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| [[:完整规则|返回完整规则目录]] | [[cr:5|第五章 - 回合结构 Turn Structure]] | [[cr:7|第七章 - 附加规则 Additional Rules]] | [[:完整规则|返回完整规则目录]] | [[cr:5|第五章 - 回合结构 Turn Structure]] | [[cr:7|第七章 - 附加规则 Additional Rules]] | ||
| ====== 6. 咒语、异能和效应 Spells, Abilities, and Effects ====== | ====== 6. 咒语、异能和效应 Spells, Abilities, and Effects ====== | ||
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| 601.1a 一些效应依然“使用”一张牌。“使用一张牌”表示,在作为地使用该牌或作为咒语施放该牌中适当的一项。 | 601.1a 一些效应依然“使用”一张牌。“使用一张牌”表示,在作为地使用该牌或作为咒语施放该牌中适当的一项。 | ||
| - | <BOOKMARK:cr601-2>601.2. To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell includes proposal of the spell (rules 601.2a–d) and determination and payment of costs (rules 601.2f–h). To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process (see rule 601.3). If a player is unable to comply with the requirements of a step listed below while performing that step, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”).\\ | + | <BOOKMARK:cr601-2>601.2. To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell includes proposal of the spell (rules 601.2a–d) and determination and payment of costs (rules 601.2f–h). To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process (see rule 601.3). If a player is unable to comply with the requirements of a step listed below while performing that step, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed (see rule 733, “Handling Illegal Actions”).\\ |
| - | 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#cr733|733]],“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). 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.\\ | <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.\\ | ||
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| 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。 | 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 733, “Handling Illegal Actions”).\\ |
| - | 601.2e 游戏检查所声明的咒语是否能够合法施放。如果所声明的咒语不能合法施放,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”)。 | + | 601.2e 游戏检查所声明的咒语是否能够合法施放。如果所声明的咒语不能合法施放,游戏倒回至声明施放该咒语之前的时间点(参见规则[[cr:7#cr733|733]],“处理非法动作”)。 |
| <BOOKMARK:cr601-2f>601.2f The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If multiple cost reductions apply, the player may apply them in any order. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can’t be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes “locked in.” If effects would change the total cost after this time, they have no effect.\\ | <BOOKMARK:cr601-2f>601.2f The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If multiple cost reductions apply, the player may apply them in any order. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can’t be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes “locked in.” If effects would change the total cost after this time, they have no effect.\\ | ||
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| Example: A player controls Void Winnower, which reads, in part, “Your opponents can’t cast spells with even mana values.” That player’s opponent may begin to cast Rolling Thunder, a card whose mana cost is {X}{R}{R}, because the chosen value of X may cause the spell’s mana value to become odd.\\ | Example: A player controls Void Winnower, which reads, in part, “Your opponents can’t cast spells with even mana values.” That player’s opponent may begin to cast Rolling Thunder, a card whose mana cost is {X}{R}{R}, because the chosen value of X may cause the spell’s mana value to become odd.\\ | ||
| - | 例如:一位牌手操控虚空筛除体,其部分叙述为“所有对手都不能施放法术力值为偶数的咒语。”该牌手的对手可以开始施放旋雷(一张法术力费用为{X}{R}{R}的牌),因为X的选定值可能使得该咒语的法术力值成为奇数。 | + | 例如:一位牌手操控虚空筛除体,其部分叙述为“所有对手都不能施放法术力值为偶数的咒语。”该牌手的对手可以开始施放旋雷(一张法术力费用为{X}{R}{R}的牌),因为X的选定数值可能使得该咒语的法术力值成为奇数。 |
| <BOOKMARK:cr601-3b>601.3b If an effect allows a player to cast a spell with certain qualities as though it had flash, that player may consider any choices to be made during that spell’s proposal that may cause that spell’s qualities to change. If any such choices could cause that effect to apply, that player may begin to cast that spell as though it had flash.\\ | <BOOKMARK:cr601-3b>601.3b If an effect allows a player to cast a spell with certain qualities as though it had flash, that player may consider any choices to be made during that spell’s proposal that may cause that spell’s qualities to change. If any such choices could cause that effect to apply, that player may begin to cast that spell as though it had flash.\\ | ||
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| <BOOKMARK:cr601-3e>601.3e Some rules and effects state that an alternative set of characteristics or a subset of characteristics are considered to determine if a card or copy of a card is legal to cast. These alternative characteristics replace the object’s characteristics for this determination. Continuous effects that would apply to that object once it has those characteristics are also considered.\\ | <BOOKMARK:cr601-3e>601.3e Some rules and effects state that an alternative set of characteristics or a subset of characteristics are considered to determine if a card or copy of a card is legal to cast. These alternative characteristics replace the object’s characteristics for this determination. Continuous effects that would apply to that object once it has those characteristics are also considered.\\ | ||
| - | 601.3e 一些规则或效应叙述在确定一张牌或一张牌的复制品是否可以合法施放时,会考虑它的一组替代特征或其特征的子集。在此次确定中,这些替代特征替换该物件的原特征。一旦该物件具有这些特征便会生效的持续性效应也会被考虑在内。 | + | 601.3e 一些规则或效应叙述在确定一张牌或一张牌的复制品是否可以合法施放时,会考虑它的一组副特征或其特征的子集。在此次确定中,这些副特征替换该物件的原特征。一旦该物件具有这些特征便会生效的持续性效应也会被考虑在内。 |
| Example: Garruk’s Horde says, in part, “You may cast creature spells from the top of your library.” If you control Garruk’s Horde and the top card of your library is a noncreature card with morph, you may cast it using its morph ability.\\ | Example: Garruk’s Horde says, in part, “You may cast creature spells from the top of your library.” If you control Garruk’s Horde and the top card of your library is a noncreature card with morph, you may cast it using its morph ability.\\ | ||
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| <BOOKMARK:cr601-4>601.4. While announcing the choices of any modes, alternative costs, and/or additional costs as described in rule 601.2b, some options may be available to a player only if other choices are made that would normally be made later in that rule’s instructions. In that case, the spell’s controller may consider any other choices to be made in that step. If any such choices could allow them to choose a particular mode, alternative cost, or additional cost, they may do so.\\ | <BOOKMARK:cr601-4>601.4. While announcing the choices of any modes, alternative costs, and/or additional costs as described in rule 601.2b, some options may be available to a player only if other choices are made that would normally be made later in that rule’s instructions. In that case, the spell’s controller may consider any other choices to be made in that step. If any such choices could allow them to choose a particular mode, alternative cost, or additional cost, they may do so.\\ | ||
| - | 601.4. 在依照规则[[cr:6#cr601-2b|601.2b]]所述之流程声明其选择的模式、替代性费用和/或额外费用时,一些选项仅当牌手作出了某些其他选择后才可选,且这些选择依照规则通常在稍后才会作出。在此情形下,该咒语的操控者可将其他选择视为在该步骤中可以作出。如果任何此类选择可以允许牌手选择特定的模式、替代性费用或额外费用,则他可以如此作。 | + | 601.4. 在依照规则[[cr:6#cr601-2b|601.2b]]所述之流程声明选择的模式、替代性费用和/或额外费用时,一些选项仅当牌手作出了某些其他选择后才可选,且这些选择依照规则通常在稍后才会作出。在此情形下,该咒语的操控者可视为在该步骤中作出任意的其他选择。如果任何此类选择可以允许牌手选择特定的模式、替代性费用或额外费用,则他可以如此作。 |
| Example: Inscription of Abundance is a modal spell with kicker and the text “Choose one. If this spell was kicked, choose any number instead.” When announcing the chosen modes for the spell, its controller may choose any number of modes, even though choosing to pay the kicker cost is normally done later in the announcement process.\\ | Example: Inscription of Abundance is a modal spell with kicker and the text “Choose one. If this spell was kicked, choose any number instead.” When announcing the chosen modes for the spell, its controller may choose any number of modes, even though choosing to pay the kicker cost is normally done later in the announcement process.\\ | ||
| 例如:丰足铭文是具有模式的咒语,它具有增幅异能,叙述为“选择一项。如果此咒语已增幅,则改为选择任意数量的选项。”当选择该咒语的模式时,其操控者可以选择任意数量的模式,即使在声明过程中选择支付增幅费用通常在稍后才会作出。 | 例如:丰足铭文是具有模式的咒语,它具有增幅异能,叙述为“选择一项。如果此咒语已增幅,则改为选择任意数量的选项。”当选择该咒语的模式时,其操控者可以选择任意数量的模式,即使在声明过程中选择支付增幅费用通常在稍后才会作出。 | ||
| - | <BOOKMARK:cr601-5>601.5. If a player is no longer allowed to cast a spell after completing its proposal (see rules 601.2a–d), the casting of the spell is illegal and the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”). It doesn’t matter if a rule or effect would make the casting of the spell illegal while determining and paying that spell’s costs (see rules 601.2f–h) or any time after the spell has been cast.\\ | + | <BOOKMARK:cr601-5>601.5. While announcing the choices of any targets and/or the division or distribution of any effects as described in rules 601.2c–d, some options may be available to a player only if other choices are made later in spellcasting process. In that case, the spell’s controller may consider any other choices to be made during that process, including the choice of any objects that may be used to pay costs for that spell.\\ |
| - | 601.5. 如果牌手在完成咒语的声明(参见规则[[cr:6#cr601-2a|601.2a-d]])之后不再被允许施放之,则该咒语施放非法,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”)。如果某规则或效应在确定和支付该咒语的费用时(参见规则[[cr:6#cr601-2f|601.2f-h]])或该咒语的施放完成之后使得该咒语的施放非法,则它没有作用。 | + | 601.5. 在依照规则[[cr:6#cr601-2c|601.2c-d]]所述之流程声明选择的目标和/或效应的分配方式时,一些选项仅当牌手在稍后的施放咒语流程中作出了某些其他选择后才可选。在此情形下,该咒语的操控者可视为在该流程中作出任意的其他选择,包括选择可以用于支付该咒语费用的物件。 |
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| + | <BOOKMARK:cr601-6>601.6. If a player is no longer allowed to cast a spell after completing its proposal (see rules 601.2a–d), the casting of the spell is illegal and the game returns to the moment before the casting of that spell was proposed (see rule 733, “Handling Illegal Actions”). It doesn’t matter if a rule or effect would make the casting of the spell illegal while determining and paying that spell’s costs (see rules 601.2f–h) or any time after the spell has been cast.\\ | ||
| + | 601.6. 如果牌手在完成咒语的声明(参见规则[[cr:6#cr601-2a|601.2a-d]])之后不再被允许施放之,则该咒语施放非法,游戏倒回至声明施放该咒语之前的时间点(参见规则[[cr:7#cr733|733]],“处理非法动作”)。如果某规则或效应在确定和支付该咒语的费用时(参见规则[[cr:6#cr601-2f|601.2f-h]])或该咒语的施放完成之后使得该咒语的施放非法,则它没有作用。 | ||
| - | <BOOKMARK:cr601-5a>601.5a Once a player has begun casting a spell that had flash because certain conditions were met or that could be cast as though it had flash because certain conditions were met (see 601.3d), they may continue to cast that spell as though it had flash even if those conditions stop being met.\\ | + | <BOOKMARK:cr601-6a>601.6a Once a player has begun casting a spell that had flash because certain conditions were met or that could be cast as though it had flash because certain conditions were met (see 601.3d), they may continue to cast that spell as though it had flash even if those conditions stop being met.\\ |
| - | 601.5a 一旦牌手开始施放某个因特定条件被满足而具有闪现异能(或可视同具有闪现异能地来施放)的咒语(参见规则[[cr:6#cr601-3d|601.3d]]),即使该条件不再满足,该牌手仍然可以继续施放该咒语。 | + | 601.6a 一旦牌手开始施放某个因特定条件被满足而具有闪现异能(或可视同具有闪现异能地来施放)的咒语(参见规则[[cr:6#cr601-3d|601.3d]]),即使该条件不再满足,该牌手仍然可以继续施放该咒语。 |
| - | <BOOKMARK:cr601-6>601.6. 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.\\ | + | <BOOKMARK:cr601-7>601.7. 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.\\ |
| - | 601.6. 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。 | + | 601.7. 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。 |
| - | <BOOKMARK:cr601-6a>601.6a 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.\\ | + | <BOOKMARK:cr601-7a>601.7a 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.\\ |
| - | 601.6a 如果有多于一位对手可以作出此类选择,该咒语的操控者决定哪位对手将作出选择。 | + | 601.7a 如果有多于一位对手可以作出此类选择,该咒语的操控者决定哪位对手将作出选择。 |
| - | <BOOKMARK:cr601-6b>601.6b 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.\\ | + | <BOOKMARK:cr601-7b>601.7b 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.\\ |
| - | 601.6b 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[[cr:1#cr101-4|101.4]]的特殊情况。 | + | 601.7b 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[[cr:1#cr101-4|101.4]]的特殊情况。 |
| - | <BOOKMARK:cr601-7>601.7. Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.\\ | + | <BOOKMARK:cr601-8>601.8. Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.\\ |
| - | 601.7. 施放一个影响费用的咒语不会影响已经在堆叠上的咒语和异能。 | + | 601.8. 施放一个影响费用的咒语不会影响已经在堆叠上的咒语和异能。 |
| ===== 602. 起动起动式异能 Activating Activated Abilities ===== | ===== 602. 起动起动式异能 Activating Activated Abilities ===== | ||
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| 602.1e 如果某咒语或异能提及某异能的“起动费用”并影响牌手如何支付该费用,则该效应对该异能的总费用生效,即使该费用被其他效应增加或减少。参见规则[[cr:6#cr602-2b|602.2b]]及[[cr:6#cr601-2f|601.2f]]。 | 602.1e 如果某咒语或异能提及某异能的“起动费用”并影响牌手如何支付该费用,则该效应对该异能的总费用生效,即使该费用被其他效应增加或减少。参见规则[[cr:6#cr602-2b|602.2b]]及[[cr:6#cr601-2f|601.2f]]。 | ||
| - | <BOOKMARK:cr602-2>602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 732, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.\\ | + | <BOOKMARK:cr602-2>602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 733, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.\\ |
| - | 602.2. 起动一个异能指将其放进堆叠并支付其费用,导致它最终可以结算并产生其效果。除非一个物件特别注明,否则只有该物件的操控者(或没有操控者的话,其拥有者)可以起动其起动式异能。起动异能须按照顺序完成以下列出的步骤。如果在起动异能的过程之中,牌手不能完成其中任何步骤,该异能为非法起动;游戏倒回至该异能开始起动之前的时刻(参见规则[[cr:7#cr732|732]],“处理非法动作”)。宣告起动和支付费用在之后将不能更改。 | + | 602.2. 起动一个异能指将其放进堆叠并支付其费用,导致它最终可以结算并产生其效果。除非一个物件特别注明,否则只有该物件的操控者(或没有操控者的话,其拥有者)可以起动其起动式异能。起动异能须按照顺序完成以下列出的步骤。如果在起动异能的过程之中,牌手不能完成其中任何步骤,该异能为非法起动;游戏倒回至该异能开始起动之前的时刻(参见规则[[cr:7#cr733|733]],“处理非法动作”)。宣告起动和支付费用在之后将不能更改。 |
| <BOOKMARK:cr602-2a>602.2a The player announces that they are activating the ability. If an activated ability is being activated from a hidden zone, the card that has that ability is revealed (see rule 701.20a). That ability is created on the stack as an object that’s not a card. It becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. Its controller is the player who activated the ability. The ability remains on the stack until it’s countered, it resolves, or an effect moves it elsewhere.\\ | <BOOKMARK:cr602-2a>602.2a The player announces that they are activating the ability. If an activated ability is being activated from a hidden zone, the card that has that ability is revealed (see rule 701.20a). That ability is created on the stack as an object that’s not a card. It becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. Its controller is the player who activated the ability. The ability remains on the stack until it’s countered, it resolves, or an effect moves it elsewhere.\\ | ||
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| <BOOKMARK:cr603-8>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.\\ | <BOOKMARK:cr603-8>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. 一些触发式异能在游戏状态(例如一位牌手不操控某牌张类别的永久物)符合时触发,而不是某事件发生时触发。一旦游戏状态符合这些条件,这些触发式异能触发。它们将在下一次有机会时进入堆叠。这些被称为状态触发。(注意状态触发与状态动作不同。)一个状态触发式异能直到该异能结算、被反击、或因其他原因离开堆叠之前不会再次触发。然后,如果具有该异能的物件依然在相同区域,且游戏状态依然符合起触发条件,该异能将再次触发。 | + | 603.8. 一些触发式异能在游戏状态(例如一位牌手不操控某牌张类别的永久物)符合时触发,而不是某事件发生时触发。一旦游戏状态符合这些条件,这些触发式异能触发。它们将在下一次有机会时进入堆叠。这些被称为状态触发。(注意状态触发与状态动作不同。)一个状态触发式异能直到该异能结算、被反击、或因其他原因离开堆叠之前不会再次触发。然后,如果具有该异能的物件依然在相同区域,且游戏状态依然符合其触发条件,该异能将再次触发。 |
| Example: A permanent’s ability reads, “Whenever you have no cards in hand, draw a card.” If its controller plays the last card from their hand, the ability will trigger once and won’t trigger again until it has left the stack. If its controller casts a spell that reads “Discard your hand, then draw that many cards,” the ability will trigger during the spell’s resolution because the player’s hand was momentarily empty.\\ | Example: A permanent’s ability reads, “Whenever you have no cards in hand, draw a card.” If its controller plays the last card from their hand, the ability will trigger once and won’t trigger again until it has left the stack. If its controller casts a spell that reads “Discard your hand, then draw that many cards,” the ability will trigger during the spell’s resolution because the player’s hand was momentarily empty.\\ | ||
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| 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: | 603.10. 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: | ||
| - | <BOOKMARK:cr603-10a>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.\\ | + | <BOOKMARK:cr603-10a>603.10a Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a player sacrifices a permanent, 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 一些改变区域的触发式异能需要回溯。此类异能包括离开战场异能、当一张牌离开坟墓场时触发的异能、及当一个所有牌手可见的物件置入手牌或牌库中时触发的异能。 | + | 603.10a 一些改变区域的触发式异能需要回溯。此类异能包括离开战场异能、当牌手牺牲一个永久物时触发的异能、当一张牌离开坟墓场时触发的异能、及当一个所有牌手可见的物件置入手牌或牌库中时触发的异能。 |
| Example: Two creatures are on the battlefield along with an artifact that has the ability “Whenever a creature dies, you gain 1 life.” Someone casts a spell that destroys all artifacts, creatures, and enchantments. The artifact’s ability triggers twice, even though the artifact goes to its owner’s graveyard at the same time as the creatures.\\ | Example: Two creatures are on the battlefield along with an artifact that has the ability “Whenever a creature dies, you gain 1 life.” Someone casts a spell that destroys all artifacts, creatures, and enchantments. The artifact’s ability triggers twice, even though the artifact goes to its owner’s graveyard at the same time as the creatures.\\ | ||
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| 例如:穿心蝎狮具有异能叙述为“当此生物进场时,你可以牺牲另一个生物。当你如此作时,此生物对任意一个目标造成伤害,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。 | 例如:穿心蝎狮具有异能叙述为“当此生物进场时,你可以牺牲另一个生物。当你如此作时,此生物对任意一个目标造成伤害,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。 | ||
| - | <BOOKMARK:cr603-12a>603.12a Normally, if the trigger event or events occur multiple times during the resolution of the spell or ability that created it, the reflexive triggered ability will trigger once for each of those times. However, if a resolving spell or ability includes a choice to pay a cost “any number of times” and creates a triggered ability that triggers “when [a player] pays [that cost] one or more times,” paying that cost one or more times causes the reflexive triggered ability to trigger only once.\\ | + | <BOOKMARK:cr603-12a>603.12a Normally, if the trigger event or events occur multiple times during the resolution of the spell or ability that created it, the reflexive triggered ability will trigger once for each of those times. However, if a resolving spell or ability includes a choice to pay a cost multiple times and creates a triggered ability that triggers when that payment is made, paying that cost one or more times causes the reflexive triggered ability to trigger only once.\\ |
| - | 603.12a 通常,如果触发事件在创造该事件的咒语或异能结算期间多次发生,该自身触发式异能会因每次事件发生各触发一次。但是,如果结算中的咒语或异能包含一个支付某费用“任意次数”的选择,并创造一个触发式异能“当[牌手]支付一次或数次[该费用]时”触发,支付一次或数次该费用仅会使该自身触发式异能触发一次。 | + | 603.12a 通常,如果触发事件在创造该事件的咒语或异能结算期间多次发生,该自身触发式异能会因每次事件发生各触发一次。但是,如果结算中的咒语或异能包含一个多次支付某费用的选择,并创造一个当支付此费用时触发的触发式异能,支付一次或数次该费用仅会使该自身触发式异能触发一次。 |
| ===== 604. 处理静止式异能 Handling Static Abilities ===== | ===== 604. 处理静止式异能 Handling Static Abilities ===== | ||
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| <BOOKMARK:cr607-2j>607.2j If an object has an ability printed on it that causes a player to pay a variable additional cost as it’s cast and an ability printed on it that refers to the cost paid “as [this object] was cast,” these abilities are linked. The second refers only to the value chosen for the cost listed in the first as the object was cast as a spell. See rule 601.2b.\\ | <BOOKMARK:cr607-2j>607.2j If an object has an ability printed on it that causes a player to pay a variable additional cost as it’s cast and an ability printed on it that refers to the cost paid “as [this object] was cast,” these abilities are linked. The second refers only to the value chosen for the cost listed in the first as the object was cast as a spell. See rule 601.2b.\\ | ||
| - | 607.2j 如果一个物件印有令一位牌手在该物件施放时支付某个可变数值额外费用的异能,且印有另一个异能提及“于[此物件]施放时”支付的费用,这些异能互相关联。第二个异能仅指在第一个异能中列出并在该物件作为咒语施放时所选定的费用。参见规则[[cr:6#cr601-2b|601.2b]]。 | + | 607.2j 如果一个物件印有令一位牌手在该物件施放时支付某个额外费用可变的异能,且印有另一个异能提及“于[此物件]施放时”支付的费用,这些异能互相关联。第二个异能仅指在第一个异能中列出并在该物件作为咒语施放时所选定的费用。参见规则[[cr:6#cr601-2b|601.2b]]。 |
| <BOOKMARK:cr607-2k>607.2k The two abilities represented by the champion keyword are linked abilities. See rule 702.72, “Champion.”\\ | <BOOKMARK:cr607-2k>607.2k The two abilities represented by the champion keyword are linked abilities. See rule 702.72, “Champion.”\\ | ||
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| 608.3c 如果正在结算的物件是灵气咒语,则该咒语成为永久物,在其操控者的操控下被放进战场,并贴附于其目标所指的物件上。 | 608.3c 如果正在结算的物件是灵气咒语,则该咒语成为永久物,在其操控者的操控下被放进战场,并贴附于其目标所指的物件上。 | ||
| - | <BOOKMARK:cr608-3d>608.3d If the object that’s resolving is a mutating creature spell, the object representing that spell merges with the permanent it is targeting (see rule 729, “Merging with Permanents”).\\ | + | <BOOKMARK:cr608-3d>608.3d If the object that’s resolving is a mutating creature spell, the object representing that spell merges with the permanent it is targeting (see rule 730, “Merging with Permanents”).\\ |
| - | 608.3d 如果正在结算的物件是合变式生物咒语,则代表该咒语的物件与其目标所指的永久物结聚(参见规则[[cr:7#cr729|729]],“与永久物结聚”。) | + | 608.3d 如果正在结算的物件是合变式生物咒语,则代表该咒语的物件与其目标所指的永久物结聚(参见规则[[cr:7#cr730|730]],“与永久物结聚”。) |
| <BOOKMARK:cr608-3e>608.3e If a permanent spell resolves but its controller can’t put it onto the battlefield, that player puts it into its owner’s graveyard.\\ | <BOOKMARK:cr608-3e>608.3e If a permanent spell resolves but its controller can’t put it onto the battlefield, that player puts it into its owner’s graveyard.\\ | ||
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| 613.2. 在层1中,效应以一系列副分层的形式按照以下顺序生效。在每个副分层中,效应按照时间印记顺序生效。(参见规则[[cr:6#cr613-7|613.7]]。)注意,从属关系可能会改变同一副分层中效应生效的顺序。(参见规则[[cr:6#cr613-8|613.8]]。) | 613.2. 在层1中,效应以一系列副分层的形式按照以下顺序生效。在每个副分层中,效应按照时间印记顺序生效。(参见规则[[cr:6#cr613-7|613.7]]。)注意,从属关系可能会改变同一副分层中效应生效的顺序。(参见规则[[cr:6#cr613-8|613.8]]。) | ||
| - | <BOOKMARK:cr613-2a>613.2a Layer 1a: Copiable effects are applied. This includes copy effects (see rule 707, “Copying Objects”) and changes to an object’s characteristics determined by merging an object with a permanent (see rule 729, “Merging with Permanents”). “As . . . enters” and “as . . . is turned face up” abilities generate copiable effects if they set power and toughness, even if they also define other characteristics.\\ | + | <BOOKMARK:cr613-2a>613.2a Layer 1a: Copiable effects are applied. This includes copy effects (see rule 707, “Copying Objects”) and changes to an object’s characteristics determined by merging an object with a permanent (see rule 730, “Merging with Permanents”). “As . . . enters” and “as . . . is turned face up” abilities generate copiable effects if they set power and toughness, even if they also define other characteristics.\\ |
| - | 613.2a 层1a:可复制效应生效。这包括复制效应(参见规则[[cr:7#cr707|707]],“复制物件”)以及由一个物件与一个永久物结聚而确定的对物件基础特征的改变(参见规则[[cr:7#cr729|729]],“与永久物结聚”)。如果“于...进场时”以及“于...翻回正面时”异能设定力量和防御力,则其产生可复制效应,即使其同时设定其他特征。 | + | 613.2a 层1a:可复制效应生效。这包括复制效应(参见规则[[cr:7#cr707|707]],“复制物件”)以及由一个物件与一个永久物结聚而确定的对物件基础特征的改变(参见规则[[cr:7#cr730|730]],“与永久物结聚”)。如果“于...进场时”以及“于...翻回正面时”异能设定力量和防御力,则其产生可复制效应,即使其同时设定其他特征。 |
| <BOOKMARK:cr613-2b>613.2b Layer 1b: Face-down spells and permanents have their characteristics modified as defined in rule 708.2.\\ | <BOOKMARK:cr613-2b>613.2b Layer 1b: Face-down spells and permanents have their characteristics modified as defined in rule 708.2.\\ | ||
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