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 601.2. 施放咒语指将其从当前区域(通常是手牌)放进堆叠,且支付其费用,从而令它可以在结算时产生效应。施放咒语分为两部分:咒语的声明(规则[[cr:​6#​cr601-2a|601.2a-d]])和确定及支付费用(规则[[cr:​6#​cr601-2f|601.2f-h]])。要施放咒语,牌手需依序进行下列步骤。牌手必须在允许合法施放该咒语的情况下才可以开始此流程(参见规则[[cr:​6#​cr601-3|601.3]])。如果牌手在执行下列任一步骤时无法遵循该步骤的要求,则该咒语的施放非法;游戏倒回至声明施放该咒语之前的时间点(参见规则[[cr:​7#​cr732|732]],“处理非法动作”)。 601.2. 施放咒语指将其从当前区域(通常是手牌)放进堆叠,且支付其费用,从而令它可以在结算时产生效应。施放咒语分为两部分:咒语的声明(规则[[cr:​6#​cr601-2a|601.2a-d]])和确定及支付费用(规则[[cr:​6#​cr601-2f|601.2f-h]])。要施放咒语,牌手需依序进行下列步骤。牌手必须在允许合法施放该咒语的情况下才可以开始此流程(参见规则[[cr:​6#​cr601-3|601.3]])。如果牌手在执行下列任一步骤时无法遵循该步骤的要求,则该咒语的施放非法;游戏倒回至声明施放该咒语之前的时间点(参见规则[[cr:​7#​cr732|732]],“处理非法动作”)。
  
-<​BOOKMARK:​cr601-2a>​601.2a To propose the casting of a spell, a player first moves that card (or that copy of a card) from where it is to the stack. It becomes the topmost object on the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and that player becomes its controller. Any continuous effects that modify the characteristics of the spell as you start casting it begin as it is put on the stack (see rule 611.2f). The spell remains on the stack until it resolves, it’s countered, or a rule or effect moves it elsewhere.\\  +<​BOOKMARK:​cr601-2a>​601.2a To propose the casting of a spell, a player first moves that card (or that copy of a card) from where it is to the stack. It becomes the topmost object on the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and that player becomes its controller. Any continuous effects that modify the characteristics of the spell as you start casting it begin as it is put on the stack (see rule 611.2f). Any one-shot effects that cause the spell to gain abilities as you cast it apply as it is put on the stack (see rule 610.5). The spell remains on the stack until it resolves, it’s countered, or a rule or effect moves it elsewhere.\\  
-601.2a 要声明施放咒语,该牌手首先将该牌(或该牌的复制品)从其现在的区域移到堆叠上。它成为堆叠最顶端的物件。它具有该牌(或该牌复制品)给予的所有特征,且该牌手成为其操控者。于你开始施放咒语时修改咒语特征的持续性效应在咒语放进堆叠时起生效(参见规则[[cr:​6#​cr611-2f|611.2f]])。该咒语直到结算、被反击,或被一个规则或效应转移到其他区域之前一直保持在堆叠中。+601.2a 要声明施放咒语,该牌手首先将该牌(或该牌的复制品)从其现在的区域移到堆叠上。它成为堆叠最顶端的物件。它具有该牌(或该牌复制品)给予的所有特征,且该牌手成为其操控者。于你开始施放咒语时修改咒语特征的持续性效应在咒语放进堆叠时起生效(参见规则[[cr:​6#​cr611-2f|611.2f]])。于你施放咒语时令其获得异能的一次性效应在咒语放进堆叠时起生效(参见规则[[cr:​6#​cr610-5|610.5]])。该咒语直到结算、被反击,或被一个规则或效应转移到其他区域之前一直保持在堆叠中。
  
 <​BOOKMARK:​cr601-2b>​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 702.47), they reveal those cards in their 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 118.8 and 118.9), the player announces their 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 they intend to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether they intend to pay 2 life or a 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.\\ ​ <​BOOKMARK:​cr601-2b>​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 702.47), they reveal those cards in their 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 118.8 and 118.9), the player announces their 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 they intend to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether they intend to pay 2 life or a 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[[cr:​7#​cr700-2|700.2]])。如果该牌手希望将任何牌通联到该咒语上(参见规则[[cr:​7#​cr702-47|702.47]]),他从其手上展示这些牌。如果该咒语具有替代、额外、或其他于施放时支付的特殊费用,如购回或增幅费用(参见规则[[cr:​1#​cr118-8|118.8]]和[[cr:​1#​cr118-9|118.9]]),该牌手宣告其将支付其中任何或全部费用(参见规则[[cr:​6#​cr601-2f|601.2f]])。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[[cr:​1#​cr107-3|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[[cr:​7#​cr700-2|700.2]])。如果该牌手希望将任何牌通联到该咒语上(参见规则[[cr:​7#​cr702-47|702.47]]),他从其手上展示这些牌。如果该咒语具有替代、额外、或其他于施放时支付的特殊费用,如购回或增幅费用(参见规则[[cr:​1#​cr118-8|118.8]]和[[cr:​1#​cr118-9|118.9]]),该牌手宣告其将支付其中任何或全部费用(参见规则[[cr:​6#​cr601-2f|601.2f]])。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[[cr:​1#​cr107-3|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。
  
 <​BOOKMARK:​cr601-2c>​601.2c The player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets. Similarly, a spell may require alternative targets only if an alternative or additional cost was chosen for it. If the spell has a variable number of targets, the player announces how many targets they will choose before they announce 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 or player 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 they obey 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 objects and/or players each become a target of that spell. (Any abilities that trigger when those objects and/or players 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.)\\ ​ <​BOOKMARK:​cr601-2c>​601.2c The player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets. Similarly, a spell may require alternative targets only if an alternative or additional cost was chosen for it. If the spell has a variable number of targets, the player announces how many targets they will choose before they announce 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 or player 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 they obey 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 objects and/or players each become a target of that spell. (Any abilities that trigger when those objects and/or players 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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 <​BOOKMARK:​cr601-2d>​601.2d If the spell requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided.\\ ​ <​BOOKMARK:​cr601-2d>​601.2d If the spell requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided.\\ ​
-601.2d 如果该咒语要求牌手在一个或数个目标之间平分或分配一个效应(例如伤害或指示物),该牌手宣告该分配。这些目标中的每个目标必须至少分配到一个。+601.2d 如果该咒语要求牌手在一个或数个目标之间分配一个效应(例如伤害或指示物),该牌手宣告该分配。这些目标中的每个目标必须至少分配到一个。
  
 <​BOOKMARK:​cr601-2e>​601.2e The game checks to see if the proposed spell can legally be cast. If the proposed spell is illegal, the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”).\\ ​ <​BOOKMARK:​cr601-2e>​601.2e The game checks to see if the proposed spell can legally be cast. If the proposed spell is illegal, the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”).\\ ​
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 <​BOOKMARK:​cr603-1a>​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.\\ ​ <​BOOKMARK:​cr603-1a>​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。 603.1a 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。
 +
 +<​BOOKMARK:​cr603-1b>​603.1b A triggered ability may have more than one trigger condition, and an instruction that refers to whether “all” of those conditions have happened during a particular period. This refers to whether or not all of those conditions have occurred during that period, regardless of whether that ability has triggered based on those conditions.\\ ​
 +603.1b 触发式异能可能同时具有多个触发条件,并包含提及在特定时段内是否“所有”条件都已发生的指示。这指的是在该时段内是否所有条件都已发生,而与该异能是否已因这些条件触发无关。
  
 <​BOOKMARK:​cr603-2>​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.\\ ​ <​BOOKMARK:​cr603-2>​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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 例如:一个永久物具有触发条件为“每当一个地从战场进入坟墓场时,……”的异能,如果有人施放一个消灭所有地的咒语,该异能在该咒语的结算中将因每个被放进坟墓场的地触发一次。 例如:一个永久物具有触发条件为“每当一个地从战场进入坟墓场时,……”的异能,如果有人施放一个消灭所有地的咒语,该异能在该咒语的结算中将因每个被放进坟墓场的地触发一次。
  
-<​BOOKMARK:​cr603-2d>​603.2d An ability may state that a triggered ability triggers additional times. In this case, rather than simply determining that such an ability has triggered, determine how many times it should trigger, then that ability triggers that many times. An effect that states that an ability triggers additional times doesn’t invoke itself repeatedly and doesn’t apply to other effects that affect how many times an ability triggers.\\  +<​BOOKMARK:​cr603-2d>​603.2d An ability may state that a triggered ability triggers additional times. In this case, rather than simply determining that such an ability has triggered, determine how many times it should trigger, then that ability triggers that many times. An effect that states that an ability triggers additional times doesn’t invoke itself repeatedly and doesn’t apply to other effects that affect how many times an ability triggers. An effect that states a triggered ability of an object triggers additional times refers only to triggered abilities that object has, not to any delayed or reflexive triggered abilities (see rule 603.7 and rule 603.12) that may be created by abilities the object has.\\  
-603.2d 异能可能会叙述一个触发式异能额外触发数次。在此情形下,应决定该异能触发应当触发多少次(而非仅仅决定其已触发),然后该异能触发等量的次数。叙述一个异能额外触发数次的效应不会反复引发本身,且不会适用于影响异能触发次数的其他效应。 +603.2d 异能可能会叙述一个触发式异能额外触发数次。在此情形下,应决定该异能触发应当触发多少次(而非仅仅决定其已触发),然后该异能触发等量的次数。叙述一个异能额外触发数次的效应不会反复引发本身,且不会适用于影响异能触发次数的其他效应。叙述某物件的触发式异能额外触发数次的效应仅指该物件具有的触发式异能,不包括该物件具有异能可能会产生任何延迟触发式异能或自身触发式异能(参见规则[[cr:​6#​cr603-7|603.7]]和规则[[cr:​6#​cr603-12|603.12]])。
- +
-<​BOOKMARK:​cr603-2e>​603.2e Some effects refer to a triggered ability of an object. Such effects refer only to triggered abilities the object has, not any delayed triggered abilities (see rule 603.7) that may be created by abilities the object has.\\  +
-603.2e 一些效应提及物件的触发式异能。此类效应仅指该物件具有的触发式异能,而非任何该物件具有异能可能创造的延迟触发式异能(参见规则[[cr:​6#​cr603-7|603.7]])。+
  
-<​BOOKMARK:​cr603-2f>603.2f Some trigger events use the word “becomes” (for example, “becomes attached” or “becomes blocked”). These trigger only at the time the named event happens—they don’t trigger if that state already exists or retrigger if it persists. An ability that triggers when a permanent “becomes tapped” or “becomes untapped” doesn’t trigger if the permanent enters the battlefield in that state.\\  +<​BOOKMARK:​cr603-2e>603.2e Some trigger events use the word “becomes” (for example, “becomes attached” or “becomes blocked”). These trigger only at the time the named event happens—they don’t trigger if that state already exists or retrigger if it persists. An ability that triggers when a permanent “becomes tapped” or “becomes untapped” doesn’t trigger if the permanent enters the battlefield in that state.\\  
-603.2f 一些触发事件使用“成为”一词(例如,“成为被贴附”或“成为被阻挡”)。它们只在所叙述的事件发生时触发;它们不会因为该状态已经存在而触发,或因保持而再次触发。一个当永久物“成为横置”或“成为未横置”而触发的异能不会因为该永久物以该状态进入战场而触发。+603.2e 一些触发事件使用“成为”一词(例如,“成为被贴附”或“成为被阻挡”)。它们只在所叙述的事件发生时触发;它们不会因为该状态已经存在而触发,或因保持而再次触发。一个当永久物“成为横置”或“成为未横置”而触发的异能不会因为该永久物以该状态进入战场而触发。
  
 Example: An ability that triggers when a permanent “becomes tapped” triggers only when the status of a permanent that’s already on the battlefield changes from untapped to tapped.\\ ​ Example: An ability that triggers when a permanent “becomes tapped” triggers only when the status of a permanent that’s already on the battlefield changes from untapped to tapped.\\ ​
 例如:一个当永久物“成为横置”而触发的异能,只有在一个已经存在在战场上的永久物的状态从未横置成为横置时才会触发。 例如:一个当永久物“成为横置”而触发的异能,只有在一个已经存在在战场上的永久物的状态从未横置成为横置时才会触发。
  
-<​BOOKMARK:​cr603-2g>603.2g If a triggered ability’s trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.\\  +<​BOOKMARK:​cr603-2f>603.2f If a triggered ability’s trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.\\  
-603.2g 如果一个触发式异能的触发条件符合,但具有该触发式异能的物件不对所有牌手可见,则该异能不会触发。+603.2f 如果一个触发式异能的触发条件符合,但具有该触发式异能的物件不对所有牌手可见,则该异能不会触发。
  
-<​BOOKMARK:​cr603-2h>603.2h An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything.\\  +<​BOOKMARK:​cr603-2g>603.2g An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything.\\  
-603.2h 一个异能只有在其触发事件真正发生了的情况下才会触发。一个被防止或被替代的效应不会触发任何异能。+603.2g 一个异能只有在其触发事件真正发生了的情况下才会触发。一个被防止或被替代的效应不会触发任何异能。
  
 Example: An ability that triggers on damage being dealt won’t trigger if all the damage is prevented.\\ ​ Example: An ability that triggers on damage being dealt won’t trigger if all the damage is prevented.\\ ​
 例如:如果所有的伤害均被防止,则一个因造成伤害而触发的异能不会触发。 例如:如果所有的伤害均被防止,则一个因造成伤害而触发的异能不会触发。
  
-<​BOOKMARK:​cr603-2i>603.2i A triggered ability may have an instruction followed by “Do this only once each turn.” This ability triggers only if its source’s controller has not yet taken the indicated action that turn.\\  +<​BOOKMARK:​cr603-2h>603.2h A triggered ability may have an instruction followed by “Do this only once each turn.” This ability triggers only if its source’s controller has not yet taken the indicated action that turn.\\  
-603.2i 触发式异能具有的指示可能会以“每回合只能如此作一次”结尾。此异能仅当其来源的操控者该回合尚未执行该指示的动作时才会触发。+603.2h 触发式异能具有的指示可能会以“每回合只能如此作一次”结尾。此异能仅当其来源的操控者该回合尚未执行该指示的动作时才会触发。
  
 <​BOOKMARK:​cr603-3>​603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.\\ ​ <​BOOKMARK:​cr603-3>​603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.\\ ​
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 607.1a 一个印在另一个异能中且被给予该物件的异能,在此情况下被认为印在该物件上。 607.1a 一个印在另一个异能中且被给予该物件的异能,在此情况下被认为印在该物件上。
  
-<​BOOKMARK:​cr607-1b>​607.1b An ability printed on either face of a transforming ​double-faced ​card (see rule 712) is considered to be “printed on” that object for these purposes, regardless of which face is up.\\  +<​BOOKMARK:​cr607-1b>​607.1b An ability printed on either face of a nonmodal ​double-faced ​object ​(see rule 712) is considered to be “printed on” that object for these purposes, regardless of which face is up.\\  
-607.1b 一个印在转化式双面(参见规则[[cr:​7#​cr712|712]])的任一牌面上的异能,无论其哪一牌面朝上,在此情况下都被认为印在该物件上。+607.1b 一个印在非模式双面物件(参见规则[[cr:​7#​cr712|712]])的任一牌面上的异能,无论其哪一牌面朝上,在此情况下都被认为印在该物件上。
  
 <​BOOKMARK:​cr607-1c>​607.1c An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself.\\ ​ <​BOOKMARK:​cr607-1c>​607.1c An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself.\\ ​
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 <​BOOKMARK:​cr610-4d>​610.4d If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.\\ ​ <​BOOKMARK:​cr610-4d>​610.4d If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.\\ ​
 610.4d 如果多个一次性效应在一个或数个同时发生的事件之后立即被创造,这些一次性效应亦是同时发生的。 610.4d 如果多个一次性效应在一个或数个同时发生的事件之后立即被创造,这些一次性效应亦是同时发生的。
 +
 +<​BOOKMARK:​cr610-5>​610.5. Some static abilities create one-shot effects that cause spells a player casts to gain an ability as that player casts them. These effects begin to apply to appropriate spells at the time the player puts such a spell on the stack. See rule 601.2a.\\ ​
 +610.5. 一些静止式异能产生一次性效应,使得牌手施放的咒语在施放时获得异能。这类效应会在牌手将这类咒语放进堆叠时开始对该咒语生效。参见规则[[cr:​6#​cr601-2a|601.2a]]。
  
 ===== 611. 持续性效应 Continuous Effects ===== ===== 611. 持续性效应 Continuous Effects =====
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 613.7f 每当一个永久物翻回正面或翻为牌面朝下时,它得到新的时间印记。 613.7f 每当一个永久物翻回正面或翻为牌面朝下时,它得到新的时间印记。
  
-<​BOOKMARK:​cr613-7g>​613.7g A transforming ​double-faced permanent receives a new timestamp each time it transforms or converts.\\  +<​BOOKMARK:​cr613-7g>​613.7g A double-faced permanent receives a new timestamp each time it transforms or converts.\\  
-613.7g 每当一个转化式双面永久物转化或转换时,它得到新的时间印记。+613.7g 每当一个双面永久物转化或转换时,它得到新的时间印记。
  
 <​BOOKMARK:​cr613-7h>​613.7h A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up.\\  <​BOOKMARK:​cr613-7h>​613.7h A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up.\\ 
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 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。 614.12a 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。
  
-<​BOOKMARK:​cr614-12b>​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.”\\  +<​BOOKMARK:​cr614-12b>​614.12b ​If multiple replacement effects that require choices from a player would modify how multiple permanents enter the battlefield simultaneously,​ that player may not make choices for those effects that would cause the combined costs of those effects to not be payable.\\  
-614.12b 一些替代性效应使得永久物进战场时由其操控者选择两种异能之一,且这两种异能均以锚定词开头,以项目列表的格式列出。“[锚定词]~[异能]”意指“只要此永久物进战场时选择了[锚定词],此永久物便具有[异能]。”以锚定词开头的异能与允许牌手选择锚定词的异能相互关联。参见规则[[cr:​6#​cr607|607]],“关联异能”。+614.12b 如果数个需要牌手作出选择的替代性效应会同时影响数个永久物进战场的方式,则该牌手作出的选择,不能让这些效应的费用加总起来无法支付。 
 + 
 +<​BOOKMARK:​cr614-12c>​614.12c ​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.”\\  
 +614.12c 一些替代性效应使得永久物进战场时由其操控者选择两种异能之一,且这两种异能均以锚定词开头,以项目列表的格式列出。“[锚定词]~[异能]”意指“只要此永久物进战场时选择了[锚定词],此永久物便具有[异能]。”以锚定词开头的异能与允许牌手选择锚定词的异能相互关联。参见规则[[cr:​6#​cr607|607]],“关联异能”。
  
 <​BOOKMARK:​cr614-13>​614.13. An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.\\ ​ <​BOOKMARK:​cr614-13>​614.13. An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.\\ ​