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返回完整规则目录 | 第六章 - 咒语、异能和效应 Spells, Abilities, and Effects | 第八章 - 多人游戏规则 Multiplayer Rules

7. 附加规则 Additional Rules

7. Additional Rules
7. 附加规则

700. 总则 General

700. General
700. 总则

700.1. Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability. The text of triggered abilities and replacement effects defines the event they’re looking for. One “happening” may be treated as a single event by one ability and as multiple events by another.
700.1. 游戏中发生的任何事情,都称为事件。咒语或异能结算过程中,可能会发生数个事件。触发式异能或替代性效应的文字叙述中,会定义它们所注意的事件。对不同的异能来说,一次的“发生”有可能被作为单一事件,也可能被作为数个事件。

Example: If an attacking creature is blocked by two creatures, this is one event for a triggered ability that reads “Whenever [this creature] becomes blocked” but two events for a triggered ability that reads “Whenever [this creature] becomes blocked by a creature.”
例如:如果某攻击生物被两个防御生物阻挡,对叙述为“每当[此生物]被阻挡时”的触发式异能来说是单一事件,但对叙述为“每当[此生物]被一个生物阻挡时”的触发式异能来说就是两个事件。

700.2. A spell or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” Each of those options is a mode. Modal cards printed prior to the Khans of Tarkir set didn’t use bulleted lists for the modes; these cards have received errata in the Oracle card reference so the modes do appear in a bulleted list.
700.2. 如果某咒语或异能以项目列表的格式提供了两种或以上的选择,且以指示牌手从这些选项中选择数项的字样开头,例如“选择一项~”,此咒语或异能便具有模式。其中的每一个选项都称为一种模式。在鞑契可汗系列之前印制的具有模式的牌并未使用项目列表格式;这些牌具有Oracle牌张参考文献勘误,使其选项以项目列表的形式呈现。

700.2a The controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating that ability. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. (See rule 601.2b.)
700.2a 牌手作为施放具有模式的咒语或起动具有模式的起动式异能的一部分,必须选择其模式。如果所选的模式之一将不合法(例如,因无法为其选择合法的目标),则不能选择该模式。(参见规则601.2b。)

700.2b The controller of a modal triggered ability chooses the mode(s) as part of putting that 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 603.3c.)
700.2b 具有模式的触发式异能由其操控者,作为该异能进入堆叠的一部分选择模式。如果所选的模式之一不合法(例如,因无法为其选择合法的目标),则不能选择该模式。如果无法选择此异能上的任何模式,则此异能会被移出堆叠。(参见规则603.3c。)

700.2c If a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need to choose those targets only if they chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule 601.2c.)
700.2c 如果某咒语或异能仅在选择了特定的模式时才需要指定目标,则该咒语或异能的操控者只有在选择了该模式的情况下才需要指定目标。否则,该咒语或异能视同不具有这些目标。(参见规则601.2c。)

700.2d If a player is allowed to choose more than one mode for a modal spell or ability, that player normally can’t choose the same mode more than once. However, a few modal spells include the instruction “You may choose the same mode more than once.” If a particular mode is chosen multiple times, the spell is treated as if that mode appeared that many times in sequence. If that mode requires a target, the same player or object may be chosen as the target for each of those modes, or different targets may be chosen.
700.2d 如果某个具有模式的咒语或异能允许牌手选择多于一个模式,该牌手通常不能选择同一个模式多于一次。但是,一些具有模式的咒语指示“你可以多次选择同一项”。如果某个模式被选择了多于一次,视为该咒语上该模式以等量的次数依序出现。如果该模式需要目标,则既可以选择同一个牌手或物件作为每一次选择该模式的目标,亦可以选择不同的目标。

700.2e Some spells and abilities specify that a player other than their controller chooses a mode for it. In that case, the other player does so when the spell or ability’s controller normally would do so. If there is more than one other player who could make such a choice, the spell or ability’s controller decides which of those players will make the choice.
700.2e 一些咒语和异能会指定一位牌手,而非其操控者,来为它选择模式。在此情况下,该牌手选择模式的时机与该咒语操控者在通常情况下作出选择的时机相同。如果有多于一位的牌手可以作出选择,该咒语的操控者选择由哪一位牌手来作出选择。

700.2f Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability’s target can’t change its mode.
700.2f 具有模式的咒语或异能,其不同模式需要的目标可能各自不同。改变咒语或异能的目标并不改变其模式。

700.2g A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the copy can’t choose a different mode. (See rule 706.10.)
700.2g 具有模式的咒语或异能之复制,会复制为该咒语或异能所选择的模式。该复制的操控者不能选择其他模式。(参见规则706.10。)

700.3. Some effects cause objects to be temporarily grouped into piles.
700.3. 某些效应会临时将物件分堆。

700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise.
700.3a 每个受影响的物件都必须且只能放进一堆中,除非效应特别说明。

700.3b Each object in a pile is still an individual object. The pile is not an object.
700.3b 在堆中的每个物件依然是单独的个体。堆本身并不是一个物件。

700.3c Objects grouped into piles don’t leave the zone they’re currently in. If cards in a graveyard are split into piles, the order of the graveyard must be maintained.
700.3c 被分在堆里的物件并不因此离开当前所在的区域。如果在坟墓场中的牌被分堆,则必须保持坟墓场的顺序。

Example: Fact or Fiction reads, “Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.” While an opponent is separating the revealed cards into piles, they’re still in their owner’s library. They don’t leave the library until they’re put into their owner’s hand or graveyard.
例如:真伪莫辨的叙述为“展示你牌库顶五张牌。一位对手将其分成两堆。将其中一堆牌置于你手上,另一堆牌置于你的坟墓场。”这些被展示的牌在对手分堆的过程中,直到被置于拥有者的手上或坟墓场中之前并未离开拥有者的牌库。

700.3d A pile can contain zero or more objects.
700.3d 一堆之中可以包括零个或数个物件。

700.4. The term dies means “is put into a graveyard from the battlefield.”
700.4. 死去一词表示“从战场进入坟墓场”。

700.5. A player’s devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls. A player’s devotion to [color 1] and [color 2] is equal to the number of mana symbols among the mana costs of permanents that player controls that are [color 1], [color 2], or both colors.
700.5. 牌手的[颜色]献力等同于由该牌手操控的永久物之法术力费用中该色法术力符号的数量。牌手的[颜色1][颜色2]两色献力等同于该牌手操控的永久物之法术力费用中为[颜色1]、[颜色2]或两者都是。

700.6. The term historic refers to an object that has the legendary supertype, the artifact card type, or the Saga subtype.
700.6. 史迹一词表示一个具有传奇此超类别、或具有神器此牌类别、或具有传纪此子类别的物件。

700.7. If an ability of an object uses a phrase such as “this [something]” to identify an object, where [something] is a characteristic, it is referring to that particular object, even if it isn’t the appropriate characteristic at the time.
700.7. 如果一个物件的异能使用“此[对象]”来表示一个物件,[对象]为某个特征,则仅指该物件本身,即使该物件的[对象]特征当时已经改变。

Example: An ability reads “Target creature gets +2/+2 until end of turn. Destroy that creature at the beginning of the next end step.” The ability will destroy the object it gave +2/+2 to even if that object isn’t a creature at the beginning of the next end step.
例如:某异能为“目标生物得 +2/+2直到回合结束。在下个回合步骤开始时,消灭该生物。”该异能将在下个回合步骤开始时消灭其赋予+2/+2的物件,即使它已不是生物。

700.8. Some cards refer to cards with a name originally printed in a particular set.
700.8. 一些牌提及最初印刷在某特定版本中的牌。

700.8a One card (City in a Bottle) refers to permanents and cards with a name originally printed in the Arabian Nights™ expansion. Those names are Abu Ja’far, Aladdin, Aladdin’s Lamp, Aladdin’s Ring, Ali Baba, Ali from Cairo, Army of Allah, Bazaar of Baghdad, Bird Maiden, Bottle of Suleiman, Brass Man, Camel, City in a Bottle, City of Brass, Cuombajj Witches, Cyclone, Dancing Scimitar, Dandan, Desert, Desert Nomads, Desert Twister, Diamond Valley, Drop of Honey, Ebony Horse, Elephant Graveyard, El-Hajjaj, Erg Raiders, Erhnam Djinn, Eye for an Eye, Fishliver Oil, Flying Carpet, Flying Men, Ghazbán Ogre, Giant Tortoise, Guardian Beast, Hasran Ogress, Hurr Jackal, Ifh-Biff Efreet, Island Fish Jasconius, Island of Wak-Wak, Jandor’s Ring, Jandor’s Saddlebags, Jeweled Bird, Jihad, Junún Efreet, Juzám Djinn, Khabál Ghoul, King Suleiman, Kird Ape, Library of Alexandria, Magnetic Mountain, Merchant Ship, Metamorphosis, Mijae Djinn, Moorish Cavalry, Nafs Asp, Oasis, Old Man of the Sea, Oubliette, Piety, Pyramids, Repentant Blacksmith, Ring of Ma’r?f, Rukh Egg, Sandals of Abdallah, Sandstorm, Serendib Djinn, Serendib Efreet, Shahrazad, Sindbad, Singing Tree, Sorceress Queen, Stone-Throwing Devils, Unstable Mutation, War Elephant, Wyluli Wolf, and Ydwen Efreet.
700.8a 一张牌(City in a Bottle)提及具有最初印刷在阿拉伯之夜™系列中之名称的永久物和牌。这些名称为Abu Ja’far、Aladdin、Aladdin’s Lamp、阿拉丁戒指、Ali Baba、Ali from Cairo、Army of Allah、Bazaar of Baghdad、少女鸟、苏利南的瓶子、Brass Man、Camel、City in a Bottle、黄铜之都、Cuombajj Witches、Cyclone、飞舞的弯刀、巨鱼丹丹、沙漠、Desert Nomads、沙漠龙卷风、Diamond Valley、Drop of Honey、Ebony Horse、Elephant Graveyard、El-Hajjâj、尔格骑队、厄罕巨灵、以眼还眼、鱼肝油、飞毯、飞空人、盖兹本食人魔、Giant Tortoise、Guardian Beast、Hasran Ogress、Hurr Jackal、Ifh-Biff Efreet、Island Fish Jasconius、Island of Wak-Wak、Jandor’s Ring、尊道的鞍袋、Jeweled Bird、Jihad、Junún Efreet、Juzám Djinn、Khabál Ghoul、King Suleiman、柯德猿猴、Library of Alexandria、Magnetic Mountain、Merchant Ship、Metamorphosis、Mijae Djinn、摩尔骑兵、Nafs Asp、Oasis、Old Man of the Sea、Oubliette、Piety、Pyramids、忏悔的铁匠、Ring of Ma’rûf、鲁克鸟蛋、Sandals of Abdallah、Sandstorm、Serendib Djinn、细兰魔神、Shahrazad、辛巴达、Singing Tree、巫术女王、Stone-Throwing Devils、不稳定性异变、War Elephant、威如力狼、Ydwen Efreet。

700.8b One card (Golgothian Sylex) refers to permanents with a name originally printed in the Antiquities™ expansion. Those names are Amulet of Kroog, Argivian Archaeologist, Argivian Blacksmith, Argothian Pixies, Argothian Treefolk, Armageddon Clock, Artifact Blast, Artifact Possession, Artifact Ward, Ashnod’s Altar, Ashnod’s Battle Gear, Ashnod’s Transmogrant, Atog, Battering Ram, Bronze Tablet, Candelabra of Tawnos, Circle of Protection: Artifacts, Citanul Druid, Clay Statue, Clockwork Avian, Colossus of Sardia, Coral Helm, Crumble, Cursed Rack, Damping Field, Detonate, Drafna’s Restoration, Dragon Engine, Dwarven Weaponsmith, Energy Flux, Feldon’s Cane, Gaea’s Avenger, Gate to Phyrexia, Goblin Artisans, Golgothian Sylex, Grapeshot Catapult, Haunting Wind, Hurkyl’s Recall, Ivory Tower, Jalum Tome, Martyrs of Korlis, Mightstone, Millstone, Mishra’s Factory, Mishra’s War Machine, Mishra’s Workshop, Obelisk of Undoing, Onulet, Orcish Mechanics, Ornithopter, Phyrexian Gremlins, Power Artifact, Powerleech, Priest of Yawgmoth, Primal Clay, The Rack, Rakalite, Reconstruction, Reverse Polarity, Rocket Launcher, Sage of Lat-Nam, Shapeshifter, Shatterstorm, Staff of Zegon, Strip Mine, Su-Chi, Tablet of Epityr, Tawnos’s Coffin, Tawnos’s Wand, Tawnos’s Weaponry, Tetravus, Titania’s Song, Transmute Artifact, Triskelion, Urza’s Avenger, Urza’s Chalice, Urza’s Mine, Urza’s Miter, Urza’s Power Plant, Urza’s Tower, Wall of Spears, Weakstone, Xenic Poltergeist, Yawgmoth Demon, and Yotian Soldier.
700.8b 一张牌(Golgothian Sylex)提及具有最初印刷在古文明之战™系列中之名称的永久物。这些名称为萼城护身符、Argivian Archaeologist、Argivian Blacksmith、Argothian Pixies、Argothian Treefolk、Armageddon Clock、Artifact Blast、Artifact Possession、Artifact Ward、阿士诺的祭坛、Ashnod’s Battle Gear、阿士诺生化增幅机、阿托格、攻城槌、Bronze Tablet、Candelabra of Tawnos、反神器保护环、Citanul Druid、黏土雕像、Clockwork Avian、沙地亚巨像、珊瑚头盔、垮坏术、Cursed Rack、Damping Field、爆炸、Drafna’s Restoration、龙形引擎、Dwarven Weaponsmith、能量泄裂、费顿的手杖、Gaea’s Avenger、Gate to Phyrexia、Goblin Artisans、Golgothian Sylex、散弹投石器、Haunting Wind、河鼓的召还、Ivory Tower、贾伦的钜著、Martyrs of Korlis、Mightstone、研磨石轮、米斯拉的工厂、Mishra’s War Machine、Mishra’s Workshop、取消之碑、Onulet、Orcish Mechanics、扑翼机、Phyrexian Gremlins、Power Artifact、Powerleech、Priest of Yawgmoth、未塑型的黏土、拷问台、Rakalite、Reconstruction、Reverse Polarity、Rocket Launcher、拉特南智者、变形侠、粉碎风暴、Staff of Zegon、Strip Mine、Su-Chi、Tablet of Epityr、Tawnos’s Coffin、Tawnos’s Wand、达硌士的兵器、Tetravus、泰坦尼亚之歌、Transmute Artifact、三臂铁人、克撒的复仇者、Urza’s Chalice、克撒的矿脉、Urza’s Miter、克撒的动力炉、克撒的塔、长矛之墙、Weakstone、捣蛋鬼辛力、约格莫夫恶魔、佑天神将。

700.8c One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands™ expansion. Those names are Abbey Gargoyles; Abbey Matron; Aether Storm; Aliban’s Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki’s Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz’s Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan’s Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven’s Ferrets; Joven’s Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards’ School.
700.8c 一张牌(Apocalypse Chime)提及具有最初印刷在家园™系列中之名称的永久物。这些名称为修道院石像鬼、Abbey Matron、乙太风暴、Aliban’s Tower、Ambush、伏击部队、Anaba Ancestor、阿那巴保镖、阿那巴祭师、Anaba Spirit Crafter、安哈瓦保安官、An-Havva Inn、An-Havva Township、An-Zerrin Ruins、Apocalypse Chime、Autumn Willow、Aysen Abbey、爱森的官员、Aysen Crusader、Aysen Highway、Baki’s Curse、Baron Sengir、Beast Walkers、Black Carriage、破碎恶容、外甲壳、Castle Sengir、Cemetery Gate、Chain Stasis、Chandler、Clockwork Gnomes、发条马、Clockwork Swarm、Coral Reef、黑暗迷宫、Daughter of Autumn、亡灵祷士、Didgeridoo、Drudge Spell、干涸术、Dwarven Pony、Dwarven Sea Clan、Dwarven Trader、Ebony Rhino、无情的艾隆、Evaporate、Faerie Noble、独角兽大餐、菲罗兹的禁咒、Folk of An-Havva、遗忘、送葬队列、Ghost Hounds、Giant Albatross、巨型牡蛎、Grandmother Sengir、高等狼人、Hazduhr the Abbot、Headstone、Heart Wolf、饥饿之雾、伊桑的阴魂、Irini Sengir、铁爪诅咒、Jinx、Joven、Joven’s Ferrets、乔文的工具袋、Koskun Falls、Koskun Keep、迷宫牛头怪、Leaping Lizard、Leeches、Mammoth Harness、Marjhan、记忆丧失、行商卷轴、梅沙猎鹰、Mystic Decree、Narwhal、Orcish Mine、原始秩序、Prophecy、Rashka the Slayer、暗礁海盗、Renewal、Retribution、Reveka, Wizard Savant、Root Spider、Roots、Roterothopter、Rysorian Badger、Samite Alchemist、海之仙子、Sea Troll、辛格氏独裁者、Sengir Bats、Serra Aviary、Serra Bestiary、Serra Inquisitors、撒拉的神圣武士、锯刺箭、萎缩术、Soraya the Falconer、Spectral Bears、Timmerian Fiends、折磨、Trade Caravan、停战、Veldrane of Sengir、Wall of Kelp、Willow Faerie、Willow Priestess、Winter Sky、Wizards’ School。

701. 关键字动作 Keyword Actions

701. Keyword Actions
701. 关键字动作

701.1. Most actions described in a card’s rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These “keywords” are game terms; sometimes reminder text summarizes their meanings.
701.1. 在牌张规则叙述文字中所描述的大多数动作,使用的是相关动词单词的标准中文含义,但仍有部分用到的特殊动词含义可能不甚明了。这些“关键字”都是游戏术语;有时,规则提示文字内会有其含义的简略说明。

701.2. Activate
701.2. 起动

701.2a To activate an activated 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. A player may activate an ability if they have priority. See rule 602, “Activating Activated Abilities.”
701.2a 起动一个起动式异能指,支付该异能的费用并将其放进堆叠,使得它最终得以结算并产生效应。在某物件没有其他特别说明的情况下,只有其操控者(若其没有操控者,则为其拥有者)才可以起动物件上的起动式异能。牌手在其拥有优先权的时候可以起动异能。参见规则602,“起动起动式异能”。

701.3. Attach
701.3. 结附/装备

701.3a To attach an Aura, Equipment, or Fortification to an object means to take it from where it currently is and put it onto that object. If something is attached to a permanent on the battlefield, it’s customary to place it so that it’s physically touching the permanent. An Aura, Equipment, or Fortification can’t be attached to an object it couldn’t enchant, equip, or fortify, respectively.
701.3a 将灵气结附到某物件上,或将武具、工事装备到某物件上指,将其从当前所在的区域放到该物件之上。如果有东西正结附/装备于战场上的一个永久物,则在放置时习惯上将它与该永久物之间有切实接触。灵气不能结附于其无法结附的物件之上,相应地,也不能将武具或工事装备在各自无法佩带或构工的物件之上。

701.3b If an effect tries to attach an Aura, Equipment, or Fortification to an object it can’t be attached to, the Aura, Equipment, or Fortification doesn’t move. If an effect tries to attach an Aura, Equipment, or Fortification to the object it’s already attached to, the effect does nothing. If an effect tries to attach an object that isn’t an Aura, Equipment, or Fortification to another object or player, the effect does nothing and the first object doesn’t move.
701.3b 如果有效应试图将某灵气、武具或工事结附/装备于其不能结附/装备的物件之上,则该灵气、武具或工事不会移动。如果有效应试图将某灵气、武具或工事结附/装备于其已结附/装备的物件之上,则该效应没有效果。如果一个效应试图将一个不是灵气、武具或工事的物件结附/装备于另一个物件或牌手上,该效应没有任何效果且第一个物件没有移动。

701.3c Attaching an Aura, Equipment, or Fortification on the battlefield to a different object causes the Aura, Equipment, or Fortification to receive a new timestamp.
701.3c 将已在战场上的某灵气、武具或工事结附/装备于其他物件之上,会使得该灵气、武具或工事获得新的时间印记。

701.3d To “unattach” an Equipment from a creature means to move it away from that creature so the Equipment is on the battlefield but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to an object or player ceases to be attached to it, that counts as “becoming unattached [from that object or player]”; this includes if that Aura, Equipment, or Fortification leaves the battlefield, the object leaves the zone it was in, or that player leaves the game.
701.3d 将武具从生物上“卸装”意指,将其从生物上移开,使得此武具仍在战场,但并未装备在任何生物上。放置时不应再将它与其他生物接触。如果曾结附/装备于某物的灵气、武具或工事不再结附/装备于该物件或牌手之上,便视作“[从该物件或牌手上]卸装”;此灵气、武具或工事离开战场、该物件离开之前所在的区域、或该牌手离开游戏的状况,也包括在此描述之内。

701.4. Cast
701.4. 施放

701.4a To cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”
701.4a 施放咒语指,将该咒语从其所在区域(通常为手上)放入堆叠,并支付费用,使得它最终得以结算并产生效应。牌手在其拥有优先权的时候可以施放咒语。参见规则601,“施放咒语”。

701.4b To cast a card is to cast it as a spell.
701.4b 施放某牌指将其作为咒语来施放。

701.5. Counter
701.5. 反击

701.5a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard.
701.5a 反击一个咒语或异能指,取消它并将其移出堆叠。它不会结算,并且其效应完全不会发生。将被反击的咒语置于其拥有者的坟墓场。

701.5b The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid.
701.5b 咒语或异能被反击后,已支付的费用均不会“退费”给施放该咒语或起动该异能的牌手。

701.6. Create
701.6. 派出

701.6a To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.
701.6a 派出一个或多个具有特定特征的衍生物指,将该数量的、具有该特征的衍生物放进战场。

701.6b If a replacement effect applies to a token being created, that effect applies before considering any continuous effects that will modify the characteristics of that token. If a replacement effect applies to a token entering the battlefield, that effect applies after considering any continuous effects that will modify the characteristics of that token.
701.6b 如果一个替代性效应将要对如何派出衍生物生效,则该效应在适用任何影响该衍生物特征的持续性效应之前生效。如果一个替代性效应将要对衍生物如何进入战场生效,则该效应在适用任何影响该衍生物特征的持续性效应之后生效。

701.6c Previously, an effect that created tokens instructed a player to “put [those tokens] onto the battlefield.” Cards that were printed with that text have received errata in the Oracle card reference so they now “create” those tokens.
701.6c 多年以来,派出衍生物的效应指示牌手“将[衍生物]放进战场”。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“派出”这些衍生物。

701.7. Destroy
701.7. 消灭

701.7a To destroy a permanent, move it from the battlefield to its owner’s graveyard.
701.7a 消灭一个永久物指,将其从战场移至其拥有者的坟墓场。

701.7b The only ways a permanent can be destroyed are as a result of an effect that uses the word “destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner’s graveyard for any other reason, it hasn’t been “destroyed.”
701.7b 永久物只可能是由于以下数种效应的结果而被消灭:受到了注记着“消灭”的效应;因检查状态动作中的致命伤害(参见规则704.5g);或是受到了具死触异能的来源造成伤害(参见704.5h)。若某永久物是因其他原因而被置入其拥有者的坟墓场,它并不是被“消灭”的。

701.7c A regeneration effect replaces a destruction event. See rule 701.14, “Regenerate.”
701.7c 一个重生效应可替代一次消灭事件。参见规则701.14,“重生”。

701.8. Discard
701.8. 弃牌

701.8a To discard a card, move it from its owner’s hand to that player’s graveyard.
701.8a 弃掉一张牌指,将它从其拥有者的手上移到该牌手的坟墓场中。

701.8b By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.
701.8b 在默认情况下,使某位牌手弃掉一张牌的效应允许由受影响的牌手来选择弃掉哪一张牌。然而有些效应会要求牌手随机弃牌,或允许其他牌手来选弃掉哪张牌。

701.8c If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard without being revealed, all values of that card’s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 721, “Handling Illegal Actions”).
701.8c 若一张牌被弃掉,但某效应使其改为以未被展示的方式放置于一个隐藏区域而非其拥有者的坟墓场中,该牌的任何特征值皆视为是未定义的。若以此法弃掉牌来支付某费用,且该费用指定了所弃之牌的某种特征,该费用的支付非法;游戏将倒回至该费用被支付之前的时刻(参见规则721,“处理非法动作”)。

701.9. Double
701.9. 加倍

701.9a Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.3c.
701.9a 加倍生物的力量和/或防御力会创造一个持续性效应。该效应影响该生物的力量或防御力,但并非将这些特征设定为特定值。参见规则613.3c

701.9b To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness.
701.9b 加倍生物的力量指,其得+X/+0,X为于加倍其力量的该咒语或异能结算时该生物的力量。类似地,加倍生物的防御力之效应使其得+0/+X,X为该生物的防御力。加倍生物的力量和防御力使其得+X/+Y,X为其力量且Y为其防御力。

701.9c If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.
701.9c 如果生物的力量于被加倍时小于0,加倍该生物的力量改为意指该生物得-X/-0,X为该生物的力量与0之差值。类似地,如果其防御力于被加倍时小于0,其得-0/-X。如果两者都被加倍,且其中一个特征为负但另一个不为负时,视情况其得-X/+Y或+X/-Y。

701.9d To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value.
701.9d 加倍牌手的总生命指,该牌手获得或失去若干生命,使得其新的总生命等同于其当前值的两倍。

701.9e To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.
701.9e 加倍牌手或永久物上某种指示物的数量指,给予该牌手或永久物若干该种指示物,其数量等同于其已有该种指示物之数量。

701.9f To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have.
701.9f 加倍牌手法术力池中某种类别的法术力的数量指,该牌手加若干该类别的法术力,其数量等同于其已有该类别法术力之数量。

701.10. Exchange
701.10. 交换

701.10a A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can’t be completed, no part of the exchange occurs.
701.10a 作为咒语或异能结算的一部分,可能会指示双方交换某物(例如,总生命或两个永久物的操控权)。当此类咒语或异能结算时,若无法完成整个交换,则此交换的任何部分均不会发生。

Example: If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature.
例如:若某咒语试图交换两个目标生物的操控权,但在咒语结算前,其中一个被消灭了,则此咒语不会对另一个生物产生效果。

701.10b When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing.
701.10b 当两个永久物的操控权被交换时,若这些永久物由不同的牌手操控,则每位牌手同时获得由另一位牌手所操控之该永久物的操控权。另一方面,若这些永久物都由同一个牌手操控,则此交换效应没有效果。

701.10c When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player’s previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 118.7–8).
701.10c 当总生命被交换时,每位牌手获得或失去必要数量的生命,以使得自己的总生命与另一位牌手之前的总生命相同。替代性效应可能改变因此得到或失去的数量,触发式异能也可能因生命的得失而触发。不能获得生命的牌手不能以此法得到较高的总生命,不能失去生命的牌手不能以此法得到较低的总生命(参见规则118.7-8)。

701.10d Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a player’s hand). These spells and abilities work the same as other “exchange” spells and abilities, except they can exchange the cards only if all the cards are owned by the same player, and they can exchange the cards even if one zone is empty.
701.10d 某些咒语或异能可能会指示牌手将处于两个不同区域的牌交换(例如,被放逐的牌和牌手手上的牌)。这些咒语及异能的运作方式与其他“交换”咒语或异能相同,不同之处在于,交换只有在所交换的牌都由同一位牌手所拥有的情况下才能进行,且即使其中一个区域为空,牌手也能交换这些牌。

701.10e If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object.
701.10e 如果在交换处于两个不同区域的牌时,其中之一正结附/装备于某物件之上,则交换时,原本结附/装备于物件之上的牌不再结附/装备于该物件,改为由另一张牌结附/装备于该物件。

701.10f If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged.
701.10f 如果某咒语或异能指示牌手将两个区域交换,则即使其中一个区域空着,也依然会交换这两个区域中的牌。

701.10g A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 118.7–8). If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule 613.3b). This rule does not apply to spells and abilities that switch a creature’s power and toughness.
701.10g 咒语或异能可能会指示牌手交换两个数值。在此类交换中,每个数值成为另一个数值交换之前的值。若其中之一为总生命,受影响的牌手获得或失去必要数量的生命,以使其生命等同于另一个数值。替代性效应可能改变因此得到或失去的数量,触发式异能也可能因生命的得失而触发。不能获得生命的牌手不能以此法得到较高的总生命,不能失去生命的牌手不能以此法得到较低的总生命(参见规则118.7-8)。如果这些数值之一是力量或防御力,一个持续性效应被创造,以设置该力量或防御力成为另一个值(参见规则613.3b)。此规则不适用于交换某生物的力量和防御力之咒语或异能。

701.11. Exile
701.11. 放逐

701.11a To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”
701.11a 放逐一个物件指,将它从原本所在区域移到放逐区中。参见规则406,“放逐”。

701.12. Fight
701.12. 互斗

701.12a A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.
701.12a 一个咒语或异能可能会要求一个生物与另一个生物互斗。这两个生物互相向对方造成等同于自身力量的伤害。

701.12b If a creature instructed to fight is no longer on the battlefield or is no longer a creature, no damage is dealt. If a creature is an illegal target for a resolving spell or ability that instructs it to fight, no damage is dealt.
701.12b 如果一个已不在战场上或不再是生物的生物被要求互斗,没有伤害会造成。如果一个生物在一个要求它互斗的咒语或异能结算时不是合法目标,没有伤害会造成。

701.12c If a creature fights itself, it deals damage to itself equal to twice its power.
701.12c 如果某生物与本身互斗,则它会对本身造成其力量值两倍的伤害。

701.12d The damage dealt when a creature fights isn’t combat damage.
701.12d 生物互斗所造成的伤害并非战斗伤害。

701.13. Play
701.13. 使用

701.13a To play a land means to put it onto the battlefield from the zone it’s in (usually the hand). A player may play a land if they have priority, it’s the main phase of their turn, the stack is empty, and they haven’t played a land this turn. Playing a land is a special action (see rule 115), so it doesn’t use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn’t the same as playing a land. See rule 305, “Lands.”
701.13a 使用地牌指,将其从原本所在区域(通常为手上)放进战场。在同时符合下列所有情况的时候,牌手可以使用地牌:具有优先权、在其回合的行动阶段、堆叠为空、且本回合尚未使用过地牌。使用地牌是一个特殊动作(参见规则115),因此并不使用堆叠;此动作直接发生。因咒语或异能的效果而将地牌放进战场并不是使用地牌。参见规则305,“地”。

701.13b To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.
701.13b 使用某张牌指将该牌作为地来使用或作为咒语来施放,依状况而定。

701.13c Some effects instruct a player to “play” with a certain aspect of the game changed, such as “Play with the top card of your library revealed.” “Play” in this sense means to play the Magic game.= 701.13c 有些效应会指示牌手在游戏的某些条件有所改变的情况下“进行游戏”,例如“以展示牌库顶牌的方式进行游戏”。在此语境中的“进行游戏”意指进行万智牌的游戏。(译注:“进行游戏”英文原文亦为“Play”,故在此说明,中文翻译的用词上有显著不同。)

701.13d Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.
701.13d 多年以来,施放咒语或作为咒语施放一张牌这个动作,在牌上被称为“使用”该咒语或该牌。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“施放”该咒语或该牌。

701.13e Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.
701.13e 多年以来,起动一个起动式异能的动作,在牌上被称为“使用”该异能。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中勘误为“起动”该异能。

701.14. Regenerate
701.14. 重生

701.14a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature, remove it from combat.”
701.14a 如果正在结算的咒语或异能之效应重生永久物,则它会创造出一个替代性效应,以在下一次该永久物将要被消灭时保护之。此时,“重生[永久物]”意指,“本回合中,当[永久物]下一次将要被消灭时,改为移除其上标记的所有伤害,并横置它。如果它为进行攻击或阻挡的生物,则将其移出战斗。”

701.14b If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, “Regenerate [permanent]” means “Instead remove all damage marked on [permanent] and tap it. If it’s an attacking or blocking creature, remove it from combat.”
701.14b 如果静止式异能之效应重生永久物,则每次该永久物要被消灭时,该效应均会以其他效应来替代之。此时,“重生[永久物]”意指,“改为移除标记在[永久物]上的所有伤害,并横置它。如果它为进行攻击或阻挡的生物,则将其移出战斗。”

701.14c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied.
701.14c 起动能创造重生护盾的异能,或施放创造重生护盾的咒语,均与重生某永久物并不相同。叙述为某永久物不能重生的效应不会阻止此类异能的起动或咒语的施放;相反地,该类效应只是使得重生护盾没有效果。

701.15. Reveal
701.15. 展示

701.15a To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, the card remains revealed from the time the spell or ability is announced until the time it leaves the stack.
701.15a 展示一张牌指,将该牌给所有牌手各看上一段适当的时间。如果有效应要展示某张牌,则只要在完成此效应中与之相关的部分之过程中,尚有展示该牌的需要,便需一直展示之。如果施放咒语或起动异能的费用中包含展示牌,则从宣告该咒语或异能起,直至其离开堆叠为止,都需要一直展示该牌。

701.15b Revealing a card doesn’t cause it to leave the zone it’s in.
701.15b 展示一张牌并不会使得它因此离开当前所在区域。

701.15c If cards in a player’s library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects.
701.15c 如果牌手牌库中的牌被洗牌或因其他原因被重新排序,任何被重新排序的、且被展示的牌停止被展示,且成为新物件。

701.15d Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player.
701.15d 一些效应指示牌手检视一张或多张牌。检视一张牌与展示一张牌之规则大致相同,区别在于被检视的牌只会给指定的牌手看。

701.16. Sacrifice
701.16. 牺牲

701.16a To sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent they don't control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action.
701.16a 牺牲一个永久物指,其操控者将它从战场直接移到其拥有者的坟墓场。牌手不能牺牲不是永久物的东西,也不能牺牲不由其操控的永久物。牺牲一个永久物并非将其消灭,所以重生或其他替代消灭的替代性效应不能影响此动作。

701.17. Scry
701.17. 占卜

701.17a To “scry N” means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order, and put the rest on top of your library in any order.
701.17a “占卜N”意指,检视你牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置于你的牌库底,其余则以任意顺序置于你的牌库顶。

701.17b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.
701.17b 如果牌手被指示占卜0,占卜事件不会发生。因牌手占卜而触发的异能不会触发。

701.17c If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.
701.17c 如果多位牌手同时占卜,这些牌手中的每一位同时检视各自牌库顶的牌。这些牌手按主动牌手先决定(APNAP)顺序(参见规则101.4)决定这些牌放置的位置,然后这些牌同时移动到该位置。

701.18. Search
701.18. 搜寻

701.18a To search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and find a card that matches the given description.
701.18a 在一个区域中搜寻一张牌指,检视在该区域中(即便是隐藏区域)的所有牌,并找到一张符合所赋予描述的牌。

701.18b If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn’t required to find some or all of those cards even if they’re present in that zone.
701.18b 如果牌手需要在隐藏区域中搜寻符合某个标准的牌,例如特定的牌类别或颜色,则即使该类牌在该区域中确实存在,该牌手也不一定要找出来。

Example: Splinter says “Exile target artifact. Search its controller’s graveyard, hand, and library for all cards with the same name as that artifact and exile them. Then that player shuffles their library.” A player casts Splinter targeting Howling Mine (an artifact). Howling Mine’s controller has another Howling Mine in her graveyard and two more in her library. Splinter’s controller must find the Howling Mine in the graveyard, but may choose to find zero, one, or two of the Howling Mines in the library.
例如:碎裂的叙述为“将目标神器放逐。自其操控者的坟墓场、手牌,以及牌库中搜寻与该神器同名的牌,并将这些牌放逐。然后该牌手将其牌库洗牌。”一位牌手以嚎叫的矿井(一个神器)为目标,施放了碎裂。嚎叫的矿井的操控者在其坟墓场中还有另一张同名牌,且在其牌库中还有两张。碎裂的操控者必须找到在坟墓场中的那张嚎叫的矿井,但可以选择在牌库中找到其中的零张、一张,或是两张。

701.18c If a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still search that zone but can’t find any cards.
701.18c 如果一位牌手被指示搜寻隐藏区域,但搜寻的标准没有定义,该牌手仍然可以搜寻该区域但无法找到任何牌。

Example: Lobotomy says “Target player reveals their hand, then you choose a card other than a basic land card from it. Search that player’s graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles their library.” If the target player has no cards in their hand when Lobotomy resolves, the player who cast Lobotomy searches the specified zones but doesn’t exile any cards.
例如:脑叶切除叙述为“目标牌手展示其手牌。你从中选择一张非基本地的牌,从该牌手的坟墓场、手牌以及牌库中搜寻任意数量与该牌名称相同的牌,并将它们放逐。然后该牌手将其牌库洗牌。”如果于脑叶切除结算时,该目标牌手的手牌中没有牌,施放脑叶切除的牌手仍然可以搜寻指定的区域,但无法放逐任何牌。

701.18d If a player is searching a hidden zone simply for a quantity of cards, such as “a card” or “three cards,” that player must find that many cards (or as many as possible, if the zone doesn’t contain enough cards).
701.18d 如果牌手在隐藏区域中搜寻的是一定数量的牌,例如“一张牌”或“三张牌”,则该牌手必须找出相应数量的牌(如果该区域内没有足够的牌,则需尽量接近该数量)。

701.18e If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed.
701.18e 如果含有指示牌手搜寻的效应中,没有指示牌手展示所找到的牌,则不需要展示这些牌。

701.18f If a player searching a zone is replaced with that player searching a portion of that zone, any other instructions that refer to that player searching the zone still apply. Any abilities that trigger on a library being searched will trigger.
701.18f 如果牌手搜寻一个区域被替代为搜寻该区域的一部分,任何对该牌手搜寻该区域的要求依然生效。任何因牌库被搜寻而触发的异能仍然会触发。

Example: Aven Mindcensor says, in part, “If an opponent would search a library, that player searches the top four cards of that library instead.” Veteran Explorer says “When Veteran Explorer dies, each player may search their library for up to two basic land cards and put them onto the battlefield. Then each player who searched their library this way shuffles it.” An opponent who searched the top four cards of their library because of Veteran Explorer’s ability would shuffle the entire library.
例如:艾文核灵师的部分叙述为“如果任一对手将搜寻某牌库,则改为他搜寻该牌库顶的四张牌。”Veteran Explorer的叙述为“当Veteran Explorer死去时,每位牌手可以从其牌库中搜寻至多两张基本地牌并将它们放进战场。然后每位因此搜寻过其牌库的牌手洗他的牌库。”因Veteran Explorer的异能而搜寻了牌库顶四张牌的对手也将洗整个牌库。

701.18g If an effect offers a player a choice to search a zone and take additional actions with the cards found, that player may choose to search even if the additional actions are illegal or impossible.
701.18g 如果效应使牌手选择搜寻某区域并对找到的牌作额外动作,即使该额外动作非法或不可能作到,该牌手依然可以选择搜寻。

701.18h If multiple players search at once, each of those players looks at the appropriate cards at the same time, then those players decide in APNAP order (see rule 101.4) which card to find.
701.18h 如果多位牌手同时搜寻,这些牌手同时检视其搜寻的适用范围,然后这些牌手以“主动牌手先决定”的顺序(参见规则101.4)决定要找到哪张牌。

701.19. Shuffle
701.19. 洗牌

701.19a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.
701.19a 将牌库或一堆面朝下的牌洗牌指,将这些牌随机化,并使得没有牌手知晓其顺序。

701.19b Some effects cause a player to search a library for a card or cards, shuffle that library, then put the found card or cards in a certain position in that library. Even though the found card or cards never leave that library, they aren’t included in the shuffle. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger. See also rule 401, “Library.”
701.19b 一些效应使牌手从牌库中搜寻一张或数张牌,将该牌库洗牌,并将搜寻到的牌放在该牌库中的特定位置。即使这些搜寻到的牌从未离开牌库,它们并不会参与洗牌。该牌库中除了这些牌以外的所有牌都会被洗牌。因该牌库洗牌而触发的异能仍然会触发。参见规则401,“牌库”。

701.19c If an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone they’re expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone.
701.19c 如果某效应将使得牌手将一个或多个特定的物件洗入牌库,而这些物件并不在它们所应在的区域,或者某效应使得所有这些物件都移至其他区域或留在当前区域,该牌库仍然会洗牌。

Example: Guile says, in part, “When Guile is put into a graveyard from anywhere, shuffle it into its owner’s library.” It’s put into a graveyard and its ability triggers, then a player exiles it from that graveyard in response. When the ability resolves, the library is shuffled.
例如:智谋的部分叙述为“当智谋从任何地方置入坟墓场时,将它洗入其拥有者的牌库。”它置入坟墓场时其异能触发,然后某牌手响应将其从该坟墓场放逐。当该异能结算时,该牌库被洗牌。

Example: Black Sun’s Zenith says, in part, “Shuffle Black Sun’s Zenith into its owner’s library.” Black Sun’s Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Sun’s Zenith will be exiled, and its owner’s library will be shuffled.
例如:黑阳当空的部分叙述为“将黑阳当空洗入其拥有者的牌库。”黑阳当空在坟墓场中,并获得了返照异能(可能因为偿付),然后从该坟墓场施放。黑阳当空将被放逐,并且其拥有者的牌库被洗牌。

701.19d If an effect would cause a player to shuffle a set of objects into a library, that library is shuffled even if there are no objects in that set.
701.19d 如果某效应将使得牌手将一组物件洗入牌库,即使该组中没有物件,该牌库仍然会洗牌。

Example: Loaming Shaman says “When Loaming Shaman enters the battlefield, target player shuffles any number of target cards from their graveyard into their library.” It enters the battlefield, its ability triggers, and no cards are targeted. When the ability resolves, the targeted player will still have to shuffle their library.
例如:填土祭师的叙述为“当填土祭师进场时,目标牌手将任意数量的目标牌从其坟墓场洗入其牌库。” 它进场时异能触发,但没有指定任何牌为目标。当该异能结算时,指定为目标的牌手仍然需要将其牌库洗牌。

701.19e If an effect causes a player to shuffle a library containing zero or one cards, abilities that trigger when a library is shuffled will still trigger.
701.19e 如果某效应使得牌手洗一个包含零或一张牌的牌库,因该牌库洗牌而触发的异能仍然会触发。

701.19f If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times.
701.19f 如果两个或更多效应使得某牌库同时洗牌数次,因该牌库洗牌而触发的异能将触发等量的次数。

701.20. Tap and Untap
701.20. 横置和重置

701.20a To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.
701.20a 横置一个永久物指,将它由直向转成横向。只有未横置的永久物可以被横置。

701.20b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.
701.20b 重置一个永久物指,将它由横向转回直向。只有已横置的永久物可以被重置。

701.21. Fateseal
701.21. 论命

701.21a To “fateseal N” means to look at the top N cards of an opponent’s library, then put any number of them on the bottom of that library in any order, and put the rest on top of that library in any order.
701.21a “论命N”意指,检视任一对手牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置于该牌库底,其余则以任意顺序置于该牌库顶。

701.22. Clash
701.22. 比点

701.22a To clash, a player reveals the top card of their library. That player may then put that card on the bottom of their library.
701.22a 比点指,牌手展示其牌库顶牌。该牌手可以把该牌置于其牌库底。

701.22b “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.”
701.22b “与一位对手比点”意指,“选择一位对手。你与该对手分别比点。”

701.22c Each clashing player reveals the top card of their library at the same time. Then those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.
701.22c 每位比点的牌手同时展示其牌库顶牌。然后这些牌手按主动牌手先决定(APNAP)顺序(参见规则101.4)决定这些牌放置的位置,然后这些牌同时移动到该位置。

701.22d A player wins a clash if that player revealed a card with a higher converted mana cost than all other cards revealed in that clash.
701.22d 如果某位牌手所展示的牌之总法术力费用比所有参与比点者所展示的牌都高,其赢得这次比点。

701.23. Planeswalk
701.23. 时空换境

701.23a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.”
701.23a 牌手只能在竞逐时空游戏中时空换境。只有时空操控者可以时空换境。参见规则901,“竞逐时空”。

701.23b To planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.
701.23b 时空换境指,将每张牌面朝上时空牌和异象牌面朝下置于其拥有者的时空套牌牌库底,然后将你时空套牌的牌库顶牌移离时空套牌并翻为牌面朝上。

701.23c A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.5x). Abilities may also instruct a player to planeswalk.
701.23c 牌手可以因“时空换境异能” 的结果(参见规则901.8),因牌面朝上的时空牌或异象牌的操控者离开游戏(参见规则901.10),或因异象的触发式异能离开堆叠(参见规则704.5x)而时空换境。异能也可能指示牌手时空换境。

701.23d The plane card that’s turned face up is the plane the player planeswalks to. The plane card that’s turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena.
701.23d 翻为牌面朝上的时空牌即为牌手时空换入的时空。翻为牌面朝下的、或离开游戏的时空牌即为牌手时空换离的时空。异象也同样适用此规则。

701.24. Set in Motion
701.24. 实施

701.24a Only a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in motion. See rule 312, “Schemes,” and rule 904, “Archenemy.”
701.24a 只有阴谋牌可以实施,并且只可以在魔王游戏中如此作。只有魔王可以实施阴谋。参见规则312,“阴谋”,及规则904,“魔王”。

701.24b To set a scheme in motion, move it off the top of your scheme deck if it’s on top of your scheme deck and turn it face up if it isn’t face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it.
701.24b 实施阴谋指,如果它在你的阴谋套牌牌库顶,将其从阴谋套牌牌库顶移离,且如果它不是牌面朝上,将其翻为牌面朝上。即使以上动作之一或两者均未在其上实行,该阴谋仍视同为被实施。

701.24c Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times.
701.24c 每次只能实施一个阴谋。如果牌手被指示实施多个阴谋,其进行实施阴谋等量的次数。

701.25. Abandon
701.25. 终止

701.25a Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 312, “Schemes,” and rule 904, “Archenemy.”
701.25a 只有面朝上的持续阴谋牌可以被终止,并且只可以在魔王游戏中如此作。参见规则312,“阴谋”,及规则904,“魔王”。

701.25b To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck.
701.25b 终止阴谋指,将其翻为牌面朝下,并置于其拥有者的阴谋套牌牌库底。

701.26. Proliferate
701.26. 增殖

701.26a To proliferate means to choose any number of permanents and/or players that have a counter, then give each exactly one additional counter of a kind that permanent or player already has.
701.26a 增殖表示,选择任意数量其上有指示物的永久物和/或牌手,然后给该永久物或牌手一个且只有一个它已经有的指示物。

701.26b If a permanent or player chosen this way has more than one kind of counter, the player who is proliferating chooses which kind of counter to add.
701.26b 如果以此法选择的永久物或牌手具有一种以上的指示物,正在进行增殖的牌手选择添加哪种指示物。

701.26c In a Two-Headed Giant game, poison counters are shared by the team. If more than one player on a team is chosen this way, only one of those players can be given an additional ​poison ​counter. See rule 810, “Two-Headed Giant Variant.”
701.26c 在双头巨人游戏中,队伍中的牌手共享中毒指示物。如果以此法选择多于一个在同一队伍中的牌手,只有这些牌手其中之一可以被给予一个额外的中毒指示物。参见规则810,“双头巨人玩法”。

701.27. Transform
701.27. 转化

701.27a To transform a permanent, turn it over so that its other face is up.
701.27a 转化一个永久物指,将它翻到另一面牌面朝上。只有以双面牌代表的永久物才能转化。(参见规则711,“双面牌”。)

701.27b Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent transforms, and so on.
701.27b 虽然转化某永久物与将某永久物翻为牌面朝下或朝上所执行的具体动作完全相同,但此两者是完全不同的游戏动作。会因某永久物翻为牌面朝下而触发的异能,并不会在该永久物转化时触发,其他依此类推。

701.27c If a spell or ability instructs a player to transform a permanent that isn’t represented by a double-faced card, nothing happens.
701.27c 如果某咒语或异能要求牌手转化某个不是双面牌的永久物,则什么都不会发生。

701.27d If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is represented by an instant or sorcery card face, nothing happens.
701.27d 如果某咒语或异能要求牌手转化某个永久物,且该永久物将要转化成的牌面是以瞬间或法术牌面代表的,则什么都不会发生。

701.27e Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object transforms and has the specified characteristic immediately after it transforms.
701.27e 一些触发式异能在一个物件“转化为”一个具有特定特征的物件时触发。此类触发式异能只会在该物件转化并在转化之后的时刻立即具有该特征时触发。

701.27f If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent transforms only if it hasn’t transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent transforms only if it hasn’t transformed since that delayed triggered ability was created. In either case, if the permanent has already transformed, the instruction to transform is ignored. This is a change from previous rules.
701.27f 如果一个永久物的起动式或触发式异能(且并非是该永久物的延迟触发式异能)试图转化之,该永久物仅在自该异能放进堆叠之后还没有被转化过时才会转化。如果一个永久物的延迟触发式异能试图转化该永久物,该永久物仅在自该延迟触发式异能被创造之后还没有被转化过时才会转化。在这两种情况下,如果该永久物已被转化过,转化的指示将被忽略。这是对先前规则的更改。

701.28. Detain
701.28. 拘留

701.28a Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can’t attack or block and its activated abilities can’t be activated.
701.28a 某些咒语和异能可以拘留永久物。直到该咒语或异能之操控者的下一个回合,该永久物不能进行攻击或阻挡,其起动式异能也不能起动。

701.29. Populate
701.29. 殖民

701.29a To populate means to choose a creature token you control and create a token that’s a copy of that creature token.
701.29a 殖民意指选择一个由你操控的衍生生物并派出一个衍生物,且其为前者衍生生物之复制。

701.29b If you control no creature tokens when instructed to populate, you won’t create a token.
701.29b 当有效应指示你进行殖民时,如果你并未操控任何衍生生物,则你不会派出衍生物。

701.30. Monstrosity
701.30. 蛮化

701.30a “Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.”
701.30a “蛮化N”意指“如果此永久物未蛮化,则在其上放置N个+1/+1指示物且它蛮化。

701.30b Monstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other spells and abilities can identify. Only permanents can be or become monstrous. Once a permanent becomes monstrous, it stays monstrous until it leaves the battlefield. Monstrous is neither an ability nor part of the permanent’s copiable values.
701.30b “已蛮化”此字样并无规则含义,此代称仅用作标记,供蛮化异能及其他咒语和异能辨识之用。只有永久物能够蛮化。一旦某永久物已蛮化后,它便会一直保持已蛮化,直到它离开战场为止。“已蛮化”不属于异能,也不是该永久物之可复制特征值之一。

701.30c If a permanent’s ability instructs a player to “monstrosity X,” other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous.
701.30c 如果某永久物的异能指示牌手“蛮化X”,则该永久物的其他异能也可能会提及X。后者异能中的X值等同于该永久物蛮化时的X值。

701.31. Vote
701.31. 投票

701.31a Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices.
701.31a 某些咒语和异能要求牌手在所列的多个选项中投票选择其中一个,以决定该咒语或异能会产生哪部分的效应。投票选择的流程为:由某位指定牌手开始,每位牌手依照回合顺序依次选择其中一个选项。如果某效应允许牌手多次投票,则牌手于其原本应进行投票的时候同时完成多次投票。

701.31b The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability.
701.31b 所列之选项可包括物件,与不同的效应相关但无规则含义的字词,或与咒语或异能之结算相关的其他变数。

701.31c If the text of a spell or ability refers to “voting,” it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word “vote.”
701.31c 如果某咒语或异能之规则叙述中提及“投票”,则其指的是“牌手以投票作出选择”;而非未在规则叙述中注明“投票”字样,且让牌手进行选择或作出决定的其他咒语或异能。

701.31d If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.
701.31d 如果一个效应使牌手可以额外多投票,这些投票选择于牌手本应作出投票选择之时一同发生。

701.32. Bolster
701.32. 振励

701.32a “Bolster N” means “Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N +1/+1 counters on that creature.”
701.32a “振励N”意指“选择一个由你操控的生物,且需是由你操控的生物中防御力最小或同为防御力最小者。在其上放置N个+1/+1指示物。”

701.33. Manifest
701.33. 显化

701.33a To manifest a card, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a manifested permanent as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up.
701.33a 显化一张牌指,将其翻为牌面朝下。它成为2/2生物牌,没有规则文字,没有名称,没有副类别,没有法术力费用。将其牌面朝下地放进战场。只要该永久物牌面朝下,它便是显化的永久物。此设定特征之效应会持续影响此牌面朝下的牌张,直到其被翻回正面为止。

701.33b Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn’t use the stack (see rule 115.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.)
701.33b 在你拥有优先权的时机下,你可以把由你操控的显化永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则115.2b)。具体方法如下:将代表该永久物的牌张展示给所有牌手,以示此牌确为生物牌,并展示其法术力费用,支付此费用,然后将该永久物翻回正面。于此牌处于牌面朝下状态时设定其特征的效应随之结束,其重新获得在正常状况下的特征。(如果代表该永久物的牌不是生物牌,或是没有法术力费用,则它不能以此法翻回正面。)

701.33c If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.36e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up.
701.33c 如果显化的是一张具变身异能的牌,则其操控者可将其当作具变身异能的牌面朝下生物,并按照规则702.36e中所述之流程来将其翻回正面,亦可比照本条前述之流程,将其当作显化的永久物来翻回正面。

701.33d If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.
701.33d 如果某效应指示牌手从其牌库显化数张牌,则逐张显化该些牌。

701.33e If an effect instructs a player to manifest a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.
701.33e 如果某效应指示牌手显化一张牌,且有另一个规则或效应阻止该面朝下的物件进入战场,该牌不会被显化。其特征不会被改变,并留在原来的区域。如果它原本是面朝上的,它仍然是面朝上。

701.33f If a manifested permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger.
701.33f 如果一个由瞬间和法术牌代表的牌面朝下永久物将要翻回正面。则其操控者展示该牌,然后将其保持牌面朝下。因永久物翻回正面时触发的异能不会触发。

701.33g See rule 707, “Face-Down Spells and Permanents,” for more information.
701.33g 欲了解更多信息,参见规则707,“牌面朝下的咒语和永久物”。

701.34. Support
701.34. 支援

701.34a “Support N” on a permanent means “Put a +1/+1 counter on each of up to N other target creatures.” “Support N” on an instant or sorcery spell means “Put a +1/+1 counter on each of up to N target creatures.”
701.34a 永久物上的“支援N”意指“在至多N个其他目标生物上各放置一个+1/+1指示物。”瞬间或法术咒语上的“支援N”意指“在至多N个目标生物上各放置一个+1/+1指示物。”

701.35. Investigate
701.35. 探查

701.35a “Investigate” means “Create a colorless Clue artifact token with ‘{2}, Sacrifice this artifact: Draw a card.’”
701.35a “探查”意指“派出一个具有‘{二},牺牲此神器:抓一张牌。’的无色线索衍生神器。”

701.36. Meld
701.36. 融合

701.36a Meld is a keyword action that appears in an ability on one card in a meld pair. (See rule 712, “Meld Cards.”) To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards.
701.36a 融合属于关键字动作,每个融合牌组当中会有一张牌的异能用到这个关键字动作。(参见规则712,“融合牌”。)融合同一融合牌组的两张牌,意指将它们以背面朝上且已组合的方式放进战场。所得之永久物为由两张牌代表的单一物件。

701.36b Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren’t meld cards, or meld cards that don’t form a meld pair can’t be melded.
701.36b 只有属于同一融合牌组的两张牌才能融合。衍生物,不是融合牌之牌张,以及不属于同一融合牌组的融合牌不能融合。

701.36c If an effect instructs a player to meld cards that can’t be melded, they stay in their current zone.
701.36c 如果某效应要求牌手融合不能融合的牌张,则这些牌会留在当前区域。

Example: A player owns and controls Midnight Scavengers and a token that’s a copy of Graf Rats. At the beginning of combat, both are exiled but can’t be melded. Midnight Scavengers remains exiled and the exiled token ceases to exist.
例如:某牌手同时拥有并操控午夜拾荒客和一个为墓地鼠群复制品的衍生物。在战斗开始时,两者都会被放逐,但不能融合。午夜拾荒客会留在放逐区,被放逐的衍生物消失。

701.37. Goad
701.37. 煽惑

701.37a Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature attacks each combat if able and attacks a player other than that player if able. 701.37a 某些咒语和异能可以煽惑生物。直到此类咒语或异能之操控者的下一个回合,该生物每次战斗若能攻击,则必须攻击,且若能攻击除该咒语或异能之操控者以外的牌手,则必须如此作。

701.38. Exert
701.38. 耗竭

701.38a To exert a permanent, you choose to have it not untap during your next untap step.
701.38a 耗竭一个永久物,意指你选择在你的下一个重置步骤中不重置它。

701.38b A permanent can be exerted even if it’s not tapped or has already been exerted in a turn. If you exert a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step.
701.38b 就算某个永久物尚未被横置,或已在某回合中被耗竭,也能耗竭之。如果你在你的下一个重置步骤到来之前,多次耗竭了同一个永久物,则所有令该永久物不能重置的效应都会在同一个重置步骤中失效。

701.38c An object that isn’t on the battlefield can’t be exerted.
701.38c 不在战场上的物件不能被耗竭。

701.38d “You may exert [this creature] as it attacks” is an optional cost to attack (see rule 508.1g). Some objects with this static ability have a triggered ability that triggers “when you do” printed in the same paragraph. These abilities are linked. (See rule 607.2g.)
701.38d “你可以于[此生物]攻击时耗竭之”是攻击的可选费用(参见规则508.1g)。一些具有此静止式异能的物件在同一段落中印有一个触发式异能,于“当你如此作”时触发。这些异能相互关联。(参见规则607.2g。)

701.39. Explore
701.39. 勘察

701.39a Certain abilities instruct a permanent to explore. To do so, that permanent’s controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard.
701.39a 某些异能会令永久物进行勘察。其意指,该永久物的操控者展示其牌库顶牌。如果以此法展示出地牌,则该牌手将该牌置于其手上。若否,则该牌手在该进行勘察的永久物上放置一个+1/+1指示物,且可以将所展示的牌置入其坟墓场。

701.39b A permanent “explores” after the process described in rule 701.39a is complete, even if some or all of those actions were impossible.
701.39b 在完成规则701.39a所述之流程后,该永久物便已“勘察”,就算该流程之部分或全部动作无法完成也是一样。

701.39c If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it.
701.39c 如果某永久物在有效应令其勘察之前就已改变区域,则利用其最后已知信息来确定进行勘察的物件及其操控者。

701.40. Assemble
701.40. 组装

701.40a Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Outside of silver-bordered cards, only one card (Steamflogger Boss) refers to assembling a Contraption. Cards and mechanics from the Unstable set aren’t included in these rules. See the Unstable FAQ for more information.
701.40a 组装是出现在Unstable系列中的关键字动作,会将机巧放进战场。除银边牌以外,只有一张牌(汽鞭上司)提及组装机巧。本文件中的规则并未涵盖Unstable系列中的牌张和机制。欲知更多信息,请参见Unstable常见问题集

701.41. Surveil
701.41. 刺探

701.41a To “surveil N” means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.
701.41a “刺探N”意指,检视你牌库顶的N张牌,然后将其中任意数量的牌以任意顺序置入你的坟墓场,其余则以任意顺序置于你牌库顶。

701.41b If an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may put into your graveyard and on top of your library in any order.
701.41b 如果某效应允许你在刺探时检视额外的牌,那么这些牌包括在你置入坟墓场或以任意顺序置于你牌库顶的牌之中。

702. 关键字异能 Keyword Abilities

702. Keyword Abilities
702. 关键字异能

702.1. Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule.
702.1. 绝大多数的异能都在牌张的规则叙述中清楚地描述出了自己的作用。然而,有些异能极为常见,或是其定义会占去牌上太多的空间。在这些情况下,该物件上便只会列出该异能的名称,作为“关键字”;有时会以规则提示来简略说明该异能相对应的游戏规则。

702.1a If an effect refers to a “[keyword ability] cost,” it refers only to the variable costs for that keyword.
702.1a 如果一个效应提及“[关键字异能]费用”,它只指该关键字异能的可变数值费用。

Example: Varolz, the Scar-Striped has an ability that says “Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost.” A creature card’s scavenge cost is an amount of mana equal to its mana cost, and the activation cost of the scavenge ability is that amount of mana plus “Exile this card from your graveyard.”
例如:痕躯瓦罗兹具有异能叙述为“你坟墓场的每张生物牌都具有食腐异能。其食腐费用等同于该牌的法术力费用。”一张生物牌的食腐费用的数值等于其法术力费用,该食腐异能的起动费用为该费用加上“从你的坟墓场放逐此牌”。

702.1b An effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated.
702.1b 赋予某物件关键字异能的效应可能根据该物件或关于游戏状态的其他信息定义该异能中的可变数值。对于此类异能,该可变数值的数值会持续更新。

Example: Volcano Hellion has the ability “Volcano Hellion has echo {X}, where X is your life total.” If your life total is 10 when Volcano Hellion’s echo ability triggers but 5 when it resolves, the echo cost to pay is {5}.
例如:熔岩口地狱兽具有异能“熔岩口地狱兽具有返响{X},X为你的总生命。”如果当熔岩口地狱兽的返响异能触发时你的总生命为10,但其结算时你的总生命为5,则需要支付的返响费用为{5}。

Example: FireIce is a split card whose halves have the mana costs {1}{R} and {1}{U}. Past in Flames reads “Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.” FireIce has “Flashback {2}{U}{R}” while it is in your graveyard, but if you choose to cast Fire, the resulting spell has “Flashback {1}{R}.”
例如:热火/寒冰是一张连体牌,其两半的法术力费用为{1}{R}和{1}{U}。过往成焰叙述为“你坟墓场中的每张瞬间与法术牌都获得返照异能直到回合结束。其返照费用等同于该牌的法术力费用。”热火/寒冰在你的坟墓场中具有“返照{2}{U}{R}”,但如果你选择施放热火,由此施放的咒语具有“返照{1}{R}”。

702.2. Deathtouch
702.2. 死触

702.2a Deathtouch is a static ability.
702.2a 死触属于静止式异能。

702.2b A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.
702.2b 如果在上一次检查状态动作后,一个生物受到具死触之来源的伤害,它便作为状态动作被消灭。参见规则704

702.2c Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if a proposed combat damage assignment is valid, regardless of that creature’s toughness. See rules 510.1c–d.
702.2c 在检查被宣告的战斗伤害分配是否合法时,任何具有死触的来源对生物分配的非零战斗伤害均认为是致命伤害,而不考虑该生物的防御力。参见规则510.1c-d

702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.
702.2d 无论具有死触之物件是从哪个区域造成的伤害,死触异能规则都会生效。

702.2e If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.
702.2e 如果一个永久物在使其造成伤害的效应生效前便离开战场,则会使用其最后已知信息来判断该永久物是否具有死触异能。

702.2f Multiple instances of deathtouch on the same object are redundant.
702.2f 同一个物件上的多个死触异能并无意义。

702.3. Defender
702.3. 守军

702.3a Defender is a static ability.
702.3a 守军属于静止式异能。

702.3b A creature with defender can’t attack.
702.3b 具有守军的生物不能进行攻击。

702.3c Multiple instances of defender on the same creature are redundant.
702.3c 同一个生物上的多个守军异能并无意义。

702.4. Double Strike
702.4. 连击

702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
702.4a 连击属于静止式异能,它会影响战斗伤害步骤的规则。(参见规则510,“战斗伤害步骤”。)

702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
702.4b 如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻(参见规则702.7)或连击,则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。

702.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.
702.4c 如果在第一个战斗伤害步骤中移除一个生物的连击异能,则此生物将无法在第二个战斗伤害步骤中分配战斗伤害。

702.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.
702.4d 如果在一个具有先攻异能的生物在第一个战斗伤害步骤造成过战斗伤害后赋予其连击异能,将使该生物继续在第二个战斗伤害步骤中分配战斗伤害。

702.4e Multiple instances of double strike on the same creature are redundant.
702.4e 同一个生物上的多个连击异能并无意义。

702.5. Enchant
702.5. 结附

702.5a Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.
702.5a 结附属于静止式异能,写作“结附于[物件或牌手]”。结附异能会限制灵气咒语的目标,以及灵气能够结附的对象。

702.5b For more information about Auras, see rule 303, “Enchantments.”
702.5b 关于灵气的更多信息,参见规则303,“结界”。

702.5c If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.
702.5c 如果一个灵气上有多个结附异能,则它们均会生效。该灵气的目标必须遵循所有结附异能的限制。此灵气只能结附于符合其所有结附异能限制的物件或牌手。

702.5d Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.
702.5d 能结附于牌手的灵气能以牌手为目标,并结附于其上。此类灵气不能指定永久物为目标,也不能结附于永久物之上。

702.6. Equip
702.6. 佩带

702.6a Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate this ability only any time you could cast a sorcery.”
702.6a 佩带属于武具牌特有的起动式异能。“佩带[费用]”意指,“[费用]:将此武具装备在目标由你操控的生物上。此异能只可以在你能施放法术时起动。”

702.6b For more information about Equipment, see rule 301, “Artifacts.”
702.6b 关于武具的更多信息,参见规则301,“神器”。

702.6c “Equip [quality] creature” is a variant of the equip ability. “Equip [quality] [cost]” means “[Cost]: Attach this permanent to target [quality] creature you control. Activate this ability only any time you could cast a sorcery.” This ability doesn’t restrict what the Equipment may be attached to.
702.6c “佩带[特性]生物”是佩带关键字的一种变化形式。“佩带[特性] [费用]”意指“[费用]:将此永久物装备在目标由你操控的[特性]生物上。你只可以于你能施放法术的时机下起动此异能。”此异能并不限制该武具能装备在什么生物上面。

702.6d An “equip [quality] creature” ability is an equip ability, and an “equip [quality] creature” cost is an equip cost. Any effect that modifies how or whether a player may activate an equip ability of an object affects “equip [quality] creature” abilities of that object. Any effect that increases or reduces an equip cost will increase or reduce a “equip [quality] creature” cost.
702.6d “佩带[特性]生物”异能是一种佩带异能,“佩带[特性]生物”费用是一种佩带费用。影响牌手如何或能否起动物件的佩带异能之效应亦会影响该物件的“佩带[特性]生物”异能。增加或减少佩带费用之效应亦会增加或减少“佩带[特性]生物”费用。

702.6e If a permanent has multiple equip abilities, any of its equip abilities may be activated.
702.6e 如果同一个武具上有多个佩带异能,其上的任意一个佩带异能都可以被起动。

702.7. First Strike
702.7. 先攻

702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
702.7a 先攻属于静止式异能,它会影响战斗伤害步骤的规则。(参见规则510,“战斗伤害步骤”。)

702.7b If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
702.7b 如果于战斗伤害步骤开始时,至少有一个攻击或阻挡生物具有先攻或连击(参见规则702.4),则只有具有先攻或连击的生物在该战斗伤害步骤中分配伤害。在该步骤之后,该阶段得到第二个战斗伤害步骤,而不是直接进入战斗结束步骤。只有其余在第一个战斗伤害步骤开始时不具有先攻或连击的攻击或阻挡生物,以及其余当前具有连击的生物,在第二个战斗伤害步骤中分配伤害。在此步骤之后,此阶段进入战斗结束步骤。

702.7c Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t preclude that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).
702.7c 如果在第一个战斗伤害步骤当中,造成了战斗伤害之后再赋予一个不具有先攻异能的生物该异能,并不会使此生物在第二个战斗伤害步骤中无法分配战斗伤害。如果在一个具有先攻异能的生物于第一个战斗伤害步骤中造成伤害后,移除该生物上的先攻异能,也不会使它在第二个战斗伤害步骤中再次分配战斗伤害(除非该生物具有连击异能)。

702.7d Multiple instances of first strike on the same creature are redundant.
702.7d 同一个生物上的多个先攻异能并无意义。

702.8. Flash
702.8. 闪现

702.8a Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.”
702.8a 闪现属于静止式异能,具有此异能的牌在位于你可以使用它的区域中生效。“闪现”意指,“你可以于你能够施放瞬间的时机下使用此牌。”

702.8b Multiple instances of flash on the same object are redundant.
702.8b 同一个物件上的多个闪现异能并无意义。

702.9. Flying
702.9. 飞行

702.9a Flying is an evasion ability.
702.9a 飞行属于躲避式异能。

702.9b A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, “Declare Blockers Step,” and rule 702.17, “Reach.”)
702.9b 具有飞行的生物只能被具有飞行和/或延势的生物阻挡。无论一个生物是否具有飞行,具有飞行的生物都可以阻挡它。(参见规则509,“宣告阻挡者步骤”和规则702.17,“延势”。)

702.9c Multiple instances of flying on the same creature are redundant.
702.9c 同一个生物上的多个飞行异能并无意义。

702.10. Haste
702.10. 敏捷

702.10a Haste is a static ability.
702.10a 敏捷属于静止式异能。

702.10b If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since their most recent turn began. (See rule 302.6.)
702.10b 如果一个生物具有敏捷,则即使它的操控者在其最近的一回合开始时并未持续操控它,它依然能够攻击。(参见规则302.6。)

702.10c If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player continuously since their most recent turn began. (See rule 302.6.)
702.10c 如果一个生物具有敏捷,则即使它的操控者在其最近的一回合开始时并未持续操控它,也能够起动费用中包括横置或重置符号的起动式异能。(参见规则302.6。)

702.10d Multiple instances of haste on the same creature are redundant.
702.10d 同一个生物上的多个敏捷异能并无意义。

702.11. Hexproof
702.11. 辟邪

702.11a Hexproof is a static ability.
702.11a 辟邪是静止式异能。

702.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”
702.11b 在永久物上的“辟邪”意指“此永久物不能成为你对手所操控的咒语或异能的目标。”

702.11c “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.”
702.11c 在牌手上的“辟邪”意指“你不能成为你对手所操控的咒语或异能的目标。”

702.11d “Hexproof from [quality]” is a variant of the hexproof ability. “Hexproof from [quality]” on a permanent means “This permanent can’t be the target of [quality] spells your opponents control or abilities your opponents control from [quality] sources.” A “hexproof from [quality]” ability is a hexproof ability.
702.11d “反[特性]辟邪”是辟邪异能的一种变化形式。永久物上的“反[特性]辟邪”意指“此永久物不能成为由对手操控之[特性]咒语,或由对手操控之[特性]来源异能的目标。” “反[特性]辟邪”异能是一种辟邪异能。

702.11e Any effect that causes an object to lose hexproof will cause an object to lose all “hexproof from [quality]” abilities. Any effect that allows a player to choose a creature with hexproof as a target as though it didn’t have hexproof will allow a player to choose a creature with a “hexproof from [quality]” ability. Any effect that looks for a card with hexproof will find a card with a “hexproof from [quality]” ability.
702.11e 使物件失去辟邪异能之效应亦会使其失去所有“反[特性]辟邪”异能。允许牌手将具辟邪异能的生物视同不具辟邪异能地选择为目标之效应亦会允许牌手选择具“反[特性]辟邪”异能的生物为目标。。 寻找具辟邪异能的牌之效应亦会找到具“反[特性]辟邪”异能的牌。

702.11f Multiple instances of the same hexproof ability on the same permanent or player are redundant.
702.11f 同一个永久物或牌手上的多个同种辟邪异能并无意义。

702.12. Indestructible
702.12. 不灭

702.12a Indestructible is a static ability.
702.12a 不灭是一个静止式异能。

702.12b A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).
702.12b 一个具有不灭的永久物不能被消灭。这些永久物不会被致命伤害消灭,且它们忽略检查致命伤害的状态动作(参见规则704.5g)。

702.12c Multiple instances of indestructible on the same permanent are redundant.
702.12c 同一个永久物上的多个不灭异能并无意义。

702.13. Intimidate
702.13. 威吓

702.13a Intimidate is an evasion ability.
702.13a 威吓属于躲避式异能。

702.13b A creature with intimidate can’t be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, “Declare Blockers Step.”)
702.13b 具有威吓的生物只能被神器生物和/或与之有共通颜色的生物阻挡。(参见规则509,“宣告阻挡者步骤”。)

702.13c Multiple instances of intimidate on the same creature are redundant.
702.13c 同一个生物上的多个威吓异能并无意义。

702.14. Landwalk
702.14. 地行者

702.14a Landwalk is a generic term that appears within an object’s rules text as “[type]walk,” where [type] is usually a subtype, but can be the card type land, any land type, any supertype, or any combination thereof.
702.14a 地行者为通用词,在物件的规则叙述中都会以“[类别]行者”的格式出现,其中[类别]通常是一种副类别,但也可以是地这个牌类别、任意的地类别、任意的超类别,或是前述各类别的组合。

702.14b Landwalk is an evasion ability.
702.14b 地行者属于躲避式异能。

702.14c A creature with landwalk can’t be blocked as long as the defending player controls at least one land with the specified subtype (as in “islandwalk”), with the specified supertype (as in “legendary landwalk”), without the specified supertype (as in “nonbasic landwalk”), or with both the specified supertype and the specified subtype (as in “snow swampwalk”). (See rule 509, “Declare Blockers Step.”)
702.14c 只要防御牌手至少操控一个地符合下述情况之一,该生物便不能被阻挡:具有所指定的副类别(如“海岛行者”)、具有所指定的超类别(如“传奇地行者”)、不具有所指定的超类别(如“非基本地行者”),或同时具有所制定的超类别及副类别(如“雪境沼泽行者”)。(参见规则509,“宣告阻挡者步骤”。)

702.14d Landwalk abilities don’t “cancel” one another.
702.14d 地行者异能并不会互相“抵消”。

Example: If a player controls a snow Forest, that player can’t block an attacking creature with snow forestwalk even if they also control a creature with snow forestwalk.
例如:如果一位牌手操控着一个雪境树林,则即使其同样操控具有雪境树林行者异能的生物,也不能阻挡具有该异能的攻击生物。

702.14e Multiple instances of the same kind of landwalk on the same creature are redundant.
702.14e 同一个生物上的多个同类别地行者异能并无意义。

702.15. Lifelink
702.15. 系命

702.15a Lifelink is a static ability.
702.15a 系命属于静止式异能。

702.15b Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 119.3.
702.15b 具有系命之来源所造成的伤害,将使此来源的操控者,或如果没有操控者,则为其拥有者获得等量的生命(该伤害造成的其他结果仍照常处理)。参见规则119.3

702.15c If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink.
702.15c 如果一个永久物在使其造成伤害的效应生效前便离开战场,则会使用其最后已知信息来判断该永久物是否具有系命异能。

702.15d The lifelink rules function no matter what zone an object with lifelink deals damage from.
702.15d 无论具有系命之物件是从哪个区域造成的伤害,系命规则都会生效。

702.15e If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rule 118.9).
702.15e 如果多个具有系命的来源同时造成伤害,它们会分别导致一次获得生命的事件(参见规则118.9)。

Example: A player controls Ajani’s Pridemate, which reads “Whenever you gain life, you may put a +1/+1 counter on Ajani’s Pridemate,” and two creatures with lifelink. The creatures with lifelink deal combat damage simultaneously. Ajani’s Pridemate’s ability triggers twice.
例如:一位牌手操控阿耶尼的群伴,其异能为“每当你获得生命时,你可以在阿耶尼的群伴上放置一个+1/+1指示物。”和两个具有系命异能的生物。这些生物同时造成战斗伤害。阿耶尼的群伴的异能触发两次。

702.15f Multiple instances of lifelink on the same object are redundant.
702.15f 同一个物件上的多个系命异能并无意义。

702.16. Protection
702.16. 保护

702.16a Protection is a static ability, written “Protection from [quality].” This quality is usually a color (as in “protection from black”) but can be any characteristic value or information. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2.
702.16a 保护属于静止式异能,写作“反[特性]保护”。此特性通常为颜色(如“反黑保护”),但也可以是其他的特征或信息。如果此特性是一张牌的名称,则仅有在此保护异能指名此特性为名称时,才将其视作牌名来处理。如果此特性为一种类别、副类别或超类别,则保护所使用的来源包括该类永久物,与不在战场上的该类来源。这是规则109.2的例外状况。

702.16b A permanent or player with protection can’t be targeted by spells with the stated quality and can’t be targeted by abilities from a source with the stated quality.
702.16b 具有保护的永久物或牌手不能成为具所述特性的咒语,或来源为该特性的异能之目标。

702.16c A permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”)
702.16c 具有保护的永久物或牌手不能被具有所述特性的灵气结附。已结附于该永久物或牌手的此类灵气会作为状态动作置入其拥有者的坟墓场。(参见规则704,“状态动作”。)

702.16d A permanent with protection can’t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, “State-Based Actions.”)
702.16d 具有保护的永久物不能佩戴具所述特性的武具或构工具有该特性的工事。此类武具或工事会作为状态动作从该永久物上卸装,但仍留在战场上。(参见规则704,“状态动作”。)

702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.
702.16e 如果将对具有保护的永久物或牌手造成的伤害来源具有所述特性,则此伤害会被防止。

702.16f Attacking creatures with protection can’t be blocked by creatures that have the stated quality.
702.16f 具有保护的攻击生物不能被具该特性的生物阻挡。

702.16g “Protection from [quality A] and from [quality B]” is shorthand for “protection from [quality A]” and “protection from [quality B]”; it behaves as two separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B].
702.16g “反[特性A]及反[特性B]保护”是“反[特性A]保护”及“反[特性B]保护”的简写形式;此类叙述与分别列出两个保护异能相同。如果一个效应将使具有此类异能的物件失去“反[特性A]保护”异能,则该物件依然会具有“反[特性B]保护”异能。(译注:中文牌上已经将“反[特性A]及 [特性B]保护”按两个保护异能分别译成“反[特性A]保护,反[特性B]保护”。)

702.16h “Protection from all [characteristic]” is shorthand for “protection from [quality A],” “protection from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B], [quality C], and so on.
702.16h “反所有[特征]保护”是为该特征所有可能出现的每个特性单独列出“反[特性A]保护”,“反[特性B]保护”等等的缩略形式;此类叙述与分别列出数个保护异能相同。假设某效应会使得具有此类异能的物件失去“反[特性A]保护”此异能,则该物件依然会具有“反[特性B]保护”,“反[特性C]保护”等等这些异能。(译注:中文牌上的Protection from all [characteristic]不一定会译作“反所有[特征]保护”,而是可能根据特征中含有的特性数值进行相应的调整,如“反五色保护”。)

702.16i “Protection from everything” is a variant of the protection ability. A permanent with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent can’t be targeted by spells or abilities, enchanted by Auras, equipped by Equipment, fortified by Fortifications, or blocked by creatures, and all damage that would be dealt to it is prevented.
702.16i “反一切保护”是保护的变化形式。具有反一切保护的永久物,具有反每个物件的保护,无论该物件的特征为何。此类永久物不能成为咒语或异能的目标、不能结附灵气、不能佩带武具、不能构工工事、不能被生物阻挡,且防止将对它造成的所有伤害。

702.16j “Protection from [a player]” is a variant of the protection ability. A permanent with protection from a specific player has protection from each object the player controls and protection from each object the player owns not controlled by another player, regardless of that object’s characteristic values. Such a permanent can’t be targeted by spells or abilities the player controls, enchanted by Auras the player controls, equipped by Equipment the player controls, fortified by Fortifications the player controls, or blocked by creatures the player controls, and all damage that would be dealt to it by sources controlled by the player or owned by the player but not controlled by another player is prevented.
702.16j “反[一位牌手]保护”是保护的变化形式。具有反一位特定牌手保护的永久物,具有反该牌手操控之每个物件的保护异能,反该牌手拥有但未被另一位牌手操控之每个物件的保护异能,无论该物件的特征为何。此类永久物不能成为该牌手操控的咒语或异能的目标、不能被该牌手操控的灵气结附、不能佩带该牌手操控的武具、不能构工该牌手操控的工事、不能被该牌手操控的生物阻挡、且防止所有由该牌手操控、或由该牌手拥有但未被另一位牌手操控之来源将对它造成的所有伤害。

702.16k Multiple instances of protection from the same quality on the same permanent or player are redundant.
702.16k 同一永久物或牌手上的多个同特性保护异能并无意义。

702.16m Some Auras both give the enchanted creature protection and say “this effect doesn’t remove” either that specific Aura or all Auras. This means that the specified Auras can legally enchant that creature and aren’t put into their owners’ graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.
702.16m 一些灵气既赋予所结附的生物保护异能,又叙述“此效应不会移除”该灵气或所有灵气。此叙述的意义为这些灵气可以合法结附该生物,不会因状态动作置入其拥有者的坟墓场。如果该生物额外具有其他同特性保护异能,这些异能会如常影响灵气。

702.17. Reach
702.17. 延势

702.17a Reach is a static ability.
702.17a 延势属于静止式异能。

702.17b A creature with flying can’t be blocked except by creatures with flying and/or reach. (See rule 509, “Declare Blockers Step,” and rule 702.9, “Flying.”)
702.17b 具有飞行的生物只能被具有飞行和/或延势的生物阻挡。(参见规则509,“宣告阻挡者步骤”和规则702.9,“飞行”。)

702.17c Multiple instances of reach on the same creature are redundant.
702.17c 同一个生物上的多个延势异能并无意义。

702.18. Shroud
702.18. 帷幕

702.18a Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.”
702.18a 帷幕属于静止式异能。“帷幕”意指,“此永久物或牌手不能成为咒语或异能的目标。”

702.18b Multiple instances of shroud on the same permanent or player are redundant.
702.18b 同一永久物或牌手上的多个帷幕异能并无意义。

702.19. Trample
702.19. 践踏

702.19a Trample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, “Combat Damage Step.”)
702.19a 践踏属于静止式异能,会影响分配攻击生物之战斗伤害的规则。在生物进行阻挡或造成非战斗伤害时,此异能没有效应。(参见规则510,“战斗伤害步骤”。)

702.19b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. The attacking creature’s controller need not assign lethal damage to all those blocking creatures but in that case can’t assign any damage to the player or planeswalker it’s attacking.
702.19b 具有践踏的攻击生物之操控者,首先将伤害分配给所有阻挡它的生物。一旦这些阻挡生物都分配了致命伤害,则其操控者可以将剩余的伤害可以在阻挡生物和该生物所攻击的牌手或鹏洛客之间分配。当检查生物是否已经分配了致命伤害时,需考虑生物上已标记的伤害,以及其他生物在同一时间将分配给该生物的伤害,但不考虑可能会改变实际造成的伤害数量的异能或效应。攻击生物的操控者不需要对每个阻挡生物分配致命伤害,但此情况下不能将伤害分配给其正在攻击的牌手或鹏洛客。

Example: A 2/2 creature that can block an additional creature blocks two attackers: a 1/1 with no abilities a 3/3 with trample. The active player could assign 1 damage from the first attacker and 1 damage from the second to the blocking creature, and 2 damage to the defending player from the creature with trample.
例如:一个2/2且具有可以阻挡多个攻击者异能的生物阻挡了两个攻击者:其中一个是1/1、不具异能的生物,另一个是3/3、具践踏异能的生物。主动牌手可将第一个攻击者造成的1点伤害及第二个生物造成的1点伤害分配给阻挡生物,并将具践踏异能的生物造成的剩下2点伤害分配给防御牌手。

Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature’s controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker’s protection ability. The attacking creature’s controller can divide the rest of the damage as they choose between the blocking creature and the defending player.
例如:一个6/6、具有践踏异能的绿色生物被一个2/2、具反绿保护的生物阻挡。即使对该阻挡者造成的伤害会被保护异能所防止,该攻击生物的操控者也必须将至少2点伤害分配给阻挡者。进行攻击的生物之操控者可以选择将剩余的伤害在阻挡生物与防御牌手之间分配。

702.19c If an attacking creature with trample is blocked, but there are no creatures blocking it when damage is assigned, all its damage is assigned to the player or planeswalker it’s attacking.
702.19c 如果一个具有践踏的生物被阻挡,但在分配伤害时没有阻挡生物,则它造成的所有伤害都将分配给其所攻击的牌手或鹏洛客。

702.19d If a creature with trample is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker’s loyalty.
702.19d 如果一个具有践踏的生物攻击的是鹏洛客,不能将它所造成的任何战斗伤害分配给防御牌手,即使该鹏洛客已被移出战斗或攻击生物可分配的伤害超过了它的忠诚。

702.19e Multiple instances of trample on the same creature are redundant.
702.19e 同一个生物上的多个践踏异能并无意义。

702.20. Vigilance
702.20. 警戒

702.20a Vigilance is a static ability that modifies the rules for the declare attackers step.
702.20a 警戒属于静止式异能,会影响宣告攻击者步骤的规则。

702.20b Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”)
702.20b 具有警戒的生物攻击时不需横置。(参见规则508,“宣告攻击者步骤”。)

702.20c Multiple instances of vigilance on the same creature are redundant.
702.20c 同一个生物上的多个警戒异能并无意义。

702.21. Banding
702.21. 结合

702.21a Banding is a static ability that modifies the rules for combat.
702.21a 结合属于静止式异能,会影响战斗的规则。

702.21b “Bands with other” is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all “bands with other” abilities as well.
702.21b “与…结合”是结合异能的特殊形式。如果一个效应将使一个永久物失去结合异能,则该永久物同样会失去所有“与…结合”异能。

702.21c As a player declares attackers, they may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has “bands with other”) are all in a “band.” They may also declare that one or more attacking [quality] creatures with “bands with other [quality]” and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as they want, but each creature may be a member of only one of them. (Defending players can’t declare bands but may use banding in a different way; see rule 702.21j.)
702.21c 于牌手宣告攻击者时,其可以宣告一个或数个具有结合异能的攻击生物,以及至多一个不具结合异能的攻击生物(即使该生物具有“与…结合”异能)结合为一个“团队”。其可以将任意数量具有“与其他[特性]结合”的攻击生物与任意数量的其他[特性]攻击生物组成一个团队。牌手可以宣告任意数量的攻击团队,但每个生物只能是其中一个团队的成员。(防御牌手不能宣告团队,但可以用另一种方式使用结合异能;参见规则702.21j。)

702.21d All creatures in an attacking band must attack the same player or planeswalker.
702.21d 在同一个攻击团队中的所有生物都必须攻击相同的牌手或鹏洛客。

702.21e Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or “bands with other” from one or more of the creatures in the band.
702.21e 一旦宣告了攻击团队,即使之后其中一个或数个生物因故失去了结合或“与…结合”异能,该团队也将持续到战斗结束。

702.21f An attacking creature that’s removed from combat is also removed from the band it was in.
702.21f 如果一个攻击生物被移出战斗,它也会将从所在团队中移出。

702.21g Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.
702.21g 结合并不会使攻击生物共用异能,也不会移除任何异能。在团队中的攻击生物都是独立的永久物。

702.21h If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature.
702.21h 如果一个攻击生物被一个生物所阻挡,则该阻挡生物也同时阻挡了该攻击生物所在团队中的所有其他生物。

Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If they do, then the creature with swampwalk will also become blocked by the blocking creature(s).
例如:某牌手用一个具飞行的生物与一个具沼泽行者的生物组成了攻击团队进行攻击。操控有沼泽的防御牌手依然可以阻挡具有飞行的生物。如果防御牌手如此作,则阻挡生物也同时阻挡了具沼泽行者的生物。

702.21i If one member of a band would become blocked due to an effect, the entire band becomes blocked.
702.21i 如果一个团队中的一个成员因受到某个效应而被阻挡,则整个团队被阻挡。

702.21j During the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quality] creature with “bands with other [quality]” and another [quality] creature, the defending player (rather than the active player) chooses how the attacking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any number of creatures blocking it. This is an exception to the procedure described in rule 510.1c.
702.21j 在战斗伤害步骤中,如果一个攻击生物的阻挡者符合下述情形之一,则由防御牌手(而不是主动牌手)来分配攻击生物所造成的伤害:该阻挡生物具结合异能、或两个阻挡生物同为[特性]生物,且其中之一具有“与其他[特性]结合”异能。该攻击生物的战斗伤害可以由防御牌手在阻挡它的生物之间任意分配。这是规则510.1c中所描述之顺序的例外状况。

702.21k During the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature with “bands with other [quality]” and another [quality] creature, the active player (rather than the defending player) chooses how the blocking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any number of creatures it’s blocking. This is an exception to the procedure described in rule 510.1d.
702.21k 在战斗伤害步骤中,如果一个阻挡生物阻挡的攻击者符合下述情形之一,则由主动牌手(而不是防御牌手)来分配阻挡生物所造成的伤害:该攻击生物具结合异能、或有两个攻击生物同为[特性]生物,且其中之一具有“与其他[特性]结合”异能。该阻挡生物的战斗伤害可以由主动牌手在它所阻挡的生物之间任意分配。这是规则510.1d中所描述之顺序的例外状况。

702.21m Multiple instances of banding on the same creature are redundant. Multiple instances of “bands with other” of the same kind on the same creature are redundant.
702.21m 同一个生物上的多个结合异能并无意义。同一个生物上的多个同类别的与…结合异能并无意义。

702.22. Rampage
702.22. 狂暴

702.22a Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” (See rule 509, “Declare Blockers Step.”)
702.22a 狂暴属于触发式异能。“狂暴N”意指,“每当此生物被阻挡时,从第二个生物起,每个阻挡它生物都使它得+N/+N直到回合结束。”(参见规则509,“宣告阻挡者步骤”。)

702.22b The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won’t change the bonus.
702.22b 狂暴的加成在每个战斗中,只于此触发式异能结算时计算一次。此后增加或移除阻挡生物都不会改变此数值。

702.22c If a creature has multiple instances of rampage, each triggers separately.
702.22c 如果一个生物具有多个狂暴异能,则每一个都会分别触发。

702.23. Cumulative Upkeep
702.23. 累积维持

702.23a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” means “At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren’t allowed.
702.23a 累积维持属于触发式异能,其递增永久物的费用。“累积维持[费用]”意指,“在你的维持开始时,在此永久物上放置一个岁月指示物。然后你可以为其上每个岁月指示物各支付[费用]。若你未如此作,牺牲之。”如果[费用]的部分包含了任何选择,则每个岁月指示物的选择都会分别处理,之后要么支付全部的费用,要么便是完全不支付任何的费用。不能只支付其中一部分。

Example: A creature has “Cumulative upkeep {W} or {U}” and two age counters on it. When its ability next triggers and resolves, the creature’s controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature on the battlefield.
例如:某生物具有“累积维持{W}或{U}”,且其上有两个岁月指示物。当它的异能下一次触发并结算时,该生物的操控者在其上放置一个岁月指示物,然后可以支付{W}{W}{W},{W}{W}{U},{W}{U}{U},或是{U}{U}{U}来让此生物继续留在战场上。

Example: A creature has “Cumulative upkeep—Sacrifice a creature” and one age counter on it. When its ability next triggers and resolves, its controller can’t choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed.
例如:某生物具有“累积维持~牺牲一个生物”,且其上有一个岁月指示物。当它的异能下一次触发并结算时,它的操控者不能选择同样一个生物来牺牲两次。要么必须牺牲两个不同的生物,否则就必须牺牲这个具有累积维持异能的生物。

702.23b If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves.
702.23b 如果一个永久物有多个累积维持异能,则每一个都会分别触发。不过,岁月指示物并不只与对应的异能有关;每个累积维持异能都会在其结算时,计算永久物上面岁月指示物的总数。

Example: A creature has two instances of “Cumulative upkeep—Pay 1 life.” The creature has no age counters, and both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life.
例如:某生物具有两个“累积维持~支付一点生命”异能。该生物上面目前没有指示物,但两个累积维持异能都已触发。当第一个异能结算时,其操控者便在其上放置一个指示物,然后选择是否支付1点生命。当第二个异能结算时,该操控者便在其上放置第二个指示物,然后选择是否再支付2点生命。

702.24. Flanking
702.24. 侧面攻击

702.24a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509, “Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.”
702.24a 侧面攻击属于触发式异能,在宣告阻挡者步骤中触发。(参见规则509,“宣告阻挡者步骤”。)“侧面攻击”意指,“每当此生物被不具侧面攻击异能的生物阻挡时,该阻挡生物得-1/-1直到回合结束。

702.24b If a creature has multiple instances of flanking, each triggers separately.
702.24b 如果一个生物具有多个侧面攻击异能,则每一个都会分别触发。

702.25. Phasing
702.25. 时间跳跃

702.25a Phasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out under that player’s control “phase in.”
702.25a 时间跳跃属于静止式异能,会影响重置步骤的规则。在每位牌手的重置步骤中,主动牌手重置永久物之前,由该牌手操控、且具时间跳跃异能的所有已跃回永久物“跃离”。与此同时,所有于跃离时由该牌手操控的所有已跃离永久物“跃回”。

702.25b If a permanent phases out, its status changes to “phased out.” Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can’t affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.)
702.25b 如果一个永久物跃离,其状态改为“已跃离”。除了特别提到已跃离永久物的规则或效应外,游戏会把已跃离的永久物视同不存在一般进行处理。它既不会对游戏中的其他东西产生影响,也不会受其影响。跃离的永久物会移出战斗。(参见规则506.4

Example: You control three creatures, one of which is phased out. You cast a spell that says “Draw a card for each creature you control.” You draw two cards.
例如:你操控着三个生物,其中之一已跃离。你施放了一个咒语,其叙述为“你每操控一个生物,便抓一张牌。”你抓两张牌。

Example: You control a phased-out creature. You cast a spell that says “Destroy all creatures.” The phased-out creature is not destroyed.
例如:你操控一个已跃离的生物。你施放神之愤怒,其叙述为“消灭所有生物。它们不能重生。”该已跃离生物不会被消灭。

702.25c If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.
702.25c 如果一个永久物跃回,则其状态改为“已跃回”。游戏再一次将之视同存在于游戏之中。

702.25d The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control.
702.25d 即使一个永久物跃离,会被视同不在战场上及不在其操控者的操控下一般进行处理,但时间跳跃事件实际上并不会使得永久物所在的区域或操控权的归属发生改变。当永久物跃回或跃离时,并不会触发区域变换触发异能。衍生物跃离期间依然存在于战场上。一个永久物跃离期间,其上的指示物依然存在。检查已跃回的永久物历史的效应不会把此时间跳跃事件当作导致该永久物离开或进入战场,或是使其操控权发生改变的事件来处理。

702.25e Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it’s phased in. In particular, effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it.
702.25e 影响已跃离永久物的持续式效应的时限,可能在该永久物跃离的期间过期。对于这种情况,该永久物跃回时已不再受该些持续性效应影响。需特别指出的是,时限中包括着“只要”,且以该永久物为追踪对象的效应(参见规则611.2b)会在该永久物跃离时结束,因为该些效应无法查看到该永久物了。

702.25f When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in by itself, but instead phases in along with the permanent it’s attached to.
702.25f 当永久物跃离时,结附/装备于其上的所有灵气、武具及工事也同时跃离。这种跃离方式称为“间接”跃离。间接跃离的灵气、武具或是工事不会自己跃回,而是与其所结附/装备的永久物一同跃回。

702.25g If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.
702.25g 如果一个物件将要同时以直接和间接两种方式同时跃离,则它只会间接跃离。

702.25h An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5m and 704.5n.)
702.25h 直接跃离的灵气、武具或工事跃回时仍然结附/装备于它跃离时所结附/装备的物件或牌手之上,只要该物件仍在相同的区域中或该牌手仍在游戏中。否则,该灵气、武具或工事以未结附/装备的状态跃回。并进行相应的状态动作。(参见规则704.5m704.5n。)

702.25i Abilities that trigger when a permanent becomes attached or unattached from an object or player don’t trigger when that permanent phases in or out.
702.25i 因一个永久物成为“结附/装备”或“未结附/未装备”于某物件或牌手上而触发的异能,不会因该永久物跃离或跃回而触发。

702.25j Phased-out permanents owned by a player who leaves the game also leave the game. This doesn’t trigger zone-change triggers. See rule 800.4.
702.25j 由离开游戏的牌手拥有的已跃离永久物同样会离开游戏。这不会触发因区域改变而触发的异能。参见规则800.4

702.25k If an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn.
702.25k 如果一个效应使牌手略过其重置步骤,则该回合中不会发生时间跳跃事件。

702.25m In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules 800.4a and 800.4c.) If a phased-out permanent phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that player’s next turn would have begun.
702.25m 在多人游戏中,牌手一旦离开游戏,游戏规则可能导致已跃离永久物离开游戏或被放逐。(参见规则800.4a800.4c。)如果一个已跃离永久物是在某已离开游戏的牌手之操控下跃离的,该永久物于本应是该牌手的下一个回合开始后的下一个重置步骤中跃回。

702.25n Multiple instances of phasing on the same permanent are redundant.
702.25n 同一永久物或牌手上的多个时间跳跃异能并无意义。

702.26. Buyback
702.26. 购回

702.26a Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. “Buyback [cost]” means “You may pay an additional [cost] as you cast this spell” and “If the buyback cost was paid, put this spell into its owner’s hand instead of into that player’s graveyard as it resolves.” Paying a spell’s buyback cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.26a 购回出现于一些瞬间或法术上。它代表两个静止式异能,均于该咒语在堆叠中时生效。“购回[费用]”意指,“于你施放此咒语时,可以额外支付[费用]”以及“如果曾支付其购回费用,则此咒语结算后改为置于其拥有者的手上,而非该牌手的坟墓场。”支付咒语的购回费用时,需依照规则601.2b与规则601.2f–h的规定来支付额外费用。

702.27. Shadow
702.27. 次元幽影

702.27a Shadow is an evasion ability.
702.27a 次元幽影属于躲避式异能。

702.27b A creature with shadow can’t be blocked by creatures without shadow, and a creature without shadow can’t be blocked by creatures with shadow. (See rule 509, “Declare Blockers Step.”)
702.27b 具有次元幽影的生物不能被不具有次元幽影的生物所阻挡,且具有次元幽影的生物不能阻挡不具有次元幽影的生物。(参见规则509,“宣告阻挡者步骤”。)

702.27c Multiple instances of shadow on the same creature are redundant.
702.27c 同一个生物上的多个次元幽影异能并无意义。

702.28. Cycling
702.28. 循环

702.28a Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”
702.28a 循环属于起动式异能,只在具有循环异能之牌在牌手的手牌中时它才会生效。“循环[费用]”意指,“[费用],弃掉此牌:抓一张牌。”

702.28b Although the cycling ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities.
702.28b 虽然循环此异能只有于该牌在手上时才能起动,但不论此物件在战场上或是在其他区域中,此异能都会存在于其上。因此,如果一个效应会对具有一个或多个起动式异能之物件产生影响,则具有循环的物件也可能因此受到影响。

702.28c Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle [this card]” means “When you discard [this card] to pay an activation cost of a cycling ability.” These abilities trigger from whatever zone the card winds up in after it’s cycled.
702.28c 一些具有循环的牌也同时具有当其被循环时触发的异能。“当你循环[此牌]”意指,“当你弃掉[此牌]以支付循环异能的起动费用”。这些异能会在此牌循环后去到的区域中触发。

702.28d Some cards have abilities that trigger whenever a player “cycles or discards” a card. These abilities trigger only once when a card is cycled.
702.28d 一些牌具有异能,每当牌手“循环或弃”一张牌时触发。当一张牌被循环时,此类异能只会触发一次。

702.28e Typecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost], Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library.” This type is usually a subtype (as in “mountaincycling”) but can be any card type, subtype, supertype, or combination thereof (as in “basic landcycling”).
702.28e 类别循环是循环异能的变化。“[类别]循环[费用]”意指,“[费用],弃掉此牌: 从你的牌库中搜寻一张[类别]牌,展示该牌,并置于你手上。然后将你的牌库洗牌。”此处的类别通常是一种副类别(如“山脉循环”),但也可以是任意的牌类别、副类别、超类别,或是前述各类别的组合(如“基本地循环”)。

702.28f Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay an activation cost of a typecycling ability. Any effect that stops players from cycling cards will stop players from activating cards’ typecycling abilities. Any effect that increases or reduces a cycling cost will increase or reduce a typecycling cost. Any effect that looks for a card with cycling will find a card with typecycling.
702.28f 类别循环异能是循环异能,且类别循环费用是循环费用。于牌手循环牌时触发其异能的牌,也会在牌手弃掉一张牌以支付类别循环异能之起动费用时触发。阻止牌手循环牌的效应也会阻止牌手起动牌上的类别循环异能。增加或减少循环费用的效应也会增加会减少类别循环费用。寻找具循环异能之牌的效应也可以找到具类别循环异能的牌。

702.29. Echo
702.29. 返响

702.29a Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost].”
702.29a 返响属于触发式异能。“返响[费用]”意指,“在你的维持开始时,若你在你最近的维持开始后才开始操控该永久物,则除非你支付[费用],否则牺牲之。”

702.29b Urza block cards with the echo ability were printed without an echo cost. These cards have been given errata in the Oracle card reference; each one now has an echo cost equal to its mana cost.
702.29b 克撒环境中具有返响的牌上面并未印有返响费用。以这些用词印刷的卡牌均已经在Oracle牌张参考文献中得到了勘误;每张牌上现在都标明了返响费用,其返响费用各等同于各自的法术力费用。

702.30. Horsemanship
702.30. 马术

702.30a Horsemanship is an evasion ability.
702.30a 马术属于躲避式异能。

702.30b A creature with horsemanship can’t be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See rule 509, “Declare Blockers Step.”)
702.30b 具有马术的生物不能被不具有马术的生物阻挡。无论一个生物是否具有马术,具有马术的生物都可以阻挡它。(参见规则509,“宣告阻挡者步骤”。)

702.30c Multiple instances of horsemanship on the same creature are redundant.
702.30c 同一个生物上的多个马术异能并无意义。

702.31. Fading
702.31. 消退

702.31a Fading is a keyword that represents two abilities. “Fading N” means “This permanent enters the battlefield with N fade counters on it” and “At the beginning of your upkeep, remove a fade counter from this permanent. If you can’t, sacrifice the permanent.”
702.31a 消退是一个代表了两个异能的关键字。“消退N”意指,“此永久物进入战场时,上面有N个消退指示物”以及“在你的维持开始时,从该永久物上移去一个消退指示物。若你无法如此作,则牺牲该永久物。”

702.32. Kicker
702.32. 增幅

702.32a Kicker is a static ability that functions while the spell with kicker is on the stack. “Kicker [cost]” means “You may pay an additional [cost] as you cast this spell.” Paying a spell’s kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.32a 增幅属于静止式异能,当咒语在堆叠中时生效。“增幅[费用]”意指,“你施放此咒语时,可以额外支付[费用]。”支付咒语之增幅费用时,需依照规则601.2b与规则601.2f–h的规定来支付额外费用。

702.32b The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].”
702.32b “增幅[费用1]和/或[费用2]”与分别列出“增幅[费用1],增幅[费用2]”之意义相同。

702.32c Multikicker is a variant of the kicker ability. “Multikicker [cost]” means “You may pay an additional [cost] any number of times as you cast this spell.” A multikicker cost is a kicker cost.
702.32c 多重增幅是增幅异能的变化。“多重增幅[费用]”意指,“你施放此咒语时,可以任意次数地额外支付[费用]。”多重增幅费用也是增幅费用。

702.32d If a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell has been “kicked.” If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b.
702.32d 如果一个咒语的操控者宣告将要支付该咒语的任何增幅费用,则该咒语为“已增幅”。参见规则601.2b

702.32e Objects with kicker or multikicker have additional abilities that specify what happens if they are kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule 607, “Linked Abilities.”
702.32e 具有增幅的物件具有额外的异能,说明了它增幅过后会发生什么。这些异能会关联到此物件上印的增幅异能:它们只指这些特定的增幅异能。参见规则607,“关联异能”。

702.32f Objects with more than one kicker cost have abilities that each correspond to a specific kicker cost. They contain the phrases “if it was kicked with its [A] kicker” and “if it was kicked with its [B] kicker,” where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability.
702.32f 具有多于一种增幅费用的物件,则会指明支付哪个增幅费用后会得到哪个异能。上面的用词会包含“若曾支付其[A]的增幅费用”以及“若曾支付其[B]的增幅费用”,并且A与B分别是牌上所列举的第一个与第二个增幅费用,依此类推。这些异能分别关联到所对应的增幅异能。

702.32g If part of a spell’s ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.
702.32g 如果一个异能的一部分只会在该咒语增幅过后才会生效,且该部分的异能包含了目标,则该咒语的操控者只在该咒语增幅过的情况下,才要选择这些目标。否则,便视同该咒语施放时并无此类目标。参见规则601.2c

702.33. Flashback
702.33. 返照

702.33a Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Flashback [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.33a 返照出现在一些瞬间或法术上。它代表两个静止式异能:一个于该牌在牌手的坟墓场中时生效,另一个在该牌在堆叠之上时生效。“返照[费用]”意指,“你可以从你的坟墓场中施放此牌,并支付其返照费用,而非支付其法术力费用”以及“若曾支付返照费用,则在它将于任何时机下离开堆叠时,改为将其放逐,而非置入任何其他地方。”以返照异能施放咒语时,需依照规则601.2b与规则601.2f–h的规定来支付替代性费用。

702.34. Madness
702.34. 疯魔

702.34a Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player’s hand. The second is a triggered ability that functions when the first ability is applied. “Madness [cost]” means “If a player would discard this card, that player discards it, but exiles it instead of putting it into their graveyard” and “When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn’t, they put this card into their graveyard.”
702.34a 疯魔为代表了两个异能的关键字。第一个属于静止式异能,当该牌在牌手的手中时生效。第二个属于触发式异能,于第一部分生效后才生效。“疯魔[费用]”意指,“若牌手将弃掉此牌,则该牌手将其弃掉,但改为将其放逐,而非置于其坟墓场”以及“当此牌以此法被放逐时,其拥有者可通过支付[费用]来施放之,而不是支付其法术力费用。若该牌手未如此作,则将此牌置入其坟墓场。”

702.34b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.34b 以疯魔异能施放咒语时,需依照规则601.2b与规则601.2f–h的规定来支付替代性费用。

702.34c After resolving a madness triggered ability, if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that card. See rule 400.7i.
702.34c 在结算疯魔触发式异能后,如果所放逐之牌未被施放、且被移动到公开区域,提及被弃掉之牌的效应可以找到该物件。参见规则400.7i

702.35. Fear
702.35. 恐惧

702.35a Fear is an evasion ability.
702.35a 恐惧属于躲避式异能。

702.35b A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Blockers Step.”)
702.35b 具有恐惧的生物只能被神器生物和/或黑色生物阻挡。(参见规则509,“宣告阻挡者步骤”。)

702.35c Multiple instances of fear on the same creature are redundant.
702.35c 同一个生物上的多个恐惧异能并无意义。

702.36. Morph
702.36. 变身

702.36a Morph is a static ability that functions in any zone from which you could play the card it’s on, and the morph effect works any time the card is face down. “Morph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 707, “Face-Down Spells and Permanents.”)
702.36a 变身属于静止式异能,会在具有此异能的牌位于你可以使用它的区域时生效,并且只要该牌的牌面朝下,便会持续变身的效应。“变身[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2生物,并且没有内文叙述、没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”(参见规则707,“牌面朝下的咒语和永久物”。)

702.36b Megamorph is a variant of the morph ability. “Megamorph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost” and “As this permanent is turned face up, put a +1/+1 counter on it if its megamorph cost was paid to turn it face up.” A megamorph cost is a morph cost.
702.36b 威力变身是变身异能的变化。“威力变身[费用]”意指,“你可牌面朝下地施放此牌,将其当成2/2生物,并且没有内文叙述、没有名称、没有副类别、没有法术力费用;此时改为支付{3},而不是支付其法术力费用。”和“于此永久物翻回正面时,如果曾支付其威力变身费用来将它翻回正面,则在其上放置一个+1/+1指示物。”威力变身费用也属于变身费用。

702.36c To cast a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 706, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a morph ability to cast a card from any zone from which you could normally play it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.
702.36c 使用变身异能施放咒语时,将其牌面朝下。它成为2/2牌面朝下的生物咒语,并且没有内文叙述、没有名称、没有副类别、没有法术力费用。适用于施放具有这些特征(并非牌面朝上时牌张的特征)的效应或限制会在施放此牌时生效。这些数值为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则706,“复制物件”。)将它放入堆叠(作为具有前述特征之牌面朝下的咒语),改为支付{3},而不是支付其法术力费用。这需要依照支付替代性费用之规则行事。只要是可以正常使用咒语的区域,你都可以使用牌的变身异能来施放它。当此咒语结算时,它具有该咒语前述之特征进入战场。变身的效果持续影响此牌面朝下之物件,直到此永久物被翻回正面为止。

702.36d You can’t normally cast a card face down. A morph ability allows you to do so.
702.36d 通常你不能以牌面朝下的方式施放牌。变身异能允许你如此作。

702.36e Any time you have priority, you may turn a face-down permanent you control with a morph ability face up. This is a special action; it doesn’t use the stack (see rule 115). To do this, show all players what the permanent’s morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield.
702.36e 于任何你拥有优先权的时机,你可以把由你操控的具有变身异能的牌面朝下之永久物翻回正面。这是一个特殊动作;它不使用堆叠(参见规则115)。方法如下:将该永久物视同牌面朝上一般将该永久物的变身费用展示给所有牌手,支付此费用,然后将其翻回正面。(如果此永久物牌面朝上的时候没有变身费用,则其无法以此法翻回正面。)此牌的变身效应随之结束,并重新获得其正常特征。当它翻回正面时,由于它早已进过战场,所以并不会触发任何与永久物进入战场相关的异能,亦不会产生与此相关的效应。

702.36f If a permanent’s morph cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the morph special action was taken.
702.36f 如果一个永久物的变身费用包含X,该永久物的其他异能可能也提及X。这些异能中X的值等同于变身特殊动作执行时所选择的X的值。

702.36g See rule 707, “Face-Down Spells and Permanents,” for more information about how to cast cards with a morph ability.
702.36g 关于如何施放具有变身异能的牌之更多信息,参见规则707,“牌面朝下的咒语和永久物”。

702.37. Amplify
702.37. 增强

702.37a Amplify is a static ability. “Amplify N” means “As this object enters the battlefield, reveal any number of cards from your hand that share a creature type with it. This permanent enters the battlefield with N +1/+1 counters on it for each card revealed this way. You can’t reveal this card or any other cards that are entering the battlefield at the same time as this card.”
702.37a 增强属于静止式异能。“增强N”意指,“于此物件进入战场时,从你手上展示若干张与其有共同生物类别的牌。此永久物进入战场时,你每以此法展示一张牌,上面便有N个+1/+1指示物。能展示的牌不包括此牌本身,也不包括其他与此牌同时进战场的牌。”

702.37b If a creature has multiple instances of amplify, each one works separately.
702.37b 如果一个生物具有多个增强异能,则每一个都会分别触发。

702.38. Provoke
702.38. 挑拨

702.38a Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature.”
702.38a 挑拨属于触发式异能。“挑拨”意指,“每当此生物攻击时,你可以选择令目标由防御牌手操控的生物于本次战斗中若能则须阻挡此生物。如果你如此作,则重置该目标生物。”

702.38b If a creature has multiple instances of provoke, each triggers separately.
702.38b 如果一个生物具有多个挑拨异能,则每一个都会分别触发。

702.39. Storm
702.39. 风暴

702.39a Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.”
702.39a 风暴属于触发式异能,于堆叠中生效。“风暴”意指,“当你施放此咒语时,本回合于此咒语之前每施放过一个咒语,便复制该咒语一次。若此咒语需要目标,你可以为任意复制品选择新的目标。”

702.39b If a spell has multiple instances of storm, each triggers separately.
702.39b 如果一个咒语具有多个风暴异能,则每一个都会分别触发。

702.40. Affinity
702.40. 共鸣

702.40a Affinity is a static ability that functions while the spell with affinity is on the stack. “Affinity for [text]” means “This spell costs you {1} less to cast for each [text] you control.”
702.40a 共鸣属于静止式异能,当具有共鸣异能的咒语在堆叠中时生效。“[文字]共鸣”意指“你每操控一个[文字],施放此咒语的费用便减少{1}来施放。”

702.40b If a spell has multiple instances of affinity, each of them applies.
702.40b 如果一个咒语有多个共鸣异能,则每一个都会分别生效。

702.41. Entwine
702.41. 打包

702.41a Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is on the stack. “Entwine [cost]” means “You may choose all modes of this spell instead of just one. If you do, you pay an additional [cost].” Using the entwine ability follows the rules for choosing modes and paying additional costs in rules 601.2b and 601.2f–h.
702.41a 打包属于具有模式之咒语专有的静止式异能,于该咒语在堆叠中时生效。“打包[费用]”意指,“你可以改为选择此咒语的所有模式,而非只选择一个模式。若你如此作,则你额外支付[费用]。”使用打包异能时,需依照规则601.2b601.2f–h之规定来选择模式与支付额外费用。

702.41b If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves.
702.41b 如果支付了打包费用,则在此咒语结算时,按照牌上各模式叙述顺序来依序执行各模式。

702.42. Modular
702.42. 套件

702.42a Modular represents both a static ability and a triggered ability. “Modular N” means “This permanent enters the battlefield with N +1/+1 counters on it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.”
702.42a 套件代表了两部分的异能,一个是静止式异能,另一个则是触发式异能。“套件N”意指,“此永久物进入战场时上面有N个+1/+1指示物”以及“当此永久物从战场上置入坟墓场时,其上每有一个+1/+1指示物,你便可以在目标神器生物上放置一个+1/+1指示物。”

702.42b If a creature has multiple instances of modular, each one works separately.
702.42b 如果一个生物具有多个套件异能,则每一个都会分别产生作用。

702.43. Sunburst
702.43. 辉映

702.43a Sunburst is a static ability that functions as an object is entering the battlefield. “Sunburst” means “If this object is entering the battlefield as a creature, ignoring any type-changing effects that would affect it, it enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters the battlefield with a charge counter on it for each color of mana spent to cast it.”
702.43a 辉映属于静止式异能,于一个物件进入战场的时候生效。“辉映”意指,“忽略任何将会影响此物件的改变类别的效应,若它作为生物进入战场,则用过几种颜色的法术力来施放它,它进入战场时上面便有几个+1/+1指示物。否则,用过几种颜色的法术力来施放它,它进入战场时上面便有几个充电指示物。”

702.43b Sunburst adds counters only if the object with sunburst is entering the battlefield from the stack as a resolving spell and only if one or more colored mana was spent on its costs, including additional or alternative costs.
702.43b 辉映只在具有辉映的物件从堆叠作为结算中的咒语进入战场时才会放置指示物,并且必须是为其费用支付过一种或多种有色法术力时才会放置指示物。额外费用或替代性费用也算作费用。

702.43c Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn’t matter whether the ability is on a creature spell or on a noncreature spell.
702.43c 辉映也可用来设定其他异能的可变数值。如果该关键字用于此用途,则不会在乎这是个生物咒语或非生物咒语。

Example: The ability “Modular—Sunburst” means “This permanent enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.”
例如:“套件~辉映”意指,“用过几种颜色的法术力来施放此永久物,它进入战场时上面便有几个+1/+1指示物”以及“当此永久物从战场上置入坟墓场时,其上每有一个+1/+1指示物,你便可以在目标神器生物上放置一个+1/+1指示物。”

702.43d If an object has multiple instances of sunburst, each one works separately.
702.43d 如果一个生物具有多个辉映异能,则每一个都会分别产生作用。

702.44. Bushido
702.44. 武士道

702.44a Bushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn.” (See rule 509, “Declare Blockers Step.”)
702.44a 武士道属于触发式异能。“武士道N”意指,“每当此生物进行阻挡或被阻挡时,它得+N/+N直到回合结束。”(参见规则509,“宣告阻挡者步骤”。)

702.44b If a creature has multiple instances of bushido, each triggers separately.
702.44b 如果一个生物具有多个武士道异能,则每一个都会分别触发。

702.45. Soulshift
702.45. 转生

702.45a Soulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a graveyard from the battlefield, you may return target Spirit card with converted mana cost N or less from your graveyard to your hand.”
702.45a 转生属于触发式异能。“转生N”意指,“当此永久物从战场上置入坟墓场时,你可以将目标总法术力费用等于或小于N的精怪牌从你的坟墓场移回你手上。”

702.45b If a permanent has multiple instances of soulshift, each triggers separately.
702.45b 如果一个永久物有多个转生异能,则每一个都会分别触发。

702.46. Splice
702.46. 通联

702.46a Splice is a static ability that functions while a card is in your hand. “Splice onto [subtype] [cost]” means “You may reveal this card from your hand as you cast a [subtype] spell. If you do, copy this card’s text box onto that spell and pay [cost] as an additional cost to cast that spell.” Paying a card’s splice cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.46a 通联属于静止式异能,当牌在你手上时生效。“通联[副类别][费用]”意指,“于你施放[副类别]咒语时,你可以从手上展示此牌。若你如此作,则将此牌的文字栏内容加入该咒语中,并支付[费用]作为使用该咒语的额外费用。”支付一张牌的通联费用时,需依照规则601.2b与规则601.2f–h的规定来支付额外费用。

Example: Since the card with splice remains in the player’s hand, it can later be cast normally or spliced onto another spell. It can even be discarded to pay a “discard a card” cost of the spell it’s spliced onto.
例如:由于具有通联异能的牌还留在牌手的手上,稍后牌手还可以正常地施放该牌,或是将该牌通联在其他咒语上。若它所通联上的咒语之费用包括了“弃一张牌”,你甚至可以弃掉它来支付此部分的费用。

702.46b You can’t choose to use a splice ability if you can’t make the required choices (targets, etc.) for that card’s instructions. You can’t splice any one card onto the same spell more than once. If you’re splicing more than one card onto a spell, reveal them all at once and choose the order in which their instructions will be followed. The instructions on the main spell have to be followed first.
702.46b 如果你无法作出该牌内文中所指明的选择(例如目标),便不能使用该牌的通联异能。你不能将一张牌多次通联上同一个咒语。如果你要将多张牌通联到同一个咒语上,则将这些牌同时展示,并决定执行内文指示时之顺序。在这些内文指示之中,本体咒语的内文一定会首先执行。

702.46c The spell has the characteristics of the main spell, plus the text boxes of each of the spliced cards. The spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text copied onto the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied.
702.46c 此咒语将具有本体咒语的各项特征,并且额外具有每张通联牌文字栏的叙述。此咒语不会获得通联牌的其他特征(如名称、法术力费用、超类别、牌类别、副类别等)。加入此咒语的内文中,用牌的名称来指代某张牌的部分指代的是在堆叠中的此咒语,而不是指代提供该部分文字的那张牌。

Example: Glacial Ray is a red card with splice onto Arcane that reads, “Glacial Ray deals 2 damage to any target.” Suppose Glacial Ray is spliced onto Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists deals the damage. This means that the ability can target a creature with protection from red and deal 2 damage to that creature.
例如:冰冻射线是一张具有通联古咒异能的红牌,其叙述为“冰冻射线对任意一个目标造成2点伤害”。假设冰冻射线通联上了蓝色的探遍迷雾。则该咒语依然是蓝色,并且由探遍迷雾造成伤害。这意味着此异能可以指定具反红保护异能的生物为目标,并对该生物造成2点伤害。

702.46d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets won’t resolve if all of its targets are illegal on resolution.
702.46d 为此类添加的叙述选择目标与一般情况相同。(参见规则601.2c。) 注意如果一个咒语具有一个或数个目标,且所有目标在结算时均不合法,此咒语便不会结算。

702.46e The spell loses any splice changes once it leaves the stack for any reason.
702.46e 一旦该咒语因任何原因离开堆叠,便不再具有由通联导致的任何改变。

702.47. Offering
702.47. 献祭

702.47a Offering is a static ability that functions while the spell with offering is on the stack. “[Subtype] offering” means “As an additional cost to cast this spell, you may sacrifice a [subtype] permanent. If you chose to pay the additional cost, this spell’s total cost is reduced by the sacrificed permanent’s mana cost, and you may cast this spell any time you could cast an instant.”
702.47a 献祭属于静止式异能,在具有献祭异能的牌在堆叠上时生效。“[副类别]献祭”意指,“你可以牺牲一个[副类别]永久物,作为施放此咒语的额外费用。若你选择支付此额外费用,此咒语的总费用减少等同于所牺牲的永久物之法术力费用的费用,且你可以于你能够施放瞬间的时机下施放此牌。”

702.47b You choose which permanent to sacrifice as you make choices for the spell (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h).
702.47b 于你为咒语作出选择时,一并选择牺牲哪个永久物。(参见规则601.2b。)于你支付总费用时,牺牲该永久物。(参见规则601.2h。)

702.47c Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the spell’s total cost. Colored and colorless mana in the sacrificed permanent’s mana cost reduces mana of the same type in spell’s total cost, and any excess reduces that much generic mana in spell’s total cost.
702.47c 所牺牲之永久物的法术力中之一般法术力,将减少该咒语总费用中的一般法术力。所牺牲之永久物的法术力中之有色法术力和无色法术力,将减少该咒语总费用中同样类型的法术力,如有剩余的部分,则将减少该咒语总费用中等量的一般法术力。

702.48. Ninjutsu
702.48. 忍术

702.48a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.”
702.48a 忍术属于起动式异能,只当具有忍术异能之牌在牌手的手中时才会生效。“忍术[费用]”意指,“[费用],从你手上展示此牌,将一个由你操控且未受阻挡的生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。”

702.48b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.
702.48b 宣告了一张牌的忍术异能后,直到该异能离开堆叠为止,该牌会一直展示着。

702.48c A ninjutsu ability may be activated only while a creature on the battlefield is unblocked (see rule 509.1h). The creature with ninjutsu is put onto the battlefield unblocked. It will be attacking the same player or planeswalker as the creature that was returned to its owner’s hand.
702.48c 只有战场上的一个生物未受阻挡,才可以起动忍术异能(参见规则509.1h)。具有忍术的生物是以未受阻挡的状态放进战场。它所攻击的牌手或鹏洛客与被移回其拥有者手上的生物之攻击对象相同。

702.48d Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in the command zone. “Commander ninjutsu [cost]” means “[Cost], Reveal this card from your hand or from the command zone, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield tapped and attacking.”
702.48d 指挥官忍术是忍术异能的变化,当具指挥官忍术的牌位于统帅区中时亦会生效。“指挥官忍术[费用]”意指“[费用],从你手上或统帅区展示此牌,将一个由你操控且未受阻挡的生物移回其拥有者手上:将此牌从你手上横置放进战场,且正进行攻击。”

702.49. Epic
702.49. 历传

702.49a Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic” means “For the rest of the game, you can’t cast spells,” and “At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.” See rule 706.10.
702.49a 历传代表了两部分的异能,一个是静止式异能,另一个则是延迟触发式异能。“历传”意指,“这盘游戏结束之前,你不能施放咒语”以及“直到这盘游戏结束,在你每回合的维持开始时,复制此咒语,但不包含其历传异能。若该咒语需要目标,则你可以为该复制选择新的目标。”参见规则706.10

702.49b A player can’t cast spells once a spell with epic they control resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.
702.49b 一旦牌手所操控之具有历传的咒语结算,该牌手便不再能施放咒语,但效应(比如历传异能本身)依旧能把咒语的复制放进堆叠。

702.50. Convoke
702.50. 召集

702.50a Convoke is a static ability that functions while the spell with convoke is on the stack. “Convoke” means “For each colored mana in this spell’s total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spell’s total cost, you may tap an untapped creature you control rather than pay that mana.”
702.50a 召集属于静止式异能,当具有召集的咒语在堆叠中时生效。“召集”意指,“你可以为此咒语总费用中的每一点有色法术力横置一个由你操控的未横置的该色生物,而不支付该法术力。你可以为此咒语总费用中的每一点一般法术力横置一个由你操控的未横置的生物,而不支付该法术力。”

702.50b The convoke ability isn’t an additional or alternative cost and applies only after the total cost of the spell with convoke is determined.
702.50b 召集异能不是额外或替代性费用,且只在该具有召集异能的咒语的总费用被确定之后生效。

Example: Heartless Summoning says, in part, “Creature spells you cast cost {2} less to cast”. You control Heartless Summoning and cast Siege Wurm, a spell with convoke that costs {5}{G}{G}. The total cost to cast Siege Wurm is {3}{G}{G}. After activating mana abilities, you pay that total cost. You may tap up to two green creatures and up to three other creatures to pay that cost, and the remainder is paid with mana.
例如:无情召唤的一部分异能叙述为“你施放的生物咒语减少{2}来施放。”你操控无情召唤并施放攻城亚龙,一个费用为{5}{G}{G}并具有召集异能的咒语。施放攻城亚龙的总费用为{3}{G}{G}。在你起动法术力异能之后,你将支付总费用。你可以横置至多两个绿色生物和至多三个其他生物来支付该费用,未用此法支付的其余费用使用法术力异能来支付。

702.50c A creature tapped to pay for mana in a spell’s total cost this way is said to have “convoked” that spell.
702.50c 若以此法横置了某生物来支付咒语的总费用,便称为用此生物“召集”该咒语。

702.50d Multiple instances of convoke on the same spell are redundant.
702.50d 同一个咒语上的多个召集异能并无意义。

702.51. Dredge
702.51. 发掘

702.51a Dredge is a static ability that functions only while the card with dredge is in a player’s graveyard. “Dredge N” means “As long as you have at least N cards in your library, if you would draw a card, you may instead put N cards from the top of your library into your graveyard and return this card from your graveyard to your hand.”
702.51a 发掘属于静止式异能,只当具有发掘异能的牌在牌手的坟墓场中时生效。“发掘N”意指,“只要你的牌库至少有N张牌,如果你将要抓一张牌,你可以改为将你牌库顶的N张牌置入你的坟墓场,且将此牌从你的坟墓场移回你手上。”

702.51b A player with fewer cards in their library than the number required by a dredge ability can’t put any of them into their graveyard this way.
702.51b 如果牌手的牌库张数少于某个发掘异能所要求的数量,则该牌手便不能以此法将任何牌置入其坟墓场。

702.52. Transmute
702.52. 易质

702.52a Transmute is an activated ability that functions only while the card with transmute is in a player’s hand. “Transmute [cost]” means “[Cost], Discard this card: Search your library for a card with the same converted mana cost as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Activate this ability only any time you could cast a sorcery.”
702.52a 易质属于起动式异能,只当具有易质异能之牌在牌手的手中时才会生效。“易质[费用]”意指,“[费用],弃掉此牌:从你的牌库中搜寻一张总法术力费用与它相同的牌,展示该牌,并置于你手上。然后将你的牌库洗牌。此异能只可以在你能施放法术的时机下起动。”

702.52b Although the transmute ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities.
702.52b 对于具易质的牌来说,虽然此异能只能于该牌在手上时起动,但不论此物件在战场上或是在其他区域之中,此异能都存在于其上。因此,如果一个效应会对具有一个或多个起动式异能之物件产生影响,则具有易质异能的物件也会因此受到影响。

702.53. Bloodthirst
702.53. 嗜血

702.53a Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this turn, this permanent enters the battlefield with N +1/+1 counters on it.”
702.53a 嗜血属于静止式异能。“嗜血N”意指,“如果一位对手本回合曾受过伤害,此永久物进入战场上面有N个+1/+1指示物。”

702.53b “Bloodthirst X” is a special form of bloodthirst. “Bloodthirst X” means “This permanent enters the battlefield with X +1/+1 counters on it, where X is the total damage your opponents have been dealt this turn.”
702.53b “嗜血X”是嗜血的特殊格式之一。“嗜血X”意指,“如果所有对手本回合总共已受过X点伤害,此永久物进入战场上面有X个+1/+1指示物。”

702.53c If an object has multiple instances of bloodthirst, each applies separately.
702.53c 如果一个物件具有多个嗜血异能,则每一个都会分别生效。

702.54. Haunt
702.54. 缠身

702.54a Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put into a graveyard from the battlefield, exile it haunting target creature.” “Haunt” on an instant or sorcery spell means “When this spell is put into a graveyard during its resolution, exile it haunting target creature.”
702.54a 缠身属于触发式异能。永久物上的“缠身”意指,“当此永久物从战场置入坟墓场时,将它放逐,并缠身在目标生物上。”在瞬间或法术咒语上的“缠身”意指,“当此咒语结算后置入坟墓场时,将它放逐,并缠身在目标生物上。”

702.54b Cards that are in the exile zone as the result of a haunt ability “haunt” the creature targeted by that ability. The phrase “creature it haunts” refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature.
702.54b 由于其缠身异能而处于放逐区域的牌,将“缠身”在该异能所指定的目标生物上。无论该物件是否依然为生物,“它所缠身的生物”皆指代被缠身异能所指定为目标的物件。

702.54c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.
702.54c 具有缠身的牌上之提及“所缠身的生物”的触发式异能,能够在放逐区中触发。

702.55. Replicate
702.55. 覆诵

702.55a Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell with replicate is on the stack. The second is a triggered ability that functions while the spell with replicate is on the stack. “Replicate [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When you cast this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any of the copies.” Paying a spell’s replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.55a 覆诵为代表了两个异能的关键字。第一个属于静止式异能,当该咒语在堆叠中时生效。第二个属于触发式异能,当该咒语在堆叠中时生效。“覆诵[费用]”意指,“你可以支付[费用]任意次数,以作为施放此咒语的额外费用”以及“当你施放此咒语时,若支付过其覆诵费用,则每支付过一次覆诵费用,就可以将它复制一次。若此咒语需要目标,你可以为任意数量之复制选择新的目标。”支付某咒语的覆诵费用时,需依照规则601.2b与规则601.2f–h的规定来支付额外费用。

702.55b If a spell has multiple instances of replicate, each is paid separately and triggers based on the payments made for it, not any other instance of replicate.
702.55b 如果一个咒语具有多个覆诵异能,则每一个均需分别支付,而支付费用后的触发也将各自独立,每个覆诵异能都基于为其支付的费用触发。

702.56. Forecast
702.56. 预报

702.56a A forecast ability is a special kind of activated ability that can be activated only from a player’s hand. It’s written “Forecast — [Activated ability].”
702.56a 预报是一种特殊的起动式异能,只能从牌手的手上起动。其格式为“预报~[起动式异能]”。

702.56b A forecast ability may be activated only during the upkeep step of the card’s owner and only once each turn. The controller of the forecast ability reveals the card with that ability from their hand as the ability is activated. That player plays with that card revealed in their hand until it leaves the player’s hand or until a step or phase that isn’t an upkeep step begins, whichever comes first.
702.56b 预报异能只可以在其操控者的维持步骤中起动,且每回合只能起动一次。于起动预报异能时,其操控者须从手上展示具该异能的牌。该牌手必须以展示此牌的方式进行游戏,直到此牌离开该牌手的手牌或开始了一个不属于维持步骤的步骤或阶段之一发生。

702.57. Graft
702.57. 接殖

702.57a Graft represents both a static ability and a triggered ability. “Graft N” means “This permanent enters the battlefield with N +1/+1 counters on it” and “Whenever another creature enters the battlefield, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature.”
702.57a 接殖代表了两部分的异能,一个是静止式异能,另一个则是触发式异能。“接殖N”意指,“此永久物进入战场时,上面有N个+1/+1指示物”以及“每当另一个生物进入战场时,若此永久物上有+1/+1指示物,你可以将此永久物上的一个+1/+1指示物移到该生物上。”

702.57b If a permanent has multiple instances of graft, each one works separately.
702.57b 如果一个永久物具有多个接殖异能,则每一个都会分别产生作用。

702.58. Recover
702.58. 复还

702.58a Recover is a triggered ability that functions only while the card with recover is in a player’s graveyard. “Recover [cost]” means “When a creature is put into your graveyard from the battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.”
702.58a 复还属于触发式异能,只当具有复还异能的牌在某牌手中的坟墓场中时生效。“复还[费用]”意指,“当一个生物从战场置入你的坟墓场时,你可以支付[费用]。若你如此作,则将此牌从你的坟墓场移回你手上。否则,则放逐此牌。”

702.59. Ripple
702.59. 涟动

702.59a Ripple is a triggered ability that functions only while the card with ripple is on the stack. “Ripple N” means “When you cast this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may cast any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not cast this way on the bottom of your library in any order.”
702.59a 涟动属于触发式异能,只当具有涟动异能的牌在堆叠中时生效。“涟动N”意指,“当你施放此咒语时,你可以展示你牌库顶的N张牌;或是当你的牌库少于N张牌时,你可以展示你牌库的所有牌。若你以此法从你的牌库展示牌,你可以施放所展示之牌中与此咒语同名者,并且不需支付其法术力费用,然后将所展示之牌中未以此法施放者以任意顺序置于你的牌库底。”

702.59b If a spell has multiple instances of ripple, each triggers separately.
702.59b 如果一个咒语具有多个涟动异能,则每一个都会分别触发。

702.60. Split Second
702.60. 转瞬

702.60a Split second is a static ability that functions only while the spell with split second is on the stack. “Split second” means “As long as this spell is on the stack, players can’t cast other spells or activate abilities that aren’t mana abilities.”
702.60a 转瞬属于静止式异能,只当具转瞬异能的牌在堆叠中时生效。“转瞬”意指,“只要此咒语在堆叠中,牌手便不能施放其他咒语或起动不是法术力异能的起动式异能。”

702.60b Players may activate mana abilities and take special actions while a spell with split second is on the stack. Triggered abilities trigger and are put on the stack as normal while a spell with split second is on the stack.
702.60b 当具有转瞬的咒语在堆叠中时,牌手仍可以起动法术力异能,及进行特殊动作。当具有转瞬的咒语在堆叠中时,触发式异能仍会如常触发及进入堆叠。

702.60c Multiple instances of split second on the same spell are redundant.
702.60c 同一个咒语上的多个转瞬异能并无意义。

702.61. Suspend
702.61. 延缓

702.61a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player’s hand. The second and third are triggered abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if this card is suspended, remove a time counter from it,” and “When the last time counter is removed from this card, if it’s exiled, play it without paying its mana cost if able. If you can’t, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes.”
702.61a 延缓为代表了三个异能的关键字。第一个属于静止式异能,当具有延缓异能的牌在牌手手牌中时生效。第二个与第三个异能属于触发式异能,于放逐区中生效。“延缓N~[费用]”意指,“如果你可以通过将此牌从手上放入堆叠的方式开始施放它,你可以支付[费用]并将其放逐,且上面有N个计时指示物。此动作不使用堆叠”、“在你的维持开始时,若此牌被延缓,则从其上移去一个计时指示物”,以及“当移去此牌上最后一个计时指示物时,若它目前被放逐,且如果你能使用它,则使用它且不需支付其法术力费用。如果你不能使用它,则它持续被放逐。若你以此法施放了一个生物咒语,则它获得敏捷异能,直到你失去该咒语或其成为的永久物之操控权为止。”

702.61b A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
702.61b 如果一张具有延缓的牌位于放逐区,且其上有计时指示物,则此牌为“已延缓”。

702.61c While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibit that card from being cast.
702.61c 当确定你是否可以开始施放一张具有延缓异能的牌时,将任何将会阻止该牌施放的效应纳入考虑。

702.61d Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.61d 以延缓异能的效应施放咒语,需依照规则601.2b与规则601.2f–h的规定来支付替代性费用。

702.62. Vanishing
702.62. 消逝

702.62a Vanishing is a keyword that represents three abilities. “Vanishing N” means “This permanent enters the battlefield with N time counters on it,” “At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it,” and “When the last time counter is removed from this permanent, sacrifice it.”
702.62a 消逝为代表了三个异能的关键字。“消逝N”意指,“此永久物进入战场时,上面有N个计时指示物”、“在你的维持开始时,若此永久物上有计时指示物,则从其上移去一个计时指示物”,以及“当移去此永久物上最后一个计时指示物时,将它牺牲。”

702.62b Vanishing without a number means “At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it” and “When the last time counter is removed from this permanent, sacrifice it.”
702.62b 如果“消逝”后面没接着数字指,“在你的维持开始时,若此永久物上有计时指示物,则从其上移去一个计时指示物”以及“当移去此永久物上最后一个计时指示物时,将它牺牲。”

702.62c If a permanent has multiple instances of vanishing, each works separately.
702.62c 如果一个永久物具有多个消逝异能,则每一个都会分别运作。

702.63. Absorb
702.63. 抵受

702.63a Absorb is a static ability. “Absorb N” means “If a source would deal damage to this creature, prevent N of that damage.”
702.63a 抵受属于静止式异能。“抵受N”意指,“如果任一来源将对此生物造成伤害,则防止此伤害中的N点。”

702.63b Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage from other sources, or to damage dealt by the same source at a different time.
702.63b 每个抵受异能都只能防止任一来源一次所造成的N点伤害。它会对其他来源所造成的伤害另外生效,或者对此来源其他时候所造成的伤害另外生效。

702.63c If an object has multiple instances of absorb, each applies separately.
702.63c 如果一个物件具有多个抵受异能,则每一个都会分别生效。

702.64. Aura Swap
702.64. 灵气转换

702.64a Aura swap is an activated ability of some Aura cards. “Aura swap [cost]” means “[Cost]: You may exchange this permanent with an Aura card in your hand.”
702.64a 灵气交换是一些灵气牌所具有的起动式异能。“灵气转换[费用]”意指,“[费用]:你可以将此永久物与你手上的一张灵气牌交换。”

702.64b If either half of the exchange can’t be completed, the ability has no effect.
702.64b 如果此交换过程中的任意部分无法完成,此异能无效。

Example: You activate the aura swap ability of an Aura. The only Aura card in your hand can’t enchant the permanent that’s enchanted by the Aura with aura swap. The ability has no effect.
例如:你起动了某灵气的灵气转换异能。你手上唯一的灵气牌并不能结附在目前已被具灵气转换异能之灵气结附的永久物上。此异能无效。

Example: You activate the aura swap ability of an Aura that you control but you don’t own. The ability has no effect.
例如:你起动了由你操控但不由你拥有的灵气之灵气转换异能。此异能无效。

702.65. Delve
702.65. 掘穴

702.65a Delve is a static ability that functions while the spell with delve is on the stack. “Delve” means “For each generic mana in this spell’s total cost, you may exile a card from your graveyard rather than pay that mana.”
702.65a 掘穴属于静止式异能,当具有掘穴的咒语在堆叠中时生效。“掘穴”意指,“你可以为此咒语总费用中的每一点一般法术力从你的坟墓场中放逐一张牌,而不支付该法术力。”

702.65b The delve ability isn’t an additional or alternative cost and applies only after the total cost of the spell with delve is determined.
702.65b 掘穴异能不是额外或替代性费用,且只在该具有掘穴异能的咒语的总费用被确定之后生效。

702.65c Multiple instances of delve on the same spell are redundant.
702.65c 同一个咒语上的多个掘穴异能并无意义。

702.66. Fortify
702.66. 构工

702.66a Fortify is an activated ability of Fortification cards. “Fortify [cost]” means “[Cost]: Attach this Fortification to target land you control. Activate this ability only any time you could cast a sorcery.”
702.66a 构工属于工事牌专有的起动式异能。“构工[费用]”意指,“[费用]:将此工事装备在目标由你操控的地上。此异能只可以在你能施放法术的时机下起动。”

702.66b For more information about Fortifications, see rule 301, “Artifacts.”
702.66b 关于工事的更多信息,参见规则301,“神器”。

702.66c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.
702.66c 如果一个工事上有多个构工异能,则均可任意使用。

702.67. Frenzy
702.67. 狂热

702.67a Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t blocked, it gets +N/+0 until end of turn.”
702.67a 狂热属于触发式异能。“狂热N”意指,“每当此生物攻击且未受阻挡时,它得+N/+0直到回合结束。”

702.67b If a creature has multiple instances of frenzy, each triggers separately.
702.67b 如果一个生物具有多个狂热异能,则每一个都会分别触发。

702.68. Gravestorm
702.68. 坟场风暴

702.68a Gravestorm is a triggered ability that functions on the stack. “Gravestorm” means “When you cast this spell, copy it for each permanent that was put into a graveyard from the battlefield this turn. If the spell has any targets, you may choose new targets for any of the copies.”
702.68a 坟场风暴属于触发式异能,于堆叠中生效。“坟场风暴”意指,“当你施放此咒语时,本回合在这之前每有一个永久物从战场置入坟墓场,便复制该咒语一次。若此咒语需要目标,你可以为任意复制选择新的目标。”

702.68b If a spell has multiple instances of gravestorm, each triggers separately.
702.68b 如果一个咒语具有多个坟场风暴异能,则每一个都会分别触发。

702.69. Poisonous
702.69. 剧毒

702.69a Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals combat damage to a player, that player gets N poison counters.” (For information about poison counters, see rule 104.3d.)
702.69a 剧毒属于触发式异能。“剧毒N”意指,“每当此生物对牌手造成战斗伤害时,该牌手得到N个中毒指示物。”(关于中毒指示物的更多信息,参见规则104.3d。)

702.69b If a creature has multiple instances of poisonous, each triggers separately.
702.69b 如果一个生物具有多个剧毒异能,则每一个都会分别触发。

702.70. Transfigure
702.70. 易形

702.70a Transfigure is an activated ability. “Transfigure [cost]” means “[Cost], Sacrifice this permanent: Search your library for a creature card with the same converted mana cost as this permanent and put it onto the battlefield. Then shuffle your library. Activate this ability only any time you could cast a sorcery.”
702.70a 易形属于起动式异能。“易形[费用]”意指,“[费用],牺牲此永久物:从你的牌库中搜寻一张总法术力费用与此永久物相同的生物牌,并将之放进战场。然后将你的牌库洗牌。此异能只可以在你能施放法术的时机下起动。”

702.71. Champion
702.71. 夺冠

702.71a Champion represents two triggered abilities. “Champion an [object]” means “When this permanent enters the battlefield, sacrifice it unless you exile another [object] you control” and “When this permanent leaves the battlefield, return the exiled card to the battlefield under its owner’s control.”
702.71a 夺冠代表了两个触发式异能。“夺冠[物件]”意指,“当此永久物进入战场时,除非你将另一个由你操控的[物件]放逐,否则牺牲之”以及“当此永久物离开战场时,将所放逐的牌在其拥有者的操控下移回战场。”

702.71b The two abilities represented by champion are linked. See rule 607, “Linked Abilities.”
702.71b 夺冠所代表的两个异能之间有所关联。参见规则607,“关联异能”。

702.71c A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability.
702.71c 如果一个永久物因夺冠异能造成的直接原因而被另一个永久物放逐,该永久物“被夺冠”。

702.72. Changeling
702.72. 化形

702.72a Changeling is a characteristic-defining ability. “Changeling” means “This object is every creature type.” This ability works everywhere, even outside the game. See rule 604.3.
702.72a 化形属于特征定义异能。“化形”意指,“此物件具有所有生物类别。”此异能会在所有区域生效,即使在游戏外此异能亦会生效。参见规则604.3

702.73. Evoke
702.73. 呼魂

702.73a Evoke represents two abilities: a static ability that functions in any zone from which the card with evoke can be cast and a triggered ability that functions on the battlefield. “Evoke [cost]” means “You may cast this card by paying [cost] rather than paying its mana cost” and “When this permanent enters the battlefield, if its evoke cost was paid, its controller sacrifices it.” Paying a card’s evoke cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.73a 呼魂代表了两个异能:一个是在任何该牌能够施放之区域中都生效的静止式异能,另一个则是在战场上生效的触发式异能。“呼魂[费用]”意指,“你可以支付[费用]来施放此牌,而非支付其法术力费用”以及“当此永久物进入战场时,若曾支付其呼魂费用,则其操控者将之牺牲。”支付一张牌的呼魂费用时,需依照规则601.2b与规则601.2f–h的规定来支付替代性费用。

702.74. Hideaway
702.74. 掩蔽

702.74a Hideaway represents a static ability and a triggered ability. “Hideaway” means “This permanent enters the battlefield tapped” and “When this permanent enters the battlefield, look at the top four cards of your library. Exile one of them face down and put the rest on the bottom of your library in any order. The exiled card gains ‘Any player who has controlled the permanent that exiled this card may look at this card in the exile zone.’”
702.74a 掩蔽代表了两个异能:一个是静止式异能,另一个则是触发式异能。“掩蔽”意指,“此永久物须横置进入战场”以及“当此永久物进入战场时,检视你牌库顶的四张牌。将其中一张以牌面朝下的方式放逐,并将其余的牌以任意顺序置于你牌库底。该被放逐的牌获得‘任何曾操控放逐了此牌的永久物之牌手,可以在放逐区中检视此牌。’”

702.75. Prowl
702.75. 伺机

702.75a Prowl is a static ability that functions on the stack. “Prowl [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell’s creature types.” Paying a spell’s prowl cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.75a 伺机属于静止式异能,在堆叠中生效。“伺机[费用]”意指,“如果本回合中一个来源对一位对手造成过战斗伤害,且其造成伤害时处于你的操控之下并具有此咒语的任意生物类别,则你可以支付[费用],而不支付此咒语的法术力费用。”支付一张牌的伺机费用,需依照规则601.2b与规则601.2f–h的规定来支付替代性费用。

702.76. Reinforce
702.76. 补强

702.76a Reinforce is an activated ability that functions only while the card with reinforce is in a player’s hand. “Reinforce N—[cost]” means “[Cost], Discard this card: Put N +1/+1 counters on target creature.”
702.76a 补强属于起动式异能,只当具有补强异能之牌在牌手的手中时才会生效。“补强N~[费用]”意指,“[费用],弃掉此牌:在目标生物上放置N个+1/+1指示物。”

702.76b Although the reinforce ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with reinforce will be affected by effects that depend on objects having one or more activated abilities.
702.76b 对于具补强异能的牌来说,虽然此异能只能于该牌在手上时起动,但不论此物件在战场上或是在其他区域之中,此异能都存在于其上。因此,如果一个效应会对具有一个或多个起动式异能之物件产生影响,则具有补强异能的物件也会因此受影响。

702.77. Conspire
702.77. 协力

702.77a Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell with conspire is on the stack. The second is a triggered ability that functions while the spell with conspire is on the stack. “Conspire” means “As an additional cost to cast this spell, you may tap two untapped creatures you control that each share a color with it” and “When you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s conspire cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.77a 协力为代表了两个异能的关键字。第一个属于静止式异能,当该咒语在堆叠中时生效。第二个属于触发式异能,当该咒语在堆叠中时生效。“协力”意指,“于你施放此咒语时,你可以横置两个由你操控、且与此咒语有共通颜色的未横置生物,以作为使用此咒语的额外费用”以及“当你施放此咒语时,若曾支付其协力费用,则复制它。如果此咒语需要目标,则你可以为该复制选择新的目标。”支付某咒语的协力费用,需依照规则601.2b与规则601.2f–h的规定来支付额外费用。

702.77b If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire.
702.77b 如果一个咒语具有多个协力异能,则每一个均需分别支付,而支付费用后的触发也将基于支付的费用而各自独立,且不会因为支付了其他的协力异能而触发。

702.78. Persist
702.78. 留存

702.78a Persist is a triggered ability. “Persist” means “When this permanent is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.”
702.78a 留存属于触发式异能。“留存”意指,“当此永久物从战场置入坟墓场时,如果其上没有-1/-1指示物,则将它在其拥有者的操控下返回战场,且其上具有一个-1/-1指示物。”

702.79. Wither
702.79. 干枯

702.79a Wither is a static ability. Damage dealt to a creature by a source with wither isn’t marked on that creature. Rather, it causes that source’s controller to put that many -1/-1 counters on that creature. See rule 119.3.
702.79a 干枯属于静止式异能。由具有干枯异能的来源对生物所造成的伤害,并不会标记在该生物上。而是使该来源的操控者将该数量的-1/-1指示物放置在该生物上。参见规则119.3

702.79b If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had wither.
702.79b 如果一个永久物在使其造成伤害的效应生效前便离开战场,则会使用其最后已知信息来判断该永久物是否具有干枯异能。

702.79c The wither rules function no matter what zone an object with wither deals damage from.
702.79c 无论具有干枯之物件是从哪个区域造成的伤害,干枯异能规则都会生效。

702.79d Multiple instances of wither on the same object are redundant.
702.79d 同一个物件上的多个干枯异能并无意义。

702.80. Retrace
702.80. 追溯

702.80a Retrace appears on some instants and sorceries. It represents a static ability that functions while the card with retrace is in a player’s graveyard. “Retrace” means “You may cast this card from your graveyard by discarding a land card as an additional cost to cast it.” Casting a spell using its retrace ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.80a 追溯会在一些瞬间或法术上出现。它代表了一个静止式异能,当具有此异能的牌在牌手的坟墓场中时生效。“追溯”意指,“你可以从你的坟墓场中施放此牌,但必须弃掉一张地牌作为施放它的额外费用。”以追溯异能施放咒语时,需依照规则601.2b与规则601.2f–h的规定来支付额外费用。

702.81. Devour
702.81. 吞噬

702.81a Devour is a static ability. “Devour N” means “As this object enters the battlefield, you may sacrifice any number of creatures. This permanent enters the battlefield with N +1/+1 counters on it for each creature sacrificed this way.”
702.81a 吞噬属于静止式异能。“吞噬N”意指,“于此物件进入战场时,你可以牺牲任意数量的生物。此生物进入战场时,每以此法牺牲一个生物,它上面便有N个+1/+1指示物。”

702.81b Some objects have abilities that refer to the number of creatures the permanent devoured. “It devoured” means “sacrificed as a result of its devour ability as it entered the battlefield.”
702.81b 有些物件所具有的异能,会提到此永久物所吞噬之生物的数量。“它吞噬过”意指,“于它进场时因其吞噬异能而牺牲掉。”

702.82. Exalted
702.82. 颂威

702.82a Exalted is a triggered ability. “Exalted” means “Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.”
702.82a 颂威属于触发式异能。“颂威”意指,“每当一个由你操控的生物单独攻击时,该生物得+1/+1直到回合结束。”

702.82b A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat phase. See rule 506.5.
702.82b 在战斗阶段中,如果只有一个生物被宣告为攻击者,该生物为“单独攻击”。参见规则506.5

702.83. Unearth
702.83. 破坟

702.83a Unearth is an activated ability that functions while the card with unearth is in a graveyard. “Unearth [cost]” means “[Cost]: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate this ability only any time you could cast a sorcery.”
702.83a 破坟属于起动式异能,当该牌在坟墓场时生效。“破坟[费用]”意指,“[费用]: 将此牌从你的坟墓场移回战场。它获得敏捷异能。在下一个结束步骤开始时将它放逐。若它将离开战场,则改为将其放逐,而非置入任何地方。此异能只可以在你能施放法术的时机下起动。”

702.84. Cascade
702.84. 倾曳

702.84a Cascade is a triggered ability that functions only while the spell with cascade is on the stack. “Cascade” means “When you cast this spell, exile cards from the top of your library until you exile a nonland card whose converted mana cost is less than this spell’s converted mana cost. You may cast that card without paying its mana cost. Then put all cards exiled this way that weren’t cast on the bottom of your library in a random order.”
702.84a 倾曳属于触发式异能,只当具有倾曳异能的牌在堆叠中时生效。“倾曳”意指,“当你施放此咒语时,从你的牌库顶牌开始放逐牌,直到放逐一张总法术力费用比此咒语低、且不是地的牌为止。你可以施放该牌,且不需支付其法术力费用。然后将所有以此法放逐、且并未被施放的牌以随机顺序置于你的牌库底。”

702.84b If a spell has multiple instances of cascade, each triggers separately.
702.84b 如果一个咒语具有多个倾曳异能,则每一个都会分别触发。

702.85. Annihilator
702.85. 歼灭

702.85a Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N permanents.”
702.85a 歼灭是触发式异能。“歼灭N”意指“每当此生物攻击时,防御牌手牺牲N个永久物。”

702.85b If a creature has multiple instances of annihilator, each triggers separately.
702.85b 如果一个生物具有多个歼灭异能,每一个都会分别触发。

702.86. Level Up
702.86. 升级

702.86a Level up is an activated ability. “Level up [cost]” means “[Cost]: Put a level counter on this permanent. Activate this ability only any time you could cast a sorcery.”
702.86a 升级是起动式异能。“升级[费用]”意指“[费用]:在此永久物上放置一个等级指示物。你只可以于你能施放法术的时机下起动此异能。”

702.86b Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level symbols that are themselves keyword abilities. See rule 710, “Leveler Cards.”
702.86b 每张印有升级异能的牌为升级牌。它有特殊排版方式,并且包含了两个等级符号,并且本身也是关键字异能。参见规则710,“升级牌”。

702.87. Rebound
702.87. 弹回

702.87a Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the stack and may create a delayed triggered ability. “Rebound” means “If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.”
702.87a 弹回会在一些瞬间与法术上出现。它代表了一个静止式异能,当该咒语在堆叠中时生效,且可以创造延迟触发式异能。“弹回”意指“如果此咒语是从你手上施放,则此咒语结算时不进入你的坟墓场,改为将它放逐,并且在你的下一个维持开始时,你可以从放逐区施放此牌,且不须支付其法术力费用。”

702.87b Casting a card without paying its mana cost as the result of a rebound ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.87b 因弹回异能而不须支付其法术力费用地施放咒语时,依然需要按照规则601.2b和规则601.2f–h来支付替代性费用。

702.87c Multiple instances of rebound on the same spell are redundant.
702.87c 同一个咒语上的多个弹回异能没有意义。

702.88. Totem Armor
702.88. 替身甲

702.88a Totem armor is a static ability that appears on some Auras. “Totem armor” means “If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura.”
702.88a 替身甲是会出现在一些灵气上的静止式异能。“替身甲”意指“如果所结附的永久物将被消灭,则改为移除它上面标记的所有伤害,并消灭此灵气。”

702.89. Infect
702.89. 侵染

702.89a Infect is a static ability.
702.89a 侵染是静止式异能。

702.89b Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s controller to give the player that many poison counters. See rule 119.3.
702.89b 具有侵染的来源对牌手所造成的伤害,并不会让该牌手失去生命。而是使该来源之操控者将该数量的中毒指示物给予该牌手。参见规则119.3

702.89c Damage dealt to a creature by a source with infect isn’t marked on that creature. Rather, it causes that source’s controller to put that many -1/-1 counters on that creature. See rule 119.3.
702.89c 具有侵染的来源对生物所造成的伤害,并不会标记在该生物上。而是是该来源之操控着将该数量的-1/-1指示物放置在该生物上。参见规则119.3

702.89d If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had infect.
702.89d 如果有效应使得一个永久物造成伤害之前就已经改变区域,则会利用其最后已知信息来决定它是否具有侵染。

702.89e The infect rules function no matter what zone an object with infect deals damage from.
702.89e 不论具侵染的物件是从哪个区域造成伤害,侵染规则都会生效。

702.89f Multiple instances of infect on the same object are redundant.
702.89f 同一个物件上的多个侵染异能没有意义。

702.90. Battle Cry
702.90. 战嚎

702.90a Battle cry is a triggered ability. “Battle cry” means “Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.”
702.90a 战嚎是触发式异能。“战嚎”意指“每当此生物攻击时,每个进行攻击的其他生物各得+1/+0直到回合结束。”

702.90b If a creature has multiple instances of battle cry, each triggers separately.
702.90b 如果一个生物具有多个战嚎异能,则每一个都会分别触发。

702.91. Living Weapon
702.91. 活化武器

702.91a Living weapon is a triggered ability. “Living weapon” means “When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this Equipment to it.”
702.91a 活化武器是触发式异能。“活化武器”意指“当此武具进入战场时,派出一个0/0黑色病菌衍生生物,然后将它装备此武具。”

702.92. Undying
702.92. 不息

702.92a Undying is a triggered ability. “Undying” means “When this permanent is put into a graveyard from the battlefield, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.”
702.92a 不息是触发式异能。“不息”意指“当此永久物从战场进入坟墓场时,如果其上没有+1/+1指示物,则将它在其拥有者的操控下返回战场上,且其上有一个+1/+1指示物。”

702.93. Miracle
702.93. 奇迹

702.93a Miracle is a static ability linked to a triggered ability (see rule 603.11). “Miracle [cost]” means “You may reveal this card from your hand as you draw it if it’s the first card you’ve drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.”
702.93a 奇迹是与触发式异能有关联的静止式异能(参见规则603.11)。“奇迹[费用]”意指“于你抓到此牌时,若其为你本回合抓到的第一张牌,你可以从手上展示它。当你以此法展示此牌时,你可以支付[费用]并施放之,而不需支付其法术力费用。”

702.93b If a player chooses to reveal a card using its miracle ability, they play with that card revealed until that card leaves their hand, that ability resolves, or that ability otherwise leaves the stack.
702.93b 如果牌手选择通过某张牌的奇迹异能来展示,则直到该牌离开其手牌、该异能结算,或该异能因故离开堆叠为止,该牌手须以展示此牌的方式进行游戏。

702.94. Soulbond
702.94. 魂系

702.94a Soulbond is a keyword that represents two triggered abilities. “Soulbond” means “When this creature enters the battlefield, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control” and “Whenever another creature enters the battlefield under your control, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.”
702.94a 魂系是代表两个触发式异能的关键字。“魂系”意指“当此生物进战场时,若你同时操控此生物及另一生物,且两者皆未搭档,则只要此生物与另一由你操控且未搭档的生物在战场上仍是生物且都由你操控,你便可以将这两者组成搭档。”以及“每当另一生物在你的操控下进战场时,若你同时操控该生物及此生物,且两者皆未搭档,则只要该进战场的生物与此生物在战场上仍是生物且都由你操控,你便可以将这两者组成搭档。”

702.94b A creature becomes “paired” with another as the result of a soulbond ability. Abilities may refer to a paired creature, the creature another creature is paired with, or whether a creature is paired. An “unpaired” creature is one that is not paired.
702.94b 魂系异能使一个生物与另一个生物组成“搭档”。异能可能会提及已搭档的生物、与另一生物搭档的生物,或某生物是否已搭档。“未搭档”的生物指未与其他生物搭档的生物。

702.94c When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the battlefield, or no longer under the control of the player who controls the soulbond ability, neither object becomes paired.
702.94c 当魂系异能结算时,若即将组成搭档的两物件之一因故不再是生物、已不在战场上,或已不在该操控魂系异能的牌手之操控下,则两者都不会成为已搭档。

702.94d A creature can be paired with only one other creature.
702.94d 一个生物仅能与一个其他生物搭档。

702.94e A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature it’s paired with; it or the creature it’s paired with stops being a creature; or it or the creature it’s paired with leaves the battlefield.
702.94e 当下列任一情况发生时,已搭档生物会变成未搭档状态:另一个牌手获得该生物或与其搭档的生物之操控权;该生物或与其搭档的生物不再是生物;或者该生物或与其搭档的生物离开战场。

702.95. Overload
702.95. 超载

702.95a Overload is a keyword that represents two static abilities that function while the spell with overload is on the stack. Overload [cost] means “You may choose to pay [cost] rather than pay this spell’s mana cost” and “If you chose to pay this spell’s overload cost, change its text by replacing all instances of the word ‘target’ with the word ‘each.’” Using the overload ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.95a 超载此关键字代表两个具有该异能的咒语在堆叠上时生效的静止式异能。超载[费用]指:“你可以选择支付[费用],而非支付此咒语的法术力费用”以及“如果你选择支付此咒语的超载费用,则将其规则叙述中的‘目标’字样全部更改为‘每个’”。利用超载异能时,需依照规则601.2b与规则601.2f–h之规范来支付替代性费用。

702.95b If a player chooses to pay the overload cost of a spell, that spell won’t require any targets. It may affect objects that couldn’t be chosen as legal targets if the spell were cast without its overload cost being paid.
702.95b 如果牌手选择支付某咒语的超载费用,则该咒语不需要任何目标。如果在没有支付其超载费用的情况下施放此咒语时,某物件无法成为其合法目标,则此咒语的超载版本有可能会影响它。

702.95c Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.”
702.95c 超载的第二个异能会产生改变内文叙述的效应。参见规则612,“改变叙述的效应”。

702.96. Scavenge
702.96. 食腐

702.96a Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. “Scavenge [cost]” means “[Cost], Exile this card from your graveyard: Put a number of +1/+1 counters equal to the power of the card you exiled on target creature. Activate this ability only any time you could cast a sorcery.”
702.96a 食腐属于起动式异能,只当具食腐异能的牌在坟墓场中时产生作用。“食腐[费用]”意指:“[费用],从你的坟墓场放逐此牌:在目标生物上放置等同于该牌力量的+1/+1指示物。你只可以于你能施放法术的时机下起动此异能。”

702.97. Unleash
702.97. 脱缰

702.97a Unleash is a keyword that represents two static abilities. “Unleash” means “You may have this permanent enter the battlefield with an additional +1/+1 counter on it” and “This permanent can’t block as long as it has a +1/+1 counter on it.”
702.97a 脱缰此关键字代表两个静止式异能。“脱缰”意指“你可以让此永久物进战场,且其上额外有一个+1/+1指示物”,以及“只要其上有+1/+1指示物,此永久物就不能进行阻挡。”

702.98. Cipher
702.98. 暗码

702.98a Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions while the spell with cipher is on the stack. The second is a static ability that functions while the card with cipher is in the exile zone. “Cipher” means “If this spell is represented by a card, you may exile this card encoded on a creature you control” and “For as long as this card is encoded on that creature, that creature has ‘Whenever this creature deals combat damage to a player, you may copy the encoded card and you may cast the copy without paying its mana cost.’”
702.98a 暗码会在某些瞬间与法术上出现。它代表两个异能。第一个为咒语异能于此咒语在堆叠中时生效。第二个为静止式异能于具暗码异能的牌处于放逐区时生效。“暗码”意指“如果此咒语由牌表示,则你可以放逐此牌,并赋码于一个由你操控的生物上”和“只要此牌赋码于该生物上,该生物便具有‘每当此生物对任一牌手造成战斗伤害时,你可以复制此牌,同时可以施放此复制品,且不需支付其法术力费用’。”

702.98b The term “encoded” describes the relationship between the card with cipher while in the exile zone and the creature chosen when the spell represented by that card resolves.
702.98b “赋码”一词用于描述位于放逐区中该张具暗码异能的牌,与在由此牌表示之咒语结算时所选的生物这两者之间的联系。

702.98c The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield. The card remains encoded on that object even if it changes controller or stops being a creature, as long as it remains on the battlefield.
702.98c 只要具暗码异能的牌持续被放逐,且所选的生物持续在战场,此牌就会一直赋码于所选的生物上。只要此物件还在战场,该牌就会持续赋码于其上,即便该物件的操控权发生改变或不再是生物也是一样。

702.99. Evolve
702.99. 进化

702.99a Evolve is a triggered ability. “Evolve” means “Whenever a creature enters the battlefield under your control, if that creature’s power is greater than this creature’s power and/or that creature’s toughness is greater than this creature’s toughness, put a +1/+1 counter on this creature.”
702.99a 进化是触发式异能。“进化”意指“每当一个生物在你的操控下进战场时,若该生物的力量大于此生物的力量和/或该生物的防御力大于此生物的防御力,则在后者上放置一个+1/+1指示物。”

702.99b A creature “evolves” when one or more +1/+1 counters are put on it as a result of its evolve ability resolving.
702.99b 当一个或多个+1/+1指示物在进化异能结算时被放到一个生物上,该生物“进化”。

702.99c A creature can’t have a greater power or toughness than a noncreature permanent.
702.99c 一个生物不具有比非生物永久物更高的力量或防御力。

702.99d If a creature has multiple instances of evolve, each triggers separately.
702.99d 如果某生物具有数个进化异能,则每一个都会分别触发。

702.100. Extort
702.100. 敲诈

702.100a Extort is a triggered ability. “Extort” means ““Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain life equal to the total life lost this way.”
702.100a 敲诈属于触发式异能。“敲诈”意指“每当你施放一个咒语时,你可以支付{W/B}。如果你如此作,则每位对手各失去1点生命,且你获得等同于以此法失去的生命总和的生命。”

702.100b If a permanent has multiple instances of extort, each triggers separately.
702.100b 如果某永久物具有数个敲诈异能,则每一个都会分别触发。

702.101. Fuse
702.101. 融咒

702.101a Fuse is a static ability found on some split cards (see rule 708, “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.
702.101a 融咒是见于某些连体牌的静止式异能(参见规则708,“连体牌”),会于具融咒异能的牌在牌手的手牌中时生效。如果牌手从其手牌中施放具融咒异能的连体牌,该牌手可以选择一同施放该连体牌的两边,而非选择其中一边。此决定是在将具融咒异能的连体牌放进堆叠前作出。由此施放的咒语称为已融咒的连体咒语。

702.101b A fused split spell has the combined characteristics of its two halves. (See rule 708.4.)
702.101b 已融咒的连体咒语具有其两边的组合特征。(参见规则708.4。)

702.101c The total cost of a fused split spell includes the mana cost of each half.
702.101c 已融咒的连体咒语每边的法术力费用都会计入该咒语的总费用当中。

702.101d As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows the instructions of the right half.
702.101d 于已融咒的连体咒语结算时,该咒语的操控者依照从左到右的顺序,依次执行连体牌两边的叙述。

702.102. Bestow
702.102. 神授

702.102a Bestow represents two static abilities, one that functions while the card with bestow is on the stack and another that functions both while it’s on the stack and while it’s on the battlefield. “Bestow [cost]” means “You may cast this card by paying [cost] rather than its mana cost.” and “If you chose to pay this spell’s bestow cost, it becomes an Aura enchantment and gains enchant creature. These effects last until one of two things happens: this spell has an illegal target as it resolves or the permanent this spell becomes, becomes unattached.” Paying a card’s bestow cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.102a 神授代表两个静止式异能,其中一个是在具神授的牌在堆叠中时生效,而另一个异能则是在堆叠和战场上时都生效。“神授[费用]”意指“你可以施放此牌并支付[费用],而非支付其法术力费用。”以及“如果你选择支付此咒语的神授费用来施放它,则它成为灵气结界并获得结附于生物。这两个效应会一直持续到发生下列两件事情之一为止:于此咒语结算时其目标不合法;或是此咒语所成的永久物成为未结附。”支付牌的神授费用时,需依照规则601.2b与规则601.2f–h来支付替代性费用。

702.102b If a spell’s controller chooses to pay its bestow cost, that player chooses a legal target for that Aura spell as defined by its enchant creature ability and rule 601.2c. See also rule 303.4.
702.102b 如果咒语的操控者选择支付其神授费用,则该牌手须依照其上结附于生物异能及规则601.2c,为该灵气咒语选择一个合法目标。参见规则303.4

702.102c A spell’s controller can’t choose to pay its bestow cost unless that player can choose a legal target for that spell after it becomes an Aura spell.
702.102c 除非该牌手能够在某咒语成为灵气咒语之后为其选择合法目标,否则他便不能选择支付该咒语的神授费用。

702.102c The check for whether a spell can legally be cast happens after its controller has chosen whether to pay its bestow cost; see rule 601.2e.
702.102c 于其操控者选择是否支付咒语的神授费用之后,会检查此咒语能否合法施放;参见规则601.2e

Example: Aether Storm is an enchantment with the ability “Creature spells can’t be cast.” This effect doesn’t stop a creature card with bestow from being cast for its bestow cost because the spell is an Aura enchantment spell, not an enchantment creature spell, when the game checks whether the spell is illegal.
例如:乙太风暴是一个结界,它具有异能“生物咒语不能被施放。”此效应不会阻止具有神授异能的生物牌以支付其神授费用的形式施放,因为于游戏检查该咒语施放是否合法时,该咒语是灵气结界咒语,而非结界生物咒语。

702.102d As an Aura spell with bestow begins resolving, if its target is illegal, the effect making it an Aura spell ends. It continues resolving as a creature spell and will be put onto the battlefield under the control of the spell’s controller. This is an exception to rule 608.3a.
702.102d 于具神授异能的灵气咒语开始结算时,若其目标不合法,则令其成为灵气咒语的效应便会结束。它会继续当作生物咒语结算,并在咒语操控者的操控下放进战场。这是规则608.3a的例外情况。

702.102e If an Aura with bestow is attached to an illegal object or player, it becomes unattached. This is an exception to rule 704.5m.
702.102e 如果一个具有神授异能的灵气结附在非法的物件或牌手上,它将成为不再结附。这是规则704.5m的例外情况。

702.103. Tribute
702.103. 致敬

702.103a Tribute is a static ability that functions as the creature with tribute is entering the battlefield. “Tribute N” means “As this creature enters the battlefield, choose an opponent. That player may put an additional N +1/+1 counters on it as it enters the battlefield.”
702.103a 致敬属于静止式异能,于具有致敬异能的生物进战场时产生作用。“致敬N”意指“于该生物进战场时,选择一位对手。该牌手可以于此生物进战场时在其上放置N个+1/+1指示物。”

702.103b Objects with tribute have triggered abilities that check “if tribute wasn’t paid.” This condition is true if the opponent chosen as a result of the tribute ability didn’t have the creature enter the battlefield with +1/+1 counters as specified by the creature’s tribute ability.
702.103b 具致敬异能的物件具有会检查“若未支付其致敬”的触发式异能。 如果因致敬异能所选的牌手未让该生物进战场时上面额外具有如其致敬异能所规定数量的+1/+1指示物,则便会满足该异能的触发条件。

702.104. Dethrone
702.104. 义勇

702.104a Dethrone is a triggered ability. “Dethrone” means “Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on this creature.”
702.104a 义勇是一个触发式异能。“义勇”意指“每当此生物攻击生命最多或与他者同为最多的牌手时,在其上放置一个+1/+1指示物”。

702.104b If a creature has multiple instances of dethrone, each triggers separately.
702.104b 如果某生物具有数个义勇异能,则每一个都会分别触发。

702.105. Hidden Agenda
702.105. 秘案

702.105a Hidden agenda is a static ability that functions as a conspiracy card with hidden agenda is put into the command zone. “Hidden agenda” means “As you put this conspiracy card into the command zone, turn it face down and secretly choose a card name.”
702.105a 秘案是静止式异能,于具有秘案异能的诡局牌置入统帅区时生效。“秘案”意指“于你将此诡局牌置入统帅区时,将其翻为牌面朝下并私下选择一个牌名。”

702.105b To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card.
702.105b 要私下选择牌名,将该名称写在一张纸上,并与牌面朝下的诡局牌放在一起。

702.105c Any time you have priority, you may turn a face-down conspiracy card you control in the command zone face up. This is a special action. Doing so will reveal the chosen name. See rule 115.2h.
702.105c 于任何你拥有优先权的时机,你可以把由你操控的牌面朝下之诡局牌翻回正面。此为特殊动作。如此作会展示你所决定的牌名。参见规则115.2h

702.105d Hidden agenda and another ability of the object with hidden agenda that refers to “the chosen name” are linked. The second ability refers only to the card name chosen as a result of that object’s hidden agenda ability. See rule 607.2d.
702.105d 秘案与具有秘案异能的物件上另一个提及“具有该名称”的异能是关联异能。第二个异能仅指秘案异能作为结论所决定的牌名。

702.105e If a player leaves the game, all face-down conspiracy cards controlled by that player must be revealed to all players. At the end of each game, all face-down conspiracy cards must be revealed to all players.
702.105e 如果一位牌手将离开游戏,所有由该牌手操控的牌面朝下的诡局牌必须向所有牌手展示。在每盘游戏结束时,所有牌面朝下的诡局牌必须向所有牌手展示。

702.105f Double agenda is a variant of the hidden agenda ability. As you put a conspiracy card with double agenda into the command zone, you secretly name two different cards rather than one. You don’t reveal that more than one name was secretly chosen until you reveal the chosen names.
702.105f 双重秘案是秘案异能的一种变化。于你将一张具双重秘案异能的诡局牌置入统帅区时,私下选择两个牌名(而不是一个)。你不用展示你所选择的牌名之数量,直到你展示所选择的牌名。

702.106. Outlast
702.106. 延生

702.106a Outlast is an activated ability. “Outlast [cost]” means “[Cost], {T}: Put a +1/+1 counter on this creature. Activate this ability only any time you could cast a sorcery.”
702.106a 延生属于起动式异能。“延生[费用]”意指“[费用],{横置}:在此生物上放置一个+1/+1指示 物。你只可以于你能施放法术的时机下起动此异能。”

702.107. Prowess
702.107. 灵技

702.107a Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.”
702.107a 灵技属于触发式异能。“灵技”意指“每当你施放非生物咒语时,此生物得+1/+1直到回合结束。”

702.107b If a creature has multiple instances of prowess, each triggers separately.
702.107b 如果某生物具有数个灵技异能,则每一个都会分别触发。

702.108. Dash
702.108. 掩袭

702.108a Dash represents three abilities: two static abilities that function while the card with dash is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with dash is on the battlefield. “Dash [cost]” means “You may cast this card by paying [cost] rather than its mana cost,” “If this spell’s dash cost was paid, return the permanent this spell becomes to its owner’s hand at the beginning of the next end step,” and “As long as this permanent’s dash cost was paid, it has haste.” Paying a card’s dash cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.108a 掩袭代表三个异能:两个会在具掩袭异能的牌位于堆叠上时生效的静止式异能,其中一个会产生延迟触发式异能;以及在具掩袭异能之物件位于战场上时生效的静止式异能。“掩袭[费用]”意指“你可以支付[费用]来施放此牌,而非支付其法术力费用”,“如果你选择支付此咒语的掩袭费用,则在结束步骤开始时,将此咒语成为的永久物移回其拥有者手上”,以及“只要支付了此永久物的掩袭费用,它便具有敏捷”。支付牌的掩袭费用,需依照规则601.2b与规则601.2f–h的规定来支付替代性费用。

702.109. Exploit
702.109. 榨取

702.109a Exploit is a triggered ability. “Exploit” means “When this creature enters the battlefield, you may sacrifice a creature.”
702.109a 榨取属于触发式异能。“榨取”意指“当此生物进战场时,你可以牺牲一个生物。”

702.109b A creature with exploit “exploits a creature” when the controller of the exploit ability sacrifices a creature as that ability resolves.
702.109b 对具榨取异能的生物而言,当该榨取异能的操控者在榨取异能结算时牺牲了生物时,此生物即“榨取生物”。

702.110. Menace
702.110. 威慑

702.110a Menace is an evasion ability.
702.110a 威慑属于躲避式异能。

702.110b A creature with menace can’t be blocked except by two or more creatures. (See rule 509, “Declare Blockers Step.”)
702.110b 具威慑异能的生物只能被两个或更多生物阻挡。(参见规则509,“宣告阻挡者步骤”。)

702.110c Multiple instances of menace on the same creature are redundant.
702.110c 同一个生物上的数个威慑异能并无意义。

702.111. Renown
702.111. 铭勇

702.111a Renown is a triggered ability. “Renown N” means “When this creature deals combat damage to a player, if it isn’t renowned, put N +1/+1 counters on it and it becomes renowned.”
702.111a 铭勇属于触发式异能。“铭勇N”意指“当此生物对任一牌手造成战斗伤害时,若它未铭勇,则在其上放置N个+1/+1指示物且它已铭勇。”

702.111b Renowned is a designation that has no rules meaning other than to act as a marker that the renown ability and other spells and abilities can identify. Only permanents can be or become renowned. Once a permanent becomes renowned, it stays renowned until it leaves the battlefield. Renowned is neither an ability nor part of the permanent’s copiable values.
702.111b “已铭勇”此字样并无规则含义,此代称仅用作标记,供铭勇异能及其他咒语和异能辨识之用。只有永久物能够铭勇。一旦某永久物已铭勇后,它便会一直保持已铭勇,直到它离开战场为止。“已铭勇”不属于异能,也不是该永久物之可复制特征值之一。

702.111c If a creature has multiple instances of renown, each triggers separately. The first such ability to resolve will cause the creature to become renowned, and subsequent abilities will have no effect. (See rule 603.4)
702.111c 如果某生物具有数个铭勇异能,则每一个都会分别触发。第一个结算的此类异能会让该生物铭勇,后续的异能不会生效(参见规则603.4)。

702.112. Awaken
702.112. 醒转

702.112a Awaken appears on some instants and sorceries. It represents two abilities: a static ability that functions while the spell with awaken is on the stack and a spell ability. “Awaken N—[cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell” and “If this spell’s awaken cost was paid, put N +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It’s still a land.” Paying a spell’s awaken cost follows the rules for paying alternative costs in rules 601.2b and 601.2f-h.
702.112a 醒转会在某些瞬间与法术上出现。它代表了两个异能:一个于具醒转异能的咒语在堆叠中时生效的静止式异能,以及一个咒语异能。“醒转N~[费用]”意指“你可以支付[费用]来施放此咒语而不支付其法术力费用”以及“若曾支付该咒语的醒转费用,则在目标由你操控的地上放置N个+1/+1指示物。该地成为0/0,具敏捷异能的元素生物。它仍然是地。”支付咒语的醒转费用时,需依照规则601.2b601.2f-h之规范来支付替代性费用。

702.112b The controller of a spell with awaken chooses the target of the awaken spell ability only if that player chose to pay the spell’s awaken cost. Otherwise the spell is cast as if it didn’t have that target.
702.112b 具醒转异能之咒语的操控者仅当在该牌手选择支付咒语的醒转费用时,才需选择醒转这一咒语异能的目标。否则,便视为该咒语施放时并无此类目标。

702.113. Devoid
702.113. 虚色

702.113a Devoid is a characteristic-defining ability. “Devoid” means “This object is colorless.” This ability functions everywhere, even outside the game. See rule 604.3.
702.113a 虚色属于特征设定异能。“虚色”意指“此物件是无色”。此异能在所有区域都生效,甚至包括游戏外。参见规则604.3

702.114. Ingest
702.114. 摄食

702.114a Ingest is a triggered ability. “Ingest” means “Whenever this creature deals combat damage to a player, that player exiles the top card of their library.”
702.114a 摄食属于触发式异能。“摄食”意指“每当此生物对任一牌手造成战斗伤害时,该牌手放逐其牌库顶牌。”

702.114b If a creature has multiple instances of ingest, each triggers separately.
702.114b 若某生物具有数个摄食异能,则每一个都会分别触发。

702.115. Myriad
702.115. 繁影

702.115a Myriad is a triggered ability that may also create a delayed triggered ability. “Myriad” means “Whenever this creature attacks, for each opponent other than defending player, you may create a token that’s a copy of this creature that’s tapped and attacking that player or a planeswalker they control. If one or more tokens are created this way, exile the tokens at end of combat.”
702.115a 繁影属于触发式异能,且此异能可能会产生另一个延迟触发式异能。“繁影”意指“每当此生物攻击时,对防御牌手之外的每位对手而言,你可以派出一个横置的衍生物且正对该牌手或由他操控的某个鹏洛客进行攻击,该衍生物为此生物的复制品。如果你以此法派出一个或数个衍生物,则在战斗结束时,放逐这些衍生物。”

702.115b If a creature has multiple instances of myriad, each triggers separately.
702.115b 如果某生物具有数个繁影异能,则每一个都会分别触发。

702.116. Surge
702.116. 潮涌

702.116a Surge is a static ability that functions while the spell with surge is on the stack. “Surge [cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell if you or one of your teammates has cast another spell this turn.” Paying a spell’s surge cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.116a 潮涌属于静止式异能,当具潮涌异能的咒语在堆叠中时生效。“潮涌[费用]”意指,“如果你或你的队友本回合中施放过其他咒语,则你于施放此咒语时可以支付[费用],而不支付此咒语的法术力费用。”支付咒语的潮涌费用时,需依照规则601.2b601.2f-h之规范来支付替代性费用。

702.117. Skulk
702.117. 潜匿

702.117a Skulk is an evasion ability.
702.117a 潜匿属于躲避式异能。

702.117b A creature with skulk can’t be blocked by creatures with greater power. (See rule 509, “Declare Blockers Step.”)
702.117b 具潜匿异能的生物不能被力量比它大的生物阻挡。(参见规则509,“宣告阻挡者步骤”。)

702.117c Multiple instances of skulk on the same creature are redundant.
702.117c 同一个生物上的数个潜匿异能并无意义。

702.118. Emerge
702.118. 化生

702.118a Emerge represents two static abilities that function while the spell with emerge is on the stack. “Emerge [cost]” means “You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost” and “If you chose to pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creature’s converted mana cost.” Paying a card’s emerge cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.118a 化生代表了两个静止式异能,两者都是当具化生异能的咒语在堆叠上时产生作用。“化生[费用]”意指“你可以支付[费用]并牺牲一个生物来施放此咒语,而不支付其法术力费用”以及“如果你选择支付此咒语的化生费用,则其总费用会减少一定数量的一般法术力,其数量等同于所牺牲生物之总法术力费用。”支付某张牌的化生费用时,需依照规则601.2b601.2f-h之规范来支付替代性费用。

702.118b You choose which creature to sacrifice as you choose to pay a spell’s emerge cost (see rule 601.2b), and you sacrifice that creature as you pay the total cost (see rule 601.2h).
702.118b 于你选择支付咒语的化生费用时,一并选择牺牲哪个生物。(参见规则601.2b。)于你支付总费用时,牺牲该生物。(参见规则601.2h。)

702.119. Escalate
702.119. 增效

702.119a Escalate is a static ability of modal spells (see rule 700.2) that functions while the spell with escalate is on the stack. “Escalate [cost]” means “For each mode you choose beyond the first as you cast this spell, you pay an additional [cost].” Paying a spell’s escalate cost follows the rules for paying additional costs in rules 601.2f–h.
702.119a 增效属于具有模式之咒语的静止式异能(参见规则700.2),当具增效异能的咒语位于堆叠上时产生作用。“增效[费用]”意指“除你为此咒语选择的第一个模式之外,你每为其多选择一个模式,便须额外支付一次[费用]。”支付某咒语的增效费用时,需依照规则601.2b与规则601.2f-h之规范来选择模式以及支付额外费用。

702.120. Melee
702.120. 乱斗

702.120a Melee is a triggered ability. “Melee” means “Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.”
702.120a 乱斗属于触发式异能。“乱斗”意指“每当此生物攻击时,本次战斗中每有一位受你以生物攻击的对手,此生物便得+1/+1直到回合结束。”

702.120b If a creature has multiple instances of melee, each triggers separately.
702.120b 若某生物具有数个乱斗异能,则每一个都会分别触发。

702.121. Crew
702.121. 搭载

702.121a Crew is an activated ability of Vehicle cards. “Crew N” means “Tap any number of untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn.”
702.121a 搭载是载具牌上的起动式异能。“搭载N”意指“横置任意数量由你操控且力量总和等于或大于N的未横置生物:此永久物成为神器生物直到回合结束。”

702.121b A creature “crews a Vehicle” when it’s tapped to pay the cost to activate a Vehicle’s crew ability.
702.121b 当某个生物被横置来支付起动某载具之搭载异能的费用时,该生物便“搭载载具”。

702.121c If an effect states that a creature “can’t crew Vehicles,” that creature can’t be tapped to pay the crew cost of a Vehicle.
702.121c 如果某个效应注明某个生物“不能搭载载具”,则该生物不能横置来支付载具搭载异能的费用。

702.122. Fabricate
702.122. 装配

702.122a Fabricate is a triggered ability. “Fabricate N” means “When this permanent enters the battlefield, you may put N +1/+1 counters on it. If you don’t, create N 1/1 colorless Servo artifact creature tokens.”
702.122a 装配属于触发式异能。“装配N”意指“当此永久物进战场时,你可以在其上放置N个+1/+1指示物。若你不如此作,则派出N个1/1无色自动机衍生神器生物。”

702.122b If a permanent has multiple instances of fabricate, each triggers separately.
702.122b 如果某永久物具有数个装配异能,则每一个都会分别触发。

702.123. Partner
702.123. 拍档

702.123a Partner is an ability that modifies the rules for deck construction in the Commander variant (see rule 903), and it functions before the game begins. Rather than a single legendary creature card, you may designate two legendary creature cards as your commander if each has partner.
702.123a 拍档属于改变指挥官玩法(参见规则903)之套牌构组规则的异能。此异能在游戏开始前生效。你可以将两个都具有拍档异能的传奇生物牌共同作为你的指挥官,而不是只用一个传奇生物。

702.123b Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone.
702.123b 你的套牌必须刚好由100张牌构成,包括两个指挥官在内。这两个指挥官在游戏开始时都位于统帅区。

702.123c A rule or effect that refers to your commander’s color identity refers to the combined color identities of your two commanders. See rule 903.4.
702.123c 如果有规则或效应提及你指挥官的标识色,则其指的是你两个指挥官的联合标识色。参见规则903.4

702.123d Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast. When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately. See rule 903.11a.
702.123d 除了套牌标识色会联合确定外,其他情况下这两个指挥官均是各自独立运作。在施放某个具拍档异能的指挥官时,不需考虑你另一个指挥官此前已被施放的次数。在确定某位牌手是否已受到来自同一个指挥官总共21点或更多战斗伤害时,会分别计算两个指挥官各自所造成的伤害。参见规则903.11a

702.123e If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to perform an action on your commander and it could affect both, you choose which it refers to at the time the effect is applied.
702.123e 如果有效应提及“你的指挥官”而你有两个指挥官,则其指的是其中任意一个。如果有效应令你对“你的指挥官”执行某行动,且两个指挥官都能受其影响,则由你在该效应生效时决定要对哪个指挥官执行该动作。

702.123f “Partner with [name]” is a variant of the partner ability. “Partner with [name]” represents two abilities. One is a static ability that modifies the rules for deck construction. Rather than a single legendary creature card, you may designate two legendary creature cards as your commander if each has a “partner with [name]” ability with the other’s name. You can’t designate two legendary cards as your commander if one has a “partner with [name]” ability and the other isn’t the named card. The other ability represented by “partner with [name]” is a triggered ability that means “When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library.”
702.123f “与[名称]拍档”是拍档异能的一种变化形式。“与[名称]拍档”代表两个异能。一个是静止式异能,影响套牌构组规则。如果两个传奇生物具有“与[名称]拍档”异能、且其中任意一个生物的该异能提及的名称均是其中另一个生物的名称,你可以将这两个传奇生物共同作为你的指挥官,而非只用一个传奇生物。如果其中一个生物具有“与[名称]拍档”异能,但其提及的名称并非其中另一个生物的名称,则你不能将这两个生物共同作为你的指挥官。“与[名称]拍档”代表的另一个异能是触发式异能,意指“当此永久物进战场时,目标牌手可以从其牌库中搜寻一张名称为[名称]的牌,展示该牌,将它置入其手上,然后将其牌库洗牌。”

702.124. Undaunted
702.124. 不屈

702.124a Undaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means “This spell costs {1} less to cast for each opponent you have.”
702.124a 不屈属于静止式异能,当具有不屈异能的咒语在堆叠中时生效。不屈意指“每有一位对手,此咒语便减少{1}来施放。”

702.124b Players who have left the game are not counted when determining how many opponents you have.
702.124b 确定对手数量时,不会将已离开游戏的牌手计算在内。

702.124c If a spell has multiple instances of undaunted, each of them applies.
702.124c 如果某个咒语具有数个不屈异能,则每个都会分别生效。

702.125. Improvise
702.125. 拼造

702.125a Improvise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.”
702.125a 拼造属于静止式异能,当具拼造异能的咒语在堆叠中时生效。“拼造”意指“对此咒语总费用中每一点一般法术力而言,你可以横置一个由你操控且未横置的神器,而不支付该法术力。”

702.125b The improvise ability isn’t an additional or alternative cost and applies only after the total cost of the spell with improvise is determined.
702.125b 拼造异能不属于额外费用,也不属于替代性费用,且仅在具拼造异能之咒语的总费用确定之后生效。

702.125c Multiple instances of improvise on the same spell are redundant.
702.125c 同一个咒语上的数个拼造异能并无意义。

702.126. Aftermath
702.126. 余响

702.126a Aftermath is an ability found on some split cards (see rule 708, “Split Cards”). It represents three static abilities. “Aftermath” means “You may cast this half of this split card from your graveyard,” “This half of this split card can’t be cast from any zone other than a graveyard,” and “If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.”
702.126a 余响是见于某些连体牌的异能(参见规则708,“连体牌”)。它代表三个静止式异能。“余响”意指“你可以从你的坟墓场施放此连体牌的这半边”, “除了从坟墓场之外,不能从任何区域施放此连体牌的这半边”,以及“如果此咒语是从坟墓场施放,则当其将于任何时机下离开堆叠时,改为将其放逐,而非置入其他区域”。

702.127. Embalm
702.127. 遗存

702.127a Embalm is an activated ability that functions while the card with embalm is in a graveyard. “Embalm [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s white, it has no mana cost, and it’s a Zombie in addition to its other types. Activate this ability only any time you could cast a sorcery.”
702.127a 遗存属于起动式异能,于具遗存异能的牌位于坟墓场中时生效。“遗存[费用]”意指“[费用],从你的坟墓场放逐此牌:派出一个衍生物,此衍生物为此牌的复制品,但它是白色,没有法术力费用,且额外具有灵俑此类别。你只可以于你能施放法术的时机下起动此异能。”

702.127b A token is “embalmed” if it’s created by a resolving embalm ability.
702.127b 如果某衍生物系由结算遗存异能而派出,则称该衍生物“已遗存”。

702.128. Eternalize
702.128. 永生

702.128a Eternalize is an activated ability that functions while the card with eternalize is in a graveyard. “Eternalize [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s black, it’s 4/4, it has no mana cost, and it’s a Zombie in addition to its other types. Activate this ability only any time you could cast a sorcery.”
702.128a 永生属于起动式异能,于具永生异能的牌位于坟墓场中时生效。“永生[费用]”意指“[费用],从你的坟墓场放逐此牌:派出一个衍生物,此衍生物为该牌的复制品,但它为黑色,是4/4,没有法术力费用,且额外具有灵俑此类别。你只可以于你能施放法术的时机下起动此异能。”

702.129. Afflict
702.129. 折磨

702.129a Afflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life.”
702.129a 折磨属于触发式异能。“折磨N”意指“每当此生物被阻挡时,防御牌手失去N点生命”。

702.129b If a creature has multiple instances of afflict, each triggers separately.
702.129b 如果某生物具有数个折磨异能,则每一个都会分别触发。

702.130. Ascend
702.130 登殿

702.130a Ascend on an instant or sorcery spell represents a spell ability. It means “If you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”
702.130a 瞬间或法术咒语上的登殿代表咒语异能。意指“如果你操控十个或更多永久物,且你没有黄金城祝福,则于这盘游戏接下来的时段中,你得到黄金城祝福。”

702.130b Ascend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”
702.130b 永久物上的登殿代表静止式异能。意指“但凡你操控十个或更多永久物,且你没有黄金城祝福,你便于这盘游戏接下来的时段中得到黄金城祝福。”

702.130c The city’s blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the city’s blessing at the same time.
702.130c “得到黄金城祝福”此称号并无规则含义,仅用作标记,供其他规则和效应辨识之用。在同一时刻可有任意数量的牌手得到黄金城祝福。

702.130d After a player gets the city’s blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions.
702.130d 在牌手得到黄金城祝福之后,所有持续性效应会重新生效,然后游戏才会检查游戏状态或之前的事件是否满足触发条件。

702.131. Assist
702.131. 助力

702.131a Assist is a static ability that modifies the rules of paying for the spell with assist (see rules 601.2g-h). If the total cost to cast a spell with assist includes a generic mana component, before you activate mana abilities while casting it, you may choose another player. That player has a chance to activate mana abilities. Once that player chooses not to activate any more mana abilities, you have a chance to activate mana abilities. Before you begin to pay the total cost of the spell, the player you chose may pay for any amount of the generic mana in the spell’s total cost.
702.131a 助力属于静止式异能,会改变为具助力异能之咒语支付费用时需遵循之规范(参见规则601.2g-h)。如果施放具助力异能之咒语的总费用当中包括一般法术力的部分,则于你在施放该咒语的过程中起动法术力异能之前,你可以选择另一位牌手。该牌手此时有机会来起动法术力异能。一旦该牌手决定不再起动法术力异能,便轮到你有机会来起动法术力异能。在你开始支付该咒语的总费用之前,先前所选之牌手可以支付该咒语总费用中一般法术力部分里之任意数量的费用。

702.132. Jump-Start
702.132. 再起

702.132a Jump-start appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Jump-start” means “You may cast this card from your graveyard by discarding a card as an additional cost to cast it” and “If this spell was cast using its jump-start ability, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its jump-start ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.132a 再起会在某些瞬间与法术上出现。它代表两个静止式异能:一个会于此牌在某牌手的坟墓场中时生效,另一个则于此牌在堆叠中时生效。“再起”意指“你可以从你的坟墓场施放此牌,但必须弃一张牌,以作为施放它的额外费用”以及“若是以再起方式施放此咒语,则于此牌将于任何时机下离开堆叠时,改为将它放逐,而非置入其他任何区域。”以再起异能施放咒语时,需依照规则601.2b与规则601.2f-h之规范来支付额外费用。

702.133. Mentor
702.133. 训导

702.133a Mentor is a triggered ability. “Mentor” means “Whenever this creature attacks, put a +1/+1 counter on target attacking creature with power less than this creature’s power.”
702.133a 训导属于触发式异能。“训导”意指“每当此生物攻击时,在目标进行攻击且力量小于此生物的生物上放置一个+1/+1指示物。”

702.133b If a creature has multiple instances of mentor, each triggers separately.
702.133b 如果某生物具有数个训导异能,则每一个都会分别触发。

703. 回合动作 Turn-Based Actions

703. Turn-Based Actions
703. 回合动作

703.1. Turn-based actions are game actions that happen automatically when certain steps or phases begin, or when each step and phase ends. Turn-based actions don’t use the stack.
703.1. 回合动作属于游戏动作,会在当某些步骤或阶段开始时,或每个步骤及阶段结束时自动执行。回合动作不使用堆叠。

703.1a Abilities that watch for a specified step or phase to begin are triggered abilities, not turn-based actions. (See rule 603, “Handling Triggered Abilities.”)
703.1a 在乎特定步骤或阶段开始的异能属于触发式异能,并不属于回合动作。(参见规则603,“处理触发式异能”。)

703.2. Turn-based actions are not controlled by any player.
703.2. 回合动作不由任何牌手操控。

703.3. Whenever a step or phase begins, if it’s a step or phase that has any turn-based action associated with it, those turn-based actions are automatically dealt with first. This happens before state-based actions are checked, before triggered abilities are put on the stack, and before players receive priority.
703.3. 每当一个步骤或阶段开始时,如果此步骤或阶段有任何与之相关的回合动作,则会先自动处理这些回合动作。这会在检查状态动作、将触发式异能放进堆叠、牌手得到优先权等事件之前发生。

703.4. The turn-based actions are as follows:
703.4. 回合动作如下列所示:

703.4a Immediately after the untap step begins, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. See rule 502.1.
703.4a 在重置步骤开始后,所有由主动牌手操控、具时间跳跃异能的已跃回永久物立刻跃离,以及所有在跃离时由主动牌手操控的已跃离永久物立刻跃回。这些动作全部同时发生。参见规则502.1

703.4b Immediately after the phasing action has been completed during the untap step, the active player determines which permanents they control will untap. Then they untap them all simultaneously. See rule 502.2.
703.4b 在重置步骤之中、时间跳跃行动完成之后,主动牌手立刻判断由其操控的哪些永久物将重置,之后该牌手将它们同时重置。参见规则502.2

703.4c Immediately after the draw step begins, the active player draws a card. See rule 504.1.
703.4c 在抓牌步骤开始之后,主动牌手立刻抓一张牌。参见规则504.1

703.4d In an Archenemy game (see rule 904), immediately after the archenemy’s precombat main phase begins, that player sets the top card of their scheme deck in motion. See rule 701.23.
703.4d 在魔王游戏中(参见规则904),在魔王的战斗前行动阶段开始之后,该牌手立刻实施其阴谋套牌的牌库顶牌。参见规则701.23

703.4e Immediately after a player’s precombat main phase begins, that player puts a lore counter on each Saga enchantment they control. In an Archenemy game, this happens after the archenemy’s scheme action. See rule 714, “Saga Cards.”
703.4e 在牌手的战斗前行动阶段开始之后,该牌手在其操控的每个传纪结界上放置一个学问指示物。在魔王游戏中,这会在魔王的阴谋动作之后发生。参见规则714,“传纪牌”。

703.4f Immediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. See rule 507.1.
703.4f 在战斗开始步骤开始之后,如果正在进行一局多人游戏,且主动牌手之对手并不会全部自动成为防御牌手,则主动牌手立刻选择一位对手。该牌手成为防御牌手。参见规则507.1

703.4g Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1.
703.4g 在宣告攻击者步骤开始之后,主动牌手立刻宣告攻击者。参见规则508.1

703.4h Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1.
703.4h 在宣告阻挡者步骤开始之后,防御牌手立刻宣告阻挡者。参见规则509.1

703.4i Immediately after blockers have been declared during the declare blockers step, for each attacking creature that’s become blocked by multiple creatures, the active player announces the damage assignment order among the blocking creatures. See rule 509.2.
703.4i 在宣告阻挡者步骤当中、宣告完阻挡者之后,对于每一个被多个生物所阻挡的攻击生物而言,主动牌手立刻宣告阻挡生物的伤害分配顺序。参见规则509.2

703.4j Immediately after the active player has announced damage assignment orders (if necessary) during the declare blockers step, for each creature that’s blocking multiple creatures, the defending player announces the damage assignment order among the attacking creatures. See rule 509.3.
703.4j 在宣告阻挡者步骤当中、主动牌手宣告伤害分配顺序之后(若有需要),对于每一个阻挡了多个生物的阻挡生物而言,防御牌手立刻宣告攻击生物的伤害分配顺序。参见规则509.3

703.4k Immediately after the combat damage step begins, each player in APNAP order announces how each attacking or blocking creature they control assigns its combat damage. See rule 510.1.
703.4k 在战斗伤害步骤开始之后,每位牌手立刻以“主动牌手先决定”的顺序,宣告将如何分配每个由其所操控的攻击或阻挡生物的战斗伤害。参见规则510.1

703.4m Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2.
703.4m 在战斗伤害步骤当中、分配了战斗伤害之后,所有战斗伤害立刻同时造成。参见规则510.2

703.4n Immediately after the cleanup step begins, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. See rule 514.1.
703.4n 在清除步骤开始之后,如果主动牌手的手牌数量超过了其手牌上限(通常为七张),其立刻弃掉足够的牌,直到数量减少到手牌上限。参见规则514.1

703.4p Immediately after the active player has discarded cards (if necessary) during the cleanup step, all damage is removed from permanents and all “until end of turn” and “this turn” effects end. These actions happen simultaneously. See rule 514.2.
703.4p 在清除步骤当中、主动牌手弃牌之后(若有需要),立刻移除永久物上的所有伤害、结束所有“直到回合结束”和“本回合”的效应。这些动作同时发生。参见规则514.2

703.4q When each step or phase ends, any unused mana left in a player’s mana pool empties. See rule 500.4.
703.4q 当每个步骤或阶段结束时,留在牌手法术力池中尚未使用的法术力被清空。参见规则500.4

704. 状态动作 State-Based Actions

704. State-Based Actions
704. 状态动作

704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.
704.1. 状态动作属于游戏动作,每当满足某些条件时(如下所述)便会自动发生。状态动作不使用堆叠。

704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)
704.1a 在乎特定游戏状态的异能属于触发式异能,并不属于状态动作。(参见规则603,“处理触发式异能”。)

704.2. State-based actions are checked throughout the game and are not controlled by any player.
704.2. 对状态动作的检查会贯彻游戏始终,且状态动作不由任何牌手操控。

704.3. Whenever a player would get priority (see rule 116, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.
704.3. 每当有牌手将得到优先权时(参见规则116,“时机和优先权”),游戏将依下文列举之条件检查状态动作,然后会将所有适用的状态动作当作单一事件执行。如果检查过后导致了新的状态动作执行,则会重复此检查;否则,将所有等待进入堆叠的触发式异能放入堆叠,然后重复此检查。一旦没有新的状态动作执行且没有等待进入堆叠的触发式异能,相应的牌手得到优先权。此过程同样会在清除步骤中执行(参见规则514),不同之处在于,如果清除步骤的第一次检查并没有导致状态动作的执行、且没有等待进入堆叠的触发式异能,则没有牌手会得到优先权且该步骤结束。

704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.
704.4. 与触发式异能不同,状态动作不会注意在咒语或异能结算过程中发生的事。

Example: A player controls a creature with the ability “This creature’s power and toughness are each equal to the number of cards in your hand” and casts a spell whose effect is “Discard your hand, then draw seven cards.” The creature will temporarily have toughness 0 in the middle of the spell’s resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution.
例如:某牌手操控一个具有“此生物的力量与防御力各等同于你的手牌数量”的生物。此牌手施放效应为“弃掉你的手牌,然后抓七张牌”的咒语。在该咒语结算的过程中,该生物的防御力会暂时为0,但在咒语结算完之后又变为7。因此在检查状态动作时,该生物会存活下来。相对地,会在没有手牌时触发的异能则会在咒语结算后进入堆叠,因为它的触发事件在结算过程中发生了。

704.5. The state-based actions are as follows:
704.5. 状态动作如下列所示:

704.5a If a player has 0 or less life, that player lose the game.
704.5a 如果一位牌手的生命值为0或更少,该牌手输掉此盘游戏。

704.5b If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, that player lose the game.
704.5b 如果自从上一次检查状态动作之后,有牌手曾试图从空的牌库中抓牌,该牌手便输掉此盘游戏。

704.5c If a player has ten or more poison counters, that player lose the game. Ignore this rule in Two-Headed Giant games; see rule 704.5u instead.
704.5c 如果一位牌手具有十个或更多的中毒指示物,该牌手输掉此盘游戏。在双头巨人游戏中忽略此规则,改为参见规则704.5u

704.5d If a token is in a zone other than the battlefield, it ceases to exist.
704.5d 如果一个衍生物处于任何非战场的区域中,该衍生物消失。

704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.
704.5e 如果咒语的复制处于任何非堆叠的区域中,该复制消失。如果一张牌的复制处于任何不属于堆叠或战场的区域中,该复制消失。

704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.
704.5f 如果一个生物的防御力为0或更低,该生物置入其拥有者的坟墓场。重生不能替代此事件。

704.5g If a creature has toughness greater than 0, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.
704.5g 如果一个生物的防御力大于0,且其上标记的伤害大于或等于其防御力,则该生物受到了致命伤害且被消灭。重生可以替代此事件。

704.5h If a creature has toughness greater than 0, and it’s been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.
704.5h 如果自从上一次检查状态动作之后,一个生物受到具死触之来源的伤害,且它的防御力大于0,该生物被消灭。重生可以替代此事件。

704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.
704.5i 如果一个鹏洛客的忠诚为0,该鹏洛客被置入其拥有者的坟墓场。

704.5j If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”
704.5j 如果一位牌手操控两个或更多具有相同名称的传奇永久物,该牌手选择它们中的一个,其余的将被置入进其拥有者的坟墓场。这称为“传奇规则”。

704.5k If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ graveyards. This is called the “world rule.”
704.5k 如果战场上两个或更多的永久物具有世界此超类别,则除了战场上最近一个拥有世界此超类别以外,皆置入其拥有者的坟墓场。如果不分先后,则它们均被置入其拥有者的坟墓场。这称为“世界规则”。

704.5m If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner’s graveyard.
704.5m 如果一个灵气结附在不合法之物件或牌手上,或未结附于任何物件或牌手上,该灵气被置入其拥有者的坟墓场。

704.5n If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent. It remains on the battlefield.
704.5n 如果一个武具或工事装备在不合法之永久物上,它会从该永久物上卸装。但它依然会留在战场上。

704.5p If a creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if a permanent that’s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.
704.5p 如果一个生物结附/装备在物件或牌手上,则它不再结附/装备,并留在战场上。类似地,如果一个永久物不属于灵气、武具或工事,却结附/装备在其他永久物上,则它不再结附/装备,并留在战场上。

704.5q If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.
704.5q 如果一个永久物上同时具有+1/+1指示物和-1/-1指示物,则会移去其上的N个+1/+1指示物和N个-1/-1指示物,N为两种指示物当中较少者的数量。

704.5r If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it.
704.5r 如果一个永久物上具有多于N个的某种指示物,且该永久物具有不得有多于N个的该种指示物之异能,则N个以外的指示物将被移去。

704.5s If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. See rule 714, “Saga Cards.”
704.5s 如果一个传纪永久物上的学问指示物数量大于或等于其上章节异能的最终章节编号,且其并非一个已触发且尚未离开堆叠的章节异能之来源,该传纪的操控者将其牺牲。参见规则714,“传纪牌”。

704.5t In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule 810, “Two-Headed Giant Variant.”
704.5t 在一盘双头巨人的游戏中,如果一个队伍的生命为0或更少,该队伍输掉此盘游戏。参见规则810,“双头巨人玩法。”

704.5u In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, “Two-Headed Giant Variant.”
704.5u 在一盘双头巨人的游戏中,如果一个队伍有十五个或更多的中毒指示物,该队伍输掉此盘游戏。参见规则810,“双头巨人玩法。”

704.5v In a Commander game, a player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, “Commander.”
704.5v 在一盘指挥官的游戏中,如果一位牌手在该盘游戏中受到过21点或以上来自同一指挥官的战斗伤害,则该牌手输掉此盘游戏。参见规则903,“指挥官。”

704.5w In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904, “Archenemy.”
704.5w 在魔王游戏中,如果一张非持续的阴谋牌在统帅区中牌面朝上,且没有任何阴谋的触发式异能在堆叠上或等待被放进堆叠,该阴谋牌翻为牌面朝下并置于其拥有者的阴谋套牌牌库底。参见规则904,“魔王”。

704.5x In a Planechase game, if a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, “Planechase.”
704.5x 在竞逐时空游戏中,如果一张异象牌在统帅区中牌面朝上,且它不是已触发且未离开堆叠的触发式异能之来源,时空操控者时空换境。参见规则901,“竞逐时空”。

704.6. If multiple state-based actions would have the same result at the same time, a single replacement effect will replace all of them.
704.6. 如果在同一时间执行的多个状态动作会产生同样的结果,则一个单独的替代性效应将替代全部。

Example: You control Lich’s Mirror, which says “If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.” There’s one card in your library and your life total is 1. A spell causes you to draw two cards and lose 2 life. The next time state-based actions are checked, you’d lose the game due to rule 704.5a and rule 704.5b. Instead, Lich’s Mirror replaces that game loss and you keep playing.
例如:你操控巫妖秘镜,其叙述为“若你将输掉此盘游戏,则改为将你的手牌、坟墓场与所有你拥有的永久物洗入你的牌库,然后抓七张牌且你的总生命成为20。”你的牌库中有一张牌,并且你的生命值为1。某个咒语使得你要抓两张牌并失去2点生命。下一次检查状态动作时,你将因规则704.5a及规则704.5b输掉此盘游戏。然而,巫妖秘镜会替代掉“输掉此盘游戏”,你将继续进行游戏。

704.7. If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed.
704.7. 如果一个状态动作导致永久物离开战场的同时有其他的状态动作执行,该永久物的最后已知信息将以状态动作执行之前的游戏状态来决定。

Example: You control Young Wolf, a 1/1 creature with undying, and it has a +1/+1 counter on it. A spell puts three -1/-1 counters on Young Wolf. Before state-based actions are performed, Young Wolf has one +1/+1 counter and three -1/-1 counters on it. After state-based actions are performed, Young Wolf is in the graveyard. When it was last on the battlefield, it had a +1/+1 counter on it, so undying will not trigger.
例如:你操控幼狼,一个具有不息异能的1/1生物,且它上面有一个+1/+1指示物。一个咒语在幼狼上放置了三个-1/-1指示物。在状态动作执行之前,幼狼上有一个+1/+1指示物和三个-1/-1指示物。在状态动作执行之后,幼狼进入坟墓场。于它最后在战场上之时,它上面有+1/+1指示物,所以其不息异能不会触发。

705. 掷硬币 Flipping a Coin

705. Flipping a Coin
705. 掷硬币

705.1. An effect that instructs a player to flip a coin may care whether that player wins or loses the flip. To flip a coin for such an effect, the player flips the coin and calls “heads” or “tails.” If the call matches the result, the player wins the flip. Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved.
705.1. 指示牌手掷硬币的效应可能会关心该牌手是否猜对或猜错一次掷硬币。要为此类效应掷一枚硬币时,该牌手掷硬币,并说出是“正面”还是“反面”。如果牌手所说与掷硬币的结果相符,则该牌手猜对这一掷。否则,该牌手猜错这一掷。只有掷硬币的牌手才能猜对或猜错此次掷硬币;并不会涉及其他牌手。

705.2. If an effect instructs a player to flip a coin and that effect cares only whether the coin comes up heads or tails without specifying a winner or loser of the flip, that player flips a coin without making a call. No player wins or loses this kind of flip.
705.2. 如果一个效应指示牌手掷一枚硬币,且该效应只关心掷硬币的结果是正面或反面,而不提及猜对或猜错此次掷硬币的牌手,该牌手掷硬币,但不用说出结果。以此法掷硬币不会使得牌手猜对或猜错这一掷。

705.3. A coin used in a flip must be a two-sided object with easily distinguished sides and equal likelihood that either side lands face up. If the coin that’s being flipped doesn’t have an obvious “heads” or “tails,” designate one side to be “heads,” and the other side to be “tails.” Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. For example, the player may roll an even-sided die and call “odds” or “evens,” or roll an even-sided die and designate that “odds” means “heads” and “evens” means “tails.”
705.3. 用于抛掷的硬币必须是一个具有两面的物体,两面之间有显著的区别,且无论哪一面最终朝上的概率都相同。如果用于抛掷的硬币之“正面”与“反面”的区别不甚明显,牌手可指定其中某一面为“正面”,另一面为“反面”。也可以使用其他能产生随机结果的方式来代替掷硬币,只要用于替代的方式能产生两种概率相等的互斥结果,且所有牌手都同意用此方法来替换。例如,牌手可以掷一个偶数面的骰子并说出是“奇数”或是“偶数”,或是掷一个偶数面的骰子并指定“奇数”意指“正面”、“偶数”意指“反面”。

706. 复制物件 Copying Objects

706. Copying Objects
706. 复制物件

706.1. . Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some effects create a token that’s a copy of another object. (Certain older cards were printed with the phrase “search for a copy.” This section doesn’t cover those cards, which have received new text in the Oracle card reference.)
706.1. 一些物件能产生或让本身成为咒语、永久物、牌的“复制”。一些效应会派出作为另一物件之复制的衍生物。(一些旧版本牌上面印了“search for a copy”。它们在Oracle牌张参考文献中得到勘误;此部分的规则不讨论此类牌。)(译注:此类牌的中文版本使用了“与其同名的牌”,所以不会产生混淆。)

706.2. When copying an object, the copy acquires the copiable values of the original object’s characteristics and, for an object on the stack, choices made when casting or activating it (mode, targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on). The “copiable values” are the values derived from the text printed on the object (that text being name, mana cost, color indicator, card type, subtype, supertype, rules text, power, toughness, and/or loyalty), as modified by other copy effects, by its face-down status, and by “as . . . enters the battlefield” and “as . . . is turned face up” abilities that set power and toughness (and may also set additional characteristics). Other effects (including type-changing and text-changing effects), status, and counters are not copied.
706.2. 当复制某物件时,该复制获得被复制物件之所有可复制特征值,若被复制的物件在堆叠中,还包括其在施放或起动时作出之选择(模式、目标、X的数值、是否支付增幅费用、如何影响数个目标,等等)。“可复制特征值”意指,从物件上所印制之叙述文字中得知的数值(该类文字包括名称、法术力费用、颜色标志、类别、超类别、副类别、规则叙述、力量、防御力和/或忠诚),且受到其他复制效应、其牌面朝下的状态、设定力量和防御力(以及其他更多特征)的“于…进入战场”和“于…翻回正面时”异能之影响。其他效应(包括改变类别和改变文字叙述的效应)、状态,以及指示物均不会被复制。

Example: Chimeric Staff is an artifact that reads “{X}: Chimeric Staff becomes an X/X artifact creature until end of turn.” Clone is a creature that reads, “You may have Clone enter the battlefield as a copy of any creature on the battlefield.” After a Staff has become a 5/5 artifact creature, a Clone enters the battlefield as a copy of it. The Clone is an artifact, not a 5/5 artifact creature. (The copy has the Staff’s ability, however, and will become a creature if that ability is activated.)
例如:盖美拉之杖为具有“{X}:盖美拉之杖成为X/X神器生物直到回合结束”的神器。仿生妖为具有“你可以使仿生妖作为战场上任一生物的复制进入战场。”的生物。当盖美拉之杖成为5/5神器生物后,仿生妖作为该盖美拉之杖的复制进入了战场。此时仿生妖是神器,而非5/5的神器生物。(但此复制品具有盖美拉之杖的异能,起动该异能后会成为生物。)

Example: Clone enters the battlefield as a copy of a face-down Grinning Demon (a creature with morph {2}{B}{B}). The Clone is a colorless 2/2 creature with no name, no types, no abilities, and no mana cost. It will still be face up. Its controller can’t pay {2}{B}{B} to turn it face up.
例如:仿生妖作为牌面朝下的蔑笑恶魔(具有变身{2}{B}{B}的生物)的复制进入战场。仿生妖会成为2/2无色生物,且没有名称、类别、异能及法术力费用。它依然是面朝上。其操控者不能支付{2}{B}{B}来让它翻回正面。

706.2a A copy acquires the color of the object it’s copying because that value is derived from its mana cost or color indicator. A copy acquires the abilities of the object it’s copying because those values are derived from its rules text. A copy doesn’t wind up with two values of each ability (that is, it doesn’t copy the object’s abilities and its rules text, then have that rules text define a new set of abilities).
706.2a 复制会得到作为其复制对象之物件的颜色,因为该值能从后者的法术力费用中得知。复制会得到作为其复制对象之物件的所有异能,因为该值能从后者的规则叙述中得知。复制不会从同样的一个异能中获得两组数值(它不会复制该物件的异能及其规则叙述文字,然后再从该规则叙述文字中定义一组新的同样异能)。

706.2b Once an object has been copied, changing the copiable values of the original object won’t cause the copy to change,
706.2b 一旦物件已被复制,改变原物件的可复制特征值不会导致复制它的物件也产生改变。

706.2c If a static ability generates a continuous effect that’s a copy effect, the copiable values that effect grants are determined only at the time that effect first starts to apply.
706.2c 如果一个静止式异能产生了一个是复制效应的持续性效应,该效应赋予的可复制特征值仅在该效应第一次开始生效时决定。

706.3. The copy’s copiable values become the copied information, as modified by the copy’s status (see rule 110.6). Objects that copy the object will use the new copiable values.
706.3. 复制可复制特征值被其所复制的信息所取代,且被该复制的状态所影响(参见规则110.6)。其他物件要复制此物件时,会使用新的可复制特征值。

Example: Vesuvan Doppelganger reads, “You may have Vesuvan Doppelganger enter the battlefield as a copy of any creature on the battlefield except it doesn’t copy that creature’s color and it gains ‘At the beginning of your upkeep, you may have this creature become a copy of target creature except it doesn’t copy that creature’s color. If you do, this creature gains this ability.’” A Vesuvan Doppelganger enters the battlefield as a copy of Runeclaw Bear (a 2/2 green Bear creature with no abilities). Then a Clone enters the battlefield as a copy of the Doppelganger. The Clone is a 2/2 blue Bear named Runeclaw Bear that has the Doppelganger’s upkeep-triggered ability.
例如:Vesuvan Doppelganger具有“你可以使Vesuvan Doppelganger作为战场上任一生物的复制进入战场,但不复制该生物的颜色,并具有‘在你的维持开始时,你可以使此生物成为目标生物的复制,但不复制目标生物的颜色。若你如此作,则此生物获得这个异能。’”此时Vesuvan Doppelganger作为符爪熊(2/2绿色生物,无异能)的复制进入战场。之后仿生妖作为Doppelganger的复制进入战场。则这个仿生妖会成为一个名称为符爪熊的2/2蓝色熊,且具有Doppelganger的维持触发异能。

Example: Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang (an unflipped flip card). Tomoya’s characteristics become the characteristics of Stabwhisker the Odious, which is the flipped version of Nezumi Shortfang.
例如:示现师智也(一张倒转后的倒转牌)成为了短牙鼠人(尚未倒转的倒转牌)的复制。则智也的特征会成为可憎的刺须之特征,即为倒转后的短牙鼠人。

Example: A face-down Grinning Demon (a creature with morph) becomes a copy of a face-up Branchsnap Lorian (a 4/1 green creature with trample and morph {G}). The Demon’s characteristics become the characteristics of Branchsnap Lorian. However, since the creature is face down, it remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. It can be turned face up for {G}. If it’s turned face up, it will have the characteristics of Branchsnap Lorian.
例如:牌面朝下的蔑笑恶魔(具有变身的生物)成为牌面朝上的折枝树懒(4/1的绿色生物,具有践踏及变身{G})的复制。恶魔的特征成为了折枝树懒的特征。然而,由于该生物处于牌面朝下的状态,所以它仍为2/2的无色生物,且没有名称、类别及异能,也没有法术力费用。可以支付{G}来把它翻回正面。如果将它翻回正面,则它会具有折枝树懒的特征。

Example: A face-down Grinning Demon (a creature with morph) becomes a copy of Wandering Ones (a 1/1 blue Spirit creature that doesn’t have morph). It will be a face-down Wandering Ones. It remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. Its controller can’t turn it face up as a special action. If an effect turns it face up, it will have the characteristics of Wandering Ones.
例如:牌面朝下的蔑笑恶魔(具有变身的生物)成为了漂流精(1/1的蓝色精怪生物,不具有变身)的复制。则它会成为牌面朝下的漂流精。它依然是2/2无色生物、没有名称、类别、异能及法术力费用。其操控者不能以特殊动作来让它翻回正面。如果有效应让它翻回正面时,它就会拥有漂流精的特征。

706.4. Some effects cause a permanent that’s copying a permanent to copy a different object while remaining on the battlefield. The change doesn’t trigger enters-the-battlefield or leaves-the-battlefield abilities. This also doesn’t change any noncopy effects presently affecting the permanent.
706.4. 一些效应令战场上已经为另一永久物之复制的永久物,复制一个不同的永久物,且留在战场上。此改变不会触发进入战场或离开战场异能。如果当前有非复制效应影响该永久物,该效应不会被改变。

Example: Unstable Shapeshifter reads, “Whenever a creature enters the battlefield, Unstable Shapeshifter becomes a copy of that creature and gains this ability.” It’s affected by Giant Growth, which reads “Target creature gets +3/+3 until end of turn.” If a creature enters the battlefield later this turn, Unstable Shapeshifter will become a copy of that creature, but it will still get +3/+3 from the Giant Growth.
例如:不稳定变形兽具有“每当生物进入战场时,不稳定变形兽成为该生物的复制,并仍具有此异能”。其受到变巨术“目标生物得+3/+3直到回合结束”的影响。如果稍后在本回合中,又有一个生物进入战场,则不稳定变形兽成为该生物的复制,但仍然会因为变巨术得到+3/+3。

706.5. An object that enters the battlefield “as a copy” or “that’s a copy” of another object becomes a copy as it enters the battlefield. It doesn’t enter the battlefield, and then become a copy of that permanent. If the text that’s being copied includes any abilities that replace the enters-the-battlefield event (such as “enters the battlefield with” or “as [this] enters the battlefield” abilities), those abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a chance to trigger.
706.5. 一个“作为复制”或“是…复制”进入战场的物件,于进入战场时便已经是该物件的复制。它并不是首先进入战场,然后才成为该永久物的复制。如果被复制的规则叙述中包含任何会替代进入战场事件的异能(例如“进入战场时,上面有…”或“于[此永久物]进入战场时”的异能),则这些异能都会生效。并且,该复制具有的任何进入战场触发式异能也有机会触发。

Example: Skyshroud Behemoth reads, “Fading 2 (This creature enters the battlefield with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)” and “Skyshroud Behemoth enters the battlefield tapped.” A Clone that enters the battlefield as a copy of a Skyshroud Behemoth will also enter the battlefield tapped with two fade counters on it.
例如:天帷贝西摩斯具有“消退2(此生物进入战场时上面有2个消退指示物。在你的维持开始时,从其上移去一个消退指示物。若你无法如此作,则牺牲之。)”以及“天帷贝西摩斯须横置进入战场。”仿生妖作为天帷贝西摩斯的复制进入战场,则它也需要横置进场,且上面有两个消退指示物。

Example: Wall of Omens reads, “When Wall of Omens enters the battlefield, draw a card.” A Clone enters the battlefield as a copy of Wall of Omens. The Clone has the Wall’s enters-the-battlefield triggered ability, so the Clone’s controller draws a card.
例如:预兆墙具有“当预兆墙进入战场时,抓一张牌。”仿生妖作为预兆墙的复制进入战场。则仿生妖具有预兆墙的进入战场触发式异能,所以仿生妖的操控者抓一张牌。

706.6. When copying a permanent, any choices that have been made for that permanent aren’t copied. Instead, if an object enters the battlefield as a copy of another permanent, the object’s controller will get to make any “as [this] enters the battlefield” choices for it.
706.6. 当复制永久物时,为该永久物作出的选择不会被复制。但是,如果一个物件是作为另一个永久物之复制进入战场的,则该物件的操控者可以为其作出“于[此物件]进入战场时”的选择。

Example: A Clone enters the battlefield as a copy of Adaptive Automaton. Adaptive Automaton reads, in part, “As Adaptive Automaton enters the battlefield, choose a creature type.” The Clone won’t copy the creature type choice of the Automaton; rather, the controller of the Clone will get to make a new choice.
例如:仿生妖作为适境机械兽之复制进入战场。适境机械兽具有“于适境机械兽进入战场时,选择一种生物类别。”仿生妖不会复制适境机械兽进战场所选择的生物类别;而是仿生妖的操控者可以重新为其选择一种生物类别。

706.7. If a pair of linked abilities are copied, those abilities will be similarly linked to one another on the object that copied them. One ability refers only to actions that were taken or objects that were affected by the other. They can’t be linked to any other ability, regardless of what other abilities the copy may currently have or may have had in the past. See rule 607, “Linked Abilities.”
706.7. 如果一对关联异能被复制,则在复制了该些异能的物件上,这两个异能也会以类似的方式互相关联。其中一个异能只提及另一个异能所进行的动作或影响的物件。它们并不会连结到其他的异能上,无论该复制当前或曾经具有哪些异能。参见规则607,“关联异能”。

706.7a If an ability causes a player to “choose a [value]” or “name a card,” and a second, linked ability refers to that choice, the second ability is the only ability that can refer to that choice. An object doesn’t “remember” that choice and use it for other abilities it may copy later. If an object copies an ability that refers to a choice, but either (a) doesn’t copy that ability’s linked ability or (b) does copy the linked ability but no choice is made for it, then the choice is considered to be “undefined.” If an ability refers to an undefined choice, that part of the ability won’t do anything.
706.7a 如果一个异能使牌手“选择一个[数值]”,然后另一个与之关联的异能提及了此选择,则后者是唯一一个能够指称该选择的异能。物件并不会“记忆”该选择并在它之后可能复制的其他异能上使用该选择。如果物件复制了一个提及选择的异能,但(a)并未同时复制与该异能相关联的异能,或(b)复制了与之关联的异能但并未为此关联异能作出过选择,则将此选择视同“未定义”。如果一个异能提及未定义的选择,异能的该部分将没有任何效果。

Example: Voice of All enters the battlefield and Unstable Shapeshifter copies it. Voice of All reads, in part, “As Voice of All enters the battlefield, choose a color.” and “Voice of All has protection from the chosen color.” Unstable Shapeshifter never had a chance for a color to be chosen for it, because it didn’t enter the battlefield as a Voice of All card, so the protection ability doesn’t protect it from anything at all.
例如:万物使者进入战场,且不稳定变形兽成为其复制。万物使者具有“于万物使者进入战场时,选择一个颜色”以及“万物使者具有反该色保护异能。”由于不稳定变形兽不是作为万物使者的复制进入战场,所以它从未有为该异能选择颜色的机会,因此这个保护异能不会有任何效果。

Example: A Vesuvan Doppelganger enters the battlefield as a copy of Voice of All, and the Doppelganger’s controller chooses blue. Later, the Doppelganger copies Quirion Elves, which has the ability, “{T}: Add one mana of the chosen color.” Even though a color was chosen for the Doppelganger, it wasn’t chosen for the ability linked to the mana ability copied from the Elves. If that mana ability of the Doppelganger is activated, it will not produce mana.
例如:Vesuvan Doppelganger作为万物使者的复制进入战场,且Doppelganger的操控者选择了蓝色。之后,Doppelganger复制了奎利恩妖精。奎利恩妖精具有异能“{T}:加一点所选颜色的法术力。”虽然曾为Doppelganger选择过颜色,但为其作出此选择的异能并未与从妖精处复制而来的法术力异能相关联。起动Doppelganger的法术力异能将不会产生任何法术力。

706.8. When copying a double-faced permanent, a face-up meld card, or a melded permanent, only the copiable values of the face that’s currently up are copied. (See rule 711, “Double-Faced Cards,” and rule 712, “Meld Cards.”)
706.8. 复制双面永久物、正面朝上的融合牌或已融合的永久物时,只复制该永久物当前面朝上的可复制特征值。(参加规则711,“双面牌”,以及规则712,“融合牌”。)

706.9. Copy effects may include modifications or exceptions to the copying process.
706.9. 复制效应可能会对复制过程添加修改或例外。

706.9a Some copy effects cause the copy to gain an ability as part of the copying process. This ability becomes part of the copiable values for the copy, along with any other abilities that were copied.
706.9a 一些复制效应会在复制过程中将异能赋予该复制。此异能就如其他被复制的异能一样,成为此复制可复制特征值的一部分。

Example: Quirion Elves enters the battlefield and an Unstable Shapeshifter copies it. The copiable values of the Shapeshifter now match those of the Elves, except that the Shapeshifter also has the ability “Whenever a creature enters the battlefield, Unstable Shapeshifter becomes a copy of that creature and gains this ability.” Then a Clone enters the battlefield as a copy of the Unstable Shapeshifter. The Clone copies the new copiable values of the Shapeshifter, including the ability that the Shapeshifter gave itself when it copied the Elves.
例如:奎利恩妖精进入战场,且不稳定变形兽成为其复制。不稳定变形兽之可复制特征值现在和奎利恩妖精相同,但不稳定变形兽同时具有“每当生物进入战场时,不稳定变形兽成为该生物的复制,并仍具有此异能。”然后仿生妖作为不稳定变形兽的复制进入战场。仿生妖会复制不稳定变形兽新的可复制特征值,包括了不稳定变形兽复制妖精时赋予自身的异能。

706.9b Some copy effects specifically state that they don’t copy certain characteristics and instead retain their original values. They may also simply state that certain characteristics are not copied.
706.9b 一些复制效应特别指明它不复制某些特征;它们改为保留该部分的值。这些效应也可能直接叙述其不复制某些特征。

706.9c Some copy effects modify a characteristic as part of the copying process. The final value(s) for that characteristic becomes part of the copiable values for the copy.
706.9c 一些复制效应在复制过程中修改特征。该特征的最终值成为该复制的可复制特征值。

Example: Copy Artifact is an enchantment that reads, “You may have Copy Artifact enter the battlefield as a copy of any artifact on the battlefield, except it’s an enchantment in addition to its other types.” It enters the battlefield as a copy of Juggernaut. The copiable values of the Copy Artifact now match those of Juggernaut with one modification: its types are now artifact, creature, and enchantment.
例如:Copy Artifact是一个结界,其叙述为“你可以使Copy Artifact作为战场上任一神器的复制进入战场,但它额外具有结界此类别。”它作为攻城巨车的复制进入战场。Copy Artifact的可复制特征值成为攻城巨车的值,但有一处变动:它的类别是神器、生物和结界。

706.9d When applying a copy effect that doesn’t copy a certain characteristic, retains an original value for a certain characteristic, or modifies the final value of a certain characteristic, any characteristic-defining ability (see rule 604.3) of the object being copied that defines that characteristic is not copied. If that characteristic is color, any color indicator (see rule 204) of that object is also not copied.
706.9d 当一个(1)不复制指定特征、(2)为某指定特征保持原值、或(3)修改指定特征的最终值的复制效应生效时,被复制之物件上的任何定义该指定特征的特征定义异能(参见规则604.3)不会被复制。如果该特征是颜色,该物件上的颜色标志(参见规则204)也不会被复制。

Example: Quicksilver Gargantuan is a creature that reads, “You may have Quicksilver Gargantuan enter the battlefield as a copy of any creature on the battlefield, except it’s 7/7.” Quicksilver Gargantuan enters the battlefield as a copy of Tarmogoyf, which has a characteristic-defining ability that defines its power and toughness. Quicksilver Gargantuan does not have that ability. It will be 7/7.
例如:水银巨兽是一个生物,其叙述为“你可以使水银巨兽作为战场上任一生物的复制进入战场,但它是7/7。”水银巨兽作为塔莫耶夫的复制品进入战场,且它不会复制塔莫耶夫的定义其攻击力和防御力之特征定义异能。它将是7/7。

706.10. To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn’t cast and a copy of an activated ability isn’t activated. A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made for it, including modes, targets, the value of X, and additional or alternative costs. (See rule 601, “Casting Spells.”) Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is owned by the player under whose control it was put on the stack. A copy of a spell or ability is controlled by the player under whose control it was put on the stack. A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.
706.10. 复制一个咒语、起动式异能或触发式异能指,将该咒语或异能的复制放入堆叠;复制的咒语并没有被施放,且复制的异能也没有被起动。复制咒语或异能时,不但会复制该咒语或异能的特征,也会复制为其作出的所有决定,这包括模式、目标、X的数值,以及是否为其支付了额外费用或替代性费用。(参见规则601,“施放咒语”。)通常在结算时才作出的选择不被复制。如果该复制的一个效应提及用以支付其费用的物件,则它会使用支付原咒语或异能之费用时用到的物件。咒语之复制的所有者为在其操控下将该复制放进堆叠的牌手。咒语或异能之复制的操控者为在其操控下将该复制放进堆叠的牌手。咒语的复制也是咒语,即使没有表示它的咒语牌。异能的复制也是异能。

Example: A player casts Fork, targeting an Emerald Charm. Fork reads, “Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.” Emerald Charm is a modal green instant. When the Fork resolves, it puts a copy of the Emerald Charm on the stack except the copy is red, not green. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets.
例如:某牌手施放了Fork,以绿宝石护符作为目标。Fork的叙述为“复制目标瞬间或法术咒语,但该复制为红色。你可以为该复制选择新的目标。”绿宝石护符是具有模式的绿色瞬间。当Fork结算时,它将绿宝石护符的复制放入堆叠,但该复制为红色而非绿色。该复制的模式与原本的绿宝石护符相同。但由于Fork允许,它不需指定相同目标,可以选择新目标。

Example: Fling is an instant that reads, “As an additional cost to cast this spell, sacrifice a creature” and “Fling deals damage equal to the sacrificed creature’s power to any target.” When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling.
例如:投掷是瞬间,叙述为“牺牲一个生物,以作为施放此咒语的额外费用”以及“投掷对任意一个目标造成等同于被牺牲生物之力量的伤害”。要确定投掷之复制造成的伤害数量时,会检查原本的投掷所牺牲之生物的力量。

706.10a If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist. These are state-based actions. See rule 704.
706.10a 如果咒语的复制处于任何非堆叠的区域中,它便会消失。如果牌的复制处于任何不属于堆叠或战场的区域中,它便会消失。两者均为状态动作。参见规则704

706.10b A copy of an ability has the same source as the original ability. If the ability refers to its source by name, the copy refers to that same object and not to any other object with the same name. The copy is considered to be the same ability by effects that count how many times that ability has resolved during the turn.
706.10b 异能的复制与原异能来源相同。如果该异能用名称指称了自己的来源,则复制指的是与之相同的物件,而非具有相同名称的其他物件。对于计算在该回合中此异能结算次数之效应而言,复制也将被视作该异能。

706.10c Some effects copy a spell or ability and state that its controller may choose new targets for the copy. The player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal. Once the player has decided what the copy’s targets will be, the copy is put onto the stack with those targets.
706.10c 一些复制咒语或异能的效应会同时说明其操控者可以为复制选择新的目标。该牌手可以保留其中任意数量的目标不作改动,即使这些目标可能不再合法。如果该牌手选择改变其中一些或全部的目标,则新的目标必须全部合法。只要牌手决定了复制的新目标,该复制进入堆叠并指定这些目标。

706.10d Some effects copy a spell or ability for each player or object it “could target.” The copies are put onto the stack with those targets in the order of their controller’s choice. If the spell or ability has more than one target, each of its targets must be the same player or object. If that player or object isn’t a legal target for each instance of the word “target,” a copy isn’t created for that player or object.
706.10d 一些效应为某咒语或异能每“能”以一个牌手或物件为目标,便将其复制一次。这些复制品选择这些目标进入堆叠,并由这些复制品的操控者选择其放进堆叠的顺序。如果该咒语或异能具有多于一个目标,每个目标必须都是同一个牌手或物件。如果该牌手或物件不是该咒语或异能上每个“目标”一词的合法目标,则对于该牌手或物件而言,不会为其创造一个复制。

706.10e Some effects copy a spell or ability and specify a new target for the copy. If the spell or ability has more than one target, each of the copy’s targets must be that player or object. If that player or object isn’t a legal target for each instance of the word “target,” the copy isn’t created.
706.10e 一些效应复制咒语或异能并为该复制指定一个新的目标。如果该咒语或异能具有多于一个目标,该复制的每个目标必须是该牌手或物件。如果该牌手或物件不是每个“目标”一词的合法目标,则该复制不会被产生。

706.11. If an effect refers to a permanent by name, the effect still tracks that permanent even if it changes names or becomes a copy of something else.
706.11. 如果一个效应提及某永久物的名称,则即使该永久物改变名称,或变成其他东西的复制,此效应也会一直追踪该永久物。

Example: An Unstable Shapeshifter copies a Crazed Armodon. Crazed Armodon reads, “{G}: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at the beginning of the next end step. Activate this ability only once each turn.” If this ability of the Shapeshifter is activated, the Shapeshifter will be destroyed at the beginning of the next end step, even if it’s no longer a copy of Crazed Armodon at that time.
例如:不稳定变形兽复制疯狂盾皮象。疯狂盾皮象具有“{G}:疯狂盾皮象得到+3/+0并获得践踏异能直到回合结束。在下一个结束步骤开始时,消灭疯狂盾皮象。此异能每回合只能起动一次。”如果起动不稳定变形兽的这个异能,则即使在下一个结束步骤开始时不稳定变形兽已不再是疯狂盾皮象的复制,也会被消灭。

706.12. An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, except that the copy is created in the same zone the object is in and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a–h of rule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the cast copy is a spell on the stack, and just like any other spell it can resolve or be countered.
706.12. 一个要求牌手施放[物件]的复制之效应(而不只是复制一个咒语),会遵照施放咒语的规则,不同之处在于会在该物件相同的区域中被创造,然后于另一个咒语或异能正在结算中施放此复制。施放物件的复制需要遵照规则601“施放咒语”中601.2a–h的步骤依序行事,然后此复制被施放。一旦被施放,所施放的复制也属于堆叠上的咒语,与其他咒语一样可以结算或被反击。

707. 牌面朝下的咒语和永久物 Face-Down Spells and Permanents

707. Face-Down Spells and Permanents
707. 牌面朝下的咒语和永久物

707.1. Some cards allow spells and permanents to be face down.
707.1. 一些牌允许咒语和永久物成为牌面朝下。

707.2. Face-down spells and face-down permanents have no characteristics other than those listed by the ability or rules that allowed the spell or permanent to be face down. Any listed characteristics are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 706, “Copying Objects.”)
707.2. 牌面朝下的咒语,以及牌面朝下的永久物,除了使得它们能够牌面朝下之异能或规则中指明的特征之外,并没有其他特征。这些特征为该物件的可复制特征值。(参见规则613,“持续性效应的互动”和规则706,“复制物件”。)

707.2a If a face-up permanent is turned face down by a spell or ability that doesn’t list any characteristics for that object, it becomes a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost. A permanent that enters the battlefield face down also has these characteristics unless otherwise specified by the effect that put it onto the battlefield face down or allowed it to be cast face down. These values are the copiable values of that object’s characteristics.
707.2a 如果一个牌面朝上的永久物因咒语或异能翻成牌面朝下,且其并未叙述该物件的任何特征,它会成为2/2的牌面朝下生物,且没有内文叙述、名称、副类别及法术力费用。以牌面朝下方式进入战场的永久物也具有这样的特征,除非将其牌面朝下放进战场或允许其牌面朝下地被施放的效应另有指定。这些数值即为该物件的可复制特征值。

707.3. Objects that are put onto the battlefield face down are turned face down before they enter the battlefield, so the permanent’s enters-the-battlefield abilities won’t trigger (if triggered) or have any effect (if static).
707.3. 以牌面朝下状态进入战场的物件,在其进入战场前便已是牌面朝下的状态,因此该永久物的进入战场触发式异能并不会触发(对触发式异能而言)或生效(对静止式异能而言)。

707.4. Objects that are cast face down are turned face down before they are put onto the stack, so effects that care about the characteristics of a spell will see only the face-down spell’s characteristics. Any effects or prohibitions that would apply to casting an object with these characteristics (and not the face-up object’s characteristics) are applied to casting this object. The permanent the spell becomes will be a face-down permanent.
707.4. 以牌面朝下状态施放的物件,在其进入堆叠前便已是牌面朝下的状态,因此针对咒语特征而生效的效应将只能见到牌面朝下咒语之特征。任何将对施放具有这些特征(而并非牌面朝上时物件的特征)之效应或限制会对施放此物件生效。

707.5. At any time, you may look at a face-down spell you control on the stack or a face-down permanent you control (even if it’s phased out). You can’t look at face-down cards in any other zone or face-down spells or permanents controlled by another player.
707.5. 在任何时候,你都可以检视堆叠中由你操控之牌面朝下的咒语,或你操控之牌面朝下的永久物(即使该永久物已跃离)。你不能检视任何在其他区域中之牌面朝下的牌,或由其他牌手操控之牌面朝下的咒语或永久物。

707.6. If you control multiple face-down spells or face-down permanents, you must ensure at all times that your face-down spells and permanents can be easily differentiated from each other. This includes, but is not limited to, knowing what ability or rules caused the permanents to be face down, the order spells were cast, the order that face-down permanents entered the battlefield, which creature(s) attacked last turn, and any other differences between face-down spells or permanents. Common methods for distinguishing between face-down objects include using counters or dice to mark the different objects, or clearly placing those objects in order on the table.
707.6. 如果你操控多个牌面朝下的咒语或牌面朝下的永久物,你必须随时确保这些牌面朝下的咒语和永久物之间有显著的分别。这包括但并不限于,何种异能或规则使该永久物成为牌面向下、咒语施放的先后顺序、牌面朝下之永久物进入战场的先后顺序、哪些生物上回合曾经攻击,以及与其他牌面朝下的咒语或永久物之间的区别。替牌面朝下的牌作记号的方式,通常包括使用指示物或骰子来标记不同的永久物,或依照顺序清楚地在桌上排列这些物件。

707.7. The ability or rules that allow a permanent to be face down may also allow the permanent’s controller to turn it face up. Spells normally can’t be turned face up.
707.7. 允许永久物翻成牌面朝下的异能或规则,也可能允许该永久物之操控者将其翻回正面。通常情况下,咒语不能被翻回正面。

707.8. As a face-down permanent is turned face up, its copiable values revert to its normal copiable values. Any effects that have been applied to the face-down permanent still apply to the face-up permanent. Any abilities relating to the permanent entering the battlefield don’t trigger and don’t have any effect, because the permanent has already entered the battlefield.
707.8. 于牌面朝下的永久物翻回正面时,其可复制特征值回到其正常状态。任何已对该永久物造成影响的效应,依旧对翻回正面的永久物造成影响。任何与永久物进入战场相关的触发式异能不会触发,因为该永久物已经进入战场。

707.9. If a face-down permanent moves from the battlefield to any other zone, its owner must reveal it to all players as they move it. If a face-down spell moves from the stack to any zone other than the battlefield, its owner must reveal it to all players as they move it. If a player leaves the game, all face-down permanents and spells owned by that player must be revealed to all players. At the end of each game, all face-down permanents and spells must be revealed to all players.
707.9. 如果一个牌面朝下的永久物从战场移到其他区域,其拥有者必须于移动时将之展示给所有牌手。如果牌面朝下的咒语从堆叠移到战场以外的其他区域,其拥有者必须于移动时将之展示给所有牌手。如果一位牌手将离开游戏,所有由该牌手拥有的牌面朝下的永久物和咒语必须向所有牌手展示。在每盘游戏结束时,所有牌面朝下的永久物和咒语必须展示给所有牌手。

707.10. If a face-down permanent becomes a copy of another permanent, its copiable values become the copiable values of that permanent, as modified by its face-down status. Its characteristics therefore remain the same: the characteristics listed by the ability or rules that allowed it to be turned face down. However, if it is turned face up, its copiable values become the values it copied from the other permanent. See rule 706.3.
707.10. 如果一个牌面朝下的永久物成为另一个永久物的复制,其可复制特征值就会变成该永久物的可复制特征值,并受到其牌面朝下状态的影响。因此它的特征依然相同:使它成为牌面朝下的规则或异能上所列的特征。然而,如果它翻回正面,它的可复制特征值会成为其所复制之永久物的可复制特征值。参见规则706.3

707.11. If a face-down permanent would have an “As [this permanent] is turned face up . . .” ability after it’s turned face up, that ability is applied while that permanent is being turned face up, not afterward.
707.11. 如果一个牌面朝下的永久物在其翻回正面后具有“于[此永久物]翻回正面时…”的异能,则该异能会在此永久物翻回正面的过程中生效,而不是之后才生效。

708. 连体牌 Split Cards

708. Split Cards
708. 连体牌

708.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic card back.
708.1. 连体牌在一张牌上具有两张牌面。连体牌的背面与普通万智牌相同。

708.2. Although split cards have two castable halves, each split card is only one card. For example, a player who has drawn or discarded a split card has drawn or discarded one card, not two.
708.2. 尽管连体牌的两边都可以施放,但每张连体牌都只算是一张牌。例如,不论牌手抓到还是弃掉一张连体牌,该牌手都只是抓或弃掉了一张牌,而不是两张。

708.3. A player chooses which half of a split card they are casting before putting it onto the stack.
708.3. 在将连体牌放进堆叠之前,牌手选择其施放的是连体牌的哪一边。

708.3a Only the chosen half is evaluated to see if it can be cast. Only that half is considered to be put onto the stack.
708.3a 只有被选择的一边会被检查其能否被施放。只有这一边被视为放进堆叠。

708.3b While on the stack, only the characteristics of the half being cast exist. The other half’s characteristics are treated as though they didn’t exist.
708.3b 在堆叠上时,只有被施放的一边的特征存在。另一边的特征则视同不存在。

708.3c An effect may create a copy of a split card and allow a player to cast the copy. That copy retains the characteristics of the two halves separated into the same two halves as the original card. (See rule 706.12.)
708.3c 某些效应可能会创造连体牌的复制,并允许牌手施放该复制。该复制如同原牌一般地具有两边的特征,并如同原牌一般地分成两边。(参见规则706.12)。

708.4. In every zone except the stack, the characteristics of a split card are those of its two halves combined. This is a change from previous rules.
708.4. 在除堆叠外的所有区域,连体牌的特征是其两边的特征之综合。这是对先前规则的改动。

708.4a Each split card has two names. If an effect instructs a player to choose a card name and the player wants to choose a split card’s name, the player must choose one of those names and not both. An object has the chosen name if one of its names is the chosen name.
708.4a 每张连体牌具有两个名称。如果一个效应要牌手选择一个牌名,而牌手想要选择某张连体牌的名称,该牌手必须选择其中一边的名称,但不能同时选择两者。如果一个物件的名称之一为所选择的名称,则它具有所选择的名称。

708.4b The mana cost of a split card is the combined mana costs of its two halves. A split card’s colors and converted mana cost are determined from its combined mana cost.
708.4b 连体牌的法术力费用是其两边的法术力费用的加总。连体牌的颜色和总法术力费用由其法术力费用决定。

Example: Assault/Battery’s mana cost is {3}{R}{G}. It’s a red and green card with a converted mana cost of 5. If you cast Assault, the resulting spell is a red spell with a converted mana cost of 1.
例如:突袭/冲击的法术力费用是{3}{R}{G}。它是一张红绿双色牌,其总法术力费用为5。如果你施放冲击,由此施放的咒语是一个总法术力费用为1的红色咒语。

708.4c A split card has each card type specified on either of its halves and each ability in the text box of each half.
708.4c 连体牌具有其两边的每种牌类别,且具有其两边的文字栏中的每个异能。

708.4d The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.101, “Fuse”).
708.4d 堆叠上的已融咒的连体咒语之特征亦是其两边特征的综合(参见规则702.101,“融咒”)。

709. 倒转牌 Flip Cards

709. Flip Cards
709. 倒转牌

709.1. Flip cards have a two-part card frame on a single card. The text that appears right side up on the card defines the card’s normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic card back.
709.1. 倒转牌在一张牌上具有分成两个部分的牌面。上半部正确方向的内容为此牌一般情况下的特征。下半部颠倒的是此牌额外的替代用特征。倒转牌的背面与普通万智牌相同。

709.1a The top half of a flip card contains the card’s normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to “flip” if certain conditions are met.
709.1a 倒转牌的上半部包括了此牌一般情况下的名称、文字栏、类别栏、力量与防御力。其文字栏中通常会包括某个异能,让此永久物在达到特定的条件后“倒转”。

709.1b The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is on the battlefield and only if the permanent is flipped.
709.1b 倒转牌的下半部包括了此牌的替代用名称、文字栏、类别栏、力量与防御力。只有此永久物在战场上并且已倒转的情况下,才会用到这些特征。

709.1c A flip card’s color and mana cost don’t change if the permanent is flipped. Also, any changes to it by external effects will still apply.
709.1c 倒转牌的颜色和法术力费用不会因该永久物倒转而改变。并且,所有已经外界对其的效应依旧对已倒转的牌生效。

709.2. In every zone other than the battlefield, and also on the battlefield before the permanent flips, a flip card has only the normal characteristics of the card. Once a permanent is flipped, its normal name, text box, type line, power, and toughness don’t apply and the alternative versions of those characteristics apply instead.
709.2. 在战场以外的区域中以及在战场上倒转之前,倒转牌都只具有该永久物一般情况下的特征。一旦该永久物倒转,其一般情况下的名称、文字栏、类别栏、力量与防御力便不再对此倒转的永久物生效,而改为替代用特征生效。

Example: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says “Search your library for a legendary card” can’t find this flip card. An effect that says “Legendary creatures get +2/+2” doesn’t affect Akki Lavarunner, but it does affect Tok-Tok.
例如:岩浆奔越鬼是非传奇生物,它倒转后会成为名称是火山鬼托托的传奇生物。一个“从你的牌库搜寻一张传奇牌”的效应不能找到这张倒转牌。一个“传奇生物得+2/+2”的效应并不会影响岩浆奔越鬼,但是会影响托托。

709.3. You must ensure that it’s clear at all times whether a permanent you control is flipped or not, both when it’s untapped and when it’s tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects.
709.3. 无论一个永久物是在横置或未横置的状态下,你都必须随时确保能清楚的区别此永久物是否已经倒转。通常的作法是在永久物上放置硬币或骰子,来表示该永久物是否已经倒转。

709.4. Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to become unflipped. However, if a flipped permanent leaves the battlefield, it retains no memory of its status. See rule 110.6.
709.4. 将永久物倒转是单向过程。一旦永久物倒转,便不能再回到未倒转。不过,如果已倒转的永久物离开战场,它不会记得之前其所处的状态。参见规则110.6

709.5. If an effect instructs a player to choose a card name and the player wants to choose a flip card’s alternative name, the player may do so.
709.5. 如果一个效应要牌手选择一个牌名,而该牌手想要选择某张倒转牌的替代用名称,则该牌手可以如此作。

710. 升级牌 Leveler Cards

710. Leveler Cards
710. 升级牌

710.1. Each leveler card has a striated text box and three power/toughness boxes. The text box of a leveler card contains two level symbols.
710.1. 每张升级牌都有条状的文字栏,以及三个力量/防御力方格。升级牌的文字栏包含了两个等级符号。

710.2. A level symbol is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].”
710.2. 等级符号是代表静止式异能的关键字异能。等级符号可能包括了某范围的数字,此处表示为“N1-N2”;或是单一数字后面带着加号,此处表示为“N3+”。任何与等级符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而印在同一区块文字栏的力量/防御力方格,此处表示为“P/T”,也是同法看待。

710.2a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”
710.2a “{等级N1-N2}[异能][P/T]”意指“只要此生物上面至少有N1个等级指示物,且等级指示物数量又不多于N2,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”

710.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”
710.2b “{等级N3+}[异能][P/T]”意指“只要此生物上面有N3或更多个等级指示物,则它的基础攻击力和防御力成为[P/T]并具有[异能]。”

710.3. The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which level symbol. Leveler cards each contain only one text box.
710.3. 文字栏区块并没有游戏上的意义,只是用来清楚区分哪个异能与哪个力量/防御力对应于哪个等级符号。每张升级牌都只有一个文字栏。

710.4. Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In particular, each leveler permanent has its level up ability (see rule 702.86) at all times; it may be activated regardless of how many level counters are on that permanent.
710.4. 升级牌上面任何不以等级符号开头的异能,都会如常运作。特别来说,每个升级永久物随时都具有其升级异能(参见规则702.86);不论该永久物上有多少个等级指示物,都可以起动。

710.5. If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost power/toughness box.
710.5. 如果升级生物上的等级指示物数量少于N1个(其{等级N1-N2}符号上印制的第一个数字),则它的力量与防御力为最上面的力量/防御力方格所注记的数值。

710.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box.
710.6. 在战场之外的每个区域中,升级牌的力量与防御力均为最上面的力量/防御力方格所注记的数值。

711. 双面牌 Double-Faced Cards

711. Double-Faced Cards
711. 双面牌

711.1. A double-faced card has a Magic card face on each side rather than a Magic card face on one side and a Magic card back on the other. Each face may have abilities that allow the card to “transform,” or turn over to its other face. Tokens and cards with a Magic card back can’t transform. (See rule 701.27, “Transform.”)
711.1. 一张双面牌的两面都是万智牌的牌面,而不是一面为万智牌的牌面,而另一面为万智牌的牌背。每一面都可能具有让此牌“转化”的异能,让它能翻到另一面。衍生物与具有万智牌牌背的牌都不能转化。(参见规则701.27,“转化”。)

711.1a A double-faced card’s front face is marked by a front-face symbol in its upper left corner. On Magic Origins and Core Set 2019 double-faced cards, the front-face symbol is a modified Planeswalker icon. On cards in the Innistrad block and Shadows over Innistrad set, as well as on Ulrich of the Krallenhorde in the Eldritch Moon set, the front-face symbol is a sun. On other Eldritch Moon double-faced cards, the front-face symbol is a full moon. On Ixalan cards, the front-face symbol is a compass rose.
711.1a 双面牌的正面在左上角以正面符号标记。在万智牌:起源2019核心系列双面牌上,正面符号是修改过的鹏洛客图标。在依尼翠环境和依尼翠暗影系列中的双面牌、以及异月传奇系列中的展爪的乌力奇上,正面符号是太阳。在异月传奇其余的双面牌上,正面符号是满月。在依夏兰牌张上,正面符号是罗盘。

711.1b A double-faced card’s back face is marked by a back-face symbol in its upper left corner. On Magic Origins and Core Set 2019 double-faced cards, the back-face symbol is a full Planeswalker icon. On cards in the Innistrad block and Shadows over Innistrad set, as well as on Ulrich, Uncontested Alpha in the Eldritch Moon set, the back-face symbol is a crescent moon. On other Eldritch Moon double-faced cards, the back-face symbol is a stylized image of Emrakul. On Ixalan cards, the back-face symbol is a land icon. 711.1b 双面牌的背面在左上角以背面符号标记。在万智牌:起源2019核心系列双面牌上,背面符号是完整的鹏洛客图标。在依尼翠环境和依尼翠暗影系列中的双面牌、以及异月传奇系列中的服众首领乌力奇上,背面符号是新月。在异月传奇其余的双面牌上,背面符号是伊莫库的形象化图案。在依夏兰牌张上,背面符号是地符号。

711.1c If the back face of a double-faced card is a creature, the front face of that card will have the back face’s power and toughness printed in gray above the power and toughness box. This is reminder text and has no effect on game play.
711.1c 如果某张双面牌的背面是生物,则该牌背面的力量与防御力会以较小的灰色字印刷在力量与防御力框的上方。这是规则提示,对游戏没有影响。

711.1d Meld cards have a Magic card face on one side and half of an oversized Magic card face on the other. These aren’t double-faced cards and are subject to their own set of rules. See rule 712, “Meld Cards.”
711.1d 融合牌的一面为万智牌的牌面,另一面为一张大号万智牌卡牌牌面的一半。融合牌不是双面牌,它们使用融合牌特有的规则。参见规则712,“融合牌”。

711.2. Players who are allowed to look at a double-faced card may look at both faces.
711.2. 如果某牌手被允许检视一张双面牌,他可以检视这张牌的两面。

711.3. Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone. To do this, the owner of a double-faced card may use completely opaque card sleeves or substitute a checklist card (see rule 713). Sanctioned tournaments have additional rules for playing with double-faced cards. See rule 100.6.
711.3. 双面牌位于不公开区域的时候,牌手必须确保不让它能从该区域的其他牌中辨认出。为了达成此目标,双面牌的拥有者可以利用完全不透明的牌套,或是拿列表牌(参见规则713)来代替它。认证比赛对于利用双面牌额外订立了规则。参见规则100.6

711.3a A checklist card has a normal Magic card back. The face of a checklist card is divided into sections. Each section lists the name and mana cost of each double-faced card it could represent and includes a fill-in circle. Before a checklist card can be used, exactly one of the fill-in circles must be marked to denote which double-faced card the checklist card represents.
711.3a 列表牌具有万智牌的牌背。每张列表牌的牌面都划分成不同区块。每个区块分别列出它能代表之每一张双面牌的名称与其法术力费用,并包括一个填入圈。用列表牌时,只能在其中的一个填入圈上作记号,用来注明这张列表牌代表的是哪张双面牌。

711.3b If a checklist card is used in a deck, the double-faced card it represents is set aside prior to the beginning of the game (see rule 103.1a) and must remain available throughout the game. A checklist card can’t be included in a deck unless it is representing a double-faced card.
711.3b 如果在套牌中使用了列表牌,则它所代表的双面牌必须在游戏开始之前(参见103.1a)便放到一旁,且在整盘游戏中都必须随时能拿到。除非要用一张列表牌来代表双面牌,否则不能将列表牌放入套牌中。

711.3c For all game purposes, the checklist card is considered to be the double-faced card it’s representing.
711.3c 在游戏的各种层面上,列表牌都视为它所代表的那张双面牌。

711.3d If the checklist card is face up in a public zone, it should be set aside and the double-faced card used instead.
711.3d 如果一张列表牌在公开区域牌面朝上,应将该列表牌放到一旁,改为使用其所代表的双面牌。

711.4. Each face of a double-faced card has its own set of characteristics.
711.4. 双面牌的两个牌面都各自具有一组特征值。

711.4a While a double-faced card is outside the game, in a zone other than the battlefield, or on the battlefield with its front face up, it has only the characteristics of its front face.
711.4a 双面牌在游戏外、战场以外的所有区域,以及当它在战场且正面朝上时,它只具有正面所述的特征值。

711.4b While a double-faced permanent’s back face is up, it has only the characteristics of its back face. However, its converted mana cost is calculated using the mana cost of its front face. If a permanent is copying the back face of a double-faced card (even if the card representing that copy is itself a double-faced card), the converted mana cost of that permanent is 0.
711.4b 当一个双面永久物的背面朝上时,它只具有背面所述的特征值。但是,在计算其总法术力费用时,使用其正面的法术力费用。如果一个永久物复制一张双面牌的背面,该永久物的总法术力费用为0(即使代表该复制的牌本身也是双面牌)。

711.5. Only permanents represented by double-faced cards can transform. (See rule 701.27, “Transform.”) If a spell or ability instructs a player to transform any permanent that isn’t represented by a double-faced card, nothing happens.
711.5. 只有由双面牌代表的永久物才能转化。(参见规则701.27,“转化”。)如果一个咒语或异能指示牌手转化一个不由双面牌代表的永久物,没有事情会发生。

Example: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced card, it can’t transform.
例如:一个仿生妖是以野血狼群(一张双面牌的背面)之复制的身份进战场。仿生妖会是野血狼群的复制。由于仿生妖本身并非双面牌,它将不能转化。

Example: A player casts Cytoshape, causing a Kruin Outlaw (the front face of a double-faced card) to become a copy of Elite Vanguard (a 2/1 Human Soldier creature) until end of turn. The player then casts Moonmist, which reads, in part, “Transform all Humans.” Because the copy of Elite Vanguard is a double-faced card, it will transform. The resulting permanent will have its back face up, but it will still be a copy of Elite Vanguard that turn.
例如:一位牌手施放细胞塑型,使得克廉亡命客(一张双面牌的正面)成为菁英先锋(2/1的人类/士兵生物)的复制直到回合结束。然后该牌手施放月雾,其异能有一段是“转化所有人类”。由于此菁英先锋复制是个双面牌,它将会转化。此永久物最后的状况是它的背面朝上,但它在该回合中依旧会是菁英先锋的复制。

711.6. If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is represented by an instant or sorcery card face, nothing happens.
711.6. 如果某咒语或异能要求牌手转化某个永久物,且该永久物将要转化成的牌面是以瞬间或法术牌面代表的,则什么都不会发生。

711.7. If a double-faced card is cast as a spell, it’s put on the stack with its front face up. See rule 601, “Casting Spells.”
711.7. 如果双面牌是以咒语的方式来施放,则它放入堆叠时其正面朝上。参见规则601,“施放咒语”。

711.8. A double-faced card enters the battlefield with its front face up by default. If a spell or ability puts it onto the battlefield “transformed,” it enters the battlefield with its back face up.
711.8. 双面牌进战场时默认为正面朝上。如果有咒语或异能将其“已转化”地放进战场,它会以背面朝上进入战场。

711.8a If a player is instructed to put a card that isn’t a double-faced card onto the battlefield transformed, that card stays in its current zone.
711.8a 如果牌手被指示将一张不是双面牌的牌已转化地放进战场,该牌留在其原有的区域。

711.9. If an effect allows a player to cast a double-faced card as a face-down creature spell, or if a double-faced card enters the battlefield face down, it will have the characteristics given to it by the rule or effect that caused it to be face down. That card remains hidden, using either a face-down checklist card or opaque sleeves. See rule 707, “Face-Down Spells and Permanents.”
711.9. 如果某效应允许牌手以牌面朝下的方式施放一张双面牌,或一张双面牌牌面朝下地进入战场,它会具有使其翻为牌面朝下的规则或效应所赋予它的特征。使用牌面朝下的列表牌或不透明的牌套使该牌的牌面保持隐藏状态。参见规则707,“牌面朝下的咒语和永久物”。

711.9a While face down, a double-faced permanent can’t transform. If it is turned face up, it will have its front face up.
711.9a 双面永久物在牌面朝下的状态下不能转化。如果它被翻为牌面朝上,它的正面朝上。

711.10. Double-faced permanents can’t be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens.
711.10. 双面永久物不会被翻为牌面朝下。如果一个咒语或异能要让双面永久物翻为牌面朝下,则什么都不会发生。

711.11. A double-faced card that is exiled face down remains hidden, using either a face-down checklist card or opaque sleeves. See rule 711.3.
711.11. 牌面朝下地放逐的双面牌使用牌面朝下的列表牌或不透明的牌套使该牌的牌面保持隐藏状态。参见规则713,“列表牌”。

711.12. When a double-faced permanent transforms, it doesn’t become a new object. Any effects that applied to that permanent will continue to apply to it after it transforms.
711.12. 当一个双面永久物转化时,它不会成为新的物件。任何已对该永久物生效的效应,在它转化后将继续对它生效。

Example: An effect gives Village Ironsmith (the front face of a double-faced card) +2/+2 until end of turn and then Village Ironsmith transforms into Ironfang. Ironfang will continue to get +2/+2 until end of turn.
例如:一个效应让村庄铁匠(一张双面牌的正面)得到+2/+2直到回合结束,然后村庄铁匠转化成钢牙狼。钢牙狼将继续得到+2/+2直到回合结束。

711.13. If an effect instructs a player to choose a card name, the player may name either face of a double-faced card but not both.
711.13. 如果一个效应要某牌手选择一个牌名,则该牌手可以选择双面牌任一个牌面上的名称,但不可以同时选择两面的名称。

712. 融合牌 Meld Cards

712. Meld Cards
712. 融合牌

712.1. A meld card has a Magic card face on one side and half of an oversized Magic card face on the other. It doesn’t have a Magic card back.
712.1. 融合牌的一面为万智牌卡牌牌面,另一面为一张大号万智牌卡牌牌面的一半。融合牌没有万智牌牌背。

712.1a There are three specific meld pairs. Each meld pair consists of two specific cards whose back faces combine to form one oversized Magic card face: Midnight Scavengers and Graf Rats meld to form Chittering Host; Hanweir Garrison and Hanweir Battlements meld to form Hanweir, the Writhing Township; and Bruna, the Fading Light and Gisela, the Broken Blade meld to form Brisela, Voice of Nightmares.
712.1a 目前有三对融合牌组。每对融合牌组均由两张牌组成,这两张牌的背面组合起来后能形成一张大号万智牌卡牌牌面:午夜拾荒客与墓地鼠群融合,组成吱响寄主;翰威驻防兵与翰威城垛融合,组成纠拧镇区翰威;渐逝之光布鲁娜与破碎之刃姬瑟拉融合,组成梦魇异音布瑟拉。

712.1b A meld card isn’t a double-faced card. It can’t transform or enter the battlefield transformed. (See rule 711, “Double-Faced Cards.”)
712.1b 融合牌不是双面牌。它不能转化,也不能进入战场且已转化。(参见规则711,“双面牌”。)

712.2. One card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined (see rule 701.36, “Meld”). The resulting permanent is a single object represented by two cards.
712.2. 每对融合牌组中都有一张牌具有下述异能:放逐此物件及同组当中之另一物件,并融合两者。融合同一融合牌组中的两张牌,意指将它们以背面朝上且已组合的方式放进战场。(参见规则701.36,“融合”。)所得之永久物为由两张牌代表的单一物件。

712.3. The front face of each meld card and the combined face formed by a meld pair each has its own set of characteristics.
712.3. 每张融合牌的正面与同对两张融合牌组合形成之组合面各有属于自己的特征值。

712.3a While a meld card is outside the game, in a zone other than the battlefield, or on the battlefield with its front face up, it has only the characteristics of its front face.
712.3a 当融合牌处于游戏外、处于战场之外的其他区域时,或当其以正面朝上的状态处于战场上时,它只有正面所述的特征值。

712.3b While the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards has only the characteristics of the combined back face, and its converted mana cost is the sum of the converted mana costs of its front faces. If a permanent is copying a melded permanent, the converted mana cost of the copy is 0. See rule 202.3c.
712.3b 当同属一对融合牌组的两张牌作为已融合的永久物在战场上时,由这两张牌表示的物件只有组合背面所述的特征值,但其总法术力费用为其正面两张牌之总法术力费用的总和。如果某永久物复制了已融合的永久物,则复制品的总法术力费用为0。参见规则202.3c

712.3c Anything that needs information about a meld card or a melded permanent sees only the information given by the face that is currently up.
712.3c 如果需要得知融合牌或已融合的永久物之信息,则只会看到目前朝上之牌面所提供的信息。

Example: A Clone enters the battlefield as a copy of Chittering Host (the combined back face of a meld pair). It has the characteristics of Chittering Host, even though the object it becomes is represented by only a single card, and its converted mana cost is 0.
例如:仿生妖作为吱响寄主(一对融合牌组之组合背面)的复制品进入战场。它会具有吱响寄主所述的特征值,就算它所成为的物件只由一张牌来表示也是如此,且其总法术力费用为0。

712.4. If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone.
712.4. 如果已融合的永久物离开战场,则只有一个永久物离开战场,但会有两张牌进入相应的区域。

Example: Chittering Host, a melded permanent, dies. An ability that triggers “whenever a creature dies” triggers once. An ability that triggers “whenever a card is put into a graveyard from anywhere” triggers twice.
例如:吱响寄主(已融合的永久物)死去。一个于“每当一个生物死去时”触发的异能只会触发一次。一个于“每当一张牌从任何区域进入坟墓场时”触发的异能会触发两次。

712.4a If a melded permanent is put into its owner’s graveyard or library, that player may arrange the two cards in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.
712.4a 如果已融合的永久物将被置入其拥有者的坟墓场或牌库,则该牌手可以任意排列表示该永久物之两张牌的顺序。如果该永久物被置入其拥有者的牌库,则该牌手无需展示排列的顺序。

712.4b If a player exiles a melded permanent, that player determines the relative timestamp order of the two cards at that time. This is an exception to the procedure described in rule 613.6j.
712.4b 如果某牌手要放逐一个已融合的永久物,则由该牌手来确定这两张牌放逐时的相对时间印记顺序。这是规则613.6j所述规范的例外情况。

Example: Duplicant is a card with the abilities “When Duplicant enters the battlefield, you may exile target nontoken creature” and “As long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. It’s still a Shapeshifter.” As Duplicant’s first ability exiles Chittering Host, a melded permanent, Duplicant’s controller chooses whether the last creature card exiled is Midnight Scavengers or Graf Rats.
例如:窃形兽此牌具有异能“当窃形兽进战场时,你可以放逐目标非衍生物的生物”及“只要以窃形兽放逐的某张牌是生物牌,窃形兽便具有以窃型兽放逐之最后一张生物牌的力量、防御力和生物类别。它仍然是变形兽。”于窃形兽的第一个异能放逐吱响寄主(已融合的永久物)时,由窃形兽的操控者来决定其放逐的最后一张生物牌是午夜拾荒客还是墓地鼠群。

712.4c If an effect can find the new object that a melded permanent becomes as it leaves the battlefield, it finds both cards. (See rule 400.7.) If that effect causes actions to be taken upon those cards, the same actions are taken upon each of them.
712.4c 如果某效应能找到已融合之永久物离开战场时所成为的新物件,则该效应能找到两张牌。(参见规则400.7。)如果该效应会对该些牌张执行动作,则该动作会分别对每张牌执行。

Example: Otherworldly Journey is an instant that reads “Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner’s control with a +1/+1 counter on it.” A player casts Otherworldly Journey targeting Chittering Host, a melded permanent. Chittering Host is exiled. At the beginning of the next end step, Midnight Scavengers and Graf Rats are both returned to the battlefield, each with a +1/+1 counter on it.
例如:异界之旅此瞬间叙述为“放逐目标生物。在下一个结束步骤开始时,将该牌在其拥有者的操控下移回战场,且上面有一个+1/+1指示物。”某牌手以吱响寄主(已融合的永久物)为目标施放异界之旅。吱响寄主被放逐。在下一个结束步骤开始时,午夜拾荒客会和墓地鼠群都会被移回战场,且其上各有一个+1/+1指示物。

Example: False Demise is an Aura with the ability “When enchanted creature dies, return that card to the battlefield under your control.” A Chittering Host enchanted by False Demise dies. The triggered ability returns both Midnight Scavengers and Graf Rats to the battlefield.
例如:诈死此灵气具有异能“当所结附的生物死去时,将该牌在你的操控下移回战场。”一个其上结附有诈死的吱响寄主死去。诈死的触发式异能会将午夜拾荒客和墓地鼠群都移回战场。

Example: Mimic Vat is an artifact that reads, in part, “Whenever a nontoken creature dies, you may exile that card.” A Chittering Host dies. As Mimic Vat’s triggered ability resolves, its controller makes a single choice and both cards that represented Chittering Host are either exiled or not.
例如:拟态缸此神器的部分叙述为“每当一个非衍生物的生物从战场进入坟墓场时,你可以放逐该牌。”一个吱响寄主死去。于拟态缸的触发式异能结算时,其操控者只需作出一次决定,来决定表示吱响寄主的两张牌是否被放逐。

712.4d If multiple replacement effects could be applied to the event of a melded permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to one of the two cards affects both cards. If the melded permanent is a commander, it may be exempt from this rule; see rule 903.9a.
712.4d 如果有数个替代性效应将要对一个已融合的永久物离开战场或转换区域之事件生效,则对其中任何一张牌生效之此类效应都会同时对两张牌产生影响。如果已融合的永久物是指挥官,则可不受此规则约束;参见规则903.9a

Example: Leyline of the Void is an enchantment that reads, in part, “If a card would be put into an opponent’s graveyard from anywhere, exile it instead.” Wheel of Sun and Moon is an Aura with enchant player and the ability “If a card would be put into enchanted player’s graveyard from anywhere, instead that card is revealed and put on the bottom of its owner’s library.” If the controller of Chittering Host is affected by both cards’ effects, that player chooses one effect to apply to the event and Midnight Scavengers and Graf Rats are both moved to the appropriate zone.
例如:虚空地脉此结界的部分叙述为“如果某牌将从任何区域置入对手的坟墓场,则改为将它放逐。”日月回轮此灵气具有“结附于牌手”与异能“如果某牌将从任何区域置入所结附之牌手的坟墓场,则改为展示该牌,并将其置于其拥有者的牌库底。”如果吱响寄主的操控者同时受到这两张牌之效应的影响,则由该牌手选择其中一个效应来对此事件生效,午夜拾荒客和墓地鼠群都会被移到对应的区域。

712.4e If an effect needs to know the number of objects that changed zones, a melded permanent among those objects counts as one object that moved. If the effect needs to know the number of cards that changed zones, that melded permanent counts as two cards that moved.
712.4e 如果一个效应需要得知改变区域之物件的数量,这些物件中已融合的永久物算作移动了一个物件。如果该效应需要得知改变区域之牌的数量,该已融合的永久物算作移动了两张牌。

712.5. Players who are allowed to look at a meld card may look at its half of the combined back face. Players may access Oracle text for the other member of the meld pair and the combined face at any time (see rule 108.1).
712.5. 能检视融合牌之牌手可以检视该牌背面那一半的组合背面。牌手可以随时参阅该对融合牌组另一张及组合面之Oracle牌张参考文献(参见规则108.1)。

712.6. Meld cards in a player’s deck may be represented by checklist cards. See rule 713, “Checklist Cards.”
712.6. 牌手套牌中的融合牌可使用列表牌来表示。参见规则713,“列表牌”。

712.7. If a meld card is cast as a spell, it’s put on the stack with its front face up. See rule 601, “Casting Spells.”
712.7. 如果融合牌是以咒语的方式来施放,则它放入堆叠时其正面朝上。参见规则601,“施放咒语”。

712.8. A meld card enters the battlefield with its front face up unless it’s being melded with its counterpart.
712.8. 除非融合牌正在与同融合牌组当中之另一张牌融合,否则融合牌进战场时都会是正面朝上。

712.9. If an effect allows a player to cast a meld card as a face-down spell, or if a meld card enters the battlefield face down, it will have the characteristics given to it by the rule or effect that caused it to be face down. That card remains hidden, using either a face-down checklist card or opaque sleeves. See rule 707, “Face-Down Spells and Permanents.”
712.9. 如果某效应允许牌手以牌面朝下的方式施放一张融合牌,或一张融合牌牌面朝下地进入战场,它会具有使其翻为牌面朝下的规则或效应所赋予它的特征。使用牌面朝下的列表牌或不透明的牌套使该牌的牌面保持隐藏状态。参见规则707,“牌面朝下的咒语和永久物”。

712.10. Meld cards on the battlefield and melded permanents can’t be turned face down. If a spell or ability tries to turn such a permanent face down, nothing happens.
712.10. 在战场上的融合牌和已融合的永久物不会被翻为牌面朝下。如果一个咒语或异能要让该永久物翻为牌面朝下,则什么都不会发生。

712.11. If an effect instructs a player to choose a card name, the player may choose the name of a front face of a meld card or the combined back face of a meld pair.
712.11. 如果一个效应要某牌手选择一个牌名,则该牌手可以选择融合牌正面的名称,或是融合牌组之组合背面的名称。

713. 列表牌 Checklist Cards

713. Checklist Cards
713. 列表牌

713.1. A checklist card is a game supplement that can be used to represent a double-faced card or meld card.
713.1. 列表牌是一种游戏辅助用品,用来代表一张双面牌或融合牌。

713.2. A checklist card has a normal Magic card back. The face of a checklist card is divided into sections. Each section lists the name and mana cost of each double-faced card or meld card it could represent and includes a fill-in circle. Before a checklist card can be used, exactly one of the fill-in circles must be marked to denote which card the checklist card represents.
713.2. 列表牌具有普通万智牌的牌背。列表牌的牌面被划分成数个部分。每个部分都列有一张该列表牌所能表示的双面牌或融合牌之名称和法术力费用,以及一个填入圈。只有在列表牌上的填入圈上作唯一记号以标明该列表牌代表的是哪张牌之后,该列表牌才能使用。

713.3. If a checklist card is used in a deck, the card it represents is set aside prior to the beginning of the game (see rule 103.1a) and must remain available throughout the game. A checklist card can’t be included in a deck unless it is representing a double-faced card or a meld card.
713.3. 如果在套牌中使用了列表牌,在游戏开始之前(参见规则103.1a)将该列表牌所代表的牌放到一旁,且在游戏进行过程中必须保持可用。除非一张列表牌代表了一张双面牌或融合牌,否则该列表牌不能包含在套牌中。

713.4. For all game purposes, the checklist card is considered to be the card it’s representing.
713.4. 在游戏中,列表牌视为其所代表的那张牌。

713.5. If the checklist card is face up in a public zone, it should be set aside and the double-faced card or meld card that it represents should be used instead.
713.5. 如果某张列表牌进入了公开区域,就应改为利用其代表的双面牌或融合牌,并将这张列表牌放到一旁。

714. 传纪牌 Saga Cards

714. Saga Cards
714. 传纪牌

714.1. Each Saga card has a striated text box containing a number of chapter symbols. Its illustration is vertically oriented on the right side of the card, and its type line is along the bottom of the card.
714.1. 传纪牌具有分段的文字栏,其中包含章节符号。其图片竖向位于牌的右半边,其类别栏靠近牌的底部。

714.2. A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.
714.2. 章节符号是关键字异能,代表一个称为章节异能的触发式异能。

714.2a A chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, and III represents 3.
714.2a 章节符号包含一个罗马数字,此处以“{rN}”表示。数字I代表1,数字II代表2,数字III代表3。

714.2b “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”
714.2b “{rN}~[效应]”意指“每当一个或更多学问指示物放置在此传纪上时,若其上的学问指示物的数量先前小于N且成为至少N,[效应]。”

714.2c “{rN1}, {rN2}—[Effect]” means the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”
714.2c “{rN1}, {rN2}~[效应]”的意义与“{rN1}~[效应]”和“{rN2}~[效应]”相同。

714.2d A Saga’s final chapter number is the greatest value among chapter abilities it has. If a Saga somehow has no chapter abilities, its final chapter number is 0.
714.2d 传纪的最终章节编号是其章节异能中的数字最大者。如果一个传纪因故没有章节异能,其最终章节编号是0。

714.3. Sagas use lore counters to track their progress.
714.3. 使用学问指示物来追踪传纪的进度。

714.3a As a Saga enters the battlefield, its controller puts a lore counter it.
714.3a 于传纪进战场时,其操控者在其上放置一个学问指示物。

714.3b As a player’s precombat main phase begins, that player puts a lore counter on each Saga they control. This turn-based action doesn’t use the stack.
714.3b 于牌手的战斗前行动阶段开始时,该牌手在其操控的每个传纪结界上放置一个学问指示物。此回合动作不使用堆叠。

714.4. If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number, and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. This state-based action doesn’t use the stack.
714.4. 如果一个传纪永久物上的学问指示物数量大于或等于其上章节异能的最终章节编号,且其并非一个已触发且尚未离开堆叠的章节异能之来源,该传纪的操控者将其牺牲。此状态动作不使用堆叠。

715. 操控其他牌手 Controlling Another Player

715. Controlling Another Player
715. 操控其他牌手

715.1. Some cards allow a player to control another player during that player’s next turn. This effect applies to the next turn that the affected player actually takes. The affected player is controlled during the entire turn; the effect doesn’t end until the beginning of the next turn.
715.1. 一些牌允许牌手在下一个回合被另一位牌手所操控。此效应会在由受影响之牌手实际进行的下个回合生效。整个回合都会被操控;此效应会持续直到下个回合开始。

715.1a Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.
715.1a 多个对同一牌手生效的牌手操控效应会互相覆盖。只有最后一个被创造出来的效应生效。

715.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.
715.1b 如果一个回合被略过,则尚未执行的牌手操控效应会等到受影响的牌手实际进行回合时才生效。

715.2. One card (Word of Command) allows a player to control another player for a limited duration.
715.2. 一张牌(Word of Command)允许牌手在有限的时间内操控另一位牌手。

715.3. Only control of the player changes. All objects are controlled by their normal controllers. A player who’s being controlled during their turn is still the active player.
715.3. 只有该牌手的操控权被改变。所有物件依旧由正常状况下的操控者来操控。在被操控之牌手的回合中,该牌手仍是该回合的主动牌手。

715.4. If information about an object in the game would be visible to the player being controlled, it’s visible to both that player and the controller of the player. If information about cards outside the game would be visible to the player being controlled, it’s visible only to that player, not the controller of the player.
715.4. 如果被操控的牌手将可以看到关于一个游戏中物件的信息,则该牌手以及该牌手的操控者都可以看到此信息。如果被操控的牌手将可以看到关于游戏外的牌张之信息,只有该牌手可以看到此信息,该牌手的操控者不能看到此信息。

Example: The controller of a player can see that player’s hand and the face of any face-down creatures they controls.
例如:某牌手的操控者可以看到该牌手的手牌,以及查看由该牌手操控之面朝下的生物。

715.5. While controlling another player, a player makes all choices and decisions the controlled player is allowed to make or is told to make by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities.
715.5. 牌手的操控者替该牌手作出所有规则或任何物件要求作出选择与决定。这包括决定要使用什么,以及咒语与异能所要求的选择与决定。

Example: The controller of another player decides which spells that player casts and what those spells target, and makes any required decisions when those spells resolve.
例如:该牌手的操控者决定要施放什么咒语,以什么为目标,并在这些咒语结算时作出所需的决定。

Example: The controller of another player decides which of that player’s creatures attack, which player or planeswalker each one attacks, what the damage assignment order of the creatures that block them is (if any of the attacking creatures are blocked by multiple creatures), and how those attacking creatures assign their combat damage.
例如:该牌手的操控者决定主动牌手的哪些生物攻击,每个攻击生物攻击哪个牌手或哪个鹏洛客,阻挡生物的伤害分配顺序为何(如果有攻击生物被数个生物阻挡的话),以及这些攻击生物的战斗伤害该如何分配。

715.5a The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player.
715.5a 牌手的操控者只能利用该牌手的资源(牌、法术力等)来替该牌手支付费用。

Example: If the controller of a player decides that the controlled player will cast a spell with an additional cost of discarding cards, the cards are discarded from the controlled player’s hand.
例如:如果该牌手的操控者决定该主动牌手将施放某咒语,并从该牌手手上弃掉一张牌来支付其额外费用,则必须从该主动牌手的手上弃牌。

715.5b The controller of another player can’t make choices or decisions for that player that aren’t called for by the rules or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules.
715.5b 牌手的操控者不得替该牌手作出规则或任何物件未要求作出的选择或决定。比赛规则方面要求该牌手作出的选择与决定亦不得由该牌手的操控者代替作出。

Example: The player who’s being controlled still decides if they will leave to visit the restroom, trade a card to someone else, agree to an intentional draw, or call a judge about an error or infraction.
例如:被操控的牌手依然由自己决定是否要离席去洗手间,是否要同他人交换卡牌,是否需要约和,或是否需要就某个错误或违规行为叫裁判。

715.6. The controller of another player can’t make that player concede. A player may concede the game at any time, even if they are controlled by another player. See rule 104.3a.
715.6. 牌手的操控者不能让该牌手认输。牌手可以在任何时间认输,即使他已被其他牌手操控。参见规则104.3a

715.7. The effect that gives control of a player to another player may restrict the actions the controlled player is allowed to take or specify actions that the controlled player must take.
715.7. 使某牌手操控另一个牌手的效应可能会限制被操控的牌手所允许作出的动作,或指明被操控的牌手必须作出的动作。

715.8. A player who controls another player also continues to make their own choices and decisions.
715.8. 操控其他牌手的牌手如常为自己作出选择与决定。

715.9. A player may gain control of themselves. That player will make their own decisions and choices as normal.
715.9. 牌手可以获得对自己的操控权。该牌手将如常为自己作出选择与决定。

716. 结束回合 Ending the Turn

716. Ending the Turn
716. 结束回合

716.1. Some cards end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).
716.1. 一些牌会让当前回合结束。当一个效应结束本回合时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则608,“结算咒语及起动式异能”),须依序进行下列步骤。

716.1a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 716.2).
716.1a 如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则716.2)。

716.1b Exile every object on the stack, including the object that’s resolving. Remove all creatures and planeswalkers from combat. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).
716.1b 放逐堆叠中的所有物件,包括正在结算的物件。将所有生物和鹏洛客移出战斗。所有不在战场上且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则704,“状态动作”)。

716.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.
716.1c 检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。

716.1d The current phase and/or step ends. The game skips straight to the cleanup step. Skip any phases or steps between this phase or step and the cleanup step. If an effect ends the turn during the cleanup step, a new cleanup step begins.
716.1d 当前的阶段和/或步骤结束。游戏过程直接跳到清除步骤。从目前的阶段或步骤到清除步骤之间,所有的阶段或步骤均被略过。如果一个效应在清除步骤中结束回合,一个新的清除步骤开始。

716.2. No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the cleanup step, then the active player gets priority and players can cast spells and activate abilities. Then there will be another cleanup step before the turn finally ends. If no triggered abilities have triggered during this process, no player gets priority during the cleanup step. See rule 514, “Cleanup Step.”
716.2. 在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在清除步骤中被放入堆叠,此后主动牌手会得到优先权,牌手有机会施放咒语或起动异能。然后在本回合真正结束之前,会进行另一个清除步骤。如果此过程中没有触发式异能被触发,牌手在清除步骤不会得到优先权。参见规则514,“清除步骤”。

716.3. Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.
716.3. 即使本回合结束,但由于略过了结束步骤,因此叙述为“在结束步骤开始时”的触发式异能并不会触发。

717. 君主 The Monarch

717. The Monarch
717. 君主

717.1. The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to become the monarch.
717.1 “君主”是牌手可获得的称号。有些牌上会注记着“某牌手成为君主”。

717.2. There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. This is an exception to rule 112.8. The full texts of these abilities are “At the beginning of the monarch’s end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.”
717.2 “身为君主”会自然产生与之关联的两个触发式异能。这两个触发式异能没有来源,其操控者为异能触发时为君主的牌手。这是规则112.8的例外情况。这两个异能的完整叙述为“在君主的结束步骤开始时,该牌手抓一张牌”及“每当任一生物对君主造成战斗伤害时,其操控者成为君主”。

717.3. Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch.
717.3. 同一时间只有一位牌手能成为君主。于某位牌手成为君主时,当前的君主便不再是君主。

717.4. If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order becomes the monarch.
717.4 如果君主离开游戏,则主动牌手成为君主。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序的下一位牌手成为君主。

718. 重新开始游戏 Restarting the Game

718. Restarting the Game
718. 重新开始游戏

718.1. One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule 103, “Starting the Game,” with the following exception:
718.1. 一张牌(重获自由的卡恩)可以重新开始游戏。被重新开始的游戏立即结束。在该游戏中,没有牌手赢,输,或者平手。在该游戏中的所有牌手此后开始新的游戏,并遵循由规则103,“开始游戏”,所规定的流程,但包括以下例外:

718.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game.
718.1a 新的游戏之先行牌手为操控使游戏重新开始之咒语或异能的牌手。

718.2. All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game. Ownership of cards in the new game doesn’t change, regardless of their location when the new game begins.
718.2. 所有包含在被重新开始的游戏中的万智牌卡牌,包括已跃离的永久物和非传统万智牌卡牌,在该游戏结束后均包含在新的游戏中,即使这些牌原本未包含在原来的游戏中。在新的游戏中,牌的拥有者不会因其在游戏开始时所在的位置而改变。

Example: A player casts Living Wish, bringing a creature card into the game from outside the game. Then that game is restarted. The creature card will be part of that player’s library when the new game begins.
例如:某牌手施放生机祈愿,将游戏外的一张生物牌带入游戏中。然后该游戏重新开始。这张生物牌在新的游戏开始时将成为该牌手牌库的一部分。

718.3. Because each player draws seven cards when the new game begins, any player with fewer than seven cards in their library will lose the game when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)
718.3. 由于在新的游戏开始时每位牌手需要抓七张牌,任何在此时牌库中不足七张牌的牌手将在第一个回合的维持步骤开始,检查状态动作时输去此盘游戏,而不考虑该牌手进行的任何再调度。(参见规则704,“状态动作”。)

718.4. The effect that restarts the game finishes resolving just before the first turn’s untap step. If the spell or ability that generated that effect has additional instructions, those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn’s upkeep step.
718.4. 重新开始游戏的效应在第一个回合的重置步骤开始之前完成结算。如果产生该效应的咒语或异能具有额外的指示,在此时遵循这些指示。没有牌手会得到优先权,且由此而触发的触发式异能将在下一次牌手将得到优先权时进入堆叠,这通常是在第一个回合的维持步骤中。

718.5. Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner’s deck as the new game begins.
718.5. 一些效应可能使某些牌不遵循重新开始游戏的流程。这些牌在新的游戏开始时不在其拥有者的牌库中。

718.5a In a Commander game, a commander that has been exempted from the procedure that restarts the game won’t begin the new game in the command zone. However, it remains that deck’s commander for the new game. See rule 903, “Commander.”
718.5a 在指挥官游戏中,因此而未遵循重新开始游戏的流程之指挥官不会在新的游戏开始时位于统帅区。但是,它仍然是新的游戏中该套牌的指挥官。参见规则903,“指挥官”。

718.6. If a Magic subgame (see rule 719) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame.
718.6. 如果一个万智牌子游戏(参见规则719)被重新开始,主游戏不会受到影响。主游戏中提及子游戏的赢家或输家的效应,将提及重新开始的子游戏之赢家或输家。

718.7. If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game.
718.7. 如果在限制影响范围模式(参见规则801)的多人游戏中,该游戏被重新开始,则该游戏中的所有牌手都将重新开始游戏,而不考虑操控重新开始游戏之咒语或异能的牌手之影响范围。

719. 子游戏 Subgames

719. Subgames
719. 子游戏

719.1. One card (Shahrazad) allows players to play a Magic subgame.
719.1. 只有一张牌(Shahrazad)允许牌手进行万智牌的子游戏。

719.1a A “subgame” is a completely separate Magic game created by an effect. Essentially, it’s a game within a game. The “main game” is the game in which the spell or ability that created the subgame was cast or activated. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends.
719.1a “子游戏”意指由效应所创造出来、与当前游戏完全无关的万智牌游戏。本质上来说,它就是游戏当中的另一个游戏。“主游戏”是施放或起动了创造该子游戏之咒语或异能所在的游戏。主游戏在子游戏进行过程中暂停。它会在子游戏结束后继续进行。

719.1b No effects or definitions created in either the main game or the subgame have any meaning in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame.
719.1b 在主游戏或子游戏当中,各自产生的效应及定义对另一个而言均无意义,但由创造出子游戏的效应所作出的定义不在此限。例如,该效应当中会注明,在主游戏中会对子游戏的赢家或输家有何奖惩。

719.2. As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in their main-game library, moves them to their subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone, except as specified in rules 719.2a–d. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.”
719.2. 于子游戏开始时,会创造出一整套全新的游戏区域。每位牌手将各自主游戏的整个牌库当作其子游戏的牌库,并对其进行洗牌。除此之外,在主游戏各个区域里的牌都不会移到子游戏的对应区域当中,除了规则719.2a至d中特别指出的之外。随机决定哪位牌手先手。子游戏的进程如正常的游戏一般,须遵循如规则103部分“开始游戏”中规定的其他规则。

719.2a As a subgame of a Planechase game starts, each player moves their planar deck from the main-game command zone to the subgame command zone and shuffles it. (Face-up plane and phenomenon cards remain in the main-game command zone.)
719.2a 于竞逐时空游戏中的子游戏开始时,每位牌手将其时空套牌从主游戏统帅区移到子游戏统帅区,并将其洗牌。(牌面朝上的时空牌和异象牌留在主游戏的统帅区。)

719.2b As a subgame of a Vanguard game starts, each player moves their vanguard card from the main-game command zone to the subgame command zone.
719.2b 于先锋游戏中的子游戏开始时,每位牌手将其先锋牌从主游戏统帅区移到子游戏统帅区。

719.2c As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it’s there) to the subgame command zone.
719.2c 于指挥官游戏中的子游戏开始时,每位牌手将其指挥官从主游戏统帅区(如果该牌在统帅区的话)移到子游戏统帅区。

719.2d As a subgame of an Archenemy game starts, the archenemy moves their scheme deck from the main-game command zone to the subgame command zone and shuffles it. (Face-up scheme cards remain in the main-game command zone.)
719.2d 于魔王游戏中的子游戏开始时,魔王将其阴谋套牌从主游戏统帅区移到子游戏统帅区,并将其洗牌。(牌面朝上的阴谋牌留在主游戏的统帅区。)

719.3. Because each player draws seven cards when a game begins, any player with fewer than seven cards in their deck will lose the subgame when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)
719.3. 对子游戏而言,忽略一切与牌手套牌张数相关的规则。不过,由于每位牌手在游戏开始时需要抓七张牌,因此套牌张数少于七张的牌手,会在子游戏第一回合的维持步骤中检查状态动作的时候输去子游戏,不论该牌手是否进行再调度。(参见规则704,“状态动作”。)

719.4. All objects in the main game and all cards outside the main game are considered outside the subgame (except those specifically brought into the subgame). All players not currently in the subgame are considered outside the subgame.
719.4. 所有主游戏中的物件,以及主游戏之外的所有牌,均视同在子游戏之外(除非有特殊效应会将其带到子游戏之中)。所有当前不在子游戏当中的牌手均视同在子游戏之外。

719.4a Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abilities in the main game that trigger on objects leaving a main-game zone will trigger, but they won’t be put onto the stack until the main game resumes.
719.4a 一些效应可以从游戏之外带进牌。如果从主游戏中将一张牌带入子游戏中,则在主游戏中,物件离开主游戏的区域时触发的异能会触发,但这些异能直到主游戏继续之后才会进入堆叠。

719.4b A player’s main-game counters aren’t considered part of the subgame, although the player will still have them when the main game resumes. Similarly, any counters a player gets during a subgame will cease to exist when the subgame ends.
719.4b 一个牌手在主游戏中的指示物不被认为是子游戏的一部分,但是牌手在主游戏再次开始时依然具有它们。同理,牌手在子游戏中得到的指示物在子游戏结束时消失。

719.5. At the end of a subgame, each player takes all cards they own that are in the subgame other than those in the subgame command zone, puts them into their main-game library, then shuffles them. This includes cards in the subgame’s exile zone. Except as specified in rules 719.5a–d, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued: First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that’s no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack.
719.5. 在子游戏结束时,每位牌手将其拥有,且参与过子游戏的牌放入其主游戏之牌库中,然后将牌库洗牌。这包括在子游戏的放逐区之中的牌。除了规则719.5a至d中特别指出的之外,所有子游戏中的其他物件,以及为其创造的游戏区域都会消失。主游戏从它暂停的那一刻起继续:首先,创造子游戏的咒语或异能完成结算,即使创造该咒语或异能的咒语牌已不在堆叠之上。然后,如果有在子游戏进行过程中,由于主游戏当中的牌被移出主游戏,而于主游戏里触发的异能,则将该些异能放进堆叠。

Example: If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner’s main-game library when the subgame ends.
例如:如果一张牌参与过子游戏,则不论它来自主游戏或是来自主游戏之外,都会在子游戏结束时洗回主游戏的牌库。

719.5a At the end of a subgame of a Planechase game, each face-up plane card or phenomenon card is turned face down and put on the bottom of its owner’s planar deck. Then each player moves their planar deck from the subgame command zone to the main-game command zone and shuffles it.
719.5a 于竞逐时空游戏中的子游戏结束时,每张牌面朝上的时空牌或异象牌翻为牌面朝下并置于其拥有者的时空套牌牌库底。然后每位牌手将其时空套牌从子游戏统帅区移到主游戏统帅区并将其洗牌。

719.5b At the end of a subgame of a Vanguard game, each player moves their vanguard card from the subgame command zone to the main-game command zone. This is an exception to rule 311.2.
719.5b 于先锋游戏中的子游戏结束时,每位牌手将其先锋牌从子游戏统帅区移到主游戏统帅区。这是规则311.2的例外情况。

719.5c At the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if it’s there) to the main-game command zone.
719.5c 于指挥官游戏中的子游戏结束时,每位牌手将其指挥官从子游戏统帅区(如果该牌在统帅区的话)移到主游戏统帅区。

719.5d At the end of a subgame of an Archenemy game, any face-up scheme cards in the subgame command zone are turned face down and put on the bottom of their owner’s scheme deck. Then the archenemy moves their scheme deck from the subgame command zone to the main-game command zone and shuffles it.
719.5d 于魔王游戏中的子游戏结束时,子游戏统帅区中所有牌面朝上的阴谋牌翻为牌面朝下,并置于其拥有者的阴谋套牌牌库底。然后魔王将其阴谋套牌从子游戏统帅区移到主游戏统帅区并将其洗牌。

719.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.
719.6. 子游戏中可以创造另一个子游戏。当前已经存在的子游戏相对而言会成为新的子游戏之主游戏。

720. 进行简化 Taking Shortcuts

720. Taking Shortcuts
720. 进行简化

720.1. When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes.
720.1. 在进行游戏时,牌手一般会使用双方都了解的简化方式,而不会对自己所需要作出的每一个游戏选择(例如是要采取行动还是要让过优先权)都有明确表示。

720.1a The rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.
720.1a 关于进行简化的规则很大程度上是非正式的。只要能够使在游戏中的每一位牌手理解彼此的意图,使用任何形式的简化系统都是可以接受的。

720.1b Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.
720.1b 有时候游戏会进行到一组动作不断反复的状态(即导致了“循环”;此节中提及之“循环/Loop”指一种重复的游戏动作,并非关键字异能“循环/Cycling” 〜译注)。这种情况下,可以使用进行简化的规则来确定该些动作的具体重复次数,而不需实际执行它们,同时该规则也可以用于确定打破循环的方法。

720.1c Tournaments use a modified version of the rules governing shortcuts and loops. These rules are covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/resources/rules-documents). Whenever the Tournament Rules contradict these rules during a tournament, the Tournament Rules take precedence.
720.1c 对于规范简化和循环的规则,比赛中使用的规则版本有所不同。这些规则在《万智牌比赛规则》中详述(可在WPN.Wizards.com/en/resources/rules-documents此处找到)。每当比赛规则与本规则中所述有所抵触时,以比赛规则为优先。

720.2. Taking a shortcut follows the following procedure.
720.2. 进行简化时,须遵循下列顺序:

720.2a At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can’t include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.
720.2a 在游戏之中的任意时点,具有优先权的牌手可以提议进行简化,方法为牌手根据当前的游戏状态,以及由作出选择之次序导致的可预见性结果,描述所有牌手作出合法的游戏选择之次序。该次序可以属于一系列的非重复选择、指定了重复次数的循环、多个循环、嵌套循环,甚至可以跨越数个回合。次序中不能包含带有条件的动作,即牌手的动作是由游戏事件之结果来决定的情况。该次序必须以某位牌手得到优先权为终止点,但这位得到优先权的牌手不需与提议简化的牌手相同。

Example: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability “{T}: Create a 1/1 green Elf Warrior creature token,” and another player controls Intruder Alarm, which reads, in part, “Whenever a creature enters the battlefield, untap all creatures.” When the player has priority, they may suggest “I’ll create a million tokens,” indicating the sequence of activating the creature’s ability, all players passing priority, letting the creature’s ability resolve and create a token (which causes Intruder Alarm’s ability to trigger), Intruder Alarm’s controller putting that triggered ability on the stack, all players passing priority, Intruder Alarm’s triggered ability resolving, all players passing priority until the player proposing the shortcut has priority, and repeating that sequence 999,999 more times, ending just after the last token-creating ability resolves.
例如:某位牌手操控着一个结附有刚德现身生物,使得该生物具有“{T}:派出一个1/1绿色的妖精/战士衍生生物”,同时另一位牌手操控入侵者警报,其部分叙述为“每当一个生物进入战场时,重置所有生物。”当第一位牌手具有优先权时,其可以提议“我要派出一百万个衍生物”,所表明的次序为起动该生物的异能,所有的牌手让过优先权,生物异能结算并派出一个衍生物(触发了入侵者警报的异能),入侵者警报的操控者将触发式异能放进堆叠,所有的牌手让过优先权,入侵者警报的触发式异能结算,然后所有的牌手都让过优先权,直到提议该简化的牌手得到优先权为止,并将此次序再重复999,999次,在最后一个派出衍生物的异能结算后终止。

720.2b Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where they will make a game choice that’s different than what’s been proposed. (The player doesn’t need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.
720.2b 在某位牌手提出简化之后,每一位其他牌手按照顺序来作出决定,是要接受所提议的次序,还是要说出自己要作出与提议不符的游戏选择之处,以缩短该次序。(此时,该牌手并不需要指出其新选择为何。)此处便成为所提议之次序的新终止点。

Example: The active player draws a card during her draw step, then says, “Go.” The nonactive player is holding Into the Fray (an instant that says “Target creature attacks this turn if able”) and says, “I’d like to cast a spell during your beginning of combat step.” The current proposed shortcut is that all players pass priority at all opportunities during the turn until the nonactive player has priority during the beginning of combat step.
例如:在其抓牌步骤中,主动牌手抓了一张牌,然后说,“过。”非主动牌手的手上有投身战场(瞬间,叙述为“目标生物本回合若能攻击,则必须攻击”)并说,“我想要在你战斗开始步骤时施放咒语。”当前所提议的简化即为,所有牌手均让过本回合中所能得到的优先权,直到非主动牌手在战斗开始步骤中得到优先权为止。

720.2c Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player.
720.2c 一旦最后一位牌手作出了是要接受或是缩短所提出之简化的决定,便开始执行该简化。游戏进行至最后提出的终止点,包含在该简化提议当中所有游戏选择均已得到执行。如果该简化比原本的提议要短,则目前具有优先权的牌手必须作出新的游戏选择,且得与原本在该简化提议中为该牌手假定的选择有所不同。

720.3. Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.
720.3. 有时循环也可以是不连续的,指每位牌手均执行了一个独立动作,结果导致重复到达了某一游戏状态数次。如果出现这种情况,则主动牌手(或,如果主动牌手与该循环无关,则是依顺序的下一位与之有关的牌手)必须作出不同的游戏选择,使得循环不再延续。

Example: In a two-player game, the active player controls a creature with the ability “{0}: [This creature] gains flying,” the nonactive player controls a permanent with the ability “{0}: Target creature loses flying,” and nothing in the game cares how many times an ability has been activated. Say the active player activates his creature’s ability, it resolves, then the nonactive player activates her permanent’s ability targeting that creature, and it resolves. This returns the game to a game state it was at before. The active player must make a different game choice (in other words, anything other than activating that creature’s ability again). The creature doesn’t have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanent’s ability, in which case the creature would have had flying. The nonactive player always has the final choice and is therefore able to determine whether the creature has flying.
例如:在一盘双人游戏当中,主动牌手操控着一个生物,具有“{0}:[此生物]得到飞行”,而另一位牌手操控者一个永久物,具有“{0}:目标生物失去飞行”,且在该盘游戏中,没有关心异能起动次数的东西。假设主动牌手起动其生物的异能,该异能结算,然后非主动牌手起动其永久物上的异能并以该生物为目标,此异能同样结算。这样就会把游戏带回原先的游戏状态。主动牌手必须作出不同的游戏选择(换句话说,即不能再次起动该生物的异能)。该生物不会具有飞行。非主动牌手可以防止此类不连续循环事件的发生,而可以选择不起动其永久物的异能。这种情况下,该生物会具有飞行。非主动牌手永远都有最终决定权,因此可以决定该生物是否具有飞行。

720.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)
720.4. 如果一个循环只包含强制性的动作,这盘游戏为平手。(参见规则104.4b104.4f。)

720.5. No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.
720.5. 即使有牌手可以采取行动来终止一个循环,但除了与该循环相关的物件所要求的行动之外,不会强制该牌手来执行该行动。

Example: A player controls Seal of Cleansing, an enchantment that reads, “Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.” A mandatory loop that involves an artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact and end the loop.
例如:某位牌手操控着净化之缄印,此结界的叙述为“牺牲净化之缄印:消灭目标神器或结界。”一个与某神器有关的强制循环开始了。并不会强制该牌手牺牲净化之缄印来消灭该神器并终止此循环。

720.6. If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory.
720.6. 如果一个循环中包含有”[A]除非[B]”的效应,其中[A]和[B]均为一系列行动,则不会强制任何牌手执行行动[B]来打破循环。如果没有牌手选择执行行动[B],此循环便会将行动[A]视同强制行动一般继续下去。

721. 处理非法动作 Handling Illegal Actions

721. Handling Illegal Actions
721. 处理非法动作

721.1. If a player takes an illegal action or starts to take an action but can’t legally complete it, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. Each player may also reverse any legal mana abilities that player activated while making the illegal play, unless mana from those abilities or from any triggered mana abilities they caused to trigger was spent on another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, caused a library to be shuffled, or caused cards from a library to be revealed.
721.1. 如果一位牌手进行了一个非法动作,或在开始进行一个动作之后不能合法的完成该动作,则整个动作被倒退且任何已经支付的费用被取消。一个未能完成的动作不会导致异能触发或效应生效。如果该动作为施放咒语,则该咒语回到其来自的区域。每位牌手可以倒退在进行非法动作过程之中该牌手起动的任何合法的法术力异能,除非这些异能产生的法术力或其所导致的法术力触发式异能触发所提供的法术力,被用来支付了另一个不能倒退的法术力异能。牌手不可以倒退使牌转移到牌库中,或使牌库中的牌转移到非堆叠的其他区域,或使牌库洗牌,或使牌库中的牌被展示的动作。

721.2. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules.
721.2. 当倒退一个非法的咒语或异能时,之前具有优先权的牌手保有优先权,且可以进行另一个动作或让过。牌手可以用合法的方式重新进行被倒退的动作,或进行规则允许的其他动作。

返回完整规则目录 | 第六章 - 咒语、异能和效应 Spells, Abilities, and Effects | 第八章 - 多人游戏规则 Multiplayer Rules