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cr:1 [2024/04/12 05:03]
127.0.0.1 外部编辑
cr:1 [2024/09/25 03:59] (当前版本)
Siyang Li
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 <​BOOKMARK:​cr101-4d>​101.4d If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.\\ ​ <​BOOKMARK:​cr101-4d>​101.4d If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.\\ ​
-101.4d 如果某位非主动牌手的选择导致主动牌手,或者另一位已经作出选择的非主动牌手需要作出新的选择,则所有未完成的选择以“主动牌手先决定”规则重新开始。+101.4d 如果某位非主动牌手的选择导致主动牌手,或者另一位已经作出选择的非主动牌手,需要作出新的选择,则所有未完成的选择以“主动牌手先决定”规则重新开始。
  
 <​BOOKMARK:​cr101-4e>​101.4e If multiple players would make choices or take actions while starting the game, the starting player is considered the active player and each other player is considered a nonactive player.\\ ​ <​BOOKMARK:​cr101-4e>​101.4e If multiple players would make choices or take actions while starting the game, the starting player is considered the active player and each other player is considered a nonactive player.\\ ​
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 107.3p 一些物件上除了会使用字母X以外还会额外使用字母Y。Y遵循于X相同的规则。 107.3p 一些物件上除了会使用字母X以外还会额外使用字母Y。Y遵循于X相同的规则。
  
-<​BOOKMARK:​cr107-4>​107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/​R}, ​and {2/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; the hybrid Phyrexian symbols {W/U/P}, {W/B/P}, {U/B/P}, {U/R/P}, {B/R/P}, {B/G/P}, {R/G/P}, {R/W/P}, {G/W/P}, and {G/U/P}; and the snow mana symbol {S}.\\  +<​BOOKMARK:​cr107-4>​107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, {2/G}, {C/W}, {C/U}, {C/B}, {C/R}, and {C/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; the hybrid Phyrexian symbols {W/U/P}, {W/B/P}, {U/B/P}, {U/R/P}, {B/R/P}, {B/G/P}, {R/G/P}, {R/W/P}, {G/W/P}, and {G/U/P}; and the snow mana symbol {S}.\\  
-107.4. 法术力符号包括{W}、{U}、{B}、{R}、{G}和{C};数字符号{0}、{1}、{2}、{3}、{4},依此类推;可变数值符号{X};混血符号{W/​U}、{W/​B}、{U/​B}、{U/​R}、{B/​R}、{B/​G}、{R/​G}、{R/​W}、{G/​W}和{G/​U};单色混血符号{2/​W}、{2/​U}、{2/​B}、{2/​R}{2/​G};非瑞克西亚法术力符号{W/​P}、{U/​P}、{B/​P}、{R/​P}和{G/​P};混血非瑞克西亚法术力{W/​U/​P}、{W/​B/​P}、{U/​B/​P}、{U/​R/​P}、{B/​R/​P}、{B/​G/​P}、{R/​G/​P}、{R/​W/​P}、{G/​W/​P}和{G/​U/​P};以及雪境法术力符号{S}。+107.4. 法术力符号包括{W}、{U}、{B}、{R}、{G}和{C};数字符号{0}、{1}、{2}、{3}、{4},依此类推;可变数值符号{X};混血符号{W/​U}、{W/​B}、{U/​B}、{U/​R}、{B/​R}、{B/​G}、{R/​G}、{R/​W}、{G/​W}和{G/​U};单色混血符号{2/​W}、{2/​U}、{2/​B}、{2/​R}{2/​G}、{C/​W}、{C/​U}、{C/​B}、{C/​R}和{C/​G};非瑞克西亚法术力符号{W/​P}、{U/​P}、{B/​P}、{R/​P}和{G/​P};混血非瑞克西亚法术力{W/​U/​P}、{W/​B/​P}、{U/​B/​P}、{U/​R/​P}、{B/​R/​P}、{B/​G/​P}、{R/​G/​P}、{R/​W/​P}、{G/​W/​P}和{G/​U/​P};以及雪境法术力符号{S}。
  
 <​BOOKMARK:​cr107-4a>​107.4a There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, “Mana Cost and Color.”\\ ​ <​BOOKMARK:​cr107-4a>​107.4a There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, “Mana Cost and Color.”\\ ​
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 107.4d 符号{0}表示零点法术力,也表示无须任何资源便可支付的费用。(参见规则[[cr:​1#​cr118-5|118.5]]。) 107.4d 符号{0}表示零点法术力,也表示无须任何资源便可支付的费用。(参见规则[[cr:​1#​cr118-5|118.5]]。)
  
-<​BOOKMARK:​cr107-4e>​107.4e ​Hybrid ​mana symbols are also colored mana symbols. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors.\\  +<​BOOKMARK:​cr107-4e>​107.4e ​A hybrid ​mana symbol is also colored mana symbol, even if one of its components is colorless. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors.\\  
-107.4e 混血法术力符号同样也是有色法术力符号。每个混血符号由两边组成,代表可以用两者之一来支付的费用。如一个{W/​U}的混血符号可用白色法术力或是蓝色法术力来支付,而单色混血符号如{2/​B}可以用一点黑色法术力或者两点任意法术力来支付。混血符号的颜色为其各部分包含的所有颜色。+107.4e 混血法术力符号同样也是有色法术力符号,即使其中一边是无色。每个混血符号由两边组成,代表可以用两者之一来支付的费用。如一个{W/​U}的混血符号可用白色法术力或是蓝色法术力来支付,而单色混血符号如{2/​B}可以用一点黑色法术力或者两点任意法术力来支付。混血符号的颜色为其各部分包含的所有颜色。
  
 Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.\\ ​ Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.\\ ​
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 例如:{W/​P}{W/​P}可以使用{W}{W}、{W}和2点生命、或者4点生命来支付。 例如:{W/​P}{W/​P}可以使用{W}{W}、{W}和2点生命、或者4点生命来支付。
  
-<​BOOKMARK:​cr107-4g>​107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the fifteen Phyrexian mana symbols.\\  +<​BOOKMARK:​cr107-4g>​107.4g In rules text, the Phyrexian symbol {H} with no colored background means any of the fifteen Phyrexian mana symbols.\\  
-107.4g 在规则叙述中,无色背景的非瑞克西亚符号{P}指十五种非瑞克西亚法术力符号中任意一种。+107.4g 在规则叙述中,无色背景的非瑞克西亚符号{H}指十五种非瑞克西亚法术力符号中任意一种。
  
 <​BOOKMARK:​cr107-4h>​107.4h When used in a cost, the snow mana symbol {S} represents a cost that can be paid with one mana of any type produced by a snow source (see rule 106.3). Effects that reduce the amount of generic mana you pay don’t affect {S} costs. The {S} symbol can also be used to refer to mana of any type produced by a snow source spent to pay a cost. Snow is neither a color nor a type of mana.\\ ​ <​BOOKMARK:​cr107-4h>​107.4h When used in a cost, the snow mana symbol {S} represents a cost that can be paid with one mana of any type produced by a snow source (see rule 106.3). Effects that reduce the amount of generic mana you pay don’t affect {S} costs. The {S} symbol can also be used to refer to mana of any type produced by a snow source spent to pay a cost. Snow is neither a color nor a type of mana.\\ ​
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 <​BOOKMARK:​cr107-10>​107.10. A type icon appears in the upper left corner of each card from the Future Sight™ set printed with an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment,​ a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that’s indicated by a black and white cross. This icon has no effect on game play.\\ ​ <​BOOKMARK:​cr107-10>​107.10. A type icon appears in the upper left corner of each card from the Future Sight™ set printed with an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment,​ a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that’s indicated by a black and white cross. This icon has no effect on game play.\\ ​
-107.10. 在每张预知将来™版本的有特别“时间转移”牌框的牌上面,其牌左上角会有类别符号。如果此牌具有单一的牌类别,则符号为:爪痕表示生物、火焰表示法术、闪电表示瞬间、升日表示结界、圣杯表示神器、群山表示地。如果它有多种类别,则用黑白十字表示。此符号与游戏进行并无关联。+107.10. 在每张预知将来™版本的有特别“时间转移”牌框的牌上面,其牌左上角会有类别符号。如果此牌具有单一的牌类别,则符号为:爪痕表示生物、火焰表示法术、闪电表示瞬间、升日表示结界、圣杯表示神器、群山表示地。如果它有多种类别,则用黑白十字表示。此符号与游戏进行并无关联。
  
 <​BOOKMARK:​cr107-11>​107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. It has five tines at the top and tapers to a point at the bottom. See rule 901, “Planechase.”\\ ​ <​BOOKMARK:​cr107-11>​107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. It has five tines at the top and tapers to a point at the bottom. See rule 901, “Planechase.”\\ ​
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 <​BOOKMARK:​cr107-17a>​107.17a A ticket symbol with a number inside it represents a ticket cost. To pay that cost, a player removes that many ticket counters from themselves.\\ ​ <​BOOKMARK:​cr107-17a>​107.17a A ticket symbol with a number inside it represents a ticket cost. To pay that cost, a player removes that many ticket counters from themselves.\\ ​
 107.17a 内部有数字的门票符号代表门票费用。要支付门票费用,牌手从其自身移除该数量的门票指示物。 107.17a 内部有数字的门票符号代表门票费用。要支付门票费用,牌手从其自身移除该数量的门票指示物。
 +
 +<​BOOKMARK:​cr107-18>​107.18. The pawprint symbol is {P}. This symbol is used to indicate the modes on some modal spells, and does not represent a cost, mana, counters, or any type of persistent resource. See rule 700.2i.\\ ​
 +107.18. 爪印符号是{P}。此符号用于表示某些具有模式的咒语之模式,并不代表费用、法术力、指示物或是任何持续性资源。参见规则[[cr:​7#​cr700-2i|700.2i]]。
  
 ===== 108. 牌 Cards ===== ===== 108. 牌 Cards =====
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 <​BOOKMARK:​cr109-1>​109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.\\ ​ <​BOOKMARK:​cr109-1>​109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.\\ ​
-109.1. 物件包括堆叠中的异能、牌、牌的复制、衍生物、咒语、永久物或徽记。+109.1. 物件包括堆叠中的异能、牌、牌的复制、衍生物、咒语、永久物或徽记。
  
 <​BOOKMARK:​cr109-2>​109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t refer to a specific zone or include the word “card,” “spell,​” “source,​” or “scheme,​” it means a permanent of that card type or subtype on the battlefield.\\ ​ <​BOOKMARK:​cr109-2>​109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t refer to a specific zone or include the word “card,” “spell,​” “source,​” or “scheme,​” it means a permanent of that card type or subtype on the battlefield.\\ ​
-109.2. 如果咒语或异能使用类别或副类别描述物件,且并未提及某特定区域或未使用“牌”、“咒语”、“来源”或“阴谋”,它表示战场上该类别或副类别的永久物。+109.2. 如果咒语或异能使用类别或副类别描述物件,且并未提及某特定区域或未使用“牌”、“咒语”、“来源”或“邪计”,它表示战场上该类别或副类别的永久物。
  
 <​BOOKMARK:​cr109-2a>​109.2a If a spell or ability uses a description of an object that includes the word “card” and the name of a zone, it means a card matching that description in the stated zone.\\ ​ <​BOOKMARK:​cr109-2a>​109.2a If a spell or ability uses a description of an object that includes the word “card” and the name of a zone, it means a card matching that description in the stated zone.\\ ​
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 <​BOOKMARK:​cr109-2d>​109.2d If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone on which that ability is printed.\\ ​ <​BOOKMARK:​cr109-2d>​109.2d If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone on which that ability is printed.\\ ​
-109.2d 如果阴谋牌的异能包含叙述“此阴谋”,它表示统帅区中印有该异能的阴谋牌。+109.2d 如果邪计牌的异能包含叙述“此邪计”,它表示统帅区中印有该异能的邪计牌。
  
 <​BOOKMARK:​cr109-3>​109.3. An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, defense, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on.\\  <​BOOKMARK:​cr109-3>​109.3. An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, defense, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on.\\ 
-109.3. 物件的特征包括名称、法术力费用、颜色、颜色标志、牌类别、副类别、超类别、规则叙述、异能、力量、防御力、忠诚、布防、手牌修正和生命修正。物件可以拥有一些甚至全部这些特征。所有关于物件的其他信息均不是特征。例如,特征不包括永久物是否横置、咒语的目标、物件的拥有者或操控者、灵气所结附的对象等。+109.3. 物件的特征包括名称、法术力费用、颜色、颜色标志、牌类别、副类别、超类别、规则叙述、异能、力量、防御力、忠诚、布防、手牌修正和生命修正。物件可以拥有一些甚至全部这些特征。所有关于物件的其他信息均不是特征。例如,特征不包括永久物是否横置、咒语的目标、物件的拥有者或操控者、灵气所结附的对象等。
  
 <​BOOKMARK:​cr109-4>​109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren’t controlled by any player. See rule 108.4. There are six exceptions to this rule:​\\ ​ <​BOOKMARK:​cr109-4>​109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren’t controlled by any player. See rule 108.4. There are six exceptions to this rule:​\\ ​
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 <​BOOKMARK:​cr109-4f>​109.4f In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.\\ ​ <​BOOKMARK:​cr109-4f>​109.4f In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.\\ ​
-109.4f 在魔王游戏中,每张阴谋牌由其拥有者操控。参见规则[[cr:​9#​cr904-7|904.7]]。+109.4f 在魔王游戏中,每张邪计牌由其拥有者操控。参见规则[[cr:​9#​cr904-7|904.7]]。
  
 <​BOOKMARK:​cr109-4g>​109.4g In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.\\ ​ <​BOOKMARK:​cr109-4g>​109.4g In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.\\ ​
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 110.3. 非衍生物永久物的特征为印在其牌面上的特征,并由任何持续性效应所修改。参见规则[[cr:​6#​cr613|613]],“持续性效应的互动”。 110.3. 非衍生物永久物的特征为印在其牌面上的特征,并由任何持续性效应所修改。参见规则[[cr:​6#​cr613|613]],“持续性效应的互动”。
  
-<​BOOKMARK:​cr110-4>​110.4. There are six permanent types: artifact, battle, creature, enchantment,​ land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some tribal ​cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.”\\  +<​BOOKMARK:​cr110-4>​110.4. There are six permanent types: artifact, battle, creature, enchantment,​ land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some kindred ​cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.”\\  
-110.4. 永久物的类别有六种:神器、战役、生物、结界、地和鹏洛客。瞬间和法术牌不能进入战场,所以它们不能成为永久物。一些部族牌可以进入战场,另一些则不能,取决于它们的其他牌类别。参见[[cr:​3|第3章]],“牌类别”。+110.4. 永久物的类别有六种:神器、战役、生物、结界、地和鹏洛客。瞬间和法术牌不能进入战场,所以它们不能成为永久物。一些亲缘牌可以进入战场,另一些则不能,取决于它们的其他牌类别。参见[[cr:​3|第3章]],“牌类别”。
  
 <​BOOKMARK:​cr110-4a>​110.4a The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically,​ it means an artifact, battle, creature, enchantment,​ land, or planeswalker card.\\ ​ <​BOOKMARK:​cr110-4a>​110.4a The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically,​ it means an artifact, battle, creature, enchantment,​ land, or planeswalker card.\\ ​
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 Example: Dimir Doppelganger says “{1}{U}{B}:​ Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.\\ ​ Example: Dimir Doppelganger says “{1}{U}{B}:​ Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.\\ ​
-例如:底密尔化妖的异能为“{1}{U}{B}:将目标生物牌从任一坟墓场放逐。底密尔化妖成为该牌的复制,并获得此异能。”它成为学徒术士(一张倒转牌)的复制。藉由使用学徒术士的异能,让此生物倒转,使它成为具有底密尔化妖异能的示现师智也的复制。如果此永久物之后成为符爪熊的复制,它还会维持倒转的状态,虽然此状态和符爪熊无关。如果再次起动它的复制异能,这次目标短牙鼠人(另一张倒转牌),则此永久物的倒转状态表示其具有可憎的刺须(倒转后的短牙鼠人)的特征并具有底密尔化妖的异能。+例如:底密尔化妖的异能为“{1}{U}{B}:将目标生物牌从任一坟墓场放逐。底密尔化妖成为该牌的复制,并获得此异能。”它成为学徒术士(一张倒转牌)的复制。藉由使用学徒术士的异能,让此生物倒转,使它成为具有底密尔化妖异能的示现师智也的复制。如果此永久物之后成为符爪熊的复制,它还会维持倒转的状态,虽然此状态和符爪熊无关。如果再次起动它的复制异能,这次目标短牙鼠人(另一张倒转牌),则此永久物的倒转状态表示其具有可憎的刺须(倒转后的短牙鼠人)的特征并具有底密尔化妖的异能。
  
 <​BOOKMARK:​cr110-5d>​110.5d Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.\\ ​ <​BOOKMARK:​cr110-5d>​110.5d Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.\\ ​
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 <​BOOKMARK:​cr111-3>​111.3. The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token’s “text.” The characteristic values defined this way are functionally equivalent to the characteristic values that are printed on a card; for example, they define the token’s copiable values. A token doesn’t have any characteristics not defined by the spell or ability that created it.\\  <​BOOKMARK:​cr111-3>​111.3. The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token’s “text.” The characteristic values defined this way are functionally equivalent to the characteristic values that are printed on a card; for example, they define the token’s copiable values. A token doesn’t have any characteristics not defined by the spell or ability that created it.\\ 
-111.3. 派出衍生物的咒语或异能可能会定义该衍生物的一些特征值。这将成为该衍生物的“文字叙述”。以此法所定义的特征值与印在牌上的特征值在作用上相同;例如,它们定义该衍生物的可复制值。衍生物不具备派出它的咒语或异能所没有定义的特征。+111.3. 派出衍生物的咒语或异能可能会定义该衍生物的一些特征值。这将成为该衍生物的“文字叙述”。以此法所定义的特征值与印在牌上的特征值在作用上相同;例如,它们定义该衍生物的可复制特征值。衍生物不具备派出它的咒语或异能所没有定义的特征。
  
 Example: Jade Mage has the ability “{2}{G}: Create a 1/1 green Saproling creature token.” The resulting token has no mana cost, supertypes, rules text, or abilities.\\ ​ Example: Jade Mage has the ability “{2}{G}: Create a 1/1 green Saproling creature token.” The resulting token has no mana cost, supertypes, rules text, or abilities.\\ ​
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 例如:矮人增援是法术,其部分叙述为“派出两个2/​1红色矮人/狂战士衍生生物。”其派出的每个衍生物名称均为“矮人狂战士衍生物”,且具有鬼怪和斥候两种生物类别。 例如:矮人增援是法术,其部分叙述为“派出两个2/​1红色矮人/狂战士衍生生物。”其派出的每个衍生物名称均为“矮人狂战士衍生物”,且具有鬼怪和斥候两种生物类别。
  
-Example: Minsc, Beloved Ranger says, in part, “When Minsc, Beloved Ranger enters ​the battlefield, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.” That token’s subtype is Hamster, but because Minsc specifies that the token’s name is Boo, neither “Hamster” nor “Token” are part of its name.\\  +Example: Minsc, Beloved Ranger says, in part, “When Minsc, Beloved Ranger enters, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.” That token’s subtype is Hamster, but because Minsc specifies that the token’s name is Boo, neither “Hamster” nor “Token” are part of its name.\\  
-例如:厚爱游侠明斯克的部分叙述为“当厚爱游侠明斯克进场时,派出传奇衍生生物布布,其为1/​1红色,具践踏与敏捷异能的仓鼠。”该衍生物的副类别为仓鼠,但由于明斯克指明了该衍生物的名称为“布布”,“仓鼠”和“衍生物”均不是该衍生物名称的一部分。+例如:厚爱游侠明斯克的部分叙述为“当厚爱游侠明斯克进场时,派出传奇衍生生物布布,其为1/​1红色,具践踏与敏捷异能的仓鼠。”该衍生物的副类别为仓鼠,但由于明斯克指明了该衍生物的名称为“布布”,“仓鼠”和“衍生物”均不是该衍生物名称的一部分。
  
 Example: Spitting Image is a sorcery that says, in part, “Create a token that’s a copy of target creature.” All of that token’s characteristics will match the copiable characteristics of the creature targeted by that spell. If Spitting Image targets Doomed Dissenter, a Human creature, the name of the token the spell creates will be Doomed Dissenter, not Human Token or Doomed Dissenter Token.\\ ​ Example: Spitting Image is a sorcery that says, in part, “Create a token that’s a copy of target creature.” All of that token’s characteristics will match the copiable characteristics of the creature targeted by that spell. If Spitting Image targets Doomed Dissenter, a Human creature, the name of the token the spell creates will be Doomed Dissenter, not Human Token or Doomed Dissenter Token.\\ ​
-例如:射影是法术,其部分叙述为“派出一个衍生物,此衍生物为目标生物之复制品。”该衍生物的所有特征将与成为该咒语的目标之生物的可复制特征相同。如果射影指定注亡逆徒(一个人类生物)为目标,则该咒语派出的衍生物之名称将为“注亡逆徒”,而非“人类衍生物”或“注亡逆徒衍生物”。+例如:射影是法术,其部分叙述为“派出一个衍生物,此衍生物为目标生物之复制品。”该衍生物的所有特征将与成为该咒语的目标之生物的可复制特征相同。如果射影指定注亡逆徒(一个人类生物)为目标,则该咒语派出的衍生物之名称将为“注亡逆徒”,而非“人类衍生物”或“注亡逆徒衍生物”。
  
 <​BOOKMARK:​cr111-5>​111.5. If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that token’s characteristics can’t enter the battlefield,​ the token is not created. Similarly, if an effect would create a token that is a copy of an instant or sorcery card, no token is created.\\ ​ <​BOOKMARK:​cr111-5>​111.5. If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that token’s characteristics can’t enter the battlefield,​ the token is not created. Similarly, if an effect would create a token that is a copy of an instant or sorcery card, no token is created.\\ ​
-111.5. 如果一个咒语或异能将派出衍生物,但某个规则或效应指明该具有衍生物的一个或数个特征之永久物不能进入战场,则该衍生物没有被派出。相似地,如果一个效应将派出一个为一张瞬间或法术牌复制的衍生物,则没有衍生物会被派出。+111.5. 如果一个咒语或异能将派出衍生物,但某个规则或效应指明该具有衍生物的一个或数个特征之永久物不能进入战场,则该衍生物没有被派出。相似地,如果一个效应将派出一个为一张瞬间或法术牌复制的衍生物,则没有衍生物会被派出。
  
 <​BOOKMARK:​cr111-6>​111.6. A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).\\ ​ <​BOOKMARK:​cr111-6>​111.6. A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).\\ ​
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 <​BOOKMARK:​cr111-9>​111.9. Some effects instruct a player to create a legendary token. These may be written “create [name], a . . .” and list characteristics for the token. This is the same as an instruction to create a token with the listed characteristics that has the given name.\\ ​ <​BOOKMARK:​cr111-9>​111.9. Some effects instruct a player to create a legendary token. These may be written “create [name], a . . .” and list characteristics for the token. This is the same as an instruction to create a token with the listed characteristics that has the given name.\\ ​
-111.9. 一些效应指示牌手派出一个传奇衍生物。这些效应可能写作“派出[名称],其为. . .”,(译注:中文版之叙述可能会写作“派出传奇衍生[牌类别][名称],其为. . .”)随后列出该衍生物的特征。这与派出一个具有该特征且名称为该名称之衍生物的指示并无区别。+111.9. 一些效应指示牌手派出一个传奇衍生物。这些效应可能写作“派出[名称],其为. . .”,(译注:中文版之叙述可能会写作“派出传奇衍生[牌类别][名称],其为. . .”)随后列出该衍生物的特征。这与派出一个具有该特征且名称为该名称之衍生物的指示并无区别。
  
 <​BOOKMARK:​cr111-10>​111.10. Some effects instruct a player to create a predefined token. These effects use the definition below to determine the characteristics the token is created with. The effect that creates a predefined token may also modify or add to the predefined characteristics.\\ ​ <​BOOKMARK:​cr111-10>​111.10. Some effects instruct a player to create a predefined token. These effects use the definition below to determine the characteristics the token is created with. The effect that creates a predefined token may also modify or add to the predefined characteristics.\\ ​
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 111.10t 废料衍生物是具有“{T},牺牲此神器:放逐你的牌库顶牌。本回合中,你可以使用该牌。只能于法术时机起动。”的无色废料衍生神器。 111.10t 废料衍生物是具有“{T},牺牲此神器:放逐你的牌库顶牌。本回合中,你可以使用该牌。只能于法术时机起动。”的无色废料衍生神器。
  
-<​BOOKMARK:​cr111-11>​111.11. If an effect instructs a player to create a token that is a copy of a nonexistent object, no token is created (see rule 707, “Copying Objects”). This does not apply to an effect that would use the last known information of an object.\\  +<​BOOKMARK:​cr111-11>​111.11. If an effect instructs a player to create a token by name, doesn’t define any other characteristics for that token, and the name is not one of the types in the list of predefined tokens above, that player uses the card with that name in the Oracle card reference to determine the characteristics of that token.\\  
-111.11. 如果一个效应令牌手派出一个衍生物且其为某不存在之物件的复制品,则不会有任何衍生物被派出(参见规则[[cr:​7#​cr707|707]],“复制物件”)。此规则不适用于使用某物件最后已知信息的效应。+111.11. 如果一个效应令牌手派出一个具名称的衍生物,但未定义该衍生物的其他特征,且该名称也不是上述预定义衍生物的名称之一,则该牌手利用Oracle牌张参考文献中具该名称之牌确定该衍生物的特征。 
 + 
 +Example: Disa the Restless has the ability “Whenever one or more creatures you control deal combat damage to a player, create a Tarmogoyf token.” As that ability resolves, its controller creates a token with the same characteristics as the card named Tarmogoyf, as determined by the Oracle card reference.\\  
 +例如,勇行者蒂莎具有异能“每当由你操控的一个或数个生物对任一牌手造成战斗伤害时,派出一个塔莫耶夫衍生物。”于此异能结算时,其操控者派出一个衍生物,其特征与名称为塔莫耶夫的牌相同,由Oracle牌张参考文献确定。 
 + 
 +<​BOOKMARK:​cr111-12>​111.12. If an effect instructs a player to create a token that is a copy of a nonexistent object, no token is created (see rule 707, “Copying Objects”). This does not apply to an effect that would use the last known information of an object.\\  
 +111.12. 如果一个效应令牌手派出一个衍生物且其为某不存在之物件的复制品,则不会有任何衍生物被派出(参见规则[[cr:​7#​cr707|707]],“复制物件”)。此规则不适用于使用某物件最后已知信息的效应。
  
 Example: Mimic Vat has a triggered ability whose effect gives you the option to exile a card and an activated ability that says “Create a token that’s a copy of a card exiled with Mimic Vat. It gains haste. Exile it at the beginning of the next end step.” If no card has been exiled with Mimic Vat’s triggered ability, no token is created.\\ ​ Example: Mimic Vat has a triggered ability whose effect gives you the option to exile a card and an activated ability that says “Create a token that’s a copy of a card exiled with Mimic Vat. It gains haste. Exile it at the beginning of the next end step.” If no card has been exiled with Mimic Vat’s triggered ability, no token is created.\\ ​
 例如:拟态缸具有一个触发式异能,其效应允许你选择放逐一张牌,以及一个起动式异能,其叙述为“派出一个衍生物,此衍生物为任一以拟态缸放逐之牌的复制品。它获得敏捷异能。在下一个结束步骤开始时,将它放逐。”如果没有以拟态缸的触发式异能放逐任何牌,则其不会派出衍生物。 例如:拟态缸具有一个触发式异能,其效应允许你选择放逐一张牌,以及一个起动式异能,其叙述为“派出一个衍生物,此衍生物为任一以拟态缸放逐之牌的复制品。它获得敏捷异能。在下一个结束步骤开始时,将它放逐。”如果没有以拟态缸的触发式异能放逐任何牌,则其不会派出衍生物。
  
-<​BOOKMARK:​cr111-12>111.12. A copy of a permanent spell becomes a token as it resolves. The token has the characteristics of the spell that became that token. The token is not “created” for the purposes of any replacement effects or triggered abilities that refer to creating a token.\\  +<​BOOKMARK:​cr111-13>111.13. A copy of a permanent spell becomes a token as it resolves. The token has the characteristics of the spell that became that token. The token is not “created” for the purposes of any replacement effects or triggered abilities that refer to creating a token.\\  
-111.12. 永久物咒语的复制于其结算时成为一个衍生物。该衍生物具有成为该衍生物之咒语的特征。对于提及派出衍生物的替代性效应或触发式异能而言,该衍生物并非被“派出”。+111.13. 永久物咒语的复制于其结算时成为一个衍生物。该衍生物具有成为该衍生物之咒语的特征。对于提及派出衍生物的替代性效应或触发式异能而言,该衍生物并非被“派出”。
  
 ===== 112. 咒语 Spells ===== ===== 112. 咒语 Spells =====
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 <​BOOKMARK:​cr112-1a>​112.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 707.10.\\ ​ <​BOOKMARK:​cr112-1a>​112.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 707.10.\\ ​
-112.1a 咒语的复制同样是咒语,即使没有与它相关联的牌。参见规则[[cr:​7#​cr707-10|707.10]]。+112.1a 咒语的复制同样是咒语,即使没有与它相关联的牌。参见规则[[cr:​7#​cr707-10|707.10]]。
  
 <​BOOKMARK:​cr112-1b>​112.1b Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 707.12.\\ ​ <​BOOKMARK:​cr112-1b>​112.1b Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 707.12.\\ ​
-112.1b 一些效应允许牌手施放一张牌的复制;如果该牌手如此作,此复制也是咒语。参见规则[[cr:​7#​cr707-12|707.12]]。+112.1b 一些效应允许牌手施放一张牌的复制;如果该牌手如此作,此复制也是咒语。参见规则[[cr:​7#​cr707-12|707.12]]。
  
 <​BOOKMARK:​cr112-2>​112.2. A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player who put it on the stack. Every spell has a controller.\\ ​ <​BOOKMARK:​cr112-2>​112.2. A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player who put it on the stack. Every spell has a controller.\\ ​
-112.2. 一个咒语的拥有者为代表该咒语之牌的拥有者,除非它为复制。这种情况下,操控该咒语进入堆叠的牌手为其拥有者。咒语的操控者在默认情况下是将它放进堆叠的牌手。每个咒语都有操控者。+112.2. 一个咒语的拥有者为代表该咒语之牌的拥有者,除非它为复制。这种情况下,操控该咒语进入堆叠的牌手为其拥有者。咒语的操控者在默认情况下是将它放进堆叠的牌手。每个咒语都有操控者。
  
 <​BOOKMARK:​cr112-2a>​112.2a Some effects instruct a player to create a copy of a card and say they may cast it. In that case, the owner of that copy is the player who is instructed to create it and given permission to cast it.\\  <​BOOKMARK:​cr112-2a>​112.2a Some effects instruct a player to create a copy of a card and say they may cast it. In that case, the owner of that copy is the player who is instructed to create it and given permission to cast it.\\ 
-112.2a 一些效应指示牌手创造牌的复制品,且叙述该牌手可以施放之。这种情况下,该复制的拥有者是被指示创造该复制、并被给予许可以施放之的牌手。+112.2a 一些效应指示牌手创造牌的复制品,且叙述该牌手可以施放之。这种情况下,该复制的拥有者是被指示创造该复制、并被给予许可以施放之的牌手。
  
 <​BOOKMARK:​cr112-3>​112.3. A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”\\ ​ <​BOOKMARK:​cr112-3>​112.3. A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”\\ ​
-112.3. 非复制的咒语的特征等同于印在其牌面上的特征,由持续性效应修改。参见规则[[cr:​6#​cr613|613]],“持续性效应的互动”。+112.3. 非复制的咒语的特征等同于印在其牌面上的特征,由持续性效应修改。参见规则[[cr:​6#​cr613|613]],“持续性效应的互动”。
  
 <​BOOKMARK:​cr112-4>​112.4. If an effect of a resolving spell or ability changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule 400.7.\\ ​ <​BOOKMARK:​cr112-4>​112.4. If an effect of a resolving spell or ability changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule 400.7.\\ ​
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 113.6k 一个在战场上无法触发的触发条件,在该触发条件可以被触发的区域运作。同一个触发式异能的其他触发条件可能在不同区域运作。 113.6k 一个在战场上无法触发的触发条件,在该触发条件可以被触发的区域运作。同一个触发式异能的其他触发条件可能在不同区域运作。
  
-Example: Absolver Thrull has the ability “When Absolver Thrull enters ​the battlefield ​or the creature it haunts dies, destroy target enchantment.” The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.55, “Haunt.”)\\  +Example: Absolver Thrull has the ability “When Absolver Thrull enters or the creature it haunts dies, destroy target enchantment.” The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.55, “Haunt.”)\\  
-例如:赦罪索尔兽具有异能“当赦罪索尔兽进入战场或它所缠身的生物死去时,消灭目标结界。”第一个触发条件会在战场上触发,而第二个触发条件则在放逐区运作。(参见规则[[cr:​7#​cr702-55|702.55]],“缠身”。)+例如:赦罪索尔兽具有异能“当赦罪索尔兽进场或它所缠身的生物死去时,消灭目标结界。”第一个触发条件会在战场上触发,而第二个触发条件则在放逐区运作。(参见规则[[cr:​7#​cr702-55|702.55]],“缠身”。)
  
 <​BOOKMARK:​cr113-6m>​113.6m An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless its trigger condition or a previous part of its cost or effect specifies that the object is put into that zone or, if the object is an Aura, that the object it enchants leaves the battlefield. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.\\ ​ <​BOOKMARK:​cr113-6m>​113.6m An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless its trigger condition or a previous part of its cost or effect specifies that the object is put into that zone or, if the object is an Aura, that the object it enchants leaves the battlefield. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.\\ ​
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 <​BOOKMARK:​cr113-6p>​113.6p Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 114, “Emblems”;​ rule 901, “Planechase”;​ rule 902, “Vanguard”;​ rule 904, “Archenemy”;​ and rule 905, “Conspiracy Draft.”\\ ​ <​BOOKMARK:​cr113-6p>​113.6p Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 114, “Emblems”;​ rule 901, “Planechase”;​ rule 902, “Vanguard”;​ rule 904, “Archenemy”;​ and rule 905, “Conspiracy Draft.”\\ ​
-113.6p 徽记、时空牌、先锋牌、阴谋牌、和诡局牌的异能在统帅区生效。参见规则[[cr:​1#​cr114|114]],“徽记”;规则[[cr:​9#​cr901|901]],“竞逐时空”;规则[[cr:​9#​cr902|902]],“先锋”;规则[[cr:​9#​cr904|904]],“魔王”;以及规则[[cr:​9#​cr905|905]],“诡局轮抽”。+113.6p 徽记、时空牌、先锋牌、邪计牌、和诡局牌的异能在统帅区生效。参见规则[[cr:​1#​cr114|114]],“徽记”;规则[[cr:​9#​cr901|901]],“竞逐时空”;规则[[cr:​9#​cr902|902]],“先锋”;规则[[cr:​9#​cr904|904]],“魔王”;以及规则[[cr:​9#​cr905|905]],“诡局轮抽”。
  
 <​BOOKMARK:​cr113-7>​113.7. The source of an ability is the object that generated it. The source of an activated ability on the stack is the object whose ability was activated. The source of a triggered ability (other than a delayed triggered ability) on the stack, or one that has triggered and is waiting to be put on the stack, is the object whose ability triggered. To determine the source of a delayed triggered ability, see rules 603.7d–f.\\ ​ <​BOOKMARK:​cr113-7>​113.7. The source of an ability is the object that generated it. The source of an activated ability on the stack is the object whose ability was activated. The source of a triggered ability (other than a delayed triggered ability) on the stack, or one that has triggered and is waiting to be put on the stack, is the object whose ability triggered. To determine the source of a delayed triggered ability, see rules 603.7d–f.\\ ​
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 <​BOOKMARK:​cr114-5>​114.5. An emblem is neither a card nor a permanent. Emblem isn’t a card type.\\ ​ <​BOOKMARK:​cr114-5>​114.5. An emblem is neither a card nor a permanent. Emblem isn’t a card type.\\ ​
-114.5. 徽记并非牌,也不是永久物。徽记不是牌类别。+114.5. 徽记并非牌,也不是永久物。徽记不是牌类别。
  
 ===== 115. 目标 Targets ===== ===== 115. 目标 Targets =====
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 116.1. 特殊动作为当牌手具有优先权时可以执行的不使用堆叠的动作。它们与游戏自动执行的回合动作与状态动作不同。(参见规则[[cr:​7#​cr703|703]],“回合动作”和[[cr:​7#​cr704|704]],“状态动作”。) 116.1. 特殊动作为当牌手具有优先权时可以执行的不使用堆叠的动作。它们与游戏自动执行的回合动作与状态动作不同。(参见规则[[cr:​7#​cr703|703]],“回合动作”和[[cr:​7#​cr704|704]],“状态动作”。)
  
-<​BOOKMARK:​cr116-2>​116.2. There are eleven ​special actions:\\  +<​BOOKMARK:​cr116-2>​116.2. There are twelve ​special actions:\\  
-116.2. 特殊动作有十种:+116.2. 特殊动作有十种:
  
 <​BOOKMARK:​cr116-2a>​116.2a Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player’s hand). By default, a player can take this action only once during each of their turns. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. See rule 305, “Lands.”\\ ​ <​BOOKMARK:​cr116-2a>​116.2a Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player’s hand). By default, a player can take this action only once during each of their turns. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. See rule 305, “Lands.”\\ ​
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 <​BOOKMARK:​cr116-2c>​116.2c Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A player can take such an action any time they have priority, unless that effect specifies another timing restriction,​ for as long as the effect allows it.\\  <​BOOKMARK:​cr116-2c>​116.2c Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A player can take such an action any time they have priority, unless that effect specifies another timing restriction,​ for as long as the effect allows it.\\ 
-116.2c 一些效应允许牌手在之后执行动作,一般为结束一个持续性效应或阻止一个延迟触发式异能的触发。执行这些动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作,除非该效应在其允许执行该动作的时段内指定了其他时机限制。+116.2c 一些效应允许牌手在之后执行动作,一般为结束一个持续性效应或阻止一个延迟触发式异能的触发。执行这些动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作,除非该效应在其允许执行该动作的时段内指定了其他时机限制。
  
 <​BOOKMARK:​cr116-2d>​116.2d Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time they have priority.\\ ​ <​BOOKMARK:​cr116-2d>​116.2d Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time they have priority.\\ ​
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 <​BOOKMARK:​cr116-2k>​116.2k A player who has a card with plot in their hand may exile that card. This is a special action. A player can take this action any time they have priority during their own turn while the stack is empty. See rule 702.170, “Plot.”\\ ​ <​BOOKMARK:​cr116-2k>​116.2k A player who has a card with plot in their hand may exile that card. This is a special action. A player can take this action any time they have priority during their own turn while the stack is empty. See rule 702.170, “Plot.”\\ ​
 116.2k 牌手可以放逐手上具有设谋异能的牌。这是个特殊动作。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。参见规则[[cr:​7#​cr702-170|702.170]],“设谋”。 116.2k 牌手可以放逐手上具有设谋异能的牌。这是个特殊动作。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。参见规则[[cr:​7#​cr702-170|702.170]],“设谋”。
 +
 +<​BOOKMARK:​cr116-2m>​116.2m A player who controls a permanent that has one or more locked halves (see rule 709.5) may pay the mana cost of a locked half of that permanent to give that permanent the appropriate unlocked designation. This cost is referred to as an “unlock cost.” A player can take this action any time they have priority and the stack is empty during a main phase of their turn.\\ ​
 +116.2m 如果牌手操控一边或数边已上锁的永久物(参见规则[[cr:​7#​cr709-5|709.5]]),该牌手可以支付该永久物已上锁之某边的法术力费用,以使该永久物得到相应的解锁称号。此费用称为“解锁费用”。牌手随时可以在自己回合的行动阶段,拥有优先权并且堆叠为空时执行此动作。
  
 <​BOOKMARK:​cr116-3>​116.3. If a player takes a special action, that player receives priority afterward.\\ ​ <​BOOKMARK:​cr116-3>​116.3. If a player takes a special action, that player receives priority afterward.\\ ​
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 Example: You control Standstill, an enchantment that says “When a player casts a spell, sacrifice Standstill. If you do, each of that player’s opponents draws three cards.” A spell is cast, causing Standstill’s ability to trigger. Then an ability is activated that exiles Standstill. When Standstill’s ability resolves, you’re unable to pay the “sacrifice Standstill” cost. No player will draw cards.\\ ​ Example: You control Standstill, an enchantment that says “When a player casts a spell, sacrifice Standstill. If you do, each of that player’s opponents draws three cards.” A spell is cast, causing Standstill’s ability to trigger. Then an ability is activated that exiles Standstill. When Standstill’s ability resolves, you’re unable to pay the “sacrifice Standstill” cost. No player will draw cards.\\ ​
-例如:你操控滞留,一个具有“当一位牌手施放咒语时,牺牲滞留。若你如此作,该牌手的每位对手各抓三张牌”的结界。一个咒语被施放,令滞留的异能触发。然后一个异能被起动,放逐了滞留。当滞留的异能结算时,你无法支付“牺牲滞留”这个费用。没有牌手会抓牌。+例如:你操控滞留,一个具有“当一位牌手施放咒语时,牺牲滞留。若你如此作,该牌手的每位对手各抓三张牌”的结界。一个咒语被施放,令滞留的异能触发。然后一个异能被起动,放逐了滞留。当滞留的异能结算时,你无法支付“牺牲滞留”这个费用。没有牌手会抓牌。
  
-Example: Your opponent has cast Gather Specimens, a spell that says “If a creature would enter the battlefield under an opponent’s control this turn, it enters ​the battlefield ​under your control instead.” You control a face-down Dermoplasm, a creature with morph that says “When Dermoplasm is turned face up, you may put a creature card with morph from your hand onto the battlefield face up. If you do, return Dermoplasm to its owner’s hand.” You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand onto the battlefield. Due to Gather Specimens, it enters the battlefield under your opponent’s control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner’s hand.\\  +Example: Your opponent has cast Gather Specimens, a spell that says “If a creature would enter the battlefield under an opponent’s control this turn, it enters under your control instead.” You control a face-down Dermoplasm, a creature with morph that says “When Dermoplasm is turned face up, you may put a creature card with morph from your hand onto the battlefield face up. If you do, return Dermoplasm to its owner’s hand.” You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand onto the battlefield. Due to Gather Specimens, it enters the battlefield under your opponent’s control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner’s hand.\\  
-例如:你的对手施放收集样本,其叙述为“本回合中,如果某生物将在对手的操控下进战场,则它改为在你的操控下进场。”。你操控牌面朝下的原质变形兽,该生物有变身且叙述为“当原质变形兽翻回正面时,你可以从你手上将一张具有变身异能的生物牌以牌面朝上的方式放置进战场。如果你如此作,将原质变形兽移回其拥有者的手上。”你将原质变形兽翻回正面,且选择将一个具有变身异能的生物牌从你手上放进战场。由于收集样本,该生物改为在你对手操控下进战场。然而,由于你选择了支付费用,原质变形兽将会回到其拥有者的手上。+例如:你的对手施放收集样本,其叙述为“本回合中,如果某生物将在对手的操控下进战场,则它改为在你的操控下进场。”。你操控牌面朝下的原质变形兽,该生物有变身且叙述为“当原质变形兽翻回正面时,你可以从你手上将一张具有变身异能的生物牌以牌面朝上的方式放置进战场。如果你如此作,将原质变形兽移回其拥有者的手上。”你将原质变形兽翻回正面,且选择将一个具有变身异能的生物牌从你手上放进战场。由于收集样本,该生物改为在你对手操控下进战场。然而,由于你选择了支付费用,原质变形兽将会回到其拥有者的手上。
  
 <​BOOKMARK:​cr118-12a>​118.12a Some spells, activated abilities, and triggered abilities read, “[Do something] unless [a player does something else].” This means the same thing as “[A player may do something else]. If [that player doesn’t], [do something].”\\ ​ <​BOOKMARK:​cr118-12a>​118.12a Some spells, activated abilities, and triggered abilities read, “[Do something] unless [a player does something else].” This means the same thing as “[A player may do something else]. If [that player doesn’t], [do something].”\\ ​
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 <​BOOKMARK:​cr120-4a>​120.4a First, if an effect that’s causing damage to be dealt states that excess damage that would be dealt to a permanent is dealt to another permanent or player instead, the damage event is modified accordingly. If the first permanent is a creature, the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time. (See rule 120.6.) Any amount of damage greater than 1 is excess damage if the source dealing that damage to a creature has deathtouch. (See rule 702.2.) If the first permanent is a planeswalker,​ the excess damage is the amount of damage in excess of that planeswalker’s loyalty, taking into account damage from other sources that would be dealt at the same time. If the first permanent is a battle, the excess damage is the amount of damage in excess of that battle’s defense, taking into account damage from other sources that would be dealt at the same time. If the first permanent has multiple card types from among the list of creature, planeswalker,​ and battle, the excess damage is the greatest of the calculated amounts for each of the card types it has.\\ ​ <​BOOKMARK:​cr120-4a>​120.4a First, if an effect that’s causing damage to be dealt states that excess damage that would be dealt to a permanent is dealt to another permanent or player instead, the damage event is modified accordingly. If the first permanent is a creature, the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time. (See rule 120.6.) Any amount of damage greater than 1 is excess damage if the source dealing that damage to a creature has deathtouch. (See rule 702.2.) If the first permanent is a planeswalker,​ the excess damage is the amount of damage in excess of that planeswalker’s loyalty, taking into account damage from other sources that would be dealt at the same time. If the first permanent is a battle, the excess damage is the amount of damage in excess of that battle’s defense, taking into account damage from other sources that would be dealt at the same time. If the first permanent has multiple card types from among the list of creature, planeswalker,​ and battle, the excess damage is the greatest of the calculated amounts for each of the card types it has.\\ ​
-120.4a 首先,如果一个导致伤害将会造成的效应叙述对一个永久物造成的过量伤害改为对另一个物件或牌手造成,该伤害事件将会被按此方式修正。如果前者永久物是生物,过量伤害指该伤害中超过致命伤害的部分,并同时计算该生物上已标记的伤害,以及与此同时将造成之来自其他来源的伤害。(参见规则[[cr:​1#​cr120-6|120.6]]。)如果对生物造成伤害的来源具有死触,则该伤害中超过1点的部分均为过量伤害。(参见规则[[cr:​7#​cr702-2|702.2]]。)如果前者永久物是鹏洛客,过量伤害指该伤害中超过该鹏洛客忠诚的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物是战役,过量伤害指该伤害中超过该战役布防的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物同时为生物、鹏洛客及战役中的多种类别,过量伤害是其每牌类别各计算所得的数值间之最大者。+120.4a 首先,如果一个导致伤害将会造成的效应叙述对一个永久物造成的过量伤害改为对另一个物件或牌手造成,该伤害事件将会被按此方式修正。如果前者永久物是生物,过量伤害指该伤害中超过致命伤害的部分,并同时计算该生物上已标记的伤害,以及与此同时将造成之来自其他来源的伤害。(参见规则[[cr:​1#​cr120-6|120.6]]。)如果对生物造成伤害的来源具有死触,则该伤害中超过1点的部分均为过量伤害。(参见规则[[cr:​7#​cr702-2|702.2]]。)如果前者永久物是鹏洛客,过量伤害指该伤害中超过该鹏洛客忠诚的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物是战役,过量伤害指该伤害中超过该战役布防的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物同时为生物、鹏洛客及战役中的多种类别,过量伤害是其每类别各计算所得的数值间之最大者。
  
 <​BOOKMARK:​cr120-4b>​120.4b Second, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack.\\ ​ <​BOOKMARK:​cr120-4b>​120.4b Second, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack.\\ ​
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 <​BOOKMARK:​cr120-10>​120.10. Some triggered abilities check whether a permanent has been dealt excess damage. These abilities check after the permanent has been dealt damage by one or more sources. If those sources together dealt an amount of damage to a creature greater than lethal damage, excess damage equal to the difference was dealt to that creature. If those sources together dealt an amount of damage to a planeswalker greater than that planeswalker’s loyalty before the damage was dealt, excess damage equal to the difference was dealt to that planeswalker. If those sources together dealt an amount of damage to a battle greater than that battle’s defense before the damage was dealt, excess damage equal to the difference was dealt to that battle. If a permanent has multiple card types from among the list of creature, planeswalker,​ and battle, the excess damage dealt to that permanent is the greatest of the calculated amounts for each of the card types it has.\\ ​ <​BOOKMARK:​cr120-10>​120.10. Some triggered abilities check whether a permanent has been dealt excess damage. These abilities check after the permanent has been dealt damage by one or more sources. If those sources together dealt an amount of damage to a creature greater than lethal damage, excess damage equal to the difference was dealt to that creature. If those sources together dealt an amount of damage to a planeswalker greater than that planeswalker’s loyalty before the damage was dealt, excess damage equal to the difference was dealt to that planeswalker. If those sources together dealt an amount of damage to a battle greater than that battle’s defense before the damage was dealt, excess damage equal to the difference was dealt to that battle. If a permanent has multiple card types from among the list of creature, planeswalker,​ and battle, the excess damage dealt to that permanent is the greatest of the calculated amounts for each of the card types it has.\\ ​
-120.10. 一些触发式异能检查永久物是否被造成了过量伤害。这些异能在该永久物被一个或数个来源造成伤害之后检查。如果这些来源共同对一个生物造成超过致命伤害数量的伤害,对该生物造成的过量伤害等同于该伤害与致命伤害的差值。如果这些来源共同对一个鹏洛客造成超过该伤害造成之前该鹏洛客忠诚的伤害,对该鹏洛客造成的过量伤害等同于该伤害与该忠诚的差值。如果这些来源共同对一个战役造成超过该伤害造成之前该战役布防的伤害,对该战役造成的过量伤害等同于该伤害与该布防的差值。如果该永久物同时为生物、鹏洛客及战役中的多种类别,对该永久物造成的过量伤害是其每牌类别各计算所得的数值间之最大者。+120.10. 一些触发式异能检查永久物是否被造成了过量伤害。这些异能在该永久物被一个或数个来源造成伤害之后检查。如果这些来源共同对一个生物造成超过致命伤害数量的伤害,对该生物造成的过量伤害等同于该伤害与致命伤害的差值。如果这些来源共同对一个鹏洛客造成超过该伤害造成之前该鹏洛客忠诚的伤害,对该鹏洛客造成的过量伤害等同于该伤害与该忠诚的差值。如果这些来源共同对一个战役造成超过该伤害造成之前该战役布防的伤害,对该战役造成的过量伤害等同于该伤害与该布防的差值。如果该永久物同时为生物、鹏洛客及战役中的多种类别,对该永久物造成的过量伤害是其每类别各计算所得的数值间之最大者。
  
 ===== 121. 抓牌 Drawing a Card ===== ===== 121. 抓牌 Drawing a Card =====
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 122.1a 一个在生物上、或战场以外的区域中的生物牌上的+X/​+Y指示物(X和Y为数字),为该物件的力量增加X以及为该物件的防御力增加Y。同样的,-X/​-Y指示物从力量与防御力中减去。参见规则[[cr:​6#​cr613-3|613.3]]。 122.1a 一个在生物上、或战场以外的区域中的生物牌上的+X/​+Y指示物(X和Y为数字),为该物件的力量增加X以及为该物件的防御力增加Y。同样的,-X/​-Y指示物从力量与防御力中减去。参见规则[[cr:​6#​cr613-3|613.3]]。
  
-<​BOOKMARK:​cr122-1b>​122.1b A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, haste, hexproof, indestructible,​ lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.\\  +<​BOOKMARK:​cr122-1b>​122.1b A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, exalted, haste, hexproof, indestructible,​ lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.\\  
-122.1b 在永久物上、或在一张不在战场上的牌上的关键字指示物,会使该物件获得该关键字的异能。可成为关键字指示物的关键字包括飞行、先攻、连击、死触、敏捷、辟邪、不灭、系命、威慑、延势、次元幽影、践踏和警戒,以及这些异能的任何变化形式。参见规则[[cr:​6#​cr613-1f|613.1f]]。+122.1b 在永久物上、或在一张不在战场上的牌上的关键字指示物,会使该物件获得该关键字的异能。可成为关键字指示物的关键字包括飞行、先攻、连击、死触、颂威、敏捷、辟邪、不灭、系命、威慑、延势、次元幽影、践踏和警戒,以及这些异能的任何变化形式。参见规则[[cr:​6#​cr613-1f|613.1f]]。
  
 <​BOOKMARK:​cr122-1c>​122.1c One or more shield counters on a permanent create a single replacement effect and a single prevention effect that protect the permanent. These effects are “If this permanent would be destroyed as the result of an effect, instead remove a shield counter from it” and “If damage would be dealt to this permanent, prevent that damage and remove a shield counter from it.” See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”\\ ​ <​BOOKMARK:​cr122-1c>​122.1c One or more shield counters on a permanent create a single replacement effect and a single prevention effect that protect the permanent. These effects are “If this permanent would be destroyed as the result of an effect, instead remove a shield counter from it” and “If damage would be dealt to this permanent, prevent that damage and remove a shield counter from it.” See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”\\ ​
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 <​BOOKMARK:​cr123-2>​123.2. Stickers are found in boosters of the Unfinity expansion on numbered inserts. Each insert has a predetermined combination of stickers. Any rule that refers to a sticker sheet refers to the specific combination of stickers found on one of those inserts. Sticker sheets are not cards and have no characteristics. Each sticker sheet can be found at Gatherer.Wizards.com.\\ ​ <​BOOKMARK:​cr123-2>​123.2. Stickers are found in boosters of the Unfinity expansion on numbered inserts. Each insert has a predetermined combination of stickers. Any rule that refers to a sticker sheet refers to the specific combination of stickers found on one of those inserts. Sticker sheets are not cards and have no characteristics. Each sticker sheet can be found at Gatherer.Wizards.com.\\ ​
-123.2. 贴纸可以在Unfinity系列的补充包中的编号贴纸页上找到。每张贴纸页上都有一系列预先确定的贴纸组合。任何提及贴纸卡的规则即指这些能够在贴纸页上找到的特定贴纸组合。贴纸卡不是牌,它们没有特征。每张贴纸卡都能在[url]http://​Gatherer.wizards.com[/​url]上找到。+123.2. 贴纸可以在Unfinity系列的补充包中的编号贴纸页上找到。每张贴纸页上都有一系列预先确定的贴纸组合。任何提及贴纸卡的规则即指这些能够在贴纸页上找到的特定贴纸组合。贴纸卡不是牌,它们没有特征。每张贴纸卡都能在[url]http://​Gatherer.Wizards.com[/​url]上找到。
  
 <​BOOKMARK:​cr123-2a>​123.2a In constructed play, a player who chooses to play with stickers must start the game with at least ten sticker sheets selected before play begins, and each of their sticker sheets must be unique. There is no maximum number of sticker sheets a player may start the game with. Each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. See rule 103, “Starting the Game.”\\ ​ <​BOOKMARK:​cr123-2a>​123.2a In constructed play, a player who chooses to play with stickers must start the game with at least ten sticker sheets selected before play begins, and each of their sticker sheets must be unique. There is no maximum number of sticker sheets a player may start the game with. Each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. See rule 103, “Starting the Game.”\\ ​