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cr:1 [2019/07/11 03:16]
Hao Du [111. 衍生物 Tokens]
cr:1 [2021/08/28 17:11]
Hao Du [108. 牌 Cards]
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 100.2. 每位牌手需要准备自己的万智牌套牌,能够当作衍生物和指示物的小件物品,以及能够用某种方法清楚记录总生命以进行游戏。 100.2. 每位牌手需要准备自己的万智牌套牌,能够当作衍生物和指示物的小件物品,以及能够用某种方法清楚记录总生命以进行游戏。
  
-<​BOOKMARK:​cr100-2a>​100.2a In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck must contain at least sixty cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards.\\  +<​BOOKMARK:​cr100-2a>​100.2a In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck has a minimum deck size of 60 cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards.\\  
-100.2a 在构筑赛中(一种牌手游戏前各自组建自己套牌的游戏方式),一副套牌必须由60张以上组成。一副构筑赛的套牌可以有任意数量的基本地,但英文名称相同的其他牌则不能超过四张。+100.2a 在构筑赛中(一种牌手游戏前各自组建自己套牌的游戏方式),一副套牌的数量下限为60张。一副构筑赛的套牌可以有任意数量的基本地,但英文名称相同的其他牌则不能超过四张。
  
-<​BOOKMARK:​cr100-2b>​100.2b In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck must contain at least forty cards. A limited deck may contain as many duplicates of a card as are included with the product.\\  +<​BOOKMARK:​cr100-2b>​100.2b In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck has a minimum deck size of 40 cards. A limited deck may contain as many duplicates of a card as are included with the product.\\  
-100.2b 在限制赛中(一种牌手获得特定数量未开封万智牌产品,如补充包,并只使用这些产品和基本地牌组建套牌的游戏方式),一副套牌必须由40张以上组成。限制赛套牌可以包含牌手从这些产品中所获得的任意数量的同名牌。+100.2b 在限制赛中(一种牌手获得特定数量未开封万智牌产品,如补充包,并只使用这些产品和基本地牌组建套牌的游戏方式),一副套牌的数量下限为40张。限制赛套牌可以包含牌手从这些产品中所获得的任意数量的同名牌。
  
-<​BOOKMARK:​cr100-3>​100.3. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and dice. See section 9, “Casual Variants.”\\  +<​BOOKMARK:​cr100-2c>​100.2c Commander decks are subject to additional deckbuilding restrictions and requirements. See rule 903, “Commander,​” for details.\\  
-100.3. 一些休闲式玩法(构筑赛或限制赛)需要一些其他的物品,例如特别设计的卡牌、非传统万智牌卡牌以及骰子。参见[[cr:​9|第9章]],“休闲式玩法”+100.2c 指挥官套牌受额外的套牌构筑限制和要求。更多细节参见规则[[cr:​9#​cr903|903]],“指挥官”。 
 + 
 +<​BOOKMARK:​cr100-3>​100.3. Some cards require coins or traditional dice. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and specialized ​dice.\\  
 +100.3. ​一些牌需要硬币或传统骰子。一些休闲式玩法需要一些其他的物品,例如特别设计的卡牌、非传统万智牌卡牌以及特制骰子。
  
 <​BOOKMARK:​cr100-4>​100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match.\\ ​ <​BOOKMARK:​cr100-4>​100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match.\\ ​
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 100.4d 在使用其他多人队伍玩法的限制赛中,每张在队伍的牌池内但未包含在任何牌手套牌中的牌被分配给其中一位牌手作为备牌。每位牌手将拥有自己的备牌;这些卡牌不能在牌手之间传递。 100.4d 在使用其他多人队伍玩法的限制赛中,每张在队伍的牌池内但未包含在任何牌手套牌中的牌被分配给其中一位牌手作为备牌。每位牌手将拥有自己的备牌;这些卡牌不能在牌手之间传递。
  
-<​BOOKMARK:​cr100-5>​100.5. There is no maximum deck size.\\  +<​BOOKMARK:​cr100-5>​100.5. If a deck must contain at least a certain number of cards, that number is referred to as a minimum deck size. There is no maximum deck size for non-Commander decks.\\  
-100.5. 套牌没有最大张数的限制。+100.5. ​如果一副套牌必须包含至少一定数量的牌,该数量称为套牌数量下限。非指挥官套牌没有最大张数的限制。
  
 <​BOOKMARK:​cr100-6>​100.6. Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at [url]http://​WPN.Wizards.com/​en/​resources/​rules-document[/​url]). These rules may limit the use of some cards, including barring all cards from some older sets.\\ ​ <​BOOKMARK:​cr100-6>​100.6. Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at [url]http://​WPN.Wizards.com/​en/​resources/​rules-document[/​url]). These rules may limit the use of some cards, including barring all cards from some older sets.\\ ​
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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.\\ ​
 +101.4e 如果数位牌手将要于游戏开始时作出选择或执行动作,将先手牌手视为主动牌手,每位其他牌手均视为非主动牌手。
  
 ===== 102. 牌手 Players ===== ===== 102. 牌手 Players =====
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 103. 开始游戏 103. 开始游戏
  
-<​BOOKMARK:​cr103-1>​103.1. At the start of a game, each player shuffles their deck so that the cards are in a random orderEach player ​may then shuffle or cut their opponents’ decks. The players’ decks become their libraries.\\  +<​BOOKMARK:​cr103-1>​103.1. At the start of a game, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice ​in this gameThe player chosen to take the first turn is the starting ​player. The games default turn order begins with the starting player and proceeds clockwise.\\  
-103.1. 在游戏开始时,每位牌手将自己套牌洗牌以令其套充分随机化之后每位牌手可以将对手的或者切牌。套牌便分别成为该牌手的牌+103.1.在游戏开始时,牌手需决定谁先开始。在一局第一盘游戏中(包括只有一盘游戏的对局),牌手可以使用任何双方都同意的方式来决定(如掷硬币、掷骰子等)在一局包含多盘游戏时,输掉上一盘的牌手可以决定这盘的先后。若上一盘游戏为平,由上一盘游戏决定先后的牌手来决定本盘游戏的先后。开始第一个回合的手是先手游戏的默认回合顺序从先手牌手开始,按照顺时针方向进行。 
 + 
 +<​BOOKMARK:​cr103-1a>​103.1a In a game using the shared team turns option, there is a starting team rather than a starting player.\\  
 +103.1a 在使用队伍共享回合模式游戏中,以先手队伍替代先手
  
-<​BOOKMARK:​cr103-1a>103.1a If a player is using a sideboard (see rule 100.4) or cards being represented by checklist cards (see rule 713)those cards are set aside before shuffling.\\  +<​BOOKMARK:​cr103-1b>103.1b In an Archenemy game, these methods aren’t used to determine who takes the first turnRatherthe archenemy takes the first turn.\\  
-103.1a 如果牌手有使用备牌(参见规则[[cr:​1#​cr100-4|100.4]])或有使用列表牌表示的牌(参见规则[[cr:​7#​cr713|713]]),这些牌在洗牌前将被放在+103.1b 在魔王游戏中,不使用这些方式决定谁是先手手。魔王总是开始第个回合
  
-<​BOOKMARK:​cr103-1b>103.1b In a Commander game, each player puts their commander from their deck face up into the command zone before shufflingSee rule 903.6.\\  +<​BOOKMARK:​cr103-1c>103.1c One card (Power Play) states that its controller is the starting playerThis effect applies after this determination has happened and supersedes these methods. \\  
-103.1b 在指挥官游戏中,每位牌手在洗牌前将其套牌中的指挥官面朝置于统帅区。参见规则[[cr:​9#​cr903-6|903.6]]+103.1c 一张(权力争斗)叙述其操控者为先牌手。此效应决定之后生效,并替代上述方法
  
-<​BOOKMARK:​cr103-1c>103.1c In a Conspiracy Draft game, each player ​puts any number of conspiracy cards from their sideboard into the command zone before shufflingSee rule 905.4. \\  +<​BOOKMARK:​cr103-2>103.2. After the starting player has been determined, each player ​shuffles ​their deck so that the cards are in a random orderEach player may then shuffle or cut their opponents’ decksThe players’ decks become their libraries.\\  
-103.1c 诡局轮抽游戏中,每位牌手洗牌之前将他备中任意数量诡局置于统帅区参见规则[[cr:​9#​cr905-4|905.4]]+103.2. 决定出先手牌手之后,每位牌手将自己的套牌洗牌,以令其套充分随机化。之后每位牌手可以将对手套牌洗牌或者切牌。套牌便分别成为该牌手的牌库
  
-<​BOOKMARK:​cr103-2>103.2. After the decks have been shuffled, the players determine which one of them will choose who takes the first turn. In the first game of match (including ​single-game match), the players may use any mutually agreeable method ​(flipping a coin, rolling dice, etc.) to do so. In a match of several gamesthe loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player. The game’s default turn order begins with the starting player and proceeds clockwise.\\  +<​BOOKMARK:​cr103-2a>103.2a If player is using sideboard ​(see rule 100.4) or cards being represented by substitute cards (see rule 714), those cards are set aside before shuffling.\\  
-103.2. 在洗之后,手需决定谁先开始。在一局的第一盘游戏中包括只一盘游戏的对局),牌手可以使用任何双方都同意方式来决定如掷硬币、掷骰子等。在一局包含多盘游戏时输掉上一盘的牌手可以决定盘的先后。若上一盘游戏为平手,由上一盘游戏决定先后的手来决定本盘游戏的先后。开始第个回合的牌手是先手牌手。游戏的默认回合顺序从先手牌手开始,按照顺时针方向进行+103.2a 如果手有使用备牌(参见规则[[cr:​1#​cr100-4|100.4]])或有使用辅助牌表示参见规则[[cr:​7#​cr714|714]]),这在洗牌前将被放在
  
-<​BOOKMARK:​cr103-2a>103.2a In game using the shared team turns option, there is starting team rather than starting ​player.\\  +<​BOOKMARK:​cr103-2b>103.2b If player wishes to reveal ​card with companion ability that they own from outside the game, they may do so after setting aside their sideboard. A player ​may reveal no more than one card this way, and may do so only if their deck fulfills the condition of that card’s companion ability. (See rule 702.139, “Companion.”)\\  
-103.2a 使用队伍共享回合模式的游戏以先手队伍替代先手牌手。+103.2b 如果一位牌手想要展示一张由他所拥有、且在游戏外的具行侣异能的牌该牌可以在将备牌放在一边之后如此作。牌手以此法展示的牌不能超过一张,且只能于其套牌满足该牌的行侣异能条件时如此作。(参见规则[[cr:​7#​cr702-139|702.139]],“行侣”
  
-<​BOOKMARK:​cr103-2b>103.2b In an Archenemy ​game, these methods aren’t used to determine who takes the first turn. Rather, the archenemy takes the first turn.\\  +<​BOOKMARK:​cr103-2c>103.2c In a Commander ​game, each player puts their commander from their deck face up into the command zone after having ​the opportunity to reveal a card with a companion ability and before shuffling. See rule 903.6.\\  
-103.2b 魔王游戏中,不使用这些方式决定谁是先手牌手。魔王总是开始第一个回合+103.2c 指挥官游戏中,每位牌手在有机会展示具行侣异能的牌之后、且在洗牌前将其套牌中的指挥官面朝上置于统帅区参见规则[[cr:​9#​cr903-6|903.6]]
  
-<​BOOKMARK:​cr103-2c>103.2c One card (Power Play) states that its controller is the starting ​player. ​This effect supersedes these methods. \\  +<​BOOKMARK:​cr103-2d>103.2d In a Conspiracy Draft game, each player ​puts any number of conspiracy cards from their sideboard into the command zone before shufflingSee rule 905.4. \\  
-103.2c 一张(权力争斗)叙述其操控者为先手牌此效应替代上述方法+103.2d 在诡局轮抽游戏中,每位牌手在洗之前,将他备牌中任意数量的诡局牌置于统帅区参见规则[[cr:​9#​cr905-4|905.4]]
  
 <​BOOKMARK:​cr103-3>​103.3. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.\\ ​ <​BOOKMARK:​cr103-3>​103.3. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.\\ ​
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 104.3i 在皇帝游戏中,如果一位皇帝输掉游戏,其队伍便输掉游戏。(参见规则[[cr:​8#​cr809-5|809.5]]。) 104.3i 在皇帝游戏中,如果一位皇帝输掉游戏,其队伍便输掉游戏。(参见规则[[cr:​8#​cr809-5|809.5]]。)
  
-<​BOOKMARK:​cr104-3j>​104.3j In a Commander game, a player ​that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.10.)\\ ​+<​BOOKMARK:​cr104-3j>​104.3j In a Commander game, a player ​who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.10.)\\ ​
 104.3j 在指挥官游戏中,在游戏中被同一个指挥官造成21点或更多战斗伤害的牌手输掉游戏。(此为状态动作。参见规则[[cr:​7#​cr704|704]]。亦见规则[[cr:​9#​cr903-10|903.10]]。) 104.3j 在指挥官游戏中,在游戏中被同一个指挥官造成21点或更多战斗伤害的牌手输掉游戏。(此为状态动作。参见规则[[cr:​7#​cr704|704]]。亦见规则[[cr:​9#​cr903-10|903.10]]。)
  
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 104.5. 如果牌手输掉游戏,该牌手离开该游戏。如果游戏对于某牌手为平手,该牌手离开该游戏。多人游戏规则规定当有牌手离开游戏时如何作;参见规则[[cr:​8#​cr800-4|800.4]]。 104.5. 如果牌手输掉游戏,该牌手离开该游戏。如果游戏对于某牌手为平手,该牌手离开该游戏。多人游戏规则规定当有牌手离开游戏时如何作;参见规则[[cr:​8#​cr800-4|800.4]]。
  
-<​BOOKMARK:​cr104-6>​104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 718, “Restarting the Game.”\\  +<​BOOKMARK:​cr104-6>​104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 721, “Restarting the Game.”\\  
-104.6. 有一张牌(重获自由的卡恩)重新开始游戏。当游戏重新开始时依然在游戏中的所有牌手马上开始新的游戏。参见规则[[cr:​7#​cr718|718]],“重新开始游戏。”\\ ​+104.6. 有一张牌(重获自由的卡恩)重新开始游戏。当游戏重新开始时依然在游戏中的所有牌手马上开始新的游戏。参见规则[[cr:​7#​cr721|721]],“重新开始游戏。”\\ ​
 ===== 105. 颜色 Colors ===== ===== 105. 颜色 Colors =====
 <​BOOKMARK:​cr105>​105. Colors\\ ​ <​BOOKMARK:​cr105>​105. Colors\\ ​
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 106.2. 法术力由法术力符号表示(参见规则[[cr:​1#​cr107-4|107.4]])。法术力符号也用来表示法术力费用(参见规则[[cr:​2#​cr202|202]])。 106.2. 法术力由法术力符号表示(参见规则[[cr:​1#​cr107-4|107.4]])。法术力符号也用来表示法术力费用(参见规则[[cr:​2#​cr202|202]])。
  
-<​BOOKMARK:​cr106-3>​106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren’t mana abilities. A spell or ability that produces mana instructs a player to add that mana.\\  +<​BOOKMARK:​cr106-3>​106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren’t mana abilities. A spell or ability that produces mana instructs a player to add that mana. If mana is produced by a spell, the source of that mana is that spell. If mana is produced by an ability, the source of that mana is the source of that ability (see rule 113.7).\\  
-106.3. 法术力异能的效应产生法术力(参见规则[[cr:​6#​cr605|605]])。咒语所产生的效应也可能产生法术力,非法术力异能的异能所产生的效应同样可能产生法术力。产生法术力的咒语或异能指示牌手加该法术力。+106.3. 法术力异能的效应产生法术力(参见规则[[cr:​6#​cr605|605]])。咒语所产生的效应也可能产生法术力,非法术力异能的异能所产生的效应同样可能产生法术力。产生法术力的咒语或异能指示牌手加该法术力。如果法术力是由咒语产生,则该法术力的来源是该咒语。如果法术力是由异能产生,则该法术力的来源是该异能的来源(参见规则[[cr:​1#​cr113-7|113.7]])
  
 <​BOOKMARK:​cr106-4>​106.4. When an effect instructs a player to add mana, that mana goes into a player’s mana pool. From there, it can be used to pay costs immediately,​ or it can stay in the player’s mana pool as unspent mana. Each player’s mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle™ card reference to no longer explicitly refer to the mana pool.\\ ​ <​BOOKMARK:​cr106-4>​106.4. When an effect instructs a player to add mana, that mana goes into a player’s mana pool. From there, it can be used to pay costs immediately,​ or it can stay in the player’s mana pool as unspent mana. Each player’s mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle™ card reference to no longer explicitly refer to the mana pool.\\ ​
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 <​BOOKMARK:​cr106-5>​106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead.\\ ​ <​BOOKMARK:​cr106-5>​106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead.\\ ​
-106.5. 如果一个异能将产生一点或更多未定义类的法术力,它将改为不会产生任何法术力。+106.5. 如果一个异能将产生一点或更多未定义类的法术力,它将改为不会产生任何法术力。
  
 Example: Meteor Crater has the ability “{T}: Choose a color of a permanent you control. Add one mana of that color.” If you control no colored permanents, activating Meteor Crater’s mana ability produces no mana.\\ ​ Example: Meteor Crater has the ability “{T}: Choose a color of a permanent you control. Add one mana of that color.” If you control no colored permanents, activating Meteor Crater’s mana ability produces no mana.\\ ​
行 369: 行 378:
 例如:异国果园具有异能“{T}:加一点法术力,其颜色为由对手操控的地能产生之任一颜色。”如果你的对手没有操控任何地,起动异国果园的法术力异能将不会产生任何法术力。你和你的对手均不操控任何异国果园以外的地的情况也将一样。然而,若你操控一个树林以及一个异国果园,且你的对手操控异国果园,则每个异国果园均可以产生{G}。 例如:异国果园具有异能“{T}:加一点法术力,其颜色为由对手操控的地能产生之任一颜色。”如果你的对手没有操控任何地,起动异国果园的法术力异能将不会产生任何法术力。你和你的对手均不操控任何异国果园以外的地的情况也将一样。然而,若你操控一个树林以及一个异国果园,且你的对手操控异国果园,则每个异国果园均可以产生{G}。
  
-<​BOOKMARK:​cr106-8>​106.8. If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player’s mana pool. If a colorless ​half is chosen, an amount of colorless mana represented by that half’s number is added to that player’s mana pool.\\  +<​BOOKMARK:​cr106-8>​106.8. If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player’s mana pool. If a generic ​half is chosen, an amount of colorless mana represented by that half’s number is added to that player’s mana pool.\\  
-106.8. 如果一个效应将添加由混血符号所表示的法术力到一位牌手的法术力池中,该牌手选择该混血符号中的一半符号。如果所选择的半边具有颜色,则一点该颜色的法术力将添加到该牌手的法术力池中。如果所选择的半边为无色,则添加等同于该数量的无色法术力到该牌手的法术力池中。+106.8. 如果一个效应将添加由混血符号所表示的法术力到一位牌手的法术力池中,该牌手选择该混血符号中的一半符号。如果所选择的半边具有颜色,则一点该颜色的法术力将添加到该牌手的法术力池中。如果所选择的半边为一般法术力,则添加等同于该数量的无色法术力到该牌手的法术力池中。
  
 <​BOOKMARK:​cr106-9>​106.9. If an effect would add mana represented by a Phyrexian mana symbol to a player’s mana pool, one mana of the color of that symbol is added to that player’s mana pool.\\ ​ <​BOOKMARK:​cr106-9>​106.9. If an effect would add mana represented by a Phyrexian mana symbol to a player’s mana pool, one mana of the color of that symbol is added to that player’s mana pool.\\ ​
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 107.1a 你不能选择分数,或造成分数的伤害,获得分数的生命等。如果一个咒语或异能会产生出分数,该咒语或异能会告诉你小数点后该进位或舍去。 107.1a 你不能选择分数,或造成分数的伤害,获得分数的生命等。如果一个咒语或异能会产生出分数,该咒语或异能会告诉你小数点后该进位或舍去。
  
-<​BOOKMARK:​cr107-1b>​107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles or sets to a specific value a player’s life total or a creature’s ​power and/or toughness.\\  +<​BOOKMARK:​cr107-1b>​107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles or sets to a specific value a player’s life total or the power and/or toughness ​of a creature or creature card.\\  
-107.1b 万智牌游戏中大多数时候只使用正数和零。你不能选择负数,造成负数的伤害,获得负数生命等。然而在游戏中某些数值可以比零小,比如生物的力量。如果需要在计算或比较大小中使用负数,它将使用负数。在决定一个效应的效果时,如果计算得出的效果为负数,除非该效应将牌手的生命值、或生物的力量和/​或防御力加倍或设定为特定值,否则该效果改为用零代替。+107.1b 万智牌游戏中大多数时候只使用正数和零。你不能选择负数,造成负数的伤害,获得负数生命等。然而在游戏中某些数值可以比零小,比如生物的力量。如果需要在计算或比较大小中使用负数,它将使用负数。在决定一个效应的效果时,如果计算得出的效果为负数,除非该效应将牌手的生命值、生物或生物的力量和/​或防御力加倍或设定为特定值,否则该效果改为用零代替。
  
 Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1.\\  Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1.\\ 
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 107.3c 如果一个咒语或起动式异能的费用和/​或叙述中带有{X}、[-X]或X,且该咒语或异能的叙述定义X的数值,则该咒语或异能在堆叠上时X为此数值。该咒语或异能的操控者不能为该数值作出选择。该咒语或异能在堆叠上期间X的数值可能会有所改变。 107.3c 如果一个咒语或起动式异能的费用和/​或叙述中带有{X}、[-X]或X,且该咒语或异能的叙述定义X的数值,则该咒语或异能在堆叠上时X为此数值。该咒语或异能的操控者不能为该数值作出选择。该咒语或异能在堆叠上期间X的数值可能会有所改变。
  
-<​BOOKMARK:​cr107-3d>​107.3d If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action ​as they pay that cost.\\  +<​BOOKMARK:​cr107-3d>​107.3d If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action ​immediately before ​they pay that cost.\\  
-107.3d 如果一个特殊动作附带费用中带有{X}或X,例如延缓费用或变身费用,则执行此特殊动作的牌手支付费用选择X的数值。+107.3d 如果一个特殊动作附带费用中带有{X}或X,例如延缓费用或变身费用,则执行此特殊动作的牌手在紧接着支付费用之前,先选择X的数值。
  
-<​BOOKMARK:​cr107-3e>​107.3e ​Sometimes X appears in the text of a spell or ability ​but not in mana cost, alternative cost, additional cost, or activation cost. If the value of X isn’t defined, the controller of the spell or ability ​chooses ​the value of X at the appropriate time (either as it’s put on the stack or as it resolves).\\  +<​BOOKMARK:​cr107-3e>​107.3e ​If a spell or ability ​refers to the {X} or X in the mana cost, alternative cost, additional cost, or activation cost of another object, any in that spell or ability’s text uses the value of X chosen or defined for the other object.\\  
-107.3e ​某些时候咒语或异能的施放费用、替代性费用、额外费用起动费中不带有X,而叙述中带有X。如果X的值没有被定义,该咒语或异能的操控者在适当时候为其作出选择(在进入堆叠的时候结算时候)+107.3e ​如果一个咒语或异能提及另一个物件法术力费用、替代性费用、额外费用起动费的{X}或X,该咒语或异能叙述中任何X值使用该另一物件所选择或定义X的值
  
-<​BOOKMARK:​cr107-3f>​107.3f ​If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0even if the value of X is defined somewhere within its text.\\  +<​BOOKMARK:​cr107-3f>​107.3f ​Sometimes X appears ​in the text of a spell or ability but not in mana cost, alternative cost, additional cost, or activation cost. If the value of X isn’t definedthe controller of the spell or ability chooses ​the value of X at the appropriate time (either as it’s put on the stack or as it resolves).\\  
-107.3f ​如果一张法术力费用中带有{X}的牌在堆叠以外的任何区域即使X的值在其叙述中被定义,其{X}值将被视同0+107.3f ​某些时候咒语或异能的施放费用、替代性费用、额外费用或起动费带有X,叙述中带有X。如果X的值没有被定义,该咒语或异能的操控者在适当的时候为作出选择(在进入堆叠时候或结算的时候)
  
-<​BOOKMARK:​cr107-3g>​107.3g If an effect instructs ​player to pay an object’s mana cost that includes ​{X}, the value of X is treated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast.\\  +<​BOOKMARK:​cr107-3g>​107.3g If a card in any zone other than the stack has an {X} in its mana cost, the value of {Xis treated as 0, even if the value of X is defined somewhere within its text.\\  
-107.3g 如果某效应指示牌手支付物件之包含{X}的法术力,X将被视同0,除非该物件是堆叠中的咒语。如果是后者情况,X的值是于该咒语施放时所选择或决定的值。+107.3g 如果一张法术力费用中带有{X}的牌在堆叠以外任何区域即使X的值在其叙述中被定义,其{X}的值将被视同0
  
-<​BOOKMARK:​cr107-3h>​107.3h ​Normallyall instances ​of X on an object ​have the same value at any given time.\\  +<​BOOKMARK:​cr107-3h>​107.3h ​If an effect instructs a player to pay an object’s mana cost that includes {X}the value of X is treated as 0 unless the object ​is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast.\\  
-107.3h ​通常而言,物件上所有X的在任何间均相等+107.3h ​如果某效应指示牌手支付物件之包含{X}的法术力,X将被视同0除非该物件是堆叠中的咒语。如果是后者的情况,X的值是于该咒语被施放所选择或决定的值
  
-<​BOOKMARK:​cr107-3i>​107.3i ​If an object gains an abilitythe value of X within that ability is the value defined by that ability, or 0 if that ability doesn’t define a value of X. This is an exception to rule 107.3h.\\  +<​BOOKMARK:​cr107-3i>​107.3i ​Normallyall instances ​of X on an object have the same value at any given time.\\  
-107.3i ​如果一个物件获得一个异能,在该异能中的X的数值是由该异能定义的数值。若该异能没定义X的数值,其数值为0。这是对规则107.3h的例外情形+107.3i ​通常而言,物件上所有X的数值在任何时间均相等
  
-<​BOOKMARK:​cr107-3j>​107.3j If an object’s activated ​ability ​has an {X}, [-X], or X in its activation cost, the value of X for that ability is independent of any other values of X chosen for that object ​or for other instances of abilities of that object. This is an exception to rule 107.3h+<​BOOKMARK:​cr107-3j>​107.3j If an object ​gains an ability, the value of X within ​that ability is the value defined by that ability, ​or 0 if that ability doesn’t define a value of X. This is an exception to rule 107.3i. This may occur with ability-adding effects, text-changing effects, or copy effects.\\  
-107.3j 如果一个物件之起动式异能的起动费用中带有{X}、[-X]或X,该异能中X的数值与为物件或为该物件上的其他异能实例已选择任何其他X的数值并无关联。这是对规则107.3h的例外情形。+107.3j 如果一个物件获得一个异能,该异能中X的数值是由该异能定义数值。若该异能没有定义X的数值,其数值为0。这是对规则107.3i的例外情形。这可能会适用于添加异能的效应、改变叙述的效应或复制效应
  
-<​BOOKMARK:​cr107-3k>​107.3k ​Some objects use the letter Y in addition to the letter ​X. Y follows the same rules as X.\\  +<​BOOKMARK:​cr107-3k>​107.3k ​If an object’s activated ability has an {X}, [-X], or X in its activation cost, the value of for that ability is independent of any other values of chosen for that object or for other instances of abilities of that object. This is an exception to rule 107.3i
-107.3k 一物件上除了会使字母X以外还会额外使用字母Y。Y遵循于X相同的规则。+107.3k ​如果物件之起动式异能的起动费中带有{X}、[-X]或X,该异能中X的数值与为该物件或为该物件上的其他异能实例已选择的任何其他X的数值并无关联。这是对规则107.3i的例外情形
  
-<​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}; and the snow symbol {S}.\\  +<​BOOKMARK:​cr107-3m>​107.3m If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.\\  
-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}和{2/​G};非瑞克西亚法术力符号{W/​P},​ {U/P}, {B/P}, {R/P}, 和{G/​P};以及雪境符号{S}。+107.3m 如果一个物件的进战场触发式异能或替代性效应提及X,且成为该物件的咒语于结算时为其任一费用选择了X的值,则该异能上X的值与该咒语上X的值相同,尽管对于该永久物而言X的值为0。这是对规则107.3i的例外情形。 
 + 
 +<​BOOKMARK:​cr107-3n>​107.3n Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.\\  
 +107.3n 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}; 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}和{2/​G};非瑞克西亚法术力符号{W/​P},​ {U/P}, {B/P}, {R/P}, 和{G/​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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 107.4g 在规则叙述中,无色背景的非瑞克西亚符号{P}指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{P}指五种非瑞克西亚法术力符号中任意一种。
  
-<​BOOKMARK:​cr107-4h>​107.4h ​The snow mana symbol {S} represents ​one mana in a cost. This mana can be paid with one mana of any type produced by a snow permanent ​(see rule 205.4g). Effects that reduce the amount of generic mana you pay don’t affect {S} costs. 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.\\  
-107.4h 雪境法术力符号{S}代表费用中的一点法术力。此法术力可以由雪境永久物所产生的一点任意类别法术力支付(参见规则[[cr:​2#cr205-4g|205.4g]])。减少一般法术力费用的效应不会影响{S}的费用。雪境既不是一种颜色,也不是一种法术力类别。+107.4h ​雪境法术力符号{S}费用中被使用时,其代表可以由雪境来(参见规则[[cr:​1#cr106-3|106.3]])所产生的一点任意类别的法术力来支付的费用。减少一般法术力费用的效应不会影响{S}的费用。{S}符号也可以用于提及由雪境来源产生并用于支付费用的任意类别的法术力。雪境既不是一种颜色,也不是一种法术力类别。
  
 <​BOOKMARK:​cr107-5>​107.5. The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.\\ ​ <​BOOKMARK:​cr107-5>​107.5. The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.\\ ​
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 107.6. {Q}为重置符号。在起动费用中出现的重置符号表示“重置此永久物”。已重置的永久物无法用来重置以支付费用。如果生物的起动式异能的起动费用中包含重置符号,则除非其操控者在其最近的一个回合开始时便一直操控它,否则不能起动此异能。参见规则[[cr:​3#​cr302-6|302.6]]。 107.6. {Q}为重置符号。在起动费用中出现的重置符号表示“重置此永久物”。已重置的永久物无法用来重置以支付费用。如果生物的起动式异能的起动费用中包含重置符号,则除非其操控者在其最近的一个回合开始时便一直操控它,否则不能起动此异能。参见规则[[cr:​3#​cr302-6|302.6]]。
  
-<​BOOKMARK:​cr107-7>​107.7. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don’t point in either direction and feature a 0. [+N] means “Put N loyalty counters on this permanent,​” [-N] means “Remove N loyalty counters from this permanent,​” and [0] means “Put zero loyalty counters on this permanent.”\\  +<​BOOKMARK:​cr107-7>​107.7. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don’t point in either direction and feature a 0. [+N] means “Put N loyalty counters on this permanent,​” [-N] means “Remove N loyalty counters from this permanent,​” and [0] means “Put zero loyalty counters on this permanent.” ​Loyalty symbols may also appear in abilities that modify loyalty costs.\\  
-107.7. 鹏洛客的每个起动式异能的费用中有用箭头表示的忠诚符号。正忠诚符号由向上的箭头以及加号和其后面的数字或X表示。负向忠诚符号由向下的箭头以及减号和其后面的数字或X表示。[+N]表示“在此永久物上放置N个忠诚指示物”,[-N]表示“在此永久物上移去N个忠诚指示物”,而[0]表示“在此永久物上放置零个忠诚指示物”。+107.7. 鹏洛客的每个起动式异能的费用中有用箭头表示的忠诚符号。正忠诚符号由向上的箭头以及加号和其后面的数字或X表示。负向忠诚符号由向下的箭头以及减号和其后面的数字或X表示。[+N]表示“在此永久物上放置N个忠诚指示物”,[-N]表示“在此永久物上移去N个忠诚指示物”,而[0]表示“在此永久物上放置零个忠诚指示物”。忠诚符号也可能会出现在影响忠诚费用的异能上
  
-<​BOOKMARK:​cr107-8>​107.8. The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,​” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/​toughness box printed within that striation, indicated here as “[P/​T].” See rule 710, “Leveler Cards.”\\  +<​BOOKMARK:​cr107-8>​107.8. The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,​” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/​toughness box printed within that striation, indicated here as “[P/​T].” See rule 711, “Leveler Cards.”\\  
-107.8. 升级牌的文字栏中包含2个等级符号,均是表示静止式异能的关键字异能。等级符号可能包括了某范围的数字,此处表示为“N1-N2”;或是单一数字后面带着加号,此处表示为“N3+”。任何与等级符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而印在同一区块文字栏的力量/防御力方格,此处表示为“P/​T”,也是同法看待。参见规则[[cr:​7#​cr710|710]],“升级牌”。+107.8. 升级牌的文字栏中包含2个等级符号,均是表示静止式异能的关键字异能。等级符号可能包括了某范围的数字,此处表示为“N1-N2”;或是单一数字后面带着加号,此处表示为“N3+”。任何与等级符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而印在同一区块文字栏的力量/防御力方格,此处表示为“P/​T”,也是同法看待。参见规则[[cr:​7#​cr711|711]],“升级牌”。
  
 <​BOOKMARK:​cr107-8a>​107.8a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”\\ ​ <​BOOKMARK:​cr107-8a>​107.8a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”\\ ​
行 525: 行 540:
 107.14. 能量符号是{E}。它代表一个能量指示物。要支付{E},牌手从其自身移除一个能量指示物。 107.14. 能量符号是{E}。它代表一个能量指示物。要支付{E},牌手从其自身移除一个能量指示物。
  
-<​BOOKMARK:​cr107-15>​107.15. The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as “rN”. The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule 714, “Saga Cards.”\\  +<​BOOKMARK:​cr107-15>​107.15. The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as “rN”. The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule 715, “Saga Cards.”\\  
-107.15. 传纪牌的文字栏中包含章节符号,每个符号均是代表一个触发式异能的关键字异能。章节符号包含一个罗马数字,此处以“rN”表示。印刷在章节符号右侧的文字栏分段中的叙述是该符号所代表的触发式异能之效应。参见规则[[cr:​7#​cr714|714]],“传纪牌”。+107.15. 传纪牌的文字栏中包含章节符号,每个符号均是代表一个触发式异能的关键字异能。章节符号包含一个罗马数字,此处以“rN”表示。印刷在章节符号右侧的文字栏分段中的叙述是该符号所代表的触发式异能之效应。参见规则[[cr:​7#​cr715|715]],“传纪牌”。
  
 <​BOOKMARK:​cr107-15a>​107.15a “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”\\ ​ <​BOOKMARK:​cr107-15a>​107.15a “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”\\ ​
行 533: 行 548:
 <​BOOKMARK:​cr107-15b>​107.15b “{rN1}, {rN2}—[Effect]” is the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”\\ ​ <​BOOKMARK:​cr107-15b>​107.15b “{rN1}, {rN2}—[Effect]” is the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”\\ ​
 107.15b “{rN1}, {rN2}~[效应]”等同于“{rN1}~[效应]”和“{rN2}~[效应]”。 107.15b “{rN1}, {rN2}~[效应]”等同于“{rN1}~[效应]”和“{rN2}~[效应]”。
 +
 +<​BOOKMARK:​cr107-16>​107.16. The text box of a Class card contains class level bars, each of which is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability. See rule 717, “Class Cards.”\\ ​
 +107.16. 职业牌的文字栏包含职业等级条,每个职业等级条都是一个关键字异能,代表一个起动式异能和一个静止异能。职业等级条包含其起动式异能的起动费用和等级数字。任何与该职业等级条印刷在同一文字栏分段中的异能均是其静止式异能的一部分。
 +
 +<​BOOKMARK:​cr107-16a>​107.16a “[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate this ability only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”\\ ​
 +107.16a “[费用]:​ 等级 N~[异能]”意指“[费用]:​ 此职业的等级成为N。只能于此职业的等级是N-1时、且只能于法术时机启动。”及“只要此职业是等级N或更高,它便具有[异能]”。
  
 ===== 108. 牌 Cards ===== ===== 108. 牌 Cards =====
行 544: 行 565:
 108.2. 当规则或牌的叙述中提到“牌”,它只表示万智牌或由万智牌代表的物件。 108.2. 当规则或牌的叙述中提到“牌”,它只表示万智牌或由万智牌代表的物件。
  
-<​BOOKMARK:​cr108-2a>​108.2a Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Certain formats also use nontraditional Magic cards, oversized ​cards that may have different backs.\\  +<​BOOKMARK:​cr108-2a>​108.2a Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Traditional Magic cards are included in players’ decks. Certain formats also use nontraditional Magic cards. Nontraditional Magic cards are not included in players’ decks. They may be used in supplementary decks. Additionally,​ they may be oversized, ​have different ​card backs, or both.\\  
-108.2a 大多数万智牌游戏只使用传统的万智牌,大约2.5英寸(6.3厘米)宽3.5英寸(8.8厘米)长。一些玩法还使用非传统万智牌,尺寸较大牌背同。+108.2a 大多数万智牌游戏只使用传统的万智牌,大约2.5英寸(6.3厘米)宽3.5英寸(8.8厘米)长。传统万智牌可以包含在牌手的套牌中。一些玩法还使用非传统万智牌。非传统万智牌不能包含在牌手的套牌中;它们可以在附加套牌中使用。此外它们可能尺寸较大、或牌背不同,或两者皆有之
  
 <​BOOKMARK:​cr108-2b>​108.2b Tokens aren’t considered cards—even a card-sized game supplement that represents a token isn’t considered a card for rules purposes.\\ ​ <​BOOKMARK:​cr108-2b>​108.2b Tokens aren’t considered cards—even a card-sized game supplement that represents a token isn’t considered a card for rules purposes.\\ ​
行 556: 行 577:
 108.3a 在使用单一时空套牌模式的竞逐时空游戏中,时空操控者视为时空套牌中所有牌的拥有者。参见规则[[cr:​9#​cr901-6|901.6]]。 108.3a 在使用单一时空套牌模式的竞逐时空游戏中,时空操控者视为时空套牌中所有牌的拥有者。参见规则[[cr:​9#​cr901-6|901.6]]。
  
-<​BOOKMARK:​cr108-3b>​108.3b Some spells and abilities allow a player to take cards they own from outside the game and bring them into the game. (See rule 400.10b.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule 108.3. If a card outside that game is in the sideboard of a Magic game (see rule 100.4), its owner is considered to be the player who started the game with it in their sideboard. In all other cases, the owner of a card outside the game is its legal owner.\\  +<​BOOKMARK:​cr108-3b>​108.3b Some spells and abilities allow a player to take cards they own from outside the game and bring them into the game. (See rule 400.11b.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule 108.3. If a card outside that game is in the sideboard of a Magic game (see rule 100.4), its owner is considered to be the player who started the game with it in their sideboard. In all other cases, the owner of a card outside the game is its legal owner.\\  
-108.3b 一些咒语和异能会允许牌手将其拥有的牌从游戏外放入游戏中。(参见规则[[cr:​4#​cr400-10b|400.10b]]。)如果一张游戏外的牌加入到万智牌游戏中,其拥有者由规则[[cr:​1#​cr108-3|108.3]]中的叙述决定。如果一张游戏外的牌是在一盘万智牌游戏的备牌中(参见规则[[cr:​1#​cr100-4|100.4]]),其拥有者为游戏开始时在备牌中包含该牌的牌手。所有其他情况下,该游戏外的牌之拥有者既为其合法拥有者。+108.3b 一些咒语和异能会允许牌手将其拥有的牌从游戏外放入游戏中。(参见规则[[cr:​4#​cr400-11b|400.11b]]。)如果一张游戏外的牌加入到万智牌游戏中,其拥有者由规则[[cr:​1#​cr108-3|108.3]]中的叙述决定。如果一张游戏外的牌是在一盘万智牌游戏的备牌中(参见规则[[cr:​1#​cr100-4|100.4]]),其拥有者为游戏开始时在备牌中包含该牌的牌手。所有其他情况下,该游戏外的牌之拥有者既为其合法拥有者。
  
 <​BOOKMARK:​cr108-4>​108.4. A card doesn’t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules 110.2 and 112.2.\\ ​ <​BOOKMARK:​cr108-4>​108.4. A card doesn’t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules 110.2 and 112.2.\\ ​
行 565: 行 586:
 108.4a 如果任何时候需要知道一张没有操控者的牌的操控者(因为它不是永久物或咒语),则改为使用其拥有者。 108.4a 如果任何时候需要知道一张没有操控者的牌的操控者(因为它不是永久物或咒语),则改为使用其拥有者。
  
-<​BOOKMARK:​cr108-5>​108.5. Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card into the game from outside the game, it doesn’t; that card remains outside the game.\\  +<​BOOKMARK:​cr108-5>​108.5. Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card other than a dungeon card (see rule 309, “Dungeons”) ​into the game from outside the game, it doesn’t; that card remains outside the game.\\  
-108.5. 非传统万智牌纸牌不会在统帅区以外的区域开始游戏(参见规则[[cr:​4#​cr408|408]])。如果一个效应将游戏外的非传统万智牌牌带进游戏,它将不会如此作;该牌保留在游戏外。+108.5. 非传统万智牌纸牌不会在统帅区以外的区域开始游戏(参见规则[[cr:​4#​cr408|408]])。如果一个效应将游戏外的非传统万智牌(地城除外;参见规则[[cr:​3#​cr309|309]])带进游戏,它将不会如此作;该牌保留在游戏外。
  
 <​BOOKMARK:​cr108-6>​108.6. For more information about cards, see section 2, “Parts of a Card.”\\ ​ <​BOOKMARK:​cr108-6>​108.6. For more information about cards, see section 2, “Parts of a Card.”\\ ​
行 586: 行 607:
 109.2b 如果咒语或异能使用“咒语”一词描述物件,它表示在堆叠上符合该描述的咒语。 109.2b 如果咒语或异能使用“咒语”一词描述物件,它表示在堆叠上符合该描述的咒语。
  
-<​BOOKMARK:​cr109-2c>​109.2c If a spell or ability uses a description of an object that includes the word “source,​” it means a source matching that description—either ​a source of an ability or a source ​of damage—in any zone. See rule 609.7.\\  +<​BOOKMARK:​cr109-2c>​109.2c If a spell or ability uses a description of an object that includes the word “source,​” it means a source matching that description—a source of an ability, of damage, ​or of mana—in any zone. See rules 113.7 and 609.7.\\  
-109.2c 如果咒语或异能使用“来源”一词描述物件,它表示任何区域中符合该描述的来源—包括异能的来源和伤害的来源。参见规则[[cr:​6#​cr609-7|609.7]]。+109.2c 如果咒语或异能使用“来源”一词描述物件,它表示任何区域中符合该描述的来源—包括异能伤害、或法术力的来源。参见规则[[cr:​1#​cr113-7|113.7]]和[[cr:​6#​cr609-7|609.7]]。
  
 <​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.\\ ​
行 595: 行 616:
 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、忠诚度、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、忠诚度、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 five 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: \\  
-109.4. 只有在堆叠中或战场上的物件才有操控者。不在堆叠或战场上的物件不受任何牌手操控。参见规则[[cr:​1#​cr108-4|108.4]]。此规则有条特例:+109.4. 只有在堆叠中或战场上的物件才有操控者。不在堆叠或战场上的物件不受任何牌手操控。参见规则[[cr:​1#​cr108-4|108.4]]。此规则有条特例:
  
-<​BOOKMARK:​cr109-4a>​109.4a ​An emblem ​is controlled by the player that puts it into the command zone. See rule 114, “Emblems.”\\  +<​BOOKMARK:​cr109-4a>​109.4a ​The controller of a mana ability ​is determined as though ​it were on the stack. See rule 605, “Mana Abilities.”\\  
-109.4a ​徽记的操控者为将它放进统帅区牌手。参见规则[[cr:​1#cr114|114]],“徽记”。+109.4a ​法术力异能的操控者以视同其在堆叠上方法来决定。参见规则[[cr:​6#cr605|605]],“法术力异能”。
  
-<​BOOKMARK:​cr109-4b>​109.4b ​In a Planechase game, a face-up plane or phenomenon card is controlled by the player ​designated as the planar controllerThis is usually ​the active player. See rule 901.6.\\  +<​BOOKMARK:​cr109-4b>​109.4b ​A triggered ability that has triggered but is waiting to be placed on the stack is controlled by the player ​who controlled its source at the time it triggered, unless it’s a delayed triggered abilityTo determine ​the controller of a delayed triggered ability, see rules 603.7d–f. See also rule 603, “Handling Triggered Abilities.\\  
-109.4b 在竞逐时空游戏中,面朝上时空牌或象牌由指定为时空操控者的牌手操控。通常这位牌手主动牌手。参见规则[[cr:​9#cr901-6|901.6]]。+109.4b ​一个已触发、但尚等待被放进堆叠触发式能的操控者为其触发时来源之操控者,除非该异能延迟触发式异能要确定延迟触发式异能的操控者,参见规则[[cr:​6#cr603-7d|603.7d-f]]。亦见规则[[cr:​6#cr603|603]],“处理触发式异能”
  
-<​BOOKMARK:​cr109-4c>​109.4c ​In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.\\  +<​BOOKMARK:​cr109-4c>​109.4c ​An emblem ​is controlled by the player who puts it into the command zone. See rule 114, “Emblems.\\  
-109.4c ​在先锋游戏中,每张先锋牌由其拥有者操控。参见规则[[cr:​9#cr902-6|902.6]]。+109.4c ​徽记的操控者为将它放进统帅区的牌手。参见规则[[cr:​1#cr114|114]],“徽记”
  
-<​BOOKMARK:​cr109-4d>​109.4d In an Archenemy ​game, each scheme ​card is controlled by its owner. See rule 904.7.\\  +<​BOOKMARK:​cr109-4d>​109.4d In a Planechase ​game, a face-up plane or phenomenon ​card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.\\  
-109.4d 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]]。+109.4d 在竞逐时空游戏中,面朝上的时空牌或异象牌由指定为时空操控的牌手操控。通常这位牌手是主动牌手。参见规则[[cr:​9#​cr901-6|901.6]]。
  
-<​BOOKMARK:​cr109-4e>​109.4e In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5. \\  +<​BOOKMARK:​cr109-4e>​109.4e ​In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.\\  
-109.4e 在诡局轮抽游戏中,每张诡局牌由其拥有者来操控。参见规则[[cr:​9#​cr905-5|905.5]]。+109.4e 在先锋游戏中,每张先锋牌由其拥有者操控。参见规则[[cr:​9#​cr902-6|902.6]]。 
 + 
 +<​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]]。 
 + 
 +<​BOOKMARK:​cr109-4g>​109.4g ​In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5. \\  
 +109.4g 在诡局轮抽游戏中,每张诡局牌由其拥有者来操控。参见规则[[cr:​9#​cr905-5|905.5]]。
  
 <​BOOKMARK:​cr109-5>​109.5. The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it’s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\\ ​ <​BOOKMARK:​cr109-5>​109.5. The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it’s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\\ ​
行 624: 行 651:
  
 <​BOOKMARK:​cr110-2>​110.2. A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token; see rule 111.2). A permanent’s controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.\\ ​ <​BOOKMARK:​cr110-2>​110.2. A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token; see rule 111.2). A permanent’s controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.\\ ​
-110.2. 永久物的拥有者为代表该永久物的牌的拥有者(除非它是衍生物;参见规则[[cr:​1#​cr111-2|111.2]])。永久物的操控者在默认情况下,该永久物进入进战场操控者。每个永久物都有操控者。+110.2. 永久物的拥有者为代表该永久物的牌的拥有者(除非它是衍生物;参见规则[[cr:​1#​cr111-2|111.2]])。永久物的默认操控者是操控该永久物进战场的牌手。每个永久物都有操控者。
  
 <​BOOKMARK:​cr110-2a>​110.2a If an effect instructs a player to put an object onto the battlefield,​ that object enters the battlefield under that player’s control unless the effect states otherwise.\\ ​ <​BOOKMARK:​cr110-2a>​110.2a If an effect instructs a player to put an object onto the battlefield,​ that object enters the battlefield under that player’s control unless the effect states otherwise.\\ ​
 110.2a 如果一个效应指示牌手将一个物件放进战场,除非该效应另有指示,否则此物件在该牌手的操控下进战场。 110.2a 如果一个效应指示牌手将一个物件放进战场,除非该效应另有指示,否则此物件在该牌手的操控下进战场。
 +
 +<​BOOKMARK:​cr110-2b>​110.2b If an effect causes a player to gain control of another player’s permanent spell, the first player controls the permanent that spell becomes, but the permanent’s controller by default is the player who put that spell onto the stack. (This distinction is relevant in multiplayer games; see rule 800.4c.)\\ ​
 +110.2b 如果一个效应使牌手获得另一个牌手之永久物咒语的操控权,前者牌手操控该咒语所成为的永久物,但该永久物的默认操控者是将该咒语放进堆叠的牌手。(这个区别在多人游戏中会起作用;参见规则[[cr:​8#​cr800-4c|800.4c]]。)
  
 <​BOOKMARK:​cr110-3>​110.3. A nontoken permanent’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:​cr110-3>​110.3. A nontoken permanent’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”\\ ​
行 700: 行 730:
  
 <​BOOKMARK:​cr111-10a>​111.10a A Treasure token is a colorless Treasure artifact token with “{T}, Sacrifice this artifact: Add one mana of any color.”\\ ​ <​BOOKMARK:​cr111-10a>​111.10a A Treasure token is a colorless Treasure artifact token with “{T}, Sacrifice this artifact: Add one mana of any color.”\\ ​
-111.10a 珍宝衍生物是具有“{T},牺牲此神器:加一点任意颜色的法术力。”的无色珍宝神器衍生物。+111.10a 珍宝衍生物是具有“{T},牺牲此神器:加一点任意颜色的法术力。”的无色珍宝衍生神器。 
 + 
 +<​BOOKMARK:​cr111-10b>​111.10b A Food token is a colorless Food artifact token with “{2}, {T}, Sacrifice this artifact: You gain 3 life.”\\  
 +111.10b 食品衍生物是具有“{T},牺牲此神器:你获得3点生命。”的无色食品衍生神器。 
 + 
 +<​BOOKMARK:​cr111-10c>​111.10c A Gold token is a colorless Gold artifact token with “Sacrifice this artifact: Add one mana of any color.”\\  
 +111.10c 黄金衍生物是具有“牺牲此神器:加一点任意颜色的法术力。”的无色黄金衍生神器。 
 + 
 +<​BOOKMARK:​cr111-10d>​111.10d A Walker token is a 2/2 black Zombie creature token named Walker.\\  
 +111.10d 尸行者衍生物是名为尸行者的2/​2黑色灵俑衍生生物。 
 + 
 +<​BOOKMARK:​cr111-10e>​111.10e A Shard token is a colorless Shard enchantment token with “{2}, Sacrifice this enchantment:​ Scry 1, then draw a card.”\\  
 +111.10e 碎片衍生物是具有“{2},牺牲此结界:占卜1,然后抓一张牌”的无色碎片衍生结界。 
 + 
 +<​BOOKMARK:​cr111-10f>​111.10f A Clue token is a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”\\  
 +111.10f 线索衍生物是具有“{2},牺牲此神器:抓一张牌。”的无色线索衍生神器。 
 + 
 +<​BOOKMARK:​cr111-11>​111.11. 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.\\  
 +111.11. 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 =====
行 709: 行 757:
 112.1. 咒语是指在堆叠中的牌。作为施放的第一步(参见规则[[cr:​6#​cr601|601]],“施放咒语”),牌成为咒语并从所在区域(通常是牌手的手牌)移到堆叠的顶部。(参见规则[[cr:​4#​cr405|405]],“堆叠”。)咒语作为一个咒语存在于堆叠上,直到结算(参见规则[[cr:​6#​cr608|608]],“结算咒语和异能”)、被反击(参见规则[[cr:​7#​cr701-5|701.5]])或其他情况下离开堆叠。更多信息参见[[cr:​6|第6章]],“咒语、异能和效应”。 112.1. 咒语是指在堆叠中的牌。作为施放的第一步(参见规则[[cr:​6#​cr601|601]],“施放咒语”),牌成为咒语并从所在区域(通常是牌手的手牌)移到堆叠的顶部。(参见规则[[cr:​4#​cr405|405]],“堆叠”。)咒语作为一个咒语存在于堆叠上,直到结算(参见规则[[cr:​6#​cr608|608]],“结算咒语和异能”)、被反击(参见规则[[cr:​7#​cr701-5|701.5]])或其他情况下离开堆叠。更多信息参见[[cr:​6|第6章]],“咒语、异能和效应”。
  
-<​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 706.10.\\  +<​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#​cr706-10|706.10]]。+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 706.12.\\  +<​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#​cr706-12|706.12]]。+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.\\ ​
行 785: 行 833:
 113.6. 瞬间或法术咒语的异能通常只有该物件在堆叠中的时候运作。其他物件的异能通常只有该物件在战场的时候运作。以下情况除外: 113.6. 瞬间或法术咒语的异能通常只有该物件在堆叠中的时候运作。其他物件的异能通常只有该物件在战场的时候运作。以下情况除外:
  
-<​BOOKMARK:​cr113-6a>​113.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule 604.3.)\\  +<​BOOKMARK:​cr113-6a>​113.6a Characteristic-defining abilities function everywhere, even outside the game and before the game begins. (See rule 604.3.)\\  
-113.6a 特征定义异能在任何地方都运作,即使在游戏以外。(参见规则[[cr:​6#​cr604-3|604.3]]。)+113.6a 特征定义异能在任何地方都运作,即使在游戏以外或游戏开始前。(参见规则[[cr:​6#​cr604-3|604.3]]。)
  
 <​BOOKMARK:​cr113-6b>​113.6b An ability that states which zones it functions in functions only from those zones.\\ ​ <​BOOKMARK:​cr113-6b>​113.6b An ability that states which zones it functions in functions only from those zones.\\ ​
 113.6b 注明了在特定区域运作的异能,只在这些区域才运作。 113.6b 注明了在特定区域运作的异能,只在这些区域才运作。
  
-<​BOOKMARK:​cr113-6c>​113.6c An object’s ​ability that allows a player to pay an alternative cost rather than its mana cost or otherwise modifies what that particular object costs to cast functions ​on the stack.\\  +<​BOOKMARK:​cr113-6c>​113.6c An ability that states which zones it doesn’t function in functions ​everywhere except for the specified zones, even outside the game and before the game begins.\\  
-113.6c ​一个物件上允许牌手支付替代性费用来替代其法术力费用、或以其他方式影响施放这个特定物件之费用的异能,在堆叠上运作。+113.6c ​注明了在特定区域不运作的异能,在该特定区域以外的任何区域运作,即使在游戏以外或游戏开始前
  
-<​BOOKMARK:​cr113-6d>​113.6d An object’s ability that restricts ​or modifies ​how that particular object ​can be played or cast functions ​in any zone from which it could be played or cast and also on the stack. An object’s ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack.\\  +<​BOOKMARK:​cr113-6d>​113.6d An object’s ability that allows a player to pay an alternative cost rather than its mana cost or otherwise ​modifies ​what that particular object ​costs to cast functions on the stack.\\  
-113.6d 一个物件上限制或修改该物件如何被使或施放的异能,只在该物件能够被使用或施放的区域中或堆叠上运作。一个物件上赋予其另一个限制或修改该物件如何被使或施放之异能的异能在堆叠上运作。+113.6d 一个物件上允许牌手支付替代性费来替代其法术力费以其他方式影响施放特定物件之费用的异能在堆叠上运作。
  
-<​BOOKMARK:​cr113-6e>​113.6e An object’s ability that restricts or modifies ​what zones that particular object can be played or cast from functions ​everywhere, even outside ​the game.\\  +<​BOOKMARK:​cr113-6e>​113.6e An object’s ability that restricts or modifies ​how that particular object can be played or cast functions in any zone from which it could be played or cast and also on the stack. An object’s ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions ​only on the stack.\\  
-113.6e 一个物件上限制或修改该物件在哪些区域可以被使用或施放的异能,在所有区域,即使游戏以外均运作。+113.6e 一个物件上限制或修改该物件如何被使用或施放的异能,该物件能够被使用或施放的区域中或堆叠上运作。一个物件上赋予其另一个限制或修改该物件如何被使用或施放之异能的异能只在堆叠上运作。
  
-<​BOOKMARK:​cr113-6f>​113.6f An object’s ability that states it can’t be countered ​functions ​on the stack.\\  +<​BOOKMARK:​cr113-6f>​113.6f An object’s ability that restricts or modifies what zones that particular object ​can be played or cast from functions ​everywhere, even outside ​the game.\\  
-113.6f 一个物件叙述其不能反击堆叠上运作。+113.6f 一个物件上限制或修改该物件在哪些区域可以使用或施放的异能,所有区域,即使游戏以外均运作。
  
-<​BOOKMARK:​cr113-6g>​113.6g An object’s ability that modifies how that particular object enters the battlefield ​functions ​as that object is entering ​the battlefield. See rule 614.12.\\  +<​BOOKMARK:​cr113-6g>​113.6g An object’s ability that states it can’t be countered ​functions ​on the stack.\\  
-113.6g 一个物件上修改该物件如何进入战场的异能,于该物件进入战场时运作。参见规则[[cr:​6#​cr614-12|614.12]]+113.6g 一个物件叙述其不能被反击在堆叠上运作。
  
-<​BOOKMARK:​cr113-6h>​113.6h An object’s ability that states counters can’t be put on that object functions as that object is entering the battlefield ​in addition to functioning while that object is on the battlefield.\\  +<​BOOKMARK:​cr113-6h>​113.6h An object’s ability that modifies how that particular ​object ​enters the battlefield ​functions as that object is entering the battlefield. See rule 614.12.\\  
-113.6h 一个物件指明该物件不可放置指示物的异能,除了该物件在战场上时运作之外,于该物件进入战场时也额外运作。+113.6h 一个物件上修改该物件如何进入战场的异能,于该物件进入战场时运作。参见规则[[cr:​6#​cr614-12|614.12]]
  
-<​BOOKMARK:​cr113-6i>​113.6i An object’s ​activated ​ability that has a cost that can’t be paid while the object is on the battlefield ​functions from any zone in which its cost can be paid.\\  +<​BOOKMARK:​cr113-6i>​113.6i An object’s ability that states counters ​can’t be put on that object functions as that object is entering ​the battlefield in addition to functioning while that object is on the battlefield.\\  
-113.6i 一个物件的起动式异能具有其在战场上时无法支付的费用,该异能在任何其起动费用可以被支付的区域生效+113.6i 一个物件指明该物件不可放置指示物的异能,除了该物件在战场上时运作之外物件进入战场时也额外运作
  
-<​BOOKMARK:​cr113-6j>​113.6j ​A trigger condition ​that can’t ​trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.\\  +<​BOOKMARK:​cr113-6j>​113.6j ​An object’s activated ability that has a cost that can’t ​be paid while the object is on the battlefield functions ​from any zone in which its cost can be paid.\\  
-113.6j 一个在战场上无法触发触发条件,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+113.6j 一个物件的起动式异能具有其在战场上无法支付费用该异能任何其起动费用可以被支付的区域生效
  
-ExampleAbsolver 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 702.54, “Haunt.”)\\  +<​BOOKMARK:cr113-6k>​113.6k A trigger condition ​that can’t trigger ​from the battlefield functions ​in all zones it can trigger ​from. Other trigger conditions of the same triggered ability may function in different zones.\\  
-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生物死去时,消灭目标结界。”第一个触发条件战场上触发,而第二个触发条件放逐区运作。(参见规则[[cr:​7#​cr702-54|702.54]],“缠身”。)+113.6k 一个在战场上无法触发的触发条件触发条件可以被触发的区域运作。同一触发式异能的其他触发条件可能不同运作。
  
-<​BOOKMARK:​cr113-6k>113.6k 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.\\  +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.”)\\  
-113.6k 一个异能的费用或效应指定将它所在的物件从特定区域移开,则该异能只在这些区域运作,除非该异能的触发条件或该异能之前部分的费用或效应,指定将该物件放进该区域;或除非该物件是灵气,其结附的物件离开战场。若该异能的效应创造一个将该物件移出一个特定区域的延迟触发式异能,亦是如此。+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”。) 
 + 
 +<​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.\\  
 +113.6m 一个异能的费用或效应指定将它所在的物件从特定区域移开,则该异能只在这些区域运作,除非该异能的触发条件或该异能之前部分的费用或效应,指定将该物件放进该区域;或除非该物件是灵气,其结附的物件离开战场。若该异能的效应创造一个将该物件移出一个特定区域的延迟触发式异能,亦是如此。
  
 Example: Reassembling Skeleton says “{1}{B}: Return Reassembling Skeleton from your graveyard to the battlefield tapped.” A player may activate this ability only if Reassembling Skeleton is in their graveyard.\\ ​ Example: Reassembling Skeleton says “{1}{B}: Return Reassembling Skeleton from your graveyard to the battlefield tapped.” A player may activate this ability only if Reassembling Skeleton is in their graveyard.\\ ​
 例如:重组骷髅妖的异能描述为“{1}{B}:将重组骷髅妖从你的坟墓场横置进战场。”牌手只有重组骷髅妖在其坟墓场的情况下才能起动此异能。 例如:重组骷髅妖的异能描述为“{1}{B}:将重组骷髅妖从你的坟墓场横置进战场。”牌手只有重组骷髅妖在其坟墓场的情况下才能起动此异能。
  
-<​BOOKMARK:​cr113-6m>113.6m An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific Constructed format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at [url]http://​WPN.Wizards.com/​en/​resources/​rules-document[/​url].\\  +<​BOOKMARK:​cr113-6n>113.6n An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific Constructed format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at [url]http://​WPN.Wizards.com/​en/​resources/​rules-document[/​url].\\  
-113.6m 一个修改套牌构筑规则的异能在游戏开始前便已运作。此类异能不仅修改此完整规则,并且影响万智牌比赛规则以及规定构筑赛制中套牌构筑的其他文件。但此类异能不会影响一张牌在玩法中是否可以用,包括它是否被禁用或限用。当前的万智牌比赛规则可以在 [url]http://​WPN.Wizards.com/​en/​resources/​rules-document[/​url]找到。+113.6n 一个修改套牌构筑规则的异能在游戏开始前便已运作。此类异能不仅修改此完整规则,并且影响万智牌比赛规则以及规定构筑赛制中套牌构筑的其他文件。但此类异能不会影响一张牌在玩法中是否可以用,包括它是否被禁用或限用。当前的万智牌比赛规则可以在 [url]http://​WPN.Wizards.com/​en/​resources/​rules-document[/​url]找到。
  
-<​BOOKMARK:​cr113-6n>113.6n 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.”\\  
-113.6n 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、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”。
  
 <​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.\\ ​
 113.7. 一个的异能的来源为创造该异能的物件。对于堆叠上的起动式异能,其来源为被起动该异能的物件。对于堆叠上的触发式异能(除延迟触发式异能外)或者已经触发而正在等待进入堆叠的异能,其来源为被触发异能的物件。决定延迟触发异能的来源,参见规则[[cr:​6#​cr603-7d|603.7d-f]]。 113.7. 一个的异能的来源为创造该异能的物件。对于堆叠上的起动式异能,其来源为被起动该异能的物件。对于堆叠上的触发式异能(除延迟触发式异能外)或者已经触发而正在等待进入堆叠的异能,其来源为被触发异能的物件。决定延迟触发异能的来源,参见规则[[cr:​6#​cr603-7d|603.7d-f]]。
  
-<​BOOKMARK:​cr113-7a>​113.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability. Note that some abilities cause a source to do something (for example, “Prodigal Pyromancer deals 1 damage to target ​creature or player”) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source ​because ​the effect needs to be divided ​checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it’s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.\\  +<​BOOKMARK:​cr113-7a>​113.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability. Note that some abilities cause a source to do something (for example, “Prodigal Pyromancer deals 1 damage to any target”) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source ​for use while announcing an activated ability or putting a triggered ability on the stack checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it’s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.\\  
-113.7a 异能一旦被起动或触发,则离开其来源单独存在于堆叠上。此后消灭或移除其来源不会影响到该异能。注意有些异能令其来源作某些事,(例如,“放荡烈焰术士对目标生物或牌手造成1点伤害”)而不是该异能直接作这些事。在这些情况下,任何因为需要分配效应从而引用其来源信息的起动式或触发式异能,在异能进入堆叠时检查该信息。否则它在结算时检查此信息。在这两种情况下,如果来源不再存在于它应在的区域中,最后已知信息将被使用。即使来源不再存在,它将依然可以完成这些动作。+113.7a 异能一旦被起动或触发,则离开其来源单独存在于堆叠上。此后消灭或移除其来源不会影响到该异能。注意有些异能令其来源作某些事,(例如,“放荡烈焰术士对任意一个目标造成1点伤害”)而不是该异能直接作这些事。在这些情况下,任何在宣告起动式异能或将触发式异能放进堆叠时引用其来源信息的起动式或触发式异能,在异能进入堆叠时检查该信息。否则它在结算时检查此信息。在这两种情况下,如果来源不再存在于它应在的区域中,最后已知信息将被使用。即使来源不再存在,它将依然可以完成这些动作。
  
 <​BOOKMARK:​cr113-8>​113.8. The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability’s source when it triggered, or, if it had no controller, the player who owned the ability’s source when it triggered. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\\ ​ <​BOOKMARK:​cr113-8>​113.8. The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability’s source when it triggered, or, if it had no controller, the player who owned the ability’s source when it triggered. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\\ ​
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 113.10c 如果两个或以上效应添加和移除同一个异能,一般情况下以最近生效的一次为准。关于持续性效应的互动的细节,参见规则[[cr:​6#​cr613|613]]。 113.10c 如果两个或以上效应添加和移除同一个异能,一般情况下以最近生效的一次为准。关于持续性效应的互动的细节,参见规则[[cr:​6#​cr613|613]]。
  
-<​BOOKMARK:​cr113-11>​113.11 Effects can stop an object from having a specified ability. These effects say that the object “can’t have” that ability. If the object has that ability, it loses it. It’s also impossible for an effect to add that ability to the object. If a resolving spell or ability creates a continuous effect that would add the specified ability to such an object, that part of that continuous effect does not apply; however, other parts of that continuous effect will still apply, and that resolving spell or ability can still create other continuous effects. Continuous effects created by static abilities that would add the specified ability won’t apply to that object.\\  +<​BOOKMARK:​cr113-11>​113.11 Effects can stop an object from having a specified ability. These effects say that the object “can’t have” that ability. If the object has that ability, it loses it. It’s also impossible for an effect ​or keyword counter ​to add that ability to the object. If a resolving spell or ability creates a continuous effect that would add the specified ability to such an object, that part of that continuous effect does not apply; however, other parts of that continuous effect will still apply, and that resolving spell or ability can still create other continuous effects. Continuous effects created by static abilities that would add the specified ability won’t apply to that object.\\  
-113.11 效应可以阻止物件具有某特定的异能。这些效应的叙述为该物件“不能具有”该异能。如果物件具有该异能,它失去之。也不可能有效应给该物件赋予该异能。如果一个结算中的咒语或异能创造一个将赋予该物件该特定异能的持续性效应,该持续性效应赋予此异能的部分不会生效,但是该持续性效应的其他部分仍然会生效,且这个结算中的咒语或异能依然可以创造其他持续性效应。由静止式异能创造将赋予该物件该特定异能的持续性效应不对这个物件生效。+113.11 效应可以阻止物件具有某特定的异能。这些效应的叙述为该物件“不能具有”该异能。如果物件具有该异能,它失去之。也不可能有效应或关键字指示物给该物件赋予该异能。如果一个结算中的咒语或异能创造一个将赋予该物件该特定异能的持续性效应,该持续性效应赋予此异能的部分不会生效,但是该持续性效应的其他部分仍然会生效,且这个结算中的咒语或异能依然可以创造其他持续性效应。由静止式异能创造将赋予该物件该特定异能的持续性效应不对这个物件生效。
  
 <​BOOKMARK:​cr113-12>​113.12. An effect that sets an object’s characteristic,​ or simply states a quality of that object, is different from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (“[permanent] is [characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (“[creature] can’t be blocked,” for example), it’s neither granting an ability nor setting a characteristic. \\  <​BOOKMARK:​cr113-12>​113.12. An effect that sets an object’s characteristic,​ or simply states a quality of that object, is different from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (“[permanent] is [characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (“[creature] can’t be blocked,” for example), it’s neither granting an ability nor setting a characteristic. \\ 
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 例如:某法术牌具有异能“当你循环此牌时,目标生物得到-1/​-1直到回合结束。”该触发式异能具有目标,但具有该异能的牌并不因此而具有目标。 例如:某法术牌具有异能“当你循环此牌时,目标生物得到-1/​-1直到回合结束。”该触发式异能具有目标,但具有该异能的牌并不因此而具有目标。
  
-<​BOOKMARK:​cr115-1b>​115.1b Aura spells are always targeted. These are the only permanent spells with targets. An Aura’s target is specified by its enchant keyword ability (see rule 702.5, “Enchant”). The target(s) are chosen as the spell is cast; see rule 601.2c. An Aura permanent doesn’t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)\\  +<​BOOKMARK:​cr115-1b>​115.1b Aura spells are always targeted. An Aura’s target is specified by its enchant keyword ability (see rule 702.5, “Enchant”). The target ​is chosen as the spell is cast; see rule 601.2c. An Aura permanent doesn’t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)\\  
-115.1b 灵气咒语一定具有目标。它们是唯一具有目标的永久物咒语。灵气的目标由它的结附关键字异能决定(参见规则[[cr:​7#​cr702-5|702.5]],“结附”)。目标于施放咒语时选择;参见规则[[cr:​6#​cr601-2c|601.2c]]。灵气永久物不具有目标;只有咒语才具有目标。(灵气永久物的起动式或触发式异能可能会具有目标。)+115.1b 灵气咒语一定具有目标。灵气的目标由它的结附关键字异能决定(参见规则[[cr:​7#​cr702-5|702.5]],“结附”)。目标于施放咒语时选择;参见规则[[cr:​6#​cr601-2c|601.2c]]。灵气永久物不具有目标;只有咒语才具有目标。(灵气永久物的起动式或触发式异能可能会具有目标。)
  
 <​BOOKMARK:​cr115-1c>​115.1c An activated ability is targeted if it identifies something it will affect by using the phrase “target [something],​” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is activated; see rule 602.2b.\\ ​ <​BOOKMARK:​cr115-1c>​115.1c An activated ability is targeted if it identifies something it will affect by using the phrase “target [something],​” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is activated; see rule 602.2b.\\ ​
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 115.1d 如果一个触发式异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/​或牌手,则该异能具有目标。目标于异能进入堆叠时选择;参见规则[[cr:​6#​cr603-3d|603.3d]]。 115.1d 如果一个触发式异能使用“目标[对象]”来描述其将影响的对象,其中“对象”描述一个物件和/​或牌手,则该异能具有目标。目标于异能进入堆叠时选择;参见规则[[cr:​6#​cr603-3d|603.3d]]。
  
-<​BOOKMARK:​cr115-1e>​115.1e Some keyword abilities, such as equip and provoke, represent targeted activated or triggered abilities. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.”\\  +<​BOOKMARK:​cr115-1e>​115.1e Some keyword abilities, such as equip and modular, represent targeted activated or triggered abilities, and some keyword abilities, such as mutate, cause spells to have targets. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.”\\  
-115.1e 一些关键字异能,例如佩带和挑拨,代表了具有目标的起动式或触发式异能。在这些情况下,该关键字异能的规则叙述中出现描述“目标[对象]”,而不是异能本身。(该关键字异能的规则提示经常会包含“目标”一词。)参见规则[[cr:​7#​cr702|702]],“关键字异能”。+115.1e 一些关键字异能,例如佩带和套件,代表了具有目标的起动式或触发式异能;还有一些关键字异能,例如合变,会使咒语具有目标。在这些情况下,该关键字异能的规则中出现“目标[对象]”的叙述,而非出现在异能本身。(该关键字异能的规则提示经常会包含“目标”一词。)参见规则[[cr:​7#​cr702|702]],“关键字异能”。
  
 <​BOOKMARK:​cr115-2>​115.2. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, or (b) targets an object that can’t exist on the battlefield,​ such as a spell or ability. See also rule 115.4.\\ ​ <​BOOKMARK:​cr115-2>​115.2. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, or (b) targets an object that can’t exist on the battlefield,​ such as a spell or ability. See also rule 115.4.\\ ​
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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 eight special actions:\\  +<​BOOKMARK:​cr116-2>​116.2. There are ten special actions:\\  
-116.2. 特殊动作有种:+116.2. 特殊动作有种:
  
 <​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.”\\ ​
-116.2a 使用地为特殊动作。牌手将地牌从其原有区域(通常为该牌手的手牌)放置到战场上来使用一个地。默认情况下,牌手在自己每个回合只可以该动作一次。牌手可以随时在自己回合的行动阶段,拥有优先权并且堆叠为空时,此动作。参见规则[[cr:​3#​cr305|305]],“地”。+116.2a 使用地为特殊动作。牌手将地牌从其原有区域(通常为该牌手的手牌)放置到战场上来使用一个地。默认情况下,牌手在自己每个回合只可以执行该动作一次。牌手可以随时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:​3#​cr305|305]],“地”。
  
-<​BOOKMARK:​cr116-2b>​116.2b Turning a face-down creature face up is a special action. A player can take this action any time they have priority. See rule 707, “Face-Down Spells and Permanents.”\\  +<​BOOKMARK:​cr116-2b>​116.2b Turning a face-down creature face up is a special action. A player can take this action any time they have priority. See rule 708, “Face-Down Spells and Permanents.”\\  
-116.2b 将牌面朝下的生物翻到正面是一个特殊动作。牌手可以随时在其拥有优先权时执行此动作。参见规则[[cr:​7#​cr707|707]],“牌面朝下的咒语和永久物”。+116.2b 将牌面朝下的生物翻到正面是一个特殊动作。牌手可以随时在其拥有优先权时执行此动作。参见规则[[cr:​7#​cr708|708]],“牌面朝下的咒语和永久物”。
  
 <​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.\\ 
行 994: 行 1045:
 116.2e 一张牌(盘旋的秃鹰)具有异能“你可以于你能够施放瞬间的时机下弃掉盘旋的秃鹰。”执行此动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作。 116.2e 一张牌(盘旋的秃鹰)具有异能“你可以于你能够施放瞬间的时机下弃掉盘旋的秃鹰。”执行此动作为特殊动作。牌手可以随时在其拥有优先权时执行此动作。
  
-<​BOOKMARK:​cr116-2f>​116.2f A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.61, “Suspend.”\\  +<​BOOKMARK:​cr116-2f>​116.2f A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.62, “Suspend.”\\  
-116.2f 牌手可以放逐手上具有延缓异能的牌。这是个特殊动作。牌手随时可以在其拥有优先权,但只有在其可以开始施放该牌将其放进堆叠的情况下,执行此动作。参见规则[[cr:​7#​cr702-61|702.61]],“延缓”。+116.2f 牌手可以放逐手上具有延缓异能的牌。这是个特殊动作。牌手随时可以在其拥有优先权,但只有在其可以开始施放该牌将其放进堆叠的情况下,执行此动作。参见规则[[cr:​7#​cr702-62|702.62]],“延缓”。
  
-<​BOOKMARK:​cr116-2g>​116.2g ​In Planechase game, rolling ​the planar die is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. See rule 901, “Planechase.”\\  +<​BOOKMARK:​cr116-2g>​116.2g ​A player who has chosen ​companion may pay {3} to put that card from outside ​the game into their hand. This is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn, but only if they haven’t done so yet this game(See rule 702.139, “Companion.”)\\  
-116.2g ​在竞逐时空游戏中,掷时空骰是特殊动作。牌手可以随时在自己回合的行动阶段拥有优先权并且堆叠为空时,作此动作。作此动作需要牌手支付法术力,数量等于该牌手回合已作过此动作的数量。注意,如果本回合中有效应指示牌手掷时空骰,该数量不会等于牌手本回合已掷时空骰的次数。参见规则[[cr:​9#cr901|901]],“竞逐时空”。+116.2g ​已选择行侣的牌手可以支付{3},将该牌从游戏外置于其手上。这特殊动作。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,但只有在其本盘游戏中尚未如此作过时执行此动作。参见规则[[cr:​7#cr702-139|702.139]],“行侣”。
  
-<​BOOKMARK:​cr116-2h>​116.2h In a Conspiracy Draft game, turning a face-down conspiracy card in the command zone face up is a special action. A player can take this action any time they have priority. See rule 905.4a.\\  +<​BOOKMARK:​cr116-2h>​116.2h ​A player who has a card with foretell in their hand may pay {2} and exile that card face down. This is a special action. A player may take this action any time they have priority during their turn. See rule 702.143, “Foretell.”\\  
-116.2h 在诡局轮抽游戏中,将统帅区中牌面朝下的诡局牌翻为牌面朝上为特殊动作。牌手可以随时在其拥有优先权时执行此动作。参见规则[[cr:​9#​cr905-4a|905.4a]]。+116.2h 如果牌手手上有具预示异能的牌,他可以支付{2}并将该牌牌面朝下地放逐。这是个特殊动作。牌手随时可以在自己回合拥有优先权时执行此动作。参见规则[[cr:​7#​cr702-143|702.143]],“预示”。 
 + 
 +<​BOOKMARK:​cr116-2i>​116.2i In a Planechase game, rolling the planar die is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. See rule 901, “Planechase.”\\  
 +116.2i 在竞逐时空游戏中,掷时空骰是特殊动作。牌手可以随时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。执行此动作需要牌手支付法术力,其数量等于该牌手本回合已作过此动作的数量。注意,如果本回合中有效应指示牌手掷时空骰,该数量不会等于牌手本回合已掷时空骰的次数。参见规则[[cr:​9#​cr901|901]],“竞逐时空”。 
 + 
 +<​BOOKMARK:​cr116-2j>​116.2j ​In a Conspiracy Draft game, turning a face-down conspiracy card in the command zone face up is a special action. A player can take this action any time they have priority. See rule 905.4a.\\  
 +116.2j 在诡局轮抽游戏中,将统帅区中牌面朝下的诡局牌翻为牌面朝上为特殊动作。牌手可以随时在其拥有优先权时执行此动作。参见规则[[cr:​9#​cr905-4a|905.4a]]。
  
 <​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.\\ ​
行 1124: 行 1181:
 118.7d 如果一个费用减少了数个无色法术力,且减少的数量超过了该费用中无色法术力的数量,该费用中无色法术力的部分被减至无,并减少等同于超出部分数量的一般法术力。 118.7d 如果一个费用减少了数个无色法术力,且减少的数量超过了该费用中无色法术力的数量,该费用中无色法术力的部分被减至无,并减少等同于超出部分数量的一般法术力。
  
-<​BOOKMARK:​cr118-7e>​118.7e If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a colorless ​half is chosen, the cost is reduced by an amount of generic mana equal to that half’s number.\\  +<​BOOKMARK:​cr118-7e>​118.7e If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a generic ​half is chosen, the cost is reduced by an amount of generic mana equal to that half’s number.\\  
-118.7e 如果一个费用减少的法术力由混血法术力符号表示,该牌手在减少费用的效应生效时选择该混血法术力符号的其中一半(参见规则[[cr:​6#​cr601-2f|601.2f]])。如果选择的一半为有色法术力,该费用减少一点该色法术力。如果选择的一半为无色法术力,该费用减少等同于那半边数量的一般法术力。+118.7e 如果一个费用减少的法术力由混血法术力符号表示,该牌手在减少费用的效应生效时选择该混血法术力符号的其中一半(参见规则[[cr:​6#​cr601-2f|601.2f]])。如果选择的一半为有色法术力,该费用减少一点该色法术力。如果选择的一半为一般法术力,该费用减少等同于那半边数量的一般法术力。
  
 <​BOOKMARK:​cr118-7f>​118.7f If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol’s color.\\ ​ <​BOOKMARK:​cr118-7f>​118.7f If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol’s color.\\ ​
行 1172: 行 1229:
 例如:某牌手操控Psychic Vortex,一个累积维持为“抓一张牌”的结界,以及顽强佣兽,一个具有“如果你将抓一张牌,你可以改为略过该抓牌”的生物。该牌手可以选择支付Psychic Vortex的累积维持费用,然后将抓该数量的牌改为不抓牌。该累积费用依然被支付了。 例如:某牌手操控Psychic Vortex,一个累积维持为“抓一张牌”的结界,以及顽强佣兽,一个具有“如果你将抓一张牌,你可以改为略过该抓牌”的生物。该牌手可以选择支付Psychic Vortex的累积维持费用,然后将抓该数量的牌改为不抓牌。该累积费用依然被支付了。
  
-<​BOOKMARK:​cr118-12>​118.12. Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does, doesn’t, or can’t], [effect].” ​or “[A player] may [do something]. If [that player] [does, doesn’t, or can’t], [effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a player] [does, doesn’t, or can’t]” clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.\\ ​+<​BOOKMARK:​cr118-12>​118.12. Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does, doesn’t, or can’t], [effect].” ​Or “[A player] may [do something]. If [that player] [does, doesn’t, or can’t], [effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a player] [does, doesn’t, or can’t]” clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.\\ ​
 118.12. 一些咒语、起动式异能以及触发式异能为,“[作某件事]。如果[有牌手][作、不作、或无法如此作],[效应]。”或“[有牌手]可以[作某件事]。如果[该牌手][作、不作或无法如此作],[效应]。”[作某件事]的动作为费用,在咒语或异能结算时支付。“如果[某牌手][作、不作或无法如此作]”部分检查牌手是否选择支付一个可选费用,或开始支付一个强制费用,无论哪个事件实际发生。 118.12. 一些咒语、起动式异能以及触发式异能为,“[作某件事]。如果[有牌手][作、不作、或无法如此作],[效应]。”或“[有牌手]可以[作某件事]。如果[该牌手][作、不作或无法如此作],[效应]。”[作某件事]的动作为费用,在咒语或异能结算时支付。“如果[某牌手][作、不作或无法如此作]”部分检查牌手是否选择支付一个可选费用,或开始支付一个强制费用,无论哪个事件实际发生。
  
行 1186: 行 1243:
 <​BOOKMARK:​cr118-12b>​118.12b Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, followed by an “If [a player] does” clause. This clause checks whether the player chose to search, not whether the player took any of the additional actions.\\ ​ <​BOOKMARK:​cr118-12b>​118.12b Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, followed by an “If [a player] does” clause. This clause checks whether the player chose to search, not whether the player took any of the additional actions.\\ ​
 118.12b 一些效应允许牌手选择搜寻一个区域并对该区域中找到的牌作出额外的动作,其后带有一个“如果[某牌手]如此作”子句。此子句检查该牌手是否选择搜寻,而非该牌手是否执行任何额外的动作。 118.12b 一些效应允许牌手选择搜寻一个区域并对该区域中找到的牌作出额外的动作,其后带有一个“如果[某牌手]如此作”子句。此子句检查该牌手是否选择搜寻,而非该牌手是否执行任何额外的动作。
 +
 +<​BOOKMARK:​cr118-13>​118.13. Some costs contain mana symbols that can be paid in multiple ways. These include hybrid mana symbols and Phyrexian mana symbols.\\ ​
 +118.13. 一些费用包含可以用多种方式支付的法术力符号。这包括混血法术力符号和非瑞克西亚法术力符号。
 +
 +<​BOOKMARK:​cr118-13a>​118.13a If the mana cost of a spell or the activation cost of an activated ability contains a mana symbol that can be paid in multiple ways, the choice of how to pay for that symbol is made as its controller proposes that spell or ability (see rule 601.2b).\\ ​
 +118.13a 如果一个咒语的法术力费用、或一个起动式异能的起动费用包含可以用多种方式支付的法术力符号,则其操控者于声明该咒语或异能(参见规则[[cr:​6#​cr601-2b|601.2b]])时选择如何支付该符号。
 +
 +<​BOOKMARK:​cr118-13b>​118.13b If a cost paid during the resolution of a spell or ability contains a mana symbol that can be paid in multiple ways, the player paying that cost chooses how to pay for that symbol immediately before they pay that cost.\\ ​
 +118.13b 如果在一个咒语或异能结算过程中支付的费用包含可以用多种方式支付的法术力符号,则支付该费用的牌手在紧接着支付该费用之前,先选择如何支付该符号。
 +
 +<​BOOKMARK:​cr118-13c>​118.13c If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the player taking the special action chooses how to pay for that symbol immediately before they pay that cost.\\ ​
 +118.13c 如果一个与特殊动作相关联的费用包含可以用多种方式支付的法术力符号,则执行该特殊动作的牌手在紧接着支付该费用之前,先选择如何支付该符号。
 +
 ===== 119. 生命 Life ===== ===== 119. 生命 Life =====
 <​BOOKMARK:​cr119>​119. Life\\ ​ <​BOOKMARK:​cr119>​119. Life\\ ​
行 1202: 行 1272:
 119.1c 在指挥官游戏中,每位牌手的起始总生命为40。参见规则[[cr:​9#​cr903|903]],“指挥官”。 119.1c 在指挥官游戏中,每位牌手的起始总生命为40。参见规则[[cr:​9#​cr903|903]],“指挥官”。
  
-<​BOOKMARK:​cr119-1d>​119.1d In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30. See rule 903.11, “Brawl Option.”\\  +<​BOOKMARK:​cr119-1d>​119.1d In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30. See rule 903.12, “Brawl Option.”\\  
-119.1d 在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。参见规则[[cr:​9#​cr903-11|903.11]],“争锋模式”。+119.1d 在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。参见规则[[cr:​9#​cr903-12|903.12]],“争锋模式”。
  
 <​BOOKMARK:​cr119-1e>​119.1e In an Archenemy game, the archenemy’s ​ starting life total is 40. See rule 904, “Archenemy.”\\ ​ <​BOOKMARK:​cr119-1e>​119.1e In an Archenemy game, the archenemy’s ​ starting life total is 40. See rule 904, “Archenemy.”\\ ​
行 1214: 行 1284:
 119.3. 如果一个效应使牌手获得或失去生命,该牌手的总生命会因此改变。 119.3. 如果一个效应使牌手获得或失去生命,该牌手的总生命会因此改变。
  
-<​BOOKMARK:​cr119-4>​119.4. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if their life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from their life total; in other words, the player loses that much life. (Players can always pay 0 life.)\\  +<​BOOKMARK:​cr119-4>​119.4. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if their life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from their life total; in other words, the player loses that much life.\\  
-119.4. 如果一个费用或效应允许牌手支付大于0点生命,该牌手只有在其总生命大于等于其将支付的生命时才可以如此作。如果牌手支付生命,其所支付的生命从总生命值中减去。牌手永远可以支付0点生命。+119.4. 如果一个费用或效应允许牌手支付大于0点生命,该牌手只有在其总生命大于等于其将支付的生命时才可以如此作。如果牌手支付生命,其所支付的生命从总生命值中减去。 
 + 
 +<​BOOKMARK:​cr119-4a>​119.4a If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if their team’s life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from their team’s life total.\\  
 +119.4a 在一场双头巨人的游戏中,如果一个费用或效应允许牌手支付大于0点生命,该牌手只有在其队伍的总生命大于等于其队伍所有成员将为该费用或效应支付的生命时才可以如此作。如果牌手支付生命,其所支付的生命从队伍的总生命值中减去
  
-<​BOOKMARK:​cr119-4a>119.4a If a cost or effect allows a player to pay an amount of life greater than in a Two-Headed Giant gamethe player may do so only if their team’s life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from their teams life total. (Players can always ​pay life.)\\  +<​BOOKMARK:​cr119-4b>119.4b Players can always ​pay 0 lifeno matter what their (or their team’slife total is, and even if an effect ​says players canpay life.\\  
-119.4a 在一场双头巨人的游戏中,如果一个费用或效应允许牌手支付大于0点生命,该牌手只有在其队伍的总生命大于等于其队伍所有成员将为该费用或效应支付生命时才可以如此如果牌手支付生命,其所支付的生命从队伍的总生命值中减去。(牌手永远可以支付0点生命。)+119.4b 牌手永远可以支付0点生命,无论他(或他的队伍的总生命是多少,即使一个效应使牌手不能支付生命亦是如此。
  
 <​BOOKMARK:​cr119-5>​119.5. If an effect sets a player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.\\ ​ <​BOOKMARK:​cr119-5>​119.5. If an effect sets a player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.\\ ​
行 1278: 行 1351:
 120.3f 具有系命的来源对物件或牌手造成伤害,除了该伤害的其他效果以外,该来源的操控者得到等量的生命。 120.3f 具有系命的来源对物件或牌手造成伤害,除了该伤害的其他效果以外,该来源的操控者得到等量的生命。
  
-<​BOOKMARK:​cr120-4>​120.4. Damage is processed in a three-part sequence.\\  +<​BOOKMARK:​cr120-4>​120.4. Damage is processed in a four-part sequence.\\  
-120.4. 处理伤害需要依次经历部分。+120.4. 处理伤害需要依次经历部分。
  
-<​BOOKMARK:​cr120-4a>​120.4a First, 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:​cr120-4a>​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 insteadthe 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 both a creature ​and a planeswalker,​ the excess damage is the greater of those two amounts.\\  
-120.4a 首先,伤害造成,并且与伤害有关替代性效应和防止性效应会影响该伤害。(参见规则[[cr:​6#cr614|614]],“替代性效应”和规则[[cr:6#cr615|615]],“防止性效应”。)伤害造成时触发异能此触发等待进入堆叠+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,该伤害事件将被按此方式修正。如果前者永久物是生物,过量伤害指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度的部分,并同时计算与此同时将造成之来自其他来源伤害。如果前者永久物同是生物及鹏洛客过量伤害是这两个数值中的较大者
  
-<​BOOKMARK:​cr120-4b>​120.4b ​Next, damage ​that’s been dealt is processed into its results, as modified by replacement effects that interact with those results ​(such as life loss or counters).\\  +<​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.\\  
-120.4b ​然后造成的伤害变换为其结果,并且与结果有关的替代性效应和防止性效应会影响该结果。(例如失去生命或获得指示物。)+120.4b ​ ​其次,伤害造成,并且与伤害有关的替代性效应和防止性效应会影响该伤害。(参见规则[[cr:​6#​cr614|614]],“替代性效应”和规则[[cr:​6#​cr615|615]],“防止性效应”。)当伤害造成时触发的异能此时触发,等待进入堆叠。
  
-<​BOOKMARK:​cr120-4c>​120.4c Finally, the damage event occurs.\\  +<​BOOKMARK:​cr120-4c>​120.4c ​Third, damage that’s been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).\\  
-120.4c 最后,伤害事件发生。+120.4c 再次,造成的伤害变换为其结果,并且与结果有关的替代性效应和防止性效应会影响该结果。(例如失去生命或获得指示物。) 
 + 
 +<​BOOKMARK:​cr120-4d>​120.4d ​Finally, the damage event occurs.\\  
 +120.4d 最后,伤害事件发生。
  
 Example: A player who controls Boon Reflection, an enchantment that says “If you would gain life, you gain twice that much life instead,” attacks with a 3/3 creature with wither and lifelink. It’s blocked by a 2/2 creature, and the defending player casts a spell that prevents the next 2 damage that would be dealt to the blocking creature. The damage event starts out as [3 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. The prevention effect is applied, so the damage event becomes [1 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. That’s processed into its results, so the damage event is now [one -1/-1 counter is put on the 2/2 creature, the active player gains 1 life, 2 damage is marked on the 3/3 creature]. Boon Reflection’s effect is applied, so the damage event becomes [one -1/-1 counter is put on the 2/2 creature, the active player gains 2 life, 2 damage is marked on the 3/3 creature]. Then the damage event occurs.\\ ​ Example: A player who controls Boon Reflection, an enchantment that says “If you would gain life, you gain twice that much life instead,” attacks with a 3/3 creature with wither and lifelink. It’s blocked by a 2/2 creature, and the defending player casts a spell that prevents the next 2 damage that would be dealt to the blocking creature. The damage event starts out as [3 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. The prevention effect is applied, so the damage event becomes [1 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. That’s processed into its results, so the damage event is now [one -1/-1 counter is put on the 2/2 creature, the active player gains 1 life, 2 damage is marked on the 3/3 creature]. Boon Reflection’s effect is applied, so the damage event becomes [one -1/-1 counter is put on the 2/2 creature, the active player gains 2 life, 2 damage is marked on the 3/3 creature]. Then the damage event occurs.\\ ​
行 1302: 行 1378:
 例如:某牌手施放闪电击,一个叙述为“闪电击对任意一个目标造成3点伤害”的瞬间,目标一个2/​2生物。在闪电击对该生物造成3点伤害后,该生物由于状态动作被消灭。闪电击和它所造成的伤害均没有消灭该生物。 例如:某牌手施放闪电击,一个叙述为“闪电击对任意一个目标造成3点伤害”的瞬间,目标一个2/​2生物。在闪电击对该生物造成3点伤害后,该生物由于状态动作被消灭。闪电击和它所造成的伤害均没有消灭该生物。
  
-<​BOOKMARK:​cr120-6>​120.6. Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.14, “Regenerate”) and during the cleanup step (see rule 514.2).\\  +<​BOOKMARK:​cr120-6>​120.6. Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.15, “Regenerate”) and during the cleanup step (see rule 514.2).\\  
-120.6. 在生物上标记的伤害,则直到清除步骤之前都会留在此永久物上,即使它不再是生物。如果标记在生物总伤害大于其防御力,该生物便受到了致命伤害,且作为状态动作而被消灭(参见规则[[cr:​7#​cr704|704]])。一个永久物上标记的所有伤害在其重生时(参见规则[[cr:​7#​cr701-14|701.14]],“重生”)以及在清除步骤中(参见规则[[cr:​5#​cr514-2|514.2]])都会被移除。+120.6. 在生物上标记的伤害,则直到清除步骤之前都会留在此永久物上,即使它不再是生物。如果标记在生物总伤害大于其防御力,该生物便受到了致命伤害,且作为状态动作而被消灭(参见规则[[cr:​7#​cr704|704]])。一个永久物上标记的所有伤害在其重生时(参见规则[[cr:​7#​cr701-15|701.15]],“重生”)以及在清除步骤中(参见规则[[cr:​5#​cr514-2|514.2]])都会被移除。
  
 <​BOOKMARK:​cr120-7>​120.7. The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 609.7, “Sources of Damage.”\\ ​ <​BOOKMARK:​cr120-7>​120.7. The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 609.7, “Sources of Damage.”\\ ​
行 1310: 行 1386:
 <​BOOKMARK:​cr120-8>​120.8. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won’t trigger. It also means that replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.\\ ​ <​BOOKMARK:​cr120-8>​120.8. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won’t trigger. It also means that replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.\\ ​
 120.8. 如果一个来源将造成0点伤害,则它将不造成任何伤害。这表示因造成伤害而触发的异能不会被触发。这也表示将增加该来源伤害或将该来源所造成的伤害改为对另一个不同的物件或牌手造成的替代性效应,将没有事件替代,所以它们不会有任何效果。 120.8. 如果一个来源将造成0点伤害,则它将不造成任何伤害。这表示因造成伤害而触发的异能不会被触发。这也表示将增加该来源伤害或将该来源所造成的伤害改为对另一个不同的物件或牌手造成的替代性效应,将没有事件替代,所以它们不会有任何效果。
 +
 +<​BOOKMARK:​cr120-9>​120.9. If an ability triggers on damage being dealt by a specific source or sources, and the effect refers to the “damage dealt,” it refers only to the damage dealt by the specified sources and not to any damage dealt at the same time by other sources.\\ ​
 +120.9. 如果一个触发式异能因一个或一组特定的来源造成伤害而触发,且该效应提及“造成伤害”,该异能仅提及该特定来源所造成的伤害,而非其他来源与其同一时间造成的任何伤害。
 +
 +<​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 a permanent is both a creature and a planeswalker,​ the excess damage dealt to that permanent is the greater of those two amounts.\\ ​
 +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多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度的伤害,对该鹏洛客造成的过量伤害等同于该伤害与该忠诚度的差值。如果该永久物同时是生物和鹏洛客,对该永久物造成的过量伤害是这两个数值中的较大者。
 +
 ===== 121. 抓牌 Drawing a Card ===== ===== 121. 抓牌 Drawing a Card =====
 <​BOOKMARK:​cr121>​121. Drawing a Card\\ ​ <​BOOKMARK:​cr121>​121. Drawing a Card\\ ​
行 1326: 行 1409:
 121.2b 一些效应叙述牌手每回合不能抓多于一张牌。此类效应对单独抓牌生效。指示牌手抓多张牌的效应仍可能部分执行。但是,如果一个效应给予牌手抓多张牌的选择,受影响的牌手不能选择如此作。类似地,该牌手不能支付包含抓多张牌的费用。 121.2b 一些效应叙述牌手每回合不能抓多于一张牌。此类效应对单独抓牌生效。指示牌手抓多张牌的效应仍可能部分执行。但是,如果一个效应给予牌手抓多张牌的选择,受影响的牌手不能选择如此作。类似地,该牌手不能支付包含抓多张牌的费用。
  
-<​BOOKMARK:​cr121-2c>​121.2c If an effect instructs ​more than one player to draw cards, the active player performs all of their draws first, then each other player in turn order does the same.\\  +<​BOOKMARK:​cr121-2c>​121.2c If more than one player ​is instructed ​to draw cards, the active player performs all of their draws first, then each other player in turn order does the same.\\  
-121.2c 如果一个效应令多位牌手抓牌,主动牌手首先进行其所有抓牌,然后其他所有牌手按顺序以同样的方式完成抓牌。+121.2c 如果多位牌手被指示抓牌,主动牌手首先进行其所有抓牌,然后其他所有牌手按顺序以同样的方式完成抓牌。
  
 <​BOOKMARK:​cr121-2d>​121.2d If a rule or effect instructs more than one player to draw cards in a game that’s using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs their draws, then each player on each nonactive team in turn order does the same.\\ ​ <​BOOKMARK:​cr121-2d>​121.2d If a rule or effect instructs more than one player to draw cards in a game that’s using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs their draws, then each player on each nonactive team in turn order does the same.\\ ​
-121.2d 在使用队伍共享回合模式的多人游戏中(例如双头巨人游戏),如果某规则或效应令多位牌手抓牌,主动队伍的牌手以任意顺序进行其所有抓牌,然后每个非主动队伍按回合顺序以同样的方式完成抓牌。+121.2d 在使用队伍共享回合模式的多人游戏中(例如双头巨人游戏),如果多位牌手被指示抓牌,主动队伍的牌手以任意顺序进行其所有抓牌,然后每个非主动队伍按回合顺序以同样的方式完成抓牌。
  
 <​BOOKMARK:​cr121-3>​121.3. If there are no cards in a player’s library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can’t draw cards and another effect offers that player the choice to draw a card, that player can’t choose to do so.\\  <​BOOKMARK:​cr121-3>​121.3. If there are no cards in a player’s library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can’t draw cards and another effect offers that player the choice to draw a card, that player can’t choose to do so.\\ 
行 1359: 行 1442:
 121.7. 一些替代性效应会导致抓一张或数张牌。在这种情况下,如果原有事件中有未被替代的部分,这些部分首先发生,然后抓牌逐步发生。 121.7. 一些替代性效应会导致抓一张或数张牌。在这种情况下,如果原有事件中有未被替代的部分,这些部分首先发生,然后抓牌逐步发生。
  
-<​BOOKMARK:​cr121-8>​121.8. If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule 601.2i). While face downit’s considered to have no characteristics. The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it’s being drawn, it’s revealed after the spell becomes cast or the ability becomes activated.\\  +<​BOOKMARK:​cr121-8>​121.8. If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule 601.2i) ​or until the casting process is reversed (see rule 725“Handling Illegal Actions”). The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it’s being drawn, it’s revealed after the spell becomes cast or the ability becomes activated. While face down, the drawn card is considered to have no characteristics and can’t be used to pay any part of the cost of the spell or ability that would require the card to have specific characteristics.\\  
-121.8. 如果一个咒语或异能让牌手在其他咒语被施放的过程中抓牌,则被抓起的牌直到该咒语完成施放之前都要保持牌面朝下放置(参见规则[[cr:​6#​cr601-2i|601.2i]])。在牌面朝下的过程中,它被视为不具有任何特征。在起动异能的过程中用同样的方式处理。如果一个效应允许或要求牌手于抓牌时展示抓到的牌,该牌在咒语成为施放或异能成为起动之后展示。+121.8. 如果一个咒语或异能让牌手在其他咒语被施放的过程中抓牌,则被抓起的牌直到该咒语完成施放(参见规则[[cr:​6#​cr601-2i|601.2i]]),或施放流程被倒退(参见规则[[cr:​7#​cr725|725]],“处理非法动作”)之前都要保持牌面朝下放置。在起动异能的过程中用同样的方式处理。如果一个效应允许或要求牌手于抓牌时展示抓到的牌,该牌在咒语成为施放或异能成为起动之后展示。在牌面朝下的过程中,这张抓到的牌被视为不具有任何特征,且如果某个咒语或异能费用的任一部分需要一张具有特定特征的牌,该牌亦不能用于支付该部分的费用
  
 <​BOOKMARK:​cr121-9>​121.9. If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it.\\  <​BOOKMARK:​cr121-9>​121.9. If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it.\\ 
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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 ​The number of loyalty counters ​on a planeswalker ​on the battlefield ​indicates how much loyalty it hasA planeswalker with 0 loyalty is put into its owner’s graveyard as state-based action. See rule 704.\\  +<​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 keywordThe keywords that keyword counter can be are flying, first strike, double strike, deathtouch, haste, hexproof, indestructible,​ lifelink, menace, reach, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.\\  
-122.1b 在战场上的鹏洛客忠诚指示物数量表明它有多少忠诚度忠诚度0鹏洛客作为状态动作被置入其拥有者坟墓场。参见规则[[cr:​7#cr704|704]]。+122.1b ​在永久物上、或在一张不在战场上的牌上关键字指示物,会使该物件获得该关键字的异能可成关键字指示物关键字包括飞行、先攻、连击、死触、敏捷、辟邪、不灭、系命、威慑、延势、践踏和警戒,以及这些异能任何变化形式。参见规则[[cr:​6#cr613-1f|613.1f]]。
  
-<​BOOKMARK:​cr122-1c>​122.1c. If a player has ten or more poison counters, they lose the game as a state-based action. See rule 704. A player is “poisoned” if they have one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)\\  +<​BOOKMARK:​cr122-1c>​122.1c ​The number of loyalty counters on a planeswalker on the battlefield indicates how much loyalty it has. A planeswalker with 0 loyalty is put into its owner’s graveyard as a state-based action. See rule 704.\\  
-122.1c 如果一位牌手有十个或更多的中毒指示物,其将作为状态动作输掉游戏。参见规则[[cr:​7#​cr704|704]]。如果牌手具有一个或更多的中毒指示物,该牌手为“已中毒”。(双头巨人游戏的额外规则请参见规则[[cr:​8#​cr810|810]]。)+122.1c 在战场上的鹏洛客的忠诚指示物数量,表明它有多少忠诚度。忠诚度为0的鹏洛客作为状态动作被置入其拥有者的坟墓场。参见规则[[cr:​7#​cr704|704]]。 
 + 
 +<​BOOKMARK:​cr122-1d>​122.1d. If a player has ten or more poison counters, they lose the game as a state-based action. See rule 704. A player is “poisoned” if they have one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)\\  
 +122.1d 如果一位牌手有十个或更多的中毒指示物,其将作为状态动作输掉游戏。参见规则[[cr:​7#​cr704|704]]。如果牌手具有一个或更多的中毒指示物,该牌手为“已中毒”。(双头巨人游戏的额外规则请参见规则[[cr:​8#​cr810|810]]。)
  
 <​BOOKMARK:​cr122-2>​122.2. Counters on an object are not retained if that object moves from one zone to another. The counters are not “removed”;​ they simply cease to exist. See rule 400.7.\\ ​ <​BOOKMARK:​cr122-2>​122.2. Counters on an object are not retained if that object moves from one zone to another. The counters are not “removed”;​ they simply cease to exist. See rule 400.7.\\ ​
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 <​BOOKMARK:​cr122-6a>​122.6a If an object enters the battlefield with counters on it, the effect causing the object to be given counters may specify which player puts those counters on it. If the effect doesn’t specify a player, the object’s controller puts those counters on it.\\  <​BOOKMARK:​cr122-6a>​122.6a If an object enters the battlefield with counters on it, the effect causing the object to be given counters may specify which player puts those counters on it. If the effect doesn’t specify a player, the object’s controller puts those counters on it.\\ 
 122.6a 如果一个物件进战场时上面有指示物,使该物件被给予指示物的效应可能会指定一位牌手在该物件上放置这些指示物。如果该效应没有指定牌手,该物件的操控者在其上放置这些指示物。 122.6a 如果一个物件进战场时上面有指示物,使该物件被给予指示物的效应可能会指定一位牌手在该物件上放置这些指示物。如果该效应没有指定牌手,该物件的操控者在其上放置这些指示物。
 +
 +<​BOOKMARK:​cr122-7>​122.7. An ability that triggers “When/​Whenever the Nth [kind] counter” is put on an object triggers when one or more counters of the appropriate kind are put on the object such that the object had fewer than N counters on it before the counters were put on it and N or more counters on it after.\\ ​
 +122.7. 一个“当/​每当”在物件上“放置第N个[种类]指示物时”触发的异能,在一个或多个对应类型的指示物放置在该物件上时、并使得该物件上在放置指示物前有少于N个指示物、且放置指示物后有N个或更多指示物时触发。
 +
 +<​BOOKMARK:​cr122-8>​122.8. If a triggered ability instructs a player to put one object’s counters on another object and that ability’s trigger condition or effect checks that the object with those counters left the battlefield,​ the player doesn’t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object.\\ ​
 +122.8. 如果一个触发式异能指示牌手将一个物件上的指示物放置在另一个物件上,且该异能的触发条件或效应检查具有这些指示物的前者物件已离开战场,则该牌手并未将指示物从一个物件移动到另一个物件上。相反地,该牌手在后者物件上放置数个指示物,其每种指示物的数量等同于前者物件上每种指示物的数量。
 + 
  
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