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 [[:​完整规则|返回完整规则目录]] | [[cr:​2|第二章 - 牌的各部分 Parts of a Card]] | [[cr:​4|第四章 - 区域 Zones]] [[:​完整规则|返回完整规则目录]] | [[cr:​2|第二章 - 牌的各部分 Parts of a Card]] | [[cr:​4|第四章 - 区域 Zones]]
 ====== 3. 牌张类别 Card Types ====== ====== 3. 牌张类别 Card Types ======
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 302.6. 生物的起动式异能之中,如果其起动费用包含了横置符号或重置符号,则除非生物的操控者从其最近的一回合开始时一直操控它,否则便不能起动该异能。除非生物的操控者从其最近的一回合开始时一直操控它,否则该生物不能进行攻击。此规则非正式称呼是“召唤失调”规则。 302.6. 生物的起动式异能之中,如果其起动费用包含了横置符号或重置符号,则除非生物的操控者从其最近的一回合开始时一直操控它,否则便不能起动该异能。除非生物的操控者从其最近的一回合开始时一直操控它,否则该生物不能进行攻击。此规则非正式称呼是“召唤失调”规则。
  
-<​BOOKMARK:​cr302-7>​302.7. Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 120.3). If the total damage marked on that 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 creature is removed when it regenerates (see rule 701.15, “Regenerate”) and during the cleanup step (see rule 514.2).\\  +<​BOOKMARK:​cr302-7>​302.7. Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 120.3). If the total damage marked on that 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 creature is removed when it regenerates (see rule 701.19, “Regenerate”) and during the cleanup step (see rule 514.2).\\  
-302.7. 一个不具有干枯或侵染的来源对生物造成的伤害会标记在该生物上(参见规则[[cr:​1#​cr120-3|120.3]])。如果标记在一个生物上的总伤害等于或大于它的防御力,该生物受到致命伤害,且会因状态动作被消灭(参见规则[[cr:​7#​cr704|704]])。当生物重生时(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]]),移除该生物上标记的所有伤害。+302.7. 一个不具有干枯或侵染的来源对生物造成的伤害会标记在该生物上(参见规则[[cr:​1#​cr120-3|120.3]])。如果标记在一个生物上的总伤害等于或大于它的防御力,该生物受到致命伤害,且会因状态动作被消灭(参见规则[[cr:​7#​cr704|704]])。当生物重生时(参见规则[[cr:​7#​cr701-19|701.19]],“重生”)以及在清除步骤中(参见规则[[cr:​5#​cr514-2|514.2]]),移除该生物上标记的所有伤害。
  
 ===== 303. 结界 Enchantments ===== ===== 303. 结界 Enchantments =====
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 <​BOOKMARK:​cr303-4d>​303.4d An Aura can’t enchant itself. If this occurs somehow, the Aura is put into its owner’s graveyard. An Aura that’s also a creature can’t enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner’s graveyard. (These are state-based actions. See rule 704.) An Aura can’t enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura’s controller chooses which object or player it becomes attached to.\\  <​BOOKMARK:​cr303-4d>​303.4d An Aura can’t enchant itself. If this occurs somehow, the Aura is put into its owner’s graveyard. An Aura that’s also a creature can’t enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner’s graveyard. (These are state-based actions. See rule 704.) An Aura can’t enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura’s controller chooses which object or player it becomes attached to.\\ 
-303.4d 灵气不能结附于自己上。如果这种情况发生,则此灵气置入其拥有者的坟墓场。如果灵气同时是生物,便不能结附在永久物上。如果这种情况发生,则此灵气不再贴附,然后置入其拥有者的坟墓场。(此为状态动作,参见规则[[cr:​7#​cr704|704]]。)一个灵气不能结附在多于一个物件或牌手上。如果一个咒语或异能令灵气贴附于多于一个物件或牌手上,该灵气的操控者选择它将贴附于哪个物件或牌手上。+303.4d 灵气不能结附于自己上。如果这种情况发生,则此灵气置入其拥有者的坟墓场。如果灵气同时是生物,便不能结附于任何东西上。如果这种情况发生,则此灵气不再贴附,然后置入其拥有者的坟墓场。(此为状态动作,参见规则[[cr:​7#​cr704|704]]。)一个灵气不能结附在多于一个物件或牌手上。如果一个咒语或异能令灵气贴附于多于一个物件或牌手上,该灵气的操控者选择它将贴附于哪个物件或牌手上。
  
 <​BOOKMARK:​cr303-4e>​303.4e An Aura’s controller is separate from the enchanted object’s controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can activate that ability.\\ ​ <​BOOKMARK:​cr303-4e>​303.4e An Aura’s controller is separate from the enchanted object’s controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can activate that ability.\\ ​
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 <​BOOKMARK:​cr303-4m>​303.4m An ability of a permanent that refers to the “enchanted [object or player]” refers to whatever object or player that permanent is attached to, even if the permanent with the ability isn’t an Aura.\\ ​ <​BOOKMARK:​cr303-4m>​303.4m An ability of a permanent that refers to the “enchanted [object or player]” refers to whatever object or player that permanent is attached to, even if the permanent with the ability isn’t an Aura.\\ ​
-303.4m 永久物具有提及“所结附的[物件或牌手]”的异能指该永久物所贴附的物,即使具有该异能的永久物不是灵气。(译注:一些较旧版本的简体中文牌译为“受此结界”,现已改译为“所结附”)+303.4m 永久物具有提及“所结附的[物件或牌手]”的异能指该永久物所贴附的物件或牌手,即使具有该异能的永久物不是灵气。(译注:一些较旧版本的简体中文牌译为“受此结界”,现已改译为“所结附”)
  
 <​BOOKMARK:​cr303-5>​303.5. Some enchantments have the subtype “Saga.” See rule 714 for more information about Saga cards.\\ ​ <​BOOKMARK:​cr303-5>​303.5. Some enchantments have the subtype “Saga.” See rule 714 for more information about Saga cards.\\ ​
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 309.1. 地城是仅见于非传统万智牌牌张上的牌张类别。 309.1. 地城是仅见于非传统万智牌牌张上的牌张类别。
  
-<​BOOKMARK:​cr309-2>​309.2. Dungeon cards begin outside the game. Dungeon cards aren’t part of a player’s deck or sideboard. They are brought into the game using the venture into the dungeon keyword action. See rule 701.46, “Venture into the Dungeon.”\\  +<​BOOKMARK:​cr309-2>​309.2. Dungeon cards begin outside the game. Dungeon cards aren’t part of a player’s deck or sideboard. They are brought into the game using the venture into the dungeon keyword action. See rule 701.49, “Venture into the Dungeon.”\\  
-309.2. 地城牌在游戏开始时位于游戏外。地城牌不是牌手牌库或备牌的一部分。它们由深入地城此关键字动作带入游戏中。参见规则[[cr:​7#​cr701-46|701.46]],“深入地城”。+309.2. 地城牌在游戏开始时位于游戏外。地城牌不是牌手牌库或备牌的一部分。它们由深入地城此关键字动作带入游戏中。参见规则[[cr:​7#​cr701-49|701.49]],“深入地城”。
  
 <​BOOKMARK:​cr309-2a>​309.2a If a player ventures into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone.\\ ​ <​BOOKMARK:​cr309-2a>​309.2a If a player ventures into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone.\\ ​
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 310.6. 对战役造成的伤害会导致该战役移去等量的布防指示物。 310.6. 对战役造成的伤害会导致该战役移去等量的布防指示物。
  
-<​BOOKMARK:​cr310-7>​310.7. If a battle’s defense is 0 and it isn’t the source of an ability which has triggered but not yet left the stack, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)\\  +<​BOOKMARK:​cr310-7>​310.7. If a Siege battle’s defense is 0 and it isn’t the source of an ability which has triggered but not yet left the stack, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)\\  
-310.7. 如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。(此为状态动作。参见规则[[cr:​7#​cr704|704]]。)+310.7. 如果一个围攻战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。(此为状态动作。参见规则[[cr:​7#​cr704|704]]。)
  
-<​BOOKMARK:​cr310-8>​310.8. ​Each battle has player designated as its protector.\\  +<​BOOKMARK:​cr310-8>​310.8. ​If non-Siege battle’s defense is 0, it’s put into its owner’s graveyard(This is a state-based action. See rule 704.)\\  
-310.8. ​个战役都需要指定一位牌手作为者。+310.8. ​如果一非围攻的战役之布为0,它被置入其拥有的坟墓场。(此为状态动作。参见规则[[cr:​7#​cr704|704]]
  
-<​BOOKMARK:​cr310-8a>310.8a As a battle ​enters the battlefield,​ its controller chooses ​a player ​to be its protector. Which players may be chosen ​as its protector are determined by its battle type (see rule 310.11). If it has no battle types, its controller becomes ​its protector.\\  +<​BOOKMARK:​cr310-9>310.9. Each battle ​has a player ​designated ​as its protector.\\  
-310.8a 于战役进战场时,其操控者选择一位牌手作为其防卫者。哪些牌手能够被选择为防卫者取决于其战役类别(参见规则[[cr:​3#​cr310-11|310.11]])。如果它没有战役类别,其操控者成为其防卫者。+310.9. 每个战役都需要指定一位牌手作为防卫者。
  
-<​BOOKMARK:​cr310-8b>310.8b A battle’s protector ​can never attack itA battle can be attacked by any attacking player for whom its protector ​is a defending playerNotably, a Siege battle can be attacked by its own controller.\\  +<​BOOKMARK:​cr310-9a>310.9a As a battle ​enters the battlefield,​ its controller chooses a player to be its protector. ​Which players may be chosen as its protector ​are determined by its battle type (see rule 310.12). If it has no battle ​types, only its controller ​can be its protector.\\  
-310.8b 战役防卫者不能攻击它若战役的防卫者是防御牌手,则攻击牌手可以攻击该战役。特一提,围攻战役可以被其操控者攻击+310.9a 于战役进战场时,其操控者选择一位牌手来作为其防卫者。哪些牌手能够被选择为防卫者取决于其战役(参见规则[[cr:​3#​cr310-11|310.11]])。如果它没有战役类别,只有其操控者可以是其防卫者
  
-<​BOOKMARK:​cr310-8c>310.8c A battle’s protector ​may block creatures attacking that battle with creatures they controlCreatures controlled ​by other players ​can’t block those attackers.\\  +<​BOOKMARK:​cr310-9b>310.9b A battle’s protector ​can never attack itA battle can be attacked ​by any attacking player for whom its protector is a defending player. Notably, a Siege battle ​can be attacked by its own controller.\\  
-310.8c 战役的防卫者可以用其操控的生物阻挡攻击该战役的生物。其他牌手操控的生物不能阻挡攻击+310.9b 战役的防卫者不能攻击它。若战役的防卫者是防御牌手,则攻击牌手可以攻击该战役。特别一提,围攻战役可以被其操控攻击。
  
-<​BOOKMARK:​cr310-8d>310.8d If a battle’s protector ​is a different player than its controller, all rules and effects that refer to the “defending player” relative to a battle that is being attacked refer to that battle’s protector rather than its controller. See rule 508.5.\\  +<​BOOKMARK:​cr310-9c>310.9c A battle’s protector ​may block creatures attacking ​that battle ​with creatures they control. Creatures controlled by other players cant block those attackers.\\  
-310.8d 如果战役的防卫者并非其操控者,则与正在被攻击战役相关所有提及“防御牌手”的规则和效应均指该战役的防卫者,而非其操控者。+310.9c 战役的防卫者可以用其操控的生物阻挡攻击战役的生物。其他牌手操控的生物不能阻挡攻击者。
  
-<​BOOKMARK:​cr310-8e>310.8e If a rule or effect refers ​to the player ​who protects ​a battle, it means the player who is that battle’s protector.\\  +<​BOOKMARK:​cr310-9d>310.9d If a battle’s protector is a different player than its controller, all rules and effects that refer to the “defending ​player” relative to a battle ​that is being attacked refer to that battle’s protector ​rather than its controller. See rule 508.5.\\  
-310.8e 如果某咒语或效应提及防卫战役的牌手其所的是为该战役防卫者的牌手+310.9d 如果战役的防卫者并非其操控者,则与正在被攻击的战役相关所有提及“防御牌手”的规和效应均指该战役防卫者,而非其操控者
  
-<​BOOKMARK:​cr310-8f>310.8f A battle can have only one protector at time. A battle’s ​protector stops being its protector if another player becomes its protector.\\  +<​BOOKMARK:​cr310-9e>310.9e If a rule or effect refers to the player who protects ​battle, it means the player who is that battle’s protector.\\  
-310.8f 战役只能有一位防卫者。若一位牌手成为一个战役的新防卫者,则原防卫者不再作防卫者。+310.9e 如果某咒语或效应提及防卫战役的牌手,则其所指的是该战役防卫者的牌手
  
-<​BOOKMARK:​cr310-8g>310.8g A battle’s protector ​doesn’t change if it stops being a battle or it becomes a copy of another ​battle.\\  +<​BOOKMARK:​cr310-9f>310.9f A battle can have only one protector at a time. A battle’s protector stops being its protector if another ​player becomes its protector.\\  
-310.8g 如果一个战役不再是战役,或其成为一个战役的复制品防卫者不会改变+310.9f 战役只能有一位防卫者。若一位牌手成为一个战役的新防卫者则原防卫者不再作为其防卫者
  
-<​BOOKMARK:​cr310-9>310.9. A battle ​can’t be attached to players or permanents, even if it is also an Aura, Equipment, or Fortification. If a battle ​is somehow attached to a permanent, ​it becomes ​unattached. This is state-based action (see rule 704).\\  +<​BOOKMARK:​cr310-9g>310.9g A battle’s protector doesn’t change ​if it stops being a battle ​or it becomes a copy of another battle.\\  
-310.9. 战役不能被贴附于牌手或永久物上即使它同时也是灵气、武具工事。如果一个战役因故贴附在永久物上则它再贴附。此为状态动作(参见规则[[cr:​7#​cr704|704]])+310.9g 如果一个战役不再是战役,或其成为另一个战役的复制品其防卫者会改变
  
-<​BOOKMARK:​cr310-10>​310.10. ​If a battle ​that isn’t being attacked has no player designated as its protector, or its protector is a player who can’t be its protector based on its battle typeits controller chooses ​an appropriate player to be its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. This is a state-based action (see rule 704).\\  +<​BOOKMARK:​cr310-10>​310.10. ​battle can’t be attached to players or permanentseven if it is also an Aura, Equipment, or Fortification. If battle is somehow attached to a permanent, it becomes unattached. This is a state-based action (see rule 704).\\  
-310.10. ​如果一个战役攻击且没有牌手被指定为防卫者,或此战役的防卫者根据它的战役类别不能作为其防卫者,则其操控者指定一位适当的牌手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。此为状态动作(参见规则[[cr:​7#​cr704|704]])。+310.10. 战役不能贴附于牌手或永久物上即使它同时也是灵气、武具工事。如果一个战役因故贴附在永久物上,则它不再贴附。此为状态动作(参见规则[[cr:​7#​cr704|704]])。
  
-<​BOOKMARK:​cr310-11>​310.11. ​All currently existing battles have the subtype SiegeSieges are subject to special rules.\\  +<​BOOKMARK:​cr310-11>​310.11. ​If a battle that isn’t being attacked has no player designated as its protector, or its protector is a player who can’t be its protector, its controller chooses an appropriate player to be its protector. If no player can be chosen this way, the battle is put into its owner’s graveyardThis is a state-based action (see rule 704).\\  
-310.11. ​现存的战役都具围攻此副类别。围攻遵循特定的规则。+310.11. ​如果一个战役未被攻击且没牌手被指定为防卫者,或其防卫者是不能为其防卫者牌手,则其操控者选择一位适当的牌手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥坟墓场。此为状态动作(参见规则[[cr:​7#​cr704|704]])
  
-<​BOOKMARK:​cr310-11a>310.11a As a Siege enters the battlefield,​ its controller must choose its protector from among their opponentsOnly an opponent of a Siege’s controller can be its protector.\\  +<​BOOKMARK:​cr310-12>310.12Some battles have the subtype ​Siege. Sieges are subject to special rules.\\  
-310.11a 于围攻进战场时,其操控者选择一位对手来作为其防卫者只有围攻的操控者之对手可以作为其防卫者+310.12. 一些战役具有围攻此副类别。围攻遵循特定规则
  
-<​BOOKMARK:​cr310-11b>310.11b Sieges have the intrinsic ability “When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.”\\  +<​BOOKMARK:​cr310-12a>310.12a As a Siege enters the battlefield,​ its controller must choose its protector from among their opponents. Only an opponent of a Siege’s controller can be its protector.\\  
-310.11b 围攻具有“当从此永久物上移去最后一个布防指示物时,将它放逐,然后你可以施放已转化的此牌,且不需支付其法术力费用。”此固有异能。+310.12a 于围攻进战场时,其操控者选择一位对手来作为其防卫者。只有围攻的操控者之对手可以作为其防卫者。 
 + 
 +<​BOOKMARK:​cr310-12b>​310.12b ​Sieges have the intrinsic ability “When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.”\\  
 +310.12b 围攻具有“当从此永久物上移去最后一个布防指示物时,将它放逐,然后你可以施放已转化的此牌,且不需支付其法术力费用。”此固有异能。
  
 ===== 311. 时空 Planes ===== ===== 311. 时空 Planes =====
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 312.6. 牌面朝上的异象牌翻为牌面朝下之后成为新的物件。 312.6. 牌面朝上的异象牌翻为牌面朝下之后成为新的物件。
  
-<​BOOKMARK:​cr312-7>​312.7. If a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule 704. See also rule 701.24, “Planeswalk.”)\\  +<​BOOKMARK:​cr312-7>​312.7. If a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule 704. See also rule 701.31, “Planeswalk.”)\\  
-312.7. 如果一张异象牌在统帅区牌面朝上,且它不是已触发、且尚未离开堆叠的触发式异能之来源,时空操控者于下一次牌手将得到优先权时,时空换境。(此为状态动作;参见规则[[cr:​7#​cr704|704]]。亦见规则[[cr:​7#​cr701-24|701.24]],“时空换境”。)+312.7. 如果一张异象牌在统帅区牌面朝上,且它不是已触发、且尚未离开堆叠的触发式异能之来源,时空操控者于下一次牌手将得到优先权时,时空换境。(此为状态动作;参见规则[[cr:​7#​cr704|704]]。亦见规则[[cr:​7#​cr701-31|701.31]],“时空换境”。)
  
 ===== 313. 先锋 Vanguards ===== ===== 313. 先锋 Vanguards =====
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 {{page>:​规则和文档索引&​nofooter}} {{page>:​规则和文档索引&​nofooter}}
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