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cr:6 [2017/04/30 19:04]
mtgjudge [603. 处理触发式异能 Handling Triggered Abilities]
cr:6 [2017/08/14 05:29]
mtgjudge [613. 持续性效应的互动 Interaction of Continuous Effects]
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 603. 处理触发式异能 603. 处理触发式异能
  
-603.1. Triggered abilities have a trigger condition and an effect. They are written as “[When/​Whenever/​At] [trigger condition or event], [effect].”\\  +603.1. Triggered abilities have a trigger condition and an effect. They are written as “[When/​Whenever/​At] [trigger condition or event], [effect]. ​[Instructions (if any).]”\\  
-603.1. 触发式异能具有触发条件和效应。其格式为“[当/​每当/​在][触发条件或事件],[效应]”。+603.1. 触发式异能具有触发条件和效应。其格式为“[当/​每当/​在][触发条件或事件],[效应]。[指示(如有的话)]”。 
 + 
 +603.1a A triggered ability may include instructions after its effects that limit what the ability may target or state that it can’t be countered. This text is not part of the ability’s effect. It functions while the ability is on the stack.\\  
 +603.1a 触发式异能可能在其效应之后包含指示。这些指示可能会限制该异能可指定的目标、或叙述其不能被反击。此文字叙述不是该异能效应的一部分。它在该异能在堆叠上时生效
  
 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.\\ ​
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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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 603.6a 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作任何事情的异能只在它进入的第一个区域中检该牌。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.\\ ​
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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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 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. 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。+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。此类自身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.\\ ​ 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。+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。”该自身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]”“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.\\ ​
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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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 613.6i 诡局牌于游戏开始时得到时间印记。如果它是牌面朝下的,于其翻为牌面朝上时得到新的时间印记。 613.6i 诡局牌于游戏开始时得到时间印记。如果它是牌面朝下的,于其翻为牌面朝上时得到新的时间印记。
  
-613.6j If two or more objects would receive a timestamp simultaneously,​ such as by entering a zone simultaneously or becoming attached simultaneously,​ the active player determines their relative timestamp order at that time.+613.6j If two or more objects would receive a timestamp simultaneously,​ such as by entering a zone simultaneously or becoming attached simultaneously,​ the active player determines their relative timestamp order at that time.\\ 
 613.6j 如果两个或更多物件将同时得到时间印记,例如同时进入一个区域或同时成为被结附/​被装备,则主动牌手此时决定它们的时间印记先后顺序。 613.6j 如果两个或更多物件将同时得到时间印记,例如同时进入一个区域或同时成为被结附/​被装备,则主动牌手此时决定它们的时间印记先后顺序。
  
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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。
 +
 +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。
 +
 +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。
 +
 +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。
 +
 +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。
 +
 +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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 615.8. 一些由咒语或异能的结算而产生的防止性效应提及某特定来源下一次将造成的伤害。这些效应防止来自该来源下一次的伤害,无论该伤害的数量。一旦该来源的伤害被防止过一次,任何该来源将造成的伤害将正常进行。 615.8. 一些由咒语或异能的结算而产生的防止性效应提及某特定来源下一次将造成的伤害。这些效应防止来自该来源下一次的伤害,无论该伤害的数量。一旦该来源的伤害被防止过一次,任何该来源将造成的伤害将正常进行。
  
-615.9. Some prevention effects generated by static abilities refer to a specific amount of damage—for example, “If a source would deal damage to you, prevent 1 of that damage.” Such an effect prevents only the indicated amount of damage in any applicable damage event at any given time. It will apply separately to damage from other applicable events that would happen at the same time, or at a different time.\\  +615.9. Some effects generated by the resolution of a spell or ability prevent damage from a source of a player’s choice with certain properties. When the source would deal damage, the shield rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced and the shield isn’t used up. See rule 609.7b.\\  
-615.9. 一些由静止式异能所产生的防止性效应提及某特定数量的伤害;例如,“如果一个来源将对你造成伤害,防止其中1点伤害。”此类效应在任何时间的任何伤害事件中只防止指定数量的伤害。它将对同一时刻或其它时刻来自其它适用来源的伤害分别生效。+615.9. 一些由咒语或异能的结算而产生的效应防止由牌手选择的、且具有特定属性的来源造成之伤害。当该来源将造成伤害时,护盾将重新检查来源的属性。如果属性不再符合,则该伤害不会被防止或替代,且该护盾不会用掉。参见规则609.7b。 
 + 
 +615.10. Some prevention effects generated by static abilities refer to a specific amount of damage—for example, “If a source would deal damage to you, prevent 1 of that damage.” Such an effect prevents only the indicated amount of damage in any applicable damage event at any given time. It will apply separately to damage from other applicable events that would happen at the same time, or at a different time.\\  
 +615.10. 一些由静止式异能所产生的防止性效应提及某特定数量的伤害;例如,“如果一个来源将对你造成伤害,防止其中1点伤害。”此类效应在任何时间的任何伤害事件中只防止指定数量的伤害。它将对同一时刻或其它时刻来自其它适用来源的伤害分别生效。
  
 Example: Daunting Defender says “If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.” Pyroclasm says “Pyroclasm deals 2 damage to each creature.” Pyroclasm will deal 1 damage to each Cleric creature controlled by Daunting Defender’s controller. It will deal 2 damage to each other creature that player controls.\\ ​ Example: Daunting Defender says “If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.” Pyroclasm says “Pyroclasm deals 2 damage to each creature.” Pyroclasm will deal 1 damage to each Cleric creature controlled by Daunting Defender’s controller. It will deal 2 damage to each other creature that player controls.\\ ​
 例如:威吓捍卫者具有“如果一个来源将对你所操控的僧侣生物造成伤害,防止其中1点伤害。”烈火断层为“烈火断层对每个生物造成2点伤害。”烈火断层将对威吓捍卫者的操控者所操控的每个僧侣生物各造成1点伤害。它将对该牌手操控的其它生物各造成2点伤害。 例如:威吓捍卫者具有“如果一个来源将对你所操控的僧侣生物造成伤害,防止其中1点伤害。”烈火断层为“烈火断层对每个生物造成2点伤害。”烈火断层将对威吓捍卫者的操控者所操控的每个僧侣生物各造成1点伤害。它将对该牌手操控的其它生物各造成2点伤害。
  
-615.10. Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves.\\  +615.11. Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves.\\  
-615.10. 一些防止性效应将对一定数量且未指定目标的生物各防止接下来的N点伤害。此类效应在产生该效应的咒语或异能结算时,为每个适用的生物各创造了一个防止护盾。+615.11. 一些防止性效应将对一定数量且未指定目标的生物各防止接下来的N点伤害。此类效应在产生该效应的咒语或异能结算时,为每个适用的生物各创造了一个防止护盾。
  
 Example: Wojek Apothecary has an ability that says “{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.” When the ability resolves, it gives the target creature and each other creature on the battlefield that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures’ colors after the ability resolves doesn’t add or remove shields, and creatures that enter the battlefield later in the turn don’t get the shield.\\ ​ Example: Wojek Apothecary has an ability that says “{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.” When the ability resolves, it gives the target creature and each other creature on the battlefield that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures’ colors after the ability resolves doesn’t add or remove shields, and creatures that enter the battlefield later in the turn don’t get the shield.\\ ​
 例如:沃耶克药剂师具有异能“{T}:防止本回合中接下来将对目标生物以及其它每个与该生物共有颜色的生物所造成的1点伤害。”当该异能结算时,它给予目标生物,以及此时战场上与它共有颜色的每个其它生物,各一个防止接下来将对其造成的1点伤害的护盾。在该异能结算之后改变生物的颜色不会添加或移除护盾,且本回合之后进入战场的生物不会得到护盾。 例如:沃耶克药剂师具有异能“{T}:防止本回合中接下来将对目标生物以及其它每个与该生物共有颜色的生物所造成的1点伤害。”当该异能结算时,它给予目标生物,以及此时战场上与它共有颜色的每个其它生物,各一个防止接下来将对其造成的1点伤害的护盾。在该异能结算之后改变生物的颜色不会添加或移除护盾,且本回合之后进入战场的生物不会得到护盾。
  
-615.11. Some effects state that damage “can’t be prevented.” If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won’t prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won’t be reduced by damage that can’t be prevented.\\  +615.12. Some effects state that damage “can’t be prevented.” If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won’t prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won’t be reduced by damage that can’t be prevented.\\  
-615.11. 一些效应指明该伤害“不能被防止”。如果将造成不能被防止的伤害,任何适用的防止性效应依然对其生效。这些效应将不会防止任何伤害,但它们具有的任何额外效应依然进行。已经存在的伤害防止护盾不会因为不能被防止的伤害而减少。+615.12. 一些效应指明该伤害“不能被防止”。如果将造成不能被防止的伤害,任何适用的防止性效应依然对其生效。这些效应将不会防止任何伤害,但它们具有的任何额外效应依然进行。已经存在的伤害防止护盾不会因为不能被防止的伤害而减少。
  
-615.11a A prevention effect is applied to any particular unpreventable damage event just once. It won’t invoke itself repeatedly trying to prevent that damage.\\  +615.12a A prevention effect is applied to any particular unpreventable damage event just once. It won’t invoke itself repeatedly trying to prevent that damage.\\  
-615.11a 防止性效应对任何一个不能被防止的伤害事件只生效一次。它不会反复引发本身来尝试防止该伤害。+615.12a 防止性效应对任何一个不能被防止的伤害事件只生效一次。它不会反复引发本身来尝试防止该伤害。
  
-615.12. Some triggered abilities trigger when damage that would be dealt is prevented. Such an ability triggers each time a prevention effect is applied to one or more simultaneous damage events and prevents some or all of that damage. +615.13. Some triggered abilities trigger when damage that would be dealt is prevented. Such an ability triggers each time a prevention effect is applied to one or more simultaneous damage events and prevents some or all of that damage. 
-615.12. 一些触发式异能在将要造成的伤害被防止时触发。此类异能在每当有一个防止性效应对一个或多个同时发生的伤害事件生效、且防止部分或全部该伤害时,就会触发一次。+615.13. 一些触发式异能在将要造成的伤害被防止时触发。此类异能在每当有一个防止性效应对一个或多个同时发生的伤害事件生效、且防止部分或全部该伤害时,就会触发一次。
 ===== 616. 替代性效应和/​或防止性效应的互动 Interaction of Replacement and/or Prevention Effects ===== ===== 616. 替代性效应和/​或防止性效应的互动 Interaction of Replacement and/or Prevention Effects =====
 616. Interaction of Replacement and/or Prevention Effects\\ ​ 616. Interaction of Replacement and/or Prevention Effects\\ ​
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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。
 +
 +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。
 +
 +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.\\ ​