓了一张牌,然后说,“过。”非主动牌手的手上有投身战场(瞬间,叙述为“目标生物本回合若能攻击,则必须攻击”)并说,“我想要在你战斗开始步骤时施放咒语。”当前所提议的简化即为,所有牌手均让过本回合中所能得到的优先权,直到非主动牌手在战斗开始步骤中得到优先权为止。"}, {"chapter": "7", "id": "731.2c", "content": "731.2c Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player.\n一旦最后一位牌手作出了是要接受或是缩短所提出之简化的决定,便开始执行该简化。游戏进行至最后提出的终止点,包含在该简化提议当中所有游戏选择均已得到执行。如果该简化比原本的提议要短,则目前具有优先权的牌手必须作出新的游戏选择,且得与原本在该简化提议中为该牌手假定的选择有所不同。"}, {"chapter": "7", "id": "731.3.", "content": "731.3. Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.\n有时循环也可以是不连续的,指每位牌手均执行了一个独立动作,结果导致重复到达了某一游戏状态数次。如果出现这种情况,则主动牌手(或,如果主动牌手与该循环无关,则是依顺序的下一位与之有关的牌手)必须作出不同的游戏选择,使得循环不再延续。\nExample: In a two-player game, the active player controls a creature with the ability “{0}: This creature gains flying,” the nonactive player controls a permanent with the ability “{0}: Target creature loses flying,” and nothing in the game cares how many times an ability has been activated. Say the active player activates his creature’s ability, it resolves, then the nonactive player activates her permanent’s ability targeting that creature, and it resolves. This returns the game to a game state it was at before. The active player must make a different game choice (in other words, anything other than activating that creature’s ability again). The creature doesn’t have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanent’s ability, in which case the creature would have had flying. The nonactive player always has the final choice and is therefore able to determine whether the creature has flying.\n例如:在一盘双人游戏当中,主动牌手操控着一个生物,具有“{0}:此生物获得飞行异能”,而另一位牌手操控者一个永久物,具有“{0}:目标生物失去飞行异能”,且在该盘游戏中,没有关心异能起动次数的东西。假设主动牌手起动其生物的异能,该异能结算,然后非主动牌手起动其永久物上的异能并以该生物为目标,此异能同样结算。这样就会把游戏带回原先的游戏状态。主动牌手必须作出不同的游戏选择(换句话说,即不能再次起动该生物的异能)。该生物不会具有飞行。非主动牌手可以防止此类不连续循环事件的发生,而可以选择不起动其永久物的异能。这种情况下,该生物会具有飞行。非主动牌手永远都有最终决定权,因此可以决定该生物是否具有飞行。"}, {"chapter": "7", "id": "731.4.", "content": "731.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)\n如果一个循环只包含强制性的动作,这盘游戏为平手。(参见规则104.4b和104.4f。)"}, {"chapter": "7", "id": "731.5.", "content": "731.5. No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.\n即使有牌手可以采取行动来终止一个循环,但除了与该循环相关的物件所要求的行动之外,不会强制该牌手来执行该行动。\nExample: A player controls Seal of Cleansing, an enchantment that reads, “Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.” A mandatory loop that involves an artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact and end the loop.\n例如:某位牌手操控着净化之缄印,此结界的叙述为“牺牲净化之缄印:消灭目标神器或结界。”一个与某神器有关的强制循环开始了。并不会强制该牌手牺牲净化之缄印来消灭该神器并终止此循环。"}, {"chapter": "7", "id": "731.6.", "content": "731.6. If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory.\n如果一个循环中包含有“除非[B],否则[A]”的效应,其中[A]和[B]均为一系列行动,则不会强制任何牌手执行行动[B]来打破循环。如果没有牌手选择执行行动[B],此循环便会将行动[A]视同强制行动一般继续下去。"}, {"chapter": "7", "id": "732.", "content": "732. Handling Illegal Actions\n处理非法动作"}, {"chapter": "7", "id": "732.1.", "content": "732.1. If a player takes an illegal action or starts to take an action but can’t legally complete it, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. Each player may also reverse any legal mana abilities that player activated while making the illegal play, unless mana from those abilities or from any triggered mana abilities they caused to trigger was spent on another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, caused a library to be shuffled, or caused cards from a library to be revealed.\n如果一位牌手进行了一个非法动作,或在开始进行一个动作之后不能合法的完成该动作,则整个动作被倒退且任何已经支付的费用被取消。一个未能完成的动作不会导致异能触发或效应生效。如果该动作为施放咒语,则该咒语回到其来自的区域。每位牌手可以倒退在进行非法动作过程之中该牌手起动的任何合法的法术力异能,除非这些异能产生的法术力或其所导致的法术力触发式异能触发所提供的法术力,被用来支付了另一个不能倒退的法术力异能。牌手不可以倒退使牌转移到牌库中,或使牌库中的牌转移到非堆叠的其他区域,或使牌库洗牌,或使牌库中的牌被展示的动作。"}, {"chapter": "7", "id": "732.2.", "content": "732.2. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules.\n当倒退一个非法的咒语或异能时,之前具有优先权的牌手保有优先权,且可以进行另一个动作或让过。牌手可以用合法的方式重新进行被倒退的动作,或进行规则允许的其他动作。"}, {"chapter": "8", "id": "8.", "content": "8. Multiplayer Rules\n多人游戏规则"}, {"chapter": "8", "id": "800.", "content": "800. General\n总则"}, {"chapter": "8", "id": "800.1.", "content": "800.1. A multiplayer game is a game that begins with more than two players. This section contains additional optional rules that can be used for multiplayer play.\n多人游戏指游戏开始时有多于两位牌手参加的游戏。此部分规则还包含进行多人游戏时可采用的附加模式之规则。"}, {"chapter": "8", "id": "800.2.", "content": "800.2. These rules consist of a series of options that can be added to a multiplayer game and a number of variant styles of multiplayer play. A single game may use multiple options but only one variant.\n这些规则包含数个多人游戏时可采用的附加模式,以及数种多人游戏的玩法。一盘游戏可以采用多个附加模式,但只会有一种玩法。"}, {"chapter": "8", "id": "800.3.", "content": "800.3. Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering Tournament Rules for more information. They can be found at WPN.wizards.com/en/rules-documents.\n此部分规则并不包含很多万智牌多人游戏可以用到的附加规则,包括套牌构组规则。更多信息参见最新版本的万智牌比赛规则。可以在WPN.Wizards.com/en/rules-documents找到这些内容。"}, {"chapter": "8", "id": "800.4.", "content": "800.4. Unlike two-player games, multiplayer games can continue after one or more players have left the game.\n与双人游戏不同,多人游戏中即使有一位或多位牌手离开游戏,游戏也不会因此结束。"}, {"chapter": "8", "id": "800.4a", "content": "800.4a When a player leaves the game, all objects (see rule 109) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist. Then, if there are any objects still controlled by that player, those objects are exiled. This is not a state-based action. It happens as soon as the player leaves the game. If the player who left the game had priority at the time they left, priority passes to the next player in turn order who’s still in the game.\n当一位牌手离开游戏时,所有由该牌手拥有的物件(参见规则109)便会离开游戏,且任何给予该牌手操控其他物件或牌手之操控权的效应终止。然后,如果该牌手操控任何堆叠上不由牌所代表的物件,这些物件消失。然后,如果仍有物件由该牌手操控,放逐这些物件。这并非状态动作。只要有牌手离开游戏便会立刻执行。如果离开游戏的牌手在离开游戏时持有优先权,则依回合顺序将优先权让过给下一位仍在游戏中的牌手。\nExample: Alex casts Mind Control, an Aura that reads, “You control enchanted creature,” on Bianca’s Assault Griffin. If Alex leaves the game, so does Mind Control, and Assault Griffin reverts to Bianca’s control. If, instead, Bianca leaves the game, so does Assault Griffin, and Mind Control is put into Alex’s graveyard.\n例如:俊杰施放心灵操控,一个叙述为“你操控所结附的生物”的灵气,并结附在天启的突袭狮鹫上。如果俊杰离开游戏,则心灵操控也会离开游戏,突袭狮鹫会回到由天启来操控。如果改为天启离开游戏,则突袭狮鹫也会离开游戏,心灵操控因此而置入俊杰的坟墓场。\nExample: Alex casts Act of Treason, which reads, in part, “Gain control of target creature until end of turn,” targeting Bianca’s Runeclaw Bears. If Alex leaves the game, Act of Treason’s change-of-control effect ends and Runeclaw Bears reverts to Bianca’s control.\n例如:俊杰施放叛行,其部分叙述为“获得目标生物的操控权直到回合结束”,并指定天启的符爪熊为目标。如果俊杰离开游戏,则叛行改变操控权的效应结束,符爪熊会回到由天启来操控。\nExample: Alex casts Bribery, which reads, “Search target opponent’s library for a creature card and put that card onto the battlefield under your control. Then that player shuffles their library,” targeting Bianca. Alex puts Serra Angel onto the battlefield from Bianca’s library. If Bianca leaves the game, Serra Angel also leaves the game. If, instead, Alex leaves the game, Serra Angel is exiled.\n例如:俊杰施放贿赂,其叙述为“从目标对手的牌库中搜寻一张生物牌,并将该牌在你的操控下放进战场。然后该牌手将其牌库洗牌”,并指定天启为目标。俊杰将天启牌库中的撒拉天使放进战场。如果天启离开游戏,则撒拉天使也会离开游戏。如果改为俊杰离开游戏,则撒拉天使会被放逐。\nExample: Alex controls Genesis Chamber, which reads, “Whenever a nontoken creature enters, if Genesis Chamber is untapped, that creature’s controller creates a 1/1 colorless Myr artifact creature token.” If Alex leaves the game, all such Myr tokens that entered the battlefield under Alex’s control leave the game, and all such Myr tokens that entered the battlefield under any other player’s control remain in the game.\n例如:俊杰操控创生秘室,其叙述为“每当一个非衍生物的生物进场时,若创生秘室未横置,则该生物的操控者派出一个1/1无色秘耳衍生神器生物。”如果俊杰离开游戏,则所有在俊杰操控下进入战场的此类秘耳衍生物也会离开游戏,而所有在其他牌手操控下进入战场的此类秘耳衍生物仍会留在游戏中。"}, {"chapter": "8", "id": "800.4b", "content": "800.4b If an object would change to the control of a player who has left the game, it doesn’t. If a token would be created under the control of a player who has left the game, no token is created. If an object would be put onto the battlefield or onto the stack under the control of a player who has left the game, that object remains in its current zone. If a player would be controlled by a player who has left the game, they aren’t.\n如果一位已离开游戏的牌手将得到一个物件的操控权,则该物件的操控权不发生改变。如果一个衍生物将在已离开游戏牌手的操控下被派出,则该衍生物不会被派出。如果一个物件将在一位已离开游戏的牌手操控下放进战场或堆叠,该物件留在其原来的区域。如果一位牌手将被一位已离开游戏的牌手操控,该牌手不会被操控。"}, {"chapter": "8", "id": "800.4c", "content": "800.4c If an effect that gives a player still in the game control of an object ends, there is no other effect giving control of that object to another player in the game, and the player who controlled that object by default has left the game, the object is exiled. This is not a state-based action. It happens as soon as the control-changing effect ends.\n如果一个效应给予仍在游戏中的牌手某物件的操控权结束,且没有其他效应将该物件的操控权给予其他仍在游戏中的牌手,且该物件的默认操控者已离开游戏,该物件被放逐。这并非状态动作。一旦改变操控权的效应结束便会立刻执行。"}, {"chapter": "8", "id": "800.4d", "content": "800.4d If an object that would be owned by a player who has left the game would be created in any zone, it isn’t created. If a triggered ability that would be controlled by a player who has left the game would be put onto the stack, it isn’t put on the stack.\n如果一个由已离开游戏的牌手所拥有物件将于某区域中被创造,则它不会被创造。如果一个由已离开游戏的牌手所操控的触发式异能将被放进堆叠,则它不会进入堆叠。\nExample: Astral Slide is an enchantment that reads, “Whenever a player cycles a card, you may exile target creature. If you do, return that creature to the battlefield under its owner’s control at the beginning of the next end step.” During Alex’s turn, Bianca uses Astral Slide’s ability to exile Alex’s Hypnotic Specter. Before the end of that turn, Bianca leaves the game. At the beginning of the end step, the delayed triggered ability generated by Astral Slide that would return Hypnotic Specter to the battlefield triggers, but it isn’t put on the stack. Hypnotic Specter never returns to the battlefield.\n例如:星幽滑移是叙述为“每当任一牌手循环一张牌时,你可以放逐目标生物。若你如此作,在下一个结束步骤开始时,将该生物在其拥有者的操控下移回战场”的结界。在俊杰的回合中,天启用星幽滑移的异能放逐了俊杰的催眠幽灵。在该回合结束之前,天启离开了游戏。在结束步骤开始时,星幽滑移所创造的延迟触发式异能试图将催眠幽灵移回战场,但该异能并未进入堆叠。所以催眠幽灵将不会被移回战场。"}, {"chapter": "8", "id": "800.4e", "content": "800.4e If combat damage would be assigned to a player who has left the game, that damage isn’t assigned.\n如果将对已离开游戏的牌手造成战斗伤害,则该伤害不会造成。"}, {"chapter": "8", "id": "800.4f", "content": "800.4f If an object requires a player who has left the game to pay a cost or choose whether to pay a cost, that cost is not paid.\n如果一个物件需要由已离开游戏的牌手来支付费用或选择是否支付费用,该费用不会被支付。"}, {"chapter": "8", "id": "800.4g", "content": "800.4g If an object requires a player who has left the game to make a choice other than whether to pay a cost, the controller of the object chooses another player to make that choice. If the original choice was to be made by an opponent of the controller of the object, that player chooses another opponent if possible.\n如果一个物件需要由已离开游戏的牌手来作出除是否支付费用以外的选择,则该物件的操控者选择另一位牌手来作出该选择。如果需由该物件操控者的对手来对该物件作出选择,则如果可能,该牌手选择另一位对手。"}, {"chapter": "8", "id": "800.4h", "content": "800.4h If a rule requires a player who has left the game to make a choice, the next player in turn order makes that choice.\n如果一条规则要求已经离开游戏之牌手作出选择,则相应改为依回合顺序的下一位牌手作出该选择。"}, {"chapter": "8", "id": "800.4i", "content": "800.4i If an effect requires information about a specific player, the effect uses the current information about that player if they are still in the game; otherwise, the effect uses the last known information about that player before they left the game. If an effect requires information from the game about actions players have taken, the effect can find actions that were taken by a player who has left the game.\n如果一个效应需要知道特定牌手的信息,且该牌手仍在游戏中,则该效应使用该牌手当前的信息。否则,该效应使用该牌手离开游戏前的最后已知信息。如果一个效应需要知道牌手已作出的动作之游戏信息,该效应能够得知已离开游戏之牌手所作出的动作。"}, {"chapter": "8", "id": "800.4j", "content": "800.4j If a player leaves the game during their turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.\n如果牌手在自己的回合中离开游戏,该回合会在没有主动牌手的情况下继续到完全结束。如果主动牌手将得到优先权,则相应改为依回合顺序将优先权让过给下一位牌手、结算堆叠顶端的物件,或当前阶段或步骤结束。"}, {"chapter": "8", "id": "800.4k", "content": "800.4k If a player who has left the game would begin a turn, that turn doesn’t begin.\n如果一个已经离开游戏的牌手将要开始一个回合,该回合不会开始。"}, {"chapter": "8", "id": "800.4m", "content": "800.4m When a player leaves the game, any continuous effects with durations that last until that player’s next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.\n当一位牌手离开游戏时,将持续到该牌手下个回合或该回合中的特定时间点的持续性效应会持续到该回合本将开始时。这些效应不会立即结束,也不会一直生效。"}, {"chapter": "8", "id": "800.4n", "content": "800.4n When a player leaves the game, objects that player owns in the ante zone do not leave the game. This is an exception to rule 800.4a. See rule 407, “Ante.”\n当一位牌手离开游戏时,在赌注区中由该牌手拥有的物件不会离开游戏。这是规则800.4a的例外情况。参见规则407,“赌注”。"}, {"chapter": "8", "id": "800.4p", "content": "800.4p In a Planechase game, if the player designated as the planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. See rule 311.5.\n在竞逐时空游戏中,如果当前指定为时空操控者的牌手将离开游戏,改为回合顺序中下一位不会离开游戏的牌手成为时空操控者,然后原来的时空操控者离开游戏。参见规则311.5。"}, {"chapter": "8", "id": "800.5.", "content": "800.5. Unless a chosen variant or option prescribes otherwise, seating order is determined by any mutually agreeable method. For example, players could agree to remain where they were before the game began, roll dice to determine seating order, and so on.\n除非已选择的玩法或附加模式有规定在先,否则座位顺序由各方都同意的方式来决定。例如,牌手可以同意沿用游戏开始前的就座位置,或是以掷骰子的方式决定座位顺序,等等。"}, {"chapter": "8", "id": "800.6.", "content": "800.6. In a multiplayer game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.\n在多人游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。"}, {"chapter": "8", "id": "800.7.", "content": "800.7. In a multiplayer game other than a Two-Headed Giant game, the starting player doesn’t skip the draw step of their first turn. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. See rule 103.8.\n在一盘非双头巨人玩法的多人游戏中,先手牌手不略过他第一个回合的抓牌步骤。在双头巨人玩法的游戏中,先手队伍略过他们第一个回合的抓牌步骤。参见规则103.8。"}, {"chapter": "8", "id": "801.", "content": "801. Limited Range of Influence Option\n限制影响范围模式"}, {"chapter": "8", "id": "801.1.", "content": "801.1. Limited range of influence is an option that can be applied to most multiplayer games. It’s always used in the Emperor variant (see rule 809), and it’s often used for games involving five or more players.\n限制影响范围是一个可以在大多数多人游戏中使用的模式。皇帝玩法总是使用它(参见规则809),且在五位或更多牌手参与的游戏中经常被使用。"}, {"chapter": "8", "id": "801.2.", "content": "801.2. A player’s range of influence is the maximum distance from that player, measured in player seats, that the player can affect. Players within that many seats of the player are within that player’s range of influence. Objects controlled by players within a player’s range of influence are also within that player’s range of influence. Range of influence covers spells, abilities, effects, damage dealing, attacking, making choices, and winning the game.\n一位牌手的影响范围指,从该牌手开始,以座位为单位,其可以影响的最大范围。离该牌手此数量座位以内的牌手在其影响范围以内。该牌手影响范围以内的牌手所操控的物件也在该牌手的影响范围以内。影响范围包括咒语、异能、效应、造成伤害、攻击、作出选择,以及赢得游戏。"}, {"chapter": "8", "id": "801.2a", "content": "801.2a The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence.\n最常用的选择是影响范围为1或2个座位。不同的牌手可以有不同的影响范围。\nExample: A range of influence of 1 means that only you and the players seated directly next to you are within your range of influence.\n例如:影响范围为1指,只有你以及和坐在你两侧的牌手在你的影响范围之内。\nExample: A range of influence of 2 means that you and the two players to your left and the two players to your right are within your range of influence.\n例如:影响范围为2指,你和你左手边两位牌手,以及右手边两位牌手在你的影响范围之内。"}, {"chapter": "8", "id": "801.2b", "content": "801.2b A player is always within their own range of influence.\n一位牌手总是在其自己的影响范围之内。"}, {"chapter": "8", "id": "801.2c", "content": "801.2c The particular players within each player’s range of influence are determined as each turn begins.\n于每个回合开始时确定某位牌手是否在每位牌手的影响范围以内。\nExample: In a game with a range of influence of 1, Alex is seated to the left of Rob, and Carissa is seated to the right of Rob. Carissa is not in Alex’s range of influence. If Rob leaves the game, Carissa will enter Alex’s range of influence at the start of the next turn.\n例如:在一盘影响范围为1的游戏中,俊杰坐在天启的左边,而阿炯坐在天启的右边。阿炯不在俊杰的影响范围之内。如果天启离开游戏,则阿炯会在下一个回合开始时,进入俊杰的影响范围之内。"}, {"chapter": "8", "id": "801.2d", "content": "801.2d An object is within a player’s range of influence if it’s controlled by that player or by another player within that many seats of that player. In addition, a battle is within a player’s range of influence if it’s protected by that player or by another player within that many seats of that player.\n如果一个物件的操控者为一位牌手或该牌手影响范围以内的牌手,则该物件处于该牌手的影响范围以内。额外地,如果一个战役的防卫者为一位牌手或该牌手影响范围以内的牌手,则该战役处于该牌手的影响范围以内。"}, {"chapter": "8", "id": "801.3.", "content": "801.3. Creatures can attack only opponents within their controller’s range of influence, planeswalkers controlled by those opponents, and battles protected by those opponents. If no opponents are within a player’s range of influence, creatures that player controls can’t attack.\n生物只能攻击在其操控者影响范围之内的对手、这些对手操控的鹏洛客,或是这些对手防卫的战役。如果一位牌手的影响范围内没有对手存在,则该牌手操控的生物不能进行攻击。"}, {"chapter": "8", "id": "801.4.", "content": "801.4. Objects and players outside a player’s range of influence can’t be the targets of spells or abilities that player controls.\n一位牌手操控的咒语和异能不能指定其影响范围之外的物件和牌手为目标。"}, {"chapter": "8", "id": "801.5.", "content": "801.5. Some cards require players to make choices. These cards work differently when the limited range of influence option is used.\n一些牌会要求牌手作出选择。在采用限制影响范围的模式时,这些牌的运作方式会有所不同。"}, {"chapter": "8", "id": "801.5a", "content": "801.5a If a player is asked to choose an object or player, they must choose one within their range of influence.\n如果一位牌手被要求选择一个物件或牌手,其必须选择影响范围以内的物件或牌手。\nExample: In a game with a range of influence of 1, Alex is seated to the left of Rob. Alex activates the ability of Cuombajj Witches, which reads, “{T}: Cuombajj Witches deals 1 damage to any target and 1 damage to any target of an opponent’s choice,” targeting Rob and choosing Rob as the opponent who picks the other target. Rob must choose a target that’s in both his range of influence and in the range of influence of the controller of Cuombajj Witches. He must therefore choose himself, Alex, or a creature controlled by either himself or Alex.\n例如:在一盘影响范围为1的游戏中,俊杰坐在天启的左边。俊杰起动孔坡棘女巫的“{T}:你选择任意一个目标,任一对手选择任意一个目标。孔坡棘女巫对前者造成1点伤害,并对后者造成1点伤害。”异能,指定天启为目标,并选择天启为指定另一个目标的对手。天启必须选择同时处于自己和孔坡棘女巫操控者影响范围内的物件来作为目标。因此只能在自己、俊杰、一个由自己或俊杰操控的生物中作出选择。"}, {"chapter": "8", "id": "801.5b", "content": "801.5b If a player is asked to choose between one or more options (and not between one or more objects or players), they can choose between those options even if those options refer to objects or players outside the player’s range of influence.\n如果牌手需要在一个或数个选项中作出选择(但不是在一个或数个物件或牌手中作出选择),则即使这些选项涉及的物件或牌手不在该牌手的影响范围之内,其也可以在这些选项中作出选择。\nExample: Alex, who has a range of influence of 2, is seated to the left of Rob, and Carissa, who has a range of influence of 1, is seated to the right of Rob. Alex casts a spell that reads, “An opponent chooses one — You draw two cards; or each creature you control gets +2/+2 until end of turn,” and chooses Carissa to make that choice. Carissa can choose the mode even though Alex is out of her range.\n例如:坐在天启左边的俊杰之影响范围为2,坐在天启右边的阿炯之影响范围为1。俊杰施放了一个叙述为“由一位对手选择一项~你抓两张牌;或每个由你操控的生物得+2/+2直到回合结束”的咒语,并选择阿炯来作出选择。则即使俊杰不在阿炯的影响范围之内,阿炯依然可以为其选择模式。"}, {"chapter": "8", "id": "801.5c", "content": "801.5c If an effect requires a choice and there’s no player who can make that choice within its controller’s range of influence, the closest appropriate player to its controller’s left makes that choice.\n如果一个效应需要牌手来作出选择,但该效应操控者影响范围内没有可以作出选择的牌手,则由离该牌手左侧最近的相应牌手作出该选择。\nExample: In an Emperor game in which all players have range of influence 1, an emperor casts Fact or Fiction, which reads, “Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.” Since no opponent is within the emperor’s range of influence, the nearest opponent to the emperor’s left separates the cards into piles.\n例如:在一盘所有牌手的影响范围都是1的皇帝玩法的游戏中,一位皇帝施放了真伪莫辩,其叙述为“展示你牌库顶上的五张牌。一位对手将这些牌分成牌面朝上的两堆。将其中一堆牌置于你手上,另一堆牌置于你的坟墓场。”由于在皇帝的影响范围内没有对手,则由离皇帝左侧最近的对手来进行分堆。"}, {"chapter": "8", "id": "801.6.", "content": "801.6. A player can’t activate the activated abilities of an object outside of their range of influence.\n牌手不能起动其影响范围以外之物件的起动式异能。"}, {"chapter": "8", "id": "801.7.", "content": "801.7. A triggered ability doesn’t trigger unless its trigger event happens entirely within the range of influence of its source’s controller.\n除非整个触发事件在其来源之操控者影响范围内发生,否则该触发式异能不会触发。\nExample: In a game in which all players have range of influence 1, Alex is seated to the left of Rob. Rob controls two Auras attached to Alex’s Runeclaw Bear: One with the trigger condition “Whenever enchanted creature becomes blocked,” and one with the trigger condition “Whenever enchanted creature becomes blocked by a creature.” Alex’s Runeclaw Bear attacks the player to Alex’s left and becomes blocked. The ability of Rob’s first Aura triggers because the entire event (Runeclaw Bear becomes blocked) happens within Rob’s range of influence. The ability of Rob’s second Aura doesn’t trigger, however, because that event includes the blocking creature, which is out of Rob’s range.\n例如:在一盘所有牌手均限定影响范围为1的游戏中,俊杰坐在天启的左侧。天启操控了两个灵气,它们贴附于俊杰的符爪熊上:其中一个的触发条件为“每当受此结界的生物被阻挡时”,而另一个的触发条件为“每当受此结界的生物被生物阻挡时”。俊杰的符爪熊攻击其左边的牌手并被阻挡。第一个灵气的异能会触发,因为整个事件(符爪熊被阻挡)在天启的影响范围内发生。但是天启第二个灵气的异能不会触发,因为该触发事件中包含了阻挡生物,而该阻挡生物并不在天启的影响范围之内。"}, {"chapter": "8", "id": "801.7a", "content": "801.7a If a trigger event includes an object moving out of or into a player’s range of influence, use the game state before or after the event as appropriate to determine whether the triggered ability will trigger. See rules 603.6 and 603.10.\n如果一个触发事件包含了将一个物件移出或移入牌手的影响范围,则相应地根据此事件之前或之后的游戏状态来决定该异能是否触发。参见规则603.6及603.10。\nExample: Carissa and Alex are outside each other’s range of influence. Carissa controls a Runeclaw Bear owned by Alex and they each control an Extractor Demon, a creature which reads, in part, “Whenever another creature leaves the battlefield, you may have target player mill two cards.” The Runeclaw Bear is destroyed and is put into Alex’s graveyard. The ability of Alex’s Extractor Demon doesn’t trigger because the leaves-the-battlefield event was outside Alex’s range of influence. The ability of Carissa’s Extractor Demon does trigger, even though the creature is going to a graveyard outside her range, because the leaves-the-battlefield event was within her range.\n例如:天启和俊杰互不在对方的影响范围之内。天启操控一个由俊杰拥有的符爪熊,且两人各操控一个榨取恶魔,一个具有部分叙述为“每当另一个生物离开战场时,你可以令目标牌手磨两张牌。”的生物。符爪熊被消灭,然后被置入俊杰的坟墓场。俊杰的榨取恶魔的异能不会触发,因为离开战场事件发生在俊杰的影响范围之外。而天启的榨取恶魔的异能会触发,因为离开战场事件发生在天启的影响范围之内,尽管该生物是被置入其影响范围之外的坟墓场。"}, {"chapter": "8", "id": "801.8.", "content": "801.8. An Aura can’t enchant an object or player outside its controller’s range of influence. If an Aura is attached to an illegal object or player, the Aura is put into its owner’s graveyard as a state-based action. See rule 704.\n灵气不能结附在其操控者影响范围之外的物件或牌手上。如果一个灵气贴附于非法的物件或牌手上,该灵气将会作为状态动作被置入其拥有者的坟墓场。参见规则704。"}, {"chapter": "8", "id": "801.9.", "content": "801.9. An Equipment can’t equip an object outside its controller’s range of influence, and a Fortification can’t fortify an object outside its controller’s range of influence. If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent but remains on the battlefield. This is a state-based action. See rule 704.\n武具不能佩带到其操控者影响范围之外的物件上,工事也不能构工到其操控者影响范围之外的物件上。如果一个武具或工事贴附于非法的永久物上,它会从该永久物上卸装,但仍留在战场上。此为状态动作。参见规则704。"}, {"chapter": "8", "id": "801.10.", "content": "801.10. Spells and abilities can’t affect objects or players outside their controller’s range of influence. The parts of the effect that attempt to affect an out-of-range object or player will do nothing. The rest of the effect will work normally.\n咒语或异能不能影响其操控者影响范围之外的物件或牌手。如果效应的一部分试图影响在范围之外的物件或牌手,则该部分效应无效。其余效应将正常生效。\nExample: In a six-player game in which each player has range of influence 1, Alex casts Pyroclasm, which reads, “Pyroclasm deals 2 damage to each creature.” Pyroclasm deals 2 damage to each creature controlled by Alex, the player to Alex’s left, and the player to Alex’s right. No other creatures are dealt damage.\n例如:在一盘每位牌手影响范围为1的六人游戏中,俊杰施放烈火断层,其叙述为“烈火断层对每个生物造成2点伤害。”则烈火断层会对由俊杰、俊杰左侧的牌手,以及俊杰右侧的牌手所操控的每个生物各造成2点伤害。其他生物不会受到伤害。"}, {"chapter": "8", "id": "801.11.", "content": "801.11. If a spell or ability requires information from the game, it gets only information from within its controller’s range of influence. It doesn’t see objects or events outside its controller’s range of influence.\n如果一个咒语或异能需要得知游戏的信息,则它只会使用其操控者影响范围内的信息。它并不会注意到其操控者影响范围之外的物件或事件。\nExample: In a six-player game where each player has range of influence 1, Alex controls Coat of Arms, which reads, “Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.” Coat of Arms will boost Alex’s creatures based only on what creatures are controlled by Alex, the player to Alex’s left, and the player to Alex’s right. It won’t take other creatures into account.\n例如:在一盘每位牌手影响范围为1的六人游戏中,俊杰操控武装外衣,其叙述为“对每个生物而言,战场上每有一个与它具共通之生物类别的其他生物,它便得+1/+1。”武装外衣仅会依据俊杰、俊杰左侧的牌手,以及俊杰右侧的牌手所操控的生物情况来增强俊杰的生物。它不会将其他生物计算在内。\nExample: In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost Rob’s creatures based on what creatures are controlled by players within Alex’s range of influence, including the player sitting to Alex’s left, who’s out of Rob’s range of influence.\n例如:同一盘游戏中,天启坐在俊杰的右侧。武装外衣会依据俊杰的影响范围内的牌手所操控的生物来增强天启的生物,包括坐在俊杰左侧的(并且在天启影响范围之外的)牌手。"}, {"chapter": "8", "id": "801.12.", "content": "801.12. The “world rule” (see rule 704.5k) applies to a permanent only if other world permanents are within its controller’s range of influence.\n只有当其操控者影响范围内有其他普世永久物时,“普世规则”(参见规则704.5k)才会对一个永久物生效。"}, {"chapter": "8", "id": "801.13.", "content": "801.13. Replacement and prevention effects watch for a particular event to happen and then completely or partially replace that event. The limited range of influence option can cause the modified event to contain instructions that can’t be carried out, in which case the player simply ignores the impossible instructions. See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”\n替代性及防止性效应会监视特定事件,并在其发生时完全或部分地替代该效应。限制影响范围的模式可能使改动后的事件包含无法实现的指示。在此情形下,牌手忽视此不能实现的指示。参见规则614,“替代性效应”和规则615,“防止性效应”。"}, {"chapter": "8", "id": "801.13a", "content": "801.13a If a replacement effect tries to cause a spell or ability to affect an object or player outside its controller’s range of influence, that portion of the event does nothing.\n如果一个替代性效应试图使一个咒语或异能影响其操控者影响范围以外的物件或牌手,则该部分事件无效。\nExample: Alex casts Lava Axe (“Lava Axe deals 5 damage to target player or planeswalker.”) targeting Rob. In response, Rob casts Captain’s Maneuver (“The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.”) with X equal to 3, targeting Carissa. Carissa isn’t in Alex’s range of influence. When Lava Axe resolves, it deals 2 damage to Rob and no damage to Carissa.\n例如:俊杰施放熔岩斧(“熔岩斧对目标牌手或鹏洛客造成5点伤害”),并指定天启为熔岩斧的目标。天启响应施放X=3的船长的巧驭(“于本回合中,接下来将对目标生物、鹏洛客或牌手造成的X点伤害,改为对另一个目标生物、鹏洛客或牌手造成之。”),并指定阿炯为目标。阿炯并不在俊杰的影响范围内。当熔岩斧结算时,它只会对天启造成2点伤害,而不会对阿炯造成伤害。"}, {"chapter": "8", "id": "801.13b", "content": "801.13b If a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a permanent or player, it can affect only permanents and players within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability’s controller’s range of influence.\n如果咒语或异能创造了一个将防止某来源将要造成之伤害的效应,则它只能影响该咒语或异能操控者影响范围内的来源。如果咒语或异能创造了一个将防止对一个生物或牌手造成之伤害的效应,则它只能影响该咒语或异能操控者影响范围内的生物或牌手。如果咒语或异能创造了一个将防止伤害的效应,但既没有注明来源,也没有注明将要被防止伤害者,则只有当伤害来源与将要受到该伤害者同时在该咒语或异能的操控者影响范围内时,该效应才会防止伤害。\nExample: Rob is within Alex’s range of influence, but Carissa is not. Alex controls an enchantment that says, “Prevent all damage that would be dealt by creatures.” Carissa attacks Rob with a creature. The creature deals combat damage to Rob.\n例如:天启在俊杰的影响范围之内,但阿炯不在。俊杰操控一个结界,其叙述为“防止生物将造成的所有伤害。”阿炯用一个生物攻击天启,则该生物会对天启造成战斗伤害。\nExample: Rob is within Alex’s range of influence, but Carissa is not. Carissa casts Lightning Blast (“Lightning Blast deals 4 damage to any target.”) targeting Rob. In response, Alex casts Mending Hands (“Prevent the next 4 damage that would be dealt to any target this turn.”) targeting Rob. The damage to Rob is prevented.\n例如:天启在俊杰的影响范围之内,但阿炯不在。阿炯施放闪电冲击波(“闪电冲击波对任意一个目标造成4点伤害”),并指定天启为目标。俊杰响应施放施以援手(“于本回合中,防止接下来将对任意一个目标造成的4点伤害。”),并指定天启为目标。则对天启的伤害将被防止。\nExample: Rob is within Alex’s range of influence, but Carissa is not. Carissa attacks Rob with a creature, and Rob blocks with a creature. Alex casts Fog (“Prevent all combat damage that would be dealt this turn.”) Carissa and Rob’s creatures deal combat damage to each other.\n例如:天启在俊杰的影响范围之内,但阿炯不在。阿炯用一个生物攻击天启,且天启用一个生物进行阻挡。俊杰施放圣日(“于本回合中,防止将造成的所有战斗伤害”)。则阿炯和天启的生物会互相造成战斗伤害。"}, {"chapter": "8", "id": "801.14.", "content": "801.14. If an effect states that a player wins the game, all of that player’s opponents within that player’s range of influence lose the game instead.\n如果一个效应指定一位牌手赢得游戏,则改为所有该牌手影响范围内的对手输去游戏。"}, {"chapter": "8", "id": "801.15.", "content": "801.15. If the effect of a spell or ability states that the game is a draw, the game is a draw for that spell or ability’s controller and all players within that player’s range of influence. They leave the game. All remaining players continue to play the game.\n如果一个咒语或异能的效应将使得当前游戏为平手,则只有该咒语或异能的操控者以及在该牌手影响范围之内的所有牌手会以平手结束本盘游戏。他们离开游戏。所有其余牌手继续进行游戏。"}, {"chapter": "8", "id": "801.16.", "content": "801.16. If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. They leave the game. All remaining players continue to play the game.\n如果游戏中出现了强制动作组成的“循环”,重复一系列事件且无法停止,对于循环中包含的每个物件之操控者,以及在这些牌手影响范围内的每位牌手,游戏为平手。这些牌手离开游戏。其余牌手继续游戏。"}, {"chapter": "8", "id": "801.17.", "content": "801.17. Effects that restart the game (see rule 726) are exempt from the limited range of influence option. All players in the game will be involved in the new game.\n重新开始游戏的效应(参见规则726)不受限制影响范围模式的限制。所有仍在游戏中的牌手将会开始新游戏。"}, {"chapter": "8", "id": "801.18.", "content": "801.18. In multiplayer Planechase games other than Grand Melee games, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. See rule 901, “Planechase.”\n在多人竞逐时空游戏中,除了大型混战玩法之外,时空牌和异象牌均不受限制影响范围模式限制。这些牌的异能及该些异能的效应,会对游戏中所有适用的物件和牌手产生影响。参见规则901,“竞逐时空”。"}, {"chapter": "8", "id": "802.", "content": "802. Attack Multiple Players Option\n攻击复数牌手模式"}, {"chapter": "8", "id": "802.1.", "content": "802.1. Some multiplayer games allow the active player to attack multiple other players. If this option is used, a player can also choose to attack only one player during a particular combat.\n一些多人游戏会允许主动牌手攻击多位其他牌手。如果采用了本模式,牌手仍可以在某些战斗中选择只攻击一位牌手。"}, {"chapter": "8", "id": "802.2.", "content": "802.2. As the combat phase starts, the attacking player doesn’t choose an opponent to become the defending player. Instead, all the attacking player’s opponents are defending players during the combat phase.\n于战斗阶段开始时,攻击牌手不用选择哪一位对手成为防御牌手。改为在战斗阶段中,所有攻击牌手的对手都是防御牌手。"}, {"chapter": "8", "id": "802.2a", "content": "802.2a Any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that player is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that player was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.\n任何提及“防御牌手”的规则、物件,或是效应,指一位特定的防御牌手,而不是所有防御牌手。如果一个攻击生物的异能提及防御牌手,或一个咒语或异能同时提及攻击生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手、其正在攻击的鹏洛客的操控者,或是其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手、所攻击的鹏洛客的操控者,或是所攻击的战役的防卫者。如果一个咒语或异能可以对多个攻击生物生效,分别为每个攻击生物确定其所对应的防御牌手。如果有多位防御牌手可供选择,则由该咒语或异能的操控者选择其中一位。\nExample: Rob attacks Alex with Runeclaw Bear and attacks Carissa with a creature with mountainwalk. Whether the creature with mountainwalk can be blocked depends only on whether Carissa controls a Mountain.\n例如:天启用符爪熊攻击俊杰,并用另一个具山脉行者异能的生物攻击阿炯。具有山脉行者异能的生物是否能被阻挡只取决于阿炯是否操控山脉。"}, {"chapter": "8", "id": "802.3.", "content": "802.3. As the attacking player declares each attacking creature, they choose a defending player, a planeswalker controlled by a defending player, or a battle protected by a defending player for it to attack. See rule 508, “Declare Attackers Step.”\n于攻击牌手宣告攻击生物时,其为每个攻击生物各选择攻击哪一位防御牌手或是哪一个鹏洛客。参见规则508,“宣告攻击者步骤”。"}, {"chapter": "8", "id": "802.3a", "content": "802.3a Restrictions and requirements that don’t apply to attacking a specific player are evaluated based on the entire group of attacking creatures. Restrictions and requirements that apply to attacking a specific player apply only to creatures attacking that player. The entire group of attacking creatures must still be legal. See rule 508.1.\n不因攻击特定牌手而生效的限制与要求,会基于整组攻击生物来判断是否符合限制与要求。因攻击特定牌手而生效的限制与要求,只会对攻击该牌手的攻击生物来作出判断。整组的攻击生物依然必须合法。参见规则508.1。"}, {"chapter": "8", "id": "802.3b", "content": "802.3b Creatures in a band can’t attack different players. See rule 702.22, “Banding.”\n同一个攻击团队中的生物不能攻击不同的牌手。参见规则702.22,“结合”。"}, {"chapter": "8", "id": "802.4.", "content": "802.4. If more than one player is being attacked, controls a planeswalker that’s being attacked, or protects a battle that’s being attacked, each defending player in APNAP order declares blockers as the declare blockers step begins. (See rule 101.4 and rule 509, “Declare Blockers Step.”) The first defending player declares all their blocks, then the second defending player, and so on.\n如果有多位牌手、其操控的鹏洛客或其防卫的战役正在被攻击,则于宣告阻挡者步骤开始时,防御牌手们按照“主动牌手先决定”的顺序来宣告阻挡者。(参见规则101.4和规则509,“宣告阻挡者步骤”。)第一位防御牌手首先宣告其所有的阻挡,然后第二位牌手进行宣告,以此类推。"}, {"chapter": "8", "id": "802.4a", "content": "802.4a A defending player can block only with creatures they control. Those creatures can block only creatures attacking that player, a planeswalker that player controls, or a battle that player protects.\n防御牌手只能用自己操控的生物进行阻挡。这些生物只能阻挡正在攻击该牌手、该牌手操控的鹏洛客或该牌手防卫的战役之攻击生物。"}, {"chapter": "8", "id": "802.4b", "content": "802.4b When determining whether a defending player’s blocks are legal, ignore any creatures attacking other players and any blocking creatures controlled by other players.\n当决定一位防御牌手的阻挡是否合法时,忽略正在对其他牌手进行攻击的生物,以及由其他牌手操控的阻挡生物。"}, {"chapter": "8", "id": "802.5.", "content": "802.5. Combat damage is assigned in APNAP order. Other than that, the combat damage step proceeds just as in a two-player game. See rule 510, “Combat Damage Step.”\n战斗伤害按照“主动牌手先决定”的顺序进行分配。除此之外,战斗伤害步骤以与双人游戏一样的方式进行。参见规则510,“战斗伤害步骤”。"}, {"chapter": "8", "id": "803.", "content": "803. Attack Left and Attack Right Options\n攻击左边或右边模式"}, {"chapter": "8", "id": "803.1.", "content": "803.1. Some multiplayer games use the optional attack left or attack right rules.\n一些多人游戏会使用攻击左边或攻击右边模式的规则。"}, {"chapter": "8", "id": "803.1a", "content": "803.1a If the attack left option is used, a player can attack only an opponent seated immediately to their left, a planeswalker that player controls, or a battle that player protects. If a player’s nearest opponent to the left is more than one seat away, the player can’t attack.\n如果使用攻击左边的模式,牌手只能攻击直接坐在其左侧的对手、该对手操控的鹏洛客,或是该对手防卫的战役。如果该牌手左边最近的对手与其距离大于一个座位,该牌手不能攻击。"}, {"chapter": "8", "id": "803.1b", "content": "803.1b If the attack right option is used, a player can attack only an opponent seated immediately to their right, a planeswalker that player controls, or a battle that player protects. If a player’s nearest opponent to the right is more than one seat away, the player can’t attack.\n如果使用攻击右边的模式,牌手只能攻击直接坐在其右侧的对手、该对手操控的鹏洛客,或是该对手防卫的战役。如果该牌手右边最近的对手与其距离大于一个座位,该牌手不能攻击。"}, {"chapter": "8", "id": "804.", "content": "804. Deploy Creatures Option\n调动生物模式"}, {"chapter": "8", "id": "804.1.", "content": "804.1. The Emperor variant always uses the deploy creatures option, and it can be used in other variants that allow players to compete in teams. Multiplayer formats in which players compete as individuals usually don’t use this option.\n皇帝玩法总是会使用调动生物模式,且在其他玩法中,如果该玩法允许牌手以组队的方式进行对抗,则也可以使用这一模式。以个人进行对抗的多人玩法通常不会采用此模式。"}, {"chapter": "8", "id": "804.2.", "content": "804.2. Each creature has the ability “{T}: Target teammate gains control of this creature. Activate only as a sorcery.”\n每个生物均具有异能“{T}:目标队友获得此生物的操控权。只能于法术时机起动。”"}, {"chapter": "8", "id": "805.", "content": "805. Shared Team Turns Option\n队伍共享回合模式"}, {"chapter": "8", "id": "805.1.", "content": "805.1. Some multiplayer games between teams use the shared team turns option. It’s always used in the Two-Headed Giant variant (see rule 810) and the Archenemy casual variant (see rule 904). It can be used only if the members of each team are sitting in adjacent seats.\n一些队伍之间的多人游戏使用队伍共享回合模式。双头巨人玩法(参见规则810)和魔王休闲式玩法(参见规则904)总是使用这种模式。只有队伍成员坐在相邻座位时才使用这种模式。"}, {"chapter": "8", "id": "805.2.", "content": "805.2. Within each team, the player seated in the rightmost seat from that team’s perspective is the primary player. If the players on a team can’t agree on a choice, such as which creatures attack or what order triggered abilities are put on the stack, the primary player makes that choice.\n在每个队伍中,以该队伍视角坐在最右面的牌手是主要牌手。如果队伍中的牌手无法一致同意某个选择,例如哪些生物进行攻击或触发式异能放进堆叠的顺序,主要牌手作出选择。"}, {"chapter": "8", "id": "805.3.", "content": "805.3. The methods described in rule 103.1 are used to determine which team will take the first turn. The team determined this way is the starting team.\n使用规则103.1所叙述的方式来决定哪个队伍进行第一个回合。以此方式决定的队伍是先手队伍。"}, {"chapter": "8", "id": "805.3a", "content": "805.3a The process for handling mulligans is altered accordingly. First, each player on the starting team, in whatever order that team likes, declares whether that player will take a mulligan. Then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. Teammates may consult while choosing which cards, if any, to put on the bottom of their library. A player may take a mulligan even after a teammate has decided to keep their opening hand. See rule 103.5.\n处理再调度的流程有所不同。首先由先手队伍中的每位牌手以任意顺序宣告其是否进行再调度,然后其他队伍中的每位牌手按照回合顺序依次宣告。在作出决定时队友可以相互商量。然后所有再调度同时执行。队友间在选择哪张牌(如有)要放到牌库底时可相互商量。一位牌手可以执行再调度,即使其队友已决定保留起手牌。参见规则103.5。"}, {"chapter": "8", "id": "805.3b", "content": "805.3b The process for handling cards that allow a player to begin the game with them on the battlefield is altered accordingly. First, each player on the starting team, in whatever order that team likes, may put any or all such cards onto the battlefield from that player’s opening hand. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.\n处理一些允许牌手以其在战场上的形式开始游戏的牌之流程有所不同。首先由先手队伍中的每位牌手以任意顺序将任意或所有此类牌张从其起手牌放进战场。在作出决定时队友可以相互询问。然后按照回合顺序,其他队伍中的每位牌手依次执行这些动作。"}, {"chapter": "8", "id": "805.4.", "content": "805.4. Each team takes turns rather than each player.\n每个队伍来进行回合,而非每位牌手。"}, {"chapter": "8", "id": "805.4a", "content": "805.4a The team whose turn it is is the active team. Each other team is a nonactive team.\n进行其回合的队伍是主动队伍。其他每个队伍都是非主动队伍。"}, {"chapter": "8", "id": "805.4b", "content": "805.4b Each player on a team draws a card during that team’s draw step.\n队伍中的每位牌手于其队伍的抓牌步骤中抓一张牌。"}, {"chapter": "8", "id": "805.4c", "content": "805.4c Each player on a team may play a land during each of that team’s turns.\n队伍中的每位牌手于其队伍的每个回合中可以使用一张地。"}, {"chapter": "8", "id": "805.4d", "content": "805.4d An ability that triggers at the beginning of a step or phase may trigger multiple times if it triggers at the beginning of “each player’s” or “each opponent’s” step or phase. These abilities trigger once for each appropriate player if the ability’s trigger condition, effect, or intervening “if” clause refers to “that player,” “that opponent,” or similar.\n一个在阶段或步骤开始时触发的异能如果其在“每位牌手的”或“每位对手的”阶段或步骤开始时触发,则可能会触发多次。如果这些异能的触发条件、效应或以“若”开头的子句提及“该牌手”、“该对手”等类似情形,则它对于每个适用的牌手都会触发一次。"}, {"chapter": "8", "id": "805.5.", "content": "805.5. Teams have priority, not individual players.\n队伍拥有优先权,而非单独的牌手。"}, {"chapter": "8", "id": "805.5a", "content": "805.5a A player may cast a spell, activate an ability, or take a special action when their team has priority.\n牌手可以于其队伍拥有优先权时施放咒语、起动异能或执行特殊动作。"}, {"chapter": "8", "id": "805.5b", "content": "805.5b If a team has priority and no player on that team wishes to do anything, that team passes. If all teams pass in succession (that is, if all teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority. If the stack is empty when all teams pass in succession, the phase or step ends and the next one begins.\n如果队伍拥有优先权,且该队伍中没有任何牌手想要作事,该队伍让过。如果所有队伍依序让过(即所有队伍在让过之间中没有任何牌手想要执行动作),堆叠顶的物件结算,然后主动队伍得到优先权。如果所有队伍依序让过时堆叠为空,当前阶段或步骤结束,下一个阶段或步骤开始。"}, {"chapter": "8", "id": "805.6.", "content": "805.6. The Active Player, Nonactive Player order rule (see rule 101.4) is modified if the shared team turns option is used. If multiple teams would make choices and/or take actions at the same time, first the active team makes any choices required, then each nonactive team in turn order makes any choices required. If multiple players would make choices and/or take actions at the same time, first each player on the active team makes any choices required in whatever order they like, then the players on each nonactive team in turn order do the same. Once all choices have been made, the actions happen simultaneously.\n“主动牌手先决定”规则(参见规则101.4)在使用队伍共享回合模式时有所不同。若多个队伍需要同时作决定和/或采取动作,则先由主动队伍作出选择,然后每个非主动队伍按照回合顺序作出选择。若多位牌手需要同时作决定和/或采取动作,则先由主动队伍上的牌手作出选择,然后再由每个非主动队伍上的牌手按照回合顺序作出选择。一旦所有决定完成,这些动作同时生效。"}, {"chapter": "8", "id": "805.6a", "content": "805.6a If more than one player is instructed to draw cards in a game that’s using the shared team turns option, first each player on the active team, in whatever order that team likes, performs that player’s draws, then each player on each nonactive team in turn order does the same.\n在使用队伍共享回合模式的多人游戏中,如果多位牌手被指示抓牌,首先由主动队伍的每位牌手以任意顺序进行该牌手的抓牌,然后每个非主动队伍按回合顺序以同样的方式完成抓牌。"}, {"chapter": "8", "id": "805.7.", "content": "805.7. If multiple triggered abilities have triggered since the last time a team received priority, the members of the active team put all triggered abilities any of them controls on the stack in any order they choose, then the members of each nonactive team in turn order do the same.\n如果自上一次队伍得到优先权之后有多个触发式异能触发,首先由主动队伍的牌手将其操控的触发式异能以任意顺序放进堆叠,然后每个非主动队伍的牌手按回合顺序以同样的方式将异能放进堆叠。"}, {"chapter": "8", "id": "805.8.", "content": "805.8. If an effect gives a player an extra turn or adds a phase or step to that player’s turn, that player’s team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player’s team does so. If a single effect causes more than one player on the same team to add or skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn. If an effect causes a player to control another player, the first player controls the affected player’s team.\n如果某效应给予牌手额外回合,或在该牌手回合中增加阶段或步骤,该牌手的队伍进行该额外回合、阶段或步骤。如果某效应使得牌手略过回合、阶段或步骤,该牌手的队伍略过之。如果同一个效应使得同一队伍中的多位牌手增加或略过同一个回合、阶段或步骤,该队伍只会增加或略过该回合、阶段或步骤。如果某效应使得牌手操控另一位牌手,前者牌手操控受影响之牌手的队伍。"}, {"chapter": "8", "id": "805.9.", "content": "805.9. Any ability that refers to the “active player” refers to one specific active player, not to all of the active players. The ability’s controller chooses which one the ability refers to at the time its effect is applied.\n提及“主动牌手”的异能仅指一位特定的主动牌手,而非所有的主动牌手。该异能的操控者于其效应生效时选择该异能指代的是哪位牌手。"}, {"chapter": "8", "id": "805.10.", "content": "805.10. The shared team turns option uses different combat rules than other multiplayer options.\n队伍共享回合模式使用与其他多人模式不同的战斗规则。"}, {"chapter": "8", "id": "805.10a", "content": "805.10a Each team’s creatures attack the other team as a group. During the combat phase, the active team is the attacking team and each player on the active team is an attacking player. Likewise, the nonactive team is the defending team and each player on the nonactive team is a defending player.\n每个队伍所操控的生物一同攻击另一个队伍。在战斗阶段中,主动队伍是攻击队伍,且主动队伍中的每位牌手都是攻击牌手。同样地,非主动队伍是防御队伍,且非主动队伍中的每位牌手都是防御牌手。"}, {"chapter": "8", "id": "805.10b", "content": "805.10b As the declare attackers step begins, the active team declares attackers. For each attacking creature, the attacking team announces which defending player, planeswalker, or battle that creature is attacking. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1.\n于宣告攻击者步骤开始时,主动队伍宣告攻击者。对于每个攻击生物而言,主动队伍宣告该生物攻击哪个防御牌手、鹏洛客或战役。主动队伍仅进行一次联合攻击,且攻击生物之集合必须作为整体合法地宣告攻击。参见规则508.1。"}, {"chapter": "8", "id": "805.10c", "content": "805.10c Any rule, object, or effect that refers to an “attacking player” refers to one specific attacking player, not to all attacking players. If an ability of a blocking creature refers to an attacking player, or a spell or ability refers to both a blocking creature and an attacking player, then unless otherwise specified, the attacking player it’s referring to is the player who controls the attacking creature that blocking creature is blocking. If a spell or ability could apply to multiple blocking creatures, the appropriate attacking player is individually determined for each of those blocking creatures. If there are multiple attacking players that could be chosen, the controller of the spell or ability chooses one.\n任何提及“攻击牌手”的规则、物件或效应仅指代一位特定的攻击牌手,而非所有攻击牌手。如果一个进行阻挡的生物之异能提及一位攻击牌手,或一个咒语或异能同时提及一个进行阻挡的生物和一位攻击牌手,除非另有说明,其指代的攻击牌手是被该进行阻挡的生物阻挡之进行攻击的生物的操控者。如果一个咒语或异能可以对多个进行阻挡的生物生效,对于每个进行阻挡的生物而言,其对应的攻击牌手会分别决定。如果可能会选择多位攻击牌手,该咒语或异能的操控者选择其一。"}, {"chapter": "8", "id": "805.10d", "content": "805.10d As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block creatures attacking any player on the defending team, attacking a planeswalker controlled by one of those players, or a battle protected by one of those players. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. See rule 509.1.\n于宣告阻挡者步骤开始时,防御队伍宣告阻挡者。所有防御牌手操控之生物均可阻挡攻击防御队伍中任何牌手、其操控的鹏洛客或其防卫的战役之生物。防御队伍仅进行一次联合阻挡,且进行阻挡的生物之集合必须作为整体合法地宣告阻挡。参见规则509.1。"}, {"chapter": "8", "id": "805.10e", "content": "805.10e Any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.\n任何提及“防御牌手”的规则、物件,或是效应,指一位特定的防御牌手,而不是所有防御牌手。如果一个攻击生物的异能提及防御牌手,或一个咒语或异能同时提及攻击生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手、其正在攻击的鹏洛客的操控者,或是其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手、所攻击的鹏洛客的操控者,或是所攻击的战役的防卫者。如果一个咒语或异能可以对多个攻击生物生效,分别为每个攻击生物确定其所对应的防御牌手。如果有多位防御牌手可供选择,则由该咒语或异能的操控者选择其中一位。"}, {"chapter": "8", "id": "805.10f", "content": "805.10f As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. Then the defending team announces how each blocking creature will assign its combat damage. See rule 510.1.\n于战斗伤害步骤开始时,主动队伍宣告每个攻击生物如何分配其战斗伤害。然后防御队伍宣告每个进行阻挡的生物如何分配其战斗伤害。参见规则510.1。"}, {"chapter": "8", "id": "806.", "content": "806. Free-for-All Variant\n自由竞赛玩法"}, {"chapter": "8", "id": "806.1.", "content": "806.1. In Free-for-All multiplayer games, a group of players compete as individuals against each other.\n在自由竞赛的多人游戏中,牌手们会以个人方式来互相展开对抗。"}, {"chapter": "8", "id": "806.2.", "content": "806.2. Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options.\n在游戏开始前,需要决定将使用哪些多人游戏的模式。自由竞赛玩法通常会默认使用下列模式。"}, {"chapter": "8", "id": "806.2a", "content": "806.2a The limited range of influence option usually isn’t used in Free-for-All games. If it is, each player has the same range of influence, which is determined before play begins. See rule 801, “Limited Range of Influence Option.”\n自由竞赛游戏通常不使用限制影响范围的模式。如果使用了该模式,则需在游戏开始前就决定影响范围为多大,且所有牌手会具有相同的影响范围。参见规则801,“限制影响范围模式”。"}, {"chapter": "8", "id": "806.2b", "content": "806.2b Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.”\n必须使用攻击左边、攻击右边,以及攻击复数牌手这三个模式中的一个。参见规则803,“攻击左边或右边模式”,和规则802,“攻击复数牌手模式”。"}, {"chapter": "8", "id": "806.2c", "content": "806.2c The deploy creatures option isn’t used in the Free-for-All variant.\n自由竞赛玩法中不会使用调动生物模式。"}, {"chapter": "8", "id": "806.3.", "content": "806.3. The players are randomly seated around the table.\n牌手必须随机围桌入座。"}, {"chapter": "8", "id": "807.", "content": "807. Grand Melee Variant\n大型混战玩法"}, {"chapter": "8", "id": "807.1.", "content": "807.1. The Grand Melee variant is a modification of the Free-for-All variant, in which a group of players compete against each other as individuals. Grand Melee is normally used only in games begun with ten or more players.\n大型混战玩法是基于自由竞赛玩法的改动,牌手会以个人方式展开对抗。大型混战玩法通常只在游戏开始时有十位或更多牌手参加的情况下使用。"}, {"chapter": "8", "id": "807.2.", "content": "807.2. Any multiplayer options used are decided before play begins. The Grand Melee variant uses the following default options.\n游戏开始前需要决定使用哪些多人游戏模式。大型混战玩法会默认使用以下模式。"}, {"chapter": "8", "id": "807.2a", "content": "807.2a Each player has a range of influence of 1 (see rule 801).\n每位牌手的影响范围均为1(参见规则801)。"}, {"chapter": "8", "id": "807.2b", "content": "807.2b The attack left option is used (see rule 803).\n使用攻击左边模式(参见规则803)。"}, {"chapter": "8", "id": "807.2c", "content": "807.2c The attack multiple players and deploy creatures options aren’t used in the Grand Melee variant.\n在大型混战玩法中,不使用攻击多位牌手模式和调动生物模式。"}, {"chapter": "8", "id": "807.3.", "content": "807.3. The players are seated at random.\n牌手需随机入座。"}, {"chapter": "8", "id": "807.4.", "content": "807.4. The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player’s turn.\n大型混战玩法允许多位牌手同时进行回合。移动回合标记以追踪目前由哪些牌手正在进行回合。每个回合标记都表示一位主动牌手的回合。"}, {"chapter": "8", "id": "807.4a", "content": "807.4a There is one turn marker for each full four players in the game.\n游戏中每满四位牌手,便会有一个回合标记。\nExample: A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers.\n例如:一盘有十六位牌手的大型混战玩法的游戏使用四个回合标记。一盘有十五位牌手的游戏使用三个回合标记。"}, {"chapter": "8", "id": "807.4b", "content": "807.4b The starting player in the game gets the first turn marker. The player four seats to that player’s left (the fifth player) takes the second turn marker, and so on until all the turn markers have been handed out. Each turn marker is assigned a number in this way. Then all players with turn markers start their turns at the same time.\n开始游戏的牌手会得到第一个回合标记。该牌手左起第四个座位的牌手(第五位牌手)会得到第二个回合标记,依此类推直到所有回合标记都分发完毕。每个回合标记都会以此法分配到一个数字。然后所有拥有回合标记的牌手同时开始他们的回合。"}, {"chapter": "8", "id": "807.4c", "content": "807.4c After a player ends their turn, that player passes the turn marker to the player on their left. If a player with a turn marker leaves the game during their turn, the player to their left takes the turn marker after that turn ends. If a player with a turn marker leaves the game before their turn begins, the player to their left takes the turn marker immediately.\n当一位牌手结束其回合时,该牌手将回合标记让过给其左侧的牌手。如果拥有回合标记的牌手在其回合中离开游戏,该牌手左面的牌手在该回合结束后得到回合标记。如果拥有回合标记的牌手在其回合开始前离开游戏,该牌手左面的牌手立即得到回合标记。"}, {"chapter": "8", "id": "807.4d", "content": "807.4d A player who receives a turn marker can’t begin their turn if any player in the three seats to their left has a turn marker. If this is the case, that player waits until the player four seats to their left takes the other turn marker.\n如果一位牌手左起三个座位中有牌手持有回合标记,则该牌手不能得到回合标记。在此情形下,该牌手须等待直到其左起第四个座位的牌手得到该回合标记。"}, {"chapter": "8", "id": "807.4e", "content": "807.4e If a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, the turn marker immediately to the departed player’s right is designated for removal. If more than one player leaves the game simultaneously, those players leaving the game would reduce the number of turn markers in the game, and there are multiple turn markers that could be removed, the marker with the lowest number is designated for removal. A turn marker may be designated for removal multiple times.\n如果一位牌手离开游戏,且回合标记的数量因该牌手离开游戏而减少,离开游戏的牌手右方的回合标记指定为将被移除。如果多位牌手同时离开游戏,回合标记的数量因这些牌手离开游戏而减少,并且有多个回合标记可能会被移除,编号最小的回合标记指定为将被移除。同一个回合标记可能会多次指定为将被移除。"}, {"chapter": "8", "id": "807.4f", "content": "807.4f For the purposes of determining if one or more players leaving the game would reduce the number of turn markers in the game (see rule 807.4e), disregard turn markers already designated for removal.\n当一位或多位牌手离开游戏,决定是否有回合标记将被移除时(参见规则807.4e),忽略已经指定为将被移除的回合标记。"}, {"chapter": "8", "id": "807.4g", "content": "807.4g If a player who’s taking a turn has a turn marker that’s been designated for removal, that turn marker is removed rather than being passed after that turn ends. If a player who’s not taking a turn has a turn marker that’s been designated for removal, that turn marker is removed immediately. If a removed turn marker had been designated for removal multiple times, the turn marker to its right becomes designated for removal that many times minus one.\n如果正在进行回合的牌手拥有将被移除的回合标记,于该回合结束时移除该回合标记,而非将其传给下一位牌手。如果一位尚未进行回合的牌手拥有将被移除的回合标记,该回合标记立即移除。如果一个已移除的回合标记被多次指定为将被移除,该回合标记右侧的回合标记指定为将被移除,且指定次数为该回合标记被指定之次数减去一。"}, {"chapter": "8", "id": "807.4h", "content": "807.4h If one or more consecutively seated players leave the game, the players that were on either side of those seats don’t enter one another’s range of influence until the next turn begins.\n如果一位或多位相邻座位的牌手离开游戏,这些牌手两侧的牌手直到下个回合开始时才会进入彼此的影响范围。"}, {"chapter": "8", "id": "807.4i", "content": "807.4i If an effect causes a player with a turn marker to take an extra turn after the current one, that player keeps the turn marker and starts their next turn after the current turn ends, unless another turn marker is too close on either side at that time. If a turn marker is within three seats on the player’s left, the extra turn waits to begin until the player four seats to their left takes the other turn marker. If a turn marker is within three seats on the player’s right, the player passes the turn marker to their left when the turn ends rather than keeping it, and the player will take the extra turn immediately before their next turn.\n如果某效应使得拥有回合标记的牌手于当前回合之后额外进行一个回合,除非另一个回合标记距离该牌手太近,该牌手于当前回合结束后保留回合标记并开始其下一个回合。如果该牌手左侧的回合标记距离该牌手三个座位之内,该额外回合等待直到该牌手左侧距其四个座位的牌手开始其回合后才开始进行。如果该牌手右侧的回合标记距离该牌手三个座位之内,该牌手将其回合标记传给左面的牌手(而非保留之),且该牌手在进行其下一个回合之前立即开始该额外回合。"}, {"chapter": "8", "id": "807.4j", "content": "807.4j If an effect would cause a player to take an extra turn after the current turn, but that player wouldn’t have a turn marker at the start of that turn, that player will take the extra turn immediately before their next turn instead.\n如果一个效应令某牌手在当前回合结束后进行一个额外的回合,但该牌手在此回合开始时将不会持有回合标记,则改为在该牌手进行其下一个回合之前首先进行此额外的回合。\nExample: During Alex’s turn, he casts Time Walk, which causes him to take an extra turn after this one. During the same turn, the player to Alex’s left leaves the game, which causes the number of turn markers to be reduced. After Alex’s current turn ends, his turn marker is removed. He won’t take the extra turn from Time Walk until just before his normal turn the next time he receives a turn marker.\n例如:在俊杰的回合中,他施放了时间行走[Time Walk],令他在本回合结束后进行一个额外的回合。在同一回合中,俊杰左边的牌手离开了游戏,使得回合标记的数目减少。在俊杰当前的回合结束后,他的回合标记被移除。他不会立即进行因时间行走而得到的额外回合,而在他下一次得到回合标记且正常进行回合之前,他先进行该额外回合。"}, {"chapter": "8", "id": "807.5.", "content": "807.5. Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack.\n大型混战玩法的游戏使用多个堆叠,而不是只有一个堆叠。每个回合标记都代表了它自己的堆叠。"}, {"chapter": "8", "id": "807.5a", "content": "807.5a A player gets priority for a particular turn marker’s stack only if the turn marker is within their range of influence or an object on that stack is controlled by a player within their range of influence.\n只有当一个回合标记在一位牌手的影响范围内,或是属于该回合标记之堆叠中的一个物件之操控者在该牌手的影响范围内时,该牌手才能得到属于此回合标记之堆叠的优先权。"}, {"chapter": "8", "id": "807.5b", "content": "807.5b If a player has priority for multiple stacks and casts a spell, activates an ability, or a triggered ability they control triggers, the player must specify which one of those stacks the spell or ability is put on. If an object on one of those stacks caused the triggered ability to trigger, the player must put it on that stack. If a resolving spell or ability on one of those stacks causes a player to cast a spell or create a copy of a spell, the new spell must be put on the same stack. If a spell or ability targets an object on one of those stacks, it must be put on the same stack as its target; it can’t target objects on multiple stacks.\n如果一位同时具有多个堆叠优先权的牌手施放了一个咒语、起动了一个异能,或是一个由其操控的触发式异能被触发,则该牌手必须说明该咒语或异能将被放入哪一个堆叠。如果其中一个堆叠上的一个物件将触发触发式异能,则该牌手必须将此触发式异能放入该堆叠。如果其中一个堆叠中上的一个物件导致触发式异能被触发,则该牌手必须将此异能放进该堆叠。如果其中一个堆叠上的一个结算中的咒语或异能令一位牌手施放一个咒语或创造一个咒语的复制品,则新的咒语必须被放进同一个堆叠。如果一个咒语或异能指定了其中一个堆叠上的物件,则它必须被放进与其目标相同的堆叠;它不能指定多个堆叠中的物件为目标。"}, {"chapter": "8", "id": "808.", "content": "808. Team vs. Team Variant\n队伍对队伍玩法"}, {"chapter": "8", "id": "808.1.", "content": "808.1. Team vs. Team games are played with two or more teams. Each team may have any number of players on it.\n队伍对队伍玩法为两个或更多队伍之间进行游戏。每个队伍中可以有任意数量的牌手。"}, {"chapter": "8", "id": "808.2.", "content": "808.2. Each team sits together on one side of the table. Each team decides the order in which its players sit.\n每个队伍在桌子的一侧坐在一起。每个队伍中牌手就座的顺序自行决定。"}, {"chapter": "8", "id": "808.3.", "content": "808.3. Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options.\n于游戏开始前需要决定使用的多人游戏模式。队伍对队伍玩法使用以下默认模式。"}, {"chapter": "8", "id": "808.3a", "content": "808.3a The attack multiple players option is used (see rule 802).\n使用攻击复数牌手模式(参见规则802)。"}, {"chapter": "8", "id": "808.3b", "content": "808.3b The deploy creatures options and limited range of influence options usually aren’t used in the Team vs. Team variant.\n队伍对队伍玩法通常不使用调动生物模式和限制影响范围模式。"}, {"chapter": "8", "id": "808.4.", "content": "808.4. To determine which player goes first, randomly choose a team. If that team has an odd number of players, the player in its center seat goes first. If that team has an even number of players, the player to the left of its midpoint goes first. Turn order goes to the players’ left.\n决定先手牌手时,随机选择一个队伍。如果该队伍的牌手数量为奇数,坐在该队伍正中间的牌手是先手牌手。如果该队伍的牌手数量为偶数,坐在该队伍中点左侧的牌手是先手牌手。回合顺序为自该牌手起向左。"}, {"chapter": "8", "id": "808.5.", "content": "808.5. In the Team vs. Team variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.\n在队伍对队伍玩法中,同一队伍的资源(手牌、法术力等)都不共享。队友可以在任何时候互相检视手牌和讨论策略。队友之间不能操作彼此的牌或永久物。"}, {"chapter": "8", "id": "809.", "content": "809. Emperor Variant\n皇帝玩法"}, {"chapter": "8", "id": "809.1.", "content": "809.1. The Emperor variant involves two or more teams of three players each.\n皇帝玩法由两个或以上队伍进行,每个队伍需各有三位牌手。"}, {"chapter": "8", "id": "809.2.", "content": "809.2. Each team sits together on one side of the table. Each team decides the order in which it’s seated. Each team has one emperor, who sits in the middle of the team. The remaining players on the team are generals whose job is to protect the emperor.\n同队伍的牌手坐在桌子的同一侧。每个队伍决定自己座位的顺序。每个队伍会有一位皇帝,皇帝坐在队伍的中间。该队伍其他牌手为将军,其职责为保护皇帝。"}, {"chapter": "8", "id": "809.3.", "content": "809.3. The Emperor variant uses the following default options.\n皇帝玩法默认使用以下模式。"}, {"chapter": "8", "id": "809.3a", "content": "809.3a The range of influence is limited to 2 for emperors and 1 for generals. See rule 801, “Limited Range of Influence Option.”\n皇帝的影响范围限制为2,而将军的影响范围限制为1。参见规则801,“限制影响范围模式”。"}, {"chapter": "8", "id": "809.3b", "content": "809.3b Emperor games use the deploy creatures option (see rule 804).\n皇帝玩法的游戏使用调动生物模式(参见规则804)。"}, {"chapter": "8", "id": "809.3c", "content": "809.3c A player can attack only an opponent seated immediately next to them, a planeswalker controlled by a player seated immediately next to them, or a battle protected by a player seated immediately next to them.\n牌手只能攻击坐在其旁边的对手、坐在其旁边的对手操控的鹏洛客,或是坐在其旁边的对手防卫的战役。\nExample: At the start of an Emperor game, neither emperor can attack any opponents, even though both of the opposing generals are within their spell range.\n例如:在皇帝玩法的游戏开始时,皇帝不能攻击任何对手,即使对手的将军在其咒语范围内。"}, {"chapter": "8", "id": "809.4.", "content": "809.4. Randomly determine which emperor goes first. Turn order goes to the players’ left.\n随机决定由哪位皇帝先手。回合顺序为向牌手左侧进行。"}, {"chapter": "8", "id": "809.5.", "content": "809.5. The Emperor variant includes the following specifications for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)\n皇帝玩法包括以下特定的游戏输赢规则。所有其他关于结束游戏的规则依然生效。(参见规则104)。"}, {"chapter": "8", "id": "809.5a", "content": "809.5a A team wins the game if its emperor wins.\n如果皇帝赢得了游戏,则皇帝所在的队伍赢得游戏。"}, {"chapter": "8", "id": "809.5b", "content": "809.5b A team loses the game if its emperor loses.\n如果皇帝输去了游戏,则皇帝所在的队伍输去游戏。"}, {"chapter": "8", "id": "809.5c", "content": "809.5c The game is a draw for a team if the game is a draw for its emperor.\n如果游戏对皇帝来说为平手,则皇帝所在的队伍为平手。"}, {"chapter": "8", "id": "809.6.", "content": "809.6. The Emperor variant can also be played with any number of equally sized teams. If the teams have more than three players, the range of influence of each player should be adjusted.\n皇帝玩法可以在相同数量牌手组成的任意数量之队伍间进行。如果每个队伍有三位以上的牌手,则每位牌手的影响范围也需作出相应调整。"}, {"chapter": "8", "id": "809.6a", "content": "809.6a Each general’s range of influence should be the minimum number that allows one general from an opposing team to begin the game within their range of influence. Each emperor’s range of influence should be the minimum number that allows two generals from opposing teams to begin the game within their range of influence. Players should be seated such that no emperor begins the game within the range of influence of another emperor.\n每位将军的影响范围应为在游戏开始时,一位对手队伍的将军在自己的影响范围之内的最小数值。每位皇帝的影响范围应为在游戏开始时,允许两位对手队伍的将军在自己影响范围之内的最小数值。牌手在排列座位时应保证没有任何皇帝在游戏开始时处于另一位皇帝的影响范围之内。\nExample: In an Emperor game between two teams of four players each, the player configuration (either clockwise or counterclockwise around the table) should be: Team A general 1, Team A emperor, Team A general 2, Team A general 3, Team B general 1, Team B emperor, Team B general 2, Team B general 3. Each emperor has range of influence 3. Each general 2 has range of influence 2. Each general 1 and general 3 has range of influence 1.\n例如:在一盘有两个四人队伍参加的皇帝玩法游戏中,牌手的座次应为(无论是顺时针或逆时针):A队伍的1号将军、A队伍的皇帝、A队伍的2号将军、A队伍的3号将军、B队伍的1号将军、B队伍的皇帝、B队伍的2号将军、B队伍的3号将军。每位皇帝的影响范围为3。每位2号将军的影响范围为2。每位1号将军和3号将军的影响范围各为1。"}, {"chapter": "8", "id": "809.7.", "content": "809.7. In the Emperor variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.\n在皇帝玩法中,队伍的资源(牌、法术力等等)均不共享。队友之间可以在任何时候互相检视手牌和讨论策略。队友之间不能操作彼此的牌或永久物。"}, {"chapter": "8", "id": "810.", "content": "810. Two-Headed Giant Variant\n双头巨人玩法"}, {"chapter": "8", "id": "810.1.", "content": "810.1. Two-Headed Giant games are played with two teams of two players each.\n双头巨人游戏由两个队伍进行游戏,每个队伍各有两位牌手。"}, {"chapter": "8", "id": "810.2.", "content": "810.2. The Two-Headed Giant variant uses the shared team turns option. (See rule 805.)\n双头巨人玩法使用队伍共享回合模式。(参见规则805。)"}, {"chapter": "8", "id": "810.3.", "content": "810.3. Each team sits together on one side of the table. Each team decides the order in which its players sit.\n同一队伍的两位牌手坐在桌子的同一边。每个队伍自行决定其牌手座位的顺序。"}, {"chapter": "8", "id": "810.4.", "content": "810.4. Each team has a shared life total, which starts at 30 life.\n每个队伍各自共享总生命,游戏开始时为30。"}, {"chapter": "8", "id": "810.5.", "content": "810.5. With the exception of life total and poison counters, a team’s resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.\n在双头巨人玩法中,除了总生命和中毒指示物之外,同一队伍的资源(牌、法术力等)都不共享。队友可以在任何时候互相检视手牌和讨论策略。队友之间不能操作彼此的牌或永久物。"}, {"chapter": "8", "id": "810.6.", "content": "810.6. The team who plays first skips the draw step of its first turn.\n先手队伍略过他们第一个回合的抓牌步骤。"}, {"chapter": "8", "id": "810.7.", "content": "810.7. The Two-Headed Giant variant uses the combat rules for the shared team turns option (see rule 805.10). This is a change from previous rules.\n双头巨人玩法使用队伍共享回合模式的战斗规则(参见规则805.10),与一般的战斗规则有所不同。这是对先前规则的改动。"}, {"chapter": "8", "id": "810.8.", "content": "810.8. The Two-Headed Giant variant uses the normal rules for winning or losing the game (see rule 104), with the following additions and specifications.\n双头巨人玩法中使用一般的输赢规则(参见规则104),及以下附加和特定规则。"}, {"chapter": "8", "id": "810.8a", "content": "810.8a Players win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect says that a player can’t win the game, that player’s team can’t win the game. If an effect says that a player can’t lose the game, that player’s team can’t lose the game.\n牌手以队伍赢得或输去游戏,而不是个人。如果队伍中的任一位牌手输去了游戏,整个队伍输去此盘游戏。如果队伍中的任一位牌手赢得了游戏,整个队伍赢得此盘游戏。如果一个效应叙述一位牌手不能赢得游戏,则该牌手所在队伍不会赢得游戏。如果一个效应叙述一位牌手不能输去游戏,则该牌手所在队伍不会输去游戏。\nExample: In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, “You don’t lose the game for having 0 or less life.” If that player’s team’s life total is 0 or less, that team doesn’t lose the game.\n例如:在一盘双头巨人游戏中,一位牌手操控超凡入圣,其部分叙述为“你不因总生命为0或更少而输掉此盘游戏。”如果该牌手所在队伍的总生命为0或更少,该队伍也不会输去此盘游戏。\nExample: In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that player’s library. That player loses the game, so that player’s entire team loses the game.\n例如:在一盘双头巨人游戏中,一位牌手在其牌库没有牌时必须抓一张牌。该牌手输去此盘游戏,所以该牌手的队伍亦输去此盘游戏。\nExample: In a Two-Headed Giant game, a player controls Platinum Angel, which reads, “You can’t lose the game and your opponents can’t win the game.” Neither that player nor their teammate can lose the game while Platinum Angel is on the battlefield, and neither player on the opposing team can win the game.\n例如:在一盘双头巨人游戏中,一位牌手操控白金天使,其叙述为“你这盘游戏不会输,对手也不会赢。”则只要白金天使在战场,该牌手和其队友都不会输去此盘游戏,且对方队伍的牌手也都不会赢得此盘游戏。"}, {"chapter": "8", "id": "810.8b", "content": "810.8b If a player concedes, their team leaves the game immediately. That team loses the game.\n如果一位牌手认输,则其队伍立刻离开游戏。该队伍输去此盘游戏。"}, {"chapter": "8", "id": "810.8c", "content": "810.8c If a team’s life total is 0 or less, the team loses the game. (This is a state-based action. See rule 704.)\n如果一个队伍的总生命为0或更少,该队伍输去此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "8", "id": "810.8d", "content": "810.8d If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.)\n如果一个队伍具有十五个或更多中毒指示物,该队伍输去此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "8", "id": "810.9.", "content": "810.9. Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team’s shared life total.\n伤害、失去生命和得到生命会对单独影响每位牌手。其结果对队伍共享总生命生效。\nExample: In a Two-Headed Giant game, a player casts Flame Rift, which reads, “Flame Rift deals 4 damage to each player.” Each team is dealt a total of 8 damage.\n例如:在一盘双头巨人游戏中,一位牌手施放天火断空,其叙述为“天火断空对每位牌手造成4点伤害。”则每个队伍都会受到总共8点的伤害。"}, {"chapter": "8", "id": "810.9a", "content": "810.9a If a cost or effect needs to know the value of an individual player’s life total, that cost or effect uses the team’s life total instead.\n如果一个费用或效应需要得知一位牌手单独的总生命数值,则该费用或效应改为使用该队伍的总生命。\nExample: In a Two-Headed Giant game, a player on a team that has 17 life is targeted by Beacon of Immortality, which reads, in part, “Double target player’s life total.” That player gains 17 life, so the team winds up at 34 life.\n例如:在一盘双头巨人游戏中,某队伍的生命为17,其中的一位牌手被永生信标指定为目标,其部分叙述为“将目标牌手的总生命加倍。”该牌手获得17点生命,其队伍的总生命成为34。\nExample: In a Two-Headed Giant game, a player controls Test of Endurance, an enchantment that reads, “At the beginning of your upkeep, if you have 50 or more life, you win the game.” At the beginning of that player’s upkeep, the player’s team wins the game if their team’s life total is 50 or more.\n例如:在一盘双头巨人游戏中,一位牌手操控耐力试炼,叙述为“在你的维持开始时,若你的生命为50或更多,你赢得此盘游戏。”的结界。在该牌手的维持开始时,若该牌手的队伍总生命为50或更多,该队伍赢得游戏。\nExample: In a Two-Headed Giant game, a player on a team that has 11 life controls Lurking Evil, an enchantment that reads, “Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying.” To activate the ability, that player must pay 6 life. The team winds up at 5 life.\n例如:在一盘双头巨人游戏中,某队伍的生命为11,其中的一位牌手操控伏击魔,叙述为“支付你的一半生命,小数点后进位:伏击魔成为具飞行异能的4/4惊惧兽生物。”的结界。要起动该异能,该牌手须支付6点生命。队伍的总生命成为5。"}, {"chapter": "8", "id": "810.9b", "content": "810.9b If a cost or effect allows both members of a team to pay life simultaneously, the total amount of life they pay may not exceed their team’s life total. (Players can always pay 0 life.)\n如果一个费用或效应允许队伍中的两位牌手同时支付生命,其支付的生命总和不能超过其队伍的总生命。(牌手总是可以支付0点生命。)"}, {"chapter": "8", "id": "810.9c", "content": "810.9c If an effect sets a single player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. The team’s life total is adjusted by the amount of life that player gained or lost.\n如果一个效应将某一位牌手的总生命设为特定数值,该牌手获得或失去相应的生命,使得总生命成为该数值。队伍的总生命根据该牌手所获得或失去的生命而相应调整。\nExample: In a Two-Headed Giant game, a player on a team that has 25 life is targeted by an ability that reads, “Target player’s life total becomes 10.” That player’s life total is considered to be 25, so that player loses 15 life. The team winds up at 10 life.\n例如:在一盘双头巨人游戏中,某队伍的生命为25,其中的一位牌手被一个叙述为“目标牌手的总生命成为10。”的异能指定为目标。该牌手的总生命视为25,因此该牌手失去15点生命。队伍的总生命成为10。"}, {"chapter": "8", "id": "810.9d", "content": "810.9d If an effect would set the life total of each player on a team to a number, that team chooses one of its members. On that team, only that player is affected.\n如果一个效应将要设定队伍中的每位牌手之总生命为特定数值,该队伍选择其中一位牌手。在该队伍中,只有该牌手受影响。\nExample: In a Two-Headed Giant game, one team has 7 life and the other team has 13 life. A player casts Repay in Kind, which reads, “Each player’s life total becomes the lowest life total among all players.” Each team chooses one of its members to be affected. The result is that the chosen player on the team that has 13 life loses 6 life, so that team’s life total winds up at 7.\n例如:在一盘双头巨人游戏中,一个队伍的生命为7,另一个队伍的生命为13。一位牌手施放同法回报,其叙述为“每位牌手的总生命成为所有牌手中总生命最低者的数值。”每个队伍选择其中一位牌手受到其影响。结果是具有13点生命的队伍中所选择的牌手失去6点生命,该队伍的总生命成为7。"}, {"chapter": "8", "id": "810.9e", "content": "810.9e A player can’t exchange life totals with their teammate. If an effect would cause that to occur, the exchange won’t happen.\n牌手不能与其队友交换总生命。如果效应将造成此种交换,交换不会发生。"}, {"chapter": "8", "id": "810.9f", "content": "810.9f If an effect instructs a player to redistribute any number of players’ life totals, that player may not affect more than one member of each team this way.\n如果一个效应指示牌手重新分配任意数量的牌手之总生命,每个队伍中只能至多影响一位牌手。"}, {"chapter": "8", "id": "810.9g", "content": "810.9g If an effect says that a player can’t gain life, no player on that player’s team can gain life.\n如果一个效应叙述一位牌手不能获得生命,该牌手的队伍中没有牌手可以获得生命。"}, {"chapter": "8", "id": "810.9h", "content": "810.9h If an effect says that a player can’t lose life, no player on that player’s team can lose life or pay any amount of life other than 0.\n如果一个效应叙述一位牌手不能失去生命,该牌手的队伍中没有牌手可以失去生命,或支付除0点生命外的任何生命。"}, {"chapter": "8", "id": "810.10.", "content": "810.10. Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team.\n将使得牌手得到中毒指示物的效应,会个别对牌手发生。中毒指示物由整个队伍共享。"}, {"chapter": "8", "id": "810.10a", "content": "810.10a If an effect needs to know how many poison counters an individual player has, that effect uses the number of poison counters that player’s team has. If an effect needs to know how many poison counters a player’s opponents have, that effect uses the number of poison counters opposing teams have.\n如果一个效应需要知道个别牌手所具有的中毒指示物数量,则该效应会采用该牌手队伍的中毒指示物数量。如果一个效应需要知道牌手对手的中毒指示物数量,则该效应会采用对手队伍的中毒指示物数量。"}, {"chapter": "8", "id": "810.10b", "content": "810.10b If an effect says that a player loses poison counters, that player’s team loses that many poison counters.\n如果一个效应注记着某牌手失去若干中毒指示物,则该牌手的队伍会失去该数量的中毒指示物。"}, {"chapter": "8", "id": "810.10c", "content": "810.10c If an effect says that a player can’t get poison counters, no player on that player’s team can get poison counters.\n如果一个效应让一位牌手不能得到中毒指示物,该牌手队伍的牌手都不能得到中毒指示物。"}, {"chapter": "8", "id": "810.10d", "content": "810.10d If a rule or effect needs to know what kinds of counters an individual player has, that effect uses the kinds of counters that player has and the kinds of counters that player’s team has. A player is “poisoned” if that player’s team has one or more poison counters.\n如果一个规则或效应需要得知某位牌手具有的指示物之种类,该效应使用该牌手具有的指示物之种类以及该牌手的队伍具有的指示物之种类。如果牌手的队伍具有一个或数个中毒指示物,该牌手便“已中毒”。"}, {"chapter": "8", "id": "810.11.", "content": "810.11. The Two-Headed Giant variant can also be played with equally sized teams of more than two players. For each player a team has beyond the second, that team’s starting life total is increased by 15 and the number of poison counters required for the team to lose is increased by five. (These variants are called Three-Headed Giant, Four-Headed Giant, and so on.)\n双头巨人玩法也适用于由两位以上且相同数量牌手组成的队伍之间的游戏。从两位牌手算起,队伍中每多出一位牌手,队伍的起始总生命便增加15,输去游戏所需的中毒指示物便增加5。(这些玩法称为三头巨人或四头巨人,依此类推。)"}, {"chapter": "8", "id": "811.", "content": "811. Alternating Teams Variant\n隔位分队玩法"}, {"chapter": "8", "id": "811.1.", "content": "811.1. Alternating Teams games are played with two or more teams of equal size.\n隔位分队玩法可以在两个或更多相等人数的队伍间游戏时使用。"}, {"chapter": "8", "id": "811.2.", "content": "811.2. Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options.\n游戏开始前需要决定使用哪些多人游戏模式。隔位分队玩法会默认使用以下模式。"}, {"chapter": "8", "id": "811.2a", "content": "811.2a The recommended range of influence is 2. See rule 801, “Limited Range of Influence Option.”\n建议影响范围为2。参见规则801,“限制影响范围模式”。"}, {"chapter": "8", "id": "811.2b", "content": "811.2b Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.”\n必须使用攻击左边、攻击右边,以及攻击复数牌手这三个模式中的一个。参见规则803,“攻击左边或右边模式”,和规则802,“攻击复数牌手模式”。"}, {"chapter": "8", "id": "811.2c", "content": "811.2c The deploy creatures option isn’t normally used in the Alternating Teams variant.\n隔位分队玩法中通常不使用调动生物模式。"}, {"chapter": "8", "id": "811.3.", "content": "811.3. At the start of the game, players are seated so that no one is next to a teammate and each team is equally spaced out.\n于游戏开始时,牌手以如下方式就座:不坐在任何队友旁边,且队友之间的距离相等。\nExample: In an Alternating Teams game with three teams, A, B, and C, the seating around the table at the start of the game is A1, B1, C1, A2, B2, C2, A3, B3, C3, and so on.\n例如:三个队伍A、B、C之间使用隔位分队玩法进行游戏。于游戏开始时,座位顺序为A1、B1、C1、A2、B2、C2、A3、B3、C3,以此类推。"}, {"chapter": "8", "id": "811.4.", "content": "811.4. A player can’t attack opponents who aren’t seated next to them, planeswalkers that aren’t controlled by opponents seated next to them, or battles that aren’t protected by opponents seated next to them.\n牌手不能攻击不坐在该牌手旁边的对手、不坐在该牌手旁边的对手操控的鹏洛客,或是不坐在该牌手旁边的对手防卫的战役。"}, {"chapter": "8", "id": "811.5.", "content": "811.5. In the Alternating Teams variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates can’t review each other’s hands unless they are sitting next to each other. Teammates may discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.\n在隔位分队玩法中,同一队伍的资源(手牌、法术力等)都不共享。除非互相坐在旁边,否则队友之间不能互相检视手牌。队友可以在任何时候互相讨论策略。队友之间不能操作彼此的牌或永久物。"}, {"chapter": "9", "id": "9.", "content": "9. Casual Variants\n休闲式玩法"}, {"chapter": "9", "id": "900.", "content": "900. General\n总则"}, {"chapter": "9", "id": "900.1.", "content": "900.1. This section contains additional optional rules that can be used for certain casual game variants. It is by no means comprehensive.\n本章包含特定的休闲式玩法中可以使用的附加模式规则。并不具有广泛意义。"}, {"chapter": "9", "id": "900.2.", "content": "900.2. The casual variants detailed here use supplemental zones, rules, cards, and other game implements not used in traditional Magic games.\n此部分休闲式玩法会用到一些在传统万智牌游戏中不会使用到的区域、规则、牌,以及其他用品。"}, {"chapter": "9", "id": "901.", "content": "901. Planechase\n竞逐时空"}, {"chapter": "9", "id": "901.1.", "content": "901.1. In the Planechase variant, plane cards and phenomenon cards add additional abilities and randomness to the game. The Planechase variant uses all the normal rules for a Magic game, with the following additions.\n竞逐时空玩法中使用的时空和异象卡牌为游戏增加了新的异能和变化。竞逐时空玩法遵循万智牌游戏的一般规则,并有下列补充规则。"}, {"chapter": "9", "id": "901.2.", "content": "901.2. A Planechase game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”\n竞逐时空可由两人或多人游戏。默认采用的多人游戏模式为自由竞赛玩法,使用攻击复数牌手模式,不使用限制影响范围模式。参见规则806,“自由竞赛玩法”。"}, {"chapter": "9", "id": "901.3.", "content": "901.3. In addition to the normal game materials, each player needs a supplementary planar deck of at least ten plane and/or phenomenon cards and the game needs one planar die. No more than two cards in a planar deck can be phenomenon cards. Each card in a planar deck must have a different English name. (See rule 311, “Planes,” and rule 312, “Phenomena.”)\n除一般的游戏用具之外,每位牌手还各需一副包含至少十张时空和/或异象牌的附加时空套牌,且此玩法需有一个时空骰。每副时空套牌中的异象牌数量不得多于两张。构成时空套牌的各牌英文名称须各不相同。(参见规则311,“时空”和规则312,“异象”。)"}, {"chapter": "9", "id": "901.3a", "content": "901.3a A planar die is a six-sided die. One face has the Planeswalker symbol. One face has the chaos symbol. The other faces are blank.\n时空骰为六面骰。其中一面为鹏洛客符号。一面为混沌符号。其他面为空白。"}, {"chapter": "9", "id": "901.4.", "content": "901.4. All plane and phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up.\n整个游戏过程当中,所有的时空牌和异象牌均位于统帅区中,无论是在他们仍属时空套牌部分,或是处于牌面朝上期间,均是如此。"}, {"chapter": "9", "id": "901.5.", "content": "901.5. Once all players have kept their opening hands and used the abilities of cards that allow them to take an action with those cards from their opening hands, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it’s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. (See rule 103.7.) No abilities of any card turned face up this way trigger during this process. The face-up plane card becomes the starting plane.\n在所有牌手均保留起手牌,完成允许牌手自起手牌中利用此牌张执行之所有动作之后,先手牌手将其时空套牌的牌库顶牌移离该时空套牌,并将其翻回正面。如果该牌为异象牌,则该牌手将该牌置于时空套牌牌库底,然后重复此流程,直至一张时空牌翻回正面为止。(参见规则103.7)在此过程中,以此法翻回正面之牌张的异能均不会触发。该牌面朝上的时空牌便是起始时空。"}, {"chapter": "9", "id": "901.6.", "content": "901.6. The owner of a plane or phenomenon card is the player who started the game with it in their planar deck. The controller of a face-up plane or phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.\n时空牌或异象牌的拥有者,为开始游戏时将该牌包含在其时空套牌中的牌手。牌面朝上之时空牌或异象牌的操控者,为指定为时空操控者的牌手。通常情况下,时空操控者为当前的主动牌手。如果当前的时空操控者将离开游戏,则改为依照回合顺序的下一位不会离开游戏的牌手成为时空操控者,然后原先的时空操控者离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他牌手成为主动牌手。"}, {"chapter": "9", "id": "901.7.", "content": "901.7. Any abilities of a face-up plane card or phenomenon card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\n位于统帅区之牌面朝上的时空牌或异象牌的异能均从该区域生效。该牌的静止式异能会对游戏产生影响,其触发式异能会触发,其起动式异能也可起动。"}, {"chapter": "9", "id": "901.7a", "content": "901.7a A face-up plane card or phenomenon card that’s turned face down becomes a new object.\n牌面朝上之时空牌或异象牌翻成牌面朝下后即成为新的物件。"}, {"chapter": "9", "id": "901.8.", "content": "901.8. Planechase games have an inherent triggered ability known as the “planeswalking ability.” The full text of this ability is “Whenever you roll the Planeswalker symbol on the planar die, planeswalk.” (See rule 701.31, “Planeswalk.”) This ability has no source and is controlled by the player whose planar die roll caused it to trigger. This is an exception to rule 113.8.\n竞逐时空游戏具有一个称作“时空换境异能”的固有触发式异能。此异能的完整叙述为“每当你掷出时空骰上的鹏洛客符号时,时空换境。”(参见规则701.31,“时空换境”。)此异能没有来源,其操控者为掷出时空骰而令此异能触发的牌手。此为规则113.8的例外。"}, {"chapter": "9", "id": "901.9.", "content": "901.9. Any time the active player has priority and the stack is empty, but only during a main phase of their turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. This is a special action and doesn’t use the stack. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. (See rule 116.2i.)\n主动牌手在其具有优先权且堆叠为空的时机下,可以掷时空骰,但此动作只能在该牌手回合中的任一行动阶段中进行。该牌手需支付等同于他于该回合中此前执行此动作之次数的法术力作为费用,才能执行此动作。这属于特殊动作,且不会用到堆叠。请注意,执行此动作的次数并不一定等同于该牌手于该回合中掷过时空骰的次数。如果某效应曾使该牌手于该回合中掷时空骰,则这两个数字便会有所差异。(参见规则116.2i。)"}, {"chapter": "9", "id": "901.9a", "content": "901.9a If the die roll is a blank face, nothing happens. The active player gets priority.\n如果掷骰结果为空白,则什么事情都不发生。主动牌手得到优先权。"}, {"chapter": "9", "id": "901.9b", "content": "901.9b If the die roll is the chaos symbol, chaos ensues (see rule 311.7). The active player gets priority.\n如果掷骰结果为混沌符号,则引发混沌(参见规则311.7)。主动牌手得到优先权。"}, {"chapter": "9", "id": "901.9c", "content": "901.9c If the die roll is the Planeswalker symbol, the “planeswalking ability” triggers and is put on the stack. The active player gets priority. (See rule 901.8.)\n如果掷骰结果为鹏洛客符号,则“时空换境异能”触发并进入堆叠。主动牌手得到优先权。(参见规则901.8。)"}, {"chapter": "9", "id": "901.9d", "content": "901.9d Rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See 706, “Rolling a Die.”\n掷时空骰会使得每当牌手掷一颗或数颗骰子时触发的异能触发。但是,任何提及掷骰的数字结果的效应,包括比较该次掷骰与其他掷骰或一个给定数字的结果的效应,会忽略该次掷时空骰。参见规则706,“掷骰”。"}, {"chapter": "9", "id": "901.10.", "content": "901.10. When a player leaves the game, all objects owned by that player except abilities from phenomena leave the game. (See rule 800.4a.) If that includes a face-up plane card or phenomenon card, the planar controller turns the top card of their planar deck face up. This is not a state-based action. It happens as soon as the player leaves the game.\n当一位牌手离开游戏时,由该牌手拥有的所有物件均会离开游戏,但异象产生的异能除外。(参见规则800.4a。)如果离开游戏的物件中包括牌面朝上的时空牌或异象牌,则时空操控者将其时空套牌牌库顶牌翻成正面。这不属于状态动作。这会在牌手离开游戏的同时发生。"}, {"chapter": "9", "id": "901.10a", "content": "901.10a If a plane leaves the game while a “planeswalking ability” is on the stack, that ability ceases to exist.\n如果时空在“时空换境异能”仍在堆叠上期间离开游戏,则该异能消失。"}, {"chapter": "9", "id": "901.10b", "content": "901.10b Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller.\n由离开游戏之牌手拥有的异象产生的异能仍会留在堆叠上,且成为由新的时空操控者操控。"}, {"chapter": "9", "id": "901.11.", "content": "901.11. After the game has started, if a player moves the top card of their planar deck off that planar deck and turns it face up, that player has “planeswalked.” Continuous effects with durations that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See rule 701.31.\n在游戏开始后,如果某牌手将其时空套牌顶牌移离该时空套牌并将其翻回正面,该牌手便已“时空换境”。注记着持续到“某牌手时空换境为止”的持续性效应终止。会在牌手时空换境时触发的异能触发。参见规则701.31。"}, {"chapter": "9", "id": "901.11a", "content": "901.11a A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk.\n导致牌手时空换境的原因可能有:“时空换境异能”(参见规则901.8);牌面朝上之时空牌或异象牌的拥有者离开游戏(参见规则901.10);或异象之触发式异能离开堆叠(参见规则704.6f)。异能也可能会让牌手时空换境。"}, {"chapter": "9", "id": "901.11b", "content": "901.11b The plane card that’s turned face up is the plane the player planeswalks to. The plane card or phenomenon card that’s turned face down, or that leaves the game, is the plane or phenomenon the player planeswalks away from.\n翻回正面的时空牌便是该牌手时空换入的时空。翻成牌面朝下或离开游戏的时空牌或异象牌便是该牌手时空换出的时空。"}, {"chapter": "9", "id": "901.11c", "content": "901.11c If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes.\n如果某牌手在有数个牌面朝上的时空牌的情况下时空换境,则该牌手同时时空换出所有此类时空。"}, {"chapter": "9", "id": "901.12.", "content": "901.12. A Two-Headed Giant Planechase game uses all the rules for the Two-Headed Giant multiplayer variant and all the rules for the Planechase casual variant, with the following additions.\n双头巨人竞逐时空游戏同时遵循双头巨人多人游戏玩法以及竞逐时空休闲玩法的所有规则,并有下列补充规则。"}, {"chapter": "9", "id": "901.12a", "content": "901.12a Each player has their own planar deck.\n每位牌手均有一副由其拥有的时空套牌。"}, {"chapter": "9", "id": "901.12b", "content": "901.12b The planar controller is normally the primary player of the active team. However, if the current planar controller’s team would leave the game, instead the primary player of the next team in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller’s team leaves the game. The new planar controller retains that designation until they leave the game or a different team becomes the active team, whichever comes first.\n通常情况下,时空操控者为主动队伍的主要牌手。然而,如果当前时空操控者所属队伍将离开游戏,则改为依照回合顺序下一支不会离开游戏之队伍的主动牌手成为时空操控者,然后原先的时空操控者队伍离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他队伍成为主动队伍。"}, {"chapter": "9", "id": "901.12c", "content": "901.12c Even though the face-up plane or phenomenon is controlled by just one player, any ability of that plane or phenomenon that refers to “you” applies to both members of the planar controller’s team.\n虽然牌面朝上的时空或异象仅由一位牌手操控,但该时空或异象上任何提及“你”的异能会同时影响时空操控者队伍的两位队员。"}, {"chapter": "9", "id": "901.12d", "content": "901.12d Since each member of the active team is an active player, each of them may roll the planar die. Each player’s cost to roll the planar die is based on the number of times that particular player has already rolled the planar die that turn.\n由于主动队伍每位队员都是主动牌手,因此每位队员均可以掷时空骰。每位牌手掷时空骰所需之费用,系根据该牌手在该回合中已掷过时空骰的次数决定。"}, {"chapter": "9", "id": "901.13.", "content": "901.13. In multiplayer formats other than Grand Melee, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. (See rule 801, “Limited Range of Influence Option.”)\n除了大型混战之外,在其他的多人游戏玩法中,时空牌和异象牌均不受“影响距离”规则限制。他们的异能及该些异能的效应,会对游戏中所有适用的物件和牌手产生影响。(参见规则801,“影响距离规则”。)"}, {"chapter": "9", "id": "901.14.", "content": "901.14. In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time.\n在大型混战竞逐时空游戏中,在同一时刻可能会有多张时空牌或异象牌处于牌面朝上。"}, {"chapter": "9", "id": "901.14a", "content": "901.14a Before the first turn of the game of the game, each player who will start the game with a turn marker sets a starting plane (see rule 901.5). Each of them is a planar controller.\n在游戏第一回合之前,每位带有回合标记准备开始游戏的牌手分别设定起始时空(参见规则901.5)。该些牌手均是时空操控者。"}, {"chapter": "9", "id": "901.14b", "content": "901.14b If a player would leave the game and that player leaving the game would reduce the number of turn markers in the game, that player first ceases to be a planar controller (but no other player becomes a planar controller), then that player leaves the game. Each face-up plane card or phenomenon card that player controlled is put on the bottom of its owner’s planar deck. No player is considered to have planeswalked.\n如果某牌手将离开游戏,且游戏中的回合标记将因此减少,则首先终止该牌手时空操控者的身份(但不会有其他牌手成为时空操控者),然后该牌手离开游戏。将由该牌手操控的所有时空牌或异象牌置于其拥有者的时空套牌底。没有牌手将因此时空换境。"}, {"chapter": "9", "id": "901.15.", "content": "901.15. Single Planar Deck Option\n单一时空套牌模式"}, {"chapter": "9", "id": "901.15a", "content": "901.15a As an alternative option, a Planechase game may be played with just a single communal planar deck. In that case, the number of cards in the planar deck must be at least forty or at least ten times the number of players in the game, whichever is smaller. The planar deck can’t contain more phenomenon cards than twice the number of players in the game. Each card in the planar deck must have a different English name.\n竞逐时空游戏也能以使用单一共用时空套牌的玩法进行游戏。在此情况下,时空套牌须至少为四十张或至少十倍于参加游戏的牌手数量,取两者间较小者。时空套牌中包含的异象牌数量,不得多于参加游戏之牌手数量的两倍。成时空套牌的各牌英文名称须各不相同。"}, {"chapter": "9", "id": "901.15b", "content": "901.15b In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck.\n在使用单一时空套牌模式的竞逐时空游戏中,时空操控者视同为时空套牌中所有牌的拥有者。"}, {"chapter": "9", "id": "901.15c", "content": "901.15c If any rule or ability refers to a player’s planar deck, the communal planar deck is used.\n如果有任何规则提及某牌手的时空套牌,则使用共用的时空套牌。"}, {"chapter": "9", "id": "902.", "content": "902. Vanguard\n先锋"}, {"chapter": "9", "id": "902.1.", "content": "902.1. In the Vanguard variant, a vanguard card allows each player to play the role of a famous character. Each player will have one face-up vanguard card whose abilities and other characteristics affect the game. The Vanguard variant uses all the normal rules for a Magic game, with the following additions.\n在先锋玩法中,牌手使用先锋牌以扮演游戏中的著名角色。每位牌手各有一张牌面朝上的先锋牌,牌上的异能和其他特征会对游戏产生影响。先锋玩法遵循万智牌游戏的一般规则,并有下列补充规则。"}, {"chapter": "9", "id": "902.2.", "content": "902.2. A Vanguard game may be a two-player game or a multiplayer game.\n先锋游戏可由双人或多人游戏。"}, {"chapter": "9", "id": "902.3.", "content": "902.3. In addition to the normal game materials, each player needs a vanguard card. Each vanguard card is placed face up next to its owner’s library before the game begins. All vanguard cards remain in the command zone throughout the game.\n除一般的游戏用具外,每位牌手还各需有一张先锋牌。在游戏开始之前,牌手将各自的先锋牌牌面朝上地置于其拥有者牌库旁边。在整盘游戏过程当中,先锋牌均位于统帅区中。"}, {"chapter": "9", "id": "902.4.", "content": "902.4. Each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.\n每位牌手的起始生命值为20加上或减去其先锋牌上的生命修正值。\nExample: The life modifier of a player’s vanguard card is -3. That player’s starting life total is 17.\n例如:某牌手先锋牌的生命修正值为-3。该牌手的起始生命值为17。"}, {"chapter": "9", "id": "902.5.", "content": "902.5. Each player’s starting hand size is seven cards, as modified by the hand modifier of their vanguard card.\n每位牌手的起手牌数量为七张,且会受其先锋牌之手牌修正值影响。"}, {"chapter": "9", "id": "902.5a", "content": "902.5a If a player takes a mulligan in a Vanguard game, just like in a normal game, that player shuffles their hand back into their library, then draws a new hand equal to their starting hand size. (In a multiplayer game, a player’s first mulligan is for the same number of cards as they had before.) See rule 103.5.\n如果某牌手在先锋游戏中进行再调度,则该牌手如在正常游戏中进行再调度一般,将其手牌洗回其牌库,然后抓新的手牌,其数量等同于其起手牌数量。(在多人游戏中,牌手第一次进行再调度后所抓的手牌数与之前相同。)参见规则103.5。\nExample: The hand modifier of a player’s vanguard card is +2. That player starts the game with a hand of 9 cards. If the player takes a mulligan three times before keeping, they draw a new hand of nine cards and put three of those on the bottom of their library.\n例如:某牌手先锋牌的手牌修正值为+2。该牌手以9张手牌开始游戏。如果该牌手在保留手牌之前进行了三次再调度,他会新抓一份9张牌的手牌,然后将其中三张牌置于其牌库底。"}, {"chapter": "9", "id": "902.5b", "content": "902.5b A player’s maximum hand size is seven, as modified by the hand modifier of their vanguard card.\n牌手之手牌上限为七张,且会受其先锋牌之手牌修正值影响。\nExample: The hand modifier of a player’s vanguard card is -1. That player’s maximum hand size is six. If that player has more than six cards in their hand as their cleanup step begins, they will discard all but six of them.\n例如:某牌手先锋牌的手牌修正值为-1。该牌手的手牌上限为六张。如果于其清除步骤开始时,该牌手的手牌数量多于六张,他需要将手牌弃到只剩六张为止。"}, {"chapter": "9", "id": "902.6.", "content": "902.6. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.\n先锋牌的拥有者即是以此牌在统帅区中开始游戏的牌手。牌面朝上之先锋牌的操控者是其拥有者。"}, {"chapter": "9", "id": "902.7.", "content": "902.7. Any abilities of a face-up vanguard card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\n任何位于统帅区中之牌面朝上先锋牌的异能均是自统帅区中生效。该牌的静止式异能会对游戏产生影响,其上的触发式异能会触发,其上的起动式异能也可以起动。"}, {"chapter": "9", "id": "903.", "content": "903. Commander\n指挥官"}, {"chapter": "9", "id": "903.1.", "content": "903.1. In the Commander variant, a variant created and popularized by fans, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant uses all the normal rules for a Magic game, with the following additions.\n在指挥官玩法中,牌手会为自己的套牌指定一位传奇生物作为领导者,此生物便是这套牌的指挥官。指挥官玩法遵循万智牌游戏的一般规则,并有下列补充规则。"}, {"chapter": "9", "id": "903.2.", "content": "903.2. A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”\n指挥官可由两人或多人游戏。默认采用的多人游戏模式是自由竞赛玩法,使用攻击复数牌手模式,不使用限制影响范围模式。参见规则806,“自由竞赛玩法”。"}, {"chapter": "9", "id": "903.3.", "content": "903.3. Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a Vehicle card, or (c) a Spacecraft card with one or more power/toughness boxes. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.\n每副套牌均由一张传奇牌担任套牌的指挥官。该牌必须具备以下条件之一:(a)是生物牌;(b)是载具牌;(c)是具有至少一个力量/防御力方格的太空船牌。“指挥官”此称号并非该牌所代表之物件的特征,而属于该牌所具有的属性之一。就算该牌改换区域,也依然保持此称号。\nExample: A commander that’s been turned face down (due to Ixidron’s effect, for example) is still a commander. A commander that’s copying another card (due to Cytoshape’s effect, for example) is still a commander. A permanent that’s copying a commander (such as a Body Double, for example, copying a commander in a player’s graveyard) is not a commander.\n例如:翻为牌面朝下的指挥官(例如说因意塑影效应之故)仍是指挥官。复制其他牌的指挥官(例如说因细胞塑形效应之故)仍是指挥官。复制指挥官的永久物(例如说复制坟墓场里指挥官的替身妖)不是指挥官。"}, {"chapter": "9", "id": "903.3a", "content": "903.3a Some cards have an ability that states the card can be your commander. This ability modifies the rules for deck construction, and it functions before the game begins. See also rule 113.6n.\n一些牌具有异能,叙述其可用作指挥官。此类异能修改套牌构组规则,并于游戏开始前便会生效。参见规则113.6n。"}, {"chapter": "9", "id": "903.3b", "content": "903.3b If a player’s commander is a meld card and it’s melded with the other member of its meld pair, the resulting melded permanent is that player’s commander.\n如果某牌手的指挥官是一张融合牌、且该融合牌已与其融合牌组中的另一张牌融合,则所得之永久物是该牌手的指挥官。"}, {"chapter": "9", "id": "903.3c", "content": "903.3c If a player’s commander is a component of a merged permanent, the resulting merged permanent is that player’s commander.\n如果某牌手的指挥官是某结聚永久物的一个组件,则所成之结聚永久物是该牌手的指挥官。"}, {"chapter": "9", "id": "903.3d", "content": "903.3d If an effect refers to controlling a commander, it refers to a permanent on the battlefield that is a commander. If an effect refers to casting a commander, it refers to a spell that is a commander. If an effect refers to a commander in a specific zone, it refers to a card in that zone that is a commander.\n如果一个效应提及操控指挥官,其指一个战场上为指挥官的永久物。如果一个效应提及施放指挥官,其指一个为指挥官的咒语。如果一个效应提及一个特定区域内的指挥官,其指一张在该区域内为指挥官的牌。"}, {"chapter": "9", "id": "903.3e", "content": "903.3e If an effect refers to a characteristic of “your commander,” it can find the appropriate player’s commander and see its current characteristics, as modified by continuous effects and other rules, in all zones, including that player’s library and hand.\n如果一个效应提及“你的指挥官”的某特征,它能够在包括手牌和牌库的所有区域中找到相应牌手的指挥官,并获取其由持续性效应和其他规则所修改的特征。"}, {"chapter": "9", "id": "903.4.", "content": "903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).\n指挥官玩法会利用标识色来确定特定指挥官的套牌中能利用哪些牌张。牌张的标识色会综合该牌法术力费用或规则叙述中出现的法术力符号之颜色或颜色组合,以及该牌之特征定义异能(参见规则604.3)或颜色标志(参见规则204)所定义之颜色组合两者共同确定。\nExample: Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the ability “{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact’s mana value to any target.” Bosh’s color identity is red.\n例如:铁魔像霸西为法术力费用为{8}的传奇神器生物,且具有异能“{3}{R},牺牲一个神器:铁魔像霸西对任意一个目标造成伤害,其数量等同于所牺牲之神器的法术力值。”霸西的标识色为红色。"}, {"chapter": "9", "id": "903.4a", "content": "903.4a Color identity is established before the game begins. If a rule or effect refers to the color identity of an object in the game represented by a card, it uses the color identity established for that card as the game began.\n标识色确定于游戏开始之前。如果规则或效应提及游戏中由牌张代表之物件的标识色,则它使用游戏开始时该牌张的标识色。"}, {"chapter": "9", "id": "903.4b", "content": "903.4b If a commander has a static ability that causes a player to choose its color before the game begins, that choice applies during deck construction and throughout the game, even as the commander changes zones. That choice affects the commander’s color identity. The player reveals that choice as they put their commander into the command zone before the game begins. See rules 103.2c and 607.2p.\n如果一个指挥官具有静止式异能,使牌手在游戏开始前选择其颜色,该选择在套牌构组和游戏全过程中生效,即使该指挥官改变区域也一样。该选择影响该指挥官的标识色。牌手在游戏开始前将其指挥官放进统帅区时展示该选择。参见规则103.2c和607.2p。"}, {"chapter": "9", "id": "903.4c", "content": "903.4c Reminder text is ignored when determining a card’s color identity. See rule 207.2.\n在判断牌张的标识色时,忽略规则提示文字。参见规则207.2。"}, {"chapter": "9", "id": "903.4d", "content": "903.4d The back face of a double-faced card (see rule 712) is included when determining a card’s color identity. This is an exception to rule 712.8a.\n在判断牌张的标识色时,会将双面牌的背面(参见规则712)包括在内。这是规则712.8a之例外情况。\nExample: Civilized Scholar is the front face of a double-faced card with mana cost {2}{U}. Homicidal Brute is the back face of that double-faced card and has a red color indicator. The card’s color identity is blue and red.\n例如:某张双面牌的正面是文雅学者,其法术力费用为{2}{U};其背面为嗜杀蛮汉,其颜色标志为红色。此牌的标识色为蓝红双色。"}, {"chapter": "9", "id": "903.4e", "content": "903.4e If a card has any alternative characteristics, such as those of adventurer cards (see rule 715, “Adventurer Cards”), those characteristics are included when determining the card’s color identity.\n如果一张牌具有副特征,例如历险者牌的特征(参见规则715,“历险者牌”),在判断牌张的标识色时会将这些特征包括在内。"}, {"chapter": "9", "id": "903.4f", "content": "903.4f If an ability refers to the colors or number of colors in a commander’s color identity, that quality is undefined if that player doesn’t have a commander. That part of the ability won’t do anything. Costs that refer to that quality are unpayable.\n如果一个异能提及牌手之指挥官标识色的颜色或颜色的数量,且如果该牌手没有指挥官,则该特性是未定义的。异能的这一部分不会产生作用。提及该特性的费用不能被支付。"}, {"chapter": "9", "id": "903.5.", "content": "903.5. Each Commander deck is subject to the following deck construction rules.\n指挥官套牌需遵循下列套牌构组规则。"}, {"chapter": "9", "id": "903.5a", "content": "903.5a Each deck must contain exactly 100 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 100.\n套牌须包含正好一百张牌(含指挥官)。换言之,套牌数量下限和套牌数量上限均为一百。"}, {"chapter": "9", "id": "903.5b", "content": "903.5b Other than basic lands, each card in a Commander deck must have a different English name. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule 201.3).\n除了基本地之外,指挥官套牌中牌张的英文名称须各不相同。在进行套牌构组的意义上,具有可互换名称的牌具有相同的英文名称(参见规则201.3)。"}, {"chapter": "9", "id": "903.5c", "content": "903.5c A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck’s commander.\n指挥官套牌中只能包含标识色各色均见于套牌指挥官标识色的牌张。\nExample: Wort, the Raidmother is a legendary creature with mana cost {4}{R/G}{R/G}. Wort’s color identity is red and green. Each card in a Wort Commander deck must be only red, only green, both red and green, or have no color. Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, or have no color.\n例如:掠夺大妈麦汁此传奇生物的法术力费用为{4}{R/G}{R/G}。麦汁的标识色是红绿双色。麦汁指挥官套牌中的牌张只能由属于下述颜色的牌张构成:仅为红色;仅为绿色;红绿双色;无色。在套牌中牌张上法术力费用和规则叙述中出现的法术力符号只能有下列几种:仅为红色;仅为绿色;红绿双色;无色。"}, {"chapter": "9", "id": "903.5d", "content": "903.5d A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity.\n对于具基本地类别的牌而言,指挥官套牌中只能包含所能产生的各法术力颜色均属于指挥官标识色者。\nExample: Wort, the Raidmother’s color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and/or Forest. It can’t include any land cards with the basic land types Plains, Island, or Swamp.\n例如:掠夺大妈麦汁的标识色为红绿双色。麦汁指挥官套牌中只能包含具有或同时具有山脉和/或树林此两种基本地类别的牌。不能包含类别中包含有下列基本地类别的牌:平原、海岛、沼泽。"}, {"chapter": "9", "id": "903.5e", "content": "903.5e Commander games do not use sideboards.\n指挥官游戏不使用备牌。"}, {"chapter": "9", "id": "903.6.", "content": "903.6. At the start of the game, each player puts their commander from their deck face up into the command zone. Then each player shuffles the remaining cards of their deck so that the cards are in a random order. Those cards become the player’s library.\n在游戏开始时,每位牌手将其指挥官牌面朝上地置入统帅区。然后分别将套牌中剩下的牌洗牌,确保其中牌张顺序随机。这些牌成为该牌手的牌库。"}, {"chapter": "9", "id": "903.7.", "content": "903.7. Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards.\n在确定先手牌手之后,每位牌手将生命值设为40,并抓一份七张牌的手牌。"}, {"chapter": "9", "id": "903.8.", "content": "903.8. A player may cast a commander they own from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game. This additional cost is informally known as the “commander tax.”\n牌手可从统帅区施放由他拥有的指挥官。牌手在从统帅区施放指挥官时,他于这盘游戏先前的时段中每从统帅区施放过一次该指挥官,便须额外支付{2}。此额外费用的非正式名称为“指挥官税”。"}, {"chapter": "9", "id": "903.9.", "content": "903.9. A commander may return to the command zone during a Commander game.\n在指挥官游戏中,指挥官可以返回统帅区。"}, {"chapter": "9", "id": "903.9a", "content": "903.9a If a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action. See rule 704.\n如果指挥官在坟墓场或放逐区中,且该物件在上一次检查状态动作之后被置入该区域,其拥有者可以将其置入统帅区。这是状态动作。参见规则704。"}, {"chapter": "9", "id": "903.9b", "content": "903.9b If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.\n如果指挥官将从任何区域置入其拥有者的手牌或牌库,该牌手可以改为将其置入统帅区。此替代性效应可以对同一事件生效多于一次。这是规则614.5的例外。"}, {"chapter": "9", "id": "903.9c", "content": "903.9c If a commander is a melded permanent or a merged permanent and its owner chooses to put it into the command zone using the replacement effect described in rule 903.9b, that permanent and each component representing it that isn’t a commander are put into the appropriate zone, and the card that represents it and is a commander is put into the command zone.\n如果指挥官是已融合的永久物或结聚永久物、且其拥有者选择利用规则903.9b所述之替代性效应将其置入统帅区,该永久物以及表示该永久物之非指挥官的每个组件将置入对应的区域,且表示该永久物之为指挥官的牌将置于统帅区。"}, {"chapter": "9", "id": "903.10.", "content": "903.10. The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)\n指挥官玩法包含下列游戏输赢条件。其他结束游戏的规则均适用于本玩法。(参见规则104。)"}, {"chapter": "9", "id": "903.10a", "content": "903.10a A player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)\n在整盘游戏过程中,受到由同一位指挥官造成之战斗伤害达到或超过21点的牌手输掉此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "9", "id": "903.11.", "content": "903.11. Except via rules, special actions, and effects that specifically bring cards into Commander games from outside the game, traditional cards from outside the game cannot be brought into a Commander game.\n游戏外的传统万智牌不能带入指挥官游戏中,除非有规则、特殊动作或效应特别允许如此作。"}, {"chapter": "9", "id": "903.11a", "content": "903.11a If a player is allowed to bring a card from outside the game into a Commander game, that player can’t bring a card into the game this way if it has the same name as a card that player had in their starting deck, if it has the same name as a card that the player owns in the current game, or if any color in its color identity isn’t in the color identity of the player’s commander.\n如果一位牌手被允许将游戏外的牌带进一盘指挥官游戏,若该牌与该牌手起始套牌中的牌具有共通的名称、或该牌与该牌手在当前游戏中拥有的牌具有共通的名称、或该牌的标识色中有任一颜色不在该牌手的指挥官标识色中,则该牌手不能将该牌带进这盘游戏。"}, {"chapter": "9", "id": "903.12.", "content": "903.12. Brawl Option\n争锋模式"}, {"chapter": "9", "id": "903.12a", "content": "903.12a Brawl is an option for a different style of Commander game. Brawl games use the normal rules for the Commander variant with the following modifications.\n争锋是一种不同风格的指挥官游戏模式。争锋游戏使用指挥官玩法的一般规则,但有以下不同。"}, {"chapter": "9", "id": "903.12b", "content": "903.12b Brawl decks are usually constructed using cards from the Standard format.\n争锋套牌通常使用标准赛制中的牌张构组。"}, {"chapter": "9", "id": "903.12c", "content": "903.12c Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a planeswalker card, (c) a Vehicle card, or (d) a Spacecraft card with one or more power/toughness boxes.\n每副套牌均由一张传奇牌担任套牌的指挥官。该牌必须具备以下条件之一:(a)是生物牌;(b)是载具牌;(c)是具有至少一个力量/防御力方格的太空船牌。"}, {"chapter": "9", "id": "903.12d", "content": "903.12d A player’s deck must contain exactly 60 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 60.\n牌手的套牌必须包含正好60张牌(含指挥官)。换言之,套牌数量下限和套牌数量上限均为60。"}, {"chapter": "9", "id": "903.12e", "content": "903.12e If a player’s commander has no colors in its color identity, that player’s deck may contain any number of basic lands of one basic land type of their choice. This is an exception to rule 903.5d.\n如果牌手的指挥官标识色没有颜色,该牌手可以选择一种基本地类别,且其套牌中可以包含任意数量的该类别基本地。这是规则903.5d的例外。"}, {"chapter": "9", "id": "903.12f", "content": "903.12f In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30.\n在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。"}, {"chapter": "9", "id": "903.12g", "content": "903.12g In any Brawl game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.\n在任何一种争锋游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。"}, {"chapter": "9", "id": "903.12h", "content": "903.12h Brawl games do not use the state-based action described in rule 704.6c, which causes a player to lose the game if they’ve been dealt 21 or more combat damage by a commander.\n争锋游戏不使用规则704.6c中所述之状态动作,该状态动作使牌手在受到21点或以上来自指挥官的战斗伤害时输掉游戏。"}, {"chapter": "9", "id": "903.13.", "content": "903.13. Commander Draft\n指挥官轮抽"}, {"chapter": "9", "id": "903.13a", "content": "903.13a Commander Draft is an option for a different style of Commander game. It consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Commander Draft option uses Commander Legends booster packs by default.\n指挥官轮抽是一种不同风格的指挥官游戏模式。它包含一次轮抽(一种限制赛,牌手打开未开封的补充包,从中抽选卡牌来构组套牌)和紧随其后的多人游戏。指挥官轮抽玩法默认使用指挥官传奇补充包。"}, {"chapter": "9", "id": "903.13b", "content": "903.13b A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts two cards by placing them in a face-down pile in front of them, then passes the remaining cards to the next player. Each player then drafts two cards from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.\n一次轮抽通常包含三个轮抽轮次。在每个轮次中,每位牌手打开一个补充包,抽选两张牌(将该牌置于该牌手面前牌面朝下的一堆),然后将剩下的牌传给下一位牌手。然后每位牌手从传过来的补充包中抽选两张牌,然后将剩下的牌再传给下一位牌手。此流程持续,直到该轮次中的所有牌都被抽选完毕。"}, {"chapter": "9", "id": "903.13c", "content": "903.13c In the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right.\n在第一个和第三个轮抽轮次中,每位牌手将补充包传给左面的牌手。在第二个轮次中,每位牌手将补充包传给右面的牌手。"}, {"chapter": "9", "id": "903.13d", "content": "903.13d During the draft, a player can look only at cards in the booster pack they are currently drafting from and cards they have already drafted. A player may not reveal drafted cards to other players unless an ability instructs them to.\n在轮抽过程中,牌手只能检视他正在抽选的补充包中的牌和已经抽选的牌。牌手不能向其他牌手展示已抽选的牌,除非有异能指示他如此作。"}, {"chapter": "9", "id": "903.13e", "content": "903.13e After the draft is complete, the cards a player drafted become that player’s card pool. If the draft contained draft boosters from Commander Legends or Commander Masters, each player may add up to two cards named The Prismatic Piper to their card pool, but only if those cards are used as the player’s commander(s). If the draft contained draft boosters from Commander Legends: Battle for Baldur’s Gate®, each player may add up to two cards named Faceless One to their card pool, but only if those cards are used as the player’s commander(s).\n在轮抽结束后,每位牌手所抽选的牌成为该牌手的牌池。如果该次轮抽包含指挥官传奇系列或指挥官大师系列的轮抽补充包,则牌手可以向其牌池至多添加两张名为虹彩魔笛手的牌,但仅限于这些牌被用作该牌手指挥官的情形下。如果该次轮抽包含指挥官传奇:争战博德之门®系列的轮抽补充包,则每位牌手可以向其牌池添加至多两张名为无面者的牌,但仅限于这些牌被用作该牌手指挥官的情形下。"}, {"chapter": "9", "id": "903.13f", "content": "903.13f Commander Draft deck construction follows the same rules as Commander deck construction (see rule 903.5) with three exceptions: (1) A player’s deck must contain at least 60 cards. There is no maximum deck size. (2) A player’s deck may include any number of cards from that player’s card pool with the same name. (3) If the draft contained draft boosters from Commander Masters, any card which can be a player’s commander by itself and whose color identity includes one or fewer colors is considered to have the partner ability for the purposes of deckbuilding. (See rule 702.124, “Partner.”)\n指挥官轮抽的套牌构组遵循与指挥官套牌(参见规则903.5)一样的规则,但有以下三条例外:(1)套牌须包含至少60张牌。没有套牌数量上限。(2)牌手的套牌可以包含该牌手牌池中的任意数量的同名牌。(3)如果该次轮抽包含指挥官大师系列的轮抽补充包,则在进行套牌构组的意义上,任何可以单独作为牌手指挥官,且标识色为一种或更少的牌被视为具有拍档异能。(参见规则702.124,“拍档”。)"}, {"chapter": "9", "id": "903.13g", "content": "903.13g Commander Draft games follow the same rules as Commander games. See rules 903.6–903.11.\n指挥官轮抽游戏遵循与指挥官游戏一样的规则。参见规则903.6-11。"}, {"chapter": "9", "id": "904.", "content": "904. Archenemy\n魔王"}, {"chapter": "9", "id": "904.1.", "content": "904.1. In the Archenemy variant, a team of players faces off against a single opponent strengthened with powerful scheme cards. The Archenemy variant uses all the normal rules for a Magic game, with the following additions.\n在魔王玩法中,一队牌手齐心协力,共同面对有强力邪计牌加持的强大对手。魔王玩法遵循万智牌游戏的一般规则,并有下列补充规则。"}, {"chapter": "9", "id": "904.2.", "content": "904.2. The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule 808) involving exactly two teams. The attack multiple players option (see rule 802) and the shared team turns option (see rule 805) are used; no other multiplayer options are used.\n魔王游戏默认的游戏模式是由正好两支队伍参加的队伍对队伍多人游戏玩法(参见规则808)。使用攻击复数牌手模式(参见规则802)和队伍共享回合模式(参见规则805);不使用其他多人游戏模式。"}, {"chapter": "9", "id": "904.2a", "content": "904.2a One of the teams consists of exactly one player, who is designated the archenemy.\n其中一支队伍只有一位牌手,这位牌手便是魔王。"}, {"chapter": "9", "id": "904.2b", "content": "904.2b The other team consists of any number of players.\n另一支队伍可由任意数量的牌手组成。"}, {"chapter": "9", "id": "904.3.", "content": "904.3. In addition to the normal game materials, the archenemy needs a supplementary scheme deck of at least twenty scheme cards. A scheme deck may contain no more than two of any card with a particular English name. (See rule 314, “Schemes.”)\n除了一般的游戏用具外,魔王还需要一副由至少二十张邪计牌构成的附加邪计套牌。邪计套牌中同一英文名称的牌张不得多于两张。(参见规则314,“邪计”。)"}, {"chapter": "9", "id": "904.4.", "content": "904.4. All scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up.\n整个游戏过程当中,所有邪计牌均位于统帅区中,无论是在他们仍属邪计套牌部分,或是处于牌面朝上期间,均是如此。"}, {"chapter": "9", "id": "904.5.", "content": "904.5. The archenemy’s starting life total is 40. Each other player’s starting life total is 20.\n魔王的起始生命为40。其他牌手的起始生命为20。"}, {"chapter": "9", "id": "904.6.", "content": "904.6. Rather than a randomly determined player, the archenemy takes the first turn of the game.\n始终由魔王首先进行回合,而不采用随机方式确定先手牌手。"}, {"chapter": "9", "id": "904.7.", "content": "904.7. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.\n邪计牌的拥有者,为以其在统帅区中开始游戏的牌手。其拥有者即为牌面朝上之邪计牌的操控者。"}, {"chapter": "9", "id": "904.8.", "content": "904.8. Any abilities of a face-up scheme card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\n位于统帅区之牌面朝上的邪计牌的异能均从该区域生效。该牌的静止式异能会对游戏产生影响,其触发式异能会触发,其起动式异能也可起动。"}, {"chapter": "9", "id": "904.9.", "content": "904.9. Immediately after the archenemy’s precombat main phase begins during each of their turns, that player moves the top card of their scheme deck off that scheme deck and turns it face up. This is called “setting that scheme in motion.” (See rule 701.32.) This turn-based action doesn’t use the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger.\n于魔王的回合中,在其战斗前行动阶段开始的同时,该牌手将其邪计套牌牌库顶牌移离邪计套牌,并将其翻回正面。此动作称为“发动该邪计”。(参见规则701.32)此回合动作不用到堆叠。该邪计牌上所有注记着在“当你发动此邪计”时触发的异能触发。"}, {"chapter": "9", "id": "904.10.", "content": "904.10. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)\n如果非长效的邪计牌面朝上位于统帅区中,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,则在下次有牌手将得到优先权时,将该牌翻成牌面朝下,并将其置于其拥有者邪计套牌的牌库底。(此为状态动作。参见规则704。)"}, {"chapter": "9", "id": "904.11.", "content": "904.11. Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule 701.33).\n长效邪计发动后,便一直以牌面朝上的状态处于统帅区中,直到有异能将之撤废为止(参见规则701.33)。"}, {"chapter": "9", "id": "904.12.", "content": "904.12. Supervillain Rumble Option\n群魔乱斗玩法"}, {"chapter": "9", "id": "904.12a", "content": "904.12a As an alternative option, players may play a Free-for-All game in which each player has their own scheme deck. The attack multiple players option (see rule 802) is used; no other multiplayer options are used.\n魔王游戏还有一种每位牌手各自准备一副邪计套牌进行自由竞赛的玩法。这种玩法使用攻击复数牌手模式(参见规则802);不使用其他多人游戏规则。"}, {"chapter": "9", "id": "904.12b", "content": "904.12b Each player in this game is an archenemy.\n游戏中每位牌手都是魔王。"}, {"chapter": "9", "id": "904.12c", "content": "904.12c As in a normal Free-for-All game, the starting player is randomly determined. All other rules that apply to the archenemy in an Archenemy game apply to each player in a Supervillain Rumble game.\n如正常多人自由竞赛游戏一般,采用随机方式决定先手牌手。魔王游戏中所有作用于魔王的其他规则,在群魔乱斗游戏中则会适用于作有牌手。"}, {"chapter": "9", "id": "904.13.", "content": "904.13. Archenemy Commander Option\n魔王指挥官玩法"}, {"chapter": "9", "id": "904.13a", "content": "904.13a As an alternative option, players may play a Commander game (see rule 903, “Commander”) using the Archenemy rules. The normal rules for Commander apply, as modified by the Archenemy rules, with the following exceptions.\n魔王游戏还有一种使用魔王规则进行指挥官游戏(参见规则903,“指挥官”)的玩法。此玩法遵从指挥官游戏的一般规则和魔王规则的修订,且有以下特例:"}, {"chapter": "9", "id": "904.13b", "content": "904.13b The archenemy starts with 60 life. The opposing team has a shared life total that starts at 60 life rather than individual life totals. The use of a shared life total is detailed in rules 810.8 and 810.9 of the Two-Headed Giant variant.\n魔王的起始生命为60。对手队伍共享60点总生命,而非每位牌手有单独的总生命。共享总生命的方式详见双头巨人玩法的规则810.8和810.9。"}, {"chapter": "9", "id": "904.13c", "content": "904.13c Poison counters are not shared. If the archenemy has ten or more poison counters, they lose the game. If any individual member of the opposing team has ten or more poison counters, they lose the game. (This is a state-based action. See rule 704.)\n中毒指示物不会共享。如果魔王具有十个或更多中毒指示物,则其输掉此盘游戏。如果对手队伍中任一牌手具有十个或更多中毒指示物,则该牌手输掉此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "9", "id": "904.13d", "content": "904.13d The archenemy’s scheme deck must contain at least ten cards, and each card must have a different English name.\n魔王的邪计套牌需要包含至少十张牌,且每张牌的英文名称须各不相同。"}, {"chapter": "9", "id": "905.", "content": "905. Conspiracy Draft\n诡局轮抽"}, {"chapter": "9", "id": "905.1.", "content": "905.1. The Conspiracy Draft variant consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Conspiracy Draft variant uses Magic: The Gathering—Conspiracy® and/or Conspiracy: Take the Crown booster packs by default.\n诡局轮抽玩法包括一次轮抽(一种限制赛,牌手打开未开封的补充包,从中抽选卡牌来构组套牌)和紧随其后的多人游戏。诡局轮抽玩法默认使用万智牌:诡局®和/或诡局:王权争霸补充包。"}, {"chapter": "9", "id": "905.1a", "content": "905.1a A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts one card by placing that card in a face-down pile in front of the player, then passes the remaining cards to the next player. Each player then drafts a card from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.\n一次轮抽通常包含三个轮抽轮次。在每个轮次中,每位牌手打开一个补充包,抽选一张牌(将该牌置于该牌手面前牌面朝下的一堆),然后将剩下的牌传给下一位牌手。然后每位牌手从传过来的补充包中抽选一张牌,然后将剩下的牌再传给下一位牌手。此流程持续,直到该轮次中的所有牌都被抽选完毕。"}, {"chapter": "9", "id": "905.1b", "content": "905.1b In the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right.\n在第一个和第三个轮抽轮次中,每位牌手将补充包传给左面的牌手。在第二个轮次中,每位牌手将补充包传给右面的牌手。"}, {"chapter": "9", "id": "905.1c", "content": "905.1c During the draft, a player can look only at cards in the booster pack they are currently drafting from, cards they have already drafted, cards that are currently revealed as described in rule 905.2b, and cards that have been drafted face up as described in rule 905.2c. A player may not reveal drafted cards to other players unless an ability instructs them to.\n在轮抽过程中,牌手只能检视他正在抽选的补充包中的牌、已经抽选的牌、依规则905.2b所述已被展示的牌、和依规则905.2c所述以牌面朝上的方式抽选的牌。牌手不能向其他牌手展示已抽选的牌,除非有异能指示他如此作。"}, {"chapter": "9", "id": "905.1d", "content": "905.1d After the draft and all actions that may be taken during or after the draft, all the cards a player has drafted become that player’s card pool. The player builds their deck from only these cards and any number of basic land cards. See rules 100.2b and 100.4b.\n在轮抽结束后,以及所有在轮抽过程中和轮抽结束后将要执行的动作执行完毕后,每位牌手所抽选的牌成为该牌手的牌池。该牌手仅使用这些牌和任意数量的基本地来构组套牌。参见规则100.2b和100.4b。"}, {"chapter": "9", "id": "905.2.", "content": "905.2. Some cards have abilities that function during the draft.\n一些牌具有在轮抽过程中生效的异能。"}, {"chapter": "9", "id": "905.2a", "content": "905.2a During a draft, there is no active player or system of priority. If multiple players wish to take an action at the same time during the draft and can’t agree on an order, those actions are taken in a random order.\n在轮抽过程中,没有主动牌手或优先权系统。如果多位牌手想要在轮抽中同时执行动作,且无法就执行动作的顺序达成一致,这些动作以随机顺序来执行。"}, {"chapter": "9", "id": "905.2b", "content": "905.2b Some cards instruct players to reveal them as they’re drafted and then note some information, such as a number or color. This information can be referred to by other abilities during the game. Any player can look at this information at any time during the draft or game. After the information is noted, the drafted card is turned face down and added to the player’s drafted cards pile.\n一些牌指示牌手于抽选该牌时展示之,然后记录某些信息,例如数字或颜色。这些信息可以被游戏中的其他异能所牵扯。任何牌手都可以在轮抽或游戏时的任何时机检视这些信息。在这些信息被记下之后,所抽选的牌翻回牌面朝下,并加入牌手已抽选的牌堆。"}, {"chapter": "9", "id": "905.2c", "content": "905.2c Some cards instruct players to draft them face up. Each such card remains face up until the draft is complete, an effect instructs the player who drafted it to turn it face down, or the card leaves that player’s drafted cards pile. While the card is face up, all players may look at it.\n一些牌指示牌手以牌面朝上的方式抽选之。这些牌一直保持牌面朝上,直到轮抽结束,或效应指示抽选该牌的牌手将其翻回牌面朝下,或该牌离开该牌手已抽选的牌堆。只要该牌是牌面朝上,任何牌手都可以检视之。"}, {"chapter": "9", "id": "905.3.", "content": "905.3. A Conspiracy Draft game is a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”\n诡局轮抽游戏是多人游戏。默认使用的多人模式是自由竞赛模式,并且不使用限制影响范围模式。参见规则806,“自由竞赛模式”。"}, {"chapter": "9", "id": "905.4.", "content": "905.4. At the start of the game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone.\n在游戏开始时,洗套牌之前,每位牌手可以将他备牌中任意数量的诡局牌置于统帅区。"}, {"chapter": "9", "id": "905.4a", "content": "905.4a Conspiracy cards with hidden agenda are put into the command zone face down. Any time a player has priority, they may turn a face-down conspiracy card they control face up. See rule 702.106, “Hidden Agenda.”\n具有秘案异能的诡局牌以牌面朝下的方式置于统帅区。于牌手拥有优先权的时机下,他可以将一张由他操控的牌面朝下的诡局牌翻回正面。参见规则702.106,“秘案”。"}, {"chapter": "9", "id": "905.5.", "content": "905.5. The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.\n诡局牌的拥有者是在游戏开始时将其置入统帅区的牌手。诡局牌的操控者是其拥有者。"}, {"chapter": "9", "id": "905.6.", "content": "905.6. Once the starting player has been determined, each player sets their life total to 20 and draws a hand of seven cards.\n一旦先手牌手被确定,每位牌手将总生命设为20,然后抓七张起手牌。"}, {"chapter": "glossary", "id": "Abandon", "content": "Abandon To turn a face-up ongoing scheme card face down and put it on the bottom of its owner’s scheme deck. See rule 701.33, “Abandon.”\n撤废\n将一张牌面朝上的长效邪计牌翻为牌面朝下并置于其拥有者的邪计套牌牌库底。参见规则701.33,“撤废”。"}, {"chapter": "glossary", "id": "Ability", "content": "Ability 1. Text on an object that explains what that object does or can do.\n2. An activated or triggered ability on the stack. This kind of ability is an object.\nSee rule 113, “Abilities,” and section 6, “Spells, Abilities, and Effects.”\n异能\n1. 一个物件上解释这个物件作什么或可以作什么的叙述。\n2. 一个堆叠上的起动式或触发式异能。这类的异能是物件。\n参见规则113,“异能”,和第6章,“咒语、异能和效应”。"}, {"chapter": "glossary", "id": "Ability Word", "content": "Ability Word An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 207.2c.\n异能提示\n一个斜体的词,没有规则上的意义,将不同牌上类似作用的异能联系起来。参见规则207.2c。"}, {"chapter": "glossary", "id": "Absorb", "content": "Absorb A keyword ability that prevents damage. See rule 702.64, “Absorb.”\n抵受\n一个防止伤害的关键字异能。参见规则702.64,“抵受”。"}, {"chapter": "glossary", "id": "Activate", "content": "Activate To put an activated ability onto the stack and pay its costs, so that it will eventually resolve and have its effect. See rule 602, “Activating Activated Abilities.”\n起动\n将一个起动式异能放进堆叠并支付其费用,使它最终能够结算并产生效应。参见规则602,“起动起动式异能”。"}, {"chapter": "glossary", "id": "Activated Ability", "content": "Activated Ability A kind of ability. Activated abilities are written as “[Cost]: [Effect.] [Activation instructions (if any).]” See rule 113, “Abilities,” and rule 602, “Activating Activated Abilities.”\n起动式异能\n一种异能。起动式异能的格式为“[费用]:[效应]。[起动限制(如果有的话)]”。参见规则113,“异能”,以及规则602,“起动起动式异能”。"}, {"chapter": "glossary", "id": "Activation Cost", "content": "Activation Cost Everything that appears before the colon in an activated ability’s text. It must be paid to activate the ability. See rule 118, “Costs,” and rule 602, “Activating Activated Abilities.”\n起动费用\n一个起动式异能叙述中冒号之前的部分。必须支付它来起动该异能。参见规则118,“费用”,以及规则602,“起动起动式异能”。"}, {"chapter": "glossary", "id": "Active Player", "content": "Active Player The player whose turn it is. See rule 102.1.\n主动牌手\n主动牌手指轮到该回合的牌手。参见规则102.1。"}, {"chapter": "glossary", "id": "Active Player, Nonactive Player Order", "content": "Active Player, Nonactive Player Order A system that determines the order by which players make choices if multiple players are instructed to make choices at the same time. See rule 101.4. This rule is modified for games using the shared team turns option; see rule 805.6.\n主动牌手先决定的顺序\n一个在多人同时需要作出选择时,用来决定牌手作出选择顺序的系统。参见规则101.4。本规则在队伍共享回合模式中有变更;参见规则805.6。"}, {"chapter": "glossary", "id": "Active Team", "content": "Active Team The team whose turn it is in a game using the shared team turns option. See rule 805.4a.\n主动队伍\n主动队伍指在队伍共享回合模式下,轮到该回合的队伍。参见规则805.4a。"}, {"chapter": "glossary", "id": "Adapt", "content": "Adapt A keyword action that puts +1/+1 counters on a creature that doesn’t have any yet. See rule 701.46, “Adapt.”\n演化\n一个关键字动作,在牌手没有+1/+1指示物的生物上放置+1/+1指示物。参见规则701.46,“演化”。"}, {"chapter": "glossary", "id": "Additional Cost", "content": "Additional Cost A cost a spell may have that its controller may pay (or, in some cases, must pay) in addition to its mana cost to cast that spell. See rule 118, “Costs,” and rule 601, “Casting Spells.”\n额外费用\n一个咒语在其法术力费用的基础上,可能具有让它的操控者可以支付(或在一些情况下必须支付)的额外费用,来施放一个咒语。参见规则118,“费用”,以及规则601,“施放咒语”。"}, {"chapter": "glossary", "id": "Adventurer Card", "content": "Adventurer Card Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Adventure spell type. See rule 715, “Adventurer Cards.”\n历险者牌\n一张分为两部分(且其中一部分是嵌在文字栏左面)的牌,其副特征包括历险此咒语类别。。参见规则715,“历险者牌”。"}, {"chapter": "glossary", "id": "Affinity", "content": "Affinity A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.41, “Affinity.”\n共鸣\n一个关键字异能,减少施放一个咒语所需要支付的法术力数量。参见规则702.41,“共鸣”。"}, {"chapter": "glossary", "id": "Afflict", "content": "Afflict A keyword ability that makes the defending player lose life for blocking. See rule 702.130, “Afflict.”\n折磨\n一个关键字异能,使防御牌手阻挡时失去生命。参见规则702.130,“折磨”。"}, {"chapter": "glossary", "id": "Afterlife", "content": "Afterlife A keyword ability that leaves behind Spirit creature tokens when certain creatures die. See rule 702.135, “Afterlife.”\n往生\n一个关键字异能,使某些生物死去时留下精怪衍生生物。参见规则702.135,“往生”。"}, {"chapter": "glossary", "id": "Aftermath", "content": "Aftermath A keyword ability that lets a player cast one half of a split card only from their graveyard. See rule 702.127, “Aftermath.”\n余响\n一个关键字异能,使牌手能且仅能从其坟墓场中施放一张连体牌的其中一边。参见规则702.127,“余响”。"}, {"chapter": "glossary", "id": "Airbend", "content": "Airbend A keyword action that exiles one or more permanents and/or spells. The owner of each card exiled with airbend may cast it from exile by paying {2} rather than paying its mana cost. See rule 701.65, “Airbend.”\n截气\n一个关键字动作,能够放逐一个或数个永久物和/或咒语。被截气放逐之牌的拥有者可以支付{2}而非其法术力费用从放逐区再度施放它。参见规则701.65,“截气”。"}, {"chapter": "glossary", "id": "Alternating Teams Variant", "content": "Alternating Teams Variant A multiplayer variant played among two or more teams of equal size. See rule 811, “Alternating Teams Variant.”\n隔位分队玩法\n一种多人游戏玩法,可在两个或更多位牌手数量相同的队伍之间使用。参见规则811,“隔位分队玩法”。"}, {"chapter": "glossary", "id": "Alternative Cost", "content": "Alternative Cost A cost a spell may have that its controller can pay rather than paying its mana cost. See rule 118, “Costs,” and rule 601, “Casting Spells.”\n替代性费用\n咒语可能具有的费用,其操控者可以选择支付该费用而不是其法术力费用。参见规则118,“费用”,以及规则601,“施放咒语”。"}, {"chapter": "glossary", "id": "Alternate Name", "content": "Alternate Name A different name used on promotional or alternate-art versions of some cards. This name has no rules meaning. See rule 201.6.\n别名\n一些牌在其推广版本或异画版本上使用的不同名称。此名称没有规则含义。参见规则201.6。"}, {"chapter": "glossary", "id": "Amass", "content": "Amass A keyword action that gives you a Zombie Army creature token or grows an Army you already have. See rule 701.47, “Amass.”\n囤兵\n一个关键字动作,给你一个灵俑/军队衍生生物或是壮大一个你已经拥有的军队。参见规则701.47,“囤兵”。(译注:词汇表中囤兵此词条尚未更新到LTR版本。)"}, {"chapter": "glossary", "id": "Amplify", "content": "Amplify A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.38, “Amplify.”\n增强\n一个关键字异能,可以令生物于进入战场时具有+1/+1指示物。参见规则702.38,“增强”。"}, {"chapter": "glossary", "id": "Anchor Word", "content": "Anchor Word A word that precedes one of two abilities a permanent may enter the battlefield with. See rule 614.12b.\n锚定词\n于永久物进战场时可能选择的两个词语之一,出现在异能的开头。参见规则614.12b。"}, {"chapter": "glossary", "id": "Annihilator", "content": "Annihilator A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.86, “Annihilator.”\n歼灭\n一个关键字异能,可以让一个生物在进行攻击时极为残酷。参见规则702.86,“歼灭”。"}, {"chapter": "glossary", "id": "Ante", "content": "Ante 1. A zone used only when playing “for keeps.”\n2. To put a card into the ante zone.\nSee rule 407, “Ante.”\n赌注\n1. 一个只有在“有所输赢”的情况下才使用的区域。\n2. 将一张牌放进赌注区。\n参见规则407,“赌注”。"}, {"chapter": "glossary", "id": "Any Target", "content": "Any Target A spell or ability may require “any target.” “Any target” is the same as “target creature, player, or planeswalker.” See rule 115.4.\n任意一个目标\n一个咒语或异能可能需要“任意一个目标”。“任意一个目标”等同于“目标生物、牌手或鹏洛客”。参见规则115.4。"}, {"chapter": "glossary", "id": "APNAP Order", "content": "APNAP Order See Active Player, Nonactive Player Order.\nAPNAP顺序\n参见主动牌手先决定的顺序。"}, {"chapter": "glossary", "id": "Archenemy", "content": "Archenemy 1. A casual variant in which a team of players faces off against a single opponent strengthened with powerful scheme cards. See rule 904, “Archenemy.”\n2. A player in an Archenemy game who is playing with a scheme deck.\n魔王\n1. 一种休闲式玩法,一队牌手齐心协力,共同面对有强力邪计牌加持的强大对手。参见规则904,“魔王”。\n2. 魔王游戏中使用邪计套牌进行游戏的牌手。"}, {"chapter": "glossary", "id": "Archenemy Commander", "content": "Archenemy Commander A Commander game that follows a modified version of the Archenemy rules. See rule 903, “Commander,” and rule 904, “Archenemy.”\n魔王指挥官\n一种使用魔王规则修订的指挥官游戏。参见规则903,“指挥官”,以及规则904,“魔王”。"}, {"chapter": "glossary", "id": "Artifact", "content": "Artifact A card type. An artifact is a permanent. See rule 301, “Artifacts.”\n神器\n一种牌张类别。神器是永久物。参见规则301,“神器”。"}, {"chapter": "glossary", "id": "Artifact Creature", "content": "Artifact Creature A combination of artifact and creature that’s subject to the rules for both. See rule 301, “Artifacts,” and rule 302, “Creatures.”\n神器生物\n一个既是神器又是生物的组合,两者的规则对它都有效。参见规则301,“神器”,以及规则302,“生物”。"}, {"chapter": "glossary", "id": "Artifact Land", "content": "Artifact Land A combination of artifact and land that’s subject to the rules for both. Artifact lands can only be played as lands, not cast as spells. See rule 301, “Artifacts,” and rule 305, “Lands.”\n神器地\n一个既是神器又是地的组合,两者的规则对它都有效。神器地只能作为地来使用,而不能作为咒语施放。参见规则301,“神器”,以及规则305,“地”。"}, {"chapter": "glossary", "id": "Artifact Type", "content": "Artifact Type A subtype that’s correlated to the artifact card type. See rule 301, “Artifacts.” See rule 205.3g for the list of artifact types.\n神器类别\n与神器牌张类别对应的副类别。参见规则301,“神器”。参见规则205.3g的神器类别列表。"}, {"chapter": "glossary", "id": "As Though", "content": "As Though Text used to indicate that the game, for some specific purpose, treats a condition as true even though it’s not. See rule 609.4.\n视同\n一个叙述,用来表示游戏由于一些特殊的原因,即使在某条件不符合的情况下按照符合的情况对待。参见规则609.4。"}, {"chapter": "glossary", "id": "Ascend", "content": "Ascend A keyword causing a player to get the designation of the city’s blessing once they control ten permanents. See rule 702.131, “Ascend.”\n登殿\n一个关键字,在牌手操控十个永久物后使牌手得到“黄金城祝福”之称号。参见规则702.131,“登殿”。"}, {"chapter": "glossary", "id": "Assemble", "content": "Assemble Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Cards and mechanics from the Unstable set aren’t included in these rules.\n组装\n组装是出现在Unstable系列中的关键字动作,会将机巧放进战场。本文件中的规则并未涵盖Unstable系列中的牌张和机制。"}, {"chapter": "glossary", "id": "Assign Combat Damage", "content": "Assign Combat Damage To determine how an attacking or blocking creature will deal its combat damage. See rule 510, “Combat Damage Step.”\n分配战斗伤害\n决定一个攻击或阻挡生物如何造成其战斗伤害。参见规则510,“战斗伤害步骤”。"}, {"chapter": "glossary", "id": "Assist", "content": "Assist A keyword ability that lets another player help you pay for a spell. See rule 702.132, “Assist.”\n助力\n一个关键字异能,允许另一位牌手帮助你支付咒语的费用。参见规则702.132,“助力”。"}, {"chapter": "glossary", "id": "At End of Turn (Obsolete)", "content": "At End of Turn (Obsolete) A trigger condition printed on abilities that triggered at the beginning of the end step (which is not the last thing to happen in the turn). Cards that were printed with that text have received errata in the Oracle card reference to say “at the beginning of the end step” or “at the beginning of the next end step.” See rule 513, “End Step.”\n在回合结束时(已废止)\n一个印在异能上的触发条件,在结束步骤开始时触发(而不是一个回合最后发生的事)。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误,新叙述为“在结束步骤开始时”或“在下一个结束步骤开始时”。参见规则513,“结束步骤”。"}, {"chapter": "glossary", "id": "Attach", "content": "Attach To take an Aura, Equipment, or Fortification from where it currently is and put it onto a specified object or player. See rule 701.3, “Attach.”\n贴附\n将一个灵气、武具或工事从其当前所在位置拿开,并将其放置到一个指定物件或牌手上。参见规则701.3,“贴附”。"}, {"chapter": "glossary", "id": "Attack", "content": "Attack To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508, “Declare Attackers Step.”\n攻击\n将一个生物以攻击的形态送进战斗。一个生物可以攻击牌手或鹏洛客。参见规则508,“宣告攻击者步骤”。"}, {"chapter": "glossary", "id": "Attack Alone", "content": "Attack Alone A creature “attacks alone” if it’s the only creature declared as an attacker during the declare attackers step. A creature “is attacking alone” if it’s attacking but no other creatures are. See rule 506.5.\n单独攻击\n如果在宣告攻击者步骤中只有一个生物被宣告为攻击者,该生物“单独攻击”。如果只有一个生物正在攻击且没有其他生物正在攻击,该生物“正在单独攻击”。参见规则506.5。"}, {"chapter": "glossary", "id": "Attack Left Option", "content": "Attack Left Option An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.”\n攻击左边模式\n一些多人玩法中可以采用的一种模式。参见规则803,“攻击左边或右边模式”。"}, {"chapter": "glossary", "id": "Attack Multiple Players Option", "content": "Attack Multiple Players Option An option that may be used in certain multiplayer variants. See rule 802, “Attack Multiple Players Option.”\n攻击复数牌手模式\n一些多人玩法中可以采用的一种模式。参见规则802,“攻击复数牌手模式”。"}, {"chapter": "glossary", "id": "Attack Right Option", "content": "Attack Right Option An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.”\n攻击右边模式\n一些多人玩法中可以采用的一种模式。参见规则803,“攻击左边或右边模式”。"}, {"chapter": "glossary", "id": "Attacking Creature", "content": "Attacking Creature A creature that has either been declared as part of a legal attack during the combat phase (once all costs to attack, if any, have been paid), or a creature that has been put onto the battlefield attacking. It remains an attacking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 508, “Declare Attackers Step.”\n进行攻击的生物\n一个生物在战斗阶段中被合法宣告为攻击的一部分(如果有攻击的费用,则在支付之后),或一个生物被放进战场且进行攻击。它在被移出战斗或战斗阶段结束两者中最先发生的之前,都保持为进行攻击的生物。参见规则508,“宣告攻击者步骤”。"}, {"chapter": "glossary", "id": "Attacking Team", "content": "Attacking Team The team who can attack during the combat phase of a multiplayer game using the shared team turns option. See rule 805, “Shared Team Turns Option.”\n攻击队伍\n使用队伍共享回合模式的多人游戏中,在战斗阶段中能够攻击的队伍。参见规则805,“队伍共享回合模式”。"}, {"chapter": "glossary", "id": "Attacks and Isn’t Blocked", "content": "Attacks and Isn’t Blocked An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an unblocked attacking creature. See rule 509.1h.\n攻击且未被阻挡\n一个当生物“攻击且未被阻挡”的异能在该生物成为未被阻挡的攻击生物时触发。参见规则509.1h。"}, {"chapter": "glossary", "id": "Attraction", "content": "Attraction An artifact type seen only on nontraditional Magic cards in the Unfinity expansion. See rule 717, “Attraction Cards,” rule 701.51, “Open an Attraction,” and rule 701.52, “Roll to Visit Your Attractions.”\n景点\n一种神器类别,只在Unfinity系列的非传统万智牌上出现。参见规则717,“景点牌”、规则701.51,“打开景点”,以及规则701.52,“掷骰造访景点”。"}, {"chapter": "glossary", "id": "Attraction Deck", "content": "Attraction Deck An optional deck of at least three (in limited play) or ten (in constructed play) Attraction cards that can be used to support play with some cards from the Unfinity expansion. See rule 717.2.\n景点套牌\n一副可选套牌,包含至少三张(在限制赛中)或十张(在构组赛中)景点牌,在用到Unfinity系列中某些卡牌的游戏中使用。参见规则717.2。"}, {"chapter": "glossary", "id": "Aura", "content": "Aura An enchantment subtype. Aura spells target objects or players, and Aura permanents are attached to objects or players. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”\n灵气\n一个结界的副类别。灵气咒语以物件或牌手为目标,且灵气永久物贴附于物件或牌手上。参见规则303,“结界”,以及规则702.5,“结附”。"}, {"chapter": "glossary", "id": "Aura Swap", "content": "Aura Swap A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.65, “Aura Swap.”\n灵气转换\n一个关键字异能,让你将一个手上的灵气与战场上的交换。参见规则702.65,“灵气转换”。"}, {"chapter": "glossary", "id": "Awaken", "content": "Awaken A keyword ability that lets you turn a land you control into a creature. See rule 702.113, “Awaken.”\n醒转\n一个关键字异能,让你将一个由你操控的地变成生物。参见规则702.113,“醒转”。"}, {"chapter": "glossary", "id": "Background", "content": "Background An enchantment type that, in combination with the “choose a Background” ability, may allow a legendary enchantment card to be your commander. See rule 702.124, “Partner,” and rule 903, “Commander.”\n身世\n一种结界类别,与“选择身世”异能合用时,可以允许将一张传奇结界牌用作指挥官。参见规则702.124,“拍档”,和规则903,“指挥官”。"}, {"chapter": "glossary", "id": "Backup", "content": "Backup A keyword ability that lets a creature give +1/+1 counters to itself or another when it enters the battlefield. If a different creature is chosen, that creature also temporarily gains one or more abilities. See rule 702.165, “Backup.”\n后援\n一个关键字异能,使生物进战场时能在它自己或另一个生物上放置+1/+1指示物。如果选择了另一个生物,该生物还会暂时获得异能。参见规则702.165,“后援”。"}, {"chapter": "glossary", "id": "Banding, “Bands with Other”", "content": "Banding, “Bands with Other” Banding is a keyword ability that modifies the rules for declaring attackers and assigning combat damage. “Bands with other” is a specialized version of the ability. See rule 702.22, “Banding.”\n结合,“与…结合”\n结合是一个关键字异能,影响宣告攻击者和分配战斗伤害的规则。“与…结合”是该异能的一个特殊版本。参见规则702.22,“结合”。"}, {"chapter": "glossary", "id": "Bargain", "content": "Bargain Bargain is a keyword ability that represents an optional additional cost of sacrificing an artifact, enchantment, or token. A spell has been bargained if its controller declared the intention to pay that cost. See rule 702.166, “Bargain.”\n加码\n加码是一个关键字异能,表示一个牺牲一个神器、结界或衍生物的可选额外费用。如果一个咒语的操控者宣告将支付其加码费用,则该咒语已加码。参见规则702.166,“加码”。"}, {"chapter": "glossary", "id": "Base Power, Base Toughness", "content": "Base Power, Base Toughness Effects that change the base power and/or base toughness of a creature set one or both of those values to a specific number. See rule 613, “Interaction of Continuous Effects.”\n基础力量,基础防御力\n更改生物的基础力量和/或基础防御力的效应将这些值设定为一个特定的数字。参见规则613,“持续性效应的互动”。"}, {"chapter": "glossary", "id": "Basic", "content": "Basic A supertype that’s normally relevant on lands. Any land with this supertype is a basic land. See rule 205.4, “Supertypes.”\n基本\n一种超类别,一般情况下与地有关。任何具有此超类别的地是基本地。参见规则205.4,“超类别”。"}, {"chapter": "glossary", "id": "Basic Landcycling", "content": "Basic Landcycling See Typecycling.\n循环基本地\n参见类别循环。"}, {"chapter": "glossary", "id": "Basic Land Type", "content": "Basic Land Type There are five “basic land types”: Plains, Island, Swamp, Mountain, and Forest. Each one has a mana ability associated with it. See rule 305, “Lands.”\n基本地类别\n总共有五种“基本地类别”:平原、海岛、沼泽、山脉、和树林。每种类别对应一个法术力异能。参见规则305,“地”。"}, {"chapter": "glossary", "id": "Battle", "content": "Battle A card type. A battle is a permanent. See rule 310, “Battles.”\n战役\n一种牌张类别。战役是永久物。参见规则310,“战役”。"}, {"chapter": "glossary", "id": "Battle Cry", "content": "Battle Cry A keyword ability that makes other attacking creatures better in combat. See rule 702.91, “Battle Cry.”\n战嚎\n一个关键字异能,让其他攻击生物在战斗中更强。参见规则702.91,“战嚎”。"}, {"chapter": "glossary", "id": "Battlefield", "content": "Battlefield A zone. The battlefield is the zone in which permanents exist. It used to be known as the “in-play” zone. See rule 403, “Battlefield.”\n战场\n一个区域。战场是永久物存在的区域。此区域过去被称为“场上”区域。参见规则403,“战场”。"}, {"chapter": "glossary", "id": "Becomes", "content": "Becomes A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2e.\n成为\n在一些触发事件中表示状态或特征变动的词。参见规则603.2e。"}, {"chapter": "glossary", "id": "Beginning of Combat Step", "content": "Beginning of Combat Step Part of the turn. This step is the first step of the combat phase. See rule 507, “Beginning of Combat Step.”\n战斗开始步骤\n回合的一部分。这是战斗阶段的第一个步骤。参见规则507,“战斗开始步骤”。"}, {"chapter": "glossary", "id": "Beginning Phase", "content": "Beginning Phase Part of the turn. This phase is the first phase of the turn. See rule 501, “Beginning Phase.”\n开始阶段\n回合的一部分。这是回合的第一个阶段。参见规则501,“开始阶段”。"}, {"chapter": "glossary", "id": "Behold", "content": "Behold A keyword action that allows a player to choose a permanent they control of a particular quality or reveal a card of that quality from their hand, usually to pay a cost or get an additional effect. See rule 701.4, “Behold.”\n请援\n一个关键字动作,允许牌手选择一个由其操控且具有特定特征的永久物,或从手上展示一张具有该特征的牌,通常是为了支付费用或获得额外效应。参见规则701.4,“请援”。"}, {"chapter": "glossary", "id": "Bestow", "content": "Bestow A keyword ability that lets a creature card be cast as an Aura. See rule 702.103, “Bestow.”\n神授\n一个关键字异能,让生物牌可以作为灵气施放。参见规则702.103,“神授”。"}, {"chapter": "glossary", "id": "Blight", "content": "Blight A keyword action. To blight N means to put N -1/-1 counters on a creature you control. See rule 701.68, “Blight.”\n衰萎\n一个关键字动作。衰萎N意指在一个由你操控的生物上放置N个-1/-1指示物。参见规则701.68,“衰萎”。"}, {"chapter": "glossary", "id": "Blitz", "content": "Blitz A keyword ability found on creature cards that allows them to be cast for an alternative cost. See rule 702.152, “Blitz.”\n急袭\n一个见于生物牌上的关键字异能,允许其使用替代性费用来施放。参见规则702.152,“急袭”。"}, {"chapter": "glossary", "id": "Block", "content": "Block To send a creature into combat defensively. A creature can block an attacking creature. See rule 509, “Declare Blockers Step.”\n阻挡\n将一个生物以防守的形态送进战斗。生物可以阻挡攻击生物。参见规则509,“宣告阻挡者步骤”。"}, {"chapter": "glossary", "id": "Block Alone", "content": "Block Alone A creature “blocks alone” if it’s the only creature declared as a blocker during the declare blockers step. A creature “is blocking alone” if it’s blocking but no other creatures are. See rule 506.5.\n单独阻挡\n如果在宣告阻挡者步骤中只有一个生物被宣告为阻挡者,该生物“单独阻挡”。如果只有一个生物正在阻挡且没有其他生物正在阻挡,该生物“正在单独阻挡”。参见规则506.5。"}, {"chapter": "glossary", "id": "Blocked Creature", "content": "Blocked Creature An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\n被阻挡的生物\n一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未被阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则509,“宣告阻挡者步骤”。"}, {"chapter": "glossary", "id": "Blocking Creature", "content": "Blocking Creature A creature that has either been declared as part of a legal block during the combat phase (once all costs to block, if any, have been paid), or a creature that has been put onto the battlefield blocking. It remains a blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\n进行阻挡的生物\n一个生物在战斗阶段中被合法宣告为阻挡的一部分(如果有阻挡的费用,则在支付之后),或一个生物被放进战场且进行阻挡。它在被移出战斗或战斗阶段结束两者中最先发生的之前,都保持为进行阻挡的生物。参见规则509,“宣告阻挡者步骤”。"}, {"chapter": "glossary", "id": "Blood Token", "content": "Blood Token A Blood token is a colorless artifact token with “{1}, {T}, Discard a card, Sacrifice this token: Draw a card.” For more information about predefined tokens, see rule 111.10.\n血滴衍生物\n血滴衍生物是具有“{1},{T},弃一张牌,牺牲此衍生物:抓一张牌”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Bloodthirst", "content": "Bloodthirst A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.54, “Bloodthirst.”\n嗜血\n一个关键字异能,可以让生物进入战场时带有+1/+1指示物。参见规则702.54,“嗜血”。"}, {"chapter": "glossary", "id": "Boast", "content": "Boast A special kind of activated ability that can be activated only once each turn if the creature with the boast ability attacked that turn. See rule 702.142, “Boast.”\n炫威\n一类特殊的起动式异能,如果具炫威异能的生物攻击过便可起动,且每回合只能起动一次。参见规则702.142,“炫威”。"}, {"chapter": "glossary", "id": "Bolster", "content": "Bolster A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.39, “Bolster.”\n振励\n一个关键字动作,在牌手操控的最弱的生物上放置+1/+1指示物。参见规则701.39,“振励”。"}, {"chapter": "glossary", "id": "Booster Pack", "content": "Booster Pack A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule 100.2b.\n补充包\n一组未打开的来自特定系列的万智牌卡牌。补充包在限制赛中使用。参见规则100.2b。"}, {"chapter": "glossary", "id": "Brawl", "content": "Brawl An option for the Commander casual variant. See rule 903.12, “Brawl Option.”\n争锋\n指挥官休闲玩法的一种模式。参见规则903.12,“争锋模式”。"}, {"chapter": "glossary", "id": "Bury (Obsolete)", "content": "Bury (Obsolete) A term that meant “put [a permanent] into its owner’s graveyard.” In general, cards that were printed with the term “bury” have received errata in the Oracle card reference to read, “Destroy [a permanent]. It can’t be regenerated,” or “Sacrifice [a permanent].”\n埋葬(已废止)\n曾经表示“将[永久物]放进其拥有着的坟墓场”的用词。一般情况下,印有“埋葬”一词的牌在Oracle牌张参考文献中得到了勘误,改为“消灭[某永久物]。它不能重生”,或“牺牲[某永久物]”。"}, {"chapter": "glossary", "id": "Bushido", "content": "Bushido A keyword ability that can make a creature better in combat. See rule 702.45, “Bushido.”\n武士道\n一个关键字异能,让生物在战斗中更强。参见规则702.45,“武士道”。"}, {"chapter": "glossary", "id": "Buyback", "content": "Buyback A keyword ability of instants and sorceries that can let the spell return to its owner’s hand as it resolves. See rule 702.27, “Buyback.”\n购回\n一个瞬间和法术的关键字异能,让该咒语于结算时回到拥有者的手上。参见规则702.27,“购回”。"}, {"chapter": "glossary", "id": "Card", "content": "Card The standard component of the game. Magic cards may be traditional or nontraditional. Tokens aren’t considered cards. In the text of spells or abilities, the term “card” is used only to refer to a card that’s not on the battlefield or on the stack, such as a creature card in a player’s hand. See rule 108, “Cards.”\n牌\n游戏的标准组成部分。万智牌可以是传统或非传统。衍生物不被视为牌。在咒语或异能的叙述中,“牌”一词只被用来表示不在战场或堆叠中的牌,比如牌手手上的生物牌。参见规则108,“牌”。"}, {"chapter": "glossary", "id": "Card Pool", "content": "Card Pool In a Limited format, the cards a player may use, in addition to basic land cards, to build their deck.\n牌池\n在限制赛中,牌手可以用来与基本地牌一起组成套牌的牌。"}, {"chapter": "glossary", "id": "Card Type", "content": "Card Type A characteristic. Except for abilities on the stack, each object has a card type, even if that object isn’t a card. Each card type has its own rules. See rule 205, “Type Line,” and section 3, “Card Types.”\n牌张类别\n一个特征。除了堆叠上的异能之外,每个物件都有牌张类别,即使该物件不是牌。每种牌张类别都有自己的规则。参见规则205,“类别栏”,以及第3章,“牌张类别”。"}, {"chapter": "glossary", "id": "Cascade", "content": "Cascade A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.85, “Cascade.”\n倾曳\n一个关键字异能,可能让牌手不付费用施放一个随机的额外咒语。参见规则702.85,“倾曳”。"}, {"chapter": "glossary", "id": "Case", "content": "Case An enchantment subtype. Cases have a “to solve” ability that set a condition its controller must meet in order for the “solved” ability to take effect. See rule 719, “Case Cards.”\n案件\n一个结界的副类别。案件具有一个“侦办”异能作为条件,其操控者需要达成此条件以使其“侦结”异能生效。参见规则719,“案件牌”。"}, {"chapter": "glossary", "id": "Cast", "content": "Cast To take a card from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. See rule 601, “Casting Spells.”\n施放\n将一张牌从当前的位置(一般在手上)放进堆叠,并支付其费用,让它最终可以结算并产生效果。参见规则601,“施放咒语”。"}, {"chapter": "glossary", "id": "Caster (Obsolete)", "content": "Caster (Obsolete) An obsolete term that referred to the player who cast a spell. In general, cards that were printed with the term “caster” have received errata in the Oracle card reference to say “controller.”\n施放者(已废止)\n一个已废止的用语,表示施放一个咒语的牌手。一般情况下,印有“施放者”的牌已经在Oracle牌张参考文献中得到了勘误,改用“操控者”。"}, {"chapter": "glossary", "id": "Casting Cost (Obsolete)", "content": "Casting Cost (Obsolete) An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference.\n施放费用(已废止)\n一个已废止的用语,表示法术力费用。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Casualty", "content": "Casualty A keyword ability that allows you to sacrifice a creature to create a copy of a spell. See 702.153, “Casualty.”\n催命\n一个关键字异能,允许你牺牲生物来创造咒语的复制品。参见规则702.153,“催命”。"}, {"chapter": "glossary", "id": "Champion, Championed", "content": "Champion, Championed “Champion” is a keyword ability that lets one creature temporarily replace another. A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability. See rule 702.72, “Champion.”\n夺冠,被夺冠\n“夺冠”是一个关键字异能,让一个生物暂时替代另一个。如果一个永久物直接因为另一个永久物的夺冠异能的结果被放逐,则该永久物“被(另一个永久物)夺冠”。参见规则702.72,“夺冠”。"}, {"chapter": "glossary", "id": "Change a Target", "content": "Change a Target To choose a new, legal target for a spell or ability. See rule 115.7.\n改变目标\n为咒语或异能选择一个新的合法目标。参见规则115.7。"}, {"chapter": "glossary", "id": "Changeling", "content": "Changeling A characteristic-defining ability that grants the object it’s on every creature type. See rule 702.73, “Changeling.”\n化形\n一个特征定义异能,让具有它的物件得到所有生物类别。参见规则702.73,“化形”。"}, {"chapter": "glossary", "id": "Chaos Ability", "content": "Chaos Ability An ability of a plane card that triggers “Whenever chaos ensues” in the Planechase casual variant. See rule 311.7.\n混沌异能\n在竞逐时空休闲式玩法中,时空牌具有的一种触发式异能,“每当引发混沌”时触发。参见规则311.7。"}, {"chapter": "glossary", "id": "Chaos Symbol", "content": "Chaos Symbol The chaos symbol appears on the planar die and near some triggered abilities of plane cards in the Planechase casual variant. See rule 107.12.\n混沌符号\n在竞逐时空休闲式玩法中,混沌符号出现在时空骰以及一些时空牌的触发式异能旁边。参见规则107.12。"}, {"chapter": "glossary", "id": "Characteristics", "content": "Characteristics Information that defines an object. See rule 109.3.\n特征\n定义一个物件的信息。参见规则109.3。"}, {"chapter": "glossary", "id": "Characteristic-Defining Ability", "content": "Characteristic-Defining Ability A kind of static ability that conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). See rule 604.3.\n特征定义异能\n一种静止式异能,包含物件一般情况下在该物件其他部分才能找到的特征信息(比如法术力费用,类别栏,或力量/防御力框)。参见规则604.3。"}, {"chapter": "glossary", "id": "Choose a Background", "content": "Choose a Background A variant of the partner ability that lets two legendary permanent cards be your commander in the Commander variant rather than one if one of them has the “choose a Background” ability and the other is a Background enchantment card. See rule 702.124, “Partner,” and rule 903, “Commander.”\n选择身世\n拍档异能的一种变化形式。在指挥官玩法中,如果两张传奇永久物牌其中之一具有“选择身世”异能,另一张是身世结界牌,则可将这两个传奇永久物用作你的指挥官,而非只使用一个。参见规则702.124,“拍档”,及规则903,“指挥官”。"}, {"chapter": "glossary", "id": "Cipher", "content": "Cipher A keyword ability that allows you to encode a card on a creature and cast that card whenever that creature deals combat damage to a player. See rule 702.99, “Cipher.”\n暗码\n一个关键字异能,允许你将一张牌赋码到一个生物上,并在每当该生物对牌手造成战斗伤害时施放该牌。参见规则702.99,“暗码”。"}, {"chapter": "glossary", "id": "City’s Blessing", "content": "City’s Blessing A designation a player can have. The ascend keyword causes a player to get this designation once they control ten permanents. See rule 702.131, “Ascend.”\n黄金城祝福\n一个牌手可得到的称号。登殿此关键字使牌手一旦操控十个永久物便得到此称号。参见规则702.131,“登殿”。"}, {"chapter": "glossary", "id": "Clash", "content": "Clash To have a mini-contest involving the top cards of players’ libraries. See rule 701.30, “Clash.”\n比点\n用牌手牌库顶牌来决定的迷你对决。参见规则701.30,“比点”。"}, {"chapter": "glossary", "id": "Class", "content": "Class An enchantment subtype. Classes have a number of class level abilities that increase their level and grant them new abilities. See rule 716, “Class Cards.”\n职业\n一种结界的副类别。职业具有数个职业等级异能,可以提升其等级并赋予其新异能。参见规则716,“职业牌”。"}, {"chapter": "glossary", "id": "Cleanup Step", "content": "Cleanup Step Part of the turn. This step is the second and final step of the ending phase. See rule 514, “Cleanup Step.”\n清除步骤\n回合的一部分。此步骤是终结阶段的第二个也是最后一个步骤。参见规则514,“清除步骤”。"}, {"chapter": "glossary", "id": "Cleave", "content": "Cleave A keyword ability that allows you to pay an alternative cost to remove some of a spell’s text. See rule 702.148, “Cleave.”\n贯通\n一个关键字异能,允许你支付替代性费用来删去咒语的部分规则叙述。参见规则702.148,“贯通”。"}, {"chapter": "glossary", "id": "Cloak", "content": "Cloak A keyword action that puts a card onto the battlefield face down as a 2/2 creature with ward {2}. See rule 701.58, “Cloak,” and rule 708, “Face-Down Spells and Permanents.”\n匿伏\n一个关键字动作,将牌以牌面朝下的方式作为2/2、具守护{2}的生物放进战场。参见规则701.58,“匿伏”,和规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "glossary", "id": "Clue Token", "content": "Clue Token A Clue token is a colorless artifact token with “{2}, Sacrifice this token: Draw a card.” For more information about predefined tokens, see rule 111.10.\n线索衍生物\n线索衍生物是具有“{2},牺牲此衍生物:抓一张牌。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Collect Evidence", "content": "Collect Evidence A keyword action. To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater. See rule 701.59, “Collect Evidence.”\n搜证\n一个关键字动作。“搜证N”意指,从你的坟墓场放逐任意数量的牌,且其法术力值加总须达到N或更多。参见规则701.59,“搜证”。"}, {"chapter": "glossary", "id": "Collector Number", "content": "Collector Number A number printed on most cards that has no effect on game play. See rule 213, “Information Below the Text Box.”\n收集编号\n印在绝大多数牌上对游戏没有影响的编号。参见规则213,“文字栏下方信息”。"}, {"chapter": "glossary", "id": "Color", "content": "Color 1. A characteristic of an object. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”\n2. An attribute mana may have. See rule 106, “Mana.”\n颜色\n1. 物件的一个特征。参见规则105,“颜色”,以及规则202,“法术力费用和颜色”。\n2. 一个法术力可能具有的特征。参见规则106,“法术力”。"}, {"chapter": "glossary", "id": "Colorless", "content": "Colorless 1. An object with no color is colorless. Colorless is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”\n2. A type of mana. See rule 106, “Mana,” and rule 107.4c.\n无色\n1. 一个没有颜色的物件为无色。无色不是颜色。参见规则105,“颜色”,以及规则202,“法术力费用和颜色”。\n2. 一种法术力。参见规则106,“法术力”,以及规则107.4c。"}, {"chapter": "glossary", "id": "Color Identity", "content": "Color Identity A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4.\n标识色\n一系列颜色,在指挥官休闲玩法中决定哪些牌可以加入套牌。参见规则903.4。"}, {"chapter": "glossary", "id": "Color Indicator", "content": "Color Indicator A characteristic of an object. See rule 105, “Colors,” and rule 204, “Color Indicator.”\n颜色标志\n物件的一个特征。参见规则105,“颜色”,以及规则204,“颜色标志”。"}, {"chapter": "glossary", "id": "Combat Damage", "content": "Combat Damage Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510, “Combat Damage Step.”\n战斗伤害\n在战斗伤害步骤中由攻击生物和阻挡生物作为战斗结果所造成的伤害。参见规则510,“战斗伤害步骤”。"}, {"chapter": "glossary", "id": "Combat Damage Step", "content": "Combat Damage Step Part of the turn. This step is the fourth step of the combat phase. See rule 510, “Combat Damage Step.”\n战斗伤害步骤\n回合的一部分。此步骤是战斗阶段的第四个步骤。参见规则510,“战斗伤害步骤”。"}, {"chapter": "glossary", "id": "Combat Phase", "content": "Combat Phase Part of the turn. This phase is the third phase of the turn. See rule 506, “Combat Phase.”\n战斗阶段\n回合的一部分。此阶段是回合的第三个阶段。参见规则506,“战斗阶段”。"}, {"chapter": "glossary", "id": "Command", "content": "Command A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. See rule 408, “Command.”\n统帅区\n一些对游戏有总体影响且当前不是永久物也不能被消灭的特殊物件所在的区域。参见规则408,“统帅区”。"}, {"chapter": "glossary", "id": "Commander", "content": "Commander 1. A casual variant in which each deck is led by a legendary card (usually a creature). See rule 903, “Commander.”\n2. A designation given to one legendary card in each player’s deck in the Commander casual variant.\n指挥官\n1. 一种休闲式玩法,套牌由一张传奇牌(通常是生物)来领导。参见规则903,“指挥官”。\n2. 在指挥官休闲式玩法中,给予每位牌手的套牌中一张传奇生物牌的称号。"}, {"chapter": "glossary", "id": "Commander Draft", "content": "Commander Draft A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 903.13, “Commander Draft.”\n指挥官轮抽\n一种休闲玩法,牌手参加补充包轮抽,然后进行多人游戏。参见规则903.13,“指挥官轮抽”。"}, {"chapter": "glossary", "id": "Commander Ninjutsu", "content": "Commander Ninjutsu A variant of the ninjutsu ability. See rule 702.49, “Ninjutsu.”\n指挥官忍术\n忍术异能的一种变化。参见规则702.49,“忍术”。"}, {"chapter": "glossary", "id": "Commander Tax", "content": "Commander Tax Informal term for the additional cost to cast a commander based on the number of times a player has cast it previously this game. See rule 903.8.\n指挥官税\n一个非正式用词,意指施放指挥官的额外费用,此费用会根据牌手于这盘游戏先前的时段中施放过指挥官的次数决定。参见规则903.8。"}, {"chapter": "glossary", "id": "Companion", "content": "Companion A keyword ability that allows a player to choose one creature card from outside the game as a companion if the restriction of that card’s companion ability is met. Once a player has chosen a companion, that player may pay {3} to put it into their hand once during the game. See rule 702.139, “Companion.”\n行侣\n一个关键字异能,允许牌手从游戏外选择一张生物牌作为行侣(如果能满足该牌的行侣异能限制的话)。一旦牌手选定行侣,该牌手可以在游戏中支付一次{3},将其置于手上。参见规则702.139,“行侣”。"}, {"chapter": "glossary", "id": "Compleated", "content": "Compleated A keyword ability that causes a planeswalker to enter the battlefield with fewer loyalty counters if a player chose to pay life for Phyrexian mana symbols in its cost. See rule 702.150, “Compleated.”\n完化\n一个关键字异能,若牌手施放鹏洛客时选择为其费用中的非瑞克西亚法术力符号支付生命,则使其进战场时带有较少的忠诚指示物。参见规则702.150,“完化”。"}, {"chapter": "glossary", "id": "Complete a Dungeon", "content": "Complete a Dungeon To remove a dungeon card from the game after reaching that dungeon card’s bottommost room. See rule 309, “Dungeons.”\n完成地城\n在达到地城牌的最底下的房间之后,将该地城牌移出游戏。参见规则309,“地城”。"}, {"chapter": "glossary", "id": "Concede", "content": "Concede To quit the game. Conceding a game immediately causes that player to leave that game and lose that game. See rule 104, “Ending the Game.”\n认输\n离开游戏。认输游戏让牌手立刻离开游戏并输去游戏。参见规则104,“结束游戏”。"}, {"chapter": "glossary", "id": "Connive", "content": "Connive A keyword action that causes a player to draw a card, discard a card, and then to put a +1/+1 counter on a creature if a nonland card was discarded this way. See rule 701.50, “Connive.”\n筹谋\n一个关键字动作,使牌手抓一张牌,弃一张牌,然后如果以此法弃掉一张非地牌,在一个生物上放置一个+1/+1指示物。参见规则701.50,“筹谋”。"}, {"chapter": "glossary", "id": "Conspiracy", "content": "Conspiracy A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 315, “Conspiracies.”\n诡局\n一种在限制赛,例如诡局轮抽中使用的牌张类别。诡局牌不是永久物。参见规则315,“诡局”。"}, {"chapter": "glossary", "id": "Conspiracy Draft", "content": "Conspiracy Draft A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, “Conspiracy Draft.”\n诡局轮抽\n一种休闲玩法,牌手参加补充包轮抽,然后进行多人游戏。参见规则905,“诡局轮抽”。"}, {"chapter": "glossary", "id": "Conspire", "content": "Conspire A keyword ability that creates a copy of a spell. See rule 702.78, “Conspire.”\n协力\n一个关键字异能,让生物可以复制咒语。参见规则702.78,“协力”。"}, {"chapter": "glossary", "id": "Constructed", "content": "Constructed A way of playing in which each player creates their own deck ahead of time. See rule 100.2a.\n构组赛\n牌手在赛前自己创造套牌的游戏方式。参见规则100.2a。"}, {"chapter": "glossary", "id": "Continuous Effect", "content": "Continuous Effect An effect that modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. See rule 611, “Continuous Effects.”\n持续性效应\n影响物件特征、物件操控权、或影响牌手或游戏规则的效应,具有固定时限或一直有效。参见规则611,“持续性效应”。"}, {"chapter": "glossary", "id": "Continuous Artifact (Obsolete)", "content": "Continuous Artifact (Obsolete) An obsolete term that appeared on the type line of artifacts without activated abilities. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.”\n持续神器(已废止)\n一个已废止的用语,出现在不具有起动式异能的神器类别栏。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误,改为只是“神器”。"}, {"chapter": "glossary", "id": "Control, Controller", "content": "Control, Controller “Control” is the system that determines who gets to use an object in the game. An object’s “controller” is the player who currently controls it. See rule 108.4.\n操控,操控者\n“操控”是一个系统,决定谁在游戏中可以用一个物件。一个物件的“操控者”是当前操控它的牌手。参见规则108.4。"}, {"chapter": "glossary", "id": "Control Another Player", "content": "Control Another Player To make all choices and decisions that player is allowed to make, or is told to make, by rules or by any objects. See rule 722, “Controlling Another Player.”\n操控其他牌手\n为在该牌手作出由规则或物件允许或要求的所有选择和决定。参见规则722,“操控其他牌手”。"}, {"chapter": "glossary", "id": "Convert", "content": "Convert To turn a double-faced card so its other face is up. See rule 701.28, “Convert.”\n转换\n将一张双面牌翻转从而让其另一面朝上。参见规则701.28,“转换”。"}, {"chapter": "glossary", "id": "Converted Mana Cost (Obsolete)", "content": "Converted Mana Cost (Obsolete) An obsolete term for mana value. Cards printed with this term have received errata in the Oracle card reference.\n总法术力费用(已废止)\n法术力值的已废止用词。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Convoke", "content": "Convoke A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule 702.51, “Convoke.”\n召集\n一个关键字异能,让你横置生物来施放咒语而不是支付法术力。参见规则702.51,“召集”。"}, {"chapter": "glossary", "id": "Copiable Values", "content": "Copiable Values Values of an object’s characteristics that are checked by copy effects. See rules 613.2, 707.2, and 707.3.\n可复制特征值\n物件由复制效应所检查的特征值。参见规则613.2、707.2以及707.3。"}, {"chapter": "glossary", "id": "Copy", "content": "Copy 1. To create a new object whose copiable values have been set to those of another object.\n2. An object whose copiable values have been set to those of another object.\nSee rule 707, “Copying Objects.”\n复制/复制品\n1. 创造一个新的物件,其可复制特征值设为与另一个物件相同。\n2. 一个可复制特征值被设为与另一个物件相同的物件。\n参见规则707,“复制物件”。"}, {"chapter": "glossary", "id": "Cost", "content": "Cost An action or payment necessary to take another action or to stop another action from taking place. See rule 118, “Costs.”\n费用\n一个动作或为另一个动作所支付必须的费用或阻止另一个动作发生。参见规则118,“费用”。"}, {"chapter": "glossary", "id": "Counter", "content": "Counter 1. To cancel a spell or ability so it doesn’t resolve and none of its effects occur. See rule 701.6, “Counter.”\n2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule 122, “Counters.”\n反击/指示物(译注:在英文中这两个词是相同的。)\n1. 取消一个咒语或异能,让它不能结算且它的效应都不发生。参见规则701.6,“反击”。\n2. 一个放置在物件或牌手上的标示物,影响其特征或与规则或异能互动。参见规则122,“指示物”。"}, {"chapter": "glossary", "id": "Counts As (Obsolete)", "content": "Counts As (Obsolete) Some older cards were printed with text stating that the card “counts as” something. Cards printed with this text have received errata in the Oracle card reference to state that the card actually is that thing.\n视为(已废止)\n一些老牌印有叙述该牌“视为”其他东西。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误,它们现在正式为该东西。"}, {"chapter": "glossary", "id": "Craft", "content": "Craft Craft is an activated ability that allows a player to exile cards from their graveyard and/or permanents they control to exile the permanent with the craft ability and return it onto the battlefield transformed. See rule 702.167, “Craft.”\n化炼\n化炼是起动式异能,允许牌手从坟墓场和/或战场上放逐牌,以放逐具化炼异能的永久物并将其移回战场且已转化。参见规则702.167,“化炼”。"}, {"chapter": "glossary", "id": "Create", "content": "Create To create a token is to put a token onto the battlefield. See rule 701.7, “Create.”\n派出\n派出一个衍生物指,将一个衍生物放进战场。参见规则701.7,“派出”。"}, {"chapter": "glossary", "id": "Creature", "content": "Creature A card type. A creature is a permanent. See rule 302, “Creatures.”\n生物\n一种牌张类别。生物是永久物。参见规则302,“生物”。"}, {"chapter": "glossary", "id": "Creature Type", "content": "Creature Type A subtype that’s correlated to the creature card type and the kindred card type. See rule 302, “Creatures,” and rule 308, “Kindreds.” See rule 205.3m for the list of creature types.\n生物类别\n一种副类别,对应生物牌张类别和亲缘牌张类别。参见规则302,“生物”,以及规则308,“亲缘”。生物类别的列表参见规则205.3m。"}, {"chapter": "glossary", "id": "Crew", "content": "Crew A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. See rule 301, “Artifacts,” and rule 702.122, “Crew.”\n搭载\n一个关键字异能,使你可以横置生物将一个载具变成神器生物。参见规则301,“神器”,及规则702.122,“搭载”。"}, {"chapter": "glossary", "id": "Crime", "content": "Crime Targeting an opponent, anything that opponent controls, and/or any cards in an opponent’s graveyard is a crime. See rule 700.13.\n罪行\n将对手,任何由其操控的东西和/或其坟墓场中的牌指定为目标,即属罪行。参见规则700.13。"}, {"chapter": "glossary", "id": "Cumulative Upkeep", "content": "Cumulative Upkeep A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.24, “Cumulative Upkeep.”\n累积维持\n一个关键字异能,为保留永久物在战场上规定了一个不断提升的费用。参见规则702.24,“累积维持”。"}, {"chapter": "glossary", "id": "Cycling", "content": "Cycling A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.29, “Cycling.”\n循环(异能)\n一个关键字异能,让牌可以被弃掉并用新牌代替。参见规则702.29,“循环”。"}, {"chapter": "glossary", "id": "Damage", "content": "Damage Objects can deal “damage” to creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. See rule 120, “Damage.”\n伤害\n物件可以对生物、鹏洛客、以及牌手造成“伤害”。一般情况下这对受到伤害的物件或牌手来说是不利的。参见规则120,“伤害”。"}, {"chapter": "glossary", "id": "Damage Assignment Order (Obsolete)", "content": "Damage Assignment Order (Obsolete) Previously, if a creature blocks or becomes blocked by multiple creatures, the creature’s controller would be required to choose an order in which it would assign combat damage to the creatures blocking or blocked by it. Now, its controller no longer needs to assign an order, and simply divides its combat damage as they choose among all creatures it’s blocking or blocked by. See rules 510.1c-d.\n伤害分配顺序(已废止)\n先前,如果一个生物被多个生物阻挡,或阻挡了多个生物,它的操控者需要选择一个顺序来给阻挡它或被它阻挡的生物分配战斗伤害。现在,它的操控者不再需要选择顺序,只需将其战斗伤害在所有阻挡它或被它阻挡的生物之间分配。参见规则510.1c-d。"}, {"chapter": "glossary", "id": "Dash", "content": "Dash A keyword ability found on creature cards that allows them to be cast for an alternative cost. See rule 702.109, “Dash.”\n掩袭\n一个见于生物牌上的关键字异能,允许其使用替代性费用来施放。参见规则702.109,“掩袭”。"}, {"chapter": "glossary", "id": "Day", "content": "Day Along with night, a designation the game can have. See rule 730, “Day and Night,” and rule 702.145, “Daybound and Nightbound.”\n白昼\n与黑夜一起,均是游戏可以具有的称号。参见规则730,“白昼与黑夜”,与规则702.145,“昼形与夜形”。"}, {"chapter": "glossary", "id": "Daybound", "content": "Daybound An ability found on the front faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,” and rule 730, “Day and Night.”\n昼形\n一种异能,见于一些双面牌的正面上。具昼形与夜形异能的牌,在白昼时正面朝上,在黑夜时背面朝上。参见规则702.145,“昼形与夜形”,与规则730,“白昼与黑夜”。"}, {"chapter": "glossary", "id": "Deal", "content": "Deal See Damage.\n造成\n参见伤害。"}, {"chapter": "glossary", "id": "Deathtouch", "content": "Deathtouch A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2, “Deathtouch.”\n死触\n一个关键字异能,让物件造成的伤害特别有效。参见规则702.2,“死触”。"}, {"chapter": "glossary", "id": "Decayed", "content": "Decayed A keyword ability that means “This creature can’t block” and “When this creature attacks, sacrifice it at end of combat. See rule 702.147, “Decayed.”\n败朽\n一个关键字异能,意指“此生物不能进行阻挡”和“当此生物攻击时,在战斗结束时将它牺牲。”参见规则702.147,“败朽”。"}, {"chapter": "glossary", "id": "Deck", "content": "Deck The collection of cards a player starts the game with; it becomes that player’s library. See rule 100, “General,” and rule 103, “Starting the Game.”\n套牌\n牌手开始游戏时所使用牌的集合;它将成为该牌手的牌库。参见规则100,“总则”,以及规则103,“开始游戏”。"}, {"chapter": "glossary", "id": "Declare Attackers", "content": "Declare Attackers To choose a set of creatures that will attack, declare whether each creature is attacking the defending player or a planeswalker that player controls, and pay any costs required to allow those creatures to attack. See rule 508.1.\n宣告攻击者\n选择将进行攻击的一组生物,宣告每个生物攻击防御牌手或该牌手操控的一个鹏洛客,并且支付允许这些生物攻击所要求的任何费用。参见规则508.1。"}, {"chapter": "glossary", "id": "Declare Attackers Step", "content": "Declare Attackers Step Part of the turn. This step is the second step of the combat phase. See rule 508, “Declare Attackers Step.”\n宣告攻击者步骤\n回合的一部分。该步骤是战斗阶段的第二个步骤。参见规则508,“宣告攻击者步骤”。"}, {"chapter": "glossary", "id": "Declare Blockers", "content": "Declare Blockers To choose a set of creatures that will block, declare which attacking creature each creature is blocking, and pay any costs required to allow those creatures to block. See rule 509.1.\n宣告阻挡者\n选择将进行阻挡的一组生物,为每个生物宣告将阻挡那个攻击生物,并支付允许这些生物阻挡所要求的任何费用。参见规则509.1。"}, {"chapter": "glossary", "id": "Declare Blockers Step", "content": "Declare Blockers Step Part of the turn. This step is the third step of the combat phase. See rule 509, “Declare Blockers Step.”\n宣告阻挡者步骤\n回合的一部分。该步骤是战斗阶段的第三个步骤。参见规则509,“宣告阻挡者步骤”。"}, {"chapter": "glossary", "id": "Defender", "content": "Defender A keyword ability that prohibits a creature from attacking. See rule 702.3, “Defender.”\n守军\n一个关键字异能,让某个生物不能进行攻击。参见规则702.3,“守军”。"}, {"chapter": "glossary", "id": "Defending Player", "content": "Defending Player The player who can be attacked, and whose planeswalkers can be attacked, during the combat phase. See rule 506.2. In certain multiplayer games, there may be more than one defending player; see rule 802, “Attack Multiple Players Option,” and rule 805.10.\n防御牌手\n在战斗阶段中,可以被攻击的牌手,且其鹏洛客可以被攻击。参见规则506.2。在某些多人玩法中,可能会有多于一个防御牌手;参见规则802,“攻击复数牌手模式”,以及规则805.10。"}, {"chapter": "glossary", "id": "Defending Team", "content": "Defending Team The team who can be attacked, and whose planeswalkers can be attacked, during the combat phase of a multiplayer game using the shared team turns option. See rule 805, “Shared Team Turns Option.”\n防御队伍\n在使用队伍共享回合模式的多人游戏的战斗阶段中,可以被攻击、且其鹏洛客可以被攻击的队伍。参见规则805,“队伍共享回合模式”。"}, {"chapter": "glossary", "id": "Defense", "content": "Defense 1. Part of a card that only battle cards have. A battle card’s defense is printed in its lower right corner. See rule 210, “Defense.”\n2. A characteristic that only battles can have. See rule 310, “Battles.”\n布防\n1. 只有战役牌具有的牌的一部分。战役的布防印在其右下角。参见规则210,“布防”。\n2. 只有战役具有的特征。参见规则310,“战役”。"}, {"chapter": "glossary", "id": "Delayed Triggered Ability", "content": "Delayed Triggered Ability An ability created by effects generated when some spells or abilities resolve, or when some replacement effects are applied, that does something later on rather than at that time. See rule 603.7.\n延迟触发式异能\n当一些咒语或异能结算时所创造的效应所创造的异能,或当一些替代性效应生效时,不是在当时而是在之后作某些事情。参见规则603.7。"}, {"chapter": "glossary", "id": "Delve", "content": "Delve A keyword ability that lets you exile cards from your graveyard rather than pay generic mana to cast a spell. See rule 702.66, “Delve.”\n掘穴\n一个关键字异能,让你从你的坟墓场中放逐牌来施放咒语,而不是支付一般法术力。参见规则702.66,“掘穴”。"}, {"chapter": "glossary", "id": "Demonstrate", "content": "Demonstrate A triggered ability found on some spells that let its controller copy it and choose an opponent to also copy it. See rule 702.144, “Demonstrate.”\n示范\n一些咒语上的触发式异能,使其操控者复制之,并选择一个对手亦复制之。参见规则702.144,“示范”。"}, {"chapter": "glossary", "id": "Dependency", "content": "Dependency A system that may be used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.8. See also Timestamp Order.\n从属关系\n一个对决定在同一层或副层中,持续性效应生效顺序所使用的系统。参见规则613.8。另参见时间印记顺序。"}, {"chapter": "glossary", "id": "Deploy Creatures Option", "content": "Deploy Creatures Option An option that may be used in certain multiplayer variants to pass control of creatures between teammates. See rule 804, “Deploy Creatures Option.”\n调动生物模式\n一些多人玩法中可以采用的一种模式,队友之间可以互相给予生物的操控权。参见规则804,“调动生物模式”。"}, {"chapter": "glossary", "id": "Destroy", "content": "Destroy To move a permanent from the battlefield to its owner’s graveyard. See rule 701.8, “Destroy.”\n消灭\n将一个永久物从战场移动到其拥有者的坟墓场。参见规则701.8,“消灭”。"}, {"chapter": "glossary", "id": "Detain", "content": "Detain A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.35, “Detain.”\n拘留\n一个关键字异能,临时阻止一个永久物攻击、阻挡,或起动其具有的起动式异能。参见规则701.35,“拘留”。"}, {"chapter": "glossary", "id": "Dethrone", "content": "Dethrone A keyword ability that puts a +1/+1 counter on a creature when it attacks the player with the most life. See rule 702.105, “Dethrone.”\n义勇\n一个关键字异能,具有该异能的生物在攻击生命值最多的牌手时,会在生物上放置一个+1/+1指示物。参见规则702.105,“义勇”。"}, {"chapter": "glossary", "id": "Devoid", "content": "Devoid A characteristic-defining ability that makes an object colorless. See rule 702.114, “Devoid.”\n虚色\n一个特征定义异能,使物件成为无色。参见规则702.114,“虚色”。"}, {"chapter": "glossary", "id": "Devotion", "content": "Devotion A numerical value a player has, equal to the number of mana symbols of a certain color among the mana costs of permanents that player controls. See rule 700.5.\n献力\n一个牌手具有的数字,等同于该牌手操控的永久物之法术力费用中,某种特别颜色的法术力符号数量。参见规则700.5。"}, {"chapter": "glossary", "id": "Devour", "content": "Devour A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.82, “Devour.”\n吞噬\n一个关键字异能,可以让生物进入战场带有+1/+1指示物。参见规则702.82,“吞噬”。"}, {"chapter": "glossary", "id": "Dies", "content": "Dies A creature or planeswalker “dies” if it is put into a graveyard from the battlefield. See rule 700.4.\n死去\n如果一个生物或鹏洛客从战场进入坟墓场,该生物或鹏洛客“死去”。参见规则700.4。"}, {"chapter": "glossary", "id": "Discard", "content": "Discard To move a card from its owner’s hand to that player’s graveyard. See rule 701.9, “Discard.”\n弃牌\n从拥有者的手上将牌移入该牌手的坟墓场。参见规则701.9,“弃牌”。"}, {"chapter": "glossary", "id": "Discover", "content": "Discover A keyword ability that may allow a player to cast a random spell for free. See rule 701.57, “Discover.”\n倾探\n一个关键字异能,允许牌手不付费用施放一个随机咒语。参见规则701.57,“倾探”。(译注:我确信这是一个关键字动作。)"}, {"chapter": "glossary", "id": "Disguise", "content": "Disguise A keyword ability that lets a card be cast face down as a 2/2 creature with ward {2}. See rule 702.168, “Disguise,” and rule 708, “Face-Down Spells and Permanents.”\n伪装\n一个关键字异能,允许该牌以牌面朝下的方式,且视为2/2、具守护{2}的生物一般施放。参见规则702.168,“伪装”,和规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "glossary", "id": "Disturb", "content": "Disturb A keyword ability that allows a player to cast a double-faced card transformed from the graveyard. See rule 702.146, “Disturb.”\n惊扰\n一个关键字异能,允许牌手从坟墓场以已转化的方式施放双面牌。参见规则702.146,“惊扰”。"}, {"chapter": "glossary", "id": "Doctor’s Companion", "content": "Doctor’s Companion A partner ability that allows a player to play with two legendary creature cards as their commander if one of them has Doctor’s companion and the other is a Time Lord Doctor with no other creature types.\n博士伙伴\n拍档异能的一种变化形式。在指挥官玩法中,如果两张传奇永久物牌其中之一具有“博士伙伴”异能,另一张是时间领主/医生且不具其他生物类别,则可将这两个传奇永久物用作你的指挥官,而非只使用一个。参见规则702.124,“拍档”,和规则903,“指挥官”。"}, {"chapter": "glossary", "id": "Door", "content": "Door A door is one half of a Room permanent. See rule 709, “Split Cards.”\n偏门\n一扇偏门是隔间永久物的一边。参见规则709,“连体牌”。"}, {"chapter": "glossary", "id": "Double", "content": "Double A keyword action used in a variety of contexts. See rule 701.10, “Double.”\n加倍\n一个关键字动作,在各种情境下使用。参见规则701.10,“加倍”。"}, {"chapter": "glossary", "id": "Double Agenda", "content": "Double Agenda A variant of the hidden agenda ability. See rule 702.106, “Hidden Agenda.”\n双重秘案\n秘案异能的一种变化。参见规则702.106,“秘案”。"}, {"chapter": "glossary", "id": "Double Strike", "content": "Double Strike A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”\n连击\n一个关键字异能,让生物造成两次战斗伤害。参见规则702.4,“连击”。"}, {"chapter": "glossary", "id": "Double-Faced Cards", "content": "Double-Faced Cards Cards with two faces, one on each side of the card, and no Magic card back. See rule 712, “Double-Faced Cards.”\n双面牌\n两面都具有牌面的牌,并且没有万智牌牌背。参见规则712,“双面牌”。"}, {"chapter": "glossary", "id": "Draft", "content": "Draft 1. A Limited format in which players choose cards one at a time from booster packs, then construct a deck solely from the chosen cards and basic land cards.\n2. To choose a card during a draft and put it into your card pool.\n轮抽/抽选(译者注:在英文中这两个词是相同的。)\n1. 一种限制赛,牌手依次从补充包中抽选牌,然后只使用所抽选的牌和基本地牌来构组套牌。\n2. 在轮抽过程中选择一张牌来加入你的牌池。"}, {"chapter": "glossary", "id": "Draft Round", "content": "Draft Round Part of a draft in which each player opens an unopened booster pack and the cards in those booster packs are drafted. See rules 905.1a and 905.1b.\n轮抽轮次\n轮抽过程的一部分,在此过程中每位牌手打开一个未打开的补充包,然后牌手们抽选这些牌。参见规则905.1a和905.1b。"}, {"chapter": "glossary", "id": "Draw", "content": "Draw 1. To put the top card of a player’s library into their hand as a turn-based action or as the result of an effect that uses the word “draw.” See rule 121, “Drawing a Card.”\n2. The result of a game in which neither player wins or loses. See rule 104.4.\n抓/平手(译者注:在英文中这两个词是相同的。)\n1. 作为回合动作或一个效应的结果,将牌手的牌库顶牌放进其手上,使用“抓”一词。参见规则121,“抓牌”。\n2. 没有牌手输或赢的游戏结局。参见规则104.4。"}, {"chapter": "glossary", "id": "Draw Step", "content": "Draw Step Part of the turn. This step is the third and final step of the beginning phase. See rule 504, “Draw Step.”\n抓牌步骤\n回合的一部分。该步骤是开始阶段的第三个也是最后一个步骤。参见规则504,“抓牌步骤”。"}, {"chapter": "glossary", "id": "Dredge", "content": "Dredge A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.52, “Dredge.”\n发掘\n一个关键字异能,让牌手将牌从其坟墓场中移回其手上。参见规则702.52,“发掘”。"}, {"chapter": "glossary", "id": "Dungeon", "content": "Dungeon A card type found on nontraditional Magic cards. A dungeon card is not a permanent. See rule 309, “Dungeons.”\n地城\n一种在非传统万智牌牌张上出现的牌张类别。地城牌不是永久物。参见规则309,“地城”。"}, {"chapter": "glossary", "id": "During (Obsolete)", "content": "During (Obsolete) Some older cards used the phrase “during [phase], [action].” These abilities were called “phase abilities.” In general, cards that were printed with phase abilities have received errata in the Oracle card reference so they have abilities that trigger at the beginning of a step or phase. “During” still appears in current card text, but only in its normal English sense and not as game terminology.\n于...之中(已废止)\n一些老牌使用“于[阶段]之中,[动作]”。这些异能曾经被称为“阶段异能”。一般情况下,印有阶段异能的牌在Oracle牌张参考文献中得到了勘误,它们的异能现在于步骤或阶段开始时触发。“于...之中”依然在当前卡牌的叙述中出现,但只是作为一般语言理解而不是游戏用语。"}, {"chapter": "glossary", "id": "Earthbend", "content": "Earthbend A keyword action that causes a land to become a 0/0 creature with haste in addition to its other types and puts a number of +1/+1 counters on it. When that land dies or is put into exile, return it to the battlefield tapped under your control. See 701.66, “Earthbend.”\n运土\n一个关键字动作,让地额外成为0/0,具敏捷异能的生物且在其上放置+1/+1指示物。当该地死去或进入放逐区时,将它在你的操控下横置移回战场。参见规则701.66,“运土”。"}, {"chapter": "glossary", "id": "Echo", "content": "Echo A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.30, “Echo.”\n返响\n一个关键字异能,要求支付一个费用让永久物保留在战场上。参见规则702.30,“返响”。"}, {"chapter": "glossary", "id": "EDH (Obsolete)", "content": "EDH (Obsolete) An older name for the Commander casual variant. See rule 903, “Commander.”\nEDH(已废止)\n指挥官玩法的旧名称。参见规则903,“指挥官”。"}, {"chapter": "glossary", "id": "Effect", "content": "Effect Something that happens in the game as a result of a spell or ability. See rule 609, “Effects.”\n效应\n作为咒语或异能的结论在游戏中发生。参见规则609,“效应”。"}, {"chapter": "glossary", "id": "Embalm", "content": "Embalm A keyword ability that lets a player exile a creature card from their graveyard to create a mummified token version of that card. See rule 702.128, “Embalm.”\n遗存\n一个关键字异能,使牌手从其坟墓场中放逐一张生物牌,来派出该牌化身为木乃伊的衍生物版本。参见规则702.128,“遗存”。"}, {"chapter": "glossary", "id": "Emblem", "content": "Emblem An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 114, “Emblems.”\n徽记\n徽记是一个标记,用来表示具有一个或数个异能的物件,但是没有其他特征。参见规则114,“徽记”。"}, {"chapter": "glossary", "id": "Emerge", "content": "Emerge A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.119, “Emerge.”\n化生\n一个关键字异能,使得牌手可以牺牲一个生物来减费施放咒语。参见规则702.119,“化生”。"}, {"chapter": "glossary", "id": "Emperor", "content": "Emperor The middle player on each team in an Emperor game. See rule 809, “Emperor Variant.”\n皇帝\n皇帝游戏中一个队伍坐在中间的牌手。参见规则809,“皇帝玩法”。"}, {"chapter": "glossary", "id": "Emperor Variant", "content": "Emperor Variant A multiplayer variant played among three-player teams. See rule 809, “Emperor Variant.”\n皇帝玩法\n一个多人玩法,在三人队伍间进行。参见规则809,“皇帝玩法”。"}, {"chapter": "glossary", "id": "Enchant", "content": "Enchant A keyword ability that defines what an Aura spell can target and what an Aura permanent can be attached to. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”\n结附\n一个关键字异能,定义灵气咒语可以指定的目标以及一个灵气永久物可以贴附的对象。参见规则303,“结界”以及规则702.5,“结附”。"}, {"chapter": "glossary", "id": "Enchantment", "content": "Enchantment A card type. An enchantment is a permanent. See rule 303, “Enchantments.” See also Aura.\n结界\n一种牌张类别。结界是永久物。参见规则303,“结界”。另参见灵气。"}, {"chapter": "glossary", "id": "Enchantment Type", "content": "Enchantment Type A subtype that’s correlated to the enchantment card type. See rule 303, “Enchantments.” See rule 205.3h for the list of enchantment types.\n结界类别\n与结界牌张类别对应的副类别。参见规则303,“结界”。参见规则205.3h的结界类别列表。"}, {"chapter": "glossary", "id": "Encoded", "content": "Encoded A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.99, “Cipher.”\n赋码\n一个用于描述永久物和被暗码异能放逐的牌之间联系的用词。参见规则702.99,“暗码”。"}, {"chapter": "glossary", "id": "Encore", "content": "Encore A keyword ability that lets a player exile a creature card from their graveyard to, for each opponent, create a token that’s a copy of that card to attack that opponent. See rule 702.141, “Encore”\n返场\n一个关键字异能,使牌手从其坟墓场放逐一张生物牌,然后每有一位对手,便派出一个该牌的复制品衍生物来攻击该对手。参见规则702.141,“返场”。"}, {"chapter": "glossary", "id": "Encounter", "content": "Encounter To move a phenomenon card off the top of a planar deck and turn it face up. See rule 312, “Phenomena.”\n遭遇\n将一张异象牌从时空套牌顶移离并翻回正面。参见规则312,“异象”。"}, {"chapter": "glossary", "id": "End of Combat Step", "content": "End of Combat Step Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, “End of Combat Step.”\n战斗结束步骤\n回合的一部分。此步骤是战斗阶段的第五个步骤也是最后一个步骤。参见规则511,“战斗结束步骤”。"}, {"chapter": "glossary", "id": "End Step", "content": "End Step Part of the turn. This step is the first step of the ending phase. See rule 513, “End Step.”\n结束步骤\n回合的一部分。此步骤是终结阶段的第一个步骤。参见规则513,“结束步骤”。"}, {"chapter": "glossary", "id": "End the Combat Phase", "content": "End the Combat Phase To “end the combat phase” as the result of an effect is to perform an expedited process that skips everything else that would happen that phase. See rule 723, “Ending Turns and Phases.”\n结束战斗阶段\n作为一个效应的结果来“结束战斗阶段”指,进行一个快速的流程来略过该阶段将发生的所有其他事情。参见规则723,“结束回合和阶段”。"}, {"chapter": "glossary", "id": "End the Turn", "content": "End the Turn To “end the turn” as the result of an effect is to perform an expedited process that skips nearly everything else that would happen that turn. See rule 723, “Ending Turns and Phases.”\n结束回合\n作为一个效应的结果来“结束回合”指,进行一个快速的流程来略过该回合将发生的所有其他事情。参见规则723,“结束回合和阶段”。"}, {"chapter": "glossary", "id": "Ending Phase", "content": "Ending Phase Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, “Ending Phase.”\n终结阶段\n回合的一部分。此阶段是回合的第五个也是最后一个阶段。参见规则512,“终结阶段”。"}, {"chapter": "glossary", "id": "Endure", "content": "Endure A keyword ability that lets you choose put +1/+1 counters on a creature or create a Spirit creature token. See rule 702.62, “Endure.”\n续战\n一个关键字异能,让你选择在生物上放置+1/+1指示物或派出精怪衍生生物。参见规则702.62,“续战”。(译注:我确信这是一个关键字动作。)"}, {"chapter": "glossary", "id": "Energy Symbol", "content": "Energy Symbol The energy symbol {E} represents one energy counter. To pay {E}, a player removes one energy counter from themselves.\n能量符号\n能量符号{E}代表一个能量指示物。要支付{E},牌手从其自身移除一个能量指示物。"}, {"chapter": "glossary", "id": "Enlist", "content": "Enlist A keyword ability that allows a creature that could have attacked to support another creature. See rule 702.154, “Enlist.”\n征列\n一个关键字异能,允许一个能够攻击的生物协助另一个生物。参见规则702.154,“征列”。"}, {"chapter": "glossary", "id": "Enter", "content": "Enter In rules text, to enter the battlefield. See “Enters the Battlefield.”\n进场\n在规则叙述中指进入战场。另参见进入战场。(译注:中文版中“进场”一词曾用于对译“come into play”这一废止用词,现重新用于对译“enter”。)"}, {"chapter": "glossary", "id": "Enters the Battlefield", "content": "Enters the Battlefield A nontoken permanent enters the battlefield when it’s moved onto the battlefield from another zone. A token enters the battlefield as it’s created. See rules 403.3, 603.6a, 603.6d, and 614.12. This phrase has been shortened to simply “enters” in rules text on cards in most contexts.\n进入战场\n一个非衍生物永久物当从其他区域转移到战场时进入战场。一个衍生物于其被派出时进入战场。参见规则403.3,603.6a,603.6d以及614.12。此用词在大多数规则叙述中被简写为“进场”。"}, {"chapter": "glossary", "id": "Entwine", "content": "Entwine A keyword ability that lets a player choose all modes for a spell rather than just the number specified. See rule 702.42, “Entwine.”\n打包\n一个关键字异能,让牌手为一个咒语选择所有的模式,而不仅仅是指定数量的模式。参见规则702.42,“打包”。"}, {"chapter": "glossary", "id": "Epic", "content": "Epic A keyword ability that lets a player copy a spell at the beginning of each of their upkeeps at the expense of casting any other spells for the rest of the game. See rule 702.50, “Epic.”\n历传\n一个关键字异能,让牌手在他的每个维持开始时都复制该咒语,但要付出该盘游戏余下的部分不能施放其他咒语的代价。参见规则702.50,“历传”。"}, {"chapter": "glossary", "id": "Equip", "content": "Equip A keyword ability that lets a player attach an Equipment to a creature they control. See rule 301, “Artifacts,” and rule 702.6, “Equip.”\n佩带\n一个关键字异能,让牌手将武具贴附于他所操控的生物上。参见规则301,“神器”以及规则702.6,“佩带”。"}, {"chapter": "glossary", "id": "Equipment", "content": "Equipment An artifact subtype. Equipment can be attached to creatures. See rule 301, “Artifacts,” and rule 702.6, “Equip.”\n武具\n一个神器副类别。武具可以贴附于生物上。参见规则301,“神器”以及规则702.6,“佩带”。"}, {"chapter": "glossary", "id": "Escalate", "content": "Escalate A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule 702.120, “Escalate.”\n增效\n一个关键字异能,让一些具有模式的咒语可以付费选择额外的模式。参见规则702.120,“增效”。"}, {"chapter": "glossary", "id": "Escape", "content": "Escape A keyword ability that lets a player cast a card from their graveyard. See rule 702.138, “Escape.”\n逸脱\n一个关键字异能,使牌手能从其坟墓场施放一张牌。参见规则702.138,“逸脱”。"}, {"chapter": "glossary", "id": "Eternalize", "content": "Eternalize A keyword ability that lets a player exile a creature card from their graveyard to create an eternalized token version of that card. See rule 702.129, “Eternalize.”\n永生\n一个关键字异能,使牌手从其坟墓场中放逐一张生物牌,并派出一个该牌的永生衍生物版本。参见规则702.129,“永生”。"}, {"chapter": "glossary", "id": "Evasion Ability", "content": "Evasion Ability An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c.\n躲避式异能\n限制哪些生物可以阻挡攻击生物的异能。参见规则509.1b至c。"}, {"chapter": "glossary", "id": "Event", "content": "Event Anything that happens in a game. See rule 700.1.\n事件\n游戏中发生的任何事。参见规则700.1。"}, {"chapter": "glossary", "id": "Evoke", "content": "Evoke A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.74, “Evoke.”\n呼魂\n一个关键字异能,当永久物进入战场时令其被牺牲。参见规则702.74,“呼魂”。"}, {"chapter": "glossary", "id": "Evolve", "content": "Evolve A keyword ability that lets you put a +1/+1 counter on a creature when a larger creature enters the battlefield under your control. See rule 702.100, “Evolve.”\n进化\n一个关键字异能,每当一个更大的生物在你的操控下进入战场时,让你将+1/+1指示物放在生物上。参见规则702.100,“进化”。"}, {"chapter": "glossary", "id": "Exalted", "content": "Exalted A keyword ability that can make a creature better in combat. See rule 702.83, “Exalted.”\n颂威\n一个关键字异能,让生物在战斗中更好。参见规则702.83,“颂威”。"}, {"chapter": "glossary", "id": "Exchange", "content": "Exchange To swap two things, such as objects, sets of objects, or life totals. See rule 701.12, “Exchange.”\n交换\n交换两个东西,例如物件、一组物件,或生命总值。参见规则701.12,“交换”。"}, {"chapter": "glossary", "id": "Exert", "content": "Exert A keyword action that stops a permanent from untapping during the next untap step of the player who exerted it. See rule 701.43, “Exert.”\n耗竭\n一个关键字动作,阻止一个永久物于耗竭之的牌手之下一个重置步骤中重置。参见规则701.43,“耗竭”。"}, {"chapter": "glossary", "id": "Excess Damage", "content": "Excess Damage Damage dealt to a creature greater than what would be lethal damage or damage dealt to a planeswalker greater than its loyalty. See rule 120.4a.\n过量伤害\n对生物造成之大于其致命伤害的部分伤害,或是对鹏洛客造成之大于其忠诚的部分伤害。参见规则120.4a。"}, {"chapter": "glossary", "id": "Exile", "content": "Exile 1. A zone. Exile is essentially a holding area for cards. It used to be known as the “removed-from-the-game” zone.\n2. To put an object into the exile zone from whatever zone it’s currently in. An “exiled” card is one that’s been put into the exile zone.\nSee rule 406, “Exile.”\n放逐\n1. 一个区域。放逐区本质上是保留牌的区域。它之前被称为“移出游戏”区。\n2. 从一个物件当前的区域中放到放逐区。一张“被放逐”的牌指被放进放逐区的牌。\n参见规则406,“放逐”。"}, {"chapter": "glossary", "id": "Exhaust", "content": "Exhaust A special kind of activated ability that may be activated only once. See rule 702.177, “Exhaust.”\n竭绝\n一类特殊的起动式异能,只能起动一次。参见规则702.177,“竭绝”。"}, {"chapter": "glossary", "id": "Expansion Symbol", "content": "Expansion Symbol A card’s expansion symbol is a small icon normally printed below the right edge of the illustration that has no effect on game play. See rule 206, “Expansion Symbol.”\n版本符号\n牌的版本符号是印在图片右下角对游戏没有任何效应的小符号。参见规则206,“版本符号”。"}, {"chapter": "glossary", "id": "Expend", "content": "Expend A word found on some abilities that care how much mana a player has spent to cast spells this turn. See rule 700.14.\n花销\n一个出现在某些异能中的用词,在乎牌手本回合中用于施放咒语的法术力数量。参见规则700.14。"}, {"chapter": "glossary", "id": "Exploit", "content": "Exploit A keyword ability that lets you sacrifice a creature for a benefit. See rule 702.110, “Exploit.”\n榨取\n一个关键字异能,使你通过牺牲生物来获得优势。参见规则702.110,“榨取”。"}, {"chapter": "glossary", "id": "Explore", "content": "Explore A keyword action that causes a player to reveal the top card of their library and then to take different actions depending on whether a land card is revealed this way. See rule 701.44, “Explore.”\n勘察\n一个关键字动作,使牌手展示其牌库顶牌,然后根据展示的牌是否是地牌采取不同的动作。参见规则701.44,“勘察”。"}, {"chapter": "glossary", "id": "Extort", "content": "Extort A keyword ability that lets you gain life and have opponents lose life whenever you cast a spell. See rule 702.101, “Extort.”\n敲诈\n一个关键字异能,每当你施放咒语时让你得到生命并且让对手失去生命。参见规则702.101,“敲诈”。"}, {"chapter": "glossary", "id": "Extra Turn", "content": "Extra Turn A turn created by an effect of a spell or ability. See rule 500.7. For rules about extra turns in a multiplayer game using the shared team turns option, see 805.8. For rules about extra turns in a Grand Melee game, see rule 807.4.\n额外回合\n由咒语或异能的效应所创造的回合。参见规则500.7。对于使用队伍共享回合模式的多人游戏的额外回合规则,参见规则805.8。对于大型混战玩法游戏的额外回合规则,参见规则807.4。"}, {"chapter": "glossary", "id": "Fabricate", "content": "Fabricate A keyword ability that lets you choose whether to create Servo tokens or put +1/+1 counters on a creature. See rule 702.123, “Fabricate.”\n装配\n一个关键字异能,让你选择派出自动机衍生物或者在生物上放置+1/+1指示物。参见规则702.123,“装配”。"}, {"chapter": "glossary", "id": "Face a Villainous Choice", "content": "Face a Villainous Choice A keyword action that causes a player to choose one of two listed choices. See rule 701.55, “Face a Villainous Choice.”\n面临邪恶抉择\n一个关键字动作,使牌手在两个列出的选项中选择一项。参见规则701.55,“面临邪恶抉择”。"}, {"chapter": "glossary", "id": "Face Down", "content": "Face Down 1. A card is “face down” if it’s physically positioned so the card back is showing. Cards in some zones are normally kept face down. See section 4, “Zones.”\n2. A status a permanent may have. See rule 110.5 and rule 702.37, “Morph.”\n3. Face-down spells have additional rules. See rule 708, “Face-Down Spells and Permanents,” and rule 702.37, “Morph.”\n牌面朝下\n1. 如果一张牌被放置在牌背朝上的位置,该牌“牌面朝下”。牌在一些区域中一般情况下都保持牌面朝下的状态。参见第4章,“区域”。\n2. 永久物可能拥有的一个状态。参见规则110.5以及702.37,“变身”。\n3. 牌面朝下的咒语具有额外规则。参见规则708,“牌面朝下的咒语和永久物”,以及规则702.37,“变身”。"}, {"chapter": "glossary", "id": "Face Up", "content": "Face Up 1. A card is “face up” if it’s physically positioned so the card front is showing. Cards in some zones are normally kept face up. See section 4, “Zones.”\n2. A default status a permanent may have. See rule 110.5 and rule 702.37, “Morph.”\n牌面朝上\n1. 如果一张牌被放置在牌面朝上的位置,该牌“牌面朝上”。牌在一些区域中一般情况下都保持牌面朝上的状态。参见第4章,“区域”。\n2. 永久物可能拥有的一个状态。参见规则110.5以及702.37,“变身”。"}, {"chapter": "glossary", "id": "Fading", "content": "Fading A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.32, “Fading.”\n消退\n一个关键字异能,限制一个永久物能够留在战场上的时间。参见规则702.32,“消退”。"}, {"chapter": "glossary", "id": "Fateseal", "content": "Fateseal To manipulate some of the cards on top of an opponent’s library. See rule 701.29, “Fateseal.”\n论命\n操纵对手牌库顶的一些牌。参见规则701.29,“论命”。"}, {"chapter": "glossary", "id": "Fear", "content": "Fear A keyword ability that restricts how a creature may be blocked. See rule 702.36, “Fear.”\n恐惧\n一个关键字异能,限制一个生物能如何被阻挡。参见规则702.36,“恐惧”。"}, {"chapter": "glossary", "id": "Fight", "content": "Fight When two creatures fight, each deals damage equal to its power to the other. See rule 701.14, “Fight.”\n互斗\n当两个生物互斗时,它们对彼此造成等同于它们力量的伤害。参见规则701.14,“互斗”。"}, {"chapter": "glossary", "id": "Finality Counter", "content": "Finality Counter A counter that exiles the permanent it is on if that permanent would go to the graveyard from the battlefield. See rule 122.1h.\n终命指示物\n一种指示物,在永久物将从战场进入坟墓场时改为放逐之。参见规则122.1h。"}, {"chapter": "glossary", "id": "Firebending", "content": "Firebending A keyword ability that adds red mana until end of combat whenever a creature with that ability attacks. See rule 702.189, “Firebending.”\n振火\n一个关键字异能,在具此异能的生物攻击时产生能留到战斗结束的红色法术力。参见规则702.189,“振火”。"}, {"chapter": "glossary", "id": "First Strike", "content": "First Strike A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”\n先攻\n一个关键字异能,让生物在其他生物之前造成其战斗伤害。参见规则702.7,“先攻”。"}, {"chapter": "glossary", "id": "Flanking", "content": "Flanking A keyword ability that can make a creature better in combat. See rule 702.25, “Flanking.”\n侧面攻击\n一个关键字异能,让生物在战斗中更好。参见规则702.25,“侧面攻击”。"}, {"chapter": "glossary", "id": "Flash", "content": "Flash A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, “Flash.”\n闪现\n一个关键字异能,让牌手在任何其可以施放瞬间的时候使用一张牌。参见规则702.8,“闪现”。"}, {"chapter": "glossary", "id": "Flashback", "content": "Flashback A keyword ability that lets a player cast a card from their graveyard. See rule 702.34, “Flashback.”\n返照\n一个关键字异能,让牌手从其坟墓场中施放一张牌。参见规则702.34,“返照”。"}, {"chapter": "glossary", "id": "Flavor Text", "content": "Flavor Text Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 207.2.\n背景叙述\n牌的文字栏中用斜体(但不在括号中)且对游戏没有任何影响的叙述。参见规则207.2。"}, {"chapter": "glossary", "id": "Flavor Word", "content": "Flavor Word An italicized word with no rules meaning that provides a flavorful description of an ability. See rule 207.2d.\n风味提示\n一个斜体印刷的词,使得异能的叙述更显鲜活,但没有规则含义。参见规则207.2d。"}, {"chapter": "glossary", "id": "Flip Cards", "content": "Flip Cards Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 710, “Flip Cards.”\n倒转牌\n在一张牌上具有两部分牌边框(其中之一上下颠倒)的牌。参见规则710,“倒转牌”。"}, {"chapter": "glossary", "id": "Flipped", "content": "Flipped A status a permanent may have. See rule 110.5 and rule 710, “Flip Cards.” See also Unflipped.\n已倒转\n一个永久物可能具有的状态。参见规则110.5以及规则710,“倒转牌”。另参见未倒转。"}, {"chapter": "glossary", "id": "Flipping a Coin", "content": "Flipping a Coin A method of randomization with two possible outcomes of equal likelihood. See rule 705, “Flipping a Coin.”\n掷硬币\n一个随机决定两个相同可能性结果的方法。参见规则705,“掷硬币”。"}, {"chapter": "glossary", "id": "Flying", "content": "Flying A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”\n飞行\n一个关键字异能,限制一个生物如何被阻挡。参见规则702.9,“飞行”。"}, {"chapter": "glossary", "id": "Food Token", "content": "Food Token A Food token is a colorless artifact token with “{2}, {T}, Sacrifice this token: You gain 3 life.” For more information about predefined tokens, see rule 111.10.\n食品衍生物\n食品衍生物是具有“{2},{T},牺牲此衍生物:你获得3点生命”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "For Mirrodin!", "content": "For Mirrodin! A keyword ability that creates a 2/2 red Rebel creature token and then attaches the Equipment with the ability to that token. See rule 702.163, “For Mirrodin!”\n秘罗万岁!\n一个关键字异能,派出一个2/2红色反抗军衍生生物,并将具有该异能的武具贴附于该衍生物上。参见规则702.163,“秘罗万岁!”。"}, {"chapter": "glossary", "id": "Forage", "content": "Forage To pay a cost of exiling three cards from your graveyard or sacrificing a Food. See rule 701.61, “Forage.”\n觅粮\n从你的坟墓场放逐三张牌或牺牲一个食品用于支付费用。参见规则701.61,“觅粮”。"}, {"chapter": "glossary", "id": "Forecast", "content": "Forecast A keyword ability that allows an activated ability to be activated from a player’s hand. See rule 702.57, “Forecast.”\n预报\n一个关键字异能,允许从牌手手上起动一个起动式异能。参见规则702.57,“预报”。"}, {"chapter": "glossary", "id": "Forest", "content": "Forest One of the five basic land types. Any land with this subtype has the ability “{T}: Add {G}.” See rule 305.6.\n树林\n五种基本地类别中的一种。任何具有此副类别的地具有异能“{T}:加{G}。”参见规则305.6。"}, {"chapter": "glossary", "id": "Forestcycling", "content": "Forestcycling See Typecycling.\n循环树林\n参见类别循环。"}, {"chapter": "glossary", "id": "Forestwalk", "content": "Forestwalk See Landwalk.\n树林行者\n参见地行者。"}, {"chapter": "glossary", "id": "Foretell", "content": "Foretell A keyword ability that lets a player exile cards from their hand and cast them for an alternative cost on future turns. See rule 702.143, “Foretell.”\n预示\n一个关键字异能,使牌手从其手上放逐牌,并在将来的回合中使用替代性费用施放之。参见规则702.143,“预示”。"}, {"chapter": "glossary", "id": "Foretold", "content": "Foretold A card exiled using the foretell special action becomes foretold. Other effects can also make an exiled card foretold. A spell was foretold if it was a foretold card in exile before it was cast.\n已预示\n使用预示此特殊动作被放逐的牌成为已预示。其他效应也可以使一张被放逐的牌成为已预示。如果一个咒语在被施放之前是一张放逐区中已预示的牌,则该咒语为已预示。"}, {"chapter": "glossary", "id": "Fortification", "content": "Fortification An artifact subtype. Fortifications can be attached to lands. See rule 301, “Artifacts,” and rule 702.67, “Fortify.”\n工事\n一个神器副类别。工事可以贴附于地上。参见规则301,“神器”,以及规则702.67,“构工”。"}, {"chapter": "glossary", "id": "Fortify", "content": "Fortify A keyword ability that lets a player attach a Fortification to a land they control. See rule 301, “Artifacts,” and rule 702.67, “Fortify.”\n构工\n一个关键字异能,让牌手将工事牌贴附于其操控的地上。参见规则301,“神器”,以及规则702.67,“构工”。"}, {"chapter": "glossary", "id": "Frenzy", "content": "Frenzy A keyword ability that can make a creature better in combat. See rule 702.68, “Frenzy.”\n狂热\n一个关键字异能,让生物在战斗中更好。参见规则702.68,“狂热”。"}, {"chapter": "glossary", "id": "Free-for-All", "content": "Free-for-All A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, “Free-for-All Variant.”\n自由竞赛玩法\n一个多人玩法,牌手们会以个人方式来互相展开对抗。参见规则806,“自由竞赛玩法”。"}, {"chapter": "glossary", "id": "Freerunning", "content": "Freerunning A keyword ability that allows certain spells to be cast for an alternative cost. See rule 702.173, “Freerunning.”\n自由奔跑\n一个关键字异能,允许特定咒语以替代性费用施放。参见规则702.173,“自由奔跑”。"}, {"chapter": "glossary", "id": "Full Party", "content": "Full Party A player has a full party if the number of creatures in their party is four. See rule 700.8.\n冒险团满编\n当牌手冒险团中的生物数量为四时,其冒险团满编。参见规则700.8。"}, {"chapter": "glossary", "id": "Fuse", "content": "Fuse A keyword ability that allows a player to cast both halves of a split card. See rule 702.102, “Fuse.”\n融咒\n一个关键字异能,让牌手可以施放连体牌的两边。参见规则702.102,“融咒”。"}, {"chapter": "glossary", "id": "Fused Split Spell", "content": "Fused Split Spell A split card on the stack that has been cast using the fuse ability or a copy of such a card. See rule 702.102, “Fuse.”\n融咒连体咒语\n一张堆叠中的连体牌,使用融咒异能施放,或该种牌的复制品。参见规则702.102,“融咒”。"}, {"chapter": "glossary", "id": "General", "content": "General Any player in the Emperor multiplayer variant who isn’t an emperor. See rule 809, “Emperor Variant.”\n将军\n皇帝多人玩法中,任何不是皇帝的牌手。参见规则809,“皇帝玩法”。"}, {"chapter": "glossary", "id": "Generic Mana", "content": "Generic Mana Mana in a cost represented by numerical symbols (such as {1}) or variable symbols (such as {X}) that can be paid with mana of any type. See rule 107.4.\n一般法术力\n一般法术力指没有被有色法术力符号表示的费用;它可以被任何类别的法术力支付。参见规则107.4。"}, {"chapter": "glossary", "id": "Gift", "content": "Gift A keyword ability that allows a spell’s caster to choose an opponent as to receive a benefit as the spell resolves or when the permanent with the ability enters. See rule 702.174, “Gift.”\n礼赠\n一个关键字异能,允许咒语的施放者选择一位对手,令该牌手在该咒语结算或具有该异能的永久物进场时得到好处。参见规则702.174,“礼赠”。"}, {"chapter": "glossary", "id": "Global Enchantment (Obsolete)", "content": "Global Enchantment (Obsolete) An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference.\n广域结界(已废止)\n一个非灵气结界的废止用语。印有此叙述的牌在Oracle牌张参考文献中已经得到勘误。"}, {"chapter": "glossary", "id": "Goad", "content": "Goad A keyword action that causes a creature to be goaded until a player’s next turn. See rule 701.15, “Goad.”\n煽惑\n一一个关键字动作,使一个生物直到某牌手的下一个回合以前成为被煽惑。参见规则701.15,“煽惑”。"}, {"chapter": "glossary", "id": "Goaded", "content": "Goaded A designation a permanent can have. Goaded creatures are forced to attack and to attack a player other than the player that caused it to be goaded. See rule 701.15, “Goad.”\n被煽惑\n永久物可拥有的一种称号。被煽惑的生物会被强制攻击,且若能攻击使其成为被煽惑的牌手以外的牌手,则须如此作。参见规则701.15,“煽惑”。"}, {"chapter": "glossary", "id": "Gold Token", "content": "Gold Token A Gold token is a colorless artifact token with “Sacrifice this token: Add one mana of any color.” For more information on predefined tokens, see rule 111.10.\n黄金衍生物\n黄金衍生物是具有“牺牲此衍生物:加一点任意颜色的法术力。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Graft", "content": "Graft A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other creatures. See rule 702.58, “Graft.”\n接殖\n一个关键字异能,让一个永久物进入战场带有+1/+1指示物,以及这些指示物可以移动到其他生物上。参见规则702.58,“接殖”。"}, {"chapter": "glossary", "id": "Grand Melee", "content": "Grand Melee A multiplayer variant in which a large group of players (usually ten or more) compete as individuals against each other. See rule 807, “Grand Melee Variant.”\n大型混战玩法\n一种多人玩法,很多牌手(通常是十位以上)以个人方式展开对抗。参见规则807,“大型混战玩法”。"}, {"chapter": "glossary", "id": "Gravestorm", "content": "Gravestorm A keyword ability that creates copies of a spell. See rule 702.69, “Gravestorm.”\n坟场风暴\n一个关键字异能,创造咒语的复制品。参见规则702.69,“坟场风暴”。"}, {"chapter": "glossary", "id": "Graveyard", "content": "Graveyard 1. A zone. A player’s graveyard is their discard pile.\n2. All the cards in a player’s graveyard.\nSee rule 404, “Graveyard.”\n坟墓场\n1. 一个区域。牌手的坟墓场是他的弃牌堆。\n2. 所有处于一位牌手坟墓场中的牌。\n参见规则404,“坟墓场”。"}, {"chapter": "glossary", "id": "Hand", "content": "Hand 1. A zone. A player’s hand is where that player holds cards they have drawn but not played yet.\n2. All the cards in a player’s hand.\nSee rule 402, “Hand.”\n手牌\n1. 一个游戏区域。牌手的手牌为牌手拿自己抓起且尚未使用的牌的地方。\n2. 牌手手上的所有牌。\n参见规则402,“手牌”。"}, {"chapter": "glossary", "id": "Hand Modifier", "content": "Hand Modifier A characteristic that only vanguards have. See rule 211, “Hand Modifier.”\n手牌修正\n一个只有先锋牌才有的特征。参见规则211,“手牌修正”。"}, {"chapter": "glossary", "id": "Harmonize", "content": "Harmonize A keyword ability that lets a player cast a card from their graveyard for a specific cost and lets them tap a creature they control to reduce that cost. See rule 702.180, “Harmonize.”\n谐颂\n一个关键字异能,让牌手能支付特定费用从其坟墓场中施放牌,且能横置由其操控的生物来减少该费用。参见规则702.180,“谐颂”。"}, {"chapter": "glossary", "id": "Harness", "content": "Harness A keyword action that grants a permanent the harnessed designation. See rule 701.64, “Harness.”\n掌控\n一个关键字动作,赋予永久物受掌控此称号。参见规则701.64,“掌控”。"}, {"chapter": "glossary", "id": "Harnessed", "content": "Harnessed A designation permanents can have. Infinity permanents have their ∞ abilities as long as they are harnessed. See rule 701.64, “Harness,” and rule 702.186, “∞ (Infinity).”\n受掌控\n一个永久物可以获得的称号。只要一个无限永久物已受掌控,它就具有其∞异能。参见规则701.64,“掌控”,以及规则702.186,“∞(无限)”。"}, {"chapter": "glossary", "id": "Haste", "content": "Haste A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6.\n敏捷\n一个关键字异能,让生物可以忽略“召唤失调”规则。参见规则702.10,“敏捷”,以及规则302.6。"}, {"chapter": "glossary", "id": "Haunt", "content": "Haunt A keyword ability that exiles cards. A card exiled this way “haunts” a creature targeted by the haunt ability. See rule 702.55, “Haunt.”\n缠身\n一个关键字异能,放逐牌。以此法放逐的牌“缠身”到由缠身异能所指定的目标生物上。参见规则702.55,“缠身”。"}, {"chapter": "glossary", "id": "Hexproof", "content": "Hexproof A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”\n辟邪\n一个关键字异能,让永久物或牌手避免成为对手的目标。参见规则702.11,“辟邪”。"}, {"chapter": "glossary", "id": "Hidden Agenda", "content": "Hidden Agenda A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.106, “Hidden Agenda.”\n秘案\n一个关键字异能,让诡局牌以牌面朝下的方式置于统帅区。参见规则702.106,“秘案”。"}, {"chapter": "glossary", "id": "Hidden Zone", "content": "Hidden Zone A zone in which not all players can be expected to see the cards’ faces. See rule 400.2. See also Public Zone.\n隐藏区域\n不是所有牌手都应该可以看到牌面的区域。参见规则400.2。另参见公开区域。"}, {"chapter": "glossary", "id": "Hideaway", "content": "Hideaway A keyword ability that lets a player store a secret card. See rule 702.75, “Hideaway.”\n掩蔽\n一个关键字异能,让牌手藏起一张秘密的牌。参见规则702.75,“掩蔽”。"}, {"chapter": "glossary", "id": "Historic", "content": "Historic An object is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. See rule 700.6.\n史迹\n如果一个物件具有传奇此超类别、或具有神器此牌张类别、或具有传纪此副类别,它便是史迹。参见规则700.6。"}, {"chapter": "glossary", "id": "Horsemanship", "content": "Horsemanship A keyword ability that restricts how a creature may be blocked. See rule 702.31, “Horsemanship.”\n马术\n一个关键字异能,限制生物如何阻挡。参见规则702.31,“马术”。"}, {"chapter": "glossary", "id": "Hybrid Card", "content": "Hybrid Card A card with one or more hybrid mana symbols in its mana cost. See rule 202.2f.\n混血牌\n在法术力费用中具有一个或数个混血法术力符号的牌。参见规则202.2f。"}, {"chapter": "glossary", "id": "Hybrid Mana Symbols", "content": "Hybrid Mana Symbols A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4.\n混血法术力符号\n一个法术力符号,表示费用可以用两种中的一种支付。参见规则107.4。"}, {"chapter": "glossary", "id": "Hybrid Phyrexian Mana Symbols", "content": "Hybrid Phyrexian Mana Symbols A mana symbol that represents a cost that can be paid in one of three ways. See rule 107.4.\n混血非瑞克西亚法术力符号\n一个法术力符号,表示费用可以用三种中的一种支付。参见规则107.4。"}, {"chapter": "glossary", "id": "Job Select", "content": "Job Select A keyword ability that creates a 1/1 colorless Hero creature token and then attaches the Equipment with the ability to that token. See rule 702.182, “Job Select.”\n职业选择\n一个关键字异能,派出一个1/1无色英雄衍生生物,并将具有该异能的武具贴附于该衍生物上。参见规则702.182,“职业选择”。"}, {"chapter": "glossary", "id": "Junk Token", "content": "Junk Token A Junk token is a colorless artifact token with {T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.” For more information about predefined tokens, see rule 111.10.\n废料衍生物\n废料衍生物是具有“{T},牺牲此衍生物:放逐你的牌库顶牌。本回合中,你可以使用该牌。只能于法术时机起动。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "If", "content": "If See Intervening “If” Clause.\n如果\n参见以“若”开头的子句。"}, {"chapter": "glossary", "id": "Illegal Action", "content": "Illegal Action An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 732, “Handling Illegal Actions.”\n非法动作\n一个违反游戏规则和/或效应所创造的要求或限制的动作。参见规则732,“处理非法动作”。"}, {"chapter": "glossary", "id": "Illegal Target", "content": "Illegal Target A target that no longer exists or no longer meets the specifications stated by the spell or ability that’s targeting it. See rule 608.2b.\n非法目标\n一个目标不再存在或不在符合目标它的该咒语或异能所列出的特别要求。参见规则608.2b。"}, {"chapter": "glossary", "id": "Illustration", "content": "Illustration A picture printed on the upper half of a card that has no effect on game play. See rule 203, “Illustration.”\n图片\n印在牌上面一半的图片,对游戏没有效应。参见规则203,“图片”。"}, {"chapter": "glossary", "id": "Illustration Credit", "content": "Illustration Credit Information printed directly below the text box that has no effect on game play. See rule 213, “Information Below the Text Box.”\n图片画家的名字\n在文字栏下方印的信息,对游戏没有效应。参见规则213,“文字栏下方信息”。"}, {"chapter": "glossary", "id": "Impending", "content": "Impending An ability on some creatures that allows them to be cast for an alternative cost. If cast for its impending cost, it isn’t a creature for some period of time. See rule 702.176, “Impending.”\n隐现\n一个出现在生物上的异能,允许它们以替代性费用施放。如果以其隐现费用施放,它在一段时间内不是生物。参见规则702.176,“隐现”。"}, {"chapter": "glossary", "id": "Imprint", "content": "Imprint “Imprint” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the imprint keyword have received errata in the Oracle card reference.\n压印\n“压印”曾经是关键字异能。现在为没有规则意义的异能提示。所有印有关键字压印的牌在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Improvise", "content": "Improvise A keyword ability that lets you tap artifacts rather than pay mana to cast a spell. See rule 702.126, “Improvise.”\n拼造\n一个关键字异能,使你可以在施放咒语时横置神器代替法术力来支付费用。"}, {"chapter": "glossary", "id": "In Play (Obsolete)", "content": "In Play (Obsolete) An obsolete term for the battlefield. Cards that were printed with text that contain the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.\n场上(已废止)\n战场的已废止用词。印有叙述中包含“场上”、“从场上”、或其他类似引用战场用词的牌在Oracle牌张参考文献中得到了勘误。参见战场。"}, {"chapter": "glossary", "id": "In Response To", "content": "In Response To An instant spell that’s been cast, or an activated ability that’s been activated, while another spell or ability is on the stack has been cast or activated “in response to” the earlier spell or ability. See rule 117.7.\n作出响应\n于另一个堆叠上的咒语或异能被施放或起动时,施放一个咒语或起动一个异能,指对前一个咒语或异能“作出响应”。参见规则117.7。"}, {"chapter": "glossary", "id": "Incubate", "content": "Incubate A keyword action that creates an Incubator token with a specified number of +1/+1 counters on it. See rule 701.53, “Incubate.”\n抚育\n一个关键字动作,派出一个上面有若干+1/+1指示物的抚育器衍生物。参见规则701.53,“抚育”。"}, {"chapter": "glossary", "id": "Incubator Token", "content": "Incubator Token An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.” For more information about predefined tokens, see rule 111.10.\n抚育器衍生物\n抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Independent", "content": "Independent See Dependency.\n不从属于\n参见从属关系。"}, {"chapter": "glossary", "id": "Indestructible", "content": "Indestructible A keyword ability that precludes a permanent from being destroyed. See rule 702.12.\n不灭\n一个关键字异能,让永久物不会被消灭。参见规则702.12。"}, {"chapter": "glossary", "id": "Infect", "content": "Infect A keyword ability that affects how an object deals damage to creatures and players. See rule 702.90, “Infect.”\n侵染\n一个关键字异能,影响一个物件如何对生物或牌手造成伤害。参见规则702.90,“侵染”。"}, {"chapter": "glossary", "id": "Infinity", "content": "Infinity 1. An artifact subtype.\n2. ∞ is a keyword found on Infinity cards that grants an ability as long as that permanent is harnessed. See rule 702.186, “∞ (Infinity),” and rule 701.64, “Harness.”\n无限\n1. 一种神器类别。\n2. ∞是见于无限牌上的关键字,在该永久物已受掌控时赋予其异能。参见规则702.186,“∞(无限)”,以及规则701.64,“掌控”。"}, {"chapter": "glossary", "id": "Ingest", "content": "Ingest A keyword ability that can exile the top card of a player’s library. See rule 702.115, “Ingest.”\n摄食\n一个关键字异能,可以放逐牌手的牌库顶牌。参见规则702.115,“摄食”。"}, {"chapter": "glossary", "id": "Initiative", "content": "Initiative A designation a player can have. Some effects instruct a player to take the initiative. The player with the initiative ventures into Undercity whenever they take the initiative and at the beginning of their upkeep. See rule 725, “The Initiative.”\n先制\n牌手能获得的一种称号。一些效应使牌手掌握先制。握有先制的牌手在其掌握先制、及在其维持开始时深入地底城。参见规则725,“先制”。"}, {"chapter": "glossary", "id": "Instant", "content": "Instant A card type. An instant is not a permanent. See rule 304, “Instants.”\n瞬间\n一种牌张类别。瞬间不是永久物。参见规则304,“瞬间”。"}, {"chapter": "glossary", "id": "Instead", "content": "Instead Effects that use the word “instead” are replacement effects. The word “instead” indicates what an event will be replaced with. See rule 614, “Replacement Effects.”\n改为\n使用“改为”一词的效应为替代性效应。“改为”一词指明将要被替代的事件。参见规则614,“替代性效应”。"}, {"chapter": "glossary", "id": "Interrupt (Obsolete)", "content": "Interrupt (Obsolete) An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could “play as an interrupt” can now be activated like any other activated abilities (unless they’re mana abilities, in which case they follow those rules instead). All relevant cards have been given errata in the Oracle card reference.\n干涉(已废止)\n一个已废止的牌张类别。所有印有此类别的牌现在都是瞬间。所有印有牌手可以“视为干涉般使用”的异能现在都可以和任何其他起动式异能一样被起动(除非是法术力异能,它们改为遵循对应规则)。所有相关的牌在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Intervening “If” Clause", "content": "Intervening “If” Clause A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule 603.4.\n以“若”开头的子句\n一个特别用词的条件,检查一个触发式异能是否会触发,并且在将结算时再次检查。参见规则603.4。"}, {"chapter": "glossary", "id": "Intimidate", "content": "Intimidate A keyword ability that restricts how a creature may be blocked. See rule 702.13, “Intimidate.”\n威吓\n一个关键字异能,限制一个生物可以怎样被阻挡。参见规则702.13,“威吓”。"}, {"chapter": "glossary", "id": "Investigate", "content": "Investigate A keyword action that creates a Clue artifact token. See rule 701.16, “Investigate.”\n探查\n一个关键字动作,派出一个线索衍生神器。参见规则701.16,“探查”。"}, {"chapter": "glossary", "id": "Island", "content": "Island One of the five basic land types. Any land with this subtype has the ability “{T}: Add {U}.” See rule 305.6.\n海岛\n五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{U}。”参见规则305.6。"}, {"chapter": "glossary", "id": "Islandcycling", "content": "Islandcycling See Typecycling.\n循环海岛\n参见类别循环。"}, {"chapter": "glossary", "id": "Islandhome (Obsolete)", "content": "Islandhome (Obsolete) An obsolete keyword ability that meant “This creature can’t attack unless defending player controls an Island” and “When you control no Islands, sacrifice this creature.” Cards printed with this ability have been given errata in the Oracle card reference.\n潜居海岛(已废止)\n一个已废止的关键字异能,指“除非防御牌手操控海岛,否则此生物不能攻击”和“当你不操控海岛时,牺牲此生物”。印有此异能的牌在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Islandwalk", "content": "Islandwalk See Landwalk.\n海岛行者\n参见地行者。"}, {"chapter": "glossary", "id": "Jump-Start", "content": "Jump-Start A keyword ability that lets a player cast a card from their graveyard by discarding a card. See rule 702.133, “Jump-Start.”\n再起\n一个关键字异能,允许牌手弃一张牌来从坟场施放一张牌。参见规则702.133,“再起”。"}, {"chapter": "glossary", "id": "Keyword Ability", "content": "Keyword Ability A game term, such as “flying” or “haste,” used as shorthand for a longer ability or group of abilities. See rule 702, “Keyword Abilities.”\n关键字异能\n一个游戏用语,例如“飞行”或“敏捷”,用来简述一个很长的异能或一组异能。参见规则702,“关键字异能”。"}, {"chapter": "glossary", "id": "Keyword Action", "content": "Keyword Action A verb, such as “destroy” or “cast,” used as a game term rather than as its normal English meaning. See rule 701, “Keyword Actions.”\n关键字指示物\n一个放置在物件上的标示物,赋予其一个关键字异能以影响其特征。参见规则122,“指示物”。"}, {"chapter": "glossary", "id": "Keyword Counter", "content": "Keyword Counter A marker placed on an object that modifies its characteristics by granting it a keyword. See rule 122, “Counters.”\n关键字动作\n一个动词,例如“消灭”或“施放”,用来作为游戏用语而不是其正常的词意。参见规则701,“关键字动作”。"}, {"chapter": "glossary", "id": "Kicker, Kicked", "content": "Kicker, Kicked Kicker is a keyword ability that represents an optional additional cost. A spell has been kicked if its controller declared the intention to pay any or all of its kicker costs. See rule 702.33, “Kicker.”\n增幅,已增幅\n增幅是一个关键字异能,表示一个选择性的额外费用。如果一个咒语的操控者宣告将支付其任何或所有的增幅费用,则该咒语已增幅。参见规则702.33,“增幅”。"}, {"chapter": "glossary", "id": "Kindred", "content": "Kindred A card type. Whether or not a kindred is a permanent depends on its other card type. See rule 308, “Kindreds.”\n亲缘\n一种牌张类别。亲缘是否为永久物取决于它的其他牌张类别。参见规则308,“亲缘”。"}, {"chapter": "glossary", "id": "Land", "content": "Land A card type. A land is a permanent. See rule 305, “Lands.”\n地\n一种牌张类别。地是永久物。参见规则305,“地”。"}, {"chapter": "glossary", "id": "Land Type", "content": "Land Type A subtype that’s correlated to the land card type. See rule 305, “Lands.” See rule 205.3i for the list of land types.\n地类别\n一种副类别,对应地牌张类别。参见规则305,“地”。地类别的列表参见规则205.3i。"}, {"chapter": "glossary", "id": "Lander Token", "content": "Lander Token A Lander token is a colorless artifact token with “{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.” For more information about predefined tokens, see rule 111.10.\n探地器衍生物\n探地器衍生物是具有“{2},{T},牺牲此衍生物:从你牌库中搜寻一张基本地牌,将之横置放进战场,然后洗牌。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Landwalk", "content": "Landwalk A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.14, “Landwalk.”\n地行者\n一组关键字异能的集合,限制生物如何可以被阻挡。参见规则702.14,“地行者”。"}, {"chapter": "glossary", "id": "Last Known Information", "content": "Last Known Information Information about an object that’s no longer in the zone it’s expected to be in, or information about a player who’s no longer in the game. This information captures that object’s last existence in that zone or that player’s last existence in the game. See rules 113.7a, 608.2b, 608.2h, and 800.4h.\n最后已知信息\n有关一个不再存在于它应在区域的物件,或有关一个不再在游戏中的牌手的信息。信息将抓住该物件在该区域中存在最后一刻的信息,或牌手在离开游戏前最后一刻的信息。参见规则113.7a、608.2b、608.2g以及800.4h。"}, {"chapter": "glossary", "id": "Layer", "content": "Layer A system used to determine in which order continuous effects are applied. See rule 613, “Interaction of Continuous Effects.” See also Dependency, Timestamp Order.\n层\n一个用来决定持续性效应生效顺序的系统。参见规则613,“持续性效应的互动”。另参见从属关系、时间印记顺序。"}, {"chapter": "glossary", "id": "Learn", "content": "Learn A keyword action that lets a player add a Lesson card to their hand from outside the game or discard a card to draw a card. See rule 701.48, “Learn.”\n温习\n一个关键字异能,使牌手可以从游戏外将一张课程牌置于其手上,或弃一张牌然后抓一张牌。参见规则701.48,“温习”。"}, {"chapter": "glossary", "id": "Leaves the Battlefield", "content": "Leaves the Battlefield A permanent “leaves the battlefield” when it’s moved from the battlefield to another zone, or (if it’s phased in) when it leaves the game because its owner leaves the game. See rules 603.6c and 603.10.\n离开战场\n当一个永久物从战场移到另一个区域时,或(如果它跃回的话)当它因为其拥有者离开游戏而离开游戏时,它“离开战场”。参见规则603.6c以及603.10。"}, {"chapter": "glossary", "id": "Legal Text", "content": "Legal Text Information printed directly below the text box that has no effect on game play. See rule 213, “Information Below the Text Box.”\n版权文字\n在文字栏下印刷的信息,对游戏本身没有任何影响。参见规则213,“文字栏下方信息”。"}, {"chapter": "glossary", "id": "Legend (Obsolete)", "content": "Legend (Obsolete) An obsolete creature type. Cards printed with this subtype have been given errata in the Oracle card reference so they have the legendary supertype instead. See Legendary.\n传奇(已废止)\n一个被废止的生物类别。印有此副类别的牌在Oracle牌张参考文献中得到了勘误,改为具有传奇超类别。参见传奇。"}, {"chapter": "glossary", "id": "Legendary", "content": "Legendary A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” See also Legend Rule.\n传奇\n一种超类别,一般情况下与永久物有关。参见规则205.4,“超类别”。另参见传奇规则。"}, {"chapter": "glossary", "id": "Legend Rule", "content": "Legend Rule A state-based action that causes a player who controls two or more legendary permanents with the same name to put all but one into their owners’ graveyards. See rule 704.5j.\n传奇规则\n一个状态动作,令操控两个或更多具有相同名称的传奇永久物的操控者,将其中一个以外的都放进它们拥有者的坟墓场。参见规则704.5j。"}, {"chapter": "glossary", "id": "Lethal Damage", "content": "Lethal Damage An amount of damage greater than or equal to a creature’s toughness. See rules 120.4a, 120.6, 510.1, and 704.5g.\n致命伤害\n伤害的数量大于或等于生物的防御力。参见规则120.4a、120.6、510.1以及704.5g。"}, {"chapter": "glossary", "id": "Level", "content": "Level A numerical designation a permanent may have. A Class enchantment’s level determines what other abilities it has. See rule 716, “Class Cards.”\n等级\n永久物可具有的一种数字形式的称号。职业结界的等级决定其具有哪些其他异能。参见规则716,“职业牌”。"}, {"chapter": "glossary", "id": "Level Symbol", "content": "Level Symbol A symbol that represents a keyword ability indicating abilities, power, and toughness a leveler card may have. See rule 107.8 and rule 711, “Leveler Cards.”\n等级符号\n该符号表示了一个关键字异能,列出升级牌可能具有的异能、力量以及防御力。参见规则107.8以及规则711,“升级牌”。"}, {"chapter": "glossary", "id": "Level Up", "content": "Level Up A keyword ability that can put level counters on a creature. See rule 702.87, “Level Up.” For class level abilities of Class cards, see rule 716, “Class Cards.”\n升级\n一个关键字异能,在生物上放置等级指示物。参见规则702.87,“升级”。关于职业牌的职业等级异能,参见规则716,“职业牌”。"}, {"chapter": "glossary", "id": "Leveler Cards", "content": "Leveler Cards Cards with striated text boxes and three power/toughness boxes. See rule 711, “Leveler Cards.”\n升级牌\n具有条状文字栏以及三个力量/防御力方格的牌。参见规则711,“升级牌”。"}, {"chapter": "glossary", "id": "Library", "content": "Library 1. A zone. A player’s library is where that player draws cards from.\n2. All the cards in a player’s library.\nSee rule 401, “Library.”\n牌库\n1. 一个区域。牌库是牌手抓牌的地方。\n2. 牌手牌库中的所有牌。\n参见规则401,“牌库”。"}, {"chapter": "glossary", "id": "Life, Life Total", "content": "Life, Life Total Each player has an amount of “life,” represented by that player’s “life total.” Life may be gained or lost. See rule 119, “Life.”\n生命,总生命\n每位牌手都具有一定数量的“生命”,表示该牌手的“总生命”。生命可以得到或失去。参见规则119,“生命”。"}, {"chapter": "glossary", "id": "Life Modifier", "content": "Life Modifier A characteristic that only vanguards have. See rule 212, “Life Modifier.”\n生命修正\n一个只有先锋牌才有的特征。参见规则212,“生命修正”。"}, {"chapter": "glossary", "id": "Lifelink", "content": "Lifelink A keyword ability that causes a player to gain life. See rule 702.15, “Lifelink.”\n系命\n一个关键字异能,让牌手得到生命。参见规则702.15,“系命”。"}, {"chapter": "glossary", "id": "Limited", "content": "Limited A way of playing in which each player gets a quantity of unopened Magic product and creates their own deck on the spot. See rule 100.2.\n限制赛\n一种玩法,每位牌手得到一定数量的未开封万智牌产品,并用它们创造自己的套牌。参见规则100.2。"}, {"chapter": "glossary", "id": "Limited Range of Influence", "content": "Limited Range of Influence An optional rule used in some multiplayer games that limits what a player can affect. See rule 801, “Limited Range of Influence Option.”\n限制影响范围模式\n在一些多人游戏中使用的可选规则,限制牌手能够影响的事物。参见规则801,“限制影响范围模式”。"}, {"chapter": "glossary", "id": "Linked Abilities", "content": "Linked Abilities Two abilities printed on the same object such that one of them causes actions to be taken or objects to be affected and the other one directly refers to those actions or objects. See rule 607, “Linked Abilities.”\n关联异能\n在同一个物件上印的两个异能,其中一个将直接影响另一个提到的将进行的动作或受影响的物件。参见规则607,“关联异能”。"}, {"chapter": "glossary", "id": "Living Metal", "content": "Living Metal A keyword ability found on some Vehicles that turns them into a creature during your turn. See rule 702.161, “Living Metal.”\n金属生命体\n一个见于载具上的关键字异能,能够令其在你的回合中变为生物。参见规则702.161,“金属生命体”。"}, {"chapter": "glossary", "id": "Living Weapon", "content": "Living Weapon A keyword ability that creates a 0/0 black Phyrexian Germ creature token and then attaches the Equipment with the ability to that token. See rule 702.92, “Living Weapon.”\n活化武器\n一个关键字异能,派出一个0/0黑色非瑞人/病菌衍生生物,并将具有该异能的武具贴附于该衍生物上。参见规则702.92,“活化武器”。"}, {"chapter": "glossary", "id": "Local Enchantment (Obsolete)", "content": "Local Enchantment (Obsolete) An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.\n本地结界(已废止)\n灵气已废止的用词。印有此叙述的牌在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Lock", "content": "Lock To remove an unlocked designation from a permanent that has one or more unlocked halves. See rule 709.5g.\n上锁\n令一边或数边已解锁的永久物失去一个解锁称号。参见规则709.5g。"}, {"chapter": "glossary", "id": "Locked", "content": "Locked One half of a split permanent is “locked” if it doesn’t have the appropriate unlocked designation. See rule 709.5.\n已上锁\n如果一个连体永久物不具有特定的解锁称号,则其相应的一边为“已上锁”。参见规则709.5。"}, {"chapter": "glossary", "id": "London Mulligan", "content": "London Mulligan Informal term for the current system of mulligan rules. See rule 103.5.\n伦敦再调度\n指代当前的再调度规则的非正式用词。参见规则103.5。"}, {"chapter": "glossary", "id": "Loop", "content": "Loop A set of actions that could be repeated indefinitely. See rule 731, “Taking Shortcuts.”\n循环(动作)\n一系列可以重复无数次的动作。参见规则731,“进行简化”。"}, {"chapter": "glossary", "id": "Lose the Game", "content": "Lose the Game There are several ways to lose the game. See rule 104, “Ending the Game,” rule 810.8 (for additional rules for Two-Headed Giant games), rule 809.5 (for additional rules for Emperor games), and rule 903.10 (for an additional rule for Commander games).\n输去游戏\n有多种方式输去游戏。参见规则104,“结束游戏”、规则810.8(双头巨人玩法的额外规则)、规则809.5(皇帝玩法的额外规则)以及规则903.10(指挥官玩法的额外规则)。"}, {"chapter": "glossary", "id": "Loyalty", "content": "Loyalty 1. Part of a card that only planeswalker cards have. A planeswalker card’s loyalty is printed in its lower right corner. See rule 209, “Loyalty.”\n2. A characteristic that only planeswalkers have. See rule 306.5.\n忠诚\n1. 只有鹏洛客牌具有的牌的一部分。鹏洛客牌的忠诚印在其右下角。参见规则209,“忠诚”。\n2. 只有鹏洛客具有的特征。参见规则306.5。"}, {"chapter": "glossary", "id": "Loyalty Ability", "content": "Loyalty Ability An activated ability with a loyalty symbol in its cost. See rule 606, “Loyalty Abilities.”\n忠诚异能\n费用中具有忠诚符号的起动式异能。参见规则606,“忠诚异能”。"}, {"chapter": "glossary", "id": "Madness", "content": "Madness A keyword ability that lets a player cast a card they discard. See rule 702.35, “Madness.”\n疯魔\n一个关键字异能,允许牌手施放他所弃掉的牌。参见规则702.35,“疯魔”。"}, {"chapter": "glossary", "id": "Main Game", "content": "Main Game The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 728, “Subgames.”\n主游戏\n施放(或起动)了创造一个子游戏之咒语(或异能)所在的游戏。参见规则728,“子游戏”。"}, {"chapter": "glossary", "id": "Main Phase", "content": "Main Phase Part of the turn. The first, or precombat, main phase is the second phase of the turn. The second, or postcombat, main phase is the fourth phase of the turn. See rule 505, “Main Phase.”\n行动阶段\n回合的一部分。第一个行动阶段,或战斗前行动阶段,是回合中的第二个阶段。第二个行动阶段,或战斗后行动阶段,是回合中的第四个阶段。参见规则505,“行动阶段”。"}, {"chapter": "glossary", "id": "Mana", "content": "Mana The primary resource in the game. It is spent to pay costs, usually when casting spells and activating abilities. See rule 106, “Mana,” rule 107.4, and rule 202, “Mana Cost and Color.”\n法术力\n游戏中的主要资源。法术力用来支付费用,这通常发生在施放咒语或起动异能时。参见规则106,“法术力”,规则107.4,和规则202,“法术力费用和颜色”。"}, {"chapter": "glossary", "id": "Mana Ability", "content": "Mana Ability An activated or triggered ability that could create mana and doesn’t use the stack. See rule 605, “Mana Abilities.”\n法术力异能\n一类起动式或触发式异能,它们可以产生法术力,且不使用堆叠。参见规则605,“法术力异能”。"}, {"chapter": "glossary", "id": "Mana Burn (Obsolete)", "content": "Mana Burn (Obsolete) Older versions of the rules stated that unspent mana caused a player to lose life; this was called “mana burn.” That rule no longer exists.\n法术力灼烧(已废止)\n较老版本的规则中叙述未用完的法术力会导致牌手失去生命;这称为“法术力灼烧”。这条规则已不复存在。"}, {"chapter": "glossary", "id": "Mana Cost", "content": "Mana Cost A characteristic, and part of a card. A card’s mana cost is indicated by the mana symbols printed in its upper right corner. See rule 107.4 and rule 202, “Mana Cost and Color.”\n法术力费用\n牌的一部分,且是一种特征。一张牌的法术力费用由印在该牌右上角的法术力符号所指示。参见规则107.4和规则202,“法术力费用和颜色”。"}, {"chapter": "glossary", "id": "Mana Pool", "content": "Mana Pool Where mana created by an effect is temporarily stored. See rule 106.4.\n法术力池\n由效应产生的法术力临时存储的地方。参见规则106.4。"}, {"chapter": "glossary", "id": "Mana Source (Obsolete)", "content": "Mana Source (Obsolete) An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could “play as a mana source” are now mana abilities. All relevant cards have been given errata in the Oracle card reference.\n法术力源(已废止)\n一种已废止的牌张类别。所有印制为此类别的牌现在都是瞬间。所有印制为叙述牌手可以“视同法术力源一般使用”的异能现在都是法术力异能。与此相关的牌在Oracle牌张参考文献中已经获得勘误。"}, {"chapter": "glossary", "id": "Mana Symbol", "content": "Mana Symbol An icon that represents mana or a mana cost. See rule 107.4.\n法术力符号\n表示法术力或法术力费用的符号。参见规则107.4。"}, {"chapter": "glossary", "id": "Mana Value", "content": "Mana Value The total amount of mana in a mana cost, regardless of color. See rule 202.3.\n法术力值\n一个法术力费用中法术力的总数,不计较颜色。参见规则202.3。"}, {"chapter": "glossary", "id": "Manifest", "content": "Manifest A keyword action that puts a card onto the battlefield face down as a 2/2 creature. See rule 701.40, “Manifest,” and rule 708, “Face-Down Spells and Permanents.”\n显化\n一个关键字动作,将牌以牌面朝下的方式作为2/2生物放进战场。参见规则701.40,“显化”,和规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "glossary", "id": "Manifest Dread", "content": "Manifest Dread A keyword action that puts one of the top two cards of your library onto the battlefield face down as a 2/2 creature. See rule 701.62, “Manifest Dread,” rule 701.40, “Manifest,” and rule 708, “Face-Down Spells and Permanents.”\n显化惧象\n一个关键字动作,将你牌库顶两张牌中的一张以牌面朝下的方式作为2/2生物放进战场。参见规则701.62,“显化惧象”,规则701.40,“显化”,和规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "glossary", "id": "Map", "content": "Map A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.” See rule 701.44, “Explore.” For more information about predefined tokens, see rule 110.10.\n地图\n地图衍生物是具有“{1},{T},牺牲此衍生物:令目标由你操控的生物勘察。只能于法术时机起动。”的无色衍生神器。欲知关于预先定义的衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Match", "content": "Match A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6.\n局\n在比赛中进行的一盘多人游戏或一系列双人游戏(通常是三局两胜制)。参见规则100.6。"}, {"chapter": "glossary", "id": "Max Speed", "content": "Max Speed 1. A player has max speed if their speed is 4. See rule 702.179, “Start Your Engines!”\n2. A keyword ability that grants an ability to the permanent or card it’s on only if that permanent’s controller (or that card’s owner, if it isn’t on the battlefield) has a speed of 4. See rule 702.178, “Max Speed.”\n速度极限\n1. 如果某牌手的速度达到4,则其便达到速度极限。参见规则702.179,“发动引擎!”。\n2. 一个关键字异能,赋予永久物或牌一个异能,该异能仅在该永久物的操控者(或该牌的拥有者,如果它不在战场上)的速度4时生效。参见规则702.178,“速度极限”。"}, {"chapter": "glossary", "id": "Maximum Hand Size", "content": "Maximum Hand Size The number of cards in hand a player must discard down to during their cleanup step. See rule 402.2 and 514.1.\n手牌上限\n牌手必须于清除阶段中将多余的牌弃掉,直到手牌的数量少于或等于该数字。参见规则402.2和514.1。"}, {"chapter": "glossary", "id": "Mayhem", "content": "Mayhem A keyword ability that allows you to play cards you discarded this turn from your graveyard for an alternative cost. See rule 702.187, “Mayhem.”\n疯乱\n一个关键字异能,允许你支付替代性费用从你坟墓场中施放本回合中弃掉的牌。参见规则702.187,“疯乱”。"}, {"chapter": "glossary", "id": "Megamorph", "content": "Megamorph A variant of the morph ability that puts a +1/+1 counter on the creature as it turns face up. See rule 702.37, “Morph.”\n威力变身\n变身异能的一种变化,于生物翻回正面时在其上放置一个+1/+1指示物。参见规则702.37,“变身”。"}, {"chapter": "glossary", "id": "Meld", "content": "Meld To turn two members of a meld pair so their back faces are up and combined into one oversized Magic card. See rule 701.42, “Meld.”\n融合\n将一个融合牌组中的两张牌翻过来使其背面朝上并组合成一张大号万智牌卡牌。参见规则701.42,“融合”。"}, {"chapter": "glossary", "id": "Meld Cards", "content": "Meld Cards Cards with a Magic card face on one side and half of an oversized Magic card face on the other. See rule 712, “Double-Faced Cards.”\n融合牌\n一种牌,一面具有万智牌的牌面,另一面是一张大号万智牌卡牌的一半。参见规则712,“双面牌”。"}, {"chapter": "glossary", "id": "Melee", "content": "Melee A keyword ability that improves an attacking creature based on the number of opponents you attacked. See rule 702.121, “Melee.”\n乱斗\n一个关键字异能,根据你攻击的对手数量来强化一个进攻生物。参见规则702.121,“乱斗”。"}, {"chapter": "glossary", "id": "Menace", "content": "Menace An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.”\n威慑\n一种躲避式异能,可以让生物不能被单一生物阻挡。参见规则702.111,“威慑”。"}, {"chapter": "glossary", "id": "Mentor", "content": "Mentor A keyword ability that lets your bigger creatures power up your smaller creatures when they attack together. See rule 702.134, “Mentor.”\n训导\n一个关键字异能,使你的较大生物在与较小生物一同攻击时强化后者。参见规则702.134,“训导”。"}, {"chapter": "glossary", "id": "Merged Permanent", "content": "Merged Permanent A card or token may merge with a permanent to form a merged permanent. This merged permanent is represented by more than one card and/or token. See rule 729, “Merging with Permanents.”\n结聚永久物\n牌或衍生物可能会与永久物结聚,组合成结聚永久物。这个结聚永久物会由多于一张的牌或衍生物所代表。参见规则729,“与永久物结聚”。"}, {"chapter": "glossary", "id": "Mill", "content": "Mill To mill a number of cards, a player puts that many cards from the top of their library into their graveyard. See rule 701.17.\n磨\n磨数张牌指,牌手将该数量的牌从牌库顶置于其坟墓场。参见规则701.17。"}, {"chapter": "glossary", "id": "Minimum Deck Size", "content": "Minimum Deck Size If a rule or effect states that a player’s deck must contain at least a specific number of cards, that number is the player’s minimum deck size.\n套牌数量下限\n如果一个规则或效应叙述牌手的套牌必须至少包含一定数量的牌,该数量即为套牌数量下限。"}, {"chapter": "glossary", "id": "Miracle", "content": "Miracle A keyword ability that lets you cast a spell for a reduced cost if it’s the first card you draw in a turn. See rule 702.94, “Miracle.”\n奇迹\n一个关键字异能,如果该牌是回合中你所抓的第一张牌,便允许你用较低的费用施放它。参见规则702.94,“奇迹”。"}, {"chapter": "glossary", "id": "Mobilize", "content": "Mobilize A keyword ability that creates a number of tapped and attacking red Warrior creature tokens that are sacrificed at the beginning of the next end step. See rule 702.181, “Mobilize.”\n动员\n一个关键字异能,派出若干已横置且正进行攻击的红色战士衍生生物,且在下一个结束步骤开始时牺牲之。参见规则702.181,“动员”。"}, {"chapter": "glossary", "id": "Modal, Mode", "content": "Modal, Mode A spell or ability is “modal” if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” See rule 700.2.\n具有模式的,模式\n如果某咒语或异能以项目列表的格式提供了两种或以上的选择,且以指示牌手从这些选项中选择数项的字样开头,例如“选择一项~”,此咒语或异能便具有模式。参见规则700.2。"}, {"chapter": "glossary", "id": "Modal Double-Faced Cards", "content": "Modal Double-Faced Cards One kind of double-faced card. Modal double-faced cards can be played with either of their two faces up. See rule 712, “Double-Faced Cards.”\n模式双面牌\n双面牌的一种。模式双面牌的两面可以任选一面朝上使用。参见规则712,“双面牌”。"}, {"chapter": "glossary", "id": "Modified", "content": "Modified A modified creature is a creature that has a counter on it, is equipped, or is enchanted by an Aura its controller also controls. See rule 700.9.\n有饰装的\n有饰装的生物是指其上有指示物、或佩带有武具、或被一个由其操控者操控的灵气所结附的生物。参见规则700.9。"}, {"chapter": "glossary", "id": "Modular", "content": "Modular A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other artifact creatures. See rule 702.43, “Modular.”\n套件\n一个关键字异能,使得永久物进战场时带有+1/+1指示物,且能将这些指示物移动到其他神器生物上。参见规则702.43,“套件”。"}, {"chapter": "glossary", "id": "Monarch", "content": "Monarch A designation a player can have. Some effects instruct a player to become the monarch. The monarch draws a card at the beginning of their end step. Dealing combat damage to the monarch steals the title from that player. See rule 724, “The Monarch.”\n君主\n牌手能获得的一种称号。一些效应使牌手成为君主。君主在其结束步骤开始时抓一张牌。对君主造成战斗伤害可以从该牌手上夺取该称号。参见规则724,“君主”。"}, {"chapter": "glossary", "id": "Mono Artifact (Obsolete)", "content": "Mono Artifact (Obsolete) An obsolete term that appeared on the type line of artifacts with activated abilities that caused the artifact to become tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact,” and those abilities now include the tap symbol in their costs.\n单一神器(已废止)\n一个已废止的用词,出现在神器的类别栏中。它代表神器具有起动式异能,且起动式异能的费用是将其横置。具有此用词的牌在Oracle牌张参考文献中得到勘误,现在它们的类别仅为“神器”,且其异能的费用中包含横置符号。"}, {"chapter": "glossary", "id": "Monocolored", "content": "Monocolored An object with exactly one color is monocolored. Colorless objects aren’t monocolored. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”\n单色\n有且只有一种颜色的物件是单色。无色物件不是单色。参见规则105,“颜色”,和规则202,“法术力费用和颜色”。"}, {"chapter": "glossary", "id": "Monocolored Hybrid Mana Symbols", "content": "Monocolored Hybrid Mana Symbols See Hybrid Mana Symbols.\n单色混血法术力符号\n参见混血法术力符号。"}, {"chapter": "glossary", "id": "Monstrosity", "content": "Monstrosity A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.37, “Monstrosity.”\n蛮化(动作)\n一个关键字动作,在生物上放置+1/+1指示物,并使其成为蛮化。(译注:中文版翻译中,“当...成为蛮化时”简略译为“当...蛮化时”,有可能引起混淆。)参见规则701.37,“蛮化”。"}, {"chapter": "glossary", "id": "Monstrous", "content": "Monstrous A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.37, “Monstrosity.”\n蛮化(状况)/已蛮化\n因一个生物的蛮化起动式异能已经结算,而赋予它的一种称号。(译注:中文版翻译中,“当...成为蛮化时”简略译为“当...蛮化时”,有可能引起混淆。)参见规则701.37,“蛮化”。"}, {"chapter": "glossary", "id": "More Than Meets the Eye", "content": "More Than Meets the Eye A keyword ability that allows some cards to be cast converted. See rule 702.162, “More Than Meets the Eye,” and rule 701.28, “Convert.”\n远超所见\n一个关键字异能,使你可以已转换地施放某些牌。参见规则702.162,“远超所见”,及规则701.28,“转换”。"}, {"chapter": "glossary", "id": "Morph", "content": "Morph A keyword ability that lets a card be cast face down as a 2/2 creature. See rule 702.37, “Morph,” and rule 708, “Face-Down Spells and Permanents.”\n变身\n一个关键字异能,允许该牌以牌面朝下的方式,且视为2/2生物一般施放。参见规则702.37,“变身”,和规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "glossary", "id": "Mountain", "content": "Mountain One of the five basic land types. Any land with this subtype has the ability “{T}: Add {R}.” See rule 305.6.\n山脉\n五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{R}。”参见规则305.6。"}, {"chapter": "glossary", "id": "Mountaincycling", "content": "Mountaincycling See Typecycling.\n循环山脉\n参见类别循环。"}, {"chapter": "glossary", "id": "Mountainwalk", "content": "Mountainwalk See Landwalk.\n山脉行者\n参见地行者。"}, {"chapter": "glossary", "id": "Move", "content": "Move To remove a counter from one object and put it on a different object. See rule 122.5.\nSome older cards used “move” with respect to Auras; those cards have received errata in the Oracle card reference and now use the word “attach.”\n移动\n从一个物件上移除指示物,并将其放置在另一个物件上。参见规则122.5。\n一些较老的牌使用“移动”一词提及灵气;这些牌在Oracle牌张参考文献中已获得勘误,现在使用“贴附”一词。"}, {"chapter": "glossary", "id": "Mulligan", "content": "Mulligan To take a mulligan is to reject a prospective opening hand in favor of a new one. See rule 103.5.\n再调度\n执行“再调度”是指不接受一副可能的起手牌,并用一副新的起手牌代替之。参见规则103.5。"}, {"chapter": "glossary", "id": "Multicolored", "content": "Multicolored An object with two or more colors is multicolored. Multicolored is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”\n多色\n具有两个或更多颜色的物件便是多色。多色并不是一种颜色。参见规则105,“颜色”,和规则202,“法术力费用和颜色”。"}, {"chapter": "glossary", "id": "Multikicker", "content": "Multikicker Multikicker is a variant of the kicker keyword ability. It represents an optional additional cost that may be paid any number of times. See rule 702.33, “Kicker.” See also Kicker.\n多重增幅\n多重增幅是增幅关键字异能的变化形式。它代表一种可以支付任意次的可选额外费用。参见规则702.33,“增幅”。另参见增幅。"}, {"chapter": "glossary", "id": "Multiplayer Game", "content": "Multiplayer Game A game that begins with more than two players. See section 8, “Multiplayer Rules.”\n多人游戏\n开始时多于两人参与的游戏。参见第8章,“多人游戏规则”。"}, {"chapter": "glossary", "id": "Mutate", "content": "Mutate A keyword that lets a creature card be cast as a mutating creature spell. See rule 702.140, “Mutate.”\n合变\n一个关键字,使得生物可以作为合变式生物咒语施放。参见规则702.140,“合变”。"}, {"chapter": "glossary", "id": "Mutating Creature Spell", "content": "Mutating Creature Spell A creature spell cast using the mutate keyword ability. As it resolves, if its target creature is legal, it merges with the target creature. The resulting creature has all characteristics of the topmost component and has the abilities of each component. See rule 702.140, “Mutate,” and rule 729, “Merging with Permanents.”\n合变式生物咒语\n一个使用合变关键字异能施放的生物咒语。于其结算时,如果其目标的生物合法,其与该目标生物结聚。所成的生物具有最顶上组件的所有特征以及每个组件的异能。参见规则702.140,“合变”,以及规则729,“与永久物结聚”。"}, {"chapter": "glossary", "id": "Myriad", "content": "Myriad Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule 702.116, “Myriad.”\n繁影\n一个触发式异能,能使生物向所有可能的方向攻击。参见规则702.116,“繁影”。"}, {"chapter": "glossary", "id": "Name", "content": "Name A characteristic, and part of a card. A card’s name is printed in its upper left corner. See rule 201, “Name.”\n名称\n一个特征,也是牌的一部分。牌的名称印在它的左上角。参见规则201,“名称”。"}, {"chapter": "glossary", "id": "Night", "content": "Night Along with day, a designation the game can have. See rule 730, “Day and Night,” and rule 702.145, “Daybound and Nightbound.”\n黑夜\n与白昼一起,均是游戏可以具有的称号。参见规则730,“白昼与黑夜”,与规则702.145,“昼形与夜形”。"}, {"chapter": "glossary", "id": "Nightbound", "content": "Nightbound An ability found on the back faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,” and rule 730, “Day and Night.”\n夜形\n一种异能,见于一些双面牌的背面上。具昼形与夜形异能的牌,在白昼时正面朝上,在黑夜时背面朝上。参见规则702.145,“昼形与夜形”,与规则730,“白昼与黑夜”。"}, {"chapter": "glossary", "id": "Ninjutsu", "content": "Ninjutsu A keyword ability that lets a creature suddenly enter combat. See rule 702.49, “Ninjutsu.”\n忍术\n一个关键字异能,让生物突然加入战斗。参见规则702.49,“忍术”。"}, {"chapter": "glossary", "id": "Nonbasic Land", "content": "Nonbasic Land Any land that doesn’t have the supertype “basic.” See rule 205.4, “Supertypes.”\n非基本地\n任何不具有超类别“基本”的地。参见规则205.4,“超类别”。"}, {"chapter": "glossary", "id": "Nonmodal Double-Faced Card", "content": "Nonmodal Double-Faced Card One kind of double-faced card. Nonmodal double-faced cards default to being cast with their front faces up but can transform to their back faces in some way. See rule 712, “Double-Faced Cards.”\n非模式双面牌\n双面牌的一种。非模式双面牌默认正面朝上地施放,但能以某种方式转化到其背面。参见规则712,“双面牌”。"}, {"chapter": "glossary", "id": "Nontraditional Magic Card", "content": "Nontraditional Magic Card A card not included in players’ decks. It may be oversized or have a card back other than a “Deckmaster” back. See rule 108.2.\n非传统万智牌\n不包含在牌手套牌中的一种牌。它们可能是大号尺寸,或具有不为“Deckmaster”的背面。参见规则108.2。"}, {"chapter": "glossary", "id": "Object", "content": "Object An ability on the stack, a card, a copy of a card, an emblem, a token, a spell, or a permanent. See rule 109, “Objects.”\n物件\n堆叠上的异能、牌、牌的复制品、衍生物、咒语或永久物。参见规则109,“物件”。"}, {"chapter": "glossary", "id": "Offering", "content": "Offering A keyword ability that modifies when you can cast a spell and how much mana you need to spend to do it. See rule 702.48, “Offering.”\n献祭\n一个关键字异能,影响你何时施放咒语以及所需要花费的法术力数量。参见规则702.48,“献祭”。"}, {"chapter": "glossary", "id": "Offspring", "content": "Offspring A keyword ability that allows you to pay an additional cost as you cast a creature spell to create a 1/1 token that’s a copy of that permanent when it enters the battlefield. See rule 702.175, “Offspring.”\n繁生\n一个关键字异能,允许你施放生物咒语时支付额外费用,在该永久物进战场时派出为其复制品的1/1衍生物。参见规则702.175,“繁生”。"}, {"chapter": "glossary", "id": "Omen Card", "content": "Omen Card Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Omen spell type. See rule 720, “Omen Cards.”\n预兆牌\n一张分为两部分(且其中一部分是嵌在文字栏左面)的牌,其副特征包括预兆此咒语类别。。参见规则720,“预兆牌”。"}, {"chapter": "glossary", "id": "One-Shot Effect", "content": "One-Shot Effect An effect that does something just once and doesn’t have a duration. See rule 610, “One-Shot Effects.” See also Continuous Effects.\n一次性效应\n只作一件事且没有持续的效应。参见规则610,“一次性效应”。另参见持续性效应。"}, {"chapter": "glossary", "id": "Ongoing", "content": "Ongoing A supertype that appears only on scheme cards. See rule 205.4, “Supertypes.”\n长效\n只出现在邪计牌上的超类别。参见规则205.4,“超类别”。"}, {"chapter": "glossary", "id": "Opening Hand", "content": "Opening Hand The hand of cards a player starts the game with, once the player has decided not to take any further mulligans. See rule 103.5.\n起手\n在牌手决定不再调度之后,其开始游戏时手上的牌。参见规则103.5。"}, {"chapter": "glossary", "id": "Opponent", "content": "Opponent Someone a player is playing against. See rules 102.2 and 102.3.\n对手\n牌手正在对局的人。参见规则102.2和102.3。"}, {"chapter": "glossary", "id": "Option", "content": "Option An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2.\n模式(多人游戏)\n多人游戏中可以使用的一些额外规则。参见规则800.2。"}, {"chapter": "glossary", "id": "Oracle", "content": "Oracle The reference that contains the up-to-date wordings (in English) for all tournament-legal cards. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com. See rule 108.1.\nOracle\n牌张参考文献,包括所有比赛中合法使用牌的最新叙述(英文)。牌的Oracle叙述可以在Gatherer牌张数据库中找到:Gatherer.Wizards.com。参见规则108.1。"}, {"chapter": "glossary", "id": "Outlast", "content": "Outlast A keyword ability that allows a creature to grow larger over time. See rule 702.107, “Outlast.”\n延生\n一个关键字异能,让生物能够持续变大。参见规则702.107,“延生”。"}, {"chapter": "glossary", "id": "Outside the Game", "content": "Outside the Game An object is “outside the game” if it isn’t in any of the game’s zones. See rule 400.11.\n游戏之外\n如果一个物件不在任何游戏区域中,该物件在“游戏之外”。参见规则400.11。"}, {"chapter": "glossary", "id": "Overload", "content": "Overload A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.96, “Overload.”\n超载\n一个关键字异能,让一个咒语影响一个目标或多个物件。参见规则702.96,“超载”。"}, {"chapter": "glossary", "id": "Owner", "content": "Owner The player who (for purposes of the game) a card, permanent, token, or spell belongs to. See rules 108.3, 110.2, 111.2, and 112.2.\n拥有者\n(作为游戏的一部分)拥有一张牌、永久物、衍生物或咒语的牌手。参见规则108.3、110.2、111.2和112.2。"}, {"chapter": "glossary", "id": "Paired", "content": "Paired A term that describes a creature that’s been affected by a soulbond ability. See rule 702.95, “Soulbond.”\n搭档\n一个描述受魂系异能影响之生物的用词。参见规则702.95,“魂系”。"}, {"chapter": "glossary", "id": "Paris Mulligan", "content": "Paris Mulligan Informal term for a previous system of taking a mulligan. Using the Paris mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. For current mulligan rules, see rule 103.5.\n巴黎再调度\n指代一种曾经的再调度方式的非正式用词。使用巴黎再调度方式时,牌手再调度时将其手牌洗入其牌库,然后少抓一张牌。要查看当前的再调度规则,参见规则103.5。"}, {"chapter": "glossary", "id": "Partner, “Partner—[text],” “Partner with [name]”", "content": "Partner, “Partner—[text],” “Partner with [name]” A keyword ability that lets two legendary cards be your commander in the Commander variant rather than one. “Partner with [name]” is a specialized version of the ability that works even outside of the Commander variant to help two cards reach the battlefield together. See rule 702.124, “Partner,” and rule 903, “Commander.”\n拍档,拍档~[叙述],与[名称]拍档\n一个关键字异能,在指挥官玩法中使两张传奇牌(而不是一个)成为你的指挥官。“与[名称]拍档”是此异能的特别形式,它即使在指挥官玩法之外也能起作用,能帮助两张牌同时抵达战场。参见规则702.124,“拍档”以及规则903,“指挥官”。"}, {"chapter": "glossary", "id": "Party", "content": "Party Some cards refer to the number of creatures in your party. A player’s party includes up to one each of Cleric, Rogue, Warrior, and Wizard. See rule 700.8.\n冒险团\n一些牌提及你冒险团中的生物数量。牌手的冒险团由僧侣、浪客、战士和法术师组成,每种类别至多只计入一个。参见规则700.8。"}, {"chapter": "glossary", "id": "Pass", "content": "Pass To decline to take any action (such as casting a spell or activating an ability) when you have priority. See rule 117, “Timing and Priority.”\n让过\n在拥有优先权时不执行动作(例如施放咒语或起动异能)。参见规则117,“时机和优先权”。"}, {"chapter": "glossary", "id": "Pass in Succession", "content": "Pass in Succession All players “pass in succession” if each player in the game (starting with any one of them) opts not to take an action upon receiving priority. See rule 117, “Timing and Priority.”\n依次让过\n如果游戏中的每位牌手(从任意一人开始)在得到优先权时都不执行动作,所有牌手便“依次让过”。参见规则117,“时机和优先权”。"}, {"chapter": "glossary", "id": "Pawprint Symbol", "content": "Pawprint Symbol A symbol shaped like a pawprint that is used to indicate the modes on some modal spells. See rule 700.2i.\n爪印符号\n一个形状像爪印的符号,在某些具有模式的咒语中用于指示模式。参见规则700.2i。"}, {"chapter": "glossary", "id": "Pay", "content": "Pay To perform the actions required by a cost. This often means, but is not restricted to, spending resources such as mana or life. See rule 118, “Costs.”\n支付\n当游戏产生费用要求时,执行满足要求的动作。这通常意味着,但不限于,花费法术力或生命等资源。参见规则118,“费用”。"}, {"chapter": "glossary", "id": "Permanent", "content": "Permanent A card or token on the battlefield. See rule 110, “Permanents.”\n永久物\n战场上的牌或衍生物。参见规则110,“永久物”。"}, {"chapter": "glossary", "id": "Permanent Card", "content": "Permanent Card A card that could be put onto the battlefield. See rule 110.4a.\n永久物牌\n可以放进战场的牌。参见规则110.4a。"}, {"chapter": "glossary", "id": "Permanent Spell", "content": "Permanent Spell A spell that will enter the battlefield as a permanent as part of its resolution. See rule 110.4b.\n永久物咒语\n结算时会作为永久物进入战场的咒语。参见规则110.4b。"}, {"chapter": "glossary", "id": "Permanently (Obsolete)", "content": "Permanently (Obsolete) An obsolete term used to indicate that a continuous effect has no duration and thus lasts until the end of the game. Cards printed with this term have received errata in the Oracle card reference to delete it.\n永久地(已废止)\n一个已废止的用词,指示一个持续性效应没有时限,并延续直到此盘游戏结束。具有此用词的牌在Oracle牌张参考文献中已获得勘误,并删去此用词。"}, {"chapter": "glossary", "id": "Persist", "content": "Persist A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.79, “Persist.”\n留存\n一个关键字异能,可以将生物从坟场返回战场。参见规则702.79,“留存”。"}, {"chapter": "glossary", "id": "Phase", "content": "Phase 1. A subsection of a turn. See section 5, “Turn Structure.”\n2. A permanent “phases in” when its status changes from phased out to phased in. A permanent “phases out” when its status changes from phased in to phased out. See rule 702.26, “Phasing.”\n阶段/时间跳跃(译者注:这两个词在英文原文中相同)\n1. 组成回合的一部分。参见第5章,“回合结构”。\n2. 当永久物的状态从已跃离变为已跃回时,该永久物“跃回”。当永久物的状态从已跃回变为已跃离时,该永久物“跃离”。参见规则702.26,“时间跳跃”。"}, {"chapter": "glossary", "id": "Phased In, Phased Out", "content": "Phased In, Phased Out A status a permanent may have. Phased-in is the default status. Phased-out permanents are treated as though they do not exist. See rule 110.5 and rule 702.26, “Phasing.” (“Phased-out” was a zone in older versions of the rules.)\n已跃回,已跃离\n永久物可能具有的状态。默认状态下,永久物都是已跃回。已跃离的永久物被视为其不存在。参见规则110.5和规则702.26,“时间跳跃”。(“跃离区”在较老版本的规则中是一个游戏区域。)"}, {"chapter": "glossary", "id": "Phasing", "content": "Phasing A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.26, “Phasing.”\n时间跳跃\n一个关键字异能,使得永久物有时被视为其不存在。参见规则702.26,“时间跳跃”。"}, {"chapter": "glossary", "id": "Phenomenon", "content": "Phenomenon A card type seen only on nontraditional Magic cards in the Planechase casual variant. A phenomenon card is not a permanent. See rule 312, “Phenomena.”\n异象\n只出现在非传统万智牌上的一种牌张类别,在竞逐时空休闲式玩法中使用。参见规则312,“异象”。"}, {"chapter": "glossary", "id": "Phyrexian Mana Symbol", "content": "Phyrexian Mana Symbol A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4.\n非瑞克西亚法术力符号\n一种法术力符号,表示其既可以使用有色法术力支付,也可以使用生命支付。参见规则107.4。"}, {"chapter": "glossary", "id": "Phyrexian Symbol", "content": "Phyrexian Symbol A symbol used in rules text to represent any of the five Phyrexian mana symbols. See rule 107.4g.\n非瑞克西亚符号\n规则叙述中使用的一种符号,代表五种非瑞克西亚法术力符号中的任何一种。参见规则107.4g。"}, {"chapter": "glossary", "id": "Pile", "content": "Pile A temporary grouping of cards. See rule 700.3.\n堆\n牌的临时分组方式。参见规则700.3。"}, {"chapter": "glossary", "id": "Placed", "content": "Placed (Obsolete) Some spells and abilities previously referred to a counter being “placed” on a permanent. These cards have received errata in the Oracle card reference to use the term “put” instead. Due to a rules change, these cards continue to function as they did before. See rule 122, “Counters.”\n放置(译注:place和put中文都译为放置,此词已废止仅因为英文统一了词汇。)\n(已废止)一些咒语和异能先前提及指示物“被放置(placed)”在永久物上。这些牌张在Oracle牌张参考文献中得到勘误,现使用“放置(put)”一词。由于规则变动,这些牌张仍能如往常一般地正常运作。参见规则122,“指示物”。"}, {"chapter": "glossary", "id": "Plains", "content": "Plains One of the five basic land types. Any land with this subtype has the ability “{T}: Add {W}.” See rule 305.6.\n平原\n五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{W}。”参见规则305.6。"}, {"chapter": "glossary", "id": "Plainscycling", "content": "Plainscycling See Typecycling.\n平原行者\n参见类别循环。"}, {"chapter": "glossary", "id": "Plainswalk", "content": "Plainswalk See Landwalk.\n平原行者\n参见地行者。"}, {"chapter": "glossary", "id": "Planar Deck", "content": "Planar Deck A deck of at least ten plane cards needed to play the Planechase casual variant. See rule 901.3.\n时空套牌\n竞逐时空休闲式玩法需要的至少十张时空牌组成的套牌。参见规则901.3。"}, {"chapter": "glossary", "id": "Planar Die", "content": "Planar Die A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3.\n时空骰\n竞逐时空休闲式玩法需要的特制六面骰。参见规则901.3。"}, {"chapter": "glossary", "id": "Plane", "content": "Plane A card type seen only on nontraditional Magic cards in the Planechase casual variant. A plane card is not a permanent. See rule 311, “Planes.”\n时空\n一种牌张类别,只在竞逐时空休闲式玩法中使用的非传统万智牌上出现。时空牌不是永久物。参见规则311,“时空”。"}, {"chapter": "glossary", "id": "Planechase", "content": "Planechase A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, “Planechase.”\n竞逐时空\n一种休闲式玩法,时空牌和异象牌为游戏带来额外的异能和随机性。参见规则901,“竞逐时空”。"}, {"chapter": "glossary", "id": "Planeswalk", "content": "Planeswalk To put each face-up plane card or phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up in a Planechase game. See rule 701.31, “Planeswalk.”\n时空换境\n在竞逐时空游戏中,将每张面朝上的时空牌或异象牌面朝下置于其拥有者的时空套牌底,然后将你的时空套牌顶牌移离该时空套牌并将其翻回正面。参见规则701.31,“时空换境”。"}, {"chapter": "glossary", "id": "Planeswalker", "content": "Planeswalker A card type. A planeswalker is a permanent. See rule 306, “Planeswalkers.”\n鹏洛客(旧译旅法师)\n一种牌张类别。鹏洛客是永久物。参见规则306,“鹏洛客”。"}, {"chapter": "glossary", "id": "Planeswalker Symbol", "content": "Planeswalker Symbol The Planeswalker symbol appears on the planar die in the Planechase casual variant. See rule 107.11.\n鹏洛客符号\n鹏洛客符号出现在竞逐时空休闲式玩法中使用的时空骰上。参见规则107.11。"}, {"chapter": "glossary", "id": "Planeswalker Type", "content": "Planeswalker Type A subtype that’s correlated to the planeswalker card type. See rule 306, “Planeswalkers.” See rule 205.3j for the list of planeswalker types.\n鹏洛客类别\n与鹏洛客牌张类别相关的副类别。参见规则306,“鹏洛客”。参见规则205.3j查看鹏洛客类别的列表。"}, {"chapter": "glossary", "id": "Planeswalker Uniqueness Rule (Obsolete)", "content": "Planeswalker Uniqueness Rule (Obsolete) Older versions of the rules stated that a player who controlled two or more planeswalkers with the same planeswalker type would put all but one of those planeswalkers into their owners’ graveyards. This rule was called the “planeswalker uniqueness rule” and no longer exists.\n鹏洛客唯一规则(已废止)\n先前版本的规则叙述牌手操控两个或更多具有相同鹏洛客类别的鹏洛客时,除留下其中之一外,其余均置于其拥有者的坟墓场。此规则曾称为“鹏洛客唯一规则”,现已不复存在。"}, {"chapter": "glossary", "id": "Play", "content": "Play 1. To play a land is to put a land onto the battlefield as a special action. See rule 116, “Special Actions,” and rule 305, “Lands.”\n2. To play a card is to play that card as a land or cast that card as a spell, whichever is appropriate. See rule 601, “Casting Spells.”\n3. (Obsolete) Casting a spell used to be known as playing a spell. Cards with that text have received errata in the Oracle card reference. See Cast.\n4. (Obsolete) Activating an activated ability used to be known as playing an activated ability. Cards with that text have received errata in the Oracle card reference. See Activate.\n5. (Obsolete) The battlefield used to be known as the in-play zone. Cards that were printed with text that contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.\n使用/场上(译者注:这两个词在英文原文中相同)\n1. 使用一张地是指将一张地作为特殊动作放进战场。参见规则116,“特殊动作”,和规则305,“地”。\n2. 使用一张牌是指使用地或施放咒语,依该牌的牌张类别而定。参见规则601,“施放咒语”。\n3. (已废止)施放咒语曾经称为使用咒语。具有该用词的牌在Oracle牌张参考文献中已获得勘误。参见施放。\n4. (已废止)起动起动式异能曾经称为使用起动式异能。具有该用词的牌在Oracle牌张参考文献中已获得勘误。参见起动。\n5. (已废止)战场曾经称为场上区。具有用词“场上”、“从场上”等提及战场的牌在Oracle牌张参考文献中已获得勘误。参见战场。(译注:中文版中“进场”一词曾用于对译“come into play”这一废止用词,现重新用于对译“enter”。)"}, {"chapter": "glossary", "id": "Player", "content": "Player One of the people in the game. See rule 102, “Players.”\n牌手\n游戏中的人之一。参见规则102,“牌手”。"}, {"chapter": "glossary", "id": "Plot", "content": "Plot A keyword ability that lets a player exile cards from their hand and cast them without paying their mana cost on future turns. See rule 702.170, “Plot.”\n设谋\n一个关键字异能,允许牌手从手上放逐牌并在之后的回合中施放,且不需支付其法术力费用。参见规则702.170,“设谋”。"}, {"chapter": "glossary", "id": "Plotted", "content": "Plotted A card exiled using the plot special action becomes plotted. Other effects can also make an exiled card plotted. See rule 702.170, “Plot.”\n已设谋\n以设谋特殊动作放逐的牌成为已设谋。其他效应亦能令一张已放逐的牌成为已设谋。参见规则702.170,“设谋”。"}, {"chapter": "glossary", "id": "Poison Counter", "content": "Poison Counter A counter that may be given to a player. See rule 122, “Counters,” and rule 704.5c.\n中毒指示物\n可以给予牌手的一种指示物。参见规则122,“指示物”,和规则704.5c。"}, {"chapter": "glossary", "id": "Poisoned", "content": "Poisoned Having one or more poison counters. See rule 122, “Counters.”\n已中毒\n具有一个或数个中毒指示物。参见规则122,“指示物”。"}, {"chapter": "glossary", "id": "Poisonous", "content": "Poisonous A keyword ability that causes a player to get poison counters. See rule 702.70, “Poisonous.”\n剧毒\n一个关键字异能,使牌手获得中毒指示物。参见规则702.70,“剧毒”。"}, {"chapter": "glossary", "id": "Poly Artifact (Obsolete)", "content": "Poly Artifact (Obsolete) An obsolete term that appeared on the type line of artifacts with activated abilities that didn’t cause the artifact to be tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.”\n多重神器(已废止)\n一个已废止的用词,出现在神器的类别栏中。它代表神器具有起动式异能,且起动式异能的费用不包含将其横置。具有此用词的牌在Oracle牌张参考文献中得到勘误,现在它们的类别仅为“神器”。"}, {"chapter": "glossary", "id": "Populate", "content": "Populate A keyword action that creates a copy of a creature token you control. See rule 701.36, “Populate.”\n殖民\n一个关键字动作,派出由你操控的衍生生物之复制品。参见规则701.36,“殖民”。"}, {"chapter": "glossary", "id": "Postcombat Main Phase", "content": "Postcombat Main Phase A main phase that occurs after a combat phase. See Main Phase.\n战斗后行动阶段\n战斗阶段之后的行动阶段。参见行动阶段。"}, {"chapter": "glossary", "id": "Power", "content": "Power 1. Part of a card that only creature cards have. A creature card’s power is printed before the slash in its lower right corner. See rule 208, “Power/Toughness.”\n2. A characteristic that only creatures have. See rule 302.4.\n力量\n1. 只有生物牌具有的牌的一部分。生物牌的力量印在其右下角斜线之前。参见规则208,“力量/防御力”。\n2. 一个只有生物才具有的特征。参见规则302.4。"}, {"chapter": "glossary", "id": "Powerstone Token", "content": "Powerstone Token A Powerstone token is a colorless artifact token with “{T}: Add {C}. This mana can’t be spent to cast a nonartifact spell.” For more information about predefined tokens, see rule 111.10.\n魔力石衍生物\n魔力石衍生物是具有“{T}:加{C}。此法术力不能用来施放非神器咒语。”的无色魔力石衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Precombat Main Phase", "content": "Precombat Main Phase The first main phase of a turn. See Main Phase.\n战斗前行动阶段\n回合中的第一个行动阶段。参见行动阶段。"}, {"chapter": "glossary", "id": "Prevent", "content": "Prevent A word used by prevention effects to indicate what damage will not be dealt. See rule 615, “Prevention Effects.”\n防止\n一个出现在防止性效应中的用词,指示哪些伤害不会造成。参见规则615,“防止性效应”。"}, {"chapter": "glossary", "id": "Prevention Effect", "content": "Prevention Effect A kind of continuous effect that watches for a damage event that would happen and completely or partially prevents the damage that would be dealt. See rule 615, “Prevention Effects.”\n防止性效应\n一类持续性效应,等待将要发生的伤害事件,并完全或部分地防止将要造成的伤害。参见规则615,“防止性效应”。"}, {"chapter": "glossary", "id": "Priority", "content": "Priority Which player can take actions at any given time is determined by a system of “priority.” See rule 117, “Timing and Priority.”\n优先权\n使用“优先权”系统来决定任一时刻哪位牌手可以执行动作。参见规则117,“时机和优先权”。"}, {"chapter": "glossary", "id": "Prize", "content": "Prize An additional reward for visiting some Attractions. See rule 702.159, “Visit.”\n奖励\n造访一些景点带来的额外好处。参见规则702.159,“造访”。"}, {"chapter": "glossary", "id": "Proliferate", "content": "Proliferate To give an additional counter to any number of players and/or permanents of each kind they already have. See rule 701.34, “Proliferate.”\n增殖\n对于任意数量的已有指示物的牌手和/或永久物,其上每种指示物都给予一个额外的指示物。参见规则701.34,“增殖”。"}, {"chapter": "glossary", "id": "Protect, Protector", "content": "Protect, Protector Each battle has a player designated as its protector, and that player protects that battle. See rule 310.8.\n防卫,防卫者\n每个战役都需要指定一位牌手作为防卫者,该牌手防卫该战役。参见规则310.8。"}, {"chapter": "glossary", "id": "Protection", "content": "Protection A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.”\n保护\n一个关键字异能,具此异能者免受具指定特性之物件的一系列影响。参见规则702.16,“保护”。"}, {"chapter": "glossary", "id": "Prototype", "content": "Prototype An ability which allows a prototype card to be cast with a secondary set of characteristics. See rule 718, “Prototype Cards,” and rule 702.160, “Prototype.”\n试作\n一个异能,允许一张试作牌使用其第二组特征来施放。参见规则718,“试作牌”,及规则702.160,“试作”。"}, {"chapter": "glossary", "id": "Prototype Card", "content": "Prototype Card Cards with a two-part card frame (one part of which is inset under the type line) on a single card. See rule 718, “Prototype Cards.”\n试作牌\n一张分为两部分(且其中一部分是嵌在类别栏下方)的牌。参见规则718,“试作牌”。"}, {"chapter": "glossary", "id": "Provoke", "content": "Provoke A keyword ability that can force a creature to block. See rule 702.39, “Provoke.”\n挑拨\n一个关键字异能,可以迫使生物进行阻挡。参见规则702.39,“挑拨”。"}, {"chapter": "glossary", "id": "Prowess", "content": "Prowess A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.108, “Prowess.”\n灵技\n一个关键字异能,当生物的操控者施放非生物咒语时,使该生物得+1/+1。参见规则702.108,“灵技”。"}, {"chapter": "glossary", "id": "Prowl", "content": "Prowl A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.76, “Prowl.”\n伺机\n一个关键字异能,有时允许咒语以替代性费用施放。参见规则702.76,“伺机”。"}, {"chapter": "glossary", "id": "Public Zone", "content": "Public Zone A zone in which all players can be expected to see the cards’ faces. See rule 400.2. See also Hidden Zone.\n公开区域\n所有牌手都可以看到其中牌面的区域。参见规则400.2。另参见隐藏区域。"}, {"chapter": "glossary", "id": "Rad Counter", "content": "Rad Counter A type of counter a player can have that causes that player to mill cards at the beginning of their precombat main phase, then lose 1 life and remove one rad counter for each nonland card milled this way. See rule 122, “Counters,” and rule 727, “Rad Counters.”\n拉德指示物\n牌手可以具有的一种指示物,会导致牌手在其战斗前的行动阶段磨牌,然后每以此法磨掉一张非地牌,便失去1点生命并移去一个拉德指示物。参见规则122,“指示物”,及规则727,“拉德指示物”。"}, {"chapter": "glossary", "id": "Rampage", "content": "Rampage A keyword ability that can make a creature better in combat. See rule 702.23, “Rampage.”\n狂暴\n一个关键字异能,让生物在战斗中更强。参见规则702.23,“狂暴”。"}, {"chapter": "glossary", "id": "Range of Influence", "content": "Range of Influence See Limited Range of Influence.\n影响范围\n参见限制影响范围。"}, {"chapter": "glossary", "id": "Ravenous", "content": "Ravenous A keyword ability found on some creature cards with {X} in their mana cost. The creature enters the battlefield with X +1/+1 counters on it, and you draw a card if X is 5 or more. See rule 702.156, “Ravenous.”\n贪食\n一个关键字异能,见于一些法术力费用中含有{X}的生物牌上。该生物进战场时上面有X个+1/+1指示物,且如果X等于或大于5,你抓一张牌。参见规则702.156,“贪食”。"}, {"chapter": "glossary", "id": "Reach", "content": "Reach A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying.\n延势\n一个关键字异能,让生物可以阻挡具有飞行的攻击生物。参见规则702.17,“延势”。另参见飞行。"}, {"chapter": "glossary", "id": "Read Ahead", "content": "Read Ahead A keyword ability found on some Sagas that allows their controller to choose which chapter it starts on. See rule 702.155, “Read Ahead.”\n跳读\n一个见于传纪上的关键字异能,允许其操控者选择从哪个章节开始。参见规则702.155,“跳读”。"}, {"chapter": "glossary", "id": "Rebound", "content": "Rebound A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.88, “Rebound.”\n弹回\n一个关键字异能,让瞬间或法术咒语可以被第二次施放。参见规则702.88,“弹回”。"}, {"chapter": "glossary", "id": "Reconfigure", "content": "Reconfigure A keyword ability that allows an Equipment creature to temporarily stop being a creature and become attached to another creature. See rule 702.151, “Reconfigure.”\n重配\n一个关键字异能,让武具生物暂时不再是生物,且贴附于另一个生物上。参见规则702.151,“重配”。"}, {"chapter": "glossary", "id": "Recover", "content": "Recover A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.59, “Recover.”\n复还\n一个关键字异能,让牌手将某牌从其坟墓场中移回其手上。参见规则702.59,“复还”。"}, {"chapter": "glossary", "id": "Redirect (Obsolete)", "content": "Redirect (Obsolete) Some older cards were printed with the term “redirect” to indicate a redirection effect. Such cards have received errata in the Oracle card reference so they explicitly state that damage that would be dealt to one object or player is dealt “instead” to another. See Redirection Effect.\n转移(已废止)\n一些老牌印有“转移”一词,表示一个转移性效应。这些牌在Oracle牌张参考文献中得到了勘误,从而它们明确的说明对一个物件或牌手将造成的伤害“改为”对另一个造成。参见转移性效应。"}, {"chapter": "glossary", "id": "Redirection Effect", "content": "Redirection Effect A kind of replacement effect that causes damage that would be dealt to one creature, planeswalker, or player to be dealt instead to another creature, planeswalker, or player. See rule 614.9.\n转移性效应\n一种替代性效应,让对一个生物、鹏洛客、或牌手造成的伤害改为对另一个生物、鹏洛客、或牌手造成。参见规则614.9。"}, {"chapter": "glossary", "id": "Reflexive Triggered Ability", "content": "Reflexive Triggered Ability An ability that triggers based on actions taken earlier during a spell or ability’s resolution. See rule 603.12.\n自身触发式异能\n一种异能,根据先前咒语或异能结算过程中所作的动作而决定是否触发。参见规则603.12。"}, {"chapter": "glossary", "id": "Regenerate", "content": "Regenerate To replace a permanent’s destruction with an alternate sequence of events. See rule 701.19, “Regenerate.”\n重生\n将一个永久物的消灭用另一系列事件进行替代。参见规则701.19,“重生”。"}, {"chapter": "glossary", "id": "Reinforce", "content": "Reinforce A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.77, “Reinforce.”\n补强\n一个关键字异能,让牌手在生物上放置+1/+1指示物。参见规则702.77,“补强”。"}, {"chapter": "glossary", "id": "Reminder Text", "content": "Reminder Text Parenthetical text in italics in the text box of a card that summarizes a rule that applies to that card, but is not actually rules text and has no effect on play. See rule 207.2.\n提示文字\n牌的文字栏内括号中的斜体字,总结对该牌生效的一条规则,但不是正式规则叙述且对游戏没有效应。参见规则207.2。"}, {"chapter": "glossary", "id": "Removed from Combat", "content": "Removed from Combat Certain events can cause an attacking or blocking creature, or a planeswalker that’s being attacked, to be “removed from combat.” A permanent that’s removed from combat has no further involvement in that combat phase. See rule 506.4.\n移出战斗\n一些特定的事件将造成攻击或阻挡生物,或正被被攻击的鹏洛客,被“移出战斗”。一个被移出战斗的永久物对该战斗阶段没有更多的参与。参见规则506.4。"}, {"chapter": "glossary", "id": "Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete)", "content": "Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete) “Remove [something] from the game” is an obsolete term for “exile [something].” “The removed card” is an obsolete term for “the exiled card.” The removed-from-the-game zone is an obsolete term for the exile zone. Cards with that text have received errata in the Oracle card reference. See Exile.\n移出游戏,移除,移出游戏区(已废止)\n“将[某物]移出游戏”是对“放逐[某物]”已废止的用词。“被移除的牌”是对“被放逐的牌”已废止的用词。移出游戏区是对放逐区已废止的用词。具有这些叙述的牌在Oracle牌张参考文献中得到了勘误。参见放逐。"}, {"chapter": "glossary", "id": "Renown", "content": "Renown A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule 702.112, “Renown.”\n铭勇\n一个关键字异能,使生物对牌手造成过战斗伤害之后变得更强。参见规则702.112,“铭勇”。"}, {"chapter": "glossary", "id": "Renowned", "content": "Renowned A designation given to a permanent as a result of the renown ability. See rule 702.112, “Renown.”\n已铭勇\n因永久物的铭勇异能,而赋予它的一种称号。参见规则702.112,“铭勇”。"}, {"chapter": "glossary", "id": "Replacement Effect", "content": "Replacement Effect A kind of continuous effect that watches for a particular event that would happen and completely or partially replaces that event with a different event. See rule 614, “Replacement Effects.”\n替代性效应\n持续性效应的一种,注意某特定事件将发生,并且将该事件完全或部分的用不同的事件替代。参见规则614,“替代性效应”。"}, {"chapter": "glossary", "id": "Replicate", "content": "Replicate A keyword ability that creates copies of a spell. See rule 702.56, “Replicate.”\n覆诵\n一个关键字异能,创造咒语的复制品。参见规则702.56,“覆诵”。"}, {"chapter": "glossary", "id": "Requirement", "content": "Requirement An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c.\n要求\n一个强制一个或数个生物攻击或阻挡的效应。参见规则508.1d以及509.1c。"}, {"chapter": "glossary", "id": "Resolve", "content": "Resolve When the spell or ability on top of the stack “resolves,” its instructions are followed and it has its effect. See rule 608, “Resolving Spells and Abilities.”\n结算\n当堆叠顶端的咒语或异能“结算”时,它的叙述被执行且它具有其效应。参见规则608,“结算咒语和异能”。"}, {"chapter": "glossary", "id": "Restart the Game", "content": "Restart the Game To immediately end the current game and restart it. See rule 104, “Ending the Game.”\n重新开始游戏\n当前游戏马上结束并且重新开始。参见规则104,“结束游戏”。"}, {"chapter": "glossary", "id": "Respond", "content": "Respond To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 117.7.\n响应\n另一个咒语或异能已经在堆叠上时,施放一个瞬间咒语或起动一个异能。参见规则117.7。"}, {"chapter": "glossary", "id": "Restriction", "content": "Restriction An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b.\n限制\n一个阻止一个或数个生物攻击或阻挡的效应。参见规则508.1c以及509.1b。"}, {"chapter": "glossary", "id": "Retrace", "content": "Retrace A keyword ability that lets a player cast a card from their graveyard. See rule 702.81, “Retrace.”\n追溯\n一个关键字异能,让牌手从其坟墓场中施放牌。参见规则702.81,“追溯”。"}, {"chapter": "glossary", "id": "Reveal", "content": "Reveal To show a card to all players for a brief time. See rule 701.20, “Reveal.”\n展示\n将一张牌在简短的事件内给所有牌手看。参见规则701.20,“展示”。"}, {"chapter": "glossary", "id": "The Ring", "content": "The Ring An emblem that may be created at the time the Ring tempts you. See rule 701.54, “The Ring Tempts You.”\n魔戒\n一个徽记,在魔戒引诱你时被创造。参见规则701.54,“魔戒引诱你”。"}, {"chapter": "glossary", "id": "The Ring Tempts You", "content": "The Ring Tempts You A keyword action that causes a player to choose a creature they control to be their legendary Ring-bearer and may cause them to create an emblem called The Ring. See rule 701.54, “The Ring Tempts You.”\n魔戒引诱你\n一个关键字动作,使牌手选择一个其操控的生物作为传奇持戒人,并创造一个名为魔戒的徽记。参见规则701.54,“魔戒引诱你”。"}, {"chapter": "glossary", "id": "Ring-bearer", "content": "Ring-bearer A designation that a creature can be given as the Ring tempts you. See rule 701.54, “The Ring Tempts You.”\n持戒人\n一个永久物可在魔戒引诱你时得到的称号。参见规则701.54,“魔戒引诱你”。"}, {"chapter": "glossary", "id": "Riot", "content": "Riot A keyword ability that lets a player choose whether certain creatures enter the battlefield with haste or with a +1/+1 counter. See rule 702.136, “Riot.”\n起事\n一个关键字异能,使牌手在某些生物进战场时选择其具有敏捷或是带有一个+1/+1指示物。参见规则702.136,“起事”。"}, {"chapter": "glossary", "id": "Ripple", "content": "Ripple A keyword ability that may let a player cast extra cards from their library for no cost. See rule 702.60, “Ripple.”\n涟动\n一个关键字异能,可以让牌手从其牌库中施放额外的牌且不需支付费用。参见规则702.60,“涟动”。"}, {"chapter": "glossary", "id": "Role", "content": "Role Roles are colorless enchantment tokens. Each one has the Aura and Role subtypes and the enchant creature ability. If a permanent has more than one Role attached to it controlled by the same player, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. See rule 303.7 and rules 111.10j–r.\n角色\n角色是无色结界衍生物。每一种角色都具有灵气/角色的副类别,以及“结附于生物”的异能。如果某个永久物其上结附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。参见规则303.7及规则111.10j-r。"}, {"chapter": "glossary", "id": "Roll a d20", "content": "Roll a d20 To roll a twenty-sided die. Similarly, a d4 is a four-sided die, a d6 is a six-sided die, and so on. See rule 706, “Rolling a Die.”\n掷一颗d20\n掷一颗二十面的骰子。类似地,d4是四面的骰子,d6是六面的骰子,依此类推。参见规则706,“掷骰”。"}, {"chapter": "glossary", "id": "Room", "content": "Room 1. A subsection of a dungeon card. See rule 309, “Dungeons.”\n2. An enchantment subtype found on some split cards. See rule 709, “Split Cards.”\n房间/隔间\n1. 地城牌的一个分区。参见规则309,“地城”。\n2. 一种结界的副类别,见于一些连体牌上。参见规则709,“连体牌”。"}, {"chapter": "glossary", "id": "Room Ability", "content": "Room Ability A triggered ability that triggers whenever a player moves their venture marker into a room of a dungeon card. See rule 309, “Dungeons.”\n房间异能\n一个触发式异能,每当牌手将其进度标记移动到地城牌的一个房间中时触发。参见规则309,“地城”。"}, {"chapter": "glossary", "id": "Rules Text", "content": "Rules Text A characteristic that defines a card’s abilities. See rule 207.1.\n规则叙述\n定义牌异能的特征。参见规则207.1。"}, {"chapter": "glossary", "id": "Sacrifice", "content": "Sacrifice To move a permanent you control to its owner’s graveyard. See rule 701.21, “Sacrifice.”\n牺牲\n将一个你操控的永久物移到其拥有者的坟墓场。参见规则701.21,“牺牲”。"}, {"chapter": "glossary", "id": "Saddle", "content": "Saddle A keyword ability that lets you tap creatures to make another creature “saddled” until end of turn. See rule 702.171, “Saddle.”\n乘驾\n一个关键字异能,使你可以横置生物将另一个生物成为“已乘驾”直到回合结束。参见规则702.171,“乘驾”。"}, {"chapter": "glossary", "id": "Saddled", "content": "Saddled A designation given to a creature whose saddle ability has resolved. See rule 702.171, “Saddle.”\n已乘驾\n一个生物可在其乘驾异能结算时得到的称号。参见规则702.171,“乘驾”。"}, {"chapter": "glossary", "id": "Saga", "content": "Saga An enchantment subtype. Sagas have a number of chapter abilities that take effect over a number of turns to tell a story. See rule 714, “Saga Cards.”\n传纪\n一种结界的副类别。传纪具有一系列章节异能,以在数个回合的过程中生效的方式来讲述一段故事。参见规则714,“传纪牌”。"}, {"chapter": "glossary", "id": "Scavenge", "content": "Scavenge A keyword ability that allows you to exile a creature card from your graveyard to put +1/+1 counters on a creature. See rule 702.97, “Scavenge.”\n食腐\n一个关键字异能,让你可以从你的坟墓场中放逐一张生物牌来在一个生物上放置+1/+1指示物。参见规则702.97,“食腐”。"}, {"chapter": "glossary", "id": "Scheme", "content": "Scheme A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not a permanent. See rule 314, “Schemes.”\n邪计\n一种牌张类别,只在魔王休闲式玩法中使用的非传统万智牌上出现。邪计牌不是永久物。参见规则314,“邪计”。"}, {"chapter": "glossary", "id": "Scheme Deck", "content": "Scheme Deck A deck of at least twenty scheme cards needed to play the Archenemy casual variant. See rule 904.3.\n邪计套牌\n魔王休闲式玩法需要的至少二十张邪计牌组成的套牌。参见规则904.3。"}, {"chapter": "glossary", "id": "Scry", "content": "Scry To manipulate some of the cards on top of your library. See rule 701.22, “Scry.”\n占卜\n操纵你牌库顶的一些牌。参见规则701.22,“占卜”。"}, {"chapter": "glossary", "id": "Search", "content": "Search To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.23, “Search.”\n搜寻\n查看所描述区域中的所有牌,可能找到符合所述情况的牌。参见规则701.23,“搜寻”。"}, {"chapter": "glossary", "id": "Secondary Title Bar", "content": "Secondary Title Bar A smaller name line with the Oracle reference name of a card which has an alternate name in its upper left corner. See rule 201.6.\n副标题栏\n出现在左上角印有别名的牌上的一个较小的名称栏,包含其Oracle牌张参考文献中的名称。参见规则201.6。"}, {"chapter": "glossary", "id": "Set Aside (Obsolete)", "content": "Set Aside (Obsolete) “Set [something] aside” is an obsolete term for “exile [something].” Cards with that text have received errata in the Oracle card reference. See Exile.\n放在一边(已废止)\n“将[物品]放在一边”是“放逐[物品]”的已废止用词。具有该叙述的牌在Oracle牌张参考文献中已得到勘误。参见放逐。"}, {"chapter": "glossary", "id": "Set in Motion", "content": "Set in Motion To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.32, “Set in Motion.”\n发动\n将你的邪计套牌顶牌移离并将其翻回正面。参见规则701.32,“发动”。"}, {"chapter": "glossary", "id": "Shadow", "content": "Shadow A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.28, “Shadow.”\n次元幽影\n一个关键字异能,限制生物可以如何被阻挡和可以如何阻挡。参见规则702.28,“次元幽影”。"}, {"chapter": "glossary", "id": "Shard Token", "content": "Shard Token A Shard token is a colorless enchantment token with “{2}, Sacrifice this token: Scry 1, then draw a card.” For more information on predefined tokens, see rule 111.10.\n碎片衍生物\n碎片衍生物是具有“{2},牺牲此衍生物:占卜1,然后抓一张牌”的无色衍生结界。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Shared Life Total", "content": "Shared Life Total In the Two-Headed Giant multiplayer variant, each team has a “shared life total” rather than each player having an individual life total. See rule 810, “Two-Headed Giant Variant.”\n共享总生命\n在双头巨人多人玩法中,每个队伍具有“共享总生命”而不是每位牌手有单独的总生命。参见规则810,“双头巨人玩法”。"}, {"chapter": "glossary", "id": "Shared Team Turns Option", "content": "Shared Team Turns Option An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, “Shared Team Turns Option.”\n队伍共享回合模式\n在某些特殊多人玩法中可以使用的模式,比如双头巨人和魔王。参见规则805,“队伍共享回合模式”。"}, {"chapter": "glossary", "id": "Shield Counter", "content": "Shield Counter A counter that protects a permanent from being damaged or destroyed. See rule 122.1c.\n后盾指示物\n一种指示物,保护永久物不受伤害、不被消灭。参见规则122.1c。"}, {"chapter": "glossary", "id": "Shortcut", "content": "Shortcut A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule 731, “Taking Shortcuts.”\n简化\n在无须双方牌手特别指出每个选择的情况下,让大家自然可以理解并让游戏自然通过这些游戏选择(作出动作或让过优先权)。参见规则731,“进行简化”。"}, {"chapter": "glossary", "id": "Shroud", "content": "Shroud A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, “Shroud.”\n帷幕\n一个关键字异能,让永久物或牌手避免成为目标。参见规则702.18,“帷幕”。"}, {"chapter": "glossary", "id": "Shuffle", "content": "Shuffle To randomize the cards in a deck (before a game) or library (during a game). See rule 103.3 and rule 701.24.\n洗牌\n将套牌(游戏开始前)或牌库(游戏过程中)中的牌随机化。参见规则103.3及规则701.24。"}, {"chapter": "glossary", "id": "Sideboard", "content": "Sideboard Extra cards that may be used to modify a deck between games of a match. See rules 100.4.\n备牌\n在一局比赛的两盘之间可以更改套牌的额外的牌。参见规则100.4。"}, {"chapter": "glossary", "id": "Siege", "content": "Siege A battle subtype. Only an opponent of a Siege’s controller can be its protector. When the last defense counter is removed, its controller exiles the Siege, then they may cast it transformed without paying its mana cost. See rule 310.11.\n围攻\n一种战役类别。只有围攻的操控者之对手可以作为其防卫者。当移去最后一个布防指示物时,其操控者将它放逐,然后可以施放已转化的此牌,且不需支付其法术力费用。参见规则310.11。"}, {"chapter": "glossary", "id": "Silver-Bordered", "content": "Silver-Bordered Cards in certain sets and certain promotional cards are printed with a silver border. Silver-bordered cards are intended for casual play and may have features and text that aren’t covered by these rules.\n银边\n一些系列中的卡牌和一些赠卡以银色边框印刷。银边牌张用于休闲游戏,可能具有本文件中之规则未涵盖的特性及叙述。"}, {"chapter": "glossary", "id": "Skip", "content": "Skip Effects that use the word “skip” are replacement effects. The word “skip” indicates what events, steps, phases, or turns will be replaced with nothing. See rule 614, “Replacement Effects.”\n略过\n使用“略过”一词的效应为替代性效应。“略过”一词表示哪个事件、步骤、阶段或回合将被什么都不发生替代。参见规则614,“替代性效应”。"}, {"chapter": "glossary", "id": "Skulk", "content": "Skulk A keyword ability that restricts how a creature may be blocked. See rule 702.118, “Skulk.”\n潜匿\n一个关键字异能,限制一个生物能够如何被阻挡。参见规则702.118,“潜匿”。"}, {"chapter": "glossary", "id": "Slivercycling", "content": "Slivercycling See Typecycling.\n循环裂片妖\n参见类别循环。"}, {"chapter": "glossary", "id": "Snow", "content": "Snow A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.”\n雪境\n一般只对永久物有关的超类别。参见规则205.4,“超类别”。"}, {"chapter": "glossary", "id": "Snow Mana Symbol", "content": "Snow Mana Symbol The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow source. It can also represent mana from a snow source that was spent to pay a cost. See rule 107.4h.\n雪境法术力符号\n雪境法术力符号{S}表示一点可以由雪境来源所产生的法术力所支付的费用。它也可以表示用于支付费用的、由雪境来源所产生的法术力。参见规则107.4h。"}, {"chapter": "glossary", "id": "Snow-Covered (Obsolete)", "content": "Snow-Covered (Obsolete) Some older cards were printed with the term “snow-covered” in their rules text. Except when referencing card names, such cards have received errata in the Oracle card reference to reference the supertype “snow” instead. See Snow.\n冰雪覆盖(已废止)\n一些老牌在规则叙述中印有“冰雪覆盖”一词。除非特指牌名,否则这些牌在Oracle牌张参考文献中已得到勘误改为特指具有超类别“雪境”。参见雪境。"}, {"chapter": "glossary", "id": "Solved", "content": "Solved 1. A designation a Case may have, allowing its last ability to affect the game. See rule 719, “Case Cards.”\n2. A keyword ability of Case cards that affects the game only if the Case has the solved designation. See rule 702.169, “Solved.”\n已侦结/侦结\n1. 一个案件可以获得的称号,允许案件的最后一个异能影响游戏。参见规则719,“案件牌”。\n2. 一个案件的关键字异能,在案件具有已侦结此称号时影响游戏。参见规则702.169,“侦结”。"}, {"chapter": "glossary", "id": "Sorcery", "content": "Sorcery A card type. A sorcery is not a permanent. See rule 307, “Sorceries.”\n法术\n一种牌张类别。法术不是永久物。参见规则307,“法术”。"}, {"chapter": "glossary", "id": "Soulbond", "content": "Soulbond A keyword ability that makes creatures better by pairing them together. See rule 702.95, “Soulbond.”\n魂系\n一个关键字异能,让生物组成搭档时更强。参见规则702.95,“魂系”。"}, {"chapter": "glossary", "id": "Soulshift", "content": "Soulshift A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.46, “Soulshift.”\n转生\n一个关键字异能,让牌手将其坟墓场中的牌移回其手上。参见规则702.46,“转生”。"}, {"chapter": "glossary", "id": "Source of an Ability", "content": "Source of an Ability The object that generated that ability. See rule 113.7.\n异能的来源\n创造该异能的物件。参见规则113.7。"}, {"chapter": "glossary", "id": "Source of Damage", "content": "Source of Damage The object that dealt that damage. See rule 609.7.\n伤害的来源\n造成伤害的物件。参见规则609.7。"}, {"chapter": "glossary", "id": "Source of Mana", "content": "Source of Mana The spell that produced mana or the source of the ability that produced mana. See rule 106.3.\n法术力的来源\n产生该法术力的咒语,或产生该法术力的异能之来源。参见规则106.3。"}, {"chapter": "glossary", "id": "Space Sculptor", "content": "Space Sculptor A keyword ability that splits creatures on the battlefield into sectors. See rule 702.158, “Space Sculptor.”\n太空塑师\n一个关键字异能,将战场上的生物分为不同星区。参见规则702.158,“太空塑师”。"}, {"chapter": "glossary", "id": "Special Action", "content": "Special Action An action a player may take that doesn’t use the stack. See rule 116, “Special Actions.”\n特殊动作\n牌手可以进行且不使用堆叠的动作。参见规则116,“特殊动作”。"}, {"chapter": "glossary", "id": "Spectacle", "content": "Spectacle A keyword ability that allows certain spells to be cast for an alternative cost if an opponent has lost life. See rule 702.137, “Spectacle.”\n揭幕\n一个关键字异能,在对手失去生命后允许一些咒语以替代性费用施放。参见规则702.137,“揭幕”。"}, {"chapter": "glossary", "id": "Speed", "content": "Speed Speed is a value that a player can have. See rule 702.179, “Start Your Engines!”\n速度\n速度是牌手可具有的数值。参见规则702.179,“发动引擎!”。"}, {"chapter": "glossary", "id": "Spell", "content": "Spell A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 112, “Spells.”\n咒语\n堆叠上的牌。以及堆叠上(无论是牌还是另一个咒语)的复制品。参见规则112,“咒语”。"}, {"chapter": "glossary", "id": "Spell Ability", "content": "Spell Ability A kind of ability. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. See rule 113.3a.\n咒语异能\n异能的一种。咒语异能为在瞬间或法术咒语结算时其叙述所表达的异能。参见规则113.3a。"}, {"chapter": "glossary", "id": "Spell Type", "content": "Spell Type A subtype that’s correlated to the instant card type and the sorcery card type. See rule 304, “Instants,” and rule 307, “Sorceries.” See rule 205.3k for the list of spell types.\n咒语类别\n和瞬间牌张类别和法术牌张类别对应的副类别。参见规则304,“瞬间”,以及规则307,“法术”。参见规则205.3k的咒语类别列表。"}, {"chapter": "glossary", "id": "Splice", "content": "Splice A keyword ability that lets a player add a card’s rules text onto another spell. See rule 702.47, “Splice.”\n通联\n一个关键字异能,让牌手将牌的规则叙述附加到另一个咒语上。参见规则702.47,“通联”。"}, {"chapter": "glossary", "id": "Split Cards", "content": "Split Cards Cards with two card faces on a single card. See rule 709, “Split Cards.”\n连体牌\n在一张牌上有两张牌面。参见规则709,“连体牌”。"}, {"chapter": "glossary", "id": "Split Second", "content": "Split Second A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.61, “Split Second.”\n转瞬\n一个关键字异能,让牌手几乎无法响应一个咒语。参见规则702.61,“转瞬”。"}, {"chapter": "glossary", "id": "Spree", "content": "Spree An ability found on some modal spells that allows you to choose one or more modes and requires you to pay additional costs for those modes. See rule 702.172, “Spree.”\n追欢\n一个见于某些具有模式之咒语上的关键字,允许你选择一个或数个模式,并需要为这些模式支付额外费用。参见规则702.172,“追欢”。"}, {"chapter": "glossary", "id": "Squad", "content": "Squad A keyword ability that creates copies of a creature when it enters the battlefield. See rule 702.157, “Squad.”\n小队\n一个关键字异能,使生物进战场时派出其复制品。参见规则702.157,“小队”。"}, {"chapter": "glossary", "id": "Stack", "content": "Stack A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, “Stack.”\n堆叠\n一个区域。堆叠是让咒语、起动式异能、和触发式异能等待结算的区域。参见规则405,“堆叠”。"}, {"chapter": "glossary", "id": "Start Your Engines!", "content": "Start Your Engines! A keyword ability that gives a player a speed of 1 if they have no speed. Once a player has speed, their speed increases once on each of their turns when an opponent loses life. See rule 702.179, “Start Your Engines!”\n发动引擎!\n一个关键字异能,在牌手没有速度时使其速度成为1。一旦牌手具有速度,于其自己的每个回合中且限一次,当有对手失去生命时,其速度便会增加1。参见规则702.179,“发动引擎!”。"}, {"chapter": "glossary", "id": "Starting Deck", "content": "Starting Deck After a player has set aside their sideboard, their remaining deck becomes their starting deck. See rule 103.2a.\n起始套牌\n在牌手将其备牌放在一边之后,其余的套牌便成为其起始套牌。参见规则103.2a。"}, {"chapter": "glossary", "id": "Starting Hand Size", "content": "Starting Hand Size The number of cards a player draws as a game begins. In most games, each player’s starting hand size is seven. See rule 103.5.\n起手牌数量\n牌手在游戏开始时抓牌的数量。在大多数游戏中,每位牌手的起手牌数量为七。参见规则103.5。"}, {"chapter": "glossary", "id": "Starting Life Total", "content": "Starting Life Total The amount of life a player has as a game begins. In most games, each player’s starting life total is 20. See rule 103.4.\n起始总生命\n牌手在游戏开始时的生命总值。在大多数游戏中,每位牌手的起始总生命为20。参见规则103.4。"}, {"chapter": "glossary", "id": "Starting Player", "content": "Starting Player The player chosen to take the first turn of a game. See rule 103.1.\n先手牌手\n选择进行游戏第一个回合的牌手。参见规则103.1。"}, {"chapter": "glossary", "id": "Starting Team", "content": "Starting Team The team chosen to take the first turn of a game using the shared team turns option. See rule 103.1.\n先手队伍\n在使用队伍共享回合模式中,选择进行游戏第一个回合的队伍。参见规则103.1。"}, {"chapter": "glossary", "id": "State-Based Actions", "content": "State-Based Actions Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.”\n状态动作\n每当特定条件符合时自动发生的游戏动作。参见规则704,“状态动作”。"}, {"chapter": "glossary", "id": "State Trigger", "content": "State Trigger A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.\n状态触发\n一个当游戏状态符合而不是触发事件发生时触发的触发式异能。参见规则603.8。"}, {"chapter": "glossary", "id": "Static Ability", "content": "Static Ability A kind of ability. Static abilities do something all the time rather than being activated or triggered. See rule 113, “Abilities,” and rule 604, “Handling Static Abilities.”\n静止式异能\n一种异能。静止式异能时刻都生效而不是被起动或触发。参见规则113,“异能”,以及规则604,“处理静止式异能”。"}, {"chapter": "glossary", "id": "Station", "content": "Station A keyword ability that lets you tap creatures to add charge counters to station cards. See rule 702.184, “Station,” and rule 721, “Station Cards.”\n蓄势\n一个关键字异能,允许你横置生物来在蓄势牌上放置充电指示物。参见规则721,“蓄势牌”。"}, {"chapter": "glossary", "id": "Station Cards", "content": "Station Cards Cards with striated text boxes, one or more station symbols, and the station ability. See rule 721, “Station Cards.”\n蓄势牌\n具有条状文字栏,一个或数个蓄势符号,以及蓄势异能的牌。参见规则721,“蓄势牌”。"}, {"chapter": "glossary", "id": "Status", "content": "Status The physical state of a permanent. See rule 110.5.\n状态\n一个永久物的物理状态。参见规则110.5。"}, {"chapter": "glossary", "id": "Step", "content": "Step A subsection of a phase. See section 5, “Turn Structure.”\n步骤\n一个阶段的一部分。参见第5章,“回合结构”。"}, {"chapter": "glossary", "id": "Sticker", "content": "Sticker A marker placed on an object that modifies its characteristics or interacts with a rule or effect. See rule 123, “Stickers.”\n贴纸\n一个置于物件或牌手上的标示物,影响其特征或与规则或效应互动。参见规则123,“贴纸”。"}, {"chapter": "glossary", "id": "Sticker Kicker", "content": "Sticker Kicker A kicker variant that can add a sticker to the spell with the ability and give a player a ticket counter. See rule 702.33h.\n贴纸增幅\n增幅异能的一种变化,可以在咒语上贴上贴纸并给予牌手门票指示物。参见规则702.33h。"}, {"chapter": "glossary", "id": "Sticker Sheet", "content": "Sticker Sheet The collection of stickers found on an insert in Unfinity booster packs. See rule 123, “Stickers.”\n贴纸卡\n贴纸的集合,能够在Unfinity系列补充包的贴纸页上找到。参见规则123,“贴纸”。"}, {"chapter": "glossary", "id": "Storm", "content": "Storm A keyword ability that creates copies of a spell. See rule 702.40, “Storm.”\n风暴\n一个关键字异能,创造咒语的复制品。参见规则702.40,“风暴”。"}, {"chapter": "glossary", "id": "Stun Counter", "content": "Stun Counter A counter that stops a permanent from untapping. See rule 122.1d.\n晕眩指示物\n一种指示物,阻止永久物重置。参见规则122.1d。"}, {"chapter": "glossary", "id": "Subgame", "content": "Subgame A completely separate Magic game created by an effect. See rule 728, “Subgames.”\n子游戏\n由一个效应创造出的完全分开的万智牌游戏。参见规则728,“子游戏”。"}, {"chapter": "glossary", "id": "Substitute Card", "content": "Substitute Card A game supplement with a Magic card back that can be used to represent a double-faced card or meld card. See rule 713, “Substitute Cards.”\n辅助牌\n一种游戏辅助用品,具有万智牌牌背,可用于代表一张双面牌或融合牌。参见规则713,“辅助牌”。"}, {"chapter": "glossary", "id": "Subtype", "content": "Subtype A characteristic that appears after the card type and a long dash on a card’s type line. See rule 205.3, “Subtypes.”\n副类别\n一个特征,在类别栏中牌张类别和长横线(中文版使用“~”)后面。参见规则205.3,“副类别”。"}, {"chapter": "glossary", "id": "Successfully Cast (Obsolete)", "content": "Successfully Cast (Obsolete) A term that was printed on some older cards. In general, cards that referred to a spell being “successfully cast” have received errata in the Oracle card reference to simply refer to a spell being “cast.”\n成功施放(已废止)\n一些老牌上印的用词。一般情况下指咒语被“成功施放”的牌在Oracle牌张参考文献中已得到勘误,改为该咒语被“施放”。"}, {"chapter": "glossary", "id": "Summon (Obsolete)", "content": "Summon (Obsolete) Older creature cards were printed with “Summon [creature type]” on their type lines. All such cards have received errata in the Oracle card reference to say “Creature — [creature type].” (Many of these cards’ creature types have also been updated.) See Creature.\n召唤(已废止)\n老生物牌的类别栏上印有“召唤[生物类别]”。这些牌在Oracle牌张参考文献中已得到勘误,改为“生物~[生物类别]”。(这其中很多牌的生物类别也已经更新。)另参见生物。"}, {"chapter": "glossary", "id": "Summoning Sickness Rule", "content": "Summoning Sickness Rule Informal term for a player’s inability to attack with a creature or to activate its abilities that include the tap symbol or the untap symbol unless the creature has been under that player’s control since the beginning of that player’s most recent turn. See rule 302.6. See also Haste.\n召唤失调规则\n非正式用语,指除非一个生物在牌手最近的一个回合开始时便已经操控它,否则该牌手不能用该生物进行攻击或起动它包含横置符号或重置符号的起动式异能。参见规则302.6。另参见敏捷。"}, {"chapter": "glossary", "id": "Sunburst", "content": "Sunburst A keyword ability that can have a permanent enter the battlefield with +1/+1 counters or charge counters on it. See rule 702.44, “Sunburst.”\n辉映\n一个关键字异能,让永久物进入战场时具有+1/+1指示物或充电指示物。参见规则702.44,“辉映”。"}, {"chapter": "glossary", "id": "Supertype", "content": "Supertype A characteristic that appears before the card type on a card’s type line. Most cards don’t have a supertype. See rule 205.4, “Supertypes.”\n超类别\n一个特征,出现在牌类别栏的牌张类别之前。大多数牌没有超类别。参见规则205.4,“超类别”。"}, {"chapter": "glossary", "id": "Supervillain Rumble", "content": "Supervillain Rumble A Free-for-All game in which each player is an archenemy. See rule 806, “Free-for-All,” and rule 904, “Archenemy.”\n群魔乱斗\n每位牌手都是魔王的自由竞赛游戏。参见规则806,“自由竞赛模式”和规则904,“魔王”。"}, {"chapter": "glossary", "id": "Support", "content": "Support A keyword action that lets you put +1/+1 counters on creatures. See rule 701.41, “Support.”\n支援\n一个关键字动作,让你在生物上放置+1/+1指示物。参见规则701.41,“支援”。"}, {"chapter": "glossary", "id": "Surge", "content": "Surge A keyword ability that provides an alternative cost to cast a card if you or one of your teammates has cast another spell in the same turn. See rule 702.117, “Surge.”\n潮涌\n一个关键字异能,提供一种施放牌的替代性费用,可以在你或队友在同一回合中施放过其他咒语后使用。参见规则702.117,“潮涌”。"}, {"chapter": "glossary", "id": "Surveil", "content": "Surveil To manipulate some of the cards on top of your library, sending some of them to your graveyard and rearranging the rest. See rule 701.25, “Surveil.”\n刺探\n操纵你牌库顶的一些牌,将其中一些牌放进你的坟墓场,并重新排列剩余的牌。参见规则701.25,“刺探”。"}, {"chapter": "glossary", "id": "Suspend", "content": "Suspend A keyword ability that provides an alternative way to play a card. See rule 702.62, “Suspend.” A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.\n延缓\n一个关键字异能,提供使用一张牌的其他途径。参见规则702.62,“延缓”。如果一张牌在放逐区、具有延缓、并且具有计时指示物,则该牌“已延缓”。"}, {"chapter": "glossary", "id": "Swamp", "content": "Swamp One of the five basic land types. Any land with this subtype has the ability “{T}: Add {B}.” See rule 305.6.\n沼泽\n五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{B}。”参见规则305.6。"}, {"chapter": "glossary", "id": "Swampcycling", "content": "Swampcycling See Typecycling.\n循环沼泽\n参见类别循环。"}, {"chapter": "glossary", "id": "Swampwalk", "content": "Swampwalk See Landwalk.\n沼泽行者\n参见地行者。"}, {"chapter": "glossary", "id": "Tap", "content": "Tap To turn a permanent sideways from an upright position. See rule 701.26, “Tap and Untap.”\n横置\n将一个永久物从正常位置转到横向位置。参见规则701.26,“横置和重置”。"}, {"chapter": "glossary", "id": "Tapped", "content": "Tapped A status a permanent may have. See rule 110.5 and rule 701.26, “Tap and Untap.” See also Untapped.\n已横置\n一个永久物可能具有的状态。参见规则110.5和规则701.26,“横置和重置”。另参见未横置。"}, {"chapter": "glossary", "id": "Tap Symbol", "content": "Tap Symbol The tap symbol {T} in an activation cost means “Tap this permanent.” See rule 107.5.\n横置符号\n在起动费用中的横置符号{T}指“横置此永久物”。参见规则107.5。"}, {"chapter": "glossary", "id": "Target", "content": "Target A preselected object or player a spell or ability will affect. See rule 115, “Targets.”\n目标\n事先对一个咒语或异能将影响的物件或牌手作出的选择。参见规则115,“目标”。"}, {"chapter": "glossary", "id": "Team", "content": "Team A group of players who share a common victory condition in a multiplayer game. See rule 808, “Team vs. Team Variant,” rule 809, “Emperor Variant,” rule 810, “Two-Headed Giant Variant,” and rule 811, “Alternating Teams Variant.”\n队伍\n在多人游戏中共享相同胜利条件的一组牌手。参见规则808,“队伍对队伍玩法”、规则809,“皇帝玩法”、规则810,“双头巨人玩法”、和规则811,“隔位分队玩法”。"}, {"chapter": "glossary", "id": "Teammate", "content": "Teammate In a multiplayer game between teams, a player’s teammates are the other players on their team. See rule 102.3.\n队友\n在队伍间的多人游戏中,牌手的队友是其队伍中的其他牌手。参见规则102.3。"}, {"chapter": "glossary", "id": "Team vs. Team Variant", "content": "Team vs. Team Variant A multiplayer variant played among two or more teams, each of which sits together. See rule 808, “Team vs. Team Variant.”\n队伍对队伍玩法\n两个或以上队伍间的多人玩法,每个队伍坐在一起。参见规则808,“队伍对队伍玩法”。"}, {"chapter": "glossary", "id": "Text Box", "content": "Text Box Part of a card. The text box is printed on the lower half of the card and contains the card’s rules text, reminder text, and flavor text. See rule 207, “Text Box.”\n文字栏\n牌的一部分。文字栏印在牌的下面一半,包括该牌的规则叙述、提示文字、和背景叙述。参见规则207,“文字栏”。"}, {"chapter": "glossary", "id": "Text-Changing Effect", "content": "Text-Changing Effect A continuous effect that changes the text that appears in an object’s text box and/or type line. See rule 612, “Text-Changing Effects.”\n改变叙述的效应\n改变物件文字栏内和/或类别栏内文字叙述的持续性效应。参见规则612,“改变叙述的效应”。"}, {"chapter": "glossary", "id": "Threshold", "content": "Threshold “Threshold” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata in the Oracle card reference.\n门槛\n“门槛”曾经是关键字异能。现在是异能提示且没有规则意义。所有印有门槛的牌都在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Ticket Symbol", "content": "Ticket Symbol The ticket symbol {TK} with no numbers in it represents one ticket counter. The ticket symbol with a number in it represents a ticket cost. To pay a ticket cost, a player removes that many ticket counters from themselves.\n门票符号\n内部没有数字的门票符号{TK}代表一个门票指示物。内部有数字的门票符号代表门票费用。要支付门票费用,牌手从其自身移除相应数量的门票指示物。"}, {"chapter": "glossary", "id": "Tiered", "content": "Tiered A keyword ability found on some modal spells that requires you to pay an additional cost for the mode you choose. See rule 702.183, “Tiered.”\n分级\n一个见于某些具有模式之咒语上的关键字,允许你选择一个模式,并为此模式支付额外费用。参见规则702.183,“分级”。"}, {"chapter": "glossary", "id": "Time Travel", "content": "Time Travel To add a time counter to or remove a time counter from any number of permanents you control with a time counter on them or suspended cards you own in exile with time counters on them. See rule 701.56, “Time Travel.”\n时间旅行\n从任意数量由你操控且其上有计时指示物的永久物和/或放逐区内由你拥有且其上有计时指示物之已延缓的牌上放置或移去一个计时指示物。参见规则701.56,“时间旅行”。"}, {"chapter": "glossary", "id": "Timestamp Order", "content": "Timestamp Order A system used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.7. See also Dependency.\n时间印记顺序\n用来决定同一层或副层中持续性效应生效顺序的系统。参见规则613.7。另参见从属关系。"}, {"chapter": "glossary", "id": "Token", "content": "Token A marker used to represent any permanent that isn’t represented by a card. See rule 111, “Tokens.”\n衍生物\n一个标记,用来表示任何不用牌来表示的永久物。参见规则111,“衍生物”。"}, {"chapter": "glossary", "id": "Tombstone Icon", "content": "Tombstone Icon An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9.\n墓碑标志\n在一些奥德赛环境牌的左上角有墓碑符号,它对游戏没有影响。参见规则107.9。"}, {"chapter": "glossary", "id": "Total Casting Cost (Obsolete)", "content": "Total Casting Cost (Obsolete) An obsolete term for mana value. Cards printed with this term have received errata in the Oracle card reference.\n总施放费用(已废止)\n法术力值的已废止用词。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Total Cost", "content": "Total Cost What a player actually has to pay, in practical terms, to cast a spell or activated ability: the mana cost, activation cost, or alternative cost, plus all cost increases (including additional costs) and minus all cost reductions. See rule 601.2f.\n总费用\n牌手实际需要为施放咒语或起动异能所支付的费用;法术力费用、起动费用、或替代性费用,加上所有增加的费用(包括额外费用)并减去所有减少的费用。参见规则601.2f。"}, {"chapter": "glossary", "id": "Totem Armor (Obsolete)", "content": "Totem Armor (Obsolete) An obsolete keyword ability that has been renamed. See rule 702.89, “Umbra Armor.”\n替身甲(已废止)\n一个已废止的关键字异能,已被重新命名。参见规则702.89,“本影甲”。"}, {"chapter": "glossary", "id": "Toughness", "content": "Toughness 1. Part of a card that only creature cards have. A creature card’s toughness is printed after the slash in its lower right corner. See rule 208, “Power/Toughness.”\n2. A characteristic that only creatures have. See rule 302.4.\n防御力\n1. 只有生物牌具有的牌的一部分。生物牌的防御力印在其右下角斜线之后。参见规则208,“力量/防御力”。\n2. 一个只有生物才具有的特征。参见规则302.4。"}, {"chapter": "glossary", "id": "Tournament", "content": "Tournament An organized play activity where players compete against other players. See rule 100.6.\n比赛\n一个牌手与其他牌手竞技的组织化赛事活动。参见规则100.6。"}, {"chapter": "glossary", "id": "Tournament Rules", "content": "Tournament Rules Additional rules that apply to games played in a sanctioned tournament. See rule 100.6.\n比赛规则\n对认证比赛生效的额外规则。参见规则100.6。"}, {"chapter": "glossary", "id": "Toxic", "content": "Toxic A keyword ability that causes a player to get poison counters due to combat damage from creatures with the ability. See rule 702.164, “Toxic.”\n下毒\n一个关键字异能,使牌手因具有此异能的生物造成的战斗伤害获得中毒指示物。参见规则702.164,“下毒”。"}, {"chapter": "glossary", "id": "Traditional Magic Card", "content": "Traditional Magic Card A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters) and is included in players’ decks. See rule 108.2.\n传统万智牌\n传统的万智牌大约2.5英寸(6.3厘米)宽3.5英寸(8.8厘米)长,它们用于牌手的套牌中。参见规则108.2。"}, {"chapter": "glossary", "id": "Training", "content": "Training A keyword ability that means “Whenever this creature and at least one other creature with power greater that this creature’s power attack, put a +1/+1 counter on this creature.” See rule 702.149, “Training.”\n见习\n一个关键字异能,意指“每当此生物与至少一个力量较之为大的其他生物一起攻击时,在此生物上放置一个+1/+1指示物。”参见规则702.149,“见习”。"}, {"chapter": "glossary", "id": "Trample", "content": "Trample A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.”\n践踏\n一个关键字异能,影响生物如何分配战斗伤害。参见规则702.19,“践踏”。"}, {"chapter": "glossary", "id": "Trample Over Planeswalkers", "content": "Trample Over Planeswalkers A variant of trample that modifies how a creature assigns combat damage if it’s attacking a planeswalker. See rule 702.19, “Trample”\n践踏鹏洛客\n践踏异能的一种变化,影响生物在攻击鹏洛客时分配战斗伤害的方式。参见规则702.19,“践踏”。"}, {"chapter": "glossary", "id": "Transfigure", "content": "Transfigure A keyword ability that lets a player search their library for a replacement creature card. See rule 702.71, “Transfigure.”\n易形\n一个关键字异能,让牌手可以从其牌库中搜寻一张代替的生物牌。参见规则702.71,“易形”。"}, {"chapter": "glossary", "id": "Transform", "content": "Transform To turn a double-faced card so its other face is up. See rule 701.27, “Transform.”\n转化\n将一张双面牌翻转从而让其另一面朝上。参见规则701.27,“转化”。"}, {"chapter": "glossary", "id": "Transforming Double-Faced Cards (Obsolete)", "content": "Transforming Double-Faced Cards (Obsolete) An older name for nonmodal double-faced cards. See rule 712, “Double-Faced Cards.”\n转化式双面牌(已废止)\n非模式双面牌的旧名称。参见规则712,“双面牌”。"}, {"chapter": "glossary", "id": "Transmute", "content": "Transmute A keyword ability that lets a player search their library for a replacement card. See rule 702.53, “Transmute.”\n易质\n一个关键字异能,让牌手从其牌库中搜寻一张代替的牌。参见规则702.53,“易质”。"}, {"chapter": "glossary", "id": "Treasure Token", "content": "Treasure Token A Treasure token is a colorless artifact token with “{T}, Sacrifice this token: Add one mana of any color.” For more information about predefined tokens, see rule 111.10.\n珍宝衍生物\n珍宝衍生物是具有“{T},牺牲此衍生物:加一点任意颜色的法术力。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Tribal (Obsolete)", "content": "Tribal (Obsolete) An obsolete card type that has been renamed. See rule 308, “Kindreds.”\n部族(已废止)\n一个已废止的牌张类别,已被重新命名。参见规则308,“亲缘”。"}, {"chapter": "glossary", "id": "Tribute", "content": "Tribute A keyword ability that allows an opponent to choose between a creature entering the battlefield with +1/+1 counters or an additional ability. See rule 702.104, “Tribute.”\n致敬\n一个关键字异能,允许对手选择让生物进战场时具有+1/+1指示物或一个额外异能。参见规则702.104,“致敬”。"}, {"chapter": "glossary", "id": "Trigger", "content": "Trigger Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically “triggers.” That means its controller puts it on the stack the next time a player would receive priority. See rule 603, “Handling Triggered Abilities.”\n触发\n每当游戏事件或游戏状态符合一个触发式异能的触发事件时,该异能自动“触发”。这表示其操控者在下一词有牌手将得到优先权时将它放进堆叠。参见规则603,“处理触发式异能”。"}, {"chapter": "glossary", "id": "Trigger Condition", "content": "Trigger Condition The first part of a triggered ability, consisting of “when,” “whenever,” or “at” followed by a trigger event. See rule 603, “Handling Triggered Abilities.”\n触发条件\n触发式异能的第一部分,包含“当”、“每当”、或“在”以及之后的触发事件。参见规则603,“处理触发式异能”。"}, {"chapter": "glossary", "id": "Triggered Ability", "content": "Triggered Ability A kind of ability. Triggered abilities begin with the word “when,” “whenever,” or “at.” They’re written as “[Trigger condition], [effect].” See rule 113, “Abilities,” and rule 603, “Handling Triggered Abilities.”\n触发式异能\n一种异能。触发式异能以词语“当”、“每当”、或“在”开头。它们的格式为“[触发条件],[效应]”。参见规则113,“异能”、以及规则603,“处理触发式异能”。"}, {"chapter": "glossary", "id": "Trigger Event", "content": "Trigger Event The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, “Handling Triggered Abilities.”\n触发事件\n触发式异能所注意的事件。每当触发事件发生时,该触发式异能触发。参见规则603,“处理触发式异能”。"}, {"chapter": "glossary", "id": "Triple", "content": "Triple A keyword action that increases a creature’s power and/or toughness. See rule 701.11, “Triple.”\n加两倍\n一个关键字动作,增加生物的力量和/或防御力。参见规则701.11,“加两倍”。"}, {"chapter": "glossary", "id": "Turn-Based Actions", "content": "Turn-Based Actions Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, “Turn-Based Actions.”\n回合动作\n当特定的步骤或阶段开始时或当每个步骤或阶段结束时,自动发生的游戏动作。参见规则703,“回合动作”。"}, {"chapter": "glossary", "id": "Turn Markers", "content": "Turn Markers Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.\n回合标记\n大型混战游戏中,用于记录正在进行其回合之牌手的标记物。参见规则807.4。"}, {"chapter": "glossary", "id": "Two-Headed Giant Variant", "content": "Two-Headed Giant Variant A multiplayer variant played among two-player teams that each have a shared life total and take a simultaneous turn. See rule 810, “Two-Headed Giant Variant.”\n双头巨人玩法\n一个多人玩法,在两人共享总生命且同时进行回合的队伍之间展开。参见规则801,“双头巨人玩法”。"}, {"chapter": "glossary", "id": "Type", "content": "Type 1. An object’s card type or, more broadly, its card type, subtype, and/or supertype. See rule 205, “Type Line,” and section 3, “Card Types.”\n2. An attribute mana has. See rule 106, “Mana.”\n类别\n1. 一个物件的牌张类别,或更笼统的,它的牌张类别、超类别、和/或副类别。参见规则205,“类别栏”、以及第3章,“牌张类别”。\n2. 一个法术力的属性。参见规则106,“法术力”。"}, {"chapter": "glossary", "id": "Type Icon", "content": "Type Icon An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10.\n类别符号\n在一些预知将来版本的卡牌左上角有类别符号,它们对游戏没有影响。参见规则107.10。"}, {"chapter": "glossary", "id": "Type Line", "content": "Type Line Part of a card. The type line is printed directly below the illustration and contains the card’s card type(s), subtype(s), and/or supertype(s). See rule 205, “Type Line.”\n类别栏\n牌的一部分。类别栏印在图片的下方,包括该牌的牌张类别、副类别、和/或超类别。参见规则205,“类别栏”。"}, {"chapter": "glossary", "id": "Type-Changing Effect", "content": "Type-Changing Effect An effect that changes an object’s card type, subtype, and/or supertype. See rules 205.1a–b, 305.7, and 613.1d.\n改变类别的效应\n一个改变物件的牌张类别、副类别、和/或超类别的效应。参见规则205.1a-b、305.7、以及613.1d。"}, {"chapter": "glossary", "id": "Typecycling", "content": "Typecycling A variant of the cycling ability. See rule 702.29, “Cycling.”\n类别循环\n一种循环异能。参见规则702.29,“循环”。"}, {"chapter": "glossary", "id": "Umbra Armor", "content": "Umbra Armor A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.89, “Umbra Armor.”\n本影甲\n一个关键字异能,允许灵气保护其所结附的永久物。参见规则702.89,“本影甲”。"}, {"chapter": "glossary", "id": "Unattach", "content": "Unattach To move an Equipment away from the creature it’s attached to so that the Equipment is on the battlefield but is not equipping anything. See rule 701.3d.\n卸装\n将一个武具从其所贴附的生物上移走,从而让武具留在战场上但不装备在任何生物上。参见规则701.3d。"}, {"chapter": "glossary", "id": "Unblockable (Obsolete)", "content": "Unblockable (Obsolete) A term that meant “can’t be blocked.” Cards that used this term have received errata in the Oracle card reference.\n不可被阻挡(已废止)\n一个曾经表示“不可被阻挡”的用词。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Unblocked Creature", "content": "Unblocked Creature An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\n未被阻挡的生物\n一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况未知,一直保持是未被阻挡的生物。参见规则509,“宣告阻挡者步骤”。"}, {"chapter": "glossary", "id": "Undaunted", "content": "Undaunted A keyword ability that reduces the cost of a spell based on the number of opponents you have. See rule 702.125, “Undaunted.”\n不屈\n一个关键字异能,根据你的对手数量减少一个咒语的费用。参见规则702.125,“不屈”。"}, {"chapter": "glossary", "id": "Undying", "content": "Undying A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.93, “Undying.”\n不息\n一个关键字异能,将生物从坟墓场中移回战场上。参见规则702.93,“不息”。"}, {"chapter": "glossary", "id": "Unearth", "content": "Unearth A keyword ability that lets a player return a creature card from their graveyard to the battlefield. See rule 702.84, “Unearth.”\n破坟\n一个关键字异能,让牌手将生物牌从坟墓场中移回战场上。参见规则702.84,“破坟”。"}, {"chapter": "glossary", "id": "Unflipped", "content": "Unflipped A default status a permanent may have. See rule 110.5 and rule 710, “Flip Cards.” See also Flipped.\n未倒转\n一个永久物可能具有的默认状态。参见规则110.5和规则710,“倒转牌”。另参见倒转。"}, {"chapter": "glossary", "id": "Unleash", "content": "Unleash A keyword ability that allows a creature to enter the battlefield with a +1/+1 counter on it and stops it from blocking if it has a +1/+1 counter on it. See rule 702.98, “Unleash.”\n脱缰\n一个关键字异能,让生物进入战场时具有+1/+1指示物,并且如果它具有+1/+1指示物则防止其阻挡。参见规则702.98,“脱缰”。"}, {"chapter": "glossary", "id": "Unless", "content": "Unless A word used to indicate a certain style of cost. See rule 118.12a.\n除非\n一个词,用来确定特殊样式的费用。参见规则118.12a。"}, {"chapter": "glossary", "id": "Unlock", "content": "Unlock To give an unlocked designation to a permanent that has one or more locked halves. See rule 709.5f.\n解锁\n令一边或数边已上锁的永久物得到一个解锁称号。参见规则709.5g。"}, {"chapter": "glossary", "id": "Unlocked", "content": "Unlocked One half of a split permanent is “unlocked” if it has the appropriate unlocked designation. See rule 709.5.\n已解锁\n如果一个连体永久物具有特定的解锁称号,则其相应的一边为“已解锁”。参见规则709.5。"}, {"chapter": "glossary", "id": "Untap", "content": "Untap To rotate a permanent back to the upright position from a sideways position. See rule 701.26, “Tap and Untap.”\n重置\n将永久物从横向位置转回到正常位置。参见规则701.26,“横置和重置”。"}, {"chapter": "glossary", "id": "Untap Step", "content": "Untap Step Part of the turn. This step is the first step of the beginning phase. See rule 502, “Untap Step.”\n重置步骤\n回合的一部分。该步骤是开始阶段的第一个步骤。参见规则502,“重置步骤”。"}, {"chapter": "glossary", "id": "Untap Symbol", "content": "Untap Symbol The untap symbol {Q} in an activation cost means “Untap this permanent.” See rule 107.6.\n重置符号\n在起动费用中的重置符号{Q}指“重置此永久物”。参见规则107.6。"}, {"chapter": "glossary", "id": "Untapped", "content": "Untapped A default status a permanent may have. See rule 110.5 and rule 701.26, “Tap and Untap.” See also Tapped.\n未横置\n一个永久物可能具有的默认状态。参见规则110.5和规则701.26,“横置和重置”。另参见已横置。"}, {"chapter": "glossary", "id": "Upkeep Step", "content": "Upkeep Step Part of the turn. This step is the second step of the beginning phase. See rule 503, “Upkeep Step.”\n维持步骤\n回合的一部分。该步骤是开始阶段的第二个步骤。参见规则503,“维持步骤”。"}, {"chapter": "glossary", "id": "Vancouver Mulligan", "content": "Vancouver Mulligan Informal term for a previous system of taking a mulligan. Using the Vancouver mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. After choosing to not mulligan, a player who took a mulligan looked at the top card of their library and could put it on the bottom of their library. For current mulligan rules, see rule 103.5.\n温哥华再调度\n指代一种曾经的再调度方式的非正式用词。使用温哥华再调度方式时,牌手再调度时将其手牌洗入其牌库,然后少抓一张牌。在决定不再次再调度之后,已执行过再调度的牌手查看其牌库顶牌,并能够选择将其置于牌库底。要查看当前的再调度规则,参见规则103.5。"}, {"chapter": "glossary", "id": "Vanguard", "content": "Vanguard 1. A casual variant in which each player plays the role of a famous character. See rule 902, “Vanguard.”\n2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is not a permanent. See rule 313, “Vanguards.”\n先锋\n1. 一种休闲式玩法,牌手可以扮演一位著名的角色。参见规则902,“先锋”。\n2. 一种牌张类别,只在先锋休闲式玩法中使用的非传统万智牌上出现。先锋牌不是永久物。参见规则313,“先锋”。"}, {"chapter": "glossary", "id": "Vanishing", "content": "Vanishing A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.63, “Vanishing.”\n消逝\n一个关键字异能,限制一个永久物在战场上的时间。参见规则702.63,“消逝”。"}, {"chapter": "glossary", "id": "Variant", "content": "Variant An additional set of rules that determines the style of a multiplayer game. See rule 800.2.\n玩法\n决定一盘多人游戏风格的一组规则集合。参见规则800.2。"}, {"chapter": "glossary", "id": "Vehicle", "content": "Vehicle An artifact subtype. Vehicles can become artifact creatures. See rule 301, “Artifacts,” and rule 702.122, “Crew.”\n载具\n一个神器副类别。载具可以变成神器生物。参见规则301,“神器”,以及规则702.122,“搭载”。"}, {"chapter": "glossary", "id": "Venture into [Quality]", "content": "Venture into [Quality] A variant of the venture into the dungeon ability that allows a player to bring a dungeon card with [quality] into the game or move a player’s venture marker. See rule 701.49, “Venture into the Dungeon.”\n深入[特性]\n深入地城异能的一种变化形式,使牌手将具[特性]的地城牌带入游戏,或移动牌手的进度标记。参见规则701.49,“深入地城”。"}, {"chapter": "glossary", "id": "Venture into the Dungeon", "content": "Venture into the Dungeon A keyword action that can bring dungeon cards into the game from outside the game or move a player’s venture marker. See rule 701.49, “Venture into the Dungeon.”\n深入地城\n一个关键字动作,可以将地城牌从游戏外带入游戏,或移动牌手的进度标记。参见规则701.49,“深入地城”。"}, {"chapter": "glossary", "id": "Venture Marker", "content": "Venture Marker A marker used to track which room of a dungeon card a player is currently in. See rule 309, “Dungeons.”\n进度标记\n一种标记,用来记录牌手当前在地城牌的哪个房间中。参见规则309,“地城”。"}, {"chapter": "glossary", "id": "Vigilance", "content": "Vigilance A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”\n警戒\n一个关键字异能,让生物进行攻击不需横置。参见规则702.20,“警戒”。"}, {"chapter": "glossary", "id": "Visit", "content": "Visit A keyword ability found on Attraction cards. It provides an effect whenever you roll to visit your attractions and get certain results. See rule 702.159, “Visit.”\n造访\n一个见于景点牌上的关键字异能。它在你掷骰造访景点并获得特定结果时提供效应。参见规则702.159,“造访”。"}, {"chapter": "glossary", "id": "Vote", "content": "Vote Some cards instruct players to vote from among given options. See rule 701.38, “Vote.”\n投票\n一些牌会指示牌手对给定的选项进行投票。参见规则701.38,“投票”。"}, {"chapter": "glossary", "id": "Walker Token", "content": "Walker Token A Walker token is a 2/2 black Zombie creature token named Walker. For more information on predefined tokens, see rule 111.10.\n尸行者衍生物\n尸行者衍生物是名为尸行者的2/2黑色灵俑衍生生物。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Wall", "content": "Wall A creature type with no particular rules meaning. Older cards with the Wall creature type but without defender had an unwritten ability that precluded them from attacking. Those cards have received errata in the Oracle card reference to have defender. Some older cards that referenced the Wall creature type have also received errata. See Defender.\n墙\n一种生物类别,不具有特别的规则意义。旧系列具有墙生物类别但没有守军的牌具有未写明的异能,阻止它们进行攻击。这些牌在Oracle牌张参考文献中已经得到勘误具有守军。一些旧系列的牌有提及墙生物类别也得到了勘误。参见守军。"}, {"chapter": "glossary", "id": "Ward", "content": "Ward A triggered ability that can counter spells or abilities that target the permanent with ward. See rule 702.21, “Ward.”\n守护\n一个触发式异能,可以反击指定具守护异能之永久物的咒语或异能。参见规则702.21,“守护”。"}, {"chapter": "glossary", "id": "Warp", "content": "Warp A keyword ability found on permanent cards that allows them to be cast for an alternative cost. See rule 702.185, “Warp.”\n跃迁\n一个见于永久物牌上的关键字异能,允许它们以替代性费用施放。参见规则702.185,“跃迁”。"}, {"chapter": "glossary", "id": "Waterbend", "content": "Waterbend A keyword action. “Waterbend [cost]” means to pay that cost and, for each {1} in that cost, you may tap an untapped artifact or creature you control rather than pay mana. See rule 701.67, “Waterbend.”\n截水\n一个关键字动作。“截水[费用]”意指支付该费用,且你每横置一个由你操控且未横置的神器或生物就能为此费用支付{1}。参见规则701.67,“截水”。"}, {"chapter": "glossary", "id": "Web-slinging", "content": "Web-slinging A keyword ability that allows spells to be cast for an alternative cost by returning a tapped creature you control to its owner’s hand. See rule 702.188, “Web-slinging.”\n蛛丝甩荡\n一个关键字异能,允许咒语藉由将一个由你操控且已横置的生物移回其拥有者手上的替代性费用来施放。参见规则702.188,“蛛丝甩荡”。"}, {"chapter": "glossary", "id": "Win the Game", "content": "Win the Game There are several ways to win the game. See rule 104, “Ending the Game,” and rules 810.8 (for additional rules for Two-Headed Giant games) and rule 809.5 (for additional rules for Emperor games).\n游戏胜利\n有多种方法可以取得游戏的胜利。参见规则104,“结束游戏”,以及规则810.8(双头巨人游戏的额外规则)和规则809.5(皇帝玩法的额外规则)。"}, {"chapter": "glossary", "id": "Wither", "content": "Wither A keyword ability that affects how an object deals damage to a creature. See rule 702.80, “Wither.”\n干枯\n一个关键字异能,影响物件如何对生物造成伤害。参见规则702.80,“干枯”。"}, {"chapter": "glossary", "id": "Wizardcycling", "content": "Wizardcycling See Typecycling.\n循环法术师\n参见类别循环。"}, {"chapter": "glossary", "id": "World", "content": "World A supertype that’s normally relevant on enchantments. See rule 205.4, “Supertypes.” See also World Rule.\n普世\n一种超类别,一般情况下与结界有关。参见规则205.4,“超类别”。另参见普世规则。"}, {"chapter": "glossary", "id": "World Rule", "content": "World Rule A state-based action that causes all permanents with the world supertype except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. See rule 704.5k.\n普世规则\n一个状态动作,让所有具有普世超类别的永久物,除了拥有普世超类别时间最短的一个以外,皆置入其拥有者的坟墓场。参见规则704.5k。"}, {"chapter": "glossary", "id": "X", "content": "X A placeholder for a number that needs to be determined. See rule 107.3.\nX\n一个需要被确定数字的占位符。参见规则107.3。"}, {"chapter": "glossary", "id": "Y", "content": "Y See X.\nY\n参见X。"}, {"chapter": "glossary", "id": "You, Your", "content": "You, Your Words that refer to an object’s controller, its would-be controller (if a player is attempting to cast or activate it), or its owner (if it has no controller). See rule 109.5.\n你,你的\n指一个物件的操控者、它即将的操控者(如果牌手正准备施放或起动它),或它的拥有者(如果没有操控者)。参见规则109.5。"}, {"chapter": "glossary", "id": "Zone", "content": "Zone A place where objects can be during a game. See section 4, “Zones.”\n区域\n在游戏过程中物件所处于的位置。参见第4章,“区域”。"}, {"chapter": "glossary", "id": "Zone-Change Triggers", "content": "Zone-Change Triggers Trigger events that involve objects changing zones. See rule 603.6.\n改变区域触发\n与物件改变区域相关的触发事件。参见规则603.6。"}] \ No newline at end of file +[{"chapter": "1", "id": "1.", "content": "1. Game Concepts\n游戏概念"}, {"chapter": "1", "id": "100.", "content": "100. General\n总则"}, {"chapter": "1", "id": "100.1.", "content": "100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.\n这些万智牌规则适用于任何两位或是更多牌手的万智牌游戏,包含双人游戏和多人游戏。"}, {"chapter": "1", "id": "100.1a", "content": "100.1a A two-player game is a game that begins with only two players.\n双人游戏指在游戏开始时只有两位牌手的游戏。"}, {"chapter": "1", "id": "100.1b", "content": "100.1b A multiplayer game is a game that begins with more than two players. See section 8, “Multiplayer Rules.”\n多人游戏指在游戏开始时有两位以上牌手的游戏。参见第8章,“多人游戏规则”。"}, {"chapter": "1", "id": "100.2.", "content": "100.2. To play, each player needs their own deck of traditional Magic cards, small items to represent any tokens and counters, and some way to clearly track life totals.\n每位牌手需要准备自己的万智牌套牌,能够当作衍生物和指示物的小件物品,以及能够用某种方法清楚记录总生命以进行游戏。"}, {"chapter": "1", "id": "100.2a", "content": "100.2a In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck has a minimum deck size of 60 cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule 201.3).\n在构组赛中(一种牌手比赛前各自组建自己套牌的游戏方式),一副套牌的套牌数量下限为60张。一副构组赛的套牌可以有任意数量的基本地,但英文名称相同的其他牌则不能超过四张。具有可互换名称的牌在套牌构组中视为具有相同的英文名称(参见规则201.3)。"}, {"chapter": "1", "id": "100.2b", "content": "100.2b In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck has a minimum deck size of 40 cards. A limited deck may contain as many duplicates of a card as are included with the product.\n在限制赛中(一种牌手获得特定数量未开封万智牌产品,如补充包,并只使用这些产品和基本地牌组建套牌的游戏方式),一副套牌的套牌数量下限为40张。限制赛套牌可以包含牌手从这些产品中所获得的任意数量的同名牌。"}, {"chapter": "1", "id": "100.2c", "content": "100.2c Commander decks are subject to additional deckbuilding restrictions and requirements. See rule 903, “Commander,” for details.\n指挥官套牌受额外的套牌构组限制和要求。更多细节参见规则903,“指挥官”。"}, {"chapter": "1", "id": "100.2d", "content": "100.2d Some formats and casual play variants allow players to use a supplementary deck of nontraditional Magic cards (see rule 108.2a). These supplementary decks have their own deck construction rules. See rule 717, “Attraction Cards;” rule 901, “Planechase;” and rule 904, “Archenemy.”\n一些赛制和休闲游戏玩法允许牌手使用一副包含非传统万智牌卡牌的附加套牌(参见规则108.2a)。这些附加套牌拥有自己的套牌构组规则。参见规则717,“景点牌”;规则901,“竞逐时空”;以及规则904,“魔王”。"}, {"chapter": "1", "id": "100.3.", "content": "100.3. Some cards require coins or traditional dice. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and specialized dice.\n一些牌需要硬币或传统骰子。一些休闲式玩法需要一些其他的物品,例如特别设计的卡牌、非传统万智牌卡牌以及特制骰子。"}, {"chapter": "1", "id": "100.4.", "content": "100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match. Sideboard rules and restrictions for some formats are modified by the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/rules-documents).\n每位牌手可以拥有备牌,它们是牌手可以在同一局比赛的各盘游戏之间调整其的套牌的附加卡牌。备牌的规则和限制可能因万智牌比赛规则(可以在WPN.Wizards.com/en/rules-documents找到)而有所不同。"}, {"chapter": "1", "id": "100.4a", "content": "100.4a In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.\n在构组赛中,备牌可以包含不超过十五张牌。套牌及备牌的整体受四张同名牌的限制(参见规则100.2a)。"}, {"chapter": "1", "id": "100.4b", "content": "100.4b In limited play involving individual players, all cards in a player’s card pool not included in their deck are in that player’s sideboard.\n在个人限制赛中,在牌手的牌池内但未使用的牌均作为其备牌。"}, {"chapter": "1", "id": "100.4c", "content": "100.4c In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team’s card pool but not in either player’s deck are in that team’s sideboard.\n在使用双头巨人多人玩法的限制赛中,在队伍的牌池内但未被使用的牌均作为该队的备牌。"}, {"chapter": "1", "id": "100.4d", "content": "100.4d In limited play involving other multiplayer team variants, each card in a team’s card pool but not in any player’s deck is assigned to the sideboard of one of those players. Each player has their own sideboard; cards may not be transferred between players.\n在使用其他多人队伍玩法的限制赛中,每张在队伍的牌池内但未包含在任何牌手套牌中的牌被分配给其中一位牌手作为备牌。每位牌手将拥有自己的备牌;这些卡牌不能在牌手之间传递。"}, {"chapter": "1", "id": "100.5.", "content": "100.5. If a deck must contain at least a certain number of cards, that number is referred to as a minimum deck size. There is no maximum deck size for non-Commander decks.\n如果一副套牌必须包含至少一定数量的牌,该数量称为套牌数量下限。非指挥官套牌没有最大张数的限制。"}, {"chapter": "1", "id": "100.6.", "content": "100.6. Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/rules-documents). These rules may limit the use of some cards, including barring all cards from some older sets.\n大部分的万智牌比赛(比赛规划部门决定牌手在哪些地方与其他牌手进行比赛以获得奖品)都有一些由万智牌比赛规则规定的附加规则(可以在WPN.Wizards.com/en/rules-documents找到)。这些规则可能限制使用某些牌,包括限制使用从某个旧系列开始的所有牌。"}, {"chapter": "1", "id": "100.6a", "content": "100.6a Tournaments usually consist of a series of matches. A two-player match usually involves playing until one player has won two games. A multiplayer match usually consists of only one game.\n比赛通常包含一系列的对局。双人对局通常进行直到其中一位牌手赢得两盘。多人对局通常都只进行一盘游戏。"}, {"chapter": "1", "id": "100.6b", "content": "100.6b Players can use the Magic Store & Event Locator at Locator.Wizards.com to find tournaments in their area.\n牌手可以使用在Locator.Wizards.com的万智牌店家和赛事定位器来寻找其所在地区的比赛。"}, {"chapter": "1", "id": "100.7.", "content": "100.7. Certain cards are intended for casual play and may have features and text that aren’t covered by these rules. These include Mystery Booster playtest cards, promotional cards and cards in “Un-sets” that were printed with a silver border, and cards in the Unfinity™ expansion that have an acorn symbol at the bottom of the card.\n一些卡牌用于休闲游戏,可能具有本文件中之规则未涵盖的特性及叙述。它们包括Mystery Booster测试牌、一些赠卡、“Un-系列”中以银色边框印刷的牌,以及Unfinity™系列中底部具有橡实标记的卡牌。"}, {"chapter": "1", "id": "101.", "content": "101. The Magic Golden Rules\n万智牌的最高原则"}, {"chapter": "1", "id": "101.1.", "content": "101.1. Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).\n每当某张牌的规则叙述直接抵触这些规则时,以牌上的叙述为优先。这张牌只能在此特殊状况下取代其所抵触的规则。唯一的例外是:牌手随时都可以认输一盘游戏。(参见规则104.3a)"}, {"chapter": "1", "id": "101.2.", "content": "101.2. When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.\n当某个规则或效应允许或指示作某事,而另一个效应叙述不能作某事,则以“不能”的效应为优先。\nExample: If one effect reads “You may play an additional land this turn” and another reads “You can’t play lands this turn,” the effect that precludes you from playing lands wins.\n例如:如果某效应为“你本回合可以额外使用一个地”,而另一个效应为“你本回合不能使用地”,则以使你不能使用地的效应为优先。"}, {"chapter": "1", "id": "101.2a", "content": "101.2a Adding abilities to objects and removing abilities from objects don’t fall under this rule. (See rule 113.10.)\n让某物件获得异能以及从物件上移除异能不适用此规则。(参见规则113.10。)"}, {"chapter": "1", "id": "101.3.", "content": "101.3. Any part of an instruction that’s impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn’t, there’s no effect.)\n若任何指示要求作出不可能的动作时,则省略该动作。(牌上通常会特别提出此情况的处置方法;如果没有的话,它便不产生效应。)"}, {"chapter": "1", "id": "101.4.", "content": "101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule.\n若多位牌手需要同时作决定和/或采取动作,则先由主动牌手(本回合的牌手)作出选择,然后再由下一位牌手作出选择(通常是坐在主动牌手的左侧的牌手),以此类推,所有非主动牌手按照顺序作出选择。然后这些动作同时生效。这个规则经常被称为“主动牌手先决定(APNAP)”规则。\nExample: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature they control. Then each of the nonactive players, in turn order, chooses a creature they control. Then all creatures chosen this way are sacrificed simultaneously.\n例如:某张牌为“每位牌手各牺牲一个生物。”首先,主动牌手先选择一个由其操控的生物,然后每一位非主动牌手选择一个由其操控的生物。然后,这些生物同时被牺牲。"}, {"chapter": "1", "id": "101.4a", "content": "101.4a If an effect has each player choose a card in a hidden zone, such as their hand or library, those cards may remain face down as they’re chosen. However, each player must clearly indicate which face-down card they are choosing.\n若某效应让每位牌手选择在隐藏区域的一张牌,例如其手牌或牌库,那些牌被选择后会保持牌面朝下。然而,每位牌手必须清楚地表明哪张牌面朝下的牌是其所选择的。"}, {"chapter": "1", "id": "101.4b", "content": "101.4b A player knows the choices made by the previous players when making their choice, except as specified in 101.4a.\n牌手在作选择之时,会先得知前一位牌手的选择,除了101.4a中的情况。"}, {"chapter": "1", "id": "101.4c", "content": "101.4c If a player would make more than one choice at the same time, the player makes the choices in the order specified. If no order is specified, the player chooses the order.\n若牌手要同时作多个选择,则其依照指定的顺序来作这些决定。若没有指定顺序,则该牌手可以依任意顺序来作选择。"}, {"chapter": "1", "id": "101.4d", "content": "101.4d If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.\n如果某位非主动牌手的选择导致主动牌手,或者另一位已经作出选择的非主动牌手,需要作出新的选择,则所有未完成的选择以“主动牌手先决定”规则重新开始。"}, {"chapter": "1", "id": "101.4e", "content": "101.4e If multiple players would make choices or take actions while starting the game, the starting player is considered the active player and each other player is considered a nonactive player.\n如果数位牌手将要于游戏开始时作出选择或执行动作,将先手牌手视为主动牌手,每位其他牌手均视为非主动牌手。"}, {"chapter": "1", "id": "102.", "content": "102. Players\n牌手"}, {"chapter": "1", "id": "102.1.", "content": "102.1. A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players.\n牌手是指进行游戏的人。主动牌手是轮到该回合的牌手。其他牌手便是非主动牌手。"}, {"chapter": "1", "id": "102.2.", "content": "102.2. In a two-player game, a player’s opponent is the other player.\n在双人游戏中,牌手的对手即是另外一位牌手。"}, {"chapter": "1", "id": "102.3.", "content": "102.3. In a multiplayer game between teams, a player’s teammates are the other players on their team, and the player’s opponents are all players not on their team.\n在队伍间的多人游戏中,牌手的队友指的是同一队伍中的其他牌手,而牌手的对手指所有不在其队伍的牌手。"}, {"chapter": "1", "id": "102.4.", "content": "102.4. A spell or ability may use the term “your team” as shorthand for “you and/or your teammates.” In a game that isn’t a multiplayer game between teams, “your team” means the same thing as “you.”\n一些咒语或异能可能会使用“你队伍”此用语,作为“你和/或你的队友”的简略说法。在一局游戏中,若该游戏并非队伍间的多人游戏,“你队伍”与“你”意义相同。"}, {"chapter": "1", "id": "103.", "content": "103. Starting the Game\n开始游戏"}, {"chapter": "1", "id": "103.1.", "content": "103.1. At the start of a game, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player. The game’s default turn order begins with the starting player and proceeds clockwise.\n在游戏开始时,牌手需决定谁先开始。在一局的第一盘游戏中(包括只有一盘游戏的对局),牌手可以使用任何双方都同意的方式来决定(如掷硬币、掷骰子等)。在一局包含多盘游戏时,输掉上一盘的牌手可以决定这盘的先后。若上一盘游戏为平手,由上一盘游戏决定先后的牌手来决定本盘游戏的先后。开始第一个回合的牌手是先手牌手。游戏的默认回合顺序从先手牌手开始,按照顺时针方向进行。"}, {"chapter": "1", "id": "103.1a", "content": "103.1a In a game using the shared team turns option, there is a starting team rather than a starting player.\n在使用队伍共享回合模式的游戏中,以先手队伍替代先手牌手。"}, {"chapter": "1", "id": "103.1b", "content": "103.1b In an Archenemy game, these methods aren’t used to determine who takes the first turn. Rather, the archenemy takes the first turn.\n在魔王游戏中,不使用这些方式决定先手牌手。魔王总是开始第一个回合。"}, {"chapter": "1", "id": "103.1c", "content": "103.1c One card (Power Play) states that its controller is the starting player. This effect applies after this determination has happened and supersedes these methods.\n一张牌(权力争斗)叙述其操控者为先手牌手。此效应在以上决定之后生效,并替代上述方法。"}, {"chapter": "1", "id": "103.2.", "content": "103.2. Some games require additional steps that are taken after the starting player has been determined. Perform the actions listed in 103.2a–e in order, as applicable.\n一些游戏需要在决定出先手牌手之后进行额外的步骤。依序执行103.2a-e中列出的所有适用的动作。"}, {"chapter": "1", "id": "103.2a", "content": "103.2a If any players are using sideboards (see rule 100.4) or cards being represented by substitute cards (see rule 713), those cards are set aside. After this happens, each player’s deck is considered their starting deck.\n如果任一牌手使用备牌(参见规则100.4)或有使用辅助牌表示的牌(参见规则713),这些牌将被放在一边。在此之后,每位牌手的套牌被认为是该牌手的起始套牌。"}, {"chapter": "1", "id": "103.2b", "content": "103.2b If any players wish to reveal a card with a companion ability that they own from outside the game, they may do so. A player may reveal no more than one card this way, and they may do so only if their deck fulfills the condition of that card’s companion ability. The revealed card remains outside the game. (See rule 702.139, “Companion.”)\n如果任一牌手想要展示一张由他所拥有、且在游戏外的具行侣异能的牌,该牌手可以如此作。牌手以此法展示的牌不能超过一张,且只能于其套牌满足该牌的行侣异能条件时如此作。所展示的牌仍然留在游戏外。(参见规则702.139,“行侣”。)"}, {"chapter": "1", "id": "103.2c", "content": "103.2c In a Commander game, each player puts their commander from their deck face up into the command zone. See rule 903.6.\n在指挥官游戏中,每位牌手将其套牌中的指挥官面朝上置于统帅区。参见规则903.6。"}, {"chapter": "1", "id": "103.2d", "content": "103.2d In a constructed game, each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. In a limited game, each player chooses up to three sticker sheets from among those in the sealed product they opened and reveals them. In either case, that player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed. (See rule 123, “Stickers.”)\n在构组赛中,每位使用贴纸卡的牌手展示其所有贴纸卡,并随机选择其中三张。在限制赛中,每位牌手从其打开的未开封产品中选择至多三张贴纸卡,并展示它们。在这两种情况下,牌手在游戏中都只能使用所选贴纸卡上的贴纸,且这些贴纸卡保持展示。(参见规则123,“贴纸”。)"}, {"chapter": "1", "id": "103.2e", "content": "103.2e In a Conspiracy Draft game, each player puts any number of conspiracy cards from their sideboard into the command zone. See rule 905.4.\n在诡局轮抽游戏中,每位牌手将他备牌中任意数量的诡局牌置于统帅区。参见规则905.4。"}, {"chapter": "1", "id": "103.3.", "content": "103.3. After the starting player has been determined and any additional steps performed, each player shuffles their deck so that the cards are in a random order. Each player may then shuffle or cut their opponents’ decks. The players’ decks become their libraries.\n在决定出先手牌手且所有额外步骤被执行后,每位牌手将自己的套牌洗牌,以令其套牌充分随机化。之后每位牌手可以将对手的套牌洗牌或者切牌。套牌便分别成为该牌手的牌库。"}, {"chapter": "1", "id": "103.3a", "content": "103.3a In a game using one or more supplementary decks of nontraditional cards (see rule 100.2d), each supplementary deck’s owner shuffles it so the cards are in a random order. Each player may then shuffle or cut their opponents’ supplementary decks.\n在使用一副或多副包含非传统万智牌卡牌的附加套牌的游戏中(参见规则100.2d),每位牌手将自己的附加套牌洗牌,以令其充分随机化。之后每位牌手可以将对手的附加套牌洗牌或者切牌。"}, {"chapter": "1", "id": "103.4.", "content": "103.4. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.\n每位牌手的起始总生命为20。有些玩法会有不同的起始总生命。"}, {"chapter": "1", "id": "103.4a", "content": "103.4a In a Two-Headed Giant game, each team’s starting life total is 30.\n在双头巨人游戏中,每个队伍的起始总生命为30。"}, {"chapter": "1", "id": "103.4b", "content": "103.4b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.\n在先锋游戏中,每位牌手的起始总生命为20,并受到该牌手之先锋牌的生命修正增加或减少。"}, {"chapter": "1", "id": "103.4c", "content": "103.4c In a Commander game, each player’s starting life total is 40.\n在指挥官游戏中,每位牌手的起始总生命为40。"}, {"chapter": "1", "id": "103.4d", "content": "103.4d In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30.\n在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。"}, {"chapter": "1", "id": "103.4e", "content": "103.4e In an Archenemy game, the archenemy’s starting life total is 40.\n在魔王游戏中,魔王的起始总生命为40。"}, {"chapter": "1", "id": "103.5.", "content": "103.5. Each player draws a number of cards equal to their starting hand size, which is normally seven. (Some effects can modify a player’s starting hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, the starting player declares whether they will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles the cards in their hand back into their library, draws a new hand of cards equal to their starting hand size, then puts a number of those cards equal to the number of times that player has taken a mulligan on the bottom of their library in any order. Once a player chooses not to take a mulligan, the remaining cards become that player’s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. A player can take mulligans until their opening hand would be zero cards, after which they may not take further mulligans.\n每位牌手各抓若干牌,其数量等同于各自的起手牌张数,通常为七。(某些效应会调整牌手的起手牌张数。)如果牌手对其起手牌不满意,便可以再调度。首先,由先手牌手宣告他是否要执行再调度。然后其他每位牌手按照回合顺序依次作此宣告。所有牌手均作出宣告之后,每位决定再调度的牌手同时执行再调度。牌手再调度的流程如下:该牌手将其手牌洗入其牌库,抓一副等同于起手牌张数的新手牌,然后再将其中若干牌以任意顺序置于其牌库底,其数量等同于该牌手已执行再调度的次数。一旦牌手决定不继续再调度之后,此时仍在该牌手手上的牌便成为该牌手的起手牌,且该牌手不得再选择再调度。然后重复此流程,直到没有牌手选择再调度为止。牌手可以不断再调度,直到最终起手牌数量为零张为止。"}, {"chapter": "1", "id": "103.5a", "content": "103.5a In a Vanguard game, each player’s starting hand size is seven plus or minus the hand modifier of their vanguard card.\n在先锋游戏中,每位牌手的起手牌数量为七张,并受到该牌手之先锋牌的手牌修正增加或减少。"}, {"chapter": "1", "id": "103.5b", "content": "103.5b If an effect allows a player to perform an action “any time [that player] could mulligan,” the player may perform that action at a time they would declare whether they will take a mulligan. This need not be in the first round of mulligans. Other players may have already made their mulligan declarations by the time the player has the option to perform this action. If the player performs the action, they then declare whether they will take a mulligan.\n如果一个效应允许牌手在“[该牌手]能够再调度时”作某个动作,该牌手可以在其宣告是否进行再调度时作该动作。这不需要在第一轮再调度时。其他牌手在该牌手选择是否作该动作时可能已经宣告过是否进行再调度。如果该牌手作该动作,其在此之后宣告是否进行再调度。"}, {"chapter": "1", "id": "103.5c", "content": "103.5c In a multiplayer game and in any Brawl game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.\n在多人游戏及任何一种争锋游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。"}, {"chapter": "1", "id": "103.5d", "content": "103.5d In a multiplayer game using the shared team turns option, first each player on the starting team declares whether that player will take a mulligan, then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. A player may take a mulligan even after a teammate has decided to keep their opening hand.\n在使用队伍共享回合模式的多人游戏中,首先由先手队伍中的每位牌手宣告其是否进行再调度,然后按照回合顺序,其他队伍中的每位牌手依次宣告。在作出决定时队友可以相互询问。然后所有再调度同时执行。一位牌手可以执行再调度,即使其队友已决定保留起手牌。"}, {"chapter": "1", "id": "103.6.", "content": "103.6. Some cards allow a player to take actions with them from their opening hand. Once the mulligan process (see rule 103.5) is complete, the starting player may take any such actions in any order. Then each other player in turn order may do the same.\n某些牌允许牌手从他的起手牌中作某些动作。一旦再调度流程(参见规则103.5)完成,先手牌手可以以任意顺序进行此类动作。之后其他牌手按照回合顺序可以同样依序如此作。"}, {"chapter": "1", "id": "103.6a", "content": "103.6a If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield.\n如果一张牌允许一位牌手以某张牌在战场上的形式开始游戏,该牌手进行此动作将此牌放入战场。"}, {"chapter": "1", "id": "103.6b", "content": "103.6b If a card allows a player to reveal it from their opening hand, the player taking this action does so. The card remains revealed until the first turn begins. Each card may be revealed this way only once.\n如果一张牌允许牌手从起手手牌中展示该牌,进行此动作牌手如此作。在第一个回合开始前该牌保持展示。每张牌只能以此方式展示一次。"}, {"chapter": "1", "id": "103.6c", "content": "103.6c In a multiplayer game using the shared team turns option, first each player on the starting team, in whatever order that team likes, may take such actions. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.\n在使用队伍共享回合模式的多人游戏中,首先由先手队伍中的每位牌手以任意顺序执行这些动作。在作出决定时队友可以相互询问。然后按照回合顺序,其他队伍中的每位牌手依次执行动作。"}, {"chapter": "1", "id": "103.7.", "content": "103.7. In a Planechase game, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it’s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. The face-up plane card becomes the starting plane. (See rule 901, “Planechase.”)\n在竞逐时空游戏中,先手牌手将其时空套牌的牌库顶牌移离套牌,并翻回正面。如果该牌是异象牌,该牌手将该牌置于其时空套牌的牌库底,然后重复此过程,直到一张时空牌翻回正面为止。该牌面朝上的时空牌便是起始时空。(参见规则901,“竞逐时空”)"}, {"chapter": "1", "id": "103.8.", "content": "103.8. The starting player takes their first turn.\n先手牌手开始其第一个回合。"}, {"chapter": "1", "id": "103.8a", "content": "103.8a In a two-player game, the player who plays first skips the draw step (see rule 504, “Draw Step”) of their first turn.\n在双人游戏中,先手牌手略过其第一个回合的抓牌步骤(参见规则504,“抓牌步骤”)。"}, {"chapter": "1", "id": "103.8b", "content": "103.8b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.\n在双头巨人游戏中,先手的队伍略过他们第一个回合的抓牌步骤。"}, {"chapter": "1", "id": "103.8c", "content": "103.8c In all other multiplayer games, no player skips the draw step of their first turn.\n在其他多人游戏中,没有牌手在其第一个回合略过抓牌步骤。"}, {"chapter": "1", "id": "104.", "content": "104. Ending the Game\n结束游戏"}, {"chapter": "1", "id": "104.1.", "content": "104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.\n当任何一位牌手赢、这盘游戏平手或游戏重新开始时,这盘游戏立刻结束。"}, {"chapter": "1", "id": "104.2.", "content": "104.2. There are several ways to win the game.\n赢得游戏的方式有很多种。"}, {"chapter": "1", "id": "104.2a", "content": "104.2a A player still in the game wins the game if that player’s opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game.\n若某牌手还在此盘游戏中,而其所有对手都已离开此盘游戏,则该牌手赢得这盘游戏。这立刻生效并覆盖所有阻止该牌手赢得游戏的效应。"}, {"chapter": "1", "id": "104.2b", "content": "104.2b An effect may state that a player wins the game.\n某个效应令一位牌手赢得此盘游戏。"}, {"chapter": "1", "id": "104.2c", "content": "104.2c In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.\n在队伍间的多人游戏中,若某队伍有至少一位牌手还在此盘游戏中,而其他队伍都已离开此盘游戏,则该队伍赢得这盘游戏。赢得游戏的队伍中每位成员均赢得此盘游戏,即使其中的某些牌手之前已经输掉此盘游戏。"}, {"chapter": "1", "id": "104.2d", "content": "104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)\n在皇帝游戏中,如果一位皇帝赢得游戏,其队伍便赢得游戏。(参见规则809.5)"}, {"chapter": "1", "id": "104.3.", "content": "104.3. There are several ways to lose the game.\n输掉游戏的方式有很多种。"}, {"chapter": "1", "id": "104.3a", "content": "104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.\n牌手可以在任何时候认输。认输的牌手会立刻离开游戏。该牌手输掉此盘游戏。"}, {"chapter": "1", "id": "104.3b", "content": "104.3b If a player’s life total is 0 or less, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)\n如果一位牌手的生命为0或是更少,在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "1", "id": "104.3c", "content": "104.3c If a player is required to draw more cards than are left in their library, they draw the remaining cards and then lose the game the next time a player would receive priority. (This is a state-based action. See rule 704.)\n如果一位牌手要抓的牌张数目比其牌库中的牌多,其抓所有剩余的牌,然后在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "1", "id": "104.3d", "content": "104.3d If a player has ten or more poison counters, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)\n如果一位牌手具有十个或更多中毒指示物,在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "1", "id": "104.3e", "content": "104.3e An effect may state that a player loses the game.\n某些效应可能叙述为某位牌手输掉游戏。"}, {"chapter": "1", "id": "104.3f", "content": "104.3f If a player would both win and lose the game simultaneously, that player loses the game.\n如果一位牌手同时赢及输,则该牌手输掉游戏。"}, {"chapter": "1", "id": "104.3g", "content": "104.3g In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.\n在队伍间的多人游戏中,若所有成员都输掉游戏,则该队伍输掉游戏。"}, {"chapter": "1", "id": "104.3h", "content": "104.3h In a multiplayer game using the limited range of influence option (see rule 801), an effect that states that a player wins the game instead causes all of that player’s opponents within the player’s range of influence to lose the game. This may not cause the game to end.\n在使用限制影响范围模式(参见规则801)的多人游戏中,宣告一位牌手赢得游戏的效应改为导致该牌手的所有在该牌手之影响范围中的对手输掉游戏。这可能不会导致游戏结束。"}, {"chapter": "1", "id": "104.3i", "content": "104.3i In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)\n在皇帝游戏中,如果一位皇帝输掉游戏,其队伍便输掉游戏。(参见规则809.5。)"}, {"chapter": "1", "id": "104.3j", "content": "104.3j In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.10.)\n在指挥官游戏中,在游戏中被同一个指挥官造成21点或更多战斗伤害的牌手输掉游戏。(此为状态动作。参见规则704。亦见规则903.10。)"}, {"chapter": "1", "id": "104.3k", "content": "104.3k In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6.\n在一场比赛中,牌手可能受到来自裁判的处罚从而输掉一盘游戏。参见规则100.6。"}, {"chapter": "1", "id": "104.4.", "content": "104.4. There are several ways for the game to be a draw.\n游戏平手的方式有很多种。"}, {"chapter": "1", "id": "104.4a", "content": "104.4a If all the players remaining in a game lose simultaneously, the game is a draw.\n若还在游戏中的所有牌手同时输掉游戏,则游戏平手。"}, {"chapter": "1", "id": "104.4b", "content": "104.4b If a game that’s not using the limited range of influence option (including a two-player game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.\n若一盘没有使用限制影响范围模式的游戏(包括双人游戏)中出现了强制动作组成的“循环”,重复一系列事件且无法停止,此盘游戏为平手。若循环中包含可选择的动作,便不会导致平手。"}, {"chapter": "1", "id": "104.4c", "content": "104.4c An effect may state that the game is a draw.\n某些效应可能叙述为游戏为平手。"}, {"chapter": "1", "id": "104.4d", "content": "104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.\n在队伍间的多人游戏中,如果所有依然在游戏中的队伍同时输掉游戏,该游戏为平手。"}, {"chapter": "1", "id": "104.4e", "content": "104.4e In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the game is a draw causes the game to be a draw for that spell or ability’s controller and all players within their range of influence. Only those players leave the game; the game continues for all other players.\n在使用限制影响范围模式的多人游戏中,由咒语或异能产生、叙述游戏为平手的效应导致该咒语或异能的操控者以及在该牌手影响范围内的每位牌手的游戏为平手。只有这些牌手离开游戏;其他牌手继续游戏。"}, {"chapter": "1", "id": "104.4f", "content": "104.4f In a multiplayer game using the limited range of influence option, if the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. Only those players leave the game; the game continues for all other players.\n在使用限制影响范围模式的多人游戏中,如果游戏中出现了强制动作组成的“循环”,重复一系列事件且无法停止,对于循环中包含的每个物件之操控者,以及在这些牌手影响范围内的每位牌手,游戏为平手。只有这些牌手离开游戏;其他牌手继续游戏。"}, {"chapter": "1", "id": "104.4g", "content": "104.4g In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team.\n在队伍间的多人游戏中,如果游戏对于某队伍中所有仍在游戏中的牌手为平手,则对于该队伍为平手。"}, {"chapter": "1", "id": "104.4h", "content": "104.4h In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.)\n在皇帝游戏中,如果游戏对皇帝为平手,游戏对其队伍便为平手。(参见规则809.5。)"}, {"chapter": "1", "id": "104.4i", "content": "104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.\n在比赛中,游戏中得所有牌手可以同意有意平手。参见规则100.6。"}, {"chapter": "1", "id": "104.5.", "content": "104.5. If a player loses the game, that player leaves the game. If the game is a draw for a player, that player leaves the game. The multiplayer rules handle what happens when a player leaves the game; see rule 800.4.\n如果牌手输掉游戏,该牌手离开该游戏。如果游戏对于某牌手为平手,该牌手离开该游戏。多人游戏规则规定当有牌手离开游戏时如何作;参见规则800.4。"}, {"chapter": "1", "id": "104.6.", "content": "104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 726, “Restarting the Game.”\n有一张牌(重获自由的卡恩)重新开始游戏。当游戏重新开始时依然在游戏中的所有牌手马上开始新的游戏。参见规则726,“重新开始游戏。”"}, {"chapter": "1", "id": "105.", "content": "105. Colors\n颜色"}, {"chapter": "1", "id": "105.1.", "content": "105.1. There are five colors in the Magic game: white, blue, black, red, and green.\n万智牌游戏中有五种颜色,分别是:白、蓝、黑、红、绿。"}, {"chapter": "1", "id": "105.2.", "content": "105.2. An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. An object’s color or colors may also be defined by a color indicator or a characteristic-defining ability. See rule 202.2.\n一个物件可以是五种颜色的其中一种或多种,它也可以是无色。一个物件的颜色为其法术力费用中法术符号的颜色,不考虑其边框的颜色。物件的颜色可能由其颜色标记或特征定义异能决定。参见规则202.2。"}, {"chapter": "1", "id": "105.2a", "content": "105.2a A monocolored object is exactly one of the five colors.\n一个单色物件只包含五种颜色中的一种。"}, {"chapter": "1", "id": "105.2b", "content": "105.2b A multicolored object is two or more of the five colors.\n一个多色物件包含五种颜色中的两种或以上。"}, {"chapter": "1", "id": "105.2c", "content": "105.2c A colorless object has no color.\n一个无色物件没有任何颜色。"}, {"chapter": "1", "id": "105.3.", "content": "105.3. Effects may change an object’s color or give a color to a colorless object. If an effect gives an object a new color, the new color replaces all previous colors the object had (unless the effect said the object became that color “in addition” to its other colors). Effects may also make a colored object become colorless.\n有些效应可能会改变物件的颜色,或赋予一个无色的物件颜色。如果一个效应赋予一个物件新的颜色,该新的颜色替代该物件之前所有的颜色(除非该效应的叙述为该物件“额外”成为某种颜色)。有些效应也可能让具有颜色的物件成为无色。"}, {"chapter": "1", "id": "105.4.", "content": "105.4. If a player is asked to choose a color, they must choose one of the five colors. “Multicolored” is not a color. Neither is “colorless.”\n如果一位牌手被要求选择一个颜色,其必须选择五种颜色中的一种。“多色”和“无色”均不是一种颜色。"}, {"chapter": "1", "id": "105.5.", "content": "105.5. If an effect refers to a color pair, it means exactly two of the five colors. There are ten color pairs: white and blue, white and black, blue and black, blue and red, black and red, black and green, red and green, red and white, green and white, and green and blue.\n如果一个效应提及“双色色组”,是指由五个颜色中的正好两个颜色的组合。共有十组双色色组:白蓝、白黑、蓝黑、蓝红、黑红、黑绿、红绿、红白、绿白、绿蓝。"}, {"chapter": "1", "id": "106.", "content": "106. Mana\n法术力"}, {"chapter": "1", "id": "106.1.", "content": "106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.\n法术力是游戏中的主要资源。一般当施放咒语和起动异能时,牌手用法术力支付费用。"}, {"chapter": "1", "id": "106.1a", "content": "106.1a There are five colors of mana: white, blue, black, red, and green.\n法术力的颜色有五种:白、蓝、黑、红、绿。"}, {"chapter": "1", "id": "106.1b", "content": "106.1b There are six types of mana: white, blue, black, red, green, and colorless.\n法术力有六种类别:白、蓝、黑、红、绿和无色。"}, {"chapter": "1", "id": "106.2.", "content": "106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).\n法术力由法术力符号表示(参见规则107.4)。法术力符号也用来表示法术力费用(参见规则202)。"}, {"chapter": "1", "id": "106.3.", "content": "106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren’t mana abilities. A spell or ability that produces mana instructs a player to add that mana. If mana is produced by a spell, the source of that mana is that spell. If mana is produced by an ability, the source of that mana is the source of that ability (see rule 113.7).\n法术力异能的效应产生法术力(参见规则605)。咒语所产生的效应也可能产生法术力,非法术力异能的异能所产生的效应同样可能产生法术力。产生法术力的咒语或异能指示牌手加该法术力。如果法术力是由咒语产生,则该法术力的来源是该咒语。如果法术力是由异能产生,则该法术力的来源是该异能的来源(参见规则113.7)。"}, {"chapter": "1", "id": "106.4.", "content": "106.4. When an effect instructs a player to add mana, that mana goes into a player’s mana pool. From there, it can be used to pay costs immediately, or it can stay in the player’s mana pool as unspent mana. Each player’s mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle™ card reference to no longer explicitly refer to the mana pool.\n当一个效应指示牌手加法术力时,该法术力进入牌手的法术力池中。它可以立即用于支付费用,或者作为未使用的法术力保留在该牌手的法术力池中。每位牌手的法术力池在每个步骤和阶段结束时清空,该牌手因此而失去此法术力。具有产生法术力之异能、或提及未使用的法术力之异能的牌张已在Oracle™牌张参考文献中获得勘误,不再明确提及法术力池。"}, {"chapter": "1", "id": "106.4a", "content": "106.4a If any mana remains in a player’s mana pool after mana is spent to pay a cost, that player announces what mana is still there.\n如果牌手在使用法术力支付一个费用之后,其法术力池中仍有法术力剩余,该牌手需要宣告有哪些法术力留在其中。"}, {"chapter": "1", "id": "106.4b", "content": "106.4b If a player passes priority (see rule 117) while there is mana in their mana pool, that player announces what mana is there.\n如果牌手在其法术力池中仍有法术力剩余时让过优先权(参见规则117),该牌手需要宣告有哪些法术力留在其中。"}, {"chapter": "1", "id": "106.5.", "content": "106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead.\n如果一个异能将产生一点或数点未定义类别的法术力,它将改为不会产生任何法术力。\nExample: Meteor Crater has the ability “{T}: Choose a color of a permanent you control. Add one mana of that color.” If you control no colored permanents, activating Meteor Crater’s mana ability produces no mana.\n例如:陨石坑具有异能“{T}:选择一个你所操控的永久物具有的颜色,加一点该色法术力。”如果你不操控有色的永久物,起动陨石坑的异能将不会产生任何法术力。"}, {"chapter": "1", "id": "106.6.", "content": "106.6. Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn’t affect the mana’s type.\n一些咒语或异能产生的法术力会有使用限制,或者对该法术力所支付的咒语或异能有附加效应,或者创造一个因该法术力被使用而触发的延迟触发式异能(参见规则603.7a)。这不会影响该法术力的类别。\nExample: A player’s mana pool contains {R}{G} which can be spent only to cast creature spells. That player activates Doubling Cube’s ability, which reads “{3}, {T}: Double the amount of each type of unspent mana you have.” The player’s mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything.\n例如:某牌手的法术力池中有{R}{G},该法术力只能用于支付施放生物咒语的费用。该牌手起动加倍方体的异能,其叙述为“{3},{T}:将你的每种类别之未使用的法术力加倍。”该牌手的法术力池将有{R}{R}{G}{G},其中{R}{G}可以用于支付任何费用。"}, {"chapter": "1", "id": "106.6a", "content": "106.6a Some replacement effects increase the amount of mana produced by a spell or ability. In these cases, any restrictions or additional effects created by the spell or ability will apply to all mana produced. If the spell or ability creates a delayed triggered ability that triggers when the mana is spent, a separate delayed triggered ability is created for each mana produced. If the spell or ability creates a continuous effect or replacement effect if the mana is spent, a separate effect is created once for each mana produced.\n一些替代性效应会增加咒语或异能产生的法术力。在这些情形下,这些咒语或异能创造的任何限制或额外效应会对产生的所有法术力生效。如果该咒语或异能创造了一个因该法术力被使用而触发的延迟触发式异能,每一点以此法产生的法术力都会创造一个独立的延迟触发式异能。如果该咒语或异能因该法术力被使用而创造了一个持续性效应或替代性效应,每一点以此法产生的法术力都会创造一个独立的效应。"}, {"chapter": "1", "id": "106.7.", "content": "106.7. Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.\n一些异能所产生法术力将基于另一个或数个永久物所能够产生的法术力。一个永久物能产生的法术力类别,为该永久物所具有的任意异能在此时结算所能产生的法术力类别,这将考虑任何对此生效的替代性效应以任何可能的顺序生效。忽略该异能可能或无法支付的费用。如果在这些情况下该永久物无法产生任何法术力,或以此法定义任何法术力类别,它将不会产生任何类别的法术力。\nExample: Exotic Orchard has the ability “{T}: Add one mana of any color that a land an opponent controls could produce.” If your opponent controls no lands, activating Exotic Orchard’s mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}.\n例如:异国果园具有异能“{T}:加一点法术力,其颜色为由对手操控的地能产生之任一颜色。”如果你的对手没有操控任何地,起动异国果园的法术力异能将不会产生任何法术力。你和你的对手均不操控任何异国果园以外的地的情况也将一样。然而,若你操控一个树林以及一个异国果园,且你的对手操控异国果园,则每个异国果园均可以产生{G}。"}, {"chapter": "1", "id": "106.8.", "content": "106.8. If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player’s mana pool. If a generic half is chosen, an amount of colorless mana represented by that half’s number is added to that player’s mana pool.\n如果一个效应将添加由混血符号所表示的法术力到一位牌手的法术力池中,该牌手选择该混血符号中的一半符号。如果所选择的半边具有颜色,则一点该颜色的法术力将添加到该牌手的法术力池中。如果所选择的半边为一般法术力,则添加等同于该数量的无色法术力到该牌手的法术力池中。"}, {"chapter": "1", "id": "106.9.", "content": "106.9. If an effect would add mana represented by a Phyrexian mana symbol to a player’s mana pool, one mana of the color of that symbol is added to that player’s mana pool.\n如果一个效应将添加由非瑞克西亚法术力符号所表示的法术力到一位牌手的法术力池中,则一点此符号所代表之颜色的法术力会加入到该牌手法术力池中。"}, {"chapter": "1", "id": "106.10.", "content": "106.10. If an effect would add mana represented by a generic mana symbol to a player’s mana pool, that much colorless mana is added to that player’s mana pool.\n如果一个效应将添加由一般法术力符号所表示的法术力到一位牌手的法术力池中,则等量的无色法术力会加入到该牌手法术力池中。"}, {"chapter": "1", "id": "106.11.", "content": "106.11. If an effect would add mana represented by one or more snow mana symbols to a player’s mana pool, that much colorless mana is added to that player’s mana pool.\n如果一个效应将添加由一个或数个雪境法术力符号所表示的法术力到一位牌手的法术力池中,则等量的无色法术力会加入到该牌手法术力池中。"}, {"chapter": "1", "id": "106.12.", "content": "106.12. To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”\n“横置[一个永久物]以产生法术力”意指起动该永久物的异能中,起动费用包含{T}符号的法术力异能。参见规则605,“法术力异能”。"}, {"chapter": "1", "id": "106.12a", "content": "106.12a An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.\n当永久物“横置以产生法术力”、或横置以产生特定类别之法术力而触发的异能,在此类法术力异能结算并产生法术力、或该类别的法术力时触发。"}, {"chapter": "1", "id": "106.12b", "content": "106.12b A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.\n当永久物“横置以产生法术力”、或横置以产生特定类别和/或数量之法术力时生效之替代性效应,在该异能结算并产生法术力、或该类别和/或数量的法术力时影响该产生法术力之事件。"}, {"chapter": "1", "id": "106.13.", "content": "106.13. One card (Drain Power) causes one player to lose unspent mana and another to add “the mana lost this way.” (Note that these may be the same player.) This empties the former player’s mana pool and causes the mana emptied this way to be put into the latter player’s mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.\n一张牌(吸收力量)会令某位牌手失去其未使用的法术力,并令另一位牌手加“以此法失去之法术力”。(注意两者可能是同一位牌手。)这个动作会首先清空第一位牌手的法术力池并将所有以此法被清空的法术力放入第二位牌手的法术力池中。产生这些法术力的永久物、咒语和/或者异能并未改变,并且如果有与这些法术力相关的任何限制或额外效应的话也不会改变。"}, {"chapter": "1", "id": "107.", "content": "107. Numbers and Symbols\n数字和符号"}, {"chapter": "1", "id": "107.1.", "content": "107.1. The only numbers the Magic game uses are integers.\n万智牌游戏中只使用整数。"}, {"chapter": "1", "id": "107.1a", "content": "107.1a You can’t choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down.\n你不能选择分数,或造成分数的伤害,获得分数的生命等。如果一个咒语或异能会产生出分数,该咒语或异能会告诉你小数点后该进位或舍去。"}, {"chapter": "1", "id": "107.1b", "content": "107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles, triples, or sets to a specific value a player’s life total or the power and/or toughness of a creature or creature card.\n万智牌游戏中大多数时候只使用正数和零。你不能选择负数,造成负数的伤害,获得负数生命等。然而在游戏中某些数值可以比零小,比如生物的力量。如果需要在计算或比较大小中使用负数,它将使用负数。在决定一个效应的效果时,如果计算得出的效果为负数,除非该效应将牌手的生命值、生物或生物牌的力量和/或防御力加倍、加两倍或设定为特定值,否则该效果改为用零代替。\nExample: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1.\n例如:如果一个3/4生物得-5/-0,它将成为-2/4的生物。它在战斗中不分配伤害。它的力量和防御力的总和为2。给它+3/+0才能将其力量加到1。\nExample: Viridian Joiner is a 1/2 creature with the ability “{T}: Add an amount of {G} equal to this creature’s power.” An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool.\n例如:暗碧族接合工为1/2的生物,它具有异能“{T}:加若干{G},其数量等同于此生物的力量。”一个效应令它-2/-0,然后起动其异能。该异能将不能产生任何法术力到你的法术力池中。\nExample: Chameleon Colossus is a 4/4 creature with the ability “{2}{G}{G}: This creature gets +X/+X until end of turn, where X is its power.” An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesn’t become -4/2.\n例如:善变巨像为4/4生物,它具有异能:“{2}{G}{G}:此生物得+X/+X直到回合结束,X为其力量。”一个效应令它-6/-0,然后起动其异能。它仍是一个-2/4生物。它不会成为-4/2。"}, {"chapter": "1", "id": "107.1c", "content": "107.1c If a rule or ability instructs a player to choose “any number,” that player may choose any positive number or zero.\n如果一个规则或者异能让一位牌手选择“任意数字”,该牌手可以选择任意正数或零。"}, {"chapter": "1", "id": "107.2.", "content": "107.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead.\n无论在效果或计算中需要使用一个不能被确定的数时,改为使用0。"}, {"chapter": "1", "id": "107.3.", "content": "107.3. Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X.\n很多物件使用字母X表示需要确定的数值。一些物件具有定义X值的异能;其余的需要其操控者选择X的数值。"}, {"chapter": "1", "id": "107.3a", "content": "107.3a If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or activation cost with an {X}, [-X], or X in it, and the value of X isn’t defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of casting the spell or activating the ability. (See rule 601, “Casting Spells.”) While a spell is on the stack, any X in its mana cost or in any alternative cost or additional cost it has equals the announced value. While an activated ability is on the stack, any X in its activation cost equals the announced value.\n如果一个咒语或起动式异能所具有的法术力费用、替代性费用、额外费用和/或起动费中带有{X}、[-X]或X,且X的值不被该咒语或异能的叙述所定义,则该咒语或异能的操控者作为施放该咒语或起动该异能的一部分选择并宣告X的数值。(参见规则601,“施放咒语”)。当咒语在堆叠中的时候,其法术力费用中的任何X、及其替代性费用或额外费用中的任何X等同于所宣告的数值。当起动式异能在堆叠中的时候,其起动费用中的任何X等同于所宣告的数值。"}, {"chapter": "1", "id": "107.3b", "content": "107.3b If a player is casting a spell that has an {X} in its mana cost, the value of X isn’t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn’t apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, “Casting Spells.”\n如果一位牌手施放法术力费用中带有{X}的咒语,该咒语的叙述未定义X值,且一个效应要求该牌手以不支付法术力费用的方式,或使用替代性费用中不包含X的方式施放该咒语,则X的唯一合法选择为0。此规则不适用于减少施放费用的效应,即使减少至零。参见规则601,“施放咒语”。"}, {"chapter": "1", "id": "107.3c", "content": "107.3c If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that’s the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn’t get to choose the value. Note that the value of X may change while that spell or ability is on the stack.\n如果一个咒语或起动式异能的费用和/或叙述中带有{X}、[-X]或X,且该咒语或异能的叙述定义X的数值,则该咒语或异能在堆叠上时X为此数值。该咒语或异能的操控者不能为该数值作出选择。该咒语或异能在堆叠上期间X的数值可能会有所改变。"}, {"chapter": "1", "id": "107.3d", "content": "107.3d If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action immediately before they pay that cost.\n如果一个特殊动作附带费用中带有{X}或X,例如延缓费用或变身费用,则执行此特殊动作的牌手在紧接着支付该费用之前,先选择X的数值。"}, {"chapter": "1", "id": "107.3e", "content": "107.3e If a spell or ability refers to the {X} or X in the mana cost, alternative cost, additional cost, or activation cost of another object, any X in that spell or ability’s text uses the value of X chosen or defined for the other object.\n如果一个咒语或异能提及另一个物件的法术力费用、替代性费用、额外费用、起动费用中的{X}或X,该咒语或异能叙述中的任何X的值使用该另一物件所选择或定义的X的值。"}, {"chapter": "1", "id": "107.3f", "content": "107.3f Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or activation cost. If the value of X isn’t defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as it’s put on the stack or as it resolves).\n某些时候咒语或异能的施放费用、替代性费用、额外费用或起动费中不带有X,而叙述中带有X。如果X的值没有被定义,该咒语或异能的操控者在适当的时候为其作出选择(在进入堆叠的时候或结算的时候)。"}, {"chapter": "1", "id": "107.3g", "content": "107.3g If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text.\n如果一张法术力费用中带有{X}的牌在堆叠以外的任何区域,即使X的值在其叙述中被定义,其{X}的值将被视同0。"}, {"chapter": "1", "id": "107.3h", "content": "107.3h If an effect instructs a player to pay an object’s mana cost that includes {X}, the value of X is treated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast.\n如果某效应指示牌手支付物件之包含{X}的法术力,X将被视同0,除非该物件是堆叠中的咒语。如果是后者的情况,X的值是于该咒语被施放时所选择或决定的值。"}, {"chapter": "1", "id": "107.3i", "content": "107.3i Normally, all instances of X on an object have the same value at any given time.\n通常而言,物件上所有X的数值在任何时间均相等。"}, {"chapter": "1", "id": "107.3j", "content": "107.3j If an object gains an ability, the value of X within that ability is the value defined by that ability, or 0 if that ability doesn’t define a value of X. This is an exception to rule 107.3i. This may occur with ability-adding effects, text-changing effects, or copy effects.\n如果一个物件获得一个异能,在该异能中的X的数值是由该异能定义的数值。若该异能没有定义X的数值,其数值为0。这是对规则107.3i的例外情形。这可能会适用于添加异能的效应、改变叙述的效应或复制效应。"}, {"chapter": "1", "id": "107.3k", "content": "107.3k If an object’s activated ability has an {X}, [-X], or X in its activation cost, the value of X for that ability is independent of any other values of X chosen for that object or for other instances of abilities of that object. This is an exception to rule 107.3i.\n如果一个物件之起动式异能的起动费用中带有{X}、[-X]或X,该异能的中X的数值与为该物件或为该物件上的其他异能实例已选择的任何其他X的数值并无关联。这是对规则107.3i的例外情形。"}, {"chapter": "1", "id": "107.3m", "content": "107.3m If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.\n如果一个物件的进战场触发式异能或替代性效应提及X,且成为该物件的咒语于结算时为其任一费用选择了X的值,则该异能上X的值与该咒语上X的值相同,尽管对于该永久物而言X的值为0。这是对规则107.3i的例外情形。"}, {"chapter": "1", "id": "107.3n", "content": "107.3n If a delayed triggered ability created by a resolving spell or ability refers to X, X is not defined in the text of that triggered ability, and the spell or ability that created it had a value of X chosen for any of its costs, the value of X for the triggered ability is the same as the value of X for the spell of ability that created it.\n如果一个正在结算的咒语或异能创造的延迟触发式异能提及X,且X并未在该触发式异能的叙述中定义,但曾为创造该延迟触发式异能之咒语或异能的任一费用选择了X的值,则该触发式异能上X的值与创造该异能的咒语或异能上X的值相同。"}, {"chapter": "1", "id": "107.3p", "content": "107.3p Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.\n一些物件上除了会使用字母X以外还会额外使用字母Y。Y遵循于X相同的规则。"}, {"chapter": "1", "id": "107.4.", "content": "107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, {2/G}, {C/W}, {C/U}, {C/B}, {C/R}, and {C/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; the hybrid Phyrexian symbols {W/U/P}, {W/B/P}, {U/B/P}, {U/R/P}, {B/R/P}, {B/G/P}, {R/G/P}, {R/W/P}, {G/W/P}, and {G/U/P}; and the snow mana symbol {S}.\n法术力符号包括{W}、{U}、{B}、{R}、{G}和{C};数字符号{0}、{1}、{2}、{3}、{4},依此类推;可变数值符号{X};混血符号{W/U}、{W/B}、{U/B}、{U/R}、{B/R}、{B/G}、{R/G}、{R/W}、{G/W}和{G/U};单色混血符号{2/W}、{2/U}、{2/B}、{2/R}、{2/G}、{C/W}、{C/U}、{C/B}、{C/R}和{C/G};非瑞克西亚法术力符号{W/P}、{U/P}、{B/P}、{R/P}和{G/P};混血非瑞克西亚法术力{W/U/P}、{W/B/P}、{U/B/P}、{U/R/P}、{B/R/P}、{B/G/P}、{R/G/P}、{R/W/P}、{G/W/P}和{G/U/P};以及雪境法术力符号{S}。"}, {"chapter": "1", "id": "107.4a", "content": "107.4a There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, “Mana Cost and Color.”\n主要的有色法术力符号有五种:{W}为白色、{U}为蓝色、{B}为黑色、{R}为红色以及{G}为绿色。这些符号代表有色法术力,同时也代表费用中的有色法术力。费用中的有色法术力必须用相对应颜色的法术力来支付。参见规则202,“法术力费用和颜色”。"}, {"chapter": "1", "id": "107.4b", "content": "107.4b Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3.\n数字符号(例如{1})和可变数值符号(例如{X})代表费用中的一般法术力。一般法术力可以用任意类型的法术力来支付。关于{X}的更多信息,参见规则107.3。"}, {"chapter": "1", "id": "107.4c", "content": "107.4c The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid only with one colorless mana.\n无色法术力符号{C}用来表示一点无色法术力,也用来表示只能使用一点无色法术力支付的费用。"}, {"chapter": "1", "id": "107.4d", "content": "107.4d The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule 118.5.)\n符号{0}表示零点法术力,也表示无须任何资源便可支付的费用。(参见规则118.5。)"}, {"chapter": "1", "id": "107.4e", "content": "107.4e A hybrid mana symbol is also a colored mana symbol, even if one of its components is colorless. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors.\n混血法术力符号同样也是有色法术力符号,即使其中一边是无色。每个混血符号由两边组成,代表可以用两者之一来支付的费用。如一个{W/U}的混血符号可用白色法术力或是蓝色法术力来支付,而单色混血符号如{2/B}可以用一点黑色法术力或者两点任意法术力来支付。混血符号的颜色为其各部分包含的所有颜色。\nExample: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.\n例如:{G/W}{G/W}可以使用{G}{G}、{G}{W}或{W}{W}来支付。"}, {"chapter": "1", "id": "107.4f", "content": "107.4f Phyrexian mana symbols are colored mana symbols: {W/P} is white, {U/P} is blue, {B/P} is black, {R/P} is red, and {G/P} is green. A Phyrexian mana symbol represents a cost that can be paid either with one mana of its color or by paying 2 life. There are also ten hybrid Phyrexian mana symbols. A hybrid Phyrexian mana symbol represents a cost that can be paid with one mana of either of its component colors or by paying 2 life. A hybrid Phyrexian mana symbol is both of its component colors.\n非瑞克西亚法术力符号是有色法术力符号:{W/P}是白色,{U/P}是蓝色,{B/P}是黑色,{R/P}是红色,{G/P}是绿色。一个非瑞克西亚法术力符号代表一个费用,可以用一点该色法术力或者2点生命来支付。还有十个混血非瑞克西亚法术力符号;一个混血非瑞克西亚法术力符号代表一个费用,可以用一点组成该符号颜色的法术力或者2点生命来支付。混血非瑞克西亚法术力符号的颜色为其各部分包含的所有颜色。\nExample: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.\n例如:{W/P}{W/P}可以使用{W}{W}、{W}和2点生命、或者4点生命来支付。"}, {"chapter": "1", "id": "107.4g", "content": "107.4g In rules text, the Phyrexian symbol {H} with no colored background means any of the fifteen Phyrexian mana symbols.\n在规则叙述中,无色背景的非瑞克西亚符号{H}指十五种非瑞克西亚法术力符号中任意一种。"}, {"chapter": "1", "id": "107.4h", "content": "107.4h When used in a cost, the snow mana symbol {S} represents a cost that can be paid with one mana of any type produced by a snow source (see rule 106.3). Effects that reduce the amount of generic mana you pay don’t affect {S} costs. The {S} symbol can also be used to refer to mana of any type produced by a snow source spent to pay a cost. Snow is neither a color nor a type of mana.\n当雪境法术力符号{S}在费用中被使用时,其代表的是可以由雪境来源(参见规则106.3)所产生的一点任意类别的法术力来支付的费用。减少一般法术力费用的效应不会影响{S}的费用。{S}符号也可以用于提及由雪境来源产生并用于支付费用的任意类别的法术力。雪境既不是一种颜色,也不是一种法术力类别。"}, {"chapter": "1", "id": "107.5.", "content": "107.5. The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.\n{T}为横置符号。在起动费用中出现的横置符号表示“横置此永久物”。已横置的永久物无法用来横置以支付费用。如果生物的起动式异能的起动费用中包含横置符号,则除非其操控者在其最近的一个回合开始时便一直操控它,否则不能起动此异能。参见规则302.6。"}, {"chapter": "1", "id": "107.6.", "content": "107.6. The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.\n{Q}为重置符号。在起动费用中出现的重置符号表示“重置此永久物”。已重置的永久物无法用来重置以支付费用。如果生物的起动式异能的起动费用中包含重置符号,则除非其操控者在其最近的一个回合开始时便一直操控它,否则不能起动此异能。参见规则302.6。"}, {"chapter": "1", "id": "107.7.", "content": "107.7. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don’t point in either direction and feature a 0. [+N] means “Put N loyalty counters on this permanent,” [-N] means “Remove N loyalty counters from this permanent,” and [0] means “Put zero loyalty counters on this permanent.” Loyalty symbols may also appear in abilities that modify loyalty costs.\n鹏洛客的每个起动式异能的费用中有用箭头表示的忠诚符号。正忠诚符号由向上的箭头以及加号和其后面的数字或X表示。负向忠诚符号由向下的箭头以及减号和其后面的数字或X表示。[+N]表示“在此永久物上放置N个忠诚指示物”,[-N]表示“在此永久物上移去N个忠诚指示物”,而[0]表示“在此永久物上放置零个忠诚指示物”。忠诚符号也可能会出现在影响忠诚费用的异能上。"}, {"chapter": "1", "id": "107.8.", "content": "107.8. The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].” See rule 711, “Leveler Cards.”\n升级牌的文字栏中包含2个等级符号,均是表示静止式异能的关键字异能。等级符号可能包括了某范围的数字,此处表示为“N1-N2”;或是单一数字后面带着加号,此处表示为“N3+”。任何与等级符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而印在同一区块文字栏的力量/防御力方格,此处表示为“P/T”,也是同法看待。参见规则711,“升级牌”。"}, {"chapter": "1", "id": "107.8a", "content": "107.8a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”\n“{等级N1-N2}[异能][P/T]”意指“只要此生物上面至少有N1个等级指示物,且等级指示物数量又不多于N2,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”"}, {"chapter": "1", "id": "107.8b", "content": "107.8b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”\n“{等级N3+}[异能][P/T]”意指“只要此生物上面有N3或更多个等级指示物,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”"}, {"chapter": "1", "id": "107.9.", "content": "107.9. A tombstone icon appears to the left of the name of many Odyssey™ block cards with abilities that are relevant in a player’s graveyard. The purpose of the icon is to make those cards stand out when they’re in a graveyard. This icon has no effect on game play.\n在一些关系到坟墓场的奥德赛™环境牌上面,其名称左方会有墓碑符号。此符号的目的仅是让这些牌在坟墓场中更加醒目,与游戏进行并无关联。"}, {"chapter": "1", "id": "107.10.", "content": "107.10. A type icon appears in the upper left corner of each card from the Future Sight™ set printed with an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that’s indicated by a black and white cross. This icon has no effect on game play.\n在每张预知将来™版本的有特别“时间转移”牌框的牌上面,其牌左上角会有类别符号。如果此牌具有单一的牌张类别,则符号为:爪痕表示生物、火焰表示法术、闪电表示瞬间、升日表示结界、圣杯表示神器、群山表示地。如果它有多种类别,则用黑白十字表示。此符号与游戏进行并无关联。"}, {"chapter": "1", "id": "107.11.", "content": "107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. It has five tines at the top and tapers to a point at the bottom. See rule 901, “Planechase.”\n鹏洛客符号是{PW}。它出现在时空骰的一面上,用于竞逐时空休闲玩法。它的顶部有五个尖齿,底部逐渐变细。参见规则901,“竞逐时空”。"}, {"chapter": "1", "id": "107.12.", "content": "107.12. The chaos symbol is {CHAOS}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. It looks like a swirling vortex. See rule 901, “Planechase.”\n混沌符号是{CHAOS}。它出现在时空骰的一面上,以及与掷时空骰相关的异能中,用于竞逐时空休闲玩法。它看起来像是旋转的漩涡。参见规则901,“竞逐时空”。"}, {"chapter": "1", "id": "107.13.", "content": "107.13. A color indicator is a circular symbol that appears to the left of the type line on some cards. The color of the symbol defines the card’s color or colors. See rule 202, “Mana Cost and Color.”\n颜色标志是出现在一些牌类别栏的左侧圆形符号。该符号的颜色定义了该牌的颜色。参见规则202,“法术力费用和颜色”。"}, {"chapter": "1", "id": "107.14.", "content": "107.14. The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves.\n能量符号是{E}。它代表一个能量指示物。要支付{E},牌手从其自身移除一个能量指示物。"}, {"chapter": "1", "id": "107.15.", "content": "107.15. The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as “rN”. The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule 714, “Saga Cards.”\n传纪牌的文字栏中包含章节符号,每个符号均是代表一个触发式异能的关键字异能。章节符号包含一个罗马数字,此处以“rN”表示。印刷在章节符号右侧的文字栏分段中的叙述是该符号所代表的触发式异能之效应。参见规则714,“传纪牌”。"}, {"chapter": "1", "id": "107.15a", "content": "107.15a “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”\n“{rN}~[效应]”意指“每当一个或数个学问指示物放置在此传纪上时,若其上的学问指示物的数量先前小于N且成为至少N,[效应]。”"}, {"chapter": "1", "id": "107.15b", "content": "107.15b “{rN1}, {rN2}—[Effect]” is the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”\n“{rN1},{rN2}~[效应]”等同于“{rN1}~[效应]”和“{rN2}~[效应]”。"}, {"chapter": "1", "id": "107.16.", "content": "107.16. The text box of a Class card contains class level bars, each of which is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability. See rule 716, “Class Cards.”\n职业牌的文字栏包含职业等级条,每个职业等级条都是一个关键字异能,代表一个起动式异能和一个静止异能。职业等级条包含其起动式异能的起动费用和等级数字。任何与该职业等级条印刷在同一文字栏分段中的异能均是其静止式异能的一部分。参见规则716,“职业牌”。"}, {"chapter": "1", "id": "107.16a", "content": "107.16a “[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”\n“[费用]:等级N~[异能]”意指“[费用]:此职业的等级成为N。只能于此职业的等级是N-1时、且只能于法术时机起动。”及“只要此职业是等级N或更高,它便具有[异能]”。"}, {"chapter": "1", "id": "107.17.", "content": "107.17. The ticket symbol is {TK}. It represents one ticket counter.\n门票符号是{TK}。它代表一个门票指示物。"}, {"chapter": "1", "id": "107.17a", "content": "107.17a A ticket symbol with a number inside it represents a ticket cost. To pay that cost, a player removes that many ticket counters from themselves.\n内部有数字的门票符号代表门票费用。要支付门票费用,牌手从其自身移除该数量的门票指示物。"}, {"chapter": "1", "id": "107.18.", "content": "107.18. The pawprint symbol is {P}. This symbol is used to indicate the modes on some modal spells, and does not represent a cost, mana, counters, or any type of persistent resource. See rule 700.2i.\n爪印符号是{P}。此符号用于表示某些具有模式的咒语之模式,并不代表费用、法术力、指示物或是任何持续性资源。参见规则700.2i。"}, {"chapter": "1", "id": "108.", "content": "108. Cards\n牌"}, {"chapter": "1", "id": "108.1.", "content": "108.1. Use the Oracle card reference when determining a card’s wording. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com.\n牌的叙述皆以Oracle™牌张参考文献的牌张叙述为准。牌的Oracle™牌张参考文献叙述可以在Gatherer数据库中找到:Gatherer.Wizards.com"}, {"chapter": "1", "id": "108.2.", "content": "108.2. When a rule or text on a card refers to a “card,” it means only a Magic card or an object represented by a Magic card.\n当规则或牌的叙述中提到“牌”,它只表示万智牌或由万智牌代表的物件。"}, {"chapter": "1", "id": "108.2a", "content": "108.2a Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Traditional Magic cards are included in players’ decks. Certain formats also use nontraditional Magic cards. Nontraditional Magic cards are not included in players’ decks. They may be used in supplementary decks. Additionally, they may be oversized, have different card backs, or both.\n大多数万智牌游戏只使用传统的万智牌,大约2.5英寸(6.3厘米)宽3.5英寸(8.8厘米)长。传统万智牌可以包含在牌手的套牌中。一些玩法还使用非传统万智牌。非传统万智牌不能包含在牌手的套牌中;它们可以在附加套牌中使用。此外,它们可能尺寸较大、或牌背不同,或两者皆有之。"}, {"chapter": "1", "id": "108.2b", "content": "108.2b Tokens aren’t considered cards—even a card-sized game supplement that represents a token isn’t considered a card for rules purposes.\n衍生物并不是牌—就算使用与牌同样大小的游戏辅助用具来代表衍生物,它在规则上也不被当作牌。"}, {"chapter": "1", "id": "108.3.", "content": "108.3. The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player’s deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)\n牌的拥有者是指于游戏开始时,套牌中包含该牌的牌手。如果一张牌于游戏开始时并未在牌手的套牌中,而是从游戏外被带进游戏,其拥有者为将该牌带进游戏的牌手。如果一张牌于游戏开始时在统帅区,其拥有者为于游戏开始时将其放进统帅区的牌手。除了用于赌注的规则,牌的合法拥有关系和游戏规则无关。(参见规则407。)"}, {"chapter": "1", "id": "108.3a", "content": "108.3a In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6.\n在使用单一时空套牌模式的竞逐时空游戏中,时空操控者视为时空套牌中所有牌的拥有者。参见规则901.6。"}, {"chapter": "1", "id": "108.3b", "content": "108.3b Some spells and abilities allow a player to take cards they own from outside the game and bring them into the game. (See rule 400.11b.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule 108.3. If a card outside that game is in the sideboard of a Magic game (see rule 100.4), its owner is considered to be the player who started the game with it in their sideboard. In all other cases, the owner of a card outside the game is its legal owner.\n一些咒语和异能会允许牌手将其拥有的牌从游戏外放入游戏中。(参见规则400.11b。)如果一张游戏外的牌加入到万智牌游戏中,其拥有者由规则108.3中的叙述决定。如果一张游戏外的牌是在一盘万智牌游戏的备牌中(参见规则100.4),其拥有者为游戏开始时在备牌中包含该牌的牌手。所有其他情况下,该游戏外的牌之拥有者既为其合法拥有者。"}, {"chapter": "1", "id": "108.4.", "content": "108.4. A card doesn’t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules 110.2 and 112.2.\n只有代表永久物或咒语的牌才有操控者;这些情况下,该牌的操控者由永久物或咒语的规则决定。参见规则110.2和112.2。"}, {"chapter": "1", "id": "108.4a", "content": "108.4a If anything asks for the controller of a card that doesn’t have one (because it’s not a permanent or spell), use its owner instead.\n如果任何时候需要知道一张没有操控者的牌的操控者(因为它不是永久物或咒语),则改为使用其拥有者。"}, {"chapter": "1", "id": "108.5.", "content": "108.5. Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card other than a dungeon card (see rule 309, “Dungeons”) into the game from outside the game, it doesn’t; that card remains outside the game.\n非传统万智牌纸牌不会在统帅区以外的区域开始游戏(参见规则408)。如果一个效应将游戏外的非传统万智牌(地城牌除外;参见规则309)带进游戏,它将不会如此作;该牌保留在游戏外。"}, {"chapter": "1", "id": "108.6.", "content": "108.6. For more information about cards, see section 2, “Parts of a Card.”\n更多和牌有关的信息,参见第2章,“牌的各部分”。"}, {"chapter": "1", "id": "109.", "content": "109. Objects\n物件"}, {"chapter": "1", "id": "109.1.", "content": "109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.\n物件包括堆叠中的异能、牌、牌的复制品、衍生物、咒语、永久物或徽记。"}, {"chapter": "1", "id": "109.2.", "content": "109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t refer to a specific zone or include the word “card,” “spell,” “source,” or “scheme,” it means a permanent of that card type or subtype on the battlefield.\n如果咒语或异能使用类别或副类别描述物件,且并未提及某特定区域或未使用“牌”、“咒语”、“来源”或“邪计”,它表示战场上该类别或副类别的永久物。"}, {"chapter": "1", "id": "109.2a", "content": "109.2a If a spell or ability uses a description of an object that includes the word “card” and the name of a zone, it means a card matching that description in the stated zone.\n如果咒语或异能使用“牌”一词描述物件,以及某区域的名称,它表示该区域中符合该描述的牌。"}, {"chapter": "1", "id": "109.2b", "content": "109.2b If a spell or ability uses a description of an object that includes the word “spell,” it means a spell matching that description on the stack.\n如果咒语或异能使用“咒语”一词描述物件,它表示在堆叠上符合该描述的咒语。"}, {"chapter": "1", "id": "109.2c", "content": "109.2c If a spell or ability uses a description of an object that includes the word “source,” it means a source matching that description—a source of an ability, of damage, or of mana—in any zone. See rules 113.7 and 609.7.\n如果咒语或异能使用“来源”一词描述物件,它表示任何区域中符合该描述的来源——包括异能、伤害、或法术力的来源。参见规则113.7和609.7。"}, {"chapter": "1", "id": "109.2d", "content": "109.2d If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone on which that ability is printed.\n如果邪计牌的异能包含叙述“此邪计”,它表示统帅区中印有该异能的邪计牌。"}, {"chapter": "1", "id": "109.3.", "content": "109.3. An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, defense, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on.\n物件的特征包括名称、法术力费用、颜色、颜色标志、牌张类别、副类别、超类别、规则叙述、异能、力量、防御力、忠诚、布防、手牌修正和生命修正。物件可以拥有一些甚至全部这些特征。所有关于物件的其他信息均不是特征。例如,特征不包括永久物是否横置、咒语的目标、物件的拥有者或操控者、灵气所结附的对象等。"}, {"chapter": "1", "id": "109.4.", "content": "109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren’t controlled by any player. See rule 108.4. There are six exceptions to this rule:\n只有在堆叠中或战场上的物件才有操控者。不在堆叠或战场上的物件不受任何牌手操控。参见规则108.4。此规则有六条特例:"}, {"chapter": "1", "id": "109.4a", "content": "109.4a The controller of a mana ability is determined as though it were on the stack. See rule 605, “Mana Abilities.”\n法术力异能的操控者以视同其在堆叠上的方法来决定。参见规则605,“法术力异能”。"}, {"chapter": "1", "id": "109.4b", "content": "109.4b A triggered ability that has triggered but is waiting to be placed on the stack is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f. See also rule 603, “Handling Triggered Abilities.”\n一个已触发、但尚在等待被放进堆叠的触发式异能的操控者为其触发时的来源之操控者,除非该异能是延迟触发式异能。要确定延迟触发式异能的操控者,参见规则603.7d-f。亦见规则603,“处理触发式异能”。"}, {"chapter": "1", "id": "109.4c", "content": "109.4c An emblem is controlled by the player who puts it into the command zone. See rule 114, “Emblems.”\n徽记的操控者为将它放进统帅区的牌手。参见规则114,“徽记”。"}, {"chapter": "1", "id": "109.4d", "content": "109.4d In a Planechase game, a face-up plane or phenomenon card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.\n在竞逐时空游戏中,面朝上的时空牌或异象牌由指定为时空操控者的牌手操控。通常这位牌手是主动牌手。参见规则901.6。"}, {"chapter": "1", "id": "109.4e", "content": "109.4e In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.\n在先锋游戏中,每张先锋牌由其拥有者操控。参见规则902.6。"}, {"chapter": "1", "id": "109.4f", "content": "109.4f In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.\n在魔王游戏中,每张邪计牌由其拥有者操控。参见规则904.7。"}, {"chapter": "1", "id": "109.4g", "content": "109.4g In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.\n在诡局轮抽游戏中,每张诡局牌由其拥有者来操控。参见规则905.5。"}, {"chapter": "1", "id": "109.5.", "content": "109.5. The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it’s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\n物件上的“你”和“你的”意指该物件的操控者、它即将的操控者(如果牌手正试图施放或起动它)或其拥有者(如果它没有操控者)。静止式异能的操控者为其所在物件的当前操控者。起动式异能的操控者为起动该异能的牌手。触发式异能的操控者为触发该异能时该物件的操控者,除非该异能为延迟触发异能。延迟触发异能的操控者,请参见603.7d-f。"}, {"chapter": "1", "id": "110.", "content": "110. Permanents\n永久物"}, {"chapter": "1", "id": "110.1.", "content": "110.1. A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it’s moved to another zone by an effect or rule.\n永久物指战场上的牌或衍生物。永久物会无期限的留在战场。牌或衍生物于进战场时成为永久物,且于某些效应或规则将其移到其他区域时不再是永久物。"}, {"chapter": "1", "id": "110.2.", "content": "110.2. A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token; see rule 111.2). A permanent’s controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.\n永久物的拥有者为代表该永久物的牌的拥有者(除非它是衍生物;参见规则111.2)。永久物的默认操控者是操控该永久物进战场的牌手。每个永久物都有操控者。"}, {"chapter": "1", "id": "110.2a", "content": "110.2a If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that player’s control unless the effect states otherwise.\n如果一个效应指示牌手将一个物件放进战场,除非该效应另有指示,否则此物件在该牌手的操控下进战场。"}, {"chapter": "1", "id": "110.2b", "content": "110.2b If an effect causes a player to gain control of another player’s permanent spell, the first player controls the permanent that spell becomes, but the permanent’s controller by default is the player who put that spell onto the stack. (This distinction is relevant in multiplayer games; see rule 800.4c.)\n如果一个效应使牌手获得另一位牌手之永久物咒语的操控权,前者牌手操控该咒语所成为的永久物,但该永久物的默认操控者是将该咒语放进堆叠的牌手。(这个区别在多人游戏中会起作用;参见规则800.4c。)"}, {"chapter": "1", "id": "110.3.", "content": "110.3. A nontoken permanent’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”\n非衍生物永久物的特征为印在其牌面上的特征,并由任何持续性效应所修改。参见规则613,“持续性效应的互动”。"}, {"chapter": "1", "id": "110.4.", "content": "110.4. There are six permanent types: artifact, battle, creature, enchantment, land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some kindred cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.”\n永久物的类别有六种:神器、战役、生物、结界、地和鹏洛客。瞬间和法术牌不能进入战场,所以它们不能成为永久物。一些亲缘牌可以进入战场,另一些则不能,取决于它们的其他牌张类别。参见第3章,“牌张类别”。"}, {"chapter": "1", "id": "110.4a", "content": "110.4a The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically, it means an artifact, battle, creature, enchantment, land, or planeswalker card.\n“永久物牌”意指能被放进战场的牌。具体指神器、战役、生物、结界、地或鹏洛客牌。"}, {"chapter": "1", "id": "110.4b", "content": "110.4b The term “permanent spell” is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically, it means an artifact, battle, creature, enchantment, or planeswalker spell.\n“永久物咒语”意指作为结算的一部分将以永久物进入战场的咒语。具体指神器、战役、生物、结界或鹏洛客咒语。"}, {"chapter": "1", "id": "110.4c", "content": "110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent.\n如果一个永久物因为某些原因失去其所有永久物类别,它将依然留在战场上。它依然是永久物。"}, {"chapter": "1", "id": "110.5.", "content": "110.5. A permanent’s status is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories.\n永久物的状态是它的物理状况。状态包括四类,每一类都有两种可能的情况:横置/未横置、倒转/未倒转、牌面朝下/牌面朝上以及跃回/跃离。每个永久物的每类状态总会属于这些情况之一。"}, {"chapter": "1", "id": "110.5a", "content": "110.5a Status is not a characteristic, though it may affect a permanent’s characteristics.\n状态不是特征,但它有可能影响一个永久物的特征。"}, {"chapter": "1", "id": "110.5b", "content": "110.5b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.\n除非有咒语或异能特别说明,否则永久物进战场时皆为未横置、未倒转、牌面朝上且跃回。"}, {"chapter": "1", "id": "110.5c", "content": "110.5c A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it.\n永久物会一直维持其状态,直到一个咒语、异能或回合动作将之改变,即使该状态与其无关。\nExample: Dimir Doppelganger says “{1}{U}{B}: Exile target creature card from a graveyard. This creature becomes a copy of that card, except it has this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.\n例如:底密尔化妖的异能为“{1}{U}{B}:将目标生物牌从坟墓场放逐。此生物成为该牌的复制品,但它具有此异能。”它成为学徒术士(一张倒转牌)的复制品。藉由使用学徒术士的异能,让此生物倒转,使它成为具有底密尔化妖异能的示现师智也的复制品。如果此永久物之后成为符爪熊的复制品,它还会维持倒转的状态,虽然此状态和符爪熊无关。如果再次起动它的复制异能,这次目标短牙鼠人(另一张倒转牌),则此永久物的倒转状态表示其具有可憎的刺须(倒转后的短牙鼠人)的特征并具有底密尔化妖的异能。"}, {"chapter": "1", "id": "110.5d", "content": "110.5d Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.\n只有永久物有状态。不在战场上的牌没有状态。虽然被放逐的牌可能会是牌面朝下,但这和永久物的牌面朝下状态没有关联。同样的,不在战场上的牌不论其物理状况均不是横置或未横置的。"}, {"chapter": "1", "id": "111.", "content": "111. Tokens\n衍生物"}, {"chapter": "1", "id": "111.1.", "content": "111.1. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn’t represented by a card.\n一些效应会将衍生物放进战场。衍生物为表示不被牌所表示的永久物的标示物。"}, {"chapter": "1", "id": "111.2.", "content": "111.2. The player who creates a token is its owner. The token enters the battlefield under that player’s control.\n派出衍生物的牌手是其拥有者。该衍生物在该牌手的操控下进入战场。"}, {"chapter": "1", "id": "111.3.", "content": "111.3. The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token’s “text.” The characteristic values defined this way are functionally equivalent to the characteristic values that are printed on a card; for example, they define the token’s copiable values. A token doesn’t have any characteristics not defined by the spell or ability that created it.\n派出衍生物的咒语或异能可能会定义该衍生物的一些特征值。这将成为该衍生物的“文字叙述”。以此法所定义的特征值与印在牌上的特征值在作用上相同;例如,它们定义该衍生物的可复制特征值。衍生物不具备派出它的咒语或异能所没有定义的特征。\nExample: Jade Mage has the ability “{2}{G}: Create a 1/1 green Saproling creature token.” The resulting token has no mana cost, supertypes, rules text, or abilities.\n例如:翠玉法师具有异能“{2}{G}:派出一个1/1绿色腐生物衍生生物。”其产生的衍生物没有法术力费用、超类别、规则叙述或者异能。"}, {"chapter": "1", "id": "111.4.", "content": "111.4. A spell or ability that creates a token sets both its name and its subtype(s). If the spell or ability doesn’t specify the name of the token, its name is the same as its subtype(s) plus the word “Token.” Once a token is on the battlefield, changing its name doesn’t change its subtype(s), and vice versa.\n派出衍生物的咒语或异能设定其名称和副类别。如果该咒语或异能并未指明该衍生物的名称,则其名称为其副类别加上“衍生物”一词。一旦衍生物在战场上,改变其名称不会改变其副类别,反之亦然。\nExample: Dwarven Reinforcements is a sorcery that says, in part, “Create two 2/1 red Dwarf Berserker creature tokens.” The tokens created as it resolves are each named Dwarf Berserker Token and each have the creature types Dwarf and Berserker.\n例如:矮人增援是法术,其部分叙述为“派出两个2/1红色矮人/狂战士衍生生物。”其派出的每个衍生物名称均为“矮人/狂战士衍生物”,且具有矮人和狂战士两种生物类别。\nExample: Minsc, Beloved Ranger says, in part, “When Minsc enters, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.” That token’s subtype is Hamster, but because Minsc specifies that the token’s name is Boo, neither “Hamster” nor “Token” are part of its name.\n例如:厚爱游侠明斯克的部分叙述为“当明斯克进场时,派出传奇衍生生物布布,其为1/1红色,具践踏与敏捷异能的仓鼠。”该衍生物的副类别为仓鼠,但由于明斯克指明了该衍生物的名称为“布布”,“仓鼠”和“衍生物”均不是该衍生物名称的一部分。\nExample: Spitting Image is a sorcery that says, in part, “Create a token that’s a copy of target creature.” All of that token’s characteristics will match the copiable characteristics of the creature targeted by that spell. If Spitting Image targets Doomed Dissenter, a Human creature, the name of the token the spell creates will be Doomed Dissenter, not Human Token or Doomed Dissenter Token.\n例如:射影是法术,其部分叙述为“派出一个衍生物,此衍生物为目标生物之复制品。”该衍生物的所有特征将与成为该咒语的目标之生物的可复制特征相同。如果射影指定注亡逆徒(一个人类生物)为目标,则该咒语派出的衍生物之名称将为“注亡逆徒”,而非“人类衍生物”或“注亡逆徒衍生物”。"}, {"chapter": "1", "id": "111.5.", "content": "111.5. If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that token’s characteristics can’t enter the battlefield, the token is not created. Similarly, if an effect would create a token that is a copy of an instant or sorcery card, no token is created.\n如果一个咒语或异能将派出衍生物,但某个规则或效应指明该具有衍生物的一个或数个特征之永久物不能进入战场,则该衍生物没有被派出。相似地,如果一个效应将派出一个为一张瞬间或法术牌复制品的衍生物,则没有衍生物会被派出。"}, {"chapter": "1", "id": "111.6.", "content": "111.6. A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).\n衍生物会受到影响永久物的事物所影响,同样会受到影响衍生物之类别或副类别的事物所影响。衍生物不是牌(即使它由具有万智牌牌背的牌所代表,或从万智牌的补充包中获得)。"}, {"chapter": "1", "id": "111.7.", "content": "111.7. A token that’s in a zone other than the battlefield ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)\n在战场以外的其他区域的衍生物会消失。此为状态动作;参见规则704。(注意如果一个衍生物改变区域,相对应的触发式异能将会在其消失前触发。)"}, {"chapter": "1", "id": "111.8.", "content": "111.8. A token that has left the battlefield can’t move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule 704.\n衍生物离开战场后将不能以任何方式转移到其他区域或是回到战场上。如果一个衍生物将改变区域,它将改为留在当前的区域。它将在下一次检查状态动作时消失;参见规则704。"}, {"chapter": "1", "id": "111.9.", "content": "111.9. Some effects instruct a player to create a legendary token. These may be written “create [name], a . . .” and list characteristics for the token. This is the same as an instruction to create a token with the listed characteristics that has the given name.\n一些效应指示牌手派出一个传奇衍生物。这些效应可能写作“派出[名称],其为. . .”,(译注:中文版之叙述可能会写作“派出传奇衍生[牌张类别][名称],其为. . .”)随后列出该衍生物的特征。这与派出一个具有该特征且名称为该名称之衍生物的指示并无区别。"}, {"chapter": "1", "id": "111.10.", "content": "111.10. Some effects instruct a player to create a predefined token. These effects use the definition below to determine the characteristics the token is created with. The effect that creates a predefined token may also modify or add to the predefined characteristics.\n一些效应指示牌手派出预定义衍生物。这些效应使用以下的定义来决定其派出时的特征。派出预定义衍生物之效应亦可能会修改预先定义的特征,或对其附加其他特征。"}, {"chapter": "1", "id": "111.10a", "content": "111.10a A Treasure token is a colorless Treasure artifact token with “{T}, Sacrifice this token: Add one mana of any color.”\n珍宝衍生物是具有“{T},牺牲此衍生物:加一点任意颜色的法术力。”的无色珍宝衍生神器。"}, {"chapter": "1", "id": "111.10b", "content": "111.10b A Food token is a colorless Food artifact token with “{2}, {T}, Sacrifice this token: You gain 3 life.”\n食品衍生物是具有“{2},{T},牺牲此衍生物:你获得3点生命。”的无色食品衍生神器。"}, {"chapter": "1", "id": "111.10c", "content": "111.10c A Gold token is a colorless Gold artifact token with “Sacrifice this token: Add one mana of any color.”\n黄金衍生物是具有“牺牲此衍生物:加一点任意颜色的法术力。”的无色黄金衍生神器。"}, {"chapter": "1", "id": "111.10d", "content": "111.10d A Walker token is a 2/2 black Zombie creature token named Walker.\n尸行者衍生物是名为尸行者的2/2黑色灵俑衍生生物。"}, {"chapter": "1", "id": "111.10e", "content": "111.10e A Shard token is a colorless Shard enchantment token with “{2}, Sacrifice this token: Scry 1, then draw a card.”\n碎片衍生物是具有“{2},牺牲此衍生物:占卜1,然后抓一张牌。”的无色碎片衍生结界。"}, {"chapter": "1", "id": "111.10f", "content": "111.10f A Clue token is a colorless Clue artifact token with “{2}, Sacrifice this token: Draw a card.”\n线索衍生物是具有“{2},牺牲此衍生物:抓一张牌。”的无色线索衍生神器。"}, {"chapter": "1", "id": "111.10g", "content": "111.10g A Blood token is a colorless Blood artifact token with “{1}, {T}, Discard a card, Sacrifice this token: Draw a card.”\n血滴衍生物是具有“{1},{T},弃一张牌,牺牲此衍生物:抓一张牌。”的无色血滴衍生神器。"}, {"chapter": "1", "id": "111.10h", "content": "111.10h A Powerstone token is a colorless Powerstone artifact token with “{T}: Add {C}. This mana can’t be spent to cast a nonartifact spell.”\n魔力石衍生物是具有“{T}:加{C}。此法术力不能用来施放非神器咒语。”的无色魔力石衍生神器。"}, {"chapter": "1", "id": "111.10i", "content": "111.10i An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named Phyrexian Token.\n抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。"}, {"chapter": "1", "id": "111.10j", "content": "111.10j A Cursed Role token is a colorless Aura Role enchantment token named Cursed with enchant creature and “Enchanted creature has base power and toughness 1/1.”\n倒楣鬼角色衍生物是名为倒楣鬼,具有“结附于生物”与“所结附的生物的基础力量与防御力为1/1。”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10k", "content": "111.10k A Monster Role token is a colorless Aura Role enchantment token named Monster with enchant creature and “Enchanted creature gets +1/+1 and has trample.”\n怪物角色衍生物是名为怪物,具有“结附于生物”与“所结附的生物得+1/+1且具有践踏异能。”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10m", "content": "111.10m A Royal Role token is a colorless Aura Role enchantment token named Royal with enchant creature and “Enchanted creature gets +1/+1 and has ward {1}.”\n皇族角色衍生物是名为皇族,具有“结附于生物”与“所结附的生物得+1/+1且具有守护{1}。”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10n", "content": "111.10n A Sorcerer Role token is a colorless Aura Role enchantment token named Sorcerer with enchant creature and “Enchanted creature gets +1/+1 and has ‘Whenever this creature attacks, scry 1.’”\n术士角色衍生物是名为术士,具有“结附于生物”与“所结附的生物得+1/+1且具有‘每当此生物攻击时,占卜1。’”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10p", "content": "111.10p A Virtuous Role token is a colorless Aura Role enchantment token named Virtuous with enchant creature and “Enchanted creature gets +1/+1 for each enchantment you control.”\n善人角色衍生物是名为善人,具有“结附于生物”与“你每操控一个结界,所结附的生物便得+1/+1。”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10q", "content": "111.10q A Wicked Role token is a colorless Aura Role enchantment token named Wicked with enchant creature, “Enchanted creature gets +1/+1,” and “When this token is put into a graveyard from the battlefield, each opponent loses 1 life.”\n恶人角色衍生物是名为恶人,具有“结附于生物”、“所结附的生物得+1/+1。”与“当此衍生物从战场进入坟墓场时,每位对手各失去1点生命。”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10r", "content": "111.10r A Young Hero Role token is a colorless Aura Role enchantment token named Young Hero with enchant creature and “Enchanted creature has ‘Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.’”\n青年英雄角色衍生物是名为青年英雄,具有“结附于生物”与“所结附的生物具有‘每当此生物攻击时,若它的防御力等于或小于3,则在其上放置一个+1/+1指示物。’”的无色灵气/角色衍生结界。"}, {"chapter": "1", "id": "111.10s", "content": "111.10s A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.” See rule 701.44, “Explore.”\n地图衍生物是具有“{1},{T},牺牲此衍生物:令目标由你操控的生物勘察。只能于法术时机起动。”的无色地图衍生神器。参见规则701.44,“勘察”。"}, {"chapter": "1", "id": "111.10t", "content": "111.10t A Junk token is a colorless Junk artifact token with “{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”\n废料衍生物是具有“{T},牺牲此衍生物:放逐你的牌库顶牌。本回合中,你可以使用该牌。只能于法术时机起动。”的无色废料衍生神器。"}, {"chapter": "1", "id": "111.10u", "content": "111.10u A Lander token is a colorless Lander artifact token with “{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.”\n探地器衍生物是具有“{2},{T},牺牲此衍生物:从你牌库中搜寻一张基本地牌,将之横置放进战场,然后洗牌。”的无色探地器衍生神器。"}, {"chapter": "1", "id": "111.10v", "content": "111.10v A Mutagen token is a colorless Mutagen artifact token with “{1}, {T}, Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.”\n突变剂衍生物是具有“{1},{T},牺牲此衍生物:在目标生物上放置一个+1/+1指示物。只能于法术时机起动。”的无色突变剂衍生神器。"}, {"chapter": "1", "id": "111.11.", "content": "111.11. If an effect instructs a player to create a token by name, doesn’t define any other characteristics for that token, and the name is not one of the types in the list of predefined tokens above, that player uses the card with that name in the Oracle card reference to determine the characteristics of that token.\n如果一个效应令牌手派出一个具名称的衍生物,但未定义该衍生物的其他特征,且该名称也不是上述预定义衍生物的名称之一,则该牌手利用Oracle牌张参考文献中具该名称之牌确定该衍生物的特征。\nExample: Disa the Restless has the ability “Whenever one or more creatures you control deal combat damage to a player, create a Tarmogoyf token.” As that ability resolves, its controller creates a token with the same characteristics as the card named Tarmogoyf, as determined by the Oracle card reference.\n例如,勇行者蒂莎具有异能“每当由你操控的一个或数个生物对任一牌手造成战斗伤害时,派出一个塔莫耶夫衍生物。”于此异能结算时,其操控者派出一个衍生物,其特征与名称为塔莫耶夫的牌相同,由Oracle牌张参考文献确定。"}, {"chapter": "1", "id": "111.12.", "content": "111.12. If an effect instructs a player to create a token that is a copy of a nonexistent object, no token is created (see rule 707, “Copying Objects”). This does not apply to an effect that would use the last known information of an object.\n如果一个效应令牌手派出一个衍生物且其为某不存在之物件的复制品,则不会有任何衍生物被派出(参见规则707,“复制物件”)。此规则不适用于使用某物件最后已知信息的效应。\nExample: Mimic Vat has a triggered ability whose effect gives you the option to exile a card and an activated ability that says “Create a token that’s a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.” If no card has been exiled with Mimic Vat’s triggered ability, no token is created.\n例如:拟态缸具有一个触发式异能,其效应允许你选择放逐一张牌,以及一个起动式异能,其叙述为“派出一个衍生物,此衍生物为任一以此神器放逐之牌的复制品。它获得敏捷异能。在下一个结束步骤开始时,将它放逐。”如果没有以拟态缸的触发式异能放逐任何牌,则其不会派出衍生物。"}, {"chapter": "1", "id": "111.13.", "content": "111.13. A copy of a permanent spell becomes a token as it resolves. The token has the characteristics of the spell that became that token. The token is not “created” for the purposes of any replacement effects or triggered abilities that refer to creating a token.\n永久物咒语的复制品于其结算时成为一个衍生物。该衍生物具有成为该衍生物之咒语的特征。对于提及派出衍生物的替代性效应或触发式异能而言,该衍生物并非被“派出”。"}, {"chapter": "1", "id": "112.", "content": "112. Spells\n咒语"}, {"chapter": "1", "id": "112.1.", "content": "112.1. A spell is a card on the stack. As the first step of being cast (see rule 601, “Casting Spells”), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner’s hand. (See rule 405, “Stack.”) A spell remains on the stack as a spell until it resolves (see rule 608, “Resolving Spells and Abilities”), is countered (see rule 701.6), or otherwise leaves the stack. For more information, see section 6, “Spells, Abilities, and Effects.”\n咒语是指在堆叠中的牌。作为施放的第一步(参见规则601,“施放咒语”),牌成为咒语并从所在区域(通常是牌手的手牌)移到堆叠的顶部。(参见规则405,“堆叠”。)咒语作为一个咒语存在于堆叠上,直到结算(参见规则608,“结算咒语和异能”)、被反击(参见规则701.6)或其他情况下离开堆叠。更多信息参见第6章,“咒语、异能和效应”。"}, {"chapter": "1", "id": "112.1a", "content": "112.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 707.10.\n咒语的复制品同样是咒语,即使没有与它相关联的牌。参见规则707.10。"}, {"chapter": "1", "id": "112.1b", "content": "112.1b Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 707.12.\n一些效应允许牌手施放一张牌的复制品;如果该牌手如此作,此复制品也是咒语。参见规则707.12。"}, {"chapter": "1", "id": "112.2.", "content": "112.2. A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player who put it on the stack. Every spell has a controller.\n一个咒语的拥有者为代表该咒语之牌的拥有者,除非它为复制品。这种情况下,操控该咒语进入堆叠的牌手为其拥有者。咒语的操控者在默认情况下是将它放进堆叠的牌手。每个咒语都有操控者。"}, {"chapter": "1", "id": "112.2a", "content": "112.2a Some effects instruct a player to create a copy of a card and say they may cast it. In that case, the owner of that copy is the player who is instructed to create it and given permission to cast it.\n一些效应指示牌手创造牌的复制品,且叙述该牌手可以施放之。这种情况下,该复制品的拥有者是被指示创造该复制品、并被给予许可以施放之的牌手。"}, {"chapter": "1", "id": "112.3.", "content": "112.3. A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”\n非复制品的咒语的特征等同于印在其牌面上的特征,由持续性效应修改。参见规则613,“持续性效应的互动”。"}, {"chapter": "1", "id": "112.4.", "content": "112.4. If an effect of a resolving spell or ability changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule 400.7.\n如果一个正在结算的咒语或异能的效应改变永久物咒语的任何特征,该效应在该咒语结算时依然生效。参见规则400.7。\nExample: If an effect changes a black creature spell to white, the creature is white when it enters the battlefield and remains white for the duration of the effect changing its color.\n例如:如果某效应将一个黑色生物咒语改为白色,该生物在进入战场时为白色,且在该改变其颜色的效应生效期间均为白色。"}, {"chapter": "1", "id": "113.", "content": "113. Abilities\n异能"}, {"chapter": "1", "id": "113.1.", "content": "113.1. An ability can be one of three things:\n异能为以下三者之一:"}, {"chapter": "1", "id": "113.1a", "content": "113.1a An ability can be a characteristic an object has that lets it affect the game. An object’s abilities are defined by its rules text or by the effect that created it. Abilities can also be granted to objects by rules or effects. (Effects that grant abilities usually use the words “has,” “have,” “gains,” or “gain.”) Abilities generate effects. (See rule 609, “Effects.”)\n异能可以是物件上令其影响游戏的特征。一个物件的异能由其规则叙述或创造它的效应所定义。规则或效应也可以赋予物件异能。(赋予异能的效应通常使用词语:“具有”或“获得”。)异能产生效应。(参见规则609,“效应”。)"}, {"chapter": "1", "id": "113.1b", "content": "113.1b An ability can be something that a player has that changes how the game affects the player. A player normally has no abilities unless granted to that player by effects.\n异能可以是牌手所具有的某种事物,能改变游戏如何影响该牌手。除非有效应赋予牌手异能,否则通常牌手没有异能。"}, {"chapter": "1", "id": "113.1c", "content": "113.1c An ability can be an activated or triggered ability on the stack. This kind of ability is an object. (See section 6, “Spells, Abilities, and Effects.”)\n异能可以是堆叠中的起动式或触发式异能。此类异能为物件。(参见第6章,“咒语、异能和效应”。)"}, {"chapter": "1", "id": "113.2.", "content": "113.2. Abilities can affect the objects they’re on. They can also affect other objects and/or players.\n异能可以影响拥有该异能的物件。它们也可以影响其他的物件和/或牌手。"}, {"chapter": "1", "id": "113.2a", "content": "113.2a Abilities can be beneficial or detrimental.\n异能可以是有益或有害。\nExample: “This creature can’t block” is an ability.\n例如:“此生物不能进行阻挡”是一个异能。"}, {"chapter": "1", "id": "113.2b", "content": "113.2b An additional cost or alternative cost to cast a card is an ability of the card.\n施放一张牌的额外费用或替代性费用是该牌的异能。"}, {"chapter": "1", "id": "113.2c", "content": "113.2c An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities that may be strung together on a single line (see rule 702, “Keyword Abilities”), each paragraph break in a card’s text marks a separate ability. If the object is not represented by a card, the effect that created it may have given it multiple abilities. An object may also be granted additional abilities by a spell or ability. If an object has multiple instances of the same ability, each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information.\n一个物件可以拥有多个异能。如果该物件由一张牌表示,则除了有特殊定义的异能可以在同一行之外(参见规则702,“关键字异能”),规则叙述的每个段落都是单独的异能。如果该物件并非由牌表示,创造它的效应可能会赋予其多个异能。一个物件可以被咒语或异能赋予额外的异能。如果同一个物件有多个相同的异能,每个异能分别各自运作。此情况有时会产生多个效应,有时则与只有一个异能时完全相同;详细情况参考该异能。"}, {"chapter": "1", "id": "113.2d", "content": "113.2d Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule 609, “Effects.”\n异能可以产生一次性效应或持续性效应。一些持续性效应是替代性效应或防止性效应。参见规则609,“效应”。"}, {"chapter": "1", "id": "113.3.", "content": "113.3. There are four general categories of abilities:\n异能一般分为四类:"}, {"chapter": "1", "id": "113.3a", "content": "113.3a Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text on an instant or sorcery spell is a spell ability unless it’s an activated ability, a triggered ability, or a static ability that fits the criteria described in rule 113.6.\n咒语异能为瞬间或法术结算中遵照其叙述的异能。在一张瞬间牌或法术咒语上的叙述均为咒语异能,除非该异能遵循规则113.6的描述而符合起动式异能、触发式异能或静止式异能。"}, {"chapter": "1", "id": "113.3b", "content": "113.3b Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]” A player may activate such an ability whenever they have priority. Doing so puts it on the stack, where it remains until it’s countered, it resolves, or it otherwise leaves the stack. See rule 602, “Activating Activated Abilities.”\n起动式异能具有费用和效应。其格式为“[费用]:[效应]。[起动限制(如果有的话)]”。牌手在具有优先权时可以起动此类异能。此后异能进入堆叠,直到被反击、结算或离开堆叠。参见规则602,“起动起动式异能”。"}, {"chapter": "1", "id": "113.3c", "content": "113.3c Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and include (and usually begin with) the word “when,” “whenever,” or “at.” Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it’s countered, it resolves, or it otherwise leaves the stack. See rule 603, “Handling Triggered Abilities.”\n触发式异能具有触发条件和效应。其格式为“[触发条件],[效应]”,且由包括(并一般开头为)“当”、“每当”或“在”等词。每当其触发事件发生时,该异能在下一次有牌手将得到优先权时进入堆叠,直到被反击、结算或离开堆叠。参见规则603,“处理触发式异能”。"}, {"chapter": "1", "id": "113.3d", "content": "113.3d Static abilities are written as statements. They’re simply true. Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone. See rule 604, “Handling Static Abilities.”\n静止式异能为叙述。它们只是简单的发生。静止式异能创造持续性效应,且只要具有该异能的永久物在战场并保有该异能,或具有该异能的物件在所对应的区域,该异能便有效。参见规则604,“处理静止式异能”。"}, {"chapter": "1", "id": "113.4.", "content": "113.4. Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They don’t use the stack, and, under certain circumstances, a player can activate mana abilities even if they don’t have priority. See rule 605, “Mana Abilities.”\n一些起动式异能和一些触发式异能为法术力异能。法术力异能遵循以下规则:它们不使用堆叠,且在一些特殊情况下牌手可以在没有优先权时起动法术力异能。参见规则605,“法术力异能”。"}, {"chapter": "1", "id": "113.5.", "content": "113.5. Some activated abilities are loyalty abilities. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn. See rule 606, “Loyalty Abilities.”\n一些起动式异能为忠诚异能。忠诚异能遵循以下规则:在牌手回合的行动阶段且堆叠为空时,该牌手可以随时在他具有优先权时起动其所操控的某个永久物的一个忠诚异能,但只有在该永久物本回合没有起动过任何忠诚异能的前提下。参见规则606,“忠诚异能”。"}, {"chapter": "1", "id": "113.6.", "content": "113.6. Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:\n瞬间或法术咒语的异能通常只有该物件在堆叠中的时候运作。其他物件的异能通常只有该物件在战场的时候运作。以下情况除外:"}, {"chapter": "1", "id": "113.6a", "content": "113.6a Characteristic-defining abilities function everywhere, even outside the game and before the game begins. (See rule 604.3.)\n特征定义异能在任何地方都运作,即使在游戏以外或游戏开始前。(参见规则604.3。)"}, {"chapter": "1", "id": "113.6b", "content": "113.6b An ability that states which zones it functions in functions only from those zones.\n注明了在特定区域运作的异能,只在这些区域才运作。"}, {"chapter": "1", "id": "113.6c", "content": "113.6c An ability that states which zones it doesn’t function in functions everywhere except for the specified zones, even outside the game and before the game begins.\n注明了在特定区域不运作的异能,在该特定区域以外的任何区域运作,即使在游戏以外或游戏开始前。"}, {"chapter": "1", "id": "113.6d", "content": "113.6d An object’s ability that allows a player to pay an alternative cost rather than its mana cost or otherwise modifies what that particular object costs to cast functions on the stack.\n一个物件上允许牌手支付替代性费用来替代其法术力费用、或以其他方式影响施放这个特定物件之费用的异能,在堆叠上运作。"}, {"chapter": "1", "id": "113.6e", "content": "113.6e An object’s ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast and also on the stack. An object’s ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack.\n一个物件上限制或修改该物件如何被使用或施放的异能,只在该物件能够被使用或施放的区域中或堆叠上运作。一个物件上赋予其另一个限制或修改该物件如何被使用或施放之异能的异能只在堆叠上运作。"}, {"chapter": "1", "id": "113.6f", "content": "113.6f An object’s ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.\n一个物件上限制或修改该物件在哪些区域可以被使用或施放的异能,在所有区域,即使游戏以外均运作。"}, {"chapter": "1", "id": "113.6g", "content": "113.6g An object’s ability that states it can’t be countered or can’t be copied functions on the stack.\n一个物件上叙述其不能被反击或不能被复制的异能在堆叠上运作。"}, {"chapter": "1", "id": "113.6h", "content": "113.6h An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.\n一个物件上修改该物件如何进入战场的异能,于该物件进入战场时运作。参见规则614.12。"}, {"chapter": "1", "id": "113.6i", "content": "113.6i An object’s ability that states counters can’t be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.\n一个物件指明该物件不可放置指示物的异能,除了该物件在战场上时运作之外,于该物件进入战场时也额外运作。"}, {"chapter": "1", "id": "113.6j", "content": "113.6j An object’s activated ability that has a cost that can’t be paid while the object is on the battlefield functions from any zone in which its cost can be paid.\n一个物件的起动式异能具有其在战场上时无法支付的费用,该异能在任何其起动费用可以被支付的区域生效。"}, {"chapter": "1", "id": "113.6k", "content": "113.6k A trigger condition that can’t trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.\n一个在战场上无法触发的触发条件,在该触发条件可以被触发的区域运作。同一个触发式异能的其他触发条件可能在不同区域运作。\nExample: Absolver Thrull has the ability “When this creature enters or the creature it haunts dies, destroy target enchantment.” The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.55, “Haunt.”)\n例如:赦罪索尔兽具有异能“当此生物进场或它所缠身的生物死去时,消灭目标结界。”第一个触发条件会在战场上触发,而第二个触发条件则在放逐区运作。(参见规则702.55,“缠身”。)"}, {"chapter": "1", "id": "113.6m", "content": "113.6m An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless its trigger condition or a previous part of its cost or effect specifies that the object is put into that zone or, if the object is an Aura, that the object it enchants leaves the battlefield. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.\n一个异能的费用或效应指定将它所在的物件从特定区域移开,则该异能只在这些区域运作,除非该异能的触发条件或该异能之前部分的费用或效应,指定将该物件放进该区域;或除非该物件是灵气,其结附的物件离开战场。若该异能的效应创造一个将该物件移出一个特定区域的延迟触发式异能,亦是如此。\nExample: Reassembling Skeleton says “{1}{B}: Return this card from your graveyard to the battlefield tapped.” A player may activate this ability only if Reassembling Skeleton is in their graveyard.\n例如:重组骷髅妖的异能描述为“{1}{B}:将此牌从你的坟墓场横置进战场。”牌手只有重组骷髅妖在其坟墓场的情况下才能起动此异能。"}, {"chapter": "1", "id": "113.6n", "content": "113.6n An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at WPN.Wizards.com/en/rules-documents.\n一个修改套牌构组规则的异能在游戏开始前便已运作。此类异能不仅修改此完整规则,并且影响万智牌比赛规则以及规定构组赛制中套牌构组的其他文件。但此类异能不会影响一张牌在玩法中是否可以用,包括它是否被禁用或限用。当前的万智牌比赛规则可以在WPN.Wizards.com/en/resources/rules-documents找到。"}, {"chapter": "1", "id": "113.6p", "content": "113.6p Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 114, “Emblems”; rule 901, “Planechase”; rule 902, “Vanguard”; rule 904, “Archenemy”; and rule 905, “Conspiracy Draft.”\n徽记、时空牌、先锋牌、邪计牌、和诡局牌的异能在统帅区生效。参见规则114,“徽记”;规则901,“竞逐时空”;规则902,“先锋”;规则904,“魔王”;以及规则905,“诡局轮抽”。"}, {"chapter": "1", "id": "113.7.", "content": "113.7. The source of an ability is the object that generated it. The source of an activated ability on the stack is the object whose ability was activated. The source of a triggered ability (other than a delayed triggered ability) on the stack, or one that has triggered and is waiting to be put on the stack, is the object whose ability triggered. To determine the source of a delayed triggered ability, see rules 603.7d–f.\n一个的异能的来源为创造该异能的物件。对于堆叠上的起动式异能,其来源为被起动该异能的物件。对于堆叠上的触发式异能(除延迟触发式异能外)或者已经触发而正在等待进入堆叠的异能,其来源为被触发异能的物件。决定延迟触发异能的来源,参见规则603.7d-f。"}, {"chapter": "1", "id": "113.7a", "content": "113.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability. Note that some abilities cause a source to do something (for example, “This creature deals 1 damage to any target”) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source for use while announcing an activated ability or putting a triggered ability on the stack checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it’s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.\n异能一旦被起动或触发,则离开其来源单独存在于堆叠上。此后消灭或移除其来源不会影响到该异能。注意有些异能令其来源作某些事,(例如,“此生物对任意一个目标造成1点伤害”)而不是该异能直接作这些事。在这些情况下,任何在宣告起动式异能或将触发式异能放进堆叠时引用其来源信息的起动式或触发式异能,在异能进入堆叠时检查该信息。否则它在结算时检查此信息。在这两种情况下,如果来源不再存在于它应在的区域中,最后已知信息将被使用。即使来源不再存在,它将依然可以完成这些动作。"}, {"chapter": "1", "id": "113.8.", "content": "113.8. The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability’s source when it triggered, or, if it had no controller, the player who owned the ability’s source when it triggered. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\n堆叠中起动式异能的操控者为起动该异能的牌手。堆叠中触发式异能的操控者(除延迟触发异能外)为当该异能触发时操控其来源的牌手,或者如果它没有操控者,则为当该异能触发时拥有其来源的牌手。确定延迟触发异能的操控者,参见规则603.7d-f。"}, {"chapter": "1", "id": "113.9.", "content": "113.9. Activated and triggered abilities on the stack aren’t spells, and therefore can’t be countered by anything that counters only spells. Activated and triggered abilities on the stack can be countered by effects that specifically counter abilities. Static abilities don’t use the stack and thus can’t be countered at all.\n堆叠中的起动式和触发式异能不是咒语,所以不能被任何只反击咒语的事物所反击。堆叠中的起动式和触发式异能可以被特指反击异能的效应所反击。静止式异能不使用堆叠所以不能被反击。"}, {"chapter": "1", "id": "113.10.", "content": "113.10. Effects can add or remove abilities of objects. An effect that adds an ability will state that the object “gains” or “has” that ability, or similar. An effect that removes an ability will state that the object “loses” that ability.\n效应可以为物件添加或移除异能。一个添加异能的效应将令物件“得到”或“具有”该异能(或类似叙述)。一个移除异能的效应将令物件“失去”该异能。"}, {"chapter": "1", "id": "113.10a", "content": "113.10a An effect that adds an activated ability may include activation instructions for that ability. These instructions become part of the ability that’s added to the object.\n一个添加起动式异能的效应可能会包括该异能的起动限制。这些起动限制成为添加在该物件上的异能之一部分。"}, {"chapter": "1", "id": "113.10b", "content": "113.10b Effects that remove an ability remove all instances of it.\n移除异能的效应将移除所有该对应的异能。"}, {"chapter": "1", "id": "113.10c", "content": "113.10c If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects.\n如果两个或以上效应添加和移除同一个异能,一般情况下以最近生效的一次为准。关于持续性效应的互动细节,参见规则613。"}, {"chapter": "1", "id": "113.11.", "content": "113.11. Effects can stop an object from having a specified ability. These effects say that the object “can’t have” that ability. If the object has that ability, it loses it. It’s also impossible for an effect or keyword counter to add that ability to the object. If a resolving spell or ability creates a continuous effect that would add the specified ability to such an object, that part of that continuous effect does not apply; however, other parts of that continuous effect will still apply, and that resolving spell or ability can still create other continuous effects. Continuous effects created by static abilities that would add the specified ability won’t apply to that object.\n效应可以阻止物件具有某特定的异能。这些效应的叙述为该物件“不能具有”该异能。如果物件具有该异能,它失去之。也不可能有效应或关键字指示物给该物件赋予该异能。如果一个结算中的咒语或异能创造一个将赋予该物件该特定异能的持续性效应,该持续性效应赋予此异能的部分不会生效,但是该持续性效应的其他部分仍然会生效,且这个结算中的咒语或异能依然可以创造其他持续性效应。由静止式异能创造将赋予该物件该特定异能的持续性效应不对这个物件生效。"}, {"chapter": "1", "id": "113.12.", "content": "113.12. An effect that sets an object’s characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (“[permanent] is [characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (“[creature] can’t be blocked,” for example), it’s neither granting an ability nor setting a characteristic.\n一个设定物件特征或简单的列出该物件性质的效应,与赋予异能的效应不同。当一个物件“得到”或“具有”一个异能时,该异能可以被另一个效应移除。如果一个效应定义该物件的特征(“[永久物]是[特征]”),它将不是赋予异能。(参见规则604.3。)类似的,如果一个效应注明了一个物件的性质(比如,“[生物]不可被阻挡”),这并非赋予异能或者设定一个特征。\nExample: Muraganda Petroglyphs reads, “Creatures with no abilities get +2/+2.” A Runeclaw Bear (a creature with no abilities) enchanted by an Aura that says “Enchanted creature has flying” would not get +2/+2. A Runeclaw Bear enchanted by an Aura that says “Enchanted creature is red” or “Enchanted creature can’t be blocked” would get +2/+2.\n例如:莫甘达石雕的叙述为“没有异能的生物得+2/+2”。符爪熊(一个没有异能的生物)上结附了一个“被结附的生物拥有飞行异能”的灵气,则它将不会得到+2/+2。结附有叙述为“被结附的生物是红色”灵气或叙述为“被结附的生物不可被阻挡”灵气的符爪熊则会得到+2/+2。"}, {"chapter": "1", "id": "114.", "content": "114. Emblems\n徽记"}, {"chapter": "1", "id": "114.1.", "content": "114.1. Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but usually no other characteristics.\n一些效应会将徽记放入统帅区。徽记是个标记,代表具有一个或数个异能的物件,通常没有其他特征。"}, {"chapter": "1", "id": "114.2.", "content": "114.2. An effect that creates an emblem is written “[Player] gets an emblem with [ability].” This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player.\n产生徽记的效应格式为“[牌手]获得具有[异能]的徽记。”这代表该[牌手]将一个具有[异能]的徽记放进统帅区。此徽记由该牌手拥有和操控。"}, {"chapter": "1", "id": "114.3.", "content": "114.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no types, no mana cost, and no color. Most emblems also have no name.\n除了创造该徽记之效应所定义的特征之外,它不具有其他特征。特别来说,徽记没有类别,没有法术力费用,也没有颜色。大部分徽记也没有名称。"}, {"chapter": "1", "id": "114.4.", "content": "114.4. Abilities of emblems function in the command zone.\n徽记的异能会在统帅区生效。"}, {"chapter": "1", "id": "114.5.", "content": "114.5. An emblem is neither a card nor a permanent. Emblem isn’t a card type.\n徽记并非牌,也不是永久物。徽记不是牌张类别。"}, {"chapter": "1", "id": "115.", "content": "115. Targets\n目标"}, {"chapter": "1", "id": "115.1.", "content": "115.1. Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and/or player(s) the spell or ability will affect. These targets are declared as part of the process of putting the spell or ability on the stack. The targets can’t be changed except by another spell or ability that explicitly says it can do so.\n一些咒语和异能会要求其操控者选择一个或数个目标。目标为咒语或异能将影响的物件和/或牌手。宣告目标是将咒语或异能放入堆叠过程的一部分。除非被另一个明确说明的咒语或异能,否则目标不能被更改。"}, {"chapter": "1", "id": "115.1a", "content": "115.1a An instant or sorcery spell is targeted if its spell ability identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the spell is cast; see rule 601.2c. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.)\n如果一个瞬间或法术咒语的咒语异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/或牌手,则该咒语具有目标。目标于施放咒语时选择;参见规则601.2c。(如果一个瞬间或法术所具有的起动式或触发式异能使用了目标一词,则该异能具有目标,但咒语本身并不因此而具有目标。)\nExample: A sorcery card has the ability “When you cycle this card, target creature gets -1/-1 until end of turn.” This triggered ability is targeted, but that doesn’t make the card it’s on targeted.\n例如:某法术牌具有异能“当你循环此牌时,目标生物得到-1/-1直到回合结束。”该触发式异能具有目标,但具有该异能的牌并不因此而具有目标。"}, {"chapter": "1", "id": "115.1b", "content": "115.1b Aura spells are always targeted. An Aura’s target is specified by its enchant keyword ability (see rule 702.5, “Enchant”). The target is chosen as the spell is cast; see rule 601.2c. An Aura permanent doesn’t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)\n灵气咒语一定具有目标。灵气的目标由它的结附关键字异能决定(参见规则702.5,“结附”)。目标于施放咒语时选择;参见规则601.2c。灵气永久物不具有目标;只有咒语才具有目标。(灵气永久物的起动式或触发式异能可能会具有目标。)"}, {"chapter": "1", "id": "115.1c", "content": "115.1c An activated ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is activated; see rule 602.2b.\n如果一个起动式异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/或牌手,则该异能具有目标。目标于起动异能时选择;参见规则602.2b。"}, {"chapter": "1", "id": "115.1d", "content": "115.1d A triggered ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is put on the stack; see rule 603.3d.\n如果一个触发式异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/或牌手,则该异能具有目标。目标于异能进入堆叠时选择;参见规则603.3d。"}, {"chapter": "1", "id": "115.1e", "content": "115.1e Some keyword abilities, such as equip and modular, represent targeted activated or triggered abilities, and some keyword abilities, such as mutate, cause spells to have targets. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.”\n一些关键字异能,例如佩带和套件,代表了具有目标的起动式或触发式异能;还有一些关键字异能,例如合变,会使咒语具有目标。在这些情况下,该关键字异能的规则叙述中出现描述“目标[对象]”,而不是异能本身。(该关键字异能的规则提示经常会包含“目标”一词。)参见规则702,“关键字异能”。"}, {"chapter": "1", "id": "115.2.", "content": "115.2. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, or (b) targets an object that can’t exist on the battlefield, such as a spell or ability. See also rule 115.4.\n只有永久物是咒语或异能的合法目标,除非该咒语或异能(a)特别指出它可以目标其他区域的物件或牌手,或者(b)目标不能出现在战场上的物件,例如咒语或异能。亦参见规则115.4。"}, {"chapter": "1", "id": "115.3.", "content": "115.3. The same target can’t be chosen multiple times for any one instance of the word “target” on a spell or ability. If the spell or ability uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 115.7).\n咒语或异能上的每个“目标”一词不能重复多次选择同一个目标。如果咒语或异能上有多处“目标”一词,则同一个物件或牌手可以被每个“目标”一词选择一次(只要该目标符合标准)。此规则在为咒语或异能选择目标,以及在为咒语或异能改变或选择新的目标时都生效(参见规则115.6)。"}, {"chapter": "1", "id": "115.4.", "content": "115.4. Some spells and abilities that refer to damage require “any target,” “another target,” “two targets,” or similar rather than “target [something].” These targets may be creatures, players, planeswalkers, or battles. Other game objects, such as noncreature artifacts or spells, can’t be chosen.\n一些提及伤害的咒语或异能需要“任意一个目标”、“另一个目标”、“两个目标”等类似叙述,而非“目标[某事物]”。这些目标可以是生物、牌手、鹏洛客或战役。其他游戏物件,例如非生物的神器或咒语等,不能被选为目标。"}, {"chapter": "1", "id": "115.5.", "content": "115.5. A spell or ability on the stack is an illegal target for itself.\n堆叠上的咒语或异能不是其本身的合法目标。"}, {"chapter": "1", "id": "115.6.", "content": "115.6. A spell or ability that requires targets may allow zero targets to be chosen. Such a spell or ability is still said to require targets, but that spell or ability is targeted only if one or more targets have been chosen for it.\n需要目标的咒语或异能可能会允许选择零个目标。此咒语或异能仍视为需要目标,但仅当为其选择了一个或数个目标时,该咒语或异能才具有目标。"}, {"chapter": "1", "id": "115.7.", "content": "115.7. Some effects allow a player to change the target(s) of a spell or ability, and other effects allow a player to choose new targets for a spell or ability.\n一些效应允许牌手更改咒语或异能的目标。另一些效应允许牌手为咒语或异能选择新的目标。"}, {"chapter": "1", "id": "115.7a", "content": "115.7a If an effect allows a player to “change the target(s)” of a spell or ability, each target can be changed only to another legal target. If a target can’t be changed to another legal target, the original target is unchanged, even if the original target is itself illegal by then. If all the targets aren’t changed to other legal targets, none of them are changed.\n如果一个效应允许牌手为咒语或异能“更改目标”,每个目标只能被更改为另一个合法目标。如果某个目标不能被更改为另一个合法目标,原目标便不会被改变,即使原目标在此时已经不合法。如果所有目标都未更改为其他的合法目标,则没有目标被改变。"}, {"chapter": "1", "id": "115.7b", "content": "115.7b If an effect allows a player to “change a target” of a spell or ability, the process described in rule 115.7a is followed, except that only one of those targets may be changed (rather than all of them or none of them).\n如果一个效应允许牌手为咒语或异能“更改一个目标”,除了只能更改所有目标中的一个(而非更改全部目标或不更改目标)以外,如规则115.7a中所述的过程仍然适用。"}, {"chapter": "1", "id": "115.7c", "content": "115.7c If an effect allows a player to “change any targets” of a spell or ability, the process described in rule 115.7a is followed, except that any number of those targets may be changed (rather than all of them or none of them).\n如果一个效应允许牌手为咒语或异能“更改任意数量的目标”,除了只能更改所有目标中的任意个(而非必须更改全部目标或不更改目标)以外,如规则115.7a中所述的过程仍然适用。"}, {"chapter": "1", "id": "115.7d", "content": "115.7d If an effect allows a player to “choose new targets” for a spell or ability, the player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal and must not cause any unchanged targets to become illegal.\n如果一个效应允许牌手为咒语或异能“选择新的目标”,该牌手可以不改变任意数量的目标,即使这些目标可能是不合法的。如果该牌手选择更改某些或全部目标,则新的目标必须合法且不能使任何未改变的目标成为不合法。"}, {"chapter": "1", "id": "115.7e", "content": "115.7e When changing targets or choosing new targets for a spell or ability, only the final set of targets is evaluated to determine whether the change is legal.\n当为咒语或异能更改目标或选择新的目标时,只使用最终决定的目标集合作为判定该更改是否合法的依据。\nExample: Arc Trail is a sorcery that reads “Arc Trail deals 2 damage to any target and 1 damage to any other target.” The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads “You may choose new targets for target spell,” targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear.\n例如:弧光曳迹这个法术叙述为“弧光曳迹对任意一个目标造成2点伤害,并对另一个目标造成1点伤害。”弧光曳迹的当前目标按顺序分别是符爪熊和罗堰地精。你使用移转,这个瞬间叙述为“你可以为目标咒语选择新的目标”,并以弧光曳迹为目标。你可以将第一个目标更改为罗堰地精,第二个目标更改为符爪熊。"}, {"chapter": "1", "id": "115.7f", "content": "115.7f A spell or ability may “divide” or “distribute” an effect (such as damage or counters) among one or more targets. When changing targets or choosing new targets for that spell or ability, the original division can’t be changed.\n一个咒语或异能可能会将某效应(如伤害或指示物)“分配”给一个或数个目标。当为该咒语或异能更改目标或选择新目标时,原本的分配方式不能改变。"}, {"chapter": "1", "id": "115.8.", "content": "115.8. Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to change the target(s) of a modal spell or ability, or to choose new targets for a modal spell or ability, doesn’t allow that player to change its mode. (See rule 700.2.)\n具有模式的咒语或异能,其不同模式的目标要求可能各自不同。一个允许牌手改变具有模式的咒语或异能目标,或为具有模式的咒语或异能选择新的目标的效应,并不允许牌手改变其模式。(参见规则700.2。)"}, {"chapter": "1", "id": "115.9.", "content": "115.9. Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both.\n一些物件会检查另一个咒语或异能的目标。依据其用词,它们可能会检查当前目标的情况、被选择时的目标情况,或者两者都有。"}, {"chapter": "1", "id": "115.9a", "content": "115.9a An object that looks for a “[spell or ability] with [a number of] targets” checks the number of times any object or player was chosen as the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object or player became a target more than once, each of those instances is counted separately.\n一个需要“[指定个数]目标的[咒语或异能]”的物件检查该咒语或异能进入堆叠的时候,任一物件或牌手被选为其目标的次数,而不是其当前依然合法目标的数量。如果同一个物件或牌手不止一次成为目标,每次单独计算。"}, {"chapter": "1", "id": "115.9b", "content": "115.9b An object that looks for a “[spell or ability] that targets [something]” checks the current state of that spell or ability’s targets. If an object it targets is still in the zone it’s expected to be in or a player it targets is still in the game, that target’s current information is used, even if it’s not currently legal for that spell or ability. If an object it targets is no longer in the zone it’s expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used.\n一个需要“以[对象]为目标的[咒语或异能]”的物件检查该咒语或目标当前的情况。如果其目标的物件依然在它所预期的区域或其目标的牌手依然在游戏中,使用该目标当前的信息,即使其目前对于该咒语或异能不合法。如果其目标的物件不再在它所预期的区域或其目标的牌手已经离开游戏,忽略该目标;其最后已知信息将不被使用。"}, {"chapter": "1", "id": "115.9c", "content": "115.9c An object that looks for a “[spell or ability] that targets only [something]” checks the number of different objects or players that were chosen as targets of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability’s target is checked as described in rule 115.9b.\n一个需要“以[对象]为目标的[咒语或异能]”的物件检查该咒语或异能进入堆叠的时候,不同物件或牌手被选为其目标的数量(经过效应修改之后的目标状态),而不是其当前依然合法目标的数量。如果该数量为1(即使该咒语或异能多次指定该物件或牌手为目标),该咒语或异能目标的状态按照规则115.9b检查。"}, {"chapter": "1", "id": "115.10.", "content": "115.10. Spells and abilities can affect objects and players they don’t target. In general, those objects and players aren’t chosen until the spell or ability resolves. See rule 608, “Resolving Spells and Abilities.”\n咒语和异能可以影响不是其目标的物件和牌手。一般情况下,这些物件和牌手直到咒语或异能结算时才选择。参见规则608,“结算咒语和异能”。"}, {"chapter": "1", "id": "115.10a", "content": "115.10a Just because an object or player is being affected by a spell or ability doesn’t make that object or player a target of that spell or ability. Unless that object or player is identified by the word “target” in the text of that spell or ability, or the rule for that keyword ability, it’s not a target.\n受咒语或异能影响的物件或牌手并不一定为该咒语或异能的目标。除非该咒语或异能的规则叙述中或该关键字异能的规则中,使用“目标”一词来表示该物件或牌手,否则它不是目标。"}, {"chapter": "1", "id": "115.10b", "content": "115.10b In particular, the word “you” in an object’s text doesn’t indicate a target.\n一个物件的叙述中出现的“你”并不是目标。"}, {"chapter": "1", "id": "116.", "content": "116. Special Actions\n特殊动作"}, {"chapter": "1", "id": "116.1.", "content": "116.1. Special actions are actions a player may take when they have priority that don’t use the stack. These are not to be confused with turn-based actions and state-based actions, which the game generates automatically. (See rule 703, “Turn-Based Actions,” and rule 704, “State-Based Actions.”)\n特殊动作为当牌手具有优先权时可以执行的不使用堆叠的动作。它们与游戏自动执行的回合动作与状态动作不同。(参见规则703,“回合动作”和704,“状态动作”。)"}, {"chapter": "1", "id": "116.2.", "content": "116.2. There are twelve special actions:\n特殊动作有十二种:"}, {"chapter": "1", "id": "116.2a", "content": "116.2a Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player’s hand). By default, a player can take this action only once during each of their turns. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. See rule 305, “Lands.”\n使用地为特殊动作。牌手将地牌从其原有区域(通常为该牌手的手牌)放置到战场上来使用一个地。默认情况下,牌手在自己每个回合只可以执行该动作一次。牌手可以随时在自己回合的行动阶段,拥有优先权并且堆叠为空时,执行此动作。参见规则305,“地”。"}, {"chapter": "1", "id": "116.2b", "content": "116.2b Turning a face-down creature face up is a special action. A player can take this action any time they have priority. See rule 708, “Face-Down Spells and Permanents.”\n将牌面朝下的生物翻到正面是一个特殊动作。牌手可以随时在其拥有优先权时执行此动作。参见规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "1", "id": "116.2c", "content": "116.2c Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A player can take such an action any time they have priority, unless that effect specifies another timing restriction, for as long as the effect allows it.\n一些效应允许牌手在之后执行动作,一般为结束一个持续性效应或阻止一个延迟触发式异能的触发。执行这些动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作,除非该效应在其允许执行该动作的时段内指定了其他时机限制。"}, {"chapter": "1", "id": "116.2d", "content": "116.2d Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time they have priority.\n一些静止式异能所产生的效应允许牌手执行动作,从而在一段时间内忽略其效应。执行这些动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作。"}, {"chapter": "1", "id": "116.2e", "content": "116.2e One card (Circling Vultures) has the ability “You may discard Circling Vultures any time you could cast an instant.” Doing so is a special action. A player can take such an action any time they have priority.\n一张牌(盘旋的秃鹰)具有异能“你可以于你能够施放瞬间的时机下弃掉盘旋的秃鹰。”执行此动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作。"}, {"chapter": "1", "id": "116.2f", "content": "116.2f A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.62, “Suspend.”\n牌手可以放逐手上具有延缓异能的牌。这是个特殊动作。牌手随时可以在其拥有优先权,但只有在其可以开始施放该牌将其放进堆叠的情况下,执行此动作。参见规则702.62,“延缓”。"}, {"chapter": "1", "id": "116.2g", "content": "116.2g A player who has chosen a companion may pay {3} to put that card from outside the game into their hand. This is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn, but only if they haven’t done so yet this game. (See rule 702.139, “Companion.”)\n已选择行侣的牌手可以支付{3},将该牌从游戏外置于其手上。这是个特殊动作。牌手随时可以在自己回合的行动阶段拥有优先权并且堆叠为空时,但只有在其本盘游戏中尚未如此作过时执行此动作。(参见规则702.139,“行侣”。)"}, {"chapter": "1", "id": "116.2h", "content": "116.2h A player who has a card with foretell in their hand may pay {2} and exile that card face down. This is a special action. A player may take this action any time they have priority during their turn. See rule 702.143, “Foretell.”\n如果牌手手上有具预示异能的牌,他可以支付{2}并将该牌牌面朝下地放逐。这是个特殊动作。牌手随时可以在自己回合拥有优先权时执行此动作。参见规则702.143,“预示”。"}, {"chapter": "1", "id": "116.2i", "content": "116.2i In a Planechase game, rolling the planar die is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. See rule 901, “Planechase.”\n在竞逐时空游戏中,掷时空骰是特殊动作。牌手可以随时在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。执行此动作需要牌手支付法术力,其数量等同于该牌手该回合已作过此动作的数量。注意,如果本回合中有效应指示牌手掷时空骰,该数量不会等于牌手本回合已掷时空骰的次数。参见规则901,“竞逐时空”。"}, {"chapter": "1", "id": "116.2j", "content": "116.2j In a Conspiracy Draft game, turning a face-down conspiracy card in the command zone face up is a special action. A player can take this action any time they have priority. See rule 905.4a.\n在诡局轮抽游戏中,将统帅区中牌面朝下的诡局牌翻回正面为特殊动作。牌手可以随时在其拥有优先权时执行此动作。参见规则905.4a。"}, {"chapter": "1", "id": "116.2k", "content": "116.2k A player who has a card with plot in their hand may exile that card. This is a special action. A player can take this action any time they have priority during their own turn while the stack is empty. See rule 702.170, “Plot.”\n牌手可以放逐手上具有设谋异能的牌。这是个特殊动作。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。参见规则702.170,“设谋”。"}, {"chapter": "1", "id": "116.2m", "content": "116.2m A player who controls a permanent that has one or more locked halves (see rule 709.5) may pay the mana cost of a locked half of that permanent to give that permanent the appropriate unlocked designation. This cost is referred to as an “unlock cost.” A player can take this action any time they have priority and the stack is empty during a main phase of their turn.\n如果牌手操控一边或数边已上锁的永久物(参见规则709.5),该牌手可以支付该永久物已上锁之某边的法术力费用,以使该永久物得到相应的解锁称号。此费用称为“解锁费用”。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。"}, {"chapter": "1", "id": "116.3.", "content": "116.3. If a player takes a special action, that player receives priority afterward.\n如果牌手执行特殊动作,该牌手在此之后重新得到优先权。"}, {"chapter": "1", "id": "117.", "content": "117. Timing and Priority\n时机和优先权"}, {"chapter": "1", "id": "117.1.", "content": "117.1. Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.\n除非一个咒语或异能要求牌手执行某个动作,否则牌手执行动作的时机由优先权系统决定。具有优先权的牌手可以施放咒语、起动异能或执行特殊动作。"}, {"chapter": "1", "id": "117.1a", "content": "117.1a A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty.\n牌手可以随时在他具有优先权时施放瞬间咒语。牌手可以随时在自己回合的行动阶段,拥有优先权且堆叠为空时,施放非瞬间咒语。"}, {"chapter": "1", "id": "117.1b", "content": "117.1b A player may activate an activated ability any time they have priority.\n牌手可以随时在他具有优先权时起动起动式异能。"}, {"chapter": "1", "id": "117.1c", "content": "117.1c A player may take some special actions any time they have priority. A player may take other special actions during their main phase any time they have priority and the stack is empty. See rule 116, “Special Actions.”\n牌手可以随时在他具有优先权时执行其中一些特殊动作。牌手可以随时在自己回合的行动阶段,拥有优先权且堆叠为空时,执行其他的特殊动作。参见规则116,“特殊动作”。"}, {"chapter": "1", "id": "117.1d", "content": "117.1d A player may activate a mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).\n牌手可以随时在他具有优先权时、每当其施放需要支付法术力费用的咒语或起动需要支付法术力费用的异能时,或每当一个规则或效应要求支付法术力时(即使在施放与结算咒语或起动与结算异能的过程之中)起动法术力异能。"}, {"chapter": "1", "id": "117.2.", "content": "117.2. Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority.\n其他种类的异能和动作由游戏规则自动产生与执行,或由牌手在不得到优先权的情况下执行。"}, {"chapter": "1", "id": "117.2a", "content": "117.2a Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule 603, “Handling Triggered Abilities.”) However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn’t yet been put on the stack is put on the stack. See rule 117.5.\n触发式异能随时都可以被触发,包括在施放咒语的过程中、起动异能的过程中,或咒语或异能结算的过程中。(参见规则603,“处理触发式异能”。)然而,异能在触发时不会有任何事情发生。而每当有牌手将得到优先权时,已经触发但是尚未进入堆叠的异能进入堆叠。参见规则117.5。"}, {"chapter": "1", "id": "117.2b", "content": "117.2b Static abilities continuously affect the game. Priority doesn’t apply to them. (See rule 604, “Handling Static Abilities,” and rule 611, “Continuous Effects.”)\n静止式异能在游戏中持续生效。优先权与其无关。(参见规则604,“处理静止式异能”和规则611,“持续性效应”。)"}, {"chapter": "1", "id": "117.2c", "content": "117.2c Turn-based actions happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority. See rule 117.3a. Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703, “Turn-Based Actions.”\n回合动作在特定的步骤或阶段开始时自动发生。它们在牌手得到优先权之前被处理。参见规则117.3a。回合动作同样在特定的步骤或阶段结束时自动发生;没有牌手在此之后会得到优先权。参见规则703,“回合动作”。"}, {"chapter": "1", "id": "117.2d", "content": "117.2d State-based actions happen automatically when certain conditions are met. See rule 704. They’re dealt with before a player would receive priority. See rule 117.5.\n状态动作在达到特定的条件时自动发生。参见规则704。它们在牌手得到优先权之前被处理。参见规则117.5。"}, {"chapter": "1", "id": "117.2e", "content": "117.2e Resolving spells and abilities may instruct players to make choices or take actions, or may allow players to activate mana abilities. Even if a player is doing so, no player has priority while a spell or ability is resolving. See rule 608, “Resolving Spells and Abilities.”\n结算咒语和异能时可能要求牌手作出选择或执行动作,或者允许牌手起动法术力异能。即使有牌手如此作,依然没有任何牌手在咒语或异能的结算中会得到优先权。参见规则608,“结算咒语和异能”。"}, {"chapter": "1", "id": "117.3.", "content": "117.3. Which player has priority is determined by the following rules:\n以下规则决定哪位牌手拥有优先权:"}, {"chapter": "1", "id": "117.3a", "content": "117.3a The active player receives priority at the beginning of most steps and phases, after any turn-based actions (such as drawing a card during the draw step; see rule 703) have been dealt with and abilities that trigger at the beginning of that phase or step have been put on the stack. No player receives priority during the untap step. Players usually don’t get priority during the cleanup step (see rule 514.3).\n在大多数步骤和阶段开始时,在回合动作被解决之后(例如在抓牌步骤中抓牌;参见规则703)且在该步骤或阶段开始时触发的异能进入堆叠后,主动牌手得到优先权。没有牌手会在重置步骤中得到优先权。牌手在清理步骤中一般不会得到优先权(参见规则514.3)。"}, {"chapter": "1", "id": "117.3b", "content": "117.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.\n主动牌手在咒语或异能(法术力异能除外)结算之后得到优先权。"}, {"chapter": "1", "id": "117.3c", "content": "117.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.\n如果一位牌手在施放咒语、起动起动式异能,或是执行特殊动作时拥有优先权,则该牌手在此之后得到优先权。"}, {"chapter": "1", "id": "117.3d", "content": "117.3d If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player’s mana pool, they announce what mana is there. Then the next player in turn order receives priority.\n如果牌手拥有优先权但选择不执行任何动作,该牌手让过。如果该牌手的法术力池中有法术力,其需宣告留有何种法术力。然后下一位牌手得到优先权。"}, {"chapter": "1", "id": "117.4.", "content": "117.4. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends.\n如果所有牌手依次让过(所有牌手在让过之间没有执行任何动作),则堆叠顶端的咒语或异能结算,或如果堆叠为空,则该阶段或步骤结束。"}, {"chapter": "1", "id": "117.5.", "content": "117.5. Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, “State-Based Actions”), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule 603, “Handling Triggered Abilities”). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.\n当每次将有牌手得到优先权时,游戏首先作为单一事件处理所有生效的状态动作(参见规则704,“状态动作”),然后重复此过程直到所有状态动作都被处理。之后触发式异能进入堆叠(参见规则603,“处理触发式异能”)。这些步骤重复交替直到没有更多需要处理的状态动作以及没有更多异能触发。然后将得到优先权的牌手得到优先权。"}, {"chapter": "1", "id": "117.6.", "content": "117.6. In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 805, “Shared Team Turns Option.”\n在使用队伍共享回合玩法的多人游戏中,由队伍得到优先权,而不是单独的牌手得到优先权。参见规则805,“队伍共享回合玩法”。"}, {"chapter": "1", "id": "117.7.", "content": "117.7. If a player with priority casts a spell or activates an activated ability while another spell or ability is already on the stack, the new spell or ability has been cast or activated “in response to” the earlier spell or ability. The new spell or ability will resolve first. See rule 608, “Resolving Spells and Abilities.”\n如果拥有优先权的牌手在堆叠中有咒语或异能的情况下,施放咒语或起动起动式异能,则新的咒语或异能“响应”先前的咒语或异能被施放或起动。新的咒语和异能将先结算。参见规则608,“结算咒语和异能”。"}, {"chapter": "1", "id": "118.", "content": "118. Costs\n费用"}, {"chapter": "1", "id": "118.1.", "content": "118.1. A cost is an action or payment necessary to take another action or to stop another action from taking place. To pay a cost, a player carries out the instructions specified by the spell, ability, or effect that contains that cost.\n费用为一个动作或花费,用来执行另一个动作或阻止另一个动作。牌手遵循咒语、异能或包含该费用的效应所指示,来支付其费用。"}, {"chapter": "1", "id": "118.2.", "content": "118.2. If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules 601.2f–h.\n如果费用包含法术力花费,支付费用的牌手将有机会起动法术力异能。支付施放咒语或起动起动式异能的费用遵循规则601.2f-h中的步骤。"}, {"chapter": "1", "id": "118.3.", "content": "118.3. A player can’t pay a cost without having the necessary resources to pay it fully. For example, a player with only 1 life can’t pay a cost of 2 life, and a permanent that’s already tapped can’t be tapped to pay a cost. See rule 202, “Mana Cost and Color,” and rule 602, “Activating Activated Abilities.”\n除非牌手具有足以完全支付某费用的资源,否则其不能支付该费用。例如,生命为1的牌手不能支付2点生命的费用,以及已经横置的永久物不能被横置来支付一个费用。参见规则202,“法术力费用和颜色”和规则602,“起动起动式异能”。"}, {"chapter": "1", "id": "118.3a", "content": "118.3a Paying mana is done by removing the indicated mana from a player’s mana pool. (Players can always pay 0 mana.) If excess mana remains in that player’s mana pool after making that payment, the player announces what mana is still there.\n支付法术力通过将指定的法术力从牌手的法术力池中移去完成。(牌手总可以支付0点法术力。)在该牌手支付费用后,若还有法术力剩余在法术力池中,该牌手必须宣告留有什么样的法术力在法术力池中。"}, {"chapter": "1", "id": "118.3b", "content": "118.3b Paying life is done by subtracting the indicated amount of life from a player’s life total. (Players can always pay 0 life.)\n支付生命通过将指定数量的生命从牌手的总生命中减去完成。(牌手总可以支付0点生命。)"}, {"chapter": "1", "id": "118.3c", "content": "118.3c Activating mana abilities is not mandatory, even if paying a cost is.\n起动法术力异能并不是必须的,即使支付费用是必须的。"}, {"chapter": "1", "id": "118.4.", "content": "118.4. Some costs include an {X} or an X. See rule 107.3.\n一些费用中包含{X}或X。参见规则107.3。"}, {"chapter": "1", "id": "118.5.", "content": "118.5. Some costs are represented by {0}, or are reduced to {0}. The action necessary for a player to pay such a cost is the player’s acknowledgment that they are paying it. Even though such a cost requires no resources, it’s not automatically paid.\n一些费用以{0}表示,或者减少至{0}。牌手必须表示其有一个支付的动作。即使该费用不需要任何资源,它不会自动被支付。"}, {"chapter": "1", "id": "118.5a", "content": "118.5a A spell whose mana cost is {0} must still be cast the same way as one with a cost greater than zero; it won’t cast itself automatically. The same is true for an activated ability whose cost is {0}.\n法术力费用为{0}的咒语,必须遵守与费用大于0的咒语同样的方式被施放;它不会自己自动施放。费用为{0}的起动式异能同理。"}, {"chapter": "1", "id": "118.6.", "content": "118.6. Some objects have no mana cost. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of an object with no mana cost. Attempting to cast a spell or activate an ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action.\n一些物件没有法术力费用。这代表了一个无法被支付的费用。如果异能的费用基于一个没有法术力费用的咒语的法术力费用,它也同样可以有无法被支付的费用。试图施放有无法被支付的费用的咒语,以及试图起动有无法被支付的费用的异能为合法动作。但是试图支付一个无法被支付的费用是非法动作。"}, {"chapter": "1", "id": "118.6a", "content": "118.6a If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows a player to cast a spell without paying its mana cost, the alternative cost may be paid.\n如果一个无法被支付的费用被一个效应或额外费用增加,该费用依然无法被支付。如果一个无法被支付的费用有替代性费用,包括允许牌手无需支付法术力费用施放咒语,则该替代性费用可以被支付。"}, {"chapter": "1", "id": "118.7.", "content": "118.7. What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it’s considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost.\n当牌手实际支付费用时,它可能会被效应改变或减少。当费用的法术力部分被减少费用的效应减至无,它将被视同{0}。支付被效应改变或减少的费用按支付过原费用计算。"}, {"chapter": "1", "id": "118.7a", "content": "118.7a Effects that reduce a cost by an amount of generic mana affect only the generic mana component of that cost. They can’t affect the colored or colorless mana components of that cost.\n减少费用中数个一般法术力的效应,只会影响费用中一般法术力的部分。这些效应不能影响费用中有色或无色法术力的部分。"}, {"chapter": "1", "id": "118.7b", "content": "118.7b If a cost is reduced by an amount of colored or colorless mana, but the cost doesn’t require mana of that type, the cost is reduced by that amount of generic mana.\n如果一个费用减少了数个有色或无色法术力,但该费用不需要该类型的法术力,则该费用减少等量的一般法术力。"}, {"chapter": "1", "id": "118.7c", "content": "118.7c If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the cost’s mana component of that color is reduced to nothing and the cost’s generic mana component is reduced by the difference.\n如果一个费用减少了数个有色法术力,且减少的数量超过了该费用中该颜色法术力的数量,该费用中此颜色的部分被减至无,并减少等同于超出部分数量的一般法术力。"}, {"chapter": "1", "id": "118.7d", "content": "118.7d If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the cost’s colorless mana component is reduced to nothing and the cost’s generic mana component is reduced by the difference.\n如果一个费用减少了数个无色法术力,且减少的数量超过了该费用中无色法术力的数量,该费用中无色法术力的部分被减至无,并减少等同于超出部分数量的一般法术力。"}, {"chapter": "1", "id": "118.7e", "content": "118.7e If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a generic half is chosen, the cost is reduced by an amount of generic mana equal to that half’s number.\n如果一个费用减少的法术力由混血法术力符号表示,该牌手在减少费用的效应生效时选择该混血法术力符号的其中一半(参见规则601.2f)。如果选择的一半为有色法术力,该费用减少一点该色法术力。如果选择的一半为一般法术力,该费用减少等同于那半边数量的一般法术力。"}, {"chapter": "1", "id": "118.7f", "content": "118.7f If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol’s color.\n如果一个费用减少的法术力由非瑞克西亚法术力符号表示,该费用减少一点该符号的颜色之法术力。"}, {"chapter": "1", "id": "118.7g", "content": "118.7g If a cost is reduced by an amount of mana represented by one or more snow mana symbols, the cost is reduced by that much generic mana.\n如果一个费用减少的法术力由一个或数个雪境法术力符号表示,该费用减少等量的一般法术力。"}, {"chapter": "1", "id": "118.8.", "content": "118.8. Some spells and abilities have additional costs. An additional cost is a cost listed in a spell’s rules text, or applied to a spell or ability from another effect, that its controller must pay at the same time they pay the spell’s mana cost or the ability’s activation cost. Note that some additional costs are listed in keywords; see rule 702.\n一些咒语和异能有额外费用。额外费用指咒语或异能的操控者在支付咒语的法术力费用或异能的起动费用时,必须同时支付的在该咒语规则叙述中或者由另一个效应对该咒语或异能生效产生的费用。有些额外费用在关键字中列出;参见规则702。"}, {"chapter": "1", "id": "118.8a", "content": "118.8a Any number of additional costs may be applied to a spell as it’s being cast or to an ability as it’s being activated. The controller of the spell or ability announces their intentions to pay any or all of those costs as described in rule 601.2b.\n咒语或起动式异能于施放和起动的时可以有多个额外费用。该咒语或异能的操控者按照规则601.2b的叙述宣告其准备如何支付其中哪些费用。"}, {"chapter": "1", "id": "118.8b", "content": "118.8b Some additional costs are optional.\n一些额外费用是有选择性的。"}, {"chapter": "1", "id": "118.8c", "content": "118.8c If an effect instructs a player to cast a spell “if able,” and that spell has a mandatory additional cost that includes actions involving cards with a stated quality in a hidden zone, the player isn’t required to cast that spell, even if those cards are present in that zone.\n如果一个效应让牌手“如果可以则必须”施放某咒语,并且该咒语具有必须的额外费用,该费用包括对隐藏区域中具有特殊要求的牌进行动作,则该牌手不必施放该咒语,即使这些牌在所在的区域中已经展示。"}, {"chapter": "1", "id": "118.8d", "content": "118.8d Additional costs don’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.\n额外费用不改变咒语的法术力费用,只改变其操控者为施放它而需支付的费用。需要得知咒语法术力费用的咒语或异能依然使用其原有的数值。"}, {"chapter": "1", "id": "118.9.", "content": "118.9. Some spells have alternative costs. An alternative cost is a cost listed in a spell’s text, or applied to it from another effect, that its controller may pay rather than paying the spell’s mana cost. Alternative costs are usually phrased, “You may [action] rather than pay [this object’s] mana cost,” or “You may cast [this object] without paying its mana cost.” Note that some alternative costs are listed in keywords; see rule 702.\n一些咒语有替代性费用。替代性费用指咒语规则叙述中或或者由另一个效应对该咒语或异能生效产生的费用,其操控者可以不支付咒语的法术力力费用而改为支付此费用。替代性费用一般使用“你可以[动作]而不支付[此物件]的法术力费用”或“你可以施放[此物件]而不支付其法术力费用”。有些替代性费用在关键字中列出;参见规则702。"}, {"chapter": "1", "id": "118.9a", "content": "118.9a Only one alternative cost can be applied to any one spell as it’s being cast. The controller of the spell announces their intentions to pay that cost as described in rule 601.2b.\n任何咒语都只可以使用一个替代性费用来使用。该咒语的操控者按照规则601.2b的叙述宣告其准备支付如何费用。"}, {"chapter": "1", "id": "118.9b", "content": "118.9b Alternative costs are generally optional. An effect that allows you to cast a spell may require a certain alternative cost to be paid.\n替代性费用通常是可选的。一些允许你施放咒语的效应可能需要支付某个特定的替代性费用。"}, {"chapter": "1", "id": "118.9c", "content": "118.9c An alternative cost doesn’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.\n替代性费用不改变咒语的法术力费用,只改变其操控者为施放它而需支付的费用。需要得知咒语法术力费用的咒语或异能依然使用其原有的数值。"}, {"chapter": "1", "id": "118.9d", "content": "118.9d If an alternative cost is being paid to cast a spell, any additional costs, cost increases, and cost reductions that affect that spell are applied to that alternative cost. (See rule 601.2f.)\n如果一个替代性费用被用来支付施放咒语,任何影响该咒语的额外费用、增加费用以及减少费用依然对该替代性费用生效。(参见规则601.2f。)"}, {"chapter": "1", "id": "118.10.", "content": "118.10. Each payment of a cost applies to only one spell, ability, or effect. For example, a player can’t sacrifice just one creature to activate the activated abilities of two permanents that each require sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn’t pay another spell or ability’s cost, even if part of its effect is doing the same thing the other cost asks for.\n费用的每个花费只能应用于一个咒语、异能或效应。例如,牌手不能牺牲同一个生物来起动两个永久物上各需要牺牲生物作为费用的起动式异能。另外,咒语和异能的结算并不能用来支付另一个咒语或异能的费用,即使它的部分效应与另一个费用的要求吻合。"}, {"chapter": "1", "id": "118.11.", "content": "118.11. The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are performed don’t match the actions that are called for, the cost has still been paid.\n当支付费用时执行的动作可能被效应所修改,这表示执行的动作将与要求的动作不符,但费用依然被支付了。\nExample: A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost of “Draw a card,” and Obstinate Familiar, a creature that says “If you would draw a card, you may skip that draw instead.” The player may decide to pay Psychic Vortex’s cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid.\n例如:某牌手操控精神漩涡,一个累积维持为“抓一张牌”的结界,以及顽强佣兽,一个具有“如果你将抓一张牌,你可以改为略过该抓牌”的生物。该牌手可以选择支付精神漩涡的累积维持费用,然后将抓该数量的牌改为不抓牌。该累积费用依然被支付了。"}, {"chapter": "1", "id": "118.12.", "content": "118.12. Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does, doesn’t, or can’t], [effect].” Or “[A player] may [do something]. If [that player] [does, doesn’t, or can’t], [effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a player] [does, doesn’t, or can’t]” clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.\n一些咒语、起动式异能以及触发式异能为,“[作某件事]。如果[有牌手][作、不作、或无法如此作],[效应]。”或“[有牌手]可以[作某件事]。如果[该牌手][作、不作、或无法如此作],[效应]。”[作某件事]的动作为费用,在咒语或异能结算时支付。“如果[某牌手][作、不作、或无法如此作]”部分检查牌手是否选择支付一个可选费用,或开始支付一个强制费用,无论哪个事件实际发生。\nExample: You control Standstill, an enchantment that says “When a player casts a spell, sacrifice this enchantment. If you do, each of that player’s opponents draws three cards.” A spell is cast, causing Standstill’s ability to trigger. Then an ability is activated that exiles Standstill. When Standstill’s ability resolves, you’re unable to pay the “sacrifice Standstill” cost. No player will draw cards.\n例如:你操控滞留,一个具有“当一位牌手施放咒语时,牺牲此结界。若你如此作,该牌手的每位对手各抓三张牌”的结界。一个咒语被施放,令滞留的异能触发。然后一个异能被起动,放逐了滞留。当滞留的异能结算时,你无法支付“牺牲滞留”这个费用。没有牌手会抓牌。\nExample: Your opponent has cast Gather Specimens, a spell that says “If a creature would enter the battlefield under an opponent’s control this turn, it enters under your control instead.” You control a face-down Dermoplasm, a creature with morph that says “When this creature is turned face up, you may put a creature card with morph from your hand onto the battlefield face up. If you do, return this creature to its owner’s hand.” You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand onto the battlefield. Due to Gather Specimens, it enters the battlefield under your opponent’s control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner’s hand.\n例如:你的对手施放收集样本,其叙述为“本回合中,如果某生物将在对手的操控下进战场,则它改为在你的操控下进场。”。你操控牌面朝下的原质变形兽,该生物有变身且叙述为“当此生物翻回正面时,你可以从你手上将一张具有变身异能的生物牌以牌面朝上的方式放置进战场。如果你如此作,将此生物移回其拥有者的手上。”你将原质变形兽翻回正面,且选择将一个具有变身异能的生物牌从你手上放进战场。由于收集样本,该生物改为在你对手操控下进战场。然而,由于你选择了支付费用,原质变形兽将会回到其拥有者的手上。"}, {"chapter": "1", "id": "118.12a", "content": "118.12a Some spells, activated abilities, and triggered abilities read, “[Do something] unless [a player does something else].” This means the same thing as “[A player may do something else]. If [that player doesn’t], [do something].”\n一些咒语、起动式异能以及触发式异能为,“除非[一位牌手作一件事],否则[作另一件事]”。这与“[一位牌手可以作一件事]。如果[该牌手不如此作],则[作另一件事]。”的意义相同。"}, {"chapter": "1", "id": "118.12b", "content": "118.12b Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, followed by an “If [a player] does” clause. This clause checks whether the player chose to search, not whether the player took any of the additional actions.\n一些效应允许牌手选择搜寻一个区域并对该区域中找到的牌作出额外的动作,其后带有一个“如果[某牌手]如此作”子句。此子句检查该牌手是否选择搜寻,而非该牌手是否执行任何额外的动作。"}, {"chapter": "1", "id": "118.13.", "content": "118.13. Some costs contain mana symbols that can be paid in multiple ways. These include hybrid mana symbols and Phyrexian mana symbols.\n一些费用包含可以用多种方式支付的法术力符号。这包括混血法术力符号和非瑞克西亚法术力符号。"}, {"chapter": "1", "id": "118.13a", "content": "118.13a If the mana cost of a spell or the activation cost of an activated ability contains a mana symbol that can be paid in multiple ways, the choice of how to pay for that symbol is made as its controller proposes that spell or ability (see rule 601.2b).\n如果一个咒语的法术力费用、或一个起动式异能的起动费用包含可以用多种方式支付的法术力符号,则其操控者于声明该咒语或异能(参见规则601.2b)时选择如何支付该符号。"}, {"chapter": "1", "id": "118.13b", "content": "118.13b If a cost paid during the resolution of a spell or ability contains a mana symbol that can be paid in multiple ways, the player paying that cost chooses how to pay for that symbol immediately before they pay that cost.\n如果在一个咒语或异能结算过程中支付的费用包含可以用多种方式支付的法术力符号,则支付该费用的牌手在紧接着支付该费用之前,先选择如何支付该符号。"}, {"chapter": "1", "id": "118.13c", "content": "118.13c If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the player taking the special action chooses how to pay for that symbol immediately before they pay that cost.\n如果一个与特殊动作相关联的费用包含可以用多种方式支付的法术力符号,则执行该特殊动作的牌手在紧接着支付该费用之前,先选择如何支付该符号。"}, {"chapter": "1", "id": "118.14.", "content": "118.14. Some effects say that “mana of any type can be spent” to pay a cost. This means that players may spend mana as though it were colorless mana or mana of any color to pay that cost. If that effect also gives a player permission to cast spells, this applies only to mana that player spends to cast spells that way. See rule 609.4b.\n一些效应叙述“能用任意种类的法术力”来支付费用。这意味着牌手可以将法术力视同无色法术力或任意颜色的法术力来支付此费用。如果该效应还允许牌手施放咒语,则其只对以此法施放咒语时支付的法术力生效。参见规则609.4b。"}, {"chapter": "1", "id": "119.", "content": "119. Life\n生命"}, {"chapter": "1", "id": "119.1.", "content": "119.1. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.\n每位牌手在游戏开始时的起始总生命为20。一些玩法可能会有不同的起始总生命。"}, {"chapter": "1", "id": "119.1a", "content": "119.1a In a Two-Headed Giant game, each team’s starting life total is 30. See rule 810, “Two-Headed Giant Variant.”\n在双头巨人游戏中,每个队伍的起始总生命为30;参见规则810,“双头巨人玩法”。"}, {"chapter": "1", "id": "119.1b", "content": "119.1b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card. See rule 902, “Vanguard.”\n在先锋游戏中,每位牌手的起始总生命为20,并受到该牌手之先锋牌的生命修正增加或减少。参见规则902,“先锋”。"}, {"chapter": "1", "id": "119.1c", "content": "119.1c In a Commander game, each player’s starting life total is 40. See rule 903, “Commander.”\n在指挥官游戏中,每位牌手的起始总生命为40。参见规则903,“指挥官”。"}, {"chapter": "1", "id": "119.1d", "content": "119.1d In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30. See rule 903.12, “Brawl Option.”\n在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。参见规则903.12,“争锋模式”。"}, {"chapter": "1", "id": "119.1e", "content": "119.1e In an Archenemy game, the archenemy’s starting life total is 40. See rule 904, “Archenemy.”\n在魔王游戏中,魔王的起始总生命为40。参见规则904,“魔王”。"}, {"chapter": "1", "id": "119.2.", "content": "119.2. Damage dealt to a player normally causes that player to lose that much life. See rule 120.3.\n对牌手造成的伤害通常会导致该牌手失去等量的生命。参见规则120.3。"}, {"chapter": "1", "id": "119.3.", "content": "119.3. If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly.\n如果一个效应使牌手获得或失去生命,该牌手的总生命会因此改变。"}, {"chapter": "1", "id": "119.4.", "content": "119.4. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if their life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from their life total; in other words, the player loses that much life.\n如果一个费用或效应允许牌手支付大于0点生命,该牌手只有在其总生命大于等于其将支付的生命时才可以如此作。如果牌手支付生命,其所支付的生命从总生命值中减去。"}, {"chapter": "1", "id": "119.4a", "content": "119.4a If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if their team’s life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from their team’s life total.\n在一场双头巨人的游戏中,如果一个费用或效应允许牌手支付大于0点生命,该牌手只有在其队伍的总生命大于等于其队伍所有成员将为该费用或效应支付的生命时才可以如此作。如果牌手支付生命,其所支付的生命从队伍的总生命值中减去。"}, {"chapter": "1", "id": "119.4b", "content": "119.4b Players can always pay 0 life, no matter what their (or their team’s) life total is, and even if an effect says players can’t pay life.\n牌手永远可以支付0点生命,无论他(或他的队伍)的总生命是多少,即使一个效应使牌手不能支付生命亦是如此。"}, {"chapter": "1", "id": "119.5.", "content": "119.5. If an effect sets a player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.\n如果一个效应将牌手的总生命设为一个特定的值,该牌手会得到或失去相应的生命使其总生命成为该新的数值。"}, {"chapter": "1", "id": "119.6.", "content": "119.6. If a player has 0 or less life, that player loses the game as a state-based action. See rule 704.\n如果一位牌手的生命为0或更少,该牌手作为状态动作输掉游戏。参见规则704。"}, {"chapter": "1", "id": "119.7.", "content": "119.7. If an effect says that a player can’t gain life, that player can’t make an exchange such that the player’s life total would become higher; in that case, the exchange won’t happen. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become higher. In addition, a cost that involves having that player gain life can’t be paid, and a replacement effect that would replace a life gain event affecting that player won’t do anything.\n如果一个效应为某牌手不能获得生命,则该牌手不能作出会让他的生命变的更高的交换;这此情况下,交换不会发生。类似地,如果一个效应重新调换总生命,牌手不能得到与其原来的总生命相比更高的总生命。除此之外,包括该牌手获得生命的费用不能被支付,且一个影响该牌手,将替代其得到生命事件的替代性效应不会有任何效果。"}, {"chapter": "1", "id": "119.8.", "content": "119.8. If an effect says that a player can’t lose life, that player can’t make an exchange such that the player’s life total would become lower; in that case, the exchange won’t happen. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become lower. In addition, a cost that involves having that player pay life can’t be paid.\n如果一个效应为某牌手不能失去生命,则该牌手不能和比其生命低的牌手交换总生命;在此情况下,交换不会发生。类似地,如果一个效应重新调换总生命,牌手不能得到与其原来的总生命相比更低的总生命。除此之外,包含令该牌手支付生命的费用不能被支付。"}, {"chapter": "1", "id": "119.9.", "content": "119.9. Some triggered abilities are written, “Whenever [a player] gains life, . . . .” Such abilities are treated as though they are written, “Whenever a source causes [a player] to gain life, . . . .” If a player gains 0 life, no life gain event has occurred, and these abilities won’t trigger.\n一些触发式异能写作“每当[牌手]获得生命时,……”。这些异能视为“每当一个来源使[牌手]获得生命时……”。如果一位牌手获得0点生命,没有获得生命的事件发生,这些异能也不会触发。"}, {"chapter": "1", "id": "119.10.", "content": "119.10. Some replacement effects are written, “If [a player] would gain life, . . . .” Such abilities are treated as though they are written, “If a source would cause [a player] to gain life, . . . .” If a player gains 0 life, no life gain event would occur, and these effects won’t apply.\n一些替代性效应写作“如果[某牌手]将获得生命,. . .”。这些异能视为“如果一个来源使得[某牌手]获得生命,. . .”。如果一位牌手获得0点生命,没有获得生命的事件会发生,这些效应也不会生效。"}, {"chapter": "1", "id": "120.", "content": "120. Damage\n伤害"}, {"chapter": "1", "id": "120.1.", "content": "120.1. Objects can deal damage to battles, creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. An object that deals damage is the source of that damage.\n物件可以对战役、生物、鹏洛客以及牌手造成伤害。这通常是对受到伤害的物件或牌手不利的。造成伤害的物件是该伤害的来源。"}, {"chapter": "1", "id": "120.1a", "content": "120.1a Damage can’t be dealt to an object that’s not a battle, a creature, or a planeswalker.\n伤害不能对战役、生物或鹏洛客以外的物件造成。"}, {"chapter": "1", "id": "120.2.", "content": "120.2. Any object can deal damage.\n任何物件都可以造成伤害。"}, {"chapter": "1", "id": "120.2a", "content": "120.2a Damage may be dealt as a result of combat. Each attacking and blocking creature deals combat damage equal to its power during the combat damage step.\n造成伤害可能为战斗的效果。每个攻击生物和阻挡生物在战斗伤害步骤中造成等同其力量的战斗伤害。"}, {"chapter": "1", "id": "120.2b", "content": "120.2b Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage.\n造成伤害可能为咒语或异能的效应。该咒语或异能将指定造成该伤害的物件。"}, {"chapter": "1", "id": "120.3.", "content": "120.3. Damage may have one or more of the following results, depending on whether the recipient of the damage is a player or permanent, the characteristics of the damage’s source, and the characteristics of the damage’s recipient (if it’s a permanent).\n伤害可能造成一个或数个以下效果,取决于牌手或永久物受到伤害、伤害来源的特征,以及受到伤害一方的特征(如果是永久物)。"}, {"chapter": "1", "id": "120.3a", "content": "120.3a Damage dealt to a player by a source without infect causes that player to lose that much life.\n不具侵染异能的来源对牌手造成的伤害会导致该牌手失去等量的生命。"}, {"chapter": "1", "id": "120.3b", "content": "120.3b Damage dealt to a player by a source with infect causes that source’s controller to give the player that many poison counters.\n具侵染异能的来源对牌手造成的伤害会导致该来源的操控者给予该牌手等量的中毒指示物。"}, {"chapter": "1", "id": "120.3c", "content": "120.3c Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.\n对鹏洛客造成的伤害会导致该鹏洛客移去等量的忠诚指示物。"}, {"chapter": "1", "id": "120.3d", "content": "120.3d Damage dealt to a creature by a source with wither and/or infect causes that source’s controller to put that many -1/-1 counters on that creature.\n具有干枯和/或侵染的来源对生物造成伤害会导致该来源的操控者在该生物上放置等量的-1/-1指示物。"}, {"chapter": "1", "id": "120.3e", "content": "120.3e Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.\n不具有干枯或侵染的来源对生物造成伤害,会导致在生物上标记受到等量的伤害。"}, {"chapter": "1", "id": "120.3f", "content": "120.3f Damage dealt by a source with lifelink causes that source’s controller to gain that much life, in addition to the damage’s other results.\n具有系命的来源对物件或牌手造成伤害,除了该伤害的其他效果以外,还会导致该来源的操控者得到等量的生命。"}, {"chapter": "1", "id": "120.3g", "content": "120.3g Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number of poison counters equal to that creature’s total toxic value, in addition to the damage’s other results. See rule 702.164, “Toxic.”\n具下毒异能的生物对牌手造成的战斗伤害,除了该伤害的其他效果以外,还会导致该生物的操控者给予受到伤害的牌手若干中毒指示物,其数量等同于该生物的总下毒值。参见规则702.164,“下毒”。"}, {"chapter": "1", "id": "120.3h", "content": "120.3h Damage dealt to a battle causes that many defense counters to be removed from that battle.\n对战役造成的伤害会导致该战役移去等量的布防指示物。"}, {"chapter": "1", "id": "120.4.", "content": "120.4. Damage is processed in a four-part sequence.\n处理伤害需要依次经历四部分。"}, {"chapter": "1", "id": "120.4a", "content": "120.4a First, if an effect that’s causing damage to be dealt states that excess damage that would be dealt to a permanent is dealt to another permanent or player instead, the damage event is modified accordingly. If the first permanent is a creature, the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time. (See rule 120.6.) Any amount of damage greater than 1 is excess damage if the source dealing that damage to a creature has deathtouch. (See rule 702.2.) If the first permanent is a planeswalker, the excess damage is the amount of damage in excess of that planeswalker’s loyalty, taking into account damage from other sources that would be dealt at the same time. If the first permanent is a battle, the excess damage is the amount of damage in excess of that battle’s defense, taking into account damage from other sources that would be dealt at the same time. If the first permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage is the greatest of the calculated amounts for each of the card types it has.\n首先,如果一个导致伤害将会造成的效应叙述对一个永久物造成的过量伤害改为对另一个物件或牌手造成,该伤害事件将会被按此方式修正。如果前者永久物是生物,过量伤害指该伤害中超过致命伤害的部分,并同时计算该生物上已标记的伤害,以及与此同时将造成之来自其他来源的伤害。(参见规则120.6。)如果对生物造成伤害的来源具有死触,则该伤害中超过1点的部分均为过量伤害。(参见规则702.2。)如果前者永久物是鹏洛客,过量伤害指该伤害中超过该鹏洛客忠诚的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物是战役,过量伤害指该伤害中超过该战役布防的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物同时为生物、鹏洛客及战役中的多种类别,过量伤害是其每种牌张类别各计算所得的数值间之最大者。"}, {"chapter": "1", "id": "120.4b", "content": "120.4b Second, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack.\n其次,伤害造成,并且与伤害有关的替代性效应和防止性效应会影响该伤害。(参见规则614,“替代性效应”和规则615,“防止性效应”。)当伤害造成时触发的异能此时触发,等待进入堆叠。"}, {"chapter": "1", "id": "120.4c", "content": "120.4c Third, damage that’s been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).\n再次,造成的伤害变换为其结果,并且与结果有关的替代性效应会影响该结果。(例如失去生命或获得指示物。)"}, {"chapter": "1", "id": "120.4d", "content": "120.4d Finally, the damage event occurs.\n最后,伤害事件发生。\nExample: A player who controls Boon Reflection, an enchantment that says “If you would gain life, you gain twice that much life instead,” attacks with a 3/3 creature with wither and lifelink. It’s blocked by a 2/2 creature, and the defending player casts a spell that prevents the next 2 damage that would be dealt to the blocking creature. The damage event starts out as [3 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. The prevention effect is applied, so the damage event becomes [1 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. That’s processed into its results, so the damage event is now [one -1/-1 counter is put on the 2/2 creature, the active player gains 1 life, 2 damage is marked on the 3/3 creature]. Boon Reflection’s effect is applied, so the damage event becomes [one -1/-1 counter is put on the 2/2 creature, the active player gains 2 life, 2 damage is marked on the 3/3 creature]. Then the damage event occurs.\n例如:某牌手操控恩泽映象,一个具有“若你将获得生命,则改为你获得该数量两倍的生命。”的结界。该牌手使用3/3具有干枯和系命的生物进行攻击,且被2/2生物阻挡。防御牌手施放咒语防止对阻挡生物造成的2点伤害。伤害事件以[对2/2的生物造成3点伤害,对3/3的生物造成2点伤害]开始。防止性效应生效,所以伤害事件变成[对2/2的生物造成1点伤害,对3/3的生物造成2点伤害]。然后变换成结果,伤害事件变成[在2/2的生物上放置一个-1/-1指示物,主动牌手获得1点生命,在3/3的生物上标记2点伤害]。恩泽映象的效应生效,伤害事件变成[在2/2的生物上放置一个-1/-1指示物,主动牌手获得2点生命,在3/3的生物上标记2点伤害]。然后伤害事件发生。\nExample: The defending player controls a creature and Worship, an enchantment that says “If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.” That player is at 2 life, and is being attacked by two unblocked 5/5 creatures. The player casts Awe Strike, which says “The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way,” targeting one of the attackers. The damage event starts out as [10 damage is dealt to the defending player]. Awe Strike’s effect is applied, so the damage event becomes [5 damage is dealt to the defending player, the defending player gains 5 life]. That’s processed into its results, so the damage event is now [the defending player loses 5 life, the defending player gains 5 life]. Worship’s effect sees that the damage event would not reduce the player’s life total to less than 1, so Worship’s effect is not applied. Then the damage event occurs.\n例如:防御牌手操控一个生物和崇拜,一个具有“若你操控任何生物,则将使你的总生命减至1以下的伤害,改为减少至1。”的结界。该牌手的总生命为2,且被两个不可被阻挡的5/5生物攻击。该牌手施放一击之威,其叙述“防止目标生物在本回合中下一次将造成的伤害。你获得与以此法所防止的伤害等量的生命”,目标其中一个攻击生物。伤害事件以[对防御牌手造成10点伤害]开始。一击之威的效应生效,伤害事件变成[对防御牌手造成5点伤害,防御牌手获得5点生命]。然后变换成结果,伤害事件变成[防御牌手失去5点生命,防御牌手获得5点生命]。崇拜的效应检查伤害事件未将牌手的总生命减少到1以下,所以它将不会生效。然后伤害事件发生。"}, {"chapter": "1", "id": "120.5.", "content": "120.5. Damage dealt to a creature, planeswalker, or battle doesn’t destroy it. Likewise, the source of that damage doesn’t destroy it. Rather, state-based actions may destroy a creature or otherwise put a permanent into its owner’s graveyard, due to the results of the damage dealt to that permanent. See rule 704.\n对生物、鹏洛客或战役造成的伤害不会将其消灭。同样的,伤害的来源不会将其消灭。由于永久物受到伤害的结果,状态动作可能将消灭生物或者将永久物置入其拥有者的坟墓场。参见规则704。\nExample: A player casts Lightning Bolt, an instant that says “Lightning Bolt deals 3 damage to any target,” targeting a 2/2 creature. After Lightning Bolt deals 3 damage to that creature, the creature is destroyed as a state-based action. Neither Lightning Bolt nor the damage dealt by Lightning Bolt destroyed that creature.\n例如:某牌手施放闪电击,一个叙述为“闪电击对任意一个目标造成3点伤害”的瞬间,目标一个2/2生物。在闪电击对该生物造成3点伤害后,该生物由于状态动作被消灭。闪电击和它所造成的伤害均没有消灭该生物。"}, {"chapter": "1", "id": "120.6.", "content": "120.6. Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.19, “Regenerate”) and during the cleanup step (see rule 514.2).\n在生物上标记的伤害,则直到清除步骤之前都会留在此永久物上,即使它不再是生物。如果标记在生物总伤害大于其防御力,该生物便受到了致命伤害,且作为状态动作而被消灭(参见规则704)。一个永久物上标记的所有伤害在其重生时(参见规则701.19,“重生”)以及在清除步骤中(参见规则514.2)都会被移除。"}, {"chapter": "1", "id": "120.7.", "content": "120.7. The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 609.7, “Sources of Damage.”\n伤害的来源为造成该伤害的物件。如果一个效应要求牌手选择伤害来源,其可以选择一个永久物;一个堆叠中的咒语(包括永久物咒语);由堆叠上的一个物件、一个等待生效的防止或替代性效应,或一个等待触发的延迟触发异能所代表的任何物件(即使该物件已经不再在它之前所在区域);或者一个统帅区中面朝上的物件。即使一个来源无法造成伤害,也可以合法地选择该来源。参见规则609.7,“伤害的来源”。"}, {"chapter": "1", "id": "120.8.", "content": "120.8. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won’t trigger. It also means that replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.\n如果一个来源将造成0点伤害,则它将不造成任何伤害。这表示因造成伤害而触发的异能不会被触发。这也表示将增加该来源伤害或将该来源所造成的伤害改为对另一个不同的物件或牌手造成的替代性效应,将没有事件替代,所以它们不会有任何效果。"}, {"chapter": "1", "id": "120.9.", "content": "120.9. If an ability triggers on damage being dealt by a specific source or sources, and the effect refers to the “damage dealt,” it refers only to the damage dealt by the specified sources and not to any damage dealt at the same time by other sources.\n如果一个触发式异能因一个或一组特定的来源造成伤害而触发,且该效应提及“造成伤害”,该异能仅提及该特定来源所造成的伤害,而非其他来源与其同一时间造成的任何伤害。"}, {"chapter": "1", "id": "120.10.", "content": "120.10. Some triggered abilities check whether a permanent has been dealt excess damage. These abilities check after the permanent has been dealt damage by one or more sources. If those sources together dealt an amount of damage to a creature greater than lethal damage, excess damage equal to the difference was dealt to that creature. If those sources together dealt an amount of damage to a planeswalker greater than that planeswalker’s loyalty before the damage was dealt, excess damage equal to the difference was dealt to that planeswalker. If those sources together dealt an amount of damage to a battle greater than that battle’s defense before the damage was dealt, excess damage equal to the difference was dealt to that battle. If a permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage dealt to that permanent is the greatest of the calculated amounts for each of the card types it has.\n一些触发式异能检查永久物是否被造成了过量伤害。这些异能在该永久物被一个或数个来源造成伤害之后检查。如果这些来源共同对一个生物造成超过致命伤害数量的伤害,对该生物造成的过量伤害等同于该伤害与致命伤害的差值。如果这些来源共同对一个鹏洛客造成超过该伤害造成之前该鹏洛客忠诚的伤害,对该鹏洛客造成的过量伤害等同于该伤害与该忠诚的差值。如果这些来源共同对一个战役造成超过该伤害造成之前该战役布防的伤害,对该战役造成的过量伤害等同于该伤害与该布防的差值。如果该永久物同时为生物、鹏洛客及战役中的多种类别,对该永久物造成的过量伤害是其每种牌张类别各计算所得的数值间之最大者。"}, {"chapter": "1", "id": "121.", "content": "121. Drawing a Card\n抓牌"}, {"chapter": "1", "id": "121.1.", "content": "121.1. A player draws a card by putting the top card of their library into their hand. This is done as a turn-based action during each player’s draw step. It may also be done as part of a cost or effect of a spell or ability.\n牌手以将其牌库顶的牌放到手上的方式抓牌。在每位牌手的抓牌步骤中,这将作为一个回合动作完成。一个咒语或异能的费用或效应也可能令牌手抓牌。"}, {"chapter": "1", "id": "121.2.", "content": "121.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.\n牌每次只能抓一张。如果要求牌手抓数张牌,该牌手执行该数量的单独抓牌动作。"}, {"chapter": "1", "id": "121.2a", "content": "121.2a An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule 616.1g.\n抓多张牌的指示可以被提及所抓之牌数量的替代性效应改变。此类改变先于任何单独抓牌之前发生。参见规则616.1g。"}, {"chapter": "1", "id": "121.2b", "content": "121.2b Some effects say that a player can’t draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player can’t choose to do so. Similarly, the player can’t pay a cost that includes drawing multiple cards.\n一些效应叙述牌手每回合不能抓多于一张牌。此类效应对单独抓牌生效。指示牌手抓多张牌的效应仍可能部分执行。但是,如果一个效应给予牌手抓多张牌的选择,受影响的牌手不能选择如此作。类似地,该牌手不能支付包含抓多张牌的费用。"}, {"chapter": "1", "id": "121.2c", "content": "121.2c If more than one player is instructed to draw cards, the active player performs all of their draws first, then each other player in turn order does the same.\n如果多位牌手被指示抓牌,主动牌手首先进行其所有抓牌,然后其他所有牌手按顺序以同样的方式完成抓牌。"}, {"chapter": "1", "id": "121.2d", "content": "121.2d If more than one player is instructed to draw cards in a game that’s using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs their draws, then each player on each nonactive team in turn order does the same.\n在使用队伍共享回合模式的多人游戏中(例如双头巨人游戏),如果多位牌手被指示抓牌,主动队伍的牌手以任意顺序进行其所有抓牌,然后每个非主动队伍按回合顺序以同样的方式完成抓牌。"}, {"chapter": "1", "id": "121.3.", "content": "121.3. If there are no cards in a player’s library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can’t draw cards and another effect offers that player the choice to draw a card, that player can’t choose to do so.\n如果一位牌手的牌库没有牌,且一个效应赋予该牌手可以抓一张牌的选择,该牌手可以选择抓牌。但如果一个效应令一位牌手不能抓牌,且另一个效应赋予该牌手可以抓一张牌的选择,该牌手不能选择抓牌。"}, {"chapter": "1", "id": "121.3a", "content": "121.3a The same principles apply if the player who’s making the choice is not the player who would draw the card. If the latter player has no cards in their library, the choice can be taken. If an effect says that the latter player can’t draw a card, the choice can’t be taken.\n如果作选择的牌手不是将要抓牌的牌手,此原则依然生效。如果将要抓牌的牌手牌库中没有牌,作选择的牌手可以选择使其抓牌。如果一个效应令将要抓牌的牌手不能抓牌,作选择的牌手不能选择使其抓牌。"}, {"chapter": "1", "id": "121.4.", "content": "121.4. A player who attempts to draw a card from a library with no cards in it loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)\n一位尝试从空牌库抓牌的牌手,在下一次有牌手将得到优先权时,输掉此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "1", "id": "121.5.", "content": "121.5. If an effect moves cards from a player’s library to that player’s hand without using the word “draw,” the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards and effects that replace card draws, as well as if the player’s library is empty.\n如果一个效应不使用“抓牌”这个词,且把牌从牌手的牌库移到该牌手手上,该牌手没有抓牌。这对因抓牌而触发的触发式异能和替代抓牌的效应,以及当牌库为空时来说与抓牌是不同的。"}, {"chapter": "1", "id": "121.6.", "content": "121.6. Some effects replace card draws.\n一些效应替代抓牌。"}, {"chapter": "1", "id": "121.6a", "content": "121.6a An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player’s library.\n一个替代抓牌的效应在因牌库中没有牌而导致没有牌可抓时依然生效。"}, {"chapter": "1", "id": "121.6b", "content": "121.6b If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.\n如果一个效应替代一序列抓牌中的一次抓牌,该替代性效应在继续该序列抓牌之前完成。"}, {"chapter": "1", "id": "121.6c", "content": "121.6c Some effects perform additional actions on a card after it’s drawn. If the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect or any subsequent replacement effects.\n一些效应在抓牌之后对该牌执行额外动作。如果该抓牌动作被替代,该额外动作不会对该替代性效应或任何连锁的替代性效应导致的抓牌生效。"}, {"chapter": "1", "id": "121.7.", "content": "121.7. Some replacement effects and prevention effects result in one or more card draws. In such a case, if there are any parts of the original event that haven’t been replaced, those parts occur first, then the card draws happen one at a time.\n一些替代性效应和防止性效应会导致抓一张或数张牌。在这种情况下,如果原有事件中有未被替代的部分,这些部分首先发生,然后抓牌逐步发生。"}, {"chapter": "1", "id": "121.8.", "content": "121.8. If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule 601.2i) or until the casting process is reversed (see rule 732, “Handling Illegal Actions”). The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it’s being drawn, it’s revealed after the spell becomes cast or the ability becomes activated. While face down, the drawn card is considered to have no characteristics and can’t be used to pay any part of the cost of the spell or ability that would require the card to have specific characteristics.\n如果一个咒语或异能让牌手在其他咒语被施放的过程中抓牌,则被抓起的牌直到该咒语完成施放(参见规则601.2i),或施放流程被倒退(参见规则732,“处理非法动作”)之前都要保持牌面朝下放置。在起动异能的过程中用同样的方式处理。如果一个效应允许或要求牌手于抓牌时展示抓到的牌,该牌在咒语成为施放或异能成为起动之后展示。在牌面朝下的过程中,这张抓到的牌被视为不具有任何特征,且如果某个咒语或异能费用的任一部分需要一张具有特定特征的牌,该牌亦不能用于支付该部分的费用。"}, {"chapter": "1", "id": "121.9.", "content": "121.9. If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it.\n如果一个效应赋予牌手于抓牌时展示该牌的选项,该牌手可以于抓起该牌时先检视之,然后再选择是否展示之。"}, {"chapter": "1", "id": "122.", "content": "122. Counters\n指示物"}, {"chapter": "1", "id": "122.1.", "content": "122.1. A counter is a marker placed on an object or player that modifies its characteristics and/or interacts with a rule, ability, or effect. Counters are not objects and have no characteristics. Notably, a counter is not a token, and a token is not a counter. Counters with the same name or description are interchangeable.\n指示物为置于物件或牌手上修改其特征和/或与规则、异能或效应互动情况的标示物。指示物不是物件,它们没有特征。指示物不是衍生物,且衍生物不是指示物。具有相同名称或描述的指示物可以互换。"}, {"chapter": "1", "id": "122.1a", "content": "122.1a A +X/+Y counter on a creature or on a creature card in a zone other than the battlefield, where X and Y are numbers, adds X to that object’s power and Y to that object’s toughness. Similarly, -X/-Y counters subtract from power and toughness. See rule 613.4c.\n一个在生物上、或战场以外的区域中的生物牌上的+X/+Y指示物(X和Y为数字),为该物件的力量增加X以及为该物件的防御力增加Y。同样的,-X/-Y指示物从力量与防御力中减去。参见规则613.3。"}, {"chapter": "1", "id": "122.1b", "content": "122.1b A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, decayed, exalted, haste, hexproof, indestructible, lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.\n在永久物上、或在一张不在战场上的牌上的关键字指示物,会使该物件获得该关键字的异能。可成为关键字指示物的关键字包括飞行、先攻、连击、死触、败朽、颂威、敏捷、辟邪、不灭、系命、威慑、延势、次元幽影、践踏和警戒,以及这些异能的任何变化形式。参见规则613.1f。"}, {"chapter": "1", "id": "122.1c", "content": "122.1c One or more shield counters on a permanent create a single replacement effect and a single prevention effect that protect the permanent. These effects are “If this permanent would be destroyed as the result of an effect, instead remove a shield counter from it” and “If damage would be dealt to this permanent, prevent that damage and remove a shield counter from it.” See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”\n永久物上的一个或数个后盾指示物创造一个替代性效应和一个防止性效应,可以保护该永久物。这些效应为“如果此永久物将因一个效应的结果被消灭,改为从其上移去一个后盾指示物”和“如果此永久物将受到伤害,则防止该伤害并从其上移去一个后盾指示物”。参见规则614,“替代性效应”和规则615,“防止性效应”。"}, {"chapter": "1", "id": "122.1d", "content": "122.1d One or more stun counters on a permanent create a single replacement effect that stops the permanent from untapping. That effect is “If a permanent with a stun counter on it would become untapped, instead remove a stun counter from it.”\n永久物上的一个或数个晕眩指示物创造一个替代性效应,可以阻止该永久物重置。该效应为“如果某个其上有眩晕指示物的已横置永久物将成为未横置,则改为从其上移去一个晕眩指示物。”"}, {"chapter": "1", "id": "122.1e", "content": "122.1e The number of loyalty counters on a planeswalker on the battlefield indicates how much loyalty it has. A planeswalker with 0 loyalty is put into its owner’s graveyard as a state-based action. See rule 704.\n在战场上的鹏洛客的忠诚指示物数量,表明它有多少忠诚。忠诚为0的鹏洛客作为状态动作被置入其拥有者的坟墓场。参见规则704。"}, {"chapter": "1", "id": "122.1f", "content": "122.1f If a player has ten or more poison counters, that player loses the game as a state-based action. See rule 704. A player is “poisoned” if they have one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)\n如果一位牌手具有十个或更多的中毒指示物,其将作为状态动作输掉游戏。参见规则704。如果牌手具有一个或数个中毒指示物,该牌手为“已中毒”。(双头巨人游戏的额外规则请参见规则810。)"}, {"chapter": "1", "id": "122.1g", "content": "122.1g The number of defense counters on a battle on the battlefield indicates how much defense it has. A battle with 0 defense is put into its owner’s graveyard if it isn’t the source of an ability that has triggered but not yet left the stack. This state-based action doesn’t use the stack. See rule 704.\n在战场上的战役的布防指示物数量,表明它有多少布防。如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。此状态动作不使用堆叠。参见规则704。"}, {"chapter": "1", "id": "122.1h", "content": "122.1h One or more finality counters on a permanent create a single replacement effect that stops the permanent from going to the graveyard. That effect is “If this permanent would be put into a graveyard from the battlefield, exile it instead.”\n永久物上的一个或数个终命指示物创造一个替代性效应,可以阻止该永久物进入坟墓场。该效应为“如果此永久物将从战场进入坟墓场,则改为放逐之。”"}, {"chapter": "1", "id": "122.1i", "content": "122.1i One or more rad counters on a player cause a triggered ability to trigger at the beginning of that player’s precombat main phase. See rule 727, “Rad Counters.”\n牌手具有的一个或数个拉德指示物会导致在该牌手战斗前的行动阶段开始时触发一个触发式异能。参见规则727,“拉德指示物”。"}, {"chapter": "1", "id": "122.2.", "content": "122.2. Counters on an object are not retained if that object moves from one zone to another. The counters are not “removed”; they simply cease to exist. See rule 400.7.\n若物件从一个区域移动到另一个区域,物件上的指示物不会保留。这些指示物并非“被移除”;它们只是不再存在。参见规则400.7。"}, {"chapter": "1", "id": "122.3.", "content": "122.3. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704.\n如果一个永久物上有+1/+1指示物和-1/-1指示物,作为状态动作将移去N个+1/+1和-1/-1指示物,N为+1/+1和-1/-1指示物中较少一方的数值。参见规则704。"}, {"chapter": "1", "id": "122.4.", "content": "122.4. If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it as a state-based action. See rule 704.\n如果一个永久物具有令其不能拥有多于N的某种指示物的异能,且它拥有多于N个该种指示物,作为状态动作将移去N个以外的该种指示物。参见规则704。"}, {"chapter": "1", "id": "122.5.", "content": "122.5. If an effect says to “move” a counter, it means to remove that counter from the object it’s currently on and put it onto a second object. If either of these actions isn’t possible, it’s not possible to move a counter, and no counter is removed from or put onto anything. This may occur if the first and second objects are the same object; if the first object doesn’t have the appropriate kind of counter on it; if the second object can’t have counters put onto it; or if either object is no longer in the correct zone.\n如果一个效应为“移动”一个指示物,它表示将该指示物从当前的物件上移除,并放置于第二个物件上。如果这两个动作中的任一个无法作到,则不能移动指示物,且指示物不会从任何物件上被移除、或放置在任何物件上。这可能会在以下情形发生:两个物件为同一物件;第一个物件上没有合适类型的指示物;第二个物件上不能放置指示物;或两个物件中的任一个已不在正确的区域。"}, {"chapter": "1", "id": "122.6.", "content": "122.6. Some spells and abilities refer to counters being put on an object. This refers to putting counters on that object while it’s on the battlefield and also to an object that’s given counters as it enters the battlefield.\n一些咒语或异能提及将指示物放置在一个物件上。这是指它在战场时在其上放置指示物,或于一个物件进战场时被给予指示物。"}, {"chapter": "1", "id": "122.6a", "content": "122.6a If an object enters the battlefield with counters on it, the effect causing the object to be given counters may specify which player puts those counters on it. If the effect doesn’t specify a player, the object’s controller puts those counters on it.\n如果一个物件进战场时上面有指示物,使该物件被给予指示物的效应可能会指定一位牌手在该物件上放置这些指示物。如果该效应没有指定牌手,该物件的操控者在其上放置这些指示物。"}, {"chapter": "1", "id": "122.7.", "content": "122.7. An ability that triggers “When/Whenever the Nth [kind] counter” is put on an object triggers when one or more counters of the appropriate kind are put on the object such that the object had fewer than N counters on it before the counters were put on it and N or more counters on it after.\n一个“当/每当”在物件上“放置第N个[种类]指示物时”触发的异能,在一个或数个对应类型的指示物放置在该物件上时、并使得该物件上在放置指示物前有少于N个指示物、且放置指示物后有N个或更多指示物时触发。"}, {"chapter": "1", "id": "122.8.", "content": "122.8. If a triggered ability instructs a player to put one object’s counters on another object and that ability’s trigger condition or effect checks that the object with those counters left the battlefield, the player doesn’t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object. If the ability specifies what kind(s) of counters to place, the player puts the same number of each of those kinds of counter the first object had onto the second object.\n如果一个触发式异能指示牌手将一个物件上的指示物放置在另一个物件上,且该异能的触发条件或效应检查具有这些指示物的前者物件已离开战场,则该牌手并非将指示物从一个物件移动到另一个物件上,而是该牌手在后者物件上放置数个指示物,其每种指示物的数量等同于前者物件上每种指示物的数量。如果该异能指定了要放置的指示物种类,则该牌手在后者物件上放置数个指示物,其数量和种类各等同于前者物件上每种指定指示物的数量。"}, {"chapter": "1", "id": "122.9.", "content": "122.9. If an activated ability of an object instructs a player to put its counters on another object and sacrificing the object with those counters is a cost to activate that ability, the player doesn’t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object. If the ability specified what kind(s) of counters to place, the player puts the same number of each of those kinds of counters the first object had onto the second object.\n如果一个物件的起动式异能指示牌手将该物件上的指示物放置在另一个物件上,且牺牲具有这些指示物的物件是起动该异能的费用,则该牌手并非将指示物从一个物件移动到另一个物件上,而是该牌手在后者物件上放置数个指示物,其每种指示物的数量等同于前者物件上每种指示物的数量。如果该异能指定了要放置的指示物种类,则该牌手在后者物件上放置数个指示物,其数量和种类各等同于前者物件上每种指定指示物的数量。"}, {"chapter": "1", "id": "123.", "content": "123. Stickers\n贴纸"}, {"chapter": "1", "id": "123.1.", "content": "123.1. A sticker is a marker placed on an object that modifies its characteristics and/or interacts with a rule, ability, or effect. Stickers are not objects. Notably, a sticker is not a counter or a token. Changes to an object from stickers are not part of its copiable values. There are four kinds of stickers: name stickers; ability stickers; power and toughness stickers; and art stickers.\n贴纸为置于物件上修改其特征和/或与规则、异能或效应互动情况的标示物。贴纸不是物件。贴纸不是指示物或衍生物。贴纸对物件的修改并非物件的可复制特征值。贴纸有四种:名称贴纸;异能贴纸;力量/防御力贴纸;以及插画贴纸。"}, {"chapter": "1", "id": "123.2.", "content": "123.2. Stickers are found in boosters of the Unfinity expansion on numbered inserts. Each insert has a predetermined combination of stickers. Any rule that refers to a sticker sheet refers to the specific combination of stickers found on one of those inserts. Sticker sheets are not cards and have no characteristics. Each sticker sheet can be found at Gatherer.Wizards.com.\n贴纸可以在Unfinity系列的补充包中的编号贴纸页上找到。每张贴纸页上都有一系列预先确定的贴纸组合。任何提及贴纸卡的规则即指这些能够在贴纸页上找到的特定贴纸组合。贴纸卡不是牌,它们没有特征。每张贴纸卡都能在Gatherer.Wizards.com上找到。"}, {"chapter": "1", "id": "123.2a", "content": "123.2a In constructed play, a player who chooses to play with stickers must start the game with at least ten sticker sheets selected before play begins, and each of their sticker sheets must be unique. There is no maximum number of sticker sheets a player may start the game with. Each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. See rule 103, “Starting the Game.”\n在构组赛中,使用贴纸进行游戏的牌手必须在游戏开始前选择至少十张贴纸卡,且每张贴纸卡均须唯一。牌手于游戏开始前选择的贴纸卡最大张数并无限制。每位使用贴纸进行游戏的牌手展示其所有贴纸卡,并从中随机选择三张。参见规则103,“开始游戏”。"}, {"chapter": "1", "id": "123.2b", "content": "123.2b In limited play, each player chooses up to three sticker sheets from among those in the sealed products they opened and reveals them. See rule 103, “Starting the Game.”\n在限制赛中,每位牌手从其打开的未开封补充包中选择至多三张贴纸卡,并展示它们。参见规则103,“开始游戏”。"}, {"chapter": "1", "id": "123.2c", "content": "123.2c Each player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed.\n每位牌手在游戏中只能使用其选择的贴纸卡上的贴纸,且这些贴纸卡保持展示。"}, {"chapter": "1", "id": "123.3.", "content": "123.3. If an effect instructs a player to put a sticker on an object, that player chooses a sticker that is not currently on any objects they own from among the stickers they have access to and puts it on that object.\n如果一个效应指示牌手将在一个物件上贴上贴纸,该牌手从其使用的贴纸中选择一张未贴在任何物件上的贴纸,并将其贴在该物件上。"}, {"chapter": "1", "id": "123.3a", "content": "123.3a Each sticker a player has access to is discrete and is distinct from each other sticker they have access to. Two stickers are never considered to be the same sticker, even if they have the same text or information on them.\n牌手使用的每张贴纸都是不同且彼此无关的。两张贴纸不会被认为是同一张贴纸,即使它们具有相同的文本或信息也是如此。"}, {"chapter": "1", "id": "123.3b", "content": "123.3b A player can’t put a sticker on an object that they don’t own. If an effect would cause them to do so, that part of the effect does nothing.\n牌手不能将在不由其拥有的物件上贴上贴纸。如果某效应将如此做,该效应的此部分没有任何效果。"}, {"chapter": "1", "id": "123.3c", "content": "123.3c A sticker may have a ticket cost represented by a number inside a ticket symbol (see rule 107.17a). In order to put a sticker with a ticket cost on an object, the player who owns that object must pay that much {TK}. If they don’t have that much {TK}, they can’t put that sticker on an object.\n贴纸可能具有门票费用,由门票符号内的数字表示(参见规则107.17a)。要将一张具有门票费用的贴纸贴在物件上,拥有该物件的牌手须支付相应数量的{TK}。如果该牌手没有该数量的{TK},则其不能将贴纸贴在物件上。"}, {"chapter": "1", "id": "123.3d", "content": "123.3d If a sticker that is already on an object is moved to another object, that sticker’s ticket cost does not need to be paid again.\n如果一个物件上的贴纸被移动到另一个物件上,该贴纸的门票费用无须再度支付。"}, {"chapter": "1", "id": "123.4.", "content": "123.4. Some rules and effects refer to a “stickered” object. An object is “stickered” if it currently has any kind of sticker on it. An object without any stickers on it is not a stickered object, even if it previously had stickers on it.\n一些规则或效应提及一个“贴有贴纸”的物件。如果一个物件上贴有任意种类的贴纸,则该物件贴有贴纸。一个其上没有任何贴纸的物件并非贴有贴纸,即使它在之前可能贴有贴纸。"}, {"chapter": "1", "id": "123.5.", "content": "123.5. Stickers on an object are not retained as that object moves to a hidden zone. Stickers are retained as that object moves to a public zone and continue to apply to the new object it becomes in that zone; this is an exception to rule 400.7.\n当一个物件移动到一个隐藏区域时,物件上的贴纸不会保留。一个物件移动到一个公开区域时,物件上的贴纸仍然保留,并继续影响该区域中它所成之新物件。这是规则400.7的例外情况。"}, {"chapter": "1", "id": "123.5a", "content": "123.5a If one or more cards with stickers on them enter the battlefield as part of a melded permanent, all of those stickers are on the permanent that object becomes on the battlefield. They maintain their relative timestamp order.\n如果一张或数张其上有贴纸的牌作为已融合的永久物的一部分进战场,牌上的贴纸会在进战场的永久物上。贴纸保持相对时间印记顺序。"}, {"chapter": "1", "id": "123.5b", "content": "123.5b If an object with a sticker on it becomes a component of a merged permanent on the battlefield, that sticker is on that merged permanent.\n如果一个其上有贴纸的物件成为战场上的结聚永久物的一个组件,物件上的贴纸会在结聚永久物上。"}, {"chapter": "1", "id": "123.5c", "content": "123.5c If a melded or merged permanent with one or more stickers on it moves from the battlefield to another public zone, only one of the objects it becomes will retain those stickers. Its owner chooses which of the objects it becomes in its new zone retains any stickers that are on it. Effects from those stickers will continue to apply to only that object.\n如果一个其上有贴纸的已融合的永久物或结聚永久物从战场移动到另一个公开区域,则贴纸只会保留在它们成为的物件中的一个上。它的拥有者选择将贴纸保留在哪个它们在新区域中成为的物件上。贴纸产生的效应将仅对该物件生效。"}, {"chapter": "1", "id": "123.6.", "content": "123.6. A name sticker consists only of one or more words. A name sticker on a permanent or on a card in a zone other than the battlefield causes the word on that sticker to be added to the text of that object’s name. This is a text-changing effect. See rule 613.1c and rule 612, “Text-Changing Effects.”\n名称贴纸仅由一个或数个英文单词组成。在永久物上、或在一张不在战场上的牌上的名称贴纸,会使贴纸上的单词被添加到该物件的名称中。这是一个改变叙述的效应。参见规则613.1c及规则612,“改变叙述的效应”。"}, {"chapter": "1", "id": "123.6a", "content": "123.6a For the purposes of rules and effects related to name stickers, a “word” in an object’s name is any series of non-space characters that are separated from other non-space characters by one or more spaces. Hyphenated words and words with punctuation are considered to be one word. Blank lines, such as the one in “Wolf in ________ Clothing,” are not considered words in a card’s name.\n在与名称贴纸相关的规则和效应的意义上,物件名称中的“单词”是与其他非空格的字符之间由一个或数个空格隔开的一系列任何非空格字符。带连字符和标点的单词都被视为一个单词。空白行,例如“Wolf in ________ Clothing”中的空白行,不被视为牌的名称中的单词。"}, {"chapter": "1", "id": "123.6b", "content": "123.6b As a name sticker is placed on an object, that object’s controller chooses a position in that object’s name for the word in the name sticker to be added, then announces that object’s new name. That word can be added at the beginning of the object’s name or after any number of the other words that are currently in its name. The new name can be further modified by other name stickers. If that object has no name, its name becomes the word added by the name sticker. Name stickers never modify or remove any of the other words in that name.\n于名称贴纸被贴在一个物件上时,该物件的操控者在该物件的名称中选择一个位置来添加名称贴纸中的单词,并宣告该物件的新名称。该单词可以被添加在物件名称的开头,或是任一其他单词之后。新名称还可以被其他名称贴纸继续修改。如果该物件没有名称,则其名称成为名称贴纸添加的单词。名称贴纸不会修改或移除名称中的其他单词。\nExample: As a player puts a name sticker with the word “Dark” printed on it onto a creature named Bear Cub, that creature’s controller chooses whether its new name is “Dark Bear Cub,” “Bear Dark Cub,” or “Bear Cub Dark.” They then announce the new name to all players.\n例如:于一位牌手将印有单词“Dark”的名称贴纸贴在一个名称为“幼熊[Bear Cub]”的生物上时,该生物的操控者选择它的新名称成为“Dark Bear Cub”、“Bear Dark Cub”或是“Bear Cub Dark”。然后其向所有牌手宣告新名称。"}, {"chapter": "1", "id": "123.6c", "content": "123.6c The text that a name sticker is modifying may change due to other effects and/or a permanent’s face-down status (see rule 708, “Face-Down Spells and Permanents”). To determine the name of an object with one or more name stickers, start with the object’s copiable values, then apply each name sticker’s effect and each other text-changing effect in timestamp order. The position of each name sticker will continue to be after the number of words that were before it in the object’s name when it was placed. If there are fewer words in the object’s current name, the word on that sticker is added at the end of its name instead. The position and timestamp order of each name sticker on an object is remembered as the object that sticker is on moves from one public zone to another, and it continues to apply to the new object it becomes in that zone (see rule 123.5). This is an exception to rule 400.7.\n名称贴纸修改的叙述可能因为其他效应和/或永久物的牌面朝下状态发生改变(参见规则708,“牌面朝下的咒语和永久物”)。要确定一个其上有贴纸之物件的名称,首先为其可复制特征值,然后每个名称贴纸和其他改变叙述的效应按时间印记顺序生效。每张名称贴纸仍然保持在贴贴纸时与其前面所数单词数量一致的位置上。如果此物件当前的名称过短,则贴纸上的名称将被添加在名称末尾。一个物件从公开区域移动到另一个公开区域时,物件上每张名称贴纸的位置和时间印记顺序都会被记忆,并继续影响新物件。这是规则400.7的例外情况。\nExample: Fae of Wishes, an adventurer card, is in exile with a name sticker on it adding the word “Mana” after its second word, so its name is “Fae of Mana Wishes.” An effect allows that player to cast Granted, its Adventure, from exile. The name of that spell on the stack is “Granted Mana.” After that card is exiled as the Adventure resolves, the sticker’s position (after the second word) is remembered, so the name of the exiled card is once again “Fae of Mana Wishes.”\n例如:趁愿仙儿(Fae of Wishes)是历险者牌,它被放逐且其上有一张名称贴纸在第二个单词后添加了单词“Mana”,因此其名称为“Fae of Mana Wishes”。某效应允许牌手将其作为历险来施放,而其历险部分原本的名称为心愿得遂(Granted)。当它在堆叠上时,其名称会是“Granted Mana”。而历险结算,它再次被放逐后,贴纸的位置(第二个单词之后)会被记忆,因此被放逐之牌的名称又会变为“Fae of Mana Wishes”。\nExample: A player owns a creature named It That Betrays on the battlefield. Using name stickers, they add the word “Eldrazi” to its name after the third word, such that its new name is “It That Betrays Eldrazi.” Later, that creature becomes a copy of a creature named Seeker of the Way. The name sticker continues to apply after the third word, so its new name is “Seeker of the Eldrazi Way.”\n例如:某牌手拥有一个名称为背叛恶物(It that Betrays)的生物。该牌手使用名称贴纸在其名称的第三个单词后添加了单词“Eldrazi”,因此其新名称为“It that Betrays Eldrazi”。之后,该生物成为一个名称为灵道探求者(Seeker of the Way)之生物的复制品。名称贴纸继续在第三个单词后生效,其新名称为“Seeker of the Eldrazi Way”。\nExample: A creature with a name sticker on it becomes enchanted by Witness Protection, an Aura that changes the creature’s name to “Legitimate Businessperson.” Since Witness Protection is also a text-changing effect, and it has a later timestamp than the name sticker, the word on that name sticker is not part of the creature’s name. Its name is “Legitimate Businessperson.”\n例如:某其上有名称贴纸的生物被证人保护结附,它是能够将所结附之生物的名称改变为合法市民(Legitimate Businessperson)的灵气)。由于证人保护同样是改变叙述的效应,且其时间印记晚于名称贴纸,名称贴纸上的单词不会是该生物名称的一部分。其名称是“Legitimate Businessperson”。"}, {"chapter": "1", "id": "123.6d", "content": "123.6d Some effects refer to the number of one or more specific letters on a name sticker. A lowercase letter and its uppercase equivalent are the same letter.\n一些效应提及一张名称贴纸上一个或数个特定字母的数量。小写字母和它对应的大写字母是同一个字母。"}, {"chapter": "1", "id": "123.6e", "content": "123.6e Some effects refer to the number of “unique vowels” on a name sticker. These count the number of different vowels that appear on that sticker, even if one or more of them appear more than once. The vowels are A, E, I, O, U, and Y. A lowercase letter and its uppercase equivalent are the same letter.\n一些效应提及一张名称贴纸上“不同元音字母”的数量。这会计算在出现在贴纸上的不同元音字母数量,即使某些字母出现的次数不止一次。元音字母包括A、E、I、O、U、以及Y。小写字母和它对应的大写字母是同一个字母。"}, {"chapter": "1", "id": "123.7.", "content": "123.7. An ability sticker is a sticker with one or more abilities printed on it. An ability sticker on a permanent or on a card in a zone other than the battlefield causes that object to gain the ability that is printed on that sticker. See rule 613.1f.\n异能贴纸上印有一个或数个异能。在永久物上、或在一张不在战场上的牌上的异能贴纸,会使该物件获得印在贴纸上的异能。参见规则613.1f。"}, {"chapter": "1", "id": "123.7a", "content": "123.7a If an effect refers to an ability of an ability sticker, it refers to the ability that sticker grants to the object it is on, even if the object it is on doesn’t currently have that ability due to another effect.\n如果一个效应提及一张异能贴纸上的异能,则其指的是该贴纸赋予物件的异能,即使该物件当前因其他效应不再具有此异能。"}, {"chapter": "1", "id": "123.8.", "content": "123.8. A power and toughness sticker is a sticker that has two numbers and a slash printed on it, resembling the power and toughness of a creature card. A power and toughness sticker on a creature or on a creature or Vehicle card in a zone other than the battlefield sets that object’s power and toughness to the values printed on that sticker (see rule 613.4b). If more than one power and toughness sticker is on a creature, use timestamp order to determine which one takes precedence (see rule 613.7).\n力量/防御力贴纸上印有两个数字和一道斜线,类似于生物牌上的力量/防御力。在生物上、或在一张不在战场上的生物或载具牌上的力量/防御力贴纸,将该物件的力量和防御力设定为贴纸上印制的数值(参见规则613.4b)。如果一个生物上有一张以上力量/防御力贴纸,则按照时间印记顺序决定何者为优先(参见规则613.7)。"}, {"chapter": "1", "id": "123.8a", "content": "123.8a An effect that refers to the power and/or toughness of a sticker refers only to the printed power and/or toughness values on a power and toughness sticker. It does not refer to any printed value on any other stickers.\n提及贴纸之力量和/或防御力的效应,仅指印在力量/防御力贴纸上的力量和/或防御力数值。它不指任何其他贴纸上印有的数值。"}, {"chapter": "1", "id": "123.9.", "content": "123.9. An art sticker on a permanent has no effect on game play other than to act as a marker that other spells and abilities can identify.\n永久物上的插画贴纸除用作供其他咒语和异能辨识的标记外,和游戏进行并无关联。"}, {"chapter": "2", "id": "2.", "content": "2. Parts of a Card\n牌的各部分"}, {"chapter": "2", "id": "200.", "content": "200. General\n总则"}, {"chapter": "2", "id": "200.1.", "content": "200.1. The parts of a card are name, mana cost, illustration, color indicator, type line, expansion symbol, text box, power and toughness, loyalty, defense, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.\n牌的各部分包括名称、法术力费用、图片、颜色标志、类别栏、版本符号、文字栏、力量与防御力、忠诚、布防、手牌修正、生命修正、画家名、版权文字,以及收集编号。在某些牌上,这些部分的内容可能不只一个。"}, {"chapter": "2", "id": "200.2.", "content": "200.2. Some parts of a card are also characteristics of the object that has them. See rule 109.3.\n牌的某些部分同样是该物件的具有的特征。参见规则109.3。"}, {"chapter": "2", "id": "200.3.", "content": "200.3. Some objects that aren’t cards (tokens, copies of cards, and copies of spells) have some of the parts of a card, but only the ones that are also characteristics. See rule 111 and rule 707.\n不是牌的物件(衍生物、牌的复制品,或咒语的复制品)同样可能有着某些牌的部分,但只有是特征的部分。参见规则111和707。"}, {"chapter": "2", "id": "201.", "content": "201. Name\n名称"}, {"chapter": "2", "id": "201.1.", "content": "201.1. The name of a card is printed on its upper left corner.\n牌的名称印在牌的左上角。"}, {"chapter": "2", "id": "201.2.", "content": "201.2. A card’s name is always considered to be the English version of its name, regardless of printed language.\n一张牌的名称总是视为其名称的英文版,而不论该牌以何种语言印制。"}, {"chapter": "2", "id": "201.2a", "content": "201.2a Two or more objects have the same name if they have at least one name in common, even if one or more of those objects have additional names. An object with no name doesn’t have the same name as any other object, including another object with no name.\n如果两个或更多物件至少具有一个共通的名称,则这些物件具有相同的名称,即使其中的一个或数个物件具有额外的名称。没有名称的物件不与任何其他物件具有相同的名称,包括另一个没有名称的物件。"}, {"chapter": "2", "id": "201.2b", "content": "201.2b Some spells and abilities refer to two or more objects with different names. Those objects have different names only if each of them has at least one name and no two objects in that group have a name in common.\n一些咒语和异能提及两个或更多物件之间名称各不相同。仅当每个物件都具有至少一个名称、且其中没有任意两个物件具有共通的名称时,这些物件的名称才各不相同。\nExample: A player controls Liliana’s Contract, which says, in part, “At the beginning of your upkeep, if you control four or more Demons with different names, you win the game.” That player controls three Demons with different names and a face-down creature with no name, with an effect making it a Demon. Because the four creatures include one with no name, those four creatures don’t count as four Demons with different names. The ability of Liliana’s Contract won’t trigger.\n例如:牌手操控莉莲娜的契约,其部分叙述为“在你的维持开始时,若你操控四个或更多恶魔,且其名称各不相同,则你赢得这盘游戏。”该牌手操控三个名称各不相同的恶魔,以及一个牌面朝下的、没有名称的生物,且有一个效应使其成为恶魔。因为这四个生物中的一个没有名称,这些生物不算做四个名称各不相同的恶魔。莉莲娜的契约的异能不会触发。"}, {"chapter": "2", "id": "201.2c", "content": "201.2c Some spells or abilities check if one object has a different name than a second object or group of objects. The first object has a different name than those objects if the first object has at least one name and has no names in common with any of the other objects, even if one or more of the other objects have no names. If the first object has no name, it does not have a different name than any of the other objects, even if those other objects themselves have names.\n一些咒语和异能检查一个物件是否与另一个或一组物件具有不同的名称。如果前者物件具有至少一个名称、且与其他物件中的任一个都不具有共通的名称(即使这些物件其中的一个或数个没有名称),则前者物件与这些物件具有不同的名称。如果前者物件没有名称,则它与其他物件中的任一个都不具有不同的名称,即使这些物件本身具有名称。"}, {"chapter": "2", "id": "201.3.", "content": "201.3. Some cards with different English names are treated as though they had the same English name. Pairs of cards with this property have names that are interchangeable.\n一些具有不同英文名称的牌被视为具有相同的英文名称。具有此属性的一对牌具有可互换的名称。"}, {"chapter": "2", "id": "201.3a", "content": "201.3a For the purposes of all rules, abilities, and effects that refer to a card’s name, objects with interchangeable names have the same name. (See rules 201.2a–b.)\n在一切规则、异能、效应提及一张牌的名称的意义上,具有可互换名称的物件具有相同的名称。(参见规则201.2a-b。)"}, {"chapter": "2", "id": "201.3b", "content": "201.3b For the purposes of deck construction and format legality, cards with interchangeable names have the same name.\n在进行套牌构组和判断赛制合法性的意义上,具有可互换名称的牌具有相同的名称。"}, {"chapter": "2", "id": "201.3c", "content": "201.3c If a card has later printings with interchangeable names, the later printings will have an interchangeable names indicator in the bottom left-hand corner referring to the original printing’s three-letter set code and collector number (see rule 213.1d).\n如果一张牌在以后以可互换名称印刷,后印刷的版本将在左下角具有可互换名称标识,提及该牌原来印刷版本的三字符系列代号及收集编号(参见规则213.1d)。"}, {"chapter": "2", "id": "201.4.", "content": "201.4. If an effect instructs a player to choose a card name, the player must choose the name of a card in the Oracle card reference. (See rule 108.1.) A player may not choose the name of a token unless it’s also the name of a card.\n如果一个效应要牌手选择一个牌名,该牌手必须选择一个Oracle牌张参考文献中的牌的名称。(参见规则108.1。)牌手不能选择衍生物的名称,除非它也是一张牌的名称。"}, {"chapter": "2", "id": "201.4a", "content": "201.4a If a player is instructed to choose a card name with certain characteristics, the player must choose the name of a card whose Oracle text matches those characteristics. (See rule 108.1.)\n如果牌手被指示选择一个具有指定特征的牌名,该牌手必须选择其Oracle牌张叙述符合该特征的牌之名称。(参见规则108.1。)\nExample: Dispossess reads, in part, “Choose an artifact card name.” The player can choose the name of any artifact card, even one that’s not legal in the format of the current game. The player can’t choose Island, even if an Island on the battlefield has been turned into artifact by some effect.\n例如:强取豪夺的一部分叙述为“选择一个神器牌的名称。”牌手可以选择任何一个神器牌之名称,即使是一个于该盘游戏的赛制中不合法的也可以。该牌手不能选择海岛,即使战场上的一个海岛因某些效应被变成神器。"}, {"chapter": "2", "id": "201.4b", "content": "201.4b If a player wants to choose the name of a split card, the player must choose the name of one of its halves, but not both. (See rule 709.) If a player is instructed to choose a card name with certain characteristics, use only that half’s characteristics to determine if this name can be chosen.\n如果牌手想选择一张连体牌的名称,该牌手必须选择其中一边的名称,但不能同时选择两者。(参见规则709。)如果牌手被指示选择一个具有指定特征的牌名,只使用这半边的特征来决定该名称能否被选择。"}, {"chapter": "2", "id": "201.4c", "content": "201.4c If a player wants to choose a flip card’s alternative name, the player may do so. (See rule 710.) If a player is instructed to choose a card name with certain characteristics, use the card’s characteristics as modified by its alternative characteristics to determine if this name can be chosen.\n如果牌手想选择一张倒转牌的副名称,他可以这样作。(参见规则710。)如果牌手被指示选择一个具有指定特征的牌名,使用该牌应用过其替代用特征之后的特征来决定该名称能否被选择。"}, {"chapter": "2", "id": "201.4d", "content": "201.4d If a player wants to choose the name of the back face of a double-faced card, the player may do so. (See rule 712.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the back face to determine if this name can be chosen.\n如果牌手想选择一张双面牌背面的牌名,他可以这样作。(参见规则712。)如果牌手被指示选择一个具有指定特征的牌名,只使用该牌背面的特征来决定该名称能否被选择。"}, {"chapter": "2", "id": "201.4e", "content": "201.4e If a player wants to choose the name of the combined back face of a meld pair, the player may do so. (See rule 713.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the combined back face to determine if this name can be chosen.\n如果牌手想选择一个融合牌组之组合背面的牌名,他可以这样作。(参见规则713。)如果牌手被指示选择一个具有指定特征的牌名,只使用该组合背面的特征来决定该名称能否被选择。"}, {"chapter": "2", "id": "201.4f", "content": "201.4f If a player wants to choose an adventurer card’s alternative name, the player may do so. (See rule 715.) If a player is instructed to choose a card name with certain characteristics, use the card’s characteristics as modified by its alternative characteristics to determine if this name can be chosen.\n如果牌手想选择一张历险者牌之副名称,他可以这样作。(参见规则715。)如果牌手被指示选择一个具有指定特征的牌名,使用该牌被其副特征修改后的特征来决定该名称能否被选择。"}, {"chapter": "2", "id": "201.4g", "content": "201.4g Some cards have interchangeable names (see rule 201.3). For all game purposes, these cards have the same name. If a player chooses the name of a card which has interchangeable names, the name of each of those cards has been chosen.\n一些牌具有可互换名称(参见规则201.3)。在游戏中的一切意义上,这些牌具有相同的名称。如果牌手选择了一张具有可互换名称的牌之名称,则选择这些牌中每一张的名称。"}, {"chapter": "2", "id": "201.5.", "content": "201.5. Text that refers to the object it’s on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.\n如果物件上的规则叙述用名称表示其本身,则仅指该物件本身,并非任何其他同名的物件,无视任何游戏效应导致的名称改变。"}, {"chapter": "2", "id": "201.5a", "content": "201.5a If an ability’s effect grants another ability to an object, and that second ability refers to that first ability’s source by name, the name refers only to the specific object which is that first ability’s source. The second ability does not refer to any other object with the same name as the first ability’s source. However, if the second ability also moved the first ability’s source to a different public zone, the name refers to the object the source became in its new zone. This is also true if the second ability is copied onto a new object.\n如果异能的效应将另一个异能赋予一个物件,且后者异能提及前者异能之来源的名称,则该名称仅特指前者异能之来源的物件。后者异能不指代任何其他与前者异能之来源具有相同名称的物件。但是,如果后者异能同时将前者异能的来源移动到另一个公开区域,则该名称指代该来源在其新区域所成的物件。这对后者异能被复制到一个新物件上的情况同样有效。\nExample: Gutter Grime has an ability that reads “Whenever a nontoken creature you control dies, put a slime counter on this enchantment, then create a green Ooze creature token with ‘This token’s power and toughness are each equal to the number of slime counters on Gutter Grime.’” The ability granted to the token only looks at the Gutter Grime that created the token, not at any other Gutter Grime on the battlefield. A copy of that token would also have an ability that referred only to the Gutter Grime that created the original token.\n例如:水沟污迹的异能为“每当一个非衍生物、且由你操控的生物死去时,在此结界上放置一个黏菌指示物,然后派出一个绿色流浆衍生生物,且具有‘此衍生物之力量与防御力各等同于水沟污迹上的黏菌指示物数量。’”此衍生物被赋予的异能,仅以派出此衍生物的水沟污迹为准,而非战场上的其他水沟污迹。该衍生物的复制品所具有的异能,也仅以派出它复制品的原型衍生物的水沟污迹为准。"}, {"chapter": "2", "id": "201.5b", "content": "201.5b If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name.\n如果一个物件的异能包含该物件的名称,而一个不同名称的物件获得该异能,则所获得的异能上所有指前者物件的名称都被视为后者物件的名称。\nExample: Quicksilver Elemental says, in part, “{U}: This creature gains all activated abilities of target creature until end of turn.” If it gains an ability that says “{BB}: Regenerate Skithiryx,” activating that ability will regenerate Quicksilver Elemental, not the Skithiryx, the Blight Dragon it gained the ability from.\n例如:水银元素的部分异能为“{U}:此生物获得目标生物的所有起动式异能直到回合结束。”如果它获得一个异能“{B}{B}:重生极兹锐。”,起动该异能将会重生水银元素,而非它所获得异能的枯萎巨龙极兹锐。\nExample: Glacial Ray is an instant with splice onto Arcane that says “Glacial Ray deals 2 damage to any target.” If it’s spliced onto a Kodama’s Reach, that Kodama’s Reach deals 2 damage to the target.\n例如:冰冻射线是一个具有通联古咒的瞬间,其叙述为“冰冻射线对任意一个目标造成2点伤害。”如果它被通联到木灵展势上,则这个木灵展势对该目标造成2点伤害。\nExample: The Ever-Changing ’Dane says “{1}, Sacrifice another creature: The Ever-Changing ’Dane becomes a copy of the sacrificed creature, except it has this ability.” Its ability is activated sacrificing a Runeclaw Bear. The Ever-Changing ’Dane becomes a copy of Runeclaw Bear and gains an ability that should be treated as saying “{1}, Sacrifice another creature: Runeclaw Bear becomes a copy of the sacrificed creature, except it has this ability.”\n例如:恒变丹恩的叙述为“{1},牺牲另一个生物:恒变丹恩成为所牺牲生物的复制品,但它具有此异能。”其异能起动,牺牲一个符爪熊。恒变丹恩成为符爪熊的复制品并获得一个异能,其叙述应看作“{1},牺牲另一个生物:符爪熊成为所牺牲生物的复制品,但它具有此异能。”"}, {"chapter": "2", "id": "201.5c", "content": "201.5c Text printed on some cards refers to that card by a shortened version of its name. Instances of a card’s shortened name used in this manner are treated as though they used the card’s full name.\n一些牌上所印的文字中提及该牌时使用了简称。在此情况下使用一张牌的简称应被视为使用该牌的全名。"}, {"chapter": "2", "id": "201.6.", "content": "201.6. Promotional or alternate-art versions of some cards feature a secondary title bar below the name line. The card’s name as listed in the Oracle card reference is displayed in the secondary title bar, and an alternate name appears in the upper left corner. For the purposes of deck construction, game rules, and effects, these cards have only the card name specified in the secondary title bar. Rules text may also refer to a card’s alternate name; instances of the alternate name that are present in rules text refer to the name specified in the secondary title bar. The alternate name has no effect on game play.\n一些牌的推广版本或异画版本在名称栏下方具有副标题栏。该牌在Oracle™牌张参考文献中的名字见于其下的副标题栏中,且有一个别名见于该牌的左上角。在套牌构组、游戏规则和效应的意义上,这些牌仅具有副标题栏中指定的牌名。规则叙述可能也会提及一张牌的别名;规则叙述中存在的别名均指代副标题栏中指定的牌名。别名与游戏运作无关。"}, {"chapter": "2", "id": "202.", "content": "202. Mana Cost and Color\n法术力费用和颜色"}, {"chapter": "2", "id": "202.1.", "content": "202.1. A card’s mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration.\n牌的法术力费用是以牌上方的法术力符号来表示。(参见规则107.4.)大多数牌的法术力符号印在牌的右上角,一些具有特殊边框的预知将来版本牌,其法术力符号在图片的左侧。"}, {"chapter": "2", "id": "202.1a", "content": "202.1a The mana cost of an object represents what a player must spend from their mana pool to cast that card. Unless an object’s mana cost includes Phyrexian mana symbols (see rule 107.4f), paying that mana cost requires matching the type of any colored or colorless mana symbols as well as paying the generic mana indicated in the cost.\n一个物件的法术力费用表示牌手从其法术力池中支付什么样的法术力来施放该牌。除非该物件的法术力费用中包含非瑞克西亚法术力符号(参见规则107.4f),支付一个物件的法术力费用必须完全符合其任何有色或无色法术力符号的类别,并且支付所需的一般法术力费用。"}, {"chapter": "2", "id": "202.1b", "content": "202.1b Some objects have no mana cost. This normally includes all land cards, any other cards that have no mana symbols where their mana cost would appear, tokens (unless the effect that creates them specifies otherwise), and nontraditional Magic cards. Having no mana cost represents an unpayable cost (see rule 118.6). Note that lands are played without paying any costs (see rule 305, “Lands”).\n一些物件没有法术力费用。这通常包括所有地牌、其他在法术力费用的位置上没有法术力符号的牌、衍生物(除非派出其的效应特别注明),以及非传统万智牌卡牌。没有法术力费用表示无法被支付的费用(参见规则118.6)。使用地无须支付任何费用(参见规则305,“地”)。"}, {"chapter": "2", "id": "202.2.", "content": "202.2. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame.\n一个物件的颜色为其法术力费用中法术力符号的颜色,无论其边框的颜色。"}, {"chapter": "2", "id": "202.2a", "content": "202.2a The five colors are white, blue, black, red, and green. The white mana symbol is represented by {W}, blue by {U}, black by {B}, red by {R}, and green by {G}.\n颜色有五种:白、蓝、黑、红、绿。白色法术力符号由{W}表示、蓝色为{U}、黑色为{B}、红色为{R}、绿色为{G}。\nExample: An object with a mana cost of {2}{W} is white, an object with a mana cost of {2} is colorless, and one with a mana cost of {2}{W}{B} is both white and black.\n例如:一个法术力费用为{2}{W}的物件为白色,一个法术力费用为{2}的物件为无色,一个法术力费用为{2}{W}{B}的物件为白色和黑色。"}, {"chapter": "2", "id": "202.2b", "content": "202.2b Objects with no colored mana symbols in their mana costs are colorless.\n法术力费用中不包含有色法术力符号的物件为无色。"}, {"chapter": "2", "id": "202.2c", "content": "202.2c An object with two or more different colored mana symbols in its mana cost is each of the colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is not a requirement for a card to be multicolored.\n法术力费用中包含两种或以上不同有色法术力符号的物件,为这些法术力符号代表的每个颜色。大部分多色牌被印刷为金色边框,但这不是多色牌的必备条件。"}, {"chapter": "2", "id": "202.2d", "content": "202.2d An object with one or more hybrid mana symbols and/or Phyrexian mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. (Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See rule 107.4e.)\n法术力费用中包含一个或数个混血法术力符号和/或非瑞克西亚法术力符号的物件,在其原有颜色的基础上为这些法术力符号代表的所有颜色。(大多数法术力费用中包含混血法术力符号的牌被印刷为双色边框。参见规则107.4e。)"}, {"chapter": "2", "id": "202.2e", "content": "202.2e An object may have a color indicator printed to the left of the type line. That object is each color denoted by that color indicator. (See rule 204.)\n一个物件可能在它的类别栏左侧印有颜色标志。该物件是颜色标志所标识的每种颜色。(参见规则204。)"}, {"chapter": "2", "id": "202.2f", "content": "202.2f Effects may change an object’s color, give a color to a colorless object, or make a colored object become colorless; see rule 105.3.\n效应可以改变物件的颜色、赋予无色物件颜色或使有色物件成为无色;参见规则105.3。"}, {"chapter": "2", "id": "202.3.", "content": "202.3. The mana value of an object is a number equal to the total amount of mana in its mana cost, regardless of color.\n物件的法术力值为一个数字,该数字等于其法术力费用中所有法术力的总和,与其颜色无关。\nExample: A mana cost of {3}{U}{U} translates to a mana value of 5.\n例如:一个法术力费用为{3}{U}{U},其法术力值为5。"}, {"chapter": "2", "id": "202.3a", "content": "202.3a The mana value of an object with no mana cost is 0, unless that object is the back face of a nonmodal double-faced permanent or spell, or it is a melded permanent.\n没有法术力费用的物件,其法术力值为0,除非该物件是非模式双面永久物或咒语的背面、或是已融合的永久物。"}, {"chapter": "2", "id": "202.3b", "content": "202.3b The mana value of the back face of a nonmodal double-faced permanent or spell’s back face is calculated as though it had the mana cost of its front face. If a permanent or spell is a copy of the back face of a nonmodal double-faced object (even if the card representing that copy is itself a double-faced card), the mana value of the copy is 0.\n在计算非模式双面永久物或咒语背面的法术力值时,视为其具有正面的法术力费用。如果某永久物或咒语是一个非模式双面物件背面的复制品,该复制品的法术力值为0(即使作为复制品的牌本身也是一张双面牌)。\nExample: Huntmaster of the Fells is a nonmodal double-faced card with mana cost {2}{R}{G}. Its mana value is 4. After it transforms to its other face (Ravager of the Fells), its mana value remains 4.\n例如:堕者猎师是一张非模式双面牌,其法术力费用为{2}{R}{G}。其法术力值为4。当它转化到另一面(堕者噬兽)时,其法术力值仍是4。\nExample: A Clone enters the battlefield as a copy of Ravager of the Fells. Its mana value is 0.\n例如:一个仿生妖作为堕者噬兽的复制品进入战场。其法术力值为0。\nExample: Insectile Aberration is the back face of a nonmodal double-faced card whose front face has mana cost {U}. It becomes a copy of Ravager of the Fells. Its mana value becomes 0.\n例如:昆虫变体是一张非模式双面牌的背面,其正面的法术力费用是{U}。它成为堕者噬兽的复制品。其法术力值成为0。"}, {"chapter": "2", "id": "202.3c", "content": "202.3c The mana value of a melded permanent is calculated as though it had the combined mana cost of the front faces of each card that represents it. If a permanent is a copy of a melded permanent (even if that copy is represented by two other meld cards), the mana value of the copy is 0.\n已融合的永久物之法术力值为表示该永久物之正面两张牌之法术力值的总和。如果某永久物复制了已融合的永久物,则复制品的法术力值为0(即使该复制品是由另外两张融合牌所表示也是一样)。参见规则202.3c。"}, {"chapter": "2", "id": "202.3d", "content": "202.3d The mana value of a split card not on the stack or of a fused split spell on the stack is determined from the combined mana costs of its halves. Otherwise, while a split card is on the stack, the mana value of the spell is determined by the mana cost of the half that was chosen to be cast. See rule 709, “Split Cards.”\n不在堆叠上的连体牌、或堆叠上的已融咒的连体咒语之法术力值根据该牌两边的法术力费用相加后计算。除此之外,当连体牌在堆叠上时,该咒语的法术力值根据所选择被施放的那一边的法术力费用来计算。"}, {"chapter": "2", "id": "202.3e", "content": "202.3e When calculating the mana value of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.\n在计算法术力费用中包含{X}的物件的法术力值时,于该物件不在堆叠中时X视同0,于该物件在堆叠中时X视同其被选择的数字。"}, {"chapter": "2", "id": "202.3f", "content": "202.3f When calculating the mana value of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol.\n在计算法术力费用中包含混血法术力符号的物件的法术力值时,使用每个混血符号中较大的半边。\nExample: The mana value of a card with mana cost {1}{W/U}{W/U} is 3.\n例如:一张法术力费用为{1}{W/U}{W/U}的牌,其法术力值为3。\nExample: The mana value of a card with mana cost {2/B}{2/B}{2/B} is 6.\n例如:一张法术力费用为{2/B}{2/B}{2/B}的牌,其法术力值为6。"}, {"chapter": "2", "id": "202.3g", "content": "202.3g Each Phyrexian mana symbol in a card’s mana cost contributes 1 to its mana value.\n一张牌法术力费用中的每个非瑞克西亚法术力符号都为其法术力值添加1。\nExample: The mana value of a card with mana cost {1}{W/P}{W/P} is 3.\n例如:一张法术力费用为{1}{W/P}{W/P}的牌之法术力值为3。"}, {"chapter": "2", "id": "202.4.", "content": "202.4. Any additional cost listed in an object’s rules text or imposed by an effect isn’t part of the mana cost. (See rule 601, “Casting Spells.”) Such costs are paid at the same time as the spell’s other costs.\n物件的规则叙述中列出的或是受效应影响而须支付的额外费用,均不是其法术力费用的一部分。(参见规则601,“施放咒语”。)这些费用在支付该咒语其他费用的同时支付。"}, {"chapter": "2", "id": "203.", "content": "203. Illustration\n图片"}, {"chapter": "2", "id": "203.1.", "content": "203.1. The illustration is printed on the upper half of a card and has no effect on game play. For example, a creature doesn’t have the flying ability unless stated in its rules text, even if it’s depicted as flying.\n印在牌的上半部,与游戏并无关联。例如,一个规则叙述中不具有飞行异能的生物不具有飞行异能,即使其在图片中飞行。"}, {"chapter": "2", "id": "204.", "content": "204. Color Indicator\n颜色标志"}, {"chapter": "2", "id": "204.1.", "content": "204.1. The color indicator is printed to the left of the type line directly below the illustration. It consists of a circular symbol filled in with one or more colors. A color indicator is usually found on nonland cards without a mana cost.\n颜色标志被印在类别栏左侧,图片正下方。它是一个包含一种或几种颜色的圆形标志。颜色标志一般在没有法术力费用的非地牌上出现。"}, {"chapter": "2", "id": "204.2.", "content": "204.2. An object with a color indicator is each color denoted by that color indicator.\n具有颜色标志的物件是其颜色标志所标识的每种颜色。"}, {"chapter": "2", "id": "205.", "content": "205. Type Line\n类别栏"}, {"chapter": "2", "id": "205.1.", "content": "205.1. The type line is printed directly below the illustration. It contains the card’s card type(s). It also contains the card’s subtype(s) and supertype(s), if applicable.\n类别栏印在图片的下方。它包含牌的牌张类别。它还包含牌的超类别和副类别(如果有的话)。"}, {"chapter": "2", "id": "205.1a", "content": "205.1a Some effects set an object’s card type. In most such cases, the new card type(s) replaces any existing card types. However, an object with either the instant or sorcery card type retains that type. Counters, stickers, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when an effect sets one or more of an object’s subtypes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object’s card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object’s card type is removed. Removing an object’s subtype doesn’t affect its card types at all.\n一些效应会改变物件的牌张类别。在大多数情况下,新的牌张类别会取代所有原本的类别。但是,具有瞬间或法术牌张类别的物件会保留该类别。指示物、贴纸、效应,以及该物件上所标记的伤害依然保留,即使它们对新的类别没有任何意义。同样的,当物件的副类别改变时,新的副类别会取代相对应的同类副类别(生物类别、地类别、神器类别、结界类别、鹏洛客类别,或咒语类别)。如果一个物件的牌张类别被移除,该物件的所有副类别只有在它同样属于该物件现有牌张类别的情况下保留;否则它们会在该物件的牌张类别被移除的过程中同样被移除。移除物件的副类别不会影响到该物件的牌张类别。"}, {"chapter": "2", "id": "205.1b", "content": "205.1b Some effects change an object’s card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object’s prior card types, supertypes, and subtypes are retained. This rule applies to effects that use phrases such as “in addition to its other types” or that state that something is “still a [type, supertype, or subtype].” Some effects state that an object becomes an “artifact creature”; these effects also allow the object to retain all of its prior card types and subtypes. Some effects state that an object becomes a “[creature type or types] artifact creature”; these effects also allow the object to retain all of its prior card types and subtypes other than creature types, but replace any existing creature types.\n一些效应会改变物件的牌张类别、超类别,或副类别,但依然保留其原先的某些牌张类别、超类别或副类别。在此情况下,所有该物件原本的类别、超类别与副类别均会保留。此规则适用于诸如“且仍具有原本类别”的效应(译注:中文版中此叙述有另一种译法:“额外具有[类别]此类别”),或是注明该物件“仍然是[类别]”。一些效应令物件成为“神器生物”;此效应同样允许该物件保留所有原有的牌张类别与副类别。一些效应令物件成为“[生物类别]神器生物”;此效应同样允许该物件保留所有原有的牌张类别与生物类别之外的副类别,但原有的生物类别会被替换。\nExample: An ability reads, “All lands are 1/1 creatures that are still lands.” The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability’s effect applied to them, those lands would become “artifact land creatures,” not just “creatures,” or “land creatures.” The effect allows them to retain both the artifact and land card types. In addition, each land affected by the ability retains any land types and supertypes it had before the ability took effect.\n例如:某效应为“所有地都是1/1生物,且仍是地”。受此效应影响的地具有两种牌张类别:生物和地。若在此效应影响之前,某些地已具有神器的类别,则这些地会成为“神器地生物”,而不只是“生物”或“地生物”。此效应使其保留神器和地的牌张类别。此外,每个受此效应影响的地保留其在效应生效前具有的异能和超类别。\nExample: An ability reads, “All artifacts are 1/1 artifact creatures.” If a permanent is both an artifact and an enchantment, it will become an artifact enchantment creature.\n例如:某异能为“所有神器都是1/1的神器生物”。如果一个永久物既是神器又是结界,它将成为“神器结界生物”。"}, {"chapter": "2", "id": "205.2.", "content": "205.2. Card Types\n牌张类别"}, {"chapter": "2", "id": "205.2a", "content": "205.2a The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, kindred, land, phenomenon, plane, planeswalker, scheme, sorcery, and vanguard. See section 3, “Card Types.”\n牌张类别包括神器、战役、诡局、生物、地城、结界、瞬间、亲缘、地、异象、时空、鹏洛客、邪计、法术,以及先锋。参见第3章,“牌张类别”。"}, {"chapter": "2", "id": "205.2b", "content": "205.2b Some objects have more than one card type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their card types.\n一些物件具有多种牌张类别(例如,神器生物)。任何会影响到其中任一牌张类别的效应,都会影响到此物件。"}, {"chapter": "2", "id": "205.2c", "content": "205.2c Tokens have card types even though they aren’t cards. The same is true of copies of spells and copies of cards.\n衍生物虽然不是牌但具有牌张类别。咒语的复制品和牌的复制品亦是如此。"}, {"chapter": "2", "id": "205.3.", "content": "205.3. Subtypes\n副类别"}, {"chapter": "2", "id": "205.3a", "content": "205.3a A card can have one or more subtypes printed on its type line.\n牌可以在其类别栏上印有一种或多种副类别。"}, {"chapter": "2", "id": "205.3b", "content": "205.3b Subtypes of each card type except creature and plane are always single words and are listed after a long dash. Each word after the dash is a separate subtype. Subtypes of creature cards are one or two words and are listed after a long dash. Each word or two-word phrase, as listed in rule 205.3m, is a separate subtype. Objects other than planes may have multiple subtypes. Subtypes of planes are also listed after a long dash, but may be multiple words; all words after the dash are, collectively, a single subtype.\n生物及时空以外的牌张类别所具有的副类别都是单独的一个英文单词,在一条长横线后列出。此横线后面的每一个单词都分别是一种副类别。生物牌所具有的副类别可能是一个或两个英文单词,在一条长横线后列出。规则205.3m中列出的每一个单词或词组都分别是一种副类别。除时空外的物件可以有多种副类别。时空的副类别同样在长横线后列出,但可能为数个英文单词。在长横线后的单词为一个单一的副类别。(译注:中文版之副类别都是单独的一个词,且接在“~”符号后面;各副类别中间以“/”符号区隔。)\nExample: “Basic Land — Mountain” means the card is a land with the subtype Mountain. “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard. “Artifact — Equipment” means the card is an artifact with the subtype Equipment.\n例如:“基本地~山脉”意指该牌是具有山脉此副类别的地。“生物~鬼怪/法术师”意指该牌是同时具有鬼怪和法术师两种副类别的生物。“神器~武具”意指该牌是具有武具此副类别的神器。"}, {"chapter": "2", "id": "205.3c", "content": "205.3c If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.\n如果一张牌有多种类别,且有一种或多种副类别,则每种副类别都只与其对应的牌张类别有关联。\nExample: Dryad Arbor’s type line says “Land Creature — Forest Dryad.” Forest is a land type, and Dryad is a creature type.\n例如:树灵乔木的类别为“地生物~树林/树灵”。树林是一种地类别,树灵是一种生物类别。"}, {"chapter": "2", "id": "205.3d", "content": "205.3d An object can’t gain a subtype that doesn’t correspond to one of that object’s types.\n一个物件不能得到不对应该物件任何类别的副类别。"}, {"chapter": "2", "id": "205.3e", "content": "205.3e If an effect instructs a player to choose a subtype, that player must choose one, and only one, existing subtype, and the subtype must be for the appropriate card type. For example, the player can’t choose a land type if an instruction requires choosing a creature type.\n如果一个叙述要求牌手选择一种副类别,则其必须而且只能选择一种已存在的副类别,且该选择必须符合该牌张类别。例如,若某叙述要求牌手选择一种生物类别,则其不能选择地类别中的一种。\nExample: When choosing a creature type, “Merfolk” or “Wizard” is acceptable, but “Merfolk Wizard” is not. Words like “artifact,” “opponent,” “Swamp,” or “truck” can’t be chosen because they aren’t creature types.\n例如:当选择一种生物类别时,可以选择“人鱼”或者“法术师”,但是不能选择“人鱼/法术师”。不能选择类似“神器”、“对手”、“沼泽”,或者“卡车”等等,是因为它们不是生物类别。"}, {"chapter": "2", "id": "205.3f", "content": "205.3f Many cards were printed with subtypes that are now obsolete. Many cards have retroactively received subtypes. Use the Oracle card reference to determine what a card’s subtypes are. (See rule 108.1.)\n很多牌所印刷的副类别已经不再适用。很多牌得到了新的副类别。使用Oracle牌张参考文献来确认一张牌的副类别。(参见规则108.1。)"}, {"chapter": "2", "id": "205.3g", "content": "205.3g Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Attraction (see rule 717), Blood, Bobblehead, Clue, Contraption, Equipment (see rule 301.5), Food, Fortification (see rule 301.6), Gold, Incubator, Infinity, Junk, Lander, Map, Mutagen, Powerstone, Spacecraft, Stone, Treasure, and Vehicle (see rule 301.7).\n神器具有其特有的副类别;这些副类别被称为神器类别。神器类别包括景点(参见规则717)、血滴、娃娃、线索、机巧、武具(参见规则301.5)、食品、工事(参见规则301.6)、黄金、抚育器、无限[Infinity]、废料、探地器[Lander]、地图、突变剂[Mutagen]、魔力石、太空船[Spacecraft]、原石[Stone]、珍宝、以及载具(参见规则301.7)。"}, {"chapter": "2", "id": "205.3h", "content": "205.3h Enchantments have their own unique set of subtypes; these subtypes are called enchantment types. The enchantment types are Aura (see rule 303.4), Background, Cartouche, Case (see rule 719), Class (see rule 716), Curse, Role (see rule 303.7), Room, Rune, Saga (see rule 714), Shard, and Shrine.\n结界具有其特有的副类别,这些副类别被称为结界类别。结界类别包括灵气(参见规则303.4)、身世、魔符、案件(参见规则719)、职业(参见规则716)、诅咒、角色(参见规则303.7)、隔间、符文、传纪(参见规则714)、碎片、以及祭祠。"}, {"chapter": "2", "id": "205.3i", "content": "205.3i Lands have their own unique set of subtypes; these subtypes are called land types. The land types are Cave, Desert, Forest, Gate, Island, Lair, Locus, Mine, Mountain, Plains, Planet, Power-Plant, Sphere, Swamp, Tower, Town, and Urza’s. Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6.\n地具有其特有的副类别,这些副类别被称为地类别。地类别包括洞窟、沙漠、树林、门、海岛、巢穴、处所、矿脉、山脉、平原、行星[Planet]、动力炉、域界、沼泽、塔、市镇[Town],以及克撒的。此列表中,树林、海岛、山脉、平原、沼泽是基本地类别。参见规则305.6。"}, {"chapter": "2", "id": "205.3j", "content": "205.3j Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Aminatou, Angrath, Arlinn, Ashiok, Bahamut, Basri, Bolas, Calix, Chandra, Comet, Dack, Dakkon, Daretti, Davriel, Dihada, Domri, Dovin, Ellywick, Elminster, Elspeth, Estrid, Freyalise, Garruk, Gideon, Grist, Guff, Huatli, Jace, Jared, Jaya, Jeska, Kaito, Karn, Kasmina, Kaya, Kiora, Koth, Liliana, Lolth, Lukka, Minsc, Mordenkainen, Nahiri, Narset, Niko, Nissa, Nixilis, Oko, Quintorius, Ral, Rowan, Saheeli, Samut, Sarkhan, Serra, Sivitri, Sorin, Szat, Tamiyo, Tasha, Teferi, Teyo, Tezzeret, Tibalt, Tyvar, Ugin, Urza, Venser, Vivien, Vraska, Vronos, Will, Windgrace, Wrenn, Xenagos, Yanggu, Yanling, and Zariel.\n鹏洛客具有其特有的副类别,这些副类别被称为鹏洛客类别。鹏洛客类别包括阿耶尼、阿米娜图、安戈斯、雅琳、安梭苛、巴哈姆特、巴席利、波拉斯、凯利斯、茜卓、慧慧[Comet]、戴克、达肯、达雷迪、达夫黎、迪哈达、多密、多温、艾利薇、伊尔明斯特、艾紫培、艾丝翠、妃雅丽兹、贾路、基定、格蕊斯、古夫、华特莉、杰斯、贾瑞、雅亚、洁丝卡、魁渡、卡恩、克蜜娜、卡娅、奇奥拉、寇斯、莉莲娜、罗丝、卢卡、明斯克、魔邓肯、娜希丽、娜尔施、尼科、妮莎、尼希兹、瓯柯、昆托力、拉尔、萝婉、莎希莉、撒姆特、萨坎、撒拉、希维缇、索霖、刹特、多美代、塔莎、泰菲力、泰佑、泰兹瑞、提勃、泰瓦、乌金、克撒、凡瑟、薇薇安、瓦丝卡、伏罗诺斯、威尔、风华、芮恩、谢纳戈斯、旸谷,燕灵,以及扎瑞尔。"}, {"chapter": "2", "id": "205.3k", "content": "205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Adventure, Arcane, Lesson, Omen, and Trap.\n瞬间和法术共享副类别;这些副类别被称为咒语类别。咒语类别包括历险、古咒、课程、预兆,以及陷阱。"}, {"chapter": "2", "id": "205.3m", "content": "205.3m Creatures and kindreds share their lists of subtypes; these subtypes are called creature types. One creature type is two words long: Time Lord. All other creature types are one word long: Advisor, Aetherborn, Alien, Ally, Angel, Antelope, Ape, Archer, Archon, Armadillo, Army, Artificer, Assassin, Assembly-Worker, Astartes, Atog, Aurochs, Avatar, Azra, Badger, Balloon, Barbarian, Bard, Basilisk, Bat, Bear, Beast, Beaver, Beeble, Beholder, Berserker, Bird, Bison, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Capybara, Caribou, Carrier, Cat, Centaur, Child, Chimera, Citizen, Cleric, Clown, Cockatrice, Construct, Coward, Coyote, Crab, Crocodile, C’tan, Custodes, Cyberman, Cyclops, Dalek, Dauthi, Demigod, Demon, Deserter, Detective, Devil, Dinosaur, Djinn, Doctor, Dog, Dragon, Drake, Dreadnought, Drix, Drone, Druid, Dryad, Dwarf, Echidna, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Employee, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Fractal, Frog, Fungus, Gamer, Gargoyle, Germ, Giant, Gith, Glimmer, Gnoll, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guest, Hag, Halfling, Hamster, Harpy, Hedgehog, Hellion, Hero, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Inkling, Inquisitor, Insect, Jackal, Jellyfish, Juggernaut, Kangaroo, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Llama, Lamia, Lammasu, Leech, Lemur, Leviathan, Lhurgoyf, Licid, Lizard, Lobster, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mite, Mole, Monger, Mongoose, Monk, Monkey, Moogle, Moonfolk, Mount, Mouse, Mutant, Myr, Mystic, Nautilus, Necron, Nephilim, Nightmare, Nightstalker, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Otter, Ouphe, Ox, Oyster, Pangolin, Peasant, Pegasus, Pentavite, Performer, Pest, Phelddagrif, Phoenix, Phyrexian, Pilot, Pincher, Pirate, Plant, Platypus, Porcupine, Possum, Praetor, Primarch, Prism, Processor, Qu, Rabbit, Raccoon, Ranger, Rat, Rebel, Reflection, Rhino, Rigger, Robot, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scientist, Scion, Scorpion, Scout, Sculpture, Seal, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Shark, Sheep, Siren, Skeleton, Skunk, Slith, Sliver, Sloth, Slug, Snail, Snake, Soldier, Soltari, Sorcerer, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Symbiote, Synth, Tentacle, Tetravite, Thalakos, Thopter, Thrull, Tiefling, Toy, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Tyranid, Unicorn, Utrom, Vampire, Varmint, Vedalken, Villain, Volver, Wall, Walrus, Warlock, Warrior, Weasel, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.\n生物和亲缘共享其副类别列表;这些副类别被称为生物类别。有一种生物类别是两个单词:时间领主[Time Lord]。其他生物类别都是一个单词:参谋、乙太种、外星人、伙伴、天使、羚羊、猿猴、弓箭手、统领、犰狳、军队、神器师、杀手、组装工人、阿斯塔特、阿托格、原牛、圣者、亚札人、獾、气球[Balloon]、野蛮人、诗人、蜥怪、蝙蝠、熊、野兽、河狸、哔宝精、眼魔、狂战士、鸟、野牛[Bison]、光蛾、野猪、信使、丛枝兽、卡马利、骆驼、水豚、驯鹿、病媒、猫、半人马、儿童[Child]、盖美拉、市民、僧侣、小丑[Clown]、石化鸡蛇、组构体、懦夫、郊狼、蟹、鳄鱼、星神、禁军、赛博人[Cyberman]、独眼巨人、戴立克[Dalek]、道西、半神、恶魔、逃亡者[Deserter]、侦探、魔鬼、恐龙、巨灵、医生、狗、龙、龙兽、无畏舰、卓兹人[Drix]、奴兽、德鲁伊、树灵、矮人、针鼹[Echidna]、魔神、蛋、长老、奥札奇、元素、象、妖精、麋鹿、雇员[Employee]、眼、仙灵、雪貂[Ferret]、鱼、旗手、狐、分灵、蛙、真菌、玩家[Gamer]、石像鬼、病菌、巨人、吉斯人、烁光体[Glimmer]、豺狼人、地侏、山羊、鬼怪、神、魔像、蛇发妖、墓生、怪灵、狮鹫、宾客[Guest]、巫婆、半身人、仓鼠、哈痞、刺猬[Hedgehog]、地狱兽、英雄、河马、骏鹰、荷马利、造妖、惊惧兽、马、人类、多头龙、鬣狗、虚影、小恶魔、化身、墨灵、审判官、昆虫、豺狼、水母、攻城巨车、袋鼠[Kangaroo]、卡甫、麒麟、洁英、骑士、鬼崽、寇族、巨海兽、骆马、拉弥亚、拉玛苏、蛭、狐猴[Lemur]、海怪、拉高耶夫、立吸怪、蜥蜴、龙虾[Lobster]、翼狮、异狮、佣兵、人鱼、仿索蓝人、奴仆、牛头怪、虫械、鼹鼠、贩商、猫鼬、修行僧、猴、莫古力[Moogle]、月人、坐骑、家鼠、突变体、秘耳、秘教徒、鹦鹉螺、太空死灵、巨神灵、梦魇、夜潜魔、忍者、贵族、诺格、游牧人、宁芙、章鱼、食人魔、流浆、法球[Orb]、半兽人、欧格、水獭、奥夫、牛、牡蛎、穿山甲、平民、飞马、分节、演员[Performer]、害虫、紫河马、凤凰、非瑞人、驾手、钳手、海盗、植物、鸭嘴兽[Platypus]、豪猪、负鼠、魔判官、原体、棱镜、噬体、食族[Qu]、兔、浣熊、游侠、老鼠、反抗军、映影、犀牛、整备师、机器人、浪客、紫貂、火蜥蜴、武士、砂、腐生物、羊蹄人、稻草人、科学家、孽裔、蝎子、斥候、雕像[Sculpture]、海豹[Seal]、农奴、巨蛇、自动机、阴魂、祭师、变形兽、鲨鱼、绵羊、塞连、骷髅妖、臭鼬、斯立兹、裂片妖、树懒、蛞蝓、蜗牛、蛇、士兵、索泰利、术士[Sorcerer]、后裔、幽灵、塑法师、史芬斯、蜘蛛、钉兽、精怪、碎裂[Splinter]、海绵、乌贼、松鼠、海星、苏拉卡、求生者[Survivor]、共生体[Symbiote]、合成人、触手、四分节[Tetravite]、萨拉卡斯、振翼机、索尔兽、魔人、玩具[Toy]、树妖、三叶虫、三分节、巨魔、龟、泰伦虫族、独角兽、乌创[Utrom]、吸血鬼、害兽、维多肯、反派[Villain]、进化体、墙、海象、邪术师、战士、鼬鼠[Weasel]、怪奇、狼人、鲸鱼、法术师、狼、狼獾、袋熊、蠕虫、鬼魂、亚龙、雪怪、灵俑、无面鬼。"}, {"chapter": "2", "id": "205.3n", "content": "205.3n Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are The Abyss, Alara, Alfava Metraxis, Amonkhet, Androzani Minor, Antausia, Apalapucia, Arcavios, Arkhos, Avishkar, Azgol, Belenon, Bolas’s Meditation Realm, Capenna, Cridhe, The Dalek Asylum, Darillium, Dominaria, Earth, Echoir, Eldraine, Equilor, Ergamon, Fabacin, Fiora, Gallifrey, Gargantikar, Gobakhan, Horsehead Nebula, Ikoria, Innistrad, Iquatana, Ir, Ixalan, Kaldheim, Kamigawa, Kandoka, Karsus, Kephalai, Kinshala, Kolbahan, Kylem, Kyneth, The Library, Lorwyn, Luvion, Mars, Mercadia, Mirrodin, Moag, Mongseng, Moon, Muraganda, Necros, New Earth, New Phyrexia, Outside Mutter’s Spiral, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra’s Realm, Shadowmoor, Shandalar, Shenmeng, Skaro, Spacecraft, Tarkir, Theros, Time, Trenzalore, Ulgrotha, Unknown Planet, Valla, Vryn, Wildfire, Xerex, Zendikar, and Zhalfir.\n时空具有其特有的副类别,这些副类别被称为时空类别。时空类别包括邃狱、阿拉若、阿尔法瓦·梅特拉西斯[Alfava Metraxis]、阿芒凯、小安德洛赞尼[Androzani Minor]、安陶西亚、阿帕拉普西亚[Apalapucia]、阿凯维沃、阿科斯[Arkhos]、阿维什卡[Avishkar]、阿兹戈尔、贝列侬、波拉斯冥想域[Bolas’s Meditation Realm]、卡佩纳、克莱哲、戴立克疯人院[The Dalek Asylum]、达勒里恩[Darillium]、多明纳里亚、地球[Earth]、埃圭尔、艾卓、埃奎罗、厄加蒙、法巴辛、翡欧拉、迦里弗莱[Gallifrey]、庞巨地、高巴汗、马头星云[Horsehead Nebula]、依克黎、依尼翠、伊夸塔纳、伊尔、依夏兰、凯德海姆、神河、坎多卡[Kandoka]、卡瑟斯[Karsus]、喀法莱[Kephalai]、金沙拉[Kinshala]、科尔帕罕[Kolbahan]、凯勒姆、凯奈斯[Kyneth]、图书馆[The Library]、洛温、卢维恩[Luvion]、火星[Mars]、玛凯迪亚、秘罗地、墨格、蒙森、月球[Moon]、莫甘达、亡灵星[Necros]、新地球[New Earth]、新非瑞克西亚、玛特螺旋外部[Outside Mutter's Spiral]、非瑞克西亚、派鲁利亚、拉拜亚、瑞斯、拉尼卡、瑞格沙、塞哥维亚、撒拉的圣域、暗影荒原、山德拉、蜃梦、斯卡罗[Skaro]、宇宙飞船[Spacecraft]、鞑契、塞洛斯、时间星球[Time]、坦泽罗[Trenzalore]、厄格罗沙、无名星球[Unknown Planet]、瓦拉、维林、野火、兹雷兹、赞迪卡、赛费尔。"}, {"chapter": "2", "id": "205.3p", "content": "205.3p One dungeon card (Undercity) has a subtype; this subtype is called a dungeon type. That dungeon type is Undercity.\n一张地城牌(地底城)具有副类别;此副类别被称为地城类别。该地城类别是地底城。"}, {"chapter": "2", "id": "205.3q", "content": "205.3q Battles have a unique subtype, called a battle type. That battle type is Siege.\n战役具有其特有的副类别,这些副类别被称为战役类别。战役类别包括围攻。"}, {"chapter": "2", "id": "205.3r", "content": "205.3r Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes.\n异象牌、邪计牌、先锋牌和诡局牌没有副类别。"}, {"chapter": "2", "id": "205.4.", "content": "205.4. Supertypes\n超类别"}, {"chapter": "2", "id": "205.4a", "content": "205.4a An object can have one or more supertypes. A card’s supertypes are printed directly before its card types. The supertypes are basic, legendary, ongoing, snow, and world.\n一个物件可以同时拥有一种或数种超类别。一张牌的超类别印在它的牌张类别之前。超类别包括基本、传奇、雪境、长效、普世。"}, {"chapter": "2", "id": "205.4b", "content": "205.4b An object’s supertype is independent of its card type and subtype, even though some supertypes are closely identified with specific card types. Changing an object’s card types or subtypes won’t change its supertypes. Changing an object’s supertypes won’t change its card types or subtypes. When an object gains or loses a supertype, it retains any other supertypes it had.\n一个物件的超类别与其牌张类别和副类别无关,即使一些超类别与某些牌张类别有紧密的关联。改变物件的牌张类别或副类别并不会影响到其超类别。改变物件的超类别不会影响到其牌张类别或副类别。当物件得到或失去超类别时,它会保留其他的超类别。\nExample: An ability reads, “All lands are 1/1 creatures that are still lands.” If any of the affected lands were legendary, they are still legendary.\n例如:某异能为“所有地都是1/1的生物,且仍是地”。若在此效应影响之前,某些地已经为传奇,则这些地依旧为传奇。"}, {"chapter": "2", "id": "205.4c", "content": "205.4c Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type.\n具有超类别“基本”的地是基本地。任何不具有该超类别的地为非基本地,即使其具有基本地类别。\nCards printed in sets prior to the Eighth Edition core set didn’t use the word “basic” to indicate a basic land. Cards from those sets with the following names are basic lands and have received errata in the Oracle card reference accordingly: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp.\n在核心第八版之前的版本,没有使用关键字“基本”来标识基本地。这些版本具有以下名称的便为基本地,且具有相对应的Oracle牌张参考文献勘误:树林、海岛、山脉、平原、沼泽、覆雪树林、覆雪海岛、覆雪山脉、覆雪平原、覆雪沼泽。"}, {"chapter": "2", "id": "205.4d", "content": "205.4d Any permanent with the supertype “legendary” is subject to the state-based action for legendary permanents, also called the “legend rule” (see rule 704.5j).\n具有超类别“传奇”的永久物,是传奇永久物状态动作生效的对象,该规则也被称作“传奇规则”(参见规则704.5j)。"}, {"chapter": "2", "id": "205.4e", "content": "205.4e Any instant or sorcery spell with the supertype “legendary” is subject to a casting restriction. A player can’t cast a legendary instant or sorcery spell unless that player controls a legendary creature or a legendary planeswalker.\n具有超类别“传奇”的瞬间或法术咒语受施放限制的影响。除非牌手操控传奇生物或传奇鹏洛客,否则其不能施放传奇瞬间或法术咒语。"}, {"chapter": "2", "id": "205.4f", "content": "205.4f Any permanent with the supertype “world” is subject to the state-based action for world permanents, also called the “world rule” (see rule 704.5k).\n具有超类别“普世”的永久物,是普世永久物状态动作生效的对象,该规则也被称作“普世规则”(参见规则704.5k)。"}, {"chapter": "2", "id": "205.4g", "content": "205.4g Any permanent with the supertype “snow” is a snow permanent. Any permanent that doesn’t have this supertype is a nonsnow permanent, regardless of its name.\n具有超类别“雪境”的永久物为雪境永久物。任何不具有该超类别的永久物为非雪境永久物,无论其名称。"}, {"chapter": "2", "id": "205.4h", "content": "205.4h Any scheme card with the supertype “ongoing” is exempt from the state-based action for schemes (see rule 704.6e).\n具有超类别“长效”的邪计牌不受邪计牌相关的状态动作之影响。(参见规则704.6e。)"}, {"chapter": "2", "id": "206.", "content": "206. Expansion Symbol\n版本符号"}, {"chapter": "2", "id": "206.1.", "content": "206.1. The expansion symbol indicates which Magic set a card is from. It’s a small icon normally printed below the right edge of the illustration. It has no effect on game play.\n版本符号表示此牌属于万智牌的哪个系列。它是一个小标志,通常是印在图片的右下方。它对进行游戏没有任何效果。"}, {"chapter": "2", "id": "206.2.", "content": "206.2. The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic land. A purple symbol signifies a special rarity; to date, only the Time Spiral™ “timeshifted” cards, which were rarer than that set’s rare cards, have had purple expansion symbols. (Prior to the Exodus™ set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, with the exception of the Simplified Chinese Fifth Edition core set, Magic core sets didn’t have expansion symbols at all.)\n版本符号的颜色表示此牌在该系列中的稀有度。橘红色符号代表秘稀牌。金色符号代表稀有牌。银色符号代表非普通牌。黑色或白色符号代表普通牌或基本地牌。紫色符号代表特殊稀有度;到目前为止,只有时间漩涡™的“时间转移牌”属于特殊稀有度,并拥有紫色版本符号。(在出瑞斯记™之前的系列,所有稀有度的版本符号都是黑色。在核心第六版之前,除简体中文核心第五版以外,万智牌的核心系列都没有版本符号。)"}, {"chapter": "2", "id": "206.3.", "content": "206.3. Previously, a spell or ability that affected cards from a particular set checked for that set’s expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards “with a name originally printed” in a particular set.\n之前,一个影响某个特殊版本中牌的咒语或异能检查该版本的版本符号。这些牌在Oracle牌张参考文献中得到了勘误,它们影响“具有在某特殊版本中最初印刷之名称”的牌。"}, {"chapter": "2", "id": "206.3a", "content": "206.3a One card (City in a Bottle) refers to permanents and cards with a name originally printed in the Arabian Nights™ expansion. Those names are Abu Ja’far, Aladdin, Aladdin’s Lamp, Aladdin’s Ring, Ali Baba, Ali from Cairo, Army of Allah, Bazaar of Baghdad, Bird Maiden, Bottle of Suleiman, Brass Man, Camel, City in a Bottle, City of Brass, Cuombajj Witches, Cyclone, Dancing Scimitar, Dandân, Desert, Desert Nomads, Desert Twister, Diamond Valley, Drop of Honey, Ebony Horse, Elephant Graveyard, El-Hajjâj, Erg Raiders, Erhnam Djinn, Eye for an Eye, Fishliver Oil, Flying Carpet, Flying Men, Ghazbán Ogre, Giant Tortoise, Guardian Beast, Hasran Ogress, Hurr Jackal, Ifh-Biff Efreet, Island Fish Jasconius, Island of Wak-Wak, Jandor’s Ring, Jandor’s Saddlebags, Jeweled Bird, Jihad, Junún Efreet, Juzám Djinn, Khabál Ghoul, King Suleiman, Kird Ape, Library of Alexandria, Magnetic Mountain, Merchant Ship, Metamorphosis, Mijae Djinn, Moorish Cavalry, Nafs Asp, Oasis, Old Man of the Sea, Oubliette, Piety, Pyramids, Repentant Blacksmith, Ring of Ma’rûf, Rukh Egg, Sandals of Abdallah, Sandstorm, Serendib Djinn, Serendib Efreet, Shahrazad, Sindbad, Singing Tree, Sorceress Queen, Stone-Throwing Devils, Unstable Mutation, War Elephant, Wyluli Wolf, and Ydwen Efreet.\n一张牌(瓶中之城[City in a Bottle])提及具有最初印刷在阿拉伯之夜™系列中之名称的永久物和牌。这些名称为阿布贾法尔[Abu Ja’far]、阿拉丁[Aladdin]、阿拉丁神灯、阿拉丁戒指、阿里巴巴、开罗的阿里[Ali from Cairo]、安拉的大军[Army of Allah]、巴格达市集[Bazaar of Baghdad]、少女鸟、苏利南的瓶子、黄铜人形、骆驼[Camel]、瓶中之城[City in a Bottle]、黄铜之都、孔坡棘女巫、气旋[Cyclone]、飞舞的弯刀、巨鱼丹丹、沙漠、沙漠游牧人[Desert Nomads]、沙漠龙卷风、钻石谷[Diamond Valley]、蜂蜜滴[Drop of Honey]、黝黑色的马[Ebony Horse]、大象坟场[Elephant Graveyard]、阿哈尔札、尔格骑队、厄罕巨灵、以眼还眼、鱼肝油、飞毯、飞空人、盖兹本食人魔、巨龟、守护兽[Guardian Beast]、哈斯朗女食人魔[Hasran Ogress]、亚非胡狼、伊夫毕夫魔神[Ifh-Biff Efreet]、岛鱼塞康利斯、瓦克瓦克岛[Island of Wak-Wak]、尊道的戒指[Jandor’s Ring]、尊道的鞍袋、宝石鸟[Jeweled Bird]、圣战[Jihad]、心宿魔战将、祖闪巨灵[Juzám Djinn]、喀伯食尸鬼[Khabál Ghoul]、苏利南国王[King Suleiman]、柯德猿猴、亚历山大图书馆[Library of Alexandria]、磁化岛山、商船[Merchant Ship]、变化型态[Metamorphosis]、米贾巨灵[Mijae Djinn]、摩尔骑兵、挪斯眼镜蛇、绿洲、海中老人[Old Man of the Sea]、密牢囚禁、虔敬、金字塔[Pyramids]、忏悔的铁匠、马鲁夫戒指[Ring of Ma’rûf]、鲁克鸟蛋、[Sandals of Abdallah]、阿布杜拉之鞋[Sandstorm]、细兰巨灵[Serendib Djinn]、细兰魔神、雪赫拉莎德[Shahrazad]、辛巴达、唱歌树[Singing Tree]、巫术女王、投石魔鬼[Stone-Throwing Devils]、不稳定性异变、战象[War Elephant]、威如力狼、耶温魔神[Ydwen Efreet]。"}, {"chapter": "2", "id": "206.3b", "content": "206.3b One card (Golgothian Sylex) refers to permanents with a name originally printed in the Antiquities™ expansion. Those names are Amulet of Kroog, Argivian Archaeologist, Argivian Blacksmith, Argothian Pixies, Argothian Treefolk, Armageddon Clock, Artifact Blast, Artifact Possession, Artifact Ward, Ashnod’s Altar, Ashnod’s Battle Gear, Ashnod’s Transmogrant, Atog, Battering Ram, Bronze Tablet, Candelabra of Tawnos, Circle of Protection: Artifacts, Citanul Druid, Clay Statue, Clockwork Avian, Colossus of Sardia, Coral Helm, Crumble, Cursed Rack, Damping Field, Detonate, Drafna’s Restoration, Dragon Engine, Dwarven Weaponsmith, Energy Flux, Feldon’s Cane, Gaea’s Avenger, Gate to Phyrexia, Goblin Artisans, Golgothian Sylex, Grapeshot Catapult, Haunting Wind, Hurkyl’s Recall, Ivory Tower, Jalum Tome, Martyrs of Korlis, Mightstone, Millstone, Mishra’s Factory, Mishra’s War Machine, Mishra’s Workshop, Obelisk of Undoing, Onulet, Orcish Mechanics, Ornithopter, Phyrexian Gremlins, Power Artifact, Powerleech, Priest of Yawgmoth, Primal Clay, The Rack, Rakalite, Reconstruction, Reverse Polarity, Rocket Launcher, Sage of Lat-Nam, Shapeshifter, Shatterstorm, Staff of Zegon, Strip Mine, Su-Chi, Tablet of Epityr, Tawnos’s Coffin, Tawnos’s Wand, Tawnos’s Weaponry, Tetravus, Titania’s Song, Transmute Artifact, Triskelion, Urza’s Avenger, Urza’s Chalice, Urza’s Mine, Urza’s Miter, Urza’s Power Plant, Urza’s Tower, Wall of Spears, Weakstone, Xenic Poltergeist, Yawgmoth Demon, and Yotian Soldier.\n一张牌(葛格斯同兆[Golgothian Sylex])提及具有最初印刷在古文明之战™系列中之名称的永久物。这些名称为萼城护身符、阿基夫考古学家[Argivian Archaeologist]、阿基夫铁匠[Argivian Blacksmith]、亚格斯碧仙[Argothian Pixies]、亚格斯树妖[Argothian Treefolk]、末日钟、神器冲击波[Artifact Blast]、控驭神器[Artifact Possession]、神器守护[Artifact Ward]、阿士诺的祭坛、阿士诺的战甲、阿士诺生化增幅机、阿托格、攻城槌、青铜碑、达硌士的烛台[Candelabra of Tawnos]、反神器保护环、西坦努德鲁伊[Citanul Druid]、黏土雕像、发条鸟、沙地亚巨像、珊瑚头盔、垮坏术、诅咒拷问、滞阻力场[Damping Field]、爆炸、札夫拿的修复术[Drafna's Restoration]、龙形引擎、矮人武器匠[Dwarven Weaponsmith]、能量泄裂、费顿的手杖、盖亚复仇者[Gaea's Avenger]、非瑞克西亚之门[Gate to Phyrexia]、鬼怪工匠[Goblin Artisans]、葛格斯同兆[Golgothian Sylex]、散弹投石器、作祟之风[Haunting Wind]、河鼓的召还、象牙塔、贾伦的巨著、寇利斯殉道者[Martyrs of Korlis]、强能石[Mightstone]、研磨石轮、米斯拉的工厂、米斯拉的战争机械、米斯拉的作坊[Mishra's Workshop]、取消之碑、安瑙纳、半兽人技师[Orcish Mechanics]、扑翼机、非瑞克西亚怪灵[Phyrexian Gremlins]、神器注能[Power Artifact]、能量吸取[Powerleech]、约格莫夫僧侣[Priest of Yawgmoth]、未塑型的黏土、拉卡石[Rakalite]、重筑[Reconstruction]、逆转极性[Reverse Polarity]、火箭炮[Rocket Launcher]、拉特南智者、变形侠、粉碎风暴、赛根之杖[Staff of Zegon]、废矿、苏其[Su-Chi]、艾比提碑[Tablet of Epityr]、达硌士之棺[Tawnos's Coffin]、达硌士的权杖、达硌士的兵器、四节兽、拷问台、泰坦尼亚之歌、神器易质[Transmute Artifact]、三臂铁人、克撒的复仇者、克撒的圣杯[Urza's Chalice]、克撒的矿脉、克撒的法冠[Urza's Miter]、克撒的动力炉、克撒的塔、长矛之墙、弱能石[Weakstone]、捣蛋鬼辛力、约格莫夫恶魔、佑天神将。"}, {"chapter": "2", "id": "206.3c", "content": "206.3c One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands™ expansion. Those names are Abbey Gargoyles; Abbey Matron; Aether Storm; Aliban’s Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki’s Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz’s Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan’s Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven’s Ferrets; Joven’s Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards’ School.\n一张牌(末日鸣钟[Apocalypse Chime])提及具有最初印刷在家园™系列中之名称的永久物。这些名称为修道院石像鬼、修道院舍监[Abbey Matron]、乙太风暴、阿里班之塔[Aliban's Tower]、伏击[Ambush]、伏击部队、安哈瓦保安官、安哈瓦旅店[An-Havva Inn]、安哈瓦镇区[An-Havva Township]、安瑟林遗迹[An-Zerrin Ruins]、阿那巴祖灵[Anaba Ancestor]、阿那巴保镖、阿那巴祭师、阿那巴灵艺师[Anaba Spirit Crafter]、末日鸣钟[Apocalypse Chime]、秋柳[Autumn Willow]、爱森修道院[Aysen Abbey]、爱森的官员、爱森圣战军[Aysen Crusader]、爱森大道[Aysen Highway]、巴奇的诅咒[Baki's Curse]、辛格氏男爵[Baron Sengir]、野兽行者[Beast Walkers]、黑色马车[Black Carriage]、破碎恶容、外甲壳、辛格氏城堡[Castle Sengir]、墓园大门[Cemetery Gate]、连锁停滞[Chain Stasis]、坎道尔[Chandler]、发条侏儒[Clockwork Gnomes]、发条马、发条虫群[Clockwork Swarm]、珊瑚礁[Coral Reef]、黑暗迷宫、秋柳之女[Daughter of Autumn]、亡灵祷士、迪吉里杜管[Didgeridoo]、苦力骷髅咒[Drudge Spell]、干涸术、矮人小马[Dwarven Pony]、海矮人族[Dwarven Sea Clan]、矮人商贩[Dwarven Trader]、黑檀犀牛[Ebony Rhino]、无情的艾隆、蒸发[Evaporate]、仙灵贵族[Faerie Noble]、独角兽大餐、菲罗玆的禁咒、安哈瓦镇民[Folk of An-Havva]、遗忘、送葬队列、魂魅猎犬[Ghost Hounds]、巨型信天翁[Giant Albatross]、巨型牡蛎、辛格氏祖母[Grandmother Sengir]、高等狼人、修道院长哈斯德[Hazduhr the Abbot]、墓碑[Headstone]、心之狼[Heart Wolf]、饥饿之雾、伊桑的阴魂、伊莉妮辛格[Irini Sengir]、铁爪诅咒、恶咒[Jinx]、乔文[Joven]、乔文的雪貂[Joven's Ferrets]、乔文的工具袋、寇斯肯瀑布[Koskun Falls]、寇斯肯城寨[Koskun Keep]、迷宫牛头怪、跃行蜥蜴[Leaping Lizard]、血蛭疗法[Leeches]、长毛象挽具[Mammoth Harness]、马尔兰[Marjhan]、记忆丧失、行商卷轴、梅沙猎鹰、秘教裁决[Mystic Decree]、独角鲸[Narwhal]、半兽人矿脉[Orcish Mine]、原始秩序、预言[Prophecy]、克星拉丝卡[Rashka the Slayer]、暗礁海盗、大地新机[Renewal]、报偿[Retribution]、法师学者若薇卡[Reveka, Wizard Savant]、盘根蜘蛛[Root Spider]、缠根、螺旋振翼机[Roterothopter]、莱索利獾[Rysorian Badger]、撒姆尼炼金术士[Samite Alchemist]、海之仙子、海巨魔[Sea Troll]、辛格氏独裁者、辛格氏蝙蝠[Sengir Bats]、撒拉鸟舍[Serra Aviary]、撒拉的兽栏、撒拉审判官[Serra Inquisitors]、撒拉的神圣武士、锯刺箭、萎缩术、训隼人索菈雅[Soraya the Falconer]、魂魅熊[Spectral Bears]、提默里安邪鬼[Timmerian Fiends]、折磨、贸易商队[Trade Caravan]、停战、辛格氏的威德朗[Veldrane of Sengir]、海草墙[Wall of Kelp]、柳树仙灵[Willow Faerie]、柳树女祭司[Willow Priestess]、寒冬长空[Winter Sky]、法术师学院[Wizards' School]。"}, {"chapter": "2", "id": "206.4.", "content": "206.4. Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or those cards are specifically allowed by the Magic: The Gathering Tournament Rules). See the Magic: The Gathering Tournament Rules for the current definitions of the constructed formats (WPN.Wizards.com/en/rules-documents).\n牌手可以在其构组套牌中使用任何版本中印的牌,只要这些牌在符合比赛要求的版本中出现(或万智牌比赛规则中特别允许的牌)。当前构组赛制的比赛要求参见万智牌比赛规则(WPN.Wizards.com/en/rules-documents)。"}, {"chapter": "2", "id": "206.5.", "content": "206.5. The full list of expansions and expansion symbols can be found in the Card Set Archive section of the Magic website (Magic.Wizards.com/en/products/card-set-archive).\n版本与版本符号的完整列表可以在万智牌官网的产品全览部分找到(Magic.Wizards.com/en/products/card-set-archive)。"}, {"chapter": "2", "id": "207.", "content": "207. Text Box\n文字栏"}, {"chapter": "2", "id": "207.1.", "content": "207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the card’s abilities.\n文字栏印在牌的下半部。它通常包括了一些规则叙述,用以定义此牌的异能。"}, {"chapter": "2", "id": "207.2.", "content": "207.2. The text box may also contain italicized text that has no game function.\n文字栏也可能包含与游戏运作无关的斜体字。"}, {"chapter": "2", "id": "207.2a", "content": "207.2a Reminder text is italicized text within parentheses that summarizes a rule that applies to that card. It usually appears on the same line as the ability it’s relevant to, but it may appear on its own line if it applies to an aspect of the card other than an ability.\n提示文字以斜体字方式印在括号里,用以解释该牌的规则。它通常与相关的异能印在同一行,但也可能与该牌而不是某一个异能有关因为而独自一行。"}, {"chapter": "2", "id": "207.2b", "content": "207.2b Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It usually appears below the rules text.\n背景叙述以斜体字方式印刷,用来发展游戏的意境,功效有如图片。它通常印在规则叙述的下方。"}, {"chapter": "2", "id": "207.2c", "content": "207.2c An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are adamant, addendum, alliance, battalion, bloodrush, celebration, channel, chroma, cohort, constellation, converge, council’s dilemma, coven, delirium, descend 4, descend 8, disappear, domain, eerie, eminence, enrage, fateful hour, fathomless descent, ferocious, flurry, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, magecraft, metalcraft, morbid, pack tactics, paradox, parley, radiance, raid, rally, renew, revolt, secret council, spell mastery, strive, survival, sweep, tempting offer, threshold, undergrowth, valiant, vivid, void, and will of the council.\n牌上的一些异能以斜体字方式的异能提示开头。异能提示与关键字相似,它们将一些运作方式类似的牌归为一类,但是它们没有特殊的规则含义,且在完整规则中也没有独自的章节。异能提示包括固色、附案、联手、协战、血激、欢庆、魂力、渲色、齐力、星彩、聚辉、议争、鸠集、躁狂、落坟4、落坟8、消失、领土、异景、威仪、激怒、命悬一刻、落坟无边、威猛、连咒、强横、声威、背水战、勇行、压印、启悟、携手、血族、地落、副官、魔艺、金技、丧心、集群战术、悖论、论争、辉耀、突击、奋扬、复新、反抗、密议、精熟咒语、积力、生还、扫平、诱引、门槛、朽力、英武、异彩、空洞,以及议定。"}, {"chapter": "2", "id": "207.2d", "content": "207.2d Similar to ability words, flavor words appear in italics at the beginning of some abilities. Flavor words provide a flavorful description of abilities, but they have no special rules meaning and are not listed in the Comprehensive Rules. While an ability word ties together several abilities with similar functionality, each flavor word is tailored to the specific ability it appears with.\n与异能提示类似,风味提示以斜体字方式出现在一些异能的开头。风味提示使得异能的叙述更显鲜活,但是它们本身没有特殊的规则含义,且在完整规则中也没有独自的章节。"}, {"chapter": "2", "id": "207.3.", "content": "207.3. Some cards have decorative icons in the background of their text boxes. For example, a guild icon appears in the text box of many cards associated with the guilds of Ravnica, and a faction icon appears in the text box of most Scars of Mirrodin™ block cards. Similarly, many promotional cards include decorative icons. These icons have no effect on game play.\n一些牌的文字栏背景上有装饰性的标记。例如,公会标记出现在一些与拉尼卡的公会有关的牌的文字栏中;还有阵营标记出现在大多数秘罗地创痕™环境的牌的文字栏中。类似地,一些纪念卡牌上也会有装饰性的标记。这些标记对游戏本身没有任何影响。"}, {"chapter": "2", "id": "207.4.", "content": "207.4. The chaos symbol appears in the text box of each plane card to the left of a triggered ability that triggers whenever chaos ensues. The symbol itself has no special rules meaning. See rule 901, “Planechase.”\n混沌符号{CHAOS}出现在时空牌文字栏中,引发混沌时触发的异能左方。此符号本身并无特别规则含义。参见规则901,“竞逐时空”。"}, {"chapter": "2", "id": "207.5.", "content": "207.5. One card (Cryptic Spires) has a set of symbols below the text box that represent each color and an ability that instructs a player to circle two of those colors as they create their deck. To circle a color, the player circles (or otherwise clearly indicates) that color’s symbol. The mana symbol of each circled color is considered part of that card’s printed rules text (see rule 613.1) and affects that card’s color identity (see rule 903.4).\n一张牌(隐密尖峰)的文字栏下方有一组代表每个颜色的符号,以及一个指示牌手于创组套牌时圈选其中两种颜色的异能。要圈选一种颜色,牌手圈出(或以其他方式明确指定)该颜色的符号。每种圈选之颜色的法术力符号都将被认为是该牌印刷之规则文本的一部分(参见规则613.1),并影响该牌的标识色(参见规则903.4)。"}, {"chapter": "2", "id": "208.", "content": "208. Power/Toughness\n力量/防御力"}, {"chapter": "2", "id": "208.1.", "content": "208.1. A creature card has two numbers separated by a slash printed in its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects.\n生物牌的右下角印有以斜线分开的两个数字。第一个表示该生物的力量(在战斗中所能造成伤害的数量);第二个表示它的防御力(消灭它所需要伤害的数量)。比如,2/3代表这个生物拥有2点力量及3点防御力。效应可以改变或设定力量与防御力的数值。"}, {"chapter": "2", "id": "208.2.", "content": "208.2. Rather than a fixed number, some creature cards have power and/or toughness that includes a star (*).\n一些生物牌的力量和/或防御力包括星号(*)而不是数字表示。"}, {"chapter": "2", "id": "208.2a", "content": "208.2a The card may have a characteristic-defining ability that sets its power and/or toughness according to some stated condition. (See rule 604.3.) Such an ability is worded “[This creature’s] [power or toughness] is equal to . . .” or “[This creature’s] power and toughness are each equal to . . .” This ability functions everywhere, even outside the game. If the ability needs to use a number that can’t be determined, including inside a calculation, use 0 instead of that number.\n一些牌具有特征定义异能,其根据一些状态设定它的力量和/或防御力。(参见规则604.3。)此类异能为“[此生物的][力量或防御力]等同于…”或“[此生物的]力量和防御力各等同于…”。此类异能在所有地方均生效,即使在游戏外。如果该异能需要使用的数字不能确定,则以0来代替。\nExample: Lost Order of Jarkeld has power and toughness each equal to 1+*. It has the abilities “As this creature enters, choose an opponent” and “Lost Order of Jarkeld’s power and toughness are each equal to 1 plus the number of creatures the chosen player controls.” While Lost Order of Jarkeld isn’t on the battlefield, there won’t be a chosen player. Its power and toughness will each be equal to 1 plus 0, so it’s 1/1.\n例如:杰卡失落骑士团[Lost Order of Jarkeld]的力量和防御力各等于1+*。它的叙述为“于此生物进场时,选择一位对手”和“杰卡失落骑士团的力量和防御力各等同于由该牌手操控的生物数量加1”。当杰卡失落骑士团不在战场时,它将没有选择任何对手。其力量和防御力各等于1加0,所以它是1/1。"}, {"chapter": "2", "id": "208.2b", "content": "208.2b The card may have a static ability that creates a replacement effect that sets the creature’s power and toughness to one of a number of specific values as it enters the battlefield or is turned face up. (See rule 614, “Replacement Effects.”) Such an ability is worded “As [this creature] enters . . . ,” “As [this creature] is turned face up . . . ,” or “[This creature] enters as . . .” and lists two or more specific power and toughness values (and may also list additional characteristics). The characteristics chosen or determined with these effects affect the creature’s copiable values. (See rule 707.2.) While the card isn’t on the battlefield, its power and toughness are each considered to be 0.\n牌可能具有静止式异能,当该生物进入战场或翻回正面时创造替代性效应,将该生物的力量和防御力设定为某个数值。(参见规则614,“替代性效应”。)此类异能为“于[此生物]进场时…”、“于[此生物]翻回正面时”或“[此生物]进场时是…”,然后列出两个或以上特定的力量和防御力数值(且或许有其他特征)。这些效应所选择或确定的特征影响该生物的可复制特征值。(参见规则707.2。)该牌不在战场时的力量和防御力视同0。"}, {"chapter": "2", "id": "208.3.", "content": "208.3. A noncreature permanent has no power or toughness, even if it’s a card with a power and toughness printed on it (such as a Vehicle). A noncreature object not on the battlefield has power or toughness only if it has a power and toughness printed on it.\n即使牌上印有力量与防御力,非生物永久物不具有力量与防御力(例如载具)。除非其上印有力量与防御力,否则不在战场上的非生物物件不具有力量与防御力。"}, {"chapter": "2", "id": "208.3a", "content": "208.3a If an effect would be created that sets the base power and/or toughness of a noncreature permanent, or otherwise modifies its power and/or toughness, that effect is created even though it doesn’t do anything unless that permanent becomes a creature.\n如果一个效应将要被创造,且其设定或修改非生物永久物的基础力量和/或防御力,即使该效应在该永久物未成为生物前不会有任何作用,该效应也将会被创造。\nExample: Veteran Motorist has the ability “Whenever this creature crews a Vehicle, that Vehicle gets +1/+1 until end of turn,” and it’s tapped to pay the crew cost of a Vehicle. This triggered ability resolves while the Vehicle it crewed isn’t yet a creature. The continuous effect is created and will apply to the Vehicle once it becomes a creature.\n例如:老练车手具有异能“每当此生物搭载载具时,该载具得+1/+1直到回合结束。”,且横置老练车手支付了某载具的搭载费用。此触发式异能在该载具仍不是生物时便会结算,并创造一个持续性效应,一旦该载具成为生物便会生效。"}, {"chapter": "2", "id": "208.4.", "content": "208.4. Some effects refer to a creature’s “base power,” “base toughness,” or “base power and toughness.”\n一些效应提及生物的“基础力量”,“基础防御力”或“基础力量与防御力”。"}, {"chapter": "2", "id": "208.4a", "content": "208.4a Effects that set a creature’s power and/or toughness to specific values may refer to base power and/or toughness. Other continuous effects may further modify the creature’s power and toughness. See rule 613, “Interaction of Continuous Effects.”\n将生物的力量和/或防御力设定为特定数值的效应可能会提及基础力量和/或防御力。其他持续性效应可能会进一步更改该生物的力量和防御力。参见规则613,“持续性效应的互动”。"}, {"chapter": "2", "id": "208.4b", "content": "208.4b Some effects check a creature’s base power and/or toughness. These effects see that creature’s characteristics after applying any characteristic-defining abilities and abilities that set power and/or toughness, ignoring any effects and counters that modify power and/or toughness without setting them. See rule 613, “Interaction of Continuous Effects.”\n一些效应检查生物的基础力量和/或防御力。这些效应会在所有特征定义异能、设定力量和/或防御力的异能生效之后,检查该生物的特征,而忽略任何不以设定数值的方式影响该生物力量和/或防御力的效应和指示物。"}, {"chapter": "2", "id": "208.5.", "content": "208.5. If a creature somehow has no value for its power, its power is 0. The same is true for toughness.\n如果一个生物因某种原因没有力量值,则其力量为0。防御力的情形亦比照办理。"}, {"chapter": "2", "id": "209.", "content": "209. Loyalty\n忠诚"}, {"chapter": "2", "id": "209.1.", "content": "209.1. Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while it’s not on the battlefield, and it also indicates that the planeswalker enters the battlefield with that many loyalty counters on it (see rule 306.5b).\n每张鹏洛客牌的右下角都印有一个忠诚值的数字。它表示当该鹏洛客牌不在战场时的忠诚,也表示该鹏洛客进战场所放置的忠诚指示物数量(参见规则306.5b)。"}, {"chapter": "2", "id": "209.2.", "content": "209.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”\n费用中具有忠诚符号的起动式异能为忠诚异能。忠诚异能遵循特定的规则:牌手可以在其行动阶段,具有优先权且堆叠为空时,起动其操控的永久物的一个忠诚异能,但只有在该永久物的忠诚异能此回合没有被起动过的前提下。参见规则606,“忠诚异能”。"}, {"chapter": "2", "id": "210.", "content": "210. Defense\n布防"}, {"chapter": "2", "id": "210.1.", "content": "210.1. Each battle card has a defense number printed in its lower right corner. This indicates its defense while it’s not on the battlefield, and it also indicates that the battle enters the battlefield with that many defense counters on it (see rule 310.4b).\n每张战役牌的右下角都印有一个布防值的数字。它表示当该战役牌不在战场时的布防,也表示该战役进战场所放置的布防指示物数量(参见规则310.4b)。"}, {"chapter": "2", "id": "211.", "content": "211. Hand Modifier\n手牌修正"}, {"chapter": "2", "id": "211.1.", "content": "211.1. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting hand size and the maximum hand size of the vanguard card’s owner are determined. See rule 103.5.\n每张先锋牌的左下角都印有手牌修正。手牌修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起手牌数量和手牌上限时,采用此修正值。参见规则103.5。"}, {"chapter": "2", "id": "212.", "content": "212. Life Modifier\n生命修正"}, {"chapter": "2", "id": "212.1.", "content": "212.1. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner is determined. See rule 103.4.\n每张先锋牌的右下角都印有生命修正。生命修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起始总生命时,采用此修正值。参见规则103.4。"}, {"chapter": "2", "id": "213.", "content": "213. Information Below the Text Box\n文字栏下方信息"}, {"chapter": "2", "id": "213.1.", "content": "213.1. Each card features text printed below the text box that has no effect on game play. Not all card sets were printed with all of the information listed below on each card.\n每张牌的标识文本都印制在文字框下,且与游戏无关。并非所有系列都在每张牌上印有以下列出的所有信息。"}, {"chapter": "2", "id": "213.1a", "content": "213.1a Most card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set] or simply [card number]. Some cards, such as unique cards in Planeswalker Decks®, have card numbers that exceed the listed total number of cards.\n大多数系列印有收集编号。此信息以[牌张编号]/[本系列牌张总数]或是仅以[牌张编号]表示。一些牌,例如鹏洛客套牌®中独有的牌,其牌张编号会大于列出的牌张总数。"}, {"chapter": "2", "id": "213.1b", "content": "213.1b A card’s rarity is indicated with a single letter following the collector number.\n牌的稀有度在收集编号后面以一个字母的形式表示。"}, {"chapter": "2", "id": "213.1c", "content": "213.1c Some promotional cards include information to indicate the specific promotion the card is associated with.\n一些推广卡牌包含与该牌相关联的推广活动信息。"}, {"chapter": "2", "id": "213.1d", "content": "213.1d Some cards with interchangeable names include information about a specific version of a card with that interchangeable name. See rule 201.3.\n一些具有可互换名称的牌包含一张具有该可互换名称之牌的特定版本的信息。参见规则201.3。"}, {"chapter": "2", "id": "213.1e", "content": "213.1e The three-character code representing the set in which a card is printed and the two-character code representing the language in which a card is printed are separated by a bullet point. If a card is premium, these codes are instead separated by a star.\n牌上印有一个由三字符组成的代号表示牌张所印制的系列,和一个由两字符组成的代号表示牌张所印制的语言,这两个代号以一个圆点分隔印制。如果该牌是特卡,则这两个代号以一个星号分隔印制。"}, {"chapter": "2", "id": "213.1f", "content": "213.1f The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation “Illus.”\n牌所使用图片的画家名字被标注在画笔图标之后,或早先的牌上的缩写“Illus.”之后。"}, {"chapter": "2", "id": "213.1g", "content": "213.1g Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information.\n版权文字(印在牌的底部或右下角的小字)列出商标和版权信息。"}, {"chapter": "3", "id": "3.", "content": "3. Card Types\n牌张类别"}, {"chapter": "3", "id": "300.", "content": "300. General\n总则"}, {"chapter": "3", "id": "300.1.", "content": "300.1. The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, kindred, land, phenomenon, plane, planeswalker, scheme, sorcery, and vanguard.\n牌张类别包括神器、战役、诡局、生物、地城、结界、瞬间、亲缘、地、异象、时空、鹏洛客、邪计、法术,以及先锋。"}, {"chapter": "3", "id": "300.2.", "content": "300.2. Some objects have more than one card type (for example, an artifact creature). Such objects combine the aspects of each of those card types, and are subject to spells and abilities that affect either or all of those card types.\n一些物件拥有多种牌张类别(例如,神器生物)。这些物件兼具其任一牌张类别的特性,并受到对其任一类别生效的咒语或异能影响。"}, {"chapter": "3", "id": "300.2a", "content": "300.2a An object that’s both a land and another card type (for example, an artifact land) can only be played as a land. It can’t be cast as a spell.\n一个既是地又是另一种牌张类别的物件(比如,神器地)只能作为地被使用。它不能作为一个咒语被施放。"}, {"chapter": "3", "id": "300.2b", "content": "300.2b Each kindred card has another card type. Casting and resolving a kindred card follow the rules for casting and resolving a card of the other card type.\n每张亲缘牌都具有另一种牌张类别。施放和结算一张亲缘牌按照施放和结算另外那种牌张类别的规则处理。"}, {"chapter": "3", "id": "301.", "content": "301. Artifacts\n神器"}, {"chapter": "3", "id": "301.1.", "content": "301.1. A player who has priority may cast an artifact card from their hand during a main phase of their turn when the stack is empty. Casting an artifact as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放神器牌。作为咒语被施放的神器使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "301.2.", "content": "301.2. When an artifact spell resolves, its controller puts it onto the battlefield under their control.\n当神器咒语结算时,它的操控者将它在其操控下放置进战场。"}, {"chapter": "3", "id": "301.3.", "content": "301.3. Artifact subtypes are always a single word and are listed after a long dash: “Artifact — Equipment.” Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. See rule 205.3g for the complete list of artifact types.\n神器的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“神器~武具”。神器的副类别也称为神器类别。神器可以具有多种副类别。神器类别的完整列表参见规则205.3g。"}, {"chapter": "3", "id": "301.4.", "content": "301.4. Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana symbols in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be card types other than artifact.\n神器的牌张类别不具有特定的特征。大多数神器的法术力费用中不包含有色法术力符号,所以它们是无色的。然而,神器和无色之间的关系不是必然的:神器可以具有颜色,而无色的物件也可以是神器以外的牌张类别。"}, {"chapter": "3", "id": "301.5.", "content": "301.5. Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature. It can’t legally be attached to anything that isn’t a creature.\n一些神器具有“武具”副类别。武具可以贴附于生物上。它不能合法的贴附于不是生物的任何东西上。"}, {"chapter": "3", "id": "301.5a", "content": "301.5a The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” that creature.\n佩带武具的生物被称为“佩带此武具的生物”。该武具则是贴附或“佩带”在生物上。"}, {"chapter": "3", "id": "301.5b", "content": "301.5b Equipment spells are cast like other artifact spells. Equipment enter the battlefield like other artifacts. They don’t enter the battlefield attached to a creature. The equip keyword ability attaches the Equipment to a creature you control (see rule 702.6, “Equip”). Control of the creature matters only when the equip ability is activated and when it resolves. Spells and other abilities may also attach an Equipment to a creature. If an effect attempts to attach an Equipment to an object that can’t be equipped by it, the Equipment doesn’t move.\n武具咒语如同其他神器咒语一样被施放。武具如同其他神器一样进战场。它们进战场时并未贴附于生物上。关键字异能佩带可以将武具移到由你操控的生物上(参见规则702.6,“佩带”)。只有在佩带异能起动与结算时关心你是否操控该生物。咒语或其他异能也可能将武具贴附于生物上。如果一个效应要将武具贴附于不能装备该武具的物件上,该武具不会移动。"}, {"chapter": "3", "id": "301.5c", "content": "301.5c An Equipment that’s also a creature can’t equip a creature unless that Equipment has reconfigure (see rule 702.151, “Reconfigure”). An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can’t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment’s controller chooses which creature it equips.\n同时为生物的武具不能由生物佩带,除非该武具具有重配异能(参见规则702.151,“重配”)。失去“武具”副类别的武具不能由生物佩带。武具不能佩带其本身。如果武具佩带在不合法或不存在的永久物上,则该武具不再贴附于该永久物,但依旧会留在战场上。(此为状态动作。参见规则704。)一个武具不能佩带在多于一个生物上。如果一个咒语或异能令武具佩带在多于一个生物上,该武具的操控者选择哪个生物佩带它。"}, {"chapter": "3", "id": "301.5d", "content": "301.5d An Equipment’s controller is separate from the equipped creature’s controller; the two need not be the same. Changing control of the creature doesn’t change control of the Equipment, and vice versa. Only the Equipment’s controller can activate its abilities. However, if the Equipment grants an ability to the equipped creature (with “gains” or “has”), the equipped creature’s controller is the only one who can activate that ability.\n武具的操控者与佩带此武具的生物之操控者并不相干;他们并不需要是同一人。改变该生物的操控权并不会改变武具的操控权,反之亦然。只有武具的操控者才能起动它的异能。如果武具赋予佩带此武具的生物任何异能(使用“获得”或“具有”),则此异能只有佩带此武具之生物的操控者才能起动。"}, {"chapter": "3", "id": "301.5e", "content": "301.5e If an effect attempts to put an Equipment that isn’t also an Aura (see rule 303.4i) onto the battlefield attached to either an object it can’t legally equip or an object that is undefined, the Equipment enters the battlefield unattached. If the Equipment is a token, it’s created and enters the battlefield unattached.\n如果某效应试图将一个非灵气的武具(参见规则303.4i)放进战场并贴附在一个不能合法装备或未定义的的物件上,该武具进战场时未贴附。如果该武具为衍生物,则将其派出且进战场时未贴附。"}, {"chapter": "3", "id": "301.5f", "content": "301.5f An ability of a permanent that refers to the “equipped creature” refers to whatever creature that permanent is attached to, even if the permanent with the ability isn’t an Equipment.\n永久物具有提及“佩带此武具的生物”的异能指该永久物所贴附的生物,即使具有该异能的永久物不是武具。"}, {"chapter": "3", "id": "301.6.", "content": "301.6. Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It can’t legally be attached to an object that isn’t a land. Fortification’s analog to the equip keyword ability is the fortify keyword ability. Rules 301.5a–f apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures, with one clarification relating to rule 301.5c: a Fortification that’s also a creature (not a land) can’t fortify a land. (See rule 702.67, “Fortify.”)\n一些神器具有“工事”副类别。工事可以贴附于地上。它不能合法贴附于不是地的物件上。工事与地的关系,与301.5a-f中武具与生物的关系相同,除规则301.5c以外:同时为生物(而不是地)的工事不能贴附于地上。工事对应佩带这个关键字异能为构工这个关键字异能。(参见规则702.67,“构工”。)"}, {"chapter": "3", "id": "301.7.", "content": "301.7. Some artifacts have the subtype “Vehicle.” Most Vehicles have a crew ability which allows them to become artifact creatures. See rule 702.122, “Crew.”\n一些神器具有“载具”副类别。大多数载具都具有搭载异能,让它们能成为神器生物。参见规则702.122,“搭载”。"}, {"chapter": "3", "id": "301.7a", "content": "301.7a Each Vehicle has a printed power and toughness, but it has these characteristics only if it’s also a creature. See rule 208.3.\n每个载具上各印制一组力量和防御力,但只有在其同时也是生物时才具有这些特征。参见规则208.3。"}, {"chapter": "3", "id": "301.7b", "content": "301.7b If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect that makes it a creature, may modify these values or set them to different values.\n如果某载具成为生物,它会立即拥有其上所印制的力量和防御力。其他效应,包括使其成为生物的效应,可能会修正这些数值,或是将其设定其他值。"}, {"chapter": "3", "id": "302.", "content": "302. Creatures\n生物"}, {"chapter": "3", "id": "302.1.", "content": "302.1. A player who has priority may cast a creature card from their hand during a main phase of their turn when the stack is empty. Casting a creature as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放生物牌。作为咒语被施放的生物使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "302.2.", "content": "302.2. When a creature spell resolves, its controller puts it onto the battlefield under their control.\n当生物咒语结算时,它的操控者将它在其操控下放置进战场。"}, {"chapter": "3", "id": "302.3.", "content": "302.3. Creature subtypes are usually a single word long and are listed after a long dash: “Creature — Human Soldier,” “Artifact Creature — Golem,” and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. See rule 205.3m for the complete list of creature types.\n生物的副类别大都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“生物~人类/士兵”、“神器生物~魔像”等。生物的副类别也称为生物类别。生物可以具有多种副类别。生物类别的完整列表参见规则205.3m。\nExample: “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard.\n例如:“生物~鬼怪/法术师”表示该牌为具有鬼怪和法术师副类别的生物。"}, {"chapter": "3", "id": "302.4.", "content": "302.4. Power and toughness are characteristics only creatures have.\n只有生物才拥有力量和防御力这两个特征。"}, {"chapter": "3", "id": "302.4a", "content": "302.4a A creature’s power is the amount of damage it deals in combat.\n生物的力量是指战斗中能造成的伤害数量。"}, {"chapter": "3", "id": "302.4b", "content": "302.4b A creature’s toughness is the amount of damage needed to destroy it.\n生物的防御力是指消灭它所需要的伤害数量。"}, {"chapter": "3", "id": "302.4c", "content": "302.4c To determine a creature’s power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See rule 613, “Interaction of Continuous Effects.”)\n要确认生物的力量和防御力,首先为生物牌右下角所印的数字,然后再计算其他持续性效应。(参见规则613,“持续性效应的互动”。)"}, {"chapter": "3", "id": "302.5.", "content": "302.5. Creatures can attack and block. (See rule 508, “Declare Attackers Step,” and rule 509, “Declare Blockers Step.”)\n生物可以进行攻击和阻挡。(参见规则508,“宣告攻击者步骤”和规则509,“宣告阻挡者步骤”。)"}, {"chapter": "3", "id": "302.6.", "content": "302.6. A creature’s activated ability with the tap symbol or the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. A creature can’t attack unless it has been under its controller’s control continuously since their most recent turn began. This rule is informally called the “summoning sickness” rule.\n生物的起动式异能之中,如果其起动费用包含了横置符号或重置符号,则除非生物的操控者从其最近的一回合开始时一直操控它,否则便不能起动该异能。除非生物的操控者从其最近的一回合开始时一直操控它,否则该生物不能进行攻击。此规则非正式称呼是“召唤失调”规则。"}, {"chapter": "3", "id": "302.7.", "content": "302.7. Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 120.3). If the total damage marked on that creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a creature is removed when it regenerates (see rule 701.19, “Regenerate”) and during the cleanup step (see rule 514.2).\n一个不具有干枯或侵染的来源对生物造成的伤害会标记在该生物上(参见规则120.3)。如果标记在一个生物上的总伤害等于或大于它的防御力,该生物受到致命伤害,且会因状态动作被消灭(参见规则704)。当生物重生时(参见规则701.19,“重生”)以及在清除步骤中(参见规则514.2),移除该生物上标记的所有伤害。"}, {"chapter": "3", "id": "303.", "content": "303. Enchantments\n结界"}, {"chapter": "3", "id": "303.1.", "content": "303.1. A player who has priority may cast an enchantment card from their hand during a main phase of their turn when the stack is empty. Casting an enchantment as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放结界牌。作为咒语被施放的结界使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "303.2.", "content": "303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under their control.\n当结界咒语结算时,它的操控者将它在其操控下放置进战场。"}, {"chapter": "3", "id": "303.3.", "content": "303.3. Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment — Shrine.” Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. See rule 205.3h for the complete list of enchantment types.\n结界的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“结界~祭祠”。结界的副类别也称为结界类别。结界可以具有多种副类别。结界类别的完整列表参见规则205.3h。"}, {"chapter": "3", "id": "303.4.", "content": "303.4. Some enchantments have the subtype “Aura.” An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is defined by its enchant keyword ability (see rule 702.5, “Enchant”). Other effects can limit what a permanent can be enchanted by.\n一些结界具有“灵气”副类别。灵气进入战场贴附于物件或牌手上。灵气所能贴附的定义由其结附关键字异能决定(参见规则702.5,“结附”)。其他效应也可以限制一个永久物被结附。"}, {"chapter": "3", "id": "303.4a", "content": "303.4a An Aura spell requires a target, which is defined by its enchant ability.\n灵气咒语需要指定目标,且其目标会受到其结附异能的定义。"}, {"chapter": "3", "id": "303.4b", "content": "303.4b The object or player an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that object or player.\n被灵气所贴附的永久物或牌手称为被结附。(译注:一些较旧版本的简体中文牌译为“受此结界”,现已改译为“所结附”)此灵气贴附于,或“结附于”该物件或牌手。"}, {"chapter": "3", "id": "303.4c", "content": "303.4c If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner’s graveyard. (This is a state-based action. See rule 704.)\n如果灵气结附在其结附异能或其他适用异能所定义的非法永久物或牌手上,或是所贴附的永久物不再存在,或所贴附的牌手已经离开游戏,则此灵气置入其拥有者的坟墓场。(此为状态动作。参见规则704。)"}, {"chapter": "3", "id": "303.4d", "content": "303.4d An Aura can’t enchant itself. If this occurs somehow, the Aura is put into its owner’s graveyard. An Aura that’s also a creature can’t enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner’s graveyard. (These are state-based actions. See rule 704.) An Aura can’t enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura’s controller chooses which object or player it becomes attached to.\n灵气不能结附于自己上。如果这种情况发生,则此灵气置入其拥有者的坟墓场。如果灵气同时是生物,便不能结附于任何东西上。如果这种情况发生,则此灵气不再贴附,然后置入其拥有者的坟墓场。(此为状态动作,参见规则704。)一个灵气不能结附在多于一个物件或牌手上。如果一个咒语或异能令灵气贴附于多于一个物件或牌手上,该灵气的操控者选择它将贴附于哪个物件或牌手上。"}, {"chapter": "3", "id": "303.4e", "content": "303.4e An Aura’s controller is separate from the enchanted object’s controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can activate that ability.\n灵气的操控者与受此结界的生物之操控者并不相干;他们并不需要是同一人。如果灵气结附于永久物上,改变该生物的操控权并不会改变灵气的操控权,反之亦然。只有灵气的操控者才能起动它的异能。如果灵气赋予受此结界的生物任何异能(使用“获得”或“具有”),则此异能只有受此结界之生物的操控者才能起动。"}, {"chapter": "3", "id": "303.4f", "content": "303.4f If an Aura is entering the battlefield under a player’s control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesn’t specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.\n如果灵气并非以结算灵气咒语的方式,而是以其他方式在一位牌手的操控下进战场,并且将它放置进战场的效应并未指定它将结附在哪里,则于此灵气进战场时,将它放置进战场的牌手指定将它结附在哪个物件或牌手上。该牌手必须依据该灵气的结附异能和其他效应,来选择可合法结附的物件或牌手。"}, {"chapter": "3", "id": "303.4g", "content": "303.4g If an Aura is entering the battlefield and there is no legal object or player for it to enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield. If the Aura is a token, it isn’t created.\n如果灵气进战场时,没有合法的物件或牌手可以结附,则该灵气改为留在它原来的区域,除非该区域为堆叠。在这种情况下,该灵气置入其拥有者的坟墓场而不是战场。如果该灵气是衍生物,则它未被派出。"}, {"chapter": "3", "id": "303.4h", "content": "303.4h If an effect attempts to put a permanent that isn’t an Aura, Equipment, or Fortification onto the battlefield attached to an object or player, it enters the battlefield unattached.\n如果一个效应尝试将一个不是灵气、武具或工事的永久物放进战场并贴附于一个物件或牌手,它进入战场且不贴附。"}, {"chapter": "3", "id": "303.4i", "content": "303.4i If an effect attempts to put an Aura onto the battlefield attached to either an object or player it can’t legally enchant or an object or player that is undefined, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield. If the Aura is a token, it isn’t created.\n如果一个效应尝试将一个灵气放进战场并贴附于一个它不能合法结附或未定义的物件或牌手,该灵气留在当前的区域,除非该区域是堆叠。如果该区域是堆叠,该灵气改为被置于其拥有者的坟墓场,而非进入战场。如果该灵气是衍生物,它不会被派出。"}, {"chapter": "3", "id": "303.4j", "content": "303.4j If an effect attempts to attach an Aura on the battlefield to an object or player it can’t legally enchant, the Aura doesn’t move.\n如果一个效应尝试将战场上的灵气贴附于一个它不能合法结附的物件或牌手,该灵气不会移动。"}, {"chapter": "3", "id": "303.4k", "content": "303.4k If an effect allows an Aura that’s being turned face up to become attached to an object or player, the Aura’s controller considers the characteristics of that Aura as it would exist if it were face up to determine what it may be attached to, and they must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.\n如果一个效应允许一个正在翻回正面的灵气贴附于一个物件或牌手,则该灵气的操控者须根据该灵气将以牌面朝上的状态存在于战场上时的特征考虑其能够贴附于哪些物件或牌手,且他必须遵循该灵气的结附异能以及任何适用的效应来选择一个合法的物件或牌手。"}, {"chapter": "3", "id": "303.4m", "content": "303.4m An ability of a permanent that refers to the “enchanted [object or player]” refers to whatever object or player that permanent is attached to, even if the permanent with the ability isn’t an Aura.\n永久物具有提及“所结附的[物件或牌手]”的异能指该永久物所贴附的物件或牌手,即使具有该异能的永久物不是灵气。(译注:一些较旧版本的简体中文牌译为“受此结界”,现已改译为“所结附”)"}, {"chapter": "3", "id": "303.5.", "content": "303.5. Some enchantments have the subtype “Saga.” See rule 714 for more information about Saga cards.\n一些结界具有“传纪”副类别。关于传纪牌的详细信息,参见规则714。"}, {"chapter": "3", "id": "303.6.", "content": "303.6. Some enchantments have the subtype “Class.” See rule 716 for more information about Class cards.\n一些结界具有“职业”副类别。关于职业牌的详细信息,参见规则716。"}, {"chapter": "3", "id": "303.7.", "content": "303.7. Some Aura enchantments also have the subtype “Role.”\n一些灵气具有“角色”副类别。"}, {"chapter": "3", "id": "303.7a", "content": "303.7a If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. This is a state-based action. See rule 704.\n如果某个永久物其上贴附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。此为状态动作。参见规则704。"}, {"chapter": "3", "id": "304.", "content": "304. Instants\n瞬间"}, {"chapter": "3", "id": "304.1.", "content": "304.1. A player who has priority may cast an instant card from their hand. Casting an instant as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在拥有优先权时,从手上施放瞬间牌。作为咒语被施放的瞬间使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "304.2.", "content": "304.2. When an instant spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard.\n当一个瞬间咒语结算时,遵循其规则叙述中要求的动作。它将被置入其拥有者的坟墓场。"}, {"chapter": "3", "id": "304.3.", "content": "304.3. Instant subtypes are always a single word and are listed after a long dash: “Instant — Arcane.” Each word after the dash is a separate subtype. The set of instant subtypes is the same as the set of sorcery subtypes; these subtypes are called spell types. Instants may have multiple subtypes. See rule 205.3k for the complete list of spell types.\n瞬间的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“瞬间~古咒”。瞬间与法术共享相同的副类别也称为咒语类别。瞬间可以具有多种副类别。咒语类别的完整列表参见规则205.3k。"}, {"chapter": "3", "id": "304.4.", "content": "304.4. Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead.\n瞬间不能进入战场。如果一个瞬间将进入战场,它改为留在之前的区域。"}, {"chapter": "3", "id": "304.5.", "content": "304.5. If text states that a player may do something “any time they could cast an instant” or “only as an instant,” it means only that the player must have priority. The player doesn’t need to have an instant card they could cast. Effects that would preclude that player from casting an instant spell don’t affect the player’s capability to perform that action (unless the action is actually casting an instant spell).\n如果叙述为牌手可以在“于其能施放瞬间的时机下”或“只能于瞬间时机”作某事,则仅意味着该牌手必须要有优先权。该牌手手上不需要有瞬间牌可施放。阻止牌手施放瞬间咒语的效应不会影响该牌手进行动作(除非该动作是实际施放瞬间咒语)。"}, {"chapter": "3", "id": "305.", "content": "305. Lands\n地"}, {"chapter": "3", "id": "305.1.", "content": "305.1. A player who has priority may play a land card from their hand during a main phase of their turn when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see rule 116). Rather, the player simply puts the land onto the battlefield. Since the land doesn’t go on the stack, it is never a spell, and players can’t respond to it with instants or activated abilities.\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上使用地牌。使用地为特殊动作;它不使用堆叠(参见规则116)。牌手只是简单的将地从手上放置进战场。由于地不进入堆叠,它将不会是咒语,且牌手不能用瞬间或起动式异能响应它。"}, {"chapter": "3", "id": "305.2.", "content": "305.2. A player can normally play one land during their turn; however, continuous effects may increase this number.\n牌手一般情况下只能在自己的回合中使用一个地;但是持续性效应可能会增加该数字。"}, {"chapter": "3", "id": "305.2a", "content": "305.2a To determine whether a player can play a land, compare the number of lands the player can play this turn with the number of lands they have already played this turn (including lands played as special actions and lands played during the resolution of spells and abilities). If the number of lands the player can play is greater, the play is legal.\n确定牌手是否能使用一个地的方法是,对比该牌手本回合可以使用地的数量和其本回合已经使用过地的数量(包括作为特殊动作使用的地和咒语和异能结算过程中使用的地)。如果牌手可以使用地的数字更大,则该使用合法。"}, {"chapter": "3", "id": "305.2b", "content": "305.2b A player can’t play a land, for any reason, if the number of lands the player can play this turn is equal to or less than the number of lands they have already played this turn. Ignore any part of an effect that instructs a player to do so.\n如果牌手本回合可以使用地的数量因为任何原因等于或小于该牌手本回合已经使用过地的数量,则其不能使用地。忽略任何效应中让牌手如此作的部分。"}, {"chapter": "3", "id": "305.3.", "content": "305.3. A player can’t play a land, for any reason, if it isn’t their turn. Ignore any part of an effect that instructs a player to do so.\n牌手不能因为任何原因在不是自己的回合中使用地。忽略所有指示牌手如此作的效应。"}, {"chapter": "3", "id": "305.4.", "content": "305.4. Effects may also allow players to “put” lands onto the battlefield. This isn’t the same as “playing a land” and doesn’t count as a land played during the current turn.\n效应可能允许牌手将地牌直接放置进战场。这与“使用地”不同,而且不算作牌手该回合使用的地。"}, {"chapter": "3", "id": "305.5.", "content": "305.5. Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. See rule 205.3i for the complete list of land types.\n地的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面)。地的副类别也称为地类别。地可以具有多种副类别。地类别的完整列表参见规则205.3i。\nExample: “Basic Land — Mountain” means the card is a land with the subtype Mountain.\n例如:“基本地~山脉”表示该牌为具有山脉副类别的地。"}, {"chapter": "3", "id": "305.6.", "content": "305.6. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’s referring to one of these subtypes. An object with the land card type and a basic land type has the intrinsic ability “{T}: Add [mana symbol],” even if the text box doesn’t actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. See also rule 605, “Mana Abilities.”\n基本地类别包括平原、海岛、沼泽、山脉、树林。如果一个物件使用了“基本地类别”这个词,它意指这几种副类别之一。一个具有地类别、且具有基本地类别的物件具有“{T}:加[法术力符号]”此固有异能,即使其文字栏并不包含任何叙述或没有文字栏。平原的该[法术力符号]是{W};海岛是{U};沼泽是{B};山脉是{R};树林是{G}。参见规则107.4a。另参见规则605,“法术力异能”。"}, {"chapter": "3", "id": "305.7.", "content": "305.7. If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copiable effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.\n如果一个效应将地的类别改为一种或数种基本地类别,该地便不再拥有原本之地类别。它失去所有原本的规则叙述、地类别以及任何影响该地的可复制效应所带来的异能,且获得新的基本地类所对应的法术力异能。由其他效应赋予此地的异能并不会因此移除。改变地的副类别不会添加或移除该地可能拥有的牌张类别(例如生物)或超类别(例如基本、传奇、雪境)。如果地额外得到原有地类别以外的其他地类别,则它会保留原本的地类别与规则叙述,且得到新的地类别及法术力异能。"}, {"chapter": "3", "id": "305.8.", "content": "305.8. Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type.\n任何具有超类别“基本”的地都是基本地。任何不具此超类别的地都是非基本地,即使它有基本地的类别。"}, {"chapter": "3", "id": "305.9.", "content": "305.9. If an object is both a land and another card type, it can be played only as a land. It can’t be cast as a spell.\n如果一个物件的类别同时是地与其他牌张类别,它只能作为地使用。它不能作为咒语被施放。"}, {"chapter": "3", "id": "306.", "content": "306. Planeswalkers\n鹏洛客"}, {"chapter": "3", "id": "306.1.", "content": "306.1. A player who has priority may cast a planeswalker card from their hand during a main phase of their turn when the stack is empty. Casting a planeswalker as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放鹏洛客牌。作为咒语被施放的鹏洛客使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "306.2.", "content": "306.2. When a planeswalker spell resolves, its controller puts it onto the battlefield under their control.\n当鹏洛客咒语结算时,它的操控者将它在其操控下放置进战场。"}, {"chapter": "3", "id": "306.3.", "content": "306.3. Planeswalker subtypes are always a single word and are listed after a long dash: “Planeswalker — Jace.” Each word after the dash is a separate subtype. Planeswalker subtypes are also called planeswalker types. Planeswalkers may have multiple subtypes. See rule 205.3j for the complete list of planeswalker types.\n鹏洛客的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“鹏洛客~杰斯”。鹏洛客的副类别也称为鹏洛客类别。鹏洛客可以具有多种副类别。鹏洛客类别的完整列表参见规则205.3j。"}, {"chapter": "3", "id": "306.4.", "content": "306.4. Previously, planeswalkers were subject to a “planeswalker uniqueness rule” that stopped a player from controlling two planeswalkers of the same planeswalker type. This rule has been removed and planeswalker cards printed before this change have received errata in the Oracle card reference to have the legendary supertype. Like other legendary permanents, they are subject to the “legend rule” (see rule 704.5j).\n在先前的规则中,鹏洛客遵循“鹏洛客唯一规则”,阻止牌手操控两个具有相同鹏洛客类别的鹏洛客。此规则现已被移除,且所有在此改动之前印制的鹏洛客已在Oracle牌张参考文献中获得勘误,具有传奇超类别。如其他传奇永久物一样,它们现在遵循“传奇规则”(参见规则704.5j)。"}, {"chapter": "3", "id": "306.5.", "content": "306.5. Loyalty is a characteristic only planeswalkers have.\n忠诚是鹏洛客独有的特征。"}, {"chapter": "3", "id": "306.5a", "content": "306.5a The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner.\n当鹏洛客牌不在战场上时,其忠诚等同于其右下角所印的数字。"}, {"chapter": "3", "id": "306.5b", "content": "306.5b A planeswalker has the intrinsic ability “This permanent enters with a number of loyalty counters on it equal to its printed loyalty number.” This ability creates a replacement effect (see rule 614.1c).\n鹏洛客具有“此永久物进场时,上面有等同于其所印忠诚数量的忠诚指示物”此固有异能。这个异能产生一个替代性效应。(参见规则614.1c。)"}, {"chapter": "3", "id": "306.5c", "content": "306.5c The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it.\n当鹏洛客在战场时,其忠诚等同于其上的忠诚指示物的数量。"}, {"chapter": "3", "id": "306.5d", "content": "306.5d Each planeswalker has a number of loyalty abilities, which are activated abilities with loyalty symbols in their costs. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”\n每个鹏洛客都有若干忠诚异能,它们为费用中具有忠诚符号的起动式异能。忠诚异能遵从特殊规则:在牌手回合的行动阶段且堆叠为空时,该牌手可以随时在其具有优先权时起动其所操控的某个永久物的一个忠诚异能,但只有在该永久物本回合没有起动过任何忠诚异能的前提下。参见规则606,“忠诚异能”。"}, {"chapter": "3", "id": "306.6.", "content": "306.6. Planeswalkers can be attacked. (See rule 508, “Declare Attackers Step.”)\n鹏洛客可以被攻击。(参见规则508,“宣告攻击者步骤”。)"}, {"chapter": "3", "id": "306.7.", "content": "306.7. Previously, planeswalkers were subject to a redirection effect that allowed a player to have noncombat damage that would be dealt to an opponent be dealt to a planeswalker under that opponent’s control instead. This rule has been removed and certain cards have received errata in the Oracle card reference to deal damage directly to planeswalkers.\n先前,鹏洛客受一个转移性效应影响,该效应允许牌手将向对手造成之非战斗伤害改为向该对手操控的鹏洛客之一造成。此规则已被移除,且特定牌张已在Oracle牌张参考文献中获得勘误,使其可以直接对鹏洛客造成伤害。"}, {"chapter": "3", "id": "306.8.", "content": "306.8. Damage dealt to a planeswalker results in that many loyalty counters being removed from it.\n对鹏洛客造成的伤害会导致该鹏洛客移去等量的忠诚指示物。"}, {"chapter": "3", "id": "306.9.", "content": "306.9. If a planeswalker’s loyalty is 0, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)\n如果一个鹏洛客的忠诚为0,它将作为状态动作而被置于其拥有者的坟墓场。参见规则704。"}, {"chapter": "3", "id": "307.", "content": "307. Sorceries\n法术"}, {"chapter": "3", "id": "307.1.", "content": "307.1. A player who has priority may cast a sorcery card from their hand during a main phase of their turn when the stack is empty. Casting a sorcery as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放法术牌。作为咒语被施放的法术使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "307.2.", "content": "307.2. When a sorcery spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard.\n当一个法术咒语结算时,遵循其规则叙述中要求的动作。它将被置入其拥有者的坟墓场。"}, {"chapter": "3", "id": "307.3.", "content": "307.3. Sorcery subtypes are always a single word and are listed after a long dash: “Sorcery — Arcane.” Each word after the dash is a separate subtype. The set of sorcery subtypes is the same as the set of instant subtypes; these subtypes are called spell types. Sorceries may have multiple subtypes. See rule 205.3k for the complete list of spell types.\n法术的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“法术~古咒”。法术与瞬间共享相同的副类别也称为咒语类别。法术可以具有多种副类别。咒语类别的完整列表参见规则205.3k。"}, {"chapter": "3", "id": "307.4.", "content": "307.4. Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead.\n法术不能进入战场。如果一个法术将进入战场,它改为留在之前的区域。"}, {"chapter": "3", "id": "307.5.", "content": "307.5. If a spell, ability, or effect states that a player can do something only “any time they could cast a sorcery” or “only as a sorcery,” it means only that the player must have priority, it must be during the main phase of their turn, and the stack must be empty. The player doesn’t need to have a sorcery card they could cast. Effects that would preclude that player from casting a sorcery spell don’t affect the player’s capability to perform that action (unless the action is actually casting a sorcery spell).\n如果一个咒语、异能或效应的叙述为牌手可以在“于其能施放法术的时机下”或“只能于法术时机”作某些事情,则仅意味着该牌手必须要有优先权、必须在该牌手回合的行动阶段、且堆叠必须为空。该牌手手上不需要有法术牌可施放。阻止牌手施放法术咒语的效应不会影响该牌手进行动作(除非该动作是实际施放法术咒语)。"}, {"chapter": "3", "id": "307.5a", "content": "307.5a Similarly, if an effect checks to see if a spell was cast “any time a sorcery couldn’t have been cast,” it’s checking only whether the spell’s controller cast it without having priority, during a phase other than their main phase, or while another object was on the stack.\n同样的,如果一个效应检查一个咒语是否“于不能施放法术的时机下”被施放,它仅检查该咒语的操控者是否在具有优先权、是否在自己回合的行动阶段、是否有另一个物件在堆叠中的时机下施放该咒语。"}, {"chapter": "3", "id": "308.", "content": "308. Kindreds\n亲缘"}, {"chapter": "3", "id": "308.1.", "content": "308.1. Each kindred card has another card type. Casting and resolving a kindred card follows the rules for casting and resolving a card of the other card type.\n每张亲缘牌都有另一种牌张类别。施放与结算亲缘牌遵循施放与结算其另一牌张类别的规则。"}, {"chapter": "3", "id": "308.2.", "content": "308.2. Kindred subtypes are usually a single word long and are listed after a long dash: “Kindred Enchantment — Merfolk.” The set of kindred subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Kindreds may have multiple subtypes. See rule 205.3m for the complete list of creature types.\n亲缘的副类别大都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“亲缘结界~人鱼”。亲缘所包含的副类别与生物所包含的副类别完全相同;这些副类别也称为生物类别。亲缘可以具有多种副类别。生物类别的完整列表参见规则205.3m。"}, {"chapter": "3", "id": "308.3.", "content": "308.3. Some older kindred cards were printed with the “tribal” card type. Cards printed with that type have received errata in the Oracle card reference.\n一些早先版本的亲缘牌印有“部族”类别。以该类别印刷的卡牌均已经在Oracle牌张参考文献中得到勘误。"}, {"chapter": "3", "id": "309.", "content": "309. Dungeons\n地城"}, {"chapter": "3", "id": "309.1.", "content": "309.1. Dungeon is a card type seen only on nontraditional Magic cards.\n地城是仅见于非传统万智牌牌张上的牌张类别。"}, {"chapter": "3", "id": "309.2.", "content": "309.2. Dungeon cards begin outside the game. Dungeon cards aren’t part of a player’s deck or sideboard. They are brought into the game using the venture into the dungeon keyword action. See rule 701.49, “Venture into the Dungeon.”\n地城牌在游戏开始时位于游戏外。地城牌不是牌手牌库或备牌的一部分。它们由深入地城此关键字动作带入游戏中。参见规则701.49,“深入地城”。"}, {"chapter": "3", "id": "309.2a", "content": "309.2a If a player ventures into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone.\n如果牌手未在统帅区拥有一张地城牌时深入地城,该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。"}, {"chapter": "3", "id": "309.2b", "content": "309.2b A dungeon card that’s brought into the game is put into the command zone until it leaves the game.\n带入游戏的地城牌被置于统帅区,直到其离开游戏。"}, {"chapter": "3", "id": "309.2c", "content": "309.2c Dungeon cards are not permanents. They can’t be cast. Dungeon cards can’t leave the command zone except as they leave the game.\n地城牌不是永久物。它们不能被施放。地城牌不能离开统帅区,其离开游戏的情形除外。"}, {"chapter": "3", "id": "309.2d", "content": "309.2d If an effect other than a venture into the dungeon keyword action would bring a dungeon card into the game from outside the game, it doesn’t; that card remains outside the game.\n如果一个深入地城关键字动作以外的效应将会把一张地城牌从游戏外带入游戏中,它不能如此作;该牌会留在游戏外。"}, {"chapter": "3", "id": "309.3.", "content": "309.3. A player can own only one dungeon card in the command zone at a time, and they can’t bring a dungeon card into the game if a dungeon card they own is in the command zone.\n每位牌手同时只能在统帅区拥有一张地城牌,且如果某牌手在统帅区中拥有一张地城牌,他不能将一张地城牌带入游戏。"}, {"chapter": "3", "id": "309.4.", "content": "309.4. Each dungeon card has a series of rooms connected to one another with arrows. A player uses a venture marker placed on the dungeon card they own to indicate which room they are currently in.\n每张地城牌有一组房间,以箭头相互连结。牌手使用进度标记放在其拥有的地城牌上,来记录其当前所处的房间。"}, {"chapter": "3", "id": "309.4a", "content": "309.4a As a player puts a dungeon they own into the command zone, they put their venture marker on the topmost room.\n于牌手将其拥有的地城置入统帅区时,其将进度标记置于最上方的房间上。"}, {"chapter": "3", "id": "309.4b", "content": "309.4b Each room has a name. These names are considered flavor text and do not affect game play.\n每个房间都具有一个名称。这些名称视作背景叙述,对游戏本身没有任何影响。"}, {"chapter": "3", "id": "309.4c", "content": "309.4c Each room has a triggered ability called a room ability whose effect is printed on the card. They all have the same trigger condition not printed on the card. The full text of each room ability is “When you move your venture marker into this room, [effect.]” As long as a dungeon card is in the command zone, its abilities may trigger. Each room ability is controlled by the player who owns the dungeon card that is that ability’s source.\n每个房间具有一个触发式异能,称为房间异能,其效应印在牌上。这些异能具有相同的、未印刷在牌上的触发条件。每个房间异能的完整叙述为“当你将进度标记移入此房间时,[效应]。”只要地城牌在统帅区中,其异能便可以触发。每个房间异能的操控者是该异能之来源的地城牌的拥有者。"}, {"chapter": "3", "id": "309.5.", "content": "309.5. The venture into the dungeon keyword action allows players to move their venture marker down the rooms of a dungeon card.\n深入地城关键字动作使牌手可以将进度标记在地城牌上向下面的房间移动。"}, {"chapter": "3", "id": "309.5a", "content": "309.5a If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker isn’t on that dungeon’s bottommost room, they move their venture marker from the room it is on to the next room, following the direction of an arrow pointing away from the room their venture marker is on. If there are multiple arrows pointing away from the room the player’s venture marker is on, they choose one of them to follow.\n如果牌手在统帅区拥有一张地城牌、且其进度标记不在该地城的最底下的房间上时深入地城,该牌手按照某个从进度标记所在的房间出发的箭头指示,将进度标记从当前的房间移动到下一个房间上。如果从该牌手的进度标记所在的房间出发的箭头有多个,该牌手选择其中一个的指示来移动。"}, {"chapter": "3", "id": "309.5b", "content": "309.5b If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker is on that dungeon card’s bottommost room, they remove that dungeon card from the game. They then choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room.\n如果牌手在统帅区拥有一张地城牌、且其进度标记在该地城的最底下的房间上时深入地城,该牌手将该地城牌移出游戏。然后该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。该牌手将进度标记置于最上方的房间上。"}, {"chapter": "3", "id": "309.6.", "content": "309.6. If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. (This is a state-based action. See rule 704.)\n如果牌手的进度标记在一张地城牌最底下的房间上,且该地城牌不是已触发且未离开堆叠的某个房间异能之来源,该地城牌的拥有者将其移出游戏。(此为状态动作。参见规则704。)"}, {"chapter": "3", "id": "309.7.", "content": "309.7. A player completes a dungeon as that dungeon card is removed from the game.\n牌手于一张地城牌被移出游戏时完成该地城。"}, {"chapter": "3", "id": "310.", "content": "310. Battles\n战役"}, {"chapter": "3", "id": "310.1.", "content": "310.1. A player who has priority may cast a battle card from their hand during a main phase of their turn when the stack is empty. Casting a battle as a spell uses the stack. (See rule 601, “Casting Spells.”)\n牌手可以在自己回合的行动阶段,拥有优先权且堆叠为空时,从手上施放战役牌。作为咒语被施放的战役使用堆叠。(参见规则601,“施放咒语”。)"}, {"chapter": "3", "id": "310.2.", "content": "310.2. When a battle spell resolves, its controller puts it onto the battlefield under their control.\n当战役咒语结算时,它的操控者将它在其操控下放置进战场。"}, {"chapter": "3", "id": "310.3.", "content": "310.3. Battle subtypes are always a single word and are listed after a long dash: “Battle — Siege.” Battle subtypes are also called battle types. See rule 205.3q for the complete list of battle types.\n战役的副类别都是一个英文单词,接在一条长横线后面(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“战役~围攻”。战役的副类别也称为战役类别。战役类别的完整列表参见规则205.3q。"}, {"chapter": "3", "id": "310.4.", "content": "310.4. Defense is a characteristic that battles have.\n布防是战役独有的特征。"}, {"chapter": "3", "id": "310.4a", "content": "310.4a The defense of a battle card not on the battlefield is equal to the number printed in its lower right corner.\n当战役牌不在战场上时,其布防等同于其右下角所印的数字。"}, {"chapter": "3", "id": "310.4b", "content": "310.4b A battle has the intrinsic ability “This permanent enters with a number of defense counters on it equal to its printed defense number.” This ability creates a replacement effect (see rule 614.1c).\n战役具有“此永久物进场时,上面有等同于其所印布防数量的布防指示物”此固有异能。这个异能产生一个替代性效应。(参见规则614.1c。)"}, {"chapter": "3", "id": "310.4c", "content": "310.4c The defense of a battle on the battlefield is equal to the number of defense counters on it.\n当战役在战场时,其布防等同于其上的布防指示物的数量。"}, {"chapter": "3", "id": "310.5.", "content": "310.5. Battles can be attacked. (See rule 508, “Declare Attackers Step.”)\n战役可以被攻击。(参见规则508,“宣告攻击者步骤”。)"}, {"chapter": "3", "id": "310.6.", "content": "310.6. Damage dealt to a battle results in that many defense counters being removed from it.\n对战役造成的伤害会导致该战役移去等量的布防指示物。"}, {"chapter": "3", "id": "310.7.", "content": "310.7. If a battle’s defense is 0 and it isn’t the source of an ability which has triggered but not yet left the stack, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)\n如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。(此为状态动作。参见规则704。)"}, {"chapter": "3", "id": "310.8.", "content": "310.8. Each battle has a player designated as its protector.\n每个战役都需要指定一位牌手作为防卫者。"}, {"chapter": "3", "id": "310.8a", "content": "310.8a As a battle enters the battlefield, its controller chooses a player to be its protector. Which players may be chosen as its protector are determined by its battle type (see rule 310.11). If it has no battle types, its controller becomes its protector.\n于战役进战场时,其操控者选择一位牌手来作为其防卫者。哪些牌手能够被选择为防卫者取决于其战役类别(参见规则310.11)。如果它没有战役类别,其操控者成为其防卫者。"}, {"chapter": "3", "id": "310.8b", "content": "310.8b A battle’s protector can never attack it. A battle can be attacked by any attacking player for whom its protector is a defending player. Notably, a Siege battle can be attacked by its own controller.\n战役的防卫者不能攻击它。若战役的防卫者是防御牌手,则攻击牌手可以攻击该战役。特别一提,围攻战役可以被其操控者攻击。"}, {"chapter": "3", "id": "310.8c", "content": "310.8c A battle’s protector may block creatures attacking that battle with creatures they control. Creatures controlled by other players can’t block those attackers.\n战役的防卫者可以用其操控的生物阻挡攻击该战役的生物。其他牌手操控的生物不能阻挡攻击者。"}, {"chapter": "3", "id": "310.8d", "content": "310.8d If a battle’s protector is a different player than its controller, all rules and effects that refer to the “defending player” relative to a battle that is being attacked refer to that battle’s protector rather than its controller. See rule 508.5.\n如果战役的防卫者并非其操控者,则与正在被攻击的战役相关的所有提及“防御牌手”的规则和效应均指该战役的防卫者,而非其操控者。"}, {"chapter": "3", "id": "310.8e", "content": "310.8e If a rule or effect refers to the player who protects a battle, it means the player who is that battle’s protector.\n如果某咒语或效应提及防卫某战役的牌手,则其所指的是为该战役防卫者的牌手。"}, {"chapter": "3", "id": "310.8f", "content": "310.8f A battle can have only one protector at a time. A battle’s protector stops being its protector if another player becomes its protector.\n战役只能有一位防卫者。若一位牌手成为一个战役的新防卫者,则原防卫者不再作为其防卫者。"}, {"chapter": "3", "id": "310.8g", "content": "310.8g A battle’s protector doesn’t change if it stops being a battle or it becomes a copy of another battle.\n如果一个战役不再是战役,或其成为另一个战役的复制品,其防卫者不会改变。"}, {"chapter": "3", "id": "310.9.", "content": "310.9. A battle can’t be attached to players or permanents, even if it is also an Aura, Equipment, or Fortification. If a battle is somehow attached to a permanent, it becomes unattached. This is a state-based action (see rule 704).\n战役不能被贴附于牌手或永久物上,即使它同时也是灵气、武具或工事。如果一个战役因故贴附在永久物上,则它不再贴附。此为状态动作(参见规则704)。"}, {"chapter": "3", "id": "310.10.", "content": "310.10. If a battle that isn’t being attacked has no player designated as its protector, or its protector is a player who can’t be its protector based on its battle type, its controller chooses an appropriate player to be its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. This is a state-based action (see rule 704).\n如果一个战役未被攻击且没有牌手被指定为防卫者,或此战役的防卫者根据它的战役类别不能作为其防卫者,则其操控者指定一位适当的牌手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。此为状态动作(参见规则704)。"}, {"chapter": "3", "id": "310.11.", "content": "310.11. All currently existing battles have the subtype Siege. Sieges are subject to special rules.\n所有现存的战役都具有围攻此副类别。围攻遵循特定的规则。"}, {"chapter": "3", "id": "310.11a", "content": "310.11a As a Siege enters the battlefield, its controller must choose its protector from among their opponents. Only an opponent of a Siege’s controller can be its protector.\n于围攻进战场时,其操控者选择一位对手来作为其防卫者。只有围攻的操控者之对手可以作为其防卫者。"}, {"chapter": "3", "id": "310.11b", "content": "310.11b Sieges have the intrinsic ability “When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.”\n围攻具有“当从此永久物上移去最后一个布防指示物时,将它放逐,然后你可以施放已转化的此牌,且不需支付其法术力费用。”此固有异能。"}, {"chapter": "3", "id": "311.", "content": "311. Planes\n时空"}, {"chapter": "3", "id": "311.1.", "content": "311.1. Plane is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses plane cards. See rule 901, “Planechase.”\n时空此牌张类别只会出现在非传统万智牌卡牌上。只有竞逐时空休闲玩法使用时空牌。参见规则901,“竞逐时空”。"}, {"chapter": "3", "id": "311.2.", "content": "311.2. Plane cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a plane card would leave the command zone, it remains in the command zone.\n时空牌在游戏中始终处于统帅区,无论该牌在时空套牌中或是牌面朝上时。时空牌不是永久物。时空牌不能被施放。如果时空牌将要离开统帅区,它留在统帅区。"}, {"chapter": "3", "id": "311.3.", "content": "311.3. Plane subtypes are listed after a long dash, and may be multiple words: “Plane — Serra’s Realm.” All words after the dash are, collectively, a single subtype. Planar subtypes are called planar types. A plane can have only one subtype. See rule 205.3n for the complete list of planar types.\n时空的副类别接在一条长横线后面,可能包括多个英文单词(译注:中文版之副类别则是单独的一个词,且接在“~”符号后面):“Plane — New Phyrexia(时空~新非瑞克西亚)”。在长横线后的单词为一个单一的副类别。时空的副类别也称为时空类别。每张时空牌只能拥有一种副类别。时空类别的完整列表参见规则205.3n。"}, {"chapter": "3", "id": "311.4.", "content": "311.4. A plane card may have any number of static, triggered, and/or activated abilities. As long as a plane card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\n时空牌可以具有任意数量的静止式、触发式和/或起动式异能。只要时空牌在统帅区中为牌面朝上,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。"}, {"chapter": "3", "id": "311.5.", "content": "311.5. The controller of a face-up plane card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.\n牌面朝上的时空牌之操控者是指定为时空操控者的牌手。通常,时空操控者是主动牌手。如果当前时空操控者将要离开游戏,改为回合顺序中下一位不会离开游戏的牌手成为时空操控者,然后原来的时空操控者离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他牌手成为主动牌手。"}, {"chapter": "3", "id": "311.6.", "content": "311.6. A face-up plane card that’s turned face down becomes a new object.\n牌面朝上的时空牌翻为牌面朝下之后成为新的物件。"}, {"chapter": "3", "id": "311.7.", "content": "311.7. Each plane card has a triggered ability that triggers “Whenever chaos ensues.” These are called chaos abilities. Each one is indicated by a chaos symbol to the left of the ability, though the symbol itself has no special rules meaning. This ability triggers if the chaos symbol is rolled on the planar die (see rule 901.9b), if a resolving spell or ability says that chaos ensues, or if a resolving spell or ability states that chaos ensues for a particular object. In the last case, the chaos ability can trigger even if that plane card is still in the planar deck but revealed. A chaos ability is controlled by the current planar controller.\n时空牌具有“每当引发混沌”时触发的触发式异能。这些异能称为“混沌异能”。这些异能的左边有{CHAOS}符号用以指示,即使该符号没有特别规则含义。此异能在以下情况下触发:如果时空骰的掷骰结果为混沌符号;如果一个结算中的咒语或异能叙述引发混沌;或如果一个结算中的咒语或异能叙述一个特定物件引发混沌。在最后一种情况下,即使该时空牌仍在牌库中但被展示,混沌异能也能够触发。混沌异能由当前时空的操控者所操控。"}, {"chapter": "3", "id": "312.", "content": "312. Phenomena\n异象"}, {"chapter": "3", "id": "312.1.", "content": "312.1. Phenomenon is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses phenomenon cards. See rule 901, “Planechase.”\n异象此牌张类别只会出现在非传统万智牌卡牌上。只有竞逐时空休闲玩法使用异象牌。参见规则901,“竞逐时空”。"}, {"chapter": "3", "id": "312.2.", "content": "312.2. Phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a phenomenon card would leave the command zone, it remains in the command zone.\n异象牌在游戏中始终处于统帅区,无论该牌在时空套牌中或是牌面朝上时。异象牌不是永久物。异象牌不能被施放。如果异象牌将要离开统帅区,它留在统帅区。"}, {"chapter": "3", "id": "312.3.", "content": "312.3. Phenomenon cards have no subtypes.\n异象牌没有副类别。"}, {"chapter": "3", "id": "312.4.", "content": "312.4. The controller of a face-up phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.\n牌面朝上的异象牌之操控者是指定为时空操控者的牌手。通常,时空操控者是主动牌手。如果当前时空操控者将要离开游戏,改为回合顺序中下一位不会离开游戏的牌手成为时空操控者,然后原来的时空操控者离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他牌手成为主动牌手。"}, {"chapter": "3", "id": "312.5.", "content": "312.5. Each phenomenon card has a triggered ability that triggers when you encounter it. “When you encounter [this phenomenon]” means “When you move this card off a planar deck and turn it face up.”\n异象牌有一个触发式异能,当你遭遇它时触发。“当你遭遇[此异象]时”意指“当你将此牌移离时空套牌并翻回正面时”。"}, {"chapter": "3", "id": "312.6.", "content": "312.6. A face-up phenomenon card that’s turned face down becomes a new object.\n牌面朝上的异象牌翻为牌面朝下之后成为新的物件。"}, {"chapter": "3", "id": "312.7.", "content": "312.7. If a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule 704. See also rule 701.31, “Planeswalk.”)\n如果一张异象牌在统帅区牌面朝上,且它不是已触发、且尚未离开堆叠的触发式异能之来源,时空操控者于下一次牌手将得到优先权时,时空换境。(此为状态动作;参见规则704。亦见规则701.31,“时空换境”。)"}, {"chapter": "3", "id": "313.", "content": "313. Vanguards\n先锋"}, {"chapter": "3", "id": "313.1.", "content": "313.1. Vanguard is a card type seen only on nontraditional Magic cards. Only the Vanguard casual variant uses vanguard cards. See rule 902, “Vanguard.”\n先锋此牌张类别只会出现在非传统万智牌卡牌上。只有先锋休闲玩法使用先锋牌。参见规则902,“先锋”。"}, {"chapter": "3", "id": "313.2.", "content": "313.2. Vanguard cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast. If a vanguard card would leave the command zone, it remains in the command zone.\n先锋牌在游戏中始终处于统帅区。先锋牌不是永久物。先锋牌不能被施放。如果先锋牌将要离开统帅区,它留在统帅区。"}, {"chapter": "3", "id": "313.3.", "content": "313.3. Vanguard cards have no subtypes.\n先锋牌没有副类别。"}, {"chapter": "3", "id": "313.4.", "content": "313.4. A vanguard card may have any number of static, triggered, and/or activated abilities. As long as a vanguard card is in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\n先锋牌可以具有任意数量的静止式、触发式和/或起动式异能。只要先锋牌在统帅区中,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。"}, {"chapter": "3", "id": "313.5.", "content": "313.5. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.\n先锋牌的拥有者是以该牌置于统帅区中开始游戏的牌手。面朝上的先锋牌之操控者是其拥有者。"}, {"chapter": "3", "id": "313.6.", "content": "313.6. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the starting hand size and maximum hand size of the vanguard card’s owner (normally seven). The resulting number is both how many cards that player draws at the beginning of the game and their maximum hand size. See rule 103.5.\n每张先锋牌的左下角都印有手牌修正。手牌修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起手牌数量和手牌上限(通常为七张)时,采用此修正值。修正后的数字便是该牌手在游戏开始时所抓牌的数量以及手牌上限。参见规则103.5。"}, {"chapter": "3", "id": "313.7.", "content": "313.7. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner (normally 20) to is determined. See rule 103.4.\n每张先锋牌的右下角都印有生命修正。生命修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起始总生命(通常为20)时,采用此修正值。参见规则103.4。"}, {"chapter": "3", "id": "314.", "content": "314. Schemes\n邪计"}, {"chapter": "3", "id": "314.1.", "content": "314.1. Scheme is a card type seen only on nontraditional Magic cards. Only the Archenemy casual variant uses scheme cards. See rule 904, “Archenemy.”\n邪计此牌张类别只会出现在非传统万智牌卡牌上。只有魔王休闲玩法使用邪计牌。参见规则904,“魔王”。"}, {"chapter": "3", "id": "314.2.", "content": "314.2. Scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up. They’re not permanents. They can’t be cast. If a scheme card would leave the command zone, it remains in the command zone.\n邪计牌在游戏中始终处于统帅区,无论该牌在邪计套牌中或是牌面朝上时。邪计牌不是永久物。邪计牌不能被施放。如果邪计牌将要离开统帅区,它留在统帅区。"}, {"chapter": "3", "id": "314.3.", "content": "314.3. Scheme cards have no subtypes.\n邪计牌没有副类别。"}, {"chapter": "3", "id": "314.4.", "content": "314.4. A scheme card may have any number of static, triggered, and/or activated abilities. As long as a scheme card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\n邪计牌可以具有任意数量的静止式、触发式和/或起动式异能。只要邪计牌在统帅区中,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。"}, {"chapter": "3", "id": "314.5.", "content": "314.5. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.\n邪计牌的拥有者是以该牌置于统帅区中开始游戏的牌手。面朝上的邪计牌之操控者是其拥有者。"}, {"chapter": "3", "id": "314.6.", "content": "314.6. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)\n如果一张非长效的邪计牌在统帅区牌面朝上,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,于下一次牌手将得到优先权时,将该邪计牌翻为牌面朝下,并置于其拥有者的邪计套牌牌库底。(此为状态动作;参见规则704。)"}, {"chapter": "3", "id": "314.7.", "content": "314.7. If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone that’s the source of that ability. This is an exception to rule 109.2.\n如果一张邪计牌的异能叙述中包含“此邪计”,它意指统帅区中该异能的来源之邪计牌。这是规则109.2的例外情况。"}, {"chapter": "3", "id": "315.", "content": "315. Conspiracies\n诡局"}, {"chapter": "3", "id": "315.1.", "content": "315.1. Conspiracy cards are used only in limited play, particularly in the Conspiracy Draft variant (see rule 905). Conspiracy cards aren’t used in constructed play.\n诡局牌只在限制赛中使用,特别地,在诡局轮抽玩法中使用(参见规则905)。诡局牌不得在构组赛中使用。"}, {"chapter": "3", "id": "315.2.", "content": "315.2. At the start of a game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone. Conspiracy cards with hidden agenda are put into the command zone face down. (See rule 702.106, “Hidden Agenda.”)\n在游戏开始时,洗套牌之前,每位牌手可以将他备牌中任意数量的诡局牌置于统帅区。具有秘案异能的诡局牌以牌面朝下的方式置于统帅区。(参见规则702.106,“秘案”)。"}, {"chapter": "3", "id": "315.3.", "content": "315.3. Conspiracy cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast or included in a deck. If a conspiracy card would leave the command zone, it remains in the command zone. Conspiracy cards that aren’t in the game can’t be brought into the game.\n诡局牌在整盘游戏中一直留在统帅区中。它们不是永久物。它们无法被施放,也不能包含在套牌中。如果诡局牌将离开统帅区,它留在统帅区。不在游戏内的诡局牌不能被带入游戏。"}, {"chapter": "3", "id": "315.4.", "content": "315.4. Conspiracy cards have no subtypes.\n诡局牌没有副类别。"}, {"chapter": "3", "id": "315.5.", "content": "315.5. Conspiracy cards may have any number of static or triggered abilities. As long as a conspiracy card is face up in the command zone, its static abilities affect the game, and its triggered abilities may trigger.\n诡局牌可能拥有一些静止式或触发式异能。只要诡局牌以牌面朝上的方式置于统帅区,它的静止式异能便可以影响游戏,它的触发式异能便可以触发。"}, {"chapter": "3", "id": "315.5a", "content": "315.5a Abilities of conspiracy cards may affect the start-of-game procedure.\n诡局牌的异能可能会影响游戏开始的流程。"}, {"chapter": "3", "id": "315.5b", "content": "315.5b Face-down conspiracy cards have no characteristics.\n牌面朝下的诡局牌没有特征。"}, {"chapter": "3", "id": "315.6.", "content": "315.6. The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.\n诡局牌的拥有者是在游戏开始时将其置入统帅区的牌手。诡局牌的操控者是其拥有者。"}, {"chapter": "3", "id": "315.7.", "content": "315.7. At any time, you may look at a face-down conspiracy card you control. You can’t look at face-down conspiracy cards controlled by other players.\n任何时候你都可以检视由你操控的牌面朝下的诡局牌。你不能检视由其他牌手操控的牌面朝下的诡局牌。"}, {"chapter": "4", "id": "4.", "content": "4. Zones\n区域"}, {"chapter": "4", "id": "400.", "content": "400. General\n总则"}, {"chapter": "4", "id": "400.1.", "content": "400.1. A zone is a place where objects can be during a game. There are normally seven zones: library, hand, battlefield, graveyard, stack, exile, and command. Some older cards also use the ante zone. Each player has their own library, hand, and graveyard. The other zones are shared by all players.\n区域是指所有物件在游戏中放置的地方。通常来说有七个区域:牌库、手牌、战场、坟墓场、堆叠、放逐,以及统帅区。有些较旧版本的牌会使用赌注。每位牌手都拥有自己的牌库、手牌、以及坟墓场。其他的区域则由所有牌手共享。"}, {"chapter": "4", "id": "400.2.", "content": "400.2. Public zones are zones in which all players can see the cards’ faces, except for those cards that some rule or effect specifically allow to be face down. Graveyard, battlefield, stack, exile, ante, and command are public zones. Hidden zones are zones in which not all players can be expected to see the cards’ faces. Library and hand are hidden zones, even if all the cards in one such zone happen to be revealed.\n公开区域是指所有牌手均可以看见牌面信息的区域,除非某些规则或效应特定使牌面朝下放置。坟墓场、战场、堆叠、放逐区、赌注,以及统帅区为公开区域。隐藏区域是指不是所有牌手都查看牌面信息的区域。牌库和手牌是隐藏区域,即使该区域所有的牌均被展示。"}, {"chapter": "4", "id": "400.3.", "content": "400.3. If an object would go to any library, graveyard, or hand other than its owner’s, it goes to its owner’s corresponding zone.\n如果一个物件将移动到不是其拥有者的牌库、坟墓场,或者手牌中,则改为移到其拥有者的相应区域中。"}, {"chapter": "4", "id": "400.4.", "content": "400.4. Cards with certain card types can’t enter certain zones.\n具有特定牌张类别的牌不能进入特定的区域。"}, {"chapter": "4", "id": "400.4a", "content": "400.4a If an instant or sorcery card would enter the battlefield, it remains in its previous zone.\n如果一张瞬间或法术牌将要进入战场,它将留在其之前的区域。"}, {"chapter": "4", "id": "400.4b", "content": "400.4b If a conspiracy, phenomenon, plane, scheme, or vanguard card would leave the command zone, it remains in the command zone.\n如果一张诡局牌、异象牌、时空牌、先锋牌或邪计牌将要离开统帅区,它留在统帅区。"}, {"chapter": "4", "id": "400.5.", "content": "400.5. The order of objects in a library, in a graveyard, or on the stack can’t be changed except when effects or rules allow it. The same is true for objects arranged in face-down piles in other zones. Other objects in other zones can be arranged however their owners wish, although who controls those objects, whether they’re tapped or flipped, and what other objects are attached to them must remain clear to all players.\n除非效应或规则允许,否则牌库、坟墓场、堆叠中的物件不能改变顺序。同样,其他区域中一堆牌面朝下的物件不能改变顺序。在其他区域中的其他物件,则可以由其拥有者任意安排顺序,然它们由谁操控、是否横置、是否被倒转、是否被其他物件贴附、是否佩带其他物件,都必须清楚展示给所有牌手。"}, {"chapter": "4", "id": "400.6.", "content": "400.6. If an object would move from one zone to another, determine what event is moving the object. If the object is moving to a public zone and its owner will be able to look at it in that zone, its owner looks at it to see if it has any abilities that would affect the move. If the object is moving to the battlefield, each other player who will be able to look at it in that zone does so. Then any appropriate replacement effects, whether they come from that object or from elsewhere, are applied to that event. If any effects or rules try to do two or more contradictory or mutually exclusive things to a particular object, that object’s controller—or its owner if it has no controller—chooses which effect to apply, and what that effect does. (Note that multiple instances of the same thing may be mutually exclusive; for example, two simultaneous “destroy” effects.) Then the event moves the object.\n如果一个物件将从一个区域转移到另一个区域,首先确定移动此物件的事件。如果物件将移动到公开区域,且其拥有者将会可以在该区域检视之,其拥有者检视之并查看其是否具有影响该移动的异能。如果该物件将移动到战场,每位将会可以在该区域检视之的其他牌手亦如此作。然后相应的替代性效应对该事件生效,无论它来自物件本身或其他地方。如果任何效应或规则试图用数个对立或抵触的方式影响同一个物件,物件的操控者(如果没有操控者则由拥有者)选择哪个效应生效,以及该效应产生什么影响。(注意,对同一物件的多个影响可能相互抵触;例如,两个同时“消灭”的效应。)然后该事件移动物件。\nExample: Exquisite Archangel has an ability which reads “If you would lose the game, instead exile this creature and your life total becomes equal to your starting life total.” A spell deals 5 damage to a player with 5 life and 5 damage to an Exquisite Archangel under that player’s control. As state-based actions are performed, that player’s life total becomes equal to their starting life total, and that player chooses whether Exquisite Archangel moves to its owner’s graveyard or to exile.\n例如:精雅大天使具有叙述为“如果你将输掉这盘游戏,则改为放逐此生物且你的总生命成为等同于你的起始总生命。”的异能。某咒语对一位具有5点生命的牌手造成5点伤害,并对该牌手操控的精雅大天使造成5点伤害。于状态动作执行时,该牌手的总生命成为等同于其起始总生命,然后该牌手选择将精雅大天使移到其拥有者的坟墓场或移到放逐区。"}, {"chapter": "4", "id": "400.7.", "content": "400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. This rule has the following exceptions.\n一个物件从一个区域转移到另一个区域将被视同一个新的物件,它对原物件没有任何记忆和联系。此规则有以下例外的情况:"}, {"chapter": "4", "id": "400.7a", "content": "400.7a Effects from spells, activated abilities, and triggered abilities that change the characteristics or controller of a permanent spell on the stack continue to apply to the permanent that spell becomes.\n咒语、起动式异能以及触发式异能所产生的改变堆叠中永久物咒语特征或操控者的效应,将会继续影响到该咒语所成的永久物。"}, {"chapter": "4", "id": "400.7b", "content": "400.7b Effects from static abilities that grant an ability to a permanent spell that functions on the battlefield continue to apply to the permanent that spell becomes (see rule 611.3d).\n如果一个来自静止式异能的效应赋予永久物咒语在战场上生效的异能,则该效应将会继续影响该咒语所成的永久物(参见规则611.3d)。"}, {"chapter": "4", "id": "400.7c", "content": "400.7c Prevention effects that apply to damage from a permanent spell on the stack continue to apply to damage from the permanent that spell becomes.\n防止来自堆叠中永久物咒语将造成伤害的防止性效应,将会继续防止该咒语所成的永久物将造成的伤害。"}, {"chapter": "4", "id": "400.7d", "content": "400.7d An ability of a permanent can reference information about the spell that became that permanent as it resolved, including what costs were paid to cast that spell or what mana was spent to pay those costs.\n永久物上的异能可以得知成为该永久物之咒语结算时的信息,包括施放该咒语时支付了哪些费用、或是支付此费用时使用了何种法术力。"}, {"chapter": "4", "id": "400.7e", "content": "400.7e Abilities that trigger when an object moves from one zone to another (for example, “When this Aura is put into a graveyard from the battlefield”) can find the new object that it became in the zone it moved to when the ability triggered, if that zone is a public zone.\n当一个物件从一个区域转移到另一个区域时,如果移动后的区域是公开区域,所触发的触发式异能(例如,“当此灵气从战场进入坟墓场时”)能够在移动后区域中找到该异能触发时的物件成为的新物件。"}, {"chapter": "4", "id": "400.7f", "content": "400.7f Abilities that trigger when an enchanted permanent leaves the battlefield can find the new object that each Aura enchanting that permanent became in its owner’s graveyard if it was put into that graveyard at the same time the enchanted permanent left the battlefield. It can also find the new object that each Aura enchanting it became in its owner’s graveyard as a result of being put there as a state-based action for not being attached to a permanent. (See rule 704.5m.)\n如果灵气与它所结附的永久物离开战场的同时进入坟墓场,或灵气因未贴附永久物而作为状态动作置入其拥有者的坟墓场,这些灵气因受结附的永久物离开战场而触发的触发式异能,可以在其拥有者的坟墓场中找到各结附于该永久物的灵气所成为的新物件。(参见规则704.5m。)"}, {"chapter": "4", "id": "400.7g", "content": "400.7g If an effect grants a nonland card an ability that allows it to be cast, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being cast this way.\n如果一个效应赋予一张非地牌一个允许施放它的异能,该异能将在其因此被施放而被转移到堆叠之后继续影响它所成为的新物件。"}, {"chapter": "4", "id": "400.7h", "content": "400.7h If an effect allows a nonland card to be cast, other parts of that effect can find the new object that card becomes after it moves to the stack as a result of being cast this way.\n如果一个效应允许一张非地牌被施放,该效应的其他部分可以在该牌因以此法施放而移动到堆叠上成为新物件后找到该物件。"}, {"chapter": "4", "id": "400.7i", "content": "400.7i If an effect allows a land card to be played, other parts of that effect can find the new object that land card becomes after it moves to the battlefield as a result of being played this way.\n如果一个效应允许一张地牌被使用,该效应的其他部分可以在该地牌因以此法使用而成为新物件后找到该物件。"}, {"chapter": "4", "id": "400.7j", "content": "400.7j If an effect causes an object to move to a public zone, other parts of that effect can find that object. If the cost of a spell or ability causes an object to move to a public zone, that spell or ability’s effects can find that object.\n如果一个效应使一个物件移动到一个公开区域,该效应的其他部分可以找到该物件。如果一个咒语或异能的费用使一个物件移动到一个公开区域,该咒语或异能的效应可以找到该物件。"}, {"chapter": "4", "id": "400.7k", "content": "400.7k After resolving a madness triggered ability (see rule 702.35), if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that object.\n在结算疯魔触发式异能后(参见规则702.35),如果所放逐之牌未被施放、且被移动到公开区域,提及被弃掉之牌的效应可以找到该物件。"}, {"chapter": "4", "id": "400.7m", "content": "400.7m Stickers on an object in a public zone are retained as it moves to another public zone (see rule 123.5). Any effects from stickers continue to apply to the new object it becomes in that zone.\n一个物件移动到一个公开区域时,物件上的贴纸仍然保留(参见规则123.5)。贴纸产生的效应继续影响新区域中的物件。"}, {"chapter": "4", "id": "400.8.", "content": "400.8. If an object in the exile zone is exiled, it doesn’t change zones, but it becomes a new object that has just been exiled.\n如果一个在放逐区的物件被放逐,它不会改变区域,但它视作一个刚刚被放逐的新物件。"}, {"chapter": "4", "id": "400.9.", "content": "400.9. If a face-up object in the command zone is turned face down, it becomes a new object.\n如果统帅区的一个面朝上的物件被翻为面朝下,它成为一个新的物件。"}, {"chapter": "4", "id": "400.10.", "content": "400.10. If an object in the command zone is put into the command zone, it doesn’t change zones, but it becomes a new object that has just entered the command zone.\n如果统帅区的一个物件被置入统帅区,它不会改变区域,但它会成为刚刚进入统帅区的一个新的物件。"}, {"chapter": "4", "id": "400.11.", "content": "400.11. An object is outside the game if it isn’t in any of the game’s zones. Outside the game is not a zone.\n如果一个物件不在游戏的任何区域中,它在游戏以外。游戏以外并不是一个区域。"}, {"chapter": "4", "id": "400.11a", "content": "400.11a Cards in a player’s sideboard are outside the game. See rule 100.4.\n牌手备牌中的牌在游戏以外。参见规则100.4。"}, {"chapter": "4", "id": "400.11b", "content": "400.11b Some effects bring cards into a game from outside the game. Those cards remain in the game until the game ends, their owner leaves the game, or a rule or effect removes them from the game, whichever comes first.\n一些效应将牌从游戏以外带进游戏中。直到游戏结束、或其拥有者离开游戏、或规则或效应将其移出游戏此三者首先发生的事件前,这些牌保持在游戏中。"}, {"chapter": "4", "id": "400.11c", "content": "400.11c Cards outside the game can’t be affected by spells or abilities, except for characteristic-defining abilities printed on them (see rule 604.3) and spells and abilities that allow those cards to be brought into the game.\n游戏以外的牌不受咒语或异能的影响,除了它们所印有的特征定义异能(参见规则604.3)以及可以将这些牌带入游戏中的咒语和异能。"}, {"chapter": "4", "id": "400.12.", "content": "400.12. Some effects instruct a player to do something to a zone (such as “Shuffle your hand into your library”). That action is performed on all cards in that zone. The zone itself is not affected.\n一些效应指示牌手对一个区域进行操作(例如“将你的手牌洗入你的牌库”)。该动作影响该区域的所有牌。该区域本身不受影响。"}, {"chapter": "4", "id": "401.", "content": "401. Library\n牌库"}, {"chapter": "4", "id": "401.1.", "content": "401.1. When a game begins, each player’s deck becomes their library.\n当游戏开始时,每位牌手的套牌各自成为其牌库。"}, {"chapter": "4", "id": "401.2.", "content": "401.2. Each library must be kept in a single face-down pile. Players can’t look at or change the order of cards in a library.\n牌库需单独放成一叠,且须保持牌面朝下的状态。牌手不可查看或改变牌库的顺序。"}, {"chapter": "4", "id": "401.3.", "content": "401.3. Any player may count the number of cards remaining in any player’s library at any time.\n任何牌手都随时可以清点任何牌库的牌张数量。"}, {"chapter": "4", "id": "401.4.", "content": "401.4. If an effect puts two or more cards in a specific position in a library at the same time, the owner of those cards may arrange them in any order. That library’s owner doesn’t reveal the order in which the cards go into the library.\n如果一个效应同时将两张或更多的牌放在一个牌库的特定位置,这些牌的拥有者可将它们依任意顺序排列。该牌库的拥有者不需展示这些牌进入牌库的顺序。"}, {"chapter": "4", "id": "401.5.", "content": "401.5. Some effects tell a player to play with the top card of their library revealed, or say that a player may look at the top card of their library. If the top card of the player’s library changes while a spell is being cast, the new top card won’t be revealed and can’t be looked at until the spell becomes cast (see rule 601.2i). The same is true with relation to an ability being activated. If the top card of the player’s library changes while a player is taking a special action (see rule 116, “Special Actions”), the new card won’t be revealed and can’t be looked at until the player has finished taking that special action.\n一些效应要求牌手以展示其牌库顶牌的方式进行游戏,或允许牌手查看其牌库顶牌。如果在施放咒语的过程中该牌手的牌库顶牌改变,则新的牌库顶牌直到该咒语完成施放之前都不被展示且不能被查看(参见规则601.2i)。在起动异能的过程中用同样的方式处理。如果在执行特殊动作的过程中该牌手的牌库顶牌改变(参见规则116,“特殊动作”),则新的牌库顶牌直到该牌手完成执行该特殊动作之前都不被展示且不能被查看。"}, {"chapter": "4", "id": "401.6.", "content": "401.6. If an effect causes a player to play with the top card of their library revealed, and that particular card stops being revealed for any length of time before being revealed again, it becomes a new object.\n如果一个效应令牌手以展示其牌库顶牌的方式进行游戏,而该牌库顶牌不再被展示之后经过任意时间再次被展示,它将成为一个新的物件。"}, {"chapter": "4", "id": "401.7.", "content": "401.7. If an effect causes a player to put a card into a library “Nth from the top,” and that library has fewer than N cards in it, the player puts that card on the bottom of that library.\n如果一个效应让牌手把牌放在其牌库“顶第N张”,且该牌库的牌少于N张,则该牌手将该牌放在牌库底。"}, {"chapter": "4", "id": "402.", "content": "402. Hand\n手牌"}, {"chapter": "4", "id": "402.1.", "content": "402.1. The hand is where a player holds cards that have been drawn. Cards can be put into a player’s hand by other effects as well. At the beginning of the game, each player draws a number of cards equal to that player’s starting hand size, normally seven. (See rule 103, “Starting the Game.”)\n手牌指牌手已经抓取的牌。其他效应也可能会将牌置入牌手的手牌。在游戏开始时,每位牌手各抓等同于起手牌数量的牌,一般为七张。(参见规则103,“开始游戏”。)"}, {"chapter": "4", "id": "402.2.", "content": "402.2. Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in their hand, but as part of their cleanup step, the player must discard excess cards down to the maximum hand size.\n每位牌手均有手牌上限,通常为七张。牌手可以拥有任意数量的手牌,但在其清除步骤中,该牌手必须将其手牌弃到手牌上限的数量。"}, {"chapter": "4", "id": "402.3.", "content": "402.3. A player may arrange their hand in any convenient fashion and look at it at any time. A player can’t look at the cards in another player’s hand but may count those cards at any time.\n牌手可以用任意方式整理其手牌,且可以随时检视自己的手牌。牌手不可以看其他牌手的手牌,但随时可以清点任何牌手的手牌数量。"}, {"chapter": "4", "id": "403.", "content": "403. Battlefield\n战场"}, {"chapter": "4", "id": "403.1.", "content": "403.1. Most of the area between the players represents the battlefield. The battlefield starts out empty. Permanents a player controls are normally kept in front of them on the battlefield, though there are some cases (such as an Aura attached to another player’s permanent) when a permanent one player controls is kept closer to a different player.\n牌手之间大部分的空间都代表战场。战场开始时是空的。一般来说由牌手操控的永久物放在其面前的战场上,但有些情况下牌手操控的永久物放在靠近另一位牌手的战场上(例如贴附于其他牌手的永久物上的灵气)。"}, {"chapter": "4", "id": "403.2.", "content": "403.2. A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone.\n除非特别指定牌手或其他区域,否则咒语或异能只会影响和检视战场。"}, {"chapter": "4", "id": "403.3.", "content": "403.3. Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule 110, “Permanents.”\n永久物只存在于战场上。所有在战场上的物件都是永久物。参见规则110,“永久物”。"}, {"chapter": "4", "id": "403.4.", "content": "403.4. Whenever a permanent enters the battlefield, it becomes a new object and has no relationship to any previous permanent represented by the same card, except for the cases listed in rule 400.7. (This is also true for any objects entering any zone.)\n每当永久物进入战场时,它成为一个全新的物件,且与同一张牌先前所代表的永久物没有任何联系,除非为规则400.7所列出的情况。(任何物件进入任何区域均适用此规则。)"}, {"chapter": "4", "id": "403.5.", "content": "403.5. Previously, the battlefield was called the “in-play zone.” Cards that were printed with text that contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield. Cards that were printed with that text have received errata in the Oracle card reference.\n多年以来,战场被称为“场上区”。牌的文字栏印有“在场”、“从场上”、“进场”或者其他类似的用词,皆指战场。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到勘误。"}, {"chapter": "4", "id": "404.", "content": "404. Graveyard\n坟墓场"}, {"chapter": "4", "id": "404.1.", "content": "404.1. A player’s graveyard is their discard pile. Any object that’s countered, discarded, destroyed, or sacrificed is put on top of its owner’s graveyard, as is any instant or sorcery spell that’s finished resolving. Each player’s graveyard starts out empty.\n牌手的坟墓场指其弃牌堆。任何被反击、弃牌、消灭或牺牲的物件皆放在其拥有者的坟墓场顶端,结算完毕的瞬间或法术咒语亦然。每位牌手的坟墓场开始时都是空的。"}, {"chapter": "4", "id": "404.2.", "content": "404.2. Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but normally can’t change their order. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in their graveyard.\n每个坟墓场必须以牌面朝上的单独放成一叠。牌手可以随时检视任何坟墓场中的牌,但通常情况下不能改变其顺序。认证比赛附加的规则可能允许牌手改变其坟墓场中牌的顺序。"}, {"chapter": "4", "id": "404.3.", "content": "404.3. If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.\n如果一个效应或规则同时将两张或更多的牌同时放进同一个坟墓场,这些牌的拥有者可将它们依任意顺序排列。"}, {"chapter": "4", "id": "405.", "content": "405. Stack\n堆叠"}, {"chapter": "4", "id": "405.1.", "content": "405.1. When a spell is cast, the physical card is put on the stack (see rule 601.2a). When an ability is activated or triggers, it goes on top of the stack without any card associated with it (see rules 602.2a and 603.3).\n当一个咒语被施放时,这张实体的牌进入堆叠(参见规则601.2a)。当一个异能被起动或触发之后,此异能便进入堆叠的顶端,且没有任何牌用来代表它。(参见规则602.2a和603.3。)"}, {"chapter": "4", "id": "405.2.", "content": "405.2. The stack keeps track of the order that spells and/or abilities were added to it. Each time an object is put on the stack, it’s put on top of all objects already there.\n堆叠记录着咒语和/或异能加入的顺序。每次有物件进入堆叠,它将放在所有先前已在堆叠中的物件之上。"}, {"chapter": "4", "id": "405.3.", "content": "405.3. If an effect puts two or more objects on the stack at the same time, those controlled by the active player are put on lowest, followed by each other player’s objects in APNAP order (see rule 101.4). If a player controls more than one of these objects, that player chooses their relative order on the stack.\n如果一个效应同时将两张或更多的物件放进堆叠,主动牌手操控的物件在最下方,然后为按照“主动牌手先决定”的顺序(参见规则101.4)的其他牌手所操控的物件。如果一位牌手操控其中多个物件,该牌手可以选择它们在堆叠中的顺序。"}, {"chapter": "4", "id": "405.4.", "content": "405.4. Each spell has all the characteristics of the card associated with it. Each activated or triggered ability that’s on the stack has the text of the ability that created it and no other characteristics. The controller of a spell is the player who cast it. The controller of an activated ability is the player who activated it. The controller of a triggered ability is the player who controlled the ability’s source when it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\n每个咒语具有用来代表它的牌之所有特征。堆叠中的起动式或触发式异能具有创造它的异能之内文叙述,它们不具有其他特征。咒语的操控者为施放该咒语的牌手。起动式异能的操控者为起动该起动式异能的牌手。触发式异能的操控者为该异能触发时,该异能来源的操控者,除非它是延迟触发式异能。确定延迟触发式异能的操控者,参见规则603.7d-f。"}, {"chapter": "4", "id": "405.5.", "content": "405.5. When all players pass in succession, the top (last-added) spell or ability on the stack resolves. If the stack is empty when all players pass, the current step or phase ends and the next begins.\n当所有牌手连续让过时,堆叠最顶端的(最后进入的)咒语或异能结算。如果所牌手皆让过且堆叠为空,当前阶段或步骤结束且下一个开始。"}, {"chapter": "4", "id": "405.6.", "content": "405.6. Some things that happen during the game don’t use the stack.\n在游戏过程发生的一些事情不使用堆叠。"}, {"chapter": "4", "id": "405.6a", "content": "405.6a Effects don’t go on the stack; they’re the result of spells and abilities resolving. Effects may create delayed triggered abilities, however, and these may go on the stack when they trigger (see rule 603.7).\n效应并不进入堆叠;它们是咒语或异能结算时产生的结果。效应可能创造延迟触发式异能,这些异能触发的时候可能会进入堆叠(参见规则603.7)。"}, {"chapter": "4", "id": "405.6b", "content": "405.6b Static abilities continuously generate effects and don’t go on the stack. (See rule 604, “Handling Static Abilities.”) This includes characteristic-defining abilities such as “[This object] is red” (see rule 604.3).\n静止式异能持续产生效应而不进入堆叠。(参见规则604,“处理静止式异能”。)这包括特征定义异能,例如“[这个物件]是红色。”(参见规则604.3)。"}, {"chapter": "4", "id": "405.6c", "content": "405.6c Mana abilities resolve immediately. If a mana ability both produces mana and has another effect, the mana is produced and the other effect happens immediately. If a player had priority before a mana ability was activated, that player gets priority after it resolves. (See rule 605, “Mana Abilities.”)\n法术力异能立刻结算。如果一个法术力异能同时产生法术力和其他效应,法术力和该效应同时立刻发生。如果一位牌手在起动法术力异能前拥有优先权,该牌手在法术力异能结算后得到优先权。(参见规则605,“法术力异能”。)"}, {"chapter": "4", "id": "405.6d", "content": "405.6d Special actions don’t use the stack; they happen immediately. See rule 116, “Special Actions.”\n特殊动作不使用堆叠;它们立刻发生。参见规则116,“特殊动作”。"}, {"chapter": "4", "id": "405.6e", "content": "405.6e Turn-based actions don’t use the stack; they happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority (see rule 117.3a). Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703.\n回合动作不使用堆叠;相应的阶段或步骤开始时,它们立刻发生。它们在牌手得到优先权之前处理(参见规则117.3a)。回合动作同样在每个阶段和步骤结束时自动发生;没有牌手在此之后会得到优先权。参见规则703。"}, {"chapter": "4", "id": "405.6f", "content": "405.6f State-based actions don’t use the stack; they happen automatically when certain conditions are met. See rule 704. They are dealt with before a player would receive priority. See rule 117.5.\n状态动作不使用堆叠;它们在特定条件满足时自动发生。参见规则704。它们在牌手得到优先权之前处理(参见规则117.5)。"}, {"chapter": "4", "id": "405.6g", "content": "405.6g A player may concede the game at any time. That player leaves the game immediately. See rule 104.3a.\n牌手可以在任何时候认输。该牌手立刻离开游戏。参见规则104.3a。"}, {"chapter": "4", "id": "405.6h", "content": "405.6h If a player leaves a multiplayer game, objects may leave the game, cease to exist, change control, or be exiled as a result. These actions happen immediately. See rule 800.4a.\n如果一位牌手离开一个多人游戏,物件可能因此离开游戏、不再存在、改变操控权,或者被放逐。这些动作立刻发生。参见规则800.4a。"}, {"chapter": "4", "id": "406.", "content": "406. Exile\n放逐区"}, {"chapter": "4", "id": "406.1.", "content": "406.1. The exile zone is essentially a holding area for objects. Some spells and abilities exile an object without any way to return that object to another zone. Other spells and abilities exile an object only temporarily.\n放逐区实质上是存放物件的区域。一些咒语或异能放逐一个物件,而且没有任何方式将该物件移回另一个区域。其他咒语或异能只是暂时的放逐一个物件。"}, {"chapter": "4", "id": "406.2.", "content": "406.2. To exile an object is to put it into the exile zone from whatever zone it’s currently in. An exiled card is a card that’s been put into the exile zone.\n放逐一个物件指将该物件从当前区域放置进放逐区。一张被放逐的牌是指放置进放逐区的牌。"}, {"chapter": "4", "id": "406.3.", "content": "406.3. Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards “exiled face down” can’t be examined by any player except when instructions allow it. However, if a player is instructed to look at a card and then exile it face down, or once a player is allowed to look at a card exiled face down, that player may continue to look at that card until it leaves the exile zone or is part of a pile of cards that are shuffled, even if the instruction allowing the player to do so no longer applies.\n默认情况下,被放逐的牌必须牌面朝上,且任何牌手随时都可以检视。除非有指示的许可,任何牌手皆不能检视“牌面朝下被放逐“的牌。但是,如果牌手被指示检视一张牌然后将其牌面朝下放逐,或者牌手一旦被许可检视一张牌面朝下放逐的牌,则除非该牌离开放逐区或成为一个已洗牌的牌堆的一部分,否则该牌手可以一直检视该牌,即使许可该牌手检视此牌的效应已经结束。"}, {"chapter": "4", "id": "406.3a", "content": "406.3a A card exiled face down has no characteristics, but the spell or ability that exiled it may allow it to be played from exile. Unless that card is being cast face down (see rule 708.4), the card is turned face up just before the player announces that they are playing the card (see rule 601.2).\n牌面朝下放逐的牌没有特征,但放逐该牌的咒语或异能可能会允许该牌从放逐区施放。除非该牌被面朝下地施放(参见规则708.4),在牌手宣告使用该牌之前立即翻回正面。(参见规则601.2)"}, {"chapter": "4", "id": "406.3b", "content": "406.3b Some spells and abilities allow a player to cast spells with certain qualities from among face-down cards in exile. A player may cast such a spell only if they are allowed to look at the face-down card in exile and if the resulting spell has the specified qualities.\n一些咒语和异能允许牌手从放逐区牌面朝下的牌中施放具某些特性的咒语。仅当牌手被允许检视这些放逐区中牌面朝下的牌、且所成的咒语具有该特性时,该牌手才可以施放该咒语。"}, {"chapter": "4", "id": "406.4.", "content": "406.4. Face-down cards in exile should be kept in separate piles based on when they were exiled and how they were exiled. If a player is instructed to choose an exiled card, the player may choose a specific face-down card only if the player is allowed to look at that card. Otherwise, they may choose a pile of face-down exiled cards, and then a card is chosen at random from within that pile. If choosing such a card is part of casting a spell or activating an ability, the chosen card isn’t revealed until after that cost is fully paid. (See rule 601.2i.)\n放逐区中牌面朝下的牌应当根据该牌何时以及因何而放逐,分堆放置以进行区分。如果牌手被指示选择一张放逐区的牌,该牌手只有在其被允许查看某张特定的牌面朝下之牌的情形下,才可以选择该牌。否则,该牌手可以选择一堆牌面朝下被放逐的牌,然后从该堆中随机选择一张。如果选择该牌是施放咒语或起动异能流程的一部分(参见规则601.2i),直到咒语或异能的费用被完整支付之后,所选择的牌才会被展示。"}, {"chapter": "4", "id": "406.5.", "content": "406.5. Exiled cards that might return to the battlefield or any other zone should be kept in separate piles to keep track of their respective ways of returning. Exiled cards that may have an impact on the game due to their own abilities (such as cards with haunt) or the abilities of the cards that exiled them should likewise be kept in separate piles.\n被放逐但可能回到战场或者其他区域的牌,应该单独放在一堆,以便记录它们移回的方式。被放逐但可能因其异能(例如具有缠身的牌)或将其放逐的牌所具有的异能而影响游戏的牌,应同样单独放在一堆。"}, {"chapter": "4", "id": "406.6.", "content": "406.6. An object may have one ability printed on it that causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards that have been exiled due to the first. See rule 607, “Linked Abilities.”\n一个物件可能印有能将牌放逐的异能,而另一个异能使用“被放逐的牌”或“被[这个物件]放逐的”牌。这两个异能相关联:第二个仅指第一个所放逐的牌。参见规则607,“关联异能”。"}, {"chapter": "4", "id": "406.7.", "content": "406.7. If an object in the exile zone becomes exiled, it doesn’t change zones, but it becomes a new object that has just been exiled.\n如果一个在放逐区的物件被放逐,它不会改变区域,但它视作一个刚刚被放逐的新物件。"}, {"chapter": "4", "id": "406.8.", "content": "406.8. Previously, the exile zone was called the “removed-from-the-game zone.” Cards that were printed with text that “removes [an object] from the game” exiles that object. The same is true for cards printed with text that “sets [an object] aside.” Cards that were printed with that text have received errata in the Oracle card reference.\n多年以来,放逐区被称为“移出对战区”。牌的文字栏印有“将[一个物件]移出对战”放逐该物件。印有“将[一个物件]放在一边”的牌同理。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到勘误。"}, {"chapter": "4", "id": "407.", "content": "407. Ante\n赌注"}, {"chapter": "4", "id": "407.1.", "content": "407.1. Earlier versions of the Magic rules included an ante rule as a way of playing “for keeps.” Playing Magic games for ante is now considered an optional variation on the game, and it’s allowed only where it’s not forbidden by law or by other rules. Playing for ante is strictly forbidden under the Magic: The Gathering Tournament Rules (WPN.Wizards.com/en/rules-documents).\n在万智牌规则的早期版本中,包含了赌注规则,让牌手“有所输赢”。现在,赌注是万智牌游戏的可选择玩法,且只有在法律或其他规则允许的情况下才能使用。万智牌比赛规则中严厉禁止使用赌注(WPN.Wizards.com/en/rules-documents)。"}, {"chapter": "4", "id": "407.2.", "content": "407.2. When playing for ante, each player puts one random card from their deck into the ante zone after determining which player goes first but before players draw any cards. Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone.\n当使用赌注时,在决定牌手先后次序之后,但在开始抓任何牌之前,每位牌手从其牌库中随机将一张牌放进赌注。双方可以随时检视赌注的牌。在游戏结束时,胜利者成为赌注所有牌的拥有者。"}, {"chapter": "4", "id": "407.3.", "content": "407.3. A few cards have the text “Remove this card from your deck before playing if you’re not playing for ante.” These are the only cards that can add or remove cards from the ante zone or change a card’s owner. When not playing for ante, players can’t include these cards in their decks or sideboards, and these cards can’t be brought into the game from outside the game.\n一些牌的叙述包括“如果你未启用赌注,则在游戏开始之前将此牌从你的套牌中移出”。只有这些牌才能将牌加入或移出赌注,或改变牌的拥有者。当未使用赌注时,牌手不能将这些牌放进套牌或备牌中,也不能将其从游戏外带进游戏中。"}, {"chapter": "4", "id": "407.4.", "content": "407.4. To ante an object is to put that object into the ante zone from whichever zone it’s currently in. The owner of an object is the only player who can ante that object.\n押注一个物件,指将该物件从当前所在的区域移动到赌注。只有该物件的拥有者才能押注该物件。"}, {"chapter": "4", "id": "408.", "content": "408. Command\n统帅区"}, {"chapter": "4", "id": "408.1.", "content": "408.1. The command zone is a game area reserved for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed.\n统帅区是为对游戏有影响但不是永久物也不能被消灭的特殊物件所准备的游戏区域。"}, {"chapter": "4", "id": "408.2.", "content": "408.2. Emblems may be created in the command zone. See rule 114, “Emblems.”\n徽记可以在统帅区被创造。参见规则114,“徽记”。"}, {"chapter": "4", "id": "408.3.", "content": "408.3. In the Planechase, Vanguard, Commander, Archenemy, and Conspiracy Draft casual variants, nontraditional Magic cards and/or specially designated cards start the game in the command zone. Each variant has its own rules regarding such cards. See section 9, “Casual Variants.”\n在竞逐时空、先锋、指挥官、魔王以及诡局轮抽休闲式玩法中,非传统万智牌和/或特定的牌在统帅区中开始游戏。每个玩法针对这些牌拥有自己的规则。参见第9章,“休闲式玩法”。"}, {"chapter": "5", "id": "5.", "content": "5. Turn Structure\n回合结构"}, {"chapter": "5", "id": "500.", "content": "500. General\n总则"}, {"chapter": "5", "id": "500.1.", "content": "500.1. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and ending. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and ending phases are further broken down into steps, which proceed in order.\n一个回合依照下列顺序包含五个阶段:开始阶段、战斗前行动阶段、战斗阶段、战斗后行动阶段、终结阶段。在每回合都会有这些阶段,即便在这些阶段中无事发生。开始阶段、战斗阶段和终结阶段还会依序细分成各种步骤。"}, {"chapter": "5", "id": "500.2.", "content": "500.2. A phase or step in which players receive priority ends when the stack is empty and all players pass in succession. Simply having the stack become empty doesn’t cause such a phase or step to end; all players have to pass in succession with the stack empty. Because of this, each player gets a chance to add new things to the stack before that phase or step ends.\n当堆叠为空且所有牌手依序让过优先权时,一个阶段或步骤结束。仅仅堆叠清空并不会让阶段或步骤结束;所有牌手必须在堆叠为空的情况下依序让过。因此,在阶段或步骤结束前每位牌手均有机会在堆叠中加入新的东西。"}, {"chapter": "5", "id": "500.3.", "content": "500.3. A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see rule 502) and certain cleanup steps (see rule 514).\n在没有牌手会得到优先权的步骤中,该步骤在其所有指定动作完成时结束。此类步骤只包含重置步骤(参见规则502)和特定的清除步骤(参见规则514)。"}, {"chapter": "5", "id": "500.4.", "content": "500.4. As a step or phase begins, if there are effects that last until that step or phase, those effects expire.\n于一个步骤或阶段开始时,如果有效应持续到“直到该步骤或阶段”,则这些效应结束。"}, {"chapter": "5", "id": "500.5.", "content": "500.5. As a step or phase ends, if there are effects that last until the end of that step or phase, those effects expire. Then any unspent mana left in a player’s mana pool empties. This is a turn-based action that doesn’t use the stack (see rule 703.4q).\n于一个步骤或阶段结束时,如果有效应持续到“直到该步骤或阶段结束”,则这些效应结束。然后牌手法术力池中未用尽的法术力将被清空。该回合动作不使用堆叠(参见规则703.4q)。"}, {"chapter": "5", "id": "500.5a", "content": "500.5a Effects that last “until end of combat” expire at the end of the combat phase, not at the beginning of the end of combat step.\n持续到“直到战斗结束”的效应在战斗阶段结束时结束,而不是在战斗结束步骤的开始时。"}, {"chapter": "5", "id": "500.5b", "content": "500.5b Effects that last “until end of turn” are subject to special rules; see rule 514.2.\n持续到“直到回合结束”的效应遵循特殊规则;参见规则514.2。"}, {"chapter": "5", "id": "500.6.", "content": "500.6. When a phase or step begins, any abilities that trigger “at the beginning of” that phase or step trigger. They are put on the stack the next time a player would receive priority. (See rule 117, “Timing and Priority.”)\n当一个阶段或步骤开始时,任何“在该阶段或步骤开始时”触发的异能触发。这些异能会在下一次牌手将得到优先权时放进堆叠。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "500.7.", "content": "500.7. Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time. If multiple players are given extra turns, the extra turns are added one at a time, in APNAP order (see rule 101.4). The most recently created turn will be taken first.\n一些效应可以赋予牌手额外的回合。它们会在指定的某回合之后直接增加回合。如果一位牌手得到数个额外回合,额外回合单独依次添加。如果多位牌手得到额外回合,额外回合按照“主动牌手先决定”的顺序(参见规则101.4)单独依次添加。最后创造出来的回合将会首先进行。"}, {"chapter": "5", "id": "500.8.", "content": "500.8. Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first.\n一些效应会在回合内增加阶段。它们会在某个阶段之后直接加入新的阶段。如果在同一个阶段后创造有多个额外阶段,最后创造的阶段将首先发生。"}, {"chapter": "5", "id": "500.9.", "content": "500.9. Some effects can add steps to a phase. They do this by adding the steps directly after a specified step or directly before a specified step. If multiple extra steps are created after the same step, the most recently created step will occur first.\n一些效应会在阶段内增加步骤。它们会在某个步骤之前或之后直接加入新的步骤。如果在同一个步骤后创造有多个额外步骤,最后创造的步骤将首先发生。"}, {"chapter": "5", "id": "500.10.", "content": "500.10. Some effects add a step after a particular phase. In that case, that effect first creates the phase which normally contains that step directly after the specified phase. Any other steps that phase would normally have are skipped (see rule 500.11).\n一些效应会在一个特定阶段后增加步骤。在这种情况下,该效应首先在此特定阶段后创造一个本应包含此步骤的阶段。该阶段本应包含的其他步骤均被略过(参见规则500.11)。\nExample: Obeka, Splitter of Seconds says, in part, “Whenever Obeka deals combat damage to a player, you get that many additional upkeep steps after this phase.” After that ability resolves, its controller adds that many beginning phases after this phase. Those new beginning phases have only an upkeep step. The untap steps and draw steps of those phases are skipped.\n例如:裂时术师欧蓓卡的部分叙述为“每当欧蓓卡对任一牌手造成战斗伤害时,你在此阶段后额外得到等量的维持步骤。”在该异能结算后,其操控者将等量的开始阶段增加到此阶段后。这些新的开始阶段只包含一个维持步骤,而重置步骤和抓牌步骤均被略过。"}, {"chapter": "5", "id": "500.10a", "content": "500.10a If an effect that says “you get” an additional step or phase would add a step or phase to a turn other than its controller’s, no steps or phases are added.\n如果一个叙述“你得到”一个额外步骤或阶段的效应将在并非其操控者的回合中增加步骤或阶段,该效应不会增加步骤或阶段。"}, {"chapter": "5", "id": "500.11.", "content": "500.11. Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn’t exist. See rule 614.10.\n一些效应会使一个步骤、阶段或回合被略过。略过一个步骤、阶段或回合视同其并未存在。参见规则614.10。"}, {"chapter": "5", "id": "500.12.", "content": "500.12. No game events can occur between steps, phases, or turns.\n在步骤、阶段或回合之间不会发生游戏事件。"}, {"chapter": "5", "id": "501.", "content": "501. Beginning Phase\n开始阶段"}, {"chapter": "5", "id": "501.1.", "content": "501.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.\n开始阶段依下列顺序包含三个步骤:重置、维持和抓牌。"}, {"chapter": "5", "id": "502.", "content": "502. Untap Step\n重置步骤"}, {"chapter": "5", "id": "502.1.", "content": "502.1. First, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. This turn-based action doesn’t use the stack. See rule 702.26, “Phasing.”\n首先,主动牌手操控的所有已跃回且具有时间跳跃异能的永久物跃离,且跃离时由主动牌手操控的所有已跃离永久物跃回。这些均同时发生。此回合动作不使用堆叠。参见规则702.26,“时间跳跃”。"}, {"chapter": "5", "id": "502.2.", "content": "502.2. Second, if it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. If it’s night and the previous turn’s active player cast two or more spells during that turn, it becomes day. If it’s neither day nor night, this check doesn’t happen and it remains neither. This turn-based action doesn’t use the stack. See rule 730, “Day and Night.”\n其次,如果当前是白昼,且上一个回合的主动牌手没有在该回合中施放任何咒语,则成为黑夜。如果当前是黑夜,且上一个回合的主动牌手在该回合中施放了两个或更多咒语,则成为白昼。如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。此回合动作不使用堆叠。参见规则730,“白昼与黑夜”。"}, {"chapter": "5", "id": "502.2a", "content": "502.2a Multiplayer games using the shared team turns option use a modified rule. If it’s day and no player on the previous turn’s active team cast a spell during that turn, it becomes night. If it’s night and any player on the previous turn’s active team cast two or more spells during the previous turn, it becomes day. If it’s neither day nor night, this check doesn’t happen and it remains neither. This turn-based action doesn’t use the stack.\n使用队伍共享回合模式的多人游戏使用不同的规则。如果当前是白昼,且上一个回合的主动队伍中没有任何牌手在该回合中施放咒语,则成为黑夜。如果当前是黑夜,且上一个回合的主动队伍中有任一牌手在该回合中施放了两个或更多咒语,则成为白昼。如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。此回合动作不使用堆叠。"}, {"chapter": "5", "id": "502.3.", "content": "502.3. Third, the active player determines which permanents they control will untap. Then they untap them all simultaneously. This turn-based action doesn’t use the stack. Normally, all of a player’s permanents untap, but effects can keep one or more of a player’s permanents from untapping.\n然后,主动牌手确定哪些由其操控的永久物会重置。然后该牌手将它们同时重置。此回合动作不使用堆叠。正常情况下,一位牌手的所有永久物都会重置,但某些效应可以让牌手的某些永久物无法重置。"}, {"chapter": "5", "id": "502.4.", "content": "502.4. No player receives priority during the untap step, so no spells can be cast or resolve and no abilities can be activated or resolve. Any ability that triggers during this step will be held until the next time a player would receive priority, which is usually during the upkeep step. (See rule 503, “Upkeep Step.”)\n没有牌手会在重置步骤中得到优先权,因此没有咒语可以被使用或结算且没有异能可以被起动或结算。所有此步骤中触发的异能均会保留,直到下一次有牌手将得到优先权,这通常是在维持步骤中。(参见规则503,“维持步骤”。)"}, {"chapter": "5", "id": "503.", "content": "503. Upkeep Step\n维持步骤"}, {"chapter": "5", "id": "503.1.", "content": "503.1. The upkeep step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)\n维持步骤没有回合动作。一旦该步骤开始,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "503.1a", "content": "503.1a Any abilities that triggered during the untap step and any abilities that triggered at the beginning of the upkeep are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)\n所有在重置步骤中、以及在维持步骤开始时触发的异能在主动牌手得到优先权前放进堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。)"}, {"chapter": "5", "id": "503.2.", "content": "503.2. If a spell states that it may be cast only “after [a player’s] upkeep step,” and the turn has multiple upkeep steps, that spell may be cast any time after the first upkeep step ends.\n如果一个咒语叙述为只可以“在[牌手的]维持步骤之后”施放,且该回合有多个维持步骤,则该咒语在第一个维持步骤结束之后的任何时机下均可以被施放。"}, {"chapter": "5", "id": "504.", "content": "504. Draw Step\n抓牌步骤"}, {"chapter": "5", "id": "504.1.", "content": "504.1. First, the active player draws a card. This turn-based action doesn’t use the stack.\n首先,主动牌手抓一张牌。此回合动作不使用堆叠。"}, {"chapter": "5", "id": "504.2.", "content": "504.2. Second, the active player gets priority. (See rule 117, “Timing and Priority.”)\n然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "505.", "content": "505. Main Phase\n行动阶段"}, {"chapter": "5", "id": "505.1.", "content": "505.1. There are two main phases in a turn. In each turn, the first main phase (also known as the precombat main phase) and the second main phase (also known as the postcombat main phase) are separated by the combat phase (see rule 506, “Combat Phase”). The precombat and postcombat main phases are individually and collectively known as the main phase.\n回合有两个行动阶段。在每回合中,第一个行动阶段(也被称为战斗前行动阶段)和第二个行动阶段(也称为战斗后行动阶段)被战斗阶段(参见规则506,“战斗阶段”)隔开。战斗前行动阶段和战斗后行动阶段是独立的并都被称为行动阶段。"}, {"chapter": "5", "id": "505.1a", "content": "505.1a Only the first main phase of the turn is a precombat main phase. All other main phases are postcombat main phases. This includes the second main phase of a turn in which the combat phase has been skipped. It is also true of a turn in which an effect has caused an additional combat phase and an additional main phase to be created.\n只有每回合的第一个行动阶段是战斗前行动阶段。所有其他行动阶段都是战斗后行动阶段,这包括回合中的战斗阶段因故被略过时的第二个行动阶段。如果一个效应使一个回合有额外的战斗阶段和额外的行动阶段,此额外的行动阶段也是战斗后行动阶段。"}, {"chapter": "5", "id": "505.1b", "content": "505.1b In card text, phrases such as “first main phase,” “second main phase,” and so on count the number of main phases that have occurred only in the current turn unless that text specifies otherwise.\n卡牌叙述中所述的“第一个行动阶段”、“第二个行动阶段”等用词只计算当前回合中的行动阶段,除非该文本特别注明。"}, {"chapter": "5", "id": "505.2.", "content": "505.2. The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty. (See rule 500.2.)\n行动阶段没有任何步骤,所以当堆叠为空且所有牌手连续让过时,行动阶段结束。(参见规则500.2。)"}, {"chapter": "5", "id": "505.3.", "content": "505.3. First, but only if the players are playing an Archenemy game (see rule 904), the active player is the archenemy, and it’s the active player’s precombat main phase, the active player sets the top card of their scheme deck in motion (see rule 701.32). This turn-based action doesn’t use the stack.\n首先,如果牌手进行的是魔王游戏(参见规则904),魔王是主动牌手,且目前是主动牌手的战斗前行动阶段,主动牌手发动其邪计套牌的牌库顶牌。(参见规则701.32)此回合动作不使用堆叠。"}, {"chapter": "5", "id": "505.4.", "content": "505.4. Second, if the active player controls one or more Saga enchantments and it’s the active player’s precombat main phase, the active player puts a lore counter on each Saga they control with one or more chapter abilities. (See rule 714, “Saga Cards.”) This turn-based action doesn’t use the stack.\n其次,如果主动牌手操控一个或数个传纪结界,且目前是主动牌手的战斗前行动阶段,主动牌手在每个由其操控且具有章节异能的传纪上放置一个学问指示物。(参见规则714,“传纪牌”)此回合动作不使用堆叠。"}, {"chapter": "5", "id": "505.5.", "content": "505.5. Third, if the active player controls one or more Attractions and it’s the active player’s precombat main phase, the active player rolls to visit their Attractions. (See rule 701.52, “Roll to Visit Your Attractions.”) This turn-based action doesn’t use the stack.\n然后,如果主动牌手操控一个或数个景点,且目前是主动牌手的战斗前行动阶段,主动牌手掷骰造访景点。(参见规则701.52,“掷骰造访景点”)此回合动作不使用堆叠。"}, {"chapter": "5", "id": "505.6.", "content": "505.6. Fourth, the active player gets priority. (See rule 117, “Timing and Priority.”)\n最后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "505.6a", "content": "505.6a The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. The active player may cast these spells.\n在一般情况,行动阶段是牌手唯一可以施放神器、生物、结界、鹏洛客和法术咒语的阶段。主动牌手可以施放这些咒语。(译注:遗漏了「战役」。)"}, {"chapter": "5", "id": "505.6b", "content": "505.6b During either main phase, the active player may play one land card from their hand if the stack is empty, if the player has priority, and if they haven’t played a land this turn (unless an effect states the player may play additional lands). This action doesn’t use the stack. Neither the land nor the action of playing the land is a spell or ability, so it can’t be countered, and players can’t respond to it with instants or activated abilities. (See rule 305, “Lands.”)\n在任意行动阶段中,如果主动牌手拥有优先权且在该回合尚未使用过地牌,则主动牌手可以在堆叠为空时从其手上使用一张地牌(除非有效应让该牌手可以使用额外的地)。此动作不使用堆叠。地牌和使用地的动作都不是咒语或异能,所以不能被反击,且牌手不能响应施放瞬间或起动异能。(参见规则305,“地”。)"}, {"chapter": "5", "id": "506.", "content": "506. Combat Phase\n战斗阶段"}, {"chapter": "5", "id": "506.1.", "content": "506.1. The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see rule 508.8). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4).\n战斗阶段依照下列顺序包含五个步骤:战斗开始、宣告攻击者、宣告阻挡者、战斗伤害和战斗结束。如果没有生物被宣告为攻击者或放置进战场并正在进行攻击(参见规则508.5),则略过宣告阻挡者和战斗伤害步骤。如果任何攻击或阻挡生物具有先攻(参见规则702.7)或连击(参见规则702.4),则将有两个战斗伤害步骤。"}, {"chapter": "5", "id": "506.2.", "content": "506.2. During the combat phase, the active player is the attacking player; creatures that player controls may attack. During the combat phase of a two-player game, the nonactive player is the defending player; that player, planeswalkers they control, and battles they protect may be attacked.\n在战斗阶段中,主动牌手是攻击牌手;主动牌手操控的生物可以攻击。在双人游戏的战斗阶段中,非主动牌手是防御牌手;该牌手、该牌手操控的鹏洛客和该牌手防卫的战役可以被攻击。"}, {"chapter": "5", "id": "506.2a", "content": "506.2a During the combat phase of a multiplayer game, there may be one or more defending players, depending on the variant being played and the options chosen for it. Unless all the attacking player’s opponents automatically become defending players during the combat phase, the attacking player chooses one of their opponents as a turn-based action during the beginning of combat step. (Note that the choice may be dictated by the variant being played or the options chosen for it.) That player becomes the defending player. See rule 802, “Attack Multiple Players Option,” rule 803, “Attack Left and Attack Right Options,” and rule 809, “Emperor Variant.”\n在多人游戏的战斗阶段中,可能会有一位或多位防御牌手,这取决于参与的玩法以及选择的模式。除非攻击牌手的所有对手在战斗阶段自动成为防御牌手,否则攻击牌手在战斗开始步骤中,作为回合动作,选择一位对手作为防御牌手。(注意此选择会基于参与的玩法或者选择的模式的限制。)参见规则802,“攻击复数牌手模式”、规则803,“攻击左边或右边模式”、和规则809,“皇帝玩法”。"}, {"chapter": "5", "id": "506.2b", "content": "506.2b In multiplayer games using the shared team turns option, the active team is the attacking team and the nonactive team is the defending team. See rule 805, “Shared Team Turns Option.”\n在使用队伍共享回合模式的多人游戏中,主动队伍是攻击队伍,非主动队伍是防御队伍。参见规则805,“队伍共享回合模式”。"}, {"chapter": "5", "id": "506.3.", "content": "506.3. Only a creature can attack or block. Only a player, a planeswalker, or a battle can be attacked.\n只有生物可以攻击或阻挡。只有牌手、鹏洛客或战役可以被攻击。"}, {"chapter": "5", "id": "506.3a", "content": "506.3a If an effect would put a noncreature permanent onto the battlefield attacking or blocking, the permanent does enter the battlefield but it’s never considered to be an attacking or blocking permanent.\n如果一个效应将一个非生物永久物放进战场且进行攻击或阻挡,此永久物会进入战场,但不会成为攻击或阻挡永久物。"}, {"chapter": "5", "id": "506.3b", "content": "506.3b If an effect would put a creature onto the battlefield attacking under the control of any player except an attacking player, that creature does enter the battlefield, but it’s never considered to be an attacking creature.\n如果一个效应将一个生物在非攻击牌手操控下放进战场且正进行攻击,此生物会进入战场,但不会被视同攻击生物。"}, {"chapter": "5", "id": "506.3c", "content": "506.3c If an effect would put a creature onto the battlefield attacking either a player not in the game or a permanent that’s no longer on the battlefield or isn’t either a planeswalker or a battle, that creature does enter the battlefield, but it’s never considered to be an attacking creature. See rule 508.4a.\n如果一个效应将一个生物放进战场且正攻击一个不在游戏内的牌手、一个不在战场上或不再是鹏洛客或战役的永久物,此生物会进入战场,但不会视为攻击生物。参见规则508.4a。"}, {"chapter": "5", "id": "506.3d", "content": "506.3d If an effect puts a creature onto the battlefield attacking during the declare blockers step, combat damage step, or end of combat step, that creature enters the battlefield unblocked. See rule 508.4d.\n如果一个效应在宣告阻挡者步骤、战斗伤害步骤、或战斗结束步骤中将一个生物放进战场且进行攻击,此生物会进入战场且未受阻挡。参见规则508.4d。"}, {"chapter": "5", "id": "506.3e", "content": "506.3e If an effect would put a creature onto the battlefield blocking but the creature it would block isn’t attacking the entering creature’s controller, a planeswalker that player controls, or a battle that player protects, that creature does enter the battlefield, but it’s never considered to be a blocking creature.\n如果一个效应将一个生物放进战场且进行阻挡,但该生物将要阻挡的生物并没有攻击该进战场生物的操控者、该牌手操控的鹏洛客或该牌手防卫的战役,此生物会进入战场,但不会被视同阻挡生物。"}, {"chapter": "5", "id": "506.3f", "content": "506.3f If an effect would put a creature that’s also a battle onto the battlefield attacking or blocking, that permanent enters the battlefield but it’s never considered to be an attacking or blocking creature.\n如果一个效应将一个同时为战役的生物放进战场且正进行攻击或阻挡,此永久物会进入战场,但不会被视同攻击或阻挡生物。"}, {"chapter": "5", "id": "506.3g", "content": "506.3g If a resolving spell or ability would cause a battle to become an attacking or blocking creature, that part of the effect does nothing.\n如果一个结算中的咒语或异能将使得一个战役成为生物且正进行攻击或阻挡,该效应的此部分没有任何效果。"}, {"chapter": "5", "id": "506.4.", "content": "506.4. A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it’s a planeswalker that’s being attacked and stops being a planeswalker, if it’s a battle that’s being attacked and stops being a battle, or if it’s an attacking or blocking creature that regenerates (see rule 701.19), stops being a creature, or becomes a battle. A creature that’s removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker or battle that’s removed from combat stops being attacked.\n如果一个永久物离开战场、改变操控者、跃离、被特定效应移出战斗、该永久物为被攻击中的鹏洛客但不再是鹏洛客、该永久物为被攻击中的战役但不再是战役、或该永久物是攻击或阻挡生物(参见规则701.19),但其重生、不再是生物或成为战役,则它被移出战斗。被移出战斗的生物不再是攻击、阻挡、被阻挡和/或未受阻挡的生物。被移出战斗的鹏洛客或战役不再被攻击。"}, {"chapter": "5", "id": "506.4a", "content": "506.4a Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don’t remove the creature from combat.\n一旦生物被宣布为攻击或阻挡生物,阻止此生物攻击或阻挡的咒语或异能不会将此生物移出战斗。"}, {"chapter": "5", "id": "506.4b", "content": "506.4b Tapping or untapping a creature that’s already been declared as an attacker or blocker doesn’t remove it from combat and doesn’t prevent its combat damage.\n横置或重置已经被宣告为攻击或阻挡的生物不会将该生物移出战斗,也不会防止其战斗伤害。"}, {"chapter": "5", "id": "506.4c", "content": "506.4c If a creature is attacking a planeswalker or battle, removing that planeswalker or battle from combat doesn’t remove that creature from combat. It continues to be an attacking creature, although it is not attacking any player, planeswalker, or battle. It may be blocked. If it is unblocked, it will deal no combat damage.\n如果一个生物攻击鹏洛客或战役,将该鹏洛客或战役移出战斗并不会将该生物移出战斗。此生物依然为攻击生物,但它没有攻击牌手、鹏洛客或战役。它可以被阻挡。如果它未受阻挡,也不会造成战斗伤害。"}, {"chapter": "5", "id": "506.4d", "content": "506.4d A permanent that’s both a blocking creature and a planeswalker that’s being attacked is removed from combat if it stops being both a creature and a planeswalker. If it stops being one of those card types but continues to be the other, it continues to be either a blocking creature or a planeswalker that’s being attacked, whichever is appropriate.\n如果一个永久物同时是阻挡生物和被攻击的鹏洛客,且它不再是生物,也不再是鹏洛客,则它被移出战斗。如果它不再是生物或鹏洛客之一(而非同时不是两者),它会继续是一个阻挡生物或者一个被攻击的鹏洛客,依据它仍然拥有的牌张类别而定。"}, {"chapter": "5", "id": "506.4e", "content": "506.4e A permanent that’s being attacked that is both a planeswalker and a battle is removed from combat if it stops being both a planeswalker and a battle. If it stops being a battle but is still a planeswalker, it is removed from combat only if it is not controlled by its protector. If it stops being a planeswalker but is still a battle, it is not removed from combat. It continues to be a battle that’s being attacked.\n如果一个被攻击且同时是鹏洛客和战役的永久物同时不再是鹏洛客和战役,则它被移出战斗。如果它不再是战役但仍然是鹏洛客,则只有它不由其防卫者操控时,它才被移出战斗。如果它不再是鹏洛客但仍然是战役,则它不会被移出战斗。它继续作为战役被攻击。"}, {"chapter": "5", "id": "506.5.", "content": "506.5. A creature attacks alone if it’s the only creature declared as an attacker during the declare attackers step. A creature is attacking alone if it’s attacking but no other creatures are. A creature blocks alone if it’s the only creature declared as a blocker during the declare blockers step. A creature is blocking alone if it’s blocking but no other creatures are.\n如果在宣告攻击者步骤中只有一个生物被宣告为攻击者,该生物单独攻击。如果只有一个生物正在攻击且没有其他生物正在攻击,该生物正在单独攻击。如果在宣布阻挡者步骤中只有一个生物被宣布为阻挡者,该生物单独阻挡。如果只有一个生物正在阻挡且没有其他生物正在阻挡,该生物正在单独阻挡。"}, {"chapter": "5", "id": "506.6.", "content": "506.6. Some abilities check to see whether or not a creature “had to attack” during a particular combat phase. A creature had to attack if one or more effects were requiring that creature to attack at the time attackers were declared in that combat. A creature did not “have to attack” if there were no such effects that required it to attack, even if there were no other legal attacks that could have been declared. (See rule 508.)\n一些异能检查一个生物是否在一个特定战斗阶段中“受限必须攻击”。如果于该战斗阶段中宣告攻击者时,一个或数个效应要求一个生物攻击,则该生物“受限必须攻击”。如果没有此类要求该生物攻击的效应,该生物便不是“受限必须攻击”,即使已没有任何可以合法地宣告攻击者的其他方式。(参见规则508)。"}, {"chapter": "5", "id": "506.7.", "content": "506.7. Some spells state that they may be cast “only [before/after] [a particular point in the combat phase],” in which that point may be “attackers are declared,” “blockers are declared,” “the combat damage step,” “the end of combat step,” “the combat phase,” or “combat.”\n一些咒语叙述其“只能[在战斗阶段的某一时间点][之前/之后]”施放。这些时间点可能是“宣告攻击者之后”、“宣告阻挡者之后”、“战斗伤害步骤”、“战斗结束步骤”、“战斗阶段”或“战斗”。"}, {"chapter": "5", "id": "506.7a", "content": "506.7a A spell that states it may be cast “only before (or after) attackers are declared” is referring to the turn-based action of declaring attackers. It may be cast only before (or after) the declare attackers step begins, regardless of whether any attackers are actually declared. (See rule 508.)\n叙述其“只能在宣告攻击者之前(或之后)”施放的咒语指的是宣告攻击者这个回合动作。只能在宣告攻击者步骤开始之前(或之后)施放此咒语,无论有没有实际宣告攻击者。(参见规则508。)"}, {"chapter": "5", "id": "506.7b", "content": "506.7b A spell that states it may be cast “only before (or after) blockers are declared” is referring to the turn-based action of declaring blockers. It may be cast only before (or after) the declare blockers step begins, regardless of whether any blockers are actually declared. (See rule 509.)\n叙述其“只能在宣告阻挡者之前(或之后)”施放的咒语指的是宣告阻挡者这个回合动作。只能在宣告阻挡者步骤开始之前(或之后)施放此咒语,无论有没有实际宣告阻挡者。(参见规则509。)"}, {"chapter": "5", "id": "506.7c", "content": "506.7c Some spells state that they may be cast only “during combat” or “during a certain player’s combat phase” in addition to the criteria described in rule 506.7. If a turn has multiple combat phases, such spells may be cast at an appropriate time during any of them.\n一些咒语叙述其“只能在战斗中”或“只能在某牌手的战斗阶段”施放,以及规则506.7中叙述的其他限制。如果某回合有多个战斗阶段,这些咒语可以在该回合中任意一个战斗阶段中的合适的时间施放。"}, {"chapter": "5", "id": "506.7d", "content": "506.7d Some spells state that they may be cast “only before (or after) [a particular point in the combat phase],” but don’t meet the additional criteria described in rule 506.7c. If a turn has multiple combat phases, such spells may be cast that turn only before (or after) the stated point of the first combat phase.\n一些咒语叙述其“只能在[战斗阶段中的某个时间点]之前(或之后)”施放,但不符合规则506.7c中叙述的额外限制。如果某回合有多个战斗阶段,这些咒语只能在该回合第一个战斗阶段中的所要求的时间点之前(或之后)施放。"}, {"chapter": "5", "id": "506.7e", "content": "506.7e If a spell states that it may be cast “only before [a particular point in the combat phase],” but the stated point doesn’t exist within the relevant combat phase because the declare blockers step and the combat damage step are skipped (see rule 508.8), then the spell may be cast only before the declare attackers step ends. If the stated point doesn’t exist because the relevant combat phase has been skipped, then the spell may be cast only before the precombat main phase ends.\n如果一个咒语叙述其“只能在[战斗阶段中的某个时间点]之前”施放,但所叙述的时间点在该战斗阶段中因为宣告阻挡者步骤和战斗伤害步骤被略过而并不存在(参见规则508.8),该咒语只能在宣告攻击者步骤结束之前施放。如果所叙述的时间点因为该战斗阶段被略过而不存在,该咒语只能在战斗前行动阶段结束前施放。"}, {"chapter": "5", "id": "506.7f", "content": "506.7f If a spell states that it may be cast “only during combat after blockers are declared,” but the declare blockers step is skipped that combat phase (see rule 508.8), then the spell may not be cast during that combat phase.\n如果一个咒语叙述其“只能在战斗中,宣告阻挡者之后”施放,但该战斗阶段的宣告阻挡者被略过(参见规则508.8),则该咒语在此战斗阶段中不能施放。"}, {"chapter": "5", "id": "506.7g", "content": "506.7g Rules 506.7 and 506.7a–f apply to abilities that state that they may be activated only at certain times with respect to combat just as they apply to spells that state that they may be cast only at certain times with respect to combat.\n与咒语一样,规则506.7和506.7a-f同样适用于叙述其只能在战斗阶段中的某个时间点起动的异能。"}, {"chapter": "5", "id": "507.", "content": "507. Beginning of Combat Step\n战斗开始步骤"}, {"chapter": "5", "id": "507.1.", "content": "507.1. First, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. This turn-based action doesn’t use the stack. (See rule 506.2.)\n首先,如果是主动牌手的对手不会全部自动成为防御牌手的多人游戏,主动牌手选择一位对手。该牌手成为防御牌手。此回合动作不使用堆叠。(参见规则506.2。)"}, {"chapter": "5", "id": "507.2.", "content": "507.2. Second, the active player gets priority. (See rule 117, “Timing and Priority.”)\n然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "508.", "content": "508. Declare Attackers Step\n宣告攻击者步骤"}, {"chapter": "5", "id": "508.1.", "content": "508.1. First, the active player declares attackers. This turn-based action doesn’t use the stack. To declare attackers, the active player follows the steps below, in order. If at any point during the declaration of attackers, the active player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 732, “Handling Illegal Actions”).\n首先,主动牌手宣告攻击者。此回合动作不使用堆叠。宣告攻击者时,主动牌手依序进行下列步骤。如果在宣告攻击者的任何时段,主动牌手不能完成下列步骤,则宣告非法;游戏倒回至宣告之前的时间点(参见规则732,“处理非法动作”)。"}, {"chapter": "5", "id": "508.1a", "content": "508.1a The active player chooses which creatures that they control, if any, will attack. The chosen creatures must be untapped, they can’t also be battles, and each one must either have haste or have been controlled by the active player continuously since the turn began.\n如果主动牌手攻击的话,其选择哪些由其操控的生物攻击。被选择的生物必须未横置,不能是战役,且每个生物必须具有敏捷或者在回合开始时便由主动牌手持续操控。"}, {"chapter": "5", "id": "508.1b", "content": "508.1b If the defending player controls any planeswalkers, is the protector of any battles, or the game allows the active player to attack multiple other players, the active player announces which player, planeswalker, or battle each of the chosen creatures is attacking.\n如果防御牌手操控任何鹏洛客,为任一战役的防卫者,或游戏允许主动牌手攻击多个其他牌手,主动牌手为每个被选择的攻击生物宣告它所攻击的牌手、鹏洛客或战役。"}, {"chapter": "5", "id": "508.1c", "content": "508.1c The active player checks each creature they control to see whether it’s affected by any restrictions (effects that say a creature can’t attack, or that it can’t attack unless some condition is met). If any restrictions are being disobeyed, the declaration of attackers is illegal.\n主动牌手检查其操控的每个生物是否被任何限制(注明生物不能攻击,或符合某些条件才能攻击的效应)所影响。如果违反了任何限制,该宣告攻击者非法。\nExample: A player controls two creatures, each with a restriction that states “This creature can’t attack alone.” It’s legal to declare both as attackers.\n例如:某牌手操控两个生物,每个都具有限制为“此生物不能单独攻击”。宣告两者均为攻击者是合法的。"}, {"chapter": "5", "id": "508.1d", "content": "508.1d The active player checks each creature they control to see whether it’s affected by any requirements (effects that say a creature attacks if able, or that it attacks if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of attackers is illegal. If a creature can’t attack unless a player pays a cost, that player is not required to pay that cost, even if attacking with that creature would increase the number of requirements being obeyed. If a requirement that says a creature attacks if able during a certain turn refers to a turn with multiple combat phases, the creature attacks if able during each declare attackers step in that turn.\n主动牌手检查其操控的每个生物是否被任何要求(注明生物若能攻击则必须攻击,或符合某些条件便攻击的效应)所影响。如果被遵循的要求数量在不违反任何限制的情况下小于可以遵循的最大要求数量,该宣告攻击者为非法。如果除非牌手支付某费用否则一个生物不能攻击,此费用并不会使该牌手强制支付,即使若以该生物进行攻击将会增加所遵循的要求之数量。如果一个要求叙述为使某生物在一个特定回合若能攻击则必须攻击,而该回合具有多个战斗阶段,则该生物在该回合的每个宣告攻击者步骤若能攻击则必须攻击。\nExample: A player controls two creatures: one that “attacks if able” and one with no abilities. An effect states “No more than one creature can attack each turn.” The only legal attack is for just the creature that “attacks if able” to attack. It’s illegal to attack with the other creature, attack with both, or attack with neither.\n例如:某牌手操控两个生物:一个具有“若能攻击则必须攻击”,另一个没有异能。某效应为“每回合不可以有多于一个生物进行攻击”。唯一的合法攻击是有着“若能攻击则必须攻击”的生物攻击。用另一个生物攻击、全部攻击或不攻击均是不合法的。"}, {"chapter": "5", "id": "508.1e", "content": "508.1e If any of the chosen creatures have banding or a “bands with other” ability, the active player announces which creatures, if any, are banded with which. (See rule 702.22, “Banding.”)\n如果任何被选择的生物具有结合或“与…结合”异能,如果主动牌手选择结合,其宣告哪个生物与哪个生物结合。(参见规则702.22,“结合”。)"}, {"chapter": "5", "id": "508.1f", "content": "508.1f The active player taps the chosen creatures. Tapping a creature when it’s declared as an attacker isn’t a cost; attacking simply causes creatures to become tapped.\n主动牌手横置被选择的生物。横置生物并不是宣告为攻击者的费用;攻击使得生物成为横置。"}, {"chapter": "5", "id": "508.1g", "content": "508.1g If there are any optional costs to attack with the chosen creatures (expressed as costs a player may pay “as” a creature attacks), the active player chooses which, if any, they will pay.\n如果被选择的生物具有任何可选费用来攻击(表述为一个“于”生物攻击时牌手可以支付的费用),如果主动牌手选择要支付,其选择要支付哪些费用。"}, {"chapter": "5", "id": "508.1h", "content": "508.1h If any of the chosen creatures require paying costs to attack, or if any optional costs to attack were chosen, the active player determines the total cost to attack. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, ignore this change.\n如果任何被选择的生物需要支付费用才能攻击,或选择了攻击的可选费用,则主动牌手确定攻击需要的总费用。费用可能包括支付法术力、横置永久物、牺牲永久物、弃牌等。总费用一旦被确定后,便会“锁定”。如果之后有效应改变总费用,忽略该修改。"}, {"chapter": "5", "id": "508.1i", "content": "508.1i If any of the costs require mana, the active player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”).\n如果此费用需要支付任何法术力,则主动牌手得到机会起动法术力异能。(参见规则605,“法术力异能”。)"}, {"chapter": "5", "id": "508.1j", "content": "508.1j Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.\n一旦牌手法术力池中有足够的法术力,其以任意顺序支付全部费用。不允许只支付其中一部分费用。"}, {"chapter": "5", "id": "508.1k", "content": "508.1k Each chosen creature still controlled by the active player becomes an attacking creature. It remains an attacking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4.\n被选择的生物中,每个仍然由主动牌手操控的生物成为攻击生物。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是攻击生物。参见规则506.4。"}, {"chapter": "5", "id": "508.1m", "content": "508.1m Any abilities that trigger on attackers being declared trigger.\n所有因宣告攻击者而触发的异能触发。"}, {"chapter": "5", "id": "508.2.", "content": "508.2. Second, the active player gets priority. (See rule 117, “Timing and Priority.”)\n然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "508.2a", "content": "508.2a Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an attacker. They will not trigger if a creature attacks and then that creature’s characteristics change to match the ability’s trigger condition.\n因生物攻击而触发的异能,只在生物被宣告为攻击者的时间点触发。如果生物成为攻击者之后才改变其特征从而符合触发条件,该异能不会触发。\nExample: A permanent has the ability “Whenever a green creature attacks, destroy that creature at end of combat.” If a blue creature attacks and is later turned green, the ability will not trigger.\n例如:某永久物的异能为“每当绿色生物进行攻击时,在战斗结束时消灭该生物。”如果一个蓝色生物进行攻击,且稍后成为绿色,该异能并不会触发。"}, {"chapter": "5", "id": "508.2b", "content": "508.2b Any abilities that triggered on attackers being declared or that triggered during the process described in rules 508.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)\n任何因宣告攻击者、或在规则508.1所述之流程中触发的异能在主动牌手得到优先权之前进入堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。)"}, {"chapter": "5", "id": "508.3.", "content": "508.3. Triggered abilities that trigger on attackers being declared may have different trigger conditions.\n于宣告攻击者时触发的异能可能具有不同的触发条件。"}, {"chapter": "5", "id": "508.3a", "content": "508.3a An ability that reads “Whenever [a creature] attacks, . . .” triggers if that creature is declared as an attacker. Similarly, “Whenever [a creature] attacks [a player, planeswalker, or battle], . . .” triggers if that creature is declared as an attacker attacking that player or permanent. Such abilities won’t trigger if a creature is put onto the battlefield attacking.\n叙述为“每当[某生物]攻击时,…”的异能,在该生物被宣告为攻击者时触发。类似地,“每当[某生物]攻击[某牌手、鹏洛客或战役]时,…”的异能,在该生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在该生物被放进战场且正进行攻击时触发。"}, {"chapter": "5", "id": "508.3b", "content": "508.3b An ability that reads “Whenever [a player, planeswalker, or battle] is attacked, . . .” triggers if one or more creatures are declared as attackers attacking that player or permanent. It won’t trigger if a creature is put onto the battlefield attacking that player or permanent.\n叙述为“每当[某牌手、鹏洛客或战役]被攻击时,…”的异能,在一个或数个生物被宣告为攻击该牌手或永久物的攻击者时触发。此类异能不会在某生物被放进战场且正向该牌手或永久物进行攻击时触发。"}, {"chapter": "5", "id": "508.3c", "content": "508.3c An ability that reads “Whenever [a player] attacks with [a creature], . . .” triggers if a creature that player controls is declared as an attacker.\n叙述为“每当[某牌手]以[某生物]攻击时,…”的异能,每当该生物在该牌手的操控下被宣告为攻击者时触发。"}, {"chapter": "5", "id": "508.3d", "content": "508.3d An ability that reads “Whenever [a player] attacks, . . .” triggers if one or more creatures that player controls are declared as attackers.\n叙述为“每当[某牌手]攻击时,…”的异能,在由该牌手操控的一个或数个生物被宣告为攻击者时触发。"}, {"chapter": "5", "id": "508.3e", "content": "508.3e An ability that reads “Whenever [a player] attacks [another player], . . .” triggers if one or more creatures the first player controls are declared as attackers attacking the second player. It won’t trigger if a creature is put onto the battlefield attacking or if a creature attacks a planeswalker or a battle.\n叙述为“每当[某牌手]攻击[另一牌手]时,…”的异能,在由前者牌手操控的一个或数个生物被宣告为攻击后者牌手的攻击者时触发。此类异能不会在某生物被放进战场且正进行攻击时、或者在攻击鹏洛客或战役时触发。"}, {"chapter": "5", "id": "508.3f", "content": "508.3f An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers during the declare blockers step, not the declare attackers step. See rule 509.3g.\n叙述为“每当[某生物]攻击且未受阻挡时,…”的异能,在宣告阻挡者步骤中触发,而非宣告攻击者步骤。参见规则509.3g。"}, {"chapter": "5", "id": "508.4.", "content": "508.4. If a creature is put onto the battlefield attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s attacking). Similarly, if an effect states that a creature is attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it’s attacking (unless the effect has already specified). Such creatures are “attacking” but, for the purposes of trigger events and effects, they never “attacked.” They remain attacking creatures until they’re removed from combat or the combat phase ends, whichever comes first.\n如果一个生物放置进战场且正进行攻击,其操控者于该生物进入战场时选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役(除非将其放置进战场的效应指定其攻击的对象)。相似地,如果一个效应叙述一个生物正进行攻击,除非该效应已有指明,否则其操控者选择该生物正在攻击哪个防御牌手、防御牌手操控的哪个鹏洛客,或防御牌手防卫的哪个战役。此类生物在“进行攻击”,但对于触发事件和效应来说,它们从未“攻击”过。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是攻击生物。"}, {"chapter": "5", "id": "508.4a", "content": "508.4a If the effect that puts a creature onto the battlefield attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature is put onto the battlefield but is never considered an attacking creature. The same is true if the effect specifies a creature is put onto the battlefield attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player.\n如果该效应将一个生物放置进战场且正进行攻击,并指定其攻击特定牌手,且当效应结算时该牌手已经不在游戏内,该生物被放置进战场但不会视为攻击生物。对将生物放置进战场并指定其攻击特定鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。"}, {"chapter": "5", "id": "508.4b", "content": "508.4b If the effect that states a creature is attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature doesn’t become an attacking creature. The same is true if the effect specifies a creature is attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player.\n如果一个效应叙述一个生物正进行攻击且指定其攻击一个特定牌手,而该牌手在该效应结算时已不在游戏中,该生物不会成为攻击生物。对指定一个生物攻击一个鹏洛客或战役的效应而言,如果该永久物在该效应结算时已不在战场,不再是鹏洛客或战役,不再是由防御牌手操控之鹏洛客,或不再是由防御牌手防卫之战役的情形亦是如此。"}, {"chapter": "5", "id": "508.4c", "content": "508.4c A creature that’s put onto the battlefield attacking or that is stated to be attacking isn’t affected by requirements or restrictions that apply to the declaration of attackers.\n放进战场正进行攻击、或被叙述为正进行攻击的生物不会受到对宣告攻击者生效之要求或限制的影响。"}, {"chapter": "5", "id": "508.4d", "content": "508.4d A creature that’s put onto the battlefield attacking during the declare blockers step, combat damage step, or end of combat step enters the battlefield as an unblocked creature. It remains unblocked until it is removed from combat, an effect says it becomes blocked, or the combat phase ends, whichever comes first.\n在宣告阻挡者步骤、战斗伤害步骤、或战斗结束步骤中放进战场且正进行攻击的生物会进入战场且未受阻挡。在被移出战斗、效应叙述该生物正进行阻挡、或战斗阶段结束中首先发生的事件之前,它都将一直未受阻挡。"}, {"chapter": "5", "id": "508.5.", "content": "508.5. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat.\n如果攻击生物上的异能提及防御牌手,或某咒语或异能同时提及某个正在攻击的生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手,其正在攻击的鹏洛客的操控者,或其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手,所攻击的鹏洛客的操控者,或所攻击的战役的防卫者。"}, {"chapter": "5", "id": "508.5a", "content": "508.5a In a multiplayer game, any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.\n在多人游戏中,任何规则、物件或效应提及“防御牌手”时都是指某个特定的防御牌手,而非所有防御牌手。如果一个咒语或异能可以对多个攻击生物生效,对于每个攻击生物,其防御牌手会分别确定。如果有多个防御牌手可被选择,该咒语或异能的操控者从中选择一个。"}, {"chapter": "5", "id": "508.6.", "content": "508.6. A player is “attacking [a player]” if the first player controls a creature that is attacking the second player. A player has “attacked [a player]” if the first player declared one or more creatures as attackers attacking the second player.\n牌手“正在攻击[某牌手]”意指,前者牌手操控某个生物,且其正在攻击后者牌手。牌手“攻击过[某牌手]”意指,前者牌手宣告一个或数个生物成为攻击后者牌手的攻击者。"}, {"chapter": "5", "id": "508.7.", "content": "508.7. Some cards allow a player to reselect which player, planeswalker, or battle a creature is attacking.\n一些牌允许牌手重新选择某生物所攻击的牌手、鹏洛客或战役。"}, {"chapter": "5", "id": "508.7a", "content": "508.7a The attacking creature isn’t removed from combat and it isn’t considered to have attacked a second time. That creature is attacking the reselected player or permanent, but it’s still considered to have attacked the player or permanent chosen as it was declared as an attacker.\n该进行攻击的生物不会被移出战斗,也不会被视为再次攻击。该生物正在攻击重新选择后的牌手或永久物,但仍被视为攻击过其被宣告为攻击者时所攻击的牌手或永久物。"}, {"chapter": "5", "id": "508.7b", "content": "508.7b While reselecting which player, planeswalker, or battle a creature is attacking, that creature isn’t affected by requirements or restrictions that apply to the declaration of attackers.\n重新选择某生物所攻击的牌手、鹏洛客或战役时,该生物不受宣告攻击者时生效的要求或限制所影响。"}, {"chapter": "5", "id": "508.7c", "content": "508.7c The reselected player, planeswalker, or battle must be an opponent of the attacking creature’s controller, a planeswalker controlled by an opponent of the attacking creature’s controller, or a battle protected by an opponent of the attacking creature’s controller.\n被重新选择的牌手、鹏洛客或战役必须是该正在攻击之生物的操控者的对手、其对手操控的鹏洛客,或其对手防卫的战役。"}, {"chapter": "5", "id": "508.7d", "content": "508.7d In a multiplayer game not using the attack multiple players option (see rule 802), the reselected player, planeswalker, or battle must be the chosen defending player, a planeswalker controlled by that player, or a battle protected by that player.\n在不使用攻击复数牌手模式(参见规则802)的多人游戏中,重新选择的牌手、鹏洛客或战役必须是所选择的防御牌手、该牌手操控的鹏洛客,或该牌手防卫的战役。"}, {"chapter": "5", "id": "508.7e", "content": "508.7e In a multiplayer game using the limited range of influence option (see rule 801), the reselected player, planeswalker, or battle must be within the range of influence of the attacking creature’s controller. In the case of a battle, the battle’s protector must also be within the range of influence of the attacking creature’s controller.\n在使用限制影响范围模式(参见规则801)的多人游戏中,重新选择的牌手、鹏洛客或战役必须在该正在攻击生物之操控者的影响范围内。对于战役而言,该战役的防卫者也必须在该正在攻击生物之操控者的影响范围内。"}, {"chapter": "5", "id": "508.8.", "content": "508.8. If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps.\n如果没有生物被宣告为攻击者或被放置进战场进行攻击,则略过宣告阻挡者和战斗伤害步骤。"}, {"chapter": "5", "id": "509.", "content": "509. Declare Blockers Step\n宣告阻挡者步骤"}, {"chapter": "5", "id": "509.1.", "content": "509.1. First, the defending player declares blockers. This turn-based action doesn’t use the stack. To declare blockers, the defending player follows the steps below, in order. If at any point during the declaration of blockers, the defending player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 732, “Handling Illegal Actions”).\n首先,防御牌手宣告阻挡者。此回合动作不使用堆叠。宣告阻挡者时,防御牌手依序进行下列步骤。如果在宣告阻挡者的任何时段,防御牌手不能完成下列步骤,则宣告非法;游戏倒回至宣告之前的时间点(参见规则732,“处理非法动作”)。"}, {"chapter": "5", "id": "509.1a", "content": "509.1a The defending player chooses which creatures they control, if any, will block. The chosen creatures must be untapped and they can’t also be battles. For each of the chosen creatures, the defending player chooses one creature for it to block that’s attacking that player, a planeswalker they control, or a battle they protect.\n如果防御牌手阻挡的话,其选择哪些由其操控的生物阻挡。被选择的生物必须未横置,且不能是战役。防御牌手为每个被选择的生物选择一个正在攻击该牌手、该牌手所操控的鹏洛客或该牌手防卫的战役的生物进行阻挡。"}, {"chapter": "5", "id": "509.1b", "content": "509.1b The defending player checks each creature they control to see whether it’s affected by any restrictions (effects that say a creature can’t block, or that it can’t block unless some condition is met). If any restrictions are being disobeyed, the declaration of blockers is illegal.\n防御牌手检查其操控的每个生物是否被任何限制(注明生物不能阻挡,或除非符合某些条件才能阻挡的效应)所影响。如果违反了任何一项限制,该宣告阻挡者非法。\nA restriction may be created by an evasion ability (a static ability an attacking creature has that restricts what can block it). If an attacking creature gains or loses an evasion ability after a legal block has been declared, it doesn’t affect that block. Different evasion abilities are cumulative.\n限制可能因躲避式异能(攻击生物具有的静止式异能,限制了哪些生物可以阻挡该攻击生物)而创造。如果在宣告合法的阻挡之后该攻击生物获得或者失去了一项躲避式异能,它将不会影响该阻挡。不同的躲避式异能会累积计算。\nExample: An attacking creature with flying and shadow can’t be blocked by a creature with flying but without shadow.\n例如:同时具有飞行和次元幽影的攻击生物不能被只具有飞行而不具有次元幽影的生物阻挡。"}, {"chapter": "5", "id": "509.1c", "content": "509.1c The defending player checks each creature they control to see whether it’s affected by any requirements (effects that say a creature must block, or that it must block if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of blockers is illegal. If a creature can’t block unless a player pays a cost, that player is not required to pay that cost, even if blocking with that creature would increase the number of requirements being obeyed. If a requirement that says a creature blocks if able during a certain turn refers to a turn with multiple combat phases, the creature blocks if able during each declare blockers step in that turn.\n防御牌手检查其操控的每个生物是否被任何要求(注明生物必须阻挡,或符合某些条件便必须阻挡的效应)所影响。如果所遵循的要求数量在不违反任何限制的情况下小于可以遵循的最大要求数量,该宣告阻挡者为非法。如果除非牌手支付某费用否则一个生物不能阻挡,此费用并不会使该牌手强制支付,即使若以该生物进行阻挡将会增加所遵循的要求之数量。如果一个要求叙述为使某生物在一个特定回合若能阻挡则必须阻挡,而该回合具有多个战斗阶段,则该生物在该回合的每个宣告阻挡者步骤若能阻挡则必须阻挡。\nExample: A player controls one creature that “blocks if able” and another creature with no abilities. If a creature with menace attacks that player, the player must block with both creatures. Having only the first creature block violates the restriction created by menace (the attacking creature can’t be blocked except by two or more creatures). Having only the second creature block violates both the menace restriction and the first creature’s blocking requirement. Having neither creature block fulfills the restriction but not the requirement.\n例如:某牌手操控一个具有“若能阻挡必须阻挡”的生物和一个没有异能的生物。如果一个具有威慑异能的生物攻击该牌手,该牌手必须使用这两个生物进行阻挡。只用第一个生物阻挡不遵循威慑异能创造的限制。只用第二个生物阻挡既不遵循威慑异能创造的限制,也没有满足第一个生物的阻挡要求。两个生物都不阻挡遵循限制但没有满足要求。"}, {"chapter": "5", "id": "509.1d", "content": "509.1d If any of the chosen creatures require paying costs to block, the defending player determines the total cost to block. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, ignore this change.\n如果任何被选择的生物需要支付费用才能阻挡,则防御牌手确定阻挡需要的总费用。费用可能包括支付法术力、横置永久物、牺牲永久物、弃牌等。总费用一旦被确定后,便会“锁定”。如果之后有效应改变总费用,忽略该修改。"}, {"chapter": "5", "id": "509.1e", "content": "509.1e If any of the costs require mana, the defending player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”).\n如果此费用需要支付任何法术力,则防御牌手得到机会起动法术力异能。(参见规则605,“法术力异能”。)"}, {"chapter": "5", "id": "509.1f", "content": "509.1f Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.\n一旦牌手法术力池中有足够的法术力,其以任意顺序支付全部费用。不允许只支付其中一部分费用。"}, {"chapter": "5", "id": "509.1g", "content": "509.1g Each chosen creature still controlled by the defending player becomes a blocking creature. Each one is blocking the attacking creatures chosen for it. It remains a blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4.\n被选择的生物中,每个仍然由防御牌手操控的生物成为阻挡生物。它们各自阻挡所选择的攻击生物。在被移出战斗或战斗阶段结束中首先发生的事件之前,它们都将一直是阻挡生物。参见规则506.4。"}, {"chapter": "5", "id": "509.1h", "content": "509.1h An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no creatures declared as blockers for it becomes an unblocked creature. This remains unchanged until the creature is removed from combat, an effect says that it becomes blocked or unblocked, or the combat phase ends, whichever comes first. A creature remains blocked even if all the creatures blocking it are removed from combat.\n被一个或数个生物宣告阻挡的攻击生物成为被阻挡生物;未被任何生物宣告阻挡的攻击生物成为未受阻挡的生物。在被移出战斗、一个效应令其成为被阻挡或未受阻挡或战斗阶段结束中首先发生的事件之前,这将不会改变。即使对其进行阻挡的所有生物均被移出战斗,该生物依然被阻挡。"}, {"chapter": "5", "id": "509.1i", "content": "509.1i Any abilities that trigger on blockers being declared trigger. See rule 509.2a for more information.\n所有因宣告阻挡者而触发的异能触发。详细信息参见509.2a。"}, {"chapter": "5", "id": "509.2.", "content": "509.2. Second, the active player gets priority. (See rule 117, “Timing and Priority.”)\n其次,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "509.2a", "content": "509.2a Any abilities that triggered on blockers being declared or that triggered during the process described in rule 509.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)\n任何因宣告阻挡者、或在规则509.1-3所述之流程中触发的异能在主动牌手得到优先权之前进入堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。)"}, {"chapter": "5", "id": "509.3.", "content": "509.3. Triggered abilities that trigger on blockers being declared may have different trigger conditions.\n于宣告阻挡者时触发的异能可能具有不同的触发条件。"}, {"chapter": "5", "id": "509.3a", "content": "509.3a An ability that reads “Whenever [a creature] blocks, . . .” generally triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers if the creature is declared as a blocker. It will also trigger if that creature becomes a blocker as the result of an effect, but only if it wasn’t a blocking creature at that time. (See rule 509.1g.) It won’t trigger if the creature is put onto the battlefield blocking.\n叙述为“每当[某生物]阻挡时,…”的异能,通常在该生物的每个战斗中只触发一次,即使它阻挡了多个生物。如果该生物被宣告为阻挡者,该异能触发。如果该生物因为某个效应而成为了阻挡者,它也会触发,但只有在该生物在那之前不是阻挡生物的情况下。(参见规则509.1g。)它将不会因为该生物放进战场正在阻挡而触发。"}, {"chapter": "5", "id": "509.3b", "content": "509.3b An ability that reads “Whenever [a creature] blocks a creature, . . .” triggers once for each attacking creature the creature with the ability blocks. It triggers if the creature is declared as a blocker. It will also trigger if an effect causes that creature to block an attacking creature, but only if it wasn’t already blocking that attacking creature at that time. It won’t trigger if the creature is put onto the battlefield blocking.\n具有叙述为“每当[某生物]阻挡一个生物时,…”异能的生物阻挡的每个生物均触发一次其异能。在该生物被宣告为阻挡者时,该异能触发。如果该生物因为某个效应而成为了阻挡者,它也会触发,但只有在该生物在那之前未阻挡该生物的情况下。如果该生物是被放置进战场并进行阻挡,则此异能不会触发。"}, {"chapter": "5", "id": "509.3c", "content": "509.3c An ability that reads “Whenever [a creature] becomes blocked, . . .” generally triggers only once each combat for that creature, even if it’s blocked by multiple creatures. It will trigger if that creature becomes blocked by at least one creature declared as a blocker. It will also trigger if that creature becomes blocked by an effect or by a creature that’s put onto the battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time. (See rule 509.1h.)\n叙述为“每当[某生物]被阻挡时,…”的异能,通常在该生物的每个战斗中只触发一次,即使它被多个生物阻挡。如果该生物被至少一个生物宣告阻挡,该异能触发。如果该生物因为某个效应,或某个生物放进战场正在阻挡而成为了被阻挡,它也会触发,但只有在该生物在那之前未受阻挡的情况下。(参见规则509.1h。)"}, {"chapter": "5", "id": "509.3d", "content": "509.3d An ability that reads “Whenever [a creature] becomes blocked by a creature, . . .” triggers once for each creature that blocks the specified creature. It triggers if a creature is declared as a blocker for the attacking creature. It will also trigger if an effect causes a creature to block the attacking creature, but only if it wasn’t already blocking that attacking creature at that time. In addition, it will trigger if a creature is put onto the battlefield blocking that creature. It won’t trigger if the creature becomes blocked by an effect rather than a creature.\n具有叙述为“每当[某生物]被一个生物阻挡时,…”异能的生物,对于每个阻挡该生物的生物,均触发一次其异能。如果该攻击生物被一个生物宣告阻挡,该异能触发。该异能也会在某效应令一个生物阻挡该攻击生物时触发,但只有在该生物在那之前未阻挡该攻击生物的情况下。若某个生物被放置进战场并阻挡该攻击生物,该异能也会触发。该异能不会在该生物被效应阻挡(而不是被生物阻挡)时触发。"}, {"chapter": "5", "id": "509.3e", "content": "509.3e If an ability triggers when a creature blocks or becomes blocked by a particular number of creatures, the ability triggers if the creature blocks or is blocked by that many creatures when blockers are declared. Effects that add or remove blockers can also cause such abilities to trigger. This applies to abilities that trigger on a creature blocking or being blocked by at least a certain number of creatures as well.\n如果某异能在一个生物阻挡特定数量的生物或被特定数量的生物阻挡时触发,则如果在宣告阻挡者时,该生物阻挡该数量的生物或被该数量的生物阻挡,该异能触发。添加或减少阻挡者的效应也可以使此类异能触发。此规则也适用于阻挡至少特定数量的生物,或被至少特定数量的生物阻挡时触发的异能。"}, {"chapter": "5", "id": "509.3f", "content": "509.3f If an ability triggers when a creature with certain characteristics blocks, it will trigger only if the creature has those characteristics at the point blockers are declared, or at the point an effect causes it to block. If an ability triggers when a creature with certain characteristics becomes blocked, it will trigger only if the creature has those characteristics at the point it becomes a blocked creature. If an ability triggers when a creature becomes blocked by a creature with certain characteristics, it will trigger only if the latter creature has those characteristics at the point it becomes a blocking creature. None of those abilities will trigger if the relevant creature’s characteristics change to match the ability’s trigger condition later on.\n如果某异能在一个具有特定特征的生物阻挡时触发,它只有在该生物被宣告为阻挡者的时间点上具有这些特性的情况下,才会触发。如果某异能在一个具有特定特征的生物被阻挡时触发,它只有在该生物成为被阻挡生物的时间点上具有这些特性的情况下,才会触发。如果某异能在一个生物被具有特定特征的生物阻挡时触发,它只有在该生物成为阻挡生物的时间点上具有这些特性的情况下,才会触发。如果相应生物之后改变特征来符合这些异能的触发条件,并不会触发这些异能。\nExample: A creature has the ability “Whenever this creature becomes blocked by a white creature, destroy that creature at end of combat.” If the creature becomes blocked by a black creature that is later turned white, the ability will not trigger.\n例如:某生物具有“每当此生物被一个白色生物阻挡时,在战斗结束时消灭该生物。”的异能。如果此生物被一个黑色生物阻挡,且该黑色生物之后成为白色,此异能不会触发。"}, {"chapter": "5", "id": "509.3g", "content": "509.3g An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers if no creatures are declared as blockers for that creature. It will trigger even if the creature was never declared as an attacker (for example, if it entered the battlefield attacking). It won’t trigger if the attacking creature is blocked and then all its blockers are removed from combat.\n叙述为“每当[某生物]攻击且未受阻挡时,…”的异能,只有在没有任何生物被宣告为该生物的阻挡者的情况下触发。即使该生物从未被宣告为攻击者,该异能也会触发(例如,如果它被放进战场并进行攻击)。如果该攻击生物被阻挡且之后所有阻挡生物均被移出战斗,该异能不会触发。"}, {"chapter": "5", "id": "509.4.", "content": "509.4. If a creature is put onto the battlefield blocking, its controller chooses which attacking creature it’s blocking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s blocking). A creature put onto the battlefield this way is “blocking” but, for the purposes of trigger events and effects, it never “blocked.”\n如果一个生物被放置进战场进行阻挡,其操控者于该生物进入战场时选择它阻挡哪个攻击生物(除非将它放置进战场的效应指定它必须阻挡某个生物)。以此法放置进战场的生物在“进行阻挡”,但对于触发事件和效应来说,它从未“阻挡”过。"}, {"chapter": "5", "id": "509.4a", "content": "509.4a If the effect that puts a creature onto the battlefield blocking specifies it’s blocking a certain creature and that creature is no longer attacking, the creature is put onto the battlefield but is never considered a blocking creature. The same is true if the controller of the creature that’s put onto the battlefield blocking isn’t a defending player for the specified attacking creature.\n如果该效应将一个生物放置进战场进行阻挡并指定其阻挡特定生物,但后者生物已不在攻击,前者生物被放置进战场但不会视为阻挡生物。前者生物被放置进战场进行阻挡,但其操控者已不是后者生物之防御牌手的情形亦是如此。"}, {"chapter": "5", "id": "509.4b", "content": "509.4b A creature that’s put onto the battlefield blocking isn’t affected by requirements or restrictions that apply to the declaration of blockers.\n放置进战场进行阻挡的生物不会受到对宣告阻挡者生效之要求或限制的影响。"}, {"chapter": "5", "id": "510.", "content": "510. Combat Damage Step\n战斗伤害步骤"}, {"chapter": "5", "id": "510.1.", "content": "510.1. First, the active player announces how each attacking creature assigns its combat damage, then the defending player announces how each blocking creature assigns its combat damage. This turn-based action doesn’t use the stack. A player assigns a creature’s combat damage according to the following rules:\n首先,主动牌手宣告每个攻击生物如何分配其战斗伤害,然后防御牌手宣告每个阻挡生物如何分配战斗伤害。此回合动作不使用堆叠。牌手依照下列规则分配一个生物的战斗伤害:"}, {"chapter": "5", "id": "510.1a", "content": "510.1a Each attacking creature and each blocking creature assigns combat damage equal to its power. Creatures that would assign 0 or less damage this way don’t assign combat damage at all.\n每个攻击生物和每个阻挡生物分配的战斗伤害等同于其力量。将分配0点或更少伤害的生物不会分配战斗伤害。"}, {"chapter": "5", "id": "510.1b", "content": "510.1b An unblocked creature assigns its combat damage to the player, planeswalker, or battle it’s attacking. If it isn’t currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage.\n未受阻挡的生物对其攻击的牌手、鹏洛客或战役分配它的战斗伤害。如果它当前没有攻击任何东西(例如,该生物攻击的鹏洛客已经离开战场),它将不会分配战斗伤害。"}, {"chapter": "5", "id": "510.1c", "content": "510.1c A blocked creature assigns its combat damage to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If exactly one creature is blocking it, it assigns all its combat damage to that creature. If two or more creatures are blocking it, it assigns its combat damage to those creatures divided as its controller chooses among them.\n被阻挡生物对阻挡它的生物分配战斗伤害。如果当前没有生物阻挡它(例如,生物被消灭或移出战斗),该生物不会分配战斗伤害。如果只有一个生物对其进行阻挡,则它将分配所有战斗伤害给该生物。如果两个或更多的生物对其进行阻挡,则它的操控者将其战斗伤害任意分配给这些生物。\nExample: An attacking Elvish Regrower (a 4/3 creature) is blocked by Vampire Spawn (a 2/3 creature) and Helpful Hunter (a 1/1 creature). Elvish Regrower’s controller can assign all 4 damage to the Hunter, 1 damage to the Spawn and 3 damage to the Hunter, 2 damage to each creature, 3 damage to the Spawn and 1 damage to the Hunter, or all 4 damage to the Spawn.\n例如:正在进行攻击的妖精护生师[Elvish Regrower](4/3生物)被吸血衍体(2/3生物)和有用捕手[Helpful Hunter](1/1生物)阻挡。妖精护生师的操控者可以选择将全部4点伤害分配给有用捕手;将1点伤害分配给吸血衍体,3点伤害分配给有用捕手;将2点伤害各分配给吸血衍体和有用捕手;将3点伤害分配给吸血衍体,1点伤害分配给有用捕手;或将全部4点伤害分配给吸血衍体。"}, {"chapter": "5", "id": "510.1d", "content": "510.1d A blocking creature assigns combat damage to the creatures it’s blocking. If it isn’t currently blocking any creatures (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If it’s blocking exactly one creature, it assigns all its combat damage to that creature. If it’s blocking two or more creatures, it assigns its combat damage divided as its controller chooses among them.\n阻挡生物对它阻挡的生物分配战斗伤害。如果当前它没有阻挡任何生物(例如,生物被消灭或移出战斗),该生物不会分配战斗伤害。如果它只阻挡一个生物,则它将分配所有战斗伤害给该生物。如果它阻挡两个或更多的生物,则它的操控者将其战斗伤害任意分配给这些生物。"}, {"chapter": "5", "id": "510.1e", "content": "510.1e Once a player has assigned combat damage from each attacking or blocking creature they control, the total damage assignment (not solely the damage assignment of any individual attacking or blocking creature) is checked to see if it complies with the above rules. If it doesn’t, the combat damage assignment is illegal; the game returns to the moment before that player began to assign combat damage. (See rule 732, “Handling Illegal Actions.”)\n一旦牌手为每个其操控的攻击或阻挡生物分配完毕伤害,总伤害分配(而非任何单独的攻击或阻挡生物的伤害分配)检查其是否符合以上所有规定。如果不符合,则战斗伤害分配非法;游戏倒回至该牌手开始伤害分配之前的时间点(参见规则732,“处理非法动作”。)"}, {"chapter": "5", "id": "510.2.", "content": "510.2. Second, all combat damage that’s been assigned is dealt simultaneously. This turn-based action doesn’t use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time it’s dealt.\n其次,所有被分配的战斗伤害同时造成。此回合动作不使用堆叠。没有牌手有机会在分配战斗伤害和造成战斗伤害之间施放咒语或起动异能。"}, {"chapter": "5", "id": "510.3.", "content": "510.3. Third, the active player gets priority. (See rule 117, “Timing and Priority.”)\n然后,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "510.3a", "content": "510.3a Any abilities that triggered on damage being dealt or while state-based actions are performed afterward are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)\n任何因造成伤害、或在此后执行状态动作时触发的异能在主动牌手得到优先权之前进入堆叠;这些异能触发的先后顺序没有意义。(参见规则603,“处理触发式异能”。)"}, {"chapter": "5", "id": "510.4.", "content": "510.4. If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.\n如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻(参见规则702.7)或连击(参见规则702.4),则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。"}, {"chapter": "5", "id": "511.", "content": "511. End of Combat Step\n战斗结束步骤"}, {"chapter": "5", "id": "511.1.", "content": "511.1. The end of combat step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)\n战斗结束步骤没有回合动作。一旦该步骤开始,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "511.2.", "content": "511.2. Abilities that trigger “at end of combat” trigger as the end of combat step begins. Effects that last “until end of combat” expire at the end of the combat phase.\n“在战斗结束时”触发的异能在战斗结束步骤开始时触发。持续“直到战斗结束”的效应在战斗阶段结束后结束。"}, {"chapter": "5", "id": "511.3.", "content": "511.3. As soon as the end of combat step ends, all creatures, battles, and planeswalkers are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins (see rule 505).\n一旦战斗结束步骤结束,所有生物、战役和鹏洛客被移出战斗。在战斗结束步骤之后,战斗阶段结束且战斗后行动阶段开始(参见规则505)。"}, {"chapter": "5", "id": "512.", "content": "512. Ending Phase\n终结阶段"}, {"chapter": "5", "id": "512.1.", "content": "512.1. The ending phase consists of two steps: end and cleanup.\n终结阶段包括两个步骤:结束步骤和清除步骤。"}, {"chapter": "5", "id": "513.", "content": "513. End Step\n结束步骤"}, {"chapter": "5", "id": "513.1.", "content": "513.1. The end step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)\n结束步骤没有回合动作。一旦该步骤开始,主动牌手得到优先权。(参见规则117,“时机和优先权”。)"}, {"chapter": "5", "id": "513.1a", "content": "513.1a Previously, abilities that triggered at the beginning of the end step were printed with the trigger condition “at end of turn.” Cards that were printed with that text have received errata in the Oracle card reference to say “at the beginning of the end step” or “at the beginning of the next end step.”\n多年以来,在结束步骤开始时触发的异能被印为触发条件是“在回合结束时”。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“在结束步骤开始时”或“在下一个结束步骤开始时”。"}, {"chapter": "5", "id": "513.2.", "content": "513.2. If a permanent with an ability that triggers “at the beginning of the end step” enters the battlefield during this step, that ability won’t trigger until the next turn’s end step. Likewise, if a delayed triggered ability that triggers “at the beginning of the next end step” is created during this step, that ability won’t trigger until the next turn’s end step. In other words, the step doesn’t “back up” so those abilities can go on the stack. This rule applies only to triggered abilities; it doesn’t apply to continuous effects whose durations say “until end of turn” or “this turn.” (See rule 514, “Cleanup Step.”)\n如果一个永久物具有“在结束步骤开始时”触发的异能,且该永久物在此步骤进入战场,则此异能在下一个回合的结束步骤之前不会触发。同理,如果一个延迟触发式异能“在下一个结束步骤开始时”触发,且该异能在此步骤中被创造,则此异能下一个回合的结束步骤之前不会触发。换句话说,步骤不会“倒回”从而让这些异能进入堆叠。此规则只适用于触发式异能;它并不适用于叙述为“直到回合结束”或“此回合”的具有时限的持续性效应。(参见规则514,“清除步骤”。)"}, {"chapter": "5", "id": "514.", "content": "514. Cleanup Step\n清除步骤"}, {"chapter": "5", "id": "514.1.", "content": "514.1. First, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. This turn-based action doesn’t use the stack.\n首先,如果主动牌手的手牌数高于其手牌上限(通常情况下是七张),其必须弃掉足够的牌来让手牌数等同于手牌上限。此回合动作不使用堆叠。"}, {"chapter": "5", "id": "514.2.", "content": "514.2. Second, the following actions happen simultaneously: all damage marked on permanents (including phased-out permanents) is removed and all “until end of turn” and “this turn” effects end. This turn-based action doesn’t use the stack.\n其次,以下动作同时发生:永久物(包括跃离的永久物)上标记的所有伤害被移除,且所有“直至回合结束”和“此回合”的效应结束。此回合动作不使用堆叠。"}, {"chapter": "5", "id": "514.3.", "content": "514.3. Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception:\n一般情况下,没有牌手在清除步骤中会得到优先权,所以不能施放咒语或起动异能。但是此规则有以下特例:"}, {"chapter": "5", "id": "514.3a", "content": "514.3a At this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.\n在此刻,游戏检查是否有任何状态动作需要执行,和/或任何触发式异能等待进入堆叠(包括“在下一个清除步骤开始时”触发的异能)。如果有,则执行这些状态动作,然后将这些触发式异能放进堆叠,然后主动牌手得到优先权。牌手可以施放咒语和起动异能。一旦堆叠为空且所有牌手连续让过,另一个清除步骤开始。"}, {"chapter": "6", "id": "6.", "content": "6. Spells, Abilities, and Effects\n咒语、异能和效应"}, {"chapter": "6", "id": "600.", "content": "600. General\n总则"}, {"chapter": "6", "id": "601.", "content": "601. Casting Spells\n施放咒语"}, {"chapter": "6", "id": "601.1.", "content": "601.1. Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.\n多年以来,施放咒语或作为咒语施放一张牌这个动作,在牌上被称为“使用”该咒语或该牌。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“施放”该咒语或该牌。"}, {"chapter": "6", "id": "601.1a", "content": "601.1a Some effects still refer to “playing” a card. “Playing a card” means playing that card as a land or casting that card as a spell, whichever is appropriate.\n一些效应依然“使用”一张牌。“使用一张牌”表示,在作为地使用该牌或作为咒语施放该牌中适当的一项。"}, {"chapter": "6", "id": "601.2.", "content": "601.2. To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell includes proposal of the spell (rules 601.2a–d) and determination and payment of costs (rules 601.2f–h). To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process (see rule 601.3). If a player is unable to comply with the requirements of a step listed below while performing that step, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”).\n施放咒语指将其从当前区域(通常是手牌)放进堆叠,且支付其费用,从而令它可以在结算时产生效应。施放咒语分为两部分:咒语的声明(规则601.2a-d)和确定及支付费用(规则601.2f-h)。要施放咒语,牌手需依序进行下列步骤。牌手必须在允许合法施放该咒语的情况下才可以开始此流程(参见规则601.3)。如果牌手在执行下列任一步骤时无法遵循该步骤的要求,则该咒语的施放非法;游戏倒回至声明施放该咒语之前的时间点(参见规则732,“处理非法动作”)。"}, {"chapter": "6", "id": "601.2a", "content": "601.2a To propose the casting of a spell, a player first moves that card (or that copy of a card) from where it is to the stack. It becomes the topmost object on the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and that player becomes its controller. Any continuous effects that modify the characteristics of the spell as you start casting it begin as it is put on the stack (see rule 611.2f). Any one-shot effects that cause the spell to gain abilities as you cast it apply as it is put on the stack (see rule 610.5). The spell remains on the stack until it resolves, it’s countered, or a rule or effect moves it elsewhere.\n要声明施放咒语,该牌手首先将该牌(或该牌的复制品)从其现在的区域移到堆叠上。它成为堆叠最顶端的物件。它具有该牌(或该牌复制品)给予的所有特征,且该牌手成为其操控者。于你开始施放咒语时修改咒语特征的持续性效应在咒语放进堆叠时起生效(参见规则611.2f)。于你施放咒语时令其获得异能的一次性效应在咒语放进堆叠时起生效(参见规则610.5)。该咒语直到结算、被反击,或被一个规则或效应转移到其他区域之前一直保持在堆叠中。"}, {"chapter": "6", "id": "601.2b", "content": "601.2b If the spell is modal, the player announces the mode choice (see rule 700.2). If the player wishes to splice any cards onto the spell (see rule 702.47), they reveal those cards in their hand. If the spell has alternative or additional costs that will be paid as it’s being cast such as buyback or kicker costs (see rules 118.8 and 118.9), the player announces their intentions to pay any or all of those costs (see rule 601.2f). A player can’t apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it’s being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost they intend to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether they intend to pay 2 life or a corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player’s options when making these choices.\n如果该咒语具有模式,则该牌手宣告其选择的模式(参见规则700.2)。如果该牌手希望将任何牌通联到该咒语上(参见规则702.47),他从其手上展示这些牌。如果该咒语具有替代、额外、或其他于施放时支付的特殊费用,如购回或增幅费用(参见规则118.8和118.9),该牌手宣告其将支付其中任何或全部费用(参见规则601.2f)。牌手不能应用两种替代施放的方式,或对同一个咒语应用两种替代性费用。如果该咒语具有于施放时支付的可变数值费用(比如其法术力费用中包含{X};参见规则107.3),该牌手宣告该可变数值的数值。如果该可变数值的数值在该咒语的叙述中由牌手将在稍后的咒语宣告或结算中作出的选择来定义,该牌手改为在此时作出该选择,而非在该稍后的时间点。如果于该咒语被施放时所支付的一个费用中包含混血法术力符号,该牌手宣告他即将支付的等同于该费用的非混血费用。如果于施放咒语时支付的一个费用中包含非瑞克西亚法术力符号,该牌手宣告他为每个这些符号支付2点生命或支付对应颜色的法术力。在此之前所作出的选择(例如选择从坟墓场中施放具有返照的咒语,或选择用变身面朝下的施放生物)可能会在该牌手作出选择时限制其选项。"}, {"chapter": "6", "id": "601.2c", "content": "601.2c The player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets. Similarly, a spell may require alternative targets only if an alternative or additional cost was chosen for it. If the spell has a variable number of targets, the player announces how many targets they will choose before they announce those targets. In some cases, the number of targets will be defined by the spell’s text. Once the number of targets the spell has is determined, that number doesn’t change, even if the information used to determine the number of targets does. The same target can’t be chosen multiple times for any one instance of the word “target” on the spell. However, if the spell uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). If any effects say that an object or player must be chosen as a target, the player chooses targets so that they obey the maximum possible number of such effects without violating any rules or effects that say that an object or player can’t be chosen as a target. The chosen objects and/or players each become a target of that spell. (Any abilities that trigger when those objects and/or players become the target of a spell trigger at this point; they’ll wait to be put on the stack until the spell has finished being cast.)\n该牌手为咒语要求的每个目标宣告其所选择的相对应的物件或牌手。一个咒语可能只有在一个替代、额外、或特殊费用(例如购回或增幅费用)、或某个模式被选择的情况下才要求一些目标;否则,该咒语被视同不具有这些目标般被施放。类似地,一个咒语可能只有在为其选择了一个替代或额外费用时才要求不同的目标。如果该咒语具有的目标数量为可变数值,该牌手在宣告目标前宣告他将选择多少个目标。在某些情况下,目标的数量会由咒语的叙述定义。一旦该咒语目标的数量被确定,该数量便不会改变,即使用于确定目标数量的信息已经变化。同一个目标不能被咒语上的某一个“目标”一词多次选择。但如果该咒语在多处使用“目标”一词,则同一个物件或牌手可以被每个“目标”一词选择一次(只要它符合目标要求)。如果任何效应要求一个物件或牌手必须被选择为目标,则选择目标的牌手在不违反任何规则或令该物件或牌手不能被选择为目标的效应的前提下,必须尽可能达成最多数量的此类效应。每个被选择的物件和/或牌手成为该咒语的目标。(任何在这些物件和/或牌手成为咒语的目标时触发的异能在此时触发;它们在该咒语完成被施放之前将等待进入堆叠。)\nExample: If a spell says “Tap two target creatures,” then the same creature can’t be chosen twice; the spell requires two different legal targets. A spell that says “Destroy target artifact and target land,” however, can target the same artifact land twice because it uses the word “target” in multiple places.\n例如:如果一个咒语为“横置两个目标生物”,则同一个目标不能被选择两次;该咒语要求两个不同的合法目标。一个咒语为“消灭目标神器和目标地”,则可以以同一个神器地为目标两次,因为其在多处使用“目标”一词。"}, {"chapter": "6", "id": "601.2d", "content": "601.2d If the spell requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided.\n如果该咒语要求牌手在一个或数个目标之间分配一个效应(例如伤害或指示物),该牌手宣告该分配。这些目标中的每个目标必须至少分配到一个。"}, {"chapter": "6", "id": "601.2e", "content": "601.2e The game checks to see if the proposed spell can legally be cast. If the proposed spell is illegal, the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”).\n游戏检查所声明的咒语是否能够合法施放。如果所声明的咒语不能合法施放,游戏倒回至声明施放该咒语之前的时间点(参见规则732,“处理非法动作”)。"}, {"chapter": "6", "id": "601.2f", "content": "601.2f The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If multiple cost reductions apply, the player may apply them in any order. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can’t be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes “locked in.” If effects would change the total cost after this time, they have no effect.\n该牌手确定该咒语的总费用。这通常只是其法术力费用。一些咒语具有额外或替代性费用。一些效应可能增加或减少须支付的费用,或提供其他的替代性费用。费用可能包括法术力、横置永久物、牺牲永久物、弃牌等。总费用为其法术力费用或替代性费用(于规则601.2b中确定),加上所有额外费用和增加的费用,并减去所有减少的费用。如果有多个减少费用的效应将要生效,该牌手可以以任意顺序生效这些效应。如果总费用的法术力部分被减少费用的效应减至没有,它被视同{0}。它不能被减少至小于{0}。一旦总费用被确定,任何直接影响总费用的效应生效。然后总费用的结果被“锁定”。如果有效应将在此之后改变总费用,它将没有任何效果。"}, {"chapter": "6", "id": "601.2g", "content": "601.2g If the total cost includes a mana payment, the player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”). Mana abilities must be activated before costs are paid.\n如果总费用包括支付法术力,则该牌手然后将有机会起动法术力异能(参见规则605,“法术力异能”)。法术力异能必须在支付费用之前被起动。"}, {"chapter": "6", "id": "601.2h", "content": "601.2h The player pays the total cost. First, they pay all costs that don’t involve random elements or moving objects from the library to a public zone, in any order. Then they pay all remaining costs in any order. Partial payments are not allowed. Unpayable costs can’t be paid.\n该牌手支付总费用。首先,牌手以任意顺序支付所有不涉及随机元素或将物件从牌库移动到某个公开区域的费用。然后牌手以任意顺序支付所有剩余的费用。不可以只支付部分费用。不能被支付的费用不可支付。\nExample: You cast Altar’s Reap, which costs {1}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to cast. Because a spell’s total cost is “locked in” before payments are actually made, you pay {B}, not {1}{B}, even though you’re sacrificing the Familiar.\n例如:你施放祭坛夺命,其费用为{1}{B}并具有额外费用牺牲一个生物。你牺牲雷景院佣兽,其效应令你的黑色咒语少支付{1}来施放。由于咒语的总费用在真正支付费用之前已经被“锁定”,你支付{B}而不是{1}{B},即使你牺牲了佣兽。"}, {"chapter": "6", "id": "601.2i", "content": "601.2i Once the steps described in 601.2a–h are completed, effects that modify the characteristics of the spell as it’s cast are applied, then the spell becomes cast. Any abilities that trigger when a spell is cast or put onto the stack trigger at this time. If the spell’s controller had priority before casting it, they get priority.\n一旦601.2a-h中所叙述的所有步骤均被完成,于咒语施放期间修改其特征的效应生效,然后咒语成为被施放。任何因一个咒语被施放或进入堆叠而触发的异能此时触发。如果咒语的操控者在施放它之前具有优先权,他再次得到优先权。"}, {"chapter": "6", "id": "601.3.", "content": "601.3. A player can begin to cast a spell only if a rule or effect allows that player to cast it and no rule or effect prohibits that player from casting it.\n牌手只能在某规则或效应允许牌手施放该咒语、且没有规则或效应禁止该牌手施放该咒语时,才能施放咒语。"}, {"chapter": "6", "id": "601.3a", "content": "601.3a If an effect prohibits a player from casting a spell with certain qualities, that player may consider any choices to be made during that spell’s proposal that may cause those qualities to change. If any such choices could cause that effect to no longer prohibit that player from casting that spell, the player may begin to cast the spell, ignoring the effect.\n如果某效应禁止牌手施放具有指定特性的咒语,该牌手可以在声明该咒语期间考虑任何可能导致这些特性改变的选择。如果有此类选择可以使得该效应不再禁止该牌手施放该咒语,该牌手可以开始施放该咒语并忽略该效应。\nExample: A player controls Void Winnower, which reads, in part, “Your opponents can’t cast spells with even mana values.” That player’s opponent may begin to cast Rolling Thunder, a card whose mana cost is {X}{R}{R}, because the chosen value of X may cause the spell’s mana value to become odd.\n例如:一位牌手操控虚空筛除体,其部分叙述为“所有对手都不能施放法术力值为偶数的咒语。”该牌手的对手可以开始施放旋雷(一张法术力费用为{X}{R}{R}的牌),因为X的选定值可能使得该咒语的法术力值成为奇数。"}, {"chapter": "6", "id": "601.3b", "content": "601.3b If an effect allows a player to cast a spell with certain qualities as though it had flash, that player may consider any choices to be made during that spell’s proposal that may cause that spell’s qualities to change. If any such choices could cause that effect to apply, that player may begin to cast that spell as though it had flash.\n如果某效应允许牌手视同具有闪现异能地来施放具有指定特性的咒语,该牌手可以在声明该咒语期间考虑任何可能导致该咒语特性改变的选择。如果有此类选择可以使得该效应生效,该牌手可以视同其具有闪现异能地开始施放该咒语。\nExample: An effect says that you may cast Aura spells as though they had flash, and you have a creature card with bestow in your hand. Because choosing the bestow ability’s alternative cost causes that spell to become an Aura spell, you may legally begin to cast that spell as though it had flash.\n例如:一个效应为“你可以将灵气咒语视同具有闪现异能地来施放。”你手上有一张具有神授异能的生物牌。因为选择支付神授异能的替代性费用使得该咒语成为灵气咒语,你可以合法地开始施放该咒语,如同该咒语具有闪现异能。"}, {"chapter": "6", "id": "601.3c", "content": "601.3c If an effect allows a player to cast a spell as though it had flash only if an alternative or additional cost is paid, that player may begin to cast that spell as though it had flash.\n如果一个效应允许牌手仅当一个替代性费用或额外费用被支付时才能视同其具有闪现异能地施放某咒语,该牌手可以视同其具有闪现异能地开始施放该咒语。"}, {"chapter": "6", "id": "601.3d", "content": "601.3d If a spell would have flash only if certain conditions are met, its controller may begin to cast that spell as though it had flash if those conditions are met.\n如果一个咒语仅当符合特定条件时才具有闪现,其操控者可以在该条件符合时视同其具有闪现异能地开始施放该咒语。"}, {"chapter": "6", "id": "601.3e", "content": "601.3e Some rules and effects state that an alternative set of characteristics or a subset of characteristics are considered to determine if a card or copy of a card is legal to cast. These alternative characteristics replace the object’s characteristics for this determination. Continuous effects that would apply to that object once it has those characteristics are also considered.\n一些规则或效应叙述在确定一张牌或一张牌的复制品是否可以合法施放时,会考虑它的一组替代特征或其特征的子集。在此次确定中,这些替代特征替换该物件的原特征。一旦该物件具有这些特征便会生效的持续性效应也会被考虑在内。\nExample: Garruk’s Horde says, in part, “You may cast creature spells from the top of your library.” If you control Garruk’s Horde and the top card of your library is a noncreature card with morph, you may cast it using its morph ability.\n例如:贾路的兽群的部分叙述为“你可以从你的牌库顶施放生物咒语。”如果你操控贾路的兽群,且你的牌库顶牌是一张具有变身异能的非生物牌,你可以使用其变身异能施放之。\nExample: Melek, Izzet Paragon says, in part, “You may cast instant and sorcery spells from the top of your library.” If you control Melek, Izzet Paragon and the top card of your library is Giant Killer, an adventurer creature card whose Adventure is an instant named Chop Down, you may cast Chop Down but not Giant Killer. If instead you control Garruk’s Horde and the top card of your library is Giant Killer, you may cast Giant Killer but not Chop Down.\n例如:伊捷守护者梅列克的部分叙述为“你可以从你的牌库顶施放瞬间和法术咒语。”如果你操控伊捷守护者梅列克,且你的牌库顶牌是巨人杀手(一张历险名为连根砍倒的瞬间之历险者生物牌),你可以施放连根砍倒,但不能施放巨人杀手。倘若此时你操控的不是梅列克、而是贾路的兽群,则你可以从牌库顶施放巨人杀手,而不能施放连根砍倒。"}, {"chapter": "6", "id": "601.3f", "content": "601.3f Some effects allow a player to cast a spell with certain qualities from among face-down cards in exile. A player may begin to cast such a spell only if they can look at the face-down card in exile.\n一些效应允许牌手从放逐区牌面朝下的牌中施放具某些特性的咒语。仅当牌手被允许检视这些放逐区中牌面朝下的牌时,该牌手才可以开始施放该咒语。"}, {"chapter": "6", "id": "601.4.", "content": "601.4. While announcing the choices of any modes, alternative costs, and/or additional costs as described in rule 601.2b, some options may be available to a player only if other choices are made that would normally be made later in that rule’s instructions. In that case, the spell’s controller may consider any other choices to be made in that step. If any such choices could allow them to choose a particular mode, alternative cost, or additional cost, they may do so.\n在依照规则601.2b所述之流程声明其选择的模式、替代性费用和/或额外费用时,一些选项仅当牌手作出了某些其他选择后才可选,且这些选择依照规则通常在稍后才会作出。在此情形下,该咒语的操控者可将其他选择视为在该步骤中可以作出。如果任何此类选择可以允许牌手选择特定的模式、替代性费用或额外费用,则他可以如此作。\nExample: Inscription of Abundance is a modal spell with kicker and the text “Choose one. If this spell was kicked, choose any number instead.” When announcing the chosen modes for the spell, its controller may choose any number of modes, even though choosing to pay the kicker cost is normally done later in the announcement process.\n例如:丰足铭文是具有模式的咒语,它具有增幅异能,叙述为“选择一项。如果此咒语已增幅,则改为选择任意数量的选项。”当选择该咒语的模式时,其操控者可以选择任意数量的模式,即使在声明过程中选择支付增幅费用通常在稍后才会作出。"}, {"chapter": "6", "id": "601.5.", "content": "601.5. If a player is no longer allowed to cast a spell after completing its proposal (see rules 601.2a–d), the casting of the spell is illegal and the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”). It doesn’t matter if a rule or effect would make the casting of the spell illegal while determining and paying that spell’s costs (see rules 601.2f–h) or any time after the spell has been cast.\n如果牌手在完成咒语的声明(参见规则601.2a-d)之后不再被允许施放之,则该咒语施放非法,游戏倒回至声明施放该咒语之前的时间点(参见规则732,“处理非法动作”)。如果某规则或效应在确定和支付该咒语的费用时(参见规则601.2f-h)或该咒语的施放完成之后使得该咒语的施放非法,则它没有作用。"}, {"chapter": "6", "id": "601.5a", "content": "601.5a Once a player has begun casting a spell that had flash because certain conditions were met or that could be cast as though it had flash because certain conditions were met (see 601.3d), they may continue to cast that spell as though it had flash even if those conditions stop being met.\n一旦牌手开始施放某个因特定条件被满足而具有闪现异能(或可视同具有闪现异能地来施放)的咒语(参见规则601.3d),即使该条件不再满足,该牌手仍然可以继续施放该咒语。"}, {"chapter": "6", "id": "601.6.", "content": "601.6. Some spells specify that one of their controller’s opponents does something the controller would normally do while it’s being cast, such as choose a mode or choose targets. In these cases, the opponent does so when the spell’s controller normally would do so.\n一些咒语要求其操控者的一位对手于施放过程中作出一般情况下由其操控者作的某些动作,例如选择一个模式或选择目标。在这些情况下,该对手在该咒语的操控者一般情况下作这些动作时相应的作出选择。"}, {"chapter": "6", "id": "601.6a", "content": "601.6a If there is more than one opponent who could make such a choice, the spell’s controller decides which of those opponents will make the choice.\n如果有多于一位对手可以作出此类选择,该咒语的操控者决定哪位对手将作出选择。"}, {"chapter": "6", "id": "601.6b", "content": "601.6b If the spell instructs its controller and another player to do something at the same time as the spell is being cast, the spell’s controller goes first, then the other player. This is an exception to rule 101.4.\n如果该咒语要求其操控者以及另一位牌手于该咒语被施放时同时作某些动作,该咒语的操控者首先作这些动作,然后为另一位牌手。这是规则101.4的特殊情况。"}, {"chapter": "6", "id": "601.7.", "content": "601.7. Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.\n施放一个影响费用的咒语不会影响已经在堆叠上的咒语和异能。"}, {"chapter": "6", "id": "602.", "content": "602. Activating Activated Abilities\n起动起动式异能"}, {"chapter": "6", "id": "602.1.", "content": "602.1. Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]”\n起动式异能具有费用和效应。其格式为“[费用]:[效应]。[起动限制(如果有的话)]”。"}, {"chapter": "6", "id": "602.1a", "content": "602.1a The activation cost is everything before the colon (:). An ability’s activation cost must be paid by the player who is activating it.\n起动费用是冒号(:)前的全部。一个异能的起动费用必须由起动它的牌手支付。\nExample: The activation cost of an ability that reads “{2}, {T}: You gain 1 life” is two mana of any type plus tapping the permanent that has the ability.\n例如:一个异能为“{2},{T}:你得到1点生命”的起动费用为两点任意类别的法术力以及横置具有此异能的永久物。"}, {"chapter": "6", "id": "602.1b", "content": "602.1b Some text after the colon of an activated ability states instructions that must be followed while activating that ability. Such text may state which players can activate that ability, may restrict when a player can activate the ability, or may define some aspect of the activation cost. This text is not part of the ability’s effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the ability’s effect.\n起动式异能中冒号后面的某些文字可能叙述起动该异能时必须遵循的指示。这些文字可能会叙述哪些牌手可以起动该异能,限制牌手何时可以起动该异能,或定义起动费用的某些条件。这些文字不是异能效应的一部分。它在任何时候都生效。如果起动式异能具有任何起动时的指示,它会出现在最后,即在异能的效应之后。"}, {"chapter": "6", "id": "602.1c", "content": "602.1c An activated ability is the only kind of ability that can be activated. If an object or rule refers to activating an ability without specifying what kind, it must be referring to an activated ability.\n起动式异能是唯一一种可以被起动的异能。如果一个物件或规则使用起动一个异能但未能明确表示哪种异能,它必定表示一个起动式异能。"}, {"chapter": "6", "id": "602.1d", "content": "602.1d Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.\n多年以来,在牌上被称为“使用”该异能。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“起动”该异能。"}, {"chapter": "6", "id": "602.1e", "content": "602.1e If a spell or ability that refers to the “activation cost” of an ability modifies how a player may pay that cost, that modification applies to the total cost of that ability, even if that cost is increased and/or decreased by other effects. See rules 602.2b and 601.2f.\n如果某咒语或异能提及某异能的“起动费用”并影响牌手如何支付该费用,则该效应对该异能的总费用生效,即使该费用被其他效应增加或减少。参见规则602.2b及601.2f。"}, {"chapter": "6", "id": "602.2.", "content": "602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 732, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.\n起动一个异能指将其放进堆叠并支付其费用,导致它最终可以结算并产生其效果。除非一个物件特别注明,否则只有该物件的操控者(或没有操控者的话,其拥有者)可以起动其起动式异能。起动异能须按照顺序完成以下列出的步骤。如果在起动异能的过程之中,牌手不能完成其中任何步骤,该异能为非法起动;游戏倒回至该异能开始起动之前的时刻(参见规则732,“处理非法动作”)。宣告起动和支付费用在之后将不能更改。"}, {"chapter": "6", "id": "602.2a", "content": "602.2a The player announces that they are activating the ability. If an activated ability is being activated from a hidden zone, the card that has that ability is revealed (see rule 701.20a). That ability is created on the stack as an object that’s not a card. It becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. Its controller is the player who activated the ability. The ability remains on the stack until it’s countered, it resolves, or an effect moves it elsewhere.\n该牌手宣告他将起动该异能。如果一个起动式异能从隐藏区域中被起动,具有该异能的牌将被展示(参见规则701.20a)。该异能将作为非牌物件被放进堆叠。它成为堆叠最顶端的物件。它具有创造它的异能所具有的文字叙述,且不具有任何其他特征。其操控者为起动该异能的牌手。该异能直到被反击、结算,或被一个效应转移到其他区域之前将一直保持留在堆叠上。"}, {"chapter": "6", "id": "602.2b", "content": "602.2b The remainder of the process for activating an ability is identical to the process for casting a spell listed in rules 601.2b–i. Those rules apply to activating an ability just as they apply to casting a spell. An activated ability’s analog to a spell’s mana cost (as referenced in rule 601.2f) is its activation cost.\n起动异能的其余部分与规则601.2b-i中列出的施放咒语部分相同。这些规则对起动一个异能与施放一个咒语相同。与咒语的法术力费用(规则601.2f中引用)对应的为起动式异能的起动费用。"}, {"chapter": "6", "id": "602.3.", "content": "602.3. Some abilities specify that one of their controller’s opponents does something the controller would normally do while it’s being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the ability’s controller normally would do so.\n一些异能要求其操控者的一位对手于起动过程中作出一般情况下由其操控者作的某些动作,例如选择一个模式或选择目标。在这些情况下,该对手在该异能的操控者一般情况下作这些动作时相应的作出选择。"}, {"chapter": "6", "id": "602.3a", "content": "602.3a If there is more than one opponent who could make such a choice, the ability’s controller decides which of those opponents will make the choice.\n如果有多于一位对手可以作出此类选择,该异能的操控者决定哪位对手将作出选择。"}, {"chapter": "6", "id": "602.3b", "content": "602.3b If the ability instructs its controller and another player to do something at the same time as the ability is being activated, the ability’s controller goes first, then the other player. This is an exception to rule 101.4.\n如果该异能要求其操控者以及另一位牌手于该异能被起动时同时作某些动作,该异能的操控者首先作这些动作,然后为另一位牌手。这是规则101.4的特殊情况。"}, {"chapter": "6", "id": "602.4.", "content": "602.4. Activating an ability that alters costs won’t affect spells and abilities that are already on the stack.\n起动一个影响费用的异能不会影响已经在堆叠上的咒语和异能。"}, {"chapter": "6", "id": "602.5.", "content": "602.5. A player can’t begin to activate an ability that’s prohibited from being activated.\n牌手不能尝试开始起动一个不允许被起动的异能。"}, {"chapter": "6", "id": "602.5a", "content": "602.5a A creature’s activated ability with the tap symbol ({T}) or the untap symbol ({Q}) in its activation cost can’t be activated unless the creature has been under its controller’s control since the start of their most recent turn. Ignore this rule for creatures with haste (see rule 702.10).\n除非一个生物在其操控者最近的一个回合开始时便由其操控,否则该生物具有的起动费用中包含横置符号({T})或重置符号({Q})的起动式异能不能被起动。对具有敏捷的生物忽略此规则(参见规则702.10)。"}, {"chapter": "6", "id": "602.5b", "content": "602.5b If an activated ability has a restriction on its use (for example, “Activate only once each turn”), the restriction continues to apply to that object even if its controller changes.\n如果一个起动式异能对于使用具有限制(例如,“每回合只能起动一次”),该限制对该物件持续生效,即使其操控者发生了改变。"}, {"chapter": "6", "id": "602.5c", "content": "602.5c If an object acquires an activated ability with a restriction on its use from another object, that restriction applies only to that ability as acquired from that object. It doesn’t apply to other, identically worded abilities.\n如果一个物件从另一个物件上获取了一个具有使用限制的起动式异能,则该限制只对此从另一个物件上获取的该异能生效。它不对其他相同措词的异能生效。"}, {"chapter": "6", "id": "602.5d", "content": "602.5d Activated abilities that read “Activate only as a sorcery” mean the player must follow the timing rules for casting a sorcery spell, though the ability isn’t actually a sorcery. The player doesn’t actually need to have a sorcery card that they could cast.\n起动式异能具有“只能于法术时机起动”表示该牌手必须遵从施放法术咒语的时机规则,即使该异能并不是一个法术。该牌手不需要有他可以施放的法术牌。"}, {"chapter": "6", "id": "602.5e", "content": "602.5e Activated abilities that read “Activate only as an instant” mean the player must follow the timing rules for casting an instant spell, though the ability isn’t actually an instant. The player doesn’t actually need to have an instant card that they could cast.\n起动式异能具有“只能于瞬间时机起动”表示该牌手必须遵从施放瞬间咒语的时机规则,即使该异能并不是一个瞬间。该牌手不需要有他可以施放的瞬间牌。"}, {"chapter": "6", "id": "603.", "content": "603. Handling Triggered Abilities\n处理触发式异能"}, {"chapter": "6", "id": "603.1.", "content": "603.1. Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]”\n触发式异能具有触发条件和效应。其格式为“[当/每当/在][触发条件或事件],[效应]。[指示(如有的话)]”。"}, {"chapter": "6", "id": "603.1a", "content": "603.1a A triggered ability may include instructions after its effects that limit what the ability may target or state that it can’t be countered. This text is not part of the ability’s effect. It functions while the ability is on the stack.\n触发式异能可能在其效应之后包含指示。这些指示可能会限制该异能可指定的目标、或叙述其不能被反击。此文字叙述不是该异能效应的一部分。它在该异能在堆叠上时生效。"}, {"chapter": "6", "id": "603.1b", "content": "603.1b A triggered ability may have more than one trigger condition, and an instruction that refers to whether “all” of those conditions have happened during a particular period. This refers to whether or not all of those conditions have occurred during that period, regardless of whether that ability has triggered based on those conditions.\n触发式异能可能同时具有多个触发条件,并包含提及在特定时段内是否“所有”条件都已发生的指示。这指的是在该时段内是否所有条件都已发生,而与该异能是否已因这些条件触发无关。"}, {"chapter": "6", "id": "603.2.", "content": "603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.\n每当一个游戏事件或游戏状态符合一个触发式异能的触发事件时,该异能自动触发。该异能此时并不会作任何事。"}, {"chapter": "6", "id": "603.2a", "content": "603.2a Because they aren’t cast or activated, triggered abilities can trigger even when it isn’t legal to cast spells and activate abilities. Effects that preclude abilities from being activated don’t affect them.\n由于它们不是被施放或起动的,触发式异能即使在不能合法施放咒语或起动异能时也会触发。阻止异能被起动的效应不会影响它们。"}, {"chapter": "6", "id": "603.2b", "content": "603.2b When a phase or step begins, all abilities that trigger “at the beginning of” that phase or step trigger.\n当一个阶段或步骤开始时,所有“在[此阶段或步骤]开始时”触发的异能触发。"}, {"chapter": "6", "id": "603.2c", "content": "603.2c An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.\n触发事件每次只会导致一个触发式异能触发一次。但如果一个事件包含发生多次,则它会反复触发。\nExample: A permanent has an ability whose trigger condition reads, “Whenever a land is put into a graveyard from the battlefield, . . . .” If someone casts a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spell’s resolution.\n例如:一个永久物具有触发条件为“每当一个地从战场进入坟墓场时,……”的异能,如果有人施放一个消灭所有地的咒语,该异能在该咒语的结算中将因每个被放进坟墓场的地触发一次。"}, {"chapter": "6", "id": "603.2d", "content": "603.2d An ability may state that a triggered ability triggers additional times. In this case, rather than simply determining that such an ability has triggered, determine how many times it should trigger, then that ability triggers that many times. An effect that states that an ability triggers additional times doesn’t invoke itself repeatedly and doesn’t apply to other effects that affect how many times an ability triggers. An effect that states a triggered ability of an object triggers additional times refers only to triggered abilities that object has, not to any delayed or reflexive triggered abilities (see rule 603.7 and rule 603.12) that may be created by abilities the object has.\n异能可能会叙述一个触发式异能额外触发数次。在此情形下,应决定该异能触发应当触发多少次(而非仅仅决定其已触发),然后该异能触发等量的次数。叙述一个异能额外触发数次的效应不会反复引发本身,且不会适用于影响异能触发次数的其他效应。叙述某物件的触发式异能额外触发数次的效应,仅指该物件具有的触发式异能,不包括该物件具有的异能可能会产生的任何延迟触发式异能或自身触发式异能(参见规则603.7和规则603.12)。"}, {"chapter": "6", "id": "603.2e", "content": "603.2e Some trigger events use the word “becomes” (for example, “becomes attached” or “becomes blocked”). These trigger only at the time the named event happens—they don’t trigger if that state already exists or retrigger if it persists. An ability that triggers when a permanent “becomes tapped” or “becomes untapped” doesn’t trigger if the permanent enters the battlefield in that state.\n一些触发事件使用“成为”一词(例如,“成为被贴附”或“成为被阻挡”)。它们只在所叙述的事件发生时触发;它们不会因为该状态已经存在而触发,或因保持而再次触发。一个当永久物“成为横置”或“成为未横置”而触发的异能不会因为该永久物以该状态进入战场而触发。\nExample: An ability that triggers when a permanent “becomes tapped” triggers only when the status of a permanent that’s already on the battlefield changes from untapped to tapped.\n例如:一个当永久物“成为横置”而触发的异能,只有在一个已经存在在战场上的永久物的状态从未横置成为横置时才会触发。"}, {"chapter": "6", "id": "603.2f", "content": "603.2f If a triggered ability’s trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.\n如果一个触发式异能的触发条件符合,但具有该触发式异能的物件不对所有牌手可见,则该异能不会触发。"}, {"chapter": "6", "id": "603.2g", "content": "603.2g An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything.\n一个异能只有在其触发事件真正发生了的情况下才会触发。一个被防止或被替代的效应不会触发任何异能。\nExample: An ability that triggers on damage being dealt won’t trigger if all the damage is prevented.\n例如:如果所有的伤害均被防止,则一个因造成伤害而触发的异能不会触发。"}, {"chapter": "6", "id": "603.2h", "content": "603.2h A triggered ability may have an instruction followed by “Do this only once each turn.” This ability triggers only if its source’s controller has not yet taken the indicated action that turn.\n触发式异能具有的指示可能会以“每回合只能如此作一次”结尾。此异能仅当其来源的操控者该回合尚未执行该指示的动作时才会触发。"}, {"chapter": "6", "id": "603.3.", "content": "603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.\n一旦异能触发,其操控者于下一次有牌手将得到优先权时将其作为非牌物件放进堆叠。参见规则117,“时机和优先权”。该异能成为堆叠最顶端的物件。它具有创造它的异能所具有的文字叙述,且不具有任何其他特征。该异能直到被反击、结算或一个效应将其移到其他地方之前将一直保持留在堆叠上。"}, {"chapter": "6", "id": "603.3a", "content": "603.3a A triggered ability is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\n一个触发式异能的操控者为它触发时操控其来源的牌手,除非它是一个延迟触发式异能。确定延迟触发式异能的操控者,参见规则603.7d-f。"}, {"chapter": "6", "id": "603.3b", "content": "603.3b If multiple abilities have triggered since the last time a player received priority, the abilities are placed on the stack in a two-part process. First, each player, in APNAP order, puts each triggered ability they control with a trigger condition that isn’t another ability triggering on the stack in any order they choose. (See rule 101.4.) Second, each player, in APNAP order, puts all remaining triggered abilities they control on the stack in any order they choose. Then the game once again checks for and performs state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.\n如果自上一次有牌手得到优先权之后有多个异能触发,这些异能经由以下两步放进堆叠。首先,每位牌手按照“主动牌手先决定”的顺序,将他所操控的、且不以另一个异能触发为触发条件的触发式异能以他所选择的任意顺序放进堆叠。(参见规则101.4。)然后,每位牌手按照“主动牌手先决定”的顺序,将他所操控的其余触发式异能以他所选择的任意顺序放进堆叠。然后游戏再次检查和执行状态动作,直到没有需要执行的为止,然后此过程中触发的异能进入堆叠。此过程重复直到没有新的状态动作需要执行且没有异能触发为止。然后对应的牌手得到优先权。"}, {"chapter": "6", "id": "603.3c", "content": "603.3c If a triggered ability is modal, its controller announces the mode choice when putting the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 700.2.)\n如果一个触发式异能具有模式,其操控者在将其放进堆叠时宣告所选择的模式。如果其中一个模式将为非法(例如,由于不能选择合法目标),则该模式不能被选择。如果没有模式被选择,该异能从堆叠被移除。(参见规则700.2。)"}, {"chapter": "6", "id": "603.3d", "content": "603.3d The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell listed in rules 601.2c–d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.\n将触发式异能放进堆叠的其余部分与规则601.2c-d中列出的施放咒语部分相同。如果当触发式异能进入堆叠时需要作出选择,但无法为其作出合法选择,或如果规则或持续性效应将令其非法,则该异能从堆叠中被移除。"}, {"chapter": "6", "id": "603.4.", "content": "603.4. A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn’t true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening ‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a card; this rule only applies to an “if” that immediately follows a trigger condition.)\n一个触发式异能的格式可能为“当/每当/在[触发事件],若[条件],[效应]”。当该触发事件发生时,该异能检查该条件是否符合。该异能只有在条件符合时才会触发;否则它将没有效果。如果该异能触发,则于其结算时再次检查该条件是否符合。如果该条件此时不再符合,该异能从堆叠中被移除且没有任何效果。注意这将重复检查合法目标。此规则被称为“以‘若’开头的子句”。(“若”一词在牌其他部分的文字叙述中出现则只具有它的一般中文意义;此规则只对在触发条件之后紧接的“若”生效。)\nExample: Felidar Sovereign reads, “At the beginning of your upkeep, if you have 40 or more life, you win the game.” Its controller’s life total is checked as that player’s upkeep begins. If that player has 39 or less life, the ability doesn’t trigger at all. If that player has 40 or more life, the ability triggers and goes on the stack. As the ability resolves, that player’s life total is checked again. If that player has 39 or less life at this time, the ability is removed from the stack and has no effect. If that player has 40 or more life at this time, the ability resolves and that player wins the game.\n例如:晶角兽君王叙述为,“在你的维持开始时,若你的总生命为40或更多,你便赢得此盘游戏。”于其操控者的维持开始时检查该牌手的总生命。如果该牌手的生命为39或更少,异能不会触发。如果该牌手的生命为40或更多,异能会触发并进入堆叠。于异能结算时,会再次检查该牌手的总生命。如果此时该牌手的生命为39或更少,异能从堆叠中被移除,并没有效果。如果此时该牌手的生命为40或更多,异能结算,该牌手赢得此盘游戏。"}, {"chapter": "6", "id": "603.5.", "content": "603.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.\n一些触发式异能的效应具有可选择性(它们包含“可以”,例如“在你的维持开始时,你可以抓一张牌”)。这些异能在它们触发时进入堆叠,无论其操控者为它作出何种选择。选择在该异能结算时作出。同样,具有“除非”符合某条件或牌手选择作出某个动作而产生效应的触发式异能将正常的进入堆叠;异能的“除非”部分在该异能结算时处理。"}, {"chapter": "6", "id": "603.6.", "content": "603.6. Trigger events that involve objects changing zones are called “zone-change triggers.” Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object never entered the specified zone, because it left the zone before the ability resolved, or because it is in a zone that is hidden from a player, such as a library or an opponent’s hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common zone-change triggers are enters-the-battlefield triggers and leaves-the-battlefield triggers.\n与物件改变区域有关的触发事件被称为“改变区域触发”。很多具有改变区域触发的异能在该物件改变区域之后对该物件作出影响。在结算过程中,这些异能在该物件移动到的区域中寻找该物件。如果该物件在它移动去的区域中无法找到,该异能尝试对该物件作出影响的部分没有任何效果。该异能可能由于该物件从未进入过该区域、由于它在该异能结算之前离开该区域、或由于它所在的区域并不对某牌手公开(例如牌库或对手的手上)而无法找到该物件。(此规则对即使该物件离开该区域并在异能结算之前返回该区域的情况也同样生效。)最常见的改变区域触发为进入战场触发和离开战场触发。"}, {"chapter": "6", "id": "603.6a", "content": "603.6a Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, “When [this object] enters, . . . “ or “Whenever a [type] enters, . . .” Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.\n进入战场异能在一个永久物进入战场时触发。它们具有格式“当[此物件]进场时,……”或“每当一个[类别]进场时,……”。每次一个事件将一个或数个永久物放进战场时,所有在战场上的永久物(包括刚刚进入战场的那些)检查任何符合此事件的进入战场异能。"}, {"chapter": "6", "id": "603.6b", "content": "603.6b Continuous effects that modify characteristics of a permanent do so the moment the permanent is on the battlefield (and not before then). The permanent is never on the battlefield with its unmodified characteristics. Continuous effects don’t apply before the permanent is on the battlefield, however (see rule 603.6d).\n改变永久物特征的持续性效应在该永久物在战场上的瞬间便生效(不是之前)。该永久物从未在战场上且具有未被改变的特征。持续性效应在该永久物在战场上之前不会生效(参见规则603.6d)。\nExample: If an effect reads “All lands are creatures” and a land card is played, the effect makes the land card into a creature the moment it enters the battlefield, so it would trigger abilities that trigger when a creature enters the battlefield. Conversely, if an effect reads “All creatures lose all abilities” and a creature card with an enters-the-battlefield triggered ability enters the battlefield, that effect will cause it to lose its abilities the moment it enters the battlefield, so the enters-the-battlefield ability won’t trigger.\n例如:如果一个效应为“所有地都是生物”且一个地被使用,该效应在该地牌进入战场的一刻便将该地变为生物,所以它将触发当一个生物进入战场所触发的异能。相对的,如果一个效应为“所有生物失去所有异能”且一张具有进入战场异能的生物牌进入战场,该效应将导致它在进入战场的一刻便失去所有异能,所以进入战场异能将不会触发。"}, {"chapter": "6", "id": "603.6c", "content": "603.6c Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to another zone, or when a phased-in permanent leaves the game because its owner leaves the game. These are written as, but aren’t limited to, “When [this object] leaves the battlefield, . . .” or “Whenever [something] is put into a graveyard from the battlefield, . . . .” (See also rule 603.10.) An ability that attempts to do something to the card that left the battlefield checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone “from anywhere” is never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the battlefield.\n离开战场异能当一个永久物从战场转移到其他区域,或一个已跃回的永久物由于其拥有者离开游戏而离开游戏时触发。它们具有但不只限制于格式“当[此物件]离开战场时,……”或“每当[什么]从战场进入坟墓场时,……”。(参见规则603.10。)尝试对一个离开战场的永久物作任何事情的异能只在它进入的第一个区域中检查该牌。当一张牌“从任何地方”进入某个特定区域而触发的异能不被视同离开战场异能,即使该物件被从战场上被放进该区域。"}, {"chapter": "6", "id": "603.6d", "content": "603.6d Some permanents have text that reads “[This permanent] enters with . . . ,” “As [this permanent] enters . . . ,” “[This permanent] enters as . . . ,” or “[This permanent] enters tapped.” Such text is a static ability—not a triggered ability—whose effect occurs as part of the event that puts the permanent onto the battlefield.\n一些永久物具有叙述“[此永久物]进场时上面有……”、“于[此永久物]进场时,……”、“[此永久物]当成……来进场”、“[此永久物]进场时是……”或“[此永久物]须横置进场”。此类叙述为静止式异能,而不是触发式异能;这些效应作为将该永久物放进战场事件的一部分生效。"}, {"chapter": "6", "id": "603.6e", "content": "603.6e Some Auras have triggered abilities that trigger on the enchanted permanent leaving the battlefield. These triggered abilities can find the new object that permanent card became in the zone it moved to; they can also find the new object the Aura card became in its owner’s graveyard after state-based actions have been checked. See rule 400.7.\n一个灵气具有当所结附的永久物离开战场时触发的触发式异能。这些触发式异能可以在其移到的区域中找到该永久物牌成为的新物件;在检查状态动作之后,它们也可以在其拥有者的坟墓场中找到该灵气成为的新物件。参见规则400.7。"}, {"chapter": "6", "id": "603.7.", "content": "603.7. An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain “when,” “whenever,” or “at,” although that word won’t usually begin the ability.\n一个效应可能会创造一个之后作某些事情的延迟触发式异能。一个延迟触发式异能包括“当”、“每当”,或“在”,且该词一般不在异能的开头。"}, {"chapter": "6", "id": "603.7a", "content": "603.7a Delayed triggered abilities are created during the resolution of spells or abilities, as the result of a replacement effect being applied, or as a result of a static ability that allows a player to take an action. A delayed triggered ability won’t trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible.\n延迟触发式异能由咒语和异能在结算时创造、因替代性效应生效而产生、或因允许牌手执行动作的静止式异能而产生。延迟触发式异能直到被真正创造之前不会触发,即使它的触发事件刚刚发生过。其他之前发生过的事件可能会令该触发事件无法发生。\nExample: Part of an effect reads “When this creature leaves the battlefield,” but the creature in question leaves the battlefield before the spell or ability creating the effect resolves. In this case, the delayed ability never triggers.\n例如:一个效应的部分为“当此生物离开战场时”,但该生物在该咒语或异能结算前便离开了战场。这种情况下,该延迟触发式异能将不会触发。\nExample: If an effect reads “When this creature becomes untapped” and the named creature becomes untapped before the effect resolves, the ability waits for the next time that creature untaps.\n例如:如果一个效应为“当此生物成为未横置时”且该生物在此效应结算前便重置,该异能将等待下次该生物重置。"}, {"chapter": "6", "id": "603.7b", "content": "603.7b A delayed triggered ability will trigger only once—the next time its trigger event occurs—unless it has a stated duration, such as “this turn.” If its trigger event occurs more than once simultaneously and the ability doesn’t have a stated duration, the controller of the delayed triggered ability chooses which event causes the ability to trigger.\n一个延迟触发式异能只会触发一次——即下一次该触发事件发生时,除非它具有一个时限,例如“本回合”。如果该异能的触发事件同时发生多于一次、且该异能没有时限,该延迟触发式异能的操控者选择哪个事件导致该异能触发。"}, {"chapter": "6", "id": "603.7c", "content": "603.7c A delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics. However, if that object is no longer in the zone it’s expected to be in at the time the delayed triggered ability resolves, the ability won’t affect it. (Note that if that object left that zone and then returned, it’s a new object and thus won’t be affected. See rule 400.7.)\n一个引用某物件的延迟触发式异能即使在该物件改变特性后依然会影响该物件。但如果该物件在延迟触发式异能结算时不再在对应的区域,该异能不会影响它。(注意如果该物件离开此区域且返回,它将是一个新的物件且不会受到影响。参见规则400.7。)\nExample: An ability that reads “Exile this creature at the beginning of the next end step” will exile the permanent even if it’s no longer a creature during the next end step. However, it won’t do anything if the permanent left the battlefield before then.\n例如:一个异能为“在下一个结束步骤开始时,放逐此生物”将放逐该永久物,即使它在下一个结束步骤已经不是生物。但如果该永久物在此之前离开战场,则它没有任何效果。"}, {"chapter": "6", "id": "603.7d", "content": "603.7d If a spell creates a delayed triggered ability, the source of that delayed triggered ability is that spell. The controller of that delayed triggered ability is the player who controlled that spell as it resolved.\n由咒语创造的延迟触发式异能的来源为该咒语。该延迟触发式异能的操控者与创造它的咒语结算时该咒语的操控者相同。"}, {"chapter": "6", "id": "603.7e", "content": "603.7e If an activated or triggered ability creates a delayed triggered ability, the source of that delayed triggered ability is the same as the source of that other ability. The controller of that delayed triggered ability is the player who controlled that other ability as it resolved.\n如果一个起动式或触发式异能创造了延迟触发式异能,则该延迟触发式异能的来源与创造它的异能来源相同。该延迟触发式异能的操控者与创造它的异能结算时该异能的操控者相同。"}, {"chapter": "6", "id": "603.7f", "content": "603.7f If a static ability generates a replacement effect which causes a delayed triggered ability to be created, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the replacement effect was applied.\n如果一个静止式异能产生了一个创造延迟触发式异能的替代性效应,该延迟触发式异能的来源是具有该静止式异能的物件。该延迟触发式异能的操控者与在替代性效应生效时该物件的操控者相同。"}, {"chapter": "6", "id": "603.7g", "content": "603.7g If a static ability allows a player to take an action and creates a delayed triggered ability if that player does so, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the action was taken.\n如果一个静止式异能允许牌手执行动作、且如果牌手如此作便创造一个延迟触发式异能,该延迟触发式异能的来源是具有该静止式异能的物件。该延迟触发式异能的操控者与该动作被执行时该物件的操控者相同。"}, {"chapter": "6", "id": "603.7h", "content": "603.7h An activated or triggered ability may create a delayed triggered ability that triggers when the ability that created it has resolved a certain number of times in a turn. In that case, that delayed triggered ability is created only once, during the appropriate resolution of that ability.\n一个起动或触发式异能可能创造一个延迟触发式异能,该延迟触发式异能会在创造它的异能在一回合中的第若干次结算时触发。在这种情况下,该延迟触发式异能只会在创造它的异能结算适当的次数后创造一次。"}, {"chapter": "6", "id": "603.8.", "content": "603.8. Some triggered abilities trigger when a game state (such as a player controlling no permanents of a particular card type) is true, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They’ll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren’t the same as state-based actions.) A state-triggered ability doesn’t trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again.\n一些触发式异能在游戏状态(例如一位牌手不操控某牌张类别的永久物)符合时触发,而不是某事件发生时触发。一旦游戏状态符合这些条件,这些触发式异能触发。它们将在下一次有机会时进入堆叠。这些被称为状态触发。(注意状态触发与状态动作不同。)一个状态触发式异能直到该异能结算、被反击、或因其他原因离开堆叠之前不会再次触发。然后,如果具有该异能的物件依然在相同区域,且游戏状态依然符合起触发条件,该异能将再次触发。\nExample: A permanent’s ability reads, “Whenever you have no cards in hand, draw a card.” If its controller plays the last card from their hand, the ability will trigger once and won’t trigger again until it has left the stack. If its controller casts a spell that reads “Discard your hand, then draw that many cards,” the ability will trigger during the spell’s resolution because the player’s hand was momentarily empty.\n例如:一个永久物的异能为“每当你没有手牌时,抓一张牌”。如果其操控者使用其手上的最后一张牌,该异能将触发一次,且在其离开堆叠前不会再次触发。如果其操控者施放咒语“弃掉你的手牌,然后抓等量的牌”,则该异能将在该咒语的结算过程中触发,因为该牌手暂时没有手牌。"}, {"chapter": "6", "id": "603.9.", "content": "603.9. Some triggered abilities trigger specifically when a player loses the game. These abilities trigger when a player loses or leaves the game, regardless of the reason, unless that player leaves the game as the result of a draw. See rule 104.3.\n一些触发式异能特指当一位牌手输去游戏时触发。这些异能当有牌手输去或离开游戏时触发,无论原因为何,除非该牌手由于平手离开游戏。参见规则104.3。"}, {"chapter": "6", "id": "603.10.", "content": "603.10. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game “looks back in time” to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows:\n一般情况下,在一个事件之后立即存在的物件会检查该事件是否符合任何触发条件,且此时存在的持续性效应被用来决定触发条件,以及受此事件影响的物件的特征。但有些触发式异能是此规则的例外;游戏需要根据在事件发生前的时刻,这些异能是否存在以及物件的特征,“回溯”来确定这些异能是否触发。此类例外如下:"}, {"chapter": "6", "id": "603.10a", "content": "603.10a Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library.\n一些改变区域的触发式异能需要回溯。此类异能包括离开战场异能、当一张牌离开坟墓场时触发的异能、及当一个所有牌手可见的物件置入手牌或牌库中时触发的异能。\nExample: Two creatures are on the battlefield along with an artifact that has the ability “Whenever a creature dies, you gain 1 life.” Someone casts a spell that destroys all artifacts, creatures, and enchantments. The artifact’s ability triggers twice, even though the artifact goes to its owner’s graveyard at the same time as the creatures.\n例如:两个生物、以及一个具有异能“每当一个生物死去时,你获得1点生命”的神器在战场上。有人施放了一个咒语,消灭所有神器、生物和结界。即使该神器与生物同时置入其拥有者的坟墓场,该神器的异能也会触发两次。"}, {"chapter": "6", "id": "603.10b", "content": "603.10b Abilities that trigger when a permanent phases out look back in time.\n当一个永久物跃离时触发的异能需要回溯。"}, {"chapter": "6", "id": "603.10c", "content": "603.10c Abilities that trigger specifically when an object becomes unattached look back in time.\n当特指一个物件成为未被贴附时触发的异能需要回溯。"}, {"chapter": "6", "id": "603.10d", "content": "603.10d Abilities that trigger when a player loses control of an object or when a player’s opponent gains control of an object from that player look back in time.\n当一位牌手失去一个物件的操控权或当一位牌手的对手获得一个由该牌手操控之物件时触发的异能需要回溯。"}, {"chapter": "6", "id": "603.10e", "content": "603.10e Abilities that trigger when a spell is countered look back in time.\n当一个咒语被反击时触发的异能需要回溯。"}, {"chapter": "6", "id": "603.10f", "content": "603.10f Abilities that trigger when a player loses the game look back in time.\n当一位牌手输去游戏时触发的异能需要回溯。"}, {"chapter": "6", "id": "603.10g", "content": "603.10g Abilities that trigger when a player planeswalks away from a plane look back in time.\n当一位牌手时空换出一个时空而触发的异能需要回溯。"}, {"chapter": "6", "id": "603.11.", "content": "603.11. Some objects have a static ability that’s linked to one or more triggered abilities. (See rule 607, “Linked Abilities.”) These objects combine the abilities into one paragraph, with the static ability first, followed by each triggered ability that’s linked to it. A very few objects have triggered abilities which are written with the trigger condition in the middle of the ability, rather than at the beginning.\n一些物件具有关联于一个或数个触发式异能的静止式异能。(参见规则607,“关联异能”。)此类物件将这些异能连为一段,静止式异能在前,每个与其关联的触发式异能紧接在后。有极少数物件具有将触发条件写在中间而不是开始的触发式异能。\nExample: An ability that reads “Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card” is a static ability linked to a triggered ability.\n例如:一个异能为“展示你每回合抓的第一张牌。每当你以此法展示一张基本地牌,抓一张牌”是一个关联于触发式异能的静止式异能。"}, {"chapter": "6", "id": "603.12.", "content": "603.12. A resolving spell or ability may allow or instruct a player to take an action and create a triggered ability that triggers “when [a player] [does or doesn’t]” take that action or “when [something happens] this way.” These reflexive triggered abilities follow the rules for delayed triggered abilities (see rule 603.7), except that they’re checked immediately after being created and trigger based on whether the trigger event or events occurred earlier during the resolution of the spell or ability that created them.\n一个结算中的咒语或异能可能会允许或指示牌手作某动作并创造一个触发式异能,“当[牌手][作或不作]”该动作时,或“当以此法[发生某事]时”触发。此类自身触发式异能遵循延迟触发式异能的规则(参见规则603.7),惟下列一点除外:此类异能在被创造后就会立即检查其触发事件在创造该异能的咒语或异能先前的结算过程中是否发生。\nExample: Heart-Piercer Manticore has an ability that reads “When this creature enters, you may sacrifice another creature. When you do, this creature deals damage equal to that creature’s power to any target.” The reflexive triggered ability triggers only when you sacrifice another creature due to the original triggered ability, and not if you sacrifice a creature for any other reason.\n例如:穿心蝎狮具有异能叙述为“当此生物进场时,你可以牺牲另一个生物。当你如此作时,此生物对任意一个目标造成伤害,其数量等同于所牺牲生物的力量。”该自身触发式异能仅当你因为原触发式异能牺牲另一个生物而触发,且不会因为任何其他原因牺牲生物而触发。"}, {"chapter": "6", "id": "603.12a", "content": "603.12a Normally, if the trigger event or events occur multiple times during the resolution of the spell or ability that created it, the reflexive triggered ability will trigger once for each of those times. However, if a resolving spell or ability includes a choice to pay a cost “any number of times” and creates a triggered ability that triggers “when [a player] pays [that cost] one or more times,” paying that cost one or more times causes the reflexive triggered ability to trigger only once.\n通常,如果触发事件在创造该事件的咒语或异能结算期间多次发生,该自身触发式异能会因每次事件发生各触发一次。但是,如果结算中的咒语或异能包含一个支付某费用“任意次数”的选择,并创造一个触发式异能“当[牌手]支付一次或数次[该费用]时”触发,支付一次或数次该费用仅会使该自身触发式异能触发一次。"}, {"chapter": "6", "id": "604.", "content": "604. Handling Static Abilities\n处理静止式异能"}, {"chapter": "6", "id": "604.1.", "content": "604.1. Static abilities do something all the time rather than being activated or triggered. They are written as statements, and they’re simply true.\n静止式异能一直有效,而不是被起动或触发。它们被表示为叙述形式,且为正确的。"}, {"chapter": "6", "id": "604.2.", "content": "604.2. Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule 113.6.\n静止式异能创造持续性效应,其中一些为防止性效应或替代性效应。只要具有该异能的永久物保留在战场上且依然保有该异能,或只要具有该异能的物件依然保留在对应的区域,这些异能便生效,如规则113.6中叙述。"}, {"chapter": "6", "id": "604.3.", "content": "604.3. Some static abilities are characteristic-defining abilities. A characteristic-defining ability conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). Characteristic-defining abilities can add to or override information found elsewhere on that object. Characteristic-defining abilities function in all zones. They also function outside the game and before the game begins.\n一些静止式异能为特征定义异能。特征定义异能表达一个物件的特性,该特性一般可在该物件的其他地方找到(例如其法术力费用、类别栏、或力量/防御力)。特征定义异能可以附加到或覆盖在该物件的其他地方找到的信息。特征定义异能在所有区域生效。它们在游戏外及游戏开始前也依然生效。"}, {"chapter": "6", "id": "604.3a", "content": "604.3a A static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an object’s colors, subtypes, power, or toughness; (2) it is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect or text-changing effect; (3) it does not directly affect the characteristics of any other objects; (4) it is not an ability that an object grants to itself; and (5) it does not set the values of such characteristics only if certain conditions are met.\n一个静止式异能在符合以下条件时为特征定义异能:(1)它定义一个物件的颜色、副类别、力量、或防御力;(2)它印在受其影响的牌上、它由派出衍生物的效应赋予受其影响的衍生物、或作为复制效应或叙述更改效应的结果赋予受其影响的物件;(3)它不直接影响其他物件的特征;(4)它不是一个物件赋予自己的异能;以及(5)它不仅仅在符合某条件时才设定特征。"}, {"chapter": "6", "id": "604.4.", "content": "604.4. Many Auras, Equipment, and Fortifications have static abilities that modify the object they’re attached to, but those abilities don’t target that object. If an Aura, Equipment, or Fortification is moved to a different object, the ability stops applying to the original object and starts modifying the new one.\n很多灵气、武具以及工事都具有影响其贴附物件的静止式异能,但这些异能不指定该物件为目标。如果一个灵气、武具或工事被转移到不同的物件上,该异能不再对原来的物件生效,而是开始影响新的物件。"}, {"chapter": "6", "id": "604.5.", "content": "604.5. Some static abilities apply while a spell is on the stack. These are often abilities that refer to countering the spell. Also, abilities that say “As an additional cost to cast . . . ,” “You may pay [cost] rather than pay [this object]’s mana cost,” and “You may cast [this object] without paying its mana cost” work while a spell is on the stack.\n一些静止式异能于咒语在堆叠期间有效。这些经常为提及反击该咒语的异能。另外,“作为施放……的额外费用”、“你可以支付[费用]而不是支付[此物件]的法术力费用”、以及“你可以不支付其法术力来施放[此物件]”的异能均于该咒语在堆叠期间生效。"}, {"chapter": "6", "id": "604.6.", "content": "604.6. Some static abilities apply while a card is in any zone that you could cast or play it from (usually your hand). These are limited to those that read, “You may [cast/play] [this card] . . . ,” “You can’t [cast/play] [this card] . . . ,” and “[Cast/Play] [this card] only . . . .”\n一些静止式异能于该牌在任何你可以施放或使用它的区域内生效(一般为你的手上)。这些异能只限制于“你可以[施放/使用][此牌]……”、“你不能[施放/使用][此牌]……”、以及“只有在……的情况下[施放/使用][此牌]”。"}, {"chapter": "6", "id": "604.7.", "content": "604.7. Unlike spells and other kinds of abilities, static abilities can’t use an object’s last known information for purposes of determining how their effects are applied.\n与咒语及其他类别的异能不同,静止式异能不使用一个物件的最后已知信息来决定它们的效应如何生效。"}, {"chapter": "6", "id": "605.", "content": "605. Mana Abilities\n法术力异能"}, {"chapter": "6", "id": "605.1.", "content": "605.1. Some activated abilities and some triggered abilities are mana abilities, which are subject to special rules. Only abilities that meet either of the following two sets of criteria are mana abilities, regardless of what other effects they may generate or what timing restrictions (such as “Activate only as an instant”) they may have.\n一些起动式异能和一些触发式异能为法术力异能,它们遵从特殊的规则。只有符合以下两者之一的异能为法术力异能,无论它们还产生何种其他效应或可能有的时机限制(例如“只能于瞬间时机起动”)。"}, {"chapter": "6", "id": "605.1a", "content": "605.1a An activated ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 115.6), it could add mana to a player’s mana pool when it resolves, and it’s not a loyalty ability. (See rule 606, “Loyalty Abilities.”)\n如果一个起动式异能符合以下所有条件,则它属于法术力异能:不需要目标(参见规则115.6)、在结算时可以加法术力到牌手的法术力池中、且它不是忠诚异能。(参见规则606,“忠诚异能”。)"}, {"chapter": "6", "id": "605.1b", "content": "605.1b A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 115.6), it triggers from the activation or resolution of an activated mana ability (see rule 605.1a) or from mana being added to a player’s mana pool, and it could add mana to a player’s mana pool when it resolves.\n如果一个触发式异能符合以下所有条件,则它属于法术力异能:不需要目标(参见规则115.6)、因起动式法术力异能的起动或结算、或因法术力加到牌手的法术力池中而触发(参见规则605.1a)、且在结算时可以加法术力到牌手的法术力池中。"}, {"chapter": "6", "id": "605.2.", "content": "605.2. A mana ability remains a mana ability even if the game state doesn’t allow it to produce mana.\n一个法术力异能即使在游戏状态不允许其产生法术力的情况下依然为法术力异能。\nExample: A permanent has an ability that reads “{T}: Add {G} for each creature you control.” The ability is still a mana ability even if you control no creatures or if the permanent is already tapped.\n例如:一个永久物具有异能“{T}:你每操控一个生物便加{G}”。即使你不操控任何生物或该永久物已经被横置,此异能依然是法术力异能。"}, {"chapter": "6", "id": "605.3.", "content": "605.3. Activating an activated mana ability follows the rules for activating any other activated ability (see rule 602.2), with the following exceptions:\n起动一个起动式法术力异能遵从起动任何其他起动式异能的规则(参见规则602.2),但包括以下特例:"}, {"chapter": "6", "id": "605.3a", "content": "605.3a A player may activate an activated mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment, even if it’s in the middle of casting or resolving a spell or activating or resolving an ability.\n每当牌手持有优先权时、每当他施放一个要求支付法术力的咒语或起动一个要求支付法术力的异能时、或每当规则或效应要求支付法术力,即使处于施放或结算咒语/起动或结算异能的中途时,牌手可以起动一个起动式法术力异能。"}, {"chapter": "6", "id": "605.3b", "content": "605.3b An activated mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated. (See rule 405.6c.)\n一个起动式法术力异能不进入堆叠,所以它不能被目标、反击、或被响应。它在起动之后马上结算。(参见规则405.6c。)"}, {"chapter": "6", "id": "605.3c", "content": "605.3c Once a player begins to activate a mana ability, that ability can’t be activated again until it has resolved.\n一旦牌手开始起动一个法术力异能,直到该异能结算为止,该异能不能再次被起动。"}, {"chapter": "6", "id": "605.4.", "content": "605.4. Triggered mana abilities follow all the rules for other triggered abilities (see rule 603, “Handling Triggered Abilities”), with the following exception:\n触发式法术力异能遵从任何其他触发式异能的规则(参见规则603,“处理触发式异能”),但包括以下特例:"}, {"chapter": "6", "id": "605.4a", "content": "605.4a A triggered mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after the mana ability that triggered it, without waiting for priority.\n一个触发式法术力异能不进入堆叠,所以它不能被目标、反击、或被响应。它在触发它的法术力异能之后马上结算,而不等待优先权。\nExample: An enchantment reads, “Whenever a player taps a land for mana, that player adds one mana of any type that land produced.” If a player taps lands for mana while casting a spell, the additional mana is added immediately and can be used to pay for the spell.\n例如:一个结界具有“每当牌手横置一个地以产生法术力时,该牌手加一点法术力,其类别为该地刚才已产生之类别。”。如果某牌手在施放咒语的过程中横置地产生法术力,他会立即加该额外的法术力,且可以被用来支付该咒语。"}, {"chapter": "6", "id": "605.5.", "content": "605.5. Abilities that don’t meet the criteria specified in rules 605.1a–b and spells aren’t mana abilities.\n咒语以及不符合规则605.1a-b所列出情况的异能不是法术力异能。"}, {"chapter": "6", "id": "605.5a", "content": "605.5a An ability with a target is not a mana ability, even if it could put mana into a player’s mana pool when it resolves. The same is true for a triggered ability that could produce mana but triggers from an event other than activating a mana ability, or a triggered ability that triggers from activating a mana ability but couldn’t produce mana. These follow the normal rules for activated or triggered abilities, as appropriate.\n一个具有目标的异能不是法术力异能,即使它在结算时可以将法术力加进牌手的法术力池中。一个产生法术力但不是因为起动法术力异能而触发的触发式异能,或由起动法术力异能而触发但不产生法术力的触发式异能,同样不是法术力异能。它们相应的遵从一般起动式或触发式异能的规则。"}, {"chapter": "6", "id": "605.5b", "content": "605.5b A spell can never be a mana ability, even if it could put mana into a player’s mana pool when it resolves. It’s cast and resolves just like any other spell. Some older cards were printed with the card type “mana source”; these cards have received errata in the Oracle card reference and are now instants.\n咒语永远不会是法术力异能,即使它在结算时将法术力放进牌手的法术力池中。它与其他咒语一样地施放和结算。一些早先版本的牌印有牌张类别“法术力源”;这些牌均已经在Oracle牌张参考文献中勘误为瞬间。"}, {"chapter": "6", "id": "606.", "content": "606. Loyalty Abilities\n忠诚异能"}, {"chapter": "6", "id": "606.1.", "content": "606.1. Some activated abilities are loyalty abilities, which are subject to special rules.\n一些起动式异能为忠诚异能,它们遵从特殊规则。"}, {"chapter": "6", "id": "606.2.", "content": "606.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities.\n在费用中包含忠诚符号的起动式异能为忠诚异能。一般情况下,只有鹏洛客具有忠诚异能。"}, {"chapter": "6", "id": "606.3.", "content": "606.3. A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn.\n在牌手回合的行动阶段且堆叠为空时,该牌手可以随时在他具有优先权时起动其所操控的某个永久物的一个忠诚异能,但只有在该永久物本回合没有起动过任何忠诚异能的前提下。"}, {"chapter": "6", "id": "606.4.", "content": "606.4. The cost to activate a loyalty ability of a permanent is to put on or remove from that permanent a certain number of loyalty counters, as shown by the loyalty symbol in the ability’s cost. This cost may be modified by other effects.\n起动一个忠诚异能的费用为该永久物放上或从该永久物移去一定数量的忠诚指示物,如该异能费用中的忠诚符号所示。此费用可被其他效应影响。"}, {"chapter": "6", "id": "606.5.", "content": "606.5. If the total cost to activate a loyalty ability contains multiple costs to add or remove loyalty counters, those costs are combined into a single cost to add or remove loyalty counters, as appropriate.\n如果起动一个忠诚异能的总费用包含多个增加或移去忠诚指示物的费用,这些费用组合成为一个单一的增加或移去忠诚指示物的费用。\nExample: A player controls Carth the Lion, which says, in part, “Planeswalkers’ loyalty abilities you control cost an additional [+1] to activate. That player also controls a planeswalker with three loyalty counters. To activate one of that planeswalker’s abilities that normally costs [+1], they put two loyalty counters on it. To activate one of its abilities that normally costs [−4], they remove three loyalty counters from it.\n例如:牌手操控卡萨恩隆,其部分叙述为“你起动之由鹏洛客具有的忠诚异能须额外支付[+1]来起动。”该牌手同时操控一个具有三个忠诚指示物的鹏洛客。要起动该鹏洛客通常费用为[+1]的异能,该牌手在其上放置两个忠诚指示物。要起动该鹏洛客通常费用为[-4]的异能,该牌手从其上移去三个忠诚指示物。"}, {"chapter": "6", "id": "606.6.", "content": "606.6. A loyalty ability with a negative loyalty cost, taking into account any additional costs, can’t be activated unless the permanent has at least that many loyalty counters on it.\n除非该永久物具有至少等量的忠诚指示物,否则其具有负数忠诚费用(在计算所有额外费用之后)的忠诚异能不能被起动。"}, {"chapter": "6", "id": "607.", "content": "607. Linked Abilities\n关联异能"}, {"chapter": "6", "id": "607.1.", "content": "607.1. An object may have two abilities printed on it such that one of them causes actions to be taken or objects or players to be affected and the other one directly refers to those actions, objects, or players. If so, these two abilities are linked: the second refers only to actions that were taken or objects or players that were affected by the first, and not by any other ability.\n一个物件可能印有两个异能,其中一个导致作出动作或受影响的物件或牌手,而另一个直接提及这些动作、物件或牌手。在此情况下,这两个异能互相关联:第二个异能仅指第一个异能作出的动作或影响的物件或牌手,而不是任何其他异能。"}, {"chapter": "6", "id": "607.1a", "content": "607.1a An ability printed on an object within another ability that grants that ability to that object is considered to be “printed on” that object for these purposes.\n一个印在另一个异能中且被给予该物件的异能,在此情况下被认为印在该物件上。"}, {"chapter": "6", "id": "607.1b", "content": "607.1b An ability printed on either face of a nonmodal double-faced object (see rule 712) is considered to be “printed on” that object for these purposes, regardless of which face is up.\n一个印在非模式双面物件(参见规则712)的任一牌面上的异能,无论其哪一牌面朝上,在此情况下都被认为印在该物件上。"}, {"chapter": "6", "id": "607.1c", "content": "607.1c An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself.\n一个物件上印的异能如果符合规则607.1中叙述的全部两种情况,则它与自己相关联。"}, {"chapter": "6", "id": "607.1d", "content": "607.1d Abilities printed on two objects can be linked if one object is a token, emblem, or nontoken permanent and the second object was the source of the ability that either created the token or emblem or put that nontoken permanent onto the battlefield. In these cases, the abilities fit the criteria listed for one of the different kinds of linked abilities in rule 607.2 except they are printed on two objects rather than one.\n如果一个物件是衍生物、徽记或非衍生物的永久物,而另一个物件是派出该衍生物或徽记,或将该非衍生物的永久物放进战场的异能之来源,则印刷在这两个物件上的异能可以互相关联。在此情形下,这些异能符合规则607.2中所列出的数种关联异能条件中的一种,其区别仅在于印刷在两个物件上而非一个。"}, {"chapter": "6", "id": "607.2.", "content": "607.2. There are different kinds of linked abilities.\n关联异能有很多种。"}, {"chapter": "6", "id": "607.2a", "content": "607.2a If an object has an activated or triggered ability printed on it that instructs a player to exile one or more cards and an ability printed on it that refers either to “the exiled cards” or to cards “exiled with [this object],” these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a result of an instruction to exile them in the first ability.\n如果一个物件印有放逐牌的起动式或触发式异能,且印有的另一个异能提及“该被放逐的牌”或“被[此物件]放逐”的牌,这些异能互相关联。第二个异能仅指放逐区中因第一个异能的结果放于此区的牌。"}, {"chapter": "6", "id": "607.2b", "content": "607.2b If an object has an ability printed on it that generates a replacement effect which causes one or more cards to be exiled and an ability printed on it that refers either to “the exiled cards” or to cards “exiled with [this object],” these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a direct result of a replacement event caused by the first ability. See rule 614, “Replacement Effects.”\n如果一个物件印有的异能产生放逐牌的替代性效应,且印有另一个异能提及“该被放逐的牌”或“被[此物件]放逐”的牌,这些异能互相关联。第二个异能仅指放逐区中因第一个异能创造的替代性效应的直接结果放于此区的牌。参见规则614,“替代性效应”。"}, {"chapter": "6", "id": "607.2c", "content": "607.2c If an object has an activated or triggered ability printed on it that puts one or more objects onto the battlefield and an ability printed on it that refers to objects “put onto the battlefield with [this object]” or “created with [this object],” those abilities are linked. The second can refer only to objects put onto the battlefield as a result of the first.\n如果一个物件印有将物件放进战场的起动式或触发式异能,且印有另一个异能提及“由[此物件]放进战场”或“由[此物件]派出”的物件,这些异能互相关联。第二个异能仅指因第一个异能的结果放进战场的物件。"}, {"chapter": "6", "id": "607.2d", "content": "607.2d If an object has an ability printed on it that causes a player to “choose a [value]” and an ability printed on it that refers to “the chosen [value],” “the last chosen [value],” or similar, those abilities are linked. The second ability refers only to a choice made as a result of the first ability.\n如果一个物件印有令一位牌手“选择一个[值]”,且印有另一个异能提及“所选的[值]”、“最后所选的[值]”或类似之叙述,这些异能互相关联。第二个异能仅指因第一个异能的结果而作出的选择。(译注:中文版之叙述中通常将此用词简化为“该[值]”。)"}, {"chapter": "6", "id": "607.2e", "content": "607.2e If an object has an ability printed on it that allows some information to be noted and another ability which refers to information noted for that object, those abilities are linked. The second ability refers only to information noted as a result of the first ability.\n如果一个物件印有一个允许一些信息被记下的异能,和另一个提及该物件所记下信息的异能,这些异能互相关联。第二个异能仅指因第一个异能的结果而记下的信息。"}, {"chapter": "6", "id": "607.2f", "content": "607.2f If an object has an ability printed on it that causes a player to choose from between two or more words that otherwise have no rules meaning and an ability printed on it that refers to a choice involving one or more of those words, those abilities are linked. The second can refer only to a choice made as a result of the first ability.\n如果一个物件印有令一位牌手从两个或更多词中作选择、且这些词在其他情况下没有规则含义的异能,且印有另一个异能提及一个或数个被选择的词,这些异能互相关联。第二个异能仅指因第一个异能的结果而作出的选择。"}, {"chapter": "6", "id": "607.2g", "content": "607.2g If an object has an ability printed on it that causes a player to pay a cost as it enters the battlefield and an ability printed on it that refers to the cost paid “as [this object] entered,” these abilities are linked. The second ability refers only to a cost paid as a result of the first ability.\n如果一个物件印有令一位牌手在其进入战场时支付费用的异能,且印有另一个异能提及“于[此物件]进场时”支付的费用,这些异能互相关联。第二个异能仅指因第一个异能的结果而支付的费用。"}, {"chapter": "6", "id": "607.2h", "content": "607.2h If an object has both a static ability and one or more triggered abilities printed on it in the same paragraph, each of those triggered abilities is linked to the static ability. Each triggered ability refers only to actions taken as a result of the static ability. See rule 603.11.\n如果一个物件在同一段落中印有一个静止式异能和一个或数个触发式异能,每个触发式异能都与该静止式异能互相关联。每个触发式异能仅指因该静止式异能的结果作出的动作。参见规则603.11。"}, {"chapter": "6", "id": "607.2i", "content": "607.2i If an object has an ability printed on it that allows an additional cost to be paid and an ability printed on it that refers to whether that cost was paid, those abilities are linked. The second refers only to whether the intent to pay the additional cost listed in the first was declared as the object was cast as a spell. If an ability lists multiple such costs, it may have multiple abilities linked to it. Each of those abilities will specify which cost it refers to.\n如果一个物件印有一个允许支付额外费用的异能,且印有的另一个提及该物件是否支付过此费用,这些异能互相关联。第二个异能仅指作为咒语施放此物件时,是否要支付第一个异能中列出的额外费用。如果一个异能列有多个此类费用,它可能与多个异能互相关联。它们中的每个异能都将明确提及哪一个费用。\nExample: Stormscape Battlemage has “Kicker {W} and/or {2}{B}” and two abilities that may trigger when it enters the battlefield. The first triggers if it was kicked with its {W} kicker, and the second triggers if it was kicked with its {2}{B} kicker. Each of those triggered abilities is linked to its kicker ability.\n例如:岚景院战法术师具有异能“增幅{W}和/或{2}{B}”,以及两个当它进战场时可能触发的异能。若曾以{W}增幅之,第一个异能触发,若曾以{2}{B}增幅之,第二个异能触发。这两个触发式异能分别与其增幅异能相关联。"}, {"chapter": "6", "id": "607.2j", "content": "607.2j If an object has an ability printed on it that causes a player to pay a variable additional cost as it’s cast and an ability printed on it that refers to the cost paid “as [this object] was cast,” these abilities are linked. The second refers only to the value chosen for the cost listed in the first as the object was cast as a spell. See rule 601.2b.\n如果一个物件印有令一位牌手在该物件施放时支付某个可变数值额外费用的异能,且印有另一个异能提及“于[此物件]施放时”支付的费用,这些异能互相关联。第二个异能仅指在第一个异能中列出并在该物件作为咒语施放时所选定的费用。参见规则601.2b。"}, {"chapter": "6", "id": "607.2k", "content": "607.2k The two abilities represented by the champion keyword are linked abilities. See rule 702.72, “Champion.”\n由关键字夺冠代表的两个异能互相关联。参见规则702.72,“夺冠”。"}, {"chapter": "6", "id": "607.2m", "content": "607.2m Abilities preceded by an anchor word are linked to the ability that allows a player to choose that anchor word. See rule 614.12b.\n由锚定词开头的异能与允许牌手选择该锚定词的异能互相关联。参见规则614.12b。"}, {"chapter": "6", "id": "607.2n", "content": "607.2n If an object has a static ability printed on it that allows a player to exile one or more cards “before you shuffle your deck to start the game” and an ability printed on it that refers to cards “exiled with cards named [this object’s name],” the second ability is linked to the first ability of any objects that had the specified name before the game began.\n如果一个物件印有一个允许牌手“于你将你的套牌洗牌准备开始游戏前”放逐一张或数张牌的静止式异能,和一个提及“以名称为[此物件的名称]之牌放逐”之牌的异能,后者异能与任何于游戏开始前具有该名称之物件所具有的前者异能互相关联。"}, {"chapter": "6", "id": "607.2p", "content": "607.2p If an object has both a static ability that causes a player to make a choice for a characteristic-defining ability before the game begins and that characteristic-defining ability printed on it in the same paragraph, those abilities are linked. The second ability refers only to the choice made as a result of the first ability and continues to refer to that choice as the object changes zones during the game.\n如果一个物件具有一个使牌手在游戏开始前为一个特征定义异能作出选择的静止式异能,以及一个与该异能印在同一段落的特征定义异能,这些异能互相关联。后者异能仅提及因前者异能之故作出的选择,且游戏进行过程中在该物件改变区域后仍持续提及该选择。"}, {"chapter": "6", "id": "607.2q", "content": "607.2q If a permanent spell has an ability printed on it that allows one or more cards to be exiled while paying a cost to cast it and the permanent that spell becomes has an ability that refers to cards “exiled with [this object],” those abilities are linked. The second ability refers only to cards exiled to pay the cost of the spell that became that permanent.\n如果一个永久物咒语印有一个允许在支付费用以施放它时放逐一张或数张牌的异能,且该咒语所成的永久物具有提及“以[此物件]放逐的牌”,这些异能互相关联。后者异能仅提及支付成为该永久物的咒语之费用时所放逐的牌。"}, {"chapter": "6", "id": "607.3.", "content": "607.3. If, within a pair of linked abilities, one ability refers to a single object as “the exiled card,” “a card exiled with [this object],” or a similar phrase, and the other ability has exiled multiple cards (usually because it was copied), the ability refers to each of the exiled cards. If that ability asks for any information about the exiled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each exiled card. If that ability creates a token that is a copy of “the” card, then for each exiled card, it creates a token that is a copy of that card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected.\n如果一对关联异能中,其中一个异能用“被放逐的牌”、“被[此物件]放逐的牌”或类似用词形容一个单一物件,而另一个异能放逐了多张牌(一般是因为它被复制了),则该异能指代这些被放逐的牌中的每张牌。如果该异能询问被放逐牌的任何信息,例如特征或法术力值,它将得到多个答案。如果这些答案用来确定一个可变数值的值,使用这些答案之加总。如果该异能对“该”牌执行任何动作,则它将对这些被放逐的牌中的每张牌执行该动作。如果该异能派出一个为“该”牌的复制品的衍生物,则对于这些被放逐的牌中的每张牌而言,该异能派出一个为该牌的复制品的衍生物。如果该异能对“一张”牌执行任何动作,该异能的操控者选择哪张牌会受其影响。"}, {"chapter": "6", "id": "607.4.", "content": "607.4. An ability may be part of more than one pair of linked abilities.\n一个异能可能参与一对以上的关联异能。\nExample: Paradise Plume has the following three abilities: “As this artifact enters, choose a color,” “Whenever a player casts a spell of the chosen color, you may gain 1 life,” and “{T}: Add one mana of the chosen color.” The first and second abilities are linked. The first and third abilities are linked.\n例如:天堂羽饰具有以下三个异能:“于此神器进场时,选择一种颜色”、“每当任一牌手施放该色咒语时,你可以获得1点生命”,以及“{T}:加一点该色的法术力”。第一个和第二个异能互相关联。第一个和第三个异能也互相关联。"}, {"chapter": "6", "id": "607.5.", "content": "607.5. If an object acquires a pair of linked abilities as part of the same effect, the abilities will be similarly linked to one another on that object even though they weren’t printed on that object. They can’t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past.\n如果一个物件通过同一个效应获得一对关联异能,这些异能将在该物件上互相关联,即使它们没有被印在该物件上。它们不能与其他异能关联,无论该物件此时或之前有过什么异能。\nExample: Arc-Slogger has the ability “{R}, Exile the top ten cards of your library: This creature deals 2 damage to any target.” Sisters of Stone Death has the ability “{B}{G}: Exile target creature blocking or blocked by Sisters of Stone Death” and the ability “{2}{B}: Put a creature card exiled with Sisters of Stone Death onto the battlefield under your control.” Quicksilver Elemental has the ability “{U}: This creature gains all activated abilities of target creature until end of turn.” If a player has Quicksilver Elemental gain Arc-Slogger’s ability, activates it, then has Quicksilver Elemental gain Sisters of Stone Death’s abilities, activates the exile ability, and then activates the return-to-the-battlefield ability, only the creature card Quicksilver Elemental exiled with Sisters of Stone Death’s ability can be returned to the battlefield. Creature cards Quicksilver Elemental exiled with Arc-Slogger’s ability can’t be returned.\n例如:电弧匍行兽具有异能“{R},放逐你牌库顶的十张牌:此生物对任意一个目标造成2点伤害。”石化眼姊妹具有异能“{B}{G}:放逐目标阻挡石化眼姊妹,或被石化眼姊妹阻挡的生物”以及异能“{2}{B}:将一张被石化眼姊妹放逐的生物牌在你的操控下放进战场。”水银元素具有异能“{U}:此生物获得目标生物的所有起动式异能直到回合结束。”如果牌手用水银元素获得电弧匍行兽的异能,起动该异能,然后令水银元素获得石化眼姊妹的异能,起动该放逐异能且然后起动放回战场的异能,只有水银元素使用石化眼姊妹的异能所放逐的生物牌可以被移回战场上。水银元素用电弧匍行兽的异能放逐的生物牌不能被移回。"}, {"chapter": "6", "id": "607.5a", "content": "607.5a If an object gains an ability that refers to a choice, but either (a) doesn’t copy that ability’s linked ability or (b) does copy the linked ability but no choice is made for it, then the choice is considered to be “undefined.” If an ability refers to an undefined choice, that part of the ability won’t do anything.\n如果一个物件获得了一个提及选择的异能,但(a)并未同时复制与该异能相关联的异能,或(b)复制了与之关联的异能但并未为此关联异能作出过选择,则将此选择视同“未定义”。如果一个异能提及未定义的选择,异能的该部分将没有任何效果。\nExample: Voice of All enters the battlefield and Unstable Shapeshifter copies it. Voice of All reads, in part, “As this creature enters, choose a color.” and “This creature has protection from the chosen color.” Unstable Shapeshifter never had a chance for a color to be chosen for it, because it didn’t enter the battlefield as Voice of All so it doesn’t gain a protection ability.\n例如:万物使者进入战场,且不稳定变形兽成为其复制品。万物使者具有“于此生物进场时,选择一种颜色”以及“此生物具有反该色保护异能。”由于不稳定变形兽不是作为万物使者的复制品进入战场,所以它从未有为该异能选择颜色的机会,因此它不会获得保护异能。\nExample: A Vesuvan Doppelganger enters the battlefield as a copy of Voice of All, and the Doppelganger’s controller chooses blue. Later, the Doppelganger copies Quirion Elves, which has the ability, “{T}: Add one mana of the chosen color.” Even though a color was chosen for the Doppelganger, it wasn’t chosen for the ability linked to the mana ability copied from the Elves. If that mana ability of the Doppelganger is activated, it will not produce mana.\n例如:维苏瓦化妖[Vesuvan Doppelganger]作为万物使者的复制品进入战场,且维苏瓦化妖的操控者选择了蓝色。之后,维苏瓦化妖复制了奎利恩妖精。奎利恩妖精具有异能“{T}:加一点所选颜色的法术力。”虽然曾为维苏瓦化妖选择过颜色,但为其作出此选择的异能并未与从妖精处复制而来的法术力异能相关联。起动维苏瓦化妖的法术力异能将不会产生任何法术力。"}, {"chapter": "6", "id": "608.", "content": "608. Resolving Spells and Abilities\n结算咒语和异能"}, {"chapter": "6", "id": "608.1.", "content": "608.1. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, “Effects.”)\n每次所有牌手连续让过,堆叠顶端的咒语或异能结算。(参见规则609,“效应”。)"}, {"chapter": "6", "id": "608.2.", "content": "608.2. If the object that’s resolving is an instant spell, a sorcery spell, or an ability, its resolution may involve several steps. The steps described in rules 608.2a and 608.2b are followed first. The steps described in rules 608.2c–m are then followed as appropriate, in no specific order. The steps described in rule 608.2n and 608.2p are followed last.\n如果结算的物件为瞬间咒语、法术咒语或异能,其结算过程可能包含一些步骤。首先为规则608.2a和608.2b中的步骤。然后为规则608.2c-m中适合的步骤,不按照任何特定的顺序。最后为规则608.2n和608.2p中的步骤。"}, {"chapter": "6", "id": "608.2a", "content": "608.2a If a triggered ability has an intervening “if” clause, it checks whether the clause’s condition is true. If it isn’t, the ability is removed from the stack and does nothing. Otherwise, it continues to resolve. See rule 603.4.\n如果一个触发式异能包含以“若”开头的子句,它将检查该条款的条件是否符合。如果该条件不符合,该异能被移出堆叠且没有任何效果。否则,它继续结算。参见规则603.4。"}, {"chapter": "6", "id": "608.2b", "content": "608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target that’s no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. If all its targets, for every instance of the word “target,” are now illegal, the spell or ability doesn’t resolve. It’s removed from the stack and, if it’s a spell, put into its owner’s graveyard. Otherwise, the spell or ability will resolve normally. Illegal targets, if any, won’t be affected by parts of a resolving spell’s effect for which they’re illegal. Other parts of the effect for which those targets are not illegal may still affect them. If the spell or ability creates any continuous effects that affect game rules (see rule 613.11), those effects don’t apply to illegal targets. If part of the effect requires information about an illegal target, it fails to determine any such information. Any part of the effect that requires that information won’t happen.\n如果该咒语或异能指定了目标,它检查这些目标是否依然合法。一个不再存在于之前宣告为目标时所在区域的目标不合法。其他对游戏状态的更改可能会导致目标不再合法;例如,其特征可能被改变或一个效应可能改变了咒语的叙述。如果异能之来源离开了其原本所在的区域,则在此过程中会使用该来源的最后已知信息。如果一个咒语或异能的每个“目标”一词对应的目标均非法,该咒语或异能不会结算;将其从堆叠上移除,且如果它是咒语,将其置入其拥有者的坟墓场。否则,它将正常结算。非法目标(如果有的话)不会受到该咒语或异能的效应中关于这些非法目标部分之影响。关于其余合法目标部分的效应仍然可能会影响这些非法目标。如果该咒语或异能创造了一个影响游戏规则的持续性效应(参见规则613.11),该效应不对非法目标生效。如果该效应的一部分需要确定非法目标的信息,该效应无法确定任何信息。该效应中任何需要这些信息以生效的部分不会生效。\nExample: Sorin’s Thirst is a black instant that reads, “Sorin’s Thirst deals 2 damage to target creature and you gain 2 life.” If the creature isn’t a legal target during the resolution of Sorin’s Thirst (say, if the creature has gained protection from black or left the battlefield), then Sorin’s Thirst doesn’t resolve. Its controller doesn’t gain any life.\n例如:索霖的饥渴是一个“索霖的饥渴对目标生物造成2点伤害,且你获得2点生命。”的黑色瞬间。如果该生物在索霖的饥渴的结算过程中不合法(例如它获得了反黑保护或离开了战场),则索霖的饥渴不会结算。其操控者不会得到生命。\nExample: Plague Spores reads, “Destroy target nonblack creature and target land. They can’t be regenerated.” Suppose the same creature land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plague Spores still resolves because the black creature land is still a legal target for the “target land” part of the spell. The “destroy target nonblack creature” part of the spell won’t affect that permanent, but the “destroy target land” part of the spell will still destroy it. It can’t be regenerated.\n例如:疫病孢子为“消灭目标非黑色生物和目标地。它们不能重生。”假设同一个生物地作为非黑色生物和地被宣告为目标,且在疫病孢子结算前它的颜色被改为黑色。疫病孢子仍然会结算,因为该黑色生物地依然是该咒语“目标地”部分的合法目标。它不能重生。"}, {"chapter": "6", "id": "608.2c", "content": "608.2c The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, “Destroy target creature. It can’t be regenerated” or “Counter target spell. If that spell is countered this way, put it on top of its owner’s library instead of into its owner’s graveyard.”) Don’t just apply effects step by step without thinking in these cases—read the whole text and apply the rules of English to the text.\n咒语或异能的操控者按照叙述的顺序进行动作。替代性效应可能会影响这些动作。在一些情况下,牌上之后部分的叙述可能会影响之前部分的叙述(例如,“消灭目标生物。它不能重生”或“反击目标咒语。如果该咒语被以此法反击,改为将其置于其拥有者的牌库顶而不是拥有者的坟墓场。”)在这些情况下不要不假思索便按照顺序令效应生效,需要阅读整段叙述并对其规则进行中文理解。"}, {"chapter": "6", "id": "608.2d", "content": "608.2d If an effect of a spell or ability offers any choices other than choices already made as part of casting the spell, activating the ability, or otherwise putting the spell or ability on the stack, the player announces these while applying the effect. The player can’t choose an option that’s illegal or impossible, with the exception that having a library with no cards in it doesn’t make drawing a card an impossible action (see rule 121.3). If an effect divides or distributes something, such as damage or counters, as a player chooses among any number of untargeted players and/or objects, the player chooses the amount and division such that each chosen player or object receives at least one of whatever is being divided. (Note that if an effect divides or distributes something, such as damage or counters, as a player chooses among some number of target objects and/or players, the amount and division were determined as the spell or ability was put onto the stack rather than at this time; see rule 601.2d.)\n如果咒语或异能的一个效应令牌手作出选择,且该选择不是作为施放咒语、起动异能、或用其他方式将咒语或异能放进堆叠的一部分而已经作出的选择,则该牌手于这些效应生效时宣告其选择。牌手不能选择不合法或无法作到的选项,但从空的牌库中抓牌除外(参见规则121.3)。如果一个效应令牌手分配某些事物(例如伤害或指示物)给任何数量不指定目标的牌手和/或物件,该牌手须选择数量和分配方式,使得每位被选择的牌手或物件至少获得一个所分配的事物。(注意如果一个效应令牌手分配某些事物(例如伤害或指示物)给某个数量的目标物件和/或牌手,则分配的数量和分配方式在该咒语或异能放进堆叠的时候就被确定,而非在结算时;参见规则601.2d。)\nExample: A spell’s instruction reads, “You may sacrifice a creature. If you don’t, you lose 4 life.” A player who controls no creatures can’t choose the sacrifice option.\n例如:一个咒语的叙述为“你可以牺牲一个生物。如果你不如此作,你失去4点生命。”一位不操控任何生物的牌手不能选择牺牲生物。"}, {"chapter": "6", "id": "608.2e", "content": "608.2e Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses, that involve multiple players. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule 101.4.\n一些咒语和异能具有影响多位牌手的多个步骤或动作,用单独的句子或条款表示。在这些情况下,按照“主动牌手先决定”的顺序为第一个动作作出的选择,然后第一个动作同时进行。然后按照“主动牌手先决定”的顺序为第二个动作作出选择,然后第二个动作同时进行,以此类推。参见规则101.4。"}, {"chapter": "6", "id": "608.2f", "content": "608.2f Some spells and abilities include actions taken on multiple players and/or objects. In most cases, each such action is processed simultaneously. If the action can’t be processed simultaneously, it’s instead processed considering each affected player or object individually. APNAP order is used to make the primary determination of the order of those actions. Secondarily, if the action is to be taken on both a player and an object they control or on multiple objects controlled by the same player, the player who controls the resolving spell or ability chooses the relative order of those actions.\n一些咒语和异能包含对多个牌手和/或物件执行的动作。在大多数情况下,此类动作被同时处理。如果该动作不能被同时处理,则在处理时改为看作其对每个受影响的物件或牌手各自考虑。使用“主动牌手先决定”顺序作为决定这些动作执行顺序的主要依据。其次,如果该动作将同时对一位牌手和其操控的物件、或对多个由同一牌手操控的物件执行,操控正在结算的咒语或异能的牌手来选择这些动作的相对顺序。\nExample: Blatant Thievery says “For each opponent, gain control of target permanent that player controls.” As Blatant Thievery resolves, its controller gains control of all permanents chosen as targets simultaneously.\n例如:公然剽窃叙述为“为每位对手各进行以下流程~获得目标由该牌手操控之永久物的操控权。”于公然剽窃结算时,其操控者同时获得所有被选为目标的永久物的操控权。\nExample: Soulfire Eruption says, in part, “Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card’s mana value to that permanent or player.” A player casts Soulfire Eruption targeting an opponent and a creature that opponent controls. As Soulfire Eruption resolves, the player can’t exile the top card of their library multiple times at the same time, so they first choose which target they are considering, then they exile the top card of their library, and finally Soulfire Eruption deals damage to that target. They then repeat this process for the remaining target.\n例如:魂火爆发的部分叙述为“选择任意数量的目标生物,鹏洛客和/或牌手。为他们各进行以下流程~放逐你的牌库顶牌,然后魂火爆发对该永久物或牌手造成伤害,其数量等同于所放逐之牌的法术力值。”牌手以一位对手及一个由该牌手操控的生物为目标施放魂火爆发。于魂火爆发结算时,该牌手不能同时多次放逐其牌库顶牌,因此该牌手先选择其考虑的是哪个目标,然后其放逐其牌库顶牌,最后魂火爆发对该目标造成伤害。然后该牌手为其余的目标重复此流程。"}, {"chapter": "6", "id": "608.2g", "content": "608.2g If an effect gives a player the option to pay mana, they may activate mana abilities before taking that action. If an effect specifically instructs or allows a player to cast a spell during resolution, they do so by following the steps in rules 601.2a–i, except no player receives priority after it’s cast. That spell becomes the topmost object on the stack, and the currently resolving spell or ability continues to resolve, which may include casting other spells this way. No other spells can normally be cast and no other abilities can normally be activated during resolution.\n如果一个效应给予牌手支付法术力的选择,他在进行该动作之前可以起动法术力异能。如果一个效应明确指示或允许牌手在结算过程中施放一个咒语,他将该咒语放在堆叠顶端,然后继续按照规则601.2a-h中的步骤施放该咒语,但没有牌手在它被施放之后得到优先权。该咒语成为堆叠最顶端的物件,然后当前正在结算的咒语或异能继续结算,它可能包括以此法施放另一个咒语。一般情况下,在结算过程中没有其他咒语可以被施放且没有其他异能可以被起动。"}, {"chapter": "6", "id": "608.2h", "content": "608.2h If an effect requires information from the game (such as the number of creatures on the battlefield), the answer is determined only once, when the effect is applied. If the effect requires information from a specific object, including the source of the ability itself, the effect uses the current information of that object if it’s in the public zone it was expected to be in; if it’s no longer in that zone, or if the effect has moved it from a public zone to a hidden zone, the effect uses the object’s last known information. See rule 113.7a. If an ability states that an object does something, it’s the object as it exists—or as it most recently existed—that does it, not the ability.\n如果一个效应需要游戏信息(例如战场上生物的数量),答案只在该效应生效时决定一次。如果该效应需要一个特定物件的信息,包括该异能自身的来源,如果该物件依然在它应在的公开区域,则该效应使用其当前信息;如果该物件已经不在该区域或该效应将该物件从公开区域移动到隐藏区域,则该效应使用其最后已知信息。参见规则113.7a。如果一个异能的叙述为该物件作出动作,则是该存在的或最后存在的物件进行该动作,而不是异能本身。"}, {"chapter": "6", "id": "608.2i", "content": "608.2i Some effects look back in time and require information about previous game states and actions rather than considering the current game state. If such an effect requires information from the game about an object or group of objects, and that effect is not taking any actions on those objects, they don’t need to be currently in the zone they were in at the time of that previous game state or action, nor do they need to currently meet the criteria described in the action, as long as they did so at the specified time. This is an exception to 608.2h.\n一些效应会回溯并需要关于先前游戏状态和动作的信息,而非当前的游戏状态。如果此类效应需要从游戏中获取关于一个或一组物件的信息,并且该效应不对这些物件执行任何动作,则它们不需要当前仍位于先前游戏状态或动作时所在的区域,或是当前仍符合该动作所述的条件,只要它们在所述时间内位于该区域或符合该条件即可。这是规则608.2h的例外情况。\nExample: A player attacks with Bear Cub. Later in the turn, an effect causes Bear Cub to become a noncreature permanent. The same player then casts Search Party Captain, a spell that says in part “This spell costs {1} less to cast for each creature you attacked with this turn.” That spell costs {1} less because the player attacked with a creature, even though the Bear Cub they attacked with is no longer a creature.\n例如:牌手使用幼熊[Bear Cub]攻击。在该回合稍后的时间中,一个效应使得幼熊成为非生物的永久物。然后,同一位牌手施放搜救队长,其部分叙述为“本回合中你每以一个生物攻击过,此咒语便减少{1}来施放。”因为该牌手用一个生物攻击过,该咒语减少{1}来施放,即使攻击过的幼熊已经不再是生物也是一样。"}, {"chapter": "6", "id": "608.2j", "content": "608.2j If an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have.\n如果一个效应引用一个特定的特征,它只检查该特定的特征之数值,无视该物件可能具有的有关联的特征。\nExample: An effect that reads “Destroy all black creatures” destroys a white-and-black creature, but one that reads “Destroy all nonblack creatures” doesn’t.\n例如:一个“消灭所有黑色生物”的效应将消灭一个黑色及白色的生物,但“消灭所有非黑生物”不会。"}, {"chapter": "6", "id": "608.2k", "content": "608.2k If an ability’s effect refers to a specific untargeted object that has been previously referred to by that ability’s cost or trigger condition, it still affects that object even if the object has changed characteristics.\n如果一个异能的效应引用一个特定的物件,且该物件之前被该异能的费用或触发条件引用过,则它依然会影响该物件,即使它的特征已经改变。\nExample: Wall of Tears says “Whenever this creature blocks a creature, return that creature to its owner’s hand at end of combat.” If Wall of Tears blocks a creature, then that creature ceases to be a creature before the triggered ability resolves, the permanent will still be returned to its owner’s hand.\n例如:泪之墙具有“每当此生物阻挡一个生物,在战斗结束时将该生物移回其拥有者的手上。”如果泪之墙阻挡一个生物,然后该生物在触发式异能结算之前不再是生物,该永久物依然会被移回其拥有者手上。"}, {"chapter": "6", "id": "608.2m", "content": "608.2m If an instant spell, sorcery spell, or ability that can legally resolve leaves the stack once it starts to resolve, it will continue to resolve fully.\n如果一个瞬间咒语、法术咒语、或异能可以合法结算,即使它在开始结算后离开堆叠,它也会继续完整结算。"}, {"chapter": "6", "id": "608.2n", "content": "608.2n As the final part of an instant or sorcery spell’s resolution, the spell is put into its owner’s graveyard. As the final part of an ability’s resolution, the ability is removed from the stack and ceases to exist.\n作为瞬间或法术咒语结算的最后部分,该咒语被放进其拥有者的坟墓场。作为异能结算的最后部分,该异能被从堆叠移除并消失。"}, {"chapter": "6", "id": "608.2p", "content": "608.2p Once all possible steps described in 608.2c–n are completed, any abilities that trigger when that spell or ability resolves trigger.\n一旦完成608.2c-m中所述之所有可能的步骤,任何在该咒语或异能结算时触发的异能触发。"}, {"chapter": "6", "id": "608.3.", "content": "608.3. If the object that’s resolving is a permanent spell, its resolution may involve several steps. The instructions in rules 608.3a and b are always performed first. Then one of the steps in rule 608.3c–e is performed, if appropriate.\n如果正在结算的物件是永久物咒语,其结算可能包含数个步骤。规则608.3a和b所述的指示总是首先执行。然后,规则608.3c-e其中之一的步骤如适用,则执行之。"}, {"chapter": "6", "id": "608.3a", "content": "608.3a If the object that’s resolving has no targets, it becomes a permanent and enters the battlefield under the control of the spell’s controller.\n如果正在结算的物件没有目标,则它成为永久物并在该咒语操控者的操控下被放进战场。"}, {"chapter": "6", "id": "608.3b", "content": "608.3b If the object that’s resolving has a target, it checks whether the target is still legal, as described in 608.2b. If a spell with an illegal target is a bestowed Aura spell (see rule 702.103e) or a mutating creature spell (see rule 702.140b), it becomes a creature spell and will resolve as described in rule 608.3a. Otherwise, the spell doesn’t resolve. It is removed from the stack and put into its owner’s graveyard.\n如果正在结算的物件具有目标,则它依照规则608.2b的叙述,检查其目标是否依然合法。如果一个神授式灵气咒语(参见规则702.103e)或合变式生物咒语(参见规则702.140b)的目标不合法,该咒语成为生物咒语,并依照规则608.3a的叙述结算。否则,该咒语不会结算。它被移出堆叠并置入其拥有者的坟墓场。"}, {"chapter": "6", "id": "608.3c", "content": "608.3c If the object that’s resolving is an Aura spell, it becomes a permanent and is put onto the battlefield under the control of the spell’s controller attached to the player or object it was targeting.\n如果正在结算的物件是灵气咒语,则该咒语成为永久物,在其操控者的操控下被放进战场,并贴附于其目标所指的物件上。"}, {"chapter": "6", "id": "608.3d", "content": "608.3d If the object that’s resolving is a mutating creature spell, the object representing that spell merges with the permanent it is targeting (see rule 729, “Merging with Permanents”).\n如果正在结算的物件是合变式生物咒语,则代表该咒语的物件与其目标所指的永久物结聚(参见规则729,“与永久物结聚”。)"}, {"chapter": "6", "id": "608.3e", "content": "608.3e If a permanent spell resolves but its controller can’t put it onto the battlefield, that player puts it into its owner’s graveyard.\n如果一个永久物咒语结算,但其操控者不能将其放进战场,则该牌手将其放进其拥有者的坟墓场。\nExample: Worms of the Earth has the ability “Lands can’t enter the battlefield.” Clone says “You may have this creature enter as a copy of any creature on the battlefield.” If a player casts Clone and chooses to copy Dryad Arbor (a land creature) while Worms of the Earth is on the battlefield, Clone can’t enter the battlefield from the stack. It’s put into its owner’s graveyard.\n例如:遍地蠕虫[Worms of the Earth]具有“地不能进入战场。”仿生妖具有“你可以使此生物当成战场上任一生物的复制品来进场。”如果牌手在战场上有遍地蠕虫的情况下,施放仿生妖并选择复制树灵乔木(一个地生物),仿生妖不能从堆叠中进入战场。它被放进其拥有者的坟墓场。"}, {"chapter": "6", "id": "608.3f", "content": "608.3f If the object that’s resolving is a copy of a permanent spell, it will become a token permanent as it is put onto the battlefield in any of the steps above. A token put onto the battlefield this way is no longer a copy of a spell and is not “created” for the purposes of any rules or effects that refer to creating a token.\n如果正在结算的物件是永久物咒语的复制品,于该物件经由以上任一步骤中被放进战场时,其成为衍生永久物。以此法放进战场的衍生物不再是咒语的复制品,在提及派出衍生物的规则或效应的意义上也并未被“派出”。"}, {"chapter": "6", "id": "608.3g", "content": "608.3g If the object that’s resolving has a static ability that functions on the stack and creates a delayed triggered ability, that delayed triggered ability is created as that permanent is put onto the battlefield in any of the steps above. (See rules 702.109, “Dash,” 702.152, “Blitz,” and 702.185, “Warp.”)\n如果正在结算的物件具有在堆叠上运作、并创造一个延迟触发式异能的静止式异能,该延迟触发式异能于该永久物经由以上任一步骤中被放进战场时创造。(参见规则702.109,“掩袭”,规则702.152,“急袭”,以及规则702.185,“跃迁”。)"}, {"chapter": "6", "id": "609.", "content": "609. Effects\n效应"}, {"chapter": "6", "id": "609.1.", "content": "609.1. An effect is something that happens in the game as a result of a spell or ability. When a spell, activated ability, or triggered ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Text itself is never an effect.\n效应为咒语或异能在游戏中所产生的结果。当一个咒语、起动式异能、或触发式异能结算时,它可能会创造一个或数个一次性效应或持续性效应。静止式异能可能创造一个或数个持续性效应。叙述本身不是效应。"}, {"chapter": "6", "id": "609.2.", "content": "609.2. Effects apply only to permanents unless the instruction’s text states otherwise or they clearly can apply only to objects in one or more other zones.\n效应只对永久物生效,除非叙述特别指明或它们明显只对其他区域中的物件生效。\nExample: An effect that changes all lands into creatures won’t alter land cards in players’ graveyards. But an effect that says spells cost more to cast will apply only to spells on the stack, since a spell is always on the stack while a player is casting it.\n例如:一个将所有地变为生物的效应不会改变牌手坟墓场中的地牌。但一个令咒语多支付费用来施放的效应将只对堆叠中的咒语生效,因为牌手施放咒语时该咒语一定是在堆叠上。"}, {"chapter": "6", "id": "609.3.", "content": "609.3. If an effect attempts to do something impossible, it does only as much as possible.\n如果一个效应尝试作无法作到的事,它从中作尽可能多的部分。\nExample: If a player is holding only one card, an effect that reads “Discard two cards” causes them to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.\n例如:如果某牌手手上只有一张牌,一个“弃两张牌”的效应将导致他只弃掉该牌。如果一个效应从牌库中移走牌(而不是抓牌),它只从中移走尽可能多的牌。"}, {"chapter": "6", "id": "609.4.", "content": "609.4. Some effects state that a player may do something “as though” some condition were true or a creature can do something “as though” some condition were true. This applies only to the stated effect. For purposes of that effect, treat the game exactly as if the stated condition were true. For all other purposes, treat the game normally.\n一些效应令牌手将某些条件“视同”正确的情况下作一些事,或令生物将某些条件“视同”正确的情况下作一些事。这只对该被指出的效应生效。对于该效应来说,将游戏当作该条件为正确来对待。对于其他情况,将游戏按照一般情况对待。"}, {"chapter": "6", "id": "609.4a", "content": "609.4a If two effects state that a player may (or a creature can) do the same thing “as though” different conditions were true, both conditions could apply. If one “as though” effect satisfies the requirements for another “as though” effect, then both effects will apply.\n如果两个效应令牌手可以(或生物可以)将两个不同的条件“视同”正确的情况下作一些事,这两个条件可能都会生效。如果其中一个被“视同”的效应符合另一个被“视同”的效应,则两者均生效。\nExample: A player controls Vedalken Orrery, an artifact that says “You may cast spells as though they had flash.” That player casts Shaman’s Trance, an instant that says, in part, “You may play lands and cast spells from other players’ graveyards this turn as though those cards were in your graveyard.” The player may cast a sorcery with flashback from another player’s graveyard as though it were in that player’s graveyard and as though it had flash.\n例如:某牌手操控维多肯星像仪,一个具有“你可以将咒语视同具有闪现异能地来施放。”的神器。该牌手施放巫医交神,一个部分叙述为“本回合中,你可以视同在你的坟墓场中一般,从其他牌手的坟墓场中使用地及施放咒语。”的瞬间。该牌手可以视同在自己的坟墓场中一般,并视同其具有闪现一般,从其他牌手的坟墓场中施放具有返照的法术。"}, {"chapter": "6", "id": "609.4b", "content": "609.4b If an effect allows a player to spend mana “as though it were mana of any [type or color],” this affects only how the player may pay a cost. It doesn’t change that cost, and it doesn’t change what mana was actually spent to pay that cost. The same is true for effects that say “mana of any type can be spent.”\n如果一个效应允许牌手“视同任意[种类或颜色]的法术力”来支付法术力,这仅影响该牌手可以如何支付费用。这并不会改变该费用,也不会改变实际支付该费用时使用的法术力之种类或颜色。具有“能用任意种类的法术力”的效应亦是如此。"}, {"chapter": "6", "id": "609.5.", "content": "609.5. If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties.\n如果一个效应可能会以不分先后作为结果,则创造该效应的咒语或异能之叙述会指出在此情况下如何。万智牌游戏本身对不分先后没有默认结果。"}, {"chapter": "6", "id": "609.6.", "content": "609.6. Some continuous effects are replacement effects or prevention effects. See rules 614 and 615.\n一些持续性效应为替代性效应或防止性效应。参见规则614和615。"}, {"chapter": "6", "id": "609.7.", "content": "609.7. Some effects apply to damage from a source—for example, “The next time a red source of your choice would deal damage to you this turn, prevent that damage.”\n一些效应从来源对伤害生效;例如,“于本回合中,防止由你选择的红色来源下一次将对你所造成的伤害。”"}, {"chapter": "6", "id": "609.7a", "content": "609.7a If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a replacement or prevention effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage dealt by that permanent, regardless of whether it’s combat damage or damage dealt as the result of a spell or ability. If the player chooses a permanent spell, the effect will apply to any damage dealt by that spell and any damage dealt by the permanent that spell becomes when it resolves.\n如果一个效应要求牌手选择一个伤害来源,他可以选择一个永久物;一个堆叠中的咒语(包括永久物咒语);一个堆叠中的物件、一个等待生效的替代性或防止性效应、或一个等待触发的延迟触发式异能(即使该物件已经不再在其之前所在的区域),所提及的任何物件;或者一个统帅区中面朝上的物件。一个来源不需要可以造成伤害才能被合法选择。当该效应被创造时选择该来源。如果该牌手选择了一个永久物,该效应将对该永久物下一次将造成的伤害生效,无论是战斗伤害还是由咒语或异能令其造成的伤害。如果该牌手选择了一个永久物咒语,该效应将对该咒语以及当该咒语结算时成为的永久物生效。"}, {"chapter": "6", "id": "609.7b", "content": "609.7b Some effects from resolved spells and abilities prevent or replace damage from sources with certain properties, such as a creature or a source of a particular color. When the source would deal damage, the “shield” rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isn’t used up.\n一些已经结算的咒语或异能所产生的效应防止或替代来自某种特定属性来源的伤害,例如生物或某颜色为来源。当该来源将造成伤害时,该“护盾”再次检查该来源的属性。如果不再符合该属性,该伤害不会被防止或替代。如果该护盾因为任何原因没有防止或替代任何伤害,则该护盾没有被使用。"}, {"chapter": "6", "id": "609.7c", "content": "609.7c Some effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren’t on the battlefield that have that property.\n一些静止式异能所产生的效应防止或替代来自某种特定属性来源的伤害。这些效应对具有该属性的永久物来源和具有该属性且不在战场的来源生效。"}, {"chapter": "6", "id": "610.", "content": "610. One-Shot Effects\n一次性效应"}, {"chapter": "6", "id": "610.1.", "content": "610.1. A one-shot effect does something just once and doesn’t have a duration. Examples include dealing damage, destroying a permanent, creating a token, and moving an object from one zone to another.\n一次性效应只作一次事且不具有时限。例如造成伤害、消灭永久物、派出一个衍生物、以及将一个物件从一个区域移到另一个。"}, {"chapter": "6", "id": "610.2.", "content": "610.2. Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that’s creating the one-shot effect resolves. See rule 603.7.\n一些一次性效应创造延迟触发式异能,它令该牌手在之后的游戏中作某事(一般在特定的时间),而不是于创造该一次性效应的咒语或异能结算时。参见规则603.7。"}, {"chapter": "6", "id": "610.3.", "content": "610.3. Some one-shot effects cause an object to change zones “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect returns the object to its previous zone.\n一些一次性效应使得一个物件改变区域“直到”某个特定事件发生。在该事件发生后,另一个一次性效应立即被创造。后者效应将该物件移回原来的区域。"}, {"chapter": "6", "id": "610.3a", "content": "610.3a If a resolving spell or activated ability creates the initial one-shot effect that causes the object to change zones, and the specified event has already occurred before that one-shot effect would occur but after that spell or ability was put onto the stack, the object doesn’t move.\n如果正在结算的咒语或起动式异能创造了上述前者导致物件改变区域的一次性效应,且该特定事件在该咒语或异能放进堆叠之后、但在一次性效应将要发生之前已经发生,则该物件不会改变区域。"}, {"chapter": "6", "id": "610.3b", "content": "610.3b If a resolving triggered ability creates the initial one-shot effect that causes the object to change zones, and the specified event has already occurred before that one-shot effect would occur but after that ability triggered, the object doesn’t move.\n如果正在结算的触发式异能创造了上述前者导致物件改变区域的一次性效应,且该特定事件在该异能触发之后、但在一次性效应将要发生之前已经发生,则该物件不会改变区域。"}, {"chapter": "6", "id": "610.3c", "content": "610.3c An object returned to the battlefield this way returns under its owner’s control unless otherwise specified.\n除非另有说明,以此法移回战场的物件在其拥有者的操控下返回战场。"}, {"chapter": "6", "id": "610.3d", "content": "610.3d If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.\n如果多个一次性效应在一个或数个同时发生的事件之后立即被创造,这些一次性效应亦是同时发生的。\nExample: Two Banisher Priests have each exiled a card. All creatures are destroyed at the same time by Day of Judgment. The two exiled cards are returned to the battlefield at the same time.\n例如:两个逐令僧侣各放逐了一张牌。审判末日同时消灭了所有生物。两张被放逐的牌同时返回战场。"}, {"chapter": "6", "id": "610.4.", "content": "610.4. Some one-shot effects cause a permanent to phase out “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect causes the permanent to phase in.\n一些一次性效应使得一个永久物跃离“直到”某个特定事件发生。在该事件发生后,另一个一次性效应立即被创造。后者效应使得该永久物跃回。"}, {"chapter": "6", "id": "610.4a", "content": "610.4a A permanent phased out this way doesn’t phase in as a result of the turn-based action during a player’s untap step (see rule 502.1). Other effects may cause it to phase in. If a permanent phased out this way phases in due to another effect, the second one-shot effect doesn’t happen, even if that permanent has phased out again.\n以此法跃离的永久物不因牌手重置步骤(参见规则502.1)中的回合动作之故而跃回。其他效应仍然可能使得其跃回。如果以此法跃离的永久物因另一个效应之故而跃回,上述后者一次性动作不会发生,即使该永久物再次跃离。"}, {"chapter": "6", "id": "610.4b", "content": "610.4b If a resolving spell or activated ability creates the initial one-shot effect that causes the permanent to phase out, and the specified event has already occurred before that one-shot effect would occur but after that spell or ability was put onto the stack, the permanent doesn’t phase out.\n如果正在结算的咒语或起动式异能创造了上述前者导致物件跃离的一次性效应,且该特定事件在该咒语或异能放进堆叠之后、但在一次性效应将要发生之前已经发生,则该物件不会跃离。"}, {"chapter": "6", "id": "610.4c", "content": "610.4c If a resolving triggered ability creates the initial one-shot effect that causes the permanent to phase out, and the specified event has already occurred before that one-shot effect would occur but after that ability triggered, the permanent doesn’t phase out.\n如果正在结算的触发式异能创造了上述前者导致物件跃离的一次性效应,且该特定事件在该异能触发之后、但在一次性效应将要发生之前已经发生,则该物件不会跃离。"}, {"chapter": "6", "id": "610.4d", "content": "610.4d If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.\n如果多个一次性效应在一个或数个同时发生的事件之后立即被创造,这些一次性效应亦是同时发生的。"}, {"chapter": "6", "id": "610.5.", "content": "610.5. Some static abilities create one-shot effects that cause spells a player casts to gain an ability as that player casts them. These effects begin to apply to appropriate spells at the time the player puts such a spell on the stack. See rule 601.2a.\n一些静止式异能产生一次性效应,使得牌手施放的咒语在施放时获得异能。这类效应会在牌手将这类咒语放进堆叠时开始对该咒语生效。参见规则601.2a。"}, {"chapter": "6", "id": "611.", "content": "611. Continuous Effects\n持续性效应"}, {"chapter": "6", "id": "611.1.", "content": "611.1. A continuous effect modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period.\n一个持续性效应在指定时限中或无限期地,影响物件的特征、影响物件的操控权、或影响牌手或游戏的规则。"}, {"chapter": "6", "id": "611.2.", "content": "611.2. A continuous effect may be generated by the resolution of a spell or ability.\n一个持续性效应可能由于一个咒语或异能的结算而产生。"}, {"chapter": "6", "id": "611.2a", "content": "611.2a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until the end of the game.\n一个由咒语或异能的结算所产生的持续性效应,在产生它的咒语或异能所列出的时段内生效(例如“直到回合结束”)。如果没有列出时段,则它生效直到游戏结束。"}, {"chapter": "6", "id": "611.2b", "content": "611.2b Some continuous effects generated by the resolution of a spell or ability have durations worded “for as long as . . . .” If the “for as long as” duration never starts, the effect does nothing. Similarly, if that duration ends before the moment the effect would first be applied and doesn’t begin again during that spell or ability’s resolution, the effect does nothing. It doesn’t start and immediately stop again, and it doesn’t last forever.\n一些由咒语或异能的结算所产生的持续性效应的时段使用“于……的时段内”描述。如果该时段从未开始过,则该效应没有任何效果。类似地,如果该效应在它最先生效的一刻之前便已经结束,且在该咒语或异能的结算过程中没有再度开始,则该效应没有任何效果。它不会开始并马上结束,也不会永远生效。\nExample: Master Thief has the ability “When this creature enters, gain control of target artifact for as long as you control this creature.” If you lose control of Master Thief before the ability resolves, it does nothing, because its duration—as long as you control Master Thief—was over before the effect began.\n例如:神偷具有异能“当此生物进场时,于你操控此生物的时段内,获得目标神器的操控权。”若你在该异能结算前你不再操控神偷,该异能将没有任何效果,因为其时段(于你操控神偷的时段)在效应开始前便已经结束。"}, {"chapter": "6", "id": "611.2c", "content": "611.2c If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won’t change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn’t modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren’t affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don’t, the set of objects each part applies to is determined independently.\n如果一个由咒语或异能的结算所产生的持续性效应影响特征或改变任何物件的操控权,这组受其影响的物件在该持续性效应开始时决定。在此之后,该组永久物不会改变。(注意这与一个静止式异能所产生的持续性效应不同。)一个由咒语或异能的结算所产生且不影响特征或改变任何物件操控权的持续性效应影响游戏规则,所以它们可以影响在该持续性效应开始时并不受其影响的物件。如果一个单独的持续性效应中的一部分影响物件的特征或改变物件的操控权,而其他部分不如此作,则受各部分影响的物件各自单独决定。\nExample: An effect that reads “All white creatures get +1/+1 until end of turn” gives the bonus to all permanents that are white creatures when the spell or ability resolves—even if they change color later—and doesn’t affect those that enter the battlefield or turn white afterward.\n例如:一个效应为“所有白色生物得+1/+1直到回合结束”,它将在该咒语或异能结算时给所有为白色生物的永久物+1/+1(即使它们的颜色之后改变),且不会影响之后进入战场或成为白色的生物。\nExample: An effect that reads “Prevent all damage creatures would deal this turn” doesn’t modify any object’s characteristics, so it’s modifying the rules of the game. That means the effect will apply even to damage from creatures that weren’t on the battlefield when the continuous effect began. It also affects damage from permanents that become creatures later in the turn.\n例如:一个效应为“防止本回合中生物将造成的所有伤害”,它不影响任何特征,所以它影响游戏规则。这表示该效应将对在该效应开始时不在战场的生物同样生效。它也会影响本回合中之后成为生物的永久物。"}, {"chapter": "6", "id": "611.2d", "content": "611.2d If a resolving spell or ability that creates a continuous effect contains a variable such as X, the value of that variable is determined only once, on resolution. See rule 608.2h.\n如果一个结算中的咒语或异能将产生一个包含可变数值的持续性效应,例如X,该可变数值的数值只在结算时决定一次。参见规则608.2h。"}, {"chapter": "6", "id": "611.2e", "content": "611.2e If a resolving spell or ability both puts a nontoken permanent onto the battlefield and creates a continuous effect stating that the permanent “is [characteristic],” that it “has [characteristic],” or that it doesn’t have a particular characteristic, that continuous effect applies simultaneously with the permanent entering the battlefield. This characteristic is usually a color or a creature type. If the continuous effect says the permanent “becomes [characteristic]” or “gains [an ability],” that effect applies after the permanent is on the battlefield.\n如果一个结算中的咒语或异能既将一个非衍生物的永久物放进战场,又创造一个持续性效应叙述该永久物“是[特征]”、“具有[特征]”或不具有某特征,则该持续性效应于该永久物进战场的同时立即生效。此特征通常是颜色或生物类别。如果持续性效应叙述该永久物“成为[特征]”或“获得[异能]”,该效应在永久物进战场之后生效。\nExample: Arbiter of the Ideal puts an artifact, creature, or land card onto the battlefield and says, in part, “That permanent is an enchantment in addition to its other types.” An ability that triggers whenever an enchantment enters the battlefield would trigger. The permanent doesn’t enter the battlefield and then become an enchantment.\n例如:理念仲裁者将一个神器、生物或地牌放进战场,其异能的部分叙述为“该永久物额外具有结界此类别。”因结界进战场而触发的异能会因此触发。以此法进战场的永久物并非进入战场然后才成为结界。"}, {"chapter": "6", "id": "611.2f", "content": "611.2f Some spells and abilities generate a continuous effect that modifies the characteristics of the next spell a player casts, the next spell that fulfills certain conditions a player casts during some duration, or similar. These effects do not begin immediately. Rather, they begin to apply at the time that player next puts an appropriate spell on the stack, and they apply to that spell. See rule 601.2a.\n一些咒语和异能产生一个持续性效应,其修改一位牌手下一个施放的咒语的特征,或修改一位牌手于某时段内施放且满足特定条件的咒语的特征,或有类似的效果。这些效应不会立即生效。相反,它们会在该牌手下一次将合适的咒语放进堆叠时开始对该咒语生效,并应用于该咒语。参见规则601.2a。"}, {"chapter": "6", "id": "611.3.", "content": "611.3. A continuous effect may be generated by the static ability of an object.\n持续性效应可能由物件的静止式异能产生。"}, {"chapter": "6", "id": "611.3a", "content": "611.3a A continuous effect generated by a static ability isn’t “locked in”; it applies at any given moment to whatever its text indicates.\n由静止式异能所产生的持续性效应没有被“锁定”;它在任何时刻均对其叙述包含的内容生效。"}, {"chapter": "6", "id": "611.3b", "content": "611.3b The effect applies at all times that the permanent generating it is on the battlefield or the object generating it is in the appropriate zone.\n一个效应在产生它的永久物在战场期间或产生它的物件在对应的区域期间均生效。\nExample: A permanent with the static ability “All white creatures get +1/+1” generates an effect that continuously gives +1/+1 to each white creature on the battlefield. If a creature becomes white, it gets this bonus; a creature that stops being white loses it.\n例如:一个具有静止式异能“所有白色生物得+1/+1”的永久物产生的效应持续给予每个战场上的白色生物+1/+1。如果一个生物成为白色,它得到+1/+1;一个不再是白色的生物失去它。"}, {"chapter": "6", "id": "611.3c", "content": "611.3c Continuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They don’t wait until the permanent is on the battlefield and then change it. Because such effects apply as the permanent enters the battlefield, they are applied before determining whether the permanent will cause an ability to trigger when it enters the battlefield.\n影响永久物特征的持续性效应于该永久物进入战场的同时生效。它们不等到永久物在战场后再改变它。由于这些效应于永久物进入战场时生效,它们在决定该永久物是否在进入战场时触发异能之前生效。\nExample: A permanent with the static ability “All white creatures get +1/+1” is on the battlefield. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesn’t enter the battlefield as 1/1 and then change to 2/2.\n例如:一个具有静止式异能“所有白色生物得+1/+1”的永久物在战场上。一般情况下创造1/1白色生物的生物咒语将改为创造2/2白色生物。该生物不会作为1/1生物进入战场然后成为2/2。"}, {"chapter": "6", "id": "611.3d", "content": "611.3d Continuous effects from static abilities may allow a player to play a land or cast a permanent spell, or may grant an ability to a permanent spell or card that allows it to be cast. If the effect also grants that object an ability that functions only on the battlefield, that ability lasts as long as stated by the effect granting that permission or ability. If no duration is stated, it lasts until the end of the game. This is an exception to rules 611.3a–b.\n静止式异能的持续性效应可能允许牌手使用地,施放永久物咒语,或是赋予永久物咒语或永久物牌一个允许其被施放的异能。如果此效应同时还赋予该物件一个仅在战场上生效的异能,则此异能在赋予该许可或异能的效应列出的时段内生效。如果没有列出时段,则它生效直到游戏结束。这是规则611.3a-b的例外情况。"}, {"chapter": "6", "id": "612.", "content": "612. Text-Changing Effects\n改变叙述的效应"}, {"chapter": "6", "id": "612.1.", "content": "612.1. Some continuous effects change an object’s text. This can apply to any words or symbols printed on that object, but generally affects only that object’s rules text (which appears in its text box) and/or the text that appears in its type line. Such an effect is a text-changing effect.\n一些持续性效应改变物件的叙述。这对任何词语或该物件印有的符号生效,但一般情况下只影响该物件的规则叙述(在其文字栏中)和/或其类别栏中的叙述。此类效应为改变叙述的效应。"}, {"chapter": "6", "id": "612.2.", "content": "612.2. A text-changing effect changes only those words that are used in the correct way (for example, a Magic color word being used as a color word, a land type word used as a land type, or a creature type word used as a creature type). An effect that changes a color word or a subtype can’t change a card name, even if that name contains a word or a series of letters that is the same as a Magic color word, basic land type, or creature type.\n改变叙述的效应只改变正确使用的词语(例如,作为颜色使用的万智牌颜色词、作为地类别使用的地类别词、或作为生物类别使用的生物类别词)。一个改变颜色词或副类别的效应不会改变牌的名称,即使该名称包含与万智牌颜色词、基本地类别、或生物类别相同的词语。"}, {"chapter": "6", "id": "612.2a", "content": "612.2a Most spells and abilities that create creature tokens use creature types to define both the creature types and the names of the tokens. A text-changing effect that affects such a spell or an object with such an ability can change these words because they’re being used as creature types, even though they’re also being used as names.\n大多数派出衍生生物的咒语或异能使用生物类别定义该衍生物的生物类别和名称。一个影响此类咒语或具有此类异能物件的改变叙述的效应可以改变这些词语,因为它们被用作生物类别,即使它们也被用作名称。"}, {"chapter": "6", "id": "612.3.", "content": "612.3. Effects that add or remove abilities don’t change the text of the objects they affect, so any abilities that are granted to an object can’t be modified by text-changing effects that affect that object.\n添加或移除异能的效应不会改变受其影响物件的叙述,所以任何被给予该物件的异能不受影响该物件的改变叙述的效应所影响。"}, {"chapter": "6", "id": "612.4.", "content": "612.4. A token’s subtypes and rules text are defined by the spell or ability that created the token. A text-changing effect that affects a token can change these characteristics.\n一个衍生物的副类别以及规则叙述由派出它的咒语或异能定义。一个影响衍生物的改变叙述的效应可以改变这些特征。"}, {"chapter": "6", "id": "612.5.", "content": "612.5. One card (Exchange of Words) instructs a player to exchange the text boxes of two objects. This replaces all of the rules text of each object with the rules text of the other object. (In games involving certain cards that aren’t covered by these rules, other elements of the text box may also be exchanged. See rule 100.7.)\n一张牌(Exchange of Words)指示牌手交换两个物件的文字栏。这会将每个物件的规则叙述全部替换为另一者的规则叙述。(在涉及本规则未涵盖的某些牌的游戏中,文字栏的其他元素也可能被交换。参见规则100.7。)"}, {"chapter": "6", "id": "612.6.", "content": "612.6. One card (Volrath’s Shapeshifter) states that an object has the “full text” of another object. This changes not just the text that appears in the object’s text box and type line, but also changes the text that represents its name, mana cost, color indicator, power, and toughness.\n一张牌(瓦拉司的变形兽)令一个物件具有另一个物件的“全部叙述”。这不仅仅改变该物件文字栏和类别栏中的叙述,同样改变表示其名称、法术力费用、力量以及防御力的叙述。"}, {"chapter": "6", "id": "612.7.", "content": "612.7. One card (Spy Kit) states that an object has “all names of nonlegendary creature cards.” This changes the text that represents the object’s name. That object has the name of each nonlegendary creature card in the Oracle card reference. (See rule 108.1.)\n一张牌(谍报用具)令一个物件具有“所有非传奇生物牌之名称”。这会改变代表该物件之名称的叙述。该物件具有Oracle牌张参考文献中的每张非传奇生物牌之名称。(参见规则108.1。)"}, {"chapter": "6", "id": "612.8.", "content": "612.8. Some cards create a continuous effect that sets the name of an object. This changes the text that represents the object’s name. That object loses any names it had and has only the specified name.\n一些牌创造一个持续性效应,设定一个物件的名称。这会改变代表该物件之名称的叙述。该物件失去原有的名称,并仅具有所指定的名称。"}, {"chapter": "6", "id": "612.9.", "content": "612.9. A name sticker on a permanent or on a card not on the battlefield creates a continuous effect that adds a word to the text that represents the object’s name. (See rule 123.6.)\n在永久物上、或在一张不在战场上的牌上的名称贴纸创造一个持续性效应,会将单词加入代表该物件之名称的叙述中。(参见规则123.6。)"}, {"chapter": "6", "id": "612.10.", "content": "612.10. A splice ability changes a spell’s text by adding the rules text of the card with splice to the spell, following that spell’s own rules text. It doesn’t modify or replace any of that spell’s own text. (See rule 702.47, “Splice.”)\n通联异能改变咒语的叙述,其方式是将具通联异能的牌上的规则叙述加到另一个咒语的规则叙述中,其位置在该咒语本身的规则叙述之后。通联不会改变或替代该咒语本身的任何叙述。(参见规则702.47,“通联”。)"}, {"chapter": "6", "id": "613.", "content": "613. Interaction of Continuous Effects\n持续性效应的互动"}, {"chapter": "6", "id": "613.1.", "content": "613.1. The values of an object’s characteristics are determined by starting with the actual object. For a card, that means the values of the characteristics printed on that card. For a token or a copy of a spell or card, that means the values of the characteristics defined by the effect that created it. Then all applicable continuous effects are applied in a series of layers in the following order:\n确定物件特征首先从该物件本身开始。对于一张牌来说,这表示牌上所印的特征。对于衍生物或咒语与牌的复制品来说,这表示创造它的效应对其定义的特征。然后所有适用的持续性效应以一系列分层的形式按照以下顺序生效:"}, {"chapter": "6", "id": "613.1a", "content": "613.1a Layer 1: Rules and effects that modify copiable values are applied.\n层1:影响可复制特征值的规则和效应生效。"}, {"chapter": "6", "id": "613.1b", "content": "613.1b Layer 2: Control-changing effects are applied.\n层2:改变操控权的效应生效。"}, {"chapter": "6", "id": "613.1c", "content": "613.1c Layer 3: Text-changing effects are applied. See rule 612, “Text-Changing Effects.”\n层3:改变叙述的效应生效。参见规则612,“改变叙述的效应”。"}, {"chapter": "6", "id": "613.1d", "content": "613.1d Layer 4: Type-changing effects are applied. These include effects that change an object’s card type, subtype, and/or supertype.\n层4:改变类别的效应生效。这包括改变物件的牌张类别、副类别、和/或超类别。"}, {"chapter": "6", "id": "613.1e", "content": "613.1e Layer 5: Color-changing effects are applied.\n层5:改变颜色的效应生效。"}, {"chapter": "6", "id": "613.1f", "content": "613.1f Layer 6: Ability-adding effects, keyword counters, ability-removing effects, and effects that say an object can’t have an ability are applied.\n层6:添加异能的效应、关键字指示物、移除异能的效应以及令物件不能具有某异能的效应生效。"}, {"chapter": "6", "id": "613.1g", "content": "613.1g Layer 7: Power- and/or toughness-changing effects are applied.\n层7:改变力量和/或防御力的效应生效。"}, {"chapter": "6", "id": "613.2.", "content": "613.2. Within layer 1, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)\n在层1中,效应以一系列副分层的形式按照以下顺序生效。在每个副分层中,效应按照时间印记顺序生效。(参见规则613.7。)注意,从属关系可能会改变同一副分层中效应生效的顺序。(参见规则613.8。)"}, {"chapter": "6", "id": "613.2a", "content": "613.2a Layer 1a: Copiable effects are applied. This includes copy effects (see rule 707, “Copying Objects”) and changes to an object’s characteristics determined by merging an object with a permanent (see rule 729, “Merging with Permanents”). “As . . . enters” and “as . . . is turned face up” abilities generate copiable effects if they set power and toughness, even if they also define other characteristics.\n层1a:可复制效应生效。这包括复制效应(参见规则707,“复制物件”)以及由一个物件与一个永久物结聚而确定的对物件基础特征的改变(参见规则729,“与永久物结聚”)。如果“于...进场时”以及“于...翻回正面时”异能设定力量和防御力,则其产生可复制效应,即使其同时设定其他特征。"}, {"chapter": "6", "id": "613.2b", "content": "613.2b Layer 1b: Face-down spells and permanents have their characteristics modified as defined in rule 708.2.\n层1b:牌面朝下的咒语和永久物的特征根据规则708.2的定义被改变。"}, {"chapter": "6", "id": "613.2c", "content": "613.2c After all rules and effects in layer 1 have been applied, the object’s characteristics are its copiable values. (See rule 707.2.)\n在层1中的所有规则和效应生效后,该物件的特征成为其可复制特征值。(参见规则707.2。)"}, {"chapter": "6", "id": "613.3.", "content": "613.3. Within layers 2–6, apply effects from characteristic-defining abilities first (see rule 604.3), then all other effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a layer. (See rule 613.8.)\n在层2-6中,特征定义异能所产生的效应首先生效(参见规则604.3),然后所有其他顺序按照时间印记顺序生效(参见规则613.7)。注意,从属关系可能会改变同一层中效应生效的顺序。(参见规则613.8。)"}, {"chapter": "6", "id": "613.4.", "content": "613.4. Within layer 7, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order. (See rule 613.7.) Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)\n在层7中,效应以一系列副分层的形式按照以下顺序生效。在每个副分层中,效应按照时间印记顺序生效。(参见规则613.7。)注意,从属关系可能会改变同一副分层中效应生效的顺序。(参见规则613.8。)"}, {"chapter": "6", "id": "613.4a", "content": "613.4a Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3.\n层7a:定义力量和/或防御力的特征定义异能所产生的效应生效。参见规则604.3。"}, {"chapter": "6", "id": "613.4b", "content": "613.4b Layer 7b: Effects that set power and/or toughness to a specific number or value are applied. Effects that refer to the base power and/or toughness of a creature apply in this layer.\n层7b:将力量和/或防御力设定为一个特定的数字或数值的效应生效。提及生物的基础力量和/或防御力的效应在此层生效。"}, {"chapter": "6", "id": "613.4c", "content": "613.4c Layer 7c: Effects and counters that modify power and/or toughness (but don’t set power and/or toughness to a specific number or value) are applied.\n层7c:影响力量和/或防御力(但不将力量和/或防御力设定为一个特定的数字或数值)的效应和指示物生效。"}, {"chapter": "6", "id": "613.4d", "content": "613.4d Layer 7d: Effects that switch a creature’s power and toughness are applied. Such effects take the value of power and apply it to the creature’s toughness, and take the value of toughness and apply it to the creature’s power.\n层7d:交换生物的力量和防御力的效应生效。此类效应将生物的力量给予其防御力,并将生物的防御力给予其力量。\nExample: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Its new power and toughness is 4/1. A new effect gives the creature +5/+0. Its “unswitched” power and toughness would be 6/4, so its actual power and toughness is 4/6.\n例如:某效应给一个1/3生物+0/+1。然后另一个效应交换该生物的力量和防御力。其新的力量和防御力为4/1。一个新的效应令该生物+5/+0。它“未交换”的力量和防御力为6/4,所以其真正的力量和防御力为4/6。\nExample: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Its new power and toughness is 4/1. If the +0/+1 effect ends before the switch effect ends, the creature becomes 3/1.\n例如:某效应给一个1/3生物+0/+1。然后另一个效应交换该生物的力量和防御力。其新的力量和防御力为4/1。如果该+0/+1的效应在交换效应之前结束,该生物成为3/1。\nExample: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Then another effect switches its power and toughness again. The two switches essentially cancel each other, and the creature becomes 1/4.\n例如:某效应给一个1/3生物+0/+1。然后另一个效应交换该生物的力量和防御力。然后第三个效应再次交换该生物的力量和防御力。后两个效应互相抵消,该生物成为1/4。"}, {"chapter": "6", "id": "613.5.", "content": "613.5. The application of continuous effects as described by the layer system is continually and automatically performed by the game. All resulting changes to an object’s characteristics are instantaneous.\n游戏持续并自动按照分层系统所决定的顺序令持续性效应生效。所有对物件的特征所作出的更改均在瞬间完成。\nExample: Honor of the Pure is an enchantment that reads “White creatures you control get +1/+1.” Honor of the Pure and a 2/2 black creature are on the battlefield under your control. If an effect then turns the creature white (layer 5), it gets +1/+1 from Honor of the Pure (layer 7c), becoming 3/3. If the creature’s color is later changed to red (layer 5), Honor of the Pure’s effect stops applying to it, and it will return to being 2/2.\n例如:纯净荣耀是一个具有“由你操控的白色生物得+1/+1”的结界。纯净荣耀和一个2/2黑色生物由你操控并在战场上。如果一个效应将令生物成为白色(层5),它因纯净荣耀得到+1/+1(层7c),成为3/3。如果该生物的颜色之后被改为红色(层5),纯净荣耀的效应将不再对其生效,它将回到2/2。\nExample: Gray Ogre, a 2/2 creature, is on the battlefield. An effect puts a +1/+1 counter on it (layer 7c), making it 3/3. A spell targeting it that says “Target creature gets +4/+4 until end of turn” resolves (layer 7c), making it 7/7. An enchantment that says “Creatures you control get +0/+2” enters the battlefield (layer 7c), making it 7/9. An effect that says “Target creature becomes 0/1 until end of turn” is applied to it (layer 7b), making it 5/8 (0/1, with +4/+4 from the resolved spell, +0/+2 from the enchantment, and +1/+1 from the counter).\n例如:灰食人魔[Gray Ogre]为一个2/2生物,在战场上。一个效应在它上面放置了一个+1/+1指示物(层7c),令它成为3/3。一个以它为目标的咒语“目标生物得+4/+4直到回合结束”结算(层7c),令其成为7/7。一个具有“你所操控的生物得+0/+2”的结界进入战场(层7c),令其成为7/9。一个“目标生物成为0/1直到回合结束”的效应对其生效(层7b),令其成为5/8(0/1,加上结算的咒语+4/+4,加上结界+0/+2,加上指示物的+1/+1)。"}, {"chapter": "6", "id": "613.6.", "content": "613.6. If an effect should be applied in different layers and/or sublayers, the parts of the effect each apply in their appropriate ones. If an effect starts to apply in one layer and/or sublayer, it will continue to be applied to the same set of objects in each other applicable layer and/or sublayer, even if the ability generating the effect is removed during this process.\n如果一个效应将在多个层和/或副层中生效,效应的各个部分分别在它们对应的层中生效。如果一个效应开始在一个层和/或副层中生效,它将继续对同样的物件在其他适用的层和/或副层中生效,即使产生该效应的异能在此过程中被移除。\nExample: An effect that reads “This creature gets +1/+1 and becomes the color of your choice until end of turn” is both a power- and toughness-changing effect and a color-changing effect. The “becomes the color of your choice” part is applied in layer 5, and then the “gets +1/+1” part is applied in layer 7c.\n例如:“此生物得+1/+1并成为你所选择的颜色直到回合结束”的效应同时是改变力量和防御力的效应和改变颜色的效应。“成为你所选择的颜色”部分在层5生效,然后“得+1/+1”部分在层7c生效。\nExample: Act of Treason has an effect that reads “Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.” This is both a control-changing effect and an effect that adds an ability to an object. The “gain control” part is applied in layer 2, and then the “it gains haste” part is applied in layer 6.\n例如:叛行具有效应“直到回合结束,获得目标生物的操控权。重置该生物。它获得敏捷异能直到回合结束。”这同时是改变操控权的效应和对物件添加异能的效应。“获得操控权”部分在层2生效,且然后“它获得敏捷异能”部分在层6生效。\nExample: An effect that reads “All noncreature artifacts become 2/2 artifact creatures until end of turn” is both a type-changing effect and a power- and toughness-setting effect. The type-changing effect is applied to all noncreature artifacts in layer 4 and the power- and toughness-setting effect is applied to those same permanents in layer 7b, even though those permanents aren’t noncreature artifacts by then.\n例如:“所有非生物神器成为2/2神器生物直到回合结束”同时是改变类别的效应和设定力量与防御力的效应。改变类别的效应在层4对所有非生物神器生效,而设定力量与防御力的效应对同样的永久物在层7b生效,即使这些永久物届时已经不再是非生物神器。\nExample: Svogthos, the Restless Tomb, is on the battlefield. An effect that says “Until end of turn, target land becomes a 3/3 creature that’s still a land” is applied to it (layers 4 and 7b). An effect that says “Target creature gets +1/+1 until end of turn” is applied to it (layer 7c), making it a 4/4 land creature. Then while you have ten creature cards in your graveyard, you activate Svogthos’s ability: “Until end of turn, this land becomes a black and green Plant Zombie creature with ‘This creature’s power and toughness are each equal to the number of creature cards in your graveyard.’ It’s still a land.” (layers 4, 5, and 7b). It becomes an 11/11 land creature. If a creature card enters or leaves your graveyard, Svogthos’s power and toughness will be modified accordingly. If the first effect is applied to it again, it will become a 4/4 land creature again.\n例如:不息之墓苏沃索在战场上。一个“直到回合结束,目标地成为3/3生物且依然是地”的效应对其生效(层4和7b)。一个“目标生物得+1/+1直到回合技术”的效应对其生效(层7c),令其成为4/4地生物。然后你在你的坟墓场中有十张生物牌的情况下起动苏沃索的异能:“直到回合结束,此地成为黑绿双色的植物/灵俑生物,且具有‘此生物的力量与防御力各等于你坟墓场中生物牌的数量。’它依然是地。”(层4、5、以及7b)。它将成为11/11地生物。如果一张生物牌进入或离开你的坟墓场,苏沃索的力量和防御力将随之改变。如果第一个效应再次对它生效,它将再次成为4/4地生物。"}, {"chapter": "6", "id": "613.7.", "content": "613.7. Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp.\n在同一层或副层中,一般情况下使用时间印记系统来决定效应生效的顺序。一个具有较早时间印记的效应在具有较晚时间印记的效应之前生效。"}, {"chapter": "6", "id": "613.7a", "content": "613.7a A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later. If the effect that created the ability has the later timestamp and the object the ability is on receives a new timestamp, each continuous effect generated by static abilities of that object receives a new timestamp as well, but the relative order of those timestamps remains the same.\n一个由静止式异能产生的持续性效应的时间印记为,该静止式异能所在的物件具有的时间印记,或创造该异能的效应具有的时间印记,两者中较晚的一个。如果创造该异能的效应具有较晚的时间印记,且该异能所处的物件获得新的时间印记,该物件的静止式异能所产生的每个持续性效应亦获得一个新的时间印记,但这些时间印记之间的相对顺序保持不变。\nExample: Rune of Flight is an Aura that grants enchanted Equipment “Equipped creature has flying.” A player attaches Rune of Flight to Colossus Hammer, an Equipment with “Equipped creature gets +10/+10 and loses flying.” The ability granted by Rune of Flight shares Rune of Flight’s timestamp because it is later than Colossus Hammer’s timestamp. If Colossus Hammer becomes attached to a creature, both of its abilities receive new timestamps (see rule 613.7e), but the relative order of those timestamps remains the same.\n例如:翔空符文是灵气,赋予所结附的武具“佩带此武具的生物具有飞行异能。”牌手将翔空符文贴附于巨锤上,一个具有“佩带此武具的生物得+10/+10且失去飞行异能。”的武具。由翔空符文赋予的异能与翔空符文具有相同的时间印记,因为其时间印记晚于巨锤的时间印记。如果巨锤此后贴附于一个生物,它的这两个异能均获得新的时间印记(参见规则613.7e),但这些时间印记的相对顺序保持不变。"}, {"chapter": "6", "id": "613.7b", "content": "613.7b A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it’s created.\n一个由咒语或异能结算所产生的持续性效应在其被创造时得到时间印记。"}, {"chapter": "6", "id": "613.7c", "content": "613.7c Each counter receives a timestamp as it’s put on an object or player. If that object or player already has a counter of that kind on it, each counter of that kind receives a new timestamp identical to that of the new counter.\n每个指示物会在其放置在一个物件或牌手上时得到时间印记。如果该物件或牌手上已经有同类指示物,每种该类指示物均会得到新的时间印记,且与新放置的指示物之时间印记相同。"}, {"chapter": "6", "id": "613.7d", "content": "613.7d An object receives a timestamp at the time it enters a zone.\n一个物件会在进入一个区域时得到时间印记。"}, {"chapter": "6", "id": "613.7e", "content": "613.7e An Aura, Equipment, or Fortification receives a new timestamp each time it becomes attached to an object or player.\n每当一个灵气、武具、或工事贴附于一个物件或牌手上时,该灵气、武具、或工事得到新的时间印记。"}, {"chapter": "6", "id": "613.7f", "content": "613.7f A permanent receives a new timestamp each time it turns face up or face down.\n每当一个永久物翻回正面或翻为牌面朝下时,它得到新的时间印记。"}, {"chapter": "6", "id": "613.7g", "content": "613.7g A double-faced permanent receives a new timestamp each time it transforms or converts.\n每当一个双面永久物转化或转换时,它得到新的时间印记。"}, {"chapter": "6", "id": "613.7h", "content": "613.7h A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up.\n牌面朝上的时空牌、异象牌或邪计牌于其翻回正面时得到时间印记。"}, {"chapter": "6", "id": "613.7i", "content": "613.7i A face-up vanguard card receives a timestamp at the beginning of the game.\n牌面朝上的先锋牌在游戏开始时得到时间印记。"}, {"chapter": "6", "id": "613.7j", "content": "613.7j A conspiracy card receives a timestamp at the beginning of the game. If it’s face down, it receives a new timestamp at the time it turns face up.\n诡局牌于游戏开始时得到时间印记。如果它是牌面朝下的,于其翻回正面时得到新的时间印记。"}, {"chapter": "6", "id": "613.7k", "content": "613.7k A sticker receives a new timestamp each time it’s put on an object. If the object a sticker is on receives a new timestamp, the sticker receives a new timestamp immediately after that one. If the object a sticker is on becomes part of a merged permanent on the battlefield, the sticker receives a new timestamp at that time. If an object has more than one sticker on it as it enters a zone or becomes part of a merged permanent, the relative timestamp order of those stickers remains unchanged.\n贴纸于每次贴到物件上时得到新的时间印记。如果其上有贴纸的物件得到新的时间印记,该贴纸在这之后立即得到新的时间印记。如果其上有贴纸的物件成为战场上结聚永久物的一个组件,贴纸得到新的时间印记。如果其上有多张贴纸的物件进入一个区域或成为结聚永久物的一个组件,其上的贴纸的相对时间印记顺序不变。"}, {"chapter": "6", "id": "613.7m", "content": "613.7m If two or more objects would receive a timestamp simultaneously, such as by entering a zone simultaneously or becoming attached simultaneously, their relative timestamps are determined in APNAP order (see rule 101.4). Objects controlled by the active player (or owned by the active player, if they have no controller) have an earlier relative timestamp in the order of that player’s choice, followed by each other player in turn order.\n如果两个或更多物件将同时得到时间印记,例如同时进入一个区域或同时成为被贴附,它们的时间印记先后顺序由“主动牌手先决定”顺序(参见规则101.4)决定。由主动牌手操控的物件(或对于没有操控者的物件,由该牌手拥有的)依该牌手选择的顺序具有较早的相对时间印记,然后依照回合顺序轮到每位其他牌手所操控(或拥有)的物件。"}, {"chapter": "6", "id": "613.7n", "content": "613.7n If a continuous effect generated by a static ability of an object and a continuous effect generated by a resolving spell or ability that applies to that object would receive a timestamp simultaneously, such as due to an effect that puts that object onto the battlefield and sets its characteristics (see rule 611.2e), the continuous effect from the object’s own static ability receives an earlier relative timestamp.\n如果一个由某物件的静止式异能产生的持续性效应,与一个由结算中的咒语或异能产生,且对该物件生效的持续性效应同时获得时间印记(例如一个将该物件放进战场并设定其特征的效应;参见规则611.2e),则由该物件的静止式异能产生的持续性效应会获得一个较早的相对时间印记。"}, {"chapter": "6", "id": "613.8.", "content": "613.8. Within a layer or sublayer, determining which order effects are applied in is sometimes done using a dependency system. If a dependency exists, it will override the timestamp system.\n在一个层或副层中,有时使用从属系统来决定效应生效的顺序。如果存在从属关系,它将覆盖时间印记系统。"}, {"chapter": "6", "id": "613.8a", "content": "613.8a An effect is said to “depend on” another if (a) it’s applied in the same layer (and, if applicable, sublayer) as the other effect; (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to; and (c) neither effect is from a characteristic-defining ability or both effects are from characteristic-defining abilities. Otherwise, the effect is considered to be independent of the other effect.\n如果一个效应(a)与另一个效应在同一层(或副层)中生效;(b)生效的顺序将改变第一个效应的叙述或存在、改变它将生效的对象、或改变它将生效的内容;以及(c)这两个效应都是或都不是特征定义异能,则第一个效应“从属于”第二个效应。否则,这两个效应不从属于彼此。"}, {"chapter": "6", "id": "613.8b", "content": "613.8b An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they’re applied in timestamp order relative to each other. If several dependent effects form a dependency loop, then this rule is ignored and the effects in the dependency loop are applied in timestamp order.\n一个从属于一个或数个其他效应的效应等待直到这些效应均已生效。如果多个从属效应将同时生效,它们将按照相对的时间印记顺序生效。如果多个从属效应形成从属循环,则忽略此规则且这些在从属循环中的效应将按照时间印记顺序生效。"}, {"chapter": "6", "id": "613.8c", "content": "613.8c After each effect is applied, the order of remaining effects is reevaluated and may change if an effect that has not yet been applied becomes dependent on or independent of one or more other effects that have not yet been applied.\n在每个效应生效之后,将重新确定剩余效应生效的顺序,而且如果一个还没有生效的效应成为从属或不再从属于其他还没有生效的效应,顺序可能改变。"}, {"chapter": "6", "id": "613.9.", "content": "613.9. One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does.\n一个持续性效应可以覆盖另一个。有时一个效应的结果将决定另一个效应是否生效或该效应的内容。\nExample: Two effects are affecting the same creature: one from an Aura that says “Enchanted creature has flying” and one from an Aura that says “Enchanted creature loses flying.” Neither of these depends on the other, since nothing changes what they affect or what they’re doing to it. Applying them in timestamp order means the one that was generated last “wins.” The same process would be followed, and the same result reached, if either of the effects had a duration (such as “Target creature loses flying until end of turn”) or came from a non-Aura source (such as “All creatures lose flying”).\n例如:两个结附于同一个生物上的灵气:其中一个为“所结附的生物具有飞行异能”而另一个为“所结附的生物失去飞行异能”。两者不从属于彼此,因为没有改变受它们影响的对象或它们影响的内容。令它们按照时间印记顺序生效表示最后产生的一个“获胜”。一个效应是否是暂时的(例如“目标生物失去飞行异能直到回合结束”)或广域的(例如“所有生物失去飞行异能”)并没有关系。\nExample: One effect reads, “White creatures get +1/+1,” and another reads, “Enchanted creature is white.” The enchanted creature gets +1/+1 from the first effect, regardless of its previous color.\n例如:一个效应为“白色生物得+1/+1”,而另一个为“所结附的生物为白色”。则所结附的生物因第一个效应+1/+1,无论其之前的颜色。"}, {"chapter": "6", "id": "613.10.", "content": "613.10. Some continuous effects affect players rather than objects. For example, an effect might give a player protection from red. All such effects are applied in timestamp order after the determination of objects’ characteristics. See also the rules for timestamp order and dependency (rules 613.7 and 613.8).\n一些持续性效应影响牌手而不是物件。例如,一个效应可能给予牌手反红保护。所有此类效应在决定物件的特征之后按照时间印记生效。参见时间印记和从属关系的规则(规则613.7和613.8)。"}, {"chapter": "6", "id": "613.11.", "content": "613.11. Some continuous effects affect game rules rather than objects. For example, effects may modify a player’s maximum hand size, or say that a creature must attack this turn if able. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abilities are applied according to the order specified in rule 601.2f. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency (rules 613.7 and 613.8).\n一些持续性效应影响游戏规则而不是物件。例如,一个效应可能影响牌手的手牌上限,或令一个生物如能攻击则必须攻击。这些效应在所有其他持续性效应生效之后生效。影响咒语或异能费用的持续性效应按照规则601.2f中特定的顺序生效。所有其他效应按照时间印记顺序生效。参见时间印记和从属关系的规则(规则613.7和613.8)。"}, {"chapter": "6", "id": "614.", "content": "614. Replacement Effects\n替代性效应"}, {"chapter": "6", "id": "614.1.", "content": "614.1. Some continuous effects are replacement effects. Like prevention effects (see rule 615), replacement effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a particular event that would happen and completely or partially replace that event with a different event. They act like “shields” around whatever they’re affecting.\n一些持续性效应为替代性效应。与防止性效应相同(参见规则615),替代性效应于事件发生的过程中持续生效;它们不会事先锁定。此类效应注意将发生的某特殊事件并完全或部分的将该事件用另一个事件将其替代。它们如“护盾”一般对事件进行影响。"}, {"chapter": "6", "id": "614.1a", "content": "614.1a Effects that use the word “instead” are replacement effects. Most replacement effects use the word “instead” to indicate what events will be replaced with other events.\n使用“改为”一词的效应为替代性效应。大部分替代性效应使用“改为”一词来指出将被其他事件所替代的事件。"}, {"chapter": "6", "id": "614.1b", "content": "614.1b Effects that use the word “skip” are replacement effects. These replacement effects use the word “skip” to indicate what events, steps, phases, or turns will be replaced with nothing.\n使用“略过”一词的效应为替代性效应。这些效应使用“略过”一词来指出哪些事件、步骤、阶段、或回合将被没有任何事件发生所替代。"}, {"chapter": "6", "id": "614.1c", "content": "614.1c Effects that read “[This permanent] enters with . . . ,” “As [this permanent] enters . . . ,” or “[This permanent] enters as . . . “ are replacement effects.\n格式为“[此永久物]进场时上面有……”、“于[此永久物]进场时……”、“[此永久物]当成……来进场”,或“[此永久物]进场时是……”的效应为替代性效应。"}, {"chapter": "6", "id": "614.1d", "content": "614.1d Continuous effects that read “[This permanent] enters . . .” or “[Objects] enter [the battlefield] . . .” are replacement effects.\n格式为“[此永久物]须……进场”或“[物件]须……进场”的持续性效应为替代性效应。"}, {"chapter": "6", "id": "614.1e", "content": "614.1e Effects that read “As [this permanent] is turned face up . . . ,” are replacement effects.\n格式为“于[此永久物]翻回正面时……”的效应为替代性效应。"}, {"chapter": "6", "id": "614.2.", "content": "614.2. Some replacement effects apply to damage from a source. See rule 609.7.\n一些替代性效应从来源对伤害生效。参见规则609.7。"}, {"chapter": "6", "id": "614.3.", "content": "614.3. There are no special restrictions on casting a spell or activating an ability that generates a replacement effect. Such effects last until they’re used up or their duration has expired.\n对施放咒语或起动异能所产生的替代性效应没有特殊的限制。这些效应直到它们被用掉或其有效期结束之前始终有效。"}, {"chapter": "6", "id": "614.4.", "content": "614.4. Replacement effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.\n替代性效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。产生这些效应的咒语或异能经常作为响应产生的事件来施放或起动,以导致将在事件发生之前结算。\nExample: A player can activate an ability to regenerate a creature in response to a spell that would destroy it. Once the spell resolves, though, it’s too late to regenerate the creature.\n例如:某牌手可以响应将消灭一个生物的咒语起动一个将其重生的异能。但是一旦该咒语结算,再重生该生物便已经为时已晚。"}, {"chapter": "6", "id": "614.5.", "content": "614.5. A replacement effect doesn’t invoke itself repeatedly; it gets only one opportunity to affect an event or any modified events that may replace that event.\n一个替代性效应不会反复引发本身,且只有一次机会对一个事件或任何可能替代该事件的事件生效。\nExample: A player controls two permanents, each with an ability that reads “If a creature you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.” A creature that normally deals 2 damage will deal 8 damage—not just 4, and not an infinite amount.\n例如:某牌手操控两个永久物,各具有“如果一个你所操控的生物将对永久物或牌手造成伤害,改为对该永久物或牌手造成两倍的伤害”的异能。一般造成2点伤害的生物将造成8点伤害;不是4点,也不是无限点伤害。"}, {"chapter": "6", "id": "614.6.", "content": "614.6. If an event is replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.\n如果一个事件被替代,它从未发生过。改为发生被更改过的事件,且它可能会触发异能。注意,被更改过的事件可能包含无法作到的指示,在此情况下忽略该无法作到的指示。"}, {"chapter": "6", "id": "614.7.", "content": "614.7. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.\n如果一个替代性效应将替代一个事件,但该事件没有发生,则该替代性效应不会作任何事。"}, {"chapter": "6", "id": "614.7a", "content": "614.7a If a source would deal 0 damage, it does not deal damage at all. Replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.\n如果一个来源将造成0点伤害,它从未造成伤害。将增加该来源所造成伤害的替代性效应,或将令该来源对其他物件或牌手造成伤害,将没有任何事件来替代,所以它们将没有任何效应。"}, {"chapter": "6", "id": "614.8.", "content": "614.8. Regeneration is a destruction-replacement effect. The word “instead” doesn’t appear on the card but is implicit in the definition of regeneration. “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.” Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. See rule 701.19.\n重生是一个替代消灭的效应。“改为”一词并没有出现在牌上,但隐含在重生的定义中。“重生[永久物]”表示“本回合中下一次[永久物]将被消灭时,改为移除它上面所有被标记的所有伤害,然后其操控者将它横置。如果它是一个攻击或阻挡中的生物,将其移出战斗。”因造成伤害而触发的异能即使该永久物重生也依然会触发。参见规则701.19。"}, {"chapter": "6", "id": "614.9.", "content": "614.9. Some effects replace damage dealt to one battle, creature, planeswalker, or player with the same damage dealt to another battle, creature, planeswalker, or player; such effects are called redirection effects. If one of those permanents is no longer on the battlefield when the damage would be redirected, or is no longer a battle, creature, or planeswalker when the damage would be redirected, the effect does nothing. If damage would be redirected to or from a player who has left the game, the effect does nothing.\n一些效应将对一个战役、生物、鹏洛客、或牌手所造成的伤害替代为对另一个战役、生物、鹏洛客、或牌手造成伤害;此类效应被称为转移性效应。如果当伤害将被转移时其中一个永久物不再在战场上,或不再是战役、生物或鹏洛客,该效应将没有任何效果。如果伤害将转移到或从已经离开游戏的牌手上转移,该效应没有任何效果。"}, {"chapter": "6", "id": "614.10.", "content": "614.10. An effect that causes a player to skip an event, step, phase, or turn is a replacement effect. “Skip [something]” is the same as “Instead of doing [something], do nothing.” Once a step, phase, or turn has started, it can no longer be skipped—any skip effects will wait until the next occurrence.\n令牌手略过事件、步骤、或回合的效应为替代性效应。“略过[某事物]”与“作[某事物]改为不作任何事”意义相同。一旦一个步骤、阶段、或回合已经开始,它不再可以被略过;任何略过的效应将等到下一次该事物发生。"}, {"chapter": "6", "id": "614.10a", "content": "614.10a Anything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled for the “next” occurrence of something waits for the first occurrence that isn’t skipped. If two effects each cause a player to skip their next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped.\n任何对被略过的步骤、阶段、或回合作出的安排将不会发生。任何对“下一次”发生时机作出的安排将等到第一次发生且未被略过的时机。如果两个效应均将导致牌手略过其下一次发生时机,该牌手必须略过接下来的两次;略过一次发生时机将满足其中一个效应,而另一个效应将等到另一次发生时机被略过。"}, {"chapter": "6", "id": "614.10b", "content": "614.10b Some effects cause a player to skip a step, phase, or turn, then take another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur.\n一些效应令牌手略过步骤、阶段、或回合,然后作另一个动作。该动作将被视为之后真正发生的步骤、阶段、或回合中最先发生的事。"}, {"chapter": "6", "id": "614.11.", "content": "614.11. Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player’s library.\n一些效应替代抓牌。这些效应即使在受影响牌手的牌库中无牌可抓时也同样生效。"}, {"chapter": "6", "id": "614.11a", "content": "614.11a If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence.\n如果一个效应替代一系列抓牌其中的一次抓牌,则所有进行替代的动作完成之后才可以继续此系列抓牌。"}, {"chapter": "6", "id": "614.11b", "content": "614.11b If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.\n如果一个效应令牌手抓牌并且对该牌作额外的动作,且该抓牌被替代,则不会对该替代性效应所导致的任何抓牌进行这些额外的动作。"}, {"chapter": "6", "id": "614.12.", "content": "614.12. Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c–d.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent.\n一些替代性效应影响一个永久物如何进入战场。(参见规则614.1c-d。)这些效应如果只影响该永久物则可能来自该永久物本身(而不是影响包含该永久物在内的某一组永久物)。它们也可能来自其他来源。要决定这些替代性效应如何及是否生效,检查该永久物将存在于战场上的特征,并将已经影响其如何进入战场的替代性效应(参见规则616.1)、该永久物在战场上之后将对其生效的其本身的静止式异能所产生的持续性效应、以及已经存在的并将影响该永久物的持续性效应计算在内。\nExample: Voice of All says “As this creature enters, choose a color” and “This creature has protection from the chosen color.” An effect creates a token that’s a copy of Voice of All. As that token is created, the token’s controller chooses a color for it.\n例如:万物使者具有“于此生物进场时,选择一种颜色”以及“此生物具有反该色保护异能。”某效应派出了一个为万物使者复制品的衍生物。于该衍生物被派出时,该衍生物的操控者为其选择一种颜色。\nExample: Yixlid Jailer says “Cards in graveyards lose all abilities.” Scarwood Treefolk says “This creature enters tapped.” A Scarwood Treefolk that’s put onto the battlefield from a graveyard enters the battlefield tapped.\n例如:异西里狱卒具有“坟墓场中的牌失去所有异能”。伤痕林树妖具有“此生物须横置进场”。从坟墓场中进入战场的伤痕林树妖横置进入战场。\nExample: Orb of Dreams is an artifact that says “Permanents enter tapped.” It won’t affect itself, so Orb of Dreams enters the battlefield untapped.\n例如:眠梦法球是具有“永久物须横置进场”的神器。它将不会影响其本身,所以眠梦法球以未横置进入战场。"}, {"chapter": "6", "id": "614.12a", "content": "614.12a If a replacement effect that modifies how a permanent enters the battlefield requires a choice, that choice is made before the permanent enters the battlefield.\n如果一个替代性效应影响一个永久物如何进入战场,但需要作出选择,该选择在永久物进入战场之前作出。"}, {"chapter": "6", "id": "614.12b", "content": "614.12b If multiple replacement effects that require choices from a player would modify how multiple permanents enter the battlefield simultaneously, that player may not make choices for those effects that would cause the combined costs of those effects to not be payable.\n如果数个需要牌手作出选择的替代性效应会同时影响数个永久物进战场的方式,则该牌手作出的选择,不能让这些效应的费用加总起来无法支付。"}, {"chapter": "6", "id": "614.12c", "content": "614.12c Some replacement effects cause a permanent to enter the battlefield with its controller’s choice of one of two abilities, each marked with an anchor word and preceded by a bullet point. “[Anchor word] — [ability]” means “As long as [anchor word] was chosen as this permanent entered the battlefield, this permanent has [ability].” The abilities preceded by anchor words are each linked to the ability that causes a player to choose between them. See rule 607, “Linked Abilities.”\n一些替代性效应使得永久物进战场时由其操控者选择两种异能之一,且这两种异能均以锚定词开头,以项目列表的格式列出。“[锚定词]~[异能]”意指“只要此永久物进战场时选择了[锚定词],此永久物便具有[异能]。”以锚定词开头的异能与允许牌手选择锚定词的异能相互关联。参见规则607,“关联异能”。"}, {"chapter": "6", "id": "614.13.", "content": "614.13. An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.\n影响一个永久物如何进入战场的效应可能会令其他物件改变区域。"}, {"chapter": "6", "id": "614.13a", "content": "614.13a While applying an effect that modifies how a permanent enters the battlefield, you may have to choose a number of objects that will also change zones. You can’t choose the object that will become that permanent or any other object entering the battlefield at the same time as that object.\n当一个影响永久物如何进入战场的效应生效时,你可能需要选择数个亦要改变区域的物件。你不能选择将成为该永久物的物件、或任何与该物件同时进入战场的其他物件。\nExample: Sutured Ghoul says, in part, “As this creature enters, exile any number of creature cards from your graveyard.” If Sutured Ghoul and Runeclaw Bear enter the battlefield from your graveyard at the same time, you can’t choose to exile either of them when applying Sutured Ghoul’s replacement effect.\n例如:缝组食尸鬼的一部分异能为:“于此生物进场时,从你的坟墓场放逐任意数量的生物牌。”如果缝组食尸鬼和符爪熊从你的坟墓场同时进入战场,在缝组食尸鬼的替代性效应生效时,你既不能选择放逐缝组食尸鬼,也不能选择放逐符爪熊。"}, {"chapter": "6", "id": "614.13b", "content": "614.13b The same object can’t be chosen to change zones more than once when applying replacement effects that modify how one or more permanents enter the battlefield.\n在影响一个或数个永久物如何进入战场的效应生效时,不能选择令同一个物件改变区域多于一次。\nExample: Jund (a plane card) says, “Whenever a player casts a black, red, or green creature spell, it gains devour 5.” A player controls Runeclaw Bear and casts Thunder-Thrash Elder, a red creature spell with devour 3. As Thunder-Thrash Elder enters the battlefield, its controller can choose to sacrifice Runeclaw Bear when applying the devour 3 effect or when applying the devour 5 effect, but not both. Thunder-Thrash Elder will enter the battlefield with zero, three, or five +1/+1 counters, depending on this choice.\n例如:勇得(时空牌)具有异能“每当一位牌手施放一个黑色,红色或绿色生物咒语时,该咒语获得吞噬5。”一位牌手操控符爪熊,然后施放雷击族长老,它是一个具有吞噬3的红色生物咒语。于雷击族长老进入战场时,其操控者可以选择牺牲符爪熊使吞噬3的效应生效,也可以选择牺牲符爪熊使吞噬5的效应生效,但不能牺牲同一个符爪熊使两个效应都生效。该牌手可以选择使雷击族长老带有零个、三个或者五个+1/+1指示物进入战场。"}, {"chapter": "6", "id": "614.13c", "content": "614.13c While applying a replacement effect that modifies how a permanent enters the battlefield, another replacement effect may cause a player to mill cards or exile cards from the top of a library. In that case, any card that is entering the battlefield from that library won’t be included in that effect, even though those cards are in the library as the effect is applied.\n在一个影响永久物如何进入战场的替代性效应生效时,另一个替代性效应可能使得牌手磨牌或是从牌库顶放逐牌。这种情况下,任何从牌库进战场的牌不会被该效应包括在内,即使这些牌在该效应生效时仍在牌库中。\nExample: Ashiok, Wicked Manipulator has an ability that reads “If you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead.” Breeding Pool is a land that reads, in part, “As this land enters, you may pay 2 life.” If an effect allows a player to play Breeding Pool from the top of their library while they control Ashiok, and they choose to pay life as Breeding Pool enters, Ashiok’s replacement effect will ignore Breeding Pool, because it is entering the battlefield, and the next two cards will be exiled.\n例如:弄恶安梭苛具有异能“如果你将支付生命时你牌库中有至少相同数量的牌,则改为从你牌库顶放逐等量的牌。”滋生之池是具有异能“于此地进场时,你可以支付2点生命”的地。如果牌手操控弄恶安梭苛,某效应允许该牌手从牌库顶使用滋生之池,而其选择于滋生之池进战场时支付生命,则安梭苛的替代性效应将忽略滋生之池,因为它正进战场。牌库顶接下来的两张牌将被放逐。"}, {"chapter": "6", "id": "614.14.", "content": "614.14. An object may have one ability printed on it that generates a replacement effect which causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards in the exile zone that were put there as a direct result of the replacement event caused by the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can’t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. See rule 607, “Linked Abilities.”\n一个物件可能印有一个产生替代性效应的异能,该异能将导致一张或数张牌被放逐,以及另一个异能提及“被放逐的牌”或“被[此物件]放逐”的牌。这些异能互相关联:第二个异能提及的牌只包括放逐区中被第一个异能所产生的替代事件直接放逐的牌。如果另一个物件得到一对关联异能,这些异能在该物件上会以类似的形式互相关联。他们不能与任何其他异能有所关联,无论该物件当前或之前可能具有的其他异能。参见规则607,“关联异能”。"}, {"chapter": "6", "id": "614.15.", "content": "614.15. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is being replaced, but the text can be a separate ability, particularly when preceded by an ability word. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.\n一些替代性效应不是持续性效应。它们由结算中的咒语或异能具有,替代该咒语或异能本身的一部分或全部效应。此类效应被称为自我替代性效应。创造自我替代性效应的叙述一般是效应即将被替代的异能的一部分,但是叙述也可以是另外一个单独的异能,尤其是以一个异能提示开头的时候。当替代性效应对一个事件生效时,自我替代性效应在其他替代性效应之前生效。"}, {"chapter": "6", "id": "614.16.", "content": "614.16. Some replacement effects apply “if an effect would create one or more tokens” or “if an effect would put one or more counters on a permanent.” These replacement effects apply if the effect of a resolving spell or ability creates a token or puts a counter on a permanent, and they also apply if another replacement or prevention effect does so, even if the original event being modified wasn’t itself an effect.\n一些替代性效应对“如果某效应将派出一个或数个衍生物”或“如果某效应将在永久物上放置一个或数个指示物”生效。这些替代性效应当一个结算中的咒语或异能派出衍生物或在永久物上放置指示物时生效,也会当另一个替代性效应或防止性效应如此作时生效,即使被更改的原事件本身并不是效应。"}, {"chapter": "6", "id": "614.17.", "content": "614.17. Some effects state that something can’t happen. These effects aren’t replacement effects, but follow similar rules.\n一些效应叙述某事不能发生。这些效应不是替代性效应,但遵循类似的规则。"}, {"chapter": "6", "id": "614.17a", "content": "614.17a “Can’t” effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened.\n“不能”类效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。"}, {"chapter": "6", "id": "614.17b", "content": "614.17b If an event can’t happen, a player can’t choose to pay a cost that includes that event.\n如果一个事件不能发生,牌手不能选择支付包含该事件的费用。"}, {"chapter": "6", "id": "614.17c", "content": "614.17c If an event can’t happen, it can only be replaced by a self-replacement effect (see rule 614.15). Other replacement and/or prevention effects can’t modify or replace it.\n如果一个事件不能发生,它只能被自我替代性效应(参见规则614.15)替代。其他替代性效应和/或防止性效应不能影响或替代之。"}, {"chapter": "6", "id": "614.17d", "content": "614.17d Some “can’t” effects modify how a permanent enters the battlefield or whether it can enter the battlefield. Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which “can’t” effects apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent.\n一些“不能”类效应影响一个永久物如何进入战场、或其是否能进入战场。这些效应如果只影响该永久物则可能来自该永久物本身(而不是影响包含该永久物在内的某一组永久物)。它们也可能来自其他来源。要决定哪些“不能”类效应生效,检查该永久物将存在于战场上的特征,并将已经影响其如何进入战场的替代性效应(参见规则616.1)、该永久物在战场上之后将对其生效的其本身的静止式异能所产生的持续性效应、以及已经存在的并将影响该永久物的持续性效应计算在内。"}, {"chapter": "6", "id": "615.", "content": "615. Prevention Effects\n防止性效应"}, {"chapter": "6", "id": "615.1.", "content": "615.1. Some continuous effects are prevention effects. Like replacement effects (see rule 614), prevention effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a damage event that would happen and completely or partially prevent the damage that would be dealt. They act like “shields” around whatever they’re affecting.\n一些持续性效应为防止性效应。与替代性效应相同(参见规则614),防止性效应于事件发生的过程中持续生效;它们不会事先锁定。此类效应注意将发生的伤害事件并完全或部分防止将造成的伤害。它们如“护盾”一般对事件进行影响。"}, {"chapter": "6", "id": "615.1a", "content": "615.1a Effects that use the word “prevent” are prevention effects. Prevention effects use “prevent” to indicate what damage will not be dealt.\n使用“防止”一词的效应为防止性效应。防止性效应使用“防止”一词来指定将不会造成哪些伤害。"}, {"chapter": "6", "id": "615.2.", "content": "615.2. Many prevention effects apply to damage from a source. See rule 609.7.\n很多防止性效应从来源对伤害生效。参见规则609.7。"}, {"chapter": "6", "id": "615.3.", "content": "615.3. There are no special restrictions on casting a spell or activating an ability that generates a prevention effect. Such effects last until they’re used up or their duration has expired.\n对施放咒语或起动异能所产生的防止性效应没有特殊的限制。这些效应直到它们被用掉或其有效期结束之前始终有效。"}, {"chapter": "6", "id": "615.4.", "content": "615.4. Prevention effects must exist before the appropriate damage event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.\n防止性效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。产生这些效应的咒语或异能经常作为响应产生的事件来施放或起动,以导致将在事件发生之前结算。\nExample: A player can activate an ability that prevents damage in response to a spell that would deal damage. Once the spell resolves, though, it’s too late to prevent the damage.\n例如:牌手可以响应将造成伤害的咒语起动一个防止伤害的异能。但是一旦该咒语结算,再防止伤害便已经为时已晚。"}, {"chapter": "6", "id": "615.5.", "content": "615.5. Some prevention effects also include an additional effect, which may refer to the amount of damage that was prevented. The prevention takes place at the time the original event would have happened; the rest of the effect takes place immediately afterward.\n一些防止性效应包括额外效应,它可能会提及被防止的伤害数量。防止本身将在原事件发生的时刻;效应其余的部分在此之后马上进行。"}, {"chapter": "6", "id": "615.6.", "content": "615.6. If damage that would be dealt is prevented, it never happens. A modified event may occur instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.\n如果将造成的伤害被防止,则它从未造成。改为发生被更改过的事件,且它可能会触发异能。注意,被更改过的事件可能包含无法作到的指示,在此情况下忽略该无法作到的指示。"}, {"chapter": "6", "id": "615.7.", "content": "615.7. Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage—for example, “Prevent the next 3 damage that would be dealt to any target this turn.” These work like shields. Each 1 damage that would be dealt to the “shielded” permanent or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded permanent or player by two or more applicable sources at the same time, the player or the controller of the permanent chooses which damage the shield prevents. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesn’t matter.\n一些由咒语或异能的结算而产生的防止性效应提及特定数量的伤害;例如,“防止本回合中接下来将对任意一个目标造成的3点伤害。”它们如护盾一般。将对该具有“护盾”的永久物或牌手造成的每1点伤害均将被防止。每防止1点伤害则剩余的护盾减少1。如果有两个或以上适用的来源将对具有护盾的永久物或牌手同时造成伤害,该牌手或该永久物的操控者选择该护盾将防止哪些伤害。此类效应只计算伤害的数量;造成伤害的事件或来源数量无关紧要。"}, {"chapter": "6", "id": "615.8.", "content": "615.8. Some prevention effects generated by the resolution of a spell or ability refer to the next time a specific source would deal damage. These effects prevent the next instance of damage from that source, regardless of how much damage that is. Once an instance of damage from that source has been prevented, any subsequent instances of damage that would be dealt by that source are dealt normally.\n一些由咒语或异能的结算而产生的防止性效应提及某特定来源下一次将造成的伤害。这些效应防止来自该来源下一次的伤害,无论该伤害的数量。一旦该来源的伤害被防止过一次,任何该来源将造成的伤害将正常进行。"}, {"chapter": "6", "id": "615.9.", "content": "615.9. Some effects generated by the resolution of a spell or ability prevent damage from a source of a player’s choice with certain properties. When the source would deal damage, the shield rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced and the shield isn’t used up. See rule 609.7b.\n一些由咒语或异能的结算而产生的效应防止由牌手选择的、且具有特定属性的来源造成之伤害。当该来源将造成伤害时,护盾将重新检查来源的属性。如果属性不再符合,则该伤害不会被防止或替代,且该护盾不会用掉。参见规则609.7b。"}, {"chapter": "6", "id": "615.10.", "content": "615.10. Some prevention effects generated by static abilities refer to a specific amount of damage—for example, “If a source would deal damage to you, prevent 1 of that damage.” Such an effect prevents only the indicated amount of damage in any applicable damage event at any given time. It will apply separately to damage from other applicable events that would happen at the same time, or at a different time.\n一些由静止式异能所产生的防止性效应提及某特定数量的伤害;例如,“如果一个来源将对你造成伤害,防止其中1点伤害。”此类效应在任何时间的任何伤害事件中只防止指定数量的伤害。它将对同一时刻或其他时刻来自其他适用来源的伤害分别生效。\nExample: Daunting Defender says “If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.” Pyroclasm says “Pyroclasm deals 2 damage to each creature.” Pyroclasm will deal 1 damage to each Cleric creature controlled by Daunting Defender’s controller. It will deal 2 damage to each other creature.\n例如:威吓捍卫者具有“如果一个来源将对你所操控的僧侣生物造成伤害,防止其中1点伤害。”烈火断层为“烈火断层对每个生物造成2点伤害。”烈火断层将对威吓捍卫者的操控者所操控的每个僧侣生物各造成1点伤害。它将对每个其他生物各造成2点伤害。"}, {"chapter": "6", "id": "615.11.", "content": "615.11. Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves.\n一些防止性效应将对一定数量且未指定目标的生物各防止接下来的N点伤害。此类效应在产生该效应的咒语或异能结算时,为每个适用的生物各创造了一个防止护盾。\nExample: Wojek Apothecary has an ability that says “{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.” When the ability resolves, it gives the target creature and each other creature on the battlefield that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures’ colors after the ability resolves doesn’t add or remove shields, and creatures that enter the battlefield later in the turn don’t get the shield.\n例如:沃耶克药剂师具有异能“{T}:防止本回合中接下来将对目标生物以及其他每个与该生物共有颜色的生物所造成的1点伤害。”当该异能结算时,它给予目标生物,以及此时战场上与它共有颜色的每个其他生物,各一个防止接下来将对其造成的1点伤害的护盾。在该异能结算之后改变生物的颜色不会添加或移除护盾,且本回合之后进入战场的生物不会得到护盾。"}, {"chapter": "6", "id": "615.12.", "content": "615.12. Some effects state that damage “can’t be prevented.” If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won’t prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won’t be reduced by damage that can’t be prevented.\n一些效应指明该伤害“不能被防止”。如果将造成不能被防止的伤害,任何适用的防止性效应依然对其生效。这些效应将不会防止任何伤害,但它们具有的任何额外效应依然进行。已经存在的伤害防止护盾不会因为不能被防止的伤害而减少。"}, {"chapter": "6", "id": "615.12a", "content": "615.12a A prevention effect is applied to any particular unpreventable damage event just once. It won’t invoke itself repeatedly trying to prevent that damage.\n防止性效应对任何一个不能被防止的伤害事件只生效一次。它不会反复引发本身来尝试防止该伤害。"}, {"chapter": "6", "id": "615.13.", "content": "615.13. Some triggered abilities trigger when damage that would be dealt is prevented. Such an ability triggers each time a prevention effect is applied to one or more simultaneous damage events and prevents some or all of that damage.\n一些触发式异能在将要造成的伤害被防止时触发。此类异能在每当有一个防止性效应对一个或数个同时发生的伤害事件生效、且防止部分或全部该伤害时,就会触发一次。"}, {"chapter": "6", "id": "616.", "content": "616. Interaction of Replacement and/or Prevention Effects\n替代性效应和/或防止性效应的互动"}, {"chapter": "6", "id": "616.1.", "content": "616.1. If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected object’s controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below. If two or more players have to make these choices at the same time, choices are made in APNAP order (see rule 101.4).\n如果两个或更多替代性和/或防止性效应尝试改变一个事件如何影响一个物件或牌手,受影响物件的操控者(或如果没有操控者则其拥有者)或受影响的牌手按照以下列出的顺序,选择其中一个生效。如果两个或更多牌手需要同时作出选择,则按照“主动牌手先决定”的顺序作出选择(参见规则101.4)。"}, {"chapter": "6", "id": "616.1a", "content": "616.1a If any of the replacement and/or prevention effects are self-replacement effects (see rule 614.15), one of them must be chosen. If not, proceed to rule 616.1b.\n如果任何替代性和/或防止性效应为自我替代性效应(参见规则614.15),则必须选择它们其中之一。如果没有,则继续至规则616.1b。"}, {"chapter": "6", "id": "616.1b", "content": "616.1b If any of the replacement and/or prevention effects would modify under whose control an object would enter the battlefield, one of them must be chosen. If not, proceed to rule 616.1c.\n如果任何替代性效应和/或防止性效应将影响一个物件将在谁的操控下进入战场,则必须选择它们其中之一。如果没有,则继续至规则616.1c。"}, {"chapter": "6", "id": "616.1c", "content": "616.1c If any of the replacement and/or prevention effects would cause an object to become a copy of another object as it enters the battlefield, one of them must be chosen. If not, proceed to rule 616.1d.\n如果任何替代性和/或防止性效应将使一个物件于进入战场时成为另一个物件的复制品,则必须选择它们其中之一。如果没有,则继续至规则616.1d。"}, {"chapter": "6", "id": "616.1d", "content": "616.1d If any of the replacement and/or prevention effects would cause a card to enter the battlefield with its back face up, one of them must be chosen (See rule 701.27, “Transform,” and rule 701.28, “Convert.”). If not, proceed to 616.1e.\n如果任何替代性和/或防止性效应将使一张牌以背面朝上的方式进入战场,则必须选择它们其中之一(参见规则701.27,“转化”,及规则701.28,“转换”)。如果没有,则继续至规则616.1e。"}, {"chapter": "6", "id": "616.1e", "content": "616.1e Any of the applicable replacement and/or prevention effects may be chosen.\n任何适用的替代性效应和/或防止性效应均可以被选择。"}, {"chapter": "6", "id": "616.1f", "content": "616.1f Once the chosen effect has been applied, this process is repeated (taking into account only replacement or prevention effects that would now be applicable) until there are no more left to apply.\n一旦被选择的效应生效,重复此步骤(只考虑此时可适用的替代性或防止性效应)直到没有剩余的效应可以生效。\nExample: Two permanents are on the battlefield. One is an enchantment that reads “If a card would be put into a graveyard from anywhere, instead exile it,” and the other is a creature that reads “If this creature would die, instead shuffle it into its owner’s library.” If the creature is destroyed, its controller decides which replacement to apply first; the other does nothing.\n例如:战场上有两个永久物。其中一个是具有“如果一张牌将从任何地方进入坟墓场,改为将其放逐”的结界,而另一个是具有“如果此生物将死去,改为将其洗回其拥有者的牌库”的生物。该生物的操控者决定该生物将被消灭时哪个替代性效应首先生效;另一个将没有效果。\nExample: Essence of the Wild reads “Creatures you control enter as a copy of this creature.” A player who controls Essence of the Wild casts Rusted Sentinel, which normally enters the battlefield tapped. As it enters the battlefield, the copy effect from Essence of the Wild is applied first. As a result, it no longer has the ability that causes it to enter the battlefield tapped. Rusted Sentinel will enter the battlefield as an untapped copy of Essence of the Wild.\n例如:蛮荒精魂具有“由你操控的生物进场时是此生物的复制品。”一位牌手操控蛮荒精魂时施放生锈哨兵,该生物通常横置进战场。当其进战场时,蛮荒精魂的复制效应先生效。作为其结果,它不再具有令其横置进战场的异能。生锈哨兵进战场时将是未横置的蛮荒精魂之复制品。"}, {"chapter": "6", "id": "616.1g", "content": "616.1g While following the steps in 616.1a–f, one replacement or prevention effect may apply to an event, and another may apply to an event contained within the first event. In this case, the second effect can’t be chosen until after the first effect has been chosen.\n于遵循616.1a-f叙述之步骤时,一个替代性或防止性效应可能对某事件生效,而另一个替代性或防止性效应可能对一个包含在前者事件中的事件生效。在此情形下,后者效应不能被选择,直到前者效应被选择为止。\nExample: A player is instructed to create a token that’s a copy of Voice of All, which has the ability “As this creature enters, choose a color.” Doubling Season has an ability that reads “If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.” Because entering the battlefield is an event contained within the event of creating a token, the effect of Doubling Season must be applied first, and then the effects of the two Voice of All tokens may be applied in either order.\n例如:牌手被指示派出一个衍生物,且为万物使者的复制品,其具有异能“于此生物进场时,选择一种颜色。”倍产旺季具有异能叙述为“如果某效应将在你的操控下派出一个或数个衍生物,则改为它派出两倍数量的该类衍生物。”由于进入战场此事件包含在派出衍生物中,倍产旺季的效应必须首先生效,然后两个万物使者衍生物的效应以任意顺序生效。"}, {"chapter": "6", "id": "616.2.", "content": "616.2. A replacement or prevention effect can become applicable to an event as the result of another replacement or prevention effect that modifies the event.\n一个替代性或防止性效应可能将由于另一个影响某事件的替代性或防止性效应成为对该事件适用。\nExample: One effect reads “If you would gain life, draw that many cards instead,” and another reads “If you would draw a card, return a card from your graveyard to your hand instead.” Both effects combine (regardless of the order they came into existence): Instead of gaining 1 life, the player puts a card from their graveyard into their hand.\n例如:一个效应为“如果你将获得生命,改为抓等量的牌”,而另一个效应为“如果你将抓一张牌,改为将一张牌从你的坟墓场移回你的手上”。这两个效应结合(无论它们存在的顺序):得到1点生命改为该牌手从他的坟墓场将一张牌移回他的手上。"}, {"chapter": "7", "id": "7.", "content": "7. Additional Rules\n附加规则"}, {"chapter": "7", "id": "700.", "content": "700. General\n总则"}, {"chapter": "7", "id": "700.1.", "content": "700.1. Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability. The text of triggered abilities and replacement effects defines the event they’re looking for. One “happening” may be treated as a single event by one ability and as multiple events by another.\n游戏中发生的任何事情,都称为事件。咒语或异能结算过程中,可能会发生数个事件。触发式异能或替代性效应的文字叙述中,会定义它们所注意的事件。对不同的异能来说,一次的“发生”有可能被作为单一事件,也可能被作为数个事件。\nExample: If an attacking creature is blocked by two creatures, this is one event for a triggered ability that reads “Whenever this creature becomes blocked” but two events for a triggered ability that reads “Whenever this creature becomes blocked by a creature.”\n例如:如果某攻击生物被两个防御生物阻挡,对叙述为“每当此生物被阻挡时”的触发式异能来说是单一事件,但对叙述为“每当此生物被一个生物阻挡时”的触发式异能来说就是两个事件。"}, {"chapter": "7", "id": "700.2.", "content": "700.2. A spell or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” Each of those options is a mode. Modal cards printed prior to the Khans of Tarkir™ set didn’t use bulleted lists for the modes; these cards have received errata in the Oracle card reference so the modes do appear in a bulleted list.\n如果某咒语或异能以项目列表的格式提供了两种或以上的选择,且以指示牌手从这些选项中选择数项的字样开头,例如“选择一项~”,此咒语或异能便具有模式。其中的每一个选项都称为一种模式。在鞑契可汗™系列之前印制的具有模式的牌并未使用项目列表格式;这些牌具有Oracle牌张参考文献勘误,使其选项以项目列表的形式呈现。"}, {"chapter": "7", "id": "700.2a", "content": "700.2a The controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating that ability. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. (See rule 601.2b.)\n牌手作为施放具有模式的咒语或起动具有模式的起动式异能的一部分,必须选择其模式。如果所选的模式之一将不合法(例如,因无法为其选择合法的目标),则不能选择该模式。(参见规则601.2b。)"}, {"chapter": "7", "id": "700.2b", "content": "700.2b The controller of a modal triggered ability chooses the mode(s) as part of putting that ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 603.3c.)\n具有模式的触发式异能由其操控者,作为该异能进入堆叠的一部分选择模式。如果所选的模式之一不合法(例如,因无法为其选择合法的目标),则不能选择该模式。如果未选择此异能上的任何模式,则此异能会被移出堆叠。(参见规则603.3c。)"}, {"chapter": "7", "id": "700.2c", "content": "700.2c If a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need to choose those targets only if they chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule 601.2c.)\n如果某咒语或异能仅在选择了特定的模式时才需要指定目标,则该咒语或异能的操控者只有在选择了该模式的情况下才需要指定目标。否则,该咒语或异能视同不具有这些目标。(参见规则601.2c。)"}, {"chapter": "7", "id": "700.2d", "content": "700.2d If a player is allowed to choose more than one mode for a modal spell or ability, that player normally can’t choose the same mode more than once. However, some modal spells include the instruction “You may choose the same mode more than once.” If a particular mode is chosen multiple times, the spell is treated as if that mode appeared that many times in sequence. If that mode requires a target, the same player or object may be chosen as the target for each of those modes, or different targets may be chosen.\n如果某个具有模式的咒语或异能允许牌手选择多于一个模式,该牌手通常不能选择同一个模式多于一次。但是,一些具有模式的咒语指示“你可以多次选择同一项”。如果某个模式被选择了多于一次,视为该咒语上该模式以等量的次数依序出现。如果该模式需要目标,则既可以选择同一位牌手或物件作为每一次选择该模式的目标,亦可以选择不同的目标。"}, {"chapter": "7", "id": "700.2e", "content": "700.2e Some spells and abilities specify that a player other than their controller chooses a mode for it. In that case, the other player does so when the spell or ability’s controller normally would do so. If there is more than one other player who could make such a choice, the spell or ability’s controller decides which of those players will make the choice.\n一些咒语和异能会指定一位牌手,而非其操控者,来为它选择模式。在此情况下,该牌手选择模式的时机与该咒语操控者在通常情况下作出选择的时机相同。如果有多于一位的牌手可以作出选择,该咒语的操控者选择由哪一位牌手来作出选择。"}, {"chapter": "7", "id": "700.2f", "content": "700.2f Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability’s target can’t change its mode.\n具有模式的咒语或异能,其不同模式需要的目标可能各自不同。改变咒语或异能的目标并不改变其模式。"}, {"chapter": "7", "id": "700.2g", "content": "700.2g A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the copy can’t choose a different mode. (See rule 707.10.)\n具有模式的咒语或异能之复制品,会复制为该咒语或异能所选择的模式。该复制品的操控者不能选择其他模式。(参见规则707.10。)"}, {"chapter": "7", "id": "700.2h", "content": "700.2h Some modal spells have one or more modes with a cost listed before the effect of that mode. This indicates that the mode has an additional cost that must be paid as the spell is cast if that mode is chosen. If more than one such mode is chosen, all additional costs must be paid to cast that spell. Paying these costs follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n一些咒语具有一个或数个模式,且模式之前列有费用。它表示该模式具有一个额外费用,如果选择了该模式,则在施放咒语时必须支付之。如果选择了多于一个此类模式,则在施放该咒语时必须支付所有额外费用。支付这些费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "700.2i", "content": "700.2i Some modal spells have one or more pawprint symbols ({P}) rather than bullet points, as well as an instruction to choose up to a specified number of {P} “worth of modes.” While casting such a spell, its controller can choose any number of modes such that the total number of pawprint symbols listed for the chosen modes is not greater than the specified number.\n一些具有模式的咒语上有一个或数个爪印符号({P})而不是圆点,并指示选择数量加总不超过若干{P}的模式。在施放此类咒语时,其操控者可以选择任意数量的模式,只要所选模式中列出的爪印符号总数不超过指定的数量。"}, {"chapter": "7", "id": "700.3.", "content": "700.3. Some effects cause objects to be temporarily grouped into piles.\n某些效应会临时将物件分堆。"}, {"chapter": "7", "id": "700.3a", "content": "700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise.\n每个受影响的物件都必须且只能放进一堆中,除非效应特别说明。"}, {"chapter": "7", "id": "700.3b", "content": "700.3b Each object in a pile is still an individual object. The pile is not an object.\n在堆中的每个物件依然是单独的个体。堆本身并不是一个物件。"}, {"chapter": "7", "id": "700.3c", "content": "700.3c Objects grouped into piles don’t leave the zone they’re currently in. If cards in a graveyard are split into piles, the order of the graveyard must be maintained.\n被分在堆里的物件并不因此离开当前所在的区域。如果在坟墓场中的牌被分堆,则必须保持坟墓场的顺序。\nExample: Fact or Fiction reads, “Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.” While an opponent is separating the revealed cards into piles, they’re still in their owner’s library. They don’t leave the library until they’re put into their owner’s hand or graveyard.\n例如:真伪莫辨的叙述为“展示你牌库顶五张牌。一位对手将其分成两堆。将其中一堆牌置于你手上,另一堆牌置于你的坟墓场。”这些被展示的牌在对手分堆的过程中,直到被置于拥有者的手上或坟墓场中之前并未离开拥有者的牌库。"}, {"chapter": "7", "id": "700.3d", "content": "700.3d A pile can contain zero or more objects.\n一堆之中可以包括零个或数个物件。"}, {"chapter": "7", "id": "700.4.", "content": "700.4. The term dies means “is put into a graveyard from the battlefield.”\n死去一词表示“从战场进入坟墓场”。"}, {"chapter": "7", "id": "700.5.", "content": "700.5. A player’s devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls. A player’s devotion to [color 1] and [color 2] is equal to the number of mana symbols among the mana costs of permanents that player controls that are [color 1], [color 2], or both colors.\n牌手的[颜色]献力等同于由该牌手操控的永久物之法术力费用中该色法术力符号的数量。牌手的[颜色1][颜色2]两色献力等同于该牌手操控的永久物之法术力费用中为[颜色1]、[颜色2]或两者都是。"}, {"chapter": "7", "id": "700.5a", "content": "700.5a A player’s devotion to each color and combination of colors, taking into account any effects that modify devotion, is calculated after considering any copy, control, or text-changing effects but before any other effects that modify the characteristics of permanents. This is an exception to 613.10. See also rule 613, “Interaction of Continuous Effects.”\n牌手每种颜色和颜色组合的献力,在考虑任何复制、操控权或改变叙述的效应(并算上任何修正献力的效应)之后计算,但在任何其他影响永久物特征的效应生效之前。这是613.10的例外。亦参见规则613,“持续性效应的互动”。\nExample: Altar of the Pantheon is an artifact with no colored mana in its cost and an ability that says “Your devotion to each color and each combination of colors is increased by one.” Purphoros, God of the Forge is a permanent mana cost {3}{R} and an ability that says “As long as your devotion to red is less than five, Purphoros isn’t a creature.” If a player controls both of these permanents and another permanent that costs {R}{R}{R}, that player’s devotion to red is calculated to be five before Purphoros’s type-changing effect is applied, and Purphoros is a creature.\n例如:诸神祭坛是费用中没有有色法术力的神器,其具有叙述为“你每种颜色和每种颜色组合的献力都加一”的异能。熔锻神普罗烽斯是法术力费用为{3}{R}的永久物,其具有“只要你的红色献力小于五,普罗烽斯便不是生物。”如果牌手操控这两个永久物和另一个费用为{R}{R}{R}的永久物,该牌手的红色献力计算为五,且在普罗烽斯的改变类别的效应生效之前,因此普罗烽斯是生物。"}, {"chapter": "7", "id": "700.6.", "content": "700.6. The term historic refers to an object that has the legendary supertype, the artifact card type, or the Saga subtype.\n史迹一词表示一个具有传奇此超类别、或具有神器此牌张类别、或具有传纪此副类别的物件。"}, {"chapter": "7", "id": "700.7.", "content": "700.7. If an ability uses a phrase such as “this [something]” to identify an object, where [something] is a characteristic or other quality, it is referring to that particular object, even if it isn’t the appropriate quality at the time.\n如果异能使用“此[对象]”来表示一个物件,且[对象]为某个特征或其他特性,则仅指该物件本身,即使该物件的[对象]特性当时已经改变。\nExample: An ability reads “Target creature gets +2/+2 until end of turn. Destroy that creature at the beginning of the next end step.” The ability will destroy the object it gave +2/+2 to even if that object isn’t a creature at the beginning of the next end step.\n例如:某异能为“目标生物得+2/+2直到回合结束。在下个回合步骤开始时,消灭该生物。”该异能将在下个回合步骤开始时消灭其赋予+2/+2的物件,即使它已不是生物。"}, {"chapter": "7", "id": "700.8.", "content": "700.8. Some cards refer to a player’s party. A player’s party consists of up to one Cleric creature that player controls, up to one Rogue creature they control, up to one Warrior creature they control, and up to one Wizard creature they control.\n一些牌提及牌手的冒险团。牌手的冒险团由至多一个由该牌手操控的僧侣生物、至多一个由该牌手操控的浪客生物、至多一个由该牌手操控的战士生物,以及至多一个由该牌手操控的法术师生物组成。"}, {"chapter": "7", "id": "700.8a", "content": "700.8a If a spell, ability, or effect needs to determine the number of creatures in a player’s party, the calculation of that number is performed automatically by the game and results in a number between zero and four. Players don’t declare which specific creatures they control are in their party for such an effect.\n如果咒语、异能或效应需要确定牌手冒险团中的生物数量,该数量会由游戏自动计算,其结果是一个介于零至四之间的数字。牌手无需为此类效应宣告哪个特定生物在该牌手的冒险团中。"}, {"chapter": "7", "id": "700.8b", "content": "700.8b If a creature has multiple creature types for which it could be the party member, it is counted as the party member for only one of those types. If there are different ways to count such a creature that results in different numbers of creatures in a player’s party, it is counted in such a way to get the highest result.\n如果某个生物具有数个可算作冒险团成员的生物类别,在点算冒险团成员时,该生物只能按这些类别其中之一计算。如果采用多种不同方式点算此类生物,导致牌手冒险团中的生物数量之结果有差异,则会采用其中得到数值最大者的方式来计算。"}, {"chapter": "7", "id": "700.8c", "content": "700.8c A player has a full party if there are four creatures in that player’s party.\n如果牌手冒险团中的生物数量为四,该牌手的冒险团满编。"}, {"chapter": "7", "id": "700.8d", "content": "700.8d One card, Stick Together, instructs players to choose a party from among creatures they control. To do so, for each of the creature types listed in rule 700.8, each player chooses up to one creature they control of that type.\n一张牌(集体行动)指示牌手从由其操控的生物中选出一个冒险团。其意指,对于规则700.8中列出的每一种生物类别,每位牌手选择至多一个由其操控的具有该生物类别的生物。"}, {"chapter": "7", "id": "700.9.", "content": "700.9. Some cards refer to modified permanents. A permanent is modified if it has one or more counters on it (see rule 122), if it is equipped (see rule 301.5), or if it is enchanted by an Aura that is controlled by that permanent’s controller (see rule 303.4).\n一些牌提及有饰装的永久物。如果一个永久物上面有一个或数个指示物(参见规则122)、佩带有武具(参见规则301.5),或被一个由该永久物的操控者操控的灵气所结附(参见规则303.4),则该永久物有饰装。"}, {"chapter": "7", "id": "700.10.", "content": "700.10. Some cards refer to a permanent “that was activated this turn.” This means that the permanent was the source of an ability that was activated this turn, regardless of whether that permanent still has that activated ability or the player who activated it is still in the game.\n一些牌提及“本回合中已起动”的永久物。其意指,该永久物是某个本回合中已起动的异能之来源,无论该永久物是否仍拥有此已起动的异能,或是起动此异能的牌手是否仍在游戏中。"}, {"chapter": "7", "id": "700.11.", "content": "700.11. Some cards refer to whether a player has “descended this turn.” This means that a permanent card has been put into that player’s graveyard from anywhere this turn. “The number of times [a player] descended this turn” means “the number of permanent cards put into [that player’s] graveyard from anywhere this turn.” In both cases, no permanent cards put into the player’s graveyard that turn are required to still be in that graveyard.\n一些牌提及牌手是否“本回合中有落坟”。其意指,本回合中有永久物牌从任何区域进入该牌手的坟墓场。“[牌手]本回合落坟的次数”意指“本回合中从任何区域进入[该牌手]的坟墓场的永久物牌的数量”。在这两种情况下,该回合中进入牌手坟墓场的牌都不需要仍然留在坟墓场中。"}, {"chapter": "7", "id": "700.12.", "content": "700.12. The term outlaw refers to an object that has the Assassin, Mercenary, Pirate, Rogue, and/or Warlock creature types.\n狂徒一词表示一个具有杀手、佣兵、海盗、浪客和/或邪术师生物类别的物件。"}, {"chapter": "7", "id": "700.12a", "content": "700.12a Some cards refer to outlaws that a player controls. Only outlaw permanents are considered for these effects unless otherwise specified.\n一些牌提及牌手操控的狂徒。除非另有指定,否则这些效应只考虑狂徒永久物。"}, {"chapter": "7", "id": "700.13.", "content": "700.13. Some cards refer to committing a crime. A player commits a crime as that player casts a spell, activates an ability, or puts a triggered ability on the stack and that spell or ability targets at least one opponent; at least one permanent, spell, or ability an opponent controls; and/or at least one card in an opponent’s graveyard.\n一些牌提及犯下罪行。于一位牌手施放咒语、起动异能或将触发式异能放进堆叠,且该咒语或异能将至少一位对手,至少一个由对手操控的永久物、咒语或异能,和/或至少一张在对手坟墓场中的牌指定为目标时,该牌手犯下罪行。"}, {"chapter": "7", "id": "700.14.", "content": "700.14. Some abilities trigger “Whenever you expend N.” A player expends N if they pay a cost to cast a spell and the amount of mana that player spent this turn to cast spells prior to paying that cost was less than N and became at least N after paying that cost.\n一些异能于“每当你花销N”时触发。如果牌手支付费用施放咒语,且于本回合中,该牌手支付该费用之前用于施放咒语的法术力数量小于N,且支付该费用后成为至少N,则该牌手花销N。\nExample: A player casts Bark-Knuckle Boxer, which costs {1}{G} and reads “Whenever you expend 4, this creature gains indestructible until end of turn.” After it resolves, that player casts Divination, a spell that costs {2}{U}. Prior to paying the cost to cast Divination, that player has spent two mana to cast spells this turn. After paying the cost, they have spent five mana to cast spells this turn. Since they have now spent at least four mana to cast spells this turn, Bark-Knuckle Boxer’s ability triggers.\n例如:某牌手施放树结拳手[Bark-Knuckle Boxer],其费用为{1}{G}且具有“每当你花销4时,此生物获得不灭异能直到回合结束。”它结算后,该牌手施放卜卦,一个费用为{2}{U}的咒语。在支付卜卦的费用之前,该牌手本回合中已经将两点法术力用于施放咒语。在支付费用之后,其本回合中已经将五点法术力用于施放咒语。由于其本回合中已经将至少四点法术力用于施放咒语,因此树结拳手的异能触发。"}, {"chapter": "7", "id": "700.15.", "content": "700.15. The term enter[s] is short for “enter[s] the battlefield.”\n“进场”一词是“进入战场”的简写。"}, {"chapter": "7", "id": "701.", "content": "701. Keyword Actions\n关键字动作"}, {"chapter": "7", "id": "701.1.", "content": "701.1. Most actions described in a card’s rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These “keywords” are game terms; sometimes reminder text summarizes their meanings.\n在牌张规则叙述文字中所描述的大多数动作,使用的是相关动词单词的标准中文含义,但仍有部分用到的特殊动词含义可能不甚明了。这些“关键字”都是游戏术语;有时,规则提示文字内会有其含义的简略说明。"}, {"chapter": "7", "id": "701.2.", "content": "701.2. Activate\n起动"}, {"chapter": "7", "id": "701.2a", "content": "701.2a To activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. A player may activate an ability if they have priority. See rule 602, “Activating Activated Abilities.”\n起动一个起动式异能指,支付该异能的费用并将其放进堆叠,使得它最终得以结算并产生效应。在某物件没有其他特别说明的情况下,只有其操控者(若其没有操控者,则为其拥有者)才可以起动物件上的起动式异能。牌手在其拥有优先权的时候可以起动异能。参见规则602,“起动起动式异能”。"}, {"chapter": "7", "id": "701.3.", "content": "701.3. Attach\n贴附"}, {"chapter": "7", "id": "701.3a", "content": "701.3a To attach an Aura, Equipment, or Fortification to an object or player means to take it from where it currently is and put it onto that object or player. If something is attached to a permanent on the battlefield, it’s customary to place it so that it’s physically touching the permanent. An Aura, Equipment, or Fortification can’t be attached to an object or player it couldn’t enchant, equip, or fortify, respectively.\n将灵气、武具、工事贴附于某物件或或牌手上指,将其从当前所在的区域放到该物件或牌手之上。如果有东西正贴附于战场上的一个永久物,则在放置时习惯上将它与该永久物之间有切实接触。灵气、武具或工事不能贴附于其无法结附、佩带或构工的物件或牌手之上。"}, {"chapter": "7", "id": "701.3b", "content": "701.3b If an effect tries to attach an Aura, Equipment, or Fortification to an object or player it can’t be attached to, the Aura, Equipment, or Fortification doesn’t move. If an effect tries to attach an Aura, Equipment, or Fortification to the object or player it’s already attached to, the effect does nothing. If an effect tries to attach an object that isn’t an Aura, Equipment, or Fortification to another object or player, the effect does nothing and the first object doesn’t move.\n如果有效应试图将某灵气、武具或工事贴附于其不能贴附的物件或牌手之上,则该灵气、武具或工事不会移动。如果有效应试图将某灵气、武具或工事贴附于其已贴附的物件或牌手之上,则该效应没有效果。如果一个效应试图将一个不是灵气、武具或工事的物件贴附于另一个物件或牌手上,该效应没有任何效果且第一个物件没有移动。"}, {"chapter": "7", "id": "701.3c", "content": "701.3c Attaching an Aura, Equipment, or Fortification on the battlefield to a different object or player causes the Aura, Equipment, or Fortification to receive a new timestamp.\n将已在战场上的某灵气、武具或工事贴附于其他物件或牌手之上,会使得该灵气、武具或工事获得新的时间印记。"}, {"chapter": "7", "id": "701.3d", "content": "701.3d To “unattach” an Equipment from a creature means to move it away from that creature so the Equipment is on the battlefield but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to an object or player ceases to be attached to it, that counts as “becoming unattached [from that object or player]”; this includes if that Aura, Equipment, or Fortification leaves the battlefield, the object leaves the zone it was in, or that player leaves the game.\n将武具从生物上“卸装”意指,将其从生物上移开,使得此武具仍在战场,但并未装备在任何生物上。放置时不应再将它与其他生物接触。如果曾贴附于某物的灵气、武具或工事不再贴附于该物件或牌手之上,便视作“[从该物件或牌手上]不再贴附/卸装”;此灵气、武具或工事离开战场、该物件离开之前所在的区域、或该牌手离开游戏的状况,也包括在此描述之内。"}, {"chapter": "7", "id": "701.4.", "content": "701.4. Behold\n请援"}, {"chapter": "7", "id": "701.4a", "content": "701.4a “Behold a [quality]” means “Reveal a [quality] card from your hand or choose a [quality] permanent you control on the battlefield.”\n“请援[特性]”意指“从你手上展示一张[特性]牌,或选择一个战场上由你操控的[特性]永久物”。"}, {"chapter": "7", "id": "701.4b", "content": "701.4b The phrase “if a [quality] was beheld” refers to whether or not the object had that quality at the time the player took that action, regardless of whether or not the revealed card or chosen permanent still has that quality as the spell or ability including that phrase resolves.\n“如果已请援[特性]”此描述仅关注该物件于牌手执行该动作时是否具有该特性,无论所展示的牌或所选择的永久物于包含该描述的咒语或异能结算时是否仍具有该特性。"}, {"chapter": "7", "id": "701.5.", "content": "701.5. Cast\n施放"}, {"chapter": "7", "id": "701.5a", "content": "701.5a To cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”\n施放咒语指,将该咒语从其所在区域(通常为手上)放入堆叠,并支付费用,使得它最终得以结算并产生效应。牌手在其拥有优先权的时候可以施放咒语。参见规则601,“施放咒语”。"}, {"chapter": "7", "id": "701.5b", "content": "701.5b To cast a card is to cast it as a spell.\n施放某牌指将其作为咒语来施放。"}, {"chapter": "7", "id": "701.6.", "content": "701.6. Counter\n反击"}, {"chapter": "7", "id": "701.6a", "content": "701.6a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard.\n反击一个咒语或异能指,取消它并将其移出堆叠。它不会结算,并且其效应完全不会发生。将被反击的咒语置于其拥有者的坟墓场。"}, {"chapter": "7", "id": "701.6b", "content": "701.6b The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid.\n咒语或异能被反击后,已支付的费用均不会“退费”给施放该咒语或起动该异能的牌手。"}, {"chapter": "7", "id": "701.7.", "content": "701.7. Create\n派出"}, {"chapter": "7", "id": "701.7a", "content": "701.7a To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.\n派出一个或数个具有特定特征的衍生物指,将该数量的、具有该特征的衍生物放进战场。"}, {"chapter": "7", "id": "701.7b", "content": "701.7b If a replacement effect applies to a token being created, that effect applies before considering any continuous effects that will modify the characteristics of that token. If a replacement effect applies to a token entering the battlefield, that effect applies after considering any continuous effects that will modify the characteristics of that token.\n如果一个替代性效应将要对如何派出衍生物生效,则该效应在适用任何影响该衍生物特征的持续性效应之前生效。如果一个替代性效应将要对衍生物如何进入战场生效,则该效应在适用任何影响该衍生物特征的持续性效应之后生效。"}, {"chapter": "7", "id": "701.7c", "content": "701.7c Previously, an effect that created tokens instructed a player to “put [those tokens] onto the battlefield.” Cards that were printed with that text have received errata in the Oracle card reference so they now “create” those tokens.\n多年以来,派出衍生物的效应指示牌手“将[衍生物]放进战场”。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“派出”这些衍生物。"}, {"chapter": "7", "id": "701.8.", "content": "701.8. Destroy\n消灭"}, {"chapter": "7", "id": "701.8a", "content": "701.8a To destroy a permanent, move it from the battlefield to its owner’s graveyard.\n消灭一个永久物指,将其从战场移至其拥有者的坟墓场。"}, {"chapter": "7", "id": "701.8b", "content": "701.8b The only ways a permanent can be destroyed are as a result of an effect that uses the word “destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner’s graveyard for any other reason, it hasn’t been “destroyed.”\n永久物只可能是由于以下数种效应的结果而被消灭:受到了注记着“消灭”的效应;因检查状态动作中的致命伤害(参见规则704.5g);或是受到了具死触异能的来源造成伤害(参见704.5h)。若某永久物是因其他原因而被置入其拥有者的坟墓场,它并不是被“消灭”的。"}, {"chapter": "7", "id": "701.8c", "content": "701.8c A regeneration effect replaces a destruction event. See rule 701.19, “Regenerate.”\n一个重生效应可替代一次消灭事件。参见规则701.19,“重生”。"}, {"chapter": "7", "id": "701.9.", "content": "701.9. Discard\n弃牌"}, {"chapter": "7", "id": "701.9a", "content": "701.9a To discard a card, move it from its owner’s hand to that player’s graveyard.\n弃掉一张牌指,将它从其拥有者的手上移到该牌手的坟墓场中。"}, {"chapter": "7", "id": "701.9b", "content": "701.9b By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.\n在默认情况下,使某位牌手弃掉一张牌的效应允许由受影响的牌手来选择弃掉哪一张牌。然而有些效应会要求牌手随机弃牌,或允许其他牌手来选弃掉哪张牌。"}, {"chapter": "7", "id": "701.9c", "content": "701.9c If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard without being revealed, all values of that card’s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 732, “Handling Illegal Actions”).\n若一张牌被弃掉,但某效应使其改为以未被展示的方式放置于一个隐藏区域而非其拥有者的坟墓场中,该牌的任何特征值皆视为是未定义的。若以此法弃掉牌来支付某费用,且该费用指定了所弃之牌的某种特征,该费用的支付非法;游戏将倒回至该费用被支付之前的时刻(参见规则732,“处理非法动作”)。"}, {"chapter": "7", "id": "701.10.", "content": "701.10. Double\n加倍"}, {"chapter": "7", "id": "701.10a", "content": "701.10a Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c.\n加倍生物的力量和/或防御力会创造一个持续性效应。该效应影响该生物的力量或防御力,但并非将这些特征设定为特定值。参见规则613.4c。"}, {"chapter": "7", "id": "701.10b", "content": "701.10b To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness.\n加倍生物的力量指,其得+X/+0,X为将该生物力量加倍的咒语或异能结算时,该生物的力量。类似地,加倍生物的防御力之效应使其得+0/+X,X为该生物的防御力。加倍生物的力量和防御力使其得+X/+Y,X为其力量且Y为其防御力。"}, {"chapter": "7", "id": "701.10c", "content": "701.10c If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.\n如果生物的力量于被加倍时小于0,加倍该生物的力量改为意指该生物得-X/-0,X为该生物的力量与0之差值。类似地,如果其防御力于被加倍时小于0,其得-0/-X。如果两者都被加倍,且其中一个特征为负但另一个不为负时,视情况其得-X/+Y或+X/-Y。"}, {"chapter": "7", "id": "701.10d", "content": "701.10d To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value.\n加倍牌手的总生命指,该牌手获得或失去若干生命,使得其新的总生命等同于其当前值的两倍。"}, {"chapter": "7", "id": "701.10e", "content": "701.10e To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.\n加倍牌手或永久物上某种指示物的数量指,给予该牌手或永久物若干该种指示物,其数量等同于其已有该种指示物之数量。"}, {"chapter": "7", "id": "701.10f", "content": "701.10f To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have.\n加倍牌手法术力池中某种类别的法术力的数量指,该牌手加若干该类别的法术力,其数量等同于其已有该类别法术力之数量。"}, {"chapter": "7", "id": "701.10g", "content": "701.10g To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect.\n加倍某个来源将造成的伤害指,该来源改为造成两倍的伤害。此为替代性效应。"}, {"chapter": "7", "id": "701.11.", "content": "701.11. Triple\n加两倍"}, {"chapter": "7", "id": "701.11a", "content": "701.11a Tripling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c.\n加两倍生物的力量和/或防御力会创造一个持续性效应。该效应影响该生物的力量或防御力,但并非将这些特征设定为特定值。参见规则613.4c。"}, {"chapter": "7", "id": "701.11b", "content": "701.11b To triple a creature’s power, that creature gets +X/+0, where X is twice that creature’s power as the spell or ability that triples its power resolves. Similarly, an effect that triples a creature’s toughness gives it +0/+X, where X is twice that creature’s toughness. Tripling a creature’s power and toughness gives it +X/+Y, where X is twice its power and Y is twice its toughness.\n加两倍生物的力量指,其得+X/+0,X为将该生物力量加两倍的咒语或异能结算时,该生物的力量的两倍。类似地,加两倍生物的防御力之效应使其得+0/+X,X为该生物防御力的两倍。加两倍生物的力量和防御力使其得+X/+Y,X为其力量的两倍且Y为其防御力的两倍。"}, {"chapter": "7", "id": "701.11c", "content": "701.11c If a creature’s power is less than 0 when it’s tripled, tripling that creature’s power instead means that the creature gets -X/-0, where X is twice the difference between 0 and its power. Similarly, if its toughness is less than 0 when tripled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are tripled, it gets -X/+Y or +X/-Y, as appropriate.\n如果生物的力量于被加两倍时小于0,加两倍该生物的力量改为意指该生物得-X/-0,X为该生物的力量与0之差值的两倍。类似地,如果其防御力于被加两倍时小于0,其得-0/-X。如果两者都被加两倍,且其中一个特征为负但另一个不为负时,视情况其得-X/+Y或+X/-Y。"}, {"chapter": "7", "id": "701.12.", "content": "701.12. Exchange\n交换"}, {"chapter": "7", "id": "701.12a", "content": "701.12a A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can’t be completed, no part of the exchange occurs.\n作为咒语或异能结算的一部分,可能会指示双方交换某物(例如,总生命或两个永久物的操控权)。当此类咒语或异能结算时,若无法完成整个交换,则此交换的任何部分均不会发生。\nExample: If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature.\n例如:若某咒语试图交换两个目标生物的操控权,但在咒语结算前,其中一个被消灭了,则此咒语不会对另一个生物产生效果。"}, {"chapter": "7", "id": "701.12b", "content": "701.12b When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing.\n当两个永久物的操控权被交换时,若这些永久物由不同的牌手操控,则每位牌手同时获得由另一位牌手所操控之该永久物的操控权。另一方面,若这些永久物都由同一位牌手操控,则此交换效应没有效果。"}, {"chapter": "7", "id": "701.12c", "content": "701.12c When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player’s previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 119.7–8).\n当总生命被交换时,每位牌手获得或失去必要数量的生命,以使得自己的总生命与另一位牌手之前的总生命相同。替代性效应可能改变因此得到或失去的数量,触发式异能也可能因生命的得失而触发。不能获得生命的牌手不能以此法得到较高的总生命,不能失去生命的牌手不能以此法得到较低的总生命(参见规则119.7-8)。"}, {"chapter": "7", "id": "701.12d", "content": "701.12d Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a player’s hand). These spells and abilities work the same as other “exchange” spells and abilities, except they can exchange the cards only if all the cards are owned by the same player, and they can exchange the cards even if one zone is empty.\n某些咒语或异能可能会指示牌手将处于两个不同区域的牌交换(例如,被放逐的牌和牌手手上的牌)。这些咒语及异能的运作方式与其他“交换”咒语或异能相同,不同之处在于,交换只有在所交换的牌都由同一位牌手所拥有的情况下才能进行,且即使其中一个区域为空,牌手也能交换这些牌。"}, {"chapter": "7", "id": "701.12e", "content": "701.12e If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object.\n如果在交换处于两个不同区域的牌时,其中之一正贴附于某物件之上,则交换时,原本贴附于物件之上的牌不再贴附于该物件,改为由另一张牌贴附于该物件。"}, {"chapter": "7", "id": "701.12f", "content": "701.12f If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged.\n如果某咒语或异能指示牌手将两个区域交换,则即使其中一个区域空着,也依然会交换这两个区域中的牌。"}, {"chapter": "7", "id": "701.12g", "content": "701.12g A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 119.7–8). If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule 613.4b). This rule does not apply to spells and abilities that switch a creature’s power and toughness.\n咒语或异能可能会指示牌手交换两个数值。在此类交换中,每个数值成为另一个数值交换之前的值。若其中之一为总生命,受影响的牌手获得或失去必要数量的生命,以使其生命等同于另一个数值。替代性效应可能改变因此得到或失去的数量,触发式异能也可能因生命的得失而触发。不能获得生命的牌手不能以此法得到较高的总生命,不能失去生命的牌手不能以此法得到较低的总生命(参见规则119.7-8)。如果这些数值之一是力量或防御力,一个持续性效应被创造,以设置该力量或防御力成为另一个值(参见规则613.4b)。此规则不适用于交换某生物的力量和防御力之咒语或异能。"}, {"chapter": "7", "id": "701.12h", "content": "701.12h One card (Exchange of Words) instructs a player to exchange the text boxes of two creatures. This creates a text-changing effect (see rule 612, “Text-Changing Effects”). In such an exchange, the rules text of each permanent becomes the previous rules text of the other.\n一张牌(Exchange of Words)指示牌手交换两个生物的文字栏。这会创造一个改变叙述的效应(参见规则612,“改变叙述的效应”)。在这此交换中,每个永久物的规则叙述成为另一个永久物之前的规则叙述。"}, {"chapter": "7", "id": "701.13.", "content": "701.13. Exile\n放逐"}, {"chapter": "7", "id": "701.13a", "content": "701.13a To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”\n放逐一个物件指,将它从原本所在区域移到放逐区中。参见规则406,“放逐”。"}, {"chapter": "7", "id": "701.14.", "content": "701.14. Fight\n互斗"}, {"chapter": "7", "id": "701.14a", "content": "701.14a A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.\n一个咒语或异能可能会要求一个生物与另一个生物互斗。这两个生物互相向对方造成等同于自身力量的伤害。"}, {"chapter": "7", "id": "701.14b", "content": "701.14b If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage.\n如果一个被要求互斗的生物已不在战场上或不再是生物(或两者皆如此),没有生物互斗,也没有伤害造成。如果一个生物在一个要求它互斗的咒语或异能结算时不是合法目标(或两者皆如此),没有生物互斗,也没有伤害造成。"}, {"chapter": "7", "id": "701.14c", "content": "701.14c If a creature fights itself, it deals damage to itself equal to twice its power.\n如果某生物与本身互斗,则它会对本身造成其力量值两倍的伤害。"}, {"chapter": "7", "id": "701.14d", "content": "701.14d The damage dealt when a creature fights isn’t combat damage.\n生物互斗所造成的伤害并非战斗伤害。"}, {"chapter": "7", "id": "701.15.", "content": "701.15. Goad\n煽惑"}, {"chapter": "7", "id": "701.15a", "content": "701.15a Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature is goaded.\n某些咒语和异能可以煽惑生物。直到此类咒语或异能之操控者的下一个回合,该生物被煽惑。"}, {"chapter": "7", "id": "701.15b", "content": "701.15b Goaded is a designation a permanent can have. A goaded creature attacks each combat if able and attacks a player other than the controller of the permanent, spell, or ability that caused it to be goaded if able. Goaded is neither an ability nor part of the permanent’s copiable values.\n“被煽惑”是永久物能够具有的称号。被煽惑的生物每次战斗若能攻击,则必须攻击,且若能攻击使其被煽惑之永久物、咒语或异能的操控者以外的牌手,则必须如此作。被煽惑既不是异能,也不是该永久物可复制特征值的一部分。"}, {"chapter": "7", "id": "701.15c", "content": "701.15c A creature can be goaded by multiple players. Doing so creates additional combat requirements.\n一个生物可以被多位牌手煽惑。这会创造额外的战斗需求。"}, {"chapter": "7", "id": "701.15d", "content": "701.15d Once a player has goaded a creature, the same player goading it again has no effect. Doing so doesn’t create additional combat requirements.\n一旦牌手煽惑了某个生物,同一位牌手再次煽惑它没有效果。这不会创造额外的战斗需求。"}, {"chapter": "7", "id": "701.16.", "content": "701.16. Investigate\n探查"}, {"chapter": "7", "id": "701.16a", "content": "701.16a “Investigate” means “Create a Clue token.” See rule 111.10f.\n“探查”意指“派出一个线索衍生物。”参见规则111.10f。"}, {"chapter": "7", "id": "701.17.", "content": "701.17. Mill\n磨"}, {"chapter": "7", "id": "701.17a", "content": "701.17a For a player to mill a number of cards, that player puts that many cards from the top of their library into their graveyard.\n牌手磨数张牌指,该牌手将该数量的牌从牌库顶置于其坟墓场。"}, {"chapter": "7", "id": "701.17b", "content": "701.17b A player can’t mill a number of cards greater than the number of cards in their library. If given the choice to do so, they can’t choose to take that action. If instructed to do so, they mill as many as possible. Similarly, the player can’t pay a cost that includes milling a number of cards greater than the number of cards in their library.\n牌手不能磨大于其牌库中牌之数量的牌。如果该牌手获得如此作的选项,其不能选择执行该动作。如果该牌手被指示如此作,该牌手磨尽可能多的牌。相似地,该牌手不能支付包含磨大于其牌库中牌之数量的牌的费用。"}, {"chapter": "7", "id": "701.17c", "content": "701.17c An effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone is a public zone.\n提及所磨的牌的效应可以在其从牌库移动到的区域找到该牌,只要该区域是公开区域。"}, {"chapter": "7", "id": "701.17d", "content": "701.17d If an ability checks information about a single milled card but more than one card was milled, that ability refers to each of the milled cards. If that ability asks for any information about the milled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each milled card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected.\n如果一个异能检查一张所磨的牌的信息,但多于一张牌被磨掉,该异能提及所磨的每张牌。如果该异能询问所磨的牌的任何信息,诸如特征或法术力值,它将得到复数个答案。如果这些答案用于确定一个可变数值的值,使用这些答案之加总。如果该异能对“该”牌执行任何动作,它将对每张所磨的牌执行该动作。如果该异能对“一张”牌执行任何动作,该异能的操控者选择哪张牌会受其影响。"}, {"chapter": "7", "id": "701.18.", "content": "701.18. Play\n使用"}, {"chapter": "7", "id": "701.18a", "content": "701.18a To play a land means to put it onto the battlefield from the zone it’s in (usually the hand). A player may play a land if they have priority, it’s the main phase of their turn, the stack is empty, and they haven’t played a land this turn. Playing a land is a special action (see rule 116), so it doesn’t use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn’t the same as playing a land. See rule 305, “Lands.”\n使用地牌指,将其从原本所在区域(通常为手上)放进战场。在同时符合下列所有情况的时候,牌手可以使用地牌:具有优先权、在其回合的行动阶段、堆叠为空、且本回合尚未使用过地牌。使用地牌是一个特殊动作(参见规则116),因此并不使用堆叠;此动作直接发生。因咒语或异能的效果而将地牌放进战场并不是使用地牌。参见规则305,“地”。"}, {"chapter": "7", "id": "701.18b", "content": "701.18b To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.\n使用某张牌指将该牌作为地来使用或作为咒语来施放,依状况而定。"}, {"chapter": "7", "id": "701.18c", "content": "701.18c Some effects instruct a player to “play” with a certain aspect of the game changed, such as “Play with the top card of your library revealed.” “Play” in this sense means to play the Magic game.\n有些效应会指示牌手在游戏的某些条件有所改变的情况下“进行游戏”,例如“以展示牌库顶牌的方式进行游戏”。在此语境中的“进行游戏”意指进行万智牌的游戏。(译注:“进行游戏”英文原文亦为“Play”,故在此说明,中文翻译的用词上有显著不同。)"}, {"chapter": "7", "id": "701.18d", "content": "701.18d Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.\n多年以来,施放咒语或作为咒语施放一张牌这个动作,在牌上被称为“使用”该咒语或该牌。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“施放”该咒语或该牌。"}, {"chapter": "7", "id": "701.18e", "content": "701.18e Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.\n多年以来,起动一个起动式异能的动作,在牌上被称为“使用”该异能。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“起动”该异能。"}, {"chapter": "7", "id": "701.19.", "content": "701.19. Regenerate\n重生"}, {"chapter": "7", "id": "701.19a", "content": "701.19a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”\n如果正在结算的咒语或异能之效应重生永久物,则它会创造出一个替代性效应,以在下一次该永久物将要被消灭时保护之。此时,“重生[永久物]”意指,“本回合中,当[永久物]下一次将要被消灭时,改为移除其上标记的所有伤害,然后其操控者将它横置。如果它为进行攻击或阻挡的生物,则将其移出战斗。”"}, {"chapter": "7", "id": "701.19b", "content": "701.19b If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, “Regenerate [permanent]” means “Instead remove all damage marked on [permanent] and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”\n如果静止式异能之效应重生永久物,则每次该永久物要被消灭时,该效应均会以其他效应来替代之。此时,“重生[永久物]”意指,“改为移除标记在[永久物]上的所有伤害,然后其操控者将它横置。如果它为进行攻击或阻挡的生物,则将其移出战斗。”"}, {"chapter": "7", "id": "701.19c", "content": "701.19c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied.\n起动能创造重生护盾的异能,或施放创造重生护盾的咒语,均与重生某永久物并不相同。叙述为某永久物不能重生的效应不会阻止此类异能的起动或咒语的施放;相反地,该类效应只是使得重生护盾没有效果。"}, {"chapter": "7", "id": "701.20.", "content": "701.20. Reveal\n展示"}, {"chapter": "7", "id": "701.20a", "content": "701.20a To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, or if a card is revealed because an ability is activated from a hidden zone (see rule 602.2a), the card remains revealed from the time the spell or ability is announced until the time it leaves the stack. If revealing a card causes a triggered ability to trigger, the card remains revealed until that triggered ability leaves the stack. If that ability isn’t put onto the stack the next time a player would receive priority, the card ceases to be revealed.\n展示一张牌指,将该牌给所有牌手各看上一段适当的时间。如果有效应要展示某张牌,则只要在完成此效应中与之相关的部分之过程中,尚有展示该牌的需要,便需一直展示之。如果施放咒语或起动异能的费用中包含展示牌,或因从隐藏区域中起动异能而展示牌(参见规则602.2a),则从宣告该咒语或异能起,直至其离开堆叠为止,都需要一直展示该牌。如果展示一张牌导致一个触发式异能触发,则直至该触发式异能离开堆叠为止,都需要一直展示该牌。如果该异能在下一次牌手将获得优先权时没有进入堆叠,则该牌不再被展示。"}, {"chapter": "7", "id": "701.20b", "content": "701.20b Revealing a card doesn’t cause it to leave the zone it’s in.\n展示一张牌并不会使得它因此离开当前所在区域。"}, {"chapter": "7", "id": "701.20c", "content": "701.20c A card that is currently revealed may be revealed again.\n当前已展示的牌可以再次被展示。\nExample: Telepathy is an enchantment card that reads “Your opponents play with their hands revealed.” Silvergill Adept is a creature card that reads, in part, “As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}.” A player may reveal a Merfolk card from their hand to pay the additional cost of Silvergill Adept even if that card is already revealed due to Telepathy’s effect.\n例如:心灵感应是叙述为“对手以展示手牌的方式进行游戏”的结界牌。银鳃专家是部分叙述为“从你手上展示一张人鱼牌或支付{3},以作为施放此咒语的额外费用”的生物牌。即使一张人鱼牌已经因为心灵感应的效应而被展示,牌手仍然可以从手上展示该牌以作为施放银鳃专家的额外费用。"}, {"chapter": "7", "id": "701.20d", "content": "701.20d If cards in a player’s library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects.\n如果牌手牌库中的牌被洗牌或因其他原因被重新排序,任何被重新排序的、且被展示的牌停止被展示,且成为新物件。"}, {"chapter": "7", "id": "701.20e", "content": "701.20e Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player.\n一些效应指示牌手检视一张或数张牌。检视一张牌与展示一张牌之规则大致相同,区别在于被检视的牌只会给指定的牌手看。"}, {"chapter": "7", "id": "701.21.", "content": "701.21. Sacrifice\n牺牲"}, {"chapter": "7", "id": "701.21a", "content": "701.21a To sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent they don’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action.\n牺牲一个永久物指,其操控者将它从战场直接移到其拥有者的坟墓场。牌手不能牺牲不是永久物的东西,也不能牺牲不由其操控的永久物。牺牲一个永久物并非将其消灭,所以重生或其他替代消灭的替代性效应不能影响此动作。"}, {"chapter": "7", "id": "701.22.", "content": "701.22. Scry\n占卜"}, {"chapter": "7", "id": "701.22a", "content": "701.22a To “scry N” means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order.\n“占卜N”意指,检视你牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置于你的牌库底,其余则以任意顺序置于你的牌库顶。"}, {"chapter": "7", "id": "701.22b", "content": "701.22b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.\n如果牌手被指示占卜0,占卜事件不会发生。因牌手占卜而触发的异能不会触发。"}, {"chapter": "7", "id": "701.22c", "content": "701.22c If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.\n如果多位牌手同时占卜,这些牌手中的每一位同时检视各自牌库顶的牌。这些牌手按主动牌手先决定(APNAP)顺序(参见规则101.4)决定这些牌放置的位置,然后这些牌同时移动到该位置。"}, {"chapter": "7", "id": "701.22d", "content": "701.22d An ability that triggers whenever a player scries triggers after the process described in rule 701.22a is complete, even if some or all of those actions were impossible.\n每当牌手占卜时触发的异能会在完成规则701.22a所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.23.", "content": "701.23. Search\n搜寻"}, {"chapter": "7", "id": "701.23a", "content": "701.23a To search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and find a card that matches the given description.\n在一个区域中搜寻一张牌指,检视在该区域中(即便是隐藏区域)的所有牌,并找到一张符合所赋予描述的牌。"}, {"chapter": "7", "id": "701.23b", "content": "701.23b If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn’t required to find some or all of those cards even if they’re present in that zone.\n如果牌手需要在隐藏区域中搜寻符合某个标准的牌,例如特定的牌张类别或颜色,则即使该类牌在该区域中确实存在,该牌手也不一定要找出来。\nExample: Splinter says “Exile target artifact. Search its controller’s graveyard, hand, and library for all cards with the same name as that artifact and exile them. Then that player shuffles their library.” A player casts Splinter targeting Howling Mine (an artifact). Howling Mine’s controller has another Howling Mine in her graveyard and two more in her library. Splinter’s controller must find the Howling Mine in the graveyard, but may choose to find zero, one, or two of the Howling Mines in the library.\n例如:碎裂的叙述为“将目标神器放逐。自其操控者的坟墓场、手牌,以及牌库中搜寻与该神器同名的牌,并将这些牌放逐。然后该牌手将其牌库洗牌。”一位牌手以嚎叫的矿井(一个神器)为目标,施放了碎裂。嚎叫的矿井的操控者在其坟墓场中还有另一张同名牌,且在其牌库中还有两张。碎裂的操控者必须找到在坟墓场中的那张嚎叫的矿井,但可以选择在牌库中找到其中的零张、一张,或是两张。"}, {"chapter": "7", "id": "701.23c", "content": "701.23c If a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still search that zone but can’t find any cards.\n如果一位牌手被指示搜寻隐藏区域,但搜寻的标准没有定义,该牌手仍然可以搜寻该区域但无法找到任何牌。\nExample: Lobotomy says “Target player reveals their hand, then you choose a card other than a basic land card from it. Search that player’s graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles their library.” If the target player has no cards in their hand when Lobotomy resolves, the player who cast Lobotomy searches the specified zones but doesn’t exile any cards.\n例如:脑叶切除叙述为“目标牌手展示其手牌。你从中选择一张非基本地的牌,从该牌手的坟墓场、手牌以及牌库中搜寻任意数量与该牌名称相同的牌,并将它们放逐。然后该牌手将其牌库洗牌。”如果于脑叶切除结算时,该目标牌手的手牌中没有牌,施放脑叶切除的牌手仍然可以搜寻指定的区域,但无法放逐任何牌。"}, {"chapter": "7", "id": "701.23d", "content": "701.23d If a player is searching a hidden zone simply for a quantity of cards, such as “a card” or “three cards,” that player must find that many cards (or as many as possible, if the zone doesn’t contain enough cards).\n如果牌手在隐藏区域中搜寻的是一定数量的牌,例如“一张牌”或“三张牌”,则该牌手必须找出相应数量的牌(如果该区域内没有足够的牌,则需尽量接近该数量)。"}, {"chapter": "7", "id": "701.23e", "content": "701.23e If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed.\n如果含有指示牌手搜寻的效应中,没有指示牌手展示所找到的牌,则不需要展示这些牌。"}, {"chapter": "7", "id": "701.23f", "content": "701.23f If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger.\n如果牌手搜寻一个区域被替代为搜寻该区域的一部分,任何对该牌手搜寻该区域的要求依然生效。任何因牌库被搜寻而触发的异能仍然会触发。\nExample: Aven Mindcensor says, in part, “If an opponent would search a library, that player searches the top four cards of that library instead.” Veteran Explorer says “When this creature dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then shuffle.” An opponent who searched the top four cards of their library because of Veteran Explorer’s ability would shuffle the entire library.\n例如:艾文核灵师的部分叙述为“如果任一对手将搜寻某牌库,则改为他搜寻该牌库顶的四张牌。”资深探险家的叙述为“当此生物死去时,每位牌手各可以从其牌库中搜寻至多两张基本地牌,将它们放进战场,然后洗牌。”因资深探险家的异能而搜寻了牌库顶四张牌的对手也将洗整个牌库。"}, {"chapter": "7", "id": "701.23g", "content": "701.23g If an effect offers a player a choice to search a zone and take additional actions with the cards found, that player may choose to search even if the additional actions are illegal or impossible.\n如果效应使牌手选择搜寻某区域并对找到的牌作额外动作,即使该额外动作非法或不可能作到,该牌手依然可以选择搜寻。"}, {"chapter": "7", "id": "701.23h", "content": "701.23h An effect may instruct a player to search a library for one or more cards more than once before instructing a player to shuffle that library. This is the same as a single instruction for that player to search that library for all those cards. The player searches that library only once.\n某些效应可能会指示牌手从牌库中搜寻一张或数张牌多于一次,再指示牌手洗该牌库。这与令该牌手一次性从该牌库中搜寻所有这些牌的单一指示并无区别。该牌手只会搜寻该牌库一次。"}, {"chapter": "7", "id": "701.23i", "content": "701.23i If multiple players search at once, each of those players looks at the appropriate cards at the same time, then those players decide in APNAP order (see rule 101.4) which card to find.\n如果多位牌手同时搜寻,这些牌手同时检视其搜寻的适用范围,然后这些牌手以“主动牌手先决定”的顺序(参见规则101.4)决定要找到哪张牌。"}, {"chapter": "7", "id": "701.23j", "content": "701.23j If an effect instructs a player to search outside the game for a card, that player may choose an appropriate card they own from outside the game.\n如果一个效应指示牌手从游戏外搜寻一张卡牌,该牌手可以从游戏外选择一张由其拥有的适当卡牌。"}, {"chapter": "7", "id": "701.24.", "content": "701.24. Shuffle\n洗牌"}, {"chapter": "7", "id": "701.24a", "content": "701.24a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.\n将牌库或一堆面朝下的牌洗牌指,将这些牌随机化,并使得没有牌手知晓其顺序。"}, {"chapter": "7", "id": "701.24b", "content": "701.24b Some effects cause a player to search a library for a card or cards, shuffle that library, then put some or all of the found cards into a different zone or in a certain position in that library. In such cases, the found cards aren’t included in the shuffle, even though they remain in the library at that time. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger. See also rule 401, “Library.”\n一些效应使牌手从牌库中搜寻一张或数张牌,将该牌库洗牌,并将搜寻到的一些或全部牌置入其他区域,或置于该牌库中的特定位置。这种情况下,即使这些搜寻到的牌此时仍在牌库中,它们并不会参与洗牌。该牌库中除了这些牌以外的所有牌都会被洗牌。因该牌库洗牌而触发的异能仍然会触发。参见规则401,“牌库”。"}, {"chapter": "7", "id": "701.24c", "content": "701.24c If an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone they’re expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone.\n如果某效应将使得牌手将一个或数个特定的物件洗入牌库,而这些物件并不在它们所应在的区域,或者某效应使得所有这些物件都移至其他区域或留在当前区域,该牌库仍然会洗牌。\nExample: Guile says, in part, “When Guile is put into a graveyard from anywhere, shuffle it into its owner’s library.” It’s put into a graveyard and its ability triggers, then a player exiles it from that graveyard in response. When the ability resolves, the library is shuffled.\n例如:智谋的部分叙述为“当智谋从任何地方置入坟墓场时,将它洗入其拥有者的牌库。”它置入坟墓场时其异能触发,然后某牌手响应将其从该坟墓场放逐。当该异能结算时,该牌库被洗牌。\nExample: Black Sun’s Zenith says, in part, “Shuffle Black Sun’s Zenith into its owner’s library.” Black Sun’s Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Sun’s Zenith will be exiled, and its owner’s library will be shuffled.\n例如:黑阳当空的部分叙述为“将黑阳当空洗入其拥有者的牌库。”黑阳当空在坟墓场中,并获得了返照异能(可能因为偿付),然后从该坟墓场施放。黑阳当空将被放逐,并且其拥有者的牌库被洗牌。"}, {"chapter": "7", "id": "701.24d", "content": "701.24d If an effect would cause a player to shuffle a set of objects into a library, that library is shuffled even if there are no objects in that set.\n如果某效应将使得牌手将一组物件洗入牌库,即使该组中没有物件,该牌库仍然会洗牌。\nExample: Loaming Shaman says “When this creature enters, target player shuffles any number of target cards from their graveyard into their library.” It enters the battlefield, its ability triggers, and no cards are targeted. When the ability resolves, the targeted player will still have to shuffle their library.\n例如:填土祭师的叙述为“当此生物进场时,目标牌手将任意数量的目标牌从其坟墓场洗入其牌库。”它进战场时异能触发,但没有指定任何牌为目标。当该异能结算时,指定为目标的牌手仍然需要将其牌库洗牌。"}, {"chapter": "7", "id": "701.24e", "content": "701.24e If an effect causes a player to shuffle a library containing zero or one cards, abilities that trigger when a library is shuffled will still trigger.\n如果某效应使得牌手洗一个包含零或一张牌的牌库,因该牌库洗牌而触发的异能仍然会触发。"}, {"chapter": "7", "id": "701.24f", "content": "701.24f If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times.\n如果两个或更多效应使得某牌库同时洗牌数次,因该牌库洗牌而触发的异能将触发等量的次数。"}, {"chapter": "7", "id": "701.24g", "content": "701.24g If an effect would cause a player to shuffle a library at the same time that an object would be put into a certain position in that library, the result is a shuffled library that’s randomized except that the object is in the specified position.\n如果某效应将使得牌手洗牌库的同时某物件将被置于该牌库的指定位置,其结果是一个被洗牌的牌库,除了该物件在指定位置之外,其余部分被随机化。\nExample: Darksteel Colossus and Gravebane Zombie are put into a player’s graveyard from the battlefield at the same time. Darksteel Colossus says in part “If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner’s library instead.” Gravebane Zombie says “If this creature would die, put it on top of its owner’s library instead.” The player shuffles Darksteel Colossus into their library and puts Gravebane Zombie on top of that library.\n例如:玄铁巨像和破坟灵俑被同时从战场置于一位牌手的坟墓场。玄铁巨像的一部分叙述为“若玄铁巨像将从任何区域置入坟墓场,则改为展示玄铁巨像,并将它洗入其拥有者的牌库。”破坟灵俑叙述为“若此生物将死去,则改为将它置于其拥有者的牌库顶。”该牌手将玄铁巨像洗入其牌库,并将破坟灵俑置于该牌库的牌库顶。"}, {"chapter": "7", "id": "701.25.", "content": "701.25. Surveil\n刺探"}, {"chapter": "7", "id": "701.25a", "content": "701.25a To “surveil N” means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.\n“刺探N”意指,检视你牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置入你的坟墓场,其余则以任意顺序置于你牌库顶。"}, {"chapter": "7", "id": "701.25b", "content": "701.25b If an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may put into your graveyard and on top of your library in any order.\n如果某效应允许你在刺探时检视额外的牌,那么这些牌包括在你置入坟墓场或以任意顺序置于你牌库顶的牌之中。"}, {"chapter": "7", "id": "701.25c", "content": "701.25c If a player is instructed to surveil 0, no surveil event occurs. Abilities that trigger whenever a player surveils won’t trigger.\n如果牌手被指示刺探0,刺探事件不会发生。因牌手刺探而触发的异能不会触发。"}, {"chapter": "7", "id": "701.25d", "content": "701.25d An ability that triggers whenever a player surveils triggers after the process described in rule 701.25a is complete, even if some or all of those actions were impossible.\n每当牌手刺探时触发的异能会在完成规则701.25a所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.26.", "content": "701.26. Tap and Untap\n横置和重置"}, {"chapter": "7", "id": "701.26a", "content": "701.26a To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.\n横置一个永久物指,将它由直向转成横向。只有未横置的永久物可以被横置。"}, {"chapter": "7", "id": "701.26b", "content": "701.26b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.\n重置一个永久物指,将它由横向转回直向。只有已横置的永久物可以被重置。"}, {"chapter": "7", "id": "701.27.", "content": "701.27. Transform\n转化"}, {"chapter": "7", "id": "701.27a", "content": "701.27a To transform a permanent, turn it over so that its other face is up. Only permanents represented by double-faced tokens and double-faced cards can transform. (See rule 712, “Double-Faced Cards.”)\n转化一个永久物指,将它翻到另一面牌面朝上。只有以双面衍生物和双面牌代表的永久物才能转化。(参见规则712,“双面牌”。)"}, {"chapter": "7", "id": "701.27b", "content": "701.27b Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent transforms, and so on.\n虽然转化某永久物与将某永久物翻为牌面朝下或翻回正面所执行的具体动作完全相同,但此两者是完全不同的游戏动作。会因某永久物翻为牌面朝下而触发的异能,并不会在该永久物转化时触发,其他依此类推。"}, {"chapter": "7", "id": "701.27c", "content": "701.27c If a spell or ability instructs a player to transform a permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.\n如果某咒语或异能要求牌手转化某个既不是双面衍生物也不是双面牌代表的永久物,则什么都不会发生。"}, {"chapter": "7", "id": "701.27d", "content": "701.27d If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is an instant or sorcery face nothing happens.\n如果某咒语或异能要求牌手转化某个永久物,且该永久物将要转化成的牌面是瞬间或法术,则什么都不会发生。"}, {"chapter": "7", "id": "701.27e", "content": "701.27e Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule 701.28) and has the specified characteristic immediately after it does so.\n一些触发式异能在一个物件“转化为”一个具有特定特征的物件时触发。此类触发式异能只会在该物件转化或转换(参见规则701.28),且在这之后的时刻立即具有该特征时触发。"}, {"chapter": "7", "id": "701.27f", "content": "701.27f If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent does so only if it hasn’t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn’t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.\n如果一个永久物的起动式或触发式异能(且并非是该永久物的延迟触发式异能)试图转化之,该永久物仅在自该异能放进堆叠之后还没有被转化或转换过时才会如此作。如果一个永久物的延迟触发式异能试图转化该永久物,该永久物仅在自该延迟触发式异能被创造之后还没有被转化或转换过时才会如此作。在这两种情况下,如果该永久物已被转化或转换过,这类指示将被忽略。这是对先前规则的更改。"}, {"chapter": "7", "id": "701.27g", "content": "701.27g Some spells and abilities refer to a “transformed permanent.” This phrase refers to a double-faced permanent on the battlefield with its back face up. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously. Similarly, an object represented by more than one card, such as a melded or merged permanent, is never considered a transformed permanent, even if it has components that are back face up. See rules 701.42, “Meld,” and 729, “Merging with Permanents.”\n一些咒语和异能提及一个“已转化的永久物”。此用词意指一个在战场上且背面朝上的双面永久物。正面朝上的永久物不会被视为已转化的永久物,即使它们之前是背面朝上的。类似地,由多张牌代表的物件,例如已融合或已结聚者,亦不会被视为已转化的永久物,即使其中包含背面朝上的组件。参见规则701.42,“融合”,以及规则729,“与永久物结聚”。"}, {"chapter": "7", "id": "701.28.", "content": "701.28. Convert\n转换"}, {"chapter": "7", "id": "701.28a", "content": "701.28a To convert a permanent, turn it so that its other face is up. This follows rules 701.27a–f, 712.9–10, and 712.18. Those rules apply to converting a permanent just as they apply to transforming a permanent.\n转换一个永久物指,将它翻到另一面牌面朝上。这遵循规则701.27a-f、712.9-10、及712.18。这些规则如同适用于转化永久物一般适用于转换永久物。"}, {"chapter": "7", "id": "701.28b", "content": "701.28b Although converting a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent converts, and so on.\n虽然转换某永久物与将某永久物翻为牌面朝下或翻回正面所执行的具体动作完全相同,但此两者是完全不同的游戏动作。会因某永久物翻为牌面朝下而触发的异能,并不会在该永久物转换时触发,其他依此类推。"}, {"chapter": "7", "id": "701.28c", "content": "701.28c If a spell or ability instructs a player to convert a permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.\n如果某咒语或异能要求牌手转换某个既不是双面衍生物也不是双面牌代表的永久物,则什么都不会发生。"}, {"chapter": "7", "id": "701.28d", "content": "701.28d If a spell or ability instructs a player to convert a permanent, and the face that permanent would convert into is an instant or sorcery face, nothing happens.\n如果某咒语或异能要求牌手转换某个永久物,且该永久物将要转换成的牌面是瞬间或法术,则什么都不会发生。"}, {"chapter": "7", "id": "701.28e", "content": "701.28e If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to convert it, the permanent does so only if it hasn’t converted or transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to convert that permanent, the permanent does so only if it hasn’t converted or transformed since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.\n如果一个永久物的起动式或触发式异能(且并非是该永久物的延迟触发式异能)试图转换之,该永久物仅在自该异能放进堆叠之后还没有被转化或转换过时才会如此作。如果一个永久物的延迟触发式异能试图转换该永久物,该永久物仅在自该延迟触发式异能被创造之后还没有被转化或转换过时才会如此作。在这两种情况下,如果该永久物已被转化或转换过,这类指示将被忽略。"}, {"chapter": "7", "id": "701.28f", "content": "701.28f If a spell or ability states that a permanent can’t transform, that permanent also can’t convert.\n如果一个效应叙述一个永久物不能转化,则该永久物也不能转换。"}, {"chapter": "7", "id": "701.29.", "content": "701.29. Fateseal\n论命"}, {"chapter": "7", "id": "701.29a", "content": "701.29a To “fateseal N” means to look at the top N cards of an opponent’s library, then put any number of them on the bottom of that library in any order and the rest on top of that library in any order.\n“论命N”意指,检视任一对手牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置于该牌库底,其余则以任意顺序置于该牌库顶。"}, {"chapter": "7", "id": "701.30.", "content": "701.30. Clash\n比点"}, {"chapter": "7", "id": "701.30a", "content": "701.30a To clash, a player reveals the top card of their library. That player may then put that card on the bottom of their library.\n比点指,牌手展示其牌库顶牌。该牌手可以把该牌置于其牌库底。"}, {"chapter": "7", "id": "701.30b", "content": "701.30b “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.”\n“与一位对手比点”意指,“选择一位对手。你与该对手分别比点。”"}, {"chapter": "7", "id": "701.30c", "content": "701.30c Each clashing player reveals the top card of their library at the same time. Then those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.\n每位比点的牌手同时展示其牌库顶牌。然后这些牌手按主动牌手先决定(APNAP)顺序(参见规则101.4)决定这些牌放置的位置,然后这些牌同时移动到该位置。"}, {"chapter": "7", "id": "701.30d", "content": "701.30d A player wins a clash if that player revealed a card with a higher mana value than all other cards revealed in that clash.\n如果某位牌手所展示的牌之法术力值比所有参与比点者所展示的牌都高,其赢得这次比点。"}, {"chapter": "7", "id": "701.31.", "content": "701.31. Planeswalk\n时空换境"}, {"chapter": "7", "id": "701.31a", "content": "701.31a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.”\n牌手只能在竞逐时空游戏中时空换境。只有时空操控者可以时空换境。参见规则901,“竞逐时空”。"}, {"chapter": "7", "id": "701.31b", "content": "701.31b To planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.\n时空换境指,将每张牌面朝上时空牌和异象牌面朝下置于其拥有者的时空套牌牌库底,然后将你时空套牌的牌库顶牌移离时空套牌并翻回正面。"}, {"chapter": "7", "id": "701.31c", "content": "701.31c A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk.\n牌手可以因“时空换境异能”的结果(参见规则901.8),因牌面朝上的时空牌或异象牌的操控者离开游戏(参见规则901.10),或因异象的触发式异能离开堆叠(参见规则704.6f)而时空换境。异能也可能指示牌手时空换境。"}, {"chapter": "7", "id": "701.31d", "content": "701.31d The plane card that’s turned face up is the plane the player planeswalks to. The plane card that’s turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena.\n翻回正面的时空牌即为牌手时空换入的时空。翻为牌面朝下的、或离开游戏的时空牌即为牌手时空换出的时空。异象也同样适用此规则。"}, {"chapter": "7", "id": "701.32.", "content": "701.32. Set in Motion\n发动"}, {"chapter": "7", "id": "701.32a", "content": "701.32a Only a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in motion. See rule 314, “Schemes,” and rule 904, “Archenemy.”\n只有邪计牌可以发动,并且只可以在魔王游戏中如此作。只有魔王可以发动邪计。参见规则314,“邪计”,及规则904,“魔王”。"}, {"chapter": "7", "id": "701.32b", "content": "701.32b To set a scheme in motion, move it off the top of your scheme deck if it’s on top of your scheme deck and turn it face up if it isn’t face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it.\n发动邪计指,如果它在你的邪计套牌牌库顶,将其从邪计套牌牌库顶移离,且如果它不是牌面朝上,将其翻回正面。即使以上动作之一或两者均未在其上实行,该邪计仍视同为被发动。"}, {"chapter": "7", "id": "701.32c", "content": "701.32c Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times.\n每次只能发动一个邪计。如果牌手被指示发动多个邪计,其发动等量次数的邪计。"}, {"chapter": "7", "id": "701.33.", "content": "701.33. Abandon\n撤废"}, {"chapter": "7", "id": "701.33a", "content": "701.33a Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 314, “Schemes,” and rule 904, “Archenemy.”\n只有面朝上的长效邪计牌可以被撤废,并且只可以在魔王游戏中如此作。参见规则314,“邪计”,及规则904,“魔王”。"}, {"chapter": "7", "id": "701.33b", "content": "701.33b To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck.\n撤废邪计指,将其翻为牌面朝下,并置于其拥有者的邪计套牌牌库底。"}, {"chapter": "7", "id": "701.34.", "content": "701.34. Proliferate\n增殖"}, {"chapter": "7", "id": "701.34a", "content": "701.34a To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.\n增殖表示,选择任意数量其上有指示物的永久物和/或牌手,然后对于其上已经有的每种指示物而言,给该永久物或牌手一个额外的此种指示物。"}, {"chapter": "7", "id": "701.34b", "content": "701.34b In a Two-Headed Giant game, poison counters are shared by the team. If more than one player on a team is chosen this way, only one of those players can be given an additional poison counter. The player who proliferates chooses which player that is. See rule 810, “Two-Headed Giant Variant.”\n在双头巨人游戏中,队伍中的牌手共享中毒指示物。如果以此法选择多于一个在同一队伍中的牌手,只有这些牌手其中之一可以被给予一个额外的中毒指示物。由执行增殖的牌手来选择是哪位牌手获得该指示物。参见规则810,“双头巨人玩法”。"}, {"chapter": "7", "id": "701.35.", "content": "701.35. Detain\n拘留"}, {"chapter": "7", "id": "701.35a", "content": "701.35a Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can’t attack or block and its activated abilities can’t be activated.\n某些咒语和异能可以拘留永久物。直到该咒语或异能之操控者的下一个回合,该永久物不能进行攻击或阻挡,其起动式异能也不能起动。"}, {"chapter": "7", "id": "701.36.", "content": "701.36. Populate\n殖民"}, {"chapter": "7", "id": "701.36a", "content": "701.36a To populate means to choose a creature token you control and create a token that’s a copy of that creature token.\n殖民意指选择一个由你操控的衍生生物并派出一个衍生物,且其为前者衍生生物之复制品。"}, {"chapter": "7", "id": "701.36b", "content": "701.36b If you control no creature tokens when instructed to populate, you won’t create a token.\n当有效应指示你进行殖民时,如果你并未操控任何衍生生物,则你不会派出衍生物。"}, {"chapter": "7", "id": "701.37.", "content": "701.37. Monstrosity\n蛮化"}, {"chapter": "7", "id": "701.37a", "content": "701.37a “Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.”\n“蛮化N”意指,如果此永久物未蛮化,则在其上放置N个+1/+1指示物且它蛮化。"}, {"chapter": "7", "id": "701.37b", "content": "701.37b Monstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other spells and abilities can identify. Only permanents can be or become monstrous. Once a permanent becomes monstrous, it stays monstrous until it leaves the battlefield. Monstrous is neither an ability nor part of the permanent’s copiable values.\n“已蛮化”此称号并无规则含义。它仅用作标记,供蛮化异能及其他咒语和异能辨识之用。只有永久物能够蛮化。一旦某永久物已蛮化后,它便会一直保持已蛮化,直到它离开战场为止。“已蛮化”既不是异能,也不是该永久物可复制特征值的一部分。"}, {"chapter": "7", "id": "701.37c", "content": "701.37c If a permanent’s ability instructs a player to “monstrosity X,” other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous.\n如果某永久物的异能指示牌手“蛮化X”,则该永久物的其他异能也可能会提及X。后者异能中的X值等同于该永久物蛮化时的X值。"}, {"chapter": "7", "id": "701.38.", "content": "701.38. Vote\n投票"}, {"chapter": "7", "id": "701.38a", "content": "701.38a Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices.\n某些咒语和异能要求牌手在所列的多个选项中投票选择其中一个,以决定该咒语或异能会产生哪部分的效应。投票选择的流程为:由某位指定牌手开始,每位牌手依照回合顺序依次选择其中一个选项。如果某效应允许牌手多次投票,则牌手于其原本应进行投票的时候同时完成多次投票。"}, {"chapter": "7", "id": "701.38b", "content": "701.38b The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability.\n所列之选项可包括物件,与不同的效应相关但无规则含义的字词,或与咒语或异能之结算相关的其他变数。"}, {"chapter": "7", "id": "701.38c", "content": "701.38c If the text of a spell or ability refers to “voting,” it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word “vote.”\n如果某咒语或异能之规则叙述中提及“投票”,则其指的是“牌手以投票作出选择”;而非未在规则叙述中注明“投票”字样,且让牌手进行选择或作出决定的其他咒语或异能。"}, {"chapter": "7", "id": "701.38d", "content": "701.38d If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.\n如果一个效应使牌手可以额外多投票,这些投票选择于牌手本应作出投票选择之时一同发生。"}, {"chapter": "7", "id": "701.39.", "content": "701.39. Bolster\n振励"}, {"chapter": "7", "id": "701.39a", "content": "701.39a “Bolster N” means “Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N +1/+1 counters on that creature.”\n“振励N”意指“选择一个由你操控的生物,且需是由你操控的生物中防御力最小或同为防御力最小者。在其上放置N个+1/+1指示物。”"}, {"chapter": "7", "id": "701.40.", "content": "701.40. Manifest\n显化"}, {"chapter": "7", "id": "701.40a", "content": "701.40a To manifest a card, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a manifested permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up.\n显化一张牌指,将其翻为牌面朝下。它成为2/2生物牌,没有规则文字,没有名称,没有副类别,没有法术力费用。将其牌面朝下地放进战场。只要该永久物牌面朝下,它便是已显化的永久物。此设定特征之效应会持续影响此牌面朝下的牌张,直到其被翻回正面为止。"}, {"chapter": "7", "id": "701.40b", "content": "701.40b Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.)\n在你拥有优先权的时机下,你可以把由你操控之已显化的永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则116.2b)。具体方法如下:将代表该永久物的牌张展示给所有牌手,以示此牌确为生物牌,并展示其法术力费用,支付此费用,然后将该永久物翻回正面。于此牌处于牌面朝下状态时设定其特征的效应随之结束,其重新获得在正常状况下的特征。(如果代表该永久物的牌不是生物牌,或是没有法术力费用,则它不能以此法翻回正面。)"}, {"chapter": "7", "id": "701.40c", "content": "701.40c If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up.\n如果显化的是一张具变身异能的牌,则其操控者可将其当作具变身异能的牌面朝下生物,并按照规则702.37e中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已显化的永久物来翻回正面。"}, {"chapter": "7", "id": "701.40d", "content": "701.40d If a card with disguise is manifested, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a manifested permanent face up.\n如果显化的是一张具伪装异能的牌,则其操控者可将其当作具伪装异能的牌面朝下生物,并按照规则702.168d中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已显化的永久物来翻回正面。"}, {"chapter": "7", "id": "701.40e", "content": "701.40e If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.\n如果某效应指示牌手从其牌库显化数张牌,则逐张显化该些牌。"}, {"chapter": "7", "id": "701.40f", "content": "701.40f If an effect instructs a player to manifest a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.\n如果某效应指示牌手显化一张牌,且有另一个规则或效应阻止该面朝下的物件进入战场,该牌不会被显化。其特征不会被改变,并留在原来的区域。如果它原本是面朝上的,它仍然是面朝上。"}, {"chapter": "7", "id": "701.40g", "content": "701.40g If a manifested permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger.\n如果一个由瞬间和法术牌代表之已显化的永久物将要翻回正面,则其操控者展示该牌,然后将其保持牌面朝下。因永久物翻回正面时触发的异能不会触发。"}, {"chapter": "7", "id": "701.40h", "content": "701.40h See rule 708, “Face-Down Spells and Permanents,” for more information.\n欲了解更多信息,参见规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "7", "id": "701.41.", "content": "701.41. Support\n支援"}, {"chapter": "7", "id": "701.41a", "content": "701.41a “Support N” on a permanent means “Put a +1/+1 counter on each of up to N other target creatures.” “Support N” on an instant or sorcery spell means “Put a +1/+1 counter on each of up to N target creatures.”\n永久物上的“支援N”意指“在至多N个其他目标生物上各放置一个+1/+1指示物。”瞬间或法术咒语上的“支援N”意指“在至多N个目标生物上各放置一个+1/+1指示物。”"}, {"chapter": "7", "id": "701.42.", "content": "701.42. Meld\n融合"}, {"chapter": "7", "id": "701.42a", "content": "701.42a Meld is a keyword action that appears in an ability on one card in a meld pair. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards. See rule 712, “Double-Faced Cards.”\n融合属于关键字动作,每个融合牌组当中会有一张牌的异能用到这个关键字动作。融合同一融合牌组的两张牌,意指将它们以背面朝上且已组合的方式放进战场。所得之永久物为由两张牌代表的单一物件。参见规则712,“双面牌”。"}, {"chapter": "7", "id": "701.42b", "content": "701.42b Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren’t meld cards, or meld cards that don’t form a meld pair can’t be melded.\n只有属于同一融合牌组的两张牌才能融合。衍生物,不是融合牌之牌张,以及不属于同一融合牌组的融合牌不能融合。"}, {"chapter": "7", "id": "701.42c", "content": "701.42c If an effect instructs a player to meld objects that can’t be melded, they stay in their current zone.\n如果某效应要求牌手融合不能融合的物件,则这些物件会留在当前区域。\nExample: A player owns and controls Midnight Scavengers and a token that’s a copy of Graf Rats. At the beginning of combat, both are exiled but can’t be melded. Midnight Scavengers remains exiled and the exiled token ceases to exist.\n例如:某牌手同时拥有并操控午夜拾荒客和一个为墓地鼠群复制品的衍生物。在战斗开始时,两者都会被放逐,但不能融合。午夜拾荒客会留在放逐区,被放逐的衍生物消失。"}, {"chapter": "7", "id": "701.43.", "content": "701.43. Exert\n耗竭"}, {"chapter": "7", "id": "701.43a", "content": "701.43a To exert a permanent, you choose to have it not untap during your next untap step.\n耗竭一个永久物,意指你选择在你的下一个重置步骤中不重置它。"}, {"chapter": "7", "id": "701.43b", "content": "701.43b A permanent can be exerted even if it’s not tapped or has already been exerted in a turn. If you exert a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step.\n就算某个永久物尚未被横置,或已在某回合中被耗竭,也能耗竭之。如果你在你的下一个重置步骤到来之前,多次耗竭了同一个永久物,则所有令该永久物不能重置的效应都会在同一个重置步骤中失效。"}, {"chapter": "7", "id": "701.43c", "content": "701.43c An object that isn’t on the battlefield can’t be exerted.\n不在战场上的物件不能被耗竭。"}, {"chapter": "7", "id": "701.43d", "content": "701.43d “You may exert [this creature] as it attacks” is an optional cost to attack (see rule 508.1g). Some objects with this static ability have a triggered ability that triggers “when you do” printed in the same paragraph. These abilities are linked. (See rule 607.2h.)\n“你可以于[此生物]攻击时耗竭之”是攻击的可选费用(参见规则508.1g)。一些具有此静止式异能的物件在同一段落中印有一个触发式异能,于“当你如此作”时触发。这些异能相互关联。(参见规则607.2h。)"}, {"chapter": "7", "id": "701.44.", "content": "701.44. Explore\n勘察"}, {"chapter": "7", "id": "701.44a", "content": "701.44a Certain spells and abilities instruct a permanent to explore. To do so, that permanent’s controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard.\n某些咒语和异能会令永久物进行勘察。其意指,该永久物的操控者展示其牌库顶牌。如果以此法展示出地牌,则该牌手将该牌置于其手上。若否,则该牌手在该进行勘察的永久物上放置一个+1/+1指示物,且可以将所展示的牌置入其坟墓场。"}, {"chapter": "7", "id": "701.44b", "content": "701.44b A permanent “explores” after the process described in rule 701.44a is complete, even if some or all of those actions were impossible.\n在完成规则701.44a所述之流程后,该永久物便已“勘察”,就算该流程之部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.44c", "content": "701.44c If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it.\n如果某永久物在有效应令其勘察之前就已改变区域,则利用其最后已知信息来确定进行勘察的物件及其操控者。"}, {"chapter": "7", "id": "701.44d", "content": "701.44d If multiple permanents are instructed to explore at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.44c) one or more of those permanents chooses one of them and it explores. Then this process is repeated for each remaining instruction to explore.\n如果同时令多个永久物勘察,则在操控了一个或数个此类永久物的牌手(如果该永久物已不在战场上,则是最后操控它的牌手;参见规则701.44c)中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物勘察。然后对每个剩余的勘察指示重复此流程。"}, {"chapter": "7", "id": "701.45.", "content": "701.45. Assemble\n组装"}, {"chapter": "7", "id": "701.45a", "content": "701.45a Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Outside of silver-bordered cards, only one card (Steamflogger Boss) refers to assembling a Contraption. Cards and mechanics from the Unstable set aren’t included in these rules. See the Unstable FAQ for more information.\n组装是出现在Unstable系列中的关键字动作,会将机巧放进战场。除银边牌以外,只有一张牌(汽鞭上司)提及组装机巧。本文件中的规则并未涵盖Unstable系列中的牌张和机制。欲知更多信息,请参见Unstable常见问题集。"}, {"chapter": "7", "id": "701.46.", "content": "701.46. Adapt\n演化"}, {"chapter": "7", "id": "701.46a", "content": "701.46a “Adapt N” means “If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.”\n“演化N”意指“如果此永久物上没有+1/+1指示物,则在其上放置N个+1/+1指示物。”"}, {"chapter": "7", "id": "701.47.", "content": "701.47. Amass\n囤兵"}, {"chapter": "7", "id": "701.47a", "content": "701.47a To amass [subtype] N means “If you don’t control an Army creature, create a 0/0 black [subtype] Army creature token. Choose an Army creature you control. Put N +1/+1 counters on that creature. If it isn’t a [subtype], it becomes a [subtype] in addition to its other types.”\n“囤兵[副类别]N”意指,“如果你未操控军队生物,则派出一个0/0黑色[副类别]/军队衍生生物。选择一个由你操控的军队生物。在该生物上放置N个+1/+1指示物。如果它不是[副类别],它额外具有[副类别]此类别。”"}, {"chapter": "7", "id": "701.47b", "content": "701.47b A player “amassed” after the process described in rule 701.47a is complete, even if some or all of those actions were impossible.\n在完成规则701.47a中所述之流程后,牌手便已“囤兵”,就算该流程之部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.47c", "content": "701.47c The phrases “the Army you amassed” and “the amassed Army” refer to the creature you chose, whether or not it received counters.\n“受囤兵的军队”、“受囤兵军队”字样指的是你选择的生物,它是否确实得到指示物并不重要。"}, {"chapter": "7", "id": "701.47d", "content": "701.47d Some older cards were printed with amass N without including a subtype. Those cards have received errata in the Oracle card reference so that they read “amass Zombies N.”\n一些老牌印有不包括副类别的“囤兵N”。这些牌在Oracle牌张参考文献中勘误为“囤兵灵俑N”。"}, {"chapter": "7", "id": "701.48.", "content": "701.48. Learn\n温习"}, {"chapter": "7", "id": "701.48a", "content": "701.48a “Learn” means “You may discard a card. If you do, draw a card. If you didn’t discard a card, you may reveal a Lesson card you own from outside the game and put it into your hand.”\n“温习”意指“你可以弃一张牌。如果你如此作,则抓一张牌。如果你未弃牌,则你可以从游戏外展示一张由你拥有的课程牌,并将它置于你手上。”"}, {"chapter": "7", "id": "701.49.", "content": "701.49. Venture into the Dungeon\n深入地城"}, {"chapter": "7", "id": "701.49a", "content": "701.49a If a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule 309, “Dungeons.”\n如果牌手未在统帅区拥有一张地城牌时被指示深入地城,该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。该牌手将其进度标记置于最上方的房间上。参见规则309,“地城”。"}, {"chapter": "7", "id": "701.49b", "content": "701.49b If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card’s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player’s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room.\n如果牌手在统帅区拥有一张地城牌、且其进度标记不在该地城的最底下的房间上时被指示深入地城,该牌手按照某个从当前房间出发的箭头指示,选择一个相邻的房间。如果从该牌手的进度标记所在的房间出发的箭头有多个,该牌手选择其中一个。该牌手将其进度标记移动到该相邻的房间。"}, {"chapter": "7", "id": "701.49c", "content": "701.49c If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule 309.7). They then choose an appropriate dungeon card they own from outside the game, put it into the command zone, and put their venture marker on the topmost room of that dungeon.\n如果牌手在统帅区拥有一张地城牌、且其进度标记在该地城的最底下的房间上时被指示深入地城,该牌手将该地城牌移出游戏。然后该牌手从游戏外选择一张由其拥有的、且适用的地城牌,将其置入统帅区,然后将其进度标记置于该地城最上方的房间上。"}, {"chapter": "7", "id": "701.49d", "content": "701.49d Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to “venture into [quality]” while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in 701.49b–c.\n“深入[特性]”是深入地城的变化形式。于指示牌手“深入[特性]”时,如果统帅区中没有由该牌手拥有的地城牌,则该牌手从游戏外选择一张由其拥有的、具有所述特性的地城牌,并将其置入统帅区。该牌手将其进度标记置于该地城最上方的房间上。如果统帅区中有由该牌手拥有的地城牌,则该牌手按照规则701.49b-c所述的一般流程深入地城。"}, {"chapter": "7", "id": "701.50.", "content": "701.50. Connive\n筹谋"}, {"chapter": "7", "id": "701.50a", "content": "701.50a Certain spells and abilities instruct a permanent to connive. To do so, that permanent’s controller draws a card, then discards a card. If a nonland card is discarded this way, that player puts a +1/+1 counter on the conniving permanent.\n某些咒语和异能会令永久物筹谋。其意指,该永久物的操控者抓一张牌,然后弃一张牌。若以此法弃掉了一张非地牌,则该牌手在正筹谋的永久物上放置一个+1/+1指示物。"}, {"chapter": "7", "id": "701.50b", "content": "701.50b A permanent “connives” after the process described in rule 701.50a is complete, even if some or all of those actions were impossible.\n在规则701.50a中描述的过程完成后,某永久物便“筹谋”,即使该过程中的一些或全部动作无法完成也是如此。"}, {"chapter": "7", "id": "701.50c", "content": "701.50c If a permanent changes zones before an effect causes it to connive, its last known information is used to determine which object connived and who controlled it.\n如果一个永久物在有效应令其筹谋之前就已改变区域,则利用其最后已知信息来确定筹谋的物件及其操控者。"}, {"chapter": "7", "id": "701.50d", "content": "701.50d If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.50c) one or more of those permanents chooses one of them and it connives. Then this process is repeated for each remaining instruction to connive.\n如果同时令多个永久物筹谋,则在操控了一个或数个此类永久物的牌手(如果该永久物已不在战场上,则是最后操控它的牌手;参见规则701.44c)中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物筹谋。然后对每个剩余的筹谋指示重复此流程。"}, {"chapter": "7", "id": "701.50e", "content": "701.50e Connive N is a variant of connive. The permanent’s controller draws N cards, discards N cards, then puts a number of +1/+1 counters on the permanent equal to the number of nonland cards discarded this way.\n“筹谋N”是筹谋的变化形式。该永久物的操控者抓N张牌,弃N张牌,然后在该永久物上放置若干+1/+1指示物,其数量等同于以此法弃掉的非地牌数量。"}, {"chapter": "7", "id": "701.51.", "content": "701.51. Open an Attraction\n打开景点"}, {"chapter": "7", "id": "701.51a", "content": "701.51a A player may open an Attraction only during a game in which that player is playing with an Attraction deck (see rule 717, “Attraction Cards”).\n牌手只可以在使用景点套牌进行的游戏中打开景点(参见规则717,“景点牌”)。"}, {"chapter": "7", "id": "701.51b", "content": "701.51b To open an Attraction, move the top card of your Attraction deck off the Attraction deck, turn it face up, and put it onto the battlefield under your control.\n打开景点意指,将你的景点套牌牌库顶牌移离景点套牌,将其翻回正面,然后将其在你的操控下放进战场。"}, {"chapter": "7", "id": "701.51c", "content": "701.51c An ability which triggers whenever a player opens an Attraction triggers when that player puts an Attraction card onto the battlefield while performing the instruction in the above rule. If an effect prevents that Attraction from entering the battlefield or replaces entering the battlefield with another event, that ability doesn’t trigger.\n一个当牌手“打开一个景点”时触发的异能在牌手因执行上述规则的指示而将一张景点牌放进战场时触发。如果一个效应防止该景点牌进战场,或以其他事件替代其进战场,该异能不会触发。"}, {"chapter": "7", "id": "701.52.", "content": "701.52. Roll to Visit Your Attractions\n掷骰造访景点"}, {"chapter": "7", "id": "701.52a", "content": "701.52a To roll to visit your Attractions, roll a six-sided die. Then if you control one or more Attractions with a number lit up that is equal to that result, each of those Attractions has been “visited” and its visit ability triggers. See rule 717, “Attraction Cards,” and rule 702.159, “Visit.”\n掷骰造访景点意指,掷一个六面骰,然后若掷骰结果等同于由你操控之一个或数个景点上的一个亮起的数字,这些景点均被“造访”,且其造访异能被触发。参见规则717,“景点牌”,及规则702.159,“造访”。"}, {"chapter": "7", "id": "701.53.", "content": "701.53. Incubate\n抚育"}, {"chapter": "7", "id": "701.53a", "content": "701.53a To incubate N, create an Incubator token that enters the battlefield with N +1/+1 counters on it. See rule 111.10i.\n“抚育N”意指,派出一个进战场时上面有N个+1/+1指示物的抚育器衍生物。参见规则111.10i。"}, {"chapter": "7", "id": "701.53b", "content": "701.53b An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.”\n抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。"}, {"chapter": "7", "id": "701.54.", "content": "701.54. The Ring Tempts You\n魔戒引诱你"}, {"chapter": "7", "id": "701.54a", "content": "701.54a Certain spells and abilities have the text “the Ring tempts you.” Each time the Ring tempts you, choose a creature you control. That creature becomes your Ring-bearer until another creature becomes your Ring-bearer or another player gains control of it.\n某些咒语和异能具有叙述“魔戒引诱你”。于魔戒引诱你时,选择一个由你操控的生物。该生物成为你的持戒人,直到另一个生物成为你的持戒人或另一位牌手获得它的操控权为止。"}, {"chapter": "7", "id": "701.54b", "content": "701.54b Ring-bearer is a designation a permanent can have. Being a Ring-bearer is not a copiable value.\n持戒人是永久物能够具有的称号,且并非该永久物的可复制特征值。"}, {"chapter": "7", "id": "701.54c", "content": "701.54c If a player doesn’t have an emblem named The Ring at the time the Ring tempts them, they get an emblem named The Ring before choosing a creature to be their Ring-bearer. The Ring has “Your Ring-bearer is legendary and can’t be blocked by creatures with greater power.” As long as the Ring has tempted that player two or more times, it has “Whenever your Ring-bearer attacks, draw a card, then discard a card.” As long as the Ring has tempted that player three or more times, it has “Whenever your Ring-bearer becomes blocked by a creature, the blocking creature’s controller sacrifices it at end of combat.” As long as the Ring has tempted that player four or more times, it has “Whenever your Ring-bearer deals combat damage to a player, each opponent loses 3 life.”\n于魔戒引诱一位牌手时,如果其没有名称为魔戒的徽记,则其在选择持戒人之前获得一个该徽记。魔戒具有“你的持戒人是传奇且不能被力量比它大的生物阻挡。”只要魔戒已引诱该牌手两次及以上,它便具有“每当你的持戒人攻击时,抓一张牌,然后弃一张牌。”只要魔戒已引诱该牌手三次及以上,它便具有“每当你的持戒人被一个生物阻挡,在战斗结束时该生物的操控者将它牺牲。”只要魔戒已引诱该牌手四次及以上,它便具有“每当你的持戒人对任一牌手造成战斗伤害时,每位对手各失去3点生命。”"}, {"chapter": "7", "id": "701.54d", "content": "701.54d Some abilities trigger “Whenever the Ring tempts you.” The Ring tempts a player whenever they complete the actions in 701.54a, even if some or all of those actions were impossible.\n一些异能于“魔戒引诱你”时触发。每当一位牌手完成701.54a中所述动作时,魔戒便引诱该牌手,即使其中部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.54e", "content": "701.54e Some abilities check to see if a creature “is your Ring-bearer.” For the purposes of those abilities, that condition is true if that creature is on the battlefield under your control and has the Ring-bearer designation.\n一些异能检查一个生物是否“是你的持戒人”。对于这些异能而言,若该生物在战场上由你操控且具有持戒人此称号,即符合该条件。"}, {"chapter": "7", "id": "701.55.", "content": "701.55. Face a Villainous Choice\n面临邪恶抉择"}, {"chapter": "7", "id": "701.55a", "content": "701.55a “[A player] faces a villainous choice — [option A], or [option B]” means “[A player] chooses [option A] or [option B]. Then all actions in the chosen option are performed.”\n“[牌手]面临邪恶抉择~[选项A];或[选项B]”意指“[牌手]选择[选项A]或[选项B]。然后执行所选项中的所有动作。”"}, {"chapter": "7", "id": "701.55b", "content": "701.55b While facing a villainous choice, a player may choose an option that is illegal or impossible. In that case, they perform as much of the action as is possible. This is an exception to rule 608.2d.\n当面临邪恶抉择时,牌手可以选择非法或无法完成的选项。在这种情况下,该牌手执行其中尽可能多的动作。这是规则608.2d的例外。"}, {"chapter": "7", "id": "701.55c", "content": "701.55c A replacement effect may replace an instruction to face a villainous choice with an instruction to face that choice some number of additional times. In that case, the entire process described in rule 701.55a is performed for that player the appropriate number of times one at a time.\n一个替代性效应可能将指示牌手面临一次邪恶抉择替代为指示牌手面临若干次额外的邪恶抉择。在这种情况下,牌手需要逐次执行相应次数的规则701.55a中所述之整个流程。"}, {"chapter": "7", "id": "701.55d", "content": "701.55d If more than one player is instructed to face a villainous choice, the entire process described in rule 701.55a is performed for each of those players one at a time in APNAP order. This is an exception to rule 608.2e.\n如果多位牌手被指示面临邪恶抉择,这些牌手按照“主动牌手先决定”的顺序逐个执行规则701.55a中所述之整个流程。这是规则608.2e的例外。"}, {"chapter": "7", "id": "701.56.", "content": "701.56. Time Travel\n时间旅行"}, {"chapter": "7", "id": "701.56a", "content": "701.56a To time travel means to choose any number of permanents you control with one or more time counters on them and/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time counter on it or remove a time counter from it. See rule 702.62, “Suspend.”\n“时间旅行”意指,选择任意数量由你操控且其上有计时指示物的永久物和/或放逐区内由你拥有且其上有计时指示物之已延缓的牌。对每个这类物件而言,在其上放置一个计时指示物,或从其上移去一个计时指示物。参见规则702.62,“延缓”。"}, {"chapter": "7", "id": "701.57.", "content": "701.57. Discover\n倾探"}, {"chapter": "7", "id": "701.57a", "content": "701.57a “Discover N” means “Exile cards from the top of your library until you exile a nonland card with mana value N or less. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than or equal to N. If you don’t cast it, put that card into your hand. Put the remaining exiled cards on the bottom of your library in a random order.”\n“倾探N”意指“从你的牌库顶开始放逐牌,直到放逐一张法术力值等于或小于N的非地牌为止。你可以施放该牌,且不需支付其法术力费用,只要该牌所成为的咒语之法术力值等于或小于N。如果你未施放此牌,则将它置于你手上。然后将所有以此法放逐的其他牌以随机顺序置于你的牌库底。”"}, {"chapter": "7", "id": "701.57b", "content": "701.57b A player has “discovered” after the process described in 701.57a is complete, even if some or all of those actions were impossible.\n在完成规则701.57a中所述之流程后,牌手便已“倾探”,就算该流程之部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.57c", "content": "701.57c If the final card exiled during the process described in rule 701.57a has mana value N or less, it is the “discovered card,” regardless of whether it was cast or put into a player’s hand.\n如果以规则701.57a中所述之流程放逐的最后一张牌之法术力值等于或小于N,则该牌为“所倾探之牌”,无论该牌是被施放还是置于手上。"}, {"chapter": "7", "id": "701.58.", "content": "701.58. Cloak\n匿伏"}, {"chapter": "7", "id": "701.58a", "content": "701.58a To cloak a card, turn it face down. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a cloaked permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up.\n匿伏一张牌指,将其翻为牌面朝下。它成为2/2、具守护{2}的生物牌,没有规则文字,没有名称,没有副类别,没有法术力费用。将其牌面朝下地放进战场。只要该永久物牌面朝下,它便是已匿伏的永久物。此设定特征之效应会持续影响此牌面朝下的牌张,直到其被翻回正面为止。"}, {"chapter": "7", "id": "701.58b", "content": "701.58b Any time you have priority, you may turn a cloaked permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.)\n在你拥有优先权的时机下,你可以把由你操控之已匿伏的永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则116.2b)。具体方法如下:将代表该永久物的牌张展示给所有牌手,以示此牌确为生物牌,并展示其法术力费用,支付此费用,然后将该永久物翻回正面。于此牌处于牌面朝下状态时设定其特征的效应随之结束,其重新获得在正常状况下的特征。(如果代表该永久物的牌不是生物牌,或是没有法术力费用,则它不能以此法翻回正面。)"}, {"chapter": "7", "id": "701.58c", "content": "701.58c If a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a cloaked permanent face up.\n如果匿伏的是一张具变身异能的牌,则其操控者可将其当作具变身异能的牌面朝下生物,并按照规则702.37e中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已匿伏的永久物来翻回正面。"}, {"chapter": "7", "id": "701.58d", "content": "701.58d If a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a cloaked permanent face up.\n如果匿伏的是一张具伪装异能的牌,则其操控者可将其当作具伪装异能的牌面朝下生物,并按照规则702.168d中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已匿伏的永久物来翻回正面。"}, {"chapter": "7", "id": "701.58e", "content": "701.58e If an effect instructs a player to cloak multiple cards from a single library, those cards are cloaked one at a time.\n如果某效应指示牌手从其牌库匿伏数张牌,则逐张匿伏该些牌。"}, {"chapter": "7", "id": "701.58f", "content": "701.58f If an effect instructs a player to cloak a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t cloaked. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.\n如果某效应指示牌手匿伏一张牌,且有另一个规则或效应阻止该面朝下的物件进入战场,该牌不会被匿伏。其特征不会被改变,并留在原来的区域。如果它原本是面朝上的,它仍然是面朝上。"}, {"chapter": "7", "id": "701.58g", "content": "701.58g If a cloaked permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger.\n如果一个由瞬间和法术牌代表之已匿伏的永久物将要翻回正面,则其操控者展示该牌,然后将其保持牌面朝下。因永久物翻回正面时触发的异能不会触发。"}, {"chapter": "7", "id": "701.58h", "content": "701.58h See rule 708, “Face-Down Spells and Permanents,” for more information.\n欲了解更多信息,参见规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "7", "id": "701.59.", "content": "701.59. Collect Evidence\n搜证"}, {"chapter": "7", "id": "701.59a", "content": "701.59a To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater.\n“搜证N”意指,从你的坟墓场放逐任意数量的牌,且其法术力值加总须达到N或更多。"}, {"chapter": "7", "id": "701.59b", "content": "701.59b If a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from their graveyard (usually because there aren’t enough cards to do so) they can’t choose to collect evidence.\n如果牌手于其无法放逐法术力值加总达到N或更多的牌时得到搜证的选项(通常是由于其坟墓场中没有足够的牌),则其不能选择进行搜证。"}, {"chapter": "7", "id": "701.59c", "content": "701.59c A spell that has an ability that allows a player to collect evidence as an additional cost to cast it may have another ability that refers to whether evidence was collected. These abilities are linked. See rule 607, “Linked Abilities.”\n如果一个咒语具有允许牌手搜证以作为施放此咒语的额外费用的异能,则其可能还具有另一个提及是否搜证的异能。这些异能相互关联。参见规则607,“关联异能”。"}, {"chapter": "7", "id": "701.60.", "content": "701.60. Suspect\n怀疑"}, {"chapter": "7", "id": "701.60a", "content": "701.60a Certain spells and abilities instruct a player to suspect a creature. That creature becomes suspected until it leaves the battlefield or until a spell or ability causes it to no longer be suspected.\n某些咒语和异能指示牌手怀疑一个生物。该生物成为已遭疑,直到它离开战场或是有咒语或异能使其不再遭疑为止。"}, {"chapter": "7", "id": "701.60b", "content": "701.60b Suspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neither an ability nor part of the permanent’s copiable values.\n已遭疑是永久物能够具有的称号。只有永久物能够具有已遭疑此称号。已遭疑既不是异能,也不是该永久物可复制特征值的一部分。"}, {"chapter": "7", "id": "701.60c", "content": "701.60c A suspected permanent has menace and “This creature can’t block” for as long as it’s suspected.\n已遭疑的永久物于已遭疑期间具有威慑异能与“此生物不能进行阻挡”。"}, {"chapter": "7", "id": "701.60d", "content": "701.60d A suspected permanent can’t become suspected again.\n已遭疑的永久物不能再次成为已遭疑。"}, {"chapter": "7", "id": "701.61.", "content": "701.61. Forage\n觅粮"}, {"chapter": "7", "id": "701.61a", "content": "701.61a To forage means “Exile three cards from your graveyard or sacrifice a Food.”\n觅粮意指“从你的坟墓场放逐三张牌,或牺牲一个食品”。"}, {"chapter": "7", "id": "701.62.", "content": "701.62. Manifest Dread\n显化惧象"}, {"chapter": "7", "id": "701.62a", "content": "701.62a “Manifest dread” means “Look at the top two cards of your library. Manifest one of them, then put the cards you looked at that were not manifested this way into your graveyard.” See rule 701.40, “Manifest.”\n“显化惧象”意指“检视你牌库顶的两张牌。将其中一张显化,然后将所检视之牌中未以此法显化的牌置入你的坟墓场。”参见规则701.40,“显化”。"}, {"chapter": "7", "id": "701.62b", "content": "701.62b An ability that triggers whenever a player manifests dread triggers after the process described in rule 701.62a is complete, even if some or all of those actions were impossible.\n每当牌手显化惧象时触发的异能会在完成规则701.62a所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。"}, {"chapter": "7", "id": "701.63.", "content": "701.63. Endure\n续战"}, {"chapter": "7", "id": "701.63a", "content": "701.63a Certain abilities instruct a permanent to endure N. To do so, that permanent’s controller creates an N/N white Spirit creature token unless they put N +1/+1 counters on that permanent.\n某些异能会指示永久物续战N。其意指,除非该永久物的操控者在该永久物上放置N个+1/+1指示物,否则其派出一个N/N白色精怪衍生生物。"}, {"chapter": "7", "id": "701.63b", "content": "701.63b If a permanent is instructed to endure 0, nothing happens. No counters are put on that permanent and no tokens are created.\n如果某永久物被指示续战0,则什么都不会发生。该永久物上不会放置任何指示物,也不会派出衍生物。"}, {"chapter": "7", "id": "701.64.", "content": "701.64. Harness\n掌控"}, {"chapter": "7", "id": "701.64a", "content": "701.64a “Harness [this permanent]” means “If this permanent isn’t harnessed, it becomes harnessed.”\n“掌控[此永久物]”意指“如果此永久物未受掌控,则它成为受掌控。”"}, {"chapter": "7", "id": "701.64b", "content": "701.64b Harnessed is a designation that has no rules meaning other than to act as a marker that other spells and abilities can identify. Only permanents can be or become harnessed. Once a permanent becomes harnessed, it stays harnessed until it leaves the battlefield. Harnessed is neither an ability nor part of the permanent’s copiable values.\n“受掌控”此称号并无规则含义。它仅用作标记,供其他咒语和异能辨识之用。只有永久物能够受掌控。一旦某永久物已受掌控后,它便会一直保持已受掌控,直到它离开战场为止。“受掌控”既不是异能,也不是该永久物可复制特征值的一部分。"}, {"chapter": "7", "id": "701.65.", "content": "701.65. Airbend\n截气"}, {"chapter": "7", "id": "701.65a", "content": "701.65a Certain spells and abilities instruct a player to airbend one or more permanents and/or spells. To do so, that player exiles those objects. For each card exiled this way, for as long as it remains exiled, its owner may cast it by paying {2} rather than paying its mana cost.\n某些咒语和异能会指示牌手对一个或数个永久物和/或咒语截气。其意指,该牌手放逐这些物件。对每张以此法放逐的牌而言,只要该牌持续被放逐,其拥有者便可以施放之,但需支付{2},而不支付其法术力费用。"}, {"chapter": "7", "id": "701.65b", "content": "701.65b An ability that triggers whenever a player airbends triggers when that player exiles one or more objects as a result of an instruction to airbend.\n每当牌手截气时触发的异能会在牌手因执行截气的指示而放逐一个或数个物件时触发。"}, {"chapter": "7", "id": "701.66.", "content": "701.66. Earthbend\n运土"}, {"chapter": "7", "id": "701.66a", "content": "701.66a “Earthbend N” means “Target land you control becomes a 0/0 land creature with haste in addition to its other types. Put N +1/+1 counters on it. When that land dies or is put into exile, return it to the battlefield tapped under your control.”\n“运土N”意指“目标由你操控的地成为0/0,具敏捷异能的地生物,且仍具有原本类别。在其上放置N个+1/+1指示物。当该地死去或进入放逐区时,将它在你的操控下移回战场。”"}, {"chapter": "7", "id": "701.66b", "content": "701.66b An ability that triggers whenever a player earthbends triggers when the delayed triggered ability described in rule 701.66a is created.\n每当牌手运土时触发的异能会在701.66a中所述之延迟触发式异能被创造时触发。"}, {"chapter": "7", "id": "701.67.", "content": "701.67. Waterbend\n截水"}, {"chapter": "7", "id": "701.67a", "content": "701.67a “Waterbend [cost]” means “Pay [cost]. For each generic mana in that cost, you may tap an untapped artifact or creature you control rather than pay that mana.”\n“截水[费用]”意指“支付[费用]。你可以为此费用中的每一点一般法术力横置一个由你操控且未横置的神器或生物,而不支付该法术力。”"}, {"chapter": "7", "id": "701.67b", "content": "701.67b If a waterbend cost is part of the total cost to cast a spell or activate an ability (usually because the waterbend cost itself is an additional cost), the alternate method to pay for mana described in rule 701.67a may be used only to pay for the amount of generic mana in the waterbend cost, even if the total cost to cast that spell or activate that ability includes other generic mana components.\n如果某个截水费用是施放咒语或起动异能之总费用的一部分(通常是因为截水费用本身就是额外费用),则规则701.67a中所述之支付法术力的替代方法,只能用于支付截水费用中的一般法术力部分,就算施放该咒语或起动该异能的总费用中包含其他一般法术力的部分也是如此。\nExample: Spirit Water Revival is a spell that costs {1}{U}{U} and says, in part, “As an additional cost to cast this spell, waterbend {6}.” As you cast it, you may tap up to six artifacts and/or creatures you control to pay the for the {6} in its waterbend cost, but you can’t tap any artifacts or creatures to pay for any part of the {1}{U}{U} mana cost.\n例如:灵水复生是个费用为{1}{U}{U}的咒语,其部分叙述为“你可以截水{6},以作为施放此咒语的额外费用。”于你施放此咒语时,你可以横置至多六个由你操控的神器和/或生物来支付其截水费用中的{6},但你不能横置任何神器或生物来支付其{1}{U}{U}法术力费用中的任何部分。"}, {"chapter": "7", "id": "701.67c", "content": "701.67c An ability that triggers whenever a player waterbends triggers whenever that player pays a waterbend cost, regardless of how they paid that cost.\n每当牌手截水时触发的异能会在牌手支付一个截水费用时触发,无论该费用是以何方式支付。"}, {"chapter": "7", "id": "701.68.", "content": "701.68. Blight\n衰萎"}, {"chapter": "7", "id": "701.68a", "content": "701.68a To “blight N” means to put N -1/-1 counters on a creature you control.\n“衰萎N”意指“在一个由你操控的生物上放置N个-1/-1指示物。”"}, {"chapter": "7", "id": "701.68b", "content": "701.68b If a player is given the choice to blight but is unable to put N -1/-1 counters on a creature they control (usually because they control no creatures), they can’t choose to blight.\n如果牌手于其无法在由其操控的生物上放置N个-1/-1指示物时得到衰萎的选项(通常是由于其未操控生物),则其不能选择进行衰萎。"}, {"chapter": "7", "id": "701.68c", "content": "701.68c Some spells and abilities that instruct a player to blight refer to the “blighted creature.” This phrase refers to the object that the player who was instructed to blight chose to put -1/-1 counters on when blighting.\n一些指示牌手衰萎的咒语和异能提及“所衰萎的生物”。此用语提及的物件指的是于牌手衰萎时,在其上放置-1/-1指示物的物件。"}, {"chapter": "7", "id": "701.68d", "content": "701.68d An ability that triggers whenever a player blights triggers after the process described in rule 701.68a is complete, regardless of what events actually occurred.\n每当牌手衰萎时触发的异能会在完成规则701.68a中所述之流程后触发,无论实际发生的事件为何。"}, {"chapter": "7", "id": "702.", "content": "702. Keyword Abilities\n关键字异能"}, {"chapter": "7", "id": "702.1.", "content": "702.1. Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule.\n绝大多数的异能都在牌张的规则叙述中清楚地描述出了自己的作用。然而,有些异能极为常见,或是其定义会占去牌上太多的空间。在这些情况下,该物件上便只会列出该异能的名称,作为“关键字”;有时会以规则提示来简略说明该异能相对应的游戏规则。"}, {"chapter": "7", "id": "702.1a", "content": "702.1a If an effect refers to a “[keyword ability] cost,” it refers only to the variable costs for that keyword.\n如果一个效应提及“[关键字异能]费用”,它只指该关键字异能的可变数值费用。\nExample: Varolz, the Scar-Striped has an ability that says “Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost.” A creature card’s scavenge cost is an amount of mana equal to its mana cost, and the activation cost of the scavenge ability is that amount of mana plus “Exile this card from your graveyard.”\n例如:痕躯瓦罗兹具有异能叙述为“你坟墓场的每张生物牌都具有食腐异能。其食腐费用等同于该牌的法术力费用。”一张生物牌的食腐费用的数值等于其法术力费用,该食腐异能的起动费用为该费用加上“从你的坟墓场放逐此牌”。"}, {"chapter": "7", "id": "702.1b", "content": "702.1b An effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated.\n赋予某物件关键字异能的效应可能根据该物件或关于游戏状态的其他信息定义该异能中的可变数值。对于此类异能,该可变数值的数值会持续更新。\nExample: Volcano Hellion has the ability “This creature has echo {X}, where X is your life total.” If your life total is 10 when Volcano Hellion’s echo ability triggers but 5 when it resolves, the echo cost to pay is {5}.\n例如:熔岩口地狱兽具有异能“此生物具有返响{X},X为你的总生命。”如果当熔岩口地狱兽的返响异能触发时你的总生命为10,但其结算时你的总生命为5,则需要支付的返响费用为{5}。\nExample: Fire//Ice is a split card whose halves have the mana costs {1}{R} and {1}{U}. Past in Flames reads “Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.” Fire//Ice has “Flashback {2}{U}{R}” while it is in your graveyard, but if you choose to cast Fire, the resulting spell has “Flashback {1}{R}.”\n例如:热火//寒冰是一张连体牌,其两半的法术力费用为{1}{R}和{1}{U}。过往成焰叙述为“你坟墓场中的每张瞬间与法术牌都获得返照异能直到回合结束。其返照费用等同于该牌的法术力费用。”热火//寒冰在你的坟墓场中具有“返照{2}{U}{R}”,但如果你选择施放热火,由此施放的咒语具有“返照{1}{R}”。"}, {"chapter": "7", "id": "702.1c", "content": "702.1c An effect may state that “the same is true for” a list of keyword abilities or similar. If one of those keyword abilities has variants or variables and the effect grants that keyword or counters of that keyword to one or more objects and/or players, it grants each appropriate variant and variable of that keyword.\n一个效应可能会叙述一系列关键字异能或类似情形“亦比照办理”。如果这些关键字异能其中之一具有变化形式或变量,且该效应赋予一个或数个物件和/或牌手该关键字异能或指示物,则它赋予该关键字异能或指示物的每一种适用的变化形式或变量。\nExample: Concerted Effort is an enchantment that reads “At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.” As that triggered ability resolves, each landwalk and protection ability from among creatures you control is granted to each creature you control.\n例如:协力合作是一个结界,叙述为“在每位牌手的维持开始时,如果由你操控的某个生物具有飞行异能,则所有由你操控的生物获得飞行异能直到回合结束;且恐惧,先攻,连击,地行者,保护,践踏,以及警戒等异能亦比照办理。”于该触发式异能结算时,你操控的生物中具有的每一种地行者异能和保护异能均会赋予给每个由你操控的生物。"}, {"chapter": "7", "id": "702.1d", "content": "702.1d An effect may refer to an object “with [keyword ability]” or “that has [keyword ability].” This means the same thing as an object “with a [keyword ability] ability” or an object “that has a [keyword ability] ability.”\n一个效应可能会提及“具[关键字异能]”或“具有[关键字异能]”的物件。这与提及“具[关键字异能]异能”或“具有[关键字异能]异能”的物件意义相同。"}, {"chapter": "7", "id": "702.2.", "content": "702.2. Deathtouch\n死触"}, {"chapter": "7", "id": "702.2a", "content": "702.2a Deathtouch is a static ability.\n死触属于静止式异能。"}, {"chapter": "7", "id": "702.2b", "content": "702.2b A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.\n如果在上一次检查状态动作后,一个生物受到具死触之来源的伤害,它便作为状态动作被消灭。参见规则704。"}, {"chapter": "7", "id": "702.2c", "content": "702.2c Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if excess damage is being dealt.\n在检查是否造成过量伤害时,任何具有死触的来源对生物分配的非零战斗伤害均认为是致命伤害。"}, {"chapter": "7", "id": "702.2d", "content": "702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.\n无论具有死触之物件是从哪个区域造成的伤害,死触异能规则都会生效。"}, {"chapter": "7", "id": "702.2e", "content": "702.2e If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.\n如果一个永久物在使其造成伤害的效应生效前便离开战场,则会使用其最后已知信息来判断该永久物是否具有死触异能。"}, {"chapter": "7", "id": "702.2f", "content": "702.2f Multiple instances of deathtouch on the same object are redundant.\n同一个物件上的多个死触异能并无意义。"}, {"chapter": "7", "id": "702.3.", "content": "702.3. Defender\n守军"}, {"chapter": "7", "id": "702.3a", "content": "702.3a Defender is a static ability.\n守军属于静止式异能。"}, {"chapter": "7", "id": "702.3b", "content": "702.3b A creature with defender can’t attack.\n具有守军的生物不能进行攻击。"}, {"chapter": "7", "id": "702.3c", "content": "702.3c Multiple instances of defender on the same creature are redundant.\n同一个生物上的多个守军异能并无意义。"}, {"chapter": "7", "id": "702.4.", "content": "702.4. Double Strike\n连击"}, {"chapter": "7", "id": "702.4a", "content": "702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)\n连击属于静止式异能,它会影响战斗伤害步骤的规则。(参见规则510,“战斗伤害步骤”。)"}, {"chapter": "7", "id": "702.4b", "content": "702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.\n如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻(参见规则702.7)或连击,则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。"}, {"chapter": "7", "id": "702.4c", "content": "702.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.\n如果在第一个战斗伤害步骤中移除一个生物的连击异能,则此生物将无法在第二个战斗伤害步骤中分配战斗伤害。"}, {"chapter": "7", "id": "702.4d", "content": "702.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.\n如果在一个具有先攻异能的生物在第一个战斗伤害步骤造成过战斗伤害后赋予其连击异能,将使该生物继续在第二个战斗伤害步骤中分配战斗伤害。"}, {"chapter": "7", "id": "702.4e", "content": "702.4e Multiple instances of double strike on the same creature are redundant.\n同一个生物上的多个连击异能并无意义。"}, {"chapter": "7", "id": "702.5.", "content": "702.5. Enchant\n结附"}, {"chapter": "7", "id": "702.5a", "content": "702.5a Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.\n结附属于静止式异能,写作“结附于[物件或牌手]”。结附异能会限制灵气咒语的目标,以及灵气能够结附的对象。"}, {"chapter": "7", "id": "702.5b", "content": "702.5b For more information about Auras, see rule 303, “Enchantments.”\n关于灵气的更多信息,参见规则303,“结界”。"}, {"chapter": "7", "id": "702.5c", "content": "702.5c If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.\n如果一个灵气上有多个结附异能,则它们均会生效。该灵气的目标必须遵循所有结附异能的限制。此灵气只能结附于符合其所有结附异能限制的物件或牌手。"}, {"chapter": "7", "id": "702.5d", "content": "702.5d Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.\n能结附于牌手的灵气能以牌手为目标,并贴附于其上。此类灵气不能指定永久物为目标,也不能贴附于永久物之上。"}, {"chapter": "7", "id": "702.6.", "content": "702.6. Equip\n佩带"}, {"chapter": "7", "id": "702.6a", "content": "702.6a Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.”\n佩带属于武具牌特有的起动式异能。“佩带[费用]”意指,“[费用]:将此武具贴附于目标由你操控的生物上。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.6b", "content": "702.6b For more information about Equipment, see rule 301, “Artifacts.”\n关于武具的更多信息,参见规则301,“神器”。"}, {"chapter": "7", "id": "702.6c", "content": "702.6c Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form “Equip [quality]” or “Equip [quality] creature.” These equip abilities may legally target only a creature that’s controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don’t restrict what the Equipment may be attached to.\n佩带异能可能会进一步限制哪些生物可以选作合法目标。此类限制通常以“佩带[特性]”或“佩带[特性]生物”的形式出现。这些佩带异能只能合法指定由起动该异能之牌手所操控的、且具有该特性的生物。佩带异能的额外限制并不限制该武具能贴附于什么生物上面。"}, {"chapter": "7", "id": "702.6d", "content": "702.6d If a permanent has multiple equip abilities, any of its equip abilities may be activated.\n如果同一个武具上有多个佩带异能,其上的任意一个佩带异能都可以被起动。"}, {"chapter": "7", "id": "702.6e", "content": "702.6e “Equip planeswalker” is a variant of the equip ability. “Equip planeswalker [cost]” means “[Cost]: Attach this permanent to target planeswalker you control as though that planeswalker were a creature. Activate only as a sorcery.”\n“佩带鹏洛客”是佩带异能的一种变化形式。“佩带鹏洛客[费用]”意指“[费用]:将目标由你操控的鹏洛客视同生物地来把此永久物贴附于其上。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.7.", "content": "702.7. First Strike\n先攻"}, {"chapter": "7", "id": "702.7a", "content": "702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)\n先攻属于静止式异能,它会影响战斗伤害步骤的规则。(参见规则510,“战斗伤害步骤”。)"}, {"chapter": "7", "id": "702.7b", "content": "702.7b If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.\n如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻或连击(参见规则702.4),则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。"}, {"chapter": "7", "id": "702.7c", "content": "702.7c Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t preclude that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).\n如果在第一个战斗伤害步骤当中,造成了战斗伤害之后再赋予一个不具有先攻异能的生物该异能,并不会使此生物在第二个战斗伤害步骤中无法分配战斗伤害。如果在一个具有先攻异能的生物于第一个战斗伤害步骤中造成伤害后,移除该生物上的先攻异能,也不会使它在第二个战斗伤害步骤中再次分配战斗伤害(除非该生物具有连击异能)。"}, {"chapter": "7", "id": "702.7d", "content": "702.7d Multiple instances of first strike on the same creature are redundant.\n同一个生物上的多个先攻异能并无意义。"}, {"chapter": "7", "id": "702.8.", "content": "702.8. Flash\n闪现"}, {"chapter": "7", "id": "702.8a", "content": "702.8a Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.”\n闪现属于静止式异能,具有此异能的牌在位于你可以使用它的区域中生效。“闪现”意指,“你可以于你能够施放瞬间的时机下使用此牌。”"}, {"chapter": "7", "id": "702.8b", "content": "702.8b Multiple instances of flash on the same object are redundant.\n同一个物件上的多个闪现异能并无意义。"}, {"chapter": "7", "id": "702.9.", "content": "702.9. Flying\n飞行"}, {"chapter": "7", "id": "702.9a", "content": "702.9a Flying is an evasion ability.\n飞行属于躲避式异能。"}, {"chapter": "7", "id": "702.9b", "content": "702.9b A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, “Declare Blockers Step,” and rule 702.17, “Reach.”)\n具有飞行的生物只能被具有飞行和/或延势的生物阻挡。无论一个生物是否具有飞行,具有飞行的生物都可以阻挡它。(参见规则509,“宣告阻挡者步骤”和规则702.17,“延势”。)"}, {"chapter": "7", "id": "702.9c", "content": "702.9c Multiple instances of flying on the same creature are redundant.\n同一个生物上的多个飞行异能并无意义。"}, {"chapter": "7", "id": "702.10.", "content": "702.10. Haste\n敏捷"}, {"chapter": "7", "id": "702.10a", "content": "702.10a Haste is a static ability.\n敏捷属于静止式异能。"}, {"chapter": "7", "id": "702.10b", "content": "702.10b If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since their most recent turn began. (See rule 302.6.)\n如果一个生物具有敏捷,则即使它的操控者在其最近的一回合开始时并未持续操控它,它依然能够攻击。(参见规则302.6。)"}, {"chapter": "7", "id": "702.10c", "content": "702.10c If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player continuously since their most recent turn began. (See rule 302.6.)\n如果一个生物具有敏捷,则即使它的操控者在其最近的一回合开始时并未持续操控它,也能够起动费用中包括横置或重置符号的起动式异能。(参见规则302.6。)"}, {"chapter": "7", "id": "702.10d", "content": "702.10d Multiple instances of haste on the same creature are redundant.\n同一个生物上的多个敏捷异能并无意义。"}, {"chapter": "7", "id": "702.11.", "content": "702.11. Hexproof\n辟邪"}, {"chapter": "7", "id": "702.11a", "content": "702.11a Hexproof is a static ability.\n辟邪是静止式异能。"}, {"chapter": "7", "id": "702.11b", "content": "702.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”\n在永久物上的“辟邪”意指“此永久物不能成为你对手所操控的咒语或异能的目标。”"}, {"chapter": "7", "id": "702.11c", "content": "702.11c “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.”\n在牌手上的“辟邪”意指“你不能成为你对手所操控的咒语或异能的目标。”"}, {"chapter": "7", "id": "702.11d", "content": "702.11d “Hexproof from [quality]” is a variant of the hexproof ability. “Hexproof from [quality]” on a permanent means “This permanent can’t be the target of [quality] spells your opponents control or abilities your opponents control from [quality] sources.” A “hexproof from [quality]” ability is a hexproof ability.\n“反[特性]辟邪”是辟邪异能的一种变化形式。永久物上的“反[特性]辟邪”意指“此永久物不能成为由对手操控之[特性]咒语,或由对手操控之[特性]来源异能的目标。”“反[特性]辟邪”异能是一种辟邪异能。"}, {"chapter": "7", "id": "702.11e", "content": "702.11e Any effect that causes an object to lose hexproof will cause an object to lose all “hexproof from [quality]” abilities. Any effect that allows a player to choose a creature with hexproof as a target as though it didn’t have hexproof will allow a player to choose a creature with a “hexproof from [quality]” ability. Any effect that looks for a card with hexproof will find a card with a “hexproof from [quality]” ability.\n使物件失去辟邪异能之效应亦会使其失去所有“反[特性]辟邪”异能。允许牌手将具辟邪异能的生物视同不具辟邪异能地选择为目标之效应亦会允许牌手选择具“反[特性]辟邪”异能的生物为目标。寻找具辟邪异能的牌之效应亦会找到具“反[特性]辟邪”异能的牌。"}, {"chapter": "7", "id": "702.11f", "content": "702.11f “Hexproof from [quality A] and from [quality B]” is shorthand for “hexproof from [quality A]” and “hexproof from [quality B]”; it behaves as two separate hexproof abilities.\n“反[特性A]与反[特性B]辟邪”是“反[特性A]辟邪”及“反[特性B]辟邪”的简写形式;此类叙述与分别列出两个辟邪异能相同。"}, {"chapter": "7", "id": "702.11g", "content": "702.11g “Hexproof from each [characteristic]” is shorthand for “hexproof from [quality A],” “hexproof from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate hexproof abilities.\n“反每个[特征]辟邪”是为该特征所有可能出现的每个特性单独列出“反[特性A]辟邪”,“反[特性B]辟邪”等等的缩略形式;此类叙述与分别列出数个辟邪异能相同。(译注:中文牌上的Hexproof from all [characteristic]不一定会译作“反每个[特征]辟邪”,而是可能根据特征中含有的特性数值进行相应的调整,如“反五色辟邪”。)"}, {"chapter": "7", "id": "702.11h", "content": "702.11h Multiple instances of the same hexproof ability on the same permanent or player are redundant.\n同一个永久物或牌手上的多个同种辟邪异能并无意义。"}, {"chapter": "7", "id": "702.12.", "content": "702.12. Indestructible\n不灭"}, {"chapter": "7", "id": "702.12a", "content": "702.12a Indestructible is a static ability.\n不灭是一个静止式异能。"}, {"chapter": "7", "id": "702.12b", "content": "702.12b A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).\n一个具有不灭的永久物不能被消灭。这些永久物不会被致命伤害消灭,且它们忽略检查致命伤害的状态动作(参见规则704.5g)。"}, {"chapter": "7", "id": "702.12c", "content": "702.12c Multiple instances of indestructible on the same permanent are redundant.\n同一个永久物上的多个不灭异能并无意义。"}, {"chapter": "7", "id": "702.13.", "content": "702.13. Intimidate\n威吓"}, {"chapter": "7", "id": "702.13a", "content": "702.13a Intimidate is an evasion ability.\n威吓属于躲避式异能。"}, {"chapter": "7", "id": "702.13b", "content": "702.13b A creature with intimidate can’t be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, “Declare Blockers Step.”)\n具有威吓的生物只能被神器生物和/或与之有共通颜色的生物阻挡。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.13c", "content": "702.13c Multiple instances of intimidate on the same creature are redundant.\n同一个生物上的多个威吓异能并无意义。"}, {"chapter": "7", "id": "702.14.", "content": "702.14. Landwalk\n地行者"}, {"chapter": "7", "id": "702.14a", "content": "702.14a Landwalk is a generic term that appears within an object’s rules text as “[type]walk,” where [type] is usually a land type, but it can also be the card type land plus any combination of land types, card types, and/or supertypes.\n地行者为通用词,在物件的规则叙述中都会以“[类别]行者”的格式出现,其中[类别]通常是一种地类别,但也可以是地此牌张类别、任意的地类别、牌张类别、或超类别,或是前述各类别的任意组合。"}, {"chapter": "7", "id": "702.14b", "content": "702.14b Landwalk is an evasion ability.\n地行者属于躲避式异能。"}, {"chapter": "7", "id": "702.14c", "content": "702.14c A creature with landwalk can’t be blocked as long as the defending player controls at least one land with the specified land type (as in “islandwalk”), with the specified type or supertype (as in “artifact landwalk”), without the specified type or supertype (as in “nonbasic landwalk”), or with both the specified type or supertype and the specified subtype (as in “snow swampwalk”). (See rule 509, “Declare Blockers Step.”)\n只要防御牌手至少操控一个符合地行者异能所述特性的地,具有该地行者异能的生物便不能被阻挡。该特性可以是具有所指定的地类别(如“海岛行者”)、具有所指定的牌张类别或超类别(如“神器地行者”)、不具有所指定的牌张类别或超类别(如“非基本地行者”),或同时具有所指定的超类别及副类别(如“雪境沼泽行者”)。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.14d", "content": "702.14d Landwalk abilities don’t “cancel” one another.\n地行者异能并不会互相“抵消”。\nExample: If a player controls a snow Forest, that player can’t block an attacking creature with snow forestwalk even if they also control a creature with snow forestwalk.\n例如:如果一位牌手操控着一个雪境树林,则即使其同样操控具有雪境树林行者异能的生物,也不能阻挡具有该异能的攻击生物。"}, {"chapter": "7", "id": "702.14e", "content": "702.14e Multiple instances of the same kind of landwalk on the same creature are redundant.\n同一个生物上的多个同类别地行者异能并无意义。"}, {"chapter": "7", "id": "702.15.", "content": "702.15. Lifelink\n系命"}, {"chapter": "7", "id": "702.15a", "content": "702.15a Lifelink is a static ability.\n系命属于静止式异能。"}, {"chapter": "7", "id": "702.15b", "content": "702.15b Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 120.3.\n具有系命之来源所造成的伤害,将使此来源的操控者,或如果没有操控者,则为其拥有者获得等量的生命(该伤害造成的其他结果仍照常处理)。参见规则120.3。"}, {"chapter": "7", "id": "702.15c", "content": "702.15c If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink.\n如果一个物件在使其造成伤害的效应生效前便改变区域,则会使用其最后已知信息来判断该物件是否具有系命异能。"}, {"chapter": "7", "id": "702.15d", "content": "702.15d The lifelink rules function no matter what zone an object with lifelink deals damage from.\n无论具有系命之物件是从哪个区域造成的伤害,系命规则都会生效。"}, {"chapter": "7", "id": "702.15e", "content": "702.15e If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rules 119.9–10).\n如果多个具有系命的来源同时造成伤害,它们会分别导致一次获得生命的事件(参见规则119.9-10)。\nExample: A player controls Ajani’s Pridemate, which reads “Whenever you gain life, put a +1/+1 counter on this creature,” and two creatures with lifelink. The creatures with lifelink deal combat damage simultaneously. Ajani’s Pridemate’s ability triggers twice.\n例如:一位牌手操控阿耶尼的群伴,其异能为“每当你获得生命时,在此生物上放置一个+1/+1指示物。”和两个具有系命异能的生物。这些生物同时造成战斗伤害。阿耶尼的群伴的异能触发两次。"}, {"chapter": "7", "id": "702.15f", "content": "702.15f Multiple instances of lifelink on the same object are redundant.\n同一个物件上的多个系命异能并无意义。"}, {"chapter": "7", "id": "702.16.", "content": "702.16. Protection\n保护"}, {"chapter": "7", "id": "702.16a", "content": "702.16a Protection is a static ability, written “Protection from [quality].” This quality is usually a color (as in “protection from black”) but can be any characteristic value or information. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2.\n保护属于静止式异能,写作“反[特性]保护”。此特性通常为颜色(如“反黑保护”),但也可以是其他的特征或信息。如果此特性是一张牌的名称,则仅有在此保护异能指名此特性为名称时,才将其视作牌名来处理。如果此特性为一种牌张类别、副类别或超类别,则保护所使用的来源包括该类永久物,与不在战场上的该类来源。这是规则109.2的例外状况。"}, {"chapter": "7", "id": "702.16b", "content": "702.16b A permanent or player with protection can’t be targeted by spells with the stated quality and can’t be targeted by abilities from a source with the stated quality.\n具有保护的永久物或牌手不能成为具所述特性的咒语,或来源为该特性的异能之目标。"}, {"chapter": "7", "id": "702.16c", "content": "702.16c A permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”)\n具有保护的永久物或牌手不能被具有所述特性的灵气结附。已贴附于该永久物或牌手的此类灵气会作为状态动作置入其拥有者的坟墓场。(参见规则704,“状态动作”。)"}, {"chapter": "7", "id": "702.16d", "content": "702.16d A permanent with protection can’t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, “State-Based Actions.”)\n具有保护的永久物不能佩带具所述特性的武具或构工具有该特性的工事。此类武具或工事会作为状态动作从该永久物上卸装,但仍留在战场上。(参见规则704,“状态动作”。)"}, {"chapter": "7", "id": "702.16e", "content": "702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.\n如果将对具有保护的永久物或牌手造成的伤害来源具有所述特性,则此伤害会被防止。"}, {"chapter": "7", "id": "702.16f", "content": "702.16f Attacking creatures with protection can’t be blocked by creatures that have the stated quality.\n具有保护的攻击生物不能被具该特性的生物阻挡。"}, {"chapter": "7", "id": "702.16g", "content": "702.16g “Protection from [quality A] and from [quality B]” is shorthand for “protection from [quality A]” and “protection from [quality B]”; it behaves as two separate protection abilities.\n“反[特性A]及反[特性B]保护”是“反[特性A]保护”及“反[特性B]保护”的简写形式;此类叙述与分别列出两个保护异能相同。(译注:中文牌上已经将“反[特性A]及[特性B]保护”按两个保护异能分别译成“反[特性A]保护,反[特性B]保护”。)"}, {"chapter": "7", "id": "702.16h", "content": "702.16h “Protection from each [characteristic]” is shorthand for “protection from [quality A],” “protection from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities.\n“反每个[特征]保护”是为该特征所有可能出现的每个特性单独列出“反[特性A]保护”,“反[特性B]保护”等等的缩略形式;此类叙述与分别列出数个保护异能相同。(译注:中文牌上的Protection from all [characteristic]不一定会译作“反每个[特征]保护”,而是可能根据特征中含有的特性数值进行相应的调整,如“反五色保护”。)"}, {"chapter": "7", "id": "702.16i", "content": "702.16i “Protection from each [set of characteristics, qualities, or players]” is shorthand for “protection from [A],” “protection from [B],” and so on for each characteristic, quality, or player in the set. It behaves as multiple separate protection abilities.\n“所有[特征、特性或牌手的集合]之反[特征、特性或牌手]保护”是为该集合中的每个特征、特性或牌手单独列出“反[A]保护”,“反[B]保护”等等的缩略形式;此类叙述与分别列出数个保护异能相同。"}, {"chapter": "7", "id": "702.16j", "content": "702.16j “Protection from everything” is a variant of the protection ability. A permanent or player with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities and can’t be enchanted by Auras. Such a permanent can’t be equipped by Equipment, fortified by Fortifications, or blocked by creatures. All damage that would be dealt to such a permanent or player is prevented.\n“反一切保护”是保护的变化形式。具有反一切保护的永久物或牌手具有反每个物件的保护,无论该物件的特征为何。此类永久物或牌手不能成为咒语或异能的目标,且不能被灵气结附。此类永久物不能佩带武具、不能构工工事,且不能被生物阻挡。防止将对此类永久物或牌手造成的所有伤害。"}, {"chapter": "7", "id": "702.16k", "content": "702.16k “Protection from [a player]” is a variant of the protection ability. A permanent or player with protection from a specific player has protection from each object that player controls and protection from each object that player owns not controlled by another player, regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities the specified player controls and can’t be enchanted by Auras that player controls. Such a permanent can’t be equipped by Equipment that player controls, fortified by Fortifications that player controls, or blocked by creatures that player controls. All damage that would be dealt to such a permanent or player by sources controlled by the specified player or owned by that player but not controlled by another player is prevented.\n“反[一位牌手]保护”是保护的变化形式。具有反一位特定牌手保护的永久物或牌手,具有反该牌手操控之每个物件的保护异能,反该牌手拥有但未被另一位牌手操控之每个物件的保护异能,无论该物件的特征为何。此类永久物或牌手不能成为该牌手操控的咒语或异能的目标,且不能被该牌手操控的灵气结附。此类永久物也不能佩带该牌手操控的武具、不能构工该牌手操控的工事、不能被该牌手操控的生物阻挡。防止所有由该牌手操控、或由该牌手拥有但未被另一位牌手操控之来源将对此类永久物或牌手造成的所有伤害。"}, {"chapter": "7", "id": "702.16m", "content": "702.16m Multiple instances of protection from the same quality on the same permanent or player are redundant.\n同一永久物或牌手上的多个同特性保护异能并无意义。"}, {"chapter": "7", "id": "702.16n", "content": "702.16n Some Auras both give the enchanted creature protection from a quality and say “this effect doesn’t remove” either that specific Aura or all Auras. This means that the specified Auras aren’t put into their owners’ graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.\n一些灵气既赋予所结附的生物反特性保护,又叙述“此效应不会移除”该灵气或所有灵气。此叙述的意义为这些灵气不会因状态动作置入其拥有者的坟墓场。如果该生物额外具有其他同特性保护异能,这些异能会如常影响灵气。"}, {"chapter": "7", "id": "702.16p", "content": "702.16p One Aura (Benevolent Blessing) gives the enchanted creature protection from a quality and says the effect doesn’t remove certain permanents that are “already attached to” that creature. This means that, when the protection effect starts to apply, any objects with the stated quality that are already attached to that creature (including the Aura giving that creature protection) will not be put into their owners’ graveyards as a state-based action. Other permanents with the stated quality can’t become attached to the creature. If the creature has other instances of protection from the same quality, those instances affect attached permanents as normal.\n一个灵气(善心祝福)赋予所结附的生物反特性保护,并叙述此效应不会移除已贴附于其上的一些永久物。这是意指,当保护效应开始生效时,任何具有所述特性的、已贴附于该生物的物件(包括赋予该生物保护异能的灵气在内)不会因状态动作置入其拥有者的坟墓场。其他具有所述特性的永久物不能再贴附于该生物。如果该生物额外具有其他同特性保护异能,这些异能会如常影响贴附于其上的永久物。"}, {"chapter": "7", "id": "702.17.", "content": "702.17. Reach\n延势"}, {"chapter": "7", "id": "702.17a", "content": "702.17a Reach is a static ability.\n延势属于静止式异能。"}, {"chapter": "7", "id": "702.17b", "content": "702.17b A creature with flying can’t be blocked except by creatures with flying and/or reach. (See rule 509, “Declare Blockers Step,” and rule 702.9, “Flying.”)\n具有飞行的生物只能被具有飞行和/或延势的生物阻挡。(参见规则509,“宣告阻挡者步骤”和规则702.9,“飞行”。)"}, {"chapter": "7", "id": "702.17c", "content": "702.17c Multiple instances of reach on the same creature are redundant.\n同一个生物上的多个延势异能并无意义。"}, {"chapter": "7", "id": "702.18.", "content": "702.18. Shroud\n帷幕"}, {"chapter": "7", "id": "702.18a", "content": "702.18a Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.”\n帷幕属于静止式异能。“帷幕”意指,“此永久物或牌手不能成为咒语或异能的目标。”"}, {"chapter": "7", "id": "702.18b", "content": "702.18b Multiple instances of shroud on the same permanent or player are redundant.\n同一永久物或牌手上的多个帷幕异能并无意义。"}, {"chapter": "7", "id": "702.19.", "content": "702.19. Trample\n践踏"}, {"chapter": "7", "id": "702.19a", "content": "702.19a Trample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, “Combat Damage Step.”)\n践踏属于静止式异能,会影响分配攻击生物之战斗伤害的规则。在生物进行阻挡或造成非战斗伤害时,此异能没有效应。(参见规则510,“战斗伤害步骤”。)"}, {"chapter": "7", "id": "702.19b", "content": "702.19b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any excess damage is assigned as its controller chooses among those blocking creatures and the player, planeswalker, or battle the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. The attacking creature’s controller need not assign lethal damage to all those blocking creatures but in that case can’t assign any damage to the player or planeswalker it’s attacking.\n具有践踏的攻击生物之操控者,首先将伤害分配给所有阻挡它的生物。一旦这些阻挡生物都分配了致命伤害,则其操控者可以将过量伤害可以在阻挡生物和该生物所攻击的牌手、鹏洛客或战役之间分配。当检查是否已经分配了致命伤害时,需考虑生物上已标记的伤害,以及其他生物在同一战斗伤害步骤正在分配的伤害,但不考虑可能会改变实际造成的伤害数量的异能或效应。攻击生物的操控者不需要对每个阻挡生物分配致命伤害,但此情况下不能将伤害分配给其正在攻击的牌手或鹏洛客。\nExample: A 2/2 creature that can block an additional creature blocks two attackers: a 1/1 with no abilities and a 3/3 with trample. The active player could assign 1 damage from the first attacker and 1 damage from the second to the blocking creature, and 2 damage to the defending player from the creature with trample.\n例如:一个2/2且具有可以阻挡多个攻击者异能的生物阻挡了两个攻击者:其中一个是1/1、不具异能的生物,另一个是3/3、具践踏异能的生物。主动牌手可将第一个攻击者造成的1点伤害及第二个生物造成的1点伤害分配给阻挡生物,并将具践踏异能的生物造成的剩下2点伤害分配给防御牌手。\nExample: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature’s controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker’s protection ability. The attacking creature’s controller can divide the rest of the damage as they choose between the blocking creature and the defending player.\n例如:一个6/6、具有践踏异能的绿色生物被一个2/2、具反绿保护的生物阻挡。即使对该阻挡者造成的伤害会被保护异能所防止,该攻击生物的操控者也必须将至少2点伤害分配给阻挡者。进行攻击的生物之操控者可以选择将剩余的伤害在阻挡生物与防御牌手之间分配。"}, {"chapter": "7", "id": "702.19c", "content": "702.19c Trample over planeswalkers is a variant of trample that modifies the rules for assigning combat damage to planeswalkers. The controller of a creature with trample over planeswalkers assigns that creature’s combat damage as described in rule 702.19b, with one exception. If that creature is attacking a planeswalker, after lethal damage is assigned to all blocking creatures and damage at least equal to the loyalty of the planeswalker the creature is attacking is assigned to that planeswalker, further excess damage may be assigned as the attacking creature’s controller chooses among those blocking creatures, that planeswalker, and that planeswalker’s controller. When checking for assigned damage equal to a planeswalker’s loyalty, take into account damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt.\n践踏鹏洛客是践踏异能的变化,会影响对鹏洛客分配战斗伤害的规则。具践踏鹏洛客异能的生物之操控者依照规则702.19b所述分配该生物的战斗伤害,但有一点例外。如果该生物正在攻击鹏洛客,在为所有阻挡生物分配战斗伤害、且至少为该生物所攻击的鹏洛客分配等同于该鹏洛客忠诚的伤害之后,仍有过量的伤害可以由该攻击生物之操控者来选择,任意分配给这些阻挡生物、该鹏洛客、或该鹏洛客的操控者。当检查是否分配了等同于鹏洛客忠诚的伤害时,需考虑其他生物在同一战斗伤害步骤正在分配的伤害,但不考虑可能会改变实际造成的伤害数量的异能或效应。\nExample: A player controls a planeswalker with three loyalty counters that is being attacked by a 1/1 with no abilities and a 7/7 with trample over planeswalkers. The active player could assign 1 damage from the first attacker and 2 damage from the second to the planeswalker and 5 damage to the defending player from the creature with trample over planeswalkers.\n例如:牌手操控一个具有三个忠诚指示物的鹏洛客,其正在被一个没有异能的1/1生物和一个具践踏鹏洛客异能的7/7生物攻击。主动牌手可以将来自前者攻击生物的1点伤害和来自后者生物的2点伤害分配给该鹏洛客,并将来自具践踏鹏洛客的生物的5点伤害分配给防御牌手。"}, {"chapter": "7", "id": "702.19d", "content": "702.19d If an attacking creature with trample or trample over planeswalkers is blocked, but there are no creatures blocking it when damage is assigned, its damage is assigned to the defending player and/or planeswalker as though all blocking creatures have been assigned lethal damage.\n如果一个具有践踏或践踏鹏洛客的生物被阻挡,但在分配伤害时没有阻挡生物,则它造成的所有伤害视同所有阻挡生物都已分配了致命伤害一般地分配给该防御牌手和/或鹏洛客。"}, {"chapter": "7", "id": "702.19e", "content": "702.19e If a creature with trample over planeswalkers is attacking a planeswalker and that planeswalker is removed from combat, the creature’s damage may be assigned to the defending player once all blocking creatures have been dealt lethal damage or, if there are no blocking creatures when damage is assigned, all its damage is assigned to the defending player. This is an exception to rule 506.4c, and it does not cause the creature to be attacking that player.\n如果一个具有践踏鹏洛客的生物正在攻击鹏洛客,且该鹏洛客被移出战斗,该生物的伤害可以在所有阻挡生物都已分配了致命伤害之后分配给防御牌手。或者,如果在伤害分配时没有阻挡生物,其伤害全部分配给防御牌手。这是规则506.4c的例外情况,且不会使得该生物成为攻击该牌手。"}, {"chapter": "7", "id": "702.19f", "content": "702.19f If a creature without trample over planeswalkers is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker’s loyalty.\n如果一个不具有践踏鹏洛客的生物攻击的是鹏洛客,不能将它所造成的任何战斗伤害分配给防御牌手,即使该鹏洛客已被移出战斗或攻击生物可分配的伤害超过了它的忠诚。"}, {"chapter": "7", "id": "702.19g", "content": "702.19g Multiple instances of trample on the same creature are redundant. Multiple instances of trample over planeswalkers on the same creature are redundant.\n同一个生物上的多个践踏异能并无意义。同一个生物上的多个践踏鹏洛客异能并无意义。"}, {"chapter": "7", "id": "702.20.", "content": "702.20. Vigilance\n警戒"}, {"chapter": "7", "id": "702.20a", "content": "702.20a Vigilance is a static ability that modifies the rules for the declare attackers step.\n警戒属于静止式异能,会影响宣告攻击者步骤的规则。"}, {"chapter": "7", "id": "702.20b", "content": "702.20b Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”)\n具有警戒的生物攻击时不需横置。(参见规则508,“宣告攻击者步骤”。)"}, {"chapter": "7", "id": "702.20c", "content": "702.20c Multiple instances of vigilance on the same creature are redundant.\n同一个生物上的多个警戒异能并无意义。"}, {"chapter": "7", "id": "702.21.", "content": "702.21. Ward\n守护"}, {"chapter": "7", "id": "702.21a", "content": "702.21a Ward is a triggered ability. Ward [cost] means “Whenever this permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays [cost].”\n守护属于触发式异能。“守护[费用]”意指“每当此永久物成为由对手操控之咒语或异能的目标时,除非该牌手支付[费用],否则反击之。”"}, {"chapter": "7", "id": "702.21b", "content": "702.21b Some ward abilities include an X in their cost and state what X is equal to. This value is determined at the time the ability resolves, not locked in as the ability triggers.\n一些守护异能的费用包含X,且叙述X等于何值。该值在该异能结算的时候确定,而非在其触发的时候确定。"}, {"chapter": "7", "id": "702.22.", "content": "702.22. Banding\n结合"}, {"chapter": "7", "id": "702.22a", "content": "702.22a Banding is a static ability that modifies the rules for combat.\n结合属于静止式异能,会影响战斗的规则。"}, {"chapter": "7", "id": "702.22b", "content": "702.22b “Bands with other” is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all “bands with other” abilities as well.\n“与…结合”是结合异能的特殊形式。如果一个效应将使一个永久物失去结合异能,则该永久物同样会失去所有“与…结合”异能。"}, {"chapter": "7", "id": "702.22c", "content": "702.22c As a player declares attackers, they may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has “bands with other”) are all in a “band.” They may also declare that one or more attacking [quality] creatures with “bands with other [quality]” and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as they want, but each creature may be a member of only one of them. (Defending players can’t declare bands but may use banding in a different way; see rule 702.22j.)\n于牌手宣告攻击者时,其可以宣告一个或数个具有结合异能的攻击生物,以及至多一个不具结合异能的攻击生物(即使该生物具有“与…结合”异能)结合为一个“团队”。其可以将任意数量具有“与其他[特性]结合”的攻击生物与任意数量的其他[特性]攻击生物组成一个团队。牌手可以宣告任意数量的攻击团队,但每个生物只能是其中一个团队的成员。(防御牌手不能宣告团队,但可以用另一种方式使用结合异能;参见规则702.22j。)"}, {"chapter": "7", "id": "702.22d", "content": "702.22d All creatures in an attacking band must attack the same player, planeswalker, or battle.\n在同一个攻击团队中的所有生物都必须攻击相同的牌手、鹏洛客或战役。"}, {"chapter": "7", "id": "702.22e", "content": "702.22e Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or “bands with other” from one or more of the creatures in the band.\n一旦宣告了攻击团队,即使之后其中一个或数个生物因故失去了结合或“与…结合”异能,该团队也将持续到战斗结束。"}, {"chapter": "7", "id": "702.22f", "content": "702.22f An attacking creature that’s removed from combat is also removed from the band it was in.\n如果一个攻击生物被移出战斗,它也会将从所在团队中移出。"}, {"chapter": "7", "id": "702.22g", "content": "702.22g Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.\n结合并不会使攻击生物共用异能,也不会移除任何异能。在团队中的攻击生物都是独立的永久物。"}, {"chapter": "7", "id": "702.22h", "content": "702.22h If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature.\n如果一个攻击生物被一个生物所阻挡,则该阻挡生物也同时阻挡了该攻击生物所在团队中的所有其他生物。\nExample: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If they do, then the creature with swampwalk will also become blocked by the blocking creature(s).\n例如:某牌手用一个具飞行的生物与一个具沼泽行者的生物组成了攻击团队进行攻击。操控有沼泽的防御牌手依然可以阻挡具有飞行的生物。如果防御牌手如此作,则阻挡生物也同时阻挡了具沼泽行者的生物。"}, {"chapter": "7", "id": "702.22i", "content": "702.22i If one member of a band would become blocked due to an effect, the entire band becomes blocked.\n如果一个团队中的一个成员因受到某个效应而被阻挡,则整个团队被阻挡。"}, {"chapter": "7", "id": "702.22j", "content": "702.22j During the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quality] creature with “bands with other [quality]” and another [quality] creature, the defending player (rather than the active player) chooses how the attacking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any creatures blocking it. This is an exception to the procedure described in rule 510.1c.\n在战斗伤害步骤中,如果一个攻击生物的阻挡者符合下述情形之一,则由防御牌手(而不是主动牌手)来分配攻击生物所造成的伤害:该阻挡生物具结合异能、或两个阻挡生物同为[特性]生物,且其中之一具有“与其他[特性]结合”异能。该攻击生物的战斗伤害可以由防御牌手在阻挡它的生物之间任意分配。这是规则510.1c中所描述之顺序的例外状况。"}, {"chapter": "7", "id": "702.22k", "content": "702.22k During the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature with “bands with other [quality]” and another [quality] creature, the active player (rather than the defending player) chooses how the blocking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any creatures it’s blocking. This is an exception to the procedure described in rule 510.1d.\n在战斗伤害步骤中,如果一个阻挡生物阻挡的攻击者符合下述情形之一,则由主动牌手(而不是防御牌手)来分配阻挡生物所造成的伤害:该攻击生物具结合异能、或有两个攻击生物同为[特性]生物,且其中之一具有“与其他[特性]结合”异能。该阻挡生物的战斗伤害可以由主动牌手在它所阻挡的生物之间任意分配。这是规则510.1d中所描述之顺序的例外状况。"}, {"chapter": "7", "id": "702.22m", "content": "702.22m Multiple instances of banding on the same creature are redundant. Multiple instances of “bands with other” of the same kind on the same creature are redundant.\n同一个生物上的多个结合异能并无意义。同一个生物上的多个同类别的与…结合异能并无意义。"}, {"chapter": "7", "id": "702.23.", "content": "702.23. Rampage\n狂暴"}, {"chapter": "7", "id": "702.23a", "content": "702.23a Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” (See rule 509, “Declare Blockers Step.”)\n狂暴属于触发式异能。“狂暴N”意指,“每当此生物被阻挡时,从第二个生物起,每个阻挡它生物都使它得+N/+N直到回合结束。”(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.23b", "content": "702.23b The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won’t change the bonus.\n狂暴的加成在每个战斗中,只于此触发式异能结算时计算一次。此后增加或移除阻挡生物都不会改变此数值。"}, {"chapter": "7", "id": "702.23c", "content": "702.23c If a creature has multiple instances of rampage, each triggers separately.\n如果一个生物具有多个狂暴异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.24.", "content": "702.24. Cumulative Upkeep\n累积维持"}, {"chapter": "7", "id": "702.24a", "content": "702.24a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” means “At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren’t allowed.\n累积维持属于触发式异能,其递增永久物的费用。“累积维持[费用]”意指,“在你的维持开始时,在此永久物上放置一个岁月指示物。然后你可以为其上每个岁月指示物各支付[费用]。若你未如此作,牺牲之。”如果[费用]的部分包含了任何选择,则每个岁月指示物的选择都会分别处理,之后要么支付全部的费用,要么便是完全不支付任何的费用。不能只支付其中一部分。\nExample: A creature has “Cumulative upkeep {W} or {U}” and two age counters on it. When its ability next triggers and resolves, the creature’s controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature on the battlefield.\n例如:某生物具有“累积维持{W}或{U}”,且其上有两个岁月指示物。当它的异能下一次触发并结算时,该生物的操控者在其上放置一个岁月指示物,然后可以支付{W}{W}{W},{W}{W}{U},{W}{U}{U},或是{U}{U}{U}来让此生物继续留在战场上。\nExample: A creature has “Cumulative upkeep—Sacrifice a creature” and one age counter on it. When its ability next triggers and resolves, its controller can’t choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed.\n例如:某生物具有“累积维持~牺牲一个生物”,且其上有一个岁月指示物。当它的异能下一次触发并结算时,它的操控者不能选择同样一个生物来牺牲两次。要么必须牺牲两个不同的生物,否则就必须牺牲这个具有累积维持异能的生物。"}, {"chapter": "7", "id": "702.24b", "content": "702.24b If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves.\n如果一个永久物有多个累积维持异能,则每一个都会分别触发。不过,岁月指示物并不只与对应的异能有关;每个累积维持异能都会在其结算时,计算永久物上面岁月指示物的总数。\nExample: A creature has two instances of “Cumulative upkeep—Pay 1 life.” The creature has no age counters, and both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life.\n例如:某生物具有两个“累积维持~支付一点生命”异能。该生物上面目前没有指示物,但两个累积维持异能都已触发。当第一个异能结算时,其操控者便在其上放置一个指示物,然后选择是否支付1点生命。当第二个异能结算时,该操控者便在其上放置第二个指示物,然后选择是否再支付2点生命。"}, {"chapter": "7", "id": "702.25.", "content": "702.25. Flanking\n侧面攻击"}, {"chapter": "7", "id": "702.25a", "content": "702.25a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509, “Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.”\n侧面攻击属于触发式异能,在宣告阻挡者步骤中触发。(参见规则509,“宣告阻挡者步骤”。)“侧面攻击”意指,“每当此生物被不具侧面攻击异能的生物阻挡时,该阻挡生物得-1/-1直到回合结束。"}, {"chapter": "7", "id": "702.25b", "content": "702.25b If a creature has multiple instances of flanking, each triggers separately.\n如果一个生物具有多个侧面攻击异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.26.", "content": "702.26. Phasing\n时间跳跃"}, {"chapter": "7", "id": "702.26a", "content": "702.26a Phasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out under that player’s control “phase in.”\n时间跳跃属于静止式异能,会影响重置步骤的规则。在每位牌手的重置步骤中,主动牌手重置其永久物之前,由该牌手操控、且具时间跳跃异能的所有已跃回永久物“跃离”。与此同时,所有于跃离时由该牌手操控的所有已跃离永久物“跃回”。"}, {"chapter": "7", "id": "702.26b", "content": "702.26b If a permanent phases out, its status changes to “phased out.” Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can’t affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.)\n如果一个永久物跃离,其状态改为“已跃离”。除了特别提到已跃离永久物的规则或效应外,游戏会把已跃离的永久物视同不存在一般进行处理。它既不会对游戏中的其他东西产生影响,也不会受其影响。跃离的永久物会移出战斗。(参见规则506.4)\nExample: You control three creatures, one of which is phased out. You cast a spell that says “Draw a card for each creature you control.” You draw two cards.\n例如:你操控着三个生物,其中之一已跃离。你施放了一个咒语,其叙述为“你每操控一个生物,便抓一张牌。”你抓两张牌。\nExample: You control a phased-out creature. You cast a spell that says “Destroy all creatures.” The phased-out creature is not destroyed.\n例如:你操控一个已跃离的生物。你施放神之愤怒,其叙述为“消灭所有生物。它们不能重生。”该已跃离生物不会被消灭。"}, {"chapter": "7", "id": "702.26c", "content": "702.26c If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.\n如果一个永久物跃回,则其状态改为“已跃回”。游戏再一次将之视同存在于游戏之中。"}, {"chapter": "7", "id": "702.26d", "content": "702.26d The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters and stickers remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control.\n即使一个永久物跃离,会被视同不在战场上及不在其操控者的操控下一般进行处理,但时间跳跃事件实际上并不会使得永久物所在的区域或操控权的归属发生改变。当永久物跃回或跃离时,并不会触发区域变换触发异能。衍生物跃离期间依然存在于战场上。一个永久物跃离期间,其上的指示物和贴纸依然存在。检查已跃回的永久物历史的效应不会把此时间跳跃事件当作导致该永久物离开或进入战场,或是使其操控权发生改变的事件来处理。"}, {"chapter": "7", "id": "702.26e", "content": "702.26e If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, a phased-out permanent won’t be included in the set of affected objects. This includes continuous effects that reference the permanent specifically, unless they also specifically refer to the permanent as phased out.\n如果一个由咒语或异能结算产生的持续性效应改变任何物件的特征或操控者,已跃离的永久物不会包含在受影响的物件集合中。这包含特指该永久物的持续性效应,除非该效应同时也特指该已跃离的永久物。"}, {"chapter": "7", "id": "702.26f", "content": "702.26f Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it’s phased in. In particular, effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it.\n影响已跃离永久物的持续性效应的时限,可能在该永久物跃离的期间过期。对于这种情况,该永久物跃回时已不再受该些持续性效应影响。需特别指出的是,时限中包括着“只要”,且以该永久物为追踪对象的效应(参见规则611.2b)会在该永久物跃离时结束,因为该些效应无法查看到该永久物了。"}, {"chapter": "7", "id": "702.26g", "content": "702.26g When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in by itself, but instead phases in along with the permanent it’s attached to.\n当永久物跃离时,贴附于其上的所有灵气、武具及工事也同时跃离。这种跃离方式称为“间接”跃离。间接跃离的灵气、武具或是工事不会自己跃回,而是与其所贴附的永久物一同跃回。"}, {"chapter": "7", "id": "702.26h", "content": "702.26h If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.\n如果一个物件将要同时以直接和间接两种方式同时跃离,则它只会间接跃离。"}, {"chapter": "7", "id": "702.26i", "content": "702.26i An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5m and 704.5n.)\n直接跃离的灵气、武具或工事跃回时仍然贴附于它跃离时所贴附的物件或牌手之上,只要该物件仍在相同的区域中或该牌手仍在游戏中。否则,该灵气、武具或工事以未贴附的状态跃回。并进行相应的状态动作。(参见规则704.5m及704.5n。)"}, {"chapter": "7", "id": "702.26j", "content": "702.26j Abilities that trigger when a permanent becomes attached or unattached from an object or player don’t trigger when that permanent phases in or out.\n因一个永久物成为贴附或未贴附于某物件或牌手上而触发的异能,不会因该永久物跃离或跃回而触发。"}, {"chapter": "7", "id": "702.26k", "content": "702.26k Phased-out permanents owned by a player who leaves the game also leave the game. This doesn’t cause zone-change abilities to trigger. See rule 800.4.\n由离开游戏的牌手拥有的已跃离永久物同样会离开游戏。这不会导致因区域改变而触发的异能触发。参见规则800.4。"}, {"chapter": "7", "id": "702.26m", "content": "702.26m If an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn.\n如果一个效应使牌手略过其重置步骤,则该回合中不会发生时间跳跃事件。"}, {"chapter": "7", "id": "702.26n", "content": "702.26n In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules 800.4a and 800.4c.) If a phased-out permanent phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that player’s next turn would have begun.\n在多人游戏中,牌手一旦离开游戏,游戏规则可能导致已跃离永久物离开游戏或被放逐。(参见规则800.4a和800.4c。)如果一个已跃离永久物是在某已离开游戏的牌手之操控下跃离的,该永久物于本应是该牌手的下一个回合开始后的下一个重置步骤中跃回。"}, {"chapter": "7", "id": "702.26p", "content": "702.26p Multiple instances of phasing on the same permanent are redundant.\n同一永久物或牌手上的多个时间跳跃异能并无意义。"}, {"chapter": "7", "id": "702.27.", "content": "702.27. Buyback\n购回"}, {"chapter": "7", "id": "702.27a", "content": "702.27a Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. “Buyback [cost]” means “You may pay an additional [cost] as you cast this spell” and “If the buyback cost was paid, put this spell into its owner’s hand instead of into that player’s graveyard as it resolves.” Paying a spell’s buyback cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n购回出现于一些瞬间或法术上。它代表两个静止式异能,均于该咒语在堆叠中时生效。“购回[费用]”意指,“你施放此咒语时可以额外支付[费用]”以及“如果曾支付其购回费用,则结算此咒语时改为将它置于其拥有者的手上,而非该牌手的坟墓场。”支付咒语的购回费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "702.28.", "content": "702.28. Shadow\n次元幽影"}, {"chapter": "7", "id": "702.28a", "content": "702.28a Shadow is an evasion ability.\n次元幽影属于躲避式异能。"}, {"chapter": "7", "id": "702.28b", "content": "702.28b A creature with shadow can’t be blocked by creatures without shadow, and a creature without shadow can’t be blocked by creatures with shadow. (See rule 509, “Declare Blockers Step.”)\n具有次元幽影的生物不能被不具有次元幽影的生物所阻挡,且具有次元幽影的生物不能阻挡不具有次元幽影的生物。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.28c", "content": "702.28c Multiple instances of shadow on the same creature are redundant.\n同一个生物上的多个次元幽影异能并无意义。"}, {"chapter": "7", "id": "702.29.", "content": "702.29. Cycling\n循环"}, {"chapter": "7", "id": "702.29a", "content": "702.29a Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”\n循环属于起动式异能,只在具有循环异能之牌在牌手的手牌中时它才会生效。“循环[费用]”意指,“[费用],弃掉此牌:抓一张牌。”"}, {"chapter": "7", "id": "702.29b", "content": "702.29b Although the cycling ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities.\n虽然循环此异能只有于该牌在手上时才能起动,但不论此物件在战场上或是在其他区域中,此异能都会存在于其上。因此,如果一个效应会对具有一个或数个起动式异能之物件产生影响,则具有循环的物件也可能因此受到影响。"}, {"chapter": "7", "id": "702.29c", "content": "702.29c Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle this card” means “When you discard this card to pay an activation cost of a cycling ability.” These abilities trigger from whatever zone the card winds up in after it’s cycled.\n一些具有循环的牌也同时具有当其被循环时触发的异能。“当你循环此牌”意指,“当你弃掉此牌以支付循环异能的起动费用”。这些异能会在此牌循环后去到的区域中触发。"}, {"chapter": "7", "id": "702.29d", "content": "702.29d Some cards have abilities that trigger whenever a player “cycles or discards” a card. These abilities trigger only once when a card is cycled.\n一些牌具有异能,每当牌手“循环或弃”一张牌时触发。当一张牌被循环时,此类异能只会触发一次。"}, {"chapter": "7", "id": "702.29e", "content": "702.29e Typecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost], Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library.” This type is usually a subtype (as in “mountaincycling”) but can be any card type, subtype, supertype, or combination thereof (as in “basic landcycling”).\n类别循环是循环异能的变化。“[类别]循环[费用]”意指,“[费用],弃掉此牌:从你的牌库中搜寻一张[类别]牌,展示该牌,并置于你手上。然后将你的牌库洗牌。”此处的类别通常是一种副类别(如“山脉循环”),但也可以是任意的牌张类别、副类别、超类别,或是前述各类别的组合(如“基本地循环”)。"}, {"chapter": "7", "id": "702.29f", "content": "702.29f Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay an activation cost of a typecycling ability. Any effect that stops players from cycling cards will stop players from activating cards’ typecycling abilities. Any effect that increases or reduces a cycling cost will increase or reduce a typecycling cost. Any effect that looks for a card with cycling will find a card with typecycling.\n类别循环异能是循环异能,且类别循环费用是循环费用。于牌手循环牌时触发其异能的牌,也会在牌手弃掉一张牌以支付类别循环异能之起动费用时触发。阻止牌手循环牌的效应也会阻止牌手起动牌上的类别循环异能。增加或减少循环费用的效应也会增加会减少类别循环费用。寻找具循环异能之牌的效应也可以找到具类别循环异能的牌。"}, {"chapter": "7", "id": "702.30.", "content": "702.30. Echo\n返响"}, {"chapter": "7", "id": "702.30a", "content": "702.30a Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost].”\n返响属于触发式异能。“返响[费用]”意指,“在你的维持开始时,若你在你最近的维持开始后才开始操控该永久物,则除非你支付[费用],否则牺牲之。”"}, {"chapter": "7", "id": "702.30b", "content": "702.30b Urza block cards with the echo ability were printed without an echo cost. These cards have been given errata in the Oracle card reference; each one now has an echo cost equal to its mana cost.\n克撒环境中具有返响的牌上面并未印有返响费用。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到了勘误;每张牌上现在都标明了返响费用,其返响费用各等同于各自的法术力费用。"}, {"chapter": "7", "id": "702.31.", "content": "702.31. Horsemanship\n马术"}, {"chapter": "7", "id": "702.31a", "content": "702.31a Horsemanship is an evasion ability.\n马术属于躲避式异能。"}, {"chapter": "7", "id": "702.31b", "content": "702.31b A creature with horsemanship can’t be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See rule 509, “Declare Blockers Step.”)\n具有马术的生物不能被不具有马术的生物阻挡。无论一个生物是否具有马术,具有马术的生物都可以阻挡它。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.31c", "content": "702.31c Multiple instances of horsemanship on the same creature are redundant.\n同一个生物上的多个马术异能并无意义。"}, {"chapter": "7", "id": "702.32.", "content": "702.32. Fading\n消退"}, {"chapter": "7", "id": "702.32a", "content": "702.32a Fading is a keyword that represents two abilities. “Fading N” means “This permanent enters with N fade counters on it” and “At the beginning of your upkeep, remove a fade counter from this permanent. If you can’t, sacrifice the permanent.”\n消退是一个代表了两个异能的关键字。“消退N”意指,“此永久物进场时上面有N个消退指示物”以及“在你的维持开始时,从该永久物上移去一个消退指示物。若你无法如此作,则牺牲该永久物。”"}, {"chapter": "7", "id": "702.33.", "content": "702.33. Kicker\n增幅"}, {"chapter": "7", "id": "702.33a", "content": "702.33a Kicker is a static ability that functions while the spell with kicker is on the stack. “Kicker [cost]” means “You may pay an additional [cost] as you cast this spell.” Paying a spell’s kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n增幅属于静止式异能,当咒语在堆叠中时生效。“增幅[费用]”意指,“你施放此咒语时可以额外支付[费用]。”支付咒语之增幅费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "702.33b", "content": "702.33b The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].”\n“增幅[费用1]和/或[费用2]”与分别列出“增幅[费用1],增幅[费用2]”之意义相同。"}, {"chapter": "7", "id": "702.33c", "content": "702.33c Multikicker is a variant of the kicker ability. “Multikicker [cost]” means “You may pay an additional [cost] any number of times as you cast this spell.” A multikicker cost is a kicker cost.\n多重增幅是增幅异能的变化。“多重增幅[费用]”意指,“你施放此咒语时,可以任意次数地额外支付[费用]。”多重增幅费用也是增幅费用。"}, {"chapter": "7", "id": "702.33d", "content": "702.33d If a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell has been “kicked.” If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b.\n如果一个咒语的操控者宣告将要支付该咒语的任何增幅费用,则该咒语为“已增幅”。参见规则601.2b。"}, {"chapter": "7", "id": "702.33e", "content": "702.33e Objects with kicker or multikicker have additional abilities that specify what happens if they were kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule 607, “Linked Abilities.”\n具有增幅的物件具有额外的异能,说明了它增幅过后会发生什么。这些异能会关联到此物件上印的增幅异能:它们只指这些特定的增幅异能。参见规则607,“关联异能”。"}, {"chapter": "7", "id": "702.33f", "content": "702.33f Objects with more than one kicker cost may also have abilities that each correspond to a specific kicker cost. Those abilities contain the phrases “if it was kicked with its [A] kicker” and “if it was kicked with its [B] kicker,” where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability.\n具有多于一种增幅费用的物件,可能也具有对应支付特定增幅费用的异能。这些异能上面的用词会包含“若曾支付其[A]的增幅费用”以及“若曾支付其[B]的增幅费用”,并且A与B分别是牌上所列举的第一个与第二个增幅费用,依此类推。这些异能分别关联到所对应的增幅异能。"}, {"chapter": "7", "id": "702.33g", "content": "702.33g If part of a spell’s ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.\n如果一个异能的一部分只会在该咒语增幅过后才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语已增幅时,才要选择这些目标。否则,便视同该咒语施放时并无此类目标。参见规则601.2c。"}, {"chapter": "7", "id": "702.33h", "content": "702.33h Sticker kicker is a keyword ability that represents a kicker ability and an ability that imposes an additional cost if the spell is kicked. “Sticker kicker [cost]” means “Kicker [cost]” and “As an additional cost to cast this spell, if it’s kicked, you get a ticket counter and you may put a sticker on this spell.”\n贴纸增幅是一个关键字异能,代表一个增幅异能和一个在此咒语已增幅时产生额外费用的异能。“贴纸增幅[费用]”意指,“增幅[费用]”及“若此咒语已增幅,则你得到一个门票指示物,然后可以在此咒语上贴一张贴纸,以作为施放此咒语的额外费用。”"}, {"chapter": "7", "id": "702.34.", "content": "702.34. Flashback\n返照"}, {"chapter": "7", "id": "702.34a", "content": "702.34a Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Flashback [cost]” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n返照出现在一些瞬间或法术上。它代表两个静止式异能:一个于该牌在牌手的坟墓场中时生效,另一个在该牌在堆叠之上时生效。“返照[费用]”意指,“如果由此牌施放的咒语是瞬间或法术咒语,你可以从你的坟墓场中施放此牌,并支付其返照费用,而非支付其法术力费用”以及“若曾支付返照费用,则在它将于任何时机下离开堆叠时,改为将其放逐,而非置入任何其他地方。”以返照异能施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.35.", "content": "702.35. Madness\n疯魔"}, {"chapter": "7", "id": "702.35a", "content": "702.35a Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player’s hand. The second is a triggered ability that functions when the first ability is applied. “Madness [cost]” means “If a player would discard this card, that player discards it, but exiles it instead of putting it into their graveyard” and “When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn’t, they put this card into their graveyard.”\n疯魔为代表了两个异能的关键字。第一个属于静止式异能,当该牌在牌手的手上时生效。第二个属于触发式异能,于第一部分生效后才生效。“疯魔[费用]”意指,“若牌手将弃掉此牌,则该牌手将其弃掉,但改为将其放逐,而非置于其坟墓场”以及“当此牌以此法被放逐时,其拥有者可通过支付[费用]来施放之,而不是支付其法术力费用。若该牌手未如此作,则将此牌置入其坟墓场。”"}, {"chapter": "7", "id": "702.35b", "content": "702.35b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n以疯魔异能施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.35c", "content": "702.35c After resolving a madness triggered ability, if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that card. See rule 400.7k.\n在结算疯魔触发式异能后,如果所放逐之牌未被施放、且被移动到公开区域,提及被弃掉之牌的效应可以找到该物件。参见规则400.7k。"}, {"chapter": "7", "id": "702.36.", "content": "702.36. Fear\n恐惧"}, {"chapter": "7", "id": "702.36a", "content": "702.36a Fear is an evasion ability.\n恐惧属于躲避式异能。"}, {"chapter": "7", "id": "702.36b", "content": "702.36b A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Blockers Step.”)\n具有恐惧的生物只能被神器生物和/或黑色生物阻挡。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.36c", "content": "702.36c Multiple instances of fear on the same creature are redundant.\n同一个生物上的多个恐惧异能并无意义。"}, {"chapter": "7", "id": "702.37.", "content": "702.37. Morph\n变身"}, {"chapter": "7", "id": "702.37a", "content": "702.37a Morph is a static ability that functions in any zone from which you could play the card it’s on, and the morph effect works any time the card is face down. “Morph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 708, “Face-Down Spells and Permanents.”)\n变身属于静止式异能,会在具有此异能的牌位于你可以使用它的区域时生效,并且只要该牌的牌面朝下,便会持续变身的效应。“变身[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2生物,并且没有内文叙述、没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”(参见规则708,“牌面朝下的咒语和永久物”。)"}, {"chapter": "7", "id": "702.37b", "content": "702.37b Megamorph is a variant of the morph ability. “Megamorph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost” and “As this permanent is turned face up, put a +1/+1 counter on it if its megamorph cost was paid to turn it face up.” A megamorph cost is a morph cost.\n威力变身是变身异能的变化。“威力变身[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2生物,并且没有内文叙述、没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”和“于此永久物翻回正面时,如果曾支付其威力变身费用来将它翻回正面,则在其上放置一个+1/+1指示物。”威力变身费用也属于变身费用。"}, {"chapter": "7", "id": "702.37c", "content": "702.37c To cast a card using its morph ability, turn it face down and announce that you’re using a morph ability. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a morph ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.\n使用变身异能施放咒语时,将其牌面朝下,并声明你使用变身异能来施放。它成为2/2牌面朝下的生物咒语,并且没有内文叙述、没有名称、没有副类别、没有法术力费用。适用于施放具有这些特征(并非牌面朝上时牌张的特征)的效应或限制会在施放此牌时生效。这些数值为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则707,“复制物件”。)将它放入堆叠(作为具有前述特征之牌面朝下的咒语),改为支付{3},而不是支付其法术力费用。这需要依照支付替代性费用之规则行事。你可以使用一张牌的变身异能来从任何你可以正常施放此牌的区域施放它。当此咒语结算时,它具有该咒语前述之特征进入战场。变身的效应持续影响此牌面朝下之物件,直到此永久物被翻回正面为止。"}, {"chapter": "7", "id": "702.37d", "content": "702.37d You can’t normally cast a card face down. A morph ability allows you to do so.\n通常你不能以牌面朝下的方式施放牌。变身异能允许你如此作。"}, {"chapter": "7", "id": "702.37e", "content": "702.37e Any time you have priority, you may turn a face-down permanent you control with a morph ability face up. This is a special action; it doesn’t use the stack (see rule 116). To do this, show all players what the permanent’s morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield.\n于任何你拥有优先权的时机,你可以把由你操控的具有变身异能的牌面朝下之永久物翻回正面。这属于特殊动作;它不使用堆叠(参见规则116)。方法如下:将该永久物视同牌面朝上一般将该永久物的变身费用展示给所有牌手,支付此费用,然后将其翻回正面。(如果此永久物牌面朝上的时候没有变身费用,则其无法以此法翻回正面。)此牌的变身效应随之结束,并重新获得其正常特征。当它翻回正面时,由于它早已进过战场,所以并不会触发任何与永久物进入战场相关的异能,亦不会产生与此相关的效应。"}, {"chapter": "7", "id": "702.37f", "content": "702.37f If a permanent’s morph cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the morph special action was taken.\n如果一个永久物的变身费用包含X,该永久物的其他异能可能也提及X。这些异能中X的值等同于变身特殊动作执行时所选择的X的值。"}, {"chapter": "7", "id": "702.37g", "content": "702.37g See rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a morph ability.\n关于如何施放具有变身异能的牌之更多信息,参见规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "7", "id": "702.38.", "content": "702.38. Amplify\n增强"}, {"chapter": "7", "id": "702.38a", "content": "702.38a Amplify is a static ability. “Amplify N” means “As this object enters, reveal any number of cards from your hand that share a creature type with it. This permanent enters with N +1/+1 counters on it for each card revealed this way. You can’t reveal this card or any other cards that are entering the battlefield at the same time as this card.”\n增强属于静止式异能。“增强N”意指,“于此物件进场时,从你手上展示若干张与其有共同生物类别的牌。你每以此法展示一张牌,此永久物进场时上面便有N个+1/+1指示物。能展示的牌不包括此牌本身,也不包括其他与此牌同时进战场的牌。”"}, {"chapter": "7", "id": "702.38b", "content": "702.38b If a creature has multiple instances of amplify, each one works separately.\n如果一个生物具有多个增强异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.39.", "content": "702.39. Provoke\n挑拨"}, {"chapter": "7", "id": "702.39a", "content": "702.39a Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature.”\n挑拨属于触发式异能。“挑拨”意指,“每当此生物攻击时,你可以选择令目标由防御牌手操控的生物于本次战斗中若能则须阻挡此生物。如果你如此作,则重置该目标生物。”"}, {"chapter": "7", "id": "702.39b", "content": "702.39b If a creature has multiple instances of provoke, each triggers separately.\n如果一个生物具有多个挑拨异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.40.", "content": "702.40. Storm\n风暴"}, {"chapter": "7", "id": "702.40a", "content": "702.40a Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.”\n风暴属于触发式异能,于堆叠中生效。“风暴”意指,“当你施放此咒语时,本回合于此咒语之前每施放过一个咒语,便复制该咒语一次。若此咒语需要目标,你可以为任意复制品选择新的目标。”"}, {"chapter": "7", "id": "702.40b", "content": "702.40b If a spell has multiple instances of storm, each triggers separately.\n如果一个咒语具有多个风暴异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.41.", "content": "702.41. Affinity\n共鸣"}, {"chapter": "7", "id": "702.41a", "content": "702.41a Affinity is a static ability that functions while the spell with affinity is on the stack. “Affinity for [text]” means “This spell costs {1} less to cast for each [text] you control.”\n共鸣属于静止式异能,当具共鸣异能的咒语在堆叠中时生效。“[文字]共鸣”意指“你每操控一个[文字],此咒语便减少{1}来施放。”"}, {"chapter": "7", "id": "702.41b", "content": "702.41b If a spell has multiple instances of affinity, each of them applies.\n如果一个咒语有多个共鸣异能,则每一个都会分别生效。"}, {"chapter": "7", "id": "702.42.", "content": "702.42. Entwine\n打包"}, {"chapter": "7", "id": "702.42a", "content": "702.42a Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is on the stack. “Entwine [cost]” means “You may choose all modes of this spell instead of just the number specified. If you do, you pay an additional [cost].” Using the entwine ability follows the rules for choosing modes and paying additional costs in rules 601.2b and 601.2f–h.\n打包属于具有模式之咒语专有的静止式异能,于该咒语在堆叠中时生效。“打包[费用]”意指,“你可以改为选择此咒语的所有模式,而非只选择指定数量的模式。若你如此作,则你额外支付[费用]。”使用打包异能时,需依照规则601.2b及601.2f-h之规定来选择模式与支付额外费用。"}, {"chapter": "7", "id": "702.42b", "content": "702.42b If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves.\n如果支付了打包费用,则在此咒语结算时,按照牌上各模式叙述顺序来依序执行各模式。"}, {"chapter": "7", "id": "702.43.", "content": "702.43. Modular\n套件"}, {"chapter": "7", "id": "702.43a", "content": "702.43a Modular represents both a static ability and a triggered ability. “Modular N” means “This permanent enters with N +1/+1 counters on it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.”\n套件代表了两部分的异能,一个是静止式异能,另一个则是触发式异能。“套件N”意指,“此永久物进场时上面有N个+1/+1指示物”以及“当此永久物从战场进入坟墓场时,其上每有一个+1/+1指示物,你便可以在目标神器生物上放置一个+1/+1指示物。”"}, {"chapter": "7", "id": "702.43b", "content": "702.43b If a creature has multiple instances of modular, each one works separately.\n如果一个生物具有多个套件异能,则每一个都会分别产生作用。"}, {"chapter": "7", "id": "702.44.", "content": "702.44. Sunburst\n辉映"}, {"chapter": "7", "id": "702.44a", "content": "702.44a Sunburst is a static ability that functions as an object is entering the battlefield. “Sunburst” means “If this object is entering as a creature, ignoring any type-changing effects that would affect it, it enters with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters with a charge counter on it for each color of mana spent to cast it.”\n辉映属于静止式异能,于一个物件进入战场的时候生效。“辉映”意指,“忽略任何将会影响此物件的改变类别的效应,若它作为生物进场,则用过几种颜色的法术力来施放它,它进场时上面便有几个+1/+1指示物。否则,用过几种颜色的法术力来施放它,它进场时上面便有几个充电指示物。”"}, {"chapter": "7", "id": "702.44b", "content": "702.44b Sunburst adds counters only if the object with sunburst is entering the battlefield from the stack as a resolving spell and only if one or more colored mana was spent on its costs, including additional or alternative costs.\n辉映只在具有辉映的物件从堆叠作为结算中的咒语进入战场时才会放置指示物,并且必须是为其费用支付过一种或多种有色法术力时才会放置指示物。额外费用或替代性费用也算作费用。"}, {"chapter": "7", "id": "702.44c", "content": "702.44c Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn’t matter whether the ability is on a creature spell or on a noncreature spell.\n辉映也可用来设定其他异能的可变数值。如果该关键字用于此用途,则不会在乎这是个生物咒语或非生物咒语。\nExample: The ability “Modular—Sunburst” means “This permanent enters with a +1/+1 counter on it for each color of mana spent to cast it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.”\n例如:“套件~辉映”意指,“用过几种颜色的法术力来施放此永久物,它进场时上面便有几个+1/+1指示物”以及“当此永久物从战场进入坟墓场时,其上每有一个+1/+1指示物,你便可以在目标神器生物上放置一个+1/+1指示物。”"}, {"chapter": "7", "id": "702.44d", "content": "702.44d If an object has multiple instances of sunburst, each one works separately.\n如果一个生物具有多个辉映异能,则每一个都会分别产生作用。"}, {"chapter": "7", "id": "702.45.", "content": "702.45. Bushido\n武士道"}, {"chapter": "7", "id": "702.45a", "content": "702.45a Bushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn.” (See rule 509, “Declare Blockers Step.”)\n武士道属于触发式异能。“武士道N”意指,“每当此生物进行阻挡或被阻挡时,它得+N/+N直到回合结束。”(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.45b", "content": "702.45b If a creature has multiple instances of bushido, each triggers separately.\n如果一个生物具有多个武士道异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.46.", "content": "702.46. Soulshift\n转生"}, {"chapter": "7", "id": "702.46a", "content": "702.46a Soulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a graveyard from the battlefield, you may return target Spirit card with mana value N or less from your graveyard to your hand.”\n转生属于触发式异能。“转生N”意指,“当此永久物从战场上置入坟墓场时,你可以将目标法术力值等于或小于N的精怪牌从你的坟墓场移回你手上。”"}, {"chapter": "7", "id": "702.46b", "content": "702.46b If a permanent has multiple instances of soulshift, each triggers separately.\n如果一个永久物有多个转生异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.47.", "content": "702.47. Splice\n通联"}, {"chapter": "7", "id": "702.47a", "content": "702.47a Splice is a static ability that functions while a card is in your hand. “Splice onto [quality] [cost]” means “You may reveal this card from your hand as you cast a [quality] spell. If you do, that spell gains the text of this card’s rules text and you pay [cost] as an additional cost to cast that spell.” Paying a card’s splice cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n通联属于静止式异能,当牌在你手上时生效。“通联[特性] [费用]”意指,“于你施放[特性]咒语时,你可以从手上展示此牌。若你如此作,该咒语获得此牌的规则叙述,且你支付[费用]作为施放该咒语的额外费用。”支付一张牌的通联费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。\nExample: Since the card with splice remains in the player’s hand, it can later be cast normally or spliced onto another spell. It can even be discarded to pay a “discard a card” cost of the spell it’s spliced onto.\n例如:由于具有通联异能的牌还留在牌手的手上,稍后牌手还可以正常地施放该牌,或是将该牌通联在其他咒语上。若它所通联上的咒语之费用包括了“弃一张牌”,你甚至可以弃掉它来支付此部分的费用。"}, {"chapter": "7", "id": "702.47b", "content": "702.47b You can’t choose to use a splice ability if you can’t make the required choices (targets, etc.) for that card’s rules text. You can’t splice any one card onto the same spell more than once. If you’re splicing more than one card onto a spell, reveal them all at once and choose the order in which their effects will happen. The effects of the main spell must happen first.\n如果你无法作出该牌规则叙述中所要求的选择(例如目标),便不能使用该牌的通联异能。你不能将一张牌多次通联上同一个咒语。如果你要将多张牌通联到同一个咒语上,则将这些牌同时展示,并决定这些效应发生的顺序。在这些效应中,本体咒语的效应一定会首先发生。"}, {"chapter": "7", "id": "702.47c", "content": "702.47c The spell has the characteristics of the main spell, plus the rules text of each of the spliced cards. This is a text-changing effect (see rule 612, “Text-Changing Effects”). The spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text gained by the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied.\n此咒语将具有本体咒语的各项特征,并且额外具有每张通联牌的规则叙述。这属于改变叙述的效应(参见规则612,“改变叙述的效应”。)此咒语不会获得通联牌的其他特征(如名称、法术力费用、超类别、牌张类别、副类别等)。该咒语获得的叙述中,用牌的名称来指代某张牌的部分指代的是在堆叠中的该咒语,而不是指代提供该部分叙述的那张牌。\nExample: Glacial Ray is a red card with splice onto Arcane that reads, “Glacial Ray deals 2 damage to any target.” Suppose Glacial Ray is spliced onto Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists deals the damage. This means that the ability can target a creature with protection from red and deal 2 damage to that creature.\n例如:冰冻射线是一张具有通联古咒异能的红牌,其叙述为“冰冻射线对任意一个目标造成2点伤害”。假设冰冻射线通联上了蓝色的探遍迷雾。则该咒语依然是蓝色,并且由探遍迷雾造成伤害。这意味着此异能可以指定具反红保护异能的生物为目标,并对该生物造成2点伤害。"}, {"chapter": "7", "id": "702.47d", "content": "702.47d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets won’t resolve if all of its targets are illegal on resolution.\n为此类添加的叙述选择目标与一般情况相同。(参见规则601.2c。)注意如果一个咒语具有一个或数个目标,且所有目标在结算时均不合法,此咒语便不会结算。"}, {"chapter": "7", "id": "702.47e", "content": "702.47e The spell loses any splice changes once it leaves the stack for any reason.\n一旦该咒语因任何原因离开堆叠,便不再具有由通联导致的任何改变。"}, {"chapter": "7", "id": "702.48.", "content": "702.48. Offering\n献祭"}, {"chapter": "7", "id": "702.48a", "content": "702.48a Offering is a static ability that functions while the spell with offering is on the stack. “[Quality] offering” means “As an additional cost to cast this spell, you may sacrifice a [quality] permanent. If you chose to pay the additional cost, this spell’s total cost is reduced by the sacrificed permanent’s mana cost, and you may cast this spell any time you could cast an instant.”\n献祭属于静止式异能,在具有献祭异能的咒语在堆叠上时生效。“[特性]献祭”意指,“你可以牺牲一个[特性]永久物,以作为施放此咒语的额外费用。若你选择支付此额外费用,此咒语的总费用减少等同于所牺牲的永久物之法术力费用的费用,且你可以于你能够施放瞬间的时机下施放此牌。”"}, {"chapter": "7", "id": "702.48b", "content": "702.48b You choose which permanent to sacrifice as you make choices for the spell (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h).\n于你为咒语作出选择时,一并选择牺牲哪个永久物。(参见规则601.2b。)于你支付总费用时,牺牲该永久物。(参见规则601.2h。)"}, {"chapter": "7", "id": "702.48c", "content": "702.48c Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the spell’s total cost. Colored and colorless mana in the sacrificed permanent’s mana cost reduces mana of the same type in spell’s total cost, and any excess reduces that much generic mana in spell’s total cost. (See rule 118.7.)\n所牺牲之永久物的法术力中之一般法术力,将减少该咒语总费用中的一般法术力。所牺牲之永久物的法术力中之有色法术力和无色法术力,将减少该咒语总费用中同样类型的法术力,如有剩余的部分,则将减少该咒语总费用中等量的一般法术力。(参见规则118.7。)"}, {"chapter": "7", "id": "702.49.", "content": "702.49. Ninjutsu\n忍术"}, {"chapter": "7", "id": "702.49a", "content": "702.49a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.”\n忍术属于起动式异能,只当具有忍术异能之牌在牌手的手上时才会生效。“忍术[费用]”意指,“[费用],从你手上展示此牌,将一个由你操控且未受阻挡的攻击生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。”"}, {"chapter": "7", "id": "702.49b", "content": "702.49b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.\n宣告了一张牌的忍术异能后,直到该异能离开堆叠为止,该牌会一直展示着。"}, {"chapter": "7", "id": "702.49c", "content": "702.49c The creature put onto the battlefield with the ninjutsu ability enters attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand.\n以忍术异能放进战场的生物进场时所攻击的牌手、鹏洛客或战役与被移回其拥有者手上的生物所攻击者相同。"}, {"chapter": "7", "id": "702.49d", "content": "702.49d Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in the command zone. “Commander ninjutsu [cost]” means “[Cost], Reveal this card from your hand or from the command zone, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield tapped and attacking.”\n指挥官忍术是忍术异能的变化,当具指挥官忍术的牌位于统帅区中时亦会生效。“指挥官忍术[费用]”意指“[费用],从你手上或统帅区展示此牌,将一个由你操控且未受阻挡的生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。”"}, {"chapter": "7", "id": "702.50.", "content": "702.50. Epic\n历传"}, {"chapter": "7", "id": "702.50a", "content": "702.50a Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic” means “For the rest of the game, you can’t cast spells,” and “At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.” See rule 707.10.\n历传代表两个咒语异能,其中一个会创造一个延迟触发式异能。“历传”意指,“于这盘游戏接下来的时段中,你不能施放咒语”以及“于这盘游戏接下来的时段中,在你的每个维持开始时,复制此咒语,但不包含其历传异能。你可以为该复制品选择新的目标。”参见规则707.10。"}, {"chapter": "7", "id": "702.50b", "content": "702.50b A player can’t cast spells once a spell with epic they control resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.\n一旦牌手所操控之具有历传的咒语结算,该牌手便不再能施放咒语,但效应(比如历传异能本身)依旧能把咒语的复制品放进堆叠。"}, {"chapter": "7", "id": "702.51.", "content": "702.51. Convoke\n召集"}, {"chapter": "7", "id": "702.51a", "content": "702.51a Convoke is a static ability that functions while the spell with convoke is on the stack. “Convoke” means “For each colored mana in this spell’s total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spell’s total cost, you may tap an untapped creature you control rather than pay that mana.”\n召集属于静止式异能,当具有召集的咒语在堆叠中时生效。“召集”意指,“你可以为此咒语总费用中的每一点有色法术力横置一个由你操控的未横置的该色生物,而不支付该法术力。你可以为此咒语总费用中的每一点一般法术力横置一个由你操控的未横置的生物,而不支付该法术力。”"}, {"chapter": "7", "id": "702.51b", "content": "702.51b The convoke ability isn’t an additional or alternative cost and applies only after the total cost of the spell with convoke is determined.\n召集异能不是额外或替代性费用,且只在该具有召集异能的咒语的总费用被确定之后生效。\nExample: Heartless Summoning says, in part, “Creature spells you cast cost {2} less to cast.” You control Heartless Summoning and cast Siege Wurm, a spell with convoke that costs {5}{G}{G}. The total cost to cast Siege Wurm is {3}{G}{G}. After activating mana abilities, you pay that total cost. You may tap up to two green creatures and up to three other creatures to pay that cost, and the remainder is paid with mana.\n例如:无情召唤的一部分异能叙述为“你施放的生物咒语减少{2}来施放。”你操控无情召唤并施放攻城亚龙,一个费用为{5}{G}{G}并具有召集异能的咒语。施放攻城亚龙的总费用为{3}{G}{G}。在你起动法术力异能之后,你将支付总费用。你可以横置至多两个绿色生物和至多三个其他生物来支付该费用,未用此法支付的其余费用使用法术力异能来支付。"}, {"chapter": "7", "id": "702.51c", "content": "702.51c A creature tapped to pay for mana in a spell’s total cost this way is said to have “convoked” that spell.\n若以此法横置了某生物来支付咒语的总费用,便称为用此生物“召集”该咒语。"}, {"chapter": "7", "id": "702.51d", "content": "702.51d Multiple instances of convoke on the same spell are redundant.\n同一个咒语上的多个召集异能并无意义。"}, {"chapter": "7", "id": "702.52.", "content": "702.52. Dredge\n发掘"}, {"chapter": "7", "id": "702.52a", "content": "702.52a Dredge is a static ability that functions only while the card with dredge is in a player’s graveyard. “Dredge N” means “As long as you have at least N cards in your library, if you would draw a card, you may instead mill N cards and return this card from your graveyard to your hand.”\n发掘属于静止式异能,只当具有发掘异能的牌在牌手的坟墓场中时生效。“发掘N”意指,“只要你的牌库至少有N张牌,若你将要抓一张牌,你可以改为磨N张牌,且将此牌从你的坟墓场移回你手上。”"}, {"chapter": "7", "id": "702.52b", "content": "702.52b A player with fewer cards in their library than the number required by a dredge ability can’t mill any of them this way.\n如果牌手的牌库张数少于某个发掘异能所要求的数量,则该牌手便不能以此法磨任何牌。"}, {"chapter": "7", "id": "702.53.", "content": "702.53. Transmute\n易质"}, {"chapter": "7", "id": "702.53a", "content": "702.53a Transmute is an activated ability that functions only while the card with transmute is in a player’s hand. “Transmute [cost]” means “[Cost], Discard this card: Search your library for a card with the same mana value as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Activate only as a sorcery.”\n易质属于起动式异能,只当具有易质异能之牌在牌手的手上时才会生效。“易质[费用]”意指,“[费用],弃掉此牌:从你的牌库中搜寻一张法术力值与它相同的牌,展示该牌,并置于你手上。然后将你的牌库洗牌。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.53b", "content": "702.53b Although the transmute ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities.\n对于具易质的牌来说,虽然此异能只能于该牌在手上时起动,但不论此物件在战场上或是在其他区域之中,此异能都存在于其上。因此,如果一个效应会对具有一个或数个起动式异能之物件产生影响,则具有易质异能的物件也会因此受到影响。"}, {"chapter": "7", "id": "702.54.", "content": "702.54. Bloodthirst\n嗜血"}, {"chapter": "7", "id": "702.54a", "content": "702.54a Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this turn, this permanent enters with N +1/+1 counters on it.”\n嗜血属于静止式异能。“嗜血N”意指,“如果对手本回合中受过伤害,则此永久物进场时上面有N个+1/+1指示物。”"}, {"chapter": "7", "id": "702.54b", "content": "702.54b “Bloodthirst X” is a special form of bloodthirst. “Bloodthirst X” means “This permanent enters with X +1/+1 counters on it, where X is the total damage your opponents have been dealt this turn.”\n“嗜血X”是嗜血的特殊格式之一。“嗜血X”意指,“此永久物进场时上面有X个+1/+1指示物,X为对手本回合受过的伤害数量。”"}, {"chapter": "7", "id": "702.54c", "content": "702.54c If an object has multiple instances of bloodthirst, each applies separately.\n如果一个物件具有多个嗜血异能,则每一个都会分别生效。"}, {"chapter": "7", "id": "702.55.", "content": "702.55. Haunt\n缠身"}, {"chapter": "7", "id": "702.55a", "content": "702.55a Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put into a graveyard from the battlefield, exile it haunting target creature.” “Haunt” on an instant or sorcery spell means “When this spell is put into a graveyard during its resolution, exile it haunting target creature.”\n缠身属于触发式异能。永久物上的“缠身”意指,“当此永久物从战场置入坟墓场时,将它放逐,并缠身在目标生物上。”在瞬间或法术咒语上的“缠身”意指,“当此咒语结算后置入坟墓场时,将它放逐,并缠身在目标生物上。”"}, {"chapter": "7", "id": "702.55b", "content": "702.55b Cards that are in the exile zone as the result of a haunt ability “haunt” the creature targeted by that ability. The phrase “creature it haunts” refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature.\n由于其缠身异能而处于放逐区域的牌,将“缠身”在该异能所指定的目标生物上。无论该物件是否依然为生物,“它所缠身的生物”皆指代被缠身异能所指定为目标的物件。"}, {"chapter": "7", "id": "702.55c", "content": "702.55c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.\n具有缠身的牌上之提及“所缠身的生物”的触发式异能,能够在放逐区中触发。"}, {"chapter": "7", "id": "702.56.", "content": "702.56. Replicate\n覆诵"}, {"chapter": "7", "id": "702.56a", "content": "702.56a Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell with replicate is on the stack. The second is a triggered ability that functions while the spell with replicate is on the stack. “Replicate [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When you cast this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any of the copies.” Paying a spell’s replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n覆诵为代表了两个异能的关键字。第一个属于静止式异能,当该咒语在堆叠中时生效。第二个属于触发式异能,当该咒语在堆叠中时生效。“覆诵[费用]”意指,“你可以支付[费用]任意次数,以作为施放此咒语的额外费用”以及“当你施放此咒语时,若支付过其覆诵费用,则每支付过一次覆诵费用,就可以将它复制一次。若此咒语需要目标,你可以为任意数量之复制品选择新的目标。”支付某咒语的覆诵费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "702.56b", "content": "702.56b If a spell has multiple instances of replicate, each is paid separately and triggers based on the payments made for it, not any other instance of replicate.\n如果一个咒语具有多个覆诵异能,则每一个均需分别支付,而支付费用后的触发也将各自独立,每个覆诵异能都基于为其支付的费用触发。"}, {"chapter": "7", "id": "702.57.", "content": "702.57. Forecast\n预报"}, {"chapter": "7", "id": "702.57a", "content": "702.57a A forecast ability is a special kind of activated ability that can be activated only from a player’s hand. It’s written “Forecast — [Activated ability].”\n预报是一种特殊的起动式异能,只能从牌手的手上起动。其格式为“预报~[起动式异能]”。"}, {"chapter": "7", "id": "702.57b", "content": "702.57b A forecast ability may be activated only during the upkeep step of the card’s owner and only once each turn. The controller of the forecast ability reveals the card with that ability from their hand as the ability is activated. That player plays with that card revealed in their hand until it leaves the player’s hand or until a step or phase that isn’t an upkeep step begins, whichever comes first.\n预报异能只可以在其操控者的维持步骤中起动,且每回合只能起动一次。于起动预报异能时,其操控者须从手上展示具该异能的牌。该牌手必须以展示此牌的方式进行游戏,直到此牌离开该牌手的手牌或开始了一个不属于维持步骤的步骤或阶段之一发生。"}, {"chapter": "7", "id": "702.58.", "content": "702.58. Graft\n接殖"}, {"chapter": "7", "id": "702.58a", "content": "702.58a Graft represents both a static ability and a triggered ability. “Graft N” means “This permanent enters with N +1/+1 counters on it” and “Whenever another creature enters, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature.”\n接殖代表了两部分的异能,一个是静止式异能,另一个则是触发式异能。“接殖N”意指,“此永久物进场时上面有N个+1/+1指示物”以及“每当另一个生物进场时,若此永久物上有+1/+1指示物,你可以将此永久物上的一个+1/+1指示物移到该生物上。”"}, {"chapter": "7", "id": "702.58b", "content": "702.58b If a permanent has multiple instances of graft, each one works separately.\n如果一个永久物具有多个接殖异能,则每一个都会分别产生作用。"}, {"chapter": "7", "id": "702.59.", "content": "702.59. Recover\n复还"}, {"chapter": "7", "id": "702.59a", "content": "702.59a Recover is a triggered ability that functions only while the card with recover is in a player’s graveyard. “Recover [cost]” means “When a creature is put into your graveyard from the battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.”\n复还属于触发式异能,只当具有复还异能的牌在某牌手中的坟墓场中时生效。“复还[费用]”意指,“当一个生物从战场置入你的坟墓场时,你可以支付[费用]。若你如此作,则将此牌从你的坟墓场移回你手上。否则,则放逐此牌。”"}, {"chapter": "7", "id": "702.60.", "content": "702.60. Ripple\n涟动"}, {"chapter": "7", "id": "702.60a", "content": "702.60a Ripple is a triggered ability that functions only while the card with ripple is on the stack. “Ripple N” means “When you cast this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may cast any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not cast this way on the bottom of your library in any order.”\n涟动属于触发式异能,只当具有涟动异能的牌在堆叠中时生效。“涟动N”意指,“当你施放此咒语时,你可以展示你牌库顶的N张牌;或是当你的牌库少于N张牌时,你可以展示你牌库的所有牌。若你以此法从你的牌库展示牌,你可以施放所展示之牌中与此咒语同名者,并且不需支付其法术力费用,然后将所展示之牌中未以此法施放者以任意顺序置于你的牌库底。”"}, {"chapter": "7", "id": "702.60b", "content": "702.60b If a spell has multiple instances of ripple, each triggers separately.\n如果一个咒语具有多个涟动异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.61.", "content": "702.61. Split Second\n转瞬"}, {"chapter": "7", "id": "702.61a", "content": "702.61a Split second is a static ability that functions only while the spell with split second is on the stack. “Split second” means “As long as this spell is on the stack, players can’t cast other spells or activate abilities that aren’t mana abilities.”\n转瞬属于静止式异能,只当具转瞬异能的牌在堆叠中时生效。“转瞬”意指,“只要此咒语在堆叠中,牌手便不能施放其他咒语或起动不是法术力异能的起动式异能。”"}, {"chapter": "7", "id": "702.61b", "content": "702.61b Players may activate mana abilities and take special actions while a spell with split second is on the stack. Triggered abilities trigger and are put on the stack as normal while a spell with split second is on the stack.\n当具有转瞬的咒语在堆叠中时,牌手仍可以起动法术力异能,及进行特殊动作。当具有转瞬的咒语在堆叠中时,触发式异能仍会如常触发及进入堆叠。"}, {"chapter": "7", "id": "702.61c", "content": "702.61c Multiple instances of split second on the same spell are redundant.\n同一个咒语上的多个转瞬异能并无意义。"}, {"chapter": "7", "id": "702.62.", "content": "702.62. Suspend\n延缓"}, {"chapter": "7", "id": "702.62a", "content": "702.62a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player’s hand. The second and third are triggered abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if this card is suspended, remove a time counter from it,” and “When the last time counter is removed from this card, if it’s exiled, you may play it without paying its mana cost if able. If you don’t, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes.”\n延缓为代表了三个异能的关键字。第一个属于静止式异能,当具有延缓异能的牌在牌手手牌中时生效。第二个与第三个异能属于触发式异能,于放逐区中生效。“延缓N~[费用]”意指,“如果你可以通过将此牌从手上放入堆叠的方式开始施放它,你可以支付[费用]并将其放逐,且上面有N个计时指示物。此动作不使用堆叠”、“在你的维持开始时,若此牌被延缓,则从其上移去一个计时指示物”,以及“当移去此牌上最后一个计时指示物时,若它目前被放逐,且如果你能使用它,则你可以使用它且不需支付其法术力费用。如果你不使用它,则它持续被放逐。若你以此法施放了一个生物咒语,则它获得敏捷异能,直到你失去该咒语或其成为的永久物之操控权为止。”"}, {"chapter": "7", "id": "702.62b", "content": "702.62b A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.\n如果一张具有延缓的牌位于放逐区,且其上有计时指示物,则此牌为“已延缓”。"}, {"chapter": "7", "id": "702.62c", "content": "702.62c While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibit that card from being cast.\n当确定你是否可以开始施放一张具有延缓异能的牌时,将任何将会阻止该牌施放的效应纳入考虑。"}, {"chapter": "7", "id": "702.62d", "content": "702.62d Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n以延缓异能的效应施放咒语,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.63.", "content": "702.63. Vanishing\n消逝"}, {"chapter": "7", "id": "702.63a", "content": "702.63a Vanishing is a keyword that represents three abilities. “Vanishing N” means “This permanent enters with N time counters on it,” “At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it,” and “When the last time counter is removed from this permanent, sacrifice it.”\n消逝为代表了三个异能的关键字。“消逝N”意指,“此永久物进场时上面有N个计时指示物”、“在你的维持开始时,若此永久物上有计时指示物,则从其上移去一个计时指示物”,以及“当移去此永久物上最后一个计时指示物时,将它牺牲。”"}, {"chapter": "7", "id": "702.63b", "content": "702.63b Vanishing without a number means “At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it” and “When the last time counter is removed from this permanent, sacrifice it.”\n如果“消逝”后面没接着数字指,“在你的维持开始时,若此永久物上有计时指示物,则从其上移去一个计时指示物”以及“当移去此永久物上最后一个计时指示物时,将它牺牲。”"}, {"chapter": "7", "id": "702.63c", "content": "702.63c If a permanent has multiple instances of vanishing, each works separately.\n如果一个永久物具有多个消逝异能,则每一个都会分别运作。"}, {"chapter": "7", "id": "702.64.", "content": "702.64. Absorb\n抵受"}, {"chapter": "7", "id": "702.64a", "content": "702.64a Absorb is a static ability. “Absorb N” means “If a source would deal damage to this creature, prevent N of that damage.”\n抵受属于静止式异能。“抵受N”意指,“如果任一来源将对此生物造成伤害,则防止此伤害中的N点。”"}, {"chapter": "7", "id": "702.64b", "content": "702.64b Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage from other sources, or to damage dealt by the same source at a different time.\n每个抵受异能都只能防止任一来源一次所造成的N点伤害。它会对其他来源所造成的伤害另外生效,或者对此来源其他时候所造成的伤害另外生效。"}, {"chapter": "7", "id": "702.64c", "content": "702.64c If an object has multiple instances of absorb, each applies separately.\n如果一个物件具有多个抵受异能,则每一个都会分别生效。"}, {"chapter": "7", "id": "702.65.", "content": "702.65. Aura Swap\n灵气转换"}, {"chapter": "7", "id": "702.65a", "content": "702.65a Aura swap is an activated ability of some Aura cards. “Aura swap [cost]” means “[Cost]: You may exchange this permanent with an Aura card in your hand.”\n灵气交换是一些灵气牌所具有的起动式异能。“灵气转换[费用]”意指,“[费用]:你可以将此永久物与你手上的一张灵气牌交换。”"}, {"chapter": "7", "id": "702.65b", "content": "702.65b If either half of the exchange can’t be completed, the ability has no effect.\n如果此交换过程中的任意部分无法完成,此异能无效。\nExample: You activate the aura swap ability of an Aura. The only Aura card in your hand can’t enchant the permanent that’s enchanted by the Aura with aura swap. The ability has no effect.\n例如:你起动了某灵气的灵气转换异能。你手上唯一的灵气牌并不能结附在目前已被具灵气转换异能之灵气结附的永久物上。此异能无效。\nExample: You activate the aura swap ability of an Aura that you control but you don’t own. The ability has no effect.\n例如:你起动了由你操控但不由你拥有的灵气之灵气转换异能。此异能无效。"}, {"chapter": "7", "id": "702.66.", "content": "702.66. Delve\n掘穴"}, {"chapter": "7", "id": "702.66a", "content": "702.66a Delve is a static ability that functions while the spell with delve is on the stack. “Delve” means “For each generic mana in this spell’s total cost, you may exile a card from your graveyard rather than pay that mana.”\n掘穴属于静止式异能,当具有掘穴的咒语在堆叠中时生效。“掘穴”意指,“你可以为此咒语总费用中的每一点一般法术力从你的坟墓场中放逐一张牌,而不支付该法术力。”"}, {"chapter": "7", "id": "702.66b", "content": "702.66b The delve ability isn’t an additional or alternative cost and applies only after the total cost of the spell with delve is determined.\n掘穴异能不是额外或替代性费用,且只在该具有掘穴异能的咒语的总费用被确定之后生效。"}, {"chapter": "7", "id": "702.66c", "content": "702.66c Multiple instances of delve on the same spell are redundant.\n同一个咒语上的多个掘穴异能并无意义。"}, {"chapter": "7", "id": "702.67.", "content": "702.67. Fortify\n构工"}, {"chapter": "7", "id": "702.67a", "content": "702.67a Fortify is an activated ability of Fortification cards. “Fortify [cost]” means “[Cost]: Attach this Fortification to target land you control. Activate only as a sorcery.”\n构工属于工事牌专有的起动式异能。“构工[费用]”意指,“[费用]:将此工事贴附于目标由你操控的地上。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.67b", "content": "702.67b For more information about Fortifications, see rule 301, “Artifacts.”\n关于工事的更多信息,参见规则301,“神器”。"}, {"chapter": "7", "id": "702.67c", "content": "702.67c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.\n如果一个工事上有多个构工异能,则均可任意使用。"}, {"chapter": "7", "id": "702.68.", "content": "702.68. Frenzy\n狂热"}, {"chapter": "7", "id": "702.68a", "content": "702.68a Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t blocked, it gets +N/+0 until end of turn.”\n狂热属于触发式异能。“狂热N”意指,“每当此生物攻击且未受阻挡时,它得+N/+0直到回合结束。”"}, {"chapter": "7", "id": "702.68b", "content": "702.68b If a creature has multiple instances of frenzy, each triggers separately.\n如果一个生物具有多个狂热异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.69.", "content": "702.69. Gravestorm\n坟场风暴"}, {"chapter": "7", "id": "702.69a", "content": "702.69a Gravestorm is a triggered ability that functions on the stack. “Gravestorm” means “When you cast this spell, copy it for each permanent that was put into a graveyard from the battlefield this turn. If the spell has any targets, you may choose new targets for any of the copies.”\n坟场风暴属于触发式异能,于堆叠中生效。“坟场风暴”意指,“当你施放此咒语时,本回合在这之前每有一个永久物从战场置入坟墓场,便复制该咒语一次。若此咒语需要目标,你可以为任意复制品选择新的目标。”"}, {"chapter": "7", "id": "702.69b", "content": "702.69b If a spell has multiple instances of gravestorm, each triggers separately.\n如果一个咒语具有多个坟场风暴异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.70.", "content": "702.70. Poisonous\n剧毒"}, {"chapter": "7", "id": "702.70a", "content": "702.70a Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals combat damage to a player, that player gets N poison counters.” (For information about poison counters, see rule 104.3d.)\n剧毒属于触发式异能。“剧毒N”意指,“每当此生物对牌手造成战斗伤害时,该牌手得到N个中毒指示物。”(关于中毒指示物的更多信息,参见规则104.3d。)"}, {"chapter": "7", "id": "702.70b", "content": "702.70b If a creature has multiple instances of poisonous, each triggers separately.\n如果一个生物具有多个剧毒异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.71.", "content": "702.71. Transfigure\n易形"}, {"chapter": "7", "id": "702.71a", "content": "702.71a Transfigure is an activated ability. “Transfigure [cost]” means “[Cost], Sacrifice this permanent: Search your library for a creature card with the same mana value as this permanent and put it onto the battlefield. Then shuffle your library. Activate only as a sorcery.”\n易形属于起动式异能。“易形[费用]”意指,“[费用],牺牲此永久物:从你的牌库中搜寻一张法术力值与此永久物相同的生物牌,并将之放进战场。然后将你的牌库洗牌。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.72.", "content": "702.72. Champion\n夺冠"}, {"chapter": "7", "id": "702.72a", "content": "702.72a Champion represents two triggered abilities. “Champion an [object]” means “When this permanent enters, sacrifice it unless you exile another [object] you control” and “When this permanent leaves the battlefield, return the exiled card to the battlefield under its owner’s control.”\n夺冠代表了两个触发式异能。“夺冠[物件]”意指,“当此永久物进场时,除非你将另一个由你操控的[物件]放逐,否则牺牲之”以及“当此永久物离开战场时,将所放逐的牌在其拥有者的操控下移回战场。”"}, {"chapter": "7", "id": "702.72b", "content": "702.72b The two abilities represented by champion are linked. See rule 607, “Linked Abilities.”\n夺冠所代表的两个异能之间有所关联。参见规则607,“关联异能”。"}, {"chapter": "7", "id": "702.72c", "content": "702.72c A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability.\n如果一个永久物因夺冠异能造成的直接原因而被另一个永久物放逐,该永久物“被夺冠”。"}, {"chapter": "7", "id": "702.73.", "content": "702.73. Changeling\n化形"}, {"chapter": "7", "id": "702.73a", "content": "702.73a Changeling is a characteristic-defining ability. “Changeling” means “This object is every creature type.” This ability works everywhere, even outside the game. See rule 604.3.\n化形属于特征定义异能。“化形”意指,“此物件具有所有生物类别。”此异能会在所有区域生效,即使在游戏外此异能亦会生效。参见规则604.3。"}, {"chapter": "7", "id": "702.74.", "content": "702.74. Evoke\n呼魂"}, {"chapter": "7", "id": "702.74a", "content": "702.74a Evoke represents two abilities: a static ability that functions in any zone from which the card with evoke can be cast and a triggered ability that functions on the battlefield. “Evoke [cost]” means “You may cast this card by paying [cost] rather than paying its mana cost” and “When this permanent enters, if its evoke cost was paid, its controller sacrifices it.” Casting a spell for its evoke cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n呼魂代表了两个异能:一个是在任何该牌能够施放之区域中都生效的静止式异能,另一个则是在战场上生效的触发式异能。“呼魂[费用]”意指,“你可以支付[费用]来施放此牌,而非支付其法术力费用”以及“当此永久物进场时,若曾支付其呼魂费用,则其操控者将之牺牲。”支付呼魂费用施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.75.", "content": "702.75. Hideaway\n掩蔽"}, {"chapter": "7", "id": "702.75a", "content": "702.75a Hideaway is a triggered ability. “Hideaway N” means “When this permanent enters, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains ‘The player who controls the permanent that exiled this card may look at this card in the exile zone.’”\n掩蔽属于触发式异能。“掩蔽N”意指“当此永久物进场时,检视你牌库顶的N张牌。牌面朝下地放逐其中一张,并将其余的牌以随机顺序置于你的牌库底。所放逐的牌获得‘任何操控过放逐此牌之永久物的牌手均可以检视放逐区中的此牌。’”"}, {"chapter": "7", "id": "702.75b", "content": "702.75b Previously, the rules for the hideaway ability caused the permanent to enter the battlefield tapped, and the number of cards the player looked at was fixed at four. Cards printed before this rules change had the printed text “Hideaway” with no numeral after the word. Those older cards have received errata in the Oracle card reference to have “Hideaway 4” and the additional ability “[This permanent] enters tapped.”\n之前,掩蔽异能的规则使得该永久物须横置进战场,且牌手检视的牌数量固定为四。在此规则变化前印制的牌印有“掩蔽”且其后没有跟随数字。这些旧版牌均已在Oracle™牌张参考文献中获得勘误,其具有掩蔽4,并具有额外异能“[此永久物]须横置进场”。"}, {"chapter": "7", "id": "702.76.", "content": "702.76. Prowl\n伺机"}, {"chapter": "7", "id": "702.76a", "content": "702.76a Prowl is a static ability that functions on the stack. “Prowl [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell’s creature types.” Casting a spell for its prowl cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n伺机属于静止式异能,在堆叠中生效。“伺机[费用]”意指,“如果本回合中一个来源对任一对手造成过战斗伤害,且其造成该伤害时在你的操控下并具有此咒语的任意生物类别,则你可以支付[费用],而不支付此咒语的法术力费用。”支付伺机费用施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.77.", "content": "702.77. Reinforce\n补强"}, {"chapter": "7", "id": "702.77a", "content": "702.77a Reinforce is an activated ability that functions only while the card with reinforce is in a player’s hand. “Reinforce N—[cost]” means “[Cost], Discard this card: Put N +1/+1 counters on target creature.”\n补强属于起动式异能,只当具有补强异能之牌在牌手的手上时才会生效。“补强N~[费用]”意指,“[费用],弃掉此牌:在目标生物上放置N个+1/+1指示物。”"}, {"chapter": "7", "id": "702.77b", "content": "702.77b Although the reinforce ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with reinforce will be affected by effects that depend on objects having one or more activated abilities.\n对于具补强异能的牌来说,虽然此异能只能于该牌在手上时起动,但不论此物件在战场上或是在其他区域之中,此异能都存在于其上。因此,如果一个效应会对具有一个或数个起动式异能之物件产生影响,则具有补强异能的物件也会因此受影响。"}, {"chapter": "7", "id": "702.78.", "content": "702.78. Conspire\n协力"}, {"chapter": "7", "id": "702.78a", "content": "702.78a Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell with conspire is on the stack. The second is a triggered ability that functions while the spell with conspire is on the stack. “Conspire” means “As an additional cost to cast this spell, you may tap two untapped creatures you control that each share a color with it” and “When you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s conspire cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n协力为代表了两个异能的关键字。第一个属于静止式异能,当该咒语在堆叠中时生效。第二个属于触发式异能,当该咒语在堆叠中时生效。“协力”意指,“于你施放此咒语时,你可以横置两个由你操控、且与此咒语有共通颜色的未横置生物,以作为施放此咒语的额外费用。”以及“当你施放此咒语时,若曾支付其协力费用,则复制它。如果此咒语需要目标,则你可以为该复制品选择新的目标。”支付某咒语的协力费用,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "702.78b", "content": "702.78b If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire.\n如果一个咒语具有多个协力异能,则每一个均需分别支付,而支付费用后的触发也将基于支付的费用而各自独立,且不会因为支付了其他的协力异能而触发。"}, {"chapter": "7", "id": "702.79.", "content": "702.79. Persist\n留存"}, {"chapter": "7", "id": "702.79a", "content": "702.79a Persist is a triggered ability. “Persist” means “When this permanent is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.”\n留存属于触发式异能。“留存”意指,“当此永久物从战场置入坟墓场时,如果其上没有-1/-1指示物,则将它在其拥有者的操控下返回战场,且其上具有一个-1/-1指示物。”"}, {"chapter": "7", "id": "702.80.", "content": "702.80. Wither\n干枯"}, {"chapter": "7", "id": "702.80a", "content": "702.80a Wither is a static ability. Damage dealt to a creature by a source with wither isn’t marked on that creature. Rather, it causes that source’s controller to put that many -1/-1 counters on that creature. See rule 120.3.\n干枯属于静止式异能。由具有干枯异能的来源对生物所造成的伤害,并不会标记在该生物上。而是使该来源的操控者将该数量的-1/-1指示物放置在该生物上。参见规则120.3。"}, {"chapter": "7", "id": "702.80b", "content": "702.80b If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had wither.\n如果一个物件在使其造成伤害的效应生效前便改变区域,则会使用其最后已知信息来判断该物件是否具有干枯异能。"}, {"chapter": "7", "id": "702.80c", "content": "702.80c The wither rules function no matter what zone an object with wither deals damage from.\n无论具有干枯之物件是从哪个区域造成的伤害,干枯异能规则都会生效。"}, {"chapter": "7", "id": "702.80d", "content": "702.80d Multiple instances of wither on the same object are redundant.\n同一个物件上的多个干枯异能并无意义。"}, {"chapter": "7", "id": "702.81.", "content": "702.81. Retrace\n追溯"}, {"chapter": "7", "id": "702.81a", "content": "702.81a Retrace is a static ability that functions while the card with retrace is in a player’s graveyard. “Retrace” means “You may cast this card from your graveyard by discarding a land card as an additional cost to cast it.” Casting a spell using its retrace ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n追溯属于静止式异能,当具有此异能的牌在牌手的坟墓场中时生效。“追溯”意指,“你可以从你的坟墓场中施放此牌,但必须弃掉一张地牌作为施放它的额外费用。”以追溯异能施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "702.82.", "content": "702.82. Devour\n吞噬"}, {"chapter": "7", "id": "702.82a", "content": "702.82a Devour is a static ability. “Devour N” means “As this object enters, you may sacrifice any number of creatures. This permanent enters with N +1/+1 counters on it for each creature sacrificed this way.”\n吞噬属于静止式异能。“吞噬N”意指,“于此物件进场时,你可以牺牲任意数量的生物。此生物进场时,每以此法牺牲一个生物,它上面便有N个+1/+1指示物。”"}, {"chapter": "7", "id": "702.82b", "content": "702.82b Some objects have abilities that refer to the number of creatures the permanent devoured. “It devoured” means “sacrificed as a result of its devour ability as it entered the battlefield.”\n有些物件所具有的异能,会提到此永久物所吞噬之生物的数量。“它吞噬过”意指,“于它进战场时因其吞噬异能而牺牲掉。”"}, {"chapter": "7", "id": "702.82c", "content": "702.82c Devour [quality] is a variant of devour. “Devour [quality] N” means “As this object enters, you may sacrifice any number of [quality] permanents. This permanent enters with N +1/+1 counters on it for each permanent sacrificed this way.”\n吞噬[特性]是吞噬异能的变化形式。“吞噬[特性]N”意指,“于此物件进场时,你可以牺牲任意数量的[特性]永久物。此生物进场时,每以此法牺牲一个永久物,它上面便有N个+1/+1指示物。”"}, {"chapter": "7", "id": "702.83.", "content": "702.83. Exalted\n颂威"}, {"chapter": "7", "id": "702.83a", "content": "702.83a Exalted is a triggered ability. “Exalted” means “Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.”\n颂威属于触发式异能。“颂威”意指,“每当一个由你操控的生物单独攻击时,该生物得+1/+1直到回合结束。”"}, {"chapter": "7", "id": "702.83b", "content": "702.83b A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat phase. See rule 506.5.\n在战斗阶段中,如果只有一个生物被宣告为攻击者,该生物为“单独攻击”。参见规则506.5。"}, {"chapter": "7", "id": "702.84.", "content": "702.84. Unearth\n破坟"}, {"chapter": "7", "id": "702.84a", "content": "702.84a Unearth is an activated ability that functions while the card with unearth is in a graveyard. “Unearth [cost]” means “[Cost]: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.”\n破坟属于起动式异能,当该牌在坟墓场时生效。“破坟[费用]”意指,“[费用]:将此牌从你的坟墓场移回战场。它获得敏捷异能。在下一个结束步骤开始时将它放逐。若它将离开战场,则改为将其放逐,而非置入任何地方。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.85.", "content": "702.85. Cascade\n倾曳"}, {"chapter": "7", "id": "702.85a", "content": "702.85a Cascade is a triggered ability that functions only while the spell with cascade is on the stack. “Cascade” means “When you cast this spell, exile cards from the top of your library until you exile a nonland card whose mana value is less than this spell’s mana value. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than this spell’s mana value. Then put all cards exiled this way that weren’t cast on the bottom of your library in a random order.”\n倾曳属于触发式异能,只当具有倾曳异能的牌在堆叠中时生效。“倾曳”意指,“当你施放此咒语时,从你的牌库顶牌开始放逐牌,直到放逐一张法术力值比此咒语低、且不是地的牌为止。你可以施放该牌,且不需支付其法术力费用,只要该牌所成为的咒语之法术力值比此咒语低。然后将所有以此法放逐、且并未被施放的牌以随机顺序置于你的牌库底。”"}, {"chapter": "7", "id": "702.85b", "content": "702.85b If an effect allows a player to take an action with one or more of the exiled cards “as you cascade,” the player may take that action after they have finished exiling cards due to the cascade ability. This action is taken before choosing whether to cast the last exiled card or, if no appropriate card was exiled, before putting the exiled cards on the bottom of their library in a random order.\n如果一个效应允许牌手“于你倾曳时”对所放逐之牌中的一张或数张牌执行动作,该牌手在因倾曳异能完成放逐牌张之后,方可执行该动作。该动作在选择是否施放上一张被放逐的牌之前执行。如果没有牌因此被放逐,则在将被放逐的牌以随机顺序置于其牌库底之前执行。"}, {"chapter": "7", "id": "702.85c", "content": "702.85c If a spell has multiple instances of cascade, each triggers separately.\n如果一个咒语具有多个倾曳异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.86.", "content": "702.86. Annihilator\n歼灭"}, {"chapter": "7", "id": "702.86a", "content": "702.86a Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N permanents.”\n歼灭是触发式异能。“歼灭N”意指“每当此生物攻击时,防御牌手牺牲N个永久物。”"}, {"chapter": "7", "id": "702.86b", "content": "702.86b If a creature has multiple instances of annihilator, each triggers separately.\n如果一个生物具有多个歼灭异能,每一个都会分别触发。"}, {"chapter": "7", "id": "702.87.", "content": "702.87. Level Up\n升级"}, {"chapter": "7", "id": "702.87a", "content": "702.87a Level up is an activated ability. “Level up [cost]” means “[Cost]: Put a level counter on this permanent. Activate only as a sorcery.”\n升级是起动式异能。“升级[费用]”意指“[费用]:在此永久物上放置一个等级指示物。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.87b", "content": "702.87b Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level symbols that are themselves keyword abilities. See rule 711, “Leveler Cards.”\n每张印有升级异能的牌为升级牌。它有特殊排版方式,并且包含了两个等级符号,并且本身也是关键字异能。参见规则711,“升级牌”。"}, {"chapter": "7", "id": "702.87c", "content": "702.87c Some enchantments have the subtype Class and associated abilities that give them a class level. These are not the same as level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.”\n一些结界具有副类别职业,与其相关的异能给予其职业等级。这与升级异能并不相同,职业等级也与等级指示物并无互动。参见规则716,“职业牌”。"}, {"chapter": "7", "id": "702.88.", "content": "702.88. Rebound\n弹回"}, {"chapter": "7", "id": "702.88a", "content": "702.88a Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the stack and may create a delayed triggered ability. “Rebound” means “If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.”\n弹回会在一些瞬间与法术上出现。它代表了一个静止式异能,当该咒语在堆叠中时生效,且可以创造延迟触发式异能。“弹回”意指“如果此咒语是从你手上施放,则此咒语结算时不进入你的坟墓场,改为将它放逐,并且在你的下一个维持开始时,你可以从放逐区施放此牌,且不须支付其法术力费用。”"}, {"chapter": "7", "id": "702.88b", "content": "702.88b Casting a spell as an effect of its rebound ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n因咒语的弹回异能之效应施放咒语时,依然需要按照规则601.2b和规则601.2f-h来支付替代性费用。"}, {"chapter": "7", "id": "702.88c", "content": "702.88c Multiple instances of rebound on the same spell are redundant.\n同一个咒语上的多个弹回异能没有意义。"}, {"chapter": "7", "id": "702.89.", "content": "702.89. Umbra Armor\n本影甲"}, {"chapter": "7", "id": "702.89a", "content": "702.89a Umbra armor is a static ability that appears on some Auras. “Umbra armor” means “If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura.”\n本影甲是会出现在一些灵气上的静止式异能。“本影甲”意指“如果所结附的永久物将被消灭,则改为移除它上面标记的所有伤害,并消灭此灵气。”"}, {"chapter": "7", "id": "702.89b", "content": "702.89b Some older cards were printed with the ability “totem armor” or referenced that ability. The text of these cards has been updated in the Oracle card reference to refer to umbra armor instead.\n一些早先版本的卡牌印有异能“替身甲”或提及该异能。这些卡牌的文本均已在Oracle牌张参考文献中更新为本影甲。"}, {"chapter": "7", "id": "702.90.", "content": "702.90. Infect\n侵染"}, {"chapter": "7", "id": "702.90a", "content": "702.90a Infect is a static ability.\n侵染是静止式异能。"}, {"chapter": "7", "id": "702.90b", "content": "702.90b Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s controller to give the player that many poison counters. See rule 120.3.\n具有侵染的来源对牌手所造成的伤害,并不会让该牌手失去生命。而是使该来源之操控者将该数量的中毒指示物给予该牌手。参见规则120.3。"}, {"chapter": "7", "id": "702.90c", "content": "702.90c Damage dealt to a creature by a source with infect isn’t marked on that creature. Rather, it causes that source’s controller to put that many -1/-1 counters on that creature. See rule 120.3.\n具有侵染的来源对生物所造成的伤害,并不会标记在该生物上。而是是该来源之操控着将该数量的-1/-1指示物放置在该生物上。参见规则120.3。"}, {"chapter": "7", "id": "702.90d", "content": "702.90d If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had infect.\n如果一个物件在使其造成伤害的效应生效前便改变区域,则会使用其最后已知信息来判断该物件是否具有侵染异能。"}, {"chapter": "7", "id": "702.90e", "content": "702.90e The infect rules function no matter what zone an object with infect deals damage from.\n不论具侵染的物件是从哪个区域造成伤害,侵染规则都会生效。"}, {"chapter": "7", "id": "702.90f", "content": "702.90f Multiple instances of infect on the same object are redundant.\n同一个物件上的多个侵染异能没有意义。"}, {"chapter": "7", "id": "702.91.", "content": "702.91. Battle Cry\n战嚎"}, {"chapter": "7", "id": "702.91a", "content": "702.91a Battle cry is a triggered ability. “Battle cry” means “Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.”\n战嚎是触发式异能。“战嚎”意指“每当此生物攻击时,每个进行攻击的其他生物各得+1/+0直到回合结束。”"}, {"chapter": "7", "id": "702.91b", "content": "702.91b If a creature has multiple instances of battle cry, each triggers separately.\n如果一个生物具有多个战嚎异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.92.", "content": "702.92. Living Weapon\n活化武器"}, {"chapter": "7", "id": "702.92a", "content": "702.92a Living weapon is a triggered ability. “Living weapon” means “When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this Equipment to it.”\n活化武器是触发式异能。“活化武器”意指“当此武具进场时,派出一个0/0黑色非瑞人/病菌衍生生物,然后将它贴附于其上。”"}, {"chapter": "7", "id": "702.93.", "content": "702.93. Undying\n不息"}, {"chapter": "7", "id": "702.93a", "content": "702.93a Undying is a triggered ability. “Undying” means “When this permanent is put into a graveyard from the battlefield, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.”\n不息是触发式异能。“不息”意指“当此永久物从战场进入坟墓场时,若其上没有+1/+1指示物,则将它在其拥有者的操控下返回战场上,且其上有一个+1/+1指示物。”"}, {"chapter": "7", "id": "702.94.", "content": "702.94. Miracle\n奇迹"}, {"chapter": "7", "id": "702.94a", "content": "702.94a Miracle is a static ability linked to a triggered ability. (See rule 603.11.) “Miracle [cost]” means “You may reveal this card from your hand as you draw it if it’s the first card you’ve drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.”\n奇迹是与触发式异能有关联的静止式异能。(参见规则603.11。)“奇迹[费用]”意指“于你抓到此牌时,若其为你本回合抓到的第一张牌,你可以从手上展示它。当你以此法展示此牌时,你可以支付[费用]并施放之,而非支付其法术力费用。”"}, {"chapter": "7", "id": "702.94b", "content": "702.94b If a player chooses to reveal a card using its miracle ability, they play with that card revealed until that card leaves their hand, that ability resolves, or that ability otherwise leaves the stack. (See rule 701.20a.)\n如果牌手选择通过某张牌的奇迹异能来展示,则直到该牌离开其手牌、该异能结算,或该异能因故离开堆叠为止,该牌手须以展示此牌的方式进行游戏。(参见规则701.20a。)"}, {"chapter": "7", "id": "702.95.", "content": "702.95. Soulbond\n魂系"}, {"chapter": "7", "id": "702.95a", "content": "702.95a Soulbond is a keyword that represents two triggered abilities. “Soulbond” means “When this creature enters, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control” and “Whenever another creature you control enters, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.”\n魂系是代表两个触发式异能的关键字。“魂系”意指“当此生物进场时,若你同时操控此生物及另一生物,且两者皆未搭档,则只要此生物与另一由你操控且未搭档的生物在战场上仍是生物且都由你操控,你便可以将这两者组成搭档。”以及“每当另一个由你操控的生物进场时,若你同时操控该生物及此生物,且两者皆未搭档,则只要该进场的生物与此生物在战场上仍是生物且都由你操控,你便可以将这两者组成搭档。”"}, {"chapter": "7", "id": "702.95b", "content": "702.95b A creature becomes “paired” with another as the result of a soulbond ability. Abilities may refer to a paired creature, the creature another creature is paired with, or whether a creature is paired. An “unpaired” creature is one that is not paired.\n魂系异能使一个生物与另一个生物组成“搭档”。异能可能会提及已搭档的生物、与另一生物搭档的生物,或某生物是否已搭档。“未搭档”的生物指未与其他生物搭档的生物。"}, {"chapter": "7", "id": "702.95c", "content": "702.95c When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the battlefield, or no longer under the control of the player who controls the soulbond ability, neither object becomes paired.\n当魂系异能结算时,若即将组成搭档的两物件之一因故不再是生物、已不在战场上,或已不在该操控魂系异能的牌手之操控下,则两者都不会成为已搭档。"}, {"chapter": "7", "id": "702.95d", "content": "702.95d A creature can be paired with only one other creature.\n一个生物仅能与一个其他生物搭档。"}, {"chapter": "7", "id": "702.95e", "content": "702.95e A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature it’s paired with; it or the creature it’s paired with stops being a creature; or it or the creature it’s paired with leaves the battlefield.\n当下列任一情况发生时,已搭档生物会变成未搭档状态:另一位牌手获得该生物或与其搭档的生物之操控权;该生物或与其搭档的生物不再是生物;或者该生物或与其搭档的生物离开战场。"}, {"chapter": "7", "id": "702.96.", "content": "702.96. Overload\n超载"}, {"chapter": "7", "id": "702.96a", "content": "702.96a Overload is a keyword that represents two static abilities that function while the spell with overload is on the stack. Overload [cost] means “You may choose to pay [cost] rather than pay this spell’s mana cost” and “If you chose to pay this spell’s overload cost, change its text by replacing all instances of the word ‘target’ with the word ‘each.’” Casting a spell using its overload ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n超载此关键字代表两个具有该异能的咒语在堆叠上时生效的静止式异能。超载[费用]指:“你可以选择支付[费用],而非支付此咒语的法术力费用”以及“如果你选择支付此咒语的超载费用,则将其规则叙述中的‘目标’字样全部更改为‘每个’”。利用咒语的超载异能施放该咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.96b", "content": "702.96b If a player chooses to pay the overload cost of a spell, that spell won’t require any targets. It may affect objects that couldn’t be chosen as legal targets if the spell were cast without its overload cost being paid.\n如果牌手选择支付某咒语的超载费用,则该咒语不需要任何目标。如果在没有支付其超载费用的情况下施放此咒语时,某物件无法成为其合法目标,则此咒语的超载版本有可能会影响它。"}, {"chapter": "7", "id": "702.96c", "content": "702.96c Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.”\n超载的第二个异能会产生改变内文叙述的效应。参见规则612,“改变叙述的效应”。"}, {"chapter": "7", "id": "702.97.", "content": "702.97. Scavenge\n食腐"}, {"chapter": "7", "id": "702.97a", "content": "702.97a Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. “Scavenge [cost]” means “[Cost], Exile this card from your graveyard: Put a number of +1/+1 counters equal to the power of the card you exiled on target creature. Activate only as a sorcery.”\n食腐属于起动式异能,只当具食腐异能的牌在坟墓场中时产生作用。“食腐[费用]”意指:“[费用],从你的坟墓场放逐此牌:在目标生物上放置等同于该牌力量的+1/+1指示物。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.98.", "content": "702.98. Unleash\n脱缰"}, {"chapter": "7", "id": "702.98a", "content": "702.98a Unleash is a keyword that represents two static abilities. “Unleash” means “You may have this permanent enter with an additional +1/+1 counter on it” and “This permanent can’t block as long as it has a +1/+1 counter on it.”\n脱缰此关键字代表两个静止式异能。“脱缰”意指“你可以让此永久物进场时上面额外有一个+1/+1指示物”,以及“只要其上有+1/+1指示物,此永久物便不能进行阻挡。”"}, {"chapter": "7", "id": "702.99.", "content": "702.99. Cipher\n暗码"}, {"chapter": "7", "id": "702.99a", "content": "702.99a Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions while the spell with cipher is on the stack. The second is a static ability that functions while the card with cipher is in the exile zone. “Cipher” means “If this spell is represented by a card, you may exile this card encoded on a creature you control” and “For as long as this card is encoded on that creature, that creature has ‘Whenever this creature deals combat damage to a player, you may copy the encoded card and you may cast the copy without paying its mana cost.’”\n暗码会在某些瞬间与法术上出现。它代表两个异能。第一个为咒语异能于此咒语在堆叠中时生效。第二个为静止式异能于具暗码异能的牌处于放逐区时生效。“暗码”意指“如果此咒语由牌表示,则你可以放逐此牌,并赋码于一个由你操控的生物上”和“只要此牌赋码于该生物上,该生物便具有‘每当此生物对任一牌手造成战斗伤害时,你可以复制此牌,同时可以施放此复制品,且不需支付其法术力费用’。”"}, {"chapter": "7", "id": "702.99b", "content": "702.99b The term “encoded” describes the relationship between the card with cipher while in the exile zone and the creature chosen when the spell represented by that card resolves.\n“赋码”一词用于描述位于放逐区中该张具暗码异能的牌,与在由此牌表示之咒语结算时所选的生物这两者之间的联系。"}, {"chapter": "7", "id": "702.99c", "content": "702.99c The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield. The card remains encoded on that object even if it changes controller or stops being a creature, as long as it remains on the battlefield.\n只要具暗码异能的牌持续被放逐,且所选的生物持续在战场,此牌就会一直赋码于所选的生物上。只要此物件还在战场,该牌就会持续赋码于其上,即便该物件的操控权发生改变或不再是生物也是一样。"}, {"chapter": "7", "id": "702.100.", "content": "702.100. Evolve\n进化"}, {"chapter": "7", "id": "702.100a", "content": "702.100a Evolve is a triggered ability. “Evolve” means “Whenever a creature you control enters, if that creature’s power is greater than this creature’s power and/or that creature’s toughness is greater than this creature’s toughness, put a +1/+1 counter on this creature.”\n进化是触发式异能。“进化”意指“每当一个由你操控的生物进场时,若该生物的力量大于此生物的力量和/或该生物的防御力大于此生物的防御力,则在后者上放置一个+1/+1指示物。”"}, {"chapter": "7", "id": "702.100b", "content": "702.100b A creature “evolves” when one or more +1/+1 counters are put on it as a result of its evolve ability resolving.\n当一个或数个+1/+1指示物在进化异能结算时被放到一个生物上,该生物“进化”。"}, {"chapter": "7", "id": "702.100c", "content": "702.100c A creature can’t have a greater power or toughness than a noncreature permanent.\n一个生物不具有比非生物永久物更高的力量或防御力。"}, {"chapter": "7", "id": "702.100d", "content": "702.100d If a creature has multiple instances of evolve, each triggers separately.\n如果某生物具有数个进化异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.101.", "content": "702.101. Extort\n敲诈"}, {"chapter": "7", "id": "702.101a", "content": "702.101a Extort is a triggered ability. “Extort” means “Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain life equal to the total life lost this way.”\n敲诈属于触发式异能。“敲诈”意指“每当你施放一个咒语时,你可以支付{W/B}。如果你如此作,则每位对手各失去1点生命,且你获得等同于以此法失去的生命总和的生命。”"}, {"chapter": "7", "id": "702.101b", "content": "702.101b If a permanent has multiple instances of extort, each triggers separately.\n如果某永久物具有数个敲诈异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.102.", "content": "702.102. Fuse\n融咒"}, {"chapter": "7", "id": "702.102a", "content": "702.102a Fuse is a static ability found on some split cards (see rule 709, “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.\n融咒是见于某些连体牌的静止式异能(参见规则709,“连体牌”),会于具融咒异能的牌在牌手的手牌中时生效。如果牌手从其手牌中施放具融咒异能的连体牌,该牌手可以选择一同施放该连体牌的两边,而非选择其中一边。此决定是在将具融咒异能的连体牌放进堆叠前作出。由此施放的咒语称为已融咒的连体咒语。"}, {"chapter": "7", "id": "702.102b", "content": "702.102b A fused split spell has the combined characteristics of its two halves. (See rule 709.4.)\n已融咒的连体咒语具有其两边的组合特征。(参见规则709.4。)"}, {"chapter": "7", "id": "702.102c", "content": "702.102c The total cost of a fused split spell includes the mana cost of each half.\n已融咒的连体咒语每边的法术力费用都会计入该咒语的总费用当中。"}, {"chapter": "7", "id": "702.102d", "content": "702.102d As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows the instructions of the right half.\n于已融咒的连体咒语结算时,该咒语的操控者依照从左到右的顺序,依次执行连体牌两边的叙述。"}, {"chapter": "7", "id": "702.103.", "content": "702.103. Bestow\n神授"}, {"chapter": "7", "id": "702.103a", "content": "702.103a Bestow represents a static ability that functions in any zone from which you could play the card it’s on. “Bestow [cost]” means “As you cast this spell, you may choose to cast it bestowed. If you do, you pay [cost] rather than its mana cost.” Casting a spell using its bestow ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h).\n神授代表一个静止式异能,在任何你能施放具神授的牌所在的区域生效。“神授[费用]”意指“于你施放此咒语时,你可以选择神授式施放之。若你如此作,支付[费用],而非支付其法术力费用。”支付牌的神授费用时,需依照规则601.2b与规则601.2f-h来支付替代性费用。"}, {"chapter": "7", "id": "702.103b", "content": "702.103b As a spell cast bestowed is put onto the stack, it becomes an Aura enchantment and gains enchant creature. It is a bestowed Aura spell, and the permanent it becomes as it resolves will be a bestowed Aura. These effects last until the spell or the permanent it becomes ceases to be bestowed (see rules 702.103e–g). Because the spell is an Aura spell, its controller must choose a legal target for that spell as defined by its enchant creature ability and rule 601.2c. See also rule 303.4.\n于神授式施放的咒语被放进堆叠时,其成为灵气结界并获得结附于生物异能。它是神授式灵气咒语,其结算时成为的永久物是神授式灵气。这些效应持续直到该咒语或其成为的永久物不再是神授式的(参见规则702.103e-g)。因为该咒语是灵气咒语,其操控者须依照其上结附于生物异能及规则601.2c,为该灵气咒语选择一个合法目标。亦见规则303.4。"}, {"chapter": "7", "id": "702.103c", "content": "702.103c If a bestowed Aura spell is copied, the copy is also a bestowed Aura spell. Any rule that refers to a spell cast bestowed applies to the copy as well.\n如果一个神授式灵气咒语被复制,则复制品也是神授式灵气咒语。任何适用于以神授式施放的咒语之规则,亦适用于该复制品。"}, {"chapter": "7", "id": "702.103d", "content": "702.103d When casting a spell bestowed, only its characteristics as modified by the bestow ability are evaluated to determine if it can be cast.\n当神授式施放咒语时,仅使用其被神授异能修正过的特征值来检查其能否被施放。\nExample: Aether Storm is an enchantment with the ability “Creature spells can’t be cast.” This effect doesn’t stop a creature card with bestow from being cast bestowed.\n例如:乙太风暴是一个结界,它具有异能“生物咒语不能被施放。”此效应不会阻止具有神授异能的生物牌神授式施放。\nExample: Garruk’s Horde says, in part, “You may cast creature spells from the top of your library.” If you control Garruk’s Horde and the top card of your library is a creature card with bestow, you can cast it as a creature spell, but you can’t cast it bestowed.\n例如:贾路的兽群的部分叙述为“你可以从你的牌库顶施放生物咒语。”如果你操控贾路的兽群,且你的牌库顶牌是一张具有神授异能的生物牌,你可以作为生物咒语施放之,但你不能神授式施放之。"}, {"chapter": "7", "id": "702.103e", "content": "702.103e As a bestowed Aura spell begins resolving, if its target is illegal, it ceases to be bestowed and the effect making it an Aura spell ends. It continues resolving as a creature spell. See rule 608.3b.\n于神授式灵气咒语开始结算时,若其目标不合法,则其不再是神授式的,且令其成为灵气咒语的效应结束。它会继续当作生物咒语结算。参见规则608.3b。"}, {"chapter": "7", "id": "702.103f", "content": "702.103f If a bestowed Aura becomes unattached, it ceases to be bestowed. If a bestowed Aura is attached to an illegal object or player, it becomes unattached and ceases to be bestowed. This is an exception to rule 704.5m.\n如果一个神授式灵气成为未贴附,则它不再是神授式的。如果一个神授式灵气贴附于非法的物件或牌手上,则它将成为未贴附,且不再是神授式的。这是规则704.5m的例外情况。"}, {"chapter": "7", "id": "702.103g", "content": "702.103g If a bestowed Aura phases in unattached, it ceases to be bestowed. See rule 702.26, “Phasing.”\n如果一个神授式灵气以未贴附的状态跃回,则它不再是神授式的。参见规则702.26,“时间跳跃”。"}, {"chapter": "7", "id": "702.104.", "content": "702.104. Tribute\n致敬"}, {"chapter": "7", "id": "702.104a", "content": "702.104a Tribute is a static ability that functions as the creature with tribute is entering the battlefield. “Tribute N” means “As this creature enters, choose an opponent. That player may put an additional N +1/+1 counters on it as it enters.”\n致敬属于静止式异能,于具有致敬异能的生物进战场时产生作用。“致敬N”意指“于该生物进场时,选择一位对手。该牌手可以于此生物进场时在其上放置N个+1/+1指示物。”"}, {"chapter": "7", "id": "702.104b", "content": "702.104b Objects with tribute have triggered abilities that check “if tribute wasn’t paid.” This condition is true if the opponent chosen as a result of the tribute ability didn’t have the creature enter the battlefield with +1/+1 counters as specified by the creature’s tribute ability.\n具致敬异能的物件具有会检查“若未支付其致敬”的触发式异能。如果因致敬异能所选的牌手未让该生物进战场时上面额外具有如其致敬异能所规定数量的+1/+1指示物,则便会满足该异能的触发条件。"}, {"chapter": "7", "id": "702.105.", "content": "702.105. Dethrone\n义勇"}, {"chapter": "7", "id": "702.105a", "content": "702.105a Dethrone is a triggered ability. “Dethrone” means “Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on this creature.”\n义勇是一个触发式异能。“义勇”意指“每当此生物攻击生命最多或与他者同为最多的牌手时,在其上放置一个+1/+1指示物”。"}, {"chapter": "7", "id": "702.105b", "content": "702.105b If a creature has multiple instances of dethrone, each triggers separately.\n如果某生物具有数个义勇异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.106.", "content": "702.106. Hidden Agenda\n秘案"}, {"chapter": "7", "id": "702.106a", "content": "702.106a Hidden agenda is a static ability that functions as a conspiracy card with hidden agenda is put into the command zone. “Hidden agenda” means “As you put this conspiracy card into the command zone, turn it face down and secretly choose a card name.”\n秘案是静止式异能,于具有秘案异能的诡局牌置入统帅区时生效。“秘案”意指“于你将此诡局牌置入统帅区时,将其翻为牌面朝下并私下决定一个牌名。”"}, {"chapter": "7", "id": "702.106b", "content": "702.106b To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card.\n要私下决定牌名,将该名称写在一张纸上,并与牌面朝下的诡局牌放在一起。"}, {"chapter": "7", "id": "702.106c", "content": "702.106c Any time you have priority, you may turn a face-down conspiracy card you control in the command zone face up. This is a special action. Doing so will reveal the chosen name. See rule 116.2j.\n于任何你拥有优先权的时机,你可以把由你操控的牌面朝下之诡局牌翻回正面。这属于特殊动作。如此作会展示你所决定的牌名。参见规则116.2j。"}, {"chapter": "7", "id": "702.106d", "content": "702.106d Hidden agenda and another ability of the object with hidden agenda that refers to “the chosen name” are linked. The second ability refers only to the card name chosen as a result of that object’s hidden agenda ability. See rule 607.2d.\n秘案与具有秘案异能的物件上另一个提及“具有该名称”的异能是关联异能。第二个异能仅指秘案异能作为结论所决定的牌名。"}, {"chapter": "7", "id": "702.106e", "content": "702.106e If a player leaves the game, all face-down conspiracy cards controlled by that player must be revealed to all players. At the end of each game, all face-down conspiracy cards must be revealed to all players.\n如果一位牌手将离开游戏,所有由该牌手操控的牌面朝下的诡局牌必须向所有牌手展示。在每盘游戏结束时,所有牌面朝下的诡局牌必须向所有牌手展示。"}, {"chapter": "7", "id": "702.106f", "content": "702.106f Double agenda is a variant of the hidden agenda ability. As you put a conspiracy card with double agenda into the command zone, you secretly name two different cards rather than one. You don’t reveal that more than one name was secretly chosen until you reveal the chosen names.\n双重秘案是秘案异能的一种变化。于你将一张具双重秘案异能的诡局牌置入统帅区时,私下决定两个牌名(而不是一个)。你不用展示你所决定的牌名之数量,直到你展示所决定的牌名。"}, {"chapter": "7", "id": "702.107.", "content": "702.107. Outlast\n延生"}, {"chapter": "7", "id": "702.107a", "content": "702.107a Outlast is an activated ability. “Outlast [cost]” means “[Cost], {T}: Put a +1/+1 counter on this creature. Activate only as a sorcery.”\n延生属于起动式异能。“延生[费用]”意指“[费用],{横置}:在此生物上放置一个+1/+1指示物。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.108.", "content": "702.108. Prowess\n灵技"}, {"chapter": "7", "id": "702.108a", "content": "702.108a Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.”\n灵技属于触发式异能。“灵技”意指“每当你施放非生物咒语时,此生物得+1/+1直到回合结束。”"}, {"chapter": "7", "id": "702.108b", "content": "702.108b If a creature has multiple instances of prowess, each triggers separately.\n如果某生物具有数个灵技异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.109.", "content": "702.109. Dash\n掩袭"}, {"chapter": "7", "id": "702.109a", "content": "702.109a Dash represents three abilities: two static abilities that function while the card with dash is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with dash is on the battlefield. “Dash [cost]” means “You may cast this card by paying [cost] rather than its mana cost,” “If this spell’s dash cost was paid, return the permanent this spell becomes to its owner’s hand at the beginning of the next end step,” and “As long as this permanent’s dash cost was paid, it has haste.” Casting a spell for its dash cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n掩袭代表三个异能:两个会在具掩袭异能的牌位于堆叠上时生效的静止式异能,其中一个会产生延迟触发式异能;以及在具掩袭异能之物件位于战场上时生效的静止式异能。“掩袭[费用]”意指“你可以支付[费用]来施放此牌,而非支付其法术力费用”,“如果你选择支付此咒语的掩袭费用,则在结束步骤开始时,将此咒语成为的永久物移回其拥有者手上”,以及“只要支付了此永久物的掩袭费用,它便具有敏捷”。支付掩袭费用施放咒语时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.110.", "content": "702.110. Exploit\n榨取"}, {"chapter": "7", "id": "702.110a", "content": "702.110a Exploit is a triggered ability. “Exploit” means “When this creature enters, you may sacrifice a creature.”\n榨取属于触发式异能。“榨取”意指“当此生物进场时,你可以牺牲一个生物。”"}, {"chapter": "7", "id": "702.110b", "content": "702.110b A creature with exploit “exploits a creature” when the controller of the exploit ability sacrifices a creature as that ability resolves.\n对具榨取异能的生物而言,当该榨取异能的操控者在榨取异能结算时牺牲了生物时,此生物即“榨取生物”。"}, {"chapter": "7", "id": "702.111.", "content": "702.111. Menace\n威慑"}, {"chapter": "7", "id": "702.111a", "content": "702.111a Menace is an evasion ability.\n威慑属于躲避式异能。"}, {"chapter": "7", "id": "702.111b", "content": "702.111b A creature with menace can’t be blocked except by two or more creatures. (See rule 509, “Declare Blockers Step.”)\n具威慑异能的生物只能被两个或更多生物阻挡。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.111c", "content": "702.111c Multiple instances of menace on the same creature are redundant.\n同一个生物上的数个威慑异能并无意义。"}, {"chapter": "7", "id": "702.112.", "content": "702.112. Renown\n铭勇"}, {"chapter": "7", "id": "702.112a", "content": "702.112a Renown is a triggered ability. “Renown N” means “When this creature deals combat damage to a player, if it isn’t renowned, put N +1/+1 counters on it and it becomes renowned.”\n铭勇属于触发式异能。“铭勇N”意指“当此生物对任一牌手造成战斗伤害时,若它未铭勇,则在其上放置N个+1/+1指示物且它已铭勇。”"}, {"chapter": "7", "id": "702.112b", "content": "702.112b Renowned is a designation that has no rules meaning other than to act as a marker that the renown ability and other spells and abilities can identify. Only permanents can be or become renowned. Once a permanent becomes renowned, it stays renowned until it leaves the battlefield. Renowned is neither an ability nor part of the permanent’s copiable values.\n“已铭勇”此称号并无规则含义。它仅用作标记,供铭勇异能及其他咒语和异能辨识之用。只有永久物能够铭勇。一旦某永久物已铭勇后,它便会一直保持已铭勇,直到它离开战场为止。“已铭勇”既不是异能,也不是该永久物可复制特征值的一部分。"}, {"chapter": "7", "id": "702.112c", "content": "702.112c If a creature has multiple instances of renown, each triggers separately. The first such ability to resolve will cause the creature to become renowned, and subsequent abilities will have no effect. (See rule 603.4)\n如果某生物具有数个铭勇异能,则每一个都会分别触发。第一个结算的此类异能会让该生物铭勇,后续的异能不会生效(参见规则603.4)。"}, {"chapter": "7", "id": "702.113.", "content": "702.113. Awaken\n醒转"}, {"chapter": "7", "id": "702.113a", "content": "702.113a Awaken appears on some instants and sorceries. It represents two abilities: a static ability that functions while the spell with awaken is on the stack and a spell ability. “Awaken N—[cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell” and “If this spell’s awaken cost was paid, put N +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It’s still a land.” Casting a spell using its awaken ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n醒转会在某些瞬间与法术上出现。它代表了两个异能:一个于具醒转异能的咒语在堆叠中时生效的静止式异能,以及一个咒语异能。“醒转N~[费用]”意指“你可以支付[费用]来施放此咒语而不支付其法术力费用”以及“若曾支付该咒语的醒转费用,则在目标由你操控的地上放置N个+1/+1指示物。该地成为0/0,具敏捷异能的元素生物。它仍然是地。”以醒转异能施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.113b", "content": "702.113b The controller of a spell with awaken chooses the target of the awaken spell ability only if that player chose to pay the spell’s awaken cost. Otherwise the spell is cast as if it didn’t have that target.\n具醒转异能之咒语的操控者仅当在该牌手选择支付咒语的醒转费用时,才需选择醒转这一咒语异能的目标。否则,便视为该咒语施放时并无此类目标。"}, {"chapter": "7", "id": "702.114.", "content": "702.114. Devoid\n虚色"}, {"chapter": "7", "id": "702.114a", "content": "702.114a Devoid is a characteristic-defining ability. “Devoid” means “This object is colorless.” This ability functions everywhere, even outside the game. See rule 604.3.\n虚色属于特征定义异能。“虚色”意指“此物件是无色”。此异能在所有区域都生效,甚至包括游戏外。参见规则604.3。"}, {"chapter": "7", "id": "702.115.", "content": "702.115. Ingest\n摄食"}, {"chapter": "7", "id": "702.115a", "content": "702.115a Ingest is a triggered ability. “Ingest” means “Whenever this creature deals combat damage to a player, that player exiles the top card of their library.”\n摄食属于触发式异能。“摄食”意指“每当此生物对任一牌手造成战斗伤害时,该牌手放逐其牌库顶牌。”"}, {"chapter": "7", "id": "702.115b", "content": "702.115b If a creature has multiple instances of ingest, each triggers separately.\n若某生物具有数个摄食异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.116.", "content": "702.116. Myriad\n繁影"}, {"chapter": "7", "id": "702.116a", "content": "702.116a Myriad is a triggered ability that may also create a delayed triggered ability. “Myriad” means “Whenever this creature attacks, for each opponent other than defending player, you may create a token that’s a copy of this creature that’s tapped and attacking that player or a planeswalker they control. If one or more tokens are created this way, exile the tokens at end of combat.”\n繁影属于触发式异能,且此异能可能会产生另一个延迟触发式异能。“繁影”意指“每当此生物攻击时,对防御牌手之外的每位对手而言,你可以派出一个横置的衍生物且正对该牌手或由他操控的某个鹏洛客进行攻击,该衍生物为此生物的复制品。如果你以此法派出一个或数个衍生物,则在战斗结束时,放逐这些衍生物。”"}, {"chapter": "7", "id": "702.116b", "content": "702.116b If a creature has multiple instances of myriad, each triggers separately.\n如果某生物具有数个繁影异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.117.", "content": "702.117. Surge\n潮涌"}, {"chapter": "7", "id": "702.117a", "content": "702.117a Surge is a static ability that functions while the spell with surge is on the stack. “Surge [cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell if you or one of your teammates has cast another spell this turn.” Casting a spell for its surge cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n潮涌属于静止式异能,当具潮涌异能的咒语在堆叠中时生效。“潮涌[费用]”意指,“如果你或你的队友本回合中施放过其他咒语,则你于施放此咒语时可以支付[费用],而不支付此咒语的法术力费用。”支付潮涌费用施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.118.", "content": "702.118. Skulk\n潜匿"}, {"chapter": "7", "id": "702.118a", "content": "702.118a Skulk is an evasion ability.\n潜匿属于躲避式异能。"}, {"chapter": "7", "id": "702.118b", "content": "702.118b A creature with skulk can’t be blocked by creatures with greater power. (See rule 509, “Declare Blockers Step.”)\n具潜匿异能的生物不能被力量比它大的生物阻挡。(参见规则509,“宣告阻挡者步骤”。)"}, {"chapter": "7", "id": "702.118c", "content": "702.118c Multiple instances of skulk on the same creature are redundant.\n同一个生物上的数个潜匿异能并无意义。"}, {"chapter": "7", "id": "702.119.", "content": "702.119. Emerge\n化生"}, {"chapter": "7", "id": "702.119a", "content": "702.119a Emerge represents two static abilities that function while the spell with emerge is on the stack. “Emerge [cost]” means “You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost” and “If you chose to pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creature’s mana value.” Casting a spell using its emerge ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n化生代表了两个静止式异能,两者都是当具化生异能的咒语在堆叠上时产生作用。“化生[费用]”意指“你可以支付[费用]并牺牲一个生物来施放此咒语,而不支付其法术力费用”以及“如果你选择支付此咒语的化生费用,则其总费用会减少一定数量的一般法术力,其数量等同于所牺牲生物之法术力值。”以化生异能施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.119b", "content": "702.119b Emerge from [quality] is a variant of emerge. “Emerge from [quality] [cost]” means “You may cast this spell by paying [cost] and sacrificing a [quality] permanent rather than paying its mana cost” and “If you pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed permanent’s mana value.”\n[特性]化生是化生异能的变化形式。“[特性]化生[费用]”意指“你可以支付[费用]并牺牲一个[特性]永久物来施放此咒语,而不支付其法术力费用”以及“如果你选择支付此咒语的化生费用,则其总费用会减少一定数量的一般法术力,其数量等同于所牺牲永久物之法术力值。”"}, {"chapter": "7", "id": "702.119c", "content": "702.119c You choose which permanent to sacrifice as you choose to pay a spell’s emerge cost (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h).\n于你选择支付咒语的化生费用时,一并选择牺牲哪个永久物。(参见规则601.2b。)于你支付总费用时,牺牲该永久物。(参见规则601.2h。)"}, {"chapter": "7", "id": "702.120.", "content": "702.120. Escalate\n增效"}, {"chapter": "7", "id": "702.120a", "content": "702.120a Escalate is a static ability of modal spells (see rule 700.2) that functions while the spell with escalate is on the stack. “Escalate [cost]” means “For each mode you choose beyond the first as you cast this spell, you pay an additional [cost].” Paying a spell’s escalate cost follows the rules for paying additional costs in rules 601.2f–h.\n增效属于具有模式之咒语的静止式异能(参见规则700.2),当具增效异能的咒语位于堆叠上时产生作用。“增效[费用]”意指“除你为此咒语选择的第一个模式之外,你每为其多选择一个模式,便须额外支付一次[费用]。”支付某咒语的增效费用时,需依照规则601.2b与规则601.2f-h之规范来选择模式以及支付额外费用。"}, {"chapter": "7", "id": "702.121.", "content": "702.121. Melee\n乱斗"}, {"chapter": "7", "id": "702.121a", "content": "702.121a Melee is a triggered ability. “Melee” means “Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.”\n乱斗属于触发式异能。“乱斗”意指“每当此生物攻击时,本次战斗中每有一位受你以生物攻击的对手,此生物便得+1/+1直到回合结束。”"}, {"chapter": "7", "id": "702.121b", "content": "702.121b If a creature has multiple instances of melee, each triggers separately.\n若某生物具有数个乱斗异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.122.", "content": "702.122. Crew\n搭载"}, {"chapter": "7", "id": "702.122a", "content": "702.122a Crew is an activated ability of Vehicle cards. “Crew N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn.”\n搭载是载具牌上的起动式异能。“搭载N”意指“横置任意数量由你操控且力量总和等于或大于N的其他未横置生物:此永久物成为神器生物直到回合结束。”"}, {"chapter": "7", "id": "702.122b", "content": "702.122b A creature “crews a Vehicle” when it’s tapped to pay the cost to activate a Vehicle’s crew ability.\n当某个生物被横置来支付起动某载具之搭载异能的费用时,该生物便“搭载载具”。"}, {"chapter": "7", "id": "702.122c", "content": "702.122c If an effect states that a creature “can’t crew Vehicles,” that creature can’t be tapped to pay the crew cost of a Vehicle.\n如果某个效应注明某个生物“不能搭载载具”,则该生物不能横置来支付载具搭载异能的费用。"}, {"chapter": "7", "id": "702.122d", "content": "702.122d Some Vehicles have abilities that trigger when they become crewed. “Whenever [this Vehicle] becomes crewed” means “Whenever a crew ability of [this Vehicle] resolves.” If that ability has an intervening “if” clause that refers to information about the creatures that crewed it, it means only creatures that were tapped to pay the cost of the crew ability that caused it to trigger.\n一些载具具有当其成为已搭载时触发的异能。“每当[此载具]成为已搭载”意指“每当[此载具]的一个搭载异能结算时。”如果该异能具有以“若”开头的子句,且该子句提及关于搭载该载具之生物的信息,则其仅提及使该触发式异能触发的该次搭载异能起动时,横置以支付费用的生物。"}, {"chapter": "7", "id": "702.123.", "content": "702.123. Fabricate\n装配"}, {"chapter": "7", "id": "702.123a", "content": "702.123a Fabricate is a triggered ability. “Fabricate N” means “When this permanent enters, you may put N +1/+1 counters on it. If you don’t, create N 1/1 colorless Servo artifact creature tokens.”\n装配属于触发式异能。“装配N”意指“当此永久物进场时,你可以在其上放置N个+1/+1指示物。若你未如此作,则派出N个1/1无色自动机衍生神器生物。”"}, {"chapter": "7", "id": "702.123b", "content": "702.123b If a permanent has multiple instances of fabricate, each triggers separately.\n如果某永久物具有数个装配异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.124.", "content": "702.124. Partner\n拍档"}, {"chapter": "7", "id": "702.124a", "content": "702.124a Partner abilities are keyword abilities that modify the rules for deck construction in the Commander variant (see rule 903), and they function before the game begins. Each partner ability allows you to designate two legendary cards as your commander rather than one. Each partner ability has its own requirements for those two commanders. The partner abilities are: partner, partner—[text], partner with [name], choose a Background, and Doctor’s companion.\n拍档异能属于改变指挥官玩法(参见规则903)之套牌构组规则的异能,在游戏开始前生效。每种拍档异能都允许你将两张传奇牌共同作为你的指挥官,而不是一张。每种拍档异能都对两个指挥官有所要求。拍档异能包括:拍档、拍档~[叙述],与[名称]拍档、选择身世,以及博士伙伴。"}, {"chapter": "7", "id": "702.124b", "content": "702.124b Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone.\n你的套牌必须刚好由一百张牌构成,包括两个指挥官在内。这两个指挥官在游戏开始时都位于统帅区。"}, {"chapter": "7", "id": "702.124c", "content": "702.124c A rule or effect that refers to your commander’s color identity refers to the combined color identities of your two commanders. See rule 903.4.\n如果有规则或效应提及你指挥官的标识色,则其指的是你两个指挥官的联合标识色。参见规则903.4。"}, {"chapter": "7", "id": "702.124d", "content": "702.124d Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast (see rule 903.8). When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately (see rule 903.10a).\n除了套牌标识色会联合确定外,其他情况下这两个指挥官均是各自独立运作。在施放某个具拍档异能的指挥官时,不需考虑你另一个指挥官此前已被施放的次数(参见规则903.8)。在确定某位牌手是否已受到来自同一个指挥官总共21点或更多战斗伤害时,会分别计算两个指挥官各自所造成的伤害(参见规则903.10a)。"}, {"chapter": "7", "id": "702.124e", "content": "702.124e If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to perform an action on your commander and it could affect both, you choose which it refers to at the time the effect is applied.\n如果有效应提及“你的指挥官”而你有两个指挥官,则其指的是其中任意一个。如果有效应令你对“你的指挥官”执行某行动,且两个指挥官都能受其影响,则由你在该效应生效时决定要对哪个指挥官执行该动作。"}, {"chapter": "7", "id": "702.124f", "content": "702.124f Different partner abilities are distinct from one another and cannot be combined. For example, you cannot designate two cards as your commander if one of them has “partner” and the other has “partner with [name].”\n不同的拍档异能各不相同,不能组合。例如,如果一张牌具有“拍档”,另一张牌具有“与[名称]拍档”,则你不能将这两张牌共同作为你的指挥官。"}, {"chapter": "7", "id": "702.124g", "content": "702.124g If a legendary card has more than one partner ability, you may choose which one to use when designating your commander, but you can’t use both. Notably, no partner ability or combination of partner abilities can ever let a player have more than two commanders.\n如果一张传奇牌具有一种以上的拍档异能,你可以在指定你的指挥官时选择其中一种来使用,但不能同时使用。任何拍档异能或拍档异能组合都不会使得牌手拥有多于两个指挥官。"}, {"chapter": "7", "id": "702.124h", "content": "702.124h “Partner” means “You may designate two legendary cards as your commander rather than one if each of them has partner.”\n“拍档”意指“你可以将两张具有拍档的传奇牌共同用作你的指挥官。”"}, {"chapter": "7", "id": "702.124i", "content": "702.124i “Partner—[text]” means “You may designate two legendary cards as your commander rather than one if each of them has the same ‘partner—[text]’ ability.” The “partner—[text]” abilities are “partner—Character select,” “partner—Father & son,” “partner—Friends forever,” and “partner—Survivors.”\n“拍档~[叙述]”意指“你可以将两张具有拍档~[叙述]异能的传奇牌共同用作你的指挥官。”这些“拍档~[叙述]”异能包括“拍档~角色选择”、“拍档~父与子”、“拍档~友谊永恒”,以及“拍档~求生者”。"}, {"chapter": "7", "id": "702.124j", "content": "702.124j “Partner with [name]” represents two abilities. It means “You may designate two legendary cards as your commander rather than one if each has a ‘partner with [name]’ ability with the other’s name” and “When this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle.”\n“与[名称]拍档”代表两个异能。它意指“你可以将一张具有‘与[名称]拍档’异能的传奇牌与一张具有该名称的牌共同用作你的指挥官。”以及“当此永久物进场时,目标牌手可以其牌库中搜寻一张名为[名称]的牌,展示该牌,然后将它置于其手上,然后洗牌。”"}, {"chapter": "7", "id": "702.124k", "content": "702.124k “Choose a Background” means “You may designate two cards as your commander rather than one if one of them is this card and the other is a legendary Background enchantment card.” You can’t designate two cards as your commander if one has a “choose a Background” ability and the other is not a legendary Background enchantment card, and legendary Background enchantment cards can’t be your commander unless you have also designated a commander with “choose a Background.”\n“选择身世”意指“你可以将两张牌共同用作你的指挥官,而不是一张,只要其中一张是此牌,另一张是传奇身世结界牌。”如果一张牌具有“选择身世”异能且另一张牌不是传奇身世结界牌,你便不能将它们共同用作指挥官。传奇身世结界牌不能成为你的指挥官,除非你同时将另一张具有“选择身世”的牌用作指挥官。"}, {"chapter": "7", "id": "702.124m", "content": "702.124m “Doctor’s companion” means “You may designate two legendary creature cards as your commander rather than one if one of them is this card and the other is a legendary Time Lord Doctor creature card that has no other creature types.”\n“博士伙伴”意指“你可以将两张牌共同用作你的指挥官,而不是一张,只要其中一张是此牌,另一张是传奇时间领主/医生生物牌且不具其他生物类别。”(译注:Doctor此生物类别之官方翻译为“医生”而非“博士”。)"}, {"chapter": "7", "id": "702.124n", "content": "702.124n If an effect refers to a partner ability by name, it means only that partner ability and not any others. If an effect refers to the partner ability or cards with partner and doesn’t mention a specific variant of the partner ability by name, it is referring only to partner, partner—[text], partner with [name], or cards with any of those abilities, and it does not refer to any other partner variant.\n如果一个效应提及某拍档异能的名称,则其仅指该拍档异能而非其他任何种类。如果一个效应提及拍档异能或者具有拍档的牌,且未提及某个具体变化形式的名称,则其仅指拍档、拍档~[叙述]、与[名称]拍档或者具有这几种异能之一的牌,而不代表任何其他的拍档异能之变化形式。"}, {"chapter": "7", "id": "702.125.", "content": "702.125. Undaunted\n不屈"}, {"chapter": "7", "id": "702.125a", "content": "702.125a Undaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means “This spell costs {1} less to cast for each opponent you have.”\n不屈属于静止式异能,当具有不屈异能的咒语在堆叠中时生效。不屈意指“每有一位对手,此咒语便减少{1}来施放。”"}, {"chapter": "7", "id": "702.125b", "content": "702.125b Players who have left the game are not counted when determining how many opponents you have.\n确定对手数量时,不会将已离开游戏的牌手计算在内。"}, {"chapter": "7", "id": "702.125c", "content": "702.125c If a spell has multiple instances of undaunted, each of them applies.\n如果某个咒语具有数个不屈异能,则每个都会分别生效。"}, {"chapter": "7", "id": "702.126.", "content": "702.126. Improvise\n拼造"}, {"chapter": "7", "id": "702.126a", "content": "702.126a Improvise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.”\n拼造属于静止式异能,当具拼造异能的咒语在堆叠中时生效。“拼造”意指“对此咒语总费用中每一点一般法术力而言,你可以横置一个由你操控且未横置的神器,而不支付该法术力。”"}, {"chapter": "7", "id": "702.126b", "content": "702.126b The improvise ability isn’t an additional or alternative cost and applies only after the total cost of the spell with improvise is determined.\n拼造异能不属于额外费用,也不属于替代性费用,且仅在具拼造异能之咒语的总费用确定之后生效。"}, {"chapter": "7", "id": "702.126c", "content": "702.126c Multiple instances of improvise on the same spell are redundant.\n同一个咒语上的数个拼造异能并无意义。"}, {"chapter": "7", "id": "702.127.", "content": "702.127. Aftermath\n余响"}, {"chapter": "7", "id": "702.127a", "content": "702.127a Aftermath is an ability found on some split cards (see rule 709, “Split Cards”). It represents three static abilities. “Aftermath” means “You may cast this half of this split card from your graveyard,” “This half of this split card can’t be cast from any zone other than a graveyard,” and “If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.”\n余响是见于某些连体牌的异能(参见规则709,“连体牌”)。它代表三个静止式异能。“余响”意指“你可以从你的坟墓场施放此连体牌的这半边”、“除了从坟墓场之外,不能从任何区域施放此连体牌的这半边”,以及“如果此咒语是从坟墓场施放,则当其将于任何时机下离开堆叠时,改为将其放逐,而非置入其他区域”。"}, {"chapter": "7", "id": "702.128.", "content": "702.128. Embalm\n遗存"}, {"chapter": "7", "id": "702.128a", "content": "702.128a Embalm is an activated ability that functions while the card with embalm is in a graveyard. “Embalm [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s white, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.”\n遗存属于起动式异能,于具遗存异能的牌位于坟墓场中时生效。“遗存[费用]”意指“[费用],从你的坟墓场放逐此牌:派出一个衍生物,此衍生物为此牌的复制品,但它是白色,没有法术力费用,且额外具有灵俑此类别。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.128b", "content": "702.128b A token is “embalmed” if it’s created by a resolving embalm ability.\n如果某衍生物系由结算遗存异能而派出,则称该衍生物“已遗存”。"}, {"chapter": "7", "id": "702.129.", "content": "702.129. Eternalize\n永生"}, {"chapter": "7", "id": "702.129a", "content": "702.129a Eternalize is an activated ability that functions while the card with eternalize is in a graveyard. “Eternalize [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s black, it’s 4/4, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.”\n永生属于起动式异能,于具永生异能的牌位于坟墓场中时生效。“永生[费用]”意指“[费用],从你的坟墓场放逐此牌:派出一个衍生物,此衍生物为该牌的复制品,但它为黑色,是4/4,没有法术力费用,且额外具有灵俑此类别。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.130.", "content": "702.130. Afflict\n折磨"}, {"chapter": "7", "id": "702.130a", "content": "702.130a Afflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life.”\n折磨属于触发式异能。“折磨N”意指“每当此生物被阻挡时,防御牌手失去N点生命”。"}, {"chapter": "7", "id": "702.130b", "content": "702.130b If a creature has multiple instances of afflict, each triggers separately.\n如果某生物具有数个折磨异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.131.", "content": "702.131. Ascend\n登殿"}, {"chapter": "7", "id": "702.131a", "content": "702.131a Ascend on an instant or sorcery spell represents a spell ability. It means “If you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”\n瞬间或法术咒语上的登殿代表咒语异能。意指“如果你操控十个或更多永久物,且你没有黄金城祝福,则于这盘游戏接下来的时段中,你得到黄金城祝福。”"}, {"chapter": "7", "id": "702.131b", "content": "702.131b Ascend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”\n永久物上的登殿代表静止式异能。意指“但凡你操控十个或更多永久物,且你没有黄金城祝福,你便于这盘游戏接下来的时段中得到黄金城祝福。”"}, {"chapter": "7", "id": "702.131c", "content": "702.131c The city’s blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the city’s blessing at the same time.\n“得到黄金城祝福”此称号并无规则含义。它仅用作标记,供其他规则和效应辨识之用。在同一时刻可有任意数量的牌手得到黄金城祝福。"}, {"chapter": "7", "id": "702.131d", "content": "702.131d After a player gets the city’s blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions.\n在牌手得到黄金城祝福之后,所有持续性效应会重新生效,然后游戏才会检查游戏状态或之前的事件是否满足触发条件。"}, {"chapter": "7", "id": "702.132.", "content": "702.132. Assist\n助力"}, {"chapter": "7", "id": "702.132a", "content": "702.132a Assist is a static ability that modifies the rules of paying for the spell with assist (see rules 601.2g-h). If the total cost to cast a spell with assist includes a generic mana component, before you activate mana abilities while casting it, you may choose another player. That player has a chance to activate mana abilities. Once that player chooses not to activate any more mana abilities, you have a chance to activate mana abilities. Before you begin to pay the total cost of the spell, the player you chose may pay for any amount of the generic mana in the spell’s total cost.\n助力属于静止式异能,会改变为具助力异能之咒语支付费用时需遵循之规范(参见规则601.2g-h)。如果施放具助力异能之咒语的总费用当中包括一般法术力的部分,则于你在施放该咒语的过程中起动法术力异能之前,你可以选择另一位牌手。该牌手此时有机会来起动法术力异能。一旦该牌手决定不再起动法术力异能,便轮到你有机会来起动法术力异能。在你开始支付该咒语的总费用之前,先前所选之牌手可以支付该咒语总费用中一般法术力部分里之任意数量的费用。"}, {"chapter": "7", "id": "702.133.", "content": "702.133. Jump-Start\n再起"}, {"chapter": "7", "id": "702.133a", "content": "702.133a Jump-start appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Jump-start” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by discarding a card as an additional cost to cast it” and “If this spell was cast using its jump-start ability, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its jump-start ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n再起会在某些瞬间与法术上出现。它代表两个静止式异能:一个会于此牌在某牌手的坟墓场中时生效,另一个则于此牌在堆叠中时生效。“再起”意指“如果所成为的咒语是瞬间或法术咒语,你可以从你的坟墓场施放此牌,但必须弃一张牌,以作为施放它的额外费用”以及“若是以再起方式施放此咒语,则于此牌将于任何时机下离开堆叠时,改为将它放逐,而非置入其他任何区域。”以再起异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付额外费用。"}, {"chapter": "7", "id": "702.134.", "content": "702.134. Mentor\n训导"}, {"chapter": "7", "id": "702.134a", "content": "702.134a Mentor is a triggered ability. “Mentor” means “Whenever this creature attacks, put a +1/+1 counter on target attacking creature with power less than this creature’s power.”\n训导属于触发式异能。“训导”意指“每当此生物攻击时,在目标进行攻击且力量小于此生物的生物上放置一个+1/+1指示物。”"}, {"chapter": "7", "id": "702.134b", "content": "702.134b If a creature has multiple instances of mentor, each triggers separately.\n如果某生物具有数个训导异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.134c", "content": "702.134c An ability that triggers whenever a creature mentors another creature triggers whenever a mentor ability whose source is the first creature and whose target is the second creature resolves.\n每当一个生物训导另一个生物时触发的异能,会在来源为第一个生物且目标为第二个生物的训导异能结算时触发。"}, {"chapter": "7", "id": "702.135.", "content": "702.135. Afterlife\n往生"}, {"chapter": "7", "id": "702.135a", "content": "702.135a Afterlife is a triggered ability. “Afterlife N” means “When this permanent is put into a graveyard from the battlefield, create N 1/1 white and black Spirit creature tokens with flying.”\n往生属于触发式异能。“往生N”意指“当此永久物从战场进入坟墓场时,派出N个1/1,白黑双色,具飞行异能的精怪衍生生物。”"}, {"chapter": "7", "id": "702.135b", "content": "702.135b If a permanent has multiple instances of afterlife, each triggers separately.\n如果某永久物具有数个往生异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.136.", "content": "702.136. Riot\n起事"}, {"chapter": "7", "id": "702.136a", "content": "702.136a Riot is a static ability. “Riot” means “You may have this permanent enter with an additional +1/+1 counter on it. If you don’t, it gains haste.”\n起事属于静止式异能。“起事”意指“你可以让此永久物进场时上面额外有一个+1/+1指示物。如果你未如此作,则它获得敏捷异能。”"}, {"chapter": "7", "id": "702.136b", "content": "702.136b If a permanent has multiple instances of riot, each works separately.\n若某永久物具有数个起事异能,则每一个都会分别生效。"}, {"chapter": "7", "id": "702.137.", "content": "702.137. Spectacle\n揭幕"}, {"chapter": "7", "id": "702.137a", "content": "702.137a Spectacle is a static ability that functions on the stack. “Spectacle [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if an opponent lost life this turn.” Casting a spell for its spectacle cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n揭幕属于静止式异能,于堆叠中时生效。“揭幕[费用]”意指“如果本回合有对手曾失去生命,则你可以支付[费用],而不支付此咒语的法术力费用。”支付咒语的揭幕费用时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.138.", "content": "702.138. Escape\n逸脱"}, {"chapter": "7", "id": "702.138a", "content": "702.138a Escape represents a static ability that functions while the card with escape is in a player’s graveyard. “Escape [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost.” Casting a spell using its escape ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n逸脱代表一个静止式异能,会于具逸脱异能之牌张在某牌手的坟墓场中时生效。“逸脱[费用]”意指“你可以从你的坟墓场施放此牌,并支付[费用],而非支付其法术力费用。”以逸脱异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.138b", "content": "702.138b A spell or permanent “escaped” if that spell or the spell that became that permanent as it resolved was cast from a graveyard with an escape ability.\n若某咒语系以逸脱异能从坟墓场施放,则称该咒语本身或其所成的永久物(若其为永久物咒语)“已逸脱”。"}, {"chapter": "7", "id": "702.138c", "content": "702.138c An ability that reads “[This permanent] escapes with [one or more of a kind of counter]” means “If this permanent escaped, it enters with [those counters]” That ability may have a triggered ability linked to it that triggers “When it enters this way.” (See rule 603.11.) Such a triggered ability triggers when that permanent enters the battlefield after its replacement effect was applied, even if that replacement effect had no effect.\n叙述为“[此永久物]逸脱时上面有[一个或数个某种指示物]”的异能意指“如果此永久物已逸脱,则其进场时上面有[这些指示物]”。这类异能后文可能会连带一个与之关联的触发式异能,且会于“当它以此法进场”时触发。(参见规则603.11。)这类触发式异能会在该永久物进战场,且其替代性效应均已全部生效之后才会触发,就算前述替代性效应没有效果也是如此。"}, {"chapter": "7", "id": "702.138d", "content": "702.138d An ability that reads “[This permanent] escapes with [ability]” means “If this permanent escaped, it has [ability].”\n叙述为“[此永久物]逸脱时具有[异能]”的异能意指“如果此永久物已逸脱,则它具有[异能]。”"}, {"chapter": "7", "id": "702.139.", "content": "702.139. Companion\n行侣"}, {"chapter": "7", "id": "702.139a", "content": "702.139a Companion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule 103.2b.) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay {3} and put that card into your hand. This is a special action that doesn’t use the stack (see rule 116.2g). This is a change from previous rules.\n行侣是一个关键字异能,在游戏外生效。其叙述写作“行侣~[条件]。”在一盘游戏开始前,你可以展示一张由你拥有、且在游戏外的具行侣异能的牌,其条件须由你的起始套牌来满足。(参见规则103.2b。)每盘游戏中限一次,在你拥有优先权且堆叠为空、但仅限在你回合的行动阶段中,你可以随时支付{3}将该牌置于你手上。这是个特殊动作,不使用堆叠(参见规则116.2g。)这是对先前规则的改动。"}, {"chapter": "7", "id": "702.139b", "content": "702.139b If a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards. In a Commander game, this is also before you’ve set aside your commander.\n如果一条行侣异能提及你的起始套牌,它意指你将备牌放在一边之后你的套牌。在指挥官游戏中,该套牌亦指你在将你的指挥官放在一边之前你的套牌。"}, {"chapter": "7", "id": "702.139c", "content": "702.139c Once you take the special action and put the card with companion into your hand, it remains in the game until the game ends.\n一旦你执行了该特殊动作并将这张具行侣异能的牌置于手上,直到该盘游戏结束,它都会留在该盘游戏中。"}, {"chapter": "7", "id": "702.139d", "content": "702.139d Cards can enter Commander games from outside the game via the companion special action.\n在指挥官游戏中,牌张亦可以藉由行侣此特殊动作从游戏外进入游戏。"}, {"chapter": "7", "id": "702.140.", "content": "702.140. Mutate\n合变"}, {"chapter": "7", "id": "702.140a", "content": "702.140a Mutate appears on some creature cards. It represents a static ability that functions while the spell with mutate is on the stack. “Mutate [cost]” means “You may pay [cost] rather than pay this spell’s mana cost. If you do, it becomes a mutating creature spell and targets a non-Human creature with the same owner as this spell.” Casting a spell using its mutate ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h).\n合变异能出现在一些生物牌上。它代表一个静止式异能,在具合变异能的咒语在堆叠上时生效。“合变[费用]”意指“你可以支付[费用]而不支付此咒语的法术力费用。若你如此作,它成为一个合变式生物咒语,且指定一个与此咒语拥有者相同的非人类生物为目标。”以合变异能施放咒语时,需依照支付替代性费用的规则(参见规则601.2b与规则601.2f-h)。"}, {"chapter": "7", "id": "702.140b", "content": "702.140b As a mutating creature spell begins resolving, if its target is illegal, it ceases to be a mutating creature spell and continues resolving as a creature spell and will be put onto the battlefield under the control of the spell’s controller.\n于合变式生物咒语开始结算时,若其目标不合法,则其不再是合变式生物咒语,并以生物咒语继续结算,在该咒语操控者的操控下被放进战场。"}, {"chapter": "7", "id": "702.140c", "content": "702.140c As a mutating creature spell resolves, if its target is legal, it doesn’t enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule 729, “Merging with Permanents”). The spell’s controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent.\n于合变式生物咒语结算时,若其目标合法,其不会进入战场。它就只是与该目标生物结聚,并成为一个由多于一张牌或衍生物所代表的物件(参见规则729,“与永久物结聚”)。该咒语的操控者选择是要将该咒语放置在该生物的顶上还是底下。所成的永久物是结聚永久物。"}, {"chapter": "7", "id": "702.140d", "content": "702.140d An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell.\n于每当一个生物合变时触发的异能,会在一个咒语与一个生物因一个正在结算的合变式生物咒语而结聚时触发。"}, {"chapter": "7", "id": "702.140e", "content": "702.140e A mutated permanent has all abilities of each card and token that represents it. Its other characteristics are derived from the topmost card or token.\n一个合变永久物具有代表它的每张牌和永久物的所有异能。它的其他特征由其最顶上的牌张或衍生物得知。"}, {"chapter": "7", "id": "702.140f", "content": "702.140f Any effect that refers to or modifies the mutating creature spell refers to or modifies the mutated permanent it merges with as it resolves.\n任何提及或影响合变式生物咒语的效应,也会提及或影响该咒语结算后结聚而成的合变永久物。"}, {"chapter": "7", "id": "702.141.", "content": "702.141. Encore\n返场"}, {"chapter": "7", "id": "702.141a", "content": "702.141a Encore is an activated ability that functions while the card with encore is in a graveyard. “Encore [cost]” means “[Cost], Exile this card from your graveyard: For each opponent, create a token that’s a copy of this card that attacks that opponent this turn if able. The tokens gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.”\n返场属于起动式异能,于具返场异能的牌在坟墓场时生效。“返场[费用]”意指,“[费用],从你的坟墓场放逐此牌:为每位对手各进行以下流程~派出一个此牌的衍生复制品,且其本回合若能攻击该对手,便须如此作。这些衍生物获得敏捷异能。在下一个结束步骤开始时,将它们牺牲。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.142.", "content": "702.142. Boast\n炫威"}, {"chapter": "7", "id": "702.142a", "content": "702.142a A boast ability is a special kind of activated ability. “Boast — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only if this creature attacked this turn and only once each turn.”\n炫威异能属于一类特殊的起动式异能。“炫威~[费用]:[效应]”意指,“[费用]:[效应]。只能于此生物攻击过的回合中起动,且每回合只能起动一次。”"}, {"chapter": "7", "id": "702.142b", "content": "702.142b Effects may refer to boast abilities. If an effect refers to a creature boasting, it means its boast ability being activated.\n效应可能会提及炫威异能。如果一个效应提及某生物炫威,其意指起动该生物的炫威异能。"}, {"chapter": "7", "id": "702.143.", "content": "702.143. Foretell\n预示"}, {"chapter": "7", "id": "702.143a", "content": "702.143a Foretell is a keyword that functions while the card with foretell is in a player’s hand. Any time a player has priority during their turn, that player may pay {2} and exile a card with foretell from their hand face down. That player may look at that card as long as it remains in exile. They may cast that card after the current turn has ended by paying any foretell cost it has rather than paying that spell’s mana cost. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n预示此关键字会于具预示异能的牌在牌手手上时生效。于自己的回合中拥有优先权的时机下,牌手可以支付{2}并将一张具预示异能的牌从其手上牌面朝下地放逐。如果该牌手如此作,则他可以检视该牌,且可以在当前回合结束后施放之,但如此施放时须支付该牌所具有之任一预示费用,而不是支付该咒语的法术力费用。以此法施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.143b", "content": "702.143b Exiling a card using its foretell ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.”\n利用某牌的预示异能将之放逐属于特殊动作,不会用到堆叠。参见规则116,“特殊动作”。"}, {"chapter": "7", "id": "702.143c", "content": "702.143c If an effect refers to foretelling a card, it means performing the special action associated with a foretell ability. If an effect refers to a card or spell that was foretold, it means a card put in the exile zone as a result of the special action associated with a foretell ability, or a spell that was a foretold card before it was cast, even if it was cast for a cost other than a foretell cost.\n如果有效应提及“预示一张牌”,则其意指执行与预示异能相关联之特殊动作。如果有效应提及“已预示的牌”或“已预示的咒语”,则其意指因执行与预示异能相关联之特殊动作而被置入放逐区的牌,或施放前曾为已预示的牌之咒语,包括符合此状况,但是以支付预示费用之外的其他费用而施放的咒语。"}, {"chapter": "7", "id": "702.143d", "content": "702.143d If an effect states that a card in exile becomes foretold, that card becomes a foretold card. That effect may give the card a foretell cost. That card’s owner may look at that card as long as it remains in exile and it may be cast for any foretell cost it has after the turn it became a foretold card has ended, even if the resulting spell doesn’t have foretell.\n如果有效应注明放逐区中的某牌成为“已预示”,则该牌即成为已预示的牌。该效应可能会同时赋予该牌一个预示费用。于该牌持续被放逐期间,其拥有者可以随时检视之,且在当前回合结束后,便可通过支付该牌所具有的任一预示费用来施放之,就算所成之咒语不具预示异能也是一样。"}, {"chapter": "7", "id": "702.143e", "content": "702.143e If a player owns multiple foretold cards in exile, they must ensure that those cards can be easily differentiated from each other and from any other face-down cards in exile which that player owns. This includes knowing both the order in which those cards were put into exile and any foretell costs other than their printed foretell costs those cards may have.\n如果某牌手在放逐区中拥有多张已预示的牌,则他必须确保这些牌张彼此之间,以及已预示的牌与放逐区中由其拥有且牌面朝下的牌之间均有显著的分别。这包括列明各已预示之牌进入放逐区的顺序,以及该牌在其上印制的预示费用之外所具有的其他任何预示费用。"}, {"chapter": "7", "id": "702.143f", "content": "702.143f If a player leaves the game, all face-down foretold cards that player owns must be revealed to all players. At the end of each game, all face-down foretold cards must be revealed to all players.\n如果有牌手离开游戏,则该牌手须将所有由其拥有且牌面朝下的已预示牌展示给所有牌手。在每盘游戏结束后,牌手也须将各自拥有且牌面朝下的已预示牌展示给所有牌手。"}, {"chapter": "7", "id": "702.144.", "content": "702.144. Demonstrate\n示范"}, {"chapter": "7", "id": "702.144a", "content": "702.144a Demonstrate is a triggered ability. “Demonstrate” means “When you cast this spell, you may copy it and you may choose new targets for the copy. If you copy the spell, choose an opponent. That player copies the spell and may choose new targets for that copy.”\n示范属于触发式异能。“示范”意指“当你施放此咒语时,你可以将它复制,且你可以为该复制品选择新的目标。若你复制了该咒语,则选择一位对手。该牌手复制此咒语,且可以为该复制品选择新的目标。”"}, {"chapter": "7", "id": "702.145.", "content": "702.145. Daybound and Nightbound\n昼形与夜形"}, {"chapter": "7", "id": "702.145a", "content": "702.145a Daybound and nightbound are found on opposite faces of some double-faced cards (see rule 712, “Double-Faced Cards”).\n昼形与夜形分别见于一些双面牌(参见规则712,“双面牌”)的两面。"}, {"chapter": "7", "id": "702.145b", "content": "702.145b Daybound is found on the front faces of some double-faced cards and represents three static abilities. “Daybound” means “If it is night and this permanent is represented by a double-faced card, it enters transformed,” “As it becomes night, if this permanent is front face up, transform it,” and “This permanent can’t transform except due to its daybound ability.” See rule 730, “Day and Night.”\n昼形见于一些双面牌的正面,代表三个静止式异能。“昼形”意指“如果当前是黑夜,且此永久物以双面牌代表,则此永久物进场时已转化”,“于成为黑夜时,若此永久物正面朝上,转化之”,以及“此永久物不能因其昼形异能之外的方式转化。”参见规则730,“白昼与黑夜”。"}, {"chapter": "7", "id": "702.145c", "content": "702.145c Any time a player controls a permanent that is front face up with daybound and it’s night, that player transforms that permanent. This happens immediately and isn’t a state-based action.\n如果当前是黑夜,且一位牌手在任何时候操控正面朝上、且具昼形异能的永久物,则该牌手转化该永久物。这会立即发生,且不是状态动作。"}, {"chapter": "7", "id": "702.145d", "content": "702.145d Any time a player controls a permanent with daybound, if it’s neither day nor night, it becomes day.\n如果当前既非白昼也非黑夜,且一位牌手在任何时候操控具昼形异能的永久物,则成为白昼。"}, {"chapter": "7", "id": "702.145e", "content": "702.145e Nightbound is found on the back faces of some double-faced cards and represents two static abilities. “Nightbound” means “As it becomes day, if this permanent is back face up, transform it” and “This permanent can’t transform except due to its nightbound ability.”\n夜形见于一些双面牌的背面,代表两个静止式异能。“夜形”意指“于成为白昼时,若此永久物背面朝上,转化之”以及“此永久物不能因其夜形异能之外的方式转化。”"}, {"chapter": "7", "id": "702.145f", "content": "702.145f Any time a player controls a permanent that is back face up with nightbound and it’s day, that player transforms that permanent. This happens immediately and isn’t a state-based action.\n如果当前是白昼,且一位牌手在任何时候操控背面朝上、且具夜形异能的永久物,则该牌手转化该永久物。这会立即发生,且不是状态动作。"}, {"chapter": "7", "id": "702.145g", "content": "702.145g Any time a player controls a permanent with nightbound, if it’s neither day nor night and there are no permanents with daybound on the battlefield, it becomes night.\n如果当前既非白昼也非黑夜、战场上没有具昼形异能的永久物,且一位牌手在任何时候操控具夜形异能的永久物,则成为黑夜。"}, {"chapter": "7", "id": "702.146.", "content": "702.146. Disturb\n惊扰"}, {"chapter": "7", "id": "702.146a", "content": "702.146a Disturb is an ability found on the front face of some double-faced cards (see rule 712, “Double-Faced Cards”). “Disturb [cost]” means “You may cast this card transformed from your graveyard by paying [cost] rather than its mana cost.” See rule 712.8c.\n惊扰异能见于一些双面牌(参见规则712,“双面牌”)的正面。“惊扰[费用]”意指,“你可以从你坟墓场中施放已转化的此牌,但须支付[费用],而非支付其法术力费用。”参见规则712.8c。"}, {"chapter": "7", "id": "702.146b", "content": "702.146b A resolving double-faced spell that was cast using its disturb ability enters the battlefield with its back face up.\n正在结算的、利用其惊扰异能施放的双面咒语背面朝上地进战场。"}, {"chapter": "7", "id": "702.147.", "content": "702.147. Decayed\n败朽"}, {"chapter": "7", "id": "702.147a", "content": "702.147a Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can’t block” and “When this creature attacks, sacrifice it at end of combat.”\n败朽代表一个静止式异能和一个触发式异能。“败朽”意指“此生物不能进行阻挡”和“当此生物攻击时,在战斗结束时将它牺牲。”"}, {"chapter": "7", "id": "702.148.", "content": "702.148. Cleave\n贯通"}, {"chapter": "7", "id": "702.148a", "content": "702.148a Cleave is a keyword that represents two static abilities that function while a spell with cleave is on the stack. “Cleave [cost]” means “You may cast this spell by paying [cost] rather than paying its mana cost” and “If this spell’s cleave cost was paid, change its text by removing all text found within square brackets in the spell’s rules text.” Casting a spell for its cleave cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n贯通此关键字代表两个静止式异能,于具贯通异能的咒语在堆叠上时生效。“贯通[费用]“意指”你可以支付[费用]来施放此咒语,而非支付其法术力费用“和“如果曾支付过贯通费用,则改变其叙述,方式为删去此咒语的规则叙述中被方括号包围的所有叙述。“支付贯通费用以施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.148b", "content": "702.148b Cleave’s second ability is a text-changing effect. See rule 612, “Text-Changing Effects.”\n贯通所代表的第二个异能是改变叙述的效应。参见规则612,“改变叙述的效应”。"}, {"chapter": "7", "id": "702.149.", "content": "702.149. Training\n见习"}, {"chapter": "7", "id": "702.149a", "content": "702.149a Training is a triggered ability. “Training” means “Whenever this creature and at least one other creature with power greater than this creature’s power attack, put a +1/+1 counter on this creature.”\n见习属于触发式异能。“见习”意指“每当此生物与至少一个力量较之为大的其他生物一起攻击时,在此生物上放置一个+1/+1指示物。”"}, {"chapter": "7", "id": "702.149b", "content": "702.149b If a creature has multiple instances of training, each triggers separately.\n如果一个生物具有多个见习异能,则每一个都会分别触发。"}, {"chapter": "7", "id": "702.149c", "content": "702.149c Some creatures with training have abilities that trigger when they train. “When this creature trains” means “When a resolving training ability puts one or more +1/+1 counters on this creature.”\n一些具有见习异能的生物具有当其见习时触发的触发式异能。“当此生物见习时”意指“当一个正在结算的见习异能放置一个或数个+1/+1指示物在此生物上时”。"}, {"chapter": "7", "id": "702.150.", "content": "702.150. Compleated\n完化"}, {"chapter": "7", "id": "702.150a", "content": "702.150a Compleated is a static ability found on some planeswalker cards. Compleated means “If this permanent would enter with one or more loyalty counters on it and the player who cast it chose to pay life for any part of its cost represented by Phyrexian mana symbols, it instead enters the battlefield with that many loyalty counters minus two for each of those mana symbols.”\n完化是见于一些鹏洛客牌上的静止式异能。“完化”意指“如果此永久物进场时上面有一个或数个忠诚指示物,且施放之的牌手曾选择为其费用中以非瑞克西亚法术力符号表示的任一部分支付生命,则改为该永久物进战场时上面有若干数量的忠诚指示物,其数量为原本的数量减去以支付生命方式支付的非瑞克西亚法术力符号之数量乘以二。”"}, {"chapter": "7", "id": "702.151.", "content": "702.151. Reconfigure\n重配"}, {"chapter": "7", "id": "702.151a", "content": "702.151a Reconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery” and “[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.”\n重配代表两个起动式异能。“重配[费用]”意指“[费用]:将此永久物贴附在另一个目标由你操控的生物上。只能于法术时机起动。”和“[费用]:将此永久物卸装。只能于此永久物贴附在某生物上时起动,且仅限法术时机。”"}, {"chapter": "7", "id": "702.151b", "content": "702.151b Attaching an Equipment with reconfigure to another creature causes the Equipment to stop being a creature until it becomes unattached from that creature.\n“将具重配异能的武具贴附在另一个生物上”此动作会令该武具不再是生物,直到它卸装为止。"}, {"chapter": "7", "id": "702.152.", "content": "702.152. Blitz\n急袭"}, {"chapter": "7", "id": "702.152a", "content": "702.152a Blitz represents three abilities: two static abilities that function while the card with blitz is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with blitz is on the battlefield. “Blitz [cost]” means “You may cast this card by paying [cost] rather than its mana cost,” “If this spell’s blitz cost was paid, sacrifice the permanent this spell becomes at the beginning of the next end step,” and “As long as this permanent’s blitz cost was paid, it has haste and ‘When this permanent is put into a graveyard from the battlefield, draw a card.’” Casting a spell for its blitz cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n急袭代表三个异能:两个于具急袭异能的牌在堆叠上生效的静止式异能,其中一个可以创造一个延迟触发式异能,以及另一个于具急袭异能的物件在战场上时生效的静止式异能。“急袭[费用]”意指“你可以支付[费用]来施放此牌,而非支付其法术力费用。”、“如果曾支付过此咒语的急袭费用,在下个结束步骤开始时,牺牲此咒语所成的永久物”以及“只要曾支付过该永久物的急袭费用,它便具有敏捷与‘当此永久物从战场上置入坟墓场时,抓一张牌。’”支付急袭费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.152b", "content": "702.152b If a spell has multiple instances of blitz, only one may be used to cast that spell. If a permanent has multiple instances of blitz, each one refers only to payments made for that blitz ability as the spell was cast, not to any payments made for other instances of blitz.\n如果一个咒语具有多个急袭异能,只能用其中的一个来施放该咒语。如果一个永久物具有多个急袭异能,每个异能仅涉及施放该咒语时支付的急袭费用,而非其他任何急袭费用。"}, {"chapter": "7", "id": "702.153.", "content": "702.153. Casualty\n催命"}, {"chapter": "7", "id": "702.153a", "content": "702.153a Casualty is a keyword that represents two abilities. The first is a static ability that functions while the spell with casualty is on the stack. The second is a triggered ability that functions while the spell with casualty is on the stack. Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater,” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s casualty cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n催命此关键字代表两个异能。第一个异能是当具催命异能的咒语在堆叠上时生效的静止式异能。第二个异能是当具催命异能的咒语在堆叠上时生效的触发式异能。“催命N”意指“你可以牺牲一个力量等于或大于N的生物,以作为施放此咒语的额外费用。”以及“当你施放此咒语时,若支付过其催命费用,则将其复制。如果该咒语具有目标,则你可以为该复制品选择新的目标。”支付咒语的催命费用时,需依照规则601.2b与601.2f-h之规范来支付额外费用。"}, {"chapter": "7", "id": "702.153b", "content": "702.153b If a spell has multiple instances of casualty, each is paid separately and triggers based on the payments made for it, not any other instance of casualty.\n如果一个咒语具有多个催命异能,则每一个催命异能的额外费用须分别支付,且仅根据该异能的费用是否被支付而触发,而非根据该咒语上其他催命异能的费用是否被支付。"}, {"chapter": "7", "id": "702.154.", "content": "702.154. Enlist\n征列"}, {"chapter": "7", "id": "702.154a", "content": "702.154a Enlist represents a static ability and a triggered ability. Enlist means “As this creature attacks, you may tap up to one untapped creature you control that you didn’t choose to attack with and that either has haste or has been under your control continuously since this turn began. When you do, this creature gets +X/+0 until end of turn, where X is the tapped creature’s power.”\n征列代表一个静止式异能和一个触发式异能。“征列”意指“于此生物攻击时,你可以横置至多一个由你操控、未进行攻击且具有敏捷异能或从本回合开始时一直操控的未横置生物。当你如此作时,此生物得+X/+0直到回合结束,X为所横置生物的力量。”"}, {"chapter": "7", "id": "702.154b", "content": "702.154b Enlist’s static ability represents an optional cost to attack (see rule 508.1g). Its triggered ability is linked to that static ability (see rule 607.2h).\n征列的静止式异能代表一个攻击的可选费用(参见规则508.1g)。其触发式异能与该静止式异能互相关联(参见规则607.2h)。"}, {"chapter": "7", "id": "702.154c", "content": "702.154c A creature “enlists” another creature when you pay the cost of the creature’s enlist ability by tapping the other creature. Note that it isn’t possible for a creature to enlist itself.\n当你横置一个生物支付另一个生物之征列异能的费用时,后者生物便“征列”前者生物。注意生物不可能征列自己。"}, {"chapter": "7", "id": "702.154d", "content": "702.154d Multiple instances of enlist on a single creature function independently. The triggered ability represented by each instance of enlist triggers only once and only for the cost associated with that enlist ability.\n同一个生物上的多个征列异能独立运作。每个征列异能代表的触发式异能只会触发一次,且只因与该征列异能相关联的费用而触发。"}, {"chapter": "7", "id": "702.155.", "content": "702.155. Read Ahead\n跳读"}, {"chapter": "7", "id": "702.155a", "content": "702.155a Read ahead is a keyword found on some Saga cards. “Read ahead” means “Chapter abilities of this Saga can’t trigger the turn it entered the battlefield unless it has exactly the number of lore counters on it specified in the chapter symbol of that ability.” See rule 714, “Saga Cards.”\n跳读是见于一些传纪牌上的关键字。“跳读”意指“在此传纪进战场的当回合中,其章节异能不会触发,除非该异能的章节编号正好等同于其上学问指示物的数量。”参见规则714,“传纪牌”。"}, {"chapter": "7", "id": "702.155b", "content": "702.155b As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. See rule 714, “Saga Cards.”\n于具跳读异能的传纪进战场时,其操控者选择一个数字,范围须在一到该传纪最大章节数字之内。该传纪进战场时上面有所选数量的学问指示物。参见规则714,“传纪牌”。"}, {"chapter": "7", "id": "702.155c", "content": "702.155c Multiple instances of read ahead on the same object are redundant.\n同一个咒语上的多个跳读异能并无意义。"}, {"chapter": "7", "id": "702.156.", "content": "702.156. Ravenous\n贪食"}, {"chapter": "7", "id": "702.156a", "content": "702.156a Ravenous is a keyword found on some creature cards with {X} in their mana cost. Ravenous represents both a replacement effect and a triggered ability. “Ravenous” means “This permanent enters with X +1/+1 counters on it” and “When this permanent enters, if X is 5 or more, draw a card.” See rule 107.3m.\n贪食是见于一些法术力费用中含有{X}之生物牌上的关键字。贪食同时代表一个替代性效应和一个触发式异能。“贪食”意指“此永久物进场时上面有X个+1/+1指示物”以及“当此永久物进场时,若X等于或大于5,则抓一张牌。”参见规则107.3m。"}, {"chapter": "7", "id": "702.157.", "content": "702.157. Squad\n小队"}, {"chapter": "7", "id": "702.157a", "content": "702.157a Squad is a keyword that represents two linked abilities. The first is a static ability that functions while the creature spell with squad is on the stack. The second is a triggered ability that functions when the creature with squad enters the battlefield. “Squad [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When this creature enters, if its squad cost was paid, create a token that’s a copy of it for each time its squad cost was paid.” Paying a spell’s squad cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n小队此关键字代表两个关联异能。第一个异能是当具小队异能的生物咒语在堆叠上时生效的静止式异能。第二个异能是当具小队异能的生物进战场时生效的触发式异能。“小队[费用]”意指“你可以支付[费用]任意次数,以作为施放此咒语的额外费用。”以及“当此生物进场时,若支付过其小队费用,则每支付一次小队费用,就派出一个为其复制品的衍生物。”支付某咒语的小队费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。"}, {"chapter": "7", "id": "702.157b", "content": "702.157b If a spell has multiple instances of squad, each is paid separately. If a permanent has multiple instances of squad, each triggers based on the payments made for that squad ability as it was cast, not based on payments for any other instance of squad.\n如果一个咒语具有多个小队异能,则每一个均需分别支付。如果一个永久物具有多个小队异能,则每个小队异能都基于为其支付的费用触发,而非其他任何小队费用。"}, {"chapter": "7", "id": "702.158.", "content": "702.158. Space Sculptor\n太空塑师"}, {"chapter": "7", "id": "702.158a", "content": "702.158a One card (Space Beleren) has the space sculptor ability. This keyword ability causes creatures to gain sector designations.\n一张牌(Space Beleren)具有太空塑师异能。此关键字异能令生物得到星区称号。"}, {"chapter": "7", "id": "702.158b", "content": "702.158b A sector designation is a designation a permanent can have. The sector designations are alpha sector, beta sector, and gamma sector. Only permanents can have a sector designation. Once a permanent gets a sector designation, it keeps it until no player controls a permanent with space sculptor or an ability whose source has space sculptor. A sector designation is not part of the permanent’s copiable values.\n星区称号是永久物能够具有的称号。星区称号有三种:阿尔法星区、贝塔星区、伽马星区。只有永久物能够具有星区称号。一旦永久物得到星区称号,其就会一直具有此称号,直到没有牌手操控具有太空塑师异能的永久物或来源具有太空塑师异能的异能为止。"}, {"chapter": "7", "id": "702.158c", "content": "702.158c Any time a permanent with space sculptor and any creatures without a sector designation are on the battlefield at the same time, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. This is a state-based action (see rule 704.5u).\n具有太空塑师异能的永久物与不具星区称号的生物同时在战场上时,每位未操控具有太空塑师异能之永久物,且操控不具星区称号之生物的牌手为其操控的每个此类生物各选择一个星区称号。然后,每位操控此类生物的其他牌手为其操控的每个此类生物各选择一个星区称号。此为状态动作(参见规则704.5u)。"}, {"chapter": "7", "id": "702.158d", "content": "702.158d Some abilities include an instruction to choose a sector along with an instruction to perform an action on each creature in that sector. To do this, choose one of the three sector designations, then perform that action on each creature with that sector designation.\n一些异能包含选择一个星区的指示,以及对该星区中的每个生物执行动作的指示。方法如下:从三个星区称号中选择一个,然后对每个具有该星区称号的生物执行该动作。"}, {"chapter": "7", "id": "702.158e", "content": "702.158e Two permanents are in the same sector if each has the same sector designation.\n两个具有相同星区称号的永久物,即为在同一星区中。"}, {"chapter": "7", "id": "702.159.", "content": "702.159. Visit\n造访"}, {"chapter": "7", "id": "702.159a", "content": "702.159a Visit is a keyword ability found on Attraction cards (see rule 717). “Visit — [Effect]” means “Whenever you roll to visit your Attractions, if the result is equal to a number that is lit up on this Attraction, [effect].” See rule 701.52, “Roll to Visit Your Attractions.”\n造访是见于景点牌上的关键字异能(参见规则717)。“造访~[效应]”意指“每当你掷骰造访景点时,若掷骰结果等同于由此景点上的一个亮起的数字,[效应]。”参见规则701.52,“掷骰造访景点”。"}, {"chapter": "7", "id": "702.159b", "content": "702.159b Some Attractions instruct a player to “claim the prize,” followed by a second paragraph that starts with the word “Prize” and a long dash. This text is part of its visit ability. To claim the prize of an Attraction, perform the actions listed after the long dash.\n一些景点指示牌手“赢得奖励”,随后的第二个段落以单词“Prize”和一条长横线开头。这些叙述是其造访异能的一部分。赢得一个景点的奖励的流程是,执行在该长横线后列出的动作。"}, {"chapter": "7", "id": "702.160.", "content": "702.160. Prototype\n试作"}, {"chapter": "7", "id": "702.160a", "content": "702.160a Prototype is a static ability that appears on prototype cards that have a secondary set of power, toughness, and mana cost characteristics. A player who casts a spell with prototype can choose to cast that card “prototyped.” If they do, the alternative set of its power, toughness, and mana cost characteristics are used. See 718, “Prototype Cards.”\n试作是见于具有第二组力量、防御力和法术力费用特征之试作牌上的静止式异能。牌手施放具有试作异能的咒语时,可以选择将此牌作为试作咒语来施放。若如此作,则使用其第二组力量、防御力和法术力费用特征。参见规则718,“试作牌”。"}, {"chapter": "7", "id": "702.161.", "content": "702.161. Living Metal\n金属生命体"}, {"chapter": "7", "id": "702.161a", "content": "702.161a Living metal is a keyword ability found on some Vehicles. “Living metal” means “During your turn, this permanent is an artifact creature in addition to its other types.”\n金属生命体是见于某些载具上的关键字异能。“金属生命体”意指“只要是在你的回合中,此载具便也是神器生物。”"}, {"chapter": "7", "id": "702.162.", "content": "702.162. More Than Meets the Eye\n远超所见"}, {"chapter": "7", "id": "702.162a", "content": "702.162a More Than Meets the Eye represents a static ability that functions in any zone from which the spell may be cast. “More Than Meets the Eye [cost]” means “You may cast this card converted by paying [cost] rather than its mana cost.” Casting a spell using its More Than Meets the Eye ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). See rule 701.28, “Convert.”\n远超所见代表一个静止式异能,在任何能施放该咒语的区域中都会生效。“远超所见[费用]”意指“你可以支付[费用]来施放已转换的此牌,而不支付其法术力费用。”支付某咒语的远超所见费用时,需依照规定来支付替代性费用(参见规则601.2b与规则601.2f-h)。参见规则701.28,“转换”。"}, {"chapter": "7", "id": "702.163.", "content": "702.163. For Mirrodin!\n秘罗万岁!"}, {"chapter": "7", "id": "702.163a", "content": "702.163a For Mirrodin! is a triggered ability. “For Mirrodin!” means “When this Equipment enters, create a 2/2 red Rebel creature token, then attach this Equipment to it.”\n秘罗万岁!属于触发式异能。“秘罗万岁!”意指“当此武具进场时,派出一个2/2红色反抗军衍生生物,然后将它贴附于其上。”"}, {"chapter": "7", "id": "702.164.", "content": "702.164. Toxic\n下毒"}, {"chapter": "7", "id": "702.164a", "content": "702.164a Toxic is a static ability. It is written “toxic N,” where N is a number.\n下毒属于静止式异能,其叙述写作“下毒N”,N为一个数字。"}, {"chapter": "7", "id": "702.164b", "content": "702.164b Some rules and effects refer to a creature’s “total toxic value.” A creature’s total toxic value is the sum of all N values of toxic abilities that creature has.\n一些规则和效应提及一个生物的“总下毒值”。一个生物的总下毒值,等于其具有之所有下毒异能的N值之和。\nExample: If a creature with toxic 2 gains toxic 1 due to another effect, its total toxic value is 3.\n例如:如果一个具有下毒2的生物因其他效应获得了下毒1,则其总下毒值为3。"}, {"chapter": "7", "id": "702.164c", "content": "702.164c Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number of poison counters equal to that creature’s total toxic value, in addition to the damage’s other results. See rule 120.3.\n具下毒异能的生物对牌手造成的战斗伤害,除了该伤害的其他效果以外,还会导致该生物的操控者给予受到伤害的牌手若干中毒指示物,其数量等同于该生物的总下毒值。参见规则120.3。"}, {"chapter": "7", "id": "702.165.", "content": "702.165. Backup\n后援"}, {"chapter": "7", "id": "702.165a", "content": "702.165a Backup is a triggered ability. “Backup N” means “When this creature enters, put N +1/+1 counters on target creature. If that’s another creature, it also gains the non-backup abilities of this creature printed below this one until end of turn.” Cards with backup have one or more abilities printed after the backup ability. (Some cards with backup also have abilities printed before the backup ability.)\n后援属于触发式异能。“后援N”意指“当此生物进场时,在目标生物上放置N个+1/+1指示物。若后者是另一个生物,则它获得下文之非后援的异能直到回合结束。”具有后援异能的牌,都会在后援异能之后印有一个或数个异能。(一些具有后援异能的牌还可能在后援异能之前印有异能。)"}, {"chapter": "7", "id": "702.165b", "content": "702.165b If a permanent enters the battlefield as a copy of a permanent with a backup ability or a token is created that is a copy of that permanent, the order of abilities printed on it is maintained.\n如果一个永久物作为一个具有后援异能之永久物的复制品进战场,或一个衍生物作为一个具有后援异能之永久物的复制品被派出,其上印有的异能顺序保持不变。"}, {"chapter": "7", "id": "702.165c", "content": "702.165c Only abilities printed on the object with backup are granted by its backup ability. Any abilities gained by a permanent, whether due to a copy effect, an effect that grants an ability to a permanent, or an effect that creates a token with certain abilities, are not granted by a backup ability.\n只有印在具有后援异能之物件上的异能才能被其后援异能赋予。永久物获得的任何异能,无论是因复制效应而获得,因赋予永久物异能的效应而获得,或是因派出具有特定异能的衍生物的效应而获得,都不会被后援异能赋予。"}, {"chapter": "7", "id": "702.165d", "content": "702.165d The abilities that a backup ability grants are determined as the ability is put on the stack. They won’t change if the permanent with backup loses any abilities after the ability is put on the stack but before it resolves.\n后援异能赋予的异能在其进入堆叠时确定。如果具有后援异能的永久物在后援异能进入堆叠之后但在结算之前失去了异能,赋予的异能也不会改变。"}, {"chapter": "7", "id": "702.166.", "content": "702.166. Bargain\n加码"}, {"chapter": "7", "id": "702.166a", "content": "702.166a Bargain is a static ability that functions while the spell with bargain is on the stack. “Bargain” means “As an additional cost to cast this spell, you may sacrifice an artifact, enchantment, or token.” Paying a spell’s bargain cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\n加码属于静止式异能,当具加码异能的咒语在堆叠中时生效。“加码”意指“你可以牺牲一个神器,结界或衍生物,以作为施放此咒语的额外费用。”以加码异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付额外费用。"}, {"chapter": "7", "id": "702.166b", "content": "702.166b If a spell’s controller declares the intention to pay that spell’s bargain cost, that spell has been “bargained.” See rule 601.2b.\n如果一个咒语的操控者宣告将要支付该咒语的加码费用,则该咒语为“已加码”。参见规则601.2b。"}, {"chapter": "7", "id": "702.166c", "content": "702.166c Objects with bargain have additional abilities that specify what happens if they were bargained. These abilities are linked to the bargain ability printed on that object: they can refer only to that specific bargain ability. See rule 607, “Linked Abilities.”\n具有加码的物件具有额外的异能,说明了它已加码时会发生什么。这些异能会关联到此物件上印的加码异能:它们只指这些特定的加码异能。参见规则607,“关联异能”。"}, {"chapter": "7", "id": "702.166d", "content": "702.166d If part of a spell’s ability has its effect only if that spell was bargained and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was bargained. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.\n如果一个异能的一部分只会在该咒语已加码时才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语已加码时,才要选择这些目标。否则,便视同该咒语施放时并无此类目标。参见规则601.2c。"}, {"chapter": "7", "id": "702.167.", "content": "702.167. Craft\n化炼"}, {"chapter": "7", "id": "702.167a", "content": "702.167a Craft represents an activated ability. It is written as “Craft with [materials] [cost],” where [materials] is a description of one or more objects. It means “[Cost], Exile this permanent, Exile [materials] from among permanents you control and/or cards in your graveyard: Return this card to the battlefield transformed under its owner’s control. Activate only as a sorcery.”\n化炼代表一个起动式异能,写作“以[材料]化炼 [费用]”,[材料]为一个或数个物件的描述。它意指“[费用],放逐此永久物,从由你操控的其他永久物和/或你坟墓场的牌中放逐[材料]:将此牌在其拥有者的操控下移回战场且已转化。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.167b", "content": "702.167b If an object in the [materials] of a craft ability is described using only a card type or subtype without the word “card,” it refers to either a permanent on the battlefield that is that type or subtype or a card in a graveyard that is that type or subtype. This is an exception to rule 109.2.\n如果化炼异能的[材料]中包含之物件仅用牌张类别或副类别描述而未使用“牌”字,它表示在战场上且为该类别或副类别的永久物,或在坟墓场中且为该类别或副类别的牌。这是规则109.2的例外情况。"}, {"chapter": "7", "id": "702.167c", "content": "702.167c An ability of a permanent may refer to the exiled cards used to craft it. This refers to cards in exile that were exiled to pay the activation cost of the craft ability that put this permanent onto the battlefield.\n一些永久物的异能提及用以化炼放逐之牌。它代表放逐区中曾因支付化炼异能的起动费用而放逐,以将此永久物放进战场的牌。"}, {"chapter": "7", "id": "702.168.", "content": "702.168. Disguise\n伪装"}, {"chapter": "7", "id": "702.168a", "content": "702.168a Disguise is a static ability that functions in any zone from which you could play the card it’s on, and the disguise effect works any time the card is face down. “Disguise [cost]” means “You may cast this card as a 2/2 face-down creature with ward {2}, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 708, “Face-Down Spells and Permanents.”)\n伪装属于静止式异能,会在具有此异能的牌位于你可以使用它的区域时生效,并且只要该牌的牌面朝下,便会持续伪装的效应。“伪装[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2、具守护{2}的生物,并且没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”(参见规则708,“牌面朝下的咒语和永久物”。)"}, {"chapter": "7", "id": "702.168b", "content": "702.168b To cast a card using its disguise ability, turn the card face down and announce that you are using a disguise ability. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a disguise ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The disguise effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.\n使用伪装异能施放咒语时,将其牌面朝下,并声明你使用伪装异能来施放。它成为2/2、具守护{2}的牌面朝下生物咒语,并且没有名称、没有副类别、没有法术力费用。适用于施放具有这些特征(并非牌面朝上时牌张的特征)的效应或限制会在施放此牌时生效。这些数值为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则707,“复制物件”。)将它放入堆叠(作为具有前述特征之牌面朝下的咒语),改为支付{3},而不是支付其法术力费用。这需要依照支付替代性费用之规则行事。你可以使用一张牌的伪装异能来从任何你可以正常施放此牌的区域施放它。当此咒语结算时,它具有该咒语前述之特征进入战场。伪装的效应持续影响此牌面朝下之物件,直到此永久物被翻回正面为止。"}, {"chapter": "7", "id": "702.168c", "content": "702.168c You can’t normally cast a card face down. A disguise ability allows you to do so.\n通常你不能以牌面朝下的方式施放牌。伪装异能允许你如此作。"}, {"chapter": "7", "id": "702.168d", "content": "702.168d Any time you have priority, you may turn a face-down permanent you control with a disguise ability face up. This is a special action; it doesn’t use the stack (see rule 116). To do this, show all players what the permanent’s disguise cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a disguise cost if it were face up, it can’t be turned face up this way.) The disguise effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield.\n于任何你拥有优先权的时机,你可以把由你操控的具有伪装异能的牌面朝下之永久物翻回正面。这属于特殊动作;它不使用堆叠(参见规则116)。方法如下:将该永久物视同牌面朝上一般将该永久物的伪装费用展示给所有牌手,支付此费用,然后将其翻回正面。(如果此永久物牌面朝上的时候没有伪装费用,则其无法以此法翻回正面。)此牌的伪装效应随之结束,并重新获得其正常特征。当它翻回正面时,由于它早已进过战场,所以并不会触发任何与永久物进入战场相关的异能,亦不会产生与此相关的效应。"}, {"chapter": "7", "id": "702.168e", "content": "702.168e If a permanent’s disguise cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the disguise special action was taken.\n如果一个永久物的伪装费用包含X,该永久物的其他异能可能也提及X。这些异能中X的值等同于伪装特殊动作执行时所选择的X的值。"}, {"chapter": "7", "id": "702.168f", "content": "702.168f See rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a disguise ability.\n关于如何施放具有伪装异能的牌之更多信息,参见规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "7", "id": "702.169.", "content": "702.169. Solved\n侦结"}, {"chapter": "7", "id": "702.169a", "content": "702.169a Solved is a keyword ability found on Case cards. See rule 719, “Case Cards.” “Solved” is followed by ability text. Together, they represent a static ability, a triggered ability, or an activated ability.\n侦结是见于案件牌上的关键字异能。参见规则719,“案件牌”。“侦结”字样后面带有异能文本,它们共同代表一个静止式异能、触发式异能或起动式异能。"}, {"chapter": "7", "id": "702.169b", "content": "702.169b For a static ability, “Solved — [Ability text]” means “As long as this Case is solved, [ability text].”\n对于静止式异能,“侦结~[异能文本]”意指“只要此案件已侦结,[异能文本]。”"}, {"chapter": "7", "id": "702.169c", "content": "702.169c For a triggered ability, “Solved — [Ability text]” means “[Ability text]. This ability triggers only if this Case is solved.”\n对于触发式异能,“侦结~[异能文本]”意指“[异能文本]。此异能只有于此案件已侦结时才会触发。”"}, {"chapter": "7", "id": "702.169d", "content": "702.169d For an activated ability, “Solved — [Ability text]” means “[Ability text]. Activate only if this Case is solved.”\n对于起动式异能,“侦结~[异能文本]”意指“[异能文本]。只能于此案件已侦结时起动。”"}, {"chapter": "7", "id": "702.170.", "content": "702.170. Plot\n设谋"}, {"chapter": "7", "id": "702.170a", "content": "702.170a Plot is a keyword ability that functions while the card with plot is in a player’s hand. “Plot [cost]” means “Any time you have priority during your main phase while the stack is empty, you may exile this card from your hand and pay [cost]. It becomes a plotted card.”\n设谋此关键字异能会于具设谋异能的牌在牌手手上时生效。“设谋[费用]”意指,“你于你的行动阶段中具有优先权且堆叠为空的时机下,你可以支付[费用]并从你手上放逐此牌。它成为已设谋。”"}, {"chapter": "7", "id": "702.170b", "content": "702.170b Exiling a card using its plot ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.”\n利用某牌的设谋异能将之放逐属于特殊动作,不会用到堆叠。参见规则116,“特殊动作”。"}, {"chapter": "7", "id": "702.170c", "content": "702.170c In addition to the plot special action, some spells and abilities cause a card in exile to become plotted.\n除了设谋特殊动作外,某些咒语和异能亦可能令放逐区中的牌成为已设谋。"}, {"chapter": "7", "id": "702.170d", "content": "702.170d A plotted card’s owner may cast it from exile without paying its mana cost during their main phase while the stack is empty during any turn after the turn in which it became plotted. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. A plotted card may be cast this way even if it doesn’t have the plot ability while in exile.\n在已设谋的牌成为已设谋的回合之后的任一回合中,其拥有者于其行动阶段中且堆叠为空时,可以从放逐区中施放该牌,且不需支付其法术力费用。以此法施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付替代性费用。已设谋的牌均能以此法施放之,即使其在放逐区中并不具有设谋异能亦是如此。"}, {"chapter": "7", "id": "702.170e", "content": "702.170e If an effect refers to plotting a card, it means performing the special action associated with a plot ability.\n如果一个效应提及设谋一张牌,其意指执行与设谋异能相关联之特殊动作。"}, {"chapter": "7", "id": "702.170f", "content": "702.170f An effect may allow the plot ability of a card to function in a zone other than a player’s hand. In that case, the card is exiled from the zone it is in as the action is taken rather than from its owner’s hand.\n一个效应可能允许一张牌的设谋异能在手牌之外的区域生效。在此情况下,执行特殊动作时从该牌所在的区域将其放逐,而非从其拥有者手上。"}, {"chapter": "7", "id": "702.171.", "content": "702.171. Saddle\n乘驾"}, {"chapter": "7", "id": "702.171a", "content": "702.171a Saddle is an activated ability. “Saddle N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.”\n乘驾属于起动式异能。“乘驾N”意指“横置任意数量由你操控且力量总和等于或大于N的其他未横置生物:此永久物成为已乘驾直到回合结束。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.171b", "content": "702.171b Saddled is a designation that has no rules meaning other than to act as a marker that spells and abilities can identify. Only permanents can be or become saddled. Once a permanent has become saddled, it stays saddled until the end of the turn or it leaves the battlefield. Being saddled is not a part of the permanent’s copiable values.\n“已乘驾”此称号并无规则含义。它仅用作标记,供其他规则和效应辨识之用。只有永久物可以成为已乘驾。一旦某永久物已乘驾后,它便会一直保持已乘驾,直到回合结束或它离开战场为止。成为已乘驾并非该永久物可复制特征值的一部分。"}, {"chapter": "7", "id": "702.171c", "content": "702.171c A creature “saddles” a permanent as it’s tapped to pay the cost to activate a permanent’s saddle ability.\n当某个生物被横置来支付起动某永久物之乘驾异能的费用时,该生物便“乘驾”该永久物。"}, {"chapter": "7", "id": "702.172.", "content": "702.172. Spree\n追欢"}, {"chapter": "7", "id": "702.172a", "content": "702.172a Spree is a static ability found on some modal spells (see rule 700.2) that applies while the spell on the stack. Spree means “Choose one or more modes. As an additional cost to cast this spell, pay the costs associated with those modes.”\n追欢是见于某些具有模式之咒语上的静止式异能(参见规则700.2),会于咒语在堆叠上时生效。“追欢”意指“选择一个或数个模式。支付与这些模式关联的费用,以作为施放此咒语的额外费用。”"}, {"chapter": "7", "id": "702.172b", "content": "702.172b Cards with the spree ability have a plus sign icon in the upper right corner of the card, and use a plus sign (+) rather than traditional bullet points. These symbols are a visual reminder that this card requires an additional cost to be cast, and do not have additional rules meaning.\n具有追欢异能之牌的右上角印有一个加号符号,且使用加号(+)而非通常的圆点来指示模式。这些符号仅为视觉提示,说明此牌要求额外费用才能施放,并无额外规则含义。"}, {"chapter": "7", "id": "702.173.", "content": "702.173. Freerunning\n自由奔跑"}, {"chapter": "7", "id": "702.173a", "content": "702.173a Freerunning is a static ability that functions on the stack. “Freerunning [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a creature that, at the time it dealt that damage, was an Assassin creature or a commander under your control.” Casting a spell for its freerunning cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n自由奔跑属于静止式异能,于堆叠中生效。“自由奔跑[费用]”意指“如果本回合中一个生物对任一对手造成过战斗伤害,且其造成该伤害时在你的操控下并是杀手生物或是指挥官,则你可以支付[费用],而不支付此咒语的法术力费用。”支付自由奔跑费用时,需依照规则601.2b与规则601.2f-h的规定来支付替代性费用。"}, {"chapter": "7", "id": "702.174.", "content": "702.174. Gift\n礼赠"}, {"chapter": "7", "id": "702.174a", "content": "702.174a Gift is a keyword that represents two abilities. It is written “Gift a [something].” The first ability is a static ability that functions while the card with gift is on the stack, and the second is either an ability that functions while the card with gift is on the stack or a triggered ability that functions while the card with gift is on the battlefield. The first ability is always “As an additional cost to cast this spell, you may choose an opponent.” Paying a spell’s gift cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. The second ability depends on the [something] listed as well as whether the object with the ability is a permanent or an instant or sorcery spell.\n礼赠此关键字代表两个异能,写作“礼赠[某物]”。第一个异能属于静止式异能,于具礼赠异能的牌在堆叠中时生效。第二个异能可以是于具礼赠异能的牌在堆叠中时生效的异能,或于具礼赠异能的牌在战场上时生效的触发式异能。第一个异能总是“你可以选择一位对手,以作为施放此咒语的额外费用。”支付咒语的礼赠费用时,需依照规则601.2b与规则601.2f-h的规定来支付额外费用。第二个异能取决于列出的[某物],以及具有该异能的物件是永久物还是瞬间或法术咒语。"}, {"chapter": "7", "id": "702.174b", "content": "702.174b On a permanent, the second ability represented by gift is “When this permanent enters, if its gift cost was paid, [effect].” On an instant or sorcery spell, the second ability represented by gift is “If this spell’s gift cost was paid, [effect].” The specific effect is defined by the [something] listed.\n永久物上由礼赠代表的第二个异能为“当此永久物进场时,若曾支付其礼赠费用,[效应]。”瞬间或法术咒语上由礼赠代表的第二个异能为“如果曾支付其礼赠费用,[效应]。”具体效应取决于所列出的[某物]。"}, {"chapter": "7", "id": "702.174c", "content": "702.174c Some effects trigger whenever a player gives a gift. Such an ability triggers whenever an instant or sorcery spell that player controls whose gift cost was paid resolves. It also triggers whenever the gift triggered ability of a permanent that player controls resolves.\n一些效应在牌手送出礼赠时触发。此类效应会在由该牌手操控,且曾支付其礼赠费用的瞬间或法术咒语结算时触发。它也会在由该牌手操控的永久物之礼赠触发式异能结算时触发。"}, {"chapter": "7", "id": "702.174d", "content": "702.174d “Gift a Food” means the effect is “The chosen player creates a Food token.”\n“礼赠食品”意指效应为“该牌手派出一个食品衍生物。”"}, {"chapter": "7", "id": "702.174e", "content": "702.174e “Gift a card” means the effect is “The chosen player draws a card.”\n“礼赠一张牌”意指效应为“该牌手抓一张牌。”"}, {"chapter": "7", "id": "702.174f", "content": "702.174f “Gift a tapped Fish” means the effect is “The chosen player creates a tapped 1/1 blue Fish creature token.”\n“礼赠已横置的鱼”意指效应为“该牌手派出一个已横置的1/1蓝色鱼衍生生物。”"}, {"chapter": "7", "id": "702.174g", "content": "702.174g “Gift an extra turn” means the effect is “The chosen player takes an extra turn after this one.”\n“礼赠额外一个回合”意指效应为“该牌手在本回合后进行额外的一个回合。”"}, {"chapter": "7", "id": "702.174h", "content": "702.174h “Gift a Treasure” means the effect is “The chosen player creates a Treasure token.”\n“礼赠珍宝”意指效应为“该牌手派出一个珍宝衍生物。”"}, {"chapter": "7", "id": "702.174i", "content": "702.174i “Gift an Octopus” means the effect is “The chosen player creates an 8/8 blue Octopus creature token.”\n“礼赠章鱼”意指效应为“该牌手派出一个8/8蓝色章鱼衍生生物。”"}, {"chapter": "7", "id": "702.174j", "content": "702.174j For instant and sorcery spells, the effect of a gift ability always happens before any other spell abilities of the card. If the spell is countered or otherwise leaves the stack before resolving, the gift effect doesn’t happen.\n对瞬间和法术咒语而言,礼赠异能的效应总是在该牌的其他咒语效应之前发生。如果该咒语被反击或因故离开堆叠,其礼赠效应不会发生。"}, {"chapter": "7", "id": "702.174k", "content": "702.174k If a spell’s controller declares the intention to pay a spell’s gift cost, that spell’s gift was promised.\n如果某咒语的操控者宣告将要支付该咒语的礼赠费用,则该咒语已应诺礼赠。"}, {"chapter": "7", "id": "702.174m", "content": "702.174m If part of a spell’s ability has its effect only if its gift was promised, and that part of the ability includes any targets, the spell’s controller chooses those targets only if the gift was promised.\n如果某异能的一部分只会在该咒语已应诺礼赠时才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语已应诺礼赠时,才要选择这些目标。"}, {"chapter": "7", "id": "702.175.", "content": "702.175. Offspring\n繁生"}, {"chapter": "7", "id": "702.175a", "content": "702.175a Offspring represents two abilities. “Offspring [cost]” means “You may pay an additional [cost] as you cast this spell” and “When this permanent enters, if its offspring cost was paid, create a token that’s a copy of it, except it’s 1/1.”\n繁生代表两个异能。“繁生[费用]”意指“你施放此咒语时可以额外支付[费用]”以及“当此永久物进场时,若曾支付其繁生费用,则派出一个为其复制品的衍生物,但它是1/1。”"}, {"chapter": "7", "id": "702.175b", "content": "702.175b If a spell has multiple instances of offspring, each is paid separately and triggers based on the payments made for it, not any other instances of offspring.\n如果一个咒语具有多个繁生异能,则每一个均需分别支付,而支付费用后的触发也将各自独立,每个繁生异能都基于为其支付的费用触发。"}, {"chapter": "7", "id": "702.176.", "content": "702.176. Impending\n隐现"}, {"chapter": "7", "id": "702.176a", "content": "702.176a Impending is a keyword that represents four abilities. The first is a static ability that functions while the spell with impending is on the stack. The second is static ability that creates a replacement effect that may apply to the permanent with impending as it enters the battlefield from the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N—[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this permanent’s impending cost, it enters with N time counters on it,” “As long as this permanent’s impending cost was paid and it has a time counter on it, it’s not a creature,” and “At the beginning of your end step, if this permanent’s impending cost was paid and it has a time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n隐现此关键字代表四个异能。第一个是静止式异能,会于具有隐现异能的咒语在堆叠上时生效。第二个是静止式异能,会产生一个替代性效应,于具有隐现异能的永久物从堆叠进战场时生效。第三个是静止式异能,在战场上生效。第四个是触发式异能,在战场上生效。“隐现N~[费用]”意指“你可以选择支付[费用],而非支付此咒语的法术力费用”、“如果你选择支付此永久物的隐现费用,则其进场时上面有N个计时指示物”、“只要曾支付过此永久物的隐现费用且其上有计时指示物,它便不是生物”以及“在你的结束步骤开始时,若曾支付此永久物的隐现费用且其上有计时指示物,则从其上移去一个计时指示物。”支付隐现费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.177.", "content": "702.177. Exhaust\n竭绝"}, {"chapter": "7", "id": "702.177a", "content": "702.177a An exhaust ability is a special kind of activated ability. “Exhaust — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only once.”\n竭绝异能是一类特殊的起动式异能。“竭绝~[费用]:[效应]”意指,“[费用]:[效应]。只能起动一次。”"}, {"chapter": "7", "id": "702.177b", "content": "702.177b An effect may allow you to take an action as long as you haven’t activated an exhaust ability this turn. Such an effect allows that action only if you haven’t begun to activate an exhaust ability this turn.\n一个效应允许你只要本回合中还未起动过任何竭绝异能,就能执行一个动作。此类效应仅在你本回合中尚未开始起动竭绝异能的情况下,才允许你执行该动作。\nExample: Elvish Refueler has an exhaust ability that costs mana and also has an ability that reads “During your turn, as long as you haven’t activated an exhaust ability this turn, you may activate exhaust abilities as though they haven’t been activated.” Loot, the Pathfinder has an exhaust ability that is also a mana ability. If you’ve already activated both of these abilities in a previous turn, you can’t activate Loot’s mana ability during the process of activating Elvish Refueler’s exhaust ability, because you have already begun to activate a different exhaust ability.\n例如:加油妖精[Elvish Refueler]具有支付法术力起动的竭绝异能,以及另一个叙述为“于你的回合中,只要你本回合中还未起动过任何竭绝异能,你便可以将竭绝异能视同从未起动过地来起动”的异能。寻路烂宝[Loot, the Pathfinder]具有一个同时为法术力异能的竭绝异能。如果你已经在先前的回合中起动过这两个异能,则你不能在起动加油妖精之竭绝异能的过程中起动烂宝的法术力异能,因为你已经开始起动一个不同的竭绝异能。"}, {"chapter": "7", "id": "702.178.", "content": "702.178. Max Speed\n速度极限"}, {"chapter": "7", "id": "702.178a", "content": "702.178a A max speed ability is a special kind of static ability. “Max speed — [Ability]” means “As long as your speed is 4, this object has ‘[Ability].’” See rule 702.179, “Start Your Engines!”\n速度极限是一类特殊的静止式异能。“速度极限~[异能]”意指“只要你的速度达到4,此物件便具有[异能]。”参见规则702.179,“发动引擎!”。"}, {"chapter": "7", "id": "702.178b", "content": "702.178b If an ability granted by a max speed ability states which zones it functions from, the max speed ability that grants that ability functions from those zones. (See rule 113.6c.)\n如果速度极限异能所赋予的异能注明了其生效的区域,则赋予该异能的速度极限异能也会在这些区域生效。"}, {"chapter": "7", "id": "702.179.", "content": "702.179. Start Your Engines!\n发动引擎!"}, {"chapter": "7", "id": "702.179a", "content": "702.179a Start your engines! is a static ability. If a player controls a permanent with start your engines! and that player has no speed, their speed becomes 1. This is a state-based action. See rule 704.\n发动引擎!属于静止式异能。如果某牌手操控具有发动引擎!异能的永久物且其没有速度,则其速度成为1。此为状态动作。参见规则704。"}, {"chapter": "7", "id": "702.179b", "content": "702.179b Players do not have speed until a rule or effect sets their speed to a specific value.\n牌手没有速度,直到某规则或效应将其速度设定为某特定值。"}, {"chapter": "7", "id": "702.179c", "content": "702.179c If a player has no speed and they are instructed to increase their speed by a certain value, their speed becomes that value.\n如果牌手没有速度时被指示将其速度增加一定数值,则其速度成为该数值。"}, {"chapter": "7", "id": "702.179d", "content": "702.179d There is an inherent triggered ability associated with a player having 1 or more speed. This ability has no source and is controlled by that player. That ability is “Whenever one or more opponents lose life during your turn, if your speed is less than 4, your speed increases by 1. This ability triggers only once each turn.”\n牌手具有1或更高的速度会产生一个与之关联的固有触发式异能。此异能没有来源,且由该牌手操控。此异能为“于你的回合中,每当有一位或数位对手失去生命时,若你的速度小于4,则将你的速度增加1。此异能每回合只会触发一次。”"}, {"chapter": "7", "id": "702.179e", "content": "702.179e Rules and effects may refer to whether a player has “max speed.” A player has max speed if their speed is 4.\n一些规则和效应可能会提及牌手是否达到“速度极限”。如果某牌手的速度达到4,则其便达到速度极限。"}, {"chapter": "7", "id": "702.179f", "content": "702.179f Some effects refer to a player’s speed. If that player has no speed, their speed is 0 for the purpose of an effect that refers to speed.\n一些效应提及牌手的速度。如果该牌手没有速度,则对于提及速度的效应而言,其速度为0。"}, {"chapter": "7", "id": "702.180.", "content": "702.180. Harmonize\n谐颂"}, {"chapter": "7", "id": "702.180a", "content": "702.180a Harmonize represents three static abilities: one that functions while the card is in a player’s graveyard and two that function while the spell with harmonize is on the stack. “Harmonize [cost]” means “You may cast this card from your graveyard by paying [cost] and tapping up to one untapped creature you control rather than paying this spell’s mana cost,” “If you cast this spell using its harmonize ability, its total cost is reduced by an amount of generic mana equal to the tapped creature’s power,” and “If the harmonize cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its harmonize ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n谐颂代表三个静止式异能:一个于该牌在牌手的坟墓场中时生效,两个于具有谐颂异能的咒语在堆叠上时生效。“谐颂[费用]”意指,“你可以从你的坟墓场施放此牌,并支付[费用]及横置至多一个由你操控且未横置的生物,而非支付其法术力费用”“如果你利用此咒语的谐颂异能来施放之,则其总费用减少若干一般法术力,其数量等同于所横置生物的力量”,以及“若曾支付其谐颂费用,当此牌将于任何时机下离开堆叠时,改为将它放逐,而非置入任何地方。”支付谐颂费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.180b", "content": "702.180b You choose which creature to tap as you choose to pay a spell’s harmonize cost (see rule 601.2b), and then tap that creature as you pay the total cost.\n于你选择支付咒语的谐颂费用时,一并选择横置哪个生物(参见规则601.2b)。于你支付总费用时,横置该生物。"}, {"chapter": "7", "id": "702.181.", "content": "702.181. Mobilize\n动员"}, {"chapter": "7", "id": "702.181a", "content": "702.181a Mobilize is a triggered ability. “Mobilize N” means “Whenever this creature attacks, create N 1/1 red Warrior creature tokens. Those tokens enter tapped and attacking. Sacrifice them at the beginning of the next end step.”\n动员属于触发式异能。“动员N”意指,“每当此生物攻击时,派出N个已横置且正进行攻击的1/1红色战士衍生生物。在下一个结束步骤开始时将它们牺牲。”"}, {"chapter": "7", "id": "702.182.", "content": "702.182. Job Select\n职业选择"}, {"chapter": "7", "id": "702.182a", "content": "702.182a Job select is a triggered ability. “Job select” means “When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this Equipment to it.”\n职业选择属于触发式异能。“职业选择”意指“当此武具进场时,派出一个1/1无色英雄衍生生物,然后将它贴附于其上。”"}, {"chapter": "7", "id": "702.183.", "content": "702.183. Tiered\n分级"}, {"chapter": "7", "id": "702.183a", "content": "702.183a Tiered is a static ability found on some modal spells (see rule 700.2) that applies while the spell is on the stack. Tiered means “Choose one. As an additional cost to cast this spell, pay the cost associated with that mode.”\n分级是见于某些具有模式之咒语上的静止式异能(参见规则700.2),会于咒语在堆叠上时生效。“分级”意指“选择一项。支付与该模式关联的费用,以作为施放此咒语的额外费用。”"}, {"chapter": "7", "id": "702.184.", "content": "702.184. Station\n蓄势"}, {"chapter": "7", "id": "702.184a", "content": "702.184a Station is an activated ability. “Station” means “Tap another untapped creature you control: Put a number of charge counters on this permanent equal to the tapped creature’s power. Activate only as a sorcery.”\n蓄势属于起动式异能。“蓄势”意指“横置另一个由你操控且未横置的生物:在此永久物上放置若干充电指示物,其数量等同于该生物的力量。只能于法术时机起动。”"}, {"chapter": "7", "id": "702.184b", "content": "702.184b Each card printed with a station ability is known as a station card. It has a nonstandard layout and includes station symbols that are themselves keyword abilities. See rule 721, “Station Cards.”\n每张印有蓄势异能的牌为蓄势牌。它有特殊排版方式,并且包含了蓄势符号,这些符号本身也是关键字异能。参见规则721,“蓄势牌”。"}, {"chapter": "7", "id": "702.184c", "content": "702.184c Static abilities may modify the result of a station ability by causing it to use a characteristic other than the tapped creature’s power to determine the number of counters placed on the permanent with the station ability.\n一些静止式异能可能影响蓄势异能的效应,使之利用所横置的生物之力量以外的特征来决定在具蓄势异能的永久物上放置充电指示物的数量。\nExample: Tapestry Warden has as ability that reads “Each creature you control with toughness greater than its power stations permanents using its toughness rather than its power.”\n例如:织锦卫械[Tapestry Warden]具有叙述为“每个由你操控且防御力比力量大的生物皆依照其防御力来蓄势永久物,而不是依照力量”的异能。"}, {"chapter": "7", "id": "702.185.", "content": "702.185. Warp\n跃迁"}, {"chapter": "7", "id": "702.185a", "content": "702.185a Warp represents two static abilities that function while the card with warp is on the stack, one of which may create a delayed triggered ability. “Warp [cost]” means “You may cast this card from your hand by paying [cost] rather than its mana cost” and “If this spell’s warp cost was paid, exile the permanent this spell becomes at the beginning of the next end step. Its owner may cast this card after the current turn has ended for as long as it remains exiled.” Casting a spell for its warp cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n跃迁代表两个静止式异能,于具有跃迁异能的牌在堆叠上时生效,其中一个会产生延迟触发式异能。“跃迁[费用]”意指“你可以支付[费用]来从手上施放此牌,而非支付其法术力费用”,“如果曾支付过此咒语的跃迁费用,在下个结束步骤开始时,放逐此咒语所成的永久物。当前回合结束后,于此牌持续放逐的时段内,其拥有者可以施放此牌。”支付跃迁费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.185b", "content": "702.185b Some effects refer to “warped” cards in exile. A warped card in exile is one that was exiled by the delayed triggered ability created by a warp ability.\n一些效应提及放逐区中“已跃迁”的牌。放逐区中已跃迁的牌指,因跃迁异能产生的延迟触发式异能而被放逐的牌。"}, {"chapter": "7", "id": "702.185c", "content": "702.185c Some effects refer to whether “a spell was warped this turn.” This means that a spell was cast for its warp cost this turn.\n一些效应提及“本回合有咒语跃迁”。其意指,本回合有咒语经支付跃迁费用施放。"}, {"chapter": "7", "id": "702.186.", "content": "702.186. ∞ (Infinity)\n∞(无限)"}, {"chapter": "7", "id": "702.186a", "content": "702.186a ∞ (the mathematical symbol for infinity) is a keyword found on Infinity cards. “∞” is followed by ability text. Together, they represent a static ability.\n∞(数学中的无限符号)是见于无限牌上的关键字。“∞”字样后面带有异能文本,它们共同代表一个静止式异能。"}, {"chapter": "7", "id": "702.186b", "content": "702.186b “∞ — [Ability]” means “As long as this permanent is harnessed, it has [ability].” See rule 701.64, “Harness.”\n“∞~[异能]”意指“只要此永久物已受掌控,它便具有[异能]。”参见规则701.64,“掌控”。"}, {"chapter": "7", "id": "702.187.", "content": "702.187. Mayhem\n疯乱"}, {"chapter": "7", "id": "702.187a", "content": "702.187a Mayhem is a static ability that functions while the card with mayhem is in a player’s graveyard.\n疯乱属于静止式异能,于具有疯乱异能的牌在牌手的坟墓场中时生效。"}, {"chapter": "7", "id": "702.187b", "content": "702.187b “Mayhem [cost]” means “As long as you discarded this card this turn, you may cast it from your graveyard by paying [cost] rather than paying its mana cost.” Casting a spell using its mayhem ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n“疯乱[费用]”意指“只要你是于本回合中弃掉此牌,你便可以从你坟墓场中施放之,但须支付[费用],而非支付其法术力费用。”支付疯乱费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.187c", "content": "702.187c “Mayhem” without a cost means “You may play this card from your graveyard if you discarded it this turn.”\n其后未带有费用的“疯乱”意指“只要你是于本回合中弃掉此牌,你便可以从你坟墓场中施放之。”"}, {"chapter": "7", "id": "702.188.", "content": "702.188. Web-slinging\n蛛丝甩荡"}, {"chapter": "7", "id": "702.188a", "content": "702.188a Web-slinging is a static ability that functions while the spell with web-slinging is on the stack. “Web-slinging [cost]” means “You may cast this spell by paying [cost] and returning a tapped creature you control to its owner’s hand rather than paying its mana cost.” Casting a spell using its web-slinging ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\n蛛丝甩荡属于静止式异能,于具蛛丝甩荡异能的咒语在堆叠上时生效。“蛛丝甩荡[费用]”意指“你可以支付[费用]并将一个由你操控且已横置的生物移回其拥有者手上来施放此咒语,而非支付其法术力费用。”支付蛛丝甩荡费用以施放咒语时,需依照规则601.2b与601.2f-h之规范来支付替代性费用。"}, {"chapter": "7", "id": "702.189.", "content": "702.189. Firebending\n振火"}, {"chapter": "7", "id": "702.189a", "content": "702.189a Firebending is a triggered ability. “Firebending N” means “Whenever this creature attacks, add N {R}. Until end of combat, you don’t lose this mana as steps and phases end.”\n振火属于触发式异能。“振火N”意指“每当此生物攻击时,加N点{R}。直到战斗结束,你不会因步骤结束而失去这份法术力。”"}, {"chapter": "7", "id": "702.189b", "content": "702.189b An ability that triggers whenever a player firebends triggers whenever a firebending ability they control resolves.\n每当牌手振火时触发的异能会在该牌手操控的振火异能结算时触发。"}, {"chapter": "7", "id": "702.190.", "content": "702.190. Sneak\n奇袭"}, {"chapter": "7", "id": "702.190a", "content": "702.190a Sneak is a keyword that represents a static ability that functions while the spell with sneak is on the stack. “Sneak [cost]” means “Any time you could cast an instant during your declare blockers step, you may choose to pay [cost] and return an unblocked creature you control to its owner’s hand rather than pay this spell’s mana cost.”\n奇袭是代表一个具有该异能的咒语在堆叠上时生效的静止式异能的关键字。“奇袭[费用]”意指,“于你的宣告阻挡者步骤中你能够施放瞬间的时机,你可以选择支付[费用],并将一个由你操控且未受阻挡的生物移回其拥有者手上,而非支付此咒语的法术力费用。”"}, {"chapter": "7", "id": "702.190b", "content": "702.190b A permanent spell cast using sneak enters the battlefield tapped and attacking (see rule 506.3a). It will be attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand to pay the sneak cost of the spell that became that permanent.\n利用奇袭异能施放的永久物咒语,进战场时为横置且正进行攻击(参见规则506.3a)。该永久物进场时所攻击的牌手、鹏洛客或战役,与支付成为该永久物之咒语的奇袭费用时移回其拥有者手上的生物所攻击者相同。"}, {"chapter": "7", "id": "703.", "content": "703. Turn-Based Actions\n回合动作"}, {"chapter": "7", "id": "703.1.", "content": "703.1. Turn-based actions are game actions that happen automatically when certain steps or phases begin, or when each step and phase ends. Turn-based actions don’t use the stack.\n回合动作属于游戏动作,会在当某些步骤或阶段开始时,或每个步骤及阶段结束时自动执行。回合动作不使用堆叠。"}, {"chapter": "7", "id": "703.1a", "content": "703.1a Abilities that watch for a specified step or phase to begin are triggered abilities, not turn-based actions. (See rule 603, “Handling Triggered Abilities.”)\n在乎特定步骤或阶段开始的异能属于触发式异能,并不属于回合动作。(参见规则603,“处理触发式异能”。)"}, {"chapter": "7", "id": "703.2.", "content": "703.2. Turn-based actions are not controlled by any player.\n回合动作不由任何牌手操控。"}, {"chapter": "7", "id": "703.3.", "content": "703.3. Whenever a step or phase begins, if it’s a step or phase that has any turn-based action associated with it, those turn-based actions are automatically dealt with first. This happens before state-based actions are checked, before triggered abilities are put on the stack, and before players receive priority.\n每当一个步骤或阶段开始时,如果此步骤或阶段有任何与之相关的回合动作,则会先自动处理这些回合动作。这会在检查状态动作、将触发式异能放进堆叠、牌手得到优先权等事件之前发生。"}, {"chapter": "7", "id": "703.4.", "content": "703.4. The turn-based actions are as follows:\n回合动作如下列所示:"}, {"chapter": "7", "id": "703.4a", "content": "703.4a Immediately after the untap step begins, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. See rule 502.1.\n在重置步骤开始后,所有由主动牌手操控、具时间跳跃异能的已跃回永久物立刻跃离,以及所有在跃离时由主动牌手操控的已跃离永久物立刻跃回。这些动作全部同时发生。参见规则502.1。"}, {"chapter": "7", "id": "703.4b", "content": "703.4b Immediately after the phasing action has been completed during the untap step, if the game has either the day or night designation, it checks to see whether that designation should change. If it’s neither day nor night, this check doesn’t happen. See rule 502.2.\n在重置步骤之中、时间跳跃动作完成之后,如果游戏当前是白昼或黑夜,则立刻检查该称号是否需要改变。如果当前既非白昼也非黑夜,则该检查不会发生。参见规则502.2。"}, {"chapter": "7", "id": "703.4c", "content": "703.4c Immediately after the game checks to see if its day or night designation should change during the untap step or, if the game doesn’t have a day or night designation, immediately after the phasing action has been completed during the untap step, the active player determines which permanents they control will untap. Then they untap them all simultaneously. See rule 502.3.\n在重置步骤之中、游戏检查白昼或黑夜称号是否需要改变之后,或者如果游戏当前既非白昼也非黑夜,在时间跳跃动作完成之后,主动牌手立刻判断由其操控的哪些永久物将重置,之后该牌手将它们同时重置。参见规则502.3。"}, {"chapter": "7", "id": "703.4d", "content": "703.4d Immediately after the draw step begins, the active player draws a card. See rule 504.1.\n在抓牌步骤开始之后,主动牌手立刻抓一张牌。参见规则504.1。"}, {"chapter": "7", "id": "703.4e", "content": "703.4e In an Archenemy game (see rule 904), immediately after the archenemy’s precombat main phase begins, that player sets the top card of their scheme deck in motion. See rule 701.32.\n在魔王游戏中(参见规则904),在魔王的战斗前行动阶段开始之后,该牌手立刻发动其邪计套牌的牌库顶牌。参见规则701.32。"}, {"chapter": "7", "id": "703.4f", "content": "703.4f Immediately after a player’s precombat main phase begins, that player puts a lore counter on each Saga enchantment they control with one or more chapter abilities. In an Archenemy game, this happens after the archenemy’s scheme action. See rule 714, “Saga Cards.”\n在牌手的战斗前行动阶段开始之后,该牌手立刻在每个由其操控且具有章节异能的传纪结界上放置一个学问指示物。在魔王游戏中,这会在魔王的邪计动作之后发生。参见规则714,“传纪牌”。"}, {"chapter": "7", "id": "703.4g", "content": "703.4g Immediately after the action of placing lore counters has been completed, if the active player controls any Attractions, that player rolls to visit their Attractions. See rule 701.52, “Roll to Visit Your Attractions.”\n在放置学问指示物动作完成之后,如果主动牌手操控任何景点,该牌手立刻掷骰造访景点。参见规则701.52,“掷骰造访景点”。"}, {"chapter": "7", "id": "703.4h", "content": "703.4h Immediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. See rule 507.1.\n在战斗开始步骤开始之后,如果正在进行一局多人游戏,且主动牌手之对手并不会全部自动成为防御牌手,则主动牌手立刻选择一位对手。该牌手成为防御牌手。参见规则507.1。"}, {"chapter": "7", "id": "703.4i", "content": "703.4i Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1.\n在宣告攻击者步骤开始之后,主动牌手立刻宣告攻击者。参见规则508.1。"}, {"chapter": "7", "id": "703.4j", "content": "703.4j Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1.\n在宣告阻挡者步骤开始之后,防御牌手立刻宣告阻挡者。参见规则509.1。"}, {"chapter": "7", "id": "703.4k", "content": "703.4k Immediately after the combat damage step begins, each player in APNAP order announces how each attacking or blocking creature they control assigns its combat damage. See rule 510.1.\n在战斗伤害步骤开始之后,每位牌手立刻以“主动牌手先决定”的顺序,宣告将如何分配每个由其所操控的攻击或阻挡生物的战斗伤害。参见规则510.1。"}, {"chapter": "7", "id": "703.4m", "content": "703.4m Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2.\n在战斗伤害步骤当中、分配了战斗伤害之后,所有战斗伤害立刻同时造成。参见规则510.2。"}, {"chapter": "7", "id": "703.4n", "content": "703.4n Immediately after the cleanup step begins, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. See rule 514.1.\n在清除步骤开始之后,如果主动牌手的手牌数量超过了其手牌上限(通常为七张),其立刻弃掉足够的牌,直到数量减少到手牌上限。参见规则514.1。"}, {"chapter": "7", "id": "703.4p", "content": "703.4p Immediately after the active player has discarded cards (if necessary) during the cleanup step, all damage is removed from permanents and all “until end of turn” and “this turn” effects end. These actions happen simultaneously. See rule 514.2.\n在清除步骤当中、主动牌手弃牌之后(若有需要),立刻移除永久物上的所有伤害、结束所有“直到回合结束”和“本回合”的效应。这些动作同时发生。参见规则514.2。"}, {"chapter": "7", "id": "703.4q", "content": "703.4q As each step or phase ends, any unspent mana left in a player’s mana pool empties. See rule 500.5.\n于每个步骤或阶段结束时,留在牌手法术力池中尚未用尽的法术力被清空。参见规则500.4。"}, {"chapter": "7", "id": "704.", "content": "704. State-Based Actions\n状态动作"}, {"chapter": "7", "id": "704.1.", "content": "704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.\n状态动作属于游戏动作,每当满足某些条件时(如下所述)便会自动发生。状态动作不使用堆叠。"}, {"chapter": "7", "id": "704.1a", "content": "704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)\n在乎特定游戏状态的异能属于触发式异能,并不属于状态动作。(参见规则603,“处理触发式异能”。)"}, {"chapter": "7", "id": "704.2.", "content": "704.2. State-based actions are checked throughout the game and are not controlled by any player.\n对状态动作的检查会贯彻游戏始终,且状态动作不由任何牌手操控。"}, {"chapter": "7", "id": "704.3.", "content": "704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.\n每当有牌手将得到优先权时(参见规则117,“时机和优先权”),游戏将依下文列举之条件检查状态动作,然后会将所有适用的状态动作当作单一事件执行。如果检查过后导致了新的状态动作执行,则会重复此检查;否则,将所有等待进入堆叠的触发式异能放入堆叠,然后重复此检查。一旦没有新的状态动作执行且没有等待进入堆叠的触发式异能,相应的牌手得到优先权。此过程同样会在清除步骤中执行(参见规则514),不同之处在于,如果清除步骤的第一次检查并没有导致状态动作的执行、且没有等待进入堆叠的触发式异能,则没有牌手会得到优先权且该步骤结束。"}, {"chapter": "7", "id": "704.4.", "content": "704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.\n与触发式异能不同,状态动作不会注意在咒语或异能结算过程中发生的事。\nExample: A player controls Maro, a creature with the ability “Maro’s power and toughness are each equal to the number of cards in your hand” and casts a spell whose effect is “Discard your hand, then draw seven cards.” Maro will temporarily have toughness 0 in the middle of the spell’s resolution but will be back up to toughness 7 when the spell finishes resolving. Thus Maro will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution.\n例如:某牌手操控玛洛,一个具有“玛洛的力量与防御力各等同于你的手牌数量”的生物。此牌手施放效应为“弃掉你的手牌,然后抓七张牌”的咒语。在该咒语结算的过程中,玛洛的防御力会暂时为0,但在咒语结算完之后又变为7。因此在检查状态动作时,玛洛会存活下来。相对地,会在没有手牌时触发的异能则会在咒语结算后进入堆叠,因为它的触发事件在结算过程中发生了。"}, {"chapter": "7", "id": "704.5.", "content": "704.5. The state-based actions are as follows:\n状态动作如下列所示:"}, {"chapter": "7", "id": "704.5a", "content": "704.5a If a player has 0 or less life, that player loses the game.\n如果一位牌手的生命值为0或更少,该牌手输掉此盘游戏。"}, {"chapter": "7", "id": "704.5b", "content": "704.5b If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, that player loses the game.\n如果自从上一次检查状态动作之后,有牌手曾试图从空的牌库中抓牌,该牌手便输掉此盘游戏。"}, {"chapter": "7", "id": "704.5c", "content": "704.5c If a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.6b instead.\n如果一位牌手具有十个或更多的中毒指示物,该牌手输掉此盘游戏。在双头巨人游戏中忽略此规则,改为参见规则704.6b。"}, {"chapter": "7", "id": "704.5d", "content": "704.5d If a token is in a zone other than the battlefield, it ceases to exist.\n如果一个衍生物处于任何非战场的区域中,该衍生物消失。"}, {"chapter": "7", "id": "704.5e", "content": "704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.\n如果咒语的复制品处于任何非堆叠的区域中,该复制品消失。如果一张牌的复制品处于任何不属于堆叠或战场的区域中,该复制品消失。"}, {"chapter": "7", "id": "704.5f", "content": "704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.\n如果一个生物的防御力为0或更低,该生物置入其拥有者的坟墓场。重生不能替代此事件。"}, {"chapter": "7", "id": "704.5g", "content": "704.5g If a creature has toughness greater than 0, it has damage marked on it, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.\n如果一个生物的防御力大于0,其上标记有伤害,且其上标记的伤害大于或等于其防御力,则该生物受到了致命伤害且被消灭。重生可以替代此事件。"}, {"chapter": "7", "id": "704.5h", "content": "704.5h If a creature has toughness greater than 0, and it’s been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.\n如果自从上一次检查状态动作之后,一个生物受到具死触之来源的伤害,且它的防御力大于0,该生物被消灭。重生可以替代此事件。"}, {"chapter": "7", "id": "704.5i", "content": "704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.\n如果一个鹏洛客的忠诚为0,该鹏洛客被置入其拥有者的坟墓场。"}, {"chapter": "7", "id": "704.5j", "content": "704.5j If two or more legendary permanents with the same name are controlled by the same player, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”\n如果两个或更多具有相同名称的传奇永久物由同一位牌手操控,该牌手选择它们中的一个,其余的将被置入进其拥有者的坟墓场。这称为“传奇规则”。"}, {"chapter": "7", "id": "704.5k", "content": "704.5k If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ graveyards. This is called the “world rule.”\n如果战场上两个或更多的永久物具有普世此超类别,则除了战场上最近一个拥有普世此超类别以外,皆置入其拥有者的坟墓场。如果不分先后,则它们均被置入其拥有者的坟墓场。这称为“普世规则”。"}, {"chapter": "7", "id": "704.5m", "content": "704.5m If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner’s graveyard.\n如果一个灵气贴附于不合法之物件或牌手上,或未贴附于任何物件或牌手上,该灵气被置入其拥有者的坟墓场。"}, {"chapter": "7", "id": "704.5n", "content": "704.5n If an Equipment or Fortification is attached to an illegal permanent or to a player, it becomes unattached from that permanent or player. It remains on the battlefield.\n如果一个武具或工事贴附于不合法之永久物或贴附在牌手上,它会从该永久物或牌手上卸装。但它依然会留在战场上。"}, {"chapter": "7", "id": "704.5p", "content": "704.5p If a battle or creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if any nonbattle, noncreature permanent that’s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.\n如果一个战役或生物贴附于物件或牌手上,则它不再贴附,并留在战场上。类似地,如果一个非战役且非生物的永久物不是灵气、武具或工事,却贴附于其他永久物上,则它不再贴附,并留在战场上。"}, {"chapter": "7", "id": "704.5q", "content": "704.5q If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.\n如果一个永久物上同时具有+1/+1指示物和-1/-1指示物,则会移去其上的N个+1/+1指示物和N个-1/-1指示物,N为两种指示物当中较少者的数量。"}, {"chapter": "7", "id": "704.5r", "content": "704.5r If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it.\n如果一个永久物上具有多于N个的某种指示物,且该永久物具有不得有多于N个的该种指示物之异能,则N个以外的指示物将被移去。"}, {"chapter": "7", "id": "704.5s", "content": "704.5s If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. See rule 714, “Saga Cards.”\n如果一个具有章节异能的传纪永久物上的学问指示物数量大于或等于其上章节异能的最终章节编号,且其并非一个已触发且尚未离开堆叠的章节异能之来源,该传纪的操控者将其牺牲。参见规则714,“传纪牌”。"}, {"chapter": "7", "id": "704.5t", "content": "704.5t If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. See rule 309, “Dungeons.”\n如果牌手的进度标记在一张地城牌最底下的房间上,且该地城牌不是已触发且未离开堆叠的某个房间异能之来源,该地城牌的拥有者将其移出游戏。参见规则309,“地城”。"}, {"chapter": "7", "id": "704.5u", "content": "704.5u If a permanent with space sculptor and any creatures without a sector designation are on the battlefield, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. See rule 702.158, “Space Sculptor.”\n如果一个具有太空塑师异能的永久物与不具星区称号的生物同时在战场上,则每位未操控具有太空塑师异能之永久物且操控不具星区称号之生物的牌手为其操控的每个此类生物各选择一个星区称号。然后,每位操控此类生物的其他牌手为其操控的每个此类生物各选择一个星区称号。参见规则702.158,“太空塑师”。"}, {"chapter": "7", "id": "704.5v", "content": "704.5v If a battle has defense 0 and it isn’t the source of an ability that has triggered but not yet left the stack, it’s put into its owner’s graveyard.\n如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。参见规则310,“战役”。"}, {"chapter": "7", "id": "704.5w", "content": "704.5w If a battle has no player in the game designated as its protector and no attacking creatures are currently attacking that battle, that battle’s controller chooses an appropriate player to be its protector based on its battle type. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”\n如果一个战役未被任何攻击生物攻击且游戏内没有牌手被指定为防卫者,则其操控者基于战役类别选择一位适当的牌手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。参见规则310,“战役”。"}, {"chapter": "7", "id": "704.5x", "content": "704.5x If a Siege’s controller is also its designated protector, that player chooses an opponent to become its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”\n如果一个围攻的操控者同时也是其防卫者,则该牌手选择一位对手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。参见规则310,“战役”。"}, {"chapter": "7", "id": "704.5y", "content": "704.5y If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard.\n如果某个永久物其上结附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。"}, {"chapter": "7", "id": "704.5z", "content": "704.5z If a player controls a permanent with start your engines! and that player has no speed, that player’s speed becomes 1. See rule 702.179, “Start Your Engines!”\n如果一位牌手操控具有发动引擎!异能的永久物且该牌手没有速度,则其速度成为1。参见规则702.179,“发动引擎!”。"}, {"chapter": "7", "id": "704.6.", "content": "704.6. Some variant games include additional state-based actions that aren’t normally applicable:\n一些游戏玩法包含通常而言不适用的额外状态动作:"}, {"chapter": "7", "id": "704.6a", "content": "704.6a In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule 810, “Two-Headed Giant Variant.”\n在一盘双头巨人的游戏中,如果一个队伍的生命为0或更少,该队伍输掉此盘游戏。参见规则810,“双头巨人玩法。”"}, {"chapter": "7", "id": "704.6b", "content": "704.6b In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, “Two-Headed Giant Variant.”\n在一盘双头巨人的游戏中,如果一个队伍有十五个或更多的中毒指示物,该队伍输掉此盘游戏。参见规则810,“双头巨人玩法。”"}, {"chapter": "7", "id": "704.6c", "content": "704.6c In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, “Commander.”\n在一盘指挥官的游戏中,如果一位牌手在该盘游戏中受到过21点或以上来自同一指挥官的战斗伤害,则该牌手输掉此盘游戏。参见规则903,“指挥官。”"}, {"chapter": "7", "id": "704.6d", "content": "704.6d In a Commander game, if a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. See rule 903, “Commander.”\n在一盘指挥官的游戏中,如果指挥官在坟墓场或放逐区,且该物件在上一次状态动作检查之后被置入该区域,其拥有者可以将其置于统帅区。参见规则903,“指挥官。”"}, {"chapter": "7", "id": "704.6e", "content": "704.6e In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904, “Archenemy.”\n在魔王游戏中,如果一张非长效的邪计牌在统帅区中牌面朝上,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,该邪计牌翻为牌面朝下并置于其拥有者的邪计套牌牌库底。参见规则904,“魔王”。"}, {"chapter": "7", "id": "704.6f", "content": "704.6f In a Planechase game, if a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, “Planechase.”\n在竞逐时空游戏中,如果一张异象牌在统帅区中牌面朝上,且它不是已触发且未离开堆叠的触发式异能之来源,时空操控者时空换境。参见规则901,“竞逐时空”。"}, {"chapter": "7", "id": "704.7.", "content": "704.7. If multiple state-based actions would have the same result at the same time, a single replacement effect will replace all of them.\n如果在同一时间执行的多个状态动作会产生同样的结果,则一个单独的替代性效应将替代全部。\nExample: You control Lich’s Mirror, which says “If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.” There’s one card in your library and your life total is 1. A spell causes you to draw two cards and lose 2 life. The next time state-based actions are checked, you’d lose the game due to rule 704.5a and rule 704.5b. Instead, Lich’s Mirror replaces that game loss and you keep playing.\n例如:你操控巫妖秘镜,其叙述为“若你将输掉此盘游戏,则改为将你的手牌、坟墓场与所有你拥有的永久物洗入你的牌库,然后抓七张牌且你的总生命成为20。”你的牌库中有一张牌,并且你的生命值为1。某个咒语使得你要抓两张牌并失去2点生命。下一次检查状态动作时,你将因规则704.5a及规则704.5b输掉此盘游戏。然而,巫妖秘镜会替代掉“输掉此盘游戏”,你将继续进行游戏。"}, {"chapter": "7", "id": "704.8.", "content": "704.8. If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed.\n如果一个状态动作导致永久物离开战场的同时有其他的状态动作执行,该永久物的最后已知信息将以状态动作执行之前的游戏状态来决定。\nExample: You control Young Wolf, a 1/1 creature with undying, and it has a +1/+1 counter on it. A spell puts three -1/-1 counters on Young Wolf. Before state-based actions are performed, Young Wolf has one +1/+1 counter and three -1/-1 counters on it. After state-based actions are performed, Young Wolf is in the graveyard. When it was last on the battlefield, it had a +1/+1 counter on it, so undying will not trigger.\n例如:你操控幼狼,一个具有不息异能的1/1生物,且它上面有一个+1/+1指示物。一个咒语在幼狼上放置了三个-1/-1指示物。在状态动作执行之前,幼狼上有一个+1/+1指示物和三个-1/-1指示物。在状态动作执行之后,幼狼进入坟墓场。于它最后在战场上之时,它上面有+1/+1指示物,所以其不息异能不会触发。"}, {"chapter": "7", "id": "705.", "content": "705. Flipping a Coin\n掷硬币"}, {"chapter": "7", "id": "705.1.", "content": "705.1. Some cards refer to flipping a coin. A coin used in a flip must be a two-sided object with easily distinguished sides and equal likelihood that either side lands face up. If the coin that’s being flipped doesn’t have an obvious “heads” or “tails,” designate one side to be “heads,” and the other side to be “tails.” Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. For example, the player may roll an even-sided die and call “odds” or “evens,” or roll an even-sided die and designate that “odds” means “heads” and “evens” means “tails.”\n一些牌提及掷一枚硬币。用于抛掷的硬币必须是一个具有两面的物体,两面之间有显著的区别,且无论哪一面最终朝上的概率都相同。如果用于抛掷的硬币之“正面”与“反面”的区别不甚明显,牌手可指定其中某一面为“正面”,另一面为“反面”。也可以使用其他能产生随机结果的方式来代替掷硬币,只要用于替代的方式能产生两种概率相等的互斥结果,且所有牌手都同意用此方法来替换。例如,牌手可以掷一个偶数面的骰子并说出是“奇数”或是“偶数”,或是掷一个偶数面的骰子并指定“奇数”意指“正面”、“偶数”意指“反面”。"}, {"chapter": "7", "id": "705.2.", "content": "705.2. Some effects that instruct a player to flip a coin care only about whether the coin comes up heads or tails. No player wins or loses a coin flip for this kind of effect. For all other effects that instruct a player to flip a coin, the player that flips the coin calls “heads” or “tails.” If the call matches the result, the player wins the flip. Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved.\n某些令牌手掷一枚硬币的效应只关心掷硬币的结果是正面还是反面。对于此类效应而言,没有牌手会猜对或猜错此掷。对于所有其他令牌手掷硬币的效应而言,掷硬币的牌手说出“正面”或“反面”。如果牌手所说与掷硬币的结果相符,则该牌手猜对这一掷。否则,该牌手猜错这一掷。只有掷硬币的牌手才能猜对或猜错此次掷硬币;并不会涉及其他牌手。"}, {"chapter": "7", "id": "705.3.", "content": "705.3. An effect may state that a coin flip has a certain result and/or that a certain player wins a coin flip. In that case, ignore the actual results of that flip and use the indicated results instead. This can cause a player to win a flip that couldn’t otherwise be won.\n一个效应令掷硬币的结果成为某一面和/或某位牌手猜对掷硬币。在此情况下,忽略该掷的实际结果,并改为使用所指示的结果。这可能使得牌手猜对原本无法猜对的掷硬币。"}, {"chapter": "7", "id": "706.", "content": "706. Rolling a Die\n掷骰"}, {"chapter": "7", "id": "706.1.", "content": "706.1. An effect that instructs a player to roll a die will specify what kind of die to roll and how many of those dice to roll.\n指示牌手掷骰的效应会指定所掷的骰子的类型以及数量。"}, {"chapter": "7", "id": "706.1a", "content": "706.1a Such an effect may refer to an “N-sided die,” “N-sided dice,” or one or more “dN,” where N is a positive integer. In those cases, the die must have N equally likely outcomes, numbered from 1 to N. For example, a d20 is a twenty-sided die with possible outcomes from 1 to 20.\n此类效应可能会提及“N面骰子”,或者一个或数个“dN”,其中N是正整数。在这些情况下,骰子必须产生N个几率相等的结果,编号从1到N。例如,一颗d20是一颗20面骰,其可能的结果为1至20。"}, {"chapter": "7", "id": "706.1b", "content": "706.1b Players may agree to use an alternate method for rolling a die, including a digital substitute, as long as the method used has the same number of equally likely outcomes as the die specified in the instruction.\n牌手可以协商采用替代方式掷骰,包括电子替代方式,只要采用的方式与所指定的骰子能够产生相同数量几率相等的结果。"}, {"chapter": "7", "id": "706.2.", "content": "706.2. After the roll, the number indicated on the top face of the die before any modifiers is the natural result. The instruction may include modifiers to the roll which add to or subtract from the natural result. Modifiers may also come from other sources. After considering all applicable modifiers, the final number is the result of the die roll.\n在掷骰后,骰子的顶面所指示的数字(在修正前)是原值。掷骰的指示可能会包含修正,对原值进行增加或减少。修正也可能来自其他来源。在考虑所有适用的修正后,最终的数字是该次掷骰的结果。"}, {"chapter": "7", "id": "706.2a", "content": "706.2a Modifiers may be optional and/or have associated costs. If a modifier has an associated mana cost, the player who rolled has the chance to activate mana abilities before applying it.\n修正可能是可选的和/或具有相关的费用。如果一个修正具有相关的法术力费用,掷骰牌手在其生效之前有机会来起动法术力异能。"}, {"chapter": "7", "id": "706.2b", "content": "706.2b If two or more effects are attempting to modify the natural result, the player who rolled chooses one to apply, following these steps: First, consider any effects that modify the result of a die roll by rerolling that die. Second, consider any effects that modify the result of a die roll by increasing or decreasing that result by a specified amount.\n如果两个或更多效应尝试修正原值,掷骰牌手按照以下规则选择一个生效:首先,考虑任何以重掷之方式修正结果的效应;其次,考虑任何以增加或减少原值之方式修正结果的效应。"}, {"chapter": "7", "id": "706.3.", "content": "706.3. Some abilities that instruct a player to roll one or more dice include a results table.\n一些指示牌手掷一颗或数颗骰子的异能包含一个结果表。"}, {"chapter": "7", "id": "706.3a", "content": "706.3a The results table appears as a list or as a chart with multiple striations. Each list item or striation includes possible results and an effect associated with those results. The possible results indicated could be a single number, a range of numbers with two endpoints in the form “N1–N2,” or a range with a single endpoint in the form “N+.” Each one means “If the result was in this range, [effect].” After a die roll, use the result to determine which effect listed on the results table happens, if any.\n结果表以列表或包含数个横条的表格形式呈现。每个列表项或横条包括可能的结果以及与该结果相对应的效应。可能的结果形式可以是一个数字,一个形如“N1-N2”的包含两个端点的数字范围,或一个形如“N+”的包含一个端点的范围。结果表的每个横条意指,“如果结果处于此范围中,[效应]。”在一次掷骰后,使用其结果来决定结果表中列出的哪一个效应会发生(如果有的话)。"}, {"chapter": "7", "id": "706.3b", "content": "706.3b An instruction to roll one or more dice, any instructions to modify that roll printed in the same paragraph, any additional instructions based on the result of the roll, and the associated results table are all part of one ability.\n掷一颗或数颗骰子的指示、任何在同一段落中印刷之修正该次掷骰的指示、任何根据该次掷骰的结果的附加指示、以及相对应的结果表均是同一个异能的部分。"}, {"chapter": "7", "id": "706.3c", "content": "706.3c Some effects in results charts include the text “Roll again.” This additional roll uses the same kind of and number of dice originally called for, including any applicable modifiers.\n结果表中的一些效应包含叙述“再掷一次。”这次额外的掷骰与原本所指示的掷骰使用同样类型和数量的骰子,包含任何适用的修正。"}, {"chapter": "7", "id": "706.4.", "content": "706.4. Some abilities that instruct a player to roll one or more dice do not include a results table. The text of those abilities will indicate how to use the results of the die rolls, if at all.\n一些指示牌手掷一颗或数颗骰子的异能不包含结果表。这些异能的叙述会指示如何使用该次掷骰的结果(如果有的话)。"}, {"chapter": "7", "id": "706.5.", "content": "706.5. One card (Celebr-8000) has an ability that instructs a player to roll two dice and has an additional effect if that player “rolled doubles.” A player has rolled doubles if the result of each of those rolls is equal to the other.\n一张牌(Celebr-8000)具有指示牌手掷两颗骰子,如果牌手“掷出同点”则有额外效应的异能。牌手掷出同点意指两颗骰子掷出的结果相同。"}, {"chapter": "7", "id": "706.6.", "content": "706.6. If a player is instructed to ignore a roll, that roll is considered to have never happened. No abilities trigger because of the ignored roll, and no effects apply to that roll. If that player was instructed to ignore the lowest roll and multiple results are tied for the lowest, the player chooses one of those rolls to be ignored.\n如果一位牌手被指示忽略一次掷骰,该次掷骰被视作从未发生。异能不会因被忽略的掷骰而触发,且没有效应对该次掷骰生效。如果一位牌手被指示忽略最小点数且有多次掷骰结果同为最小,该牌手选择其中一次掷骰来忽略。"}, {"chapter": "7", "id": "706.7.", "content": "706.7. In a Planechase game, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that exchange the results of that roll with another value or compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See rule 901, “Planechase.”\n在竞逐时空游戏中,掷时空骰会使得每当牌手掷一颗或数颗骰子时触发的异能触发。但是,任何提及掷骰的数字结果的效应,包括将该次掷骰结果与其他值交换,或将该次掷骰结果与其他掷骰或一个给定数字的结果相比较的效应,会忽略该次掷时空骰。参见规则901,“竞逐时空”。"}, {"chapter": "7", "id": "706.8.", "content": "706.8. One card (Centaur of Attention) has an ability that instructs a player to roll dice and “store” those results on it and another ability that allows a player to reroll any number of those results.\n一张牌(Centaur of Attention)具有一个指示牌手掷骰并“存储”掷骰结果的异能,以及一个重掷其中任意数量的结果的异能。"}, {"chapter": "7", "id": "706.8a", "content": "706.8a To store the result of a die roll on a permanent means to note both the kind of die rolled and the result of that roll. That noted information is considered a “stored result” of that permanent, and the result is the “value” of that stored result.\n将掷骰结果存储在永久物上,意指同时记下该次掷骰的骰子类型和结果。所记下的信息被视为该永久物的“存储结果”,掷骰结果作为存储结果的“值”。"}, {"chapter": "7", "id": "706.8b", "content": "706.8b To reroll one or more stored results of a permanent, roll one of the kind of die noted for each of them. If one kind of die is noted for more than one of those results, roll that many of that kind of die. The results you rerolled stop being stored results, and you store the results of each of the new die rolls on that permanent.\n要重掷永久物的一个或数个存储结果,为每个存储结果掷一个该类型的骰子。如果一个骰子类型被一个以上的存储结果记下,则掷等同于其数量的此类骰子。被你重掷的结果不再作为存储结果,然后你将新掷骰的结果存储在该永久物上。"}, {"chapter": "7", "id": "706.8c", "content": "706.8c If a permanent has an ability that stores results on it and another ability that refers to the stored results, those abilities are linked. (See rule 607.2e.)\n如果一个永久物具有一个存储结果的异能和另一个提及该存储结果的异能,这两个异能互相关联。(参见规则607.2e。)"}, {"chapter": "7", "id": "707.", "content": "707. Copying Objects\n复制物件"}, {"chapter": "7", "id": "707.1.", "content": "707.1. Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some effects create a token that’s a copy of another object. (Certain older cards were printed with the phrase “search for a copy.” This section doesn’t cover those cards, which have received new text in the Oracle card reference.)\n一些物件能产生或让本身成为咒语、永久物、牌的“复制品”。一些效应会派出作为另一物件之复制品的衍生物。(一些旧版本牌上面印了“search for a copy”。它们在Oracle牌张参考文献中得到勘误;此部分的规则不讨论此类牌。)(译注:此类牌的中文版本使用了“与其同名的牌”,所以不会产生混淆。)"}, {"chapter": "7", "id": "707.2.", "content": "707.2. When copying an object, the copy acquires the copiable values of the original object’s characteristics and, for an object on the stack, choices made when casting or activating it (mode, targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on). The copiable values are the values derived from the text printed on the object (that text being name, mana cost, color indicator, card type, subtype, supertype, rules text, power, toughness, and/or loyalty), as modified by other copy effects, by its face-down status, and by “as . . . enters” and “as . . . is turned face up” abilities that set power and toughness (and may also set additional characteristics). Other effects (including type-changing and text-changing effects), status, counters, and stickers are not copied.\n当复制某物件时,该复制品获得被复制物件之所有可复制特征值,若被复制的物件在堆叠中,还包括其在施放或起动时作出之选择(模式、目标、X的数值、是否支付增幅费用、如何影响数个目标,等等)。“可复制特征值”意指,从物件上所印制之叙述文字中得知的数值(该类文字包括名称、法术力费用、颜色标志、类别、超类别、副类别、规则叙述、力量、防御力和/或忠诚),且受到其他复制效应、其牌面朝下的状态、设定力量和防御力(以及其他更多特征)的“于…进场”和“于…翻回正面时”异能之影响。其他效应(包括改变类别和改变文字叙述的效应)、状态、指示物,以及贴纸均不会被复制。\nExample: Chimeric Staff is an artifact that reads, “{X}: This artifact becomes an X/X Construct artifact creature until end of turn.” Clone is a creature that reads, “You may have this creature enter as a copy of any creature on the battlefield.” After a Staff has become a 5/5 Construct artifact creature, a Clone enters the battlefield as a copy of it. The Clone is an artifact, not a 5/5 Construct artifact creature. (The copy has the Staff’s ability, however, and will become a creature if that ability is activated.)\n例如:盖美拉之杖为具有“{X}:此神器成为X/X组构体神器生物直到回合结束”的神器。仿生妖为具有“你可以使此生物当成战场上任一生物的复制品来进场”的生物。当盖美拉之杖成为5/5组构体神器生物后,仿生妖作为该盖美拉之杖的复制品进入了战场。此时仿生妖是神器,而非5/5组构体神器生物。(但此复制品具有盖美拉之杖的异能,起动该异能后会成为生物。)\nExample: Clone enters the battlefield as a copy of a face-down Grinning Demon (a creature with morph {2}{B}{B}). The Clone is a colorless 2/2 creature with no name, no types, no abilities, and no mana cost. It will still be face up. Its controller can’t pay {2}{B}{B} to turn it face up.\n例如:仿生妖作为牌面朝下的蔑笑恶魔(具有变身{2}{B}{B}的生物)的复制品进入战场。仿生妖会成为2/2无色生物,且没有名称、类别、异能及法术力费用。它依然是面朝上。其操控者不能支付{2}{B}{B}来让它翻回正面。"}, {"chapter": "7", "id": "707.2a", "content": "707.2a A copy acquires the color of the object it’s copying because that value is derived from its mana cost or color indicator. A copy acquires the abilities of the object it’s copying because those values are derived from its rules text. A copy doesn’t wind up with two values of each ability (that is, it doesn’t copy the object’s abilities and its rules text, then have that rules text define a new set of abilities).\n复制品会得到作为其复制对象之物件的颜色,因为该值能从后者的法术力费用中得知。复制品会得到作为其复制对象之物件的所有异能,因为该值能从后者的规则叙述中得知。复制品不会从同样的一个异能中获得两组数值(它不会复制该物件的异能及其规则叙述文字,然后再从该规则叙述文字中定义一组新的同样异能)。"}, {"chapter": "7", "id": "707.2b", "content": "707.2b Once an object has been copied, changing the copiable values of the original object won’t cause the copy to change.\n一旦物件已被复制,改变原物件的可复制特征值不会导致复制它的物件也产生改变。"}, {"chapter": "7", "id": "707.2c", "content": "707.2c If a static ability generates a continuous effect that’s a copy effect, the copiable values that effect grants are determined only at the time that effect first starts to apply.\n如果一个静止式异能产生了一个是复制效应的持续性效应,该效应赋予的可复制特征值仅在该效应第一次开始生效时决定。"}, {"chapter": "7", "id": "707.3.", "content": "707.3. The copy’s copiable values become the copied information, as modified by the copy’s status (see rule 110.5). Objects that copy the object will use the new copiable values.\n复制品的可复制特征值被其所复制的信息所取代,且被该复制品的状态所影响(参见规则110.5)。其他物件要复制此物件时,会使用新的可复制特征值。\nExample: Vesuvan Doppelganger reads, “You may have this creature enter as a copy of any creature on the battlefield, except it doesn’t copy that creature’s color and it has ‘At the beginning of your upkeep, you may have this creature become a copy of target creature, except it doesn’t copy that creature’s color and it has this ability.’” A Vesuvan Doppelganger enters the battlefield as a copy of Runeclaw Bear (a 2/2 green Bear creature with no abilities). Then a Clone enters the battlefield as a copy of the Doppelganger. The Clone is a 2/2 blue Bear named Runeclaw Bear that has the Doppelganger’s upkeep-triggered ability.\n例如:维苏瓦化妖[Vesuvan Doppelganger]具有“你可以使此生物当成战场上任一生物的复制品来进场,但它不复制该生物的颜色且具有‘在你的维持开始时,你可以使此生物成为目标生物的复制品,但它不复制该生物的颜色且具有此异能。’”此时维苏瓦化妖作为符爪熊(2/2绿色生物,无异能)的复制品进入战场。之后仿生妖作为维苏瓦化妖的复制品进入战场。则这个仿生妖会成为一个名称为符爪熊的2/2蓝色熊,且具有维苏瓦化妖的维持触发异能。\nExample: Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang (an unflipped flip card). Tomoya’s characteristics become the characteristics of Stabwhisker the Odious, which is the flipped version of Nezumi Shortfang.\n例如:示现师智也(一张倒转后的倒转牌)成为了短牙鼠人(尚未倒转的倒转牌)的复制品。则智也的特征会成为可憎的刺须之特征,即为倒转后的短牙鼠人。\nExample: A face-down Grinning Demon (a creature with morph) becomes a copy of a face-up Branchsnap Lorian (a 4/1 green creature with trample and morph {G}). The Demon’s characteristics become the characteristics of Branchsnap Lorian. However, since the creature is face down, it remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. It can be turned face up for {G}. If it’s turned face up, it will have the characteristics of Branchsnap Lorian.\n例如:牌面朝下的蔑笑恶魔(具有变身的生物)成为牌面朝上的折枝树懒(4/1的绿色生物,具有践踏及变身{G})的复制品。恶魔的特征成为了折枝树懒的特征。然而,由于该生物处于牌面朝下的状态,所以它仍为2/2的无色生物,且没有名称、类别及异能,也没有法术力费用。可以支付{G}来把它翻回正面。如果将它翻回正面,则它会具有折枝树懒的特征。\nExample: A face-down Grinning Demon (a creature with morph) becomes a copy of Wandering Ones (a 1/1 blue Spirit creature that doesn’t have morph). It will be a face-down Wandering Ones. It remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. Its controller can’t turn it face up as a special action. If an effect turns it face up, it will have the characteristics of Wandering Ones.\n例如:牌面朝下的蔑笑恶魔(具有变身的生物)成为了漂流精(1/1的蓝色精怪生物,不具有变身)的复制品。则它会成为牌面朝下的漂流精。它依然是2/2无色生物、没有名称、类别、异能及法术力费用。其操控者不能以特殊动作来让它翻回正面。如果有效应让它翻回正面时,它就会拥有漂流精的特征。"}, {"chapter": "7", "id": "707.4.", "content": "707.4. Some effects cause a permanent that’s copying a permanent to copy a different object while remaining on the battlefield. The change doesn’t cause enters-the-battlefield or leaves-the-battlefield abilities to trigger. This also doesn’t change any noncopy effects presently affecting the permanent.\n一些效应令战场上已经为另一永久物之复制品的永久物,复制一个不同的永久物,且留在战场上。此改变不会导致进入战场或离开战场异能触发。如果当前有非复制效应影响该永久物,该效应不会被改变。\nExample: Unstable Shapeshifter reads, “Whenever another creature enters, this creature becomes a copy of that creature, except it has this ability.” It’s affected by Giant Growth, which reads “Target creature gets +3/+3 until end of turn.” If a creature enters the battlefield later this turn, Unstable Shapeshifter will become a copy of that creature, but it will still get +3/+3 from the Giant Growth.\n例如:不稳定变形兽具有“每当另一个生物进场时,此生物成为该生物的复制品,但它具有此异能。”其受到变巨术“目标生物得+3/+3直到回合结束”的影响。如果稍后在本回合中,又有一个生物进入战场,则不稳定变形兽成为该生物的复制品,但仍然会因为变巨术得到+3/+3。"}, {"chapter": "7", "id": "707.5.", "content": "707.5. An object that enters the battlefield “as a copy” or “that’s a copy” of another object becomes a copy as it enters the battlefield. It doesn’t enter the battlefield, and then become a copy of that permanent. If the text that’s being copied includes any abilities that replace the enters-the-battlefield event (such as “enters with” or “as [this] enters” abilities), those abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a chance to trigger.\n一个“作为复制品”或“是…复制品”进入战场的物件,于进入战场时便已经是该物件的复制品。它并不是首先进入战场,然后才成为该永久物的复制品。如果被复制的规则叙述中包含任何会替代进入战场事件的异能(例如“进场时上面有…”或“于[此永久物]进场时”的异能),则这些异能都会生效。并且,该复制品具有的任何进入战场触发式异能也有机会触发。\nExample: Skyshroud Behemoth reads, “Fading 2 (This creature enters with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)” and “This creature enters tapped.” A Clone that enters the battlefield as a copy of a Skyshroud Behemoth will also enter the battlefield tapped with two fade counters on it.\n例如:天帷贝西摩斯具有“消退2(此生物进场时上面有两个消退指示物。在你的维持开始时,从其上移去一个消退指示物。若你无法如此作,则牺牲之。)”以及“此生物须横置进场。”仿生妖作为天帷贝西摩斯的复制品进入战场,则它也需要横置进战场,且上面有两个消退指示物。\nExample: Wall of Omens reads, “When this creature enters, draw a card.” A Clone enters the battlefield as a copy of Wall of Omens. The Clone has the Wall’s enters-the-battlefield triggered ability, so the Clone’s controller draws a card.\n例如:预兆墙具有“当此生物进场时,抓一张牌。”仿生妖作为预兆墙的复制品进入战场。则仿生妖具有预兆墙的进入战场触发式异能,所以仿生妖的操控者抓一张牌。"}, {"chapter": "7", "id": "707.6.", "content": "707.6. When copying a permanent, any choices that have been made for that permanent aren’t copied. Instead, if an object enters the battlefield as a copy of another permanent, the object’s controller will get to make any “as [this] enters the battlefield” choices for it.\n当复制永久物时,为该永久物作出的选择不会被复制。但是,如果一个物件是作为另一个永久物之复制品进入战场的,则该物件的操控者可以为其作出“于[此物件]进入战场时”的选择。\nExample: A Clone enters the battlefield as a copy of Adaptive Automaton. Adaptive Automaton reads, in part, “As this creature enters, choose a creature type.” The Clone won’t copy the creature type choice of the Automaton; rather, the controller of the Clone will get to make a new choice.\n例如:仿生妖作为适境机械兽之复制品进入战场。适境机械兽具有“于此生物进场时,选择一种生物类别。”仿生妖不会复制适境机械兽进场时选择的生物类别;而是仿生妖的操控者可以重新为其选择一种生物类别。"}, {"chapter": "7", "id": "707.7.", "content": "707.7. If a pair of linked abilities are copied, those abilities will be similarly linked to one another on the object that copied them. One ability refers only to actions that were taken or objects that were affected by the other. They can’t be linked to any other ability, regardless of what other abilities the copy may currently have or may have had in the past. See rule 607, “Linked Abilities.”\n如果一对关联异能被复制,则在复制了该些异能的物件上,这两个异能也会以类似的方式互相关联。其中一个异能只提及另一个异能所进行的动作或影响的物件。它们并不会连结到其他的异能上,无论该复制品当前或曾经具有哪些异能。参见规则607,“关联异能”。"}, {"chapter": "7", "id": "707.8.", "content": "707.8. When copying a melded permanent or other double-faced permanent, use the copiable values of the face that’s currently up to determine the characteristics of the copy. See rule 712, “Double-Faced Cards.”\n复制已融合的永久物或其他双面牌时,使用该永久物当前面朝上的可复制特征值来决定复制品的特征。(参见规则712,“双面牌”。)"}, {"chapter": "7", "id": "707.8a", "content": "707.8a If an effect creates a token that is a copy of a double-faced permanent or a double-faced card not on the battlefield, the resulting token is a double-faced token that has both a front face and a back face. The characteristics of each face are determined by the copiable values of the same face of the permanent or card it is a copy of, as modified by any other copy effects that apply to that object. If the token is a copy of a double-faced permanent with its back face up, the token enters the battlefield with its back face up. This rule does not apply to tokens that are created with their own set of characteristics and enter the battlefield as a copy of a double-faced object due to a replacement effect.\n如果一个效应派出一个衍生物,且其为某双面永久物或某不在战场上的双面牌之复制品,则派出的衍生物为同时具有正面和背面的双面衍生物。每个面的特征由其复制的永久物或牌对应面之可复制特征值决定,并受对该物件生效的其他复制效应影响。如果该衍生物为某背面朝上的双面永久物之复制品,则其进战场时背面朝上。此规则不适用于根据自身特征派出,但由于某替代性效应作为一个双面物件的复制品进战场之衍生物。\nExample: Afflicted Deserter is the front face of a double-faced card, and the name of its back face is Werewolf Ransacker. If an effect creates a token that is a copy of that permanent, the token also has the same two faces and can transform. It enters the battlefield with the same face up as the permanent that it is a copy of.\n例如:受苦逃亡者是一张双面牌的正面,其背面名称为搜括狼人。如果某效应派出为该永久物的复制品之衍生物,此永久物也拥有两个面,且能够转化。它进战场时与其复制的永久物朝上的一面相同。\nExample: Clone is not a double-faced card, so a token that is created as a copy of a Clone is not a double-faced token, even if it enters the battlefield as a copy of a permanent due to Clone’s replacement effect.\n例如:仿生妖不是双面牌,因此作为仿生妖的复制品派出之衍生物不是双面衍生物,即使它由于仿生妖的替代性效应而作为某永久物的复制品进战场。"}, {"chapter": "7", "id": "707.9.", "content": "707.9. Copy effects may include modifications or exceptions to the copying process.\n复制效应可能会对复制过程添加修改或例外。"}, {"chapter": "7", "id": "707.9a", "content": "707.9a Some copy effects cause the copy to gain an ability as part of the copying process. This ability becomes part of the copiable values for the copy, along with any other abilities that were copied.\n一些复制效应会在复制过程中将异能赋予该复制品。此异能就如其他被复制的异能一样,成为此复制品之可复制特征值的一部分。\nExample: Quirion Elves enters the battlefield and an Unstable Shapeshifter copies it. The copiable values of the Shapeshifter now match those of the Elves, except that the Shapeshifter also has the ability “Whenever another creature enters, this creature becomes a copy of that creature, except it has this ability.” Then a Clone enters the battlefield as a copy of the Unstable Shapeshifter. The Clone copies the new copiable values of the Shapeshifter, including the ability that the Shapeshifter gave itself when it copied the Elves.\n例如:奎利恩妖精进入战场,且不稳定变形兽成为其复制品。不稳定变形兽之可复制特征值现在和奎利恩妖精相同,但不稳定变形兽同时具有“每当另一个生物进场时,此生物成为该生物的复制品,但它具有此异能。”然后仿生妖作为不稳定变形兽的复制品进入战场。仿生妖会复制不稳定变形兽新的可复制特征值,包括了不稳定变形兽复制妖精时赋予自身的异能。"}, {"chapter": "7", "id": "707.9b", "content": "707.9b Some copy effects modify a characteristic as part of the copying process. The final set of values for that characteristic becomes part of the copiable values of the copy.\n一些复制效应在复制过程中修改特征。该特征的一组最终值成为该复制品的可复制特征值的一部分。\nExample: Copy Artifact is an enchantment that reads, “You may have this enchantment enter as a copy of any artifact on the battlefield, except it’s an enchantment in addition to its other types.” It enters the battlefield as a copy of Juggernaut. The copiable values of the Copy Artifact now match those of Juggernaut with one modification: its types are now artifact, creature, and enchantment.\n例如:复制神器[Copy Artifact]是一个结界,其叙述为“你可以使此结界当成战场上任一神器的复制品来进场,但它额外具有结界此类别。”它作为攻城巨车的复制品进入战场。复制神器的可复制特征值成为攻城巨车的值,但有一处变动:它的类别是神器、生物和结界。"}, {"chapter": "7", "id": "707.9c", "content": "707.9c Some copy effects specifically state that they don’t copy certain characteristics and the affected objects instead retain their original values. Copy effects may also simply state that certain characteristics are not copied.\n一些复制效应特别指明它不复制某些特征;它们改为保留其原始值。复制效应也可能直接叙述其不复制某些特征。"}, {"chapter": "7", "id": "707.9d", "content": "707.9d When applying a copy effect that doesn’t copy a certain characteristic, retains one or more original values for a certain characteristic, or provides a specific set of values for a certain characteristic, any characteristic-defining ability (see rule 604.3) of the object being copied that defines that characteristic is not copied. If that characteristic is color, any color indicator (see rule 204) of that object is also not copied. This rule does not apply to copy effects with exceptions that state the object is a certain card type, supertype, and/or subtype “in addition to its other types.” In those cases, any characteristic-defining ability that defines card type, supertype, and/or subtype is copied.\n当一个(1)不复制指定特征、(2)为某指定特征保持一个或数个原值、或(3)为某指定特征提供一组特定值的复制效应生效时,被复制之物件上的任何定义该指定特征的特征定义异能(参见规则604.3)不会被复制。如果该特征是颜色,该物件上的颜色标志(参见规则204)也不会被复制。此规则不对具有例外的复制效应生效,这些效应叙述“但该物件额外是”特定的牌张类别、超类别和/或副类别。在这种情形下,任何定义牌张类别、超类别和/或副类别的特征定义异能会被复制。\nExample: Quicksilver Gargantuan is a creature that reads, “You may have this creature enter as a copy of any creature on the battlefield, except it’s 7/7.” Quicksilver Gargantuan enters the battlefield as a copy of Tarmogoyf, which has a characteristic-defining ability that defines its power and toughness. Quicksilver Gargantuan does not have that ability. It will be 7/7.\n例如:水银巨兽是一个生物,其叙述为“你可以使此生物当成战场上任一生物的复制品来进场,但它是7/7。”水银巨兽作为塔莫耶夫的复制品进入战场,且它不会复制塔莫耶夫的定义其攻击力和防御力之特征定义异能。它将是7/7。\nExample: Glasspool Mimic is a creature that reads “You may have this creature enter as a copy of a creature you control, except it’s a Shapeshifter Rogue in addition to its other types.” Glasspool Mimic enters as a copy of a creature with changeling. Glasspool Mimic will have changeling and will have all creature types.\n例如:璃池拟态妖是一个生物,其叙述为“你可以使此生物当成任一由你操控的生物之复制品来进场,但它额外具有‘变形兽/浪客’此两个类别。”璃池拟态妖作为一个具化形异能的生物之复制品进场。璃池拟态妖会具有化形异能并具有所有生物类别。"}, {"chapter": "7", "id": "707.9e", "content": "707.9e Some replacement effects that generate copy effects include an exception that’s an additional effect rather than a modification of the affected object’s characteristics. If another copy effect is applied to that object after applying the copy effect with that exception, the exception’s effect doesn’t happen.\n一些产生复制效应的替代性效应包含一个本身为额外效应的例外(而不是对受影响物件之特征的修改)。如果另一个复制效应在具此类例外的复制效应生效后对该物件生效,该例外的效应不会发生。\nExample: Altered Ego reads, “You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.” You choose for it to enter the battlefield as a copy of Clone, which reads “You may have this creature enter as a copy of any creature on the battlefield,” for which no creature was chosen as it entered the battlefield. If you then choose a creature to copy as you apply the replacement effect Altered Ego gains by copying Clone, Altered Ego’s replacement effect won’t cause it to enter the battlefield with any +1/+1 counters on it.\n例如:另我离影叙述为“你可以使此生物当成战场上任一生物的复制品来进场,但它进战场时上面额外有X个+1/+1指示物。”你选择其进战场时复制仿生妖,其叙述为“你可以使此生物当成战场上任一生物的复制品来进场”,且该仿生妖进战场时没有选择生物。如果你此时为另我离影复制仿生妖而获得的替代性效应选择一个生物来复制,另我离影的替代性效应不会使得它进战场时带有任何+1/+1指示物。"}, {"chapter": "7", "id": "707.9f", "content": "707.9f Some exceptions to the copying process apply only if the copy is or has certain characteristics. To determine whether such an exception applies, consider what the resulting permanent’s characteristics would be if the copy effect were applied without that exception, taking into account any other exceptions that effect includes.\n一些复制过程中的例外仅在该复制品是某特征或具有某特征时才会生效。要决定此类例外是否生效,考虑假如没有该例外复制效应生效后所成的永久物的特征会是什么,也将该效应包含的任何其他例外考虑在内。\nExample: Moritte of the Frost says, in part, “You may have Moritte enter as a copy of a permanent you control, except it’s legendary and snow in addition to its other types and, if it’s a creature, it enters with two additional +1/+1 counters on it and it has changeling.” Moritte of the Frost copies a land that has become a creature until end of turn. It would enter as a noncreature permanent, so it won’t enter with two additional +1+1 counters on it and it won’t have changeling, even if it becomes a creature later in the turn.\n例如:冰霜摩立特的一部分叙述为“你可以使摩立特当成任一由你操控之永久物的复制品来进场,但它额外具有传奇与雪境此两种类别,且如果它是生物,则它进战场时上面额外有两个+1/+1指示物并具有化形异能。”冰霜摩立特复制了一个直到回合结束成为生物的地。该生物将作为非生物永久物进战场,因此它进战场时不会带有两个额外的+1/+1指示物,也不会具有化形异能,即使它在该回合中稍后成为生物也是一样。"}, {"chapter": "7", "id": "707.9g", "content": "707.9g Some replacement effects that generate copy effects are linked to triggered abilities written in the same paragraph. (See rule 603.11.) If another copy effect is applied to that object after applying the copy effect with the linked triggered ability, the ability doesn’t trigger.\n一些产生复制效应的替代性效应与同一段落中叙述的触发式异能互相关联。(参见规则603.11。)如果在关联于该触发式异能的复制效应生效之后,另一个复制效应对该物件生效,该触发式异能不会触发。"}, {"chapter": "7", "id": "707.10.", "content": "707.10. To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn’t cast and a copy of an activated ability isn’t activated. A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made for it, including modes, targets, the value of X, and additional or alternative costs. (See rule 601, “Casting Spells.”) Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is owned by the player under whose control it was put on the stack. A copy of a spell or ability is controlled by the player under whose control it was put on the stack. A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.\n复制一个咒语、起动式异能或触发式异能指,将该咒语或异能的复制品放入堆叠;复制的咒语并没有被施放,且复制的异能也没有被起动。复制咒语或异能时,不但会复制该咒语或异能的特征,也会复制为其作出的所有决定,这包括模式、目标、X的数值,以及是否为其支付了额外费用或替代性费用。(参见规则601,“施放咒语”。)通常在结算时才作出的选择不被复制。如果该复制品的一个效应提及用以支付其费用的物件,则它会使用支付原咒语或异能之费用时用到的物件。咒语之复制品的所有者为在其操控下将该复制品放进堆叠的牌手。咒语或异能之复制品的操控者为在其操控下将该复制品放进堆叠的牌手。咒语的复制品也是咒语,即使没有表示它的咒语牌。异能的复制品也是异能。\nExample: A player casts Fork, targeting an Emerald Charm. Fork reads, “Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.” Emerald Charm is a modal green instant. When the Fork resolves, it puts a copy of the Emerald Charm on the stack except the copy is red, not green. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets.\n例如:某牌手施放了分叉击[Fork],以绿宝石护符作为目标。分叉击的叙述为“复制目标瞬间或法术咒语,但该复制品是红色。你可以为该复制品选择新的目标。”绿宝石护符是具有模式的绿色瞬间。当分叉击结算时,它将绿宝石护符的复制品放入堆叠,但该复制品为红色而非绿色。该复制品的模式与原本的绿宝石护符相同。但由于分叉击允许,它不需指定相同目标,可以选择新目标。\nExample: Fling is an instant that reads, “As an additional cost to cast this spell, sacrifice a creature” and “Fling deals damage equal to the sacrificed creature’s power to any target.” When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling.\n例如:投掷是瞬间,叙述为“牺牲一个生物,以作为施放此咒语的额外费用”以及“投掷对任意一个目标造成等同于被牺牲生物之力量的伤害”。要确定投掷之复制品造成的伤害数量时,会检查原本的投掷所牺牲之生物的力量。\nExample: Dawnglow Infusion is a sorcery that reads, “You gain X life if {G} was spent to cast this spell and X life if {W} was spent to cast it.” Because mana isn’t an object, a copy of Dawnglow Infusion won’t cause you to gain any life, no matter what mana was spent to cast the original spell.\n例如:晨华灌输是法术,叙述为“如果施放此咒语时支付了{G},则你获得X点生命;如果施放它时支付了{W},则你获得X点生命。”因为法术力不是物件,晨华灌输的复制品不会使你获得任何生命,无论施放原来的咒语时支付过何种法术力。"}, {"chapter": "7", "id": "707.10a", "content": "707.10a If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist. These are state-based actions. See rule 704.\n如果咒语的复制品处于任何非堆叠的区域中,它便会消失。如果牌的复制品处于任何不属于堆叠或战场的区域中,它便会消失。两者均为状态动作。参见规则704。"}, {"chapter": "7", "id": "707.10b", "content": "707.10b A copy of an ability has the same source as the original ability. If the ability refers to its source by name, the copy refers to that same object and not to any other object with the same name. The copy is considered to be the same ability by effects that count how many times that ability has resolved during the turn.\n异能的复制品与原异能来源相同。如果该异能用名称指称了自己的来源,则复制品指的是与之相同的物件,而非具有相同名称的其他物件。对于计算在该回合中此异能结算次数之效应而言,复制品也将被视作该异能。"}, {"chapter": "7", "id": "707.10c", "content": "707.10c Some effects copy a spell or ability and state that its controller may choose new targets for the copy. The player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal. Once the player has decided what the copy’s targets will be, the copy is put onto the stack with those targets.\n一些复制咒语或异能的效应会同时说明其操控者可以为复制品选择新的目标。该牌手可以保留其中任意数量的目标不作改动,即使这些目标可能不再合法。如果该牌手选择改变其中一些或全部的目标,则新的目标必须全部合法。只要牌手决定了复制品的新目标,该复制品进入堆叠并指定这些目标。"}, {"chapter": "7", "id": "707.10d", "content": "707.10d Some effects copy a spell or ability for each player or object it “could target.” The copies are put onto the stack with those targets in the order of their controller’s choice. If the spell or ability has more than one target, each of its targets must be the same player or object. If that player or object isn’t a legal target for each instance of the word “target,” a copy isn’t created for that player or object.\n一些效应为某咒语或异能每“能”以一个牌手或物件为目标,便将其复制一次。这些复制品选择这些目标进入堆叠,并由这些复制品的操控者选择其放进堆叠的顺序。如果该咒语或异能具有多于一个目标,每个目标必须都是同一个牌手或物件。如果该牌手或物件不是该咒语或异能上每个“目标”一词的合法目标,则对于该牌手或物件而言,不会为其创造一个复制品。"}, {"chapter": "7", "id": "707.10e", "content": "707.10e Some effects copy a spell or ability and specify a new target for the copy. If the spell or ability has more than one target, each of the copy’s targets must be that player or object. If that player or object isn’t a legal target for each instance of the word “target,” the copy isn’t created. In the case where a replacement effect causes the copy to target more than one object, the copy’s controller chooses one of them to be the new target. The chosen target must be a legal target for that spell or ability.\n一些效应复制咒语或异能并为该复制品指定一个新的目标。如果该咒语或异能具有多于一个目标,该复制品的每个目标都必须是该牌手或物件。如果该牌手或物件不是每个“目标”一词的合法目标,则该复制品不会被创造。在某个替代性效应使得该复制品以多个物件为目标的情况下,该复制品的操控者选择其中一个作为新的目标。所选择的目标必须是该咒语或异能的合法目标。\nExample: Frontline Heroism is an enchantment with the ability “Whenever you cast a spell that targets only a single creature you control, create a 1/1 red Soldier creature token with haste, then copy that spell. The copy targets that token.” Anointed Procession is an enchantment with the ability “If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.” If you control both and cast Moment of Triumph targeting a creature you control, Frontline Heroism’s ability triggers. As that ability resolves, you create two 1/1 red Soldier creature tokens with haste, then copy Moment of Triumph and the copy targets one of those tokens of your choice. The copy doesn’t target both the tokens.\n例如:前线勇行[Frontline Heroism]是具有以下叙述的结界:“每当你施放仅以单一由你操控之生物为目标的咒语时,派出一个1/1红色,具敏捷异能的士兵衍生生物,然后复制该咒语。此复制品以该衍生物为目标。”圣洗者行列是具有以下叙述的结界:“如果某效应将在你的操控下派出一个或数个衍生物,则改为它派出两倍数量的该类衍生物。”如果你于同时操控这两者时施放了得胜之时并指定一个由你操控的生物为目标,则前线勇行的异能会触发。于该异能结算时,你派出两个1/1红色,具敏捷异能的士兵衍生生物,然后复制得胜之时,且该复制品依你的选择以其中一个衍生物为目标。该复制品不会同时指定两个衍生物为目标。"}, {"chapter": "7", "id": "707.10f", "content": "707.10f Some effects copy a permanent spell. As that copy resolves, it ceases being a copy of a spell and becomes a token permanent. (See rule 608.3f.)\n一些效应复制永久物咒语。于该复制品结算时,其不再是咒语的复制品,并成为一个衍生永久物。(参见规则608.3f。)"}, {"chapter": "7", "id": "707.10g", "content": "707.10g If an effect creates a copy of a double-faced permanent spell, the copy is also a double-faced permanent spell that has both a front face and a back face. The characteristics of its front and back face are determined by the copiable values of the same face of the spell it is a copy of, as modified by any other copy effects. If the spell it is a copy of has its back face up, the copy is created with its back face up. The token that’s put onto the battlefield as that spell resolves is a double-faced token.\n如果一个效应创造一个双面永久物咒语的复制品,该复制品也是具有两个面的双面永久物咒语。其每个面的特征由其复制的咒语对应面之可复制特征值决定,并受其他复制效应影响。如果其复制的咒语背面朝上,则其被创造时背面朝上。该咒语结算时放进战场的衍生物是双面衍生物。"}, {"chapter": "7", "id": "707.11.", "content": "707.11. If an effect refers to a permanent by name, the effect still tracks that permanent even if it changes names or becomes a copy of something else.\n如果一个效应提及某永久物的名称,则即使该永久物改变名称,或变成其他东西的复制品,此效应也会一直追踪该永久物。\nExample: An Unstable Shapeshifter copies an Olivia Voldaren. Olivia Voldaren reads, “{1}{R}: Olivia Voldaren deals 1 damage to another target creature. That creature becomes a Vampire in addition to its other types. Put a +1/+1 counter on Olivia Voldaren.” If this ability of the Shapeshifter is activated, the Shapeshifter will deal 1 damage and you will put a +1/+1 counter on it, even if it’s no longer a copy of Olivia Voldaren at that time.\n例如:不稳定变形兽复制奥莉薇亚沃达连。奥莉薇亚沃达连具有“{1}{R}:奥莉薇亚沃达连对另一个目标生物造成1点伤害。该生物额外具有吸血鬼此类别。在奥莉薇亚沃达连上放置一个+1/+1指示物。”如果起动不稳定变形兽的这个异能,则即使不稳定变形兽已不再是奥莉薇亚沃达连的复制品,也会造成1点伤害并在其上放置一个+1/+1指示物。"}, {"chapter": "7", "id": "707.12.", "content": "707.12. An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, except that the copy is created in the same zone the object is in and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a–h of rule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered.\n一个要求牌手施放[物件]的复制品之效应(而不只是复制一个咒语),会遵照施放咒语的规则,不同之处在于会在该物件相同的区域中被创造,然后于另一个咒语或异能正在结算中施放此复制品。施放物件的复制品需要遵照规则601“施放咒语”中601.2a-h的步骤依序行事,然后此复制品被施放。一旦被施放,所施放的复制品也属于堆叠上的咒语,与其他咒语一样可以结算或被反击。"}, {"chapter": "7", "id": "707.13.", "content": "707.13. One card (Garth One-Eye) instructs a player to create a copy of a card defined by name rather than by indicating an object to be copied. To do so, the player uses the Oracle card reference to determine the characteristics of the copy and creates the copy outside of the game.\n一张牌(独眼嘉斯)指示牌手派出以名称定义的牌之复制品。牌手如此作时应使用Oracle牌张参考文献来决定该复制品的特征,并在游戏之外派出该复制品。"}, {"chapter": "7", "id": "707.14.", "content": "707.14. One card (Magar of the Magic Strings) instructs a player to note the name of a particular card in a graveyard and create a copy of the card with the noted name. To do so, use the characteristics of that card as it last existed in the graveyard to determine the copiable values of the copy. (See rule 608.2h.)\n一张牌(Magar of the Magic Strings)指示牌手记下坟墓场中特定牌的名称,并派出具有所记下名称的牌之复制品。要如此作,使用该牌在坟墓场中的最后特征确定复制品的可复制特征值。(参见规则608.2h。)"}, {"chapter": "7", "id": "708.", "content": "708. Face-Down Spells and Permanents\n牌面朝下的咒语和永久物"}, {"chapter": "7", "id": "708.1.", "content": "708.1. Some cards allow spells and permanents to be face down.\n一些牌允许咒语和永久物成为牌面朝下。"}, {"chapter": "7", "id": "708.2.", "content": "708.2. Face-down spells and face-down permanents have no characteristics other than those listed by the ability or rules that allowed the spell or permanent to be face down. Any listed characteristics are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”)\n牌面朝下的咒语,以及牌面朝下的永久物,除了使得它们能够牌面朝下之异能或规则中指明的特征之外,并没有其他特征。这些特征为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则707,“复制物件”。)"}, {"chapter": "7", "id": "708.2a", "content": "708.2a If a face-up permanent is turned face down by a spell or ability that doesn’t list any characteristics for that object, it becomes a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost. A permanent that enters the battlefield face down also has these characteristics unless otherwise specified by the effect that put it onto the battlefield face down or allowed it to be cast face down. These values are the copiable values of that object’s characteristics.\n如果一个牌面朝上的永久物因咒语或异能翻成牌面朝下,且其并未叙述该物件的任何特征,它会成为2/2的牌面朝下生物,且没有内文叙述、名称、副类别及法术力费用。以牌面朝下方式进入战场的永久物也具有这样的特征,除非将其牌面朝下放进战场或允许其牌面朝下地被施放的效应另有指定。这些数值即为该物件的可复制特征值。"}, {"chapter": "7", "id": "708.2b", "content": "708.2b A face-down permanent can’t be turned face-down. If a spell or ability attempts to turn a face-down permanent face down, nothing happens and that effect doesn’t change any of its characteristics or their copiable values.\n一个牌面朝下的永久物不能被翻为牌面朝下。如果一个咒语或异能尝试将一个牌面朝下的永久物翻为牌面朝下,则什么都不会发生,该效应也不会改变其任何特征或可复制特征值。"}, {"chapter": "7", "id": "708.3.", "content": "708.3. Objects that are put onto the battlefield face down are turned face down before they enter the battlefield, so the permanent’s enters-the-battlefield abilities won’t trigger (if triggered) or have any effect (if static).\n以牌面朝下状态进入战场的物件,在其进入战场前便已是牌面朝下的状态,因此该永久物的进入战场触发式异能并不会触发(对触发式异能而言)或生效(对静止式异能而言)。"}, {"chapter": "7", "id": "708.4.", "content": "708.4. Objects that are cast face down are turned face down before they are put onto the stack, so effects that care about the characteristics of a spell will see only the face-down spell’s characteristics. Any effects or prohibitions that would apply to casting an object with these characteristics (and not the face-up object’s characteristics) are applied to casting this object. The permanent the spell becomes will be a face-down permanent.\n以牌面朝下状态施放的物件,在其进入堆叠前便已是牌面朝下的状态,因此针对咒语特征而生效的效应将只能见到牌面朝下咒语之特征。任何将对施放具有这些特征(而并非牌面朝上时物件的特征)之效应或限制会对施放此物件生效。"}, {"chapter": "7", "id": "708.5.", "content": "708.5. At any time, you may look at a face-down spell you control on the stack or a face-down permanent you control (even if it’s phased out). You can’t look at face-down cards in any other zone or face-down spells or permanents controlled by another player.\n在任何时候,你都可以检视堆叠中由你操控之牌面朝下的咒语,或你操控之牌面朝下的永久物(即使该永久物已跃离)。你不能检视任何在其他区域中之牌面朝下的牌,或由其他牌手操控之牌面朝下的咒语或永久物。"}, {"chapter": "7", "id": "708.6.", "content": "708.6. If you control multiple face-down spells or face-down permanents, you must ensure at all times that your face-down spells and permanents can be easily differentiated from each other. This includes, but is not limited to, knowing what ability or rules caused the permanents to be face down, the order spells were cast, the order that face-down permanents entered the battlefield, which creature(s) attacked last turn, and any other differences between face-down spells or permanents. Common methods for distinguishing between face-down objects include using counters or dice to mark the different objects, or clearly placing those objects in order on the table.\n如果你操控多个牌面朝下的咒语或牌面朝下的永久物,你必须随时确保这些牌面朝下的咒语和永久物之间有显著的分别。这包括但并不限于,何种异能或规则使该永久物成为牌面向下、咒语施放的先后顺序、牌面朝下之永久物进入战场的先后顺序、哪些生物上回合曾经攻击,以及与其他牌面朝下的咒语或永久物之间的区别。替牌面朝下的牌作记号的方式,通常包括使用指示物或骰子来标记不同的永久物,或依照顺序清楚地在桌上排列这些物件。"}, {"chapter": "7", "id": "708.7.", "content": "708.7. The ability or rules that allow a permanent to be face down may also allow the permanent’s controller to turn it face up. Spells normally can’t be turned face up.\n允许永久物翻成牌面朝下的异能或规则,也可能允许该永久物之操控者将其翻回正面。通常情况下,咒语不能被翻回正面。"}, {"chapter": "7", "id": "708.8.", "content": "708.8. As a face-down permanent is turned face up, its copiable values revert to its normal copiable values. Any effects that have been applied to the face-down permanent still apply to the face-up permanent. Any abilities relating to the permanent entering the battlefield don’t trigger and don’t have any effect, because the permanent has already entered the battlefield.\n于牌面朝下的永久物翻回正面时,其可复制特征值回到其正常状态。任何已对该永久物造成影响的效应,依旧对翻回正面的永久物造成影响。任何与永久物进入战场相关的触发式异能不会触发,因为该永久物已经进入战场。"}, {"chapter": "7", "id": "708.9.", "content": "708.9. If a face-down permanent or a face-down component of a merged permanent moves from the battlefield to any other zone, its owner must reveal it to all players as they move it. If a face-down spell moves from the stack to any zone other than the battlefield, its owner must reveal it to all players as they move it. If a player leaves the game, all face-down permanents, face-down components of merged permanents, and face-down spells owned by that player must be revealed to all players. At the end of each game, all face-down permanents, face-down components of merged permanents, and face-down spells must be revealed to all players.\n如果一个牌面朝下的永久物或结聚永久物的一个牌面朝下组件从战场移到其他区域,其拥有者必须于移动时将之展示给所有牌手。如果牌面朝下的咒语从堆叠移到战场以外的其他区域,其拥有者必须于移动时将之展示给所有牌手。如果一位牌手将离开游戏,所有由该牌手拥有的牌面朝下的永久物、结聚永久物的牌面朝下组件和牌面朝下的咒语必须向所有牌手展示。在每盘游戏结束时,所有牌面朝下的永久物、结聚永久物的牌面朝下组件和牌面朝下的咒语必须展示给所有牌手。"}, {"chapter": "7", "id": "708.10.", "content": "708.10. If a face-down permanent becomes a copy of another permanent, its copiable values become the copiable values of that permanent, as modified by its face-down status. Its characteristics therefore remain the same: the characteristics listed by the ability or rules that allowed it to be turned face down. However, if it is turned face up, its copiable values become the values it copied from the other permanent. See rule 707.3.\n如果一个牌面朝下的永久物成为另一个永久物的复制品,其可复制特征值就会变成该永久物的可复制特征值,并受到其牌面朝下状态的影响。因此它的特征依然相同:使它成为牌面朝下的规则或异能上所列的特征。然而,如果它翻回正面,它的可复制特征值会成为其所复制之永久物的可复制特征值。参见规则707.3。"}, {"chapter": "7", "id": "708.11.", "content": "708.11. If a face-down permanent would have an “As [this permanent] is turned face up . . .” ability after it’s turned face up, that ability is applied while that permanent is being turned face up, not afterward.\n如果一个牌面朝下的永久物在其翻回正面后具有“于[此永久物]翻回正面时…”的异能,则该异能会在此永久物翻回正面的过程中生效,而不是之后才生效。"}, {"chapter": "7", "id": "708.12.", "content": "708.12. If a spell or ability that instructs a player to reveal a face-down permanent needs information about the revealed object, it uses the characteristics of that object ignoring any continuous effects that may be applying to it.\n如果某咒语或异能指示牌手展示一个牌面朝下的永久物,且需要用到该展示物件的信息,则使用该物件的特征,而忽略任何可能对其生效的持续性效应。"}, {"chapter": "7", "id": "709.", "content": "709. Split Cards\n连体牌"}, {"chapter": "7", "id": "709.1.", "content": "709.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic card back.\n连体牌在一张牌上具有两张牌面。连体牌的背面与普通万智牌相同。"}, {"chapter": "7", "id": "709.2.", "content": "709.2. Although split cards have two castable halves, each split card is only one card. For example, a player who has drawn or discarded a split card has drawn or discarded one card, not two.\n尽管连体牌的两边都可以施放,但每张连体牌都只算是一张牌。例如,不论牌手抓到还是弃掉一张连体牌,该牌手都只是抓或弃掉了一张牌,而不是两张。"}, {"chapter": "7", "id": "709.3.", "content": "709.3. A player chooses which half of a split card they are casting before putting it onto the stack.\n在将连体牌放进堆叠之前,牌手选择其施放的是连体牌的哪一边。"}, {"chapter": "7", "id": "709.3a", "content": "709.3a Only the chosen half is evaluated to see if it can be cast. Only that half is considered to be put onto the stack.\n只有被选择的一边会被检查其能否被施放。只有这一边被视为放进堆叠。"}, {"chapter": "7", "id": "709.3b", "content": "709.3b While on the stack, only the characteristics of the half being cast exist. The other half’s characteristics are treated as though they didn’t exist.\n在堆叠上时,只有被施放的一边的特征存在。另一边的特征则视同不存在。"}, {"chapter": "7", "id": "709.3c", "content": "709.3c An effect may create a copy of a split card and allow a player to cast the copy. That copy retains the characteristics of the two halves separated into the same two halves as the original card. (See rule 707.12.)\n某些效应可能会创造连体牌的复制品,并允许牌手施放该复制品。该复制品如同原牌一般地具有两边的特征,并如同原牌一般地分成两边。(参见规则707.12)。"}, {"chapter": "7", "id": "709.4.", "content": "709.4. In every zone except the stack, the characteristics of a split card are those of its two halves combined.\n在除堆叠外的所有区域,连体牌的特征是其两边的特征之综合。"}, {"chapter": "7", "id": "709.4a", "content": "709.4a Each split card has two names. If an effect instructs a player to choose a card name and the player wants to choose a split card’s name, the player must choose one of those names and not both. An object has the chosen name if one of its names is the chosen name.\n每张连体牌具有两个名称。如果一个效应要牌手选择一个牌名,而牌手想要选择某张连体牌的名称,该牌手必须选择其中一边的名称,但不能同时选择两者。如果一个物件的名称之一为所选择的名称,则它具有所选择的名称。"}, {"chapter": "7", "id": "709.4b", "content": "709.4b The mana cost of a split card is the combined mana costs of its two halves. A split card’s colors and mana value are determined from its combined mana cost. An effect that refers specifically to the symbols in a split card’s mana cost sees the separate symbols rather than the whole mana cost.\n连体牌的法术力费用是其两边的法术力费用的加总。连体牌的颜色和法术力值由其法术力费用决定。一个具体地提及连体牌法术力费用中符号的效应会看到两边各自的符号,而非法术力费用的加总。\nExample: Assault//Battery’s mana cost is {3}{R}{G}. It’s a red and green card with a mana value of 5. If you cast Assault, the resulting spell is a red spell with a mana value of 1.\n例如:突袭//冲击的法术力费用是{3}{R}{G}。它是一张红绿双色牌,其法术力值为5。如果你施放冲击,由此施放的咒语是一个法术力值为1的红色咒语。\nExample: Fire//Ice’s mana cost is {2}{U}{R}. It has the same mana cost as Steam Augury, but an effect such as that of Jegantha, the Wellspring sees that it contains the mana symbol {1} twice.\n例如:热火//寒冰的法术力费用是{2}{U}{R}。其法术力费用与氲形预示相同,但诸如丰饶泉源杰甘沙的效应会看到它包含了法术力符号{1}两次。"}, {"chapter": "7", "id": "709.4c", "content": "709.4c A split card has each card type specified on either of its halves and each ability in the text box of each half.\n连体牌具有其两边的每种牌张类别,且具有其两边的文字栏中的每个异能。"}, {"chapter": "7", "id": "709.4d", "content": "709.4d The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.102, “Fuse”).\n堆叠上的已融咒的连体咒语之特征亦是其两边特征的综合(参见规则702.102,“融咒”)。"}, {"chapter": "7", "id": "709.5.", "content": "709.5. Some split cards are permanent cards with a single shared type line. A shared type line on such an object represents two static abilities that function on the battlefield. These are “As long as this permanent doesn’t have the ‘left half unlocked’ designation, it doesn’t have the name, mana cost, or rules text of this object’s left half” and “As long as this permanent doesn’t have the ‘right half unlocked’ designation, it doesn’t have the name, mana cost, or rules text of this object’s right half.” These abilities, as well as which half of that permanent a characteristic is in, are part of that object’s copiable values.\n一些连体牌是永久物牌,其两边共享一个类别栏。此类物件上的共享类别栏代表两个在战场上生效的静止式异能:“只要此永久物不具有‘左边已解锁’此称号,它就没有此物件左边的名称、法术力费用或文字栏”以及“只要此永久物不具有‘右边已解锁’此称号,它就没有此物件右边的名称、法术力费用或文字栏”。这些异能,以及某特征属于该永久物的哪一边,都是该物件可复制特征值的一部分。"}, {"chapter": "7", "id": "709.5a", "content": "709.5a Each half of a split card with a shared type line shares the types and subtypes listed on that card’s shared type line.\n具有共享类别栏的连体牌的每一边都会共享该牌类别栏上列出的类别和副类别。"}, {"chapter": "7", "id": "709.5b", "content": "709.5b The existence of each half of an object with a shared type line is part of that object’s copiable values, even if that object is a spell on the stack. This is an exception to rule 709.3b.\n具有共享类别栏的物件之每一边的存在性都是该物件可复制特征值的一部分,即便该物件是堆叠上的咒语。这是规则709.3b的例外情况。"}, {"chapter": "7", "id": "709.5c", "content": "709.5c “Left half unlocked” and “right half unlocked” are designations that a permanent on the battlefield can have. Together, they are called the unlocked designations. A particular half of a permanent is said to be “unlocked” if it has the appropriate unlocked designation. Otherwise, that half is said to be “locked.”\n“左边已解锁”和“右边已解锁”是战场上的永久物可以具有的称号,它们合称为解锁称号。若某永久物的特定一边具有相应的解锁称号,则称该边为“已解锁”。若否,则称该边为“已上锁”。"}, {"chapter": "7", "id": "709.5d", "content": "709.5d A permanent with a shared type line is given the “left half unlocked” designation as it enters the battlefield if its left half was cast as a spell. It is given the “right half unlocked” designation as it enters the battlefield if its right half was a cast as a spell. If it’s entering the battlefield and neither half was cast as a spell, it enters with neither unlocked designation.\n于一个具有共享类别栏的永久物进战场时,如果其左半边曾作为咒语来施放,则该永久物获得“左边已解锁”此称号。如果其右半边曾作为咒语来施放,则该永久物获得“右边已解锁”此称号。如果其进战场时两边都未曾作为咒语来施放,则其进场时没有任何解锁称号。"}, {"chapter": "7", "id": "709.5e", "content": "709.5e A player who controls a permanent that has one or more locked halves may pay the mana cost of a locked half of that permanent to give that permanent the appropriate unlocked designation. This cost is referred to as an “unlock cost.” This is a special action (see rule 116). A player can take this action any time they have priority and the stack is empty during a main phase of their turn.\n如果牌手操控一边或数边已上锁的永久物,该牌手可以支付该永久物已上锁之某边的法术力费用,以使该永久物得到相应的解锁称号。此费用称为“解锁费用”。此为特殊动作(参见规则116)。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。"}, {"chapter": "7", "id": "709.5f", "content": "709.5f Some spells and abilities instruct a player to “unlock” half of a permanent. To unlock half of a permanent, a player chooses a locked half of that permanent, and that permanent is given the appropriate unlocked designation.\n一些咒语和异能指示牌手“解锁”一个永久物的一边。要解锁永久物的一边,牌手选择该永久物之已上锁的一边,该永久物得到相应的解锁称号。"}, {"chapter": "7", "id": "709.5g", "content": "709.5g Some spells and abilities instruct a player to “lock” half of a permanent. To lock half of a permanent, a player chooses an unlocked half of that permanent, and that permanent loses the appropriate unlocked designation.\n一些咒语和异能指示牌手“上锁”一个永久物的一边。要上锁永久物的一边,牌手选择该永久物之已解锁的一边,该永久物失去相应的解锁称号。"}, {"chapter": "7", "id": "709.5h", "content": "709.5h Some abilities trigger when a player unlocks a particular half of a permanent. These abilities trigger when that permanent is given the appropriate unlocked designation, regardless of whether it was given that designation while entering the battlefield or after entering the battlefield.\n一些异能当牌手解锁永久物的特定一边时触发。这些异能会在该永久物得到相应的解锁称号时触发,无论该永久物是在进战场时还是在进战场后得到解锁称号。"}, {"chapter": "7", "id": "709.5i", "content": "709.5i Some abilities trigger when a player “fully unlocks” a permanent with a shared type line. Such an ability triggers when that permanent has one of the two unlocked designations and gets the other, or when it has neither designation and gains both.\n一些异能当牌手“完全解锁”一个具有共享类别栏的永久物时触发。当该永久物已经具有两个解锁称号中的一个且得到另一个解锁称号,或当其没有任何解锁称号且得到所有两个解锁称号时,这些异能触发。"}, {"chapter": "7", "id": "709.5j", "content": "709.5j Some cards refer to a “door” of a Room permanent. A door is a half of that permanent.\n一些牌提及隔间永久物的“偏门”。一扇偏门指的是该永久物的一边。"}, {"chapter": "7", "id": "710.", "content": "710. Flip Cards\n倒转牌"}, {"chapter": "7", "id": "710.1.", "content": "710.1. Flip cards have a two-part card frame on a single card. The text that appears right side up on the card defines the card’s normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic card back.\n倒转牌在一张牌上具有分成两个部分的牌面。上半部正确方向的内容为此牌一般情况下的特征。下半部颠倒的是此牌额外的替代用特征。倒转牌的背面与普通万智牌相同。"}, {"chapter": "7", "id": "710.1a", "content": "710.1a The top half of a flip card contains the card’s normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to “flip” if certain conditions are met.\n倒转牌的上半部包括了此牌一般情况下的名称、文字栏、类别栏、力量与防御力。其文字栏中通常会包括某个异能,让此永久物在达到特定的条件后“倒转”。"}, {"chapter": "7", "id": "710.1b", "content": "710.1b The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is on the battlefield and only if the permanent is flipped.\n倒转牌的下半部包括了此牌的副名称、文字栏、类别栏、力量与防御力。只有此永久物在战场上并且已倒转的情况下,才会用到这些特征。"}, {"chapter": "7", "id": "710.1c", "content": "710.1c A flip card’s color and mana cost don’t change if the permanent is flipped. Also, any changes to it by external effects will still apply.\n倒转牌的颜色和法术力费用不会因该永久物倒转而改变。并且,所有已经外界对其的效应依旧对已倒转的牌生效。"}, {"chapter": "7", "id": "710.2.", "content": "710.2. In every zone other than the battlefield, and also on the battlefield before the permanent flips, a flip card has only the normal characteristics of the card. Once a permanent is flipped, its normal name, text box, type line, power, and toughness don’t apply and the alternative versions of those characteristics apply instead.\n在战场以外的区域中以及在战场上倒转之前,倒转牌都只具有该永久物一般情况下的特征。一旦该永久物倒转,其一般情况下的名称、文字栏、类别栏、力量与防御力便不再对此倒转的永久物生效,而改为替代用特征生效。\nExample: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says “Search your library for a legendary card” can’t find this flip card. An effect that says “Legendary creatures get +2/+2” doesn’t affect Akki Lavarunner, but it does affect Tok-Tok.\n例如:岩浆奔越鬼是非传奇生物,它倒转后会成为名称是火山鬼托托的传奇生物。一个“从你的牌库搜寻一张传奇牌”的效应不能找到这张倒转牌。一个“传奇生物得+2/+2”的效应并不会影响岩浆奔越鬼,但是会影响托托。"}, {"chapter": "7", "id": "710.3.", "content": "710.3. You must ensure that it’s clear at all times whether a permanent you control is flipped or not, both when it’s untapped and when it’s tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects.\n无论一个永久物是在横置或未横置的状态下,你都必须随时确保能清楚的区别此永久物是否已经倒转。通常的作法是在永久物上放置硬币或骰子,来表示该永久物是否已经倒转。"}, {"chapter": "7", "id": "710.4.", "content": "710.4. Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to become unflipped. However, if a flipped permanent leaves the battlefield, it retains no memory of its status. See rule 110.5.\n将永久物倒转是单向过程。一旦永久物倒转,便不能再回到未倒转。不过,如果已倒转的永久物离开战场,它不会记得之前其所处的状态。参见规则110.5。"}, {"chapter": "7", "id": "710.5.", "content": "710.5. If an effect instructs a player to choose a card name and the player wants to choose a flip card’s alternative name, the player may do so.\n如果一个效应要牌手选择一个牌名,而该牌手想要选择某张倒转牌的副名称,则该牌手可以如此作。"}, {"chapter": "7", "id": "711.", "content": "711. Leveler Cards\n升级牌"}, {"chapter": "7", "id": "711.1.", "content": "711.1. Each leveler card has a striated text box and three power/toughness boxes. The text box of a leveler card contains two level symbols.\n每张升级牌都有条状的文字栏,以及三个力量/防御力方格。升级牌的文字栏包含了两个等级符号。"}, {"chapter": "7", "id": "711.2.", "content": "711.2. A level symbol is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].”\n等级符号是代表静止式异能的关键字异能。等级符号可能包括了某范围的数字,此处表示为“N1-N2”;或是单一数字后面带着加号,此处表示为“N3+”。任何与等级符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而印在同一区块文字栏的力量/防御力方格,此处表示为“P/T”,也是同法看待。"}, {"chapter": "7", "id": "711.2a", "content": "711.2a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”\n“{等级N1-N2}[异能][P/T]”意指“只要此生物上面至少有N1个等级指示物,且等级指示物数量又不多于N2,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”"}, {"chapter": "7", "id": "711.2b", "content": "711.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”\n“{等级N3+}[异能][P/T]”意指“只要此生物上面有N3或更多个等级指示物,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”"}, {"chapter": "7", "id": "711.3.", "content": "711.3. The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which level symbol. Leveler cards each contain only one text box.\n文字栏区块并没有游戏上的意义,只是用来清楚区分哪个异能与哪个力量/防御力对应于哪个等级符号。每张升级牌都只有一个文字栏。"}, {"chapter": "7", "id": "711.4.", "content": "711.4. Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In particular, each leveler permanent has its level up ability (see rule 702.87) at all times; it may be activated regardless of how many level counters are on that permanent.\n升级牌上面任何不以等级符号开头的异能,都会如常运作。特别来说,每个升级永久物随时都具有其升级异能(参见规则702.87);不论该永久物上有多少个等级指示物,都可以起动。"}, {"chapter": "7", "id": "711.5.", "content": "711.5. If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost power/toughness box.\n如果升级生物上的等级指示物数量少于N1个(其{等级N1-N2}符号上印制的第一个数字),则它的力量与防御力为最上面的力量/防御力方格所注记的数值。"}, {"chapter": "7", "id": "711.6.", "content": "711.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box.\n在战场之外的每个区域中,升级牌的力量与防御力均为最上面的力量/防御力方格所注记的数值。"}, {"chapter": "7", "id": "711.7.", "content": "711.7. Some enchantments have the subtype Class and associated abilities that give them a class level. These are not level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.”\n一些结界具有副类别职业,与其相关的异能给予其职业等级。这与升级异能并不相同,职业等级也与等级指示物并无互动。参见规则716,“职业牌”。"}, {"chapter": "7", "id": "712.", "content": "712. Double-Faced Cards\n双面牌"}, {"chapter": "7", "id": "712.1.", "content": "712.1. A double-faced card has a Magic card face on one side and either a Magic card face or half of an oversized card face on the other. (It does not have a Magic card back.) There are three kinds of double-faced cards: nonmodal double-faced cards (previously called “transforming double-faced cards”), modal double-faced cards, and meld cards.\n一张双面牌的一面是万智牌的牌面,另一面是万智牌的牌面或一张大号万智牌卡牌牌面的一半。(它没有万智牌的牌背。)有三种双面牌:非模式双面牌(之前曾称为“转化式双面牌”)、模式双面牌,以及融合牌。"}, {"chapter": "7", "id": "712.2.", "content": "712.2. Nonmodal double-faced cards have a Magic card face on each side and include abilities on one or both of their faces that allow the card to either “transform” or “convert” (turn over to its other face) and/or allow the card to be cast or enter the battlefield “transformed” or “converted” (with its back face up).\n非模式双面牌的两面都是万智牌的牌面,在其一面或两面上具有让此牌“转化”或“转换”(让它能翻到另一面)和/或允许该牌以“已转化”或“已转换”(将其背面朝上)的方式被施放或进战场的异能。"}, {"chapter": "7", "id": "712.2a", "content": "712.2a A nonmodal double-faced card’s front face is marked by a front-face symbol in its upper left corner. On cards printed starting with The Brothers’ War™ release, that symbol is a single white triangle pointed upward inside a black circle. Nonmodal double-faced cards printed in older sets have different front-face symbols. On Magic Origins™ and Core Set 2019 double-faced cards, the front-face symbol is a modified Planeswalker icon. On cards in the Innistrad® block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich of the Krallenhorde in the Eldritch Moon™ set, the front-face symbol is a sun. On other Eldritch Moon double-faced cards, the front-face symbol is a full moon. On Ixalan® and Rivals of Ixalan™ cards, the front-face symbol is a compass rose. On Kamigawa®: Neon Dynasty double-faced cards, the front-face symbol is a closed fan.\n非模式双面牌的正面在左上角以正面符号标记。从兄弟之战™版本发行开始,正面符号是一个黑色圆圈之中指向上方的一个白色三角形。在旧系列中印刷的非模式双面牌正面符号有所不同。在万智牌:起源™和2019核心系列双面牌上,正面符号是修改过的鹏洛客图标。在依尼翠®环境、依尼翠暗影系列和依尼翠:黯夜猎踪系列中的双面牌、以及异月传奇™系列中的展爪的乌力奇上,正面符号是太阳。在异月传奇其余的双面牌上,正面符号是满月。在依夏兰™和决胜依夏兰™牌张上,正面符号是罗盘。在神河®霓朝纪系列中的双面牌上,正面符号是合起的折扇。"}, {"chapter": "7", "id": "712.2b", "content": "712.2b A nonmodal double-faced card’s back face is marked by a back-face symbol in its upper left or upper right corner. On cards printed starting with The Brothers’ War release, that symbol is a single white triangle pointed downward inside a black circle. Nonmodal double-faced cards printed in older sets have different front-face symbols. On Magic Origins and Core Set 2019 double-faced cards, the back-face symbol is a full Planeswalker icon. On cards in the Innistrad block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich, Uncontested Alpha in the Eldritch Moon set, the back-face symbol is a crescent moon. On other Eldritch Moon double-faced cards, the back-face symbol is a stylized image of Emrakul. On Ixalan and Rivals of Ixalan cards, the back-face symbol is a land icon. On Kamigawa: Neon Dynasty double-faced cards, the back-face symbol is an open fan.\n非模式双面牌的背面在左上角或右上角以背面符号标记。从兄弟之战™版本发行开始,正面符号是一个黑色圆圈之中指向下方的一个白色三角形。在旧系列中印刷的非模式双面牌背面符号有所不同。在万智牌:起源和2019核心系列双面牌上,背面符号是完整的鹏洛客图标。在依尼翠环境、依尼翠暗影系列和依尼翠:黯夜猎踪系列中的双面牌、以及异月传奇系列中的服众首领乌力奇上,背面符号是新月。在异月传奇其余的双面牌上,背面符号是伊莫库的形象化图案。在依夏兰和决胜依夏兰牌张上,背面符号是地符号。在神河®霓朝纪系列中的双面牌上,背面符号是打开的折扇。"}, {"chapter": "7", "id": "712.2c", "content": "712.2c The front face of a nonmodal double-faced card whose back face is a creature has the back face’s power and toughness printed in gray above the power and toughness box. This is reminder text and has no effect on game play.\n背面是生物的非模式双面牌,其正面会在力量与防御力框的上方以较小的灰色字印刷其背面的力量与防御力。这属于提示文字,和游戏进行并无关联。"}, {"chapter": "7", "id": "712.3.", "content": "712.3. Modal double-faced cards have a Magic card face on each side. These faces are usually independent from one another, but they may have an ability that allows them to “transform” or “convert” on either face.\n模式双面牌的两面都是万智牌的牌面。模式双面牌的两个牌面通常各自独立,但也可能具有允许它们转化或转换到另一面的异能。"}, {"chapter": "7", "id": "712.3a", "content": "712.3a A modal double-faced card’s front face is marked by a front-face symbol in its upper left corner. The front-face symbol is a single black triangle inside a sideways teardrop.\n模式双面牌的正面在左上角以正面符号标记。其正面符号是一个横向的水滴形状之中的一个黑色三角形。"}, {"chapter": "7", "id": "712.3b", "content": "712.3b A modal double-faced card’s back face is marked by a back-face symbol in its upper left corner. The back-face symbol is two white triangles inside a sideways teardrop.\n模式双面牌的背面在左上角以背面符号标记。其背面符号是一个横向的水滴形状之中的两个白色三角形。"}, {"chapter": "7", "id": "712.3c", "content": "712.3c Each face of a modal double-faced card includes a hint bar in the lower left corner with information about the opposite face. This is reminder text and has no effect on game play.\n模式双面牌的两面均在左下角包含一个提示栏,其上有关于另一面的信息。这属于提示文字,和游戏进行并无关联。"}, {"chapter": "7", "id": "712.4.", "content": "712.4. Meld cards have a Magic card face on one side and half of an oversized card face on the other.\n融合牌的一面为万智牌的牌面,另一面为一张大号万智牌卡牌牌面的一半。"}, {"chapter": "7", "id": "712.4a", "content": "712.4a One card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined (see rule 701.42, “Meld”). The resulting permanent is a single object represented by two cards.\n每对融合牌组中都有一张牌具有放逐此物件及同组当中之另一物件,并融合两者的异能。融合同一融合牌组中的两张牌,意指将它们以背面朝上且已组合的方式放进战场。(参见规则701.42,“融合”。)所得之永久物为由两张牌代表的单一物件。"}, {"chapter": "7", "id": "712.4b", "content": "712.4b The back faces of a meld pair are used only to determine the characteristics of the melded permanent that pair becomes on the battlefield. If a rule or effect references the back face of a meld card when not part of a melded permanent on the battlefield, it fails to determine its characteristics, regardless of which parts of the melded permanent is represented on that card’s back face.\n融合牌组的背面仅用于确定战场上该融合牌组所成为之已融合的永久物之特征。如果某规则或效应提及融合牌的背面,但它并非战场上已融合的永久物之一部分,则此规则或效应无法确定其特征,无论它代表该已融合的永久物之哪一部分。"}, {"chapter": "7", "id": "712.4c", "content": "712.4c Unlike other double-faced cards, meld cards cannot be transformed or converted. Any instructions to do so are ignored.\n与其他双面牌不同,融合牌不能转化或转换。如有任何指示如此作,则忽略之。"}, {"chapter": "7", "id": "712.5.", "content": "712.5. There are seven specific meld pairs.\n目前有七对融合牌组。"}, {"chapter": "7", "id": "712.5a", "content": "712.5a Midnight Scavengers and Graf Rats meld to form Chittering Host.\n午夜拾荒客和墓地鼠群融合,组成吱响寄主。"}, {"chapter": "7", "id": "712.5b", "content": "712.5b Hanweir Garrison and Hanweir Battlements meld to form Hanweir, the Writhing Township.\n翰威驻防兵和翰威城垛融合,组成纠拧镇区翰威。"}, {"chapter": "7", "id": "712.5c", "content": "712.5c Bruna, the Fading Light and Gisela, the Broken Blade meld to form Brisela, Voice of Nightmares.\n渐逝之光布鲁娜和破碎之刃姬瑟拉融合,组成梦魇异音布瑟拉。"}, {"chapter": "7", "id": "712.5d", "content": "712.5d Phyrexian Dragon Engine and Mishra, Claimed by Gix meld to form Mishra, Lost to Phyrexia.\n非瑞克西亚龙形引擎和基克斯掌偶米斯拉融合,组成非瑞克西亚臣民米斯拉。"}, {"chapter": "7", "id": "712.5e", "content": "712.5e The Mightstone and Weakstone and Urza, Lord Protector meld to form Urza, Planeswalker.\n强能石与弱能石和护国勋爵克撒融合,组成鹏洛客克撒。"}, {"chapter": "7", "id": "712.5f", "content": "712.5f Argoth, Sanctum of Nature and Titania, Voice of Gaea meld to form Titania, Gaea Incarnate.\n自然圣所亚格斯和盖亚之声泰坦尼亚融合,组成盖亚化身泰坦尼亚。"}, {"chapter": "7", "id": "712.5g", "content": "712.5g Fang, Fearless l’Cie and Vanille, Cheerful l’Cie meld to form Ragnarok, Divine Deliverance.\n无畏路希牙和愉悦路希班尼拉融合,组成神圣救赎诸神黄昏。"}, {"chapter": "7", "id": "712.6.", "content": "712.6. Players who are allowed to look at a double-faced card may look at both sides of that card.\n如果某牌手被允许检视一张双面牌,他可以检视这张牌的两面。"}, {"chapter": "7", "id": "712.7.", "content": "712.7. Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone. To do this, the owner of a double-faced card may use completely opaque card sleeves and/or a substitute card (see rule 713). Sanctioned tournaments have additional rules for playing with double-faced cards. See rule 100.6.\n双面牌位于不公开区域的时候,牌手必须确保不让它能从该区域的其他牌中辨认出。为了达成此目标,双面牌的拥有者可以利用完全不透明的牌套和/或辅助牌(参见规则713)。认证比赛对于利用双面牌额外订立了规则。参见规则100.6。"}, {"chapter": "7", "id": "712.8.", "content": "712.8. Each face of a double-faced card that isn’t a meld card has its own set of characteristics. The front face of each meld card and the combined face formed by a meld pair each has its own set of characteristics.\n非融合牌之双面牌的两个牌面都各自具有一组特征值。融合牌的正面与同对两张融合牌组合形成之组合面各有属于自己的特征值。"}, {"chapter": "7", "id": "712.8a", "content": "712.8a While a double-faced card is outside the game or in a zone other than the battlefield or stack, it has only the characteristics of its front face.\n当双面牌在游戏外、或在战场或堆叠以外的其他区域时,它只具有其正面所述的特征值。"}, {"chapter": "7", "id": "712.8b", "content": "712.8b A meld card on the stack has only the characteristics of its front face.\n当融合牌在堆叠上时,它只具有其正面所述的特征值。"}, {"chapter": "7", "id": "712.8c", "content": "712.8c Normally, a nonmodal double-faced spell has its front face up while on the stack and has only the characteristics of its front face. However, if an effect allows a player to cast a nonmodal double-faced card “transformed” or “converted,” the resulting spell will have its back face up and have only the characteristics of its back face. Its mana value is calculated using the mana cost of its front face.\n通常,非模式双面咒语在堆叠上时正面朝上,且只具有其正面所述的特征值。但是,如果一个效应允许牌手施放“已转化”或“已转换”的非模式双面牌,所成的咒语的背面朝上,且只具有其背面所述的特征值。使用其正面的法术力费用来计算其法术力值。"}, {"chapter": "7", "id": "712.8d", "content": "712.8d While a double-faced permanent has its front face up, it has only the characteristics of its front face.\n当双面永久物的正面朝上时,它只具有其正面所述的特征值。"}, {"chapter": "7", "id": "712.8e", "content": "712.8e While a nonmodal double-faced permanent has its back face up, it has only the characteristics of its back face. However, its mana value is calculated using the mana cost of its front face. If a permanent is copying the back face of a nonmodal double-faced permanent (even if the object representing that copy is itself a double-faced permanent), the mana value of that permanent is 0. See rule 202.3b.\n当非模式双面永久物的背面朝上时,它只具有其背面所述的特征值。但是,在计算其法术力值时,使用其正面的法术力费用。如果一个永久物复制一张非模式双面永久物的背面,该永久物的法术力值为0(即使代表该复制品的物件本身也是双面永久物)。参见规则202.3b。"}, {"chapter": "7", "id": "712.8f", "content": "712.8f While a modal double-faced spell is on the stack or a modal double-faced permanent is on the battlefield, it has only the characteristics of the face that’s up.\n当模式双面咒语在堆叠上、或模式双面永久物在战场上时,它只具有其当前牌面朝上的面所述的特征值。"}, {"chapter": "7", "id": "712.8g", "content": "712.8g While the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards has only the characteristics of the combined back face, and its mana value is the sum of the mana values of its front faces. If a permanent is copying a melded permanent, the mana value of the copy is 0. See rule 202.3c.\n当同属一对融合牌组的两张牌作为已融合的永久物在战场上时,由这两张牌表示的物件只有组合背面所述的特征值,其法术力值为其正面两张牌之法术力值的总和。如果某永久物复制了已融合的永久物,则复制品的法术力值为0。参见规则202.3c。"}, {"chapter": "7", "id": "712.9.", "content": "712.9. Only permanents represented by double-faced tokens and double-faced cards that are not meld cards can transform or convert. (See rule 701.27, “Transform,” and rule 701.28, “Convert.”) If a spell or ability instructs a player to transform or convert any permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.\n只有由双面衍生物或非融合牌之双面牌代表的永久物才能转化或转换。(参见规则701.27,“转化”及规则701.28,“转换”。)如果一个咒语或异能指示牌手转化或转换一个不由双面衍生物或双面牌代表的永久物,没有事情会发生。\nExample: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced card, it can’t transform.\n例如:一个仿生妖是以野血狼群(一张双面牌的背面)之复制品的身份进战场。仿生妖会是野血狼群的复制品。由于仿生妖本身并非双面牌,它将不能转化。\nExample: A player casts Cytoshape, causing a Kruin Outlaw (the front face of a double-faced card) to become a copy of Elite Vanguard (a 2/1 Human Soldier creature) until end of turn. The player then casts Moonmist, which reads, in part, “Transform all Humans.” Because the copy of Elite Vanguard is a double-faced card, it will transform. The resulting permanent will have its back face up, but it will still be a copy of Elite Vanguard that turn.\n例如:一位牌手施放细胞塑型,使得克廉亡命客(一张双面牌的正面)成为菁英先锋(2/1的人类/士兵生物)的复制品直到回合结束。然后该牌手施放月雾,其异能有一段是“转化所有人类”。由于此菁英先锋复制品是张双面牌,它将会转化。此永久物最后的状况是它的背面朝上,但它在该回合中依旧会是菁英先锋的复制品。"}, {"chapter": "7", "id": "712.10.", "content": "712.10. If a spell or ability instructs a player to transform or convert a permanent, and the face that permanent would transform or convert into is an instant or sorcery card face, or is a double-faced token that was created with an instant or sorcery face, nothing happens.\n如果某咒语或异能要求牌手转化或转换某个永久物,且该永久物将要转化或转换成的牌面是瞬间或法术牌面,或是以瞬间或法术牌面派出的双面衍生物,则什么都不会发生。"}, {"chapter": "7", "id": "712.11.", "content": "712.11. A double-faced spell is cast with its front face up by default. See rule 601, “Casting Spells.”\n在默认情况下,一个双面咒语在施放时正面朝上。参见规则601,“施放咒语”。"}, {"chapter": "7", "id": "712.11a", "content": "712.11a If a double-faced card or a copy of a double-faced card is cast as a spell “transformed” or “converted,” it’s put on the stack with its back face up.\n如果一张双面牌或其复制品以“已转化”或“已转换”的方式作为咒语来施放,则它放入堆叠时其背面朝上。"}, {"chapter": "7", "id": "712.11b", "content": "712.11b A player casting a modal double-faced card or a copy of a modal double-faced card as a spell chooses which face they are casting before putting it onto the stack.\n牌手在作为咒语施放一张模式双面牌或其复制品时,在将其放进堆叠之前选择要施放哪一面。"}, {"chapter": "7", "id": "712.11c", "content": "712.11c Only the face that will be face up on the stack is evaluated to determine if it can be cast. Only that face is considered to be put onto the stack.\n在确定该咒语能否被施放时,只考虑其在堆叠上即将面朝上的牌面。只有该牌面被视为放进堆叠。"}, {"chapter": "7", "id": "712.11d", "content": "712.11d If an ability of a double-faced card’s front face allows it to be cast “transformed” or “converted,” that ability is also considered when evaluating that spell to determine if it can be cast. This is an exception to 712.11c.\n如果一张双面牌正面上的一个异能允许牌手以“已转化”或“已转换”的方式施放之,在确定该咒语能否被施放时,该异能也被考虑在内。这是规则712.11c的例外。"}, {"chapter": "7", "id": "712.12.", "content": "712.12. A player playing a modal double-faced card or a copy of a modal double-faced card as a land chooses one of its faces that’s a land before putting it onto the battlefield. It enters the battlefield with that face up. See rule 305, “Lands.”\n牌手在作为地来使用一张模式双面牌或其复制品时,在将其放进战场之前选择其为地的某一面。该牌以该面朝上的方式进入战场。参见规则305,“地”。"}, {"chapter": "7", "id": "712.13.", "content": "712.13. By default, a resolving double-faced spell that becomes a permanent is put onto the battlefield with the same face up that was face up on the stack.\n在默认情况下,正在结算、并成为永久物的双面咒语以与其在堆叠中朝上的面相同的方式被放进战场。"}, {"chapter": "7", "id": "712.13a", "content": "712.13a Some abilities may cause a double-faced spell with its front face up on the stack to enter the battlefield transformed or converted. If the back face of the card that represents that spell is an instant or sorcery face, or that spell is a copy of a double-faced card created with an instant or sorcery back face, it doesn’t enter the battlefield, and is instead put into its owner’s graveyard.\n一些异能可能使得在堆叠中正面朝上的双面咒语以已转化或已转换的方式进入战场。如果代表该咒语之牌的背面是瞬间或法术牌面,或该咒语是背面为瞬间或法术的双面牌之复制品,则它不会进战场,而是改为置入其拥有者的坟墓场。\nExample: A player controls both Mycosynth Lattice and March of the Machines, the combined effects of which make all permanents artifact creatures in addition to their other types. They also control a Clone on the battlefield that is a copy of Bird Admirer, a creature with daybound. It is currently night, but that permanent can’t transform because it isn’t represented by a double-faced card. Its controller casts Mystic Reflection targeting it, then casts Invasion of Kylem, a Siege battle whose back face is a sorcery. Because Invasion of Kylem is entering the battlefield as a creature, Mystic Reflection’s replacement effect applies to it and it tries to enter the battlefield as a copy of Bird Admirer. Since it is night, the daybound ability would normally cause it to enter with its back face up. However, since its back face is a sorcery, it is instead put into its owner’s graveyard.\n例如:某牌手同时操控构生菌格栅和器械进击,它们的总效应使所有永久物是神器生物,且仍具有原本类别。该牌手还操控一个仿生妖,它是爱鸟人,一个具有昼形异能的生物的复制品。当前是黑夜,但该永久物不能转化,因为它并不由双面牌代表。其操控者以它为目标施放了神秘映影,然后施放了进军凯勒姆,一个背面为法术的围攻战役。由于进军凯勒姆作为生物进战场,神秘映影的替代性效应生效,令进军凯勒姆试图作为爱鸟人的复制品进战场。由于当前是黑夜,昼形异能通常将使得它以背面朝上的方式进战场。但由于其背面为法术,它将改为置入其拥有者的坟墓场。"}, {"chapter": "7", "id": "712.14.", "content": "712.14. A double-faced card put onto the battlefield from a zone other than the stack enters the battlefield with its front face up by default.\n双面牌从堆叠以外的区域被放进战场时默认以正面朝上的方式进入战场。"}, {"chapter": "7", "id": "712.14a", "content": "712.14a If a spell or ability puts a double-faced card onto the battlefield “transformed” or “converted,” it enters the battlefield with its back face up. If a player is instructed to put a card that isn’t a double-faced card onto the battlefield transformed or converted, that card stays in its current zone.\n如果一个咒语或异能将一张双面牌“已转化”或“已转换”地放进战场,它会以背面朝上的方式进入战场。如果牌手被指示将一张不是双面牌的牌已转化或已转换地放进战场,该牌留在其原有的区域。"}, {"chapter": "7", "id": "712.14b", "content": "712.14b If a player is instructed to put a modal double-faced card onto the battlefield and its front face isn’t a permanent card, the card stays in its current zone.\n如果牌手被指示将一张模式双面牌放进战场,且该牌的正面不是永久物牌,该牌留在其原有的区域。"}, {"chapter": "7", "id": "712.14c", "content": "712.14c If a meld card is being melded with its counterpart, those cards enter the battlefield as a single permanent with their back faces up.\n如果融合牌正在与同融合牌组当中之另一张牌融合,则它们作为单一永久物以背面朝上的方式进战场。"}, {"chapter": "7", "id": "712.15.", "content": "712.15. If an effect allows a player to cast a double-faced card as a face-down creature spell, or if a double-faced card enters the battlefield face down, it will have the characteristics given to it by the rule or effect that caused it to be face down. That card remains hidden, using a face-down substitute card (see rule 713) and/or opaque sleeves. See rule 708, “Face-Down Spells and Permanents.”\n如果某效应允许牌手以牌面朝下的方式施放一张双面牌,或一张双面牌牌面朝下地进入战场,它会具有使其翻为牌面朝下的规则或效应所赋予它的特征。使用牌面朝下的辅助牌(参见规则713)和/或不透明的牌套使该牌的牌面保持隐藏状态。参见规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "7", "id": "712.15a", "content": "712.15a While face down, a double-faced permanent can’t transform or convert. If it’s turned face up, it will have its front face up.\n双面永久物在牌面朝下的状态下不能转化或转换。如果它被翻回正面,它的正面朝上。"}, {"chapter": "7", "id": "712.16.", "content": "712.16. Melded permanents and other double-faced permanents can’t be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens.\n已融合的永久物和其他双面永久物不会被翻为牌面朝下。如果一个咒语或异能要让双面永久物翻为牌面朝下,则什么都不会发生。"}, {"chapter": "7", "id": "712.17.", "content": "712.17. A double-faced card that is exiled face down remains hidden, using a face-down substitute card and/or opaque sleeves. See rule 713, “Substitute Cards.”\n牌面朝下地放逐的双面牌使用牌面朝下的辅助牌和/或不透明的牌套使该牌的牌面保持隐藏状态。参见规则713,“辅助牌”。"}, {"chapter": "7", "id": "712.18.", "content": "712.18. When a double-faced permanent transforms or converts, it doesn’t become a new object. Any effects that applied to that permanent will continue to apply to it.\n当一个双面永久物转化或转换时,它不会成为新的物件。任何已对该永久物生效的效应,在它转化后将继续对它生效。\nExample: An effect gives Village Ironsmith (the front face of a double-faced card) +2/+2 until end of turn and then Village Ironsmith transforms into Ironfang. Ironfang will continue to get +2/+2 until end of turn.\n例如:一个效应让村庄铁匠(一张双面牌的正面)得到+2/+2直到回合结束,然后村庄铁匠转化成钢牙狼。钢牙狼将继续得到+2/+2直到回合结束。"}, {"chapter": "7", "id": "712.19.", "content": "712.19. If an effect instructs a player to choose a card name, the player may choose the name of either face of a double-faced card but not both. The player may choose the name of the combined back face of a meld pair.\n如果一个效应要某牌手选择一个牌名,则该牌手可以选择双面牌任一个牌面上的名称,但不可以同时选择两面的名称。该牌手也可以选择融合牌组之组合背面的名称。"}, {"chapter": "7", "id": "712.20.", "content": "712.20. If a double-faced card would have an “As [this permanent] transforms . . .” ability after it transforms or converts, that ability is applied while that permanent is transforming or converting, not afterward.\n如果一张双面牌将会在转化或转换后具有一个“于[此永久物]转化...”的异能,该异能在该永久物转化或转换时生效,而非在这之后。"}, {"chapter": "7", "id": "712.21.", "content": "712.21. If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone.\n如果已融合的永久物离开战场,则只有一个永久物离开战场,但会有两张牌进入相应的区域。\nExample: Chittering Host, a melded permanent, dies. An ability that triggers “whenever a creature dies” triggers once. An ability that triggers “whenever a card is put into a graveyard from anywhere” triggers twice.\n例如:吱响寄主(已融合的永久物)死去。一个于“每当一个生物死去时”触发的异能只会触发一次。一个于“每当一张牌从任何区域进入坟墓场时”触发的异能会触发两次。"}, {"chapter": "7", "id": "712.21a", "content": "712.21a If a melded permanent is put into its owner’s graveyard or library, that player may arrange the two cards in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.\n如果已融合的永久物将被置入其拥有者的坟墓场或牌库,则该牌手可以任意排列表示该永久物之两张牌的顺序。如果该永久物被置入其拥有者的牌库,则该牌手无需展示排列的顺序。"}, {"chapter": "7", "id": "712.21b", "content": "712.21b If a player exiles a melded permanent, that player determines the relative timestamp order of the two cards at that time. This is an exception to the procedure described in rule 613.7m.\n如果某牌手要放逐一个已融合的永久物,则由该牌手来确定这两张牌放逐时的相对时间印记顺序。这是规则613.7m所述规范的例外情况。\nExample: Duplicant is a card with the abilities “When Duplicant enters, you may exile target nontoken creature” and “As long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. It’s still a Shapeshifter.” As Duplicant’s first ability exiles Chittering Host, a melded permanent, Duplicant’s controller chooses whether the last creature card exiled is Midnight Scavengers or Graf Rats.\n例如:窃形兽此牌具有异能“当窃形兽进场时,你可以放逐目标非衍生物的生物”及“只要以窃形兽放逐的某张牌是生物牌,窃形兽便具有以窃形兽放逐之最后一张生物牌的力量、防御力和生物类别。它仍然是变形兽。”于窃形兽的第一个异能放逐吱响寄主(已融合的永久物)时,由窃形兽的操控者来决定其放逐的最后一张生物牌是午夜拾荒客还是墓地鼠群。"}, {"chapter": "7", "id": "712.21c", "content": "712.21c If an effect can find the new object that a melded permanent becomes as it leaves the battlefield, it finds both cards. (See rule 400.7.) If that effect causes actions to be taken upon those cards, the same actions are taken upon each of them.\n如果某效应能找到已融合之永久物离开战场时所成为的新物件,则该效应能找到两张牌。(参见规则400.7。)如果该效应会对该些牌张执行动作,则该动作会分别对每张牌执行。\nExample: Otherworldly Journey is an instant that reads “Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner’s control with a +1/+1 counter on it.” A player casts Otherworldly Journey targeting Chittering Host, a melded permanent. Chittering Host is exiled. At the beginning of the next end step, Midnight Scavengers and Graf Rats are both returned to the battlefield, each with a +1/+1 counter on it.\n例如:异界之旅此瞬间叙述为“放逐目标生物。在下一个结束步骤开始时,将该牌在其拥有者的操控下移回战场,且上面有一个+1/+1指示物。”某牌手以吱响寄主(已融合的永久物)为目标施放异界之旅。吱响寄主被放逐。在下一个结束步骤开始时,午夜拾荒客会和墓地鼠群都会被移回战场,且其上各有一个+1/+1指示物。\nExample: False Demise is an Aura with the ability “When enchanted creature dies, return that card to the battlefield under your control.” A Chittering Host enchanted by False Demise dies. The triggered ability returns both Midnight Scavengers and Graf Rats to the battlefield.\n例如:诈死此灵气具有异能“当所结附的生物死去时,将该牌在你的操控下移回战场。”一个其上结附有诈死的吱响寄主死去。诈死的触发式异能会将午夜拾荒客和墓地鼠群都移回战场。\nExample: Mimic Vat is an artifact that reads, in part, “Whenever a nontoken creature dies, you may exile that card.” A Chittering Host dies. As Mimic Vat’s triggered ability resolves, its controller makes a single choice and both cards that represented Chittering Host are either exiled or not.\n例如:拟态缸此神器的部分叙述为“每当一个非衍生物的生物从战场进入坟墓场时,你可以放逐该牌。”一个吱响寄主死去。于拟态缸的触发式异能结算时,其操控者只需作出一次决定,来决定表示吱响寄主的两张牌是否被放逐。"}, {"chapter": "7", "id": "712.21d", "content": "712.21d If multiple replacement effects could be applied to the event of a melded permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to one of the two cards affects both cards. If the melded permanent is a commander, it may be exempt from this rule; see rules 903.9b–c.\n如果有数个替代性效应将要对一个已融合的永久物离开战场或转换区域之事件生效,则对其中任何一张牌生效之此类效应都会同时对两张牌产生影响。如果已融合的永久物是指挥官,则可不受此规则约束;参见规则903.9b-c。\nExample: Leyline of the Void is an enchantment that reads, in part, “If a card would be put into an opponent’s graveyard from anywhere, exile it instead.” Wheel of Sun and Moon is an Aura with enchant player and the ability “If a card would be put into enchanted player’s graveyard from anywhere, instead that card is revealed and put on the bottom of its owner’s library.” If the controller of Chittering Host is affected by both cards’ effects, that player chooses one effect to apply to the event and Midnight Scavengers and Graf Rats are both moved to the appropriate zone.\n例如:虚空地脉此结界的部分叙述为“如果某牌将从任何区域置入对手的坟墓场,则改为将它放逐。”日月回轮此灵气具有“结附于牌手”与异能“如果某牌将从任何区域置入所结附之牌手的坟墓场,则改为展示该牌,并将其置于其拥有者的牌库底。”如果吱响寄主的操控者同时受到这两张牌之效应的影响,则由该牌手选择其中一个效应来对此事件生效,午夜拾荒客和墓地鼠群都会被移到对应的区域。"}, {"chapter": "7", "id": "712.21e", "content": "712.21e If an effect needs to know the number of objects that changed zones, a melded permanent among those objects counts as one object that moved. If the effect needs to know the number of cards that changed zones, that melded permanent counts as two cards that moved.\n如果一个效应需要得知改变区域之物件的数量,这些物件中已融合的永久物算作移动了一个物件。如果该效应需要得知改变区域之牌的数量,该已融合的永久物算作移动了两张牌。"}, {"chapter": "7", "id": "713.", "content": "713. Substitute Cards\n辅助牌"}, {"chapter": "7", "id": "713.1.", "content": "713.1. A substitute card is a game supplement that can be used to represent a double-faced card or meld card. A substitute card has a normal Magic card back.\n辅助牌是一种游戏辅助用品,用来代表一张双面牌或融合牌。辅助牌具有万智牌的牌背。"}, {"chapter": "7", "id": "713.2.", "content": "713.2. Each substitute card must clearly indicate the name of at least the front face of the card that it represents. Other information from the printed card (e.g. card type, mana cost, and power and toughness) may also be written on the substitute card.\n每张辅助牌必须至少清晰地表示其代表的牌之正面名称。该牌的其他信息(例如牌张类别、法术力费用、力量和防御力)亦可书写在辅助牌上。"}, {"chapter": "7", "id": "713.2a", "content": "713.2a Some substitute cards list the names and mana costs of the cards they can represent. Exactly one of the fill-in circles must be marked to denote which card the substitute card represents. This style of substitute card was found in Magic products that released 2011–2018.\n一些辅助牌会列出其所能代表的牌之名称和法术力费用。必须在辅助牌上的填入圈上作唯一记号以标明该辅助牌代表的是哪张牌。此类辅助牌可在2011至2018年间发行的万智牌产品中找到。"}, {"chapter": "7", "id": "713.2b", "content": "713.2b Some substitute cards represent one specific listed card. This style of substitute card was found in the Core Set 2019 release, and it represents the card Nicol Bolas, the Ravager.\n一些辅助牌代表一张特定的牌。此类辅助牌可在核心系列2019此发行版本中找到,它代表的是烈龙尼可波拉斯这张牌。"}, {"chapter": "7", "id": "713.2c", "content": "713.2c Some substitute cards can represent any modal double-faced card. These substitute cards include the front-face and back-face symbols on the front face of the card. To use one of them, write in the name of each face of the card it represents. This style of substitute card is found in the Zendikar Rising release.\n一些辅助牌可代表任意一张模式双面牌。此类辅助牌在其正面上包含有正面符号和背面符号。要使用此类辅助牌,在其上写入其所代表的牌每一面的名称。此类辅助牌可在赞迪卡再起此发行版本中找到。"}, {"chapter": "7", "id": "713.3.", "content": "713.3. If a substitute card is used in a deck, the card it represents is set aside prior to the beginning of the game (see rule 103.2a) and must remain available throughout the game. A substitute card can’t be included in a deck unless it is representing a double-faced card or a meld card.\n如果在套牌中使用了辅助牌,在游戏开始之前(参见规则103.2a)将该辅助牌所代表的牌放到一旁,且在游戏进行过程中必须保持可用。除非一张辅助牌代表了一张双面牌或融合牌,否则该辅助牌不能包含在套牌中。"}, {"chapter": "7", "id": "713.4.", "content": "713.4. For all game purposes, the substitute card is considered to be the card it’s representing.\n在游戏的所有意义上,辅助牌均视为其所代表的那张牌。"}, {"chapter": "7", "id": "713.5.", "content": "713.5. If the substitute card is face up in a public zone, it should be set aside and the double-faced card or meld card that it represents should be used instead.\n如果某张辅助牌进入了公开区域,就应改为利用其代表的双面牌或融合牌,并将这张辅助牌放到一旁。"}, {"chapter": "7", "id": "714.", "content": "714. Saga Cards\n传纪牌"}, {"chapter": "7", "id": "714.1.", "content": "714.1. Each Saga card has a striated text box containing a number of chapter symbols. Its illustration is vertically oriented on the right side of the card, and its type line is along the bottom of the card.\n传纪牌具有分段的文字栏,其中包含章节符号。其图片竖向位于牌的右半边,其类别栏靠近牌的底部。"}, {"chapter": "7", "id": "714.1a", "content": "714.1a Saga enchantments that also have the type creature are printed with both a power and toughness box and an additional text box below the type line. Any abilities in that text box are independent of its chapter symbols.\n同时具有生物此类别的传纪结界,会印制力量/防御力,且在类别栏下方有一个额外的文字栏。该文字栏中的任何异能与其章节符号无关。"}, {"chapter": "7", "id": "714.2.", "content": "714.2. A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.\n章节符号是关键字异能,代表一个称为章节异能的触发式异能。"}, {"chapter": "7", "id": "714.2a", "content": "714.2a A chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, III represents 3, and so on.\n章节符号包含一个罗马数字,此处以“{rN}”表示。数字I代表1,数字II代表2,数字III代表3,依此类推。"}, {"chapter": "7", "id": "714.2b", "content": "714.2b “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”\n“{rN}~[效应]”意指“每当一个或数个学问指示物放置在此传纪上时,若其上的学问指示物的数量先前小于N且成为至少N,[效应]。”"}, {"chapter": "7", "id": "714.2c", "content": "714.2c “{rN1}, {rN2}—[Effect]” means the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”\n“{rN1},{rN2}~[效应]”的意义与“{rN1}~[效应]”和“{rN2}~[效应]”相同。"}, {"chapter": "7", "id": "714.2d", "content": "714.2d A Saga’s final chapter number is the greatest value among chapter abilities it has. If a Saga somehow has no chapter abilities, its final chapter number is 0.\n传纪的最终章节编号是其章节异能中的数字最大者。如果一个传纪因故没有章节异能,其最终章节编号是0。"}, {"chapter": "7", "id": "714.2e", "content": "714.2e A Saga’s final chapter ability is the chapter ability which has its final chapter number in its chapter symbol.\n传纪的最终章节异能是其章节符号包含最终章节编号的章节异能。"}, {"chapter": "7", "id": "714.3.", "content": "714.3. Sagas use lore counters to track their progress.\n使用学问指示物来追踪传纪的进度。"}, {"chapter": "7", "id": "714.3a", "content": "714.3a As a Saga without the read ahead ability enters the battlefield, its controller puts a lore counter on it. As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. (See rule 702.155, “Read Ahead.”)\n于不具跳读异能的传纪进战场时,其操控者在其上放置一个学问指示物。于具跳读异能的传纪进战场时,其操控者选择一个数字,范围须在一到该传纪最大章节数字之内。该传纪进战场时上面有所选数量的学问指示物。(参见规则702.155,“跳读”。)"}, {"chapter": "7", "id": "714.3b", "content": "714.3b As a player’s precombat main phase begins, that player puts a lore counter on each Saga they control with one or more chapter abilities. This turn-based action doesn’t use the stack.\n于牌手的战斗前行动阶段开始时,该牌手在每个由其操控且具有章节异能的传纪结界上放置一个学问指示物。此回合动作不使用堆叠。"}, {"chapter": "7", "id": "714.4.", "content": "714.4. If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number, and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. This state-based action doesn’t use the stack.\n如果一个具有章节异能之传纪永久物上的学问指示物数量大于或等于其上章节异能的最终章节编号,且其并非一个已触发且尚未离开堆叠的章节异能之来源,该传纪的操控者将其牺牲。此状态动作不使用堆叠。"}, {"chapter": "7", "id": "715.", "content": "715. Adventurer Cards\n历险者牌"}, {"chapter": "7", "id": "715.1.", "content": "715.1. Adventurer cards have a two-part card frame, with a smaller frame inset within their text box.\n历险者牌具有分为两部分的牌框,其中较小的牌框嵌印在文字栏中。"}, {"chapter": "7", "id": "715.2.", "content": "715.2. The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.\n出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。"}, {"chapter": "7", "id": "715.2a", "content": "715.2a If an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object that has the alternative characteristics of an Adventure spell, even if the object currently doesn’t use them.\n如果一个效应提及“具有历险”的牌、咒语或永久物,它提及的是具有历险咒语副特征的物件,即使该物件当前并没有用到其副特征。"}, {"chapter": "7", "id": "715.2b", "content": "715.2b The existence and values of these alternative characteristics are part of the object’s copiable values.\n这些副特征的存在性及其各值是该物件的可复制特征值的一部分。"}, {"chapter": "7", "id": "715.2c", "content": "715.2c Although adventurer cards are printed with multiple sets of characteristics, each adventurer card is only one card. For example, a player who has drawn or discarded an adventurer card has drawn or discarded one card, not two.\n即使历险者牌印有多组特征,每张历险者牌仍只是一张牌,例如,抓到或弃掉一张历险者牌的牌手仍只是抓或弃了一张牌,而不是两张。"}, {"chapter": "7", "id": "715.3.", "content": "715.3. As a player plays an adventurer card, the player chooses whether they play the card normally or as an Adventure.\n于牌手使用历险者牌时,该牌手选择是要正常使用该牌,或是将其作为历险来使用。"}, {"chapter": "7", "id": "715.3a", "content": "715.3a When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast.\n在将历险者牌作为历险来施放时,仅会利用其副特征来决定此时能否施放该咒语。"}, {"chapter": "7", "id": "715.3b", "content": "715.3b While on the stack as an Adventure, the spell has only its alternative characteristics.\n历险在堆叠上时,该咒语只有其副特征。"}, {"chapter": "7", "id": "715.3c", "content": "715.3c If an Adventure spell is copied, the copy is also an Adventure. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Adventure spell. Any rule or effect that refers to a spell cast as an Adventure refers to the copy as well.\n如果一个历险咒语被复制,该复制品也是历险。它具有该咒语的副特征,而非代表该历险咒语的牌之正常特征。任何提及作为历险施放的咒语之规则或效应也会提及该复制品。"}, {"chapter": "7", "id": "715.3d", "content": "715.3d Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may play it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure.\n作为历险施放的咒语于其结算时,该咒语的操控者改为将其放逐,而非置入其拥有者的坟墓场。于该牌持续被放逐期间,该牌手可以使用之。它不能以此法作为历险施放,尽管其他允许某牌手施放该牌的效应可能会允许某牌手将其作为历险施放。"}, {"chapter": "7", "id": "715.4.", "content": "715.4. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.\n在堆叠以外的其他区域、以及在堆叠上且不为历险时,历险者牌只具有其正常特征。"}, {"chapter": "7", "id": "715.5.", "content": "715.5. If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative name, the player may do so.\n如果一个效应指示牌手选择一个牌名,而该牌手想要选择一张历险者牌的副名称,则该牌手可以如此作。"}, {"chapter": "7", "id": "716.", "content": "716. Class Cards\n职业牌"}, {"chapter": "7", "id": "716.1.", "content": "716.1. Each Class card has a striated text box containing two class level bars. Its illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.\n职业牌具有分段的文字栏,包含两个职业等级条。其图片竖向位于牌的左半边,其类别栏靠近牌的底部。"}, {"chapter": "7", "id": "716.2.", "content": "716.2. A class level bar is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability.\n职业等级条都是一个关键字异能,代表一个起动式异能和一个静止异能。职业等级条包含其起动式异能的起动费用和等级数字。任何与该职业等级条印刷在同一文字栏分段中的异能均是其静止式异能的一部分。"}, {"chapter": "7", "id": "716.2a", "content": "716.2a “[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”\n“[费用]:等级N~[异能]”意指“[费用]:此职业的等级成为N。只能于此职业的等级是N-1时、且只能于法术时机起动。”及“只要此职业是等级N或更高,它便具有[异能]”。"}, {"chapter": "7", "id": "716.2b", "content": "716.2b A level is a designation that any permanent can have. A Class retains its level even if it stops being a Class. Levels are not a copiable characteristic.\n等级是任何永久物均能够具有的称号。职业即使不再是职业,仍然会保留其等级。等级不是可复制特征。"}, {"chapter": "7", "id": "716.2c", "content": "716.2c The phrase “to gain a Class level” means “to activate an ability indicated by a class level bar”\n“获得职业等级”此用语意指“起动一个由职业等级条指示的异能”。"}, {"chapter": "7", "id": "716.2d", "content": "716.2d If a rule or effect refers to a permanent’s level and that permanent doesn’t have a level, it is treated as though its level is 1.\n如果一个规则或效应提及永久物的等级,且该永久物没有登记,该永久物被视作等级是1。"}, {"chapter": "7", "id": "716.3.", "content": "716.3. Any ability printed on a Class card that isn’t preceded by a class level bar is treated normally. In particular, the Class has the ability printed in its top text box section at all times. That ability may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability.\n等级牌上印刷的任何不以职业等级条开头的异能会被如常看待。特别地,职业在任何时候都具有在其最上方文字栏分段中的异能。如果该异能是静止式异能,它可以影响游戏;如果该异能是触发式异能,它可以触发;如果该异能是起动式异能,它可以被起动。"}, {"chapter": "7", "id": "716.4.", "content": "716.4. Some older creature cards, called leveler cards, have level up abilities that add level counters to them. These are not the same as class level abilities. Level counters do not interact with Class cards, and class levels do not interact with leveler cards. See rule 702.87, “Level Up,” and rule 711, “Leveler Cards.”\n一些较早的、称作“升级牌”的生物牌具有升级异能,该异能会在其上放置等级指示物。这与职业等级异能并不相同。等级指示物与职业牌没有互动,职业等级也与升级牌没有互动。参见规则702.87,“升级”,以及规则711,“升级牌”。"}, {"chapter": "7", "id": "717.", "content": "717. Attraction Cards\n景点牌"}, {"chapter": "7", "id": "717.1.", "content": "717.1. Attraction is an artifact subtype seen only on nontraditional Magic cards. Each Attraction has an “Astrotorium” card back rather than a traditional Magic card back and has a column of circled numbers on the right side of its text box. Numbers in white text on a brightly colored background are said to be “lit up” on those cards. Note that multiple Attraction cards with the same English name may have different numbers lit up. You can see each Attraction card’s possible combinations of lights at Gatherer.Wizards.com.\n景点是仅见于非传统万智牌牌张上的神器类别。景点牌没有传统的万智牌牌背,而是有“游乐场”牌背,并在其文字栏右侧有一列圆圈中的数字。景点牌上背景为亮彩色的白色数字被称为“亮起”的。请注意,具有相同英文名称的不同景点牌亮起的数字可能不同。您可以参见Gatherer.Wizards.com查看每张景点牌可能亮起的数字灯号组合。"}, {"chapter": "7", "id": "717.2.", "content": "717.2. Attraction cards do not begin the game in a player’s deck and do not count toward maximum or minimum deck sizes. Rather, a player who chooses to play with Attraction cards begins the game with a supplementary Attraction deck that exists in the command zone. Each Attraction deck is shuffled before the game begins (see rule 103.3a).\n景点牌于游戏开始时不在牌手的套牌中,也不计入套牌数量上限或下限。选择使用景点牌的牌手使用一副位于统帅区中的附加景点套牌来开始游戏。景点套牌在游戏开始前洗牌(参见规则103.3a)。"}, {"chapter": "7", "id": "717.2a", "content": "717.2a In constructed play, an Attraction deck must contain at least ten Attraction cards and each card in an Attraction deck must have a different English name.\n在构组赛中,一副景点套牌必须包含至少十张景点牌,且景点套牌中牌张的英文名称须各不相同。"}, {"chapter": "7", "id": "717.2b", "content": "717.2b In limited play, an Attraction deck must contain at least three Attraction cards from that player’s card pool, and may contain multiple Attractions cards with the same English name.\n在限制赛中,一副景点套牌必须包含至少三张景点牌且须在该牌手的牌池中,可以包含多张英文名称相同的牌景点牌。"}, {"chapter": "7", "id": "717.3.", "content": "717.3. Effects can cause an Attraction card to enter the battlefield from the command zone. See rule 701.51, “Open an Attraction.”\n一些效应会将景点牌从统帅区放进战场。参见规则701.51,“打开景点”。"}, {"chapter": "7", "id": "717.4.", "content": "717.4. As a player’s precombat main phase begins, a player who controls one or more Attractions rolls to visit their Attractions. See rules 703.4g and 701.52, “Roll to Visit Your Attractions.” This turn-based action doesn’t use the stack.\n于牌手的战斗前行动阶段开始时,如果该牌手操控一个或数个景点,则该牌手掷骰造访景点。参见规则703.4g,及规则701.52,“掷骰造访景点”。此回合动作不使用堆叠。"}, {"chapter": "7", "id": "717.5.", "content": "717.5. Each Attraction card has an ability that begins with the word “Visit” followed by a long dash in its rules text. This is a visit ability. A visit ability triggers whenever you roll to visit your Attractions and the result matches one of the lit-up numbers. See rule 702.159, “Visit.”\n景点牌具有规则叙述以“Visit”和一条长横线开头的异能。此异能是造访异能。造访异能会在每当你掷骰造访景点且结果等同于亮起的数字时触发。参见规则702.159,“造访”。"}, {"chapter": "7", "id": "717.6.", "content": "717.6. If a card with an Astrotorium card back would be put into a zone other than the battlefield, exile, or the command zone from anywhere, instead its owner puts it into the command zone. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.\n如果一张具有游乐场牌背的牌将从任何地方置入战场、放逐区或统帅区之外的区域,改为将它置入统帅区。此替代性效应可以对同一事件生效多次。这是规则614.5的例外。"}, {"chapter": "7", "id": "717.6a", "content": "717.6a Each card owned by the same player that has been put in the command zone this way is kept in a single face-up pile separate from any player’s Attraction deck. This pile is informally referred to as that player’s “junkyard.” The pile is not its own zone.\n由同一牌手拥有,且以此法被置入统帅区的每张牌以牌面朝上的方式单独放在一堆,与牌手的景点套牌分开。这堆牌的非正式名称为“垃圾场”,但并不是一个自己的区域。"}, {"chapter": "7", "id": "718.", "content": "718. Prototype Cards\n试作牌"}, {"chapter": "7", "id": "718.1.", "content": "718.1. Prototype cards have a two-part frame, with a smaller frame inset below the type line of the card. The inset frame contains the prototype keyword ability as well as a second set of power, toughness, and mana cost characteristics.\n试作牌具有分为两部分的牌框,其中较小的牌框嵌印在类别栏下方。嵌印牌框内包括试作此关键字异能,以及第二组力量、防御力及法术力费用的特征。"}, {"chapter": "7", "id": "718.2.", "content": "718.2. The mana cost, power, and toughness in the inset frame represent alternative characteristics that the object may have while it is a spell or while it is a permanent on the battlefield. The card’s normal characteristics appear as usual.\n嵌印牌框内的法术力费用、力量及防御力代表该物件作为咒语或战场上的永久物时可能具有的一组副特征。该牌的正常特征如常展示在牌上。"}, {"chapter": "7", "id": "718.2a", "content": "718.2a The existence and values of these alternative characteristics are part of the object’s copiable values.\n这些副特征的存在及其各值是该物件的可复制特征值的一部分。"}, {"chapter": "7", "id": "718.3.", "content": "718.3. As a player casts a prototype card, the player chooses whether they cast the card normally or cast it as a prototyped spell using the prototype keyword ability (see rule 702.160, “Prototype”).\n于牌手施放试作牌时,该牌手选择是要正常施放该牌,或是利用试作异能将其作为试作咒语来施放(参见规则702.160,“试作”)。"}, {"chapter": "7", "id": "718.3a", "content": "718.3a While casting a prototyped spell, use only its alternative power, toughness, and mana cost when evaluating those characteristics to see if it can be cast.\n在施放试作咒语时,仅利用其副力量、防御力及法术力费用特征来决定此时能否施放该咒语。"}, {"chapter": "7", "id": "718.3b", "content": "718.3b Both a prototyped spell and the permanent it becomes have only its alternative set of power, toughness, and mana cost characteristics. If that mana cost includes one or more colored mana symbols, the spell and the permanent it becomes are also that color or colors (see rule 105.2).\n试作咒语及它成为的永久物仅具有其副力量、防御力及法术力费用特征。如果该法术力费用包含一种或多种有色法术力符号,该咒语及它成为的永久物也是这些颜色(参见规则105.2)。"}, {"chapter": "7", "id": "718.3c", "content": "718.3c If a prototyped spell is copied, the copy is also a prototyped spell. It has the alternative power, toughness, and mana cost characteristics of the spell and not the normal power, toughness, and mana cost characteristics of the card that represents the prototyped spell. Any rule or effect that refers to a prototyped spell refers to the copy as well.\n如果某个试作咒语被复制,则复制品也是试作咒语。该复制品具有该咒语的副力量、防御力及法术力费用特征,而非该试作咒语的正常力量、防御力及法术力费用特征。任何提及试作咒语的规则或效应也会提及该复制品。"}, {"chapter": "7", "id": "718.3d", "content": "718.3d If a permanent that was a prototyped spell is copied, the copy has the alternative power, toughness, and mana cost characteristics of the permanent and not the normal power and toughness characteristics of the card that represents that permanent. Any rule or effect that refers to a permanent that was a prototyped spell refers to the copy as well.\n如果某个曾为试作咒语的永久物被复制,该复制品亦具有其副力量、防御力及法术力费用特征,而非代表该试作咒语的牌之正常力量及防御力特征。任何提及曾为试作咒语的永久物之规则或效应也会提及该复制品。"}, {"chapter": "7", "id": "718.4.", "content": "718.4. In every zone except the stack or the battlefield, and while on the stack or the battlefield when not cast as a prototyped spell, a prototype card has only its normal characteristics.\n在堆叠或战场以外的其他区域、以及在堆叠或战场上不作为试作咒语施放时,试作牌只具有其正常特征。"}, {"chapter": "7", "id": "718.5.", "content": "718.5. A prototype card’s characteristics other than its power, toughness, and mana cost (and other than color) remain the same whether it was cast as a prototyped spell or cast normally.\n试作牌除力量、防御力及法术力费用(以及颜色)之外的其他特征不会改变,无论它作为试作咒语来施放还是正常施放。"}, {"chapter": "7", "id": "719.", "content": "719. Case Cards\n案件牌"}, {"chapter": "7", "id": "719.1.", "content": "719.1. Each Case card’s illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.\n案件牌的图片竖向位于牌的左半边,其类别栏靠近牌的底部。"}, {"chapter": "7", "id": "719.2.", "content": "719.2. The Case frame has no additional rules meaning.\n案件牌的牌框没有额外的规则含义。"}, {"chapter": "7", "id": "719.3.", "content": "719.3. Case cards have two special keyword abilities that appear before a long dash and represent a triggered ability and an ability that may be static, triggered, or activated.\n案件牌具有两个特殊的关键字异能,出现在一条长横线前面(译注:中文版使用“~”),代表一个触发式异能和一个可能为静止式、触发式或起动式的异能。"}, {"chapter": "7", "id": "719.3a", "content": "719.3a “To solve — [Condition]” means “At the beginning of your end step, if [condition] and this Case is not solved, this Case becomes solved.”\n“侦办~[条件]”意指“在你的结束步骤开始时,若[条件],且本案未侦结,则它成为已侦结。”"}, {"chapter": "7", "id": "719.3b", "content": "719.3b Solved is a designation a permanent can have. It has no rules meaning other than to act as a marker that spells and abilities can identify. Once a permanent becomes solved, it stays solved until it leaves the battlefield. The solved designation is neither an ability nor part of the permanent’s copiable values.\n“已侦结”是永久物能够具有的称号。它仅用作标记,供其他咒语和异能辨识之用。一旦某永久物已侦结,它便会一直保持已侦结,直到它离开战场为止。已侦结既不是异能,也不是该永久物之可复制特征值之一。"}, {"chapter": "7", "id": "719.3c", "content": "719.3c If a Case has the solved designation, “Solved — [Ability text]” is an ability that may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability. See rule 702.169, “Solved.”\n如果案件具有已侦结此称号,则其具有的“侦结~[异能文本]”异能如果是静止式异能,可以影响游戏;如果是触发式异能,可以触发;如果是起动式异能,可以被起动。参见规则702.169,“侦结”。"}, {"chapter": "7", "id": "720.", "content": "720. Omen Cards\n预兆牌"}, {"chapter": "7", "id": "720.1.", "content": "720.1. Omen cards have a two-part card frame, with a smaller frame inset within their text box.\n预兆牌具有分为两部分的牌框,其中较小的牌框嵌印在文字栏中。"}, {"chapter": "7", "id": "720.2.", "content": "720.2. The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.\n出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。"}, {"chapter": "7", "id": "720.2a", "content": "720.2a If an effect refers to a card, spell, or permanent that “has an Omen,” it refers to an object that has the alternative characteristics of an Omen spell, even if the object currently doesn’t use them.\n如果一个效应提及“具有预兆”的牌、咒语或永久物,它提及的是具有预兆咒语副特征的物件,即使该物件当前并没有用到其副特征。"}, {"chapter": "7", "id": "720.2b", "content": "720.2b The existence and values of these alternative characteristics are part of the object’s copiable values.\n这些副特征的存在性及其各值是该物件的可复制特征值的一部分。"}, {"chapter": "7", "id": "720.2c", "content": "720.2c Although omen cards are printed with multiple sets of characteristics, each omen card is only one card. For example, a player who has drawn or discarded an omen card has drawn or discarded one card, not two.\n即使预兆牌印有多组特征,每张预兆牌仍只是一张牌,例如,抓到或弃掉一张预兆牌的牌手仍只是抓或弃了一张牌,而不是两张。"}, {"chapter": "7", "id": "720.3.", "content": "720.3. As a player casts an omen card, the player chooses whether they cast the card normally or as an Omen.\n于牌手施放预兆牌时,该牌手选择是要正常施放该牌,或是将其作为预兆来施放。"}, {"chapter": "7", "id": "720.3a", "content": "720.3a When casting an omen card as an Omen, only the alternative characteristics are evaluated to see if it can be cast.\n在将预兆牌作为预兆来施放时,仅会利用其副特征来决定此时能否施放该咒语。"}, {"chapter": "7", "id": "720.3b", "content": "720.3b While on the stack as an Omen, the spell has only its alternative characteristics.\n预兆在堆叠上时,该咒语只有其副特征。"}, {"chapter": "7", "id": "720.3c", "content": "720.3c If an Omen spell is copied, the copy is also an Omen. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Omen spell. Any rule or effect that refers to a spell cast as an Omen refers to the copy as well.\n如果一个预兆咒语被复制,该复制品也是预兆。它具有该咒语的副特征,而非代表该预兆咒语的牌之正常特征。任何提及作为预兆施放的咒语之规则或效应也会提及该复制品。"}, {"chapter": "7", "id": "720.3d", "content": "720.3d As an Omen spell resolves, its controller shuffles it into its owner’s library instead of putting it into its owner’s graveyard as it resolves.\n于预兆咒语结算时,该咒语的操控者改为将其洗入其拥有者的牌库,而非置入其拥有者的坟墓场。"}, {"chapter": "7", "id": "720.4.", "content": "720.4. In every zone except the stack, and while on the stack not as an Omen, an omen card has only its normal characteristics.\n在堆叠以外的其他区域、以及在堆叠上且不为预兆时,预兆牌只具有其正常特征。"}, {"chapter": "7", "id": "720.5.", "content": "720.5. If an effect instructs a player to choose a card name and the player wants to choose an omen card’s alternative name, the player may do so.\n如果一个效应指示牌手选择一个牌名,而该牌手想要选择一张预兆牌的副名称,则该牌手可以如此作。"}, {"chapter": "7", "id": "721.", "content": "721. Station Cards\n蓄势牌"}, {"chapter": "7", "id": "721.1.", "content": "721.1. Each station card has a striated text box and may have one or more power/toughness boxes. The text box of a station card contains one or two station symbols. Station cards also usually have the station keyword ability (see rule 702.184).\n每张蓄势牌都有条状的文字栏,且可能会有一个或数个力量/防御力方格。蓄势牌的文字栏包含了一个或两个蓄势符号。蓄势牌通常也具有蓄势异能(参见规则702.184)。"}, {"chapter": "7", "id": "721.2.", "content": "721.2. A station symbol represents a static ability. The station symbol includes a single number followed by a plus sign, indicated here as “{N+}.” Any abilities printed within the same text box striation as a station symbol are part of its static ability. The same is true of any power and toughness boxes printed within that striation, indicated here as [P/T].\n蓄势符号是代表一个静止式异能。蓄势符号包括一个后面带着加号的单一数字,此处表示为“{N+}”。任何与蓄势符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而可能印在同一区块文字栏的力量/防御力方格,此处表示为[P/T],也是同法看待。"}, {"chapter": "7", "id": "721.2a", "content": "721.2a “{N+}[abilities]” means “As long as this permanent has N or more charge counters on it, it has [abilities].”\n“{N+}[异能]”意指“只要此永久物上面有N个或更多充电指示物,它便具有[异能]。”"}, {"chapter": "7", "id": "721.2b", "content": "721.2b “{N+}[abilities][P/T]” means “As long as this permanent has N or more charge counters on it, it has [abilities] and is a creature with base power and toughness [P/T] in addition to its other types.”\n“{N+}[异能][P/T]”意指“只要此永久物上面有N或更多个充电指示物,它便具有[异能],是基础力量与防御力为[P/T]的生物,且仍具有原本类别。”"}, {"chapter": "7", "id": "721.2c", "content": "721.2c While in any zone other than the battlefield, station cards do not have power or toughness.\n在战场之外的任何区域中,蓄势牌都没有力量或防御力。"}, {"chapter": "7", "id": "721.3.", "content": "721.3. The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which station symbol. Station cards each contain only one text box.\n文字栏区块并没有游戏上的意义,只是用来清楚区分哪个异能与哪个力量/防御力对应于哪个蓄势符号。每张蓄势牌都只有一个文字栏。"}, {"chapter": "7", "id": "721.4.", "content": "721.4. Any ability a station card has that isn’t preceded by a station symbol is treated normally. In particular, each station card has its station ability (see rule 702.184) at all times. That ability may be activated regardless of how many charge counters are on it.\n蓄势牌上面任何不以蓄势符号开头的异能,都会如常运作。特别来说,每个蓄势永久物随时都具有其蓄势异能(参见规则702.184);不论该永久物上有多少个充电指示物,都可以起动。"}, {"chapter": "7", "id": "722.", "content": "722. Controlling Another Player\n操控其他牌手"}, {"chapter": "7", "id": "722.1.", "content": "722.1. Some cards allow a player to control another player during that player’s next turn. This effect applies to the next turn that the affected player actually takes. The affected player is controlled during the entire turn; the effect doesn’t end until the beginning of the next turn.\n一些牌允许牌手在下一个回合被另一位牌手所操控。此效应会在由受影响之牌手实际进行的下个回合生效。整个回合都会被操控;此效应会持续直到下个回合开始。"}, {"chapter": "7", "id": "722.1a", "content": "722.1a Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.\n多个对同一牌手生效的牌手操控效应会互相覆盖。只有最后一个被创造出来的效应生效。"}, {"chapter": "7", "id": "722.1b", "content": "722.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.\n如果一个回合被略过,则尚未执行的牌手操控效应会等到受影响的牌手实际进行回合时才生效。"}, {"chapter": "7", "id": "722.2.", "content": "722.2. Two cards (Word of Command and Opposition Agent) allow a player to control another player for a limited duration.\n两张牌(命令咒[Word of Command]和反对派密探)允许牌手在有限的时间内操控另一位牌手。"}, {"chapter": "7", "id": "722.3.", "content": "722.3. Only control of the player changes. All objects are controlled by their normal controllers. A player who’s being controlled during their turn is still the active player.\n只有该牌手的操控权被改变。所有物件依旧由正常状况下的操控者来操控。在被操控之牌手的回合中,该牌手仍是该回合的主动牌手。"}, {"chapter": "7", "id": "722.4.", "content": "722.4. If information about an object in the game would be visible to the player being controlled, it’s visible to both that player and the controller of the player. If information about cards outside the game would be visible to the player being controlled, it’s visible only to that player, not the controller of the player.\n如果被操控的牌手将可以看到关于一个游戏中物件的信息,则该牌手以及该牌手的操控者都可以看到此信息。如果被操控的牌手将可以看到关于游戏外的牌张之信息,只有该牌手可以看到此信息,该牌手的操控者不能看到此信息。\nExample: The controller of a player can see that player’s hand and the face of any face-down creatures they control.\n例如:某牌手的操控者可以看到该牌手的手牌,以及查看由该牌手操控之面朝下的生物。"}, {"chapter": "7", "id": "722.5.", "content": "722.5. While controlling another player, a player makes all choices and decisions the controlled player is allowed to make or is told to make by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities.\n牌手的操控者替该牌手作出所有规则或任何物件要求作出选择与决定。这包括决定要使用什么,以及咒语与异能所要求的选择与决定。\nExample: The controller of another player decides which spells that player casts and what those spells target, and makes any required decisions when those spells resolve.\n例如:该牌手的操控者决定要施放什么咒语,以什么为目标,并在这些咒语结算时作出所需的决定。\nExample: The controller of another player decides which of that player’s creatures attack, which player or planeswalker each one attacks, and how those attacking creatures assign their combat damage.\n例如:该牌手的操控者决定主动牌手的哪些生物攻击,每个攻击生物攻击哪位牌手或哪个鹏洛客,以及这些攻击生物的战斗伤害该如何分配。"}, {"chapter": "7", "id": "722.5a", "content": "722.5a The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player.\n牌手的操控者只能利用该牌手的资源(牌、法术力等)来替该牌手支付费用。\nExample: If the controller of a player decides that the controlled player will cast a spell with an additional cost of discarding cards, the cards are discarded from the controlled player’s hand.\n例如:如果该牌手的操控者决定该主动牌手将施放某咒语,并从该牌手手上弃掉一张牌来支付其额外费用,则必须从该主动牌手的手上弃牌。"}, {"chapter": "7", "id": "722.5b", "content": "722.5b The controller of another player can’t make choices or decisions for that player that aren’t called for by the rules or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules.\n牌手的操控者不得替该牌手作出规则或任何物件未要求作出的选择或决定。比赛规则方面要求该牌手作出的选择与决定亦不得由该牌手的操控者代替作出。\nExample: The player who’s being controlled still decides if they will leave to visit the restroom, trade a card to someone else, agree to an intentional draw, or call a judge about an error or infraction.\n例如:被操控的牌手依然由自己决定是否要离席去洗手间,是否要同他人交换卡牌,是否需要约和,或是否需要就某个错误或违规行为叫裁判。"}, {"chapter": "7", "id": "722.6.", "content": "722.6. The controller of another player can’t make that player concede. A player may concede the game at any time, even if they are controlled by another player. See rule 104.3a.\n牌手的操控者不能让该牌手认输。牌手可以在任何时间认输,即使他已被其他牌手操控。参见规则104.3a。"}, {"chapter": "7", "id": "722.7.", "content": "722.7. The effect that gives control of a player to another player may restrict the actions the controlled player is allowed to take or specify actions that the controlled player must take.\n使某牌手操控另一位牌手的效应可能会限制被操控的牌手所允许作出的动作,或指明被操控的牌手必须作出的动作。"}, {"chapter": "7", "id": "722.8.", "content": "722.8. A player who controls another player also continues to make their own choices and decisions.\n操控其他牌手的牌手如常为自己作出选择与决定。"}, {"chapter": "7", "id": "722.9.", "content": "722.9. An effect may give a player control of themselves. That player will make their own decisions and choices as normal.\n某些效应可能会允许牌手获得自己的操控权。该牌手将如常为自己作出选择与决定。"}, {"chapter": "7", "id": "723.", "content": "723. Ending Turns and Phases\n结束回合和阶段"}, {"chapter": "7", "id": "723.1.", "content": "723.1. Some cards end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).\n一些牌会让当前回合结束。当一个效应结束本回合时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则608,“结算咒语及起动式异能”),须依序进行下列步骤。"}, {"chapter": "7", "id": "723.1a", "content": "723.1a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 723.1f).\n如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则723.1f)。"}, {"chapter": "7", "id": "723.1b", "content": "723.1b Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).\n放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则704,“状态动作”)。"}, {"chapter": "7", "id": "723.1c", "content": "723.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.\n检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。"}, {"chapter": "7", "id": "723.1d", "content": "723.1d The current phase and/or step ends. If this happens during combat, remove all creatures and planeswalkers from combat. The game skips straight to the cleanup step; skip any phases or steps between this phase or step and the cleanup step. If an effect ends the turn during the cleanup step, a new cleanup step begins.\n当前的阶段和/或步骤结束。如果这发生在战斗阶段中,则将所有生物和鹏洛客移出战斗。游戏过程直接跳到清除步骤。从目前的阶段或步骤到清除步骤之间,所有的阶段或步骤均被略过。如果一个效应在清除步骤中结束回合,一个新的清除步骤开始。"}, {"chapter": "7", "id": "723.1e", "content": "723.1e Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.\n即使回合结束,“在结束步骤开始时”触发的触发式异能不会触发,因为结束步骤已被略过。"}, {"chapter": "7", "id": "723.1f", "content": "723.1f No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the cleanup step, then the active player gets priority and players can cast spells and activate abilities. Then there will be another cleanup step before the turn finally ends. If no triggered abilities have triggered during this process, no player gets priority during the cleanup step. See rule 514, “Cleanup Step.”\n在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在清除步骤中被放入堆叠,此后主动牌手会得到优先权,牌手有机会施放咒语或起动异能。然后在本回合真正结束之前,会进行另一个清除步骤。如果此过程中没有触发式异能被触发,牌手在清除步骤不会得到优先权。参见规则514,“清除步骤”。"}, {"chapter": "7", "id": "723.2.", "content": "723.2. One card (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).\n一张牌(和平授令[Mandate of Peace])结束战斗阶段。当一个效应结束战斗阶段时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则608,“结算咒语及起动式异能”),须依序进行下列步骤。"}, {"chapter": "7", "id": "723.2a", "content": "723.2a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 723.2f).\n如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则723.2f)。"}, {"chapter": "7", "id": "723.2b", "content": "723.2b Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).\n放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则704,“状态动作”)。"}, {"chapter": "7", "id": "723.2c", "content": "723.2c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.\n检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。"}, {"chapter": "7", "id": "723.2d", "content": "723.2d The current combat phase ends. Remove all creatures and planeswalkers from combat. Effects that last “until end of combat” expire. The game skips straight to the next phase, usually the postcombat main phase; skip any steps between this step and that phase.\n当前的战斗阶段结束。将所有生物和鹏洛客移出战斗。持续到“直到战斗结束”的效应结束。游戏过程直接跳到下一个阶段,通常是战斗后行动阶段;从目前的步骤到该阶段之间,所有的步骤均被略过。"}, {"chapter": "7", "id": "723.2e", "content": "723.2e Even though the combat phase ends, “at end of combat” triggered abilities don’t trigger because the end of combat step is skipped.\n即使战斗阶段结束,“在战斗结束时”触发的触发式异能不会触发,因为战斗结束步骤已被略过。"}, {"chapter": "7", "id": "723.2f", "content": "723.2f No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the following phase, then the active player gets priority and players can cast spells and activate abilities.\n在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在下一个阶段中被放入堆叠,此后主动牌手会得到优先权,牌手可施放咒语或起动异能。"}, {"chapter": "7", "id": "723.2g", "content": "723.2g If an effect attempts to end the combat phase at any time that’s not a combat phase, nothing happens.\n如果一个效应试图在任何不是战斗阶段的时间点结束战斗阶段,什么都不会发生。"}, {"chapter": "7", "id": "724.", "content": "724. The Monarch\n君主"}, {"chapter": "7", "id": "724.1.", "content": "724.1. The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to become the monarch.\n“君主”是牌手可获得的称号。有些牌上会注记着“某牌手成为君主”。"}, {"chapter": "7", "id": "724.2.", "content": "724.2. There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. This is an exception to rule 113.8. The full texts of these abilities are “At the beginning of the monarch’s end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.”\n“身为君主”会产生与之关联的两个固有触发式异能。这些触发式异能没有来源,其操控者为异能触发时为君主的牌手。这是规则113.8的例外情况。这两个异能的完整叙述为“在君主的结束步骤开始时,该牌手抓一张牌”及“每当任一生物对君主造成战斗伤害时,其操控者成为君主”。"}, {"chapter": "7", "id": "724.3.", "content": "724.3. Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch.\n同一时间只有一位牌手能成为君主。于某位牌手成为君主时,当前的君主便不再是君主。"}, {"chapter": "7", "id": "724.4.", "content": "724.4. If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order who can become the monarch becomes the monarch. If no player still in the game can become the monarch, the game continues with no monarch.\n如果君主离开游戏,则主动牌手在其离开游戏的同时成为君主。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序之下一位能够成为君主的牌手成为君主。如果仍在游戏中的牌手均不能成为君主,游戏以没有君主的状态继续。"}, {"chapter": "7", "id": "724.5.", "content": "724.5. If the result of a continuous effect generated by a static ability is determined based on who is currently the monarch, but there is no monarch in the game as that effect begins to apply, that effect does nothing until a player becomes the monarch. See rule 613, “Continuous Effects.”\n如果一个静止式异能产生的持续性效应的结果是根据哪位牌手是君主来确定的,但此效应生效时游戏中没有君主,则该效应没有效果,直到某位牌手成为君主。参见规则613,“持续性效应”。"}, {"chapter": "7", "id": "725.", "content": "725. The Initiative\n先制"}, {"chapter": "7", "id": "725.1.", "content": "725.1. The initiative is a designation a player can have. There is no initiative in a game until an effect instructs a player to take the initiative. A player who currently has the initiative designation is said to have the initiative.\n“先制”是牌手可获得的称号。游戏开始时没有先制,直到某效应令牌手掌握先制为止。当前拥有先制称号的牌手便“握有先制”。"}, {"chapter": "7", "id": "725.2.", "content": "725.2. There are three inherent triggered abilities associated with having the initiative. These triggered abilities have no source and are controlled by the player who had the initiative at the time the abilities triggered. This is an exception to rule 113.8. The full text of these abilities are “At the beginning of the upkeep of the player who has the initiative, that player ventures into Undercity,” “Whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the controller of those creatures takes the initiative,” and “Whenever a player takes the initiative, that player ventures into Undercity.” See rule 701.49, “Venture into the Dungeon.”\n握有先制会产生与之关联的三个固有触发式异能。这些触发式异能没有来源,且其操控者是当这些异能触发时握有先制的牌手。这是规则113.8的例外情况。这三个异能的完整叙述为“在握有先制的牌手的维持开始时,该牌手深入地底城。”、“每当一个或数个生物对握有先制的牌手造成战斗伤害时,这些生物的操控者掌握先制。”,和“每当一位牌手掌握先制时,该牌手深入地底城。”参见规则701.49,“深入地城”。"}, {"chapter": "7", "id": "725.3.", "content": "725.3. Only one player can have the initiative at a time. As a player takes the initiative, the player who currently has the initiative ceases to have it.\n同一时间只有一位牌手能握有先制。于某位牌手掌握先制时,当前握有先制的牌手便不再握有先制。"}, {"chapter": "7", "id": "725.4.", "content": "725.4. If the player who has the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.\n如果握有先制的牌手离开游戏,则主动牌手在其离开游戏的同时掌握先制。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序的下一位牌手掌握先制。"}, {"chapter": "7", "id": "725.5.", "content": "725.5. If the player who currently has the initiative is instructed to take the initiative, this causes the last triggered ability in 725.2 to trigger but does not create a second initiative designation.\n如果当前握有先制的牌手被指示掌握先制,这会使规则725.2所述的最后一条触发式异能触发,但不会产生第二个先制称号。"}, {"chapter": "7", "id": "726.", "content": "726. Restarting the Game\n重新开始游戏"}, {"chapter": "7", "id": "726.1.", "content": "726.1. One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule 103, “Starting the Game,” with the following exception:\n一张牌(重获自由的卡恩)可以重新开始游戏。被重新开始的游戏立即结束。在该游戏中,没有牌手赢,输,或者平手。在该游戏中的所有牌手此后开始新的游戏,并遵循由规则103,“开始游戏”,所规定的流程,但包括以下例外:"}, {"chapter": "7", "id": "726.1a", "content": "726.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game.\n新的游戏之先行牌手为操控使游戏重新开始之咒语或异能的牌手。"}, {"chapter": "7", "id": "726.2.", "content": "726.2. All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game. Ownership of cards in the new game doesn’t change, regardless of their location when the new game begins.\n所有包含在被重新开始的游戏中的万智牌卡牌,包括已跃离的永久物和非传统万智牌卡牌,在该游戏结束后均包含在新的游戏中,即使这些牌原本未包含在原来的游戏中。在新的游戏中,牌的拥有者不会因其在游戏开始时所在的位置而改变。\nExample: A player casts Living Wish, bringing a creature card into the game from outside the game. Then that game is restarted. The creature card will be part of that player’s library when the new game begins.\n例如:某牌手施放生机祈愿,将游戏外的一张生物牌带入游戏中。然后该游戏重新开始。这张生物牌在新的游戏开始时将成为该牌手牌库的一部分。"}, {"chapter": "7", "id": "726.3.", "content": "726.3. Because each player draws seven cards when the new game begins, any player with fewer than seven cards in their library will lose the game when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)\n由于在新的游戏开始时每位牌手需要抓七张牌,任何在此时牌库中不足七张牌的牌手将在第一个回合的维持步骤开始,检查状态动作时输去此盘游戏,而不考虑该牌手进行的任何再调度。(参见规则704,“状态动作”。)"}, {"chapter": "7", "id": "726.4.", "content": "726.4. The effect that restarts the game finishes resolving just before the first turn’s untap step. If the spell or ability that generated that effect has additional instructions, those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn’s upkeep step.\n重新开始游戏的效应在第一个回合的重置步骤开始之前完成结算。如果产生该效应的咒语或异能具有额外的指示,在此时遵循这些指示。没有牌手会得到优先权,且由此而触发的触发式异能将在下一次牌手将得到优先权时进入堆叠,这通常是在第一个回合的维持步骤中。"}, {"chapter": "7", "id": "726.5.", "content": "726.5. Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner’s deck as the new game begins.\n一些效应可能使某些牌不遵循重新开始游戏的流程。这些牌在新的游戏开始时不在其拥有者的牌库中。"}, {"chapter": "7", "id": "726.5a", "content": "726.5a In a Commander game, a commander that has been exempted from the procedure that restarts the game won’t begin the new game in the command zone. However, it remains that deck’s commander for the new game. See rule 903, “Commander.”\n在指挥官游戏中,因此而未遵循重新开始游戏的流程之指挥官不会在新的游戏开始时位于统帅区。但是,它仍然是新的游戏中该套牌的指挥官。参见规则903,“指挥官”。"}, {"chapter": "7", "id": "726.6.", "content": "726.6. If a Magic subgame (see rule 728) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame.\n如果一个万智牌子游戏(参见规则728)被重新开始,主游戏不会受到影响。主游戏中提及子游戏的赢家或输家的效应,将提及重新开始的子游戏之赢家或输家。"}, {"chapter": "7", "id": "726.7.", "content": "726.7. If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game.\n如果在限制影响范围模式(参见规则801)的多人游戏中,该游戏被重新开始,则该游戏中的所有牌手都将重新开始游戏,而不考虑操控重新开始游戏之咒语或异能的牌手之影响范围。"}, {"chapter": "7", "id": "727.", "content": "727. Rad Counters\n拉德指示物"}, {"chapter": "7", "id": "727.1.", "content": "727.1. Rad counters are a kind of counter a player can have (see rule 122, “Counters”). There is an inherent triggered ability associated with rad counters. This ability has no source and is controlled by the active player. This is an exception to rule 113.8. The full text of this ability is “At the beginning of each player’s precombat main phase, if that player has one or more rad counters, that player mills a number of cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”\n拉德指示物是牌手可具有的一种指示物(参见规则122,“指示物”)。具有拉德指示物会产生与之关联的一个固有触发式异能。这些触发式异能没有来源,且其操控者是主动牌手。这是规则113.8的例外情况。此异能的完整叙述为“在每位牌手战斗前的行动阶段开始时,若该牌手具有一个或数个拉德指示物,该牌手磨等同于其具有之拉德指示物数量的牌。每以此法磨掉一张非地牌,该牌手便失去1点生命并从自己上移去一个拉德指示物。”"}, {"chapter": "7", "id": "727.1a", "content": "727.1a A card that refers to life loss “from radiation” refers to life lost as a result of the triggered ability associated with rad counters.\n提及“因辐射量”而失去生命的牌,其意指因与拉德指示物关联的触发式异能失去生命。"}, {"chapter": "7", "id": "728.", "content": "728. Subgames\n子游戏"}, {"chapter": "7", "id": "728.1.", "content": "728.1. One card (Shahrazad) allows players to play a Magic subgame.\n只有一张牌(雪赫拉莎德[Shahrazad])允许牌手进行万智牌的子游戏。"}, {"chapter": "7", "id": "728.1a", "content": "728.1a A “subgame” is a completely separate Magic game created by an effect. Essentially, it’s a game within a game. The “main game” is the game in which the spell or ability that created the subgame was cast or activated. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends.\n“子游戏”意指由效应所创造出来、与当前游戏完全无关的万智牌游戏。本质上来说,它就是游戏当中的另一个游戏。“主游戏”是施放或起动了创造该子游戏之咒语或异能所在的游戏。主游戏在子游戏进行过程中暂停。它会在子游戏结束后继续进行。"}, {"chapter": "7", "id": "728.1b", "content": "728.1b No effects or definitions created in either the main game or the subgame have any meaning in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame.\n在主游戏或子游戏当中,各自产生的效应及定义对另一个而言均无意义,但由创造出子游戏的效应所作出的定义不在此限。例如,该效应当中会注明,在主游戏中会对子游戏的赢家或输家有何奖惩。"}, {"chapter": "7", "id": "728.2.", "content": "728.2. As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in their main-game library, moves them to their subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone, except as specified in rules 728.2a–c. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.”\n于子游戏开始时,会创造出一整套全新的游戏区域。每位牌手将各自主游戏的整个牌库当作其子游戏的牌库,并对其进行洗牌。除此之外,在主游戏各个区域里的牌都不会移到子游戏的对应区域当中,除了规则728.2a-c中特别指出的之外。随机决定哪位牌手先手。子游戏的进程如正常的游戏一般,须遵循如规则103部分“开始游戏”中规定的其他规则。"}, {"chapter": "7", "id": "728.2a", "content": "728.2a As a subgame begins, if one or more supplementary decks of nontraditional cards are being used, each player moves each of their supplementary decks from the main-game command zone to the subgame command zone and shuffles it. (Face-up nontraditional cards remain in the main-game command zone.)\n于子游戏开始时,如果用到了一套或多套由非传统卡牌组成的附加套牌,每位牌手将这些附加套牌从主游戏统帅区移到子游戏统帅区,并将其洗牌。(牌面朝上的非传统卡牌留在主游戏的统帅区。)"}, {"chapter": "7", "id": "728.2b", "content": "728.2b As a subgame of a Vanguard game starts, each player moves their vanguard card from the main-game command zone to the subgame command zone.\n于先锋游戏中的子游戏开始时,每位牌手将其先锋牌从主游戏统帅区移到子游戏统帅区。"}, {"chapter": "7", "id": "728.2c", "content": "728.2c As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it’s there) to the subgame command zone.\n于指挥官游戏中的子游戏开始时,每位牌手将其指挥官从主游戏统帅区(如果该牌在统帅区的话)移到子游戏统帅区。"}, {"chapter": "7", "id": "728.3.", "content": "728.3. Because each player draws seven cards when a game begins, any player with fewer than seven cards in their deck will lose the subgame when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)\n对子游戏而言,忽略一切与牌手套牌张数相关的规则。不过,由于每位牌手在游戏开始时需要抓七张牌,因此套牌张数少于七张的牌手,会在子游戏第一回合的维持步骤中检查状态动作的时候输去子游戏,不论该牌手是否进行再调度。(参见规则704,“状态动作”。)"}, {"chapter": "7", "id": "728.4.", "content": "728.4. All objects in the main game and all cards outside the main game are considered outside the subgame (except those specifically brought into the subgame). All players not currently in the subgame are considered outside the subgame.\n所有主游戏中的物件,以及主游戏之外的所有牌,均视同在子游戏之外(除非有特殊效应会将其带到子游戏之中)。所有当前不在子游戏当中的牌手均视同在子游戏之外。"}, {"chapter": "7", "id": "728.4a", "content": "728.4a Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abilities in the main game that trigger on objects leaving a main-game zone will trigger, but they won’t be put onto the stack until the main game resumes.\n一些效应可以从游戏之外带进牌。如果从主游戏中将一张牌带入子游戏中,则在主游戏中,物件离开主游戏的区域时触发的异能会触发,但这些异能直到主游戏继续之后才会进入堆叠。"}, {"chapter": "7", "id": "728.4b", "content": "728.4b A player’s main-game counters aren’t considered part of the subgame, although the player will still have them when the main game resumes. Similarly, any counters a player gets during a subgame will cease to exist when the subgame ends.\n一位牌手在主游戏中的指示物不被认为是子游戏的一部分,但是牌手在主游戏再次开始时依然具有它们。同理,牌手在子游戏中得到的指示物在子游戏结束时消失。"}, {"chapter": "7", "id": "728.5.", "content": "728.5. At the end of a subgame, each player takes all traditional cards they own that are in the subgame other than those in the subgame command zone, puts them into their main-game library, then shuffles them. This includes cards in the subgame’s exile zone and cards that represent phased-out permanents as the subgame ends. Except as specified in rules 728.5a–c, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued: First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that’s no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack.\n在子游戏结束时,每位牌手将其拥有,且参与过子游戏的传统卡牌放入其主游戏之牌库中,然后将牌库洗牌。这包括在子游戏的放逐区之中的牌,以及在子游戏结束时代表已跃离的永久物的牌。除了规则728.5a-c中特别指出的之外,所有子游戏中的其他物件,以及为其创造的游戏区域都会消失。主游戏从它暂停的那一刻起继续:首先,创造子游戏的咒语或异能完成结算,即使创造该咒语或异能的咒语牌已不在堆叠之上。然后,如果有在子游戏进行过程中,由于主游戏当中的牌被移出主游戏,而于主游戏里触发的异能,则将该些异能放进堆叠。\nExample: If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner’s main-game library when the subgame ends.\n例如:如果一张牌参与过子游戏,则不论它来自主游戏或是来自主游戏之外,都会在子游戏结束时洗回主游戏的牌库。"}, {"chapter": "7", "id": "728.5a", "content": "728.5a At the end of a subgame, each nontraditional card not in a supplementary deck that began the subgame in a supplementary deck is turned face down and put on the bottom of that deck. Then each player moves each of their supplementary decks from the subgame command zone to the main-game command zone and shuffles it.\n于子游戏结束时,将每张在附加套牌中开始子游戏,且当前不在附加套牌中的非传统卡牌翻为牌面朝下并置于该附加套牌牌库底。然后每位牌手将其附加套牌从子游戏统帅区移到主游戏统帅区并将其洗牌。"}, {"chapter": "7", "id": "728.5b", "content": "728.5b At the end of a subgame of a Vanguard game, each player moves their vanguard card from the subgame command zone to the main-game command zone. This is an exception to rule 313.2.\n于先锋游戏中的子游戏结束时,每位牌手将其先锋牌从子游戏统帅区移到主游戏统帅区。这是规则313.2的例外情况。"}, {"chapter": "7", "id": "728.5c", "content": "728.5c At the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if it’s there) to the main-game command zone.\n于指挥官游戏中的子游戏结束时,每位牌手将其指挥官从子游戏统帅区(如果该牌在统帅区的话)移到主游戏统帅区。"}, {"chapter": "7", "id": "728.6.", "content": "728.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.\n子游戏中可以创造另一个子游戏。当前已经存在的子游戏相对而言会成为新的子游戏之主游戏。"}, {"chapter": "7", "id": "729.", "content": "729. Merging with Permanents\n与永久物结聚"}, {"chapter": "7", "id": "729.1.", "content": "729.1. One keyword causes an object to merge with a permanent. See rule 702.140, “Mutate.”\n一个关键字异能会导致物件与永久物结聚。参见规则702.140,“合变”。"}, {"chapter": "7", "id": "729.2.", "content": "729.2. To merge an object with a permanent, place that object on top of or under that permanent. That permanent becomes a merged permanent represented by the card or copy that represented that object in addition to any other components that were representing it.\n要将物件与永久物结聚,将该物件放置在该永久物的顶上或底下。该永久物成为结聚永久物,其除由已经代表该永久物的任一其他组件所代表外,还额外由代表该物件的牌或复制品所代表。"}, {"chapter": "7", "id": "729.2a", "content": "729.2a A merged permanent has only the characteristics of its topmost component, unless otherwise specified by the effect that caused them to merge. This is a copiable effect whose timestamp is the time the objects merged. (See rule 613.2.)\n结聚永久物仅具有其最顶上组件的特征,除非令其结聚的效应另有说明。这是一个可复制效应,其时间印记为这些物件结聚之时。(参见规则613.2。)"}, {"chapter": "7", "id": "729.2b", "content": "729.2b As an object merges with a permanent, that object leaves its previous zone and becomes part of an object on the battlefield, but the resulting permanent isn’t considered to have just entered the battlefield.\n于一个物件与永久物结聚时,该物件离开其原本区域,并成为战场上一个物件的一部分,但所成的永久物并非被认为是刚刚进入战场。"}, {"chapter": "7", "id": "729.2c", "content": "729.2c Because a merged permanent is the same object that it was before, it hasn’t just come under a player’s control, any continuous effects that affected it continue to do so, and so on.\n因为结聚永久物与其结聚前是同一个物件,其并未刚刚处于某牌手的操控下,任何先前对其生效的持续性效应仍继续生效,依此类推。"}, {"chapter": "7", "id": "729.2d", "content": "729.2d If a merged permanent contains a token, the resulting permanent is a token only if the topmost component is a token.\n如果一个结聚永久物包含一个衍生物,所成的永久物仅当其最顶上的组件是衍生物时才是衍生物。"}, {"chapter": "7", "id": "729.2e", "content": "729.2e If a merged permanent contains face-up and face-down components, the permanent’s status is determined by its topmost component. If a face-down permanent becomes a face-up permanent as a result of an object merging with it, other effects don’t count it as being turned face up.\n如果一个结聚永久物包含牌面朝上和牌面朝下的组件,该永久物的状态由其最顶上的组件决定。如果一个牌面朝下的永久物因某物件与其结聚之故而成为牌面朝上,其他效应不会视同其翻回了正面。"}, {"chapter": "7", "id": "729.2f", "content": "729.2f If a merged permanent is turned face down, each face-up component that represents it is turned face down. If a face-down merged permanent is turned face up, each face-down component that represents it is turned face up.\n如果一个结聚永久物被翻为牌面朝下,每个代表该永久物的牌面朝上组件都被翻为牌面朝下。如果一个牌面朝下的结聚永久物被翻回正面,每个代表该永久物的牌面朝下组件都被翻回正面。"}, {"chapter": "7", "id": "729.2g", "content": "729.2g A face-down merged permanent that contains an instant or sorcery card can’t be turned face up. If such a permanent would turn face up, its controller reveals it and leaves it face down. Abilities that trigger when a permanent is turned face up won’t trigger.\n一个包含瞬间或法术牌的牌面朝下的结聚永久物不能被翻回正面。如果一个此类永久物将翻回正面,其操控者展示之并保持其牌面朝下。当永久物翻回正面时触发的异能不会触发。"}, {"chapter": "7", "id": "729.2h", "content": "729.2h If a merged permanent contains a flip card (see rule 710), that component’s alternative characteristics are used instead of its normal characteristics if the merged permanent is flipped.\n如果一个结聚永久物包含一张倒转牌(参见规则710),且如果该结聚永久物已倒转,则该组件的替代用特征会被使用,而非其一般情况下的特征。"}, {"chapter": "7", "id": "729.2i", "content": "729.2i A merged permanent is not a double-faced permanent even if it contains one or more double-faced components. If a merged permanent contains one or more double-faced components that can transform (see rule 712), transforming or converting that permanent causes each of those double-faced components to turn so that its other face is up.\n结聚永久物不是双面永久物,即使它包含一个或数个双面组件。如果一个结聚永久物包含一张或数张可转化的双面组件(参见规则712),转化或转换该永久物会使得其中每张双面组件都翻为另一面朝上。"}, {"chapter": "7", "id": "729.2j", "content": "729.2j A face-up merged permanent that contains a double-faced component can’t be turned face down.\n一个牌面朝上的、包含双面组件的结聚永久物不能翻为牌面朝下。"}, {"chapter": "7", "id": "729.3.", "content": "729.3. If a merged permanent leaves the battlefield, one permanent leaves the battlefield and each of the individual components are put into the appropriate zone.\n如果一个结聚永久物离开战场,只有一个永久物会离开战场,且其中每个单独组件都会置入相应的区域。"}, {"chapter": "7", "id": "729.3a", "content": "729.3a If a merged permanent is put into its owner’s graveyard or library, that player may arrange the new objects in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.\n如果一个结聚永久物被置入其拥有者的坟墓场或牌库,该牌手可以任意顺序排列这些新物件。如果它被置于其拥有者的牌库,该牌手不展示其顺序。"}, {"chapter": "7", "id": "729.3b", "content": "729.3b If a player exiles a merged permanent, that player determines the relative timestamp order of the cards at that time. This is an exception to the procedure described in rule 613.7m.\n如果一位牌手放逐了一个结聚永久物,该牌手在此时决定这些牌的相对时间印记顺序。这是规则613.7m中描述之流程的例外。"}, {"chapter": "7", "id": "729.3c", "content": "729.3c If an effect can find the new object that a merged permanent becomes as it leaves the battlefield, it finds all of those objects. (See rule 400.7.) If that effect causes actions to be taken upon those objects, the same actions are taken upon each of them.\n如果一个效应可以找到于某结聚永久物离开战场时所成为的新物件,则该效应找到所有这些物件。(参见规则400.7。)如果该效应使得动作会对这些物件执行,则该动作会对其中的每个物件同样执行。"}, {"chapter": "7", "id": "729.3d", "content": "729.3d If multiple replacement effects could be applied to the event of a merged permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to the object applies it to all components of the object. If the merged permanent is a commander, it may be exempt from this rule; see rules 903.9b–c.\n如果多个替代性效应可以对一个结聚永久物离开战场或置入新的区域的事件生效,这些替代性效应中的一个效应对该物件生效会影响该物件的所有组件。如果该结聚永久物是指挥官,它可能会不受此规则影响;参见规则903.9b-c。"}, {"chapter": "7", "id": "729.3e", "content": "729.3e If a replacement effect applies to a “card” being put into a zone without also including tokens, that effect applies to all components of the merged permanent if it’s not a token, including components that are tokens. If the merged permanent is a token but some of its components are cards, the merged permanent and its token components are put into the appropriate zone, and the components that are cards are moved by the replacement effect.\n如果一个替代性效应对一张“牌”(但不影响衍生物)被置入一个区域生效,且如果该结聚永久物不是衍生物,该替代性效应对该结聚永久物的所有组件生效,其中也包含为衍生物的组件。如果该结聚永久物是衍生物但其部分组件是牌,结聚永久物及其衍生物组件被置于适当的区域,而为牌的组件被该替代性效应移动。"}, {"chapter": "7", "id": "730.", "content": "730. Day and Night\n白昼与黑夜"}, {"chapter": "7", "id": "730.1.", "content": "730.1. Day and night are designations that the game itself can have. The game starts with neither designation. “It becomes day” and “it becomes night” refer to the game gaining the day or night designation. It can become day or night through the daybound and nightbound keyword abilities (see rule 702.145). Other effects can also make it day or night. Once it has become day or night, the game will have exactly one of those designations from that point forward.\n白昼与黑夜是游戏本身可获得的称号。(中文版译注:中文版牌张在规则提示中,会利用“天色”来指称。)游戏在一开始时没有任何称号。“成为白昼”与“成为黑夜”意指游戏获得白昼或黑夜的称号。通过昼形与夜形关键字异能(参见规则702.145),游戏可以成为白昼或黑夜。其他效应也可以使游戏成为白昼或黑夜。一旦游戏成为白昼或黑夜,则接下来的时段中,游戏便会是这两种称号之一,且同一时间只会是两者之一。"}, {"chapter": "7", "id": "730.1a", "content": "730.1a The phrases “day becomes night” and “night becomes day” refer to the game losing the first designation and gaining the second one.\n短语“白昼成为黑夜”与“黑夜成为白昼”意指游戏失去前者称号并获得后者称号。"}, {"chapter": "7", "id": "730.2.", "content": "730.2. As the second part of the untap step, the game checks the previous turn to see if the game’s day/night designation should change. See rule 502, “Untap Step.”\n作为重置步骤的第二个部分,游戏会检查上一个回合,来决定游戏的白昼/黑夜称号是否应当变化。参见规则502,“重置步骤”。"}, {"chapter": "7", "id": "730.2a", "content": "730.2a If it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s day and no player from the previous turn’s active team cast a spell during that turn, it becomes night.\n如果当前是白昼,且上一个回合的主动牌手在该回合没有施放咒语,则成为黑夜。使用队伍共享回合模式(参见规则805)的多人游戏使用不同的规则:如果当前是白昼,且上一个回合的主动队伍中没有任何牌手在该回合中施放咒语,则成为黑夜。"}, {"chapter": "7", "id": "730.2b", "content": "730.2b If it’s night, and previous turn’s active player cast two or more spells during the previous turn, it becomes day. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s night and any player from the previous turn’s active team cast two or more spells during that turn, it becomes day.\n如果当前是黑夜,且上一个回合的主动牌手在该回合中施放了两个或更多咒语,则成为白昼。使用队伍共享回合模式(参见规则805)的多人游戏使用不同的规则:如果当前是黑夜,且上一个回合的主动队伍中有任一牌手在该回合中施放了两个或更多咒语,则成为白昼。"}, {"chapter": "7", "id": "730.2c", "content": "730.2c If it’s neither day nor night, this check doesn’t happen and it remains neither.\n如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。"}, {"chapter": "7", "id": "731.", "content": "731. Taking Shortcuts\n进行简化"}, {"chapter": "7", "id": "731.1.", "content": "731.1. When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes.\n在进行游戏时,牌手一般会使用双方都了解的简化方式,而不会对自己所需要作出的每一个游戏选择(例如是要采取行动还是要让过优先权)都有明确表示。"}, {"chapter": "7", "id": "731.1a", "content": "731.1a The rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.\n关于进行简化的规则很大程度上是非正式的。只要能够使在游戏中的每一位牌手理解彼此的意图,使用任何形式的简化系统都是可以接受的。"}, {"chapter": "7", "id": "731.1b", "content": "731.1b Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.\n有时候游戏会进行到一组动作不断反复的状态(即导致了“循环”;此节中提及之“循环/Loop”指一种重复的游戏动作,并非关键字异能“循环/Cycling”〜译注)。这种情况下,可以使用进行简化的规则来确定该些动作的具体重复次数,而不需实际执行它们,同时该规则也可以用于确定打破循环的方法。"}, {"chapter": "7", "id": "731.1c", "content": "731.1c Tournaments use a modified version of the rules governing shortcuts and loops. These rules are covered in the Magic: The Gathering Tournament Rules (found at WPN.wizards.com/en/rules-documents). Whenever the Tournament Rules contradict these rules during a tournament, the Tournament Rules take precedence.\n对于规范简化和循环的规则,比赛中使用的规则版本有所不同。这些规则在《万智牌比赛规则》中详述(可在WPN.Wizards.com/en/rules-documents此处找到)。每当比赛规则与本规则中所述有所抵触时,以比赛规则为优先。"}, {"chapter": "7", "id": "731.2.", "content": "731.2. Taking a shortcut follows the following procedure.\n进行简化时,须遵循下列顺序:"}, {"chapter": "7", "id": "731.2a", "content": "731.2a At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can’t include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.\n在游戏之中的任意时点,具有优先权的牌手可以提议进行简化,方法为牌手根据当前的游戏状态,以及由作出选择之次序导致的可预见性结果,描述所有牌手作出合法的游戏选择之次序。该次序可以属于一系列的非重复选择、指定了重复次数的循环、多个循环、嵌套循环,甚至可以跨越数个回合。次序中不能包含带有条件的动作,即牌手的动作是由游戏事件之结果来决定的情况。该次序必须以某位牌手得到优先权为终止点,但这位得到优先权的牌手不需与提议简化的牌手相同。\nExample: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability “{T}: Create a 1/1 green Elf Warrior creature token,” and another player controls Intruder Alarm, which reads, in part, “Whenever a creature enters, untap all creatures.” When the player has priority, they may suggest “I’ll create a million tokens,” indicating the sequence of activating the creature’s ability, all players passing priority, letting the creature’s ability resolve and create a token (which causes Intruder Alarm’s ability to trigger), Intruder Alarm’s controller putting that triggered ability on the stack, all players passing priority, Intruder Alarm’s triggered ability resolving, all players passing priority until the player proposing the shortcut has priority, and repeating that sequence 999,999 more times, ending just after the last token-creating ability resolves.\n例如:某位牌手操控着一个结附有刚德现身的生物,使得该生物具有“{T}:派出一个1/1绿色的妖精/战士衍生生物”,同时另一位牌手操控入侵者警报,其部分叙述为“每当一个生物进场时,重置所有生物。”当第一位牌手具有优先权时,其可以提议“我要派出一百万个衍生物”,所表明的次序为起动该生物的异能,所有的牌手让过优先权,生物异能结算并派出一个衍生物(触发了入侵者警报的异能),入侵者警报的操控者将触发式异能放进堆叠,所有的牌手让过优先权,入侵者警报的触发式异能结算,然后所有的牌手都让过优先权,直到提议该简化的牌手得到优先权为止,并将此次序再重复999999次,在最后一个派出衍生物的异能结算后终止。"}, {"chapter": "7", "id": "731.2b", "content": "731.2b Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where they will make a game choice that’s different than what’s been proposed. (The player doesn’t need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.\n在某位牌手提出简化之后,每一位其他牌手按照顺序来作出决定,是要接受所提议的次序,还是要说出自己要作出与提议不符的游戏选择之处,以缩短该次序。(此时,该牌手并不需要指出其新选择为何。)此处便成为所提议之次序的新终止点。\nExample: The active player draws a card during her draw step, then says, “Go.” The nonactive player is holding Into the Fray (an instant that says “Target creature attacks this turn if able”) and says, “I’d like to cast a spell during your beginning of combat step.” The current proposed shortcut is that all players pass priority at all opportunities during the turn until the nonactive player has priority during the beginning of combat step.\n例如:在其抓牌步骤中,主动牌手抓了一张牌,然后说,“过。”非主动牌手的手上有投身战场(瞬间,叙述为“目标生物本回合若能攻击,则必须攻击”)并说,“我想要在你战斗开始步骤时施放咒语。”当前所提议的简化即为,所有牌手均让过本回合中所能得到的优先权,直到非主动牌手在战斗开始步骤中得到优先权为止。"}, {"chapter": "7", "id": "731.2c", "content": "731.2c Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player.\n一旦最后一位牌手作出了是要接受或是缩短所提出之简化的决定,便开始执行该简化。游戏进行至最后提出的终止点,包含在该简化提议当中所有游戏选择均已得到执行。如果该简化比原本的提议要短,则目前具有优先权的牌手必须作出新的游戏选择,且得与原本在该简化提议中为该牌手假定的选择有所不同。"}, {"chapter": "7", "id": "731.3.", "content": "731.3. Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.\n有时循环也可以是不连续的,指每位牌手均执行了一个独立动作,结果导致重复到达了某一游戏状态数次。如果出现这种情况,则主动牌手(或,如果主动牌手与该循环无关,则是依顺序的下一位与之有关的牌手)必须作出不同的游戏选择,使得循环不再延续。\nExample: In a two-player game, the active player controls a creature with the ability “{0}: This creature gains flying,” the nonactive player controls a permanent with the ability “{0}: Target creature loses flying,” and nothing in the game cares how many times an ability has been activated. Say the active player activates his creature’s ability, it resolves, then the nonactive player activates her permanent’s ability targeting that creature, and it resolves. This returns the game to a game state it was at before. The active player must make a different game choice (in other words, anything other than activating that creature’s ability again). The creature doesn’t have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanent’s ability, in which case the creature would have had flying. The nonactive player always has the final choice and is therefore able to determine whether the creature has flying.\n例如:在一盘双人游戏当中,主动牌手操控着一个生物,具有“{0}:此生物获得飞行异能”,而另一位牌手操控者一个永久物,具有“{0}:目标生物失去飞行异能”,且在该盘游戏中,没有关心异能起动次数的东西。假设主动牌手起动其生物的异能,该异能结算,然后非主动牌手起动其永久物上的异能并以该生物为目标,此异能同样结算。这样就会把游戏带回原先的游戏状态。主动牌手必须作出不同的游戏选择(换句话说,即不能再次起动该生物的异能)。该生物不会具有飞行。非主动牌手可以防止此类不连续循环事件的发生,而可以选择不起动其永久物的异能。这种情况下,该生物会具有飞行。非主动牌手永远都有最终决定权,因此可以决定该生物是否具有飞行。"}, {"chapter": "7", "id": "731.4.", "content": "731.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)\n如果一个循环只包含强制性的动作,这盘游戏为平手。(参见规则104.4b和104.4f。)"}, {"chapter": "7", "id": "731.5.", "content": "731.5. No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.\n即使有牌手可以采取行动来终止一个循环,但除了与该循环相关的物件所要求的行动之外,不会强制该牌手来执行该行动。\nExample: A player controls Seal of Cleansing, an enchantment that reads, “Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.” A mandatory loop that involves an artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact and end the loop.\n例如:某位牌手操控着净化之缄印,此结界的叙述为“牺牲净化之缄印:消灭目标神器或结界。”一个与某神器有关的强制循环开始了。并不会强制该牌手牺牲净化之缄印来消灭该神器并终止此循环。"}, {"chapter": "7", "id": "731.6.", "content": "731.6. If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory.\n如果一个循环中包含有“除非[B],否则[A]”的效应,其中[A]和[B]均为一系列行动,则不会强制任何牌手执行行动[B]来打破循环。如果没有牌手选择执行行动[B],此循环便会将行动[A]视同强制行动一般继续下去。"}, {"chapter": "7", "id": "732.", "content": "732. Handling Illegal Actions\n处理非法动作"}, {"chapter": "7", "id": "732.1.", "content": "732.1. If a player takes an illegal action or starts to take an action but can’t legally complete it, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. Each player may also reverse any legal mana abilities that player activated while making the illegal play, unless mana from those abilities or from any triggered mana abilities they caused to trigger was spent on another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, caused a library to be shuffled, or caused cards from a library to be revealed.\n如果一位牌手进行了一个非法动作,或在开始进行一个动作之后不能合法的完成该动作,则整个动作被倒退且任何已经支付的费用被取消。一个未能完成的动作不会导致异能触发或效应生效。如果该动作为施放咒语,则该咒语回到其来自的区域。每位牌手可以倒退在进行非法动作过程之中该牌手起动的任何合法的法术力异能,除非这些异能产生的法术力或其所导致的法术力触发式异能触发所提供的法术力,被用来支付了另一个不能倒退的法术力异能。牌手不可以倒退使牌转移到牌库中,或使牌库中的牌转移到非堆叠的其他区域,或使牌库洗牌,或使牌库中的牌被展示的动作。"}, {"chapter": "7", "id": "732.2.", "content": "732.2. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules.\n当倒退一个非法的咒语或异能时,之前具有优先权的牌手保有优先权,且可以进行另一个动作或让过。牌手可以用合法的方式重新进行被倒退的动作,或进行规则允许的其他动作。"}, {"chapter": "8", "id": "8.", "content": "8. Multiplayer Rules\n多人游戏规则"}, {"chapter": "8", "id": "800.", "content": "800. General\n总则"}, {"chapter": "8", "id": "800.1.", "content": "800.1. A multiplayer game is a game that begins with more than two players. This section contains additional optional rules that can be used for multiplayer play.\n多人游戏指游戏开始时有多于两位牌手参加的游戏。此部分规则还包含进行多人游戏时可采用的附加模式之规则。"}, {"chapter": "8", "id": "800.2.", "content": "800.2. These rules consist of a series of options that can be added to a multiplayer game and a number of variant styles of multiplayer play. A single game may use multiple options but only one variant.\n这些规则包含数个多人游戏时可采用的附加模式,以及数种多人游戏的玩法。一盘游戏可以采用多个附加模式,但只会有一种玩法。"}, {"chapter": "8", "id": "800.3.", "content": "800.3. Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering Tournament Rules for more information. They can be found at WPN.wizards.com/en/rules-documents.\n此部分规则并不包含很多万智牌多人游戏可以用到的附加规则,包括套牌构组规则。更多信息参见最新版本的万智牌比赛规则。可以在WPN.Wizards.com/en/rules-documents找到这些内容。"}, {"chapter": "8", "id": "800.4.", "content": "800.4. Unlike two-player games, multiplayer games can continue after one or more players have left the game.\n与双人游戏不同,多人游戏中即使有一位或多位牌手离开游戏,游戏也不会因此结束。"}, {"chapter": "8", "id": "800.4a", "content": "800.4a When a player leaves the game, all objects (see rule 109) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist. Then, if there are any objects still controlled by that player, those objects are exiled. This is not a state-based action. It happens as soon as the player leaves the game. If the player who left the game had priority at the time they left, priority passes to the next player in turn order who’s still in the game.\n当一位牌手离开游戏时,所有由该牌手拥有的物件(参见规则109)便会离开游戏,且任何给予该牌手操控其他物件或牌手之操控权的效应终止。然后,如果该牌手操控任何堆叠上不由牌所代表的物件,这些物件消失。然后,如果仍有物件由该牌手操控,放逐这些物件。这并非状态动作。只要有牌手离开游戏便会立刻执行。如果离开游戏的牌手在离开游戏时持有优先权,则依回合顺序将优先权让过给下一位仍在游戏中的牌手。\nExample: Alex casts Mind Control, an Aura that reads, “You control enchanted creature,” on Bianca’s Assault Griffin. If Alex leaves the game, so does Mind Control, and Assault Griffin reverts to Bianca’s control. If, instead, Bianca leaves the game, so does Assault Griffin, and Mind Control is put into Alex’s graveyard.\n例如:俊杰施放心灵操控,一个叙述为“你操控所结附的生物”的灵气,并结附在天启的突袭狮鹫上。如果俊杰离开游戏,则心灵操控也会离开游戏,突袭狮鹫会回到由天启来操控。如果改为天启离开游戏,则突袭狮鹫也会离开游戏,心灵操控因此而置入俊杰的坟墓场。\nExample: Alex casts Act of Treason, which reads, in part, “Gain control of target creature until end of turn,” targeting Bianca’s Runeclaw Bears. If Alex leaves the game, Act of Treason’s change-of-control effect ends and Runeclaw Bears reverts to Bianca’s control.\n例如:俊杰施放叛行,其部分叙述为“获得目标生物的操控权直到回合结束”,并指定天启的符爪熊为目标。如果俊杰离开游戏,则叛行改变操控权的效应结束,符爪熊会回到由天启来操控。\nExample: Alex casts Bribery, which reads, “Search target opponent’s library for a creature card and put that card onto the battlefield under your control. Then that player shuffles their library,” targeting Bianca. Alex puts Serra Angel onto the battlefield from Bianca’s library. If Bianca leaves the game, Serra Angel also leaves the game. If, instead, Alex leaves the game, Serra Angel is exiled.\n例如:俊杰施放贿赂,其叙述为“从目标对手的牌库中搜寻一张生物牌,并将该牌在你的操控下放进战场。然后该牌手将其牌库洗牌”,并指定天启为目标。俊杰将天启牌库中的撒拉天使放进战场。如果天启离开游戏,则撒拉天使也会离开游戏。如果改为俊杰离开游戏,则撒拉天使会被放逐。\nExample: Alex controls Genesis Chamber, which reads, “Whenever a nontoken creature enters, if Genesis Chamber is untapped, that creature’s controller creates a 1/1 colorless Myr artifact creature token.” If Alex leaves the game, all such Myr tokens that entered the battlefield under Alex’s control leave the game, and all such Myr tokens that entered the battlefield under any other player’s control remain in the game.\n例如:俊杰操控创生秘室,其叙述为“每当一个非衍生物的生物进场时,若创生秘室未横置,则该生物的操控者派出一个1/1无色秘耳衍生神器生物。”如果俊杰离开游戏,则所有在俊杰操控下进入战场的此类秘耳衍生物也会离开游戏,而所有在其他牌手操控下进入战场的此类秘耳衍生物仍会留在游戏中。"}, {"chapter": "8", "id": "800.4b", "content": "800.4b If an object would change to the control of a player who has left the game, it doesn’t. If a token would be created under the control of a player who has left the game, no token is created. If an object would be put onto the battlefield or onto the stack under the control of a player who has left the game, that object remains in its current zone. If a player would be controlled by a player who has left the game, they aren’t.\n如果一位已离开游戏的牌手将得到一个物件的操控权,则该物件的操控权不发生改变。如果一个衍生物将在已离开游戏牌手的操控下被派出,则该衍生物不会被派出。如果一个物件将在一位已离开游戏的牌手操控下放进战场或堆叠,该物件留在其原来的区域。如果一位牌手将被一位已离开游戏的牌手操控,该牌手不会被操控。"}, {"chapter": "8", "id": "800.4c", "content": "800.4c If an effect that gives a player still in the game control of an object ends, there is no other effect giving control of that object to another player in the game, and the player who controlled that object by default has left the game, the object is exiled. This is not a state-based action. It happens as soon as the control-changing effect ends.\n如果一个效应给予仍在游戏中的牌手某物件的操控权结束,且没有其他效应将该物件的操控权给予其他仍在游戏中的牌手,且该物件的默认操控者已离开游戏,该物件被放逐。这并非状态动作。一旦改变操控权的效应结束便会立刻执行。"}, {"chapter": "8", "id": "800.4d", "content": "800.4d If an object that would be owned by a player who has left the game would be created in any zone, it isn’t created. If a triggered ability that would be controlled by a player who has left the game would be put onto the stack, it isn’t put on the stack.\n如果一个由已离开游戏的牌手所拥有物件将于某区域中被创造,则它不会被创造。如果一个由已离开游戏的牌手所操控的触发式异能将被放进堆叠,则它不会进入堆叠。\nExample: Astral Slide is an enchantment that reads, “Whenever a player cycles a card, you may exile target creature. If you do, return that creature to the battlefield under its owner’s control at the beginning of the next end step.” During Alex’s turn, Bianca uses Astral Slide’s ability to exile Alex’s Hypnotic Specter. Before the end of that turn, Bianca leaves the game. At the beginning of the end step, the delayed triggered ability generated by Astral Slide that would return Hypnotic Specter to the battlefield triggers, but it isn’t put on the stack. Hypnotic Specter never returns to the battlefield.\n例如:星幽滑移是叙述为“每当任一牌手循环一张牌时,你可以放逐目标生物。若你如此作,在下一个结束步骤开始时,将该生物在其拥有者的操控下移回战场”的结界。在俊杰的回合中,天启用星幽滑移的异能放逐了俊杰的催眠幽灵。在该回合结束之前,天启离开了游戏。在结束步骤开始时,星幽滑移所创造的延迟触发式异能试图将催眠幽灵移回战场,但该异能并未进入堆叠。所以催眠幽灵将不会被移回战场。"}, {"chapter": "8", "id": "800.4e", "content": "800.4e If combat damage would be assigned to a player who has left the game, that damage isn’t assigned.\n如果将对已离开游戏的牌手造成战斗伤害,则该伤害不会造成。"}, {"chapter": "8", "id": "800.4f", "content": "800.4f If an object requires a player who has left the game to pay a cost or choose whether to pay a cost, that cost is not paid.\n如果一个物件需要由已离开游戏的牌手来支付费用或选择是否支付费用,该费用不会被支付。"}, {"chapter": "8", "id": "800.4g", "content": "800.4g If an object requires a player who has left the game to make a choice other than whether to pay a cost, the controller of the object chooses another player to make that choice. If the original choice was to be made by an opponent of the controller of the object, that player chooses another opponent if possible.\n如果一个物件需要由已离开游戏的牌手来作出除是否支付费用以外的选择,则该物件的操控者选择另一位牌手来作出该选择。如果需由该物件操控者的对手来对该物件作出选择,则如果可能,该牌手选择另一位对手。"}, {"chapter": "8", "id": "800.4h", "content": "800.4h If a rule requires a player who has left the game to make a choice, the next player in turn order makes that choice.\n如果一条规则要求已经离开游戏之牌手作出选择,则相应改为依回合顺序的下一位牌手作出该选择。"}, {"chapter": "8", "id": "800.4i", "content": "800.4i If an effect requires information about a specific player, the effect uses the current information about that player if they are still in the game; otherwise, the effect uses the last known information about that player before they left the game. If an effect requires information from the game about actions players have taken, the effect can find actions that were taken by a player who has left the game.\n如果一个效应需要知道特定牌手的信息,且该牌手仍在游戏中,则该效应使用该牌手当前的信息。否则,该效应使用该牌手离开游戏前的最后已知信息。如果一个效应需要知道牌手已作出的动作之游戏信息,该效应能够得知已离开游戏之牌手所作出的动作。"}, {"chapter": "8", "id": "800.4j", "content": "800.4j If a player leaves the game during their turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.\n如果牌手在自己的回合中离开游戏,该回合会在没有主动牌手的情况下继续到完全结束。如果主动牌手将得到优先权,则相应改为依回合顺序将优先权让过给下一位牌手、结算堆叠顶端的物件,或当前阶段或步骤结束。"}, {"chapter": "8", "id": "800.4k", "content": "800.4k If a player who has left the game would begin a turn, that turn doesn’t begin.\n如果一个已经离开游戏的牌手将要开始一个回合,该回合不会开始。"}, {"chapter": "8", "id": "800.4m", "content": "800.4m When a player leaves the game, any continuous effects with durations that last until that player’s next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.\n当一位牌手离开游戏时,将持续到该牌手下个回合或该回合中的特定时间点的持续性效应会持续到该回合本将开始时。这些效应不会立即结束,也不会一直生效。"}, {"chapter": "8", "id": "800.4n", "content": "800.4n When a player leaves the game, objects that player owns in the ante zone do not leave the game. This is an exception to rule 800.4a. See rule 407, “Ante.”\n当一位牌手离开游戏时,在赌注区中由该牌手拥有的物件不会离开游戏。这是规则800.4a的例外情况。参见规则407,“赌注”。"}, {"chapter": "8", "id": "800.4p", "content": "800.4p In a Planechase game, if the player designated as the planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. See rule 311.5.\n在竞逐时空游戏中,如果当前指定为时空操控者的牌手将离开游戏,改为回合顺序中下一位不会离开游戏的牌手成为时空操控者,然后原来的时空操控者离开游戏。参见规则311.5。"}, {"chapter": "8", "id": "800.5.", "content": "800.5. Unless a chosen variant or option prescribes otherwise, seating order is determined by any mutually agreeable method. For example, players could agree to remain where they were before the game began, roll dice to determine seating order, and so on.\n除非已选择的玩法或附加模式有规定在先,否则座位顺序由各方都同意的方式来决定。例如,牌手可以同意沿用游戏开始前的就座位置,或是以掷骰子的方式决定座位顺序,等等。"}, {"chapter": "8", "id": "800.6.", "content": "800.6. In a multiplayer game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.\n在多人游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。"}, {"chapter": "8", "id": "800.7.", "content": "800.7. In a multiplayer game other than a Two-Headed Giant game, the starting player doesn’t skip the draw step of their first turn. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. See rule 103.8.\n在一盘非双头巨人玩法的多人游戏中,先手牌手不略过他第一个回合的抓牌步骤。在双头巨人玩法的游戏中,先手队伍略过他们第一个回合的抓牌步骤。参见规则103.8。"}, {"chapter": "8", "id": "801.", "content": "801. Limited Range of Influence Option\n限制影响范围模式"}, {"chapter": "8", "id": "801.1.", "content": "801.1. Limited range of influence is an option that can be applied to most multiplayer games. It’s always used in the Emperor variant (see rule 809), and it’s often used for games involving five or more players.\n限制影响范围是一个可以在大多数多人游戏中使用的模式。皇帝玩法总是使用它(参见规则809),且在五位或更多牌手参与的游戏中经常被使用。"}, {"chapter": "8", "id": "801.2.", "content": "801.2. A player’s range of influence is the maximum distance from that player, measured in player seats, that the player can affect. Players within that many seats of the player are within that player’s range of influence. Objects controlled by players within a player’s range of influence are also within that player’s range of influence. Range of influence covers spells, abilities, effects, damage dealing, attacking, making choices, and winning the game.\n一位牌手的影响范围指,从该牌手开始,以座位为单位,其可以影响的最大范围。离该牌手此数量座位以内的牌手在其影响范围以内。该牌手影响范围以内的牌手所操控的物件也在该牌手的影响范围以内。影响范围包括咒语、异能、效应、造成伤害、攻击、作出选择,以及赢得游戏。"}, {"chapter": "8", "id": "801.2a", "content": "801.2a The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence.\n最常用的选择是影响范围为1或2个座位。不同的牌手可以有不同的影响范围。\nExample: A range of influence of 1 means that only you and the players seated directly next to you are within your range of influence.\n例如:影响范围为1指,只有你以及和坐在你两侧的牌手在你的影响范围之内。\nExample: A range of influence of 2 means that you and the two players to your left and the two players to your right are within your range of influence.\n例如:影响范围为2指,你和你左手边两位牌手,以及右手边两位牌手在你的影响范围之内。"}, {"chapter": "8", "id": "801.2b", "content": "801.2b A player is always within their own range of influence.\n一位牌手总是在其自己的影响范围之内。"}, {"chapter": "8", "id": "801.2c", "content": "801.2c The particular players within each player’s range of influence are determined as each turn begins.\n于每个回合开始时确定某位牌手是否在每位牌手的影响范围以内。\nExample: In a game with a range of influence of 1, Alex is seated to the left of Rob, and Carissa is seated to the right of Rob. Carissa is not in Alex’s range of influence. If Rob leaves the game, Carissa will enter Alex’s range of influence at the start of the next turn.\n例如:在一盘影响范围为1的游戏中,俊杰坐在天启的左边,而阿炯坐在天启的右边。阿炯不在俊杰的影响范围之内。如果天启离开游戏,则阿炯会在下一个回合开始时,进入俊杰的影响范围之内。"}, {"chapter": "8", "id": "801.2d", "content": "801.2d An object is within a player’s range of influence if it’s controlled by that player or by another player within that many seats of that player. In addition, a battle is within a player’s range of influence if it’s protected by that player or by another player within that many seats of that player.\n如果一个物件的操控者为一位牌手或该牌手影响范围以内的牌手,则该物件处于该牌手的影响范围以内。额外地,如果一个战役的防卫者为一位牌手或该牌手影响范围以内的牌手,则该战役处于该牌手的影响范围以内。"}, {"chapter": "8", "id": "801.3.", "content": "801.3. Creatures can attack only opponents within their controller’s range of influence, planeswalkers controlled by those opponents, and battles protected by those opponents. If no opponents are within a player’s range of influence, creatures that player controls can’t attack.\n生物只能攻击在其操控者影响范围之内的对手、这些对手操控的鹏洛客,或是这些对手防卫的战役。如果一位牌手的影响范围内没有对手存在,则该牌手操控的生物不能进行攻击。"}, {"chapter": "8", "id": "801.4.", "content": "801.4. Objects and players outside a player’s range of influence can’t be the targets of spells or abilities that player controls.\n一位牌手操控的咒语和异能不能指定其影响范围之外的物件和牌手为目标。"}, {"chapter": "8", "id": "801.5.", "content": "801.5. Some cards require players to make choices. These cards work differently when the limited range of influence option is used.\n一些牌会要求牌手作出选择。在采用限制影响范围的模式时,这些牌的运作方式会有所不同。"}, {"chapter": "8", "id": "801.5a", "content": "801.5a If a player is asked to choose an object or player, they must choose one within their range of influence.\n如果一位牌手被要求选择一个物件或牌手,其必须选择影响范围以内的物件或牌手。\nExample: In a game with a range of influence of 1, Alex is seated to the left of Rob. Alex activates the ability of Cuombajj Witches, which reads, “{T}: Cuombajj Witches deals 1 damage to any target and 1 damage to any target of an opponent’s choice,” targeting Rob and choosing Rob as the opponent who picks the other target. Rob must choose a target that’s in both his range of influence and in the range of influence of the controller of Cuombajj Witches. He must therefore choose himself, Alex, or a creature controlled by either himself or Alex.\n例如:在一盘影响范围为1的游戏中,俊杰坐在天启的左边。俊杰起动孔坡棘女巫的“{T}:你选择任意一个目标,任一对手选择任意一个目标。孔坡棘女巫对前者造成1点伤害,并对后者造成1点伤害。”异能,指定天启为目标,并选择天启为指定另一个目标的对手。天启必须选择同时处于自己和孔坡棘女巫操控者影响范围内的物件来作为目标。因此只能在自己、俊杰、一个由自己或俊杰操控的生物中作出选择。"}, {"chapter": "8", "id": "801.5b", "content": "801.5b If a player is asked to choose between one or more options (and not between one or more objects or players), they can choose between those options even if those options refer to objects or players outside the player’s range of influence.\n如果牌手需要在一个或数个选项中作出选择(但不是在一个或数个物件或牌手中作出选择),则即使这些选项涉及的物件或牌手不在该牌手的影响范围之内,其也可以在这些选项中作出选择。\nExample: Alex, who has a range of influence of 2, is seated to the left of Rob, and Carissa, who has a range of influence of 1, is seated to the right of Rob. Alex casts a spell that reads, “An opponent chooses one — You draw two cards; or each creature you control gets +2/+2 until end of turn,” and chooses Carissa to make that choice. Carissa can choose the mode even though Alex is out of her range.\n例如:坐在天启左边的俊杰之影响范围为2,坐在天启右边的阿炯之影响范围为1。俊杰施放了一个叙述为“由一位对手选择一项~你抓两张牌;或每个由你操控的生物得+2/+2直到回合结束”的咒语,并选择阿炯来作出选择。则即使俊杰不在阿炯的影响范围之内,阿炯依然可以为其选择模式。"}, {"chapter": "8", "id": "801.5c", "content": "801.5c If an effect requires a choice and there’s no player who can make that choice within its controller’s range of influence, the closest appropriate player to its controller’s left makes that choice.\n如果一个效应需要牌手来作出选择,但该效应操控者影响范围内没有可以作出选择的牌手,则由离该牌手左侧最近的相应牌手作出该选择。\nExample: In an Emperor game in which all players have range of influence 1, an emperor casts Fact or Fiction, which reads, “Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.” Since no opponent is within the emperor’s range of influence, the nearest opponent to the emperor’s left separates the cards into piles.\n例如:在一盘所有牌手的影响范围都是1的皇帝玩法的游戏中,一位皇帝施放了真伪莫辩,其叙述为“展示你牌库顶上的五张牌。一位对手将这些牌分成牌面朝上的两堆。将其中一堆牌置于你手上,另一堆牌置于你的坟墓场。”由于在皇帝的影响范围内没有对手,则由离皇帝左侧最近的对手来进行分堆。"}, {"chapter": "8", "id": "801.6.", "content": "801.6. A player can’t activate the activated abilities of an object outside of their range of influence.\n牌手不能起动其影响范围以外之物件的起动式异能。"}, {"chapter": "8", "id": "801.7.", "content": "801.7. A triggered ability doesn’t trigger unless its trigger event happens entirely within the range of influence of its source’s controller.\n除非整个触发事件在其来源之操控者影响范围内发生,否则该触发式异能不会触发。\nExample: In a game in which all players have range of influence 1, Alex is seated to the left of Rob. Rob controls two Auras attached to Alex’s Runeclaw Bear: One with the trigger condition “Whenever enchanted creature becomes blocked,” and one with the trigger condition “Whenever enchanted creature becomes blocked by a creature.” Alex’s Runeclaw Bear attacks the player to Alex’s left and becomes blocked. The ability of Rob’s first Aura triggers because the entire event (Runeclaw Bear becomes blocked) happens within Rob’s range of influence. The ability of Rob’s second Aura doesn’t trigger, however, because that event includes the blocking creature, which is out of Rob’s range.\n例如:在一盘所有牌手均限定影响范围为1的游戏中,俊杰坐在天启的左侧。天启操控了两个灵气,它们贴附于俊杰的符爪熊上:其中一个的触发条件为“每当受此结界的生物被阻挡时”,而另一个的触发条件为“每当受此结界的生物被生物阻挡时”。俊杰的符爪熊攻击其左边的牌手并被阻挡。第一个灵气的异能会触发,因为整个事件(符爪熊被阻挡)在天启的影响范围内发生。但是天启第二个灵气的异能不会触发,因为该触发事件中包含了阻挡生物,而该阻挡生物并不在天启的影响范围之内。"}, {"chapter": "8", "id": "801.7a", "content": "801.7a If a trigger event includes an object moving out of or into a player’s range of influence, use the game state before or after the event as appropriate to determine whether the triggered ability will trigger. See rules 603.6 and 603.10.\n如果一个触发事件包含了将一个物件移出或移入牌手的影响范围,则相应地根据此事件之前或之后的游戏状态来决定该异能是否触发。参见规则603.6及603.10。\nExample: Carissa and Alex are outside each other’s range of influence. Carissa controls a Runeclaw Bear owned by Alex and they each control an Extractor Demon, a creature which reads, in part, “Whenever another creature leaves the battlefield, you may have target player mill two cards.” The Runeclaw Bear is destroyed and is put into Alex’s graveyard. The ability of Alex’s Extractor Demon doesn’t trigger because the leaves-the-battlefield event was outside Alex’s range of influence. The ability of Carissa’s Extractor Demon does trigger, even though the creature is going to a graveyard outside her range, because the leaves-the-battlefield event was within her range.\n例如:天启和俊杰互不在对方的影响范围之内。天启操控一个由俊杰拥有的符爪熊,且两人各操控一个榨取恶魔,一个具有部分叙述为“每当另一个生物离开战场时,你可以令目标牌手磨两张牌。”的生物。符爪熊被消灭,然后被置入俊杰的坟墓场。俊杰的榨取恶魔的异能不会触发,因为离开战场事件发生在俊杰的影响范围之外。而天启的榨取恶魔的异能会触发,因为离开战场事件发生在天启的影响范围之内,尽管该生物是被置入其影响范围之外的坟墓场。"}, {"chapter": "8", "id": "801.8.", "content": "801.8. An Aura can’t enchant an object or player outside its controller’s range of influence. If an Aura is attached to an illegal object or player, the Aura is put into its owner’s graveyard as a state-based action. See rule 704.\n灵气不能结附在其操控者影响范围之外的物件或牌手上。如果一个灵气贴附于非法的物件或牌手上,该灵气将会作为状态动作被置入其拥有者的坟墓场。参见规则704。"}, {"chapter": "8", "id": "801.9.", "content": "801.9. An Equipment can’t equip an object outside its controller’s range of influence, and a Fortification can’t fortify an object outside its controller’s range of influence. If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent but remains on the battlefield. This is a state-based action. See rule 704.\n武具不能佩带到其操控者影响范围之外的物件上,工事也不能构工到其操控者影响范围之外的物件上。如果一个武具或工事贴附于非法的永久物上,它会从该永久物上卸装,但仍留在战场上。此为状态动作。参见规则704。"}, {"chapter": "8", "id": "801.10.", "content": "801.10. Spells and abilities can’t affect objects or players outside their controller’s range of influence. The parts of the effect that attempt to affect an out-of-range object or player will do nothing. The rest of the effect will work normally.\n咒语或异能不能影响其操控者影响范围之外的物件或牌手。如果效应的一部分试图影响在范围之外的物件或牌手,则该部分效应无效。其余效应将正常生效。\nExample: In a six-player game in which each player has range of influence 1, Alex casts Pyroclasm, which reads, “Pyroclasm deals 2 damage to each creature.” Pyroclasm deals 2 damage to each creature controlled by Alex, the player to Alex’s left, and the player to Alex’s right. No other creatures are dealt damage.\n例如:在一盘每位牌手影响范围为1的六人游戏中,俊杰施放烈火断层,其叙述为“烈火断层对每个生物造成2点伤害。”则烈火断层会对由俊杰、俊杰左侧的牌手,以及俊杰右侧的牌手所操控的每个生物各造成2点伤害。其他生物不会受到伤害。"}, {"chapter": "8", "id": "801.11.", "content": "801.11. If a spell or ability requires information from the game, it gets only information from within its controller’s range of influence. It doesn’t see objects or events outside its controller’s range of influence.\n如果一个咒语或异能需要得知游戏的信息,则它只会使用其操控者影响范围内的信息。它并不会注意到其操控者影响范围之外的物件或事件。\nExample: In a six-player game where each player has range of influence 1, Alex controls Coat of Arms, which reads, “Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.” Coat of Arms will boost Alex’s creatures based only on what creatures are controlled by Alex, the player to Alex’s left, and the player to Alex’s right. It won’t take other creatures into account.\n例如:在一盘每位牌手影响范围为1的六人游戏中,俊杰操控武装外衣,其叙述为“对每个生物而言,战场上每有一个与它具共通之生物类别的其他生物,它便得+1/+1。”武装外衣仅会依据俊杰、俊杰左侧的牌手,以及俊杰右侧的牌手所操控的生物情况来增强俊杰的生物。它不会将其他生物计算在内。\nExample: In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost Rob’s creatures based on what creatures are controlled by players within Alex’s range of influence, including the player sitting to Alex’s left, who’s out of Rob’s range of influence.\n例如:同一盘游戏中,天启坐在俊杰的右侧。武装外衣会依据俊杰的影响范围内的牌手所操控的生物来增强天启的生物,包括坐在俊杰左侧的(并且在天启影响范围之外的)牌手。"}, {"chapter": "8", "id": "801.12.", "content": "801.12. The “world rule” (see rule 704.5k) applies to a permanent only if other world permanents are within its controller’s range of influence.\n只有当其操控者影响范围内有其他普世永久物时,“普世规则”(参见规则704.5k)才会对一个永久物生效。"}, {"chapter": "8", "id": "801.13.", "content": "801.13. Replacement and prevention effects watch for a particular event to happen and then completely or partially replace that event. The limited range of influence option can cause the modified event to contain instructions that can’t be carried out, in which case the player simply ignores the impossible instructions. See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”\n替代性及防止性效应会监视特定事件,并在其发生时完全或部分地替代该效应。限制影响范围的模式可能使改动后的事件包含无法实现的指示。在此情形下,牌手忽视此不能实现的指示。参见规则614,“替代性效应”和规则615,“防止性效应”。"}, {"chapter": "8", "id": "801.13a", "content": "801.13a If a replacement effect tries to cause a spell or ability to affect an object or player outside its controller’s range of influence, that portion of the event does nothing.\n如果一个替代性效应试图使一个咒语或异能影响其操控者影响范围以外的物件或牌手,则该部分事件无效。\nExample: Alex casts Lava Axe (“Lava Axe deals 5 damage to target player or planeswalker.”) targeting Rob. In response, Rob casts Captain’s Maneuver (“The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.”) with X equal to 3, targeting Carissa. Carissa isn’t in Alex’s range of influence. When Lava Axe resolves, it deals 2 damage to Rob and no damage to Carissa.\n例如:俊杰施放熔岩斧(“熔岩斧对目标牌手或鹏洛客造成5点伤害”),并指定天启为熔岩斧的目标。天启响应施放X=3的船长的巧驭(“于本回合中,接下来将对目标生物、鹏洛客或牌手造成的X点伤害,改为对另一个目标生物、鹏洛客或牌手造成之。”),并指定阿炯为目标。阿炯并不在俊杰的影响范围内。当熔岩斧结算时,它只会对天启造成2点伤害,而不会对阿炯造成伤害。"}, {"chapter": "8", "id": "801.13b", "content": "801.13b If a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a permanent or player, it can affect only permanents and players within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability’s controller’s range of influence.\n如果咒语或异能创造了一个将防止某来源将要造成之伤害的效应,则它只能影响该咒语或异能操控者影响范围内的来源。如果咒语或异能创造了一个将防止对一个生物或牌手造成之伤害的效应,则它只能影响该咒语或异能操控者影响范围内的生物或牌手。如果咒语或异能创造了一个将防止伤害的效应,但既没有注明来源,也没有注明将要被防止伤害者,则只有当伤害来源与将要受到该伤害者同时在该咒语或异能的操控者影响范围内时,该效应才会防止伤害。\nExample: Rob is within Alex’s range of influence, but Carissa is not. Alex controls an enchantment that says, “Prevent all damage that would be dealt by creatures.” Carissa attacks Rob with a creature. The creature deals combat damage to Rob.\n例如:天启在俊杰的影响范围之内,但阿炯不在。俊杰操控一个结界,其叙述为“防止生物将造成的所有伤害。”阿炯用一个生物攻击天启,则该生物会对天启造成战斗伤害。\nExample: Rob is within Alex’s range of influence, but Carissa is not. Carissa casts Lightning Blast (“Lightning Blast deals 4 damage to any target.”) targeting Rob. In response, Alex casts Mending Hands (“Prevent the next 4 damage that would be dealt to any target this turn.”) targeting Rob. The damage to Rob is prevented.\n例如:天启在俊杰的影响范围之内,但阿炯不在。阿炯施放闪电冲击波(“闪电冲击波对任意一个目标造成4点伤害”),并指定天启为目标。俊杰响应施放施以援手(“于本回合中,防止接下来将对任意一个目标造成的4点伤害。”),并指定天启为目标。则对天启的伤害将被防止。\nExample: Rob is within Alex’s range of influence, but Carissa is not. Carissa attacks Rob with a creature, and Rob blocks with a creature. Alex casts Fog (“Prevent all combat damage that would be dealt this turn.”) Carissa and Rob’s creatures deal combat damage to each other.\n例如:天启在俊杰的影响范围之内,但阿炯不在。阿炯用一个生物攻击天启,且天启用一个生物进行阻挡。俊杰施放圣日(“于本回合中,防止将造成的所有战斗伤害”)。则阿炯和天启的生物会互相造成战斗伤害。"}, {"chapter": "8", "id": "801.14.", "content": "801.14. If an effect states that a player wins the game, all of that player’s opponents within that player’s range of influence lose the game instead.\n如果一个效应指定一位牌手赢得游戏,则改为所有该牌手影响范围内的对手输去游戏。"}, {"chapter": "8", "id": "801.15.", "content": "801.15. If the effect of a spell or ability states that the game is a draw, the game is a draw for that spell or ability’s controller and all players within that player’s range of influence. They leave the game. All remaining players continue to play the game.\n如果一个咒语或异能的效应将使得当前游戏为平手,则只有该咒语或异能的操控者以及在该牌手影响范围之内的所有牌手会以平手结束本盘游戏。他们离开游戏。所有其余牌手继续进行游戏。"}, {"chapter": "8", "id": "801.16.", "content": "801.16. If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. They leave the game. All remaining players continue to play the game.\n如果游戏中出现了强制动作组成的“循环”,重复一系列事件且无法停止,对于循环中包含的每个物件之操控者,以及在这些牌手影响范围内的每位牌手,游戏为平手。这些牌手离开游戏。其余牌手继续游戏。"}, {"chapter": "8", "id": "801.17.", "content": "801.17. Effects that restart the game (see rule 726) are exempt from the limited range of influence option. All players in the game will be involved in the new game.\n重新开始游戏的效应(参见规则726)不受限制影响范围模式的限制。所有仍在游戏中的牌手将会开始新游戏。"}, {"chapter": "8", "id": "801.18.", "content": "801.18. In multiplayer Planechase games other than Grand Melee games, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. See rule 901, “Planechase.”\n在多人竞逐时空游戏中,除了大型混战玩法之外,时空牌和异象牌均不受限制影响范围模式限制。这些牌的异能及该些异能的效应,会对游戏中所有适用的物件和牌手产生影响。参见规则901,“竞逐时空”。"}, {"chapter": "8", "id": "802.", "content": "802. Attack Multiple Players Option\n攻击复数牌手模式"}, {"chapter": "8", "id": "802.1.", "content": "802.1. Some multiplayer games allow the active player to attack multiple other players. If this option is used, a player can also choose to attack only one player during a particular combat.\n一些多人游戏会允许主动牌手攻击多位其他牌手。如果采用了本模式,牌手仍可以在某些战斗中选择只攻击一位牌手。"}, {"chapter": "8", "id": "802.2.", "content": "802.2. As the combat phase starts, the attacking player doesn’t choose an opponent to become the defending player. Instead, all the attacking player’s opponents are defending players during the combat phase.\n于战斗阶段开始时,攻击牌手不用选择哪一位对手成为防御牌手。改为在战斗阶段中,所有攻击牌手的对手都是防御牌手。"}, {"chapter": "8", "id": "802.2a", "content": "802.2a Any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that player is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that player was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.\n任何提及“防御牌手”的规则、物件,或是效应,指一位特定的防御牌手,而不是所有防御牌手。如果一个攻击生物的异能提及防御牌手,或一个咒语或异能同时提及攻击生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手、其正在攻击的鹏洛客的操控者,或是其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手、所攻击的鹏洛客的操控者,或是所攻击的战役的防卫者。如果一个咒语或异能可以对多个攻击生物生效,分别为每个攻击生物确定其所对应的防御牌手。如果有多位防御牌手可供选择,则由该咒语或异能的操控者选择其中一位。\nExample: Rob attacks Alex with Runeclaw Bear and attacks Carissa with a creature with mountainwalk. Whether the creature with mountainwalk can be blocked depends only on whether Carissa controls a Mountain.\n例如:天启用符爪熊攻击俊杰,并用另一个具山脉行者异能的生物攻击阿炯。具有山脉行者异能的生物是否能被阻挡只取决于阿炯是否操控山脉。"}, {"chapter": "8", "id": "802.3.", "content": "802.3. As the attacking player declares each attacking creature, they choose a defending player, a planeswalker controlled by a defending player, or a battle protected by a defending player for it to attack. See rule 508, “Declare Attackers Step.”\n于攻击牌手宣告攻击生物时,其为每个攻击生物各选择攻击哪一位防御牌手或是哪一个鹏洛客。参见规则508,“宣告攻击者步骤”。"}, {"chapter": "8", "id": "802.3a", "content": "802.3a Restrictions and requirements that don’t apply to attacking a specific player are evaluated based on the entire group of attacking creatures. Restrictions and requirements that apply to attacking a specific player apply only to creatures attacking that player. The entire group of attacking creatures must still be legal. See rule 508.1.\n不因攻击特定牌手而生效的限制与要求,会基于整组攻击生物来判断是否符合限制与要求。因攻击特定牌手而生效的限制与要求,只会对攻击该牌手的攻击生物来作出判断。整组的攻击生物依然必须合法。参见规则508.1。"}, {"chapter": "8", "id": "802.3b", "content": "802.3b Creatures in a band can’t attack different players. See rule 702.22, “Banding.”\n同一个攻击团队中的生物不能攻击不同的牌手。参见规则702.22,“结合”。"}, {"chapter": "8", "id": "802.4.", "content": "802.4. If more than one player is being attacked, controls a planeswalker that’s being attacked, or protects a battle that’s being attacked, each defending player in APNAP order declares blockers as the declare blockers step begins. (See rule 101.4 and rule 509, “Declare Blockers Step.”) The first defending player declares all their blocks, then the second defending player, and so on.\n如果有多位牌手、其操控的鹏洛客或其防卫的战役正在被攻击,则于宣告阻挡者步骤开始时,防御牌手们按照“主动牌手先决定”的顺序来宣告阻挡者。(参见规则101.4和规则509,“宣告阻挡者步骤”。)第一位防御牌手首先宣告其所有的阻挡,然后第二位牌手进行宣告,以此类推。"}, {"chapter": "8", "id": "802.4a", "content": "802.4a A defending player can block only with creatures they control. Those creatures can block only creatures attacking that player, a planeswalker that player controls, or a battle that player protects.\n防御牌手只能用自己操控的生物进行阻挡。这些生物只能阻挡正在攻击该牌手、该牌手操控的鹏洛客或该牌手防卫的战役之攻击生物。"}, {"chapter": "8", "id": "802.4b", "content": "802.4b When determining whether a defending player’s blocks are legal, ignore any creatures attacking other players and any blocking creatures controlled by other players.\n当决定一位防御牌手的阻挡是否合法时,忽略正在对其他牌手进行攻击的生物,以及由其他牌手操控的阻挡生物。"}, {"chapter": "8", "id": "802.5.", "content": "802.5. Combat damage is assigned in APNAP order. Other than that, the combat damage step proceeds just as in a two-player game. See rule 510, “Combat Damage Step.”\n战斗伤害按照“主动牌手先决定”的顺序进行分配。除此之外,战斗伤害步骤以与双人游戏一样的方式进行。参见规则510,“战斗伤害步骤”。"}, {"chapter": "8", "id": "803.", "content": "803. Attack Left and Attack Right Options\n攻击左边或右边模式"}, {"chapter": "8", "id": "803.1.", "content": "803.1. Some multiplayer games use the optional attack left or attack right rules.\n一些多人游戏会使用攻击左边或攻击右边模式的规则。"}, {"chapter": "8", "id": "803.1a", "content": "803.1a If the attack left option is used, a player can attack only an opponent seated immediately to their left, a planeswalker that player controls, or a battle that player protects. If a player’s nearest opponent to the left is more than one seat away, the player can’t attack.\n如果使用攻击左边的模式,牌手只能攻击直接坐在其左侧的对手、该对手操控的鹏洛客,或是该对手防卫的战役。如果该牌手左边最近的对手与其距离大于一个座位,该牌手不能攻击。"}, {"chapter": "8", "id": "803.1b", "content": "803.1b If the attack right option is used, a player can attack only an opponent seated immediately to their right, a planeswalker that player controls, or a battle that player protects. If a player’s nearest opponent to the right is more than one seat away, the player can’t attack.\n如果使用攻击右边的模式,牌手只能攻击直接坐在其右侧的对手、该对手操控的鹏洛客,或是该对手防卫的战役。如果该牌手右边最近的对手与其距离大于一个座位,该牌手不能攻击。"}, {"chapter": "8", "id": "804.", "content": "804. Deploy Creatures Option\n调动生物模式"}, {"chapter": "8", "id": "804.1.", "content": "804.1. The Emperor variant always uses the deploy creatures option, and it can be used in other variants that allow players to compete in teams. Multiplayer formats in which players compete as individuals usually don’t use this option.\n皇帝玩法总是会使用调动生物模式,且在其他玩法中,如果该玩法允许牌手以组队的方式进行对抗,则也可以使用这一模式。以个人进行对抗的多人玩法通常不会采用此模式。"}, {"chapter": "8", "id": "804.2.", "content": "804.2. Each creature has the ability “{T}: Target teammate gains control of this creature. Activate only as a sorcery.”\n每个生物均具有异能“{T}:目标队友获得此生物的操控权。只能于法术时机起动。”"}, {"chapter": "8", "id": "805.", "content": "805. Shared Team Turns Option\n队伍共享回合模式"}, {"chapter": "8", "id": "805.1.", "content": "805.1. Some multiplayer games between teams use the shared team turns option. It’s always used in the Two-Headed Giant variant (see rule 810) and the Archenemy casual variant (see rule 904). It can be used only if the members of each team are sitting in adjacent seats.\n一些队伍之间的多人游戏使用队伍共享回合模式。双头巨人玩法(参见规则810)和魔王休闲式玩法(参见规则904)总是使用这种模式。只有队伍成员坐在相邻座位时才使用这种模式。"}, {"chapter": "8", "id": "805.2.", "content": "805.2. Within each team, the player seated in the rightmost seat from that team’s perspective is the primary player. If the players on a team can’t agree on a choice, such as which creatures attack or what order triggered abilities are put on the stack, the primary player makes that choice.\n在每个队伍中,以该队伍视角坐在最右面的牌手是主要牌手。如果队伍中的牌手无法一致同意某个选择,例如哪些生物进行攻击或触发式异能放进堆叠的顺序,主要牌手作出选择。"}, {"chapter": "8", "id": "805.3.", "content": "805.3. The methods described in rule 103.1 are used to determine which team will take the first turn. The team determined this way is the starting team.\n使用规则103.1所叙述的方式来决定哪个队伍进行第一个回合。以此方式决定的队伍是先手队伍。"}, {"chapter": "8", "id": "805.3a", "content": "805.3a The process for handling mulligans is altered accordingly. First, each player on the starting team, in whatever order that team likes, declares whether that player will take a mulligan. Then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. Teammates may consult while choosing which cards, if any, to put on the bottom of their library. A player may take a mulligan even after a teammate has decided to keep their opening hand. See rule 103.5.\n处理再调度的流程有所不同。首先由先手队伍中的每位牌手以任意顺序宣告其是否进行再调度,然后其他队伍中的每位牌手按照回合顺序依次宣告。在作出决定时队友可以相互商量。然后所有再调度同时执行。队友间在选择哪张牌(如有)要放到牌库底时可相互商量。一位牌手可以执行再调度,即使其队友已决定保留起手牌。参见规则103.5。"}, {"chapter": "8", "id": "805.3b", "content": "805.3b The process for handling cards that allow a player to begin the game with them on the battlefield is altered accordingly. First, each player on the starting team, in whatever order that team likes, may put any or all such cards onto the battlefield from that player’s opening hand. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.\n处理一些允许牌手以其在战场上的形式开始游戏的牌之流程有所不同。首先由先手队伍中的每位牌手以任意顺序将任意或所有此类牌张从其起手牌放进战场。在作出决定时队友可以相互询问。然后按照回合顺序,其他队伍中的每位牌手依次执行这些动作。"}, {"chapter": "8", "id": "805.4.", "content": "805.4. Each team takes turns rather than each player.\n每个队伍来进行回合,而非每位牌手。"}, {"chapter": "8", "id": "805.4a", "content": "805.4a The team whose turn it is is the active team. Each other team is a nonactive team.\n进行其回合的队伍是主动队伍。其他每个队伍都是非主动队伍。"}, {"chapter": "8", "id": "805.4b", "content": "805.4b Each player on a team draws a card during that team’s draw step.\n队伍中的每位牌手于其队伍的抓牌步骤中抓一张牌。"}, {"chapter": "8", "id": "805.4c", "content": "805.4c Each player on a team may play a land during each of that team’s turns.\n队伍中的每位牌手于其队伍的每个回合中可以使用一张地。"}, {"chapter": "8", "id": "805.4d", "content": "805.4d An ability that triggers at the beginning of a step or phase may trigger multiple times if it triggers at the beginning of “each player’s” or “each opponent’s” step or phase. These abilities trigger once for each appropriate player if the ability’s trigger condition, effect, or intervening “if” clause refers to “that player,” “that opponent,” or similar.\n一个在阶段或步骤开始时触发的异能如果其在“每位牌手的”或“每位对手的”阶段或步骤开始时触发,则可能会触发多次。如果这些异能的触发条件、效应或以“若”开头的子句提及“该牌手”、“该对手”等类似情形,则它对于每个适用的牌手都会触发一次。"}, {"chapter": "8", "id": "805.5.", "content": "805.5. Teams have priority, not individual players.\n队伍拥有优先权,而非单独的牌手。"}, {"chapter": "8", "id": "805.5a", "content": "805.5a A player may cast a spell, activate an ability, or take a special action when their team has priority.\n牌手可以于其队伍拥有优先权时施放咒语、起动异能或执行特殊动作。"}, {"chapter": "8", "id": "805.5b", "content": "805.5b If a team has priority and no player on that team wishes to do anything, that team passes. If all teams pass in succession (that is, if all teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority. If the stack is empty when all teams pass in succession, the phase or step ends and the next one begins.\n如果队伍拥有优先权,且该队伍中没有任何牌手想要作事,该队伍让过。如果所有队伍依序让过(即所有队伍在让过之间中没有任何牌手想要执行动作),堆叠顶的物件结算,然后主动队伍得到优先权。如果所有队伍依序让过时堆叠为空,当前阶段或步骤结束,下一个阶段或步骤开始。"}, {"chapter": "8", "id": "805.6.", "content": "805.6. The Active Player, Nonactive Player order rule (see rule 101.4) is modified if the shared team turns option is used. If multiple teams would make choices and/or take actions at the same time, first the active team makes any choices required, then each nonactive team in turn order makes any choices required. If multiple players would make choices and/or take actions at the same time, first each player on the active team makes any choices required in whatever order they like, then the players on each nonactive team in turn order do the same. Once all choices have been made, the actions happen simultaneously.\n“主动牌手先决定”规则(参见规则101.4)在使用队伍共享回合模式时有所不同。若多个队伍需要同时作决定和/或采取动作,则先由主动队伍作出选择,然后每个非主动队伍按照回合顺序作出选择。若多位牌手需要同时作决定和/或采取动作,则先由主动队伍上的牌手作出选择,然后再由每个非主动队伍上的牌手按照回合顺序作出选择。一旦所有决定完成,这些动作同时生效。"}, {"chapter": "8", "id": "805.6a", "content": "805.6a If more than one player is instructed to draw cards in a game that’s using the shared team turns option, first each player on the active team, in whatever order that team likes, performs that player’s draws, then each player on each nonactive team in turn order does the same.\n在使用队伍共享回合模式的多人游戏中,如果多位牌手被指示抓牌,首先由主动队伍的每位牌手以任意顺序进行该牌手的抓牌,然后每个非主动队伍按回合顺序以同样的方式完成抓牌。"}, {"chapter": "8", "id": "805.7.", "content": "805.7. If multiple triggered abilities have triggered since the last time a team received priority, the members of the active team put all triggered abilities any of them controls on the stack in any order they choose, then the members of each nonactive team in turn order do the same.\n如果自上一次队伍得到优先权之后有多个触发式异能触发,首先由主动队伍的牌手将其操控的触发式异能以任意顺序放进堆叠,然后每个非主动队伍的牌手按回合顺序以同样的方式将异能放进堆叠。"}, {"chapter": "8", "id": "805.8.", "content": "805.8. If an effect gives a player an extra turn or adds a phase or step to that player’s turn, that player’s team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player’s team does so. If a single effect causes more than one player on the same team to add or skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn. If an effect causes a player to control another player, the first player controls the affected player’s team.\n如果某效应给予牌手额外回合,或在该牌手回合中增加阶段或步骤,该牌手的队伍进行该额外回合、阶段或步骤。如果某效应使得牌手略过回合、阶段或步骤,该牌手的队伍略过之。如果同一个效应使得同一队伍中的多位牌手增加或略过同一个回合、阶段或步骤,该队伍只会增加或略过该回合、阶段或步骤。如果某效应使得牌手操控另一位牌手,前者牌手操控受影响之牌手的队伍。"}, {"chapter": "8", "id": "805.9.", "content": "805.9. Any ability that refers to the “active player” refers to one specific active player, not to all of the active players. The ability’s controller chooses which one the ability refers to at the time its effect is applied.\n提及“主动牌手”的异能仅指一位特定的主动牌手,而非所有的主动牌手。该异能的操控者于其效应生效时选择该异能指代的是哪位牌手。"}, {"chapter": "8", "id": "805.10.", "content": "805.10. The shared team turns option uses different combat rules than other multiplayer options.\n队伍共享回合模式使用与其他多人模式不同的战斗规则。"}, {"chapter": "8", "id": "805.10a", "content": "805.10a Each team’s creatures attack the other team as a group. During the combat phase, the active team is the attacking team and each player on the active team is an attacking player. Likewise, the nonactive team is the defending team and each player on the nonactive team is a defending player.\n每个队伍所操控的生物一同攻击另一个队伍。在战斗阶段中,主动队伍是攻击队伍,且主动队伍中的每位牌手都是攻击牌手。同样地,非主动队伍是防御队伍,且非主动队伍中的每位牌手都是防御牌手。"}, {"chapter": "8", "id": "805.10b", "content": "805.10b As the declare attackers step begins, the active team declares attackers. For each attacking creature, the attacking team announces which defending player, planeswalker, or battle that creature is attacking. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1.\n于宣告攻击者步骤开始时,主动队伍宣告攻击者。对于每个攻击生物而言,主动队伍宣告该生物攻击哪个防御牌手、鹏洛客或战役。主动队伍仅进行一次联合攻击,且攻击生物之集合必须作为整体合法地宣告攻击。参见规则508.1。"}, {"chapter": "8", "id": "805.10c", "content": "805.10c Any rule, object, or effect that refers to an “attacking player” refers to one specific attacking player, not to all attacking players. If an ability of a blocking creature refers to an attacking player, or a spell or ability refers to both a blocking creature and an attacking player, then unless otherwise specified, the attacking player it’s referring to is the player who controls the attacking creature that blocking creature is blocking. If a spell or ability could apply to multiple blocking creatures, the appropriate attacking player is individually determined for each of those blocking creatures. If there are multiple attacking players that could be chosen, the controller of the spell or ability chooses one.\n任何提及“攻击牌手”的规则、物件或效应仅指代一位特定的攻击牌手,而非所有攻击牌手。如果一个进行阻挡的生物之异能提及一位攻击牌手,或一个咒语或异能同时提及一个进行阻挡的生物和一位攻击牌手,除非另有说明,其指代的攻击牌手是被该进行阻挡的生物阻挡之进行攻击的生物的操控者。如果一个咒语或异能可以对多个进行阻挡的生物生效,对于每个进行阻挡的生物而言,其对应的攻击牌手会分别决定。如果可能会选择多位攻击牌手,该咒语或异能的操控者选择其一。"}, {"chapter": "8", "id": "805.10d", "content": "805.10d As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block creatures attacking any player on the defending team, attacking a planeswalker controlled by one of those players, or a battle protected by one of those players. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. See rule 509.1.\n于宣告阻挡者步骤开始时,防御队伍宣告阻挡者。所有防御牌手操控之生物均可阻挡攻击防御队伍中任何牌手、其操控的鹏洛客或其防卫的战役之生物。防御队伍仅进行一次联合阻挡,且进行阻挡的生物之集合必须作为整体合法地宣告阻挡。参见规则509.1。"}, {"chapter": "8", "id": "805.10e", "content": "805.10e Any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.\n任何提及“防御牌手”的规则、物件,或是效应,指一位特定的防御牌手,而不是所有防御牌手。如果一个攻击生物的异能提及防御牌手,或一个咒语或异能同时提及攻击生物和防御牌手,除非另有指定,该防御牌手指该生物正在攻击的牌手、其正在攻击的鹏洛客的操控者,或是其正在攻击的战役的防卫者。如果该生物不再进行攻击,该防御牌手指该生物被移出战斗之前所攻击的牌手、所攻击的鹏洛客的操控者,或是所攻击的战役的防卫者。如果一个咒语或异能可以对多个攻击生物生效,分别为每个攻击生物确定其所对应的防御牌手。如果有多位防御牌手可供选择,则由该咒语或异能的操控者选择其中一位。"}, {"chapter": "8", "id": "805.10f", "content": "805.10f As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. Then the defending team announces how each blocking creature will assign its combat damage. See rule 510.1.\n于战斗伤害步骤开始时,主动队伍宣告每个攻击生物如何分配其战斗伤害。然后防御队伍宣告每个进行阻挡的生物如何分配其战斗伤害。参见规则510.1。"}, {"chapter": "8", "id": "806.", "content": "806. Free-for-All Variant\n自由竞赛玩法"}, {"chapter": "8", "id": "806.1.", "content": "806.1. In Free-for-All multiplayer games, a group of players compete as individuals against each other.\n在自由竞赛的多人游戏中,牌手们会以个人方式来互相展开对抗。"}, {"chapter": "8", "id": "806.2.", "content": "806.2. Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options.\n在游戏开始前,需要决定将使用哪些多人游戏的模式。自由竞赛玩法通常会默认使用下列模式。"}, {"chapter": "8", "id": "806.2a", "content": "806.2a The limited range of influence option usually isn’t used in Free-for-All games. If it is, each player has the same range of influence, which is determined before play begins. See rule 801, “Limited Range of Influence Option.”\n自由竞赛游戏通常不使用限制影响范围的模式。如果使用了该模式,则需在游戏开始前就决定影响范围为多大,且所有牌手会具有相同的影响范围。参见规则801,“限制影响范围模式”。"}, {"chapter": "8", "id": "806.2b", "content": "806.2b Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.”\n必须使用攻击左边、攻击右边,以及攻击复数牌手这三个模式中的一个。参见规则803,“攻击左边或右边模式”,和规则802,“攻击复数牌手模式”。"}, {"chapter": "8", "id": "806.2c", "content": "806.2c The deploy creatures option isn’t used in the Free-for-All variant.\n自由竞赛玩法中不会使用调动生物模式。"}, {"chapter": "8", "id": "806.3.", "content": "806.3. The players are randomly seated around the table.\n牌手必须随机围桌入座。"}, {"chapter": "8", "id": "807.", "content": "807. Grand Melee Variant\n大型混战玩法"}, {"chapter": "8", "id": "807.1.", "content": "807.1. The Grand Melee variant is a modification of the Free-for-All variant, in which a group of players compete against each other as individuals. Grand Melee is normally used only in games begun with ten or more players.\n大型混战玩法是基于自由竞赛玩法的改动,牌手会以个人方式展开对抗。大型混战玩法通常只在游戏开始时有十位或更多牌手参加的情况下使用。"}, {"chapter": "8", "id": "807.2.", "content": "807.2. Any multiplayer options used are decided before play begins. The Grand Melee variant uses the following default options.\n游戏开始前需要决定使用哪些多人游戏模式。大型混战玩法会默认使用以下模式。"}, {"chapter": "8", "id": "807.2a", "content": "807.2a Each player has a range of influence of 1 (see rule 801).\n每位牌手的影响范围均为1(参见规则801)。"}, {"chapter": "8", "id": "807.2b", "content": "807.2b The attack left option is used (see rule 803).\n使用攻击左边模式(参见规则803)。"}, {"chapter": "8", "id": "807.2c", "content": "807.2c The attack multiple players and deploy creatures options aren’t used in the Grand Melee variant.\n在大型混战玩法中,不使用攻击多位牌手模式和调动生物模式。"}, {"chapter": "8", "id": "807.3.", "content": "807.3. The players are seated at random.\n牌手需随机入座。"}, {"chapter": "8", "id": "807.4.", "content": "807.4. The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player’s turn.\n大型混战玩法允许多位牌手同时进行回合。移动回合标记以追踪目前由哪些牌手正在进行回合。每个回合标记都表示一位主动牌手的回合。"}, {"chapter": "8", "id": "807.4a", "content": "807.4a There is one turn marker for each full four players in the game.\n游戏中每满四位牌手,便会有一个回合标记。\nExample: A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers.\n例如:一盘有十六位牌手的大型混战玩法的游戏使用四个回合标记。一盘有十五位牌手的游戏使用三个回合标记。"}, {"chapter": "8", "id": "807.4b", "content": "807.4b The starting player in the game gets the first turn marker. The player four seats to that player’s left (the fifth player) takes the second turn marker, and so on until all the turn markers have been handed out. Each turn marker is assigned a number in this way. Then all players with turn markers start their turns at the same time.\n开始游戏的牌手会得到第一个回合标记。该牌手左起第四个座位的牌手(第五位牌手)会得到第二个回合标记,依此类推直到所有回合标记都分发完毕。每个回合标记都会以此法分配到一个数字。然后所有拥有回合标记的牌手同时开始他们的回合。"}, {"chapter": "8", "id": "807.4c", "content": "807.4c After a player ends their turn, that player passes the turn marker to the player on their left. If a player with a turn marker leaves the game during their turn, the player to their left takes the turn marker after that turn ends. If a player with a turn marker leaves the game before their turn begins, the player to their left takes the turn marker immediately.\n当一位牌手结束其回合时,该牌手将回合标记让过给其左侧的牌手。如果拥有回合标记的牌手在其回合中离开游戏,该牌手左面的牌手在该回合结束后得到回合标记。如果拥有回合标记的牌手在其回合开始前离开游戏,该牌手左面的牌手立即得到回合标记。"}, {"chapter": "8", "id": "807.4d", "content": "807.4d A player who receives a turn marker can’t begin their turn if any player in the three seats to their left has a turn marker. If this is the case, that player waits until the player four seats to their left takes the other turn marker.\n如果一位牌手左起三个座位中有牌手持有回合标记,则该牌手不能得到回合标记。在此情形下,该牌手须等待直到其左起第四个座位的牌手得到该回合标记。"}, {"chapter": "8", "id": "807.4e", "content": "807.4e If a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, the turn marker immediately to the departed player’s right is designated for removal. If more than one player leaves the game simultaneously, those players leaving the game would reduce the number of turn markers in the game, and there are multiple turn markers that could be removed, the marker with the lowest number is designated for removal. A turn marker may be designated for removal multiple times.\n如果一位牌手离开游戏,且回合标记的数量因该牌手离开游戏而减少,离开游戏的牌手右方的回合标记指定为将被移除。如果多位牌手同时离开游戏,回合标记的数量因这些牌手离开游戏而减少,并且有多个回合标记可能会被移除,编号最小的回合标记指定为将被移除。同一个回合标记可能会多次指定为将被移除。"}, {"chapter": "8", "id": "807.4f", "content": "807.4f For the purposes of determining if one or more players leaving the game would reduce the number of turn markers in the game (see rule 807.4e), disregard turn markers already designated for removal.\n当一位或多位牌手离开游戏,决定是否有回合标记将被移除时(参见规则807.4e),忽略已经指定为将被移除的回合标记。"}, {"chapter": "8", "id": "807.4g", "content": "807.4g If a player who’s taking a turn has a turn marker that’s been designated for removal, that turn marker is removed rather than being passed after that turn ends. If a player who’s not taking a turn has a turn marker that’s been designated for removal, that turn marker is removed immediately. If a removed turn marker had been designated for removal multiple times, the turn marker to its right becomes designated for removal that many times minus one.\n如果正在进行回合的牌手拥有将被移除的回合标记,于该回合结束时移除该回合标记,而非将其传给下一位牌手。如果一位尚未进行回合的牌手拥有将被移除的回合标记,该回合标记立即移除。如果一个已移除的回合标记被多次指定为将被移除,该回合标记右侧的回合标记指定为将被移除,且指定次数为该回合标记被指定之次数减去一。"}, {"chapter": "8", "id": "807.4h", "content": "807.4h If one or more consecutively seated players leave the game, the players that were on either side of those seats don’t enter one another’s range of influence until the next turn begins.\n如果一位或多位相邻座位的牌手离开游戏,这些牌手两侧的牌手直到下个回合开始时才会进入彼此的影响范围。"}, {"chapter": "8", "id": "807.4i", "content": "807.4i If an effect causes a player with a turn marker to take an extra turn after the current one, that player keeps the turn marker and starts their next turn after the current turn ends, unless another turn marker is too close on either side at that time. If a turn marker is within three seats on the player’s left, the extra turn waits to begin until the player four seats to their left takes the other turn marker. If a turn marker is within three seats on the player’s right, the player passes the turn marker to their left when the turn ends rather than keeping it, and the player will take the extra turn immediately before their next turn.\n如果某效应使得拥有回合标记的牌手于当前回合之后额外进行一个回合,除非另一个回合标记距离该牌手太近,该牌手于当前回合结束后保留回合标记并开始其下一个回合。如果该牌手左侧的回合标记距离该牌手三个座位之内,该额外回合等待直到该牌手左侧距其四个座位的牌手开始其回合后才开始进行。如果该牌手右侧的回合标记距离该牌手三个座位之内,该牌手将其回合标记传给左面的牌手(而非保留之),且该牌手在进行其下一个回合之前立即开始该额外回合。"}, {"chapter": "8", "id": "807.4j", "content": "807.4j If an effect would cause a player to take an extra turn after the current turn, but that player wouldn’t have a turn marker at the start of that turn, that player will take the extra turn immediately before their next turn instead.\n如果一个效应令某牌手在当前回合结束后进行一个额外的回合,但该牌手在此回合开始时将不会持有回合标记,则改为在该牌手进行其下一个回合之前首先进行此额外的回合。\nExample: During Alex’s turn, he casts Time Walk, which causes him to take an extra turn after this one. During the same turn, the player to Alex’s left leaves the game, which causes the number of turn markers to be reduced. After Alex’s current turn ends, his turn marker is removed. He won’t take the extra turn from Time Walk until just before his normal turn the next time he receives a turn marker.\n例如:在俊杰的回合中,他施放了时间行走[Time Walk],令他在本回合结束后进行一个额外的回合。在同一回合中,俊杰左边的牌手离开了游戏,使得回合标记的数目减少。在俊杰当前的回合结束后,他的回合标记被移除。他不会立即进行因时间行走而得到的额外回合,而在他下一次得到回合标记且正常进行回合之前,他先进行该额外回合。"}, {"chapter": "8", "id": "807.5.", "content": "807.5. Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack.\n大型混战玩法的游戏使用多个堆叠,而不是只有一个堆叠。每个回合标记都代表了它自己的堆叠。"}, {"chapter": "8", "id": "807.5a", "content": "807.5a A player gets priority for a particular turn marker’s stack only if the turn marker is within their range of influence or an object on that stack is controlled by a player within their range of influence.\n只有当一个回合标记在一位牌手的影响范围内,或是属于该回合标记之堆叠中的一个物件之操控者在该牌手的影响范围内时,该牌手才能得到属于此回合标记之堆叠的优先权。"}, {"chapter": "8", "id": "807.5b", "content": "807.5b If a player has priority for multiple stacks and casts a spell, activates an ability, or a triggered ability they control triggers, the player must specify which one of those stacks the spell or ability is put on. If an object on one of those stacks caused the triggered ability to trigger, the player must put it on that stack. If a resolving spell or ability on one of those stacks causes a player to cast a spell or create a copy of a spell, the new spell must be put on the same stack. If a spell or ability targets an object on one of those stacks, it must be put on the same stack as its target; it can’t target objects on multiple stacks.\n如果一位同时具有多个堆叠优先权的牌手施放了一个咒语、起动了一个异能,或是一个由其操控的触发式异能被触发,则该牌手必须说明该咒语或异能将被放入哪一个堆叠。如果其中一个堆叠上的一个物件将触发触发式异能,则该牌手必须将此触发式异能放入该堆叠。如果其中一个堆叠中上的一个物件导致触发式异能被触发,则该牌手必须将此异能放进该堆叠。如果其中一个堆叠上的一个结算中的咒语或异能令一位牌手施放一个咒语或创造一个咒语的复制品,则新的咒语必须被放进同一个堆叠。如果一个咒语或异能指定了其中一个堆叠上的物件,则它必须被放进与其目标相同的堆叠;它不能指定多个堆叠中的物件为目标。"}, {"chapter": "8", "id": "808.", "content": "808. Team vs. Team Variant\n队伍对队伍玩法"}, {"chapter": "8", "id": "808.1.", "content": "808.1. Team vs. Team games are played with two or more teams. Each team may have any number of players on it.\n队伍对队伍玩法为两个或更多队伍之间进行游戏。每个队伍中可以有任意数量的牌手。"}, {"chapter": "8", "id": "808.2.", "content": "808.2. Each team sits together on one side of the table. Each team decides the order in which its players sit.\n每个队伍在桌子的一侧坐在一起。每个队伍中牌手就座的顺序自行决定。"}, {"chapter": "8", "id": "808.3.", "content": "808.3. Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options.\n于游戏开始前需要决定使用的多人游戏模式。队伍对队伍玩法使用以下默认模式。"}, {"chapter": "8", "id": "808.3a", "content": "808.3a The attack multiple players option is used (see rule 802).\n使用攻击复数牌手模式(参见规则802)。"}, {"chapter": "8", "id": "808.3b", "content": "808.3b The deploy creatures options and limited range of influence options usually aren’t used in the Team vs. Team variant.\n队伍对队伍玩法通常不使用调动生物模式和限制影响范围模式。"}, {"chapter": "8", "id": "808.4.", "content": "808.4. To determine which player goes first, randomly choose a team. If that team has an odd number of players, the player in its center seat goes first. If that team has an even number of players, the player to the left of its midpoint goes first. Turn order goes to the players’ left.\n决定先手牌手时,随机选择一个队伍。如果该队伍的牌手数量为奇数,坐在该队伍正中间的牌手是先手牌手。如果该队伍的牌手数量为偶数,坐在该队伍中点左侧的牌手是先手牌手。回合顺序为自该牌手起向左。"}, {"chapter": "8", "id": "808.5.", "content": "808.5. In the Team vs. Team variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.\n在队伍对队伍玩法中,同一队伍的资源(手牌、法术力等)都不共享。队友可以在任何时候互相检视手牌和讨论策略。队友之间不能操作彼此的牌或永久物。"}, {"chapter": "8", "id": "809.", "content": "809. Emperor Variant\n皇帝玩法"}, {"chapter": "8", "id": "809.1.", "content": "809.1. The Emperor variant involves two or more teams of three players each.\n皇帝玩法由两个或以上队伍进行,每个队伍需各有三位牌手。"}, {"chapter": "8", "id": "809.2.", "content": "809.2. Each team sits together on one side of the table. Each team decides the order in which it’s seated. Each team has one emperor, who sits in the middle of the team. The remaining players on the team are generals whose job is to protect the emperor.\n同队伍的牌手坐在桌子的同一侧。每个队伍决定自己座位的顺序。每个队伍会有一位皇帝,皇帝坐在队伍的中间。该队伍其他牌手为将军,其职责为保护皇帝。"}, {"chapter": "8", "id": "809.3.", "content": "809.3. The Emperor variant uses the following default options.\n皇帝玩法默认使用以下模式。"}, {"chapter": "8", "id": "809.3a", "content": "809.3a The range of influence is limited to 2 for emperors and 1 for generals. See rule 801, “Limited Range of Influence Option.”\n皇帝的影响范围限制为2,而将军的影响范围限制为1。参见规则801,“限制影响范围模式”。"}, {"chapter": "8", "id": "809.3b", "content": "809.3b Emperor games use the deploy creatures option (see rule 804).\n皇帝玩法的游戏使用调动生物模式(参见规则804)。"}, {"chapter": "8", "id": "809.3c", "content": "809.3c A player can attack only an opponent seated immediately next to them, a planeswalker controlled by a player seated immediately next to them, or a battle protected by a player seated immediately next to them.\n牌手只能攻击坐在其旁边的对手、坐在其旁边的对手操控的鹏洛客,或是坐在其旁边的对手防卫的战役。\nExample: At the start of an Emperor game, neither emperor can attack any opponents, even though both of the opposing generals are within their spell range.\n例如:在皇帝玩法的游戏开始时,皇帝不能攻击任何对手,即使对手的将军在其咒语范围内。"}, {"chapter": "8", "id": "809.4.", "content": "809.4. Randomly determine which emperor goes first. Turn order goes to the players’ left.\n随机决定由哪位皇帝先手。回合顺序为向牌手左侧进行。"}, {"chapter": "8", "id": "809.5.", "content": "809.5. The Emperor variant includes the following specifications for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)\n皇帝玩法包括以下特定的游戏输赢规则。所有其他关于结束游戏的规则依然生效。(参见规则104)。"}, {"chapter": "8", "id": "809.5a", "content": "809.5a A team wins the game if its emperor wins.\n如果皇帝赢得了游戏,则皇帝所在的队伍赢得游戏。"}, {"chapter": "8", "id": "809.5b", "content": "809.5b A team loses the game if its emperor loses.\n如果皇帝输去了游戏,则皇帝所在的队伍输去游戏。"}, {"chapter": "8", "id": "809.5c", "content": "809.5c The game is a draw for a team if the game is a draw for its emperor.\n如果游戏对皇帝来说为平手,则皇帝所在的队伍为平手。"}, {"chapter": "8", "id": "809.6.", "content": "809.6. The Emperor variant can also be played with any number of equally sized teams. If the teams have more than three players, the range of influence of each player should be adjusted.\n皇帝玩法可以在相同数量牌手组成的任意数量之队伍间进行。如果每个队伍有三位以上的牌手,则每位牌手的影响范围也需作出相应调整。"}, {"chapter": "8", "id": "809.6a", "content": "809.6a Each general’s range of influence should be the minimum number that allows one general from an opposing team to begin the game within their range of influence. Each emperor’s range of influence should be the minimum number that allows two generals from opposing teams to begin the game within their range of influence. Players should be seated such that no emperor begins the game within the range of influence of another emperor.\n每位将军的影响范围应为在游戏开始时,一位对手队伍的将军在自己的影响范围之内的最小数值。每位皇帝的影响范围应为在游戏开始时,允许两位对手队伍的将军在自己影响范围之内的最小数值。牌手在排列座位时应保证没有任何皇帝在游戏开始时处于另一位皇帝的影响范围之内。\nExample: In an Emperor game between two teams of four players each, the player configuration (either clockwise or counterclockwise around the table) should be: Team A general 1, Team A emperor, Team A general 2, Team A general 3, Team B general 1, Team B emperor, Team B general 2, Team B general 3. Each emperor has range of influence 3. Each general 2 has range of influence 2. Each general 1 and general 3 has range of influence 1.\n例如:在一盘有两个四人队伍参加的皇帝玩法游戏中,牌手的座次应为(无论是顺时针或逆时针):A队伍的1号将军、A队伍的皇帝、A队伍的2号将军、A队伍的3号将军、B队伍的1号将军、B队伍的皇帝、B队伍的2号将军、B队伍的3号将军。每位皇帝的影响范围为3。每位2号将军的影响范围为2。每位1号将军和3号将军的影响范围各为1。"}, {"chapter": "8", "id": "809.7.", "content": "809.7. In the Emperor variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.\n在皇帝玩法中,队伍的资源(牌、法术力等等)均不共享。队友之间可以在任何时候互相检视手牌和讨论策略。队友之间不能操作彼此的牌或永久物。"}, {"chapter": "8", "id": "810.", "content": "810. Two-Headed Giant Variant\n双头巨人玩法"}, {"chapter": "8", "id": "810.1.", "content": "810.1. Two-Headed Giant games are played with two teams of two players each.\n双头巨人游戏由两个队伍进行游戏,每个队伍各有两位牌手。"}, {"chapter": "8", "id": "810.2.", "content": "810.2. The Two-Headed Giant variant uses the shared team turns option. (See rule 805.)\n双头巨人玩法使用队伍共享回合模式。(参见规则805。)"}, {"chapter": "8", "id": "810.3.", "content": "810.3. Each team sits together on one side of the table. Each team decides the order in which its players sit.\n同一队伍的两位牌手坐在桌子的同一边。每个队伍自行决定其牌手座位的顺序。"}, {"chapter": "8", "id": "810.4.", "content": "810.4. Each team has a shared life total, which starts at 30 life.\n每个队伍各自共享总生命,游戏开始时为30。"}, {"chapter": "8", "id": "810.5.", "content": "810.5. With the exception of life total and poison counters, a team’s resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.\n在双头巨人玩法中,除了总生命和中毒指示物之外,同一队伍的资源(牌、法术力等)都不共享。队友可以在任何时候互相检视手牌和讨论策略。队友之间不能操作彼此的牌或永久物。"}, {"chapter": "8", "id": "810.6.", "content": "810.6. The team who plays first skips the draw step of its first turn.\n先手队伍略过他们第一个回合的抓牌步骤。"}, {"chapter": "8", "id": "810.7.", "content": "810.7. The Two-Headed Giant variant uses the combat rules for the shared team turns option (see rule 805.10). This is a change from previous rules.\n双头巨人玩法使用队伍共享回合模式的战斗规则(参见规则805.10),与一般的战斗规则有所不同。这是对先前规则的改动。"}, {"chapter": "8", "id": "810.8.", "content": "810.8. The Two-Headed Giant variant uses the normal rules for winning or losing the game (see rule 104), with the following additions and specifications.\n双头巨人玩法中使用一般的输赢规则(参见规则104),及以下附加和特定规则。"}, {"chapter": "8", "id": "810.8a", "content": "810.8a Players win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect says that a player can’t win the game, that player’s team can’t win the game. If an effect says that a player can’t lose the game, that player’s team can’t lose the game.\n牌手以队伍赢得或输去游戏,而不是个人。如果队伍中的任一位牌手输去了游戏,整个队伍输去此盘游戏。如果队伍中的任一位牌手赢得了游戏,整个队伍赢得此盘游戏。如果一个效应叙述一位牌手不能赢得游戏,则该牌手所在队伍不会赢得游戏。如果一个效应叙述一位牌手不能输去游戏,则该牌手所在队伍不会输去游戏。\nExample: In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, “You don’t lose the game for having 0 or less life.” If that player’s team’s life total is 0 or less, that team doesn’t lose the game.\n例如:在一盘双头巨人游戏中,一位牌手操控超凡入圣,其部分叙述为“你不因总生命为0或更少而输掉此盘游戏。”如果该牌手所在队伍的总生命为0或更少,该队伍也不会输去此盘游戏。\nExample: In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that player’s library. That player loses the game, so that player’s entire team loses the game.\n例如:在一盘双头巨人游戏中,一位牌手在其牌库没有牌时必须抓一张牌。该牌手输去此盘游戏,所以该牌手的队伍亦输去此盘游戏。\nExample: In a Two-Headed Giant game, a player controls Platinum Angel, which reads, “You can’t lose the game and your opponents can’t win the game.” Neither that player nor their teammate can lose the game while Platinum Angel is on the battlefield, and neither player on the opposing team can win the game.\n例如:在一盘双头巨人游戏中,一位牌手操控白金天使,其叙述为“你这盘游戏不会输,对手也不会赢。”则只要白金天使在战场,该牌手和其队友都不会输去此盘游戏,且对方队伍的牌手也都不会赢得此盘游戏。"}, {"chapter": "8", "id": "810.8b", "content": "810.8b If a player concedes, their team leaves the game immediately. That team loses the game.\n如果一位牌手认输,则其队伍立刻离开游戏。该队伍输去此盘游戏。"}, {"chapter": "8", "id": "810.8c", "content": "810.8c If a team’s life total is 0 or less, the team loses the game. (This is a state-based action. See rule 704.)\n如果一个队伍的总生命为0或更少,该队伍输去此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "8", "id": "810.8d", "content": "810.8d If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.)\n如果一个队伍具有十五个或更多中毒指示物,该队伍输去此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "8", "id": "810.9.", "content": "810.9. Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team’s shared life total.\n伤害、失去生命和得到生命会对单独影响每位牌手。其结果对队伍共享总生命生效。\nExample: In a Two-Headed Giant game, a player casts Flame Rift, which reads, “Flame Rift deals 4 damage to each player.” Each team is dealt a total of 8 damage.\n例如:在一盘双头巨人游戏中,一位牌手施放天火断空,其叙述为“天火断空对每位牌手造成4点伤害。”则每个队伍都会受到总共8点的伤害。"}, {"chapter": "8", "id": "810.9a", "content": "810.9a If a cost or effect needs to know the value of an individual player’s life total, that cost or effect uses the team’s life total instead.\n如果一个费用或效应需要得知一位牌手单独的总生命数值,则该费用或效应改为使用该队伍的总生命。\nExample: In a Two-Headed Giant game, a player on a team that has 17 life is targeted by Beacon of Immortality, which reads, in part, “Double target player’s life total.” That player gains 17 life, so the team winds up at 34 life.\n例如:在一盘双头巨人游戏中,某队伍的生命为17,其中的一位牌手被永生信标指定为目标,其部分叙述为“将目标牌手的总生命加倍。”该牌手获得17点生命,其队伍的总生命成为34。\nExample: In a Two-Headed Giant game, a player controls Test of Endurance, an enchantment that reads, “At the beginning of your upkeep, if you have 50 or more life, you win the game.” At the beginning of that player’s upkeep, the player’s team wins the game if their team’s life total is 50 or more.\n例如:在一盘双头巨人游戏中,一位牌手操控耐力试炼,叙述为“在你的维持开始时,若你的生命为50或更多,你赢得此盘游戏。”的结界。在该牌手的维持开始时,若该牌手的队伍总生命为50或更多,该队伍赢得游戏。\nExample: In a Two-Headed Giant game, a player on a team that has 11 life controls Lurking Evil, an enchantment that reads, “Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying.” To activate the ability, that player must pay 6 life. The team winds up at 5 life.\n例如:在一盘双头巨人游戏中,某队伍的生命为11,其中的一位牌手操控伏击魔,叙述为“支付你的一半生命,小数点后进位:伏击魔成为具飞行异能的4/4惊惧兽生物。”的结界。要起动该异能,该牌手须支付6点生命。队伍的总生命成为5。"}, {"chapter": "8", "id": "810.9b", "content": "810.9b If a cost or effect allows both members of a team to pay life simultaneously, the total amount of life they pay may not exceed their team’s life total. (Players can always pay 0 life.)\n如果一个费用或效应允许队伍中的两位牌手同时支付生命,其支付的生命总和不能超过其队伍的总生命。(牌手总是可以支付0点生命。)"}, {"chapter": "8", "id": "810.9c", "content": "810.9c If an effect sets a single player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. The team’s life total is adjusted by the amount of life that player gained or lost.\n如果一个效应将某一位牌手的总生命设为特定数值,该牌手获得或失去相应的生命,使得总生命成为该数值。队伍的总生命根据该牌手所获得或失去的生命而相应调整。\nExample: In a Two-Headed Giant game, a player on a team that has 25 life is targeted by an ability that reads, “Target player’s life total becomes 10.” That player’s life total is considered to be 25, so that player loses 15 life. The team winds up at 10 life.\n例如:在一盘双头巨人游戏中,某队伍的生命为25,其中的一位牌手被一个叙述为“目标牌手的总生命成为10。”的异能指定为目标。该牌手的总生命视为25,因此该牌手失去15点生命。队伍的总生命成为10。"}, {"chapter": "8", "id": "810.9d", "content": "810.9d If an effect would set the life total of each player on a team to a number, that team chooses one of its members. On that team, only that player is affected.\n如果一个效应将要设定队伍中的每位牌手之总生命为特定数值,该队伍选择其中一位牌手。在该队伍中,只有该牌手受影响。\nExample: In a Two-Headed Giant game, one team has 7 life and the other team has 13 life. A player casts Repay in Kind, which reads, “Each player’s life total becomes the lowest life total among all players.” Each team chooses one of its members to be affected. The result is that the chosen player on the team that has 13 life loses 6 life, so that team’s life total winds up at 7.\n例如:在一盘双头巨人游戏中,一个队伍的生命为7,另一个队伍的生命为13。一位牌手施放同法回报,其叙述为“每位牌手的总生命成为所有牌手中总生命最低者的数值。”每个队伍选择其中一位牌手受到其影响。结果是具有13点生命的队伍中所选择的牌手失去6点生命,该队伍的总生命成为7。"}, {"chapter": "8", "id": "810.9e", "content": "810.9e A player can’t exchange life totals with their teammate. If an effect would cause that to occur, the exchange won’t happen.\n牌手不能与其队友交换总生命。如果效应将造成此种交换,交换不会发生。"}, {"chapter": "8", "id": "810.9f", "content": "810.9f If an effect instructs a player to redistribute any number of players’ life totals, that player may not affect more than one member of each team this way.\n如果一个效应指示牌手重新分配任意数量的牌手之总生命,每个队伍中只能至多影响一位牌手。"}, {"chapter": "8", "id": "810.9g", "content": "810.9g If an effect says that a player can’t gain life, no player on that player’s team can gain life.\n如果一个效应叙述一位牌手不能获得生命,该牌手的队伍中没有牌手可以获得生命。"}, {"chapter": "8", "id": "810.9h", "content": "810.9h If an effect says that a player can’t lose life, no player on that player’s team can lose life or pay any amount of life other than 0.\n如果一个效应叙述一位牌手不能失去生命,该牌手的队伍中没有牌手可以失去生命,或支付除0点生命外的任何生命。"}, {"chapter": "8", "id": "810.10.", "content": "810.10. Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team.\n将使得牌手得到中毒指示物的效应,会个别对牌手发生。中毒指示物由整个队伍共享。"}, {"chapter": "8", "id": "810.10a", "content": "810.10a If an effect needs to know how many poison counters an individual player has, that effect uses the number of poison counters that player’s team has. If an effect needs to know how many poison counters a player’s opponents have, that effect uses the number of poison counters opposing teams have.\n如果一个效应需要知道个别牌手所具有的中毒指示物数量,则该效应会采用该牌手队伍的中毒指示物数量。如果一个效应需要知道牌手对手的中毒指示物数量,则该效应会采用对手队伍的中毒指示物数量。"}, {"chapter": "8", "id": "810.10b", "content": "810.10b If an effect says that a player loses poison counters, that player’s team loses that many poison counters.\n如果一个效应注记着某牌手失去若干中毒指示物,则该牌手的队伍会失去该数量的中毒指示物。"}, {"chapter": "8", "id": "810.10c", "content": "810.10c If an effect says that a player can’t get poison counters, no player on that player’s team can get poison counters.\n如果一个效应让一位牌手不能得到中毒指示物,该牌手队伍的牌手都不能得到中毒指示物。"}, {"chapter": "8", "id": "810.10d", "content": "810.10d If a rule or effect needs to know what kinds of counters an individual player has, that effect uses the kinds of counters that player has and the kinds of counters that player’s team has. A player is “poisoned” if that player’s team has one or more poison counters.\n如果一个规则或效应需要得知某位牌手具有的指示物之种类,该效应使用该牌手具有的指示物之种类以及该牌手的队伍具有的指示物之种类。如果牌手的队伍具有一个或数个中毒指示物,该牌手便“已中毒”。"}, {"chapter": "8", "id": "810.11.", "content": "810.11. The Two-Headed Giant variant can also be played with equally sized teams of more than two players. For each player a team has beyond the second, that team’s starting life total is increased by 15 and the number of poison counters required for the team to lose is increased by five. (These variants are called Three-Headed Giant, Four-Headed Giant, and so on.)\n双头巨人玩法也适用于由两位以上且相同数量牌手组成的队伍之间的游戏。从两位牌手算起,队伍中每多出一位牌手,队伍的起始总生命便增加15,输去游戏所需的中毒指示物便增加5。(这些玩法称为三头巨人或四头巨人,依此类推。)"}, {"chapter": "8", "id": "811.", "content": "811. Alternating Teams Variant\n隔位分队玩法"}, {"chapter": "8", "id": "811.1.", "content": "811.1. Alternating Teams games are played with two or more teams of equal size.\n隔位分队玩法可以在两个或更多相等人数的队伍间游戏时使用。"}, {"chapter": "8", "id": "811.2.", "content": "811.2. Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options.\n游戏开始前需要决定使用哪些多人游戏模式。隔位分队玩法会默认使用以下模式。"}, {"chapter": "8", "id": "811.2a", "content": "811.2a The recommended range of influence is 2. See rule 801, “Limited Range of Influence Option.”\n建议影响范围为2。参见规则801,“限制影响范围模式”。"}, {"chapter": "8", "id": "811.2b", "content": "811.2b Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.”\n必须使用攻击左边、攻击右边,以及攻击复数牌手这三个模式中的一个。参见规则803,“攻击左边或右边模式”,和规则802,“攻击复数牌手模式”。"}, {"chapter": "8", "id": "811.2c", "content": "811.2c The deploy creatures option isn’t normally used in the Alternating Teams variant.\n隔位分队玩法中通常不使用调动生物模式。"}, {"chapter": "8", "id": "811.3.", "content": "811.3. At the start of the game, players are seated so that no one is next to a teammate and each team is equally spaced out.\n于游戏开始时,牌手以如下方式就座:不坐在任何队友旁边,且队友之间的距离相等。\nExample: In an Alternating Teams game with three teams, A, B, and C, the seating around the table at the start of the game is A1, B1, C1, A2, B2, C2, A3, B3, C3, and so on.\n例如:三个队伍A、B、C之间使用隔位分队玩法进行游戏。于游戏开始时,座位顺序为A1、B1、C1、A2、B2、C2、A3、B3、C3,以此类推。"}, {"chapter": "8", "id": "811.4.", "content": "811.4. A player can’t attack opponents who aren’t seated next to them, planeswalkers that aren’t controlled by opponents seated next to them, or battles that aren’t protected by opponents seated next to them.\n牌手不能攻击不坐在该牌手旁边的对手、不坐在该牌手旁边的对手操控的鹏洛客,或是不坐在该牌手旁边的对手防卫的战役。"}, {"chapter": "8", "id": "811.5.", "content": "811.5. In the Alternating Teams variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates can’t review each other’s hands unless they are sitting next to each other. Teammates may discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.\n在隔位分队玩法中,同一队伍的资源(手牌、法术力等)都不共享。除非互相坐在旁边,否则队友之间不能互相检视手牌。队友可以在任何时候互相讨论策略。队友之间不能操作彼此的牌或永久物。"}, {"chapter": "9", "id": "9.", "content": "9. Casual Variants\n休闲式玩法"}, {"chapter": "9", "id": "900.", "content": "900. General\n总则"}, {"chapter": "9", "id": "900.1.", "content": "900.1. This section contains additional optional rules that can be used for certain casual game variants. It is by no means comprehensive.\n本章包含特定的休闲式玩法中可以使用的附加模式规则。并不具有广泛意义。"}, {"chapter": "9", "id": "900.2.", "content": "900.2. The casual variants detailed here use supplemental zones, rules, cards, and other game implements not used in traditional Magic games.\n此部分休闲式玩法会用到一些在传统万智牌游戏中不会使用到的区域、规则、牌,以及其他用品。"}, {"chapter": "9", "id": "901.", "content": "901. Planechase\n竞逐时空"}, {"chapter": "9", "id": "901.1.", "content": "901.1. In the Planechase variant, plane cards and phenomenon cards add additional abilities and randomness to the game. The Planechase variant uses all the normal rules for a Magic game, with the following additions.\n竞逐时空玩法中使用的时空和异象卡牌为游戏增加了新的异能和变化。竞逐时空玩法遵循万智牌游戏的一般规则,并有下列补充规则。"}, {"chapter": "9", "id": "901.2.", "content": "901.2. A Planechase game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”\n竞逐时空可由两人或多人游戏。默认采用的多人游戏模式为自由竞赛玩法,使用攻击复数牌手模式,不使用限制影响范围模式。参见规则806,“自由竞赛玩法”。"}, {"chapter": "9", "id": "901.3.", "content": "901.3. In addition to the normal game materials, each player needs a supplementary planar deck of at least ten plane and/or phenomenon cards and the game needs one planar die. No more than two cards in a planar deck can be phenomenon cards. Each card in a planar deck must have a different English name. (See rule 311, “Planes,” and rule 312, “Phenomena.”)\n除一般的游戏用具之外,每位牌手还各需一副包含至少十张时空和/或异象牌的附加时空套牌,且此玩法需有一个时空骰。每副时空套牌中的异象牌数量不得多于两张。构成时空套牌的各牌英文名称须各不相同。(参见规则311,“时空”和规则312,“异象”。)"}, {"chapter": "9", "id": "901.3a", "content": "901.3a A planar die is a six-sided die. One face has the Planeswalker symbol. One face has the chaos symbol. The other faces are blank.\n时空骰为六面骰。其中一面为鹏洛客符号。一面为混沌符号。其他面为空白。"}, {"chapter": "9", "id": "901.4.", "content": "901.4. All plane and phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up.\n整个游戏过程当中,所有的时空牌和异象牌均位于统帅区中,无论是在他们仍属时空套牌部分,或是处于牌面朝上期间,均是如此。"}, {"chapter": "9", "id": "901.5.", "content": "901.5. Once all players have kept their opening hands and used the abilities of cards that allow them to take an action with those cards from their opening hands, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it’s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. (See rule 103.7.) No abilities of any card turned face up this way trigger during this process. The face-up plane card becomes the starting plane.\n在所有牌手均保留起手牌,完成允许牌手自起手牌中利用此牌张执行之所有动作之后,先手牌手将其时空套牌的牌库顶牌移离该时空套牌,并将其翻回正面。如果该牌为异象牌,则该牌手将该牌置于时空套牌牌库底,然后重复此流程,直至一张时空牌翻回正面为止。(参见规则103.7)在此过程中,以此法翻回正面之牌张的异能均不会触发。该牌面朝上的时空牌便是起始时空。"}, {"chapter": "9", "id": "901.6.", "content": "901.6. The owner of a plane or phenomenon card is the player who started the game with it in their planar deck. The controller of a face-up plane or phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.\n时空牌或异象牌的拥有者,为开始游戏时将该牌包含在其时空套牌中的牌手。牌面朝上之时空牌或异象牌的操控者,为指定为时空操控者的牌手。通常情况下,时空操控者为当前的主动牌手。如果当前的时空操控者将离开游戏,则改为依照回合顺序的下一位不会离开游戏的牌手成为时空操控者,然后原先的时空操控者离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他牌手成为主动牌手。"}, {"chapter": "9", "id": "901.7.", "content": "901.7. Any abilities of a face-up plane card or phenomenon card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\n位于统帅区之牌面朝上的时空牌或异象牌的异能均从该区域生效。该牌的静止式异能会对游戏产生影响,其触发式异能会触发,其起动式异能也可起动。"}, {"chapter": "9", "id": "901.7a", "content": "901.7a A face-up plane card or phenomenon card that’s turned face down becomes a new object.\n牌面朝上之时空牌或异象牌翻成牌面朝下后即成为新的物件。"}, {"chapter": "9", "id": "901.8.", "content": "901.8. Planechase games have an inherent triggered ability known as the “planeswalking ability.” The full text of this ability is “Whenever you roll the Planeswalker symbol on the planar die, planeswalk.” (See rule 701.31, “Planeswalk.”) This ability has no source and is controlled by the player whose planar die roll caused it to trigger. This is an exception to rule 113.8.\n竞逐时空游戏具有一个称作“时空换境异能”的固有触发式异能。此异能的完整叙述为“每当你掷出时空骰上的鹏洛客符号时,时空换境。”(参见规则701.31,“时空换境”。)此异能没有来源,其操控者为掷出时空骰而令此异能触发的牌手。此为规则113.8的例外。"}, {"chapter": "9", "id": "901.9.", "content": "901.9. Any time the active player has priority and the stack is empty, but only during a main phase of their turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. This is a special action and doesn’t use the stack. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. (See rule 116.2i.)\n主动牌手在其具有优先权且堆叠为空的时机下,可以掷时空骰,但此动作只能在该牌手回合中的任一行动阶段中进行。该牌手需支付等同于他于该回合中此前执行此动作之次数的法术力作为费用,才能执行此动作。这属于特殊动作,且不会用到堆叠。请注意,执行此动作的次数并不一定等同于该牌手于该回合中掷过时空骰的次数。如果某效应曾使该牌手于该回合中掷时空骰,则这两个数字便会有所差异。(参见规则116.2i。)"}, {"chapter": "9", "id": "901.9a", "content": "901.9a If the die roll is a blank face, nothing happens. The active player gets priority.\n如果掷骰结果为空白,则什么事情都不发生。主动牌手得到优先权。"}, {"chapter": "9", "id": "901.9b", "content": "901.9b If the die roll is the chaos symbol, chaos ensues (see rule 311.7). The active player gets priority.\n如果掷骰结果为混沌符号,则引发混沌(参见规则311.7)。主动牌手得到优先权。"}, {"chapter": "9", "id": "901.9c", "content": "901.9c If the die roll is the Planeswalker symbol, the “planeswalking ability” triggers and is put on the stack. The active player gets priority. (See rule 901.8.)\n如果掷骰结果为鹏洛客符号,则“时空换境异能”触发并进入堆叠。主动牌手得到优先权。(参见规则901.8。)"}, {"chapter": "9", "id": "901.9d", "content": "901.9d Rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See 706, “Rolling a Die.”\n掷时空骰会使得每当牌手掷一颗或数颗骰子时触发的异能触发。但是,任何提及掷骰的数字结果的效应,包括比较该次掷骰与其他掷骰或一个给定数字的结果的效应,会忽略该次掷时空骰。参见规则706,“掷骰”。"}, {"chapter": "9", "id": "901.10.", "content": "901.10. When a player leaves the game, all objects owned by that player except abilities from phenomena leave the game. (See rule 800.4a.) If that includes a face-up plane card or phenomenon card, the planar controller turns the top card of their planar deck face up. This is not a state-based action. It happens as soon as the player leaves the game.\n当一位牌手离开游戏时,由该牌手拥有的所有物件均会离开游戏,但异象产生的异能除外。(参见规则800.4a。)如果离开游戏的物件中包括牌面朝上的时空牌或异象牌,则时空操控者将其时空套牌牌库顶牌翻成正面。这不属于状态动作。这会在牌手离开游戏的同时发生。"}, {"chapter": "9", "id": "901.10a", "content": "901.10a If a plane leaves the game while a “planeswalking ability” is on the stack, that ability ceases to exist.\n如果时空在“时空换境异能”仍在堆叠上期间离开游戏,则该异能消失。"}, {"chapter": "9", "id": "901.10b", "content": "901.10b Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller.\n由离开游戏之牌手拥有的异象产生的异能仍会留在堆叠上,且成为由新的时空操控者操控。"}, {"chapter": "9", "id": "901.11.", "content": "901.11. After the game has started, if a player moves the top card of their planar deck off that planar deck and turns it face up, that player has “planeswalked.” Continuous effects with durations that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See rule 701.31.\n在游戏开始后,如果某牌手将其时空套牌顶牌移离该时空套牌并将其翻回正面,该牌手便已“时空换境”。注记着持续到“某牌手时空换境为止”的持续性效应终止。会在牌手时空换境时触发的异能触发。参见规则701.31。"}, {"chapter": "9", "id": "901.11a", "content": "901.11a A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk.\n导致牌手时空换境的原因可能有:“时空换境异能”(参见规则901.8);牌面朝上之时空牌或异象牌的拥有者离开游戏(参见规则901.10);或异象之触发式异能离开堆叠(参见规则704.6f)。异能也可能会让牌手时空换境。"}, {"chapter": "9", "id": "901.11b", "content": "901.11b The plane card that’s turned face up is the plane the player planeswalks to. The plane card or phenomenon card that’s turned face down, or that leaves the game, is the plane or phenomenon the player planeswalks away from.\n翻回正面的时空牌便是该牌手时空换入的时空。翻成牌面朝下或离开游戏的时空牌或异象牌便是该牌手时空换出的时空。"}, {"chapter": "9", "id": "901.11c", "content": "901.11c If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes.\n如果某牌手在有数个牌面朝上的时空牌的情况下时空换境,则该牌手同时时空换出所有此类时空。"}, {"chapter": "9", "id": "901.12.", "content": "901.12. A Two-Headed Giant Planechase game uses all the rules for the Two-Headed Giant multiplayer variant and all the rules for the Planechase casual variant, with the following additions.\n双头巨人竞逐时空游戏同时遵循双头巨人多人游戏玩法以及竞逐时空休闲玩法的所有规则,并有下列补充规则。"}, {"chapter": "9", "id": "901.12a", "content": "901.12a Each player has their own planar deck.\n每位牌手均有一副由其拥有的时空套牌。"}, {"chapter": "9", "id": "901.12b", "content": "901.12b The planar controller is normally the primary player of the active team. However, if the current planar controller’s team would leave the game, instead the primary player of the next team in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller’s team leaves the game. The new planar controller retains that designation until they leave the game or a different team becomes the active team, whichever comes first.\n通常情况下,时空操控者为主动队伍的主要牌手。然而,如果当前时空操控者所属队伍将离开游戏,则改为依照回合顺序下一支不会离开游戏之队伍的主动牌手成为时空操控者,然后原先的时空操控者队伍离开游戏。新的时空操控者保持该称号直到发生下述两种情况之一为止:该牌手离开游戏;或有其他队伍成为主动队伍。"}, {"chapter": "9", "id": "901.12c", "content": "901.12c Even though the face-up plane or phenomenon is controlled by just one player, any ability of that plane or phenomenon that refers to “you” applies to both members of the planar controller’s team.\n虽然牌面朝上的时空或异象仅由一位牌手操控,但该时空或异象上任何提及“你”的异能会同时影响时空操控者队伍的两位队员。"}, {"chapter": "9", "id": "901.12d", "content": "901.12d Since each member of the active team is an active player, each of them may roll the planar die. Each player’s cost to roll the planar die is based on the number of times that particular player has already rolled the planar die that turn.\n由于主动队伍每位队员都是主动牌手,因此每位队员均可以掷时空骰。每位牌手掷时空骰所需之费用,系根据该牌手在该回合中已掷过时空骰的次数决定。"}, {"chapter": "9", "id": "901.13.", "content": "901.13. In multiplayer formats other than Grand Melee, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. (See rule 801, “Limited Range of Influence Option.”)\n除了大型混战之外,在其他的多人游戏玩法中,时空牌和异象牌均不受“影响距离”规则限制。他们的异能及该些异能的效应,会对游戏中所有适用的物件和牌手产生影响。(参见规则801,“影响距离规则”。)"}, {"chapter": "9", "id": "901.14.", "content": "901.14. In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time.\n在大型混战竞逐时空游戏中,在同一时刻可能会有多张时空牌或异象牌处于牌面朝上。"}, {"chapter": "9", "id": "901.14a", "content": "901.14a Before the first turn of the game of the game, each player who will start the game with a turn marker sets a starting plane (see rule 901.5). Each of them is a planar controller.\n在游戏第一回合之前,每位带有回合标记准备开始游戏的牌手分别设定起始时空(参见规则901.5)。该些牌手均是时空操控者。"}, {"chapter": "9", "id": "901.14b", "content": "901.14b If a player would leave the game and that player leaving the game would reduce the number of turn markers in the game, that player first ceases to be a planar controller (but no other player becomes a planar controller), then that player leaves the game. Each face-up plane card or phenomenon card that player controlled is put on the bottom of its owner’s planar deck. No player is considered to have planeswalked.\n如果某牌手将离开游戏,且游戏中的回合标记将因此减少,则首先终止该牌手时空操控者的身份(但不会有其他牌手成为时空操控者),然后该牌手离开游戏。将由该牌手操控的所有时空牌或异象牌置于其拥有者的时空套牌底。没有牌手将因此时空换境。"}, {"chapter": "9", "id": "901.15.", "content": "901.15. Single Planar Deck Option\n单一时空套牌模式"}, {"chapter": "9", "id": "901.15a", "content": "901.15a As an alternative option, a Planechase game may be played with just a single communal planar deck. In that case, the number of cards in the planar deck must be at least forty or at least ten times the number of players in the game, whichever is smaller. The planar deck can’t contain more phenomenon cards than twice the number of players in the game. Each card in the planar deck must have a different English name.\n竞逐时空游戏也能以使用单一共用时空套牌的玩法进行游戏。在此情况下,时空套牌须至少为四十张或至少十倍于参加游戏的牌手数量,取两者间较小者。时空套牌中包含的异象牌数量,不得多于参加游戏之牌手数量的两倍。成时空套牌的各牌英文名称须各不相同。"}, {"chapter": "9", "id": "901.15b", "content": "901.15b In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck.\n在使用单一时空套牌模式的竞逐时空游戏中,时空操控者视同为时空套牌中所有牌的拥有者。"}, {"chapter": "9", "id": "901.15c", "content": "901.15c If any rule or ability refers to a player’s planar deck, the communal planar deck is used.\n如果有任何规则提及某牌手的时空套牌,则使用共用的时空套牌。"}, {"chapter": "9", "id": "902.", "content": "902. Vanguard\n先锋"}, {"chapter": "9", "id": "902.1.", "content": "902.1. In the Vanguard variant, a vanguard card allows each player to play the role of a famous character. Each player will have one face-up vanguard card whose abilities and other characteristics affect the game. The Vanguard variant uses all the normal rules for a Magic game, with the following additions.\n在先锋玩法中,牌手使用先锋牌以扮演游戏中的著名角色。每位牌手各有一张牌面朝上的先锋牌,牌上的异能和其他特征会对游戏产生影响。先锋玩法遵循万智牌游戏的一般规则,并有下列补充规则。"}, {"chapter": "9", "id": "902.2.", "content": "902.2. A Vanguard game may be a two-player game or a multiplayer game.\n先锋游戏可由双人或多人游戏。"}, {"chapter": "9", "id": "902.3.", "content": "902.3. In addition to the normal game materials, each player needs a vanguard card. Each vanguard card is placed face up next to its owner’s library before the game begins. All vanguard cards remain in the command zone throughout the game.\n除一般的游戏用具外,每位牌手还各需有一张先锋牌。在游戏开始之前,牌手将各自的先锋牌牌面朝上地置于其拥有者牌库旁边。在整盘游戏过程当中,先锋牌均位于统帅区中。"}, {"chapter": "9", "id": "902.4.", "content": "902.4. Each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.\n每位牌手的起始生命值为20加上或减去其先锋牌上的生命修正值。\nExample: The life modifier of a player’s vanguard card is -3. That player’s starting life total is 17.\n例如:某牌手先锋牌的生命修正值为-3。该牌手的起始生命值为17。"}, {"chapter": "9", "id": "902.5.", "content": "902.5. Each player’s starting hand size is seven cards, as modified by the hand modifier of their vanguard card.\n每位牌手的起手牌数量为七张,且会受其先锋牌之手牌修正值影响。"}, {"chapter": "9", "id": "902.5a", "content": "902.5a If a player takes a mulligan in a Vanguard game, just like in a normal game, that player shuffles their hand back into their library, then draws a new hand equal to their starting hand size. (In a multiplayer game, a player’s first mulligan is for the same number of cards as they had before.) See rule 103.5.\n如果某牌手在先锋游戏中进行再调度,则该牌手如在正常游戏中进行再调度一般,将其手牌洗回其牌库,然后抓新的手牌,其数量等同于其起手牌数量。(在多人游戏中,牌手第一次进行再调度后所抓的手牌数与之前相同。)参见规则103.5。\nExample: The hand modifier of a player’s vanguard card is +2. That player starts the game with a hand of 9 cards. If the player takes a mulligan three times before keeping, they draw a new hand of nine cards and put three of those on the bottom of their library.\n例如:某牌手先锋牌的手牌修正值为+2。该牌手以9张手牌开始游戏。如果该牌手在保留手牌之前进行了三次再调度,他会新抓一份9张牌的手牌,然后将其中三张牌置于其牌库底。"}, {"chapter": "9", "id": "902.5b", "content": "902.5b A player’s maximum hand size is seven, as modified by the hand modifier of their vanguard card.\n牌手之手牌上限为七张,且会受其先锋牌之手牌修正值影响。\nExample: The hand modifier of a player’s vanguard card is -1. That player’s maximum hand size is six. If that player has more than six cards in their hand as their cleanup step begins, they will discard all but six of them.\n例如:某牌手先锋牌的手牌修正值为-1。该牌手的手牌上限为六张。如果于其清除步骤开始时,该牌手的手牌数量多于六张,他需要将手牌弃到只剩六张为止。"}, {"chapter": "9", "id": "902.6.", "content": "902.6. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.\n先锋牌的拥有者即是以此牌在统帅区中开始游戏的牌手。牌面朝上之先锋牌的操控者是其拥有者。"}, {"chapter": "9", "id": "902.7.", "content": "902.7. Any abilities of a face-up vanguard card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\n任何位于统帅区中之牌面朝上先锋牌的异能均是自统帅区中生效。该牌的静止式异能会对游戏产生影响,其上的触发式异能会触发,其上的起动式异能也可以起动。"}, {"chapter": "9", "id": "903.", "content": "903. Commander\n指挥官"}, {"chapter": "9", "id": "903.1.", "content": "903.1. In the Commander variant, a variant created and popularized by fans, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant uses all the normal rules for a Magic game, with the following additions.\n在指挥官玩法中,牌手会为自己的套牌指定一位传奇生物作为领导者,此生物便是这套牌的指挥官。指挥官玩法遵循万智牌游戏的一般规则,并有下列补充规则。"}, {"chapter": "9", "id": "903.2.", "content": "903.2. A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”\n指挥官可由两人或多人游戏。默认采用的多人游戏模式是自由竞赛玩法,使用攻击复数牌手模式,不使用限制影响范围模式。参见规则806,“自由竞赛玩法”。"}, {"chapter": "9", "id": "903.3.", "content": "903.3. Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a Vehicle card, or (c) a Spacecraft card with one or more power/toughness boxes. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.\n每副套牌均由一张传奇牌担任套牌的指挥官。该牌必须具备以下条件之一:(a)是生物牌;(b)是载具牌;(c)是具有至少一个力量/防御力方格的太空船牌。“指挥官”此称号并非该牌所代表之物件的特征,而属于该牌所具有的属性之一。就算该牌改换区域,也依然保持此称号。\nExample: A commander that’s been turned face down (due to Ixidron’s effect, for example) is still a commander. A commander that’s copying another card (due to Cytoshape’s effect, for example) is still a commander. A permanent that’s copying a commander (such as a Body Double, for example, copying a commander in a player’s graveyard) is not a commander.\n例如:翻为牌面朝下的指挥官(例如说因意塑影效应之故)仍是指挥官。复制其他牌的指挥官(例如说因细胞塑形效应之故)仍是指挥官。复制指挥官的永久物(例如说复制坟墓场里指挥官的替身妖)不是指挥官。"}, {"chapter": "9", "id": "903.3a", "content": "903.3a Some cards have an ability that states the card can be your commander. This ability modifies the rules for deck construction, and it functions before the game begins. See also rule 113.6n.\n一些牌具有异能,叙述其可用作指挥官。此类异能修改套牌构组规则,并于游戏开始前便会生效。参见规则113.6n。"}, {"chapter": "9", "id": "903.3b", "content": "903.3b If a player’s commander is a meld card and it’s melded with the other member of its meld pair, the resulting melded permanent is that player’s commander.\n如果某牌手的指挥官是一张融合牌、且该融合牌已与其融合牌组中的另一张牌融合,则所得之永久物是该牌手的指挥官。"}, {"chapter": "9", "id": "903.3c", "content": "903.3c If a player’s commander is a component of a merged permanent, the resulting merged permanent is that player’s commander.\n如果某牌手的指挥官是某结聚永久物的一个组件,则所成之结聚永久物是该牌手的指挥官。"}, {"chapter": "9", "id": "903.3d", "content": "903.3d If an effect refers to controlling a commander, it refers to a permanent on the battlefield that is a commander. If an effect refers to casting a commander, it refers to a spell that is a commander. If an effect refers to a commander in a specific zone, it refers to a card in that zone that is a commander.\n如果一个效应提及操控指挥官,其指一个战场上为指挥官的永久物。如果一个效应提及施放指挥官,其指一个为指挥官的咒语。如果一个效应提及一个特定区域内的指挥官,其指一张在该区域内为指挥官的牌。"}, {"chapter": "9", "id": "903.3e", "content": "903.3e If an effect refers to a characteristic of “your commander,” it can find the appropriate player’s commander and see its current characteristics, as modified by continuous effects and other rules, in all zones, including that player’s library and hand.\n如果一个效应提及“你的指挥官”的某特征,它能够在包括手牌和牌库的所有区域中找到相应牌手的指挥官,并获取其由持续性效应和其他规则所修改的特征。"}, {"chapter": "9", "id": "903.4.", "content": "903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).\n指挥官玩法会利用标识色来确定特定指挥官的套牌中能利用哪些牌张。牌张的标识色会综合该牌法术力费用或规则叙述中出现的法术力符号之颜色或颜色组合,以及该牌之特征定义异能(参见规则604.3)或颜色标志(参见规则204)所定义之颜色组合两者共同确定。\nExample: Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the ability “{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact’s mana value to any target.” Bosh’s color identity is red.\n例如:铁魔像霸西为法术力费用为{8}的传奇神器生物,且具有异能“{3}{R},牺牲一个神器:铁魔像霸西对任意一个目标造成伤害,其数量等同于所牺牲之神器的法术力值。”霸西的标识色为红色。"}, {"chapter": "9", "id": "903.4a", "content": "903.4a Color identity is established before the game begins. If a rule or effect refers to the color identity of an object in the game represented by a card, it uses the color identity established for that card as the game began.\n标识色确定于游戏开始之前。如果规则或效应提及游戏中由牌张代表之物件的标识色,则它使用游戏开始时该牌张的标识色。"}, {"chapter": "9", "id": "903.4b", "content": "903.4b If a commander has a static ability that causes a player to choose its color before the game begins, that choice applies during deck construction and throughout the game, even as the commander changes zones. That choice affects the commander’s color identity. The player reveals that choice as they put their commander into the command zone before the game begins. See rules 103.2c and 607.2p.\n如果一个指挥官具有静止式异能,使牌手在游戏开始前选择其颜色,该选择在套牌构组和游戏全过程中生效,即使该指挥官改变区域也一样。该选择影响该指挥官的标识色。牌手在游戏开始前将其指挥官放进统帅区时展示该选择。参见规则103.2c和607.2p。"}, {"chapter": "9", "id": "903.4c", "content": "903.4c Reminder text is ignored when determining a card’s color identity. See rule 207.2.\n在判断牌张的标识色时,忽略规则提示文字。参见规则207.2。"}, {"chapter": "9", "id": "903.4d", "content": "903.4d The back face of a double-faced card (see rule 712) is included when determining a card’s color identity. This is an exception to rule 712.8a.\n在判断牌张的标识色时,会将双面牌的背面(参见规则712)包括在内。这是规则712.8a之例外情况。\nExample: Civilized Scholar is the front face of a double-faced card with mana cost {2}{U}. Homicidal Brute is the back face of that double-faced card and has a red color indicator. The card’s color identity is blue and red.\n例如:某张双面牌的正面是文雅学者,其法术力费用为{2}{U};其背面为嗜杀蛮汉,其颜色标志为红色。此牌的标识色为蓝红双色。"}, {"chapter": "9", "id": "903.4e", "content": "903.4e If a card has any alternative characteristics, such as those of adventurer cards (see rule 715, “Adventurer Cards”), those characteristics are included when determining the card’s color identity.\n如果一张牌具有副特征,例如历险者牌的特征(参见规则715,“历险者牌”),在判断牌张的标识色时会将这些特征包括在内。"}, {"chapter": "9", "id": "903.4f", "content": "903.4f If an ability refers to the colors or number of colors in a commander’s color identity, that quality is undefined if that player doesn’t have a commander. That part of the ability won’t do anything. Costs that refer to that quality are unpayable.\n如果一个异能提及牌手之指挥官标识色的颜色或颜色的数量,且如果该牌手没有指挥官,则该特性是未定义的。异能的这一部分不会产生作用。提及该特性的费用不能被支付。"}, {"chapter": "9", "id": "903.5.", "content": "903.5. Each Commander deck is subject to the following deck construction rules.\n指挥官套牌需遵循下列套牌构组规则。"}, {"chapter": "9", "id": "903.5a", "content": "903.5a Each deck must contain exactly 100 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 100.\n套牌须包含正好一百张牌(含指挥官)。换言之,套牌数量下限和套牌数量上限均为一百。"}, {"chapter": "9", "id": "903.5b", "content": "903.5b Other than basic lands, each card in a Commander deck must have a different English name. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule 201.3).\n除了基本地之外,指挥官套牌中牌张的英文名称须各不相同。在进行套牌构组的意义上,具有可互换名称的牌具有相同的英文名称(参见规则201.3)。"}, {"chapter": "9", "id": "903.5c", "content": "903.5c A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck’s commander.\n指挥官套牌中只能包含标识色各色均见于套牌指挥官标识色的牌张。\nExample: Wort, the Raidmother is a legendary creature with mana cost {4}{R/G}{R/G}. Wort’s color identity is red and green. Each card in a Wort Commander deck must be only red, only green, both red and green, or have no color. Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, or have no color.\n例如:掠夺大妈麦汁此传奇生物的法术力费用为{4}{R/G}{R/G}。麦汁的标识色是红绿双色。麦汁指挥官套牌中的牌张只能由属于下述颜色的牌张构成:仅为红色;仅为绿色;红绿双色;无色。在套牌中牌张上法术力费用和规则叙述中出现的法术力符号只能有下列几种:仅为红色;仅为绿色;红绿双色;无色。"}, {"chapter": "9", "id": "903.5d", "content": "903.5d A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity.\n对于具基本地类别的牌而言,指挥官套牌中只能包含所能产生的各法术力颜色均属于指挥官标识色者。\nExample: Wort, the Raidmother’s color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and/or Forest. It can’t include any land cards with the basic land types Plains, Island, or Swamp.\n例如:掠夺大妈麦汁的标识色为红绿双色。麦汁指挥官套牌中只能包含具有或同时具有山脉和/或树林此两种基本地类别的牌。不能包含类别中包含有下列基本地类别的牌:平原、海岛、沼泽。"}, {"chapter": "9", "id": "903.5e", "content": "903.5e Commander games do not use sideboards.\n指挥官游戏不使用备牌。"}, {"chapter": "9", "id": "903.6.", "content": "903.6. At the start of the game, each player puts their commander from their deck face up into the command zone. Then each player shuffles the remaining cards of their deck so that the cards are in a random order. Those cards become the player’s library.\n在游戏开始时,每位牌手将其指挥官牌面朝上地置入统帅区。然后分别将套牌中剩下的牌洗牌,确保其中牌张顺序随机。这些牌成为该牌手的牌库。"}, {"chapter": "9", "id": "903.7.", "content": "903.7. Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards.\n在确定先手牌手之后,每位牌手将生命值设为40,并抓一份七张牌的手牌。"}, {"chapter": "9", "id": "903.8.", "content": "903.8. A player may cast a commander they own from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game. This additional cost is informally known as the “commander tax.”\n牌手可从统帅区施放由他拥有的指挥官。牌手在从统帅区施放指挥官时,他于这盘游戏先前的时段中每从统帅区施放过一次该指挥官,便须额外支付{2}。此额外费用的非正式名称为“指挥官税”。"}, {"chapter": "9", "id": "903.9.", "content": "903.9. A commander may return to the command zone during a Commander game.\n在指挥官游戏中,指挥官可以返回统帅区。"}, {"chapter": "9", "id": "903.9a", "content": "903.9a If a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action. See rule 704.\n如果指挥官在坟墓场或放逐区中,且该物件在上一次检查状态动作之后被置入该区域,其拥有者可以将其置入统帅区。这是状态动作。参见规则704。"}, {"chapter": "9", "id": "903.9b", "content": "903.9b If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.\n如果指挥官将从任何区域置入其拥有者的手牌或牌库,该牌手可以改为将其置入统帅区。此替代性效应可以对同一事件生效多于一次。这是规则614.5的例外。"}, {"chapter": "9", "id": "903.9c", "content": "903.9c If a commander is a melded permanent or a merged permanent and its owner chooses to put it into the command zone using the replacement effect described in rule 903.9b, that permanent and each component representing it that isn’t a commander are put into the appropriate zone, and the card that represents it and is a commander is put into the command zone.\n如果指挥官是已融合的永久物或结聚永久物、且其拥有者选择利用规则903.9b所述之替代性效应将其置入统帅区,该永久物以及表示该永久物之非指挥官的每个组件将置入对应的区域,且表示该永久物之为指挥官的牌将置于统帅区。"}, {"chapter": "9", "id": "903.10.", "content": "903.10. The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)\n指挥官玩法包含下列游戏输赢条件。其他结束游戏的规则均适用于本玩法。(参见规则104。)"}, {"chapter": "9", "id": "903.10a", "content": "903.10a A player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)\n在整盘游戏过程中,受到由同一位指挥官造成之战斗伤害达到或超过21点的牌手输掉此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "9", "id": "903.11.", "content": "903.11. Except via rules, special actions, and effects that specifically bring cards into Commander games from outside the game, traditional cards from outside the game cannot be brought into a Commander game.\n游戏外的传统万智牌不能带入指挥官游戏中,除非有规则、特殊动作或效应特别允许如此作。"}, {"chapter": "9", "id": "903.11a", "content": "903.11a If a player is allowed to bring a card from outside the game into a Commander game, that player can’t bring a card into the game this way if it has the same name as a card that player had in their starting deck, if it has the same name as a card that the player owns in the current game, or if any color in its color identity isn’t in the color identity of the player’s commander.\n如果一位牌手被允许将游戏外的牌带进一盘指挥官游戏,若该牌与该牌手起始套牌中的牌具有共通的名称、或该牌与该牌手在当前游戏中拥有的牌具有共通的名称、或该牌的标识色中有任一颜色不在该牌手的指挥官标识色中,则该牌手不能将该牌带进这盘游戏。"}, {"chapter": "9", "id": "903.12.", "content": "903.12. Brawl Option\n争锋模式"}, {"chapter": "9", "id": "903.12a", "content": "903.12a Brawl is an option for a different style of Commander game. Brawl games use the normal rules for the Commander variant with the following modifications.\n争锋是一种不同风格的指挥官游戏模式。争锋游戏使用指挥官玩法的一般规则,但有以下不同。"}, {"chapter": "9", "id": "903.12b", "content": "903.12b Brawl decks are usually constructed using cards from the Standard format.\n争锋套牌通常使用标准赛制中的牌张构组。"}, {"chapter": "9", "id": "903.12c", "content": "903.12c Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a planeswalker card, (c) a Vehicle card, or (d) a Spacecraft card with one or more power/toughness boxes.\n每副套牌均由一张传奇牌担任套牌的指挥官。该牌必须具备以下条件之一:(a)是生物牌;(b)是载具牌;(c)是具有至少一个力量/防御力方格的太空船牌。"}, {"chapter": "9", "id": "903.12d", "content": "903.12d A player’s deck must contain exactly 60 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 60.\n牌手的套牌必须包含正好60张牌(含指挥官)。换言之,套牌数量下限和套牌数量上限均为60。"}, {"chapter": "9", "id": "903.12e", "content": "903.12e If a player’s commander has no colors in its color identity, that player’s deck may contain any number of basic lands of one basic land type of their choice. This is an exception to rule 903.5d.\n如果牌手的指挥官标识色没有颜色,该牌手可以选择一种基本地类别,且其套牌中可以包含任意数量的该类别基本地。这是规则903.5d的例外。"}, {"chapter": "9", "id": "903.12f", "content": "903.12f In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30.\n在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。"}, {"chapter": "9", "id": "903.12g", "content": "903.12g In any Brawl game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.\n在任何一种争锋游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。"}, {"chapter": "9", "id": "903.12h", "content": "903.12h Brawl games do not use the state-based action described in rule 704.6c, which causes a player to lose the game if they’ve been dealt 21 or more combat damage by a commander.\n争锋游戏不使用规则704.6c中所述之状态动作,该状态动作使牌手在受到21点或以上来自指挥官的战斗伤害时输掉游戏。"}, {"chapter": "9", "id": "903.13.", "content": "903.13. Commander Draft\n指挥官轮抽"}, {"chapter": "9", "id": "903.13a", "content": "903.13a Commander Draft is an option for a different style of Commander game. It consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Commander Draft option uses Commander Legends booster packs by default.\n指挥官轮抽是一种不同风格的指挥官游戏模式。它包含一次轮抽(一种限制赛,牌手打开未开封的补充包,从中抽选卡牌来构组套牌)和紧随其后的多人游戏。指挥官轮抽玩法默认使用指挥官传奇补充包。"}, {"chapter": "9", "id": "903.13b", "content": "903.13b A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts two cards by placing them in a face-down pile in front of them, then passes the remaining cards to the next player. Each player then drafts two cards from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.\n一次轮抽通常包含三个轮抽轮次。在每个轮次中,每位牌手打开一个补充包,抽选两张牌(将该牌置于该牌手面前牌面朝下的一堆),然后将剩下的牌传给下一位牌手。然后每位牌手从传过来的补充包中抽选两张牌,然后将剩下的牌再传给下一位牌手。此流程持续,直到该轮次中的所有牌都被抽选完毕。"}, {"chapter": "9", "id": "903.13c", "content": "903.13c In the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right.\n在第一个和第三个轮抽轮次中,每位牌手将补充包传给左面的牌手。在第二个轮次中,每位牌手将补充包传给右面的牌手。"}, {"chapter": "9", "id": "903.13d", "content": "903.13d During the draft, a player can look only at cards in the booster pack they are currently drafting from and cards they have already drafted. A player may not reveal drafted cards to other players unless an ability instructs them to.\n在轮抽过程中,牌手只能检视他正在抽选的补充包中的牌和已经抽选的牌。牌手不能向其他牌手展示已抽选的牌,除非有异能指示他如此作。"}, {"chapter": "9", "id": "903.13e", "content": "903.13e After the draft is complete, the cards a player drafted become that player’s card pool. If the draft contained draft boosters from Commander Legends or Commander Masters, each player may add up to two cards named The Prismatic Piper to their card pool, but only if those cards are used as the player’s commander(s). If the draft contained draft boosters from Commander Legends: Battle for Baldur’s Gate®, each player may add up to two cards named Faceless One to their card pool, but only if those cards are used as the player’s commander(s).\n在轮抽结束后,每位牌手所抽选的牌成为该牌手的牌池。如果该次轮抽包含指挥官传奇系列或指挥官大师系列的轮抽补充包,则牌手可以向其牌池至多添加两张名为虹彩魔笛手的牌,但仅限于这些牌被用作该牌手指挥官的情形下。如果该次轮抽包含指挥官传奇:争战博德之门®系列的轮抽补充包,则每位牌手可以向其牌池添加至多两张名为无面者的牌,但仅限于这些牌被用作该牌手指挥官的情形下。"}, {"chapter": "9", "id": "903.13f", "content": "903.13f Commander Draft deck construction follows the same rules as Commander deck construction (see rule 903.5) with three exceptions: (1) A player’s deck must contain at least 60 cards. There is no maximum deck size. (2) A player’s deck may include any number of cards from that player’s card pool with the same name. (3) If the draft contained draft boosters from Commander Masters, any card which can be a player’s commander by itself and whose color identity includes one or fewer colors is considered to have the partner ability for the purposes of deckbuilding. (See rule 702.124, “Partner.”)\n指挥官轮抽的套牌构组遵循与指挥官套牌(参见规则903.5)一样的规则,但有以下三条例外:(1)套牌须包含至少60张牌。没有套牌数量上限。(2)牌手的套牌可以包含该牌手牌池中的任意数量的同名牌。(3)如果该次轮抽包含指挥官大师系列的轮抽补充包,则在进行套牌构组的意义上,任何可以单独作为牌手指挥官,且标识色为一种或更少的牌被视为具有拍档异能。(参见规则702.124,“拍档”。)"}, {"chapter": "9", "id": "903.13g", "content": "903.13g Commander Draft games follow the same rules as Commander games. See rules 903.6–903.11.\n指挥官轮抽游戏遵循与指挥官游戏一样的规则。参见规则903.6-11。"}, {"chapter": "9", "id": "904.", "content": "904. Archenemy\n魔王"}, {"chapter": "9", "id": "904.1.", "content": "904.1. In the Archenemy variant, a team of players faces off against a single opponent strengthened with powerful scheme cards. The Archenemy variant uses all the normal rules for a Magic game, with the following additions.\n在魔王玩法中,一队牌手齐心协力,共同面对有强力邪计牌加持的强大对手。魔王玩法遵循万智牌游戏的一般规则,并有下列补充规则。"}, {"chapter": "9", "id": "904.2.", "content": "904.2. The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule 808) involving exactly two teams. The attack multiple players option (see rule 802) and the shared team turns option (see rule 805) are used; no other multiplayer options are used.\n魔王游戏默认的游戏模式是由正好两支队伍参加的队伍对队伍多人游戏玩法(参见规则808)。使用攻击复数牌手模式(参见规则802)和队伍共享回合模式(参见规则805);不使用其他多人游戏模式。"}, {"chapter": "9", "id": "904.2a", "content": "904.2a One of the teams consists of exactly one player, who is designated the archenemy.\n其中一支队伍只有一位牌手,这位牌手便是魔王。"}, {"chapter": "9", "id": "904.2b", "content": "904.2b The other team consists of any number of players.\n另一支队伍可由任意数量的牌手组成。"}, {"chapter": "9", "id": "904.3.", "content": "904.3. In addition to the normal game materials, the archenemy needs a supplementary scheme deck of at least twenty scheme cards. A scheme deck may contain no more than two of any card with a particular English name. (See rule 314, “Schemes.”)\n除了一般的游戏用具外,魔王还需要一副由至少二十张邪计牌构成的附加邪计套牌。邪计套牌中同一英文名称的牌张不得多于两张。(参见规则314,“邪计”。)"}, {"chapter": "9", "id": "904.4.", "content": "904.4. All scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up.\n整个游戏过程当中,所有邪计牌均位于统帅区中,无论是在他们仍属邪计套牌部分,或是处于牌面朝上期间,均是如此。"}, {"chapter": "9", "id": "904.5.", "content": "904.5. The archenemy’s starting life total is 40. Each other player’s starting life total is 20.\n魔王的起始生命为40。其他牌手的起始生命为20。"}, {"chapter": "9", "id": "904.6.", "content": "904.6. Rather than a randomly determined player, the archenemy takes the first turn of the game.\n始终由魔王首先进行回合,而不采用随机方式确定先手牌手。"}, {"chapter": "9", "id": "904.7.", "content": "904.7. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.\n邪计牌的拥有者,为以其在统帅区中开始游戏的牌手。其拥有者即为牌面朝上之邪计牌的操控者。"}, {"chapter": "9", "id": "904.8.", "content": "904.8. Any abilities of a face-up scheme card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\n位于统帅区之牌面朝上的邪计牌的异能均从该区域生效。该牌的静止式异能会对游戏产生影响,其触发式异能会触发,其起动式异能也可起动。"}, {"chapter": "9", "id": "904.9.", "content": "904.9. Immediately after the archenemy’s precombat main phase begins during each of their turns, that player moves the top card of their scheme deck off that scheme deck and turns it face up. This is called “setting that scheme in motion.” (See rule 701.32.) This turn-based action doesn’t use the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger.\n于魔王的回合中,在其战斗前行动阶段开始的同时,该牌手将其邪计套牌牌库顶牌移离邪计套牌,并将其翻回正面。此动作称为“发动该邪计”。(参见规则701.32)此回合动作不用到堆叠。该邪计牌上所有注记着在“当你发动此邪计”时触发的异能触发。"}, {"chapter": "9", "id": "904.10.", "content": "904.10. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)\n如果非长效的邪计牌面朝上位于统帅区中,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,则在下次有牌手将得到优先权时,将该牌翻成牌面朝下,并将其置于其拥有者邪计套牌的牌库底。(此为状态动作。参见规则704。)"}, {"chapter": "9", "id": "904.11.", "content": "904.11. Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule 701.33).\n长效邪计发动后,便一直以牌面朝上的状态处于统帅区中,直到有异能将之撤废为止(参见规则701.33)。"}, {"chapter": "9", "id": "904.12.", "content": "904.12. Supervillain Rumble Option\n群魔乱斗玩法"}, {"chapter": "9", "id": "904.12a", "content": "904.12a As an alternative option, players may play a Free-for-All game in which each player has their own scheme deck. The attack multiple players option (see rule 802) is used; no other multiplayer options are used.\n魔王游戏还有一种每位牌手各自准备一副邪计套牌进行自由竞赛的玩法。这种玩法使用攻击复数牌手模式(参见规则802);不使用其他多人游戏规则。"}, {"chapter": "9", "id": "904.12b", "content": "904.12b Each player in this game is an archenemy.\n游戏中每位牌手都是魔王。"}, {"chapter": "9", "id": "904.12c", "content": "904.12c As in a normal Free-for-All game, the starting player is randomly determined. All other rules that apply to the archenemy in an Archenemy game apply to each player in a Supervillain Rumble game.\n如正常多人自由竞赛游戏一般,采用随机方式决定先手牌手。魔王游戏中所有作用于魔王的其他规则,在群魔乱斗游戏中则会适用于作有牌手。"}, {"chapter": "9", "id": "904.13.", "content": "904.13. Archenemy Commander Option\n魔王指挥官玩法"}, {"chapter": "9", "id": "904.13a", "content": "904.13a As an alternative option, players may play a Commander game (see rule 903, “Commander”) using the Archenemy rules. The normal rules for Commander apply, as modified by the Archenemy rules, with the following exceptions.\n魔王游戏还有一种使用魔王规则进行指挥官游戏(参见规则903,“指挥官”)的玩法。此玩法遵从指挥官游戏的一般规则和魔王规则的修订,且有以下特例:"}, {"chapter": "9", "id": "904.13b", "content": "904.13b The archenemy starts with 60 life. The opposing team has a shared life total that starts at 60 life rather than individual life totals. The use of a shared life total is detailed in rules 810.8 and 810.9 of the Two-Headed Giant variant.\n魔王的起始生命为60。对手队伍共享60点总生命,而非每位牌手有单独的总生命。共享总生命的方式详见双头巨人玩法的规则810.8和810.9。"}, {"chapter": "9", "id": "904.13c", "content": "904.13c Poison counters are not shared. If the archenemy has ten or more poison counters, they lose the game. If any individual member of the opposing team has ten or more poison counters, they lose the game. (This is a state-based action. See rule 704.)\n中毒指示物不会共享。如果魔王具有十个或更多中毒指示物,则其输掉此盘游戏。如果对手队伍中任一牌手具有十个或更多中毒指示物,则该牌手输掉此盘游戏。(此为状态动作。参见规则704。)"}, {"chapter": "9", "id": "904.13d", "content": "904.13d The archenemy’s scheme deck must contain at least ten cards, and each card must have a different English name.\n魔王的邪计套牌需要包含至少十张牌,且每张牌的英文名称须各不相同。"}, {"chapter": "9", "id": "905.", "content": "905. Conspiracy Draft\n诡局轮抽"}, {"chapter": "9", "id": "905.1.", "content": "905.1. The Conspiracy Draft variant consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Conspiracy Draft variant uses Magic: The Gathering—Conspiracy® and/or Conspiracy: Take the Crown booster packs by default.\n诡局轮抽玩法包括一次轮抽(一种限制赛,牌手打开未开封的补充包,从中抽选卡牌来构组套牌)和紧随其后的多人游戏。诡局轮抽玩法默认使用万智牌:诡局®和/或诡局:王权争霸补充包。"}, {"chapter": "9", "id": "905.1a", "content": "905.1a A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts one card by placing that card in a face-down pile in front of the player, then passes the remaining cards to the next player. Each player then drafts a card from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.\n一次轮抽通常包含三个轮抽轮次。在每个轮次中,每位牌手打开一个补充包,抽选一张牌(将该牌置于该牌手面前牌面朝下的一堆),然后将剩下的牌传给下一位牌手。然后每位牌手从传过来的补充包中抽选一张牌,然后将剩下的牌再传给下一位牌手。此流程持续,直到该轮次中的所有牌都被抽选完毕。"}, {"chapter": "9", "id": "905.1b", "content": "905.1b In the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right.\n在第一个和第三个轮抽轮次中,每位牌手将补充包传给左面的牌手。在第二个轮次中,每位牌手将补充包传给右面的牌手。"}, {"chapter": "9", "id": "905.1c", "content": "905.1c During the draft, a player can look only at cards in the booster pack they are currently drafting from, cards they have already drafted, cards that are currently revealed as described in rule 905.2b, and cards that have been drafted face up as described in rule 905.2c. A player may not reveal drafted cards to other players unless an ability instructs them to.\n在轮抽过程中,牌手只能检视他正在抽选的补充包中的牌、已经抽选的牌、依规则905.2b所述已被展示的牌、和依规则905.2c所述以牌面朝上的方式抽选的牌。牌手不能向其他牌手展示已抽选的牌,除非有异能指示他如此作。"}, {"chapter": "9", "id": "905.1d", "content": "905.1d After the draft and all actions that may be taken during or after the draft, all the cards a player has drafted become that player’s card pool. The player builds their deck from only these cards and any number of basic land cards. See rules 100.2b and 100.4b.\n在轮抽结束后,以及所有在轮抽过程中和轮抽结束后将要执行的动作执行完毕后,每位牌手所抽选的牌成为该牌手的牌池。该牌手仅使用这些牌和任意数量的基本地来构组套牌。参见规则100.2b和100.4b。"}, {"chapter": "9", "id": "905.2.", "content": "905.2. Some cards have abilities that function during the draft.\n一些牌具有在轮抽过程中生效的异能。"}, {"chapter": "9", "id": "905.2a", "content": "905.2a During a draft, there is no active player or system of priority. If multiple players wish to take an action at the same time during the draft and can’t agree on an order, those actions are taken in a random order.\n在轮抽过程中,没有主动牌手或优先权系统。如果多位牌手想要在轮抽中同时执行动作,且无法就执行动作的顺序达成一致,这些动作以随机顺序来执行。"}, {"chapter": "9", "id": "905.2b", "content": "905.2b Some cards instruct players to reveal them as they’re drafted and then note some information, such as a number or color. This information can be referred to by other abilities during the game. Any player can look at this information at any time during the draft or game. After the information is noted, the drafted card is turned face down and added to the player’s drafted cards pile.\n一些牌指示牌手于抽选该牌时展示之,然后记录某些信息,例如数字或颜色。这些信息可以被游戏中的其他异能所牵扯。任何牌手都可以在轮抽或游戏时的任何时机检视这些信息。在这些信息被记下之后,所抽选的牌翻回牌面朝下,并加入牌手已抽选的牌堆。"}, {"chapter": "9", "id": "905.2c", "content": "905.2c Some cards instruct players to draft them face up. Each such card remains face up until the draft is complete, an effect instructs the player who drafted it to turn it face down, or the card leaves that player’s drafted cards pile. While the card is face up, all players may look at it.\n一些牌指示牌手以牌面朝上的方式抽选之。这些牌一直保持牌面朝上,直到轮抽结束,或效应指示抽选该牌的牌手将其翻回牌面朝下,或该牌离开该牌手已抽选的牌堆。只要该牌是牌面朝上,任何牌手都可以检视之。"}, {"chapter": "9", "id": "905.3.", "content": "905.3. A Conspiracy Draft game is a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”\n诡局轮抽游戏是多人游戏。默认使用的多人模式是自由竞赛模式,并且不使用限制影响范围模式。参见规则806,“自由竞赛模式”。"}, {"chapter": "9", "id": "905.4.", "content": "905.4. At the start of the game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone.\n在游戏开始时,洗套牌之前,每位牌手可以将他备牌中任意数量的诡局牌置于统帅区。"}, {"chapter": "9", "id": "905.4a", "content": "905.4a Conspiracy cards with hidden agenda are put into the command zone face down. Any time a player has priority, they may turn a face-down conspiracy card they control face up. See rule 702.106, “Hidden Agenda.”\n具有秘案异能的诡局牌以牌面朝下的方式置于统帅区。于牌手拥有优先权的时机下,他可以将一张由他操控的牌面朝下的诡局牌翻回正面。参见规则702.106,“秘案”。"}, {"chapter": "9", "id": "905.5.", "content": "905.5. The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.\n诡局牌的拥有者是在游戏开始时将其置入统帅区的牌手。诡局牌的操控者是其拥有者。"}, {"chapter": "9", "id": "905.6.", "content": "905.6. Once the starting player has been determined, each player sets their life total to 20 and draws a hand of seven cards.\n一旦先手牌手被确定,每位牌手将总生命设为20,然后抓七张起手牌。"}, {"chapter": "glossary", "id": "Abandon", "content": "Abandon To turn a face-up ongoing scheme card face down and put it on the bottom of its owner’s scheme deck. See rule 701.33, “Abandon.”\n撤废\n将一张牌面朝上的长效邪计牌翻为牌面朝下并置于其拥有者的邪计套牌牌库底。参见规则701.33,“撤废”。"}, {"chapter": "glossary", "id": "Ability", "content": "Ability 1. Text on an object that explains what that object does or can do.\n2. An activated or triggered ability on the stack. This kind of ability is an object.\nSee rule 113, “Abilities,” and section 6, “Spells, Abilities, and Effects.”\n异能\n1. 一个物件上解释这个物件作什么或可以作什么的叙述。\n2. 一个堆叠上的起动式或触发式异能。这类的异能是物件。\n参见规则113,“异能”,和第6章,“咒语、异能和效应”。"}, {"chapter": "glossary", "id": "Ability Word", "content": "Ability Word An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 207.2c.\n异能提示\n一个斜体的词,没有规则上的意义,将不同牌上类似作用的异能联系起来。参见规则207.2c。"}, {"chapter": "glossary", "id": "Absorb", "content": "Absorb A keyword ability that prevents damage. See rule 702.64, “Absorb.”\n抵受\n一个防止伤害的关键字异能。参见规则702.64,“抵受”。"}, {"chapter": "glossary", "id": "Activate", "content": "Activate To put an activated ability onto the stack and pay its costs, so that it will eventually resolve and have its effect. See rule 602, “Activating Activated Abilities.”\n起动\n将一个起动式异能放进堆叠并支付其费用,使它最终能够结算并产生效应。参见规则602,“起动起动式异能”。"}, {"chapter": "glossary", "id": "Activated Ability", "content": "Activated Ability A kind of ability. Activated abilities are written as “[Cost]: [Effect.] [Activation instructions (if any).]” See rule 113, “Abilities,” and rule 602, “Activating Activated Abilities.”\n起动式异能\n一种异能。起动式异能的格式为“[费用]:[效应]。[起动限制(如果有的话)]”。参见规则113,“异能”,以及规则602,“起动起动式异能”。"}, {"chapter": "glossary", "id": "Activation Cost", "content": "Activation Cost Everything that appears before the colon in an activated ability’s text. It must be paid to activate the ability. See rule 118, “Costs,” and rule 602, “Activating Activated Abilities.”\n起动费用\n一个起动式异能叙述中冒号之前的部分。必须支付它来起动该异能。参见规则118,“费用”,以及规则602,“起动起动式异能”。"}, {"chapter": "glossary", "id": "Active Player", "content": "Active Player The player whose turn it is. See rule 102.1.\n主动牌手\n主动牌手指轮到该回合的牌手。参见规则102.1。"}, {"chapter": "glossary", "id": "Active Player, Nonactive Player Order", "content": "Active Player, Nonactive Player Order A system that determines the order by which players make choices if multiple players are instructed to make choices at the same time. See rule 101.4. This rule is modified for games using the shared team turns option; see rule 805.6.\n主动牌手先决定的顺序\n一个在多人同时需要作出选择时,用来决定牌手作出选择顺序的系统。参见规则101.4。本规则在队伍共享回合模式中有变更;参见规则805.6。"}, {"chapter": "glossary", "id": "Active Team", "content": "Active Team The team whose turn it is in a game using the shared team turns option. See rule 805.4a.\n主动队伍\n主动队伍指在队伍共享回合模式下,轮到该回合的队伍。参见规则805.4a。"}, {"chapter": "glossary", "id": "Adapt", "content": "Adapt A keyword action that puts +1/+1 counters on a creature that doesn’t have any yet. See rule 701.46, “Adapt.”\n演化\n一个关键字动作,在牌手没有+1/+1指示物的生物上放置+1/+1指示物。参见规则701.46,“演化”。"}, {"chapter": "glossary", "id": "Additional Cost", "content": "Additional Cost A cost a spell may have that its controller may pay (or, in some cases, must pay) in addition to its mana cost to cast that spell. See rule 118, “Costs,” and rule 601, “Casting Spells.”\n额外费用\n一个咒语在其法术力费用的基础上,可能具有让它的操控者可以支付(或在一些情况下必须支付)的额外费用,来施放一个咒语。参见规则118,“费用”,以及规则601,“施放咒语”。"}, {"chapter": "glossary", "id": "Adventurer Card", "content": "Adventurer Card Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Adventure spell type. See rule 715, “Adventurer Cards.”\n历险者牌\n一张分为两部分(且其中一部分是嵌在文字栏左面)的牌,其副特征包括历险此咒语类别。。参见规则715,“历险者牌”。"}, {"chapter": "glossary", "id": "Affinity", "content": "Affinity A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.41, “Affinity.”\n共鸣\n一个关键字异能,减少施放一个咒语所需要支付的法术力数量。参见规则702.41,“共鸣”。"}, {"chapter": "glossary", "id": "Afflict", "content": "Afflict A keyword ability that makes the defending player lose life for blocking. See rule 702.130, “Afflict.”\n折磨\n一个关键字异能,使防御牌手阻挡时失去生命。参见规则702.130,“折磨”。"}, {"chapter": "glossary", "id": "Afterlife", "content": "Afterlife A keyword ability that leaves behind Spirit creature tokens when certain creatures die. See rule 702.135, “Afterlife.”\n往生\n一个关键字异能,使某些生物死去时留下精怪衍生生物。参见规则702.135,“往生”。"}, {"chapter": "glossary", "id": "Aftermath", "content": "Aftermath A keyword ability that lets a player cast one half of a split card only from their graveyard. See rule 702.127, “Aftermath.”\n余响\n一个关键字异能,使牌手能且仅能从其坟墓场中施放一张连体牌的其中一边。参见规则702.127,“余响”。"}, {"chapter": "glossary", "id": "Airbend", "content": "Airbend A keyword action that exiles one or more permanents and/or spells. The owner of each card exiled with airbend may cast it from exile by paying {2} rather than paying its mana cost. See rule 701.65, “Airbend.”\n截气\n一个关键字动作,能够放逐一个或数个永久物和/或咒语。被截气放逐之牌的拥有者可以支付{2}而非其法术力费用从放逐区再度施放它。参见规则701.65,“截气”。"}, {"chapter": "glossary", "id": "Alternating Teams Variant", "content": "Alternating Teams Variant A multiplayer variant played among two or more teams of equal size. See rule 811, “Alternating Teams Variant.”\n隔位分队玩法\n一种多人游戏玩法,可在两个或更多位牌手数量相同的队伍之间使用。参见规则811,“隔位分队玩法”。"}, {"chapter": "glossary", "id": "Alternative Cost", "content": "Alternative Cost A cost a spell may have that its controller can pay rather than paying its mana cost. See rule 118, “Costs,” and rule 601, “Casting Spells.”\n替代性费用\n咒语可能具有的费用,其操控者可以选择支付该费用而不是其法术力费用。参见规则118,“费用”,以及规则601,“施放咒语”。"}, {"chapter": "glossary", "id": "Alternate Name", "content": "Alternate Name A different name used on promotional or alternate-art versions of some cards. This name has no rules meaning. See rule 201.6.\n别名\n一些牌在其推广版本或异画版本上使用的不同名称。此名称没有规则含义。参见规则201.6。"}, {"chapter": "glossary", "id": "Amass", "content": "Amass A keyword action that gives you a Zombie Army creature token or grows an Army you already have. See rule 701.47, “Amass.”\n囤兵\n一个关键字动作,给你一个灵俑/军队衍生生物或是壮大一个你已经拥有的军队。参见规则701.47,“囤兵”。(译注:词汇表中囤兵此词条尚未更新到LTR版本。)"}, {"chapter": "glossary", "id": "Amplify", "content": "Amplify A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.38, “Amplify.”\n增强\n一个关键字异能,可以令生物于进入战场时具有+1/+1指示物。参见规则702.38,“增强”。"}, {"chapter": "glossary", "id": "Anchor Word", "content": "Anchor Word A word that precedes one of two abilities a permanent may enter the battlefield with. See rule 614.12b.\n锚定词\n于永久物进战场时可能选择的两个词语之一,出现在异能的开头。参见规则614.12b。"}, {"chapter": "glossary", "id": "Annihilator", "content": "Annihilator A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.86, “Annihilator.”\n歼灭\n一个关键字异能,可以让一个生物在进行攻击时极为残酷。参见规则702.86,“歼灭”。"}, {"chapter": "glossary", "id": "Ante", "content": "Ante 1. A zone used only when playing “for keeps.”\n2. To put a card into the ante zone.\nSee rule 407, “Ante.”\n赌注\n1. 一个只有在“有所输赢”的情况下才使用的区域。\n2. 将一张牌放进赌注区。\n参见规则407,“赌注”。"}, {"chapter": "glossary", "id": "Any Target", "content": "Any Target A spell or ability may require “any target.” “Any target” is the same as “target creature, player, or planeswalker.” See rule 115.4.\n任意一个目标\n一个咒语或异能可能需要“任意一个目标”。“任意一个目标”等同于“目标生物、牌手或鹏洛客”。参见规则115.4。"}, {"chapter": "glossary", "id": "APNAP Order", "content": "APNAP Order See Active Player, Nonactive Player Order.\nAPNAP顺序\n参见主动牌手先决定的顺序。"}, {"chapter": "glossary", "id": "Archenemy", "content": "Archenemy 1. A casual variant in which a team of players faces off against a single opponent strengthened with powerful scheme cards. See rule 904, “Archenemy.”\n2. A player in an Archenemy game who is playing with a scheme deck.\n魔王\n1. 一种休闲式玩法,一队牌手齐心协力,共同面对有强力邪计牌加持的强大对手。参见规则904,“魔王”。\n2. 魔王游戏中使用邪计套牌进行游戏的牌手。"}, {"chapter": "glossary", "id": "Archenemy Commander", "content": "Archenemy Commander A Commander game that follows a modified version of the Archenemy rules. See rule 903, “Commander,” and rule 904, “Archenemy.”\n魔王指挥官\n一种使用魔王规则修订的指挥官游戏。参见规则903,“指挥官”,以及规则904,“魔王”。"}, {"chapter": "glossary", "id": "Artifact", "content": "Artifact A card type. An artifact is a permanent. See rule 301, “Artifacts.”\n神器\n一种牌张类别。神器是永久物。参见规则301,“神器”。"}, {"chapter": "glossary", "id": "Artifact Creature", "content": "Artifact Creature A combination of artifact and creature that’s subject to the rules for both. See rule 301, “Artifacts,” and rule 302, “Creatures.”\n神器生物\n一个既是神器又是生物的组合,两者的规则对它都有效。参见规则301,“神器”,以及规则302,“生物”。"}, {"chapter": "glossary", "id": "Artifact Land", "content": "Artifact Land A combination of artifact and land that’s subject to the rules for both. Artifact lands can only be played as lands, not cast as spells. See rule 301, “Artifacts,” and rule 305, “Lands.”\n神器地\n一个既是神器又是地的组合,两者的规则对它都有效。神器地只能作为地来使用,而不能作为咒语施放。参见规则301,“神器”,以及规则305,“地”。"}, {"chapter": "glossary", "id": "Artifact Type", "content": "Artifact Type A subtype that’s correlated to the artifact card type. See rule 301, “Artifacts.” See rule 205.3g for the list of artifact types.\n神器类别\n与神器牌张类别对应的副类别。参见规则301,“神器”。参见规则205.3g的神器类别列表。"}, {"chapter": "glossary", "id": "As Though", "content": "As Though Text used to indicate that the game, for some specific purpose, treats a condition as true even though it’s not. See rule 609.4.\n视同\n一个叙述,用来表示游戏由于一些特殊的原因,即使在某条件不符合的情况下按照符合的情况对待。参见规则609.4。"}, {"chapter": "glossary", "id": "Ascend", "content": "Ascend A keyword causing a player to get the designation of the city’s blessing once they control ten permanents. See rule 702.131, “Ascend.”\n登殿\n一个关键字,在牌手操控十个永久物后使牌手得到“黄金城祝福”之称号。参见规则702.131,“登殿”。"}, {"chapter": "glossary", "id": "Assemble", "content": "Assemble Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Cards and mechanics from the Unstable set aren’t included in these rules.\n组装\n组装是出现在Unstable系列中的关键字动作,会将机巧放进战场。本文件中的规则并未涵盖Unstable系列中的牌张和机制。"}, {"chapter": "glossary", "id": "Assign Combat Damage", "content": "Assign Combat Damage To determine how an attacking or blocking creature will deal its combat damage. See rule 510, “Combat Damage Step.”\n分配战斗伤害\n决定一个攻击或阻挡生物如何造成其战斗伤害。参见规则510,“战斗伤害步骤”。"}, {"chapter": "glossary", "id": "Assist", "content": "Assist A keyword ability that lets another player help you pay for a spell. See rule 702.132, “Assist.”\n助力\n一个关键字异能,允许另一位牌手帮助你支付咒语的费用。参见规则702.132,“助力”。"}, {"chapter": "glossary", "id": "At End of Turn (Obsolete)", "content": "At End of Turn (Obsolete) A trigger condition printed on abilities that triggered at the beginning of the end step (which is not the last thing to happen in the turn). Cards that were printed with that text have received errata in the Oracle card reference to say “at the beginning of the end step” or “at the beginning of the next end step.” See rule 513, “End Step.”\n在回合结束时(已废止)\n一个印在异能上的触发条件,在结束步骤开始时触发(而不是一个回合最后发生的事)。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误,新叙述为“在结束步骤开始时”或“在下一个结束步骤开始时”。参见规则513,“结束步骤”。"}, {"chapter": "glossary", "id": "Attach", "content": "Attach To take an Aura, Equipment, or Fortification from where it currently is and put it onto a specified object or player. See rule 701.3, “Attach.”\n贴附\n将一个灵气、武具或工事从其当前所在位置拿开,并将其放置到一个指定物件或牌手上。参见规则701.3,“贴附”。"}, {"chapter": "glossary", "id": "Attack", "content": "Attack To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508, “Declare Attackers Step.”\n攻击\n将一个生物以攻击的形态送进战斗。一个生物可以攻击牌手或鹏洛客。参见规则508,“宣告攻击者步骤”。"}, {"chapter": "glossary", "id": "Attack Alone", "content": "Attack Alone A creature “attacks alone” if it’s the only creature declared as an attacker during the declare attackers step. A creature “is attacking alone” if it’s attacking but no other creatures are. See rule 506.5.\n单独攻击\n如果在宣告攻击者步骤中只有一个生物被宣告为攻击者,该生物“单独攻击”。如果只有一个生物正在攻击且没有其他生物正在攻击,该生物“正在单独攻击”。参见规则506.5。"}, {"chapter": "glossary", "id": "Attack Left Option", "content": "Attack Left Option An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.”\n攻击左边模式\n一些多人玩法中可以采用的一种模式。参见规则803,“攻击左边或右边模式”。"}, {"chapter": "glossary", "id": "Attack Multiple Players Option", "content": "Attack Multiple Players Option An option that may be used in certain multiplayer variants. See rule 802, “Attack Multiple Players Option.”\n攻击复数牌手模式\n一些多人玩法中可以采用的一种模式。参见规则802,“攻击复数牌手模式”。"}, {"chapter": "glossary", "id": "Attack Right Option", "content": "Attack Right Option An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.”\n攻击右边模式\n一些多人玩法中可以采用的一种模式。参见规则803,“攻击左边或右边模式”。"}, {"chapter": "glossary", "id": "Attacking Creature", "content": "Attacking Creature A creature that has either been declared as part of a legal attack during the combat phase (once all costs to attack, if any, have been paid), or a creature that has been put onto the battlefield attacking. It remains an attacking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 508, “Declare Attackers Step.”\n进行攻击的生物\n一个生物在战斗阶段中被合法宣告为攻击的一部分(如果有攻击的费用,则在支付之后),或一个生物被放进战场且进行攻击。它在被移出战斗或战斗阶段结束两者中最先发生的之前,都保持为进行攻击的生物。参见规则508,“宣告攻击者步骤”。"}, {"chapter": "glossary", "id": "Attacking Team", "content": "Attacking Team The team who can attack during the combat phase of a multiplayer game using the shared team turns option. See rule 805, “Shared Team Turns Option.”\n攻击队伍\n使用队伍共享回合模式的多人游戏中,在战斗阶段中能够攻击的队伍。参见规则805,“队伍共享回合模式”。"}, {"chapter": "glossary", "id": "Attacks and Isn’t Blocked", "content": "Attacks and Isn’t Blocked An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an unblocked attacking creature. See rule 509.1h.\n攻击且未受阻挡\n一个当生物“攻击且未受阻挡”的异能在该生物成为未受阻挡的攻击生物时触发。参见规则509.1h。"}, {"chapter": "glossary", "id": "Attraction", "content": "Attraction An artifact type seen only on nontraditional Magic cards in the Unfinity expansion. See rule 717, “Attraction Cards,” rule 701.51, “Open an Attraction,” and rule 701.52, “Roll to Visit Your Attractions.”\n景点\n一种神器类别,只在Unfinity系列的非传统万智牌上出现。参见规则717,“景点牌”、规则701.51,“打开景点”,以及规则701.52,“掷骰造访景点”。"}, {"chapter": "glossary", "id": "Attraction Deck", "content": "Attraction Deck An optional deck of at least three (in limited play) or ten (in constructed play) Attraction cards that can be used to support play with some cards from the Unfinity expansion. See rule 717.2.\n景点套牌\n一副可选套牌,包含至少三张(在限制赛中)或十张(在构组赛中)景点牌,在用到Unfinity系列中某些卡牌的游戏中使用。参见规则717.2。"}, {"chapter": "glossary", "id": "Aura", "content": "Aura An enchantment subtype. Aura spells target objects or players, and Aura permanents are attached to objects or players. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”\n灵气\n一个结界的副类别。灵气咒语以物件或牌手为目标,且灵气永久物贴附于物件或牌手上。参见规则303,“结界”,以及规则702.5,“结附”。"}, {"chapter": "glossary", "id": "Aura Swap", "content": "Aura Swap A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.65, “Aura Swap.”\n灵气转换\n一个关键字异能,让你将一个手上的灵气与战场上的交换。参见规则702.65,“灵气转换”。"}, {"chapter": "glossary", "id": "Awaken", "content": "Awaken A keyword ability that lets you turn a land you control into a creature. See rule 702.113, “Awaken.”\n醒转\n一个关键字异能,让你将一个由你操控的地变成生物。参见规则702.113,“醒转”。"}, {"chapter": "glossary", "id": "Background", "content": "Background An enchantment type that, in combination with the “choose a Background” ability, may allow a legendary enchantment card to be your commander. See rule 702.124, “Partner,” and rule 903, “Commander.”\n身世\n一种结界类别,与“选择身世”异能合用时,可以允许将一张传奇结界牌用作指挥官。参见规则702.124,“拍档”,和规则903,“指挥官”。"}, {"chapter": "glossary", "id": "Backup", "content": "Backup A keyword ability that lets a creature give +1/+1 counters to itself or another when it enters the battlefield. If a different creature is chosen, that creature also temporarily gains one or more abilities. See rule 702.165, “Backup.”\n后援\n一个关键字异能,使生物进战场时能在它自己或另一个生物上放置+1/+1指示物。如果选择了另一个生物,该生物还会暂时获得异能。参见规则702.165,“后援”。"}, {"chapter": "glossary", "id": "Banding, “Bands with Other”", "content": "Banding, “Bands with Other” Banding is a keyword ability that modifies the rules for declaring attackers and assigning combat damage. “Bands with other” is a specialized version of the ability. See rule 702.22, “Banding.”\n结合,“与…结合”\n结合是一个关键字异能,影响宣告攻击者和分配战斗伤害的规则。“与…结合”是该异能的一个特殊版本。参见规则702.22,“结合”。"}, {"chapter": "glossary", "id": "Bargain", "content": "Bargain Bargain is a keyword ability that represents an optional additional cost of sacrificing an artifact, enchantment, or token. A spell has been bargained if its controller declared the intention to pay that cost. See rule 702.166, “Bargain.”\n加码\n加码是一个关键字异能,表示一个牺牲一个神器、结界或衍生物的可选额外费用。如果一个咒语的操控者宣告将支付其加码费用,则该咒语已加码。参见规则702.166,“加码”。"}, {"chapter": "glossary", "id": "Base Power, Base Toughness", "content": "Base Power, Base Toughness Effects that change the base power and/or base toughness of a creature set one or both of those values to a specific number. See rule 613, “Interaction of Continuous Effects.”\n基础力量,基础防御力\n更改生物的基础力量和/或基础防御力的效应将这些值设定为一个特定的数字。参见规则613,“持续性效应的互动”。"}, {"chapter": "glossary", "id": "Basic", "content": "Basic A supertype that’s normally relevant on lands. Any land with this supertype is a basic land. See rule 205.4, “Supertypes.”\n基本\n一种超类别,一般情况下与地有关。任何具有此超类别的地是基本地。参见规则205.4,“超类别”。"}, {"chapter": "glossary", "id": "Basic Landcycling", "content": "Basic Landcycling See Typecycling.\n循环基本地\n参见类别循环。"}, {"chapter": "glossary", "id": "Basic Land Type", "content": "Basic Land Type There are five “basic land types”: Plains, Island, Swamp, Mountain, and Forest. Each one has a mana ability associated with it. See rule 305, “Lands.”\n基本地类别\n总共有五种“基本地类别”:平原、海岛、沼泽、山脉、和树林。每种类别对应一个法术力异能。参见规则305,“地”。"}, {"chapter": "glossary", "id": "Battle", "content": "Battle A card type. A battle is a permanent. See rule 310, “Battles.”\n战役\n一种牌张类别。战役是永久物。参见规则310,“战役”。"}, {"chapter": "glossary", "id": "Battle Cry", "content": "Battle Cry A keyword ability that makes other attacking creatures better in combat. See rule 702.91, “Battle Cry.”\n战嚎\n一个关键字异能,让其他攻击生物在战斗中更强。参见规则702.91,“战嚎”。"}, {"chapter": "glossary", "id": "Battlefield", "content": "Battlefield A zone. The battlefield is the zone in which permanents exist. It used to be known as the “in-play” zone. See rule 403, “Battlefield.”\n战场\n一个区域。战场是永久物存在的区域。此区域过去被称为“场上”区域。参见规则403,“战场”。"}, {"chapter": "glossary", "id": "Becomes", "content": "Becomes A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2e.\n成为\n在一些触发事件中表示状态或特征变动的词。参见规则603.2e。"}, {"chapter": "glossary", "id": "Beginning of Combat Step", "content": "Beginning of Combat Step Part of the turn. This step is the first step of the combat phase. See rule 507, “Beginning of Combat Step.”\n战斗开始步骤\n回合的一部分。这是战斗阶段的第一个步骤。参见规则507,“战斗开始步骤”。"}, {"chapter": "glossary", "id": "Beginning Phase", "content": "Beginning Phase Part of the turn. This phase is the first phase of the turn. See rule 501, “Beginning Phase.”\n开始阶段\n回合的一部分。这是回合的第一个阶段。参见规则501,“开始阶段”。"}, {"chapter": "glossary", "id": "Behold", "content": "Behold A keyword action that allows a player to choose a permanent they control of a particular quality or reveal a card of that quality from their hand, usually to pay a cost or get an additional effect. See rule 701.4, “Behold.”\n请援\n一个关键字动作,允许牌手选择一个由其操控且具有特定特征的永久物,或从手上展示一张具有该特征的牌,通常是为了支付费用或获得额外效应。参见规则701.4,“请援”。"}, {"chapter": "glossary", "id": "Bestow", "content": "Bestow A keyword ability that lets a creature card be cast as an Aura. See rule 702.103, “Bestow.”\n神授\n一个关键字异能,让生物牌可以作为灵气施放。参见规则702.103,“神授”。"}, {"chapter": "glossary", "id": "Blight", "content": "Blight A keyword action. To blight N means to put N -1/-1 counters on a creature you control. See rule 701.68, “Blight.”\n衰萎\n一个关键字动作。衰萎N意指在一个由你操控的生物上放置N个-1/-1指示物。参见规则701.68,“衰萎”。"}, {"chapter": "glossary", "id": "Blitz", "content": "Blitz A keyword ability found on creature cards that allows them to be cast for an alternative cost. See rule 702.152, “Blitz.”\n急袭\n一个见于生物牌上的关键字异能,允许其使用替代性费用来施放。参见规则702.152,“急袭”。"}, {"chapter": "glossary", "id": "Block", "content": "Block To send a creature into combat defensively. A creature can block an attacking creature. See rule 509, “Declare Blockers Step.”\n阻挡\n将一个生物以防守的形态送进战斗。生物可以阻挡攻击生物。参见规则509,“宣告阻挡者步骤”。"}, {"chapter": "glossary", "id": "Block Alone", "content": "Block Alone A creature “blocks alone” if it’s the only creature declared as a blocker during the declare blockers step. A creature “is blocking alone” if it’s blocking but no other creatures are. See rule 506.5.\n单独阻挡\n如果在宣告阻挡者步骤中只有一个生物被宣告为阻挡者,该生物“单独阻挡”。如果只有一个生物正在阻挡且没有其他生物正在阻挡,该生物“正在单独阻挡”。参见规则506.5。"}, {"chapter": "glossary", "id": "Blocked Creature", "content": "Blocked Creature An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\n被阻挡的生物\n一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未受阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则509,“宣告阻挡者步骤”。"}, {"chapter": "glossary", "id": "Blocking Creature", "content": "Blocking Creature A creature that has either been declared as part of a legal block during the combat phase (once all costs to block, if any, have been paid), or a creature that has been put onto the battlefield blocking. It remains a blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\n进行阻挡的生物\n一个生物在战斗阶段中被合法宣告为阻挡的一部分(如果有阻挡的费用,则在支付之后),或一个生物被放进战场且进行阻挡。它在被移出战斗或战斗阶段结束两者中最先发生的之前,都保持为进行阻挡的生物。参见规则509,“宣告阻挡者步骤”。"}, {"chapter": "glossary", "id": "Blood Token", "content": "Blood Token A Blood token is a colorless artifact token with “{1}, {T}, Discard a card, Sacrifice this token: Draw a card.” For more information about predefined tokens, see rule 111.10.\n血滴衍生物\n血滴衍生物是具有“{1},{T},弃一张牌,牺牲此衍生物:抓一张牌”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Bloodthirst", "content": "Bloodthirst A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.54, “Bloodthirst.”\n嗜血\n一个关键字异能,可以让生物进入战场时带有+1/+1指示物。参见规则702.54,“嗜血”。"}, {"chapter": "glossary", "id": "Boast", "content": "Boast A special kind of activated ability that can be activated only once each turn if the creature with the boast ability attacked that turn. See rule 702.142, “Boast.”\n炫威\n一类特殊的起动式异能,如果具炫威异能的生物攻击过便可起动,且每回合只能起动一次。参见规则702.142,“炫威”。"}, {"chapter": "glossary", "id": "Bolster", "content": "Bolster A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.39, “Bolster.”\n振励\n一个关键字动作,在牌手操控的最弱的生物上放置+1/+1指示物。参见规则701.39,“振励”。"}, {"chapter": "glossary", "id": "Booster Pack", "content": "Booster Pack A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule 100.2b.\n补充包\n一组未打开的来自特定系列的万智牌卡牌。补充包在限制赛中使用。参见规则100.2b。"}, {"chapter": "glossary", "id": "Brawl", "content": "Brawl An option for the Commander casual variant. See rule 903.12, “Brawl Option.”\n争锋\n指挥官休闲玩法的一种模式。参见规则903.12,“争锋模式”。"}, {"chapter": "glossary", "id": "Bury (Obsolete)", "content": "Bury (Obsolete) A term that meant “put [a permanent] into its owner’s graveyard.” In general, cards that were printed with the term “bury” have received errata in the Oracle card reference to read, “Destroy [a permanent]. It can’t be regenerated,” or “Sacrifice [a permanent].”\n埋葬(已废止)\n曾经表示“将[永久物]放进其拥有着的坟墓场”的用词。一般情况下,印有“埋葬”一词的牌在Oracle牌张参考文献中得到了勘误,改为“消灭[某永久物]。它不能重生”,或“牺牲[某永久物]”。"}, {"chapter": "glossary", "id": "Bushido", "content": "Bushido A keyword ability that can make a creature better in combat. See rule 702.45, “Bushido.”\n武士道\n一个关键字异能,让生物在战斗中更强。参见规则702.45,“武士道”。"}, {"chapter": "glossary", "id": "Buyback", "content": "Buyback A keyword ability of instants and sorceries that can let the spell return to its owner’s hand as it resolves. See rule 702.27, “Buyback.”\n购回\n一个瞬间和法术的关键字异能,让该咒语于结算时回到拥有者的手上。参见规则702.27,“购回”。"}, {"chapter": "glossary", "id": "Card", "content": "Card The standard component of the game. Magic cards may be traditional or nontraditional. Tokens aren’t considered cards. In the text of spells or abilities, the term “card” is used only to refer to a card that’s not on the battlefield or on the stack, such as a creature card in a player’s hand. See rule 108, “Cards.”\n牌\n游戏的标准组成部分。万智牌可以是传统或非传统。衍生物不被视为牌。在咒语或异能的叙述中,“牌”一词只被用来表示不在战场或堆叠中的牌,比如牌手手上的生物牌。参见规则108,“牌”。"}, {"chapter": "glossary", "id": "Card Pool", "content": "Card Pool In a Limited format, the cards a player may use, in addition to basic land cards, to build their deck.\n牌池\n在限制赛中,牌手可以用来与基本地牌一起组成套牌的牌。"}, {"chapter": "glossary", "id": "Card Type", "content": "Card Type A characteristic. Except for abilities on the stack, each object has a card type, even if that object isn’t a card. Each card type has its own rules. See rule 205, “Type Line,” and section 3, “Card Types.”\n牌张类别\n一个特征。除了堆叠上的异能之外,每个物件都有牌张类别,即使该物件不是牌。每种牌张类别都有自己的规则。参见规则205,“类别栏”,以及第3章,“牌张类别”。"}, {"chapter": "glossary", "id": "Cascade", "content": "Cascade A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.85, “Cascade.”\n倾曳\n一个关键字异能,可能让牌手不付费用施放一个随机的额外咒语。参见规则702.85,“倾曳”。"}, {"chapter": "glossary", "id": "Case", "content": "Case An enchantment subtype. Cases have a “to solve” ability that set a condition its controller must meet in order for the “solved” ability to take effect. See rule 719, “Case Cards.”\n案件\n一个结界的副类别。案件具有一个“侦办”异能作为条件,其操控者需要达成此条件以使其“侦结”异能生效。参见规则719,“案件牌”。"}, {"chapter": "glossary", "id": "Cast", "content": "Cast To take a card from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. See rule 601, “Casting Spells.”\n施放\n将一张牌从当前的位置(一般在手上)放进堆叠,并支付其费用,让它最终可以结算并产生效果。参见规则601,“施放咒语”。"}, {"chapter": "glossary", "id": "Caster (Obsolete)", "content": "Caster (Obsolete) An obsolete term that referred to the player who cast a spell. In general, cards that were printed with the term “caster” have received errata in the Oracle card reference to say “controller.”\n施放者(已废止)\n一个已废止的用语,表示施放一个咒语的牌手。一般情况下,印有“施放者”的牌已经在Oracle牌张参考文献中得到了勘误,改用“操控者”。"}, {"chapter": "glossary", "id": "Casting Cost (Obsolete)", "content": "Casting Cost (Obsolete) An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference.\n施放费用(已废止)\n一个已废止的用语,表示法术力费用。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Casualty", "content": "Casualty A keyword ability that allows you to sacrifice a creature to create a copy of a spell. See 702.153, “Casualty.”\n催命\n一个关键字异能,允许你牺牲生物来创造咒语的复制品。参见规则702.153,“催命”。"}, {"chapter": "glossary", "id": "Champion, Championed", "content": "Champion, Championed “Champion” is a keyword ability that lets one creature temporarily replace another. A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability. See rule 702.72, “Champion.”\n夺冠,被夺冠\n“夺冠”是一个关键字异能,让一个生物暂时替代另一个。如果一个永久物直接因为另一个永久物的夺冠异能的结果被放逐,则该永久物“被(另一个永久物)夺冠”。参见规则702.72,“夺冠”。"}, {"chapter": "glossary", "id": "Change a Target", "content": "Change a Target To choose a new, legal target for a spell or ability. See rule 115.7.\n改变目标\n为咒语或异能选择一个新的合法目标。参见规则115.7。"}, {"chapter": "glossary", "id": "Changeling", "content": "Changeling A characteristic-defining ability that grants the object it’s on every creature type. See rule 702.73, “Changeling.”\n化形\n一个特征定义异能,让具有它的物件得到所有生物类别。参见规则702.73,“化形”。"}, {"chapter": "glossary", "id": "Chaos Ability", "content": "Chaos Ability An ability of a plane card that triggers “Whenever chaos ensues” in the Planechase casual variant. See rule 311.7.\n混沌异能\n在竞逐时空休闲式玩法中,时空牌具有的一种触发式异能,“每当引发混沌”时触发。参见规则311.7。"}, {"chapter": "glossary", "id": "Chaos Symbol", "content": "Chaos Symbol The chaos symbol appears on the planar die and near some triggered abilities of plane cards in the Planechase casual variant. See rule 107.12.\n混沌符号\n在竞逐时空休闲式玩法中,混沌符号出现在时空骰以及一些时空牌的触发式异能旁边。参见规则107.12。"}, {"chapter": "glossary", "id": "Characteristics", "content": "Characteristics Information that defines an object. See rule 109.3.\n特征\n定义一个物件的信息。参见规则109.3。"}, {"chapter": "glossary", "id": "Characteristic-Defining Ability", "content": "Characteristic-Defining Ability A kind of static ability that conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). See rule 604.3.\n特征定义异能\n一种静止式异能,包含物件一般情况下在该物件其他部分才能找到的特征信息(比如法术力费用,类别栏,或力量/防御力框)。参见规则604.3。"}, {"chapter": "glossary", "id": "Choose a Background", "content": "Choose a Background A variant of the partner ability that lets two legendary permanent cards be your commander in the Commander variant rather than one if one of them has the “choose a Background” ability and the other is a Background enchantment card. See rule 702.124, “Partner,” and rule 903, “Commander.”\n选择身世\n拍档异能的一种变化形式。在指挥官玩法中,如果两张传奇永久物牌其中之一具有“选择身世”异能,另一张是身世结界牌,则可将这两个传奇永久物用作你的指挥官,而非只使用一个。参见规则702.124,“拍档”,及规则903,“指挥官”。"}, {"chapter": "glossary", "id": "Cipher", "content": "Cipher A keyword ability that allows you to encode a card on a creature and cast that card whenever that creature deals combat damage to a player. See rule 702.99, “Cipher.”\n暗码\n一个关键字异能,允许你将一张牌赋码到一个生物上,并在每当该生物对牌手造成战斗伤害时施放该牌。参见规则702.99,“暗码”。"}, {"chapter": "glossary", "id": "City’s Blessing", "content": "City’s Blessing A designation a player can have. The ascend keyword causes a player to get this designation once they control ten permanents. See rule 702.131, “Ascend.”\n黄金城祝福\n一个牌手可得到的称号。登殿此关键字使牌手一旦操控十个永久物便得到此称号。参见规则702.131,“登殿”。"}, {"chapter": "glossary", "id": "Clash", "content": "Clash To have a mini-contest involving the top cards of players’ libraries. See rule 701.30, “Clash.”\n比点\n用牌手牌库顶牌来决定的迷你对决。参见规则701.30,“比点”。"}, {"chapter": "glossary", "id": "Class", "content": "Class An enchantment subtype. Classes have a number of class level abilities that increase their level and grant them new abilities. See rule 716, “Class Cards.”\n职业\n一种结界的副类别。职业具有数个职业等级异能,可以提升其等级并赋予其新异能。参见规则716,“职业牌”。"}, {"chapter": "glossary", "id": "Cleanup Step", "content": "Cleanup Step Part of the turn. This step is the second and final step of the ending phase. See rule 514, “Cleanup Step.”\n清除步骤\n回合的一部分。此步骤是终结阶段的第二个也是最后一个步骤。参见规则514,“清除步骤”。"}, {"chapter": "glossary", "id": "Cleave", "content": "Cleave A keyword ability that allows you to pay an alternative cost to remove some of a spell’s text. See rule 702.148, “Cleave.”\n贯通\n一个关键字异能,允许你支付替代性费用来删去咒语的部分规则叙述。参见规则702.148,“贯通”。"}, {"chapter": "glossary", "id": "Cloak", "content": "Cloak A keyword action that puts a card onto the battlefield face down as a 2/2 creature with ward {2}. See rule 701.58, “Cloak,” and rule 708, “Face-Down Spells and Permanents.”\n匿伏\n一个关键字动作,将牌以牌面朝下的方式作为2/2、具守护{2}的生物放进战场。参见规则701.58,“匿伏”,和规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "glossary", "id": "Clue Token", "content": "Clue Token A Clue token is a colorless artifact token with “{2}, Sacrifice this token: Draw a card.” For more information about predefined tokens, see rule 111.10.\n线索衍生物\n线索衍生物是具有“{2},牺牲此衍生物:抓一张牌。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Collect Evidence", "content": "Collect Evidence A keyword action. To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater. See rule 701.59, “Collect Evidence.”\n搜证\n一个关键字动作。“搜证N”意指,从你的坟墓场放逐任意数量的牌,且其法术力值加总须达到N或更多。参见规则701.59,“搜证”。"}, {"chapter": "glossary", "id": "Collector Number", "content": "Collector Number A number printed on most cards that has no effect on game play. See rule 213, “Information Below the Text Box.”\n收集编号\n印在绝大多数牌上对游戏没有影响的编号。参见规则213,“文字栏下方信息”。"}, {"chapter": "glossary", "id": "Color", "content": "Color 1. A characteristic of an object. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”\n2. An attribute mana may have. See rule 106, “Mana.”\n颜色\n1. 物件的一个特征。参见规则105,“颜色”,以及规则202,“法术力费用和颜色”。\n2. 一个法术力可能具有的特征。参见规则106,“法术力”。"}, {"chapter": "glossary", "id": "Colorless", "content": "Colorless 1. An object with no color is colorless. Colorless is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”\n2. A type of mana. See rule 106, “Mana,” and rule 107.4c.\n无色\n1. 一个没有颜色的物件为无色。无色不是颜色。参见规则105,“颜色”,以及规则202,“法术力费用和颜色”。\n2. 一种法术力。参见规则106,“法术力”,以及规则107.4c。"}, {"chapter": "glossary", "id": "Color Identity", "content": "Color Identity A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4.\n标识色\n一系列颜色,在指挥官休闲玩法中决定哪些牌可以加入套牌。参见规则903.4。"}, {"chapter": "glossary", "id": "Color Indicator", "content": "Color Indicator A characteristic of an object. See rule 105, “Colors,” and rule 204, “Color Indicator.”\n颜色标志\n物件的一个特征。参见规则105,“颜色”,以及规则204,“颜色标志”。"}, {"chapter": "glossary", "id": "Combat Damage", "content": "Combat Damage Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510, “Combat Damage Step.”\n战斗伤害\n在战斗伤害步骤中由攻击生物和阻挡生物作为战斗结果所造成的伤害。参见规则510,“战斗伤害步骤”。"}, {"chapter": "glossary", "id": "Combat Damage Step", "content": "Combat Damage Step Part of the turn. This step is the fourth step of the combat phase. See rule 510, “Combat Damage Step.”\n战斗伤害步骤\n回合的一部分。此步骤是战斗阶段的第四个步骤。参见规则510,“战斗伤害步骤”。"}, {"chapter": "glossary", "id": "Combat Phase", "content": "Combat Phase Part of the turn. This phase is the third phase of the turn. See rule 506, “Combat Phase.”\n战斗阶段\n回合的一部分。此阶段是回合的第三个阶段。参见规则506,“战斗阶段”。"}, {"chapter": "glossary", "id": "Command", "content": "Command A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. See rule 408, “Command.”\n统帅区\n一些对游戏有总体影响且当前不是永久物也不能被消灭的特殊物件所在的区域。参见规则408,“统帅区”。"}, {"chapter": "glossary", "id": "Commander", "content": "Commander 1. A casual variant in which each deck is led by a legendary card (usually a creature). See rule 903, “Commander.”\n2. A designation given to one legendary card in each player’s deck in the Commander casual variant.\n指挥官\n1. 一种休闲式玩法,套牌由一张传奇牌(通常是生物)来领导。参见规则903,“指挥官”。\n2. 在指挥官休闲式玩法中,给予每位牌手的套牌中一张传奇生物牌的称号。"}, {"chapter": "glossary", "id": "Commander Draft", "content": "Commander Draft A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 903.13, “Commander Draft.”\n指挥官轮抽\n一种休闲玩法,牌手参加补充包轮抽,然后进行多人游戏。参见规则903.13,“指挥官轮抽”。"}, {"chapter": "glossary", "id": "Commander Ninjutsu", "content": "Commander Ninjutsu A variant of the ninjutsu ability. See rule 702.49, “Ninjutsu.”\n指挥官忍术\n忍术异能的一种变化。参见规则702.49,“忍术”。"}, {"chapter": "glossary", "id": "Commander Tax", "content": "Commander Tax Informal term for the additional cost to cast a commander based on the number of times a player has cast it previously this game. See rule 903.8.\n指挥官税\n一个非正式用词,意指施放指挥官的额外费用,此费用会根据牌手于这盘游戏先前的时段中施放过指挥官的次数决定。参见规则903.8。"}, {"chapter": "glossary", "id": "Companion", "content": "Companion A keyword ability that allows a player to choose one creature card from outside the game as a companion if the restriction of that card’s companion ability is met. Once a player has chosen a companion, that player may pay {3} to put it into their hand once during the game. See rule 702.139, “Companion.”\n行侣\n一个关键字异能,允许牌手从游戏外选择一张生物牌作为行侣(如果能满足该牌的行侣异能限制的话)。一旦牌手选定行侣,该牌手可以在游戏中支付一次{3},将其置于手上。参见规则702.139,“行侣”。"}, {"chapter": "glossary", "id": "Compleated", "content": "Compleated A keyword ability that causes a planeswalker to enter the battlefield with fewer loyalty counters if a player chose to pay life for Phyrexian mana symbols in its cost. See rule 702.150, “Compleated.”\n完化\n一个关键字异能,若牌手施放鹏洛客时选择为其费用中的非瑞克西亚法术力符号支付生命,则使其进战场时带有较少的忠诚指示物。参见规则702.150,“完化”。"}, {"chapter": "glossary", "id": "Complete a Dungeon", "content": "Complete a Dungeon To remove a dungeon card from the game after reaching that dungeon card’s bottommost room. See rule 309, “Dungeons.”\n完成地城\n在达到地城牌的最底下的房间之后,将该地城牌移出游戏。参见规则309,“地城”。"}, {"chapter": "glossary", "id": "Concede", "content": "Concede To quit the game. Conceding a game immediately causes that player to leave that game and lose that game. See rule 104, “Ending the Game.”\n认输\n离开游戏。认输游戏让牌手立刻离开游戏并输去游戏。参见规则104,“结束游戏”。"}, {"chapter": "glossary", "id": "Connive", "content": "Connive A keyword action that causes a player to draw a card, discard a card, and then to put a +1/+1 counter on a creature if a nonland card was discarded this way. See rule 701.50, “Connive.”\n筹谋\n一个关键字动作,使牌手抓一张牌,弃一张牌,然后如果以此法弃掉一张非地牌,在一个生物上放置一个+1/+1指示物。参见规则701.50,“筹谋”。"}, {"chapter": "glossary", "id": "Conspiracy", "content": "Conspiracy A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 315, “Conspiracies.”\n诡局\n一种在限制赛,例如诡局轮抽中使用的牌张类别。诡局牌不是永久物。参见规则315,“诡局”。"}, {"chapter": "glossary", "id": "Conspiracy Draft", "content": "Conspiracy Draft A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, “Conspiracy Draft.”\n诡局轮抽\n一种休闲玩法,牌手参加补充包轮抽,然后进行多人游戏。参见规则905,“诡局轮抽”。"}, {"chapter": "glossary", "id": "Conspire", "content": "Conspire A keyword ability that creates a copy of a spell. See rule 702.78, “Conspire.”\n协力\n一个关键字异能,让生物可以复制咒语。参见规则702.78,“协力”。"}, {"chapter": "glossary", "id": "Constructed", "content": "Constructed A way of playing in which each player creates their own deck ahead of time. See rule 100.2a.\n构组赛\n牌手在赛前自己创造套牌的游戏方式。参见规则100.2a。"}, {"chapter": "glossary", "id": "Continuous Effect", "content": "Continuous Effect An effect that modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. See rule 611, “Continuous Effects.”\n持续性效应\n影响物件特征、物件操控权、或影响牌手或游戏规则的效应,具有固定时限或一直有效。参见规则611,“持续性效应”。"}, {"chapter": "glossary", "id": "Continuous Artifact (Obsolete)", "content": "Continuous Artifact (Obsolete) An obsolete term that appeared on the type line of artifacts without activated abilities. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.”\n持续神器(已废止)\n一个已废止的用语,出现在不具有起动式异能的神器类别栏。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误,改为只是“神器”。"}, {"chapter": "glossary", "id": "Control, Controller", "content": "Control, Controller “Control” is the system that determines who gets to use an object in the game. An object’s “controller” is the player who currently controls it. See rule 108.4.\n操控,操控者\n“操控”是一个系统,决定谁在游戏中可以用一个物件。一个物件的“操控者”是当前操控它的牌手。参见规则108.4。"}, {"chapter": "glossary", "id": "Control Another Player", "content": "Control Another Player To make all choices and decisions that player is allowed to make, or is told to make, by rules or by any objects. See rule 722, “Controlling Another Player.”\n操控其他牌手\n为在该牌手作出由规则或物件允许或要求的所有选择和决定。参见规则722,“操控其他牌手”。"}, {"chapter": "glossary", "id": "Convert", "content": "Convert To turn a double-faced card so its other face is up. See rule 701.28, “Convert.”\n转换\n将一张双面牌翻转从而让其另一面朝上。参见规则701.28,“转换”。"}, {"chapter": "glossary", "id": "Converted Mana Cost (Obsolete)", "content": "Converted Mana Cost (Obsolete) An obsolete term for mana value. Cards printed with this term have received errata in the Oracle card reference.\n总法术力费用(已废止)\n法术力值的已废止用词。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Convoke", "content": "Convoke A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule 702.51, “Convoke.”\n召集\n一个关键字异能,让你横置生物来施放咒语而不是支付法术力。参见规则702.51,“召集”。"}, {"chapter": "glossary", "id": "Copiable Values", "content": "Copiable Values Values of an object’s characteristics that are checked by copy effects. See rules 613.2, 707.2, and 707.3.\n可复制特征值\n物件由复制效应所检查的特征值。参见规则613.2、707.2以及707.3。"}, {"chapter": "glossary", "id": "Copy", "content": "Copy 1. To create a new object whose copiable values have been set to those of another object.\n2. An object whose copiable values have been set to those of another object.\nSee rule 707, “Copying Objects.”\n复制/复制品\n1. 创造一个新的物件,其可复制特征值设为与另一个物件相同。\n2. 一个可复制特征值被设为与另一个物件相同的物件。\n参见规则707,“复制物件”。"}, {"chapter": "glossary", "id": "Cost", "content": "Cost An action or payment necessary to take another action or to stop another action from taking place. See rule 118, “Costs.”\n费用\n一个动作或为另一个动作所支付必须的费用或阻止另一个动作发生。参见规则118,“费用”。"}, {"chapter": "glossary", "id": "Counter", "content": "Counter 1. To cancel a spell or ability so it doesn’t resolve and none of its effects occur. See rule 701.6, “Counter.”\n2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule 122, “Counters.”\n反击/指示物(译注:在英文中这两个词是相同的。)\n1. 取消一个咒语或异能,让它不能结算且它的效应都不发生。参见规则701.6,“反击”。\n2. 一个放置在物件或牌手上的标示物,影响其特征或与规则或异能互动。参见规则122,“指示物”。"}, {"chapter": "glossary", "id": "Counts As (Obsolete)", "content": "Counts As (Obsolete) Some older cards were printed with text stating that the card “counts as” something. Cards printed with this text have received errata in the Oracle card reference to state that the card actually is that thing.\n视为(已废止)\n一些老牌印有叙述该牌“视为”其他东西。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误,它们现在正式为该东西。"}, {"chapter": "glossary", "id": "Craft", "content": "Craft Craft is an activated ability that allows a player to exile cards from their graveyard and/or permanents they control to exile the permanent with the craft ability and return it onto the battlefield transformed. See rule 702.167, “Craft.”\n化炼\n化炼是起动式异能,允许牌手从坟墓场和/或战场上放逐牌,以放逐具化炼异能的永久物并将其移回战场且已转化。参见规则702.167,“化炼”。"}, {"chapter": "glossary", "id": "Create", "content": "Create To create a token is to put a token onto the battlefield. See rule 701.7, “Create.”\n派出\n派出一个衍生物指,将一个衍生物放进战场。参见规则701.7,“派出”。"}, {"chapter": "glossary", "id": "Creature", "content": "Creature A card type. A creature is a permanent. See rule 302, “Creatures.”\n生物\n一种牌张类别。生物是永久物。参见规则302,“生物”。"}, {"chapter": "glossary", "id": "Creature Type", "content": "Creature Type A subtype that’s correlated to the creature card type and the kindred card type. See rule 302, “Creatures,” and rule 308, “Kindreds.” See rule 205.3m for the list of creature types.\n生物类别\n一种副类别,对应生物牌张类别和亲缘牌张类别。参见规则302,“生物”,以及规则308,“亲缘”。生物类别的列表参见规则205.3m。"}, {"chapter": "glossary", "id": "Crew", "content": "Crew A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. See rule 301, “Artifacts,” and rule 702.122, “Crew.”\n搭载\n一个关键字异能,使你可以横置生物将一个载具变成神器生物。参见规则301,“神器”,及规则702.122,“搭载”。"}, {"chapter": "glossary", "id": "Crime", "content": "Crime Targeting an opponent, anything that opponent controls, and/or any cards in an opponent’s graveyard is a crime. See rule 700.13.\n罪行\n将对手,任何由其操控的东西和/或其坟墓场中的牌指定为目标,即属罪行。参见规则700.13。"}, {"chapter": "glossary", "id": "Cumulative Upkeep", "content": "Cumulative Upkeep A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.24, “Cumulative Upkeep.”\n累积维持\n一个关键字异能,为保留永久物在战场上规定了一个不断提升的费用。参见规则702.24,“累积维持”。"}, {"chapter": "glossary", "id": "Cycling", "content": "Cycling A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.29, “Cycling.”\n循环(异能)\n一个关键字异能,让牌可以被弃掉并用新牌代替。参见规则702.29,“循环”。"}, {"chapter": "glossary", "id": "Damage", "content": "Damage Objects can deal “damage” to creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. See rule 120, “Damage.”\n伤害\n物件可以对生物、鹏洛客、以及牌手造成“伤害”。一般情况下这对受到伤害的物件或牌手来说是不利的。参见规则120,“伤害”。"}, {"chapter": "glossary", "id": "Damage Assignment Order (Obsolete)", "content": "Damage Assignment Order (Obsolete) Previously, if a creature blocks or becomes blocked by multiple creatures, the creature’s controller would be required to choose an order in which it would assign combat damage to the creatures blocking or blocked by it. Now, its controller no longer needs to assign an order, and simply divides its combat damage as they choose among all creatures it’s blocking or blocked by. See rules 510.1c-d.\n伤害分配顺序(已废止)\n先前,如果一个生物被多个生物阻挡,或阻挡了多个生物,它的操控者需要选择一个顺序来给阻挡它或被它阻挡的生物分配战斗伤害。现在,它的操控者不再需要选择顺序,只需将其战斗伤害在所有阻挡它或被它阻挡的生物之间分配。参见规则510.1c-d。"}, {"chapter": "glossary", "id": "Dash", "content": "Dash A keyword ability found on creature cards that allows them to be cast for an alternative cost. See rule 702.109, “Dash.”\n掩袭\n一个见于生物牌上的关键字异能,允许其使用替代性费用来施放。参见规则702.109,“掩袭”。"}, {"chapter": "glossary", "id": "Day", "content": "Day Along with night, a designation the game can have. See rule 730, “Day and Night,” and rule 702.145, “Daybound and Nightbound.”\n白昼\n与黑夜一起,均是游戏可以具有的称号。参见规则730,“白昼与黑夜”,与规则702.145,“昼形与夜形”。"}, {"chapter": "glossary", "id": "Daybound", "content": "Daybound An ability found on the front faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,” and rule 730, “Day and Night.”\n昼形\n一种异能,见于一些双面牌的正面上。具昼形与夜形异能的牌,在白昼时正面朝上,在黑夜时背面朝上。参见规则702.145,“昼形与夜形”,与规则730,“白昼与黑夜”。"}, {"chapter": "glossary", "id": "Deal", "content": "Deal See Damage.\n造成\n参见伤害。"}, {"chapter": "glossary", "id": "Deathtouch", "content": "Deathtouch A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2, “Deathtouch.”\n死触\n一个关键字异能,让物件造成的伤害特别有效。参见规则702.2,“死触”。"}, {"chapter": "glossary", "id": "Decayed", "content": "Decayed A keyword ability that means “This creature can’t block” and “When this creature attacks, sacrifice it at end of combat. See rule 702.147, “Decayed.”\n败朽\n一个关键字异能,意指“此生物不能进行阻挡”和“当此生物攻击时,在战斗结束时将它牺牲。”参见规则702.147,“败朽”。"}, {"chapter": "glossary", "id": "Deck", "content": "Deck The collection of cards a player starts the game with; it becomes that player’s library. See rule 100, “General,” and rule 103, “Starting the Game.”\n套牌\n牌手开始游戏时所使用牌的集合;它将成为该牌手的牌库。参见规则100,“总则”,以及规则103,“开始游戏”。"}, {"chapter": "glossary", "id": "Declare Attackers", "content": "Declare Attackers To choose a set of creatures that will attack, declare whether each creature is attacking the defending player or a planeswalker that player controls, and pay any costs required to allow those creatures to attack. See rule 508.1.\n宣告攻击者\n选择将进行攻击的一组生物,宣告每个生物攻击防御牌手或该牌手操控的一个鹏洛客,并且支付允许这些生物攻击所要求的任何费用。参见规则508.1。"}, {"chapter": "glossary", "id": "Declare Attackers Step", "content": "Declare Attackers Step Part of the turn. This step is the second step of the combat phase. See rule 508, “Declare Attackers Step.”\n宣告攻击者步骤\n回合的一部分。该步骤是战斗阶段的第二个步骤。参见规则508,“宣告攻击者步骤”。"}, {"chapter": "glossary", "id": "Declare Blockers", "content": "Declare Blockers To choose a set of creatures that will block, declare which attacking creature each creature is blocking, and pay any costs required to allow those creatures to block. See rule 509.1.\n宣告阻挡者\n选择将进行阻挡的一组生物,为每个生物宣告将阻挡那个攻击生物,并支付允许这些生物阻挡所要求的任何费用。参见规则509.1。"}, {"chapter": "glossary", "id": "Declare Blockers Step", "content": "Declare Blockers Step Part of the turn. This step is the third step of the combat phase. See rule 509, “Declare Blockers Step.”\n宣告阻挡者步骤\n回合的一部分。该步骤是战斗阶段的第三个步骤。参见规则509,“宣告阻挡者步骤”。"}, {"chapter": "glossary", "id": "Defender", "content": "Defender A keyword ability that prohibits a creature from attacking. See rule 702.3, “Defender.”\n守军\n一个关键字异能,让某个生物不能进行攻击。参见规则702.3,“守军”。"}, {"chapter": "glossary", "id": "Defending Player", "content": "Defending Player The player who can be attacked, and whose planeswalkers can be attacked, during the combat phase. See rule 506.2. In certain multiplayer games, there may be more than one defending player; see rule 802, “Attack Multiple Players Option,” and rule 805.10.\n防御牌手\n在战斗阶段中,可以被攻击的牌手,且其鹏洛客可以被攻击。参见规则506.2。在某些多人玩法中,可能会有多于一个防御牌手;参见规则802,“攻击复数牌手模式”,以及规则805.10。"}, {"chapter": "glossary", "id": "Defending Team", "content": "Defending Team The team who can be attacked, and whose planeswalkers can be attacked, during the combat phase of a multiplayer game using the shared team turns option. See rule 805, “Shared Team Turns Option.”\n防御队伍\n在使用队伍共享回合模式的多人游戏的战斗阶段中,可以被攻击、且其鹏洛客可以被攻击的队伍。参见规则805,“队伍共享回合模式”。"}, {"chapter": "glossary", "id": "Defense", "content": "Defense 1. Part of a card that only battle cards have. A battle card’s defense is printed in its lower right corner. See rule 210, “Defense.”\n2. A characteristic that only battles can have. See rule 310, “Battles.”\n布防\n1. 只有战役牌具有的牌的一部分。战役的布防印在其右下角。参见规则210,“布防”。\n2. 只有战役具有的特征。参见规则310,“战役”。"}, {"chapter": "glossary", "id": "Delayed Triggered Ability", "content": "Delayed Triggered Ability An ability created by effects generated when some spells or abilities resolve, or when some replacement effects are applied, that does something later on rather than at that time. See rule 603.7.\n延迟触发式异能\n当一些咒语或异能结算时所创造的效应所创造的异能,或当一些替代性效应生效时,不是在当时而是在之后作某些事情。参见规则603.7。"}, {"chapter": "glossary", "id": "Delve", "content": "Delve A keyword ability that lets you exile cards from your graveyard rather than pay generic mana to cast a spell. See rule 702.66, “Delve.”\n掘穴\n一个关键字异能,让你从你的坟墓场中放逐牌来施放咒语,而不是支付一般法术力。参见规则702.66,“掘穴”。"}, {"chapter": "glossary", "id": "Demonstrate", "content": "Demonstrate A triggered ability found on some spells that let its controller copy it and choose an opponent to also copy it. See rule 702.144, “Demonstrate.”\n示范\n一些咒语上的触发式异能,使其操控者复制之,并选择一个对手亦复制之。参见规则702.144,“示范”。"}, {"chapter": "glossary", "id": "Dependency", "content": "Dependency A system that may be used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.8. See also Timestamp Order.\n从属关系\n一个对决定在同一层或副层中,持续性效应生效顺序所使用的系统。参见规则613.8。另参见时间印记顺序。"}, {"chapter": "glossary", "id": "Deploy Creatures Option", "content": "Deploy Creatures Option An option that may be used in certain multiplayer variants to pass control of creatures between teammates. See rule 804, “Deploy Creatures Option.”\n调动生物模式\n一些多人玩法中可以采用的一种模式,队友之间可以互相给予生物的操控权。参见规则804,“调动生物模式”。"}, {"chapter": "glossary", "id": "Destroy", "content": "Destroy To move a permanent from the battlefield to its owner’s graveyard. See rule 701.8, “Destroy.”\n消灭\n将一个永久物从战场移动到其拥有者的坟墓场。参见规则701.8,“消灭”。"}, {"chapter": "glossary", "id": "Detain", "content": "Detain A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.35, “Detain.”\n拘留\n一个关键字异能,临时阻止一个永久物攻击、阻挡,或起动其具有的起动式异能。参见规则701.35,“拘留”。"}, {"chapter": "glossary", "id": "Dethrone", "content": "Dethrone A keyword ability that puts a +1/+1 counter on a creature when it attacks the player with the most life. See rule 702.105, “Dethrone.”\n义勇\n一个关键字异能,具有该异能的生物在攻击生命值最多的牌手时,会在生物上放置一个+1/+1指示物。参见规则702.105,“义勇”。"}, {"chapter": "glossary", "id": "Devoid", "content": "Devoid A characteristic-defining ability that makes an object colorless. See rule 702.114, “Devoid.”\n虚色\n一个特征定义异能,使物件成为无色。参见规则702.114,“虚色”。"}, {"chapter": "glossary", "id": "Devotion", "content": "Devotion A numerical value a player has, equal to the number of mana symbols of a certain color among the mana costs of permanents that player controls. See rule 700.5.\n献力\n一个牌手具有的数字,等同于该牌手操控的永久物之法术力费用中,某种特别颜色的法术力符号数量。参见规则700.5。"}, {"chapter": "glossary", "id": "Devour", "content": "Devour A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.82, “Devour.”\n吞噬\n一个关键字异能,可以让生物进入战场带有+1/+1指示物。参见规则702.82,“吞噬”。"}, {"chapter": "glossary", "id": "Dies", "content": "Dies A creature or planeswalker “dies” if it is put into a graveyard from the battlefield. See rule 700.4.\n死去\n如果一个生物或鹏洛客从战场进入坟墓场,该生物或鹏洛客“死去”。参见规则700.4。"}, {"chapter": "glossary", "id": "Discard", "content": "Discard To move a card from its owner’s hand to that player’s graveyard. See rule 701.9, “Discard.”\n弃牌\n从拥有者的手上将牌移入该牌手的坟墓场。参见规则701.9,“弃牌”。"}, {"chapter": "glossary", "id": "Discover", "content": "Discover A keyword ability that may allow a player to cast a random spell for free. See rule 701.57, “Discover.”\n倾探\n一个关键字异能,允许牌手不付费用施放一个随机咒语。参见规则701.57,“倾探”。(译注:我确信这是一个关键字动作。)"}, {"chapter": "glossary", "id": "Disguise", "content": "Disguise A keyword ability that lets a card be cast face down as a 2/2 creature with ward {2}. See rule 702.168, “Disguise,” and rule 708, “Face-Down Spells and Permanents.”\n伪装\n一个关键字异能,允许该牌以牌面朝下的方式,且视为2/2、具守护{2}的生物一般施放。参见规则702.168,“伪装”,和规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "glossary", "id": "Disturb", "content": "Disturb A keyword ability that allows a player to cast a double-faced card transformed from the graveyard. See rule 702.146, “Disturb.”\n惊扰\n一个关键字异能,允许牌手从坟墓场以已转化的方式施放双面牌。参见规则702.146,“惊扰”。"}, {"chapter": "glossary", "id": "Doctor’s Companion", "content": "Doctor’s Companion A partner ability that allows a player to play with two legendary creature cards as their commander if one of them has Doctor’s companion and the other is a Time Lord Doctor with no other creature types.\n博士伙伴\n拍档异能的一种变化形式。在指挥官玩法中,如果两张传奇永久物牌其中之一具有“博士伙伴”异能,另一张是时间领主/医生且不具其他生物类别,则可将这两个传奇永久物用作你的指挥官,而非只使用一个。参见规则702.124,“拍档”,和规则903,“指挥官”。"}, {"chapter": "glossary", "id": "Door", "content": "Door A door is one half of a Room permanent. See rule 709, “Split Cards.”\n偏门\n一扇偏门是隔间永久物的一边。参见规则709,“连体牌”。"}, {"chapter": "glossary", "id": "Double", "content": "Double A keyword action used in a variety of contexts. See rule 701.10, “Double.”\n加倍\n一个关键字动作,在各种情境下使用。参见规则701.10,“加倍”。"}, {"chapter": "glossary", "id": "Double Agenda", "content": "Double Agenda A variant of the hidden agenda ability. See rule 702.106, “Hidden Agenda.”\n双重秘案\n秘案异能的一种变化。参见规则702.106,“秘案”。"}, {"chapter": "glossary", "id": "Double Strike", "content": "Double Strike A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”\n连击\n一个关键字异能,让生物造成两次战斗伤害。参见规则702.4,“连击”。"}, {"chapter": "glossary", "id": "Double-Faced Cards", "content": "Double-Faced Cards Cards with two faces, one on each side of the card, and no Magic card back. See rule 712, “Double-Faced Cards.”\n双面牌\n两面都具有牌面的牌,并且没有万智牌牌背。参见规则712,“双面牌”。"}, {"chapter": "glossary", "id": "Draft", "content": "Draft 1. A Limited format in which players choose cards one at a time from booster packs, then construct a deck solely from the chosen cards and basic land cards.\n2. To choose a card during a draft and put it into your card pool.\n轮抽/抽选(译者注:在英文中这两个词是相同的。)\n1. 一种限制赛,牌手依次从补充包中抽选牌,然后只使用所抽选的牌和基本地牌来构组套牌。\n2. 在轮抽过程中选择一张牌来加入你的牌池。"}, {"chapter": "glossary", "id": "Draft Round", "content": "Draft Round Part of a draft in which each player opens an unopened booster pack and the cards in those booster packs are drafted. See rules 905.1a and 905.1b.\n轮抽轮次\n轮抽过程的一部分,在此过程中每位牌手打开一个未打开的补充包,然后牌手们抽选这些牌。参见规则905.1a和905.1b。"}, {"chapter": "glossary", "id": "Draw", "content": "Draw 1. To put the top card of a player’s library into their hand as a turn-based action or as the result of an effect that uses the word “draw.” See rule 121, “Drawing a Card.”\n2. The result of a game in which neither player wins or loses. See rule 104.4.\n抓/平手(译者注:在英文中这两个词是相同的。)\n1. 作为回合动作或一个效应的结果,将牌手的牌库顶牌放进其手上,使用“抓”一词。参见规则121,“抓牌”。\n2. 没有牌手输或赢的游戏结局。参见规则104.4。"}, {"chapter": "glossary", "id": "Draw Step", "content": "Draw Step Part of the turn. This step is the third and final step of the beginning phase. See rule 504, “Draw Step.”\n抓牌步骤\n回合的一部分。该步骤是开始阶段的第三个也是最后一个步骤。参见规则504,“抓牌步骤”。"}, {"chapter": "glossary", "id": "Dredge", "content": "Dredge A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.52, “Dredge.”\n发掘\n一个关键字异能,让牌手将牌从其坟墓场中移回其手上。参见规则702.52,“发掘”。"}, {"chapter": "glossary", "id": "Dungeon", "content": "Dungeon A card type found on nontraditional Magic cards. A dungeon card is not a permanent. See rule 309, “Dungeons.”\n地城\n一种在非传统万智牌牌张上出现的牌张类别。地城牌不是永久物。参见规则309,“地城”。"}, {"chapter": "glossary", "id": "During (Obsolete)", "content": "During (Obsolete) Some older cards used the phrase “during [phase], [action].” These abilities were called “phase abilities.” In general, cards that were printed with phase abilities have received errata in the Oracle card reference so they have abilities that trigger at the beginning of a step or phase. “During” still appears in current card text, but only in its normal English sense and not as game terminology.\n于...之中(已废止)\n一些老牌使用“于[阶段]之中,[动作]”。这些异能曾经被称为“阶段异能”。一般情况下,印有阶段异能的牌在Oracle牌张参考文献中得到了勘误,它们的异能现在于步骤或阶段开始时触发。“于...之中”依然在当前卡牌的叙述中出现,但只是作为一般语言理解而不是游戏用语。"}, {"chapter": "glossary", "id": "Earthbend", "content": "Earthbend A keyword action that causes a land to become a 0/0 creature with haste in addition to its other types and puts a number of +1/+1 counters on it. When that land dies or is put into exile, return it to the battlefield tapped under your control. See 701.66, “Earthbend.”\n运土\n一个关键字动作,让地额外成为0/0,具敏捷异能的生物且在其上放置+1/+1指示物。当该地死去或进入放逐区时,将它在你的操控下横置移回战场。参见规则701.66,“运土”。"}, {"chapter": "glossary", "id": "Echo", "content": "Echo A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.30, “Echo.”\n返响\n一个关键字异能,要求支付一个费用让永久物保留在战场上。参见规则702.30,“返响”。"}, {"chapter": "glossary", "id": "EDH (Obsolete)", "content": "EDH (Obsolete) An older name for the Commander casual variant. See rule 903, “Commander.”\nEDH(已废止)\n指挥官玩法的旧名称。参见规则903,“指挥官”。"}, {"chapter": "glossary", "id": "Effect", "content": "Effect Something that happens in the game as a result of a spell or ability. See rule 609, “Effects.”\n效应\n作为咒语或异能的结论在游戏中发生。参见规则609,“效应”。"}, {"chapter": "glossary", "id": "Embalm", "content": "Embalm A keyword ability that lets a player exile a creature card from their graveyard to create a mummified token version of that card. See rule 702.128, “Embalm.”\n遗存\n一个关键字异能,使牌手从其坟墓场中放逐一张生物牌,来派出该牌化身为木乃伊的衍生物版本。参见规则702.128,“遗存”。"}, {"chapter": "glossary", "id": "Emblem", "content": "Emblem An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 114, “Emblems.”\n徽记\n徽记是一个标记,用来表示具有一个或数个异能的物件,但是没有其他特征。参见规则114,“徽记”。"}, {"chapter": "glossary", "id": "Emerge", "content": "Emerge A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.119, “Emerge.”\n化生\n一个关键字异能,使得牌手可以牺牲一个生物来减费施放咒语。参见规则702.119,“化生”。"}, {"chapter": "glossary", "id": "Emperor", "content": "Emperor The middle player on each team in an Emperor game. See rule 809, “Emperor Variant.”\n皇帝\n皇帝游戏中一个队伍坐在中间的牌手。参见规则809,“皇帝玩法”。"}, {"chapter": "glossary", "id": "Emperor Variant", "content": "Emperor Variant A multiplayer variant played among three-player teams. See rule 809, “Emperor Variant.”\n皇帝玩法\n一个多人玩法,在三人队伍间进行。参见规则809,“皇帝玩法”。"}, {"chapter": "glossary", "id": "Enchant", "content": "Enchant A keyword ability that defines what an Aura spell can target and what an Aura permanent can be attached to. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”\n结附\n一个关键字异能,定义灵气咒语可以指定的目标以及一个灵气永久物可以贴附的对象。参见规则303,“结界”以及规则702.5,“结附”。"}, {"chapter": "glossary", "id": "Enchantment", "content": "Enchantment A card type. An enchantment is a permanent. See rule 303, “Enchantments.” See also Aura.\n结界\n一种牌张类别。结界是永久物。参见规则303,“结界”。另参见灵气。"}, {"chapter": "glossary", "id": "Enchantment Type", "content": "Enchantment Type A subtype that’s correlated to the enchantment card type. See rule 303, “Enchantments.” See rule 205.3h for the list of enchantment types.\n结界类别\n与结界牌张类别对应的副类别。参见规则303,“结界”。参见规则205.3h的结界类别列表。"}, {"chapter": "glossary", "id": "Encoded", "content": "Encoded A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.99, “Cipher.”\n赋码\n一个用于描述永久物和被暗码异能放逐的牌之间联系的用词。参见规则702.99,“暗码”。"}, {"chapter": "glossary", "id": "Encore", "content": "Encore A keyword ability that lets a player exile a creature card from their graveyard to, for each opponent, create a token that’s a copy of that card to attack that opponent. See rule 702.141, “Encore”\n返场\n一个关键字异能,使牌手从其坟墓场放逐一张生物牌,然后每有一位对手,便派出一个该牌的复制品衍生物来攻击该对手。参见规则702.141,“返场”。"}, {"chapter": "glossary", "id": "Encounter", "content": "Encounter To move a phenomenon card off the top of a planar deck and turn it face up. See rule 312, “Phenomena.”\n遭遇\n将一张异象牌从时空套牌顶移离并翻回正面。参见规则312,“异象”。"}, {"chapter": "glossary", "id": "End of Combat Step", "content": "End of Combat Step Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, “End of Combat Step.”\n战斗结束步骤\n回合的一部分。此步骤是战斗阶段的第五个步骤也是最后一个步骤。参见规则511,“战斗结束步骤”。"}, {"chapter": "glossary", "id": "End Step", "content": "End Step Part of the turn. This step is the first step of the ending phase. See rule 513, “End Step.”\n结束步骤\n回合的一部分。此步骤是终结阶段的第一个步骤。参见规则513,“结束步骤”。"}, {"chapter": "glossary", "id": "End the Combat Phase", "content": "End the Combat Phase To “end the combat phase” as the result of an effect is to perform an expedited process that skips everything else that would happen that phase. See rule 723, “Ending Turns and Phases.”\n结束战斗阶段\n作为一个效应的结果来“结束战斗阶段”指,进行一个快速的流程来略过该阶段将发生的所有其他事情。参见规则723,“结束回合和阶段”。"}, {"chapter": "glossary", "id": "End the Turn", "content": "End the Turn To “end the turn” as the result of an effect is to perform an expedited process that skips nearly everything else that would happen that turn. See rule 723, “Ending Turns and Phases.”\n结束回合\n作为一个效应的结果来“结束回合”指,进行一个快速的流程来略过该回合将发生的所有其他事情。参见规则723,“结束回合和阶段”。"}, {"chapter": "glossary", "id": "Ending Phase", "content": "Ending Phase Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, “Ending Phase.”\n终结阶段\n回合的一部分。此阶段是回合的第五个也是最后一个阶段。参见规则512,“终结阶段”。"}, {"chapter": "glossary", "id": "Endure", "content": "Endure A keyword ability that lets you choose put +1/+1 counters on a creature or create a Spirit creature token. See rule 702.62, “Endure.”\n续战\n一个关键字异能,让你选择在生物上放置+1/+1指示物或派出精怪衍生生物。参见规则702.62,“续战”。(译注:我确信这是一个关键字动作。)"}, {"chapter": "glossary", "id": "Energy Symbol", "content": "Energy Symbol The energy symbol {E} represents one energy counter. To pay {E}, a player removes one energy counter from themselves.\n能量符号\n能量符号{E}代表一个能量指示物。要支付{E},牌手从其自身移除一个能量指示物。"}, {"chapter": "glossary", "id": "Enlist", "content": "Enlist A keyword ability that allows a creature that could have attacked to support another creature. See rule 702.154, “Enlist.”\n征列\n一个关键字异能,允许一个能够攻击的生物协助另一个生物。参见规则702.154,“征列”。"}, {"chapter": "glossary", "id": "Enter", "content": "Enter In rules text, to enter the battlefield. See “Enters the Battlefield.”\n进场\n在规则叙述中指进入战场。另参见进入战场。(译注:中文版中“进场”一词曾用于对译“come into play”这一废止用词,现重新用于对译“enter”。)"}, {"chapter": "glossary", "id": "Enters the Battlefield", "content": "Enters the Battlefield A nontoken permanent enters the battlefield when it’s moved onto the battlefield from another zone. A token enters the battlefield as it’s created. See rules 403.3, 603.6a, 603.6d, and 614.12. This phrase has been shortened to simply “enters” in rules text on cards in most contexts.\n进入战场\n一个非衍生物永久物当从其他区域转移到战场时进入战场。一个衍生物于其被派出时进入战场。参见规则403.3,603.6a,603.6d以及614.12。此用词在大多数规则叙述中被简写为“进场”。"}, {"chapter": "glossary", "id": "Entwine", "content": "Entwine A keyword ability that lets a player choose all modes for a spell rather than just the number specified. See rule 702.42, “Entwine.”\n打包\n一个关键字异能,让牌手为一个咒语选择所有的模式,而不仅仅是指定数量的模式。参见规则702.42,“打包”。"}, {"chapter": "glossary", "id": "Epic", "content": "Epic A keyword ability that lets a player copy a spell at the beginning of each of their upkeeps at the expense of casting any other spells for the rest of the game. See rule 702.50, “Epic.”\n历传\n一个关键字异能,让牌手在他的每个维持开始时都复制该咒语,但要付出该盘游戏余下的部分不能施放其他咒语的代价。参见规则702.50,“历传”。"}, {"chapter": "glossary", "id": "Equip", "content": "Equip A keyword ability that lets a player attach an Equipment to a creature they control. See rule 301, “Artifacts,” and rule 702.6, “Equip.”\n佩带\n一个关键字异能,让牌手将武具贴附于他所操控的生物上。参见规则301,“神器”以及规则702.6,“佩带”。"}, {"chapter": "glossary", "id": "Equipment", "content": "Equipment An artifact subtype. Equipment can be attached to creatures. See rule 301, “Artifacts,” and rule 702.6, “Equip.”\n武具\n一个神器副类别。武具可以贴附于生物上。参见规则301,“神器”以及规则702.6,“佩带”。"}, {"chapter": "glossary", "id": "Escalate", "content": "Escalate A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule 702.120, “Escalate.”\n增效\n一个关键字异能,让一些具有模式的咒语可以付费选择额外的模式。参见规则702.120,“增效”。"}, {"chapter": "glossary", "id": "Escape", "content": "Escape A keyword ability that lets a player cast a card from their graveyard. See rule 702.138, “Escape.”\n逸脱\n一个关键字异能,使牌手能从其坟墓场施放一张牌。参见规则702.138,“逸脱”。"}, {"chapter": "glossary", "id": "Eternalize", "content": "Eternalize A keyword ability that lets a player exile a creature card from their graveyard to create an eternalized token version of that card. See rule 702.129, “Eternalize.”\n永生\n一个关键字异能,使牌手从其坟墓场中放逐一张生物牌,并派出一个该牌的永生衍生物版本。参见规则702.129,“永生”。"}, {"chapter": "glossary", "id": "Evasion Ability", "content": "Evasion Ability An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c.\n躲避式异能\n限制哪些生物可以阻挡攻击生物的异能。参见规则509.1b至c。"}, {"chapter": "glossary", "id": "Event", "content": "Event Anything that happens in a game. See rule 700.1.\n事件\n游戏中发生的任何事。参见规则700.1。"}, {"chapter": "glossary", "id": "Evoke", "content": "Evoke A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.74, “Evoke.”\n呼魂\n一个关键字异能,当永久物进入战场时令其被牺牲。参见规则702.74,“呼魂”。"}, {"chapter": "glossary", "id": "Evolve", "content": "Evolve A keyword ability that lets you put a +1/+1 counter on a creature when a larger creature enters the battlefield under your control. See rule 702.100, “Evolve.”\n进化\n一个关键字异能,每当一个更大的生物在你的操控下进入战场时,让你将+1/+1指示物放在生物上。参见规则702.100,“进化”。"}, {"chapter": "glossary", "id": "Exalted", "content": "Exalted A keyword ability that can make a creature better in combat. See rule 702.83, “Exalted.”\n颂威\n一个关键字异能,让生物在战斗中更好。参见规则702.83,“颂威”。"}, {"chapter": "glossary", "id": "Exchange", "content": "Exchange To swap two things, such as objects, sets of objects, or life totals. See rule 701.12, “Exchange.”\n交换\n交换两个东西,例如物件、一组物件,或生命总值。参见规则701.12,“交换”。"}, {"chapter": "glossary", "id": "Exert", "content": "Exert A keyword action that stops a permanent from untapping during the next untap step of the player who exerted it. See rule 701.43, “Exert.”\n耗竭\n一个关键字动作,阻止一个永久物于耗竭之的牌手之下一个重置步骤中重置。参见规则701.43,“耗竭”。"}, {"chapter": "glossary", "id": "Excess Damage", "content": "Excess Damage Damage dealt to a creature greater than what would be lethal damage or damage dealt to a planeswalker greater than its loyalty. See rule 120.4a.\n过量伤害\n对生物造成之大于其致命伤害的部分伤害,或是对鹏洛客造成之大于其忠诚的部分伤害。参见规则120.4a。"}, {"chapter": "glossary", "id": "Exile", "content": "Exile 1. A zone. Exile is essentially a holding area for cards. It used to be known as the “removed-from-the-game” zone.\n2. To put an object into the exile zone from whatever zone it’s currently in. An “exiled” card is one that’s been put into the exile zone.\nSee rule 406, “Exile.”\n放逐\n1. 一个区域。放逐区本质上是保留牌的区域。它之前被称为“移出游戏”区。\n2. 从一个物件当前的区域中放到放逐区。一张“被放逐”的牌指被放进放逐区的牌。\n参见规则406,“放逐”。"}, {"chapter": "glossary", "id": "Exhaust", "content": "Exhaust A special kind of activated ability that may be activated only once. See rule 702.177, “Exhaust.”\n竭绝\n一类特殊的起动式异能,只能起动一次。参见规则702.177,“竭绝”。"}, {"chapter": "glossary", "id": "Expansion Symbol", "content": "Expansion Symbol A card’s expansion symbol is a small icon normally printed below the right edge of the illustration that has no effect on game play. See rule 206, “Expansion Symbol.”\n版本符号\n牌的版本符号是印在图片右下角对游戏没有任何效应的小符号。参见规则206,“版本符号”。"}, {"chapter": "glossary", "id": "Expend", "content": "Expend A word found on some abilities that care how much mana a player has spent to cast spells this turn. See rule 700.14.\n花销\n一个出现在某些异能中的用词,在乎牌手本回合中用于施放咒语的法术力数量。参见规则700.14。"}, {"chapter": "glossary", "id": "Exploit", "content": "Exploit A keyword ability that lets you sacrifice a creature for a benefit. See rule 702.110, “Exploit.”\n榨取\n一个关键字异能,使你通过牺牲生物来获得优势。参见规则702.110,“榨取”。"}, {"chapter": "glossary", "id": "Explore", "content": "Explore A keyword action that causes a player to reveal the top card of their library and then to take different actions depending on whether a land card is revealed this way. See rule 701.44, “Explore.”\n勘察\n一个关键字动作,使牌手展示其牌库顶牌,然后根据展示的牌是否是地牌采取不同的动作。参见规则701.44,“勘察”。"}, {"chapter": "glossary", "id": "Extort", "content": "Extort A keyword ability that lets you gain life and have opponents lose life whenever you cast a spell. See rule 702.101, “Extort.”\n敲诈\n一个关键字异能,每当你施放咒语时让你得到生命并且让对手失去生命。参见规则702.101,“敲诈”。"}, {"chapter": "glossary", "id": "Extra Turn", "content": "Extra Turn A turn created by an effect of a spell or ability. See rule 500.7. For rules about extra turns in a multiplayer game using the shared team turns option, see 805.8. For rules about extra turns in a Grand Melee game, see rule 807.4.\n额外回合\n由咒语或异能的效应所创造的回合。参见规则500.7。对于使用队伍共享回合模式的多人游戏的额外回合规则,参见规则805.8。对于大型混战玩法游戏的额外回合规则,参见规则807.4。"}, {"chapter": "glossary", "id": "Fabricate", "content": "Fabricate A keyword ability that lets you choose whether to create Servo tokens or put +1/+1 counters on a creature. See rule 702.123, “Fabricate.”\n装配\n一个关键字异能,让你选择派出自动机衍生物或者在生物上放置+1/+1指示物。参见规则702.123,“装配”。"}, {"chapter": "glossary", "id": "Face a Villainous Choice", "content": "Face a Villainous Choice A keyword action that causes a player to choose one of two listed choices. See rule 701.55, “Face a Villainous Choice.”\n面临邪恶抉择\n一个关键字动作,使牌手在两个列出的选项中选择一项。参见规则701.55,“面临邪恶抉择”。"}, {"chapter": "glossary", "id": "Face Down", "content": "Face Down 1. A card is “face down” if it’s physically positioned so the card back is showing. Cards in some zones are normally kept face down. See section 4, “Zones.”\n2. A status a permanent may have. See rule 110.5 and rule 702.37, “Morph.”\n3. Face-down spells have additional rules. See rule 708, “Face-Down Spells and Permanents,” and rule 702.37, “Morph.”\n牌面朝下\n1. 如果一张牌被放置在牌背朝上的位置,该牌“牌面朝下”。牌在一些区域中一般情况下都保持牌面朝下的状态。参见第4章,“区域”。\n2. 永久物可能拥有的一个状态。参见规则110.5以及702.37,“变身”。\n3. 牌面朝下的咒语具有额外规则。参见规则708,“牌面朝下的咒语和永久物”,以及规则702.37,“变身”。"}, {"chapter": "glossary", "id": "Face Up", "content": "Face Up 1. A card is “face up” if it’s physically positioned so the card front is showing. Cards in some zones are normally kept face up. See section 4, “Zones.”\n2. A default status a permanent may have. See rule 110.5 and rule 702.37, “Morph.”\n牌面朝上\n1. 如果一张牌被放置在牌面朝上的位置,该牌“牌面朝上”。牌在一些区域中一般情况下都保持牌面朝上的状态。参见第4章,“区域”。\n2. 永久物可能拥有的一个状态。参见规则110.5以及702.37,“变身”。"}, {"chapter": "glossary", "id": "Fading", "content": "Fading A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.32, “Fading.”\n消退\n一个关键字异能,限制一个永久物能够留在战场上的时间。参见规则702.32,“消退”。"}, {"chapter": "glossary", "id": "Fateseal", "content": "Fateseal To manipulate some of the cards on top of an opponent’s library. See rule 701.29, “Fateseal.”\n论命\n操纵对手牌库顶的一些牌。参见规则701.29,“论命”。"}, {"chapter": "glossary", "id": "Fear", "content": "Fear A keyword ability that restricts how a creature may be blocked. See rule 702.36, “Fear.”\n恐惧\n一个关键字异能,限制一个生物能如何被阻挡。参见规则702.36,“恐惧”。"}, {"chapter": "glossary", "id": "Fight", "content": "Fight When two creatures fight, each deals damage equal to its power to the other. See rule 701.14, “Fight.”\n互斗\n当两个生物互斗时,它们对彼此造成等同于它们力量的伤害。参见规则701.14,“互斗”。"}, {"chapter": "glossary", "id": "Finality Counter", "content": "Finality Counter A counter that exiles the permanent it is on if that permanent would go to the graveyard from the battlefield. See rule 122.1h.\n终命指示物\n一种指示物,在永久物将从战场进入坟墓场时改为放逐之。参见规则122.1h。"}, {"chapter": "glossary", "id": "Firebending", "content": "Firebending A keyword ability that adds red mana until end of combat whenever a creature with that ability attacks. See rule 702.189, “Firebending.”\n振火\n一个关键字异能,在具此异能的生物攻击时产生能留到战斗结束的红色法术力。参见规则702.189,“振火”。"}, {"chapter": "glossary", "id": "First Strike", "content": "First Strike A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”\n先攻\n一个关键字异能,让生物在其他生物之前造成其战斗伤害。参见规则702.7,“先攻”。"}, {"chapter": "glossary", "id": "Flanking", "content": "Flanking A keyword ability that can make a creature better in combat. See rule 702.25, “Flanking.”\n侧面攻击\n一个关键字异能,让生物在战斗中更好。参见规则702.25,“侧面攻击”。"}, {"chapter": "glossary", "id": "Flash", "content": "Flash A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, “Flash.”\n闪现\n一个关键字异能,让牌手在任何其可以施放瞬间的时候使用一张牌。参见规则702.8,“闪现”。"}, {"chapter": "glossary", "id": "Flashback", "content": "Flashback A keyword ability that lets a player cast a card from their graveyard. See rule 702.34, “Flashback.”\n返照\n一个关键字异能,让牌手从其坟墓场中施放一张牌。参见规则702.34,“返照”。"}, {"chapter": "glossary", "id": "Flavor Text", "content": "Flavor Text Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 207.2.\n背景叙述\n牌的文字栏中用斜体(但不在括号中)且对游戏没有任何影响的叙述。参见规则207.2。"}, {"chapter": "glossary", "id": "Flavor Word", "content": "Flavor Word An italicized word with no rules meaning that provides a flavorful description of an ability. See rule 207.2d.\n风味提示\n一个斜体印刷的词,使得异能的叙述更显鲜活,但没有规则含义。参见规则207.2d。"}, {"chapter": "glossary", "id": "Flip Cards", "content": "Flip Cards Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 710, “Flip Cards.”\n倒转牌\n在一张牌上具有两部分牌边框(其中之一上下颠倒)的牌。参见规则710,“倒转牌”。"}, {"chapter": "glossary", "id": "Flipped", "content": "Flipped A status a permanent may have. See rule 110.5 and rule 710, “Flip Cards.” See also Unflipped.\n已倒转\n一个永久物可能具有的状态。参见规则110.5以及规则710,“倒转牌”。另参见未倒转。"}, {"chapter": "glossary", "id": "Flipping a Coin", "content": "Flipping a Coin A method of randomization with two possible outcomes of equal likelihood. See rule 705, “Flipping a Coin.”\n掷硬币\n一个随机决定两个相同可能性结果的方法。参见规则705,“掷硬币”。"}, {"chapter": "glossary", "id": "Flying", "content": "Flying A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”\n飞行\n一个关键字异能,限制一个生物如何被阻挡。参见规则702.9,“飞行”。"}, {"chapter": "glossary", "id": "Food Token", "content": "Food Token A Food token is a colorless artifact token with “{2}, {T}, Sacrifice this token: You gain 3 life.” For more information about predefined tokens, see rule 111.10.\n食品衍生物\n食品衍生物是具有“{2},{T},牺牲此衍生物:你获得3点生命”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "For Mirrodin!", "content": "For Mirrodin! A keyword ability that creates a 2/2 red Rebel creature token and then attaches the Equipment with the ability to that token. See rule 702.163, “For Mirrodin!”\n秘罗万岁!\n一个关键字异能,派出一个2/2红色反抗军衍生生物,并将具有该异能的武具贴附于该衍生物上。参见规则702.163,“秘罗万岁!”。"}, {"chapter": "glossary", "id": "Forage", "content": "Forage To pay a cost of exiling three cards from your graveyard or sacrificing a Food. See rule 701.61, “Forage.”\n觅粮\n从你的坟墓场放逐三张牌或牺牲一个食品用于支付费用。参见规则701.61,“觅粮”。"}, {"chapter": "glossary", "id": "Forecast", "content": "Forecast A keyword ability that allows an activated ability to be activated from a player’s hand. See rule 702.57, “Forecast.”\n预报\n一个关键字异能,允许从牌手手上起动一个起动式异能。参见规则702.57,“预报”。"}, {"chapter": "glossary", "id": "Forest", "content": "Forest One of the five basic land types. Any land with this subtype has the ability “{T}: Add {G}.” See rule 305.6.\n树林\n五种基本地类别中的一种。任何具有此副类别的地具有异能“{T}:加{G}。”参见规则305.6。"}, {"chapter": "glossary", "id": "Forestcycling", "content": "Forestcycling See Typecycling.\n循环树林\n参见类别循环。"}, {"chapter": "glossary", "id": "Forestwalk", "content": "Forestwalk See Landwalk.\n树林行者\n参见地行者。"}, {"chapter": "glossary", "id": "Foretell", "content": "Foretell A keyword ability that lets a player exile cards from their hand and cast them for an alternative cost on future turns. See rule 702.143, “Foretell.”\n预示\n一个关键字异能,使牌手从其手上放逐牌,并在将来的回合中使用替代性费用施放之。参见规则702.143,“预示”。"}, {"chapter": "glossary", "id": "Foretold", "content": "Foretold A card exiled using the foretell special action becomes foretold. Other effects can also make an exiled card foretold. A spell was foretold if it was a foretold card in exile before it was cast.\n已预示\n使用预示此特殊动作被放逐的牌成为已预示。其他效应也可以使一张被放逐的牌成为已预示。如果一个咒语在被施放之前是一张放逐区中已预示的牌,则该咒语为已预示。"}, {"chapter": "glossary", "id": "Fortification", "content": "Fortification An artifact subtype. Fortifications can be attached to lands. See rule 301, “Artifacts,” and rule 702.67, “Fortify.”\n工事\n一个神器副类别。工事可以贴附于地上。参见规则301,“神器”,以及规则702.67,“构工”。"}, {"chapter": "glossary", "id": "Fortify", "content": "Fortify A keyword ability that lets a player attach a Fortification to a land they control. See rule 301, “Artifacts,” and rule 702.67, “Fortify.”\n构工\n一个关键字异能,让牌手将工事牌贴附于其操控的地上。参见规则301,“神器”,以及规则702.67,“构工”。"}, {"chapter": "glossary", "id": "Frenzy", "content": "Frenzy A keyword ability that can make a creature better in combat. See rule 702.68, “Frenzy.”\n狂热\n一个关键字异能,让生物在战斗中更好。参见规则702.68,“狂热”。"}, {"chapter": "glossary", "id": "Free-for-All", "content": "Free-for-All A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, “Free-for-All Variant.”\n自由竞赛玩法\n一个多人玩法,牌手们会以个人方式来互相展开对抗。参见规则806,“自由竞赛玩法”。"}, {"chapter": "glossary", "id": "Freerunning", "content": "Freerunning A keyword ability that allows certain spells to be cast for an alternative cost. See rule 702.173, “Freerunning.”\n自由奔跑\n一个关键字异能,允许特定咒语以替代性费用施放。参见规则702.173,“自由奔跑”。"}, {"chapter": "glossary", "id": "Full Party", "content": "Full Party A player has a full party if the number of creatures in their party is four. See rule 700.8.\n冒险团满编\n当牌手冒险团中的生物数量为四时,其冒险团满编。参见规则700.8。"}, {"chapter": "glossary", "id": "Fuse", "content": "Fuse A keyword ability that allows a player to cast both halves of a split card. See rule 702.102, “Fuse.”\n融咒\n一个关键字异能,让牌手可以施放连体牌的两边。参见规则702.102,“融咒”。"}, {"chapter": "glossary", "id": "Fused Split Spell", "content": "Fused Split Spell A split card on the stack that has been cast using the fuse ability or a copy of such a card. See rule 702.102, “Fuse.”\n融咒连体咒语\n一张堆叠中的连体牌,使用融咒异能施放,或该种牌的复制品。参见规则702.102,“融咒”。"}, {"chapter": "glossary", "id": "General", "content": "General Any player in the Emperor multiplayer variant who isn’t an emperor. See rule 809, “Emperor Variant.”\n将军\n皇帝多人玩法中,任何不是皇帝的牌手。参见规则809,“皇帝玩法”。"}, {"chapter": "glossary", "id": "Generic Mana", "content": "Generic Mana Mana in a cost represented by numerical symbols (such as {1}) or variable symbols (such as {X}) that can be paid with mana of any type. See rule 107.4.\n一般法术力\n一般法术力指没有被有色法术力符号表示的费用;它可以被任何类别的法术力支付。参见规则107.4。"}, {"chapter": "glossary", "id": "Gift", "content": "Gift A keyword ability that allows a spell’s caster to choose an opponent as to receive a benefit as the spell resolves or when the permanent with the ability enters. See rule 702.174, “Gift.”\n礼赠\n一个关键字异能,允许咒语的施放者选择一位对手,令该牌手在该咒语结算或具有该异能的永久物进场时得到好处。参见规则702.174,“礼赠”。"}, {"chapter": "glossary", "id": "Global Enchantment (Obsolete)", "content": "Global Enchantment (Obsolete) An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference.\n广域结界(已废止)\n一个非灵气结界的废止用语。印有此叙述的牌在Oracle牌张参考文献中已经得到勘误。"}, {"chapter": "glossary", "id": "Goad", "content": "Goad A keyword action that causes a creature to be goaded until a player’s next turn. See rule 701.15, “Goad.”\n煽惑\n一一个关键字动作,使一个生物直到某牌手的下一个回合以前成为被煽惑。参见规则701.15,“煽惑”。"}, {"chapter": "glossary", "id": "Goaded", "content": "Goaded A designation a permanent can have. Goaded creatures are forced to attack and to attack a player other than the player that caused it to be goaded. See rule 701.15, “Goad.”\n被煽惑\n永久物可拥有的一种称号。被煽惑的生物会被强制攻击,且若能攻击使其成为被煽惑的牌手以外的牌手,则须如此作。参见规则701.15,“煽惑”。"}, {"chapter": "glossary", "id": "Gold Token", "content": "Gold Token A Gold token is a colorless artifact token with “Sacrifice this token: Add one mana of any color.” For more information on predefined tokens, see rule 111.10.\n黄金衍生物\n黄金衍生物是具有“牺牲此衍生物:加一点任意颜色的法术力。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Graft", "content": "Graft A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other creatures. See rule 702.58, “Graft.”\n接殖\n一个关键字异能,让一个永久物进入战场带有+1/+1指示物,以及这些指示物可以移动到其他生物上。参见规则702.58,“接殖”。"}, {"chapter": "glossary", "id": "Grand Melee", "content": "Grand Melee A multiplayer variant in which a large group of players (usually ten or more) compete as individuals against each other. See rule 807, “Grand Melee Variant.”\n大型混战玩法\n一种多人玩法,很多牌手(通常是十位以上)以个人方式展开对抗。参见规则807,“大型混战玩法”。"}, {"chapter": "glossary", "id": "Gravestorm", "content": "Gravestorm A keyword ability that creates copies of a spell. See rule 702.69, “Gravestorm.”\n坟场风暴\n一个关键字异能,创造咒语的复制品。参见规则702.69,“坟场风暴”。"}, {"chapter": "glossary", "id": "Graveyard", "content": "Graveyard 1. A zone. A player’s graveyard is their discard pile.\n2. All the cards in a player’s graveyard.\nSee rule 404, “Graveyard.”\n坟墓场\n1. 一个区域。牌手的坟墓场是他的弃牌堆。\n2. 所有处于一位牌手坟墓场中的牌。\n参见规则404,“坟墓场”。"}, {"chapter": "glossary", "id": "Hand", "content": "Hand 1. A zone. A player’s hand is where that player holds cards they have drawn but not played yet.\n2. All the cards in a player’s hand.\nSee rule 402, “Hand.”\n手牌\n1. 一个游戏区域。牌手的手牌为牌手拿自己抓起且尚未使用的牌的地方。\n2. 牌手手上的所有牌。\n参见规则402,“手牌”。"}, {"chapter": "glossary", "id": "Hand Modifier", "content": "Hand Modifier A characteristic that only vanguards have. See rule 211, “Hand Modifier.”\n手牌修正\n一个只有先锋牌才有的特征。参见规则211,“手牌修正”。"}, {"chapter": "glossary", "id": "Harmonize", "content": "Harmonize A keyword ability that lets a player cast a card from their graveyard for a specific cost and lets them tap a creature they control to reduce that cost. See rule 702.180, “Harmonize.”\n谐颂\n一个关键字异能,让牌手能支付特定费用从其坟墓场中施放牌,且能横置由其操控的生物来减少该费用。参见规则702.180,“谐颂”。"}, {"chapter": "glossary", "id": "Harness", "content": "Harness A keyword action that grants a permanent the harnessed designation. See rule 701.64, “Harness.”\n掌控\n一个关键字动作,赋予永久物受掌控此称号。参见规则701.64,“掌控”。"}, {"chapter": "glossary", "id": "Harnessed", "content": "Harnessed A designation permanents can have. Infinity permanents have their ∞ abilities as long as they are harnessed. See rule 701.64, “Harness,” and rule 702.186, “∞ (Infinity).”\n受掌控\n一个永久物可以获得的称号。只要一个无限永久物已受掌控,它就具有其∞异能。参见规则701.64,“掌控”,以及规则702.186,“∞(无限)”。"}, {"chapter": "glossary", "id": "Haste", "content": "Haste A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6.\n敏捷\n一个关键字异能,让生物可以忽略“召唤失调”规则。参见规则702.10,“敏捷”,以及规则302.6。"}, {"chapter": "glossary", "id": "Haunt", "content": "Haunt A keyword ability that exiles cards. A card exiled this way “haunts” a creature targeted by the haunt ability. See rule 702.55, “Haunt.”\n缠身\n一个关键字异能,放逐牌。以此法放逐的牌“缠身”到由缠身异能所指定的目标生物上。参见规则702.55,“缠身”。"}, {"chapter": "glossary", "id": "Hexproof", "content": "Hexproof A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”\n辟邪\n一个关键字异能,让永久物或牌手避免成为对手的目标。参见规则702.11,“辟邪”。"}, {"chapter": "glossary", "id": "Hidden Agenda", "content": "Hidden Agenda A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.106, “Hidden Agenda.”\n秘案\n一个关键字异能,让诡局牌以牌面朝下的方式置于统帅区。参见规则702.106,“秘案”。"}, {"chapter": "glossary", "id": "Hidden Zone", "content": "Hidden Zone A zone in which not all players can be expected to see the cards’ faces. See rule 400.2. See also Public Zone.\n隐藏区域\n不是所有牌手都应该可以看到牌面的区域。参见规则400.2。另参见公开区域。"}, {"chapter": "glossary", "id": "Hideaway", "content": "Hideaway A keyword ability that lets a player store a secret card. See rule 702.75, “Hideaway.”\n掩蔽\n一个关键字异能,让牌手藏起一张秘密的牌。参见规则702.75,“掩蔽”。"}, {"chapter": "glossary", "id": "Historic", "content": "Historic An object is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. See rule 700.6.\n史迹\n如果一个物件具有传奇此超类别、或具有神器此牌张类别、或具有传纪此副类别,它便是史迹。参见规则700.6。"}, {"chapter": "glossary", "id": "Horsemanship", "content": "Horsemanship A keyword ability that restricts how a creature may be blocked. See rule 702.31, “Horsemanship.”\n马术\n一个关键字异能,限制生物如何阻挡。参见规则702.31,“马术”。"}, {"chapter": "glossary", "id": "Hybrid Card", "content": "Hybrid Card A card with one or more hybrid mana symbols in its mana cost. See rule 202.2f.\n混血牌\n在法术力费用中具有一个或数个混血法术力符号的牌。参见规则202.2f。"}, {"chapter": "glossary", "id": "Hybrid Mana Symbols", "content": "Hybrid Mana Symbols A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4.\n混血法术力符号\n一个法术力符号,表示费用可以用两种中的一种支付。参见规则107.4。"}, {"chapter": "glossary", "id": "Hybrid Phyrexian Mana Symbols", "content": "Hybrid Phyrexian Mana Symbols A mana symbol that represents a cost that can be paid in one of three ways. See rule 107.4.\n混血非瑞克西亚法术力符号\n一个法术力符号,表示费用可以用三种中的一种支付。参见规则107.4。"}, {"chapter": "glossary", "id": "Job Select", "content": "Job Select A keyword ability that creates a 1/1 colorless Hero creature token and then attaches the Equipment with the ability to that token. See rule 702.182, “Job Select.”\n职业选择\n一个关键字异能,派出一个1/1无色英雄衍生生物,并将具有该异能的武具贴附于该衍生物上。参见规则702.182,“职业选择”。"}, {"chapter": "glossary", "id": "Junk Token", "content": "Junk Token A Junk token is a colorless artifact token with {T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.” For more information about predefined tokens, see rule 111.10.\n废料衍生物\n废料衍生物是具有“{T},牺牲此衍生物:放逐你的牌库顶牌。本回合中,你可以使用该牌。只能于法术时机起动。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "If", "content": "If See Intervening “If” Clause.\n如果\n参见以“若”开头的子句。"}, {"chapter": "glossary", "id": "Illegal Action", "content": "Illegal Action An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 732, “Handling Illegal Actions.”\n非法动作\n一个违反游戏规则和/或效应所创造的要求或限制的动作。参见规则732,“处理非法动作”。"}, {"chapter": "glossary", "id": "Illegal Target", "content": "Illegal Target A target that no longer exists or no longer meets the specifications stated by the spell or ability that’s targeting it. See rule 608.2b.\n非法目标\n一个目标不再存在或不在符合目标它的该咒语或异能所列出的特别要求。参见规则608.2b。"}, {"chapter": "glossary", "id": "Illustration", "content": "Illustration A picture printed on the upper half of a card that has no effect on game play. See rule 203, “Illustration.”\n图片\n印在牌上面一半的图片,对游戏没有效应。参见规则203,“图片”。"}, {"chapter": "glossary", "id": "Illustration Credit", "content": "Illustration Credit Information printed directly below the text box that has no effect on game play. See rule 213, “Information Below the Text Box.”\n图片画家的名字\n在文字栏下方印的信息,对游戏没有效应。参见规则213,“文字栏下方信息”。"}, {"chapter": "glossary", "id": "Impending", "content": "Impending An ability on some creatures that allows them to be cast for an alternative cost. If cast for its impending cost, it isn’t a creature for some period of time. See rule 702.176, “Impending.”\n隐现\n一个出现在生物上的异能,允许它们以替代性费用施放。如果以其隐现费用施放,它在一段时间内不是生物。参见规则702.176,“隐现”。"}, {"chapter": "glossary", "id": "Imprint", "content": "Imprint “Imprint” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the imprint keyword have received errata in the Oracle card reference.\n压印\n“压印”曾经是关键字异能。现在为没有规则意义的异能提示。所有印有关键字压印的牌在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Improvise", "content": "Improvise A keyword ability that lets you tap artifacts rather than pay mana to cast a spell. See rule 702.126, “Improvise.”\n拼造\n一个关键字异能,使你可以在施放咒语时横置神器代替法术力来支付费用。"}, {"chapter": "glossary", "id": "In Play (Obsolete)", "content": "In Play (Obsolete) An obsolete term for the battlefield. Cards that were printed with text that contain the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.\n场上(已废止)\n战场的已废止用词。印有叙述中包含“场上”、“从场上”、或其他类似引用战场用词的牌在Oracle牌张参考文献中得到了勘误。参见战场。"}, {"chapter": "glossary", "id": "In Response To", "content": "In Response To An instant spell that’s been cast, or an activated ability that’s been activated, while another spell or ability is on the stack has been cast or activated “in response to” the earlier spell or ability. See rule 117.7.\n作出响应\n于另一个堆叠上的咒语或异能被施放或起动时,施放一个咒语或起动一个异能,指对前一个咒语或异能“作出响应”。参见规则117.7。"}, {"chapter": "glossary", "id": "Incubate", "content": "Incubate A keyword action that creates an Incubator token with a specified number of +1/+1 counters on it. See rule 701.53, “Incubate.”\n抚育\n一个关键字动作,派出一个上面有若干+1/+1指示物的抚育器衍生物。参见规则701.53,“抚育”。"}, {"chapter": "glossary", "id": "Incubator Token", "content": "Incubator Token An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.” For more information about predefined tokens, see rule 111.10.\n抚育器衍生物\n抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Independent", "content": "Independent See Dependency.\n不从属于\n参见从属关系。"}, {"chapter": "glossary", "id": "Indestructible", "content": "Indestructible A keyword ability that precludes a permanent from being destroyed. See rule 702.12.\n不灭\n一个关键字异能,让永久物不会被消灭。参见规则702.12。"}, {"chapter": "glossary", "id": "Infect", "content": "Infect A keyword ability that affects how an object deals damage to creatures and players. See rule 702.90, “Infect.”\n侵染\n一个关键字异能,影响一个物件如何对生物或牌手造成伤害。参见规则702.90,“侵染”。"}, {"chapter": "glossary", "id": "Infinity", "content": "Infinity 1. An artifact subtype.\n2. ∞ is a keyword found on Infinity cards that grants an ability as long as that permanent is harnessed. See rule 702.186, “∞ (Infinity),” and rule 701.64, “Harness.”\n无限\n1. 一种神器类别。\n2. ∞是见于无限牌上的关键字,在该永久物已受掌控时赋予其异能。参见规则702.186,“∞(无限)”,以及规则701.64,“掌控”。"}, {"chapter": "glossary", "id": "Ingest", "content": "Ingest A keyword ability that can exile the top card of a player’s library. See rule 702.115, “Ingest.”\n摄食\n一个关键字异能,可以放逐牌手的牌库顶牌。参见规则702.115,“摄食”。"}, {"chapter": "glossary", "id": "Initiative", "content": "Initiative A designation a player can have. Some effects instruct a player to take the initiative. The player with the initiative ventures into Undercity whenever they take the initiative and at the beginning of their upkeep. See rule 725, “The Initiative.”\n先制\n牌手能获得的一种称号。一些效应使牌手掌握先制。握有先制的牌手在其掌握先制、及在其维持开始时深入地底城。参见规则725,“先制”。"}, {"chapter": "glossary", "id": "Instant", "content": "Instant A card type. An instant is not a permanent. See rule 304, “Instants.”\n瞬间\n一种牌张类别。瞬间不是永久物。参见规则304,“瞬间”。"}, {"chapter": "glossary", "id": "Instead", "content": "Instead Effects that use the word “instead” are replacement effects. The word “instead” indicates what an event will be replaced with. See rule 614, “Replacement Effects.”\n改为\n使用“改为”一词的效应为替代性效应。“改为”一词指明将要被替代的事件。参见规则614,“替代性效应”。"}, {"chapter": "glossary", "id": "Interrupt (Obsolete)", "content": "Interrupt (Obsolete) An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could “play as an interrupt” can now be activated like any other activated abilities (unless they’re mana abilities, in which case they follow those rules instead). All relevant cards have been given errata in the Oracle card reference.\n干涉(已废止)\n一个已废止的牌张类别。所有印有此类别的牌现在都是瞬间。所有印有牌手可以“视为干涉般使用”的异能现在都可以和任何其他起动式异能一样被起动(除非是法术力异能,它们改为遵循对应规则)。所有相关的牌在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Intervening “If” Clause", "content": "Intervening “If” Clause A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule 603.4.\n以“若”开头的子句\n一个特别用词的条件,检查一个触发式异能是否会触发,并且在将结算时再次检查。参见规则603.4。"}, {"chapter": "glossary", "id": "Intimidate", "content": "Intimidate A keyword ability that restricts how a creature may be blocked. See rule 702.13, “Intimidate.”\n威吓\n一个关键字异能,限制一个生物可以怎样被阻挡。参见规则702.13,“威吓”。"}, {"chapter": "glossary", "id": "Investigate", "content": "Investigate A keyword action that creates a Clue artifact token. See rule 701.16, “Investigate.”\n探查\n一个关键字动作,派出一个线索衍生神器。参见规则701.16,“探查”。"}, {"chapter": "glossary", "id": "Island", "content": "Island One of the five basic land types. Any land with this subtype has the ability “{T}: Add {U}.” See rule 305.6.\n海岛\n五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{U}。”参见规则305.6。"}, {"chapter": "glossary", "id": "Islandcycling", "content": "Islandcycling See Typecycling.\n循环海岛\n参见类别循环。"}, {"chapter": "glossary", "id": "Islandhome (Obsolete)", "content": "Islandhome (Obsolete) An obsolete keyword ability that meant “This creature can’t attack unless defending player controls an Island” and “When you control no Islands, sacrifice this creature.” Cards printed with this ability have been given errata in the Oracle card reference.\n潜居海岛(已废止)\n一个已废止的关键字异能,指“除非防御牌手操控海岛,否则此生物不能攻击”和“当你不操控海岛时,牺牲此生物”。印有此异能的牌在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Islandwalk", "content": "Islandwalk See Landwalk.\n海岛行者\n参见地行者。"}, {"chapter": "glossary", "id": "Jump-Start", "content": "Jump-Start A keyword ability that lets a player cast a card from their graveyard by discarding a card. See rule 702.133, “Jump-Start.”\n再起\n一个关键字异能,允许牌手弃一张牌来从坟场施放一张牌。参见规则702.133,“再起”。"}, {"chapter": "glossary", "id": "Keyword Ability", "content": "Keyword Ability A game term, such as “flying” or “haste,” used as shorthand for a longer ability or group of abilities. See rule 702, “Keyword Abilities.”\n关键字异能\n一个游戏用语,例如“飞行”或“敏捷”,用来简述一个很长的异能或一组异能。参见规则702,“关键字异能”。"}, {"chapter": "glossary", "id": "Keyword Action", "content": "Keyword Action A verb, such as “destroy” or “cast,” used as a game term rather than as its normal English meaning. See rule 701, “Keyword Actions.”\n关键字指示物\n一个放置在物件上的标示物,赋予其一个关键字异能以影响其特征。参见规则122,“指示物”。"}, {"chapter": "glossary", "id": "Keyword Counter", "content": "Keyword Counter A marker placed on an object that modifies its characteristics by granting it a keyword. See rule 122, “Counters.”\n关键字动作\n一个动词,例如“消灭”或“施放”,用来作为游戏用语而不是其正常的词意。参见规则701,“关键字动作”。"}, {"chapter": "glossary", "id": "Kicker, Kicked", "content": "Kicker, Kicked Kicker is a keyword ability that represents an optional additional cost. A spell has been kicked if its controller declared the intention to pay any or all of its kicker costs. See rule 702.33, “Kicker.”\n增幅,已增幅\n增幅是一个关键字异能,表示一个选择性的额外费用。如果一个咒语的操控者宣告将支付其任何或所有的增幅费用,则该咒语已增幅。参见规则702.33,“增幅”。"}, {"chapter": "glossary", "id": "Kindred", "content": "Kindred A card type. Whether or not a kindred is a permanent depends on its other card type. See rule 308, “Kindreds.”\n亲缘\n一种牌张类别。亲缘是否为永久物取决于它的其他牌张类别。参见规则308,“亲缘”。"}, {"chapter": "glossary", "id": "Land", "content": "Land A card type. A land is a permanent. See rule 305, “Lands.”\n地\n一种牌张类别。地是永久物。参见规则305,“地”。"}, {"chapter": "glossary", "id": "Land Type", "content": "Land Type A subtype that’s correlated to the land card type. See rule 305, “Lands.” See rule 205.3i for the list of land types.\n地类别\n一种副类别,对应地牌张类别。参见规则305,“地”。地类别的列表参见规则205.3i。"}, {"chapter": "glossary", "id": "Lander Token", "content": "Lander Token A Lander token is a colorless artifact token with “{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.” For more information about predefined tokens, see rule 111.10.\n探地器衍生物\n探地器衍生物是具有“{2},{T},牺牲此衍生物:从你牌库中搜寻一张基本地牌,将之横置放进战场,然后洗牌。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Landwalk", "content": "Landwalk A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.14, “Landwalk.”\n地行者\n一组关键字异能的集合,限制生物如何可以被阻挡。参见规则702.14,“地行者”。"}, {"chapter": "glossary", "id": "Last Known Information", "content": "Last Known Information Information about an object that’s no longer in the zone it’s expected to be in, or information about a player who’s no longer in the game. This information captures that object’s last existence in that zone or that player’s last existence in the game. See rules 113.7a, 608.2b, 608.2h, and 800.4h.\n最后已知信息\n有关一个不再存在于它应在区域的物件,或有关一个不再在游戏中的牌手的信息。信息将抓住该物件在该区域中存在最后一刻的信息,或牌手在离开游戏前最后一刻的信息。参见规则113.7a、608.2b、608.2g以及800.4h。"}, {"chapter": "glossary", "id": "Layer", "content": "Layer A system used to determine in which order continuous effects are applied. See rule 613, “Interaction of Continuous Effects.” See also Dependency, Timestamp Order.\n层\n一个用来决定持续性效应生效顺序的系统。参见规则613,“持续性效应的互动”。另参见从属关系、时间印记顺序。"}, {"chapter": "glossary", "id": "Learn", "content": "Learn A keyword action that lets a player add a Lesson card to their hand from outside the game or discard a card to draw a card. See rule 701.48, “Learn.”\n温习\n一个关键字异能,使牌手可以从游戏外将一张课程牌置于其手上,或弃一张牌然后抓一张牌。参见规则701.48,“温习”。"}, {"chapter": "glossary", "id": "Leaves the Battlefield", "content": "Leaves the Battlefield A permanent “leaves the battlefield” when it’s moved from the battlefield to another zone, or (if it’s phased in) when it leaves the game because its owner leaves the game. See rules 603.6c and 603.10.\n离开战场\n当一个永久物从战场移到另一个区域时,或(如果它跃回的话)当它因为其拥有者离开游戏而离开游戏时,它“离开战场”。参见规则603.6c以及603.10。"}, {"chapter": "glossary", "id": "Legal Text", "content": "Legal Text Information printed directly below the text box that has no effect on game play. See rule 213, “Information Below the Text Box.”\n版权文字\n在文字栏下印刷的信息,对游戏本身没有任何影响。参见规则213,“文字栏下方信息”。"}, {"chapter": "glossary", "id": "Legend (Obsolete)", "content": "Legend (Obsolete) An obsolete creature type. Cards printed with this subtype have been given errata in the Oracle card reference so they have the legendary supertype instead. See Legendary.\n传奇(已废止)\n一个被废止的生物类别。印有此副类别的牌在Oracle牌张参考文献中得到了勘误,改为具有传奇超类别。参见传奇。"}, {"chapter": "glossary", "id": "Legendary", "content": "Legendary A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” See also Legend Rule.\n传奇\n一种超类别,一般情况下与永久物有关。参见规则205.4,“超类别”。另参见传奇规则。"}, {"chapter": "glossary", "id": "Legend Rule", "content": "Legend Rule A state-based action that causes a player who controls two or more legendary permanents with the same name to put all but one into their owners’ graveyards. See rule 704.5j.\n传奇规则\n一个状态动作,令操控两个或更多具有相同名称的传奇永久物的操控者,将其中一个以外的都放进它们拥有者的坟墓场。参见规则704.5j。"}, {"chapter": "glossary", "id": "Lethal Damage", "content": "Lethal Damage An amount of damage greater than or equal to a creature’s toughness. See rules 120.4a, 120.6, 510.1, and 704.5g.\n致命伤害\n伤害的数量大于或等于生物的防御力。参见规则120.4a、120.6、510.1以及704.5g。"}, {"chapter": "glossary", "id": "Level", "content": "Level A numerical designation a permanent may have. A Class enchantment’s level determines what other abilities it has. See rule 716, “Class Cards.”\n等级\n永久物可具有的一种数字形式的称号。职业结界的等级决定其具有哪些其他异能。参见规则716,“职业牌”。"}, {"chapter": "glossary", "id": "Level Symbol", "content": "Level Symbol A symbol that represents a keyword ability indicating abilities, power, and toughness a leveler card may have. See rule 107.8 and rule 711, “Leveler Cards.”\n等级符号\n该符号表示了一个关键字异能,列出升级牌可能具有的异能、力量以及防御力。参见规则107.8以及规则711,“升级牌”。"}, {"chapter": "glossary", "id": "Level Up", "content": "Level Up A keyword ability that can put level counters on a creature. See rule 702.87, “Level Up.” For class level abilities of Class cards, see rule 716, “Class Cards.”\n升级\n一个关键字异能,在生物上放置等级指示物。参见规则702.87,“升级”。关于职业牌的职业等级异能,参见规则716,“职业牌”。"}, {"chapter": "glossary", "id": "Leveler Cards", "content": "Leveler Cards Cards with striated text boxes and three power/toughness boxes. See rule 711, “Leveler Cards.”\n升级牌\n具有条状文字栏以及三个力量/防御力方格的牌。参见规则711,“升级牌”。"}, {"chapter": "glossary", "id": "Library", "content": "Library 1. A zone. A player’s library is where that player draws cards from.\n2. All the cards in a player’s library.\nSee rule 401, “Library.”\n牌库\n1. 一个区域。牌库是牌手抓牌的地方。\n2. 牌手牌库中的所有牌。\n参见规则401,“牌库”。"}, {"chapter": "glossary", "id": "Life, Life Total", "content": "Life, Life Total Each player has an amount of “life,” represented by that player’s “life total.” Life may be gained or lost. See rule 119, “Life.”\n生命,总生命\n每位牌手都具有一定数量的“生命”,表示该牌手的“总生命”。生命可以得到或失去。参见规则119,“生命”。"}, {"chapter": "glossary", "id": "Life Modifier", "content": "Life Modifier A characteristic that only vanguards have. See rule 212, “Life Modifier.”\n生命修正\n一个只有先锋牌才有的特征。参见规则212,“生命修正”。"}, {"chapter": "glossary", "id": "Lifelink", "content": "Lifelink A keyword ability that causes a player to gain life. See rule 702.15, “Lifelink.”\n系命\n一个关键字异能,让牌手得到生命。参见规则702.15,“系命”。"}, {"chapter": "glossary", "id": "Limited", "content": "Limited A way of playing in which each player gets a quantity of unopened Magic product and creates their own deck on the spot. See rule 100.2.\n限制赛\n一种玩法,每位牌手得到一定数量的未开封万智牌产品,并用它们创造自己的套牌。参见规则100.2。"}, {"chapter": "glossary", "id": "Limited Range of Influence", "content": "Limited Range of Influence An optional rule used in some multiplayer games that limits what a player can affect. See rule 801, “Limited Range of Influence Option.”\n限制影响范围模式\n在一些多人游戏中使用的可选规则,限制牌手能够影响的事物。参见规则801,“限制影响范围模式”。"}, {"chapter": "glossary", "id": "Linked Abilities", "content": "Linked Abilities Two abilities printed on the same object such that one of them causes actions to be taken or objects to be affected and the other one directly refers to those actions or objects. See rule 607, “Linked Abilities.”\n关联异能\n在同一个物件上印的两个异能,其中一个将直接影响另一个提到的将进行的动作或受影响的物件。参见规则607,“关联异能”。"}, {"chapter": "glossary", "id": "Living Metal", "content": "Living Metal A keyword ability found on some Vehicles that turns them into a creature during your turn. See rule 702.161, “Living Metal.”\n金属生命体\n一个见于载具上的关键字异能,能够令其在你的回合中变为生物。参见规则702.161,“金属生命体”。"}, {"chapter": "glossary", "id": "Living Weapon", "content": "Living Weapon A keyword ability that creates a 0/0 black Phyrexian Germ creature token and then attaches the Equipment with the ability to that token. See rule 702.92, “Living Weapon.”\n活化武器\n一个关键字异能,派出一个0/0黑色非瑞人/病菌衍生生物,并将具有该异能的武具贴附于该衍生物上。参见规则702.92,“活化武器”。"}, {"chapter": "glossary", "id": "Local Enchantment (Obsolete)", "content": "Local Enchantment (Obsolete) An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.\n本地结界(已废止)\n灵气已废止的用词。印有此叙述的牌在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Lock", "content": "Lock To remove an unlocked designation from a permanent that has one or more unlocked halves. See rule 709.5g.\n上锁\n令一边或数边已解锁的永久物失去一个解锁称号。参见规则709.5g。"}, {"chapter": "glossary", "id": "Locked", "content": "Locked One half of a split permanent is “locked” if it doesn’t have the appropriate unlocked designation. See rule 709.5.\n已上锁\n如果一个连体永久物不具有特定的解锁称号,则其相应的一边为“已上锁”。参见规则709.5。"}, {"chapter": "glossary", "id": "London Mulligan", "content": "London Mulligan Informal term for the current system of mulligan rules. See rule 103.5.\n伦敦再调度\n指代当前的再调度规则的非正式用词。参见规则103.5。"}, {"chapter": "glossary", "id": "Loop", "content": "Loop A set of actions that could be repeated indefinitely. See rule 731, “Taking Shortcuts.”\n循环(动作)\n一系列可以重复无数次的动作。参见规则731,“进行简化”。"}, {"chapter": "glossary", "id": "Lose the Game", "content": "Lose the Game There are several ways to lose the game. See rule 104, “Ending the Game,” rule 810.8 (for additional rules for Two-Headed Giant games), rule 809.5 (for additional rules for Emperor games), and rule 903.10 (for an additional rule for Commander games).\n输去游戏\n有多种方式输去游戏。参见规则104,“结束游戏”、规则810.8(双头巨人玩法的额外规则)、规则809.5(皇帝玩法的额外规则)以及规则903.10(指挥官玩法的额外规则)。"}, {"chapter": "glossary", "id": "Loyalty", "content": "Loyalty 1. Part of a card that only planeswalker cards have. A planeswalker card’s loyalty is printed in its lower right corner. See rule 209, “Loyalty.”\n2. A characteristic that only planeswalkers have. See rule 306.5.\n忠诚\n1. 只有鹏洛客牌具有的牌的一部分。鹏洛客牌的忠诚印在其右下角。参见规则209,“忠诚”。\n2. 只有鹏洛客具有的特征。参见规则306.5。"}, {"chapter": "glossary", "id": "Loyalty Ability", "content": "Loyalty Ability An activated ability with a loyalty symbol in its cost. See rule 606, “Loyalty Abilities.”\n忠诚异能\n费用中具有忠诚符号的起动式异能。参见规则606,“忠诚异能”。"}, {"chapter": "glossary", "id": "Madness", "content": "Madness A keyword ability that lets a player cast a card they discard. See rule 702.35, “Madness.”\n疯魔\n一个关键字异能,允许牌手施放他所弃掉的牌。参见规则702.35,“疯魔”。"}, {"chapter": "glossary", "id": "Main Game", "content": "Main Game The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 728, “Subgames.”\n主游戏\n施放(或起动)了创造一个子游戏之咒语(或异能)所在的游戏。参见规则728,“子游戏”。"}, {"chapter": "glossary", "id": "Main Phase", "content": "Main Phase Part of the turn. The first, or precombat, main phase is the second phase of the turn. The second, or postcombat, main phase is the fourth phase of the turn. See rule 505, “Main Phase.”\n行动阶段\n回合的一部分。第一个行动阶段,或战斗前行动阶段,是回合中的第二个阶段。第二个行动阶段,或战斗后行动阶段,是回合中的第四个阶段。参见规则505,“行动阶段”。"}, {"chapter": "glossary", "id": "Mana", "content": "Mana The primary resource in the game. It is spent to pay costs, usually when casting spells and activating abilities. See rule 106, “Mana,” rule 107.4, and rule 202, “Mana Cost and Color.”\n法术力\n游戏中的主要资源。法术力用来支付费用,这通常发生在施放咒语或起动异能时。参见规则106,“法术力”,规则107.4,和规则202,“法术力费用和颜色”。"}, {"chapter": "glossary", "id": "Mana Ability", "content": "Mana Ability An activated or triggered ability that could create mana and doesn’t use the stack. See rule 605, “Mana Abilities.”\n法术力异能\n一类起动式或触发式异能,它们可以产生法术力,且不使用堆叠。参见规则605,“法术力异能”。"}, {"chapter": "glossary", "id": "Mana Burn (Obsolete)", "content": "Mana Burn (Obsolete) Older versions of the rules stated that unspent mana caused a player to lose life; this was called “mana burn.” That rule no longer exists.\n法术力灼烧(已废止)\n较老版本的规则中叙述未用完的法术力会导致牌手失去生命;这称为“法术力灼烧”。这条规则已不复存在。"}, {"chapter": "glossary", "id": "Mana Cost", "content": "Mana Cost A characteristic, and part of a card. A card’s mana cost is indicated by the mana symbols printed in its upper right corner. See rule 107.4 and rule 202, “Mana Cost and Color.”\n法术力费用\n牌的一部分,且是一种特征。一张牌的法术力费用由印在该牌右上角的法术力符号所指示。参见规则107.4和规则202,“法术力费用和颜色”。"}, {"chapter": "glossary", "id": "Mana Pool", "content": "Mana Pool Where mana created by an effect is temporarily stored. See rule 106.4.\n法术力池\n由效应产生的法术力临时存储的地方。参见规则106.4。"}, {"chapter": "glossary", "id": "Mana Source (Obsolete)", "content": "Mana Source (Obsolete) An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could “play as a mana source” are now mana abilities. All relevant cards have been given errata in the Oracle card reference.\n法术力源(已废止)\n一种已废止的牌张类别。所有印制为此类别的牌现在都是瞬间。所有印制为叙述牌手可以“视同法术力源一般使用”的异能现在都是法术力异能。与此相关的牌在Oracle牌张参考文献中已经获得勘误。"}, {"chapter": "glossary", "id": "Mana Symbol", "content": "Mana Symbol An icon that represents mana or a mana cost. See rule 107.4.\n法术力符号\n表示法术力或法术力费用的符号。参见规则107.4。"}, {"chapter": "glossary", "id": "Mana Value", "content": "Mana Value The total amount of mana in a mana cost, regardless of color. See rule 202.3.\n法术力值\n一个法术力费用中法术力的总数,不计较颜色。参见规则202.3。"}, {"chapter": "glossary", "id": "Manifest", "content": "Manifest A keyword action that puts a card onto the battlefield face down as a 2/2 creature. See rule 701.40, “Manifest,” and rule 708, “Face-Down Spells and Permanents.”\n显化\n一个关键字动作,将牌以牌面朝下的方式作为2/2生物放进战场。参见规则701.40,“显化”,和规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "glossary", "id": "Manifest Dread", "content": "Manifest Dread A keyword action that puts one of the top two cards of your library onto the battlefield face down as a 2/2 creature. See rule 701.62, “Manifest Dread,” rule 701.40, “Manifest,” and rule 708, “Face-Down Spells and Permanents.”\n显化惧象\n一个关键字动作,将你牌库顶两张牌中的一张以牌面朝下的方式作为2/2生物放进战场。参见规则701.62,“显化惧象”,规则701.40,“显化”,和规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "glossary", "id": "Map", "content": "Map A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.” See rule 701.44, “Explore.” For more information about predefined tokens, see rule 110.10.\n地图\n地图衍生物是具有“{1},{T},牺牲此衍生物:令目标由你操控的生物勘察。只能于法术时机起动。”的无色衍生神器。欲知关于预先定义的衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Match", "content": "Match A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6.\n局\n在比赛中进行的一盘多人游戏或一系列双人游戏(通常是三局两胜制)。参见规则100.6。"}, {"chapter": "glossary", "id": "Max Speed", "content": "Max Speed 1. A player has max speed if their speed is 4. See rule 702.179, “Start Your Engines!”\n2. A keyword ability that grants an ability to the permanent or card it’s on only if that permanent’s controller (or that card’s owner, if it isn’t on the battlefield) has a speed of 4. See rule 702.178, “Max Speed.”\n速度极限\n1. 如果某牌手的速度达到4,则其便达到速度极限。参见规则702.179,“发动引擎!”。\n2. 一个关键字异能,赋予永久物或牌一个异能,该异能仅在该永久物的操控者(或该牌的拥有者,如果它不在战场上)的速度4时生效。参见规则702.178,“速度极限”。"}, {"chapter": "glossary", "id": "Maximum Hand Size", "content": "Maximum Hand Size The number of cards in hand a player must discard down to during their cleanup step. See rule 402.2 and 514.1.\n手牌上限\n牌手必须于清除阶段中将多余的牌弃掉,直到手牌的数量少于或等于该数字。参见规则402.2和514.1。"}, {"chapter": "glossary", "id": "Mayhem", "content": "Mayhem A keyword ability that allows you to play cards you discarded this turn from your graveyard for an alternative cost. See rule 702.187, “Mayhem.”\n疯乱\n一个关键字异能,允许你支付替代性费用从你坟墓场中施放本回合中弃掉的牌。参见规则702.187,“疯乱”。"}, {"chapter": "glossary", "id": "Megamorph", "content": "Megamorph A variant of the morph ability that puts a +1/+1 counter on the creature as it turns face up. See rule 702.37, “Morph.”\n威力变身\n变身异能的一种变化,于生物翻回正面时在其上放置一个+1/+1指示物。参见规则702.37,“变身”。"}, {"chapter": "glossary", "id": "Meld", "content": "Meld To turn two members of a meld pair so their back faces are up and combined into one oversized Magic card. See rule 701.42, “Meld.”\n融合\n将一个融合牌组中的两张牌翻过来使其背面朝上并组合成一张大号万智牌卡牌。参见规则701.42,“融合”。"}, {"chapter": "glossary", "id": "Meld Cards", "content": "Meld Cards Cards with a Magic card face on one side and half of an oversized Magic card face on the other. See rule 712, “Double-Faced Cards.”\n融合牌\n一种牌,一面具有万智牌的牌面,另一面是一张大号万智牌卡牌的一半。参见规则712,“双面牌”。"}, {"chapter": "glossary", "id": "Melee", "content": "Melee A keyword ability that improves an attacking creature based on the number of opponents you attacked. See rule 702.121, “Melee.”\n乱斗\n一个关键字异能,根据你攻击的对手数量来强化一个进攻生物。参见规则702.121,“乱斗”。"}, {"chapter": "glossary", "id": "Menace", "content": "Menace An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.”\n威慑\n一种躲避式异能,可以让生物不能被单一生物阻挡。参见规则702.111,“威慑”。"}, {"chapter": "glossary", "id": "Mentor", "content": "Mentor A keyword ability that lets your bigger creatures power up your smaller creatures when they attack together. See rule 702.134, “Mentor.”\n训导\n一个关键字异能,使你的较大生物在与较小生物一同攻击时强化后者。参见规则702.134,“训导”。"}, {"chapter": "glossary", "id": "Merged Permanent", "content": "Merged Permanent A card or token may merge with a permanent to form a merged permanent. This merged permanent is represented by more than one card and/or token. See rule 729, “Merging with Permanents.”\n结聚永久物\n牌或衍生物可能会与永久物结聚,组合成结聚永久物。这个结聚永久物会由多于一张的牌或衍生物所代表。参见规则729,“与永久物结聚”。"}, {"chapter": "glossary", "id": "Mill", "content": "Mill To mill a number of cards, a player puts that many cards from the top of their library into their graveyard. See rule 701.17.\n磨\n磨数张牌指,牌手将该数量的牌从牌库顶置于其坟墓场。参见规则701.17。"}, {"chapter": "glossary", "id": "Minimum Deck Size", "content": "Minimum Deck Size If a rule or effect states that a player’s deck must contain at least a specific number of cards, that number is the player’s minimum deck size.\n套牌数量下限\n如果一个规则或效应叙述牌手的套牌必须至少包含一定数量的牌,该数量即为套牌数量下限。"}, {"chapter": "glossary", "id": "Miracle", "content": "Miracle A keyword ability that lets you cast a spell for a reduced cost if it’s the first card you draw in a turn. See rule 702.94, “Miracle.”\n奇迹\n一个关键字异能,如果该牌是回合中你所抓的第一张牌,便允许你用较低的费用施放它。参见规则702.94,“奇迹”。"}, {"chapter": "glossary", "id": "Mobilize", "content": "Mobilize A keyword ability that creates a number of tapped and attacking red Warrior creature tokens that are sacrificed at the beginning of the next end step. See rule 702.181, “Mobilize.”\n动员\n一个关键字异能,派出若干已横置且正进行攻击的红色战士衍生生物,且在下一个结束步骤开始时牺牲之。参见规则702.181,“动员”。"}, {"chapter": "glossary", "id": "Modal, Mode", "content": "Modal, Mode A spell or ability is “modal” if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” See rule 700.2.\n具有模式的,模式\n如果某咒语或异能以项目列表的格式提供了两种或以上的选择,且以指示牌手从这些选项中选择数项的字样开头,例如“选择一项~”,此咒语或异能便具有模式。参见规则700.2。"}, {"chapter": "glossary", "id": "Modal Double-Faced Cards", "content": "Modal Double-Faced Cards One kind of double-faced card. Modal double-faced cards can be played with either of their two faces up. See rule 712, “Double-Faced Cards.”\n模式双面牌\n双面牌的一种。模式双面牌的两面可以任选一面朝上使用。参见规则712,“双面牌”。"}, {"chapter": "glossary", "id": "Modified", "content": "Modified A modified creature is a creature that has a counter on it, is equipped, or is enchanted by an Aura its controller also controls. See rule 700.9.\n有饰装的\n有饰装的生物是指其上有指示物、或佩带有武具、或被一个由其操控者操控的灵气所结附的生物。参见规则700.9。"}, {"chapter": "glossary", "id": "Modular", "content": "Modular A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other artifact creatures. See rule 702.43, “Modular.”\n套件\n一个关键字异能,使得永久物进战场时带有+1/+1指示物,且能将这些指示物移动到其他神器生物上。参见规则702.43,“套件”。"}, {"chapter": "glossary", "id": "Monarch", "content": "Monarch A designation a player can have. Some effects instruct a player to become the monarch. The monarch draws a card at the beginning of their end step. Dealing combat damage to the monarch steals the title from that player. See rule 724, “The Monarch.”\n君主\n牌手能获得的一种称号。一些效应使牌手成为君主。君主在其结束步骤开始时抓一张牌。对君主造成战斗伤害可以从该牌手上夺取该称号。参见规则724,“君主”。"}, {"chapter": "glossary", "id": "Mono Artifact (Obsolete)", "content": "Mono Artifact (Obsolete) An obsolete term that appeared on the type line of artifacts with activated abilities that caused the artifact to become tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact,” and those abilities now include the tap symbol in their costs.\n单一神器(已废止)\n一个已废止的用词,出现在神器的类别栏中。它代表神器具有起动式异能,且起动式异能的费用是将其横置。具有此用词的牌在Oracle牌张参考文献中得到勘误,现在它们的类别仅为“神器”,且其异能的费用中包含横置符号。"}, {"chapter": "glossary", "id": "Monocolored", "content": "Monocolored An object with exactly one color is monocolored. Colorless objects aren’t monocolored. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”\n单色\n有且只有一种颜色的物件是单色。无色物件不是单色。参见规则105,“颜色”,和规则202,“法术力费用和颜色”。"}, {"chapter": "glossary", "id": "Monocolored Hybrid Mana Symbols", "content": "Monocolored Hybrid Mana Symbols See Hybrid Mana Symbols.\n单色混血法术力符号\n参见混血法术力符号。"}, {"chapter": "glossary", "id": "Monstrosity", "content": "Monstrosity A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.37, “Monstrosity.”\n蛮化(动作)\n一个关键字动作,在生物上放置+1/+1指示物,并使其成为蛮化。(译注:中文版翻译中,“当...成为蛮化时”简略译为“当...蛮化时”,有可能引起混淆。)参见规则701.37,“蛮化”。"}, {"chapter": "glossary", "id": "Monstrous", "content": "Monstrous A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.37, “Monstrosity.”\n蛮化(状况)/已蛮化\n因一个生物的蛮化起动式异能已经结算,而赋予它的一种称号。(译注:中文版翻译中,“当...成为蛮化时”简略译为“当...蛮化时”,有可能引起混淆。)参见规则701.37,“蛮化”。"}, {"chapter": "glossary", "id": "More Than Meets the Eye", "content": "More Than Meets the Eye A keyword ability that allows some cards to be cast converted. See rule 702.162, “More Than Meets the Eye,” and rule 701.28, “Convert.”\n远超所见\n一个关键字异能,使你可以已转换地施放某些牌。参见规则702.162,“远超所见”,及规则701.28,“转换”。"}, {"chapter": "glossary", "id": "Morph", "content": "Morph A keyword ability that lets a card be cast face down as a 2/2 creature. See rule 702.37, “Morph,” and rule 708, “Face-Down Spells and Permanents.”\n变身\n一个关键字异能,允许该牌以牌面朝下的方式,且视为2/2生物一般施放。参见规则702.37,“变身”,和规则708,“牌面朝下的咒语和永久物”。"}, {"chapter": "glossary", "id": "Mountain", "content": "Mountain One of the five basic land types. Any land with this subtype has the ability “{T}: Add {R}.” See rule 305.6.\n山脉\n五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{R}。”参见规则305.6。"}, {"chapter": "glossary", "id": "Mountaincycling", "content": "Mountaincycling See Typecycling.\n循环山脉\n参见类别循环。"}, {"chapter": "glossary", "id": "Mountainwalk", "content": "Mountainwalk See Landwalk.\n山脉行者\n参见地行者。"}, {"chapter": "glossary", "id": "Move", "content": "Move To remove a counter from one object and put it on a different object. See rule 122.5.\nSome older cards used “move” with respect to Auras; those cards have received errata in the Oracle card reference and now use the word “attach.”\n移动\n从一个物件上移除指示物,并将其放置在另一个物件上。参见规则122.5。\n一些较老的牌使用“移动”一词提及灵气;这些牌在Oracle牌张参考文献中已获得勘误,现在使用“贴附”一词。"}, {"chapter": "glossary", "id": "Mulligan", "content": "Mulligan To take a mulligan is to reject a prospective opening hand in favor of a new one. See rule 103.5.\n再调度\n执行“再调度”是指不接受一副可能的起手牌,并用一副新的起手牌代替之。参见规则103.5。"}, {"chapter": "glossary", "id": "Multicolored", "content": "Multicolored An object with two or more colors is multicolored. Multicolored is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”\n多色\n具有两个或更多颜色的物件便是多色。多色并不是一种颜色。参见规则105,“颜色”,和规则202,“法术力费用和颜色”。"}, {"chapter": "glossary", "id": "Multikicker", "content": "Multikicker Multikicker is a variant of the kicker keyword ability. It represents an optional additional cost that may be paid any number of times. See rule 702.33, “Kicker.” See also Kicker.\n多重增幅\n多重增幅是增幅关键字异能的变化形式。它代表一种可以支付任意次的可选额外费用。参见规则702.33,“增幅”。另参见增幅。"}, {"chapter": "glossary", "id": "Multiplayer Game", "content": "Multiplayer Game A game that begins with more than two players. See section 8, “Multiplayer Rules.”\n多人游戏\n开始时多于两人参与的游戏。参见第8章,“多人游戏规则”。"}, {"chapter": "glossary", "id": "Mutate", "content": "Mutate A keyword that lets a creature card be cast as a mutating creature spell. See rule 702.140, “Mutate.”\n合变\n一个关键字,使得生物可以作为合变式生物咒语施放。参见规则702.140,“合变”。"}, {"chapter": "glossary", "id": "Mutating Creature Spell", "content": "Mutating Creature Spell A creature spell cast using the mutate keyword ability. As it resolves, if its target creature is legal, it merges with the target creature. The resulting creature has all characteristics of the topmost component and has the abilities of each component. See rule 702.140, “Mutate,” and rule 729, “Merging with Permanents.”\n合变式生物咒语\n一个使用合变关键字异能施放的生物咒语。于其结算时,如果其目标的生物合法,其与该目标生物结聚。所成的生物具有最顶上组件的所有特征以及每个组件的异能。参见规则702.140,“合变”,以及规则729,“与永久物结聚”。"}, {"chapter": "glossary", "id": "Myriad", "content": "Myriad Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule 702.116, “Myriad.”\n繁影\n一个触发式异能,能使生物向所有可能的方向攻击。参见规则702.116,“繁影”。"}, {"chapter": "glossary", "id": "Name", "content": "Name A characteristic, and part of a card. A card’s name is printed in its upper left corner. See rule 201, “Name.”\n名称\n一个特征,也是牌的一部分。牌的名称印在它的左上角。参见规则201,“名称”。"}, {"chapter": "glossary", "id": "Night", "content": "Night Along with day, a designation the game can have. See rule 730, “Day and Night,” and rule 702.145, “Daybound and Nightbound.”\n黑夜\n与白昼一起,均是游戏可以具有的称号。参见规则730,“白昼与黑夜”,与规则702.145,“昼形与夜形”。"}, {"chapter": "glossary", "id": "Nightbound", "content": "Nightbound An ability found on the back faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,” and rule 730, “Day and Night.”\n夜形\n一种异能,见于一些双面牌的背面上。具昼形与夜形异能的牌,在白昼时正面朝上,在黑夜时背面朝上。参见规则702.145,“昼形与夜形”,与规则730,“白昼与黑夜”。"}, {"chapter": "glossary", "id": "Ninjutsu", "content": "Ninjutsu A keyword ability that lets a creature suddenly enter combat. See rule 702.49, “Ninjutsu.”\n忍术\n一个关键字异能,让生物突然加入战斗。参见规则702.49,“忍术”。"}, {"chapter": "glossary", "id": "Nonbasic Land", "content": "Nonbasic Land Any land that doesn’t have the supertype “basic.” See rule 205.4, “Supertypes.”\n非基本地\n任何不具有超类别“基本”的地。参见规则205.4,“超类别”。"}, {"chapter": "glossary", "id": "Nonmodal Double-Faced Card", "content": "Nonmodal Double-Faced Card One kind of double-faced card. Nonmodal double-faced cards default to being cast with their front faces up but can transform to their back faces in some way. See rule 712, “Double-Faced Cards.”\n非模式双面牌\n双面牌的一种。非模式双面牌默认正面朝上地施放,但能以某种方式转化到其背面。参见规则712,“双面牌”。"}, {"chapter": "glossary", "id": "Nontraditional Magic Card", "content": "Nontraditional Magic Card A card not included in players’ decks. It may be oversized or have a card back other than a “Deckmaster” back. See rule 108.2.\n非传统万智牌\n不包含在牌手套牌中的一种牌。它们可能是大号尺寸,或具有不为“Deckmaster”的背面。参见规则108.2。"}, {"chapter": "glossary", "id": "Object", "content": "Object An ability on the stack, a card, a copy of a card, an emblem, a token, a spell, or a permanent. See rule 109, “Objects.”\n物件\n堆叠上的异能、牌、牌的复制品、衍生物、咒语或永久物。参见规则109,“物件”。"}, {"chapter": "glossary", "id": "Offering", "content": "Offering A keyword ability that modifies when you can cast a spell and how much mana you need to spend to do it. See rule 702.48, “Offering.”\n献祭\n一个关键字异能,影响你何时施放咒语以及所需要花费的法术力数量。参见规则702.48,“献祭”。"}, {"chapter": "glossary", "id": "Offspring", "content": "Offspring A keyword ability that allows you to pay an additional cost as you cast a creature spell to create a 1/1 token that’s a copy of that permanent when it enters the battlefield. See rule 702.175, “Offspring.”\n繁生\n一个关键字异能,允许你施放生物咒语时支付额外费用,在该永久物进战场时派出为其复制品的1/1衍生物。参见规则702.175,“繁生”。"}, {"chapter": "glossary", "id": "Omen Card", "content": "Omen Card Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Omen spell type. See rule 720, “Omen Cards.”\n预兆牌\n一张分为两部分(且其中一部分是嵌在文字栏左面)的牌,其副特征包括预兆此咒语类别。。参见规则720,“预兆牌”。"}, {"chapter": "glossary", "id": "One-Shot Effect", "content": "One-Shot Effect An effect that does something just once and doesn’t have a duration. See rule 610, “One-Shot Effects.” See also Continuous Effects.\n一次性效应\n只作一件事且没有持续的效应。参见规则610,“一次性效应”。另参见持续性效应。"}, {"chapter": "glossary", "id": "Ongoing", "content": "Ongoing A supertype that appears only on scheme cards. See rule 205.4, “Supertypes.”\n长效\n只出现在邪计牌上的超类别。参见规则205.4,“超类别”。"}, {"chapter": "glossary", "id": "Opening Hand", "content": "Opening Hand The hand of cards a player starts the game with, once the player has decided not to take any further mulligans. See rule 103.5.\n起手\n在牌手决定不再调度之后,其开始游戏时手上的牌。参见规则103.5。"}, {"chapter": "glossary", "id": "Opponent", "content": "Opponent Someone a player is playing against. See rules 102.2 and 102.3.\n对手\n牌手正在对局的人。参见规则102.2和102.3。"}, {"chapter": "glossary", "id": "Option", "content": "Option An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2.\n模式(多人游戏)\n多人游戏中可以使用的一些额外规则。参见规则800.2。"}, {"chapter": "glossary", "id": "Oracle", "content": "Oracle The reference that contains the up-to-date wordings (in English) for all tournament-legal cards. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com. See rule 108.1.\nOracle\n牌张参考文献,包括所有比赛中合法使用牌的最新叙述(英文)。牌的Oracle叙述可以在Gatherer牌张数据库中找到:Gatherer.Wizards.com。参见规则108.1。"}, {"chapter": "glossary", "id": "Outlast", "content": "Outlast A keyword ability that allows a creature to grow larger over time. See rule 702.107, “Outlast.”\n延生\n一个关键字异能,让生物能够持续变大。参见规则702.107,“延生”。"}, {"chapter": "glossary", "id": "Outside the Game", "content": "Outside the Game An object is “outside the game” if it isn’t in any of the game’s zones. See rule 400.11.\n游戏之外\n如果一个物件不在任何游戏区域中,该物件在“游戏之外”。参见规则400.11。"}, {"chapter": "glossary", "id": "Overload", "content": "Overload A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.96, “Overload.”\n超载\n一个关键字异能,让一个咒语影响一个目标或多个物件。参见规则702.96,“超载”。"}, {"chapter": "glossary", "id": "Owner", "content": "Owner The player who (for purposes of the game) a card, permanent, token, or spell belongs to. See rules 108.3, 110.2, 111.2, and 112.2.\n拥有者\n(作为游戏的一部分)拥有一张牌、永久物、衍生物或咒语的牌手。参见规则108.3、110.2、111.2和112.2。"}, {"chapter": "glossary", "id": "Paired", "content": "Paired A term that describes a creature that’s been affected by a soulbond ability. See rule 702.95, “Soulbond.”\n搭档\n一个描述受魂系异能影响之生物的用词。参见规则702.95,“魂系”。"}, {"chapter": "glossary", "id": "Paris Mulligan", "content": "Paris Mulligan Informal term for a previous system of taking a mulligan. Using the Paris mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. For current mulligan rules, see rule 103.5.\n巴黎再调度\n指代一种曾经的再调度方式的非正式用词。使用巴黎再调度方式时,牌手再调度时将其手牌洗入其牌库,然后少抓一张牌。要查看当前的再调度规则,参见规则103.5。"}, {"chapter": "glossary", "id": "Partner, “Partner—[text],” “Partner with [name]”", "content": "Partner, “Partner—[text],” “Partner with [name]” A keyword ability that lets two legendary cards be your commander in the Commander variant rather than one. “Partner with [name]” is a specialized version of the ability that works even outside of the Commander variant to help two cards reach the battlefield together. See rule 702.124, “Partner,” and rule 903, “Commander.”\n拍档,拍档~[叙述],与[名称]拍档\n一个关键字异能,在指挥官玩法中使两张传奇牌(而不是一个)成为你的指挥官。“与[名称]拍档”是此异能的特别形式,它即使在指挥官玩法之外也能起作用,能帮助两张牌同时抵达战场。参见规则702.124,“拍档”以及规则903,“指挥官”。"}, {"chapter": "glossary", "id": "Party", "content": "Party Some cards refer to the number of creatures in your party. A player’s party includes up to one each of Cleric, Rogue, Warrior, and Wizard. See rule 700.8.\n冒险团\n一些牌提及你冒险团中的生物数量。牌手的冒险团由僧侣、浪客、战士和法术师组成,每种类别至多只计入一个。参见规则700.8。"}, {"chapter": "glossary", "id": "Pass", "content": "Pass To decline to take any action (such as casting a spell or activating an ability) when you have priority. See rule 117, “Timing and Priority.”\n让过\n在拥有优先权时不执行动作(例如施放咒语或起动异能)。参见规则117,“时机和优先权”。"}, {"chapter": "glossary", "id": "Pass in Succession", "content": "Pass in Succession All players “pass in succession” if each player in the game (starting with any one of them) opts not to take an action upon receiving priority. See rule 117, “Timing and Priority.”\n依次让过\n如果游戏中的每位牌手(从任意一人开始)在得到优先权时都不执行动作,所有牌手便“依次让过”。参见规则117,“时机和优先权”。"}, {"chapter": "glossary", "id": "Pawprint Symbol", "content": "Pawprint Symbol A symbol shaped like a pawprint that is used to indicate the modes on some modal spells. See rule 700.2i.\n爪印符号\n一个形状像爪印的符号,在某些具有模式的咒语中用于指示模式。参见规则700.2i。"}, {"chapter": "glossary", "id": "Pay", "content": "Pay To perform the actions required by a cost. This often means, but is not restricted to, spending resources such as mana or life. See rule 118, “Costs.”\n支付\n当游戏产生费用要求时,执行满足要求的动作。这通常意味着,但不限于,花费法术力或生命等资源。参见规则118,“费用”。"}, {"chapter": "glossary", "id": "Permanent", "content": "Permanent A card or token on the battlefield. See rule 110, “Permanents.”\n永久物\n战场上的牌或衍生物。参见规则110,“永久物”。"}, {"chapter": "glossary", "id": "Permanent Card", "content": "Permanent Card A card that could be put onto the battlefield. See rule 110.4a.\n永久物牌\n可以放进战场的牌。参见规则110.4a。"}, {"chapter": "glossary", "id": "Permanent Spell", "content": "Permanent Spell A spell that will enter the battlefield as a permanent as part of its resolution. See rule 110.4b.\n永久物咒语\n结算时会作为永久物进入战场的咒语。参见规则110.4b。"}, {"chapter": "glossary", "id": "Permanently (Obsolete)", "content": "Permanently (Obsolete) An obsolete term used to indicate that a continuous effect has no duration and thus lasts until the end of the game. Cards printed with this term have received errata in the Oracle card reference to delete it.\n永久地(已废止)\n一个已废止的用词,指示一个持续性效应没有时限,并延续直到此盘游戏结束。具有此用词的牌在Oracle牌张参考文献中已获得勘误,并删去此用词。"}, {"chapter": "glossary", "id": "Persist", "content": "Persist A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.79, “Persist.”\n留存\n一个关键字异能,可以将生物从坟场返回战场。参见规则702.79,“留存”。"}, {"chapter": "glossary", "id": "Phase", "content": "Phase 1. A subsection of a turn. See section 5, “Turn Structure.”\n2. A permanent “phases in” when its status changes from phased out to phased in. A permanent “phases out” when its status changes from phased in to phased out. See rule 702.26, “Phasing.”\n阶段/时间跳跃(译者注:这两个词在英文原文中相同)\n1. 组成回合的一部分。参见第5章,“回合结构”。\n2. 当永久物的状态从已跃离变为已跃回时,该永久物“跃回”。当永久物的状态从已跃回变为已跃离时,该永久物“跃离”。参见规则702.26,“时间跳跃”。"}, {"chapter": "glossary", "id": "Phased In, Phased Out", "content": "Phased In, Phased Out A status a permanent may have. Phased-in is the default status. Phased-out permanents are treated as though they do not exist. See rule 110.5 and rule 702.26, “Phasing.” (“Phased-out” was a zone in older versions of the rules.)\n已跃回,已跃离\n永久物可能具有的状态。默认状态下,永久物都是已跃回。已跃离的永久物被视为其不存在。参见规则110.5和规则702.26,“时间跳跃”。(“跃离区”在较老版本的规则中是一个游戏区域。)"}, {"chapter": "glossary", "id": "Phasing", "content": "Phasing A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.26, “Phasing.”\n时间跳跃\n一个关键字异能,使得永久物有时被视为其不存在。参见规则702.26,“时间跳跃”。"}, {"chapter": "glossary", "id": "Phenomenon", "content": "Phenomenon A card type seen only on nontraditional Magic cards in the Planechase casual variant. A phenomenon card is not a permanent. See rule 312, “Phenomena.”\n异象\n只出现在非传统万智牌上的一种牌张类别,在竞逐时空休闲式玩法中使用。参见规则312,“异象”。"}, {"chapter": "glossary", "id": "Phyrexian Mana Symbol", "content": "Phyrexian Mana Symbol A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4.\n非瑞克西亚法术力符号\n一种法术力符号,表示其既可以使用有色法术力支付,也可以使用生命支付。参见规则107.4。"}, {"chapter": "glossary", "id": "Phyrexian Symbol", "content": "Phyrexian Symbol A symbol used in rules text to represent any of the five Phyrexian mana symbols. See rule 107.4g.\n非瑞克西亚符号\n规则叙述中使用的一种符号,代表五种非瑞克西亚法术力符号中的任何一种。参见规则107.4g。"}, {"chapter": "glossary", "id": "Pile", "content": "Pile A temporary grouping of cards. See rule 700.3.\n堆\n牌的临时分组方式。参见规则700.3。"}, {"chapter": "glossary", "id": "Placed", "content": "Placed (Obsolete) Some spells and abilities previously referred to a counter being “placed” on a permanent. These cards have received errata in the Oracle card reference to use the term “put” instead. Due to a rules change, these cards continue to function as they did before. See rule 122, “Counters.”\n放置(译注:place和put中文都译为放置,此词已废止仅因为英文统一了词汇。)\n(已废止)一些咒语和异能先前提及指示物“被放置(placed)”在永久物上。这些牌张在Oracle牌张参考文献中得到勘误,现使用“放置(put)”一词。由于规则变动,这些牌张仍能如往常一般地正常运作。参见规则122,“指示物”。"}, {"chapter": "glossary", "id": "Plains", "content": "Plains One of the five basic land types. Any land with this subtype has the ability “{T}: Add {W}.” See rule 305.6.\n平原\n五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{W}。”参见规则305.6。"}, {"chapter": "glossary", "id": "Plainscycling", "content": "Plainscycling See Typecycling.\n平原行者\n参见类别循环。"}, {"chapter": "glossary", "id": "Plainswalk", "content": "Plainswalk See Landwalk.\n平原行者\n参见地行者。"}, {"chapter": "glossary", "id": "Planar Deck", "content": "Planar Deck A deck of at least ten plane cards needed to play the Planechase casual variant. See rule 901.3.\n时空套牌\n竞逐时空休闲式玩法需要的至少十张时空牌组成的套牌。参见规则901.3。"}, {"chapter": "glossary", "id": "Planar Die", "content": "Planar Die A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3.\n时空骰\n竞逐时空休闲式玩法需要的特制六面骰。参见规则901.3。"}, {"chapter": "glossary", "id": "Plane", "content": "Plane A card type seen only on nontraditional Magic cards in the Planechase casual variant. A plane card is not a permanent. See rule 311, “Planes.”\n时空\n一种牌张类别,只在竞逐时空休闲式玩法中使用的非传统万智牌上出现。时空牌不是永久物。参见规则311,“时空”。"}, {"chapter": "glossary", "id": "Planechase", "content": "Planechase A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, “Planechase.”\n竞逐时空\n一种休闲式玩法,时空牌和异象牌为游戏带来额外的异能和随机性。参见规则901,“竞逐时空”。"}, {"chapter": "glossary", "id": "Planeswalk", "content": "Planeswalk To put each face-up plane card or phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up in a Planechase game. See rule 701.31, “Planeswalk.”\n时空换境\n在竞逐时空游戏中,将每张面朝上的时空牌或异象牌面朝下置于其拥有者的时空套牌底,然后将你的时空套牌顶牌移离该时空套牌并将其翻回正面。参见规则701.31,“时空换境”。"}, {"chapter": "glossary", "id": "Planeswalker", "content": "Planeswalker A card type. A planeswalker is a permanent. See rule 306, “Planeswalkers.”\n鹏洛客(旧译旅法师)\n一种牌张类别。鹏洛客是永久物。参见规则306,“鹏洛客”。"}, {"chapter": "glossary", "id": "Planeswalker Symbol", "content": "Planeswalker Symbol The Planeswalker symbol appears on the planar die in the Planechase casual variant. See rule 107.11.\n鹏洛客符号\n鹏洛客符号出现在竞逐时空休闲式玩法中使用的时空骰上。参见规则107.11。"}, {"chapter": "glossary", "id": "Planeswalker Type", "content": "Planeswalker Type A subtype that’s correlated to the planeswalker card type. See rule 306, “Planeswalkers.” See rule 205.3j for the list of planeswalker types.\n鹏洛客类别\n与鹏洛客牌张类别相关的副类别。参见规则306,“鹏洛客”。参见规则205.3j查看鹏洛客类别的列表。"}, {"chapter": "glossary", "id": "Planeswalker Uniqueness Rule (Obsolete)", "content": "Planeswalker Uniqueness Rule (Obsolete) Older versions of the rules stated that a player who controlled two or more planeswalkers with the same planeswalker type would put all but one of those planeswalkers into their owners’ graveyards. This rule was called the “planeswalker uniqueness rule” and no longer exists.\n鹏洛客唯一规则(已废止)\n先前版本的规则叙述牌手操控两个或更多具有相同鹏洛客类别的鹏洛客时,除留下其中之一外,其余均置于其拥有者的坟墓场。此规则曾称为“鹏洛客唯一规则”,现已不复存在。"}, {"chapter": "glossary", "id": "Play", "content": "Play 1. To play a land is to put a land onto the battlefield as a special action. See rule 116, “Special Actions,” and rule 305, “Lands.”\n2. To play a card is to play that card as a land or cast that card as a spell, whichever is appropriate. See rule 601, “Casting Spells.”\n3. (Obsolete) Casting a spell used to be known as playing a spell. Cards with that text have received errata in the Oracle card reference. See Cast.\n4. (Obsolete) Activating an activated ability used to be known as playing an activated ability. Cards with that text have received errata in the Oracle card reference. See Activate.\n5. (Obsolete) The battlefield used to be known as the in-play zone. Cards that were printed with text that contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.\n使用/场上(译者注:这两个词在英文原文中相同)\n1. 使用一张地是指将一张地作为特殊动作放进战场。参见规则116,“特殊动作”,和规则305,“地”。\n2. 使用一张牌是指使用地或施放咒语,依该牌的牌张类别而定。参见规则601,“施放咒语”。\n3. (已废止)施放咒语曾经称为使用咒语。具有该用词的牌在Oracle牌张参考文献中已获得勘误。参见施放。\n4. (已废止)起动起动式异能曾经称为使用起动式异能。具有该用词的牌在Oracle牌张参考文献中已获得勘误。参见起动。\n5. (已废止)战场曾经称为场上区。具有用词“场上”、“从场上”等提及战场的牌在Oracle牌张参考文献中已获得勘误。参见战场。(译注:中文版中“进场”一词曾用于对译“come into play”这一废止用词,现重新用于对译“enter”。)"}, {"chapter": "glossary", "id": "Player", "content": "Player One of the people in the game. See rule 102, “Players.”\n牌手\n游戏中的人之一。参见规则102,“牌手”。"}, {"chapter": "glossary", "id": "Plot", "content": "Plot A keyword ability that lets a player exile cards from their hand and cast them without paying their mana cost on future turns. See rule 702.170, “Plot.”\n设谋\n一个关键字异能,允许牌手从手上放逐牌并在之后的回合中施放,且不需支付其法术力费用。参见规则702.170,“设谋”。"}, {"chapter": "glossary", "id": "Plotted", "content": "Plotted A card exiled using the plot special action becomes plotted. Other effects can also make an exiled card plotted. See rule 702.170, “Plot.”\n已设谋\n以设谋特殊动作放逐的牌成为已设谋。其他效应亦能令一张已放逐的牌成为已设谋。参见规则702.170,“设谋”。"}, {"chapter": "glossary", "id": "Poison Counter", "content": "Poison Counter A counter that may be given to a player. See rule 122, “Counters,” and rule 704.5c.\n中毒指示物\n可以给予牌手的一种指示物。参见规则122,“指示物”,和规则704.5c。"}, {"chapter": "glossary", "id": "Poisoned", "content": "Poisoned Having one or more poison counters. See rule 122, “Counters.”\n已中毒\n具有一个或数个中毒指示物。参见规则122,“指示物”。"}, {"chapter": "glossary", "id": "Poisonous", "content": "Poisonous A keyword ability that causes a player to get poison counters. See rule 702.70, “Poisonous.”\n剧毒\n一个关键字异能,使牌手获得中毒指示物。参见规则702.70,“剧毒”。"}, {"chapter": "glossary", "id": "Poly Artifact (Obsolete)", "content": "Poly Artifact (Obsolete) An obsolete term that appeared on the type line of artifacts with activated abilities that didn’t cause the artifact to be tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.”\n多重神器(已废止)\n一个已废止的用词,出现在神器的类别栏中。它代表神器具有起动式异能,且起动式异能的费用不包含将其横置。具有此用词的牌在Oracle牌张参考文献中得到勘误,现在它们的类别仅为“神器”。"}, {"chapter": "glossary", "id": "Populate", "content": "Populate A keyword action that creates a copy of a creature token you control. See rule 701.36, “Populate.”\n殖民\n一个关键字动作,派出由你操控的衍生生物之复制品。参见规则701.36,“殖民”。"}, {"chapter": "glossary", "id": "Postcombat Main Phase", "content": "Postcombat Main Phase A main phase that occurs after a combat phase. See Main Phase.\n战斗后行动阶段\n战斗阶段之后的行动阶段。参见行动阶段。"}, {"chapter": "glossary", "id": "Power", "content": "Power 1. Part of a card that only creature cards have. A creature card’s power is printed before the slash in its lower right corner. See rule 208, “Power/Toughness.”\n2. A characteristic that only creatures have. See rule 302.4.\n力量\n1. 只有生物牌具有的牌的一部分。生物牌的力量印在其右下角斜线之前。参见规则208,“力量/防御力”。\n2. 一个只有生物才具有的特征。参见规则302.4。"}, {"chapter": "glossary", "id": "Powerstone Token", "content": "Powerstone Token A Powerstone token is a colorless artifact token with “{T}: Add {C}. This mana can’t be spent to cast a nonartifact spell.” For more information about predefined tokens, see rule 111.10.\n魔力石衍生物\n魔力石衍生物是具有“{T}:加{C}。此法术力不能用来施放非神器咒语。”的无色魔力石衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Precombat Main Phase", "content": "Precombat Main Phase The first main phase of a turn. See Main Phase.\n战斗前行动阶段\n回合中的第一个行动阶段。参见行动阶段。"}, {"chapter": "glossary", "id": "Prevent", "content": "Prevent A word used by prevention effects to indicate what damage will not be dealt. See rule 615, “Prevention Effects.”\n防止\n一个出现在防止性效应中的用词,指示哪些伤害不会造成。参见规则615,“防止性效应”。"}, {"chapter": "glossary", "id": "Prevention Effect", "content": "Prevention Effect A kind of continuous effect that watches for a damage event that would happen and completely or partially prevents the damage that would be dealt. See rule 615, “Prevention Effects.”\n防止性效应\n一类持续性效应,等待将要发生的伤害事件,并完全或部分地防止将要造成的伤害。参见规则615,“防止性效应”。"}, {"chapter": "glossary", "id": "Priority", "content": "Priority Which player can take actions at any given time is determined by a system of “priority.” See rule 117, “Timing and Priority.”\n优先权\n使用“优先权”系统来决定任一时刻哪位牌手可以执行动作。参见规则117,“时机和优先权”。"}, {"chapter": "glossary", "id": "Prize", "content": "Prize An additional reward for visiting some Attractions. See rule 702.159, “Visit.”\n奖励\n造访一些景点带来的额外好处。参见规则702.159,“造访”。"}, {"chapter": "glossary", "id": "Proliferate", "content": "Proliferate To give an additional counter to any number of players and/or permanents of each kind they already have. See rule 701.34, “Proliferate.”\n增殖\n对于任意数量的已有指示物的牌手和/或永久物,其上每种指示物都给予一个额外的指示物。参见规则701.34,“增殖”。"}, {"chapter": "glossary", "id": "Protect, Protector", "content": "Protect, Protector Each battle has a player designated as its protector, and that player protects that battle. See rule 310.8.\n防卫,防卫者\n每个战役都需要指定一位牌手作为防卫者,该牌手防卫该战役。参见规则310.8。"}, {"chapter": "glossary", "id": "Protection", "content": "Protection A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.”\n保护\n一个关键字异能,具此异能者免受具指定特性之物件的一系列影响。参见规则702.16,“保护”。"}, {"chapter": "glossary", "id": "Prototype", "content": "Prototype An ability which allows a prototype card to be cast with a secondary set of characteristics. See rule 718, “Prototype Cards,” and rule 702.160, “Prototype.”\n试作\n一个异能,允许一张试作牌使用其第二组特征来施放。参见规则718,“试作牌”,及规则702.160,“试作”。"}, {"chapter": "glossary", "id": "Prototype Card", "content": "Prototype Card Cards with a two-part card frame (one part of which is inset under the type line) on a single card. See rule 718, “Prototype Cards.”\n试作牌\n一张分为两部分(且其中一部分是嵌在类别栏下方)的牌。参见规则718,“试作牌”。"}, {"chapter": "glossary", "id": "Provoke", "content": "Provoke A keyword ability that can force a creature to block. See rule 702.39, “Provoke.”\n挑拨\n一个关键字异能,可以迫使生物进行阻挡。参见规则702.39,“挑拨”。"}, {"chapter": "glossary", "id": "Prowess", "content": "Prowess A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.108, “Prowess.”\n灵技\n一个关键字异能,当生物的操控者施放非生物咒语时,使该生物得+1/+1。参见规则702.108,“灵技”。"}, {"chapter": "glossary", "id": "Prowl", "content": "Prowl A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.76, “Prowl.”\n伺机\n一个关键字异能,有时允许咒语以替代性费用施放。参见规则702.76,“伺机”。"}, {"chapter": "glossary", "id": "Public Zone", "content": "Public Zone A zone in which all players can be expected to see the cards’ faces. See rule 400.2. See also Hidden Zone.\n公开区域\n所有牌手都可以看到其中牌面的区域。参见规则400.2。另参见隐藏区域。"}, {"chapter": "glossary", "id": "Rad Counter", "content": "Rad Counter A type of counter a player can have that causes that player to mill cards at the beginning of their precombat main phase, then lose 1 life and remove one rad counter for each nonland card milled this way. See rule 122, “Counters,” and rule 727, “Rad Counters.”\n拉德指示物\n牌手可以具有的一种指示物,会导致牌手在其战斗前的行动阶段磨牌,然后每以此法磨掉一张非地牌,便失去1点生命并移去一个拉德指示物。参见规则122,“指示物”,及规则727,“拉德指示物”。"}, {"chapter": "glossary", "id": "Rampage", "content": "Rampage A keyword ability that can make a creature better in combat. See rule 702.23, “Rampage.”\n狂暴\n一个关键字异能,让生物在战斗中更强。参见规则702.23,“狂暴”。"}, {"chapter": "glossary", "id": "Range of Influence", "content": "Range of Influence See Limited Range of Influence.\n影响范围\n参见限制影响范围。"}, {"chapter": "glossary", "id": "Ravenous", "content": "Ravenous A keyword ability found on some creature cards with {X} in their mana cost. The creature enters the battlefield with X +1/+1 counters on it, and you draw a card if X is 5 or more. See rule 702.156, “Ravenous.”\n贪食\n一个关键字异能,见于一些法术力费用中含有{X}的生物牌上。该生物进战场时上面有X个+1/+1指示物,且如果X等于或大于5,你抓一张牌。参见规则702.156,“贪食”。"}, {"chapter": "glossary", "id": "Reach", "content": "Reach A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying.\n延势\n一个关键字异能,让生物可以阻挡具有飞行的攻击生物。参见规则702.17,“延势”。另参见飞行。"}, {"chapter": "glossary", "id": "Read Ahead", "content": "Read Ahead A keyword ability found on some Sagas that allows their controller to choose which chapter it starts on. See rule 702.155, “Read Ahead.”\n跳读\n一个见于传纪上的关键字异能,允许其操控者选择从哪个章节开始。参见规则702.155,“跳读”。"}, {"chapter": "glossary", "id": "Rebound", "content": "Rebound A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.88, “Rebound.”\n弹回\n一个关键字异能,让瞬间或法术咒语可以被第二次施放。参见规则702.88,“弹回”。"}, {"chapter": "glossary", "id": "Reconfigure", "content": "Reconfigure A keyword ability that allows an Equipment creature to temporarily stop being a creature and become attached to another creature. See rule 702.151, “Reconfigure.”\n重配\n一个关键字异能,让武具生物暂时不再是生物,且贴附于另一个生物上。参见规则702.151,“重配”。"}, {"chapter": "glossary", "id": "Recover", "content": "Recover A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.59, “Recover.”\n复还\n一个关键字异能,让牌手将某牌从其坟墓场中移回其手上。参见规则702.59,“复还”。"}, {"chapter": "glossary", "id": "Redirect (Obsolete)", "content": "Redirect (Obsolete) Some older cards were printed with the term “redirect” to indicate a redirection effect. Such cards have received errata in the Oracle card reference so they explicitly state that damage that would be dealt to one object or player is dealt “instead” to another. See Redirection Effect.\n转移(已废止)\n一些老牌印有“转移”一词,表示一个转移性效应。这些牌在Oracle牌张参考文献中得到了勘误,从而它们明确的说明对一个物件或牌手将造成的伤害“改为”对另一个造成。参见转移性效应。"}, {"chapter": "glossary", "id": "Redirection Effect", "content": "Redirection Effect A kind of replacement effect that causes damage that would be dealt to one creature, planeswalker, or player to be dealt instead to another creature, planeswalker, or player. See rule 614.9.\n转移性效应\n一种替代性效应,让对一个生物、鹏洛客、或牌手造成的伤害改为对另一个生物、鹏洛客、或牌手造成。参见规则614.9。"}, {"chapter": "glossary", "id": "Reflexive Triggered Ability", "content": "Reflexive Triggered Ability An ability that triggers based on actions taken earlier during a spell or ability’s resolution. See rule 603.12.\n自身触发式异能\n一种异能,根据先前咒语或异能结算过程中所作的动作而决定是否触发。参见规则603.12。"}, {"chapter": "glossary", "id": "Regenerate", "content": "Regenerate To replace a permanent’s destruction with an alternate sequence of events. See rule 701.19, “Regenerate.”\n重生\n将一个永久物的消灭用另一系列事件进行替代。参见规则701.19,“重生”。"}, {"chapter": "glossary", "id": "Reinforce", "content": "Reinforce A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.77, “Reinforce.”\n补强\n一个关键字异能,让牌手在生物上放置+1/+1指示物。参见规则702.77,“补强”。"}, {"chapter": "glossary", "id": "Reminder Text", "content": "Reminder Text Parenthetical text in italics in the text box of a card that summarizes a rule that applies to that card, but is not actually rules text and has no effect on play. See rule 207.2.\n提示文字\n牌的文字栏内括号中的斜体字,总结对该牌生效的一条规则,但不是正式规则叙述且对游戏没有效应。参见规则207.2。"}, {"chapter": "glossary", "id": "Removed from Combat", "content": "Removed from Combat Certain events can cause an attacking or blocking creature, or a planeswalker that’s being attacked, to be “removed from combat.” A permanent that’s removed from combat has no further involvement in that combat phase. See rule 506.4.\n移出战斗\n一些特定的事件将造成攻击或阻挡生物,或正被被攻击的鹏洛客,被“移出战斗”。一个被移出战斗的永久物对该战斗阶段没有更多的参与。参见规则506.4。"}, {"chapter": "glossary", "id": "Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete)", "content": "Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete) “Remove [something] from the game” is an obsolete term for “exile [something].” “The removed card” is an obsolete term for “the exiled card.” The removed-from-the-game zone is an obsolete term for the exile zone. Cards with that text have received errata in the Oracle card reference. See Exile.\n移出游戏,移除,移出游戏区(已废止)\n“将[某物]移出游戏”是对“放逐[某物]”已废止的用词。“被移除的牌”是对“被放逐的牌”已废止的用词。移出游戏区是对放逐区已废止的用词。具有这些叙述的牌在Oracle牌张参考文献中得到了勘误。参见放逐。"}, {"chapter": "glossary", "id": "Renown", "content": "Renown A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule 702.112, “Renown.”\n铭勇\n一个关键字异能,使生物对牌手造成过战斗伤害之后变得更强。参见规则702.112,“铭勇”。"}, {"chapter": "glossary", "id": "Renowned", "content": "Renowned A designation given to a permanent as a result of the renown ability. See rule 702.112, “Renown.”\n已铭勇\n因永久物的铭勇异能,而赋予它的一种称号。参见规则702.112,“铭勇”。"}, {"chapter": "glossary", "id": "Replacement Effect", "content": "Replacement Effect A kind of continuous effect that watches for a particular event that would happen and completely or partially replaces that event with a different event. See rule 614, “Replacement Effects.”\n替代性效应\n持续性效应的一种,注意某特定事件将发生,并且将该事件完全或部分的用不同的事件替代。参见规则614,“替代性效应”。"}, {"chapter": "glossary", "id": "Replicate", "content": "Replicate A keyword ability that creates copies of a spell. See rule 702.56, “Replicate.”\n覆诵\n一个关键字异能,创造咒语的复制品。参见规则702.56,“覆诵”。"}, {"chapter": "glossary", "id": "Requirement", "content": "Requirement An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c.\n要求\n一个强制一个或数个生物攻击或阻挡的效应。参见规则508.1d以及509.1c。"}, {"chapter": "glossary", "id": "Resolve", "content": "Resolve When the spell or ability on top of the stack “resolves,” its instructions are followed and it has its effect. See rule 608, “Resolving Spells and Abilities.”\n结算\n当堆叠顶端的咒语或异能“结算”时,它的叙述被执行且它具有其效应。参见规则608,“结算咒语和异能”。"}, {"chapter": "glossary", "id": "Restart the Game", "content": "Restart the Game To immediately end the current game and restart it. See rule 104, “Ending the Game.”\n重新开始游戏\n当前游戏马上结束并且重新开始。参见规则104,“结束游戏”。"}, {"chapter": "glossary", "id": "Respond", "content": "Respond To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 117.7.\n响应\n另一个咒语或异能已经在堆叠上时,施放一个瞬间咒语或起动一个异能。参见规则117.7。"}, {"chapter": "glossary", "id": "Restriction", "content": "Restriction An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b.\n限制\n一个阻止一个或数个生物攻击或阻挡的效应。参见规则508.1c以及509.1b。"}, {"chapter": "glossary", "id": "Retrace", "content": "Retrace A keyword ability that lets a player cast a card from their graveyard. See rule 702.81, “Retrace.”\n追溯\n一个关键字异能,让牌手从其坟墓场中施放牌。参见规则702.81,“追溯”。"}, {"chapter": "glossary", "id": "Reveal", "content": "Reveal To show a card to all players for a brief time. See rule 701.20, “Reveal.”\n展示\n将一张牌在简短的事件内给所有牌手看。参见规则701.20,“展示”。"}, {"chapter": "glossary", "id": "The Ring", "content": "The Ring An emblem that may be created at the time the Ring tempts you. See rule 701.54, “The Ring Tempts You.”\n魔戒\n一个徽记,在魔戒引诱你时被创造。参见规则701.54,“魔戒引诱你”。"}, {"chapter": "glossary", "id": "The Ring Tempts You", "content": "The Ring Tempts You A keyword action that causes a player to choose a creature they control to be their legendary Ring-bearer and may cause them to create an emblem called The Ring. See rule 701.54, “The Ring Tempts You.”\n魔戒引诱你\n一个关键字动作,使牌手选择一个其操控的生物作为传奇持戒人,并创造一个名为魔戒的徽记。参见规则701.54,“魔戒引诱你”。"}, {"chapter": "glossary", "id": "Ring-bearer", "content": "Ring-bearer A designation that a creature can be given as the Ring tempts you. See rule 701.54, “The Ring Tempts You.”\n持戒人\n一个永久物可在魔戒引诱你时得到的称号。参见规则701.54,“魔戒引诱你”。"}, {"chapter": "glossary", "id": "Riot", "content": "Riot A keyword ability that lets a player choose whether certain creatures enter the battlefield with haste or with a +1/+1 counter. See rule 702.136, “Riot.”\n起事\n一个关键字异能,使牌手在某些生物进战场时选择其具有敏捷或是带有一个+1/+1指示物。参见规则702.136,“起事”。"}, {"chapter": "glossary", "id": "Ripple", "content": "Ripple A keyword ability that may let a player cast extra cards from their library for no cost. See rule 702.60, “Ripple.”\n涟动\n一个关键字异能,可以让牌手从其牌库中施放额外的牌且不需支付费用。参见规则702.60,“涟动”。"}, {"chapter": "glossary", "id": "Role", "content": "Role Roles are colorless enchantment tokens. Each one has the Aura and Role subtypes and the enchant creature ability. If a permanent has more than one Role attached to it controlled by the same player, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. See rule 303.7 and rules 111.10j–r.\n角色\n角色是无色结界衍生物。每一种角色都具有灵气/角色的副类别,以及“结附于生物”的异能。如果某个永久物其上结附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。参见规则303.7及规则111.10j-r。"}, {"chapter": "glossary", "id": "Roll a d20", "content": "Roll a d20 To roll a twenty-sided die. Similarly, a d4 is a four-sided die, a d6 is a six-sided die, and so on. See rule 706, “Rolling a Die.”\n掷一颗d20\n掷一颗二十面的骰子。类似地,d4是四面的骰子,d6是六面的骰子,依此类推。参见规则706,“掷骰”。"}, {"chapter": "glossary", "id": "Room", "content": "Room 1. A subsection of a dungeon card. See rule 309, “Dungeons.”\n2. An enchantment subtype found on some split cards. See rule 709, “Split Cards.”\n房间/隔间\n1. 地城牌的一个分区。参见规则309,“地城”。\n2. 一种结界的副类别,见于一些连体牌上。参见规则709,“连体牌”。"}, {"chapter": "glossary", "id": "Room Ability", "content": "Room Ability A triggered ability that triggers whenever a player moves their venture marker into a room of a dungeon card. See rule 309, “Dungeons.”\n房间异能\n一个触发式异能,每当牌手将其进度标记移动到地城牌的一个房间中时触发。参见规则309,“地城”。"}, {"chapter": "glossary", "id": "Rules Text", "content": "Rules Text A characteristic that defines a card’s abilities. See rule 207.1.\n规则叙述\n定义牌异能的特征。参见规则207.1。"}, {"chapter": "glossary", "id": "Sacrifice", "content": "Sacrifice To move a permanent you control to its owner’s graveyard. See rule 701.21, “Sacrifice.”\n牺牲\n将一个你操控的永久物移到其拥有者的坟墓场。参见规则701.21,“牺牲”。"}, {"chapter": "glossary", "id": "Saddle", "content": "Saddle A keyword ability that lets you tap creatures to make another creature “saddled” until end of turn. See rule 702.171, “Saddle.”\n乘驾\n一个关键字异能,使你可以横置生物将另一个生物成为“已乘驾”直到回合结束。参见规则702.171,“乘驾”。"}, {"chapter": "glossary", "id": "Saddled", "content": "Saddled A designation given to a creature whose saddle ability has resolved. See rule 702.171, “Saddle.”\n已乘驾\n一个生物可在其乘驾异能结算时得到的称号。参见规则702.171,“乘驾”。"}, {"chapter": "glossary", "id": "Saga", "content": "Saga An enchantment subtype. Sagas have a number of chapter abilities that take effect over a number of turns to tell a story. See rule 714, “Saga Cards.”\n传纪\n一种结界的副类别。传纪具有一系列章节异能,以在数个回合的过程中生效的方式来讲述一段故事。参见规则714,“传纪牌”。"}, {"chapter": "glossary", "id": "Scavenge", "content": "Scavenge A keyword ability that allows you to exile a creature card from your graveyard to put +1/+1 counters on a creature. See rule 702.97, “Scavenge.”\n食腐\n一个关键字异能,让你可以从你的坟墓场中放逐一张生物牌来在一个生物上放置+1/+1指示物。参见规则702.97,“食腐”。"}, {"chapter": "glossary", "id": "Scheme", "content": "Scheme A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not a permanent. See rule 314, “Schemes.”\n邪计\n一种牌张类别,只在魔王休闲式玩法中使用的非传统万智牌上出现。邪计牌不是永久物。参见规则314,“邪计”。"}, {"chapter": "glossary", "id": "Scheme Deck", "content": "Scheme Deck A deck of at least twenty scheme cards needed to play the Archenemy casual variant. See rule 904.3.\n邪计套牌\n魔王休闲式玩法需要的至少二十张邪计牌组成的套牌。参见规则904.3。"}, {"chapter": "glossary", "id": "Scry", "content": "Scry To manipulate some of the cards on top of your library. See rule 701.22, “Scry.”\n占卜\n操纵你牌库顶的一些牌。参见规则701.22,“占卜”。"}, {"chapter": "glossary", "id": "Search", "content": "Search To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.23, “Search.”\n搜寻\n查看所描述区域中的所有牌,可能找到符合所述情况的牌。参见规则701.23,“搜寻”。"}, {"chapter": "glossary", "id": "Secondary Title Bar", "content": "Secondary Title Bar A smaller name line with the Oracle reference name of a card which has an alternate name in its upper left corner. See rule 201.6.\n副标题栏\n出现在左上角印有别名的牌上的一个较小的名称栏,包含其Oracle牌张参考文献中的名称。参见规则201.6。"}, {"chapter": "glossary", "id": "Set Aside (Obsolete)", "content": "Set Aside (Obsolete) “Set [something] aside” is an obsolete term for “exile [something].” Cards with that text have received errata in the Oracle card reference. See Exile.\n放在一边(已废止)\n“将[物品]放在一边”是“放逐[物品]”的已废止用词。具有该叙述的牌在Oracle牌张参考文献中已得到勘误。参见放逐。"}, {"chapter": "glossary", "id": "Set in Motion", "content": "Set in Motion To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.32, “Set in Motion.”\n发动\n将你的邪计套牌顶牌移离并将其翻回正面。参见规则701.32,“发动”。"}, {"chapter": "glossary", "id": "Shadow", "content": "Shadow A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.28, “Shadow.”\n次元幽影\n一个关键字异能,限制生物可以如何被阻挡和可以如何阻挡。参见规则702.28,“次元幽影”。"}, {"chapter": "glossary", "id": "Shard Token", "content": "Shard Token A Shard token is a colorless enchantment token with “{2}, Sacrifice this token: Scry 1, then draw a card.” For more information on predefined tokens, see rule 111.10.\n碎片衍生物\n碎片衍生物是具有“{2},牺牲此衍生物:占卜1,然后抓一张牌”的无色衍生结界。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Shared Life Total", "content": "Shared Life Total In the Two-Headed Giant multiplayer variant, each team has a “shared life total” rather than each player having an individual life total. See rule 810, “Two-Headed Giant Variant.”\n共享总生命\n在双头巨人多人玩法中,每个队伍具有“共享总生命”而不是每位牌手有单独的总生命。参见规则810,“双头巨人玩法”。"}, {"chapter": "glossary", "id": "Shared Team Turns Option", "content": "Shared Team Turns Option An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, “Shared Team Turns Option.”\n队伍共享回合模式\n在某些特殊多人玩法中可以使用的模式,比如双头巨人和魔王。参见规则805,“队伍共享回合模式”。"}, {"chapter": "glossary", "id": "Shield Counter", "content": "Shield Counter A counter that protects a permanent from being damaged or destroyed. See rule 122.1c.\n后盾指示物\n一种指示物,保护永久物不受伤害、不被消灭。参见规则122.1c。"}, {"chapter": "glossary", "id": "Shortcut", "content": "Shortcut A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule 731, “Taking Shortcuts.”\n简化\n在无须双方牌手特别指出每个选择的情况下,让大家自然可以理解并让游戏自然通过这些游戏选择(作出动作或让过优先权)。参见规则731,“进行简化”。"}, {"chapter": "glossary", "id": "Shroud", "content": "Shroud A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, “Shroud.”\n帷幕\n一个关键字异能,让永久物或牌手避免成为目标。参见规则702.18,“帷幕”。"}, {"chapter": "glossary", "id": "Shuffle", "content": "Shuffle To randomize the cards in a deck (before a game) or library (during a game). See rule 103.3 and rule 701.24.\n洗牌\n将套牌(游戏开始前)或牌库(游戏过程中)中的牌随机化。参见规则103.3及规则701.24。"}, {"chapter": "glossary", "id": "Sideboard", "content": "Sideboard Extra cards that may be used to modify a deck between games of a match. See rules 100.4.\n备牌\n在一局比赛的两盘之间可以更改套牌的额外的牌。参见规则100.4。"}, {"chapter": "glossary", "id": "Siege", "content": "Siege A battle subtype. Only an opponent of a Siege’s controller can be its protector. When the last defense counter is removed, its controller exiles the Siege, then they may cast it transformed without paying its mana cost. See rule 310.11.\n围攻\n一种战役类别。只有围攻的操控者之对手可以作为其防卫者。当移去最后一个布防指示物时,其操控者将它放逐,然后可以施放已转化的此牌,且不需支付其法术力费用。参见规则310.11。"}, {"chapter": "glossary", "id": "Silver-Bordered", "content": "Silver-Bordered Cards in certain sets and certain promotional cards are printed with a silver border. Silver-bordered cards are intended for casual play and may have features and text that aren’t covered by these rules.\n银边\n一些系列中的卡牌和一些赠卡以银色边框印刷。银边牌张用于休闲游戏,可能具有本文件中之规则未涵盖的特性及叙述。"}, {"chapter": "glossary", "id": "Skip", "content": "Skip Effects that use the word “skip” are replacement effects. The word “skip” indicates what events, steps, phases, or turns will be replaced with nothing. See rule 614, “Replacement Effects.”\n略过\n使用“略过”一词的效应为替代性效应。“略过”一词表示哪个事件、步骤、阶段或回合将被什么都不发生替代。参见规则614,“替代性效应”。"}, {"chapter": "glossary", "id": "Skulk", "content": "Skulk A keyword ability that restricts how a creature may be blocked. See rule 702.118, “Skulk.”\n潜匿\n一个关键字异能,限制一个生物能够如何被阻挡。参见规则702.118,“潜匿”。"}, {"chapter": "glossary", "id": "Slivercycling", "content": "Slivercycling See Typecycling.\n循环裂片妖\n参见类别循环。"}, {"chapter": "glossary", "id": "Sneak", "content": "Sneak A keyword ability that allows a spell to be cast for an alternative cost, including returning an unblocked attacking creature to its owner’s hand. Creatures cast this way enter tapped and attacking.\n奇袭\n一个关键字异能,允许咒语以替代性费用施放,此费用包括将未受阻挡的攻击生物移回其拥有者手上。以此法施放的生物进场时为横置且正进行攻击。"}, {"chapter": "glossary", "id": "Snow", "content": "Snow A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.”\n雪境\n一般只对永久物有关的超类别。参见规则205.4,“超类别”。"}, {"chapter": "glossary", "id": "Snow Mana Symbol", "content": "Snow Mana Symbol The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow source. It can also represent mana from a snow source that was spent to pay a cost. See rule 107.4h.\n雪境法术力符号\n雪境法术力符号{S}表示一点可以由雪境来源所产生的法术力所支付的费用。它也可以表示用于支付费用的、由雪境来源所产生的法术力。参见规则107.4h。"}, {"chapter": "glossary", "id": "Snow-Covered (Obsolete)", "content": "Snow-Covered (Obsolete) Some older cards were printed with the term “snow-covered” in their rules text. Except when referencing card names, such cards have received errata in the Oracle card reference to reference the supertype “snow” instead. See Snow.\n冰雪覆盖(已废止)\n一些老牌在规则叙述中印有“冰雪覆盖”一词。除非特指牌名,否则这些牌在Oracle牌张参考文献中已得到勘误改为特指具有超类别“雪境”。参见雪境。"}, {"chapter": "glossary", "id": "Solved", "content": "Solved 1. A designation a Case may have, allowing its last ability to affect the game. See rule 719, “Case Cards.”\n2. A keyword ability of Case cards that affects the game only if the Case has the solved designation. See rule 702.169, “Solved.”\n已侦结/侦结\n1. 一个案件可以获得的称号,允许案件的最后一个异能影响游戏。参见规则719,“案件牌”。\n2. 一个案件的关键字异能,在案件具有已侦结此称号时影响游戏。参见规则702.169,“侦结”。"}, {"chapter": "glossary", "id": "Sorcery", "content": "Sorcery A card type. A sorcery is not a permanent. See rule 307, “Sorceries.”\n法术\n一种牌张类别。法术不是永久物。参见规则307,“法术”。"}, {"chapter": "glossary", "id": "Soulbond", "content": "Soulbond A keyword ability that makes creatures better by pairing them together. See rule 702.95, “Soulbond.”\n魂系\n一个关键字异能,让生物组成搭档时更强。参见规则702.95,“魂系”。"}, {"chapter": "glossary", "id": "Soulshift", "content": "Soulshift A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.46, “Soulshift.”\n转生\n一个关键字异能,让牌手将其坟墓场中的牌移回其手上。参见规则702.46,“转生”。"}, {"chapter": "glossary", "id": "Source of an Ability", "content": "Source of an Ability The object that generated that ability. See rule 113.7.\n异能的来源\n创造该异能的物件。参见规则113.7。"}, {"chapter": "glossary", "id": "Source of Damage", "content": "Source of Damage The object that dealt that damage. See rule 609.7.\n伤害的来源\n造成伤害的物件。参见规则609.7。"}, {"chapter": "glossary", "id": "Source of Mana", "content": "Source of Mana The spell that produced mana or the source of the ability that produced mana. See rule 106.3.\n法术力的来源\n产生该法术力的咒语,或产生该法术力的异能之来源。参见规则106.3。"}, {"chapter": "glossary", "id": "Space Sculptor", "content": "Space Sculptor A keyword ability that splits creatures on the battlefield into sectors. See rule 702.158, “Space Sculptor.”\n太空塑师\n一个关键字异能,将战场上的生物分为不同星区。参见规则702.158,“太空塑师”。"}, {"chapter": "glossary", "id": "Special Action", "content": "Special Action An action a player may take that doesn’t use the stack. See rule 116, “Special Actions.”\n特殊动作\n牌手可以进行且不使用堆叠的动作。参见规则116,“特殊动作”。"}, {"chapter": "glossary", "id": "Spectacle", "content": "Spectacle A keyword ability that allows certain spells to be cast for an alternative cost if an opponent has lost life. See rule 702.137, “Spectacle.”\n揭幕\n一个关键字异能,在对手失去生命后允许一些咒语以替代性费用施放。参见规则702.137,“揭幕”。"}, {"chapter": "glossary", "id": "Speed", "content": "Speed Speed is a value that a player can have. See rule 702.179, “Start Your Engines!”\n速度\n速度是牌手可具有的数值。参见规则702.179,“发动引擎!”。"}, {"chapter": "glossary", "id": "Spell", "content": "Spell A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 112, “Spells.”\n咒语\n堆叠上的牌。以及堆叠上(无论是牌还是另一个咒语)的复制品。参见规则112,“咒语”。"}, {"chapter": "glossary", "id": "Spell Ability", "content": "Spell Ability A kind of ability. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. See rule 113.3a.\n咒语异能\n异能的一种。咒语异能为在瞬间或法术咒语结算时其叙述所表达的异能。参见规则113.3a。"}, {"chapter": "glossary", "id": "Spell Type", "content": "Spell Type A subtype that’s correlated to the instant card type and the sorcery card type. See rule 304, “Instants,” and rule 307, “Sorceries.” See rule 205.3k for the list of spell types.\n咒语类别\n和瞬间牌张类别和法术牌张类别对应的副类别。参见规则304,“瞬间”,以及规则307,“法术”。参见规则205.3k的咒语类别列表。"}, {"chapter": "glossary", "id": "Splice", "content": "Splice A keyword ability that lets a player add a card’s rules text onto another spell. See rule 702.47, “Splice.”\n通联\n一个关键字异能,让牌手将牌的规则叙述附加到另一个咒语上。参见规则702.47,“通联”。"}, {"chapter": "glossary", "id": "Split Cards", "content": "Split Cards Cards with two card faces on a single card. See rule 709, “Split Cards.”\n连体牌\n在一张牌上有两张牌面。参见规则709,“连体牌”。"}, {"chapter": "glossary", "id": "Split Second", "content": "Split Second A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.61, “Split Second.”\n转瞬\n一个关键字异能,让牌手几乎无法响应一个咒语。参见规则702.61,“转瞬”。"}, {"chapter": "glossary", "id": "Spree", "content": "Spree An ability found on some modal spells that allows you to choose one or more modes and requires you to pay additional costs for those modes. See rule 702.172, “Spree.”\n追欢\n一个见于某些具有模式之咒语上的关键字,允许你选择一个或数个模式,并需要为这些模式支付额外费用。参见规则702.172,“追欢”。"}, {"chapter": "glossary", "id": "Squad", "content": "Squad A keyword ability that creates copies of a creature when it enters the battlefield. See rule 702.157, “Squad.”\n小队\n一个关键字异能,使生物进战场时派出其复制品。参见规则702.157,“小队”。"}, {"chapter": "glossary", "id": "Stack", "content": "Stack A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, “Stack.”\n堆叠\n一个区域。堆叠是让咒语、起动式异能、和触发式异能等待结算的区域。参见规则405,“堆叠”。"}, {"chapter": "glossary", "id": "Start Your Engines!", "content": "Start Your Engines! A keyword ability that gives a player a speed of 1 if they have no speed. Once a player has speed, their speed increases once on each of their turns when an opponent loses life. See rule 702.179, “Start Your Engines!”\n发动引擎!\n一个关键字异能,在牌手没有速度时使其速度成为1。一旦牌手具有速度,于其自己的每个回合中且限一次,当有对手失去生命时,其速度便会增加1。参见规则702.179,“发动引擎!”。"}, {"chapter": "glossary", "id": "Starting Deck", "content": "Starting Deck After a player has set aside their sideboard, their remaining deck becomes their starting deck. See rule 103.2a.\n起始套牌\n在牌手将其备牌放在一边之后,其余的套牌便成为其起始套牌。参见规则103.2a。"}, {"chapter": "glossary", "id": "Starting Hand Size", "content": "Starting Hand Size The number of cards a player draws as a game begins. In most games, each player’s starting hand size is seven. See rule 103.5.\n起手牌数量\n牌手在游戏开始时抓牌的数量。在大多数游戏中,每位牌手的起手牌数量为七。参见规则103.5。"}, {"chapter": "glossary", "id": "Starting Life Total", "content": "Starting Life Total The amount of life a player has as a game begins. In most games, each player’s starting life total is 20. See rule 103.4.\n起始总生命\n牌手在游戏开始时的生命总值。在大多数游戏中,每位牌手的起始总生命为20。参见规则103.4。"}, {"chapter": "glossary", "id": "Starting Player", "content": "Starting Player The player chosen to take the first turn of a game. See rule 103.1.\n先手牌手\n选择进行游戏第一个回合的牌手。参见规则103.1。"}, {"chapter": "glossary", "id": "Starting Team", "content": "Starting Team The team chosen to take the first turn of a game using the shared team turns option. See rule 103.1.\n先手队伍\n在使用队伍共享回合模式中,选择进行游戏第一个回合的队伍。参见规则103.1。"}, {"chapter": "glossary", "id": "State-Based Actions", "content": "State-Based Actions Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.”\n状态动作\n每当特定条件符合时自动发生的游戏动作。参见规则704,“状态动作”。"}, {"chapter": "glossary", "id": "State Trigger", "content": "State Trigger A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.\n状态触发\n一个当游戏状态符合而不是触发事件发生时触发的触发式异能。参见规则603.8。"}, {"chapter": "glossary", "id": "Static Ability", "content": "Static Ability A kind of ability. Static abilities do something all the time rather than being activated or triggered. See rule 113, “Abilities,” and rule 604, “Handling Static Abilities.”\n静止式异能\n一种异能。静止式异能时刻都生效而不是被起动或触发。参见规则113,“异能”,以及规则604,“处理静止式异能”。"}, {"chapter": "glossary", "id": "Station", "content": "Station A keyword ability that lets you tap creatures to add charge counters to station cards. See rule 702.184, “Station,” and rule 721, “Station Cards.”\n蓄势\n一个关键字异能,允许你横置生物来在蓄势牌上放置充电指示物。参见规则721,“蓄势牌”。"}, {"chapter": "glossary", "id": "Station Cards", "content": "Station Cards Cards with striated text boxes, one or more station symbols, and the station ability. See rule 721, “Station Cards.”\n蓄势牌\n具有条状文字栏,一个或数个蓄势符号,以及蓄势异能的牌。参见规则721,“蓄势牌”。"}, {"chapter": "glossary", "id": "Status", "content": "Status The physical state of a permanent. See rule 110.5.\n状态\n一个永久物的物理状态。参见规则110.5。"}, {"chapter": "glossary", "id": "Step", "content": "Step A subsection of a phase. See section 5, “Turn Structure.”\n步骤\n一个阶段的一部分。参见第5章,“回合结构”。"}, {"chapter": "glossary", "id": "Sticker", "content": "Sticker A marker placed on an object that modifies its characteristics or interacts with a rule or effect. See rule 123, “Stickers.”\n贴纸\n一个置于物件或牌手上的标示物,影响其特征或与规则或效应互动。参见规则123,“贴纸”。"}, {"chapter": "glossary", "id": "Sticker Kicker", "content": "Sticker Kicker A kicker variant that can add a sticker to the spell with the ability and give a player a ticket counter. See rule 702.33h.\n贴纸增幅\n增幅异能的一种变化,可以在咒语上贴上贴纸并给予牌手门票指示物。参见规则702.33h。"}, {"chapter": "glossary", "id": "Sticker Sheet", "content": "Sticker Sheet The collection of stickers found on an insert in Unfinity booster packs. See rule 123, “Stickers.”\n贴纸卡\n贴纸的集合,能够在Unfinity系列补充包的贴纸页上找到。参见规则123,“贴纸”。"}, {"chapter": "glossary", "id": "Storm", "content": "Storm A keyword ability that creates copies of a spell. See rule 702.40, “Storm.”\n风暴\n一个关键字异能,创造咒语的复制品。参见规则702.40,“风暴”。"}, {"chapter": "glossary", "id": "Stun Counter", "content": "Stun Counter A counter that stops a permanent from untapping. See rule 122.1d.\n晕眩指示物\n一种指示物,阻止永久物重置。参见规则122.1d。"}, {"chapter": "glossary", "id": "Subgame", "content": "Subgame A completely separate Magic game created by an effect. See rule 728, “Subgames.”\n子游戏\n由一个效应创造出的完全分开的万智牌游戏。参见规则728,“子游戏”。"}, {"chapter": "glossary", "id": "Substitute Card", "content": "Substitute Card A game supplement with a Magic card back that can be used to represent a double-faced card or meld card. See rule 713, “Substitute Cards.”\n辅助牌\n一种游戏辅助用品,具有万智牌牌背,可用于代表一张双面牌或融合牌。参见规则713,“辅助牌”。"}, {"chapter": "glossary", "id": "Subtype", "content": "Subtype A characteristic that appears after the card type and a long dash on a card’s type line. See rule 205.3, “Subtypes.”\n副类别\n一个特征,在类别栏中牌张类别和长横线(中文版使用“~”)后面。参见规则205.3,“副类别”。"}, {"chapter": "glossary", "id": "Successfully Cast (Obsolete)", "content": "Successfully Cast (Obsolete) A term that was printed on some older cards. In general, cards that referred to a spell being “successfully cast” have received errata in the Oracle card reference to simply refer to a spell being “cast.”\n成功施放(已废止)\n一些老牌上印的用词。一般情况下指咒语被“成功施放”的牌在Oracle牌张参考文献中已得到勘误,改为该咒语被“施放”。"}, {"chapter": "glossary", "id": "Summon (Obsolete)", "content": "Summon (Obsolete) Older creature cards were printed with “Summon [creature type]” on their type lines. All such cards have received errata in the Oracle card reference to say “Creature — [creature type].” (Many of these cards’ creature types have also been updated.) See Creature.\n召唤(已废止)\n老生物牌的类别栏上印有“召唤[生物类别]”。这些牌在Oracle牌张参考文献中已得到勘误,改为“生物~[生物类别]”。(这其中很多牌的生物类别也已经更新。)另参见生物。"}, {"chapter": "glossary", "id": "Summoning Sickness Rule", "content": "Summoning Sickness Rule Informal term for a player’s inability to attack with a creature or to activate its abilities that include the tap symbol or the untap symbol unless the creature has been under that player’s control since the beginning of that player’s most recent turn. See rule 302.6. See also Haste.\n召唤失调规则\n非正式用语,指除非一个生物在牌手最近的一个回合开始时便已经操控它,否则该牌手不能用该生物进行攻击或起动它包含横置符号或重置符号的起动式异能。参见规则302.6。另参见敏捷。"}, {"chapter": "glossary", "id": "Sunburst", "content": "Sunburst A keyword ability that can have a permanent enter the battlefield with +1/+1 counters or charge counters on it. See rule 702.44, “Sunburst.”\n辉映\n一个关键字异能,让永久物进入战场时具有+1/+1指示物或充电指示物。参见规则702.44,“辉映”。"}, {"chapter": "glossary", "id": "Supertype", "content": "Supertype A characteristic that appears before the card type on a card’s type line. Most cards don’t have a supertype. See rule 205.4, “Supertypes.”\n超类别\n一个特征,出现在牌类别栏的牌张类别之前。大多数牌没有超类别。参见规则205.4,“超类别”。"}, {"chapter": "glossary", "id": "Supervillain Rumble", "content": "Supervillain Rumble A Free-for-All game in which each player is an archenemy. See rule 806, “Free-for-All,” and rule 904, “Archenemy.”\n群魔乱斗\n每位牌手都是魔王的自由竞赛游戏。参见规则806,“自由竞赛模式”和规则904,“魔王”。"}, {"chapter": "glossary", "id": "Support", "content": "Support A keyword action that lets you put +1/+1 counters on creatures. See rule 701.41, “Support.”\n支援\n一个关键字动作,让你在生物上放置+1/+1指示物。参见规则701.41,“支援”。"}, {"chapter": "glossary", "id": "Surge", "content": "Surge A keyword ability that provides an alternative cost to cast a card if you or one of your teammates has cast another spell in the same turn. See rule 702.117, “Surge.”\n潮涌\n一个关键字异能,提供一种施放牌的替代性费用,可以在你或队友在同一回合中施放过其他咒语后使用。参见规则702.117,“潮涌”。"}, {"chapter": "glossary", "id": "Surveil", "content": "Surveil To manipulate some of the cards on top of your library, sending some of them to your graveyard and rearranging the rest. See rule 701.25, “Surveil.”\n刺探\n操纵你牌库顶的一些牌,将其中一些牌放进你的坟墓场,并重新排列剩余的牌。参见规则701.25,“刺探”。"}, {"chapter": "glossary", "id": "Suspend", "content": "Suspend A keyword ability that provides an alternative way to play a card. See rule 702.62, “Suspend.” A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.\n延缓\n一个关键字异能,提供使用一张牌的其他途径。参见规则702.62,“延缓”。如果一张牌在放逐区、具有延缓、并且具有计时指示物,则该牌“已延缓”。"}, {"chapter": "glossary", "id": "Swamp", "content": "Swamp One of the five basic land types. Any land with this subtype has the ability “{T}: Add {B}.” See rule 305.6.\n沼泽\n五种基本地类别中的一种。任何具有此副类别的地都具有异能“{T}:加{B}。”参见规则305.6。"}, {"chapter": "glossary", "id": "Swampcycling", "content": "Swampcycling See Typecycling.\n循环沼泽\n参见类别循环。"}, {"chapter": "glossary", "id": "Swampwalk", "content": "Swampwalk See Landwalk.\n沼泽行者\n参见地行者。"}, {"chapter": "glossary", "id": "Tap", "content": "Tap To turn a permanent sideways from an upright position. See rule 701.26, “Tap and Untap.”\n横置\n将一个永久物从正常位置转到横向位置。参见规则701.26,“横置和重置”。"}, {"chapter": "glossary", "id": "Tapped", "content": "Tapped A status a permanent may have. See rule 110.5 and rule 701.26, “Tap and Untap.” See also Untapped.\n已横置\n一个永久物可能具有的状态。参见规则110.5和规则701.26,“横置和重置”。另参见未横置。"}, {"chapter": "glossary", "id": "Tap Symbol", "content": "Tap Symbol The tap symbol {T} in an activation cost means “Tap this permanent.” See rule 107.5.\n横置符号\n在起动费用中的横置符号{T}指“横置此永久物”。参见规则107.5。"}, {"chapter": "glossary", "id": "Target", "content": "Target A preselected object or player a spell or ability will affect. See rule 115, “Targets.”\n目标\n事先对一个咒语或异能将影响的物件或牌手作出的选择。参见规则115,“目标”。"}, {"chapter": "glossary", "id": "Team", "content": "Team A group of players who share a common victory condition in a multiplayer game. See rule 808, “Team vs. Team Variant,” rule 809, “Emperor Variant,” rule 810, “Two-Headed Giant Variant,” and rule 811, “Alternating Teams Variant.”\n队伍\n在多人游戏中共享相同胜利条件的一组牌手。参见规则808,“队伍对队伍玩法”、规则809,“皇帝玩法”、规则810,“双头巨人玩法”、和规则811,“隔位分队玩法”。"}, {"chapter": "glossary", "id": "Teammate", "content": "Teammate In a multiplayer game between teams, a player’s teammates are the other players on their team. See rule 102.3.\n队友\n在队伍间的多人游戏中,牌手的队友是其队伍中的其他牌手。参见规则102.3。"}, {"chapter": "glossary", "id": "Team vs. Team Variant", "content": "Team vs. Team Variant A multiplayer variant played among two or more teams, each of which sits together. See rule 808, “Team vs. Team Variant.”\n队伍对队伍玩法\n两个或以上队伍间的多人玩法,每个队伍坐在一起。参见规则808,“队伍对队伍玩法”。"}, {"chapter": "glossary", "id": "Text Box", "content": "Text Box Part of a card. The text box is printed on the lower half of the card and contains the card’s rules text, reminder text, and flavor text. See rule 207, “Text Box.”\n文字栏\n牌的一部分。文字栏印在牌的下面一半,包括该牌的规则叙述、提示文字、和背景叙述。参见规则207,“文字栏”。"}, {"chapter": "glossary", "id": "Text-Changing Effect", "content": "Text-Changing Effect A continuous effect that changes the text that appears in an object’s text box and/or type line. See rule 612, “Text-Changing Effects.”\n改变叙述的效应\n改变物件文字栏内和/或类别栏内文字叙述的持续性效应。参见规则612,“改变叙述的效应”。"}, {"chapter": "glossary", "id": "Threshold", "content": "Threshold “Threshold” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata in the Oracle card reference.\n门槛\n“门槛”曾经是关键字异能。现在是异能提示且没有规则意义。所有印有门槛的牌都在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Ticket Symbol", "content": "Ticket Symbol The ticket symbol {TK} with no numbers in it represents one ticket counter. The ticket symbol with a number in it represents a ticket cost. To pay a ticket cost, a player removes that many ticket counters from themselves.\n门票符号\n内部没有数字的门票符号{TK}代表一个门票指示物。内部有数字的门票符号代表门票费用。要支付门票费用,牌手从其自身移除相应数量的门票指示物。"}, {"chapter": "glossary", "id": "Tiered", "content": "Tiered A keyword ability found on some modal spells that requires you to pay an additional cost for the mode you choose. See rule 702.183, “Tiered.”\n分级\n一个见于某些具有模式之咒语上的关键字,允许你选择一个模式,并为此模式支付额外费用。参见规则702.183,“分级”。"}, {"chapter": "glossary", "id": "Time Travel", "content": "Time Travel To add a time counter to or remove a time counter from any number of permanents you control with a time counter on them or suspended cards you own in exile with time counters on them. See rule 701.56, “Time Travel.”\n时间旅行\n从任意数量由你操控且其上有计时指示物的永久物和/或放逐区内由你拥有且其上有计时指示物之已延缓的牌上放置或移去一个计时指示物。参见规则701.56,“时间旅行”。"}, {"chapter": "glossary", "id": "Timestamp Order", "content": "Timestamp Order A system used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.7. See also Dependency.\n时间印记顺序\n用来决定同一层或副层中持续性效应生效顺序的系统。参见规则613.7。另参见从属关系。"}, {"chapter": "glossary", "id": "Token", "content": "Token A marker used to represent any permanent that isn’t represented by a card. See rule 111, “Tokens.”\n衍生物\n一个标记,用来表示任何不用牌来表示的永久物。参见规则111,“衍生物”。"}, {"chapter": "glossary", "id": "Tombstone Icon", "content": "Tombstone Icon An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9.\n墓碑标志\n在一些奥德赛环境牌的左上角有墓碑符号,它对游戏没有影响。参见规则107.9。"}, {"chapter": "glossary", "id": "Total Casting Cost (Obsolete)", "content": "Total Casting Cost (Obsolete) An obsolete term for mana value. Cards printed with this term have received errata in the Oracle card reference.\n总施放费用(已废止)\n法术力值的已废止用词。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Total Cost", "content": "Total Cost What a player actually has to pay, in practical terms, to cast a spell or activated ability: the mana cost, activation cost, or alternative cost, plus all cost increases (including additional costs) and minus all cost reductions. See rule 601.2f.\n总费用\n牌手实际需要为施放咒语或起动异能所支付的费用;法术力费用、起动费用、或替代性费用,加上所有增加的费用(包括额外费用)并减去所有减少的费用。参见规则601.2f。"}, {"chapter": "glossary", "id": "Totem Armor (Obsolete)", "content": "Totem Armor (Obsolete) An obsolete keyword ability that has been renamed. See rule 702.89, “Umbra Armor.”\n替身甲(已废止)\n一个已废止的关键字异能,已被重新命名。参见规则702.89,“本影甲”。"}, {"chapter": "glossary", "id": "Toughness", "content": "Toughness 1. Part of a card that only creature cards have. A creature card’s toughness is printed after the slash in its lower right corner. See rule 208, “Power/Toughness.”\n2. A characteristic that only creatures have. See rule 302.4.\n防御力\n1. 只有生物牌具有的牌的一部分。生物牌的防御力印在其右下角斜线之后。参见规则208,“力量/防御力”。\n2. 一个只有生物才具有的特征。参见规则302.4。"}, {"chapter": "glossary", "id": "Tournament", "content": "Tournament An organized play activity where players compete against other players. See rule 100.6.\n比赛\n一个牌手与其他牌手竞技的组织化赛事活动。参见规则100.6。"}, {"chapter": "glossary", "id": "Tournament Rules", "content": "Tournament Rules Additional rules that apply to games played in a sanctioned tournament. See rule 100.6.\n比赛规则\n对认证比赛生效的额外规则。参见规则100.6。"}, {"chapter": "glossary", "id": "Toxic", "content": "Toxic A keyword ability that causes a player to get poison counters due to combat damage from creatures with the ability. See rule 702.164, “Toxic.”\n下毒\n一个关键字异能,使牌手因具有此异能的生物造成的战斗伤害获得中毒指示物。参见规则702.164,“下毒”。"}, {"chapter": "glossary", "id": "Traditional Magic Card", "content": "Traditional Magic Card A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters) and is included in players’ decks. See rule 108.2.\n传统万智牌\n传统的万智牌大约2.5英寸(6.3厘米)宽3.5英寸(8.8厘米)长,它们用于牌手的套牌中。参见规则108.2。"}, {"chapter": "glossary", "id": "Training", "content": "Training A keyword ability that means “Whenever this creature and at least one other creature with power greater that this creature’s power attack, put a +1/+1 counter on this creature.” See rule 702.149, “Training.”\n见习\n一个关键字异能,意指“每当此生物与至少一个力量较之为大的其他生物一起攻击时,在此生物上放置一个+1/+1指示物。”参见规则702.149,“见习”。"}, {"chapter": "glossary", "id": "Trample", "content": "Trample A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.”\n践踏\n一个关键字异能,影响生物如何分配战斗伤害。参见规则702.19,“践踏”。"}, {"chapter": "glossary", "id": "Trample Over Planeswalkers", "content": "Trample Over Planeswalkers A variant of trample that modifies how a creature assigns combat damage if it’s attacking a planeswalker. See rule 702.19, “Trample”\n践踏鹏洛客\n践踏异能的一种变化,影响生物在攻击鹏洛客时分配战斗伤害的方式。参见规则702.19,“践踏”。"}, {"chapter": "glossary", "id": "Transfigure", "content": "Transfigure A keyword ability that lets a player search their library for a replacement creature card. See rule 702.71, “Transfigure.”\n易形\n一个关键字异能,让牌手可以从其牌库中搜寻一张代替的生物牌。参见规则702.71,“易形”。"}, {"chapter": "glossary", "id": "Transform", "content": "Transform To turn a double-faced card so its other face is up. See rule 701.27, “Transform.”\n转化\n将一张双面牌翻转从而让其另一面朝上。参见规则701.27,“转化”。"}, {"chapter": "glossary", "id": "Transforming Double-Faced Cards (Obsolete)", "content": "Transforming Double-Faced Cards (Obsolete) An older name for nonmodal double-faced cards. See rule 712, “Double-Faced Cards.”\n转化式双面牌(已废止)\n非模式双面牌的旧名称。参见规则712,“双面牌”。"}, {"chapter": "glossary", "id": "Transmute", "content": "Transmute A keyword ability that lets a player search their library for a replacement card. See rule 702.53, “Transmute.”\n易质\n一个关键字异能,让牌手从其牌库中搜寻一张代替的牌。参见规则702.53,“易质”。"}, {"chapter": "glossary", "id": "Treasure Token", "content": "Treasure Token A Treasure token is a colorless artifact token with “{T}, Sacrifice this token: Add one mana of any color.” For more information about predefined tokens, see rule 111.10.\n珍宝衍生物\n珍宝衍生物是具有“{T},牺牲此衍生物:加一点任意颜色的法术力。”的无色衍生神器。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Tribal (Obsolete)", "content": "Tribal (Obsolete) An obsolete card type that has been renamed. See rule 308, “Kindreds.”\n部族(已废止)\n一个已废止的牌张类别,已被重新命名。参见规则308,“亲缘”。"}, {"chapter": "glossary", "id": "Tribute", "content": "Tribute A keyword ability that allows an opponent to choose between a creature entering the battlefield with +1/+1 counters or an additional ability. See rule 702.104, “Tribute.”\n致敬\n一个关键字异能,允许对手选择让生物进战场时具有+1/+1指示物或一个额外异能。参见规则702.104,“致敬”。"}, {"chapter": "glossary", "id": "Trigger", "content": "Trigger Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically “triggers.” That means its controller puts it on the stack the next time a player would receive priority. See rule 603, “Handling Triggered Abilities.”\n触发\n每当游戏事件或游戏状态符合一个触发式异能的触发事件时,该异能自动“触发”。这表示其操控者在下一词有牌手将得到优先权时将它放进堆叠。参见规则603,“处理触发式异能”。"}, {"chapter": "glossary", "id": "Trigger Condition", "content": "Trigger Condition The first part of a triggered ability, consisting of “when,” “whenever,” or “at” followed by a trigger event. See rule 603, “Handling Triggered Abilities.”\n触发条件\n触发式异能的第一部分,包含“当”、“每当”、或“在”以及之后的触发事件。参见规则603,“处理触发式异能”。"}, {"chapter": "glossary", "id": "Triggered Ability", "content": "Triggered Ability A kind of ability. Triggered abilities begin with the word “when,” “whenever,” or “at.” They’re written as “[Trigger condition], [effect].” See rule 113, “Abilities,” and rule 603, “Handling Triggered Abilities.”\n触发式异能\n一种异能。触发式异能以词语“当”、“每当”、或“在”开头。它们的格式为“[触发条件],[效应]”。参见规则113,“异能”、以及规则603,“处理触发式异能”。"}, {"chapter": "glossary", "id": "Trigger Event", "content": "Trigger Event The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, “Handling Triggered Abilities.”\n触发事件\n触发式异能所注意的事件。每当触发事件发生时,该触发式异能触发。参见规则603,“处理触发式异能”。"}, {"chapter": "glossary", "id": "Triple", "content": "Triple A keyword action that increases a creature’s power and/or toughness. See rule 701.11, “Triple.”\n加两倍\n一个关键字动作,增加生物的力量和/或防御力。参见规则701.11,“加两倍”。"}, {"chapter": "glossary", "id": "Turn-Based Actions", "content": "Turn-Based Actions Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, “Turn-Based Actions.”\n回合动作\n当特定的步骤或阶段开始时或当每个步骤或阶段结束时,自动发生的游戏动作。参见规则703,“回合动作”。"}, {"chapter": "glossary", "id": "Turn Markers", "content": "Turn Markers Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.\n回合标记\n大型混战游戏中,用于记录正在进行其回合之牌手的标记物。参见规则807.4。"}, {"chapter": "glossary", "id": "Two-Headed Giant Variant", "content": "Two-Headed Giant Variant A multiplayer variant played among two-player teams that each have a shared life total and take a simultaneous turn. See rule 810, “Two-Headed Giant Variant.”\n双头巨人玩法\n一个多人玩法,在两人共享总生命且同时进行回合的队伍之间展开。参见规则801,“双头巨人玩法”。"}, {"chapter": "glossary", "id": "Type", "content": "Type 1. An object’s card type or, more broadly, its card type, subtype, and/or supertype. See rule 205, “Type Line,” and section 3, “Card Types.”\n2. An attribute mana has. See rule 106, “Mana.”\n类别\n1. 一个物件的牌张类别,或更笼统的,它的牌张类别、超类别、和/或副类别。参见规则205,“类别栏”、以及第3章,“牌张类别”。\n2. 一个法术力的属性。参见规则106,“法术力”。"}, {"chapter": "glossary", "id": "Type Icon", "content": "Type Icon An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10.\n类别符号\n在一些预知将来版本的卡牌左上角有类别符号,它们对游戏没有影响。参见规则107.10。"}, {"chapter": "glossary", "id": "Type Line", "content": "Type Line Part of a card. The type line is printed directly below the illustration and contains the card’s card type(s), subtype(s), and/or supertype(s). See rule 205, “Type Line.”\n类别栏\n牌的一部分。类别栏印在图片的下方,包括该牌的牌张类别、副类别、和/或超类别。参见规则205,“类别栏”。"}, {"chapter": "glossary", "id": "Type-Changing Effect", "content": "Type-Changing Effect An effect that changes an object’s card type, subtype, and/or supertype. See rules 205.1a–b, 305.7, and 613.1d.\n改变类别的效应\n一个改变物件的牌张类别、副类别、和/或超类别的效应。参见规则205.1a-b、305.7、以及613.1d。"}, {"chapter": "glossary", "id": "Typecycling", "content": "Typecycling A variant of the cycling ability. See rule 702.29, “Cycling.”\n类别循环\n一种循环异能。参见规则702.29,“循环”。"}, {"chapter": "glossary", "id": "Umbra Armor", "content": "Umbra Armor A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.89, “Umbra Armor.”\n本影甲\n一个关键字异能,允许灵气保护其所结附的永久物。参见规则702.89,“本影甲”。"}, {"chapter": "glossary", "id": "Unattach", "content": "Unattach To move an Equipment away from the creature it’s attached to so that the Equipment is on the battlefield but is not equipping anything. See rule 701.3d.\n卸装\n将一个武具从其所贴附的生物上移走,从而让武具留在战场上但不装备在任何生物上。参见规则701.3d。"}, {"chapter": "glossary", "id": "Unblockable (Obsolete)", "content": "Unblockable (Obsolete) A term that meant “can’t be blocked.” Cards that used this term have received errata in the Oracle card reference.\n不可被阻挡(已废止)\n一个曾经表示“不可被阻挡”的用词。印有此叙述的牌已经在Oracle牌张参考文献中得到了勘误。"}, {"chapter": "glossary", "id": "Unblocked Creature", "content": "Unblocked Creature An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\n未受阻挡的生物\n一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况为止,一直保持是未受阻挡的生物。参见规则509,“宣告阻挡者步骤”。"}, {"chapter": "glossary", "id": "Undaunted", "content": "Undaunted A keyword ability that reduces the cost of a spell based on the number of opponents you have. See rule 702.125, “Undaunted.”\n不屈\n一个关键字异能,根据你的对手数量减少一个咒语的费用。参见规则702.125,“不屈”。"}, {"chapter": "glossary", "id": "Undying", "content": "Undying A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.93, “Undying.”\n不息\n一个关键字异能,将生物从坟墓场中移回战场上。参见规则702.93,“不息”。"}, {"chapter": "glossary", "id": "Unearth", "content": "Unearth A keyword ability that lets a player return a creature card from their graveyard to the battlefield. See rule 702.84, “Unearth.”\n破坟\n一个关键字异能,让牌手将生物牌从坟墓场中移回战场上。参见规则702.84,“破坟”。"}, {"chapter": "glossary", "id": "Unflipped", "content": "Unflipped A default status a permanent may have. See rule 110.5 and rule 710, “Flip Cards.” See also Flipped.\n未倒转\n一个永久物可能具有的默认状态。参见规则110.5和规则710,“倒转牌”。另参见倒转。"}, {"chapter": "glossary", "id": "Unleash", "content": "Unleash A keyword ability that allows a creature to enter the battlefield with a +1/+1 counter on it and stops it from blocking if it has a +1/+1 counter on it. See rule 702.98, “Unleash.”\n脱缰\n一个关键字异能,让生物进入战场时具有+1/+1指示物,并且如果它具有+1/+1指示物则防止其阻挡。参见规则702.98,“脱缰”。"}, {"chapter": "glossary", "id": "Unless", "content": "Unless A word used to indicate a certain style of cost. See rule 118.12a.\n除非\n一个词,用来确定特殊样式的费用。参见规则118.12a。"}, {"chapter": "glossary", "id": "Unlock", "content": "Unlock To give an unlocked designation to a permanent that has one or more locked halves. See rule 709.5f.\n解锁\n令一边或数边已上锁的永久物得到一个解锁称号。参见规则709.5g。"}, {"chapter": "glossary", "id": "Unlocked", "content": "Unlocked One half of a split permanent is “unlocked” if it has the appropriate unlocked designation. See rule 709.5.\n已解锁\n如果一个连体永久物具有特定的解锁称号,则其相应的一边为“已解锁”。参见规则709.5。"}, {"chapter": "glossary", "id": "Untap", "content": "Untap To rotate a permanent back to the upright position from a sideways position. See rule 701.26, “Tap and Untap.”\n重置\n将永久物从横向位置转回到正常位置。参见规则701.26,“横置和重置”。"}, {"chapter": "glossary", "id": "Untap Step", "content": "Untap Step Part of the turn. This step is the first step of the beginning phase. See rule 502, “Untap Step.”\n重置步骤\n回合的一部分。该步骤是开始阶段的第一个步骤。参见规则502,“重置步骤”。"}, {"chapter": "glossary", "id": "Untap Symbol", "content": "Untap Symbol The untap symbol {Q} in an activation cost means “Untap this permanent.” See rule 107.6.\n重置符号\n在起动费用中的重置符号{Q}指“重置此永久物”。参见规则107.6。"}, {"chapter": "glossary", "id": "Untapped", "content": "Untapped A default status a permanent may have. See rule 110.5 and rule 701.26, “Tap and Untap.” See also Tapped.\n未横置\n一个永久物可能具有的默认状态。参见规则110.5和规则701.26,“横置和重置”。另参见已横置。"}, {"chapter": "glossary", "id": "Upkeep Step", "content": "Upkeep Step Part of the turn. This step is the second step of the beginning phase. See rule 503, “Upkeep Step.”\n维持步骤\n回合的一部分。该步骤是开始阶段的第二个步骤。参见规则503,“维持步骤”。"}, {"chapter": "glossary", "id": "Vancouver Mulligan", "content": "Vancouver Mulligan Informal term for a previous system of taking a mulligan. Using the Vancouver mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. After choosing to not mulligan, a player who took a mulligan looked at the top card of their library and could put it on the bottom of their library. For current mulligan rules, see rule 103.5.\n温哥华再调度\n指代一种曾经的再调度方式的非正式用词。使用温哥华再调度方式时,牌手再调度时将其手牌洗入其牌库,然后少抓一张牌。在决定不再次再调度之后,已执行过再调度的牌手查看其牌库顶牌,并能够选择将其置于牌库底。要查看当前的再调度规则,参见规则103.5。"}, {"chapter": "glossary", "id": "Vanguard", "content": "Vanguard 1. A casual variant in which each player plays the role of a famous character. See rule 902, “Vanguard.”\n2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is not a permanent. See rule 313, “Vanguards.”\n先锋\n1. 一种休闲式玩法,牌手可以扮演一位著名的角色。参见规则902,“先锋”。\n2. 一种牌张类别,只在先锋休闲式玩法中使用的非传统万智牌上出现。先锋牌不是永久物。参见规则313,“先锋”。"}, {"chapter": "glossary", "id": "Vanishing", "content": "Vanishing A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.63, “Vanishing.”\n消逝\n一个关键字异能,限制一个永久物在战场上的时间。参见规则702.63,“消逝”。"}, {"chapter": "glossary", "id": "Variant", "content": "Variant An additional set of rules that determines the style of a multiplayer game. See rule 800.2.\n玩法\n决定一盘多人游戏风格的一组规则集合。参见规则800.2。"}, {"chapter": "glossary", "id": "Vehicle", "content": "Vehicle An artifact subtype. Vehicles can become artifact creatures. See rule 301, “Artifacts,” and rule 702.122, “Crew.”\n载具\n一个神器副类别。载具可以变成神器生物。参见规则301,“神器”,以及规则702.122,“搭载”。"}, {"chapter": "glossary", "id": "Venture into [Quality]", "content": "Venture into [Quality] A variant of the venture into the dungeon ability that allows a player to bring a dungeon card with [quality] into the game or move a player’s venture marker. See rule 701.49, “Venture into the Dungeon.”\n深入[特性]\n深入地城异能的一种变化形式,使牌手将具[特性]的地城牌带入游戏,或移动牌手的进度标记。参见规则701.49,“深入地城”。"}, {"chapter": "glossary", "id": "Venture into the Dungeon", "content": "Venture into the Dungeon A keyword action that can bring dungeon cards into the game from outside the game or move a player’s venture marker. See rule 701.49, “Venture into the Dungeon.”\n深入地城\n一个关键字动作,可以将地城牌从游戏外带入游戏,或移动牌手的进度标记。参见规则701.49,“深入地城”。"}, {"chapter": "glossary", "id": "Venture Marker", "content": "Venture Marker A marker used to track which room of a dungeon card a player is currently in. See rule 309, “Dungeons.”\n进度标记\n一种标记,用来记录牌手当前在地城牌的哪个房间中。参见规则309,“地城”。"}, {"chapter": "glossary", "id": "Vigilance", "content": "Vigilance A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”\n警戒\n一个关键字异能,让生物进行攻击不需横置。参见规则702.20,“警戒”。"}, {"chapter": "glossary", "id": "Visit", "content": "Visit A keyword ability found on Attraction cards. It provides an effect whenever you roll to visit your attractions and get certain results. See rule 702.159, “Visit.”\n造访\n一个见于景点牌上的关键字异能。它在你掷骰造访景点并获得特定结果时提供效应。参见规则702.159,“造访”。"}, {"chapter": "glossary", "id": "Vote", "content": "Vote Some cards instruct players to vote from among given options. See rule 701.38, “Vote.”\n投票\n一些牌会指示牌手对给定的选项进行投票。参见规则701.38,“投票”。"}, {"chapter": "glossary", "id": "Walker Token", "content": "Walker Token A Walker token is a 2/2 black Zombie creature token named Walker. For more information on predefined tokens, see rule 111.10.\n尸行者衍生物\n尸行者衍生物是名为尸行者的2/2黑色灵俑衍生生物。欲知关于预定义衍生物的更多信息,参见规则111.10。"}, {"chapter": "glossary", "id": "Wall", "content": "Wall A creature type with no particular rules meaning. Older cards with the Wall creature type but without defender had an unwritten ability that precluded them from attacking. Those cards have received errata in the Oracle card reference to have defender. Some older cards that referenced the Wall creature type have also received errata. See Defender.\n墙\n一种生物类别,不具有特别的规则意义。旧系列具有墙生物类别但没有守军的牌具有未写明的异能,阻止它们进行攻击。这些牌在Oracle牌张参考文献中已经得到勘误具有守军。一些旧系列的牌有提及墙生物类别也得到了勘误。参见守军。"}, {"chapter": "glossary", "id": "Ward", "content": "Ward A triggered ability that can counter spells or abilities that target the permanent with ward. See rule 702.21, “Ward.”\n守护\n一个触发式异能,可以反击指定具守护异能之永久物的咒语或异能。参见规则702.21,“守护”。"}, {"chapter": "glossary", "id": "Warp", "content": "Warp A keyword ability found on permanent cards that allows them to be cast for an alternative cost. See rule 702.185, “Warp.”\n跃迁\n一个见于永久物牌上的关键字异能,允许它们以替代性费用施放。参见规则702.185,“跃迁”。"}, {"chapter": "glossary", "id": "Waterbend", "content": "Waterbend A keyword action. “Waterbend [cost]” means to pay that cost and, for each {1} in that cost, you may tap an untapped artifact or creature you control rather than pay mana. See rule 701.67, “Waterbend.”\n截水\n一个关键字动作。“截水[费用]”意指支付该费用,且你每横置一个由你操控且未横置的神器或生物就能为此费用支付{1}。参见规则701.67,“截水”。"}, {"chapter": "glossary", "id": "Web-slinging", "content": "Web-slinging A keyword ability that allows spells to be cast for an alternative cost by returning a tapped creature you control to its owner’s hand. See rule 702.188, “Web-slinging.”\n蛛丝甩荡\n一个关键字异能,允许咒语藉由将一个由你操控且已横置的生物移回其拥有者手上的替代性费用来施放。参见规则702.188,“蛛丝甩荡”。"}, {"chapter": "glossary", "id": "Win the Game", "content": "Win the Game There are several ways to win the game. See rule 104, “Ending the Game,” and rules 810.8 (for additional rules for Two-Headed Giant games) and rule 809.5 (for additional rules for Emperor games).\n游戏胜利\n有多种方法可以取得游戏的胜利。参见规则104,“结束游戏”,以及规则810.8(双头巨人游戏的额外规则)和规则809.5(皇帝玩法的额外规则)。"}, {"chapter": "glossary", "id": "Wither", "content": "Wither A keyword ability that affects how an object deals damage to a creature. See rule 702.80, “Wither.”\n干枯\n一个关键字异能,影响物件如何对生物造成伤害。参见规则702.80,“干枯”。"}, {"chapter": "glossary", "id": "Wizardcycling", "content": "Wizardcycling See Typecycling.\n循环法术师\n参见类别循环。"}, {"chapter": "glossary", "id": "World", "content": "World A supertype that’s normally relevant on enchantments. See rule 205.4, “Supertypes.” See also World Rule.\n普世\n一种超类别,一般情况下与结界有关。参见规则205.4,“超类别”。另参见普世规则。"}, {"chapter": "glossary", "id": "World Rule", "content": "World Rule A state-based action that causes all permanents with the world supertype except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. See rule 704.5k.\n普世规则\n一个状态动作,让所有具有普世超类别的永久物,除了拥有普世超类别时间最短的一个以外,皆置入其拥有者的坟墓场。参见规则704.5k。"}, {"chapter": "glossary", "id": "X", "content": "X A placeholder for a number that needs to be determined. See rule 107.3.\nX\n一个需要被确定数字的占位符。参见规则107.3。"}, {"chapter": "glossary", "id": "Y", "content": "Y See X.\nY\n参见X。"}, {"chapter": "glossary", "id": "You, Your", "content": "You, Your Words that refer to an object’s controller, its would-be controller (if a player is attempting to cast or activate it), or its owner (if it has no controller). See rule 109.5.\n你,你的\n指一个物件的操控者、它即将的操控者(如果牌手正准备施放或起动它),或它的拥有者(如果没有操控者)。参见规则109.5。"}, {"chapter": "glossary", "id": "Zone", "content": "Zone A place where objects can be during a game. See section 4, “Zones.”\n区域\n在游戏过程中物件所处于的位置。参见第4章,“区域”。"}, {"chapter": "glossary", "id": "Zone-Change Triggers", "content": "Zone-Change Triggers Trigger events that involve objects changing zones. See rule 603.6.\n改变区域触发\n与物件改变区域相关的触发事件。参见规则603.6。"}] \ No newline at end of file