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cr:6 [2017/04/30 16:15] mtgjudge [605. 法术力异能 Mana Abilities] |
cr:6 [2017/04/30 20:46] mtgjudge [616. 替代性效应和/或防止性效应的互动 Interaction of Replacement and/or Prevention Effects] |
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601.2b If the spell is modal, the player announces the mode choice (see rule 700.2). If the player wishes to splice any cards onto the spell (see rule 702.46), he or she reveals those cards in his or her hand. If the spell has alternative or additional costs that will be paid as it’s being cast such as buyback or kicker costs (see rules 117.8 and 117.9), the player announces his or her intentions to pay any or all of those costs (see rule 601.2f). A player can’t apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it’s being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost he or she intends to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether he or she intends to pay 2 life or the corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player’s options when making these choices.\\ | 601.2b If the spell is modal, the player announces the mode choice (see rule 700.2). If the player wishes to splice any cards onto the spell (see rule 702.46), he or she reveals those cards in his or her hand. If the spell has alternative or additional costs that will be paid as it’s being cast such as buyback or kicker costs (see rules 117.8 and 117.9), the player announces his or her intentions to pay any or all of those costs (see rule 601.2f). A player can’t apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it’s being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost he or she intends to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether he or she intends to pay 2 life or the corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player’s options when making these choices.\\ | ||
- | 601.2b 如果该咒语具有模式,则该牌手宣告其选择的模式(参见规则700.2)。如果该牌手希望将任何牌通联到该咒语上(参见规则702.46),他从其手上展示这些牌。如果该咒语具有替代、额外、或其它于施放时支付的特殊费用,如购回或增幅费用(参见规则117.8和117.9),该牌手宣告其将支付其中任何或全部费用(参见规则601.2e)。牌手不能应用两种替代施放的方式,或对同一个咒语应用两种替代性费用。如果该咒语具有于施放时支付的可变数值费用(比如其法术力费用中包含{X};参见规则107.3),该牌手宣告该可变数值的数值。如果该可变数值的数值在该咒语的叙述中由牌手将在稍后的咒语宣告或结算中做出的选择来定义,该牌手改为在此时做出该选择,而非在该稍后的时间点。如果于该咒语被施放时所支付的一个费用中包含混血法术力符号,该牌手宣告他即将支付的等同于该费用的非混血费用。如果于释放咒语时支付的一个费用中包含非瑞克西亚法术力符号,该牌手宣告他为每个这些符号支付2点生命或支付对应颜色的法术力。在此之前所作出的选择(例如选择从坟墓场中施放具有返照的咒语,或选择用变身面朝下的施放生物)可能会在该牌手作出选择时限制其选项。 | + | 601.2b 如果该咒语具有模式,则该牌手宣告其选择的模式(参见规则700.2)。如果该牌手希望将任何牌通联到该咒语上(参见规则702.46),他从其手上展示这些牌。如果该咒语具有替代、额外、或其它于施放时支付的特殊费用,如购回或增幅费用(参见规则117.8和117.9),该牌手宣告其将支付其中任何或全部费用(参见规则601.2e)。牌手不能应用两种替代施放的方式,或对同一个咒语应用两种替代性费用。如果该咒语具有于施放时支付的可变数值费用(比如其法术力费用中包含{X};参见规则107.3),该牌手宣告该可变数值的数值。如果该可变数值的数值在该咒语的叙述中由牌手将在稍后的咒语宣告或结算中作出的选择来定义,该牌手改为在此时作出该选择,而非在该稍后的时间点。如果于该咒语被施放时所支付的一个费用中包含混血法术力符号,该牌手宣告他即将支付的等同于该费用的非混血费用。如果于释放咒语时支付的一个费用中包含非瑞克西亚法术力符号,该牌手宣告他为每个这些符号支付2点生命或支付对应颜色的法术力。在此之前所作出的选择(例如选择从坟墓场中施放具有返照的咒语,或选择用变身面朝下的施放生物)可能会在该牌手作出选择时限制其选项。 |
601.2c The player announces his or her choice of an appropriate player, object, or zone for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a buyback or kicker cost), or a particular mode, was chosen for it; otherwise, the spell is cast as though it did not require those targets. If the spell has a variable number of targets, the player announces how many targets he or she will choose before he or she announces those targets. In some cases, the number of targets will be defined by the spell’s text. Once the number of targets the spell has is determined, that number doesn’t change, even if the information used to determine the number of targets does. The same target can’t be chosen multiple times for any one instance of the word “target” on the spell. However, if the spell uses the word “target” in multiple places, the same object, player, or zone can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). If any effects say that an object or player must be chosen as a target, the player chooses targets so that he or she obeys the maximum possible number of such effects without violating any rules or effects that say that an object or player can’t be chosen as a target. The chosen players, objects, and/or zones each become a target of that spell. (Any abilities that trigger when those players, objects, and/or zones become the target of a spell trigger at this point; they’ll wait to be put on the stack until the spell has finished being cast.)\\ | 601.2c The player announces his or her choice of an appropriate player, object, or zone for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a buyback or kicker cost), or a particular mode, was chosen for it; otherwise, the spell is cast as though it did not require those targets. If the spell has a variable number of targets, the player announces how many targets he or she will choose before he or she announces those targets. In some cases, the number of targets will be defined by the spell’s text. Once the number of targets the spell has is determined, that number doesn’t change, even if the information used to determine the number of targets does. The same target can’t be chosen multiple times for any one instance of the word “target” on the spell. However, if the spell uses the word “target” in multiple places, the same object, player, or zone can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). If any effects say that an object or player must be chosen as a target, the player chooses targets so that he or she obeys the maximum possible number of such effects without violating any rules or effects that say that an object or player can’t be chosen as a target. The chosen players, objects, and/or zones each become a target of that spell. (Any abilities that trigger when those players, objects, and/or zones become the target of a spell trigger at this point; they’ll wait to be put on the stack until the spell has finished being cast.)\\ | ||
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601.3b If an effect allows a player to cast a spell with certain characteristics as though it had flash, that player may consider any choices to be made during that spell’s proposal that may cause it to have those characteristics. If any such choices could cause it to match these characteristics, that player may begin to cast that spell.\\ | 601.3b If an effect allows a player to cast a spell with certain characteristics as though it had flash, that player may consider any choices to be made during that spell’s proposal that may cause it to have those characteristics. If any such choices could cause it to match these characteristics, that player may begin to cast that spell.\\ | ||
- | 601.3b 如果某效应允许牌手视同具有闪现异能地来施放具有指定特征的咒语,该牌手可以将该咒语声明过程中将要做出的、并可能使得该咒语具有这些特征的选择考虑在内。如果有此类选择可以使得该咒语符合这些特征,该牌手可以开始施放该咒语。 | + | 601.3b 如果某效应允许牌手视同具有闪现异能地来施放具有指定特征的咒语,该牌手可以将该咒语声明过程中将要作出的、并可能使得该咒语具有这些特征的选择考虑在内。如果有此类选择可以使得该咒语符合这些特征,该牌手可以开始施放该咒语。 |
Example: An effect says that you may cast Aura spells as though they had flash, and you have a creature card with bestow in your hand. Because choosing the bestow ability’s alternative cost causes that spell to become an Aura spell, you may legally begin to cast that spell as though it had flash.\\ | Example: An effect says that you may cast Aura spells as though they had flash, and you have a creature card with bestow in your hand. Because choosing the bestow ability’s alternative cost causes that spell to become an Aura spell, you may legally begin to cast that spell as though it had flash.\\ | ||
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601.4. Some spells specify that one of their controller’s opponents does something the controller would normally do while it’s being cast, such as choose a mode or choose targets. In these cases, the opponent does so when the spell’s controller normally would do so.\\ | 601.4. Some spells specify that one of their controller’s opponents does something the controller would normally do while it’s being cast, such as choose a mode or choose targets. In these cases, the opponent does so when the spell’s controller normally would do so.\\ | ||
- | 601.4. 一些咒语要求其操控者的一位对手于施放过程中作出一般情况下由其操控者做的某些动作,例如选择一个模式或选择目标。在这些情况下,该对手在该咒语的操控者一般情况下做这些动作时相应的作出选择。 | + | 601.4. 一些咒语要求其操控者的一位对手于施放过程中作出一般情况下由其操控者作的某些动作,例如选择一个模式或选择目标。在这些情况下,该对手在该咒语的操控者一般情况下作这些动作时相应的作出选择。 |
601.4a If there is more than one opponent who could make such a choice, the spell’s controller decides which of those opponents will make the choice.\\ | 601.4a If there is more than one opponent who could make such a choice, the spell’s controller decides which of those opponents will make the choice.\\ | ||
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601.4b If the spell instructs its controller and another player to do something at the same time as the spell is being cast, the spell’s controller goes first, then the other player. This is an exception to rule 101.4.\\ | 601.4b If the spell instructs its controller and another player to do something at the same time as the spell is being cast, the spell’s controller goes first, then the other player. This is an exception to rule 101.4.\\ | ||
- | 601.4b 如果该咒语要求其操控者以及另一位牌手于该咒语被施放时同时做某些动作,该咒语的操控者首先做这些动作,然后为另一位牌手。这是规则101.4的特殊情况。 | + | 601.4b 如果该咒语要求其操控者以及另一位牌手于该咒语被施放时同时作某些动作,该咒语的操控者首先作这些动作,然后为另一位牌手。这是规则101.4的特殊情况。 |
601.5. Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.\\ | 601.5. Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.\\ | ||
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602.3. Some abilities specify that one of their controller’s opponents does something the controller would normally do while it’s being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the ability’s controller normally would do so.\\ | 602.3. Some abilities specify that one of their controller’s opponents does something the controller would normally do while it’s being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the ability’s controller normally would do so.\\ | ||
- | 602.3. 一些异能要求其操控者的一位对手于起动过程中作出一般情况下由其操控者做的某些动作,例如选择一个模式或选择目标。在这些情况下,该对手在该异能的操控者一般情况下做这些动作时相应的作出选择。 | + | 602.3. 一些异能要求其操控者的一位对手于起动过程中作出一般情况下由其操控者作的某些动作,例如选择一个模式或选择目标。在这些情况下,该对手在该异能的操控者一般情况下作这些动作时相应的作出选择。 |
602.3a If there is more than one opponent who could make such a choice, the ability’s controller decides which of those opponents will make the choice.\\ | 602.3a If there is more than one opponent who could make such a choice, the ability’s controller decides which of those opponents will make the choice.\\ | ||
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602.3b If the ability instructs its controller and another player to do something at the same time as the ability is being activated, the ability’s controller goes first, then the other player. This is an exception to rule 101.4.\\ | 602.3b If the ability instructs its controller and another player to do something at the same time as the ability is being activated, the ability’s controller goes first, then the other player. This is an exception to rule 101.4.\\ | ||
- | 602.3b 如果该异能要求其操控者以及另一位牌手于该异能被起动时同时做某些动作,该异能的操控者首先做这些动作,然后为另一位牌手。这是规则101.4的特殊情况。 | + | 602.3b 如果该异能要求其操控者以及另一位牌手于该异能被起动时同时作某些动作,该异能的操控者首先作这些动作,然后为另一位牌手。这是规则101.4的特殊情况。 |
602.4. Activating an ability that alters costs won’t affect spells and abilities that are already on the stack.\\ | 602.4. Activating an ability that alters costs won’t affect spells and abilities that are already on the stack.\\ | ||
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603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.\\ | 603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.\\ | ||
- | 603.2. 每当一个游戏事件或游戏状态符合一个触发式异能的触发事件时,该异能自动触发。该异能此时并不会做任何事。 | + | 603.2. 每当一个游戏事件或游戏状态符合一个触发式异能的触发事件时,该异能自动触发。该异能此时并不会作任何事。 |
603.2a Because they aren’t cast or activated, triggered abilities can trigger even when it isn’t legal to cast spells and activate abilities. Effects that prevent abilities from being activated don’t affect them.\\ | 603.2a Because they aren’t cast or activated, triggered abilities can trigger even when it isn’t legal to cast spells and activate abilities. Effects that prevent abilities from being activated don’t affect them.\\ | ||
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603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities he or she controls on the stack in any order he or she chooses. (See rule 101.4.) Then the game once again checks for and resolves state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.\\ | 603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities he or she controls on the stack in any order he or she chooses. (See rule 101.4.) Then the game once again checks for and resolves state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.\\ | ||
- | 603.3b 如果自上一次有牌手得到优先权之后,有多个异能触发,则每位牌手按照“主动牌手先决定”的顺序,将他所操控的触发式异能以他所选择的任意顺序放进堆叠。(参见规则101.4。)然后游戏再次检索和结算状态动作,直到没有需要执行的为止,然后此过程中触发的异能进入堆叠。此过程重复直到没有新的状态动作需要执行且没有异能触发为止。然后对应的牌手得到优先权。 | + | 603.3b 如果自上一次有牌手得到优先权之后,有多个异能触发,则每位牌手按照“主动牌手先决定”的顺序,将他所操控的触发式异能以他所选择的任意顺序放进堆叠。(参见规则101.4。)然后游戏再次检查和结算状态动作,直到没有需要执行的为止,然后此过程中触发的异能进入堆叠。此过程重复直到没有新的状态动作需要执行且没有异能触发为止。然后对应的牌手得到优先权。 |
603.3c If a triggered ability is modal, its controller announces the mode choice when he or she puts the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode can be chosen, the ability is removed from the stack. (See rule 700.2.)\\ | 603.3c If a triggered ability is modal, its controller announces the mode choice when he or she puts the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode can be chosen, the ability is removed from the stack. (See rule 700.2.)\\ | ||
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603.4. A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn’t true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening ‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a card; this rule only applies to an “if” that immediately follows a trigger condition.)\\ | 603.4. A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn’t true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening ‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a card; this rule only applies to an “if” that immediately follows a trigger condition.)\\ | ||
- | 603.4. 一个触发式异能的格式可能为“当/每当/在[触发事件],若[条件],[效应]”。当该触发事件发生时,该异能检索该条件是否符合。该异能只有在条件符合时才会触发;否则它将没有效果。如果该异能触发,则于其结算时再次检索该条件是否符合。如果该条件此时不再符合,该异能从堆叠中被移除且没有任何效果。注意这将重复检索合法目标。此规则被称为“以‘若’开头的子句”。(“若”一词在牌其它部分的文字叙述中出现则只具有它的一般中文意义;此规则只对在触发条件之后紧接的“若”生效。) | + | 603.4. 一个触发式异能的格式可能为“当/每当/在[触发事件],若[条件],[效应]”。当该触发事件发生时,该异能检查该条件是否符合。该异能只有在条件符合时才会触发;否则它将没有效果。如果该异能触发,则于其结算时再次检查该条件是否符合。如果该条件此时不再符合,该异能从堆叠中被移除且没有任何效果。注意这将重复检查合法目标。此规则被称为“以‘若’开头的子句”。(“若”一词在牌其它部分的文字叙述中出现则只具有它的一般中文意义;此规则只对在触发条件之后紧接的“若”生效。) |
Example: Felidar Sovereign reads, “At the beginning of your upkeep, if you have 40 or more life, you win the game.” Its controller’s life total is checked as that player’s upkeep begins. If that player has 39 or less life, the ability doesn’t trigger at all. If that player has 40 or more life, the ability triggers and goes on the stack. As the ability resolves, that player’s life total is checked again. If that player has 39 or less life at this time, the ability is removed from the stack and has no effect. If that player has 40 or more life at this time, the ability resolves and that player wins the game.\\ | Example: Felidar Sovereign reads, “At the beginning of your upkeep, if you have 40 or more life, you win the game.” Its controller’s life total is checked as that player’s upkeep begins. If that player has 39 or less life, the ability doesn’t trigger at all. If that player has 40 or more life, the ability triggers and goes on the stack. As the ability resolves, that player’s life total is checked again. If that player has 39 or less life at this time, the ability is removed from the stack and has no effect. If that player has 40 or more life at this time, the ability resolves and that player wins the game.\\ | ||
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603.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.\\ | 603.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.\\ | ||
- | 603.5. 一些触发式异能的效应具有可选择性(它们包含“可以”,例如“在你的维持开始时,你可以抓一张牌”)。这些异能在它们触发时进入堆叠,无论其操控者为它作出何种选择。选择在该异能结算时作出。同样,具有“除非”符合某条件或牌手选择做出某个动作而产生效应的触发式异能将正常的进入堆叠;异能的“除非”部分在该异能结算时处理。 | + | 603.5. 一些触发式异能的效应具有可选择性(它们包含“可以”,例如“在你的维持开始时,你可以抓一张牌”)。这些异能在它们触发时进入堆叠,无论其操控者为它作出何种选择。选择在该异能结算时作出。同样,具有“除非”符合某条件或牌手选择作出某个动作而产生效应的触发式异能将正常的进入堆叠;异能的“除非”部分在该异能结算时处理。 |
603.6. Trigger events that involve objects changing zones are called “zone-change triggers.” Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object never entered the specified zone, because it left the zone before the ability resolved, or because it is in a zone that is hidden from a player, such as a library or an opponent’s hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common zone-change triggers are enters-the-battlefield triggers and leaves-the-battlefield triggers.\\ | 603.6. Trigger events that involve objects changing zones are called “zone-change triggers.” Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object never entered the specified zone, because it left the zone before the ability resolved, or because it is in a zone that is hidden from a player, such as a library or an opponent’s hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common zone-change triggers are enters-the-battlefield triggers and leaves-the-battlefield triggers.\\ | ||
- | 603.6. 与物件改变区域有关的触发事件被称为“改变区域触发”。很多具有改变区域触发的异能在该物件改变区域之后对该物件做出影响。在结算过程中,这些异能在该物件移动到的区域中寻找该物件。如果该物件在它移动去的区域中无法找到,该异能尝试对该物件作出影响的部分没有任何效果。该异能可能由于该物件从未进入过该区域、由于它在该异能结算之前离开该区域、或由于它所在的区域并不对某牌手公开(例如牌库或对手的手中)而无法找到该物件。(此规则对即使该物件离开该区域并在异能结算之前返回该区域的情况也同样生效。)最常见的改变区域触发为进入战场触发和离开战场触发。 | + | 603.6. 与物件改变区域有关的触发事件被称为“改变区域触发”。很多具有改变区域触发的异能在该物件改变区域之后对该物件作出影响。在结算过程中,这些异能在该物件移动到的区域中寻找该物件。如果该物件在它移动去的区域中无法找到,该异能尝试对该物件作出影响的部分没有任何效果。该异能可能由于该物件从未进入过该区域、由于它在该异能结算之前离开该区域、或由于它所在的区域并不对某牌手公开(例如牌库或对手的手中)而无法找到该物件。(此规则对即使该物件离开该区域并在异能结算之前返回该区域的情况也同样生效。)最常见的改变区域触发为进入战场触发和离开战场触发。 |
603.6a Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, “When [this object] enters the battlefield, . . . ” or “Whenever a [type] enters the battlefield, . . .” Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.\\ | 603.6a Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, “When [this object] enters the battlefield, . . . ” or “Whenever a [type] enters the battlefield, . . .” Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.\\ | ||
- | 603.6a 进入战场异能在一个永久物进入战场时触发。它们具有格式“当[此物件]进入战场时,……”或“每当一个[类别]进入战场时,……”。每次一个事件将一个或多个永久物放进战场时,所有在战场上的永久物(包括刚刚进入战场的那些)检索任何符合此事件的进入战场异能。 | + | 603.6a 进入战场异能在一个永久物进入战场时触发。它们具有格式“当[此物件]进入战场时,……”或“每当一个[类别]进入战场时,……”。每次一个事件将一个或多个永久物放进战场时,所有在战场上的永久物(包括刚刚进入战场的那些)检查任何符合此事件的进入战场异能。 |
603.6b Continuous effects that modify characteristics of a permanent do so the moment the permanent is on the battlefield (and not before then). The permanent is never on the battlefield with its unmodified characteristics. Continuous effects don’t apply before the permanent is on the battlefield, however (see rule 603.6d).\\ | 603.6b Continuous effects that modify characteristics of a permanent do so the moment the permanent is on the battlefield (and not before then). The permanent is never on the battlefield with its unmodified characteristics. Continuous effects don’t apply before the permanent is on the battlefield, however (see rule 603.6d).\\ | ||
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603.6c Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to another zone, or when a phased-in permanent leaves the game because its owner leaves the game. These are written as, but aren’t limited to, “When [this object] leaves the battlefield, . . .” or “Whenever [something] is put into a graveyard from the battlefield, . . . .”(See also rule 603.10.) An ability that attempts to do something to the card that left the battlefield checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone “from anywhere” is never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the battlefield.\\ | 603.6c Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to another zone, or when a phased-in permanent leaves the game because its owner leaves the game. These are written as, but aren’t limited to, “When [this object] leaves the battlefield, . . .” or “Whenever [something] is put into a graveyard from the battlefield, . . . .”(See also rule 603.10.) An ability that attempts to do something to the card that left the battlefield checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone “from anywhere” is never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the battlefield.\\ | ||
- | 603.6c 离开战场异能当一个永久物从战场转移到其它区域,或一个已跃回的永久物由于其拥有者离开游戏而离开游戏时触发。它们具有但不只限制于格式“当[此物件]离开战场时,……”或“每当[什么]从战场进入坟墓场时,……”。(参见规则603.10。)尝试对一个离开战场的永久物做任何事情的异能只在它进入的第一个区域中检索该牌。当一张牌“从任何地方”进入某个特定区域而触发的异能不被视同离开战场异能,即使该物件被从战场上被放进该区域。 | + | 603.6c 离开战场异能当一个永久物从战场转移到其它区域,或一个已跃回的永久物由于其拥有者离开游戏而离开游戏时触发。它们具有但不只限制于格式“当[此物件]离开战场时,……”或“每当[什么]从战场进入坟墓场时,……”。(参见规则603.10。)尝试对一个离开战场的永久物作任何事情的异能只在它进入的第一个区域中检查该牌。当一张牌“从任何地方”进入某个特定区域而触发的异能不被视同离开战场异能,即使该物件被从战场上被放进该区域。 |
603.6d Some permanents have text that reads “[This permanent] enters the battlefield with . . . ,” “As [this permanent] enters the battlefield . . . ,” “[This permanent] enters the battlefield as . . . ,” or “[This permanent] enters the battlefield tapped.” Such text is a static ability—not a triggered ability—whose effect occurs as part of the event that puts the permanent onto the battlefield.\\ | 603.6d Some permanents have text that reads “[This permanent] enters the battlefield with . . . ,” “As [this permanent] enters the battlefield . . . ,” “[This permanent] enters the battlefield as . . . ,” or “[This permanent] enters the battlefield tapped.” Such text is a static ability—not a triggered ability—whose effect occurs as part of the event that puts the permanent onto the battlefield.\\ | ||
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603.6e Some Auras have triggered abilities that trigger on the enchanted permanent leaving the battlefield. These triggered abilities can find the new object that permanent card became in the zone it moved to; they can also find the new object the Aura card became in its owner’s graveyard after state-based actions have been checked. See rule 400.7.\\ | 603.6e Some Auras have triggered abilities that trigger on the enchanted permanent leaving the battlefield. These triggered abilities can find the new object that permanent card became in the zone it moved to; they can also find the new object the Aura card became in its owner’s graveyard after state-based actions have been checked. See rule 400.7.\\ | ||
- | 603.6e 一个灵气具有当所结附的永久物离开战场时触发的触发式异能。这些触发式异能可以在其移到的区域中找到该永久物牌成为的新物件;在状态动作检索之后,它们也可以在其拥有者的坟墓场中找到该灵气成为的新物件。参见规则400.7。 | + | 603.6e 一个灵气具有当所结附的永久物离开战场时触发的触发式异能。这些触发式异能可以在其移到的区域中找到该永久物牌成为的新物件;在检查状态动作之后,它们也可以在其拥有者的坟墓场中找到该灵气成为的新物件。参见规则400.7。 |
603.7. An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain “when,” “whenever,” or “at,” although that word won’t usually begin the ability.\\ | 603.7. An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain “when,” “whenever,” or “at,” although that word won’t usually begin the ability.\\ | ||
- | 603.7. 一个效应可能会创造一个之后做某些事情的延迟触发式异能。一个延迟触发式异能包括“当”、“每当”,或“在”,且该词一般不在异能的开头。 | + | 603.7. 一个效应可能会创造一个之后作某些事情的延迟触发式异能。一个延迟触发式异能包括“当”、“每当”,或“在”,且该词一般不在异能的开头。 |
603.7a Delayed triggered abilities are created during the resolution of spells or abilities, as the result of a replacement effect being applied, or as a result of a static ability that allows a player to take an action. A delayed triggered ability won’t trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible.\\ | 603.7a Delayed triggered abilities are created during the resolution of spells or abilities, as the result of a replacement effect being applied, or as a result of a static ability that allows a player to take an action. A delayed triggered ability won’t trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible.\\ | ||
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603.7g If a static ability allows a player to take an action and creates a delayed triggered ability if that player does so, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the action was taken.\\ | 603.7g If a static ability allows a player to take an action and creates a delayed triggered ability if that player does so, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the action was taken.\\ | ||
- | 603.7g 如果一个静止式异能允许牌手执行动作、且如果牌手如此做便创造一个延迟触发式异能,该延迟触发式异能的来源是具有该静止式异能的物件。该延迟触发式异能的操控者与该动作被执行时该物件的操控者相同。 | + | 603.7g 如果一个静止式异能允许牌手执行动作、且如果牌手如此作便创造一个延迟触发式异能,该延迟触发式异能的来源是具有该静止式异能的物件。该延迟触发式异能的操控者与该动作被执行时该物件的操控者相同。 |
603.8. Some triggered abilities trigger when a game state (such as a player controlling no permanents of a particular card type) is true, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They’ll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren’t the same as state-based actions.) A state-triggered ability doesn’t trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again.\\ | 603.8. Some triggered abilities trigger when a game state (such as a player controlling no permanents of a particular card type) is true, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They’ll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren’t the same as state-based actions.) A state-triggered ability doesn’t trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again.\\ | ||
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603.10. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game “looks back in time” to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows:\\ | 603.10. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game “looks back in time” to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows:\\ | ||
- | 603.10. 一般情况下,在一个事件之后立即存在的物件会检索该事件是否符合任何触发条件,且此时存在的持续性效应被用来决定触发条件,以及受此事件影响的物件的特征。但有些触发式异能是此规则的例外;游戏需要根据在事件发生前的时刻,这些异能是否存在以及物件的特征,“回溯”来确定这些异能是否触发。此类例外如下: | + | 603.10. 一般情况下,在一个事件之后立即存在的物件会检查该事件是否符合任何触发条件,且此时存在的持续性效应被用来决定触发条件,以及受此事件影响的物件的特征。但有些触发式异能是此规则的例外;游戏需要根据在事件发生前的时刻,这些异能是否存在以及物件的特征,“回溯”来确定这些异能是否触发。此类例外如下: |
603.10a Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library. \\ | 603.10a Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library. \\ | ||
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Example: An ability that reads “Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card” is a static ability linked to a triggered ability.\\ | Example: An ability that reads “Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card” is a static ability linked to a triggered ability.\\ | ||
例如:一个异能为“展示你每回合抓的第一张牌。每当你以此法展示一张基本地牌,抓一张牌”是一个关联于触发式异能的静止式异能。 | 例如:一个异能为“展示你每回合抓的第一张牌。每当你以此法展示一张基本地牌,抓一张牌”是一个关联于触发式异能的静止式异能。 | ||
+ | |||
+ | 603.12. A resolving spell or ability may allow a player to take an action and create a triggered ability that triggers “when [a player] [does or doesn’t]” take that action. These reflexive triggered abilities follow the rules for delayed triggered abilities (see rule 603.7), except that they’re checked immediately after being created and trigger based on whether the trigger event occurred earlier during the resolution of the spell or ability that created them.\\ | ||
+ | 603.12. 一个结算中的咒语或异能可能会允许牌手作某动作并创造一个触发式异能,“当[牌手][作或不作]”该动作时触发。此类反射性触发式异能遵循延迟触发式异能的规则(参见规则603.7),惟下列一点除外:此类异能在被创造后就会立即检查其触发事件在创造该异能的咒语或异能先前的结算过程中是否发生。 | ||
+ | |||
+ | Example: Heart-Piercer Manticore has an ability that reads “When Heart-Piercer Manticore enters the battlefield, you may sacrifice another creature. When you do, Heart-Piercer Manticore deals damage equal to that creature’s power to target creature or player.” The reflexive triggered ability triggers only when you sacrifice another creature due to the original triggered ability, and not if you sacrifice a creature for any other reason.\\ | ||
+ | 例如:穿心蝎狮具有异能叙述为“当穿心蝎狮进战场时,你可以牺牲另一个生物。当你如此作时,穿心蝎狮对目标生物或牌手造成伤害,其数量等同于所牺牲生物的力量。”该反射性触发式异能仅当你因为原触发式异能牺牲另一个生物而触发,且不会因为任何其他原因牺牲生物而触发。 | ||
===== 604. 处理静止式异能 Handling Static Abilities ===== | ===== 604. 处理静止式异能 Handling Static Abilities ===== | ||
604. Handling Static Abilities\\ | 604. Handling Static Abilities\\ | ||
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607.2c 如果一个物件印有将物件放进战场的起动式或触发式异能,且印有另一个异能提及“由[此物件]放进战场”或“由[此物件]派出”的物件,这些异能互相关联。第二个异能仅指因第一个异能的结果放进战场的物件。 | 607.2c 如果一个物件印有将物件放进战场的起动式或触发式异能,且印有另一个异能提及“由[此物件]放进战场”或“由[此物件]派出”的物件,这些异能互相关联。第二个异能仅指因第一个异能的结果放进战场的物件。 | ||
- | 607.2d If an object has an ability printed on it that causes a player to “choose a [value]” or “name a card” and an ability printed on it that refers to “the chosen [value],” “the last chosen [value],” or “the named card,” those abilities are linked. The second ability refers only to a choice made as a result of the first ability.\\ | + | 607.2d If an object has an ability printed on it that causes a player to “choose a [value]” and an ability printed on it that refers to “the chosen [value],” “the last chosen [value],” or similar, those abilities are linked. The second ability refers only to a choice made as a result of the first ability.\\ |
- | 607.2d 如果一个物件印有令一位牌手“选择一个[数值]”或“说出一个牌名”的异能,且印有另一个异能提及“被选择的[数值]”、“最后选择的[数值]”、或“被说出的牌名”,这些异能互相关联。第二个异能仅指因第一个异能的结果而作出的选择。 | + | 607.2d 如果一个物件印有令一位牌手“选择一个[数值]”,且印有另一个异能提及“被选择的[数值]”、“最后选择的[数值]”或类似之叙述,这些异能互相关联。第二个异能仅指因第一个异能的结果而作出的选择。 |
607.2e If an object has an ability printed on it that causes a player to choose from between two or more words that otherwise have no rules meaning and an ability printed on it that refers to a choice involving one or more of those words, those abilities are linked. The second can refer only to a choice made as a result of the first ability.\\ | 607.2e If an object has an ability printed on it that causes a player to choose from between two or more words that otherwise have no rules meaning and an ability printed on it that refers to a choice involving one or more of those words, those abilities are linked. The second can refer only to a choice made as a result of the first ability.\\ | ||
- | 607.2e 如果一个物件印有令一位牌手从两个或更多词中做选择、且这些词在其他情况下没有规则含义的异能,且印有另一个异能提及一个或更多被选择的词,这些异能互相关联。第二个异能仅指因第一个异能的结果而作出的选择。 | + | 607.2e 如果一个物件印有令一位牌手从两个或更多词中作选择、且这些词在其他情况下没有规则含义的异能,且印有另一个异能提及一个或更多被选择的词,这些异能互相关联。第二个异能仅指因第一个异能的结果而作出的选择。 |
607.2f If an object has an ability printed on it that causes a player to pay a cost as it enters the battlefield and an ability printed on it that refers to the cost paid “as [this object] entered the battlefield,” these abilities are linked. The second ability refers only to a cost paid as a result of the first ability.\\ | 607.2f If an object has an ability printed on it that causes a player to pay a cost as it enters the battlefield and an ability printed on it that refers to the cost paid “as [this object] entered the battlefield,” these abilities are linked. The second ability refers only to a cost paid as a result of the first ability.\\ | ||
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607.3. If, within a pair of linked abilities, one ability refers to a single object as “the exiled card,” “a card exiled with [this card],” or a similar phrase, and the other ability has exiled multiple cards (usually because it was copied), the ability refers to each of the exiled cards. If that ability asks for any information about the exiled card, such as a characteristic or converted mana cost, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on the exiled card, it performs that action on each exiled card.\\ | 607.3. If, within a pair of linked abilities, one ability refers to a single object as “the exiled card,” “a card exiled with [this card],” or a similar phrase, and the other ability has exiled multiple cards (usually because it was copied), the ability refers to each of the exiled cards. If that ability asks for any information about the exiled card, such as a characteristic or converted mana cost, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on the exiled card, it performs that action on each exiled card.\\ | ||
- | 607.3. 如果一对关联异能中,其中一个异能用“被放逐的牌”、“被[此牌]放逐的牌”或类似用词形容一个单一物件,而另一个异能放逐了多张牌(一般是因为它被复制了),则该异能指代每张这些被放逐的牌。如果该异能询问被放逐牌的任何信息,例如特征或总法术力费用,它将得到多个答案。如果这些答案用来确定一个可变数值的数值,这些答案之和将被使用。如果该异能对被放逐的牌做任何动作,它将对每张这些被放逐的牌做该动作。 | + | 607.3. 如果一对关联异能中,其中一个异能用“被放逐的牌”、“被[此牌]放逐的牌”或类似用词形容一个单一物件,而另一个异能放逐了多张牌(一般是因为它被复制了),则该异能指代每张这些被放逐的牌。如果该异能询问被放逐牌的任何信息,例如特征或总法术力费用,它将得到多个答案。如果这些答案用来确定一个可变数值的数值,这些答案之和将被使用。如果该异能对被放逐的牌作任何动作,它将对每张这些被放逐的牌作该动作。 |
607.4. An ability may be part of more than one pair of linked abilities.\\ | 607.4. An ability may be part of more than one pair of linked abilities.\\ | ||
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608.2d If an effect of a spell or ability offers any choices other than choices already made as part of casting the spell, activating the ability, or otherwise putting the spell or ability on the stack, the player announces these while applying the effect. The player can’t choose an option that’s illegal or impossible, with the exception that having library with no cards in it doesn’t make drawing a card an impossible action (see rule 120.3). If an effect divides or distributes something, such as damage or counters, as a player chooses among any number of untargeted players and/or objects, the player chooses the amount and division such that at least one player or object is chosen if able, and each chosen player or object receives at least one of whatever is being divided. (Note that if an effect divides or distributes something, such as damage or counters, as a player chooses among some number of target objects and/or players, the amount and division were determined as the spell or ability was put onto the stack rather than at this time; see rule 601.2d.)\\ | 608.2d If an effect of a spell or ability offers any choices other than choices already made as part of casting the spell, activating the ability, or otherwise putting the spell or ability on the stack, the player announces these while applying the effect. The player can’t choose an option that’s illegal or impossible, with the exception that having library with no cards in it doesn’t make drawing a card an impossible action (see rule 120.3). If an effect divides or distributes something, such as damage or counters, as a player chooses among any number of untargeted players and/or objects, the player chooses the amount and division such that at least one player or object is chosen if able, and each chosen player or object receives at least one of whatever is being divided. (Note that if an effect divides or distributes something, such as damage or counters, as a player chooses among some number of target objects and/or players, the amount and division were determined as the spell or ability was put onto the stack rather than at this time; see rule 601.2d.)\\ | ||
- | 608.2d 如果咒语或异能的一个效应令牌手作出选择,且该选择不是作为施放咒语、起动异能、或用其它方式将咒语或异能放进堆叠的一部分而已经作出的选择,则该牌手于这些效应生效时宣告其选择。牌手不能选择不合法或无法做到的选项,但从空的牌库中抓牌除外(参见规则120.3)。如果一个效应令牌手分配某些事物(例如伤害或指示物)给任何数量不指定目标的牌手和/或物件,该牌手若能选择则必须选择至少一个牌手或物件,且每位被选择的牌手或物件至少获得一个所分配的事物。(注意如果一个效应令牌手分配某些事物(例如伤害或指示物)给某个数量的目标物件和/或牌手,则分配的数量和分配方式在该咒语或异能放进堆叠的时候就被确定,而非在结算时;参见规则601.2d。) | + | 608.2d 如果咒语或异能的一个效应令牌手作出选择,且该选择不是作为施放咒语、起动异能、或用其它方式将咒语或异能放进堆叠的一部分而已经作出的选择,则该牌手于这些效应生效时宣告其选择。牌手不能选择不合法或无法作到的选项,但从空的牌库中抓牌除外(参见规则120.3)。如果一个效应令牌手分配某些事物(例如伤害或指示物)给任何数量不指定目标的牌手和/或物件,该牌手若能选择则必须选择至少一个牌手或物件,且每位被选择的牌手或物件至少获得一个所分配的事物。(注意如果一个效应令牌手分配某些事物(例如伤害或指示物)给某个数量的目标物件和/或牌手,则分配的数量和分配方式在该咒语或异能放进堆叠的时候就被确定,而非在结算时;参见规则601.2d。) |
Example: A spell’s instruction reads, “You may sacrifice a creature. If you don’t, you lose 4 life.” A player who controls no creatures can’t choose the sacrifice option.\\ | Example: A spell’s instruction reads, “You may sacrifice a creature. If you don’t, you lose 4 life.” A player who controls no creatures can’t choose the sacrifice option.\\ | ||
- | 例如:一个咒语的叙述为“你可以牺牲一个生物。如果你不如此做,你失去4点生命。”一位不操控任何生物的牌手不能选择牺牲生物。 | + | 例如:一个咒语的叙述为“你可以牺牲一个生物。如果你不如此作,你失去4点生命。”一位不操控任何生物的牌手不能选择牺牲生物。 |
608.2e Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses, that involve multiple players. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule 101.4.\\ | 608.2e Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses, that involve multiple players. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule 101.4.\\ | ||
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608.2h If an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have.\\ | 608.2h If an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have.\\ | ||
- | 608.2h 如果一个效应引用一个特定的特征,它只检索该特定的特征之数值,无视该物件可能具有的有关联的特征。 | + | 608.2h 如果一个效应引用一个特定的特征,它只检查该特定的特征之数值,无视该物件可能具有的有关联的特征。 |
Example: An effect that reads “Destroy all black creatures” destroys a white-and-black creature, but one that reads “Destroy all nonblack creatures” doesn’t.\\ | Example: An effect that reads “Destroy all black creatures” destroys a white-and-black creature, but one that reads “Destroy all nonblack creatures” doesn’t.\\ | ||
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609.3. If an effect attempts to do something impossible, it does only as much as possible.\\ | 609.3. If an effect attempts to do something impossible, it does only as much as possible.\\ | ||
- | 609.3. 如果一个效应尝试做无法做到的事,它从中做尽可能多的部分。 | + | 609.3. 如果一个效应尝试作无法作到的事,它从中作尽可能多的部分。 |
Example: If a player is holding only one card, an effect that reads “Discard two cards” causes him or her to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.\\ | Example: If a player is holding only one card, an effect that reads “Discard two cards” causes him or her to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.\\ | ||
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609.4. Some effects state that a player may do something “as though” some condition were true or a creature can do something “as though” some condition were true. This applies only to the stated effect. For purposes of that effect, treat the game exactly as if the stated condition were true. For all other purposes, treat the game normally.\\ | 609.4. Some effects state that a player may do something “as though” some condition were true or a creature can do something “as though” some condition were true. This applies only to the stated effect. For purposes of that effect, treat the game exactly as if the stated condition were true. For all other purposes, treat the game normally.\\ | ||
- | 609.4. 一些效应令牌手将某些条件“视同”正确的情况下做一些事,或令生物将某些条件“视同”正确的情况下做一些事。这只对该被指出的效应生效。对于该效应来说,将游戏当作该条件为正确来对待。对于其它情况,将游戏按照一般情况对待。 | + | 609.4. 一些效应令牌手将某些条件“视同”正确的情况下作一些事,或令生物将某些条件“视同”正确的情况下作一些事。这只对该被指出的效应生效。对于该效应来说,将游戏当作该条件为正确来对待。对于其它情况,将游戏按照一般情况对待。 |
609.4a If two effects state that a player may (or a creature can) do the same thing “as though” different conditions were true, both conditions could apply. If one “as though” effect satisfies the requirements for another “as though” effect, then both effects will apply.\\ | 609.4a If two effects state that a player may (or a creature can) do the same thing “as though” different conditions were true, both conditions could apply. If one “as though” effect satisfies the requirements for another “as though” effect, then both effects will apply.\\ | ||
- | 609.4a 如果两个效应令牌手可以(或生物可以)将两个不同的条件“视同”正确的情况下做一些事,这两个条件可能都会生效。如果其中一个被“视同”的效应符合另一个被“视同”的效应,则两者均生效。 | + | 609.4a 如果两个效应令牌手可以(或生物可以)将两个不同的条件“视同”正确的情况下作一些事,这两个条件可能都会生效。如果其中一个被“视同”的效应符合另一个被“视同”的效应,则两者均生效。 |
Example: A player controls Vedalken Orrery, an artifact that says “You may cast nonland cards as though they had flash.” That player casts Shaman’s Trance, an instant that says, in part, “You may play cards from other players’ graveyards as though they were in your graveyard.” The player may cast a sorcery with flashback from another player’s graveyard as though it were in that player’s graveyard and as though it had flash.\\ | Example: A player controls Vedalken Orrery, an artifact that says “You may cast nonland cards as though they had flash.” That player casts Shaman’s Trance, an instant that says, in part, “You may play cards from other players’ graveyards as though they were in your graveyard.” The player may cast a sorcery with flashback from another player’s graveyard as though it were in that player’s graveyard and as though it had flash.\\ | ||
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610.1. A one-shot effect does something just once and doesn’t have a duration. Examples include dealing damage, destroying a permanent, creating a token, and moving an object from one zone to another.\\ | 610.1. A one-shot effect does something just once and doesn’t have a duration. Examples include dealing damage, destroying a permanent, creating a token, and moving an object from one zone to another.\\ | ||
- | 610.1. 一次性效应只做一次事且不具有时限。例如造成伤害、消灭永久物、派出一个衍生物、以及将一个物件从一个区域移到另一个。 | + | 610.1. 一次性效应只作一次事且不具有时限。例如造成伤害、消灭永久物、派出一个衍生物、以及将一个物件从一个区域移到另一个。 |
610.2. Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that’s creating the one-shot effect resolves. See rule 603.7.\\ | 610.2. Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that’s creating the one-shot effect resolves. See rule 603.7.\\ | ||
- | 610.2. 一些一次性效应创造延迟触发式异能,它令该牌手在之后的游戏中做某事(一般在特定的时间),而不是于创造该一次性效应的咒语或异能结算时。参见规则603.7。 | + | 610.2. 一些一次性效应创造延迟触发式异能,它令该牌手在之后的游戏中作某事(一般在特定的时间),而不是于创造该一次性效应的咒语或异能结算时。参见规则603.7。 |
610.3. Some one-shot effects cause an object to change zones “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect returns the object to its previous zone.\\ | 610.3. Some one-shot effects cause an object to change zones “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect returns the object to its previous zone.\\ | ||
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611.2c If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won’t change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn’t modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren’t affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don’t, the set of objects each part applies to is determined independently.\\ | 611.2c If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won’t change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn’t modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren’t affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don’t, the set of objects each part applies to is determined independently.\\ | ||
- | 611.2c 如果一个由咒语或异能的结算所产生的持续性效应影响特征或改变任何物件的操控权,这组受其影响的物件在该持续性效应开始时决定。在此之后,该组永久物不会改变。(注意这与一个静止式异能所产生的持续性效应不同。)一个由咒语或异能的结算所产生且不影响特征或改变任何物件操控权的持续性效应影响游戏规则,所以它们可以影响在该持续性效应开始时并不受其影响的物件。如果一个单独的持续性效应中的一部分影响物件的特征或改变物件的操控权,而其它部分不如此做,则受各部分影响的物件各自单独决定。 | + | 611.2c 如果一个由咒语或异能的结算所产生的持续性效应影响特征或改变任何物件的操控权,这组受其影响的物件在该持续性效应开始时决定。在此之后,该组永久物不会改变。(注意这与一个静止式异能所产生的持续性效应不同。)一个由咒语或异能的结算所产生且不影响特征或改变任何物件操控权的持续性效应影响游戏规则,所以它们可以影响在该持续性效应开始时并不受其影响的物件。如果一个单独的持续性效应中的一部分影响物件的特征或改变物件的操控权,而其它部分不如此作,则受各部分影响的物件各自单独决定。 |
Example: An effect that reads “All white creatures get +1/+1 until end of turn” gives the bonus to all permanents that are white creatures when the spell or ability resolves—even if they change color later—and doesn’t affect those that enter the battlefield or turn white afterward.\\ | Example: An effect that reads “All white creatures get +1/+1 until end of turn” gives the bonus to all permanents that are white creatures when the spell or ability resolves—even if they change color later—and doesn’t affect those that enter the battlefield or turn white afterward.\\ | ||
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614.6. If an event is replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.\\ | 614.6. If an event is replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.\\ | ||
- | 614.6. 如果一个事件被替代,它从未发生过。改为发生被更改过的事件,且它可能会触发异能。注意,被更改过的事件可能包含无法做到的指示,在此情况下忽略该无法做到的指示。 | + | 614.6. 如果一个事件被替代,它从未发生过。改为发生被更改过的事件,且它可能会触发异能。注意,被更改过的事件可能包含无法作到的指示,在此情况下忽略该无法作到的指示。 |
614.7. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.\\ | 614.7. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.\\ | ||
- | 614.7. 如果一个替代性效应将替代一个事件,但该事件没有发生,则该替代性效应不会做任何事。 | + | 614.7. 如果一个替代性效应将替代一个事件,但该事件没有发生,则该替代性效应不会作任何事。 |
614.7a If a source would deal 0 damage, it does not deal damage at all. 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.\\ | 614.7a If a source would deal 0 damage, it does not deal damage at all. 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.\\ | ||
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614.10. An effect that causes a player to skip an event, step, phase, or turn is a replacement effect. “Skip [something]” is the same as “Instead of doing [something], do nothing.” Once a step, phase, or turn has started, it can no longer be skipped—any skip effects will wait until the next occurrence.\\ | 614.10. An effect that causes a player to skip an event, step, phase, or turn is a replacement effect. “Skip [something]” is the same as “Instead of doing [something], do nothing.” Once a step, phase, or turn has started, it can no longer be skipped—any skip effects will wait until the next occurrence.\\ | ||
- | 614.10. 令牌手略过事件、步骤、或回合的效应为替代性效应。“略过[某事物]”与“做[某事物]改为不做任何事”意义相同。一旦一个步骤、阶段、或回合已经开始,它不再可以被略过;任何略过的效应将等到下一次该事物发生。 | + | 614.10. 令牌手略过事件、步骤、或回合的效应为替代性效应。“略过[某事物]”与“作[某事物]改为不作任何事”意义相同。一旦一个步骤、阶段、或回合已经开始,它不再可以被略过;任何略过的效应将等到下一次该事物发生。 |
614.10a Anything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled for the “next” occurrence of something waits for the first occurrence that isn’t skipped. If two effects each cause a player to skip his or her next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped.\\ | 614.10a Anything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled for the “next” occurrence of something waits for the first occurrence that isn’t skipped. If two effects each cause a player to skip his or her next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped.\\ | ||
- | 614.10a 任何对被略过的步骤、阶段、或回合作出的安排将不会发生。任何对“下一次”发生时机做出的安排将等到第一次发生且未被略过的时机。如果两个效应均将导致牌手略过其下一次发生时机,该牌手必须略过接下来的两次;略过一次发生时机将满足其中一个效应,而另一个效应将等到另一次发生时机被略过。 | + | 614.10a 任何对被略过的步骤、阶段、或回合作出的安排将不会发生。任何对“下一次”发生时机作出的安排将等到第一次发生且未被略过的时机。如果两个效应均将导致牌手略过其下一次发生时机,该牌手必须略过接下来的两次;略过一次发生时机将满足其中一个效应,而另一个效应将等到另一次发生时机被略过。 |
614.10b Some effects cause a player to skip a step, phase, or turn, then take another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur.\\ | 614.10b Some effects cause a player to skip a step, phase, or turn, then take another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur.\\ | ||
- | 614.10b 一些效应令牌手略过步骤、阶段、或回合,然后做另一个动作。该动作将被视为之后真正发生的步骤、阶段、或回合中最先发生的事。 | + | 614.10b 一些效应令牌手略过步骤、阶段、或回合,然后作另一个动作。该动作将被视为之后真正发生的步骤、阶段、或回合中最先发生的事。 |
614.11. Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player’s library.\\ | 614.11. Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player’s library.\\ | ||
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614.11b If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.\\ | 614.11b If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.\\ | ||
- | 614.11b 如果一个效应令牌手抓牌并且对该牌做额外的动作,且该抓牌被替代,则不会对该替代性效应所导致的任何抓牌进行这些额外的动作。 | + | 614.11b 如果一个效应令牌手抓牌并且对该牌作额外的动作,且该抓牌被替代,则不会对该替代性效应所导致的任何抓牌进行这些额外的动作。 |
614.12. Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c–d.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects generated by the resolution of spells or abilities that changed the permanent’s characteristics on the stack (see rule 400.7a), and continuous effects from the permanent’s own static abilities, but ignoring continuous effects from any other source that would affect it.\\ | 614.12. Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c–d.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects generated by the resolution of spells or abilities that changed the permanent’s characteristics on the stack (see rule 400.7a), and continuous effects from the permanent’s own static abilities, but ignoring continuous effects from any other source that would affect it.\\ | ||
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614.12a If a replacement effect that modifies how a permanent enters the battlefield requires a choice, that choice is made before the permanent enters the battlefield.\\ | 614.12a If a replacement effect that modifies how a permanent enters the battlefield requires a choice, that choice is made before the permanent enters the battlefield.\\ | ||
- | 614.12a 如果一个替代性效应影响一个永久物如何进入战场,但需要做出选择,该选择在永久物进入战场之前做出。 | + | 614.12a 如果一个替代性效应影响一个永久物如何进入战场,但需要作出选择,该选择在永久物进入战场之前作出。 |
614.12b Some replacement effects cause a permanent to enter the battlefield with its controller’s choice of one of two abilities, each marked with an anchor word and preceded by a bullet point. “[Anchor word] — [ability]” means “As long as [anchor word] was chosen as this permanent entered the battlefield, this permanent has [ability].” The abilities preceded by anchor words are each linked to the ability that causes a player to choose between them. See rule 607, “Linked Abilities.”\\ | 614.12b Some replacement effects cause a permanent to enter the battlefield with its controller’s choice of one of two abilities, each marked with an anchor word and preceded by a bullet point. “[Anchor word] — [ability]” means “As long as [anchor word] was chosen as this permanent entered the battlefield, this permanent has [ability].” The abilities preceded by anchor words are each linked to the ability that causes a player to choose between them. See rule 607, “Linked Abilities.”\\ | ||
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614.15. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is being replaced, but the text can be a separate ability, particularly when preceded by an ability word. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.\\ | 614.15. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is being replaced, but the text can be a separate ability, particularly when preceded by an ability word. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.\\ | ||
614.15. 一些替代性效应不是持续性效应。它们由结算中的咒语或异能具有,替代该咒语或异能本身的一部分或全部效应。此类效应被称为自我替代性效应。创造自我替代性效应的叙述一般是效应即将被替代的异能的一部分,但是叙述也可以是另外一个单独的异能,尤其是以一个异能提示开头的时候。当替代性效应对一个事件生效时,自我替代性效应在其它替代性效应之前生效。 | 614.15. 一些替代性效应不是持续性效应。它们由结算中的咒语或异能具有,替代该咒语或异能本身的一部分或全部效应。此类效应被称为自我替代性效应。创造自我替代性效应的叙述一般是效应即将被替代的异能的一部分,但是叙述也可以是另外一个单独的异能,尤其是以一个异能提示开头的时候。当替代性效应对一个事件生效时,自我替代性效应在其它替代性效应之前生效。 | ||
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+ | 614.16. Some effects state that something can’t happen. These effects aren’t replacement effects, but follow similar rules.\\ | ||
+ | 614.16. 一些效应叙述某事不能发生。这些效应不是替代性效应,但遵循类似的规则。 | ||
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+ | 614.16a “Can’t” effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened.\\ | ||
+ | 614.16a “不能”类效应必须在对应的事件发生之前存在;它们不能“回溯”并改变已经发生的事情。 | ||
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+ | 614.16b If an event can’t happen, a player can’t choose to pay a cost that includes that event.\\ | ||
+ | 614.16b 如果一个事件不能发生,牌手不能选择支付包含该事件的费用。 | ||
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+ | 614.16c If an event can’t happen, it can only be replaced by a self-replacement effect (see rule 614.15). Other replacement and/or prevention effects can’t modify or replace it.\\ | ||
+ | 614.16c 如果一个事件不能发生,它只能被自我替代性效应(参见规则614.15)替代。其他替代性效应和/或防止性效应不能影响或替代之。 | ||
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+ | 614.16d Some “can’t” effects modify how a permanent enters the battlefield or whether it can enter the battlefield. Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which “can’t” effects apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects generated by the resolution of spells or abilities that changed the permanent’s characteristics on the stack (see rule 400.7a), and continuous effects from the permanent’s own static abilities, but ignoring continuous effects from any other source that would affect it.\\ | ||
+ | 614.16d 一些“不能”类效应影响一个永久物如何进入战场、或其是否能进入战场。这些效应如果只影响该永久物则可能来自该永久物本身(而不是影响包含该永久物在内的某一组永久物)。它们也可能来自其它来源。要决定哪些“不能”类效应生效,检查该永久物将存在于战场上的特征,并将已经影响其如何进入战场的替代性效应(参见规则616.1)、咒语或异能结算后产生的改变该永久物在堆叠中特征的持续性效应(参见规则400.7a)、以及该永久物本身静止式异能所产生的持续性效应计算在内,但忽略来自其它来源将影响它的持续性效应。 | ||
===== 615. 防止性效应 Prevention Effects ===== | ===== 615. 防止性效应 Prevention Effects ===== | ||
615. Prevention Effects\\ | 615. Prevention Effects\\ | ||
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615.6. If damage that would be dealt is prevented, it never happens. A modified event may occur instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.\\ | 615.6. If damage that would be dealt is prevented, it never happens. A modified event may occur instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.\\ | ||
- | 615.6. 如果将造成的伤害被防止,则它从未造成。改为发生被更改过的事件,且它可能会触发异能。注意,被更改过的事件可能包含无法做到的指示,在此情况下忽略该无法做到的指示。 | + | 615.6. 如果将造成的伤害被防止,则它从未造成。改为发生被更改过的事件,且它可能会触发异能。注意,被更改过的事件可能包含无法作到的指示,在此情况下忽略该无法作到的指示。 |
615.7. Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage—for example, “Prevent the next 3 damage that would be dealt to target creature or player this turn.” These work like shields. Each 1 damage that would be dealt to the “shielded” creature or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded creature or player by two or more applicable sources at the same time, the player or the controller of the creature chooses which damage the shield prevents. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesn’t matter.\\ | 615.7. Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage—for example, “Prevent the next 3 damage that would be dealt to target creature or player this turn.” These work like shields. Each 1 damage that would be dealt to the “shielded” creature or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded creature or player by two or more applicable sources at the same time, the player or the controller of the creature chooses which damage the shield prevents. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesn’t matter.\\ | ||
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Example: Essence of the Wild reads “Creatures you control enter the battlefield as a copy of Essence of the Wild.” A player who controls Essence of the Wild casts Rusted Sentinel, which normally enters the battlefield tapped. As it enters the battlefield, the copy effect from Essence of the Wild is applied first. As a result, it no longer has the ability that causes it to enter the battlefield tapped. Rusted Sentinel will enter the battlefield as an untapped copy of Essence of the Wild.\\ | Example: Essence of the Wild reads “Creatures you control enter the battlefield as a copy of Essence of the Wild.” A player who controls Essence of the Wild casts Rusted Sentinel, which normally enters the battlefield tapped. As it enters the battlefield, the copy effect from Essence of the Wild is applied first. As a result, it no longer has the ability that causes it to enter the battlefield tapped. Rusted Sentinel will enter the battlefield as an untapped copy of Essence of the Wild.\\ | ||
例如:蛮荒精魂具有“由你操控的生物进战场时是蛮荒精魂的复制品。”一个牌手操控蛮荒精魂时施放生锈哨兵,该生物通常横置进战场。当其进战场时,蛮荒精魂的复制效应先生效。作为其结果,它不再具有令其横置进战场的异能。生锈哨兵进战场时将是未横置的蛮荒精魂之复制。 | 例如:蛮荒精魂具有“由你操控的生物进战场时是蛮荒精魂的复制品。”一个牌手操控蛮荒精魂时施放生锈哨兵,该生物通常横置进战场。当其进战场时,蛮荒精魂的复制效应先生效。作为其结果,它不再具有令其横置进战场的异能。生锈哨兵进战场时将是未横置的蛮荒精魂之复制。 | ||
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+ | 616.1f While following the steps in 616.1a–d, one replacement or prevention effect may apply to an event, and another may apply to an event contained within the first event. In this case, the second effect can’t be chosen until after the first effect has been chosen.\\ | ||
+ | 616.1f 于遵循616.1a-d叙述之步骤时,一个替代性或防止性效应可能对某事件生效,而另一个替代性或防止性效应可能对一个包含在前者事件中的事件生效。在此情形下,后者效应不能被选择,直到前者效应被选择为止。 | ||
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+ | Example: A player is instructed to create a token that’s a copy of Voice of All, which has the ability “As Voice of All enters the battlefield, choose a color.” Doubling Season has an ability that reads “If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.” Because entering the battlefield is an event contained within the event of creating a token, the effect of Doubling Season must be applied first, and then the effects of the two Voice of All tokens may be applied in either order.\\ | ||
+ | 例如:牌手被指示派出一个衍生物,且为万物使者的复制,其具有异能“于万物使者进场时,选择一种颜色。”倍产旺季具有异能叙述为“若任一效应将派出一个或数个衍生物并由你操控,则改为派出两倍数量的衍生物。”由于进入战场此事件包含在派出衍生物中,倍产旺季的效应必须首先生效,然后两个万物使者衍生物的效应以任意顺序生效。 | ||
616.2. A replacement or prevention effect can become applicable to an event as the result of another replacement or prevention effect that modifies the event.\\ | 616.2. A replacement or prevention effect can become applicable to an event as the result of another replacement or prevention effect that modifies the event.\\ |