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[[:完整规则|返回完整规则目录]] | [[cr:6|第六章 - 咒语、异能和效应 Spells, Abilities, and Effects]] | [[cr:8|第八章 - 多人游戏规则 Multiplayer Rules]] | [[:完整规则|返回完整规则目录]] | [[cr:6|第六章 - 咒语、异能和效应 Spells, Abilities, and Effects]] | [[cr:8|第八章 - 多人游戏规则 Multiplayer Rules]] | ||
====== 7. 附加规则 Additional Rules ====== | ====== 7. 附加规则 Additional Rules ====== | ||
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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。 | 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.”\\ | + | 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。 | + | 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。 |
<BOOKMARK:cr700-2>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.\\ | <BOOKMARK:cr700-2>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.\\ | ||
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700.2g 具有模式的咒语或异能之复制品,会复制为该咒语或异能所选择的模式。该复制品的操控者不能选择其他模式。(参见规则[[cr:7#cr707-10|707.10]]。) | 700.2g 具有模式的咒语或异能之复制品,会复制为该咒语或异能所选择的模式。该复制品的操控者不能选择其他模式。(参见规则[[cr:7#cr707-10|707.10]]。) | ||
- | <BOOKMARK:cr700-2h>700.2h Some modal spells use plus signs (+) rather than bullet points, with each plus sign followed by a cost. This indicates that each mode has an additional cost that must be paid as the spell is cast if that mode is chosen. If more than one such mode is chosen, all additional costs must be paid to cast that spell. Paying these costs follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\\ | + | <BOOKMARK:cr700-2h>700.2h Some modal spells have one or more modes with a cost listed before the effect of that mode. This indicates that the mode has an additional cost that must be paid as the spell is cast if that mode is chosen. If more than one such mode is chosen, all additional costs must be paid to cast that spell. Paying these costs follows the rules for paying additional costs in rules 601.2b and 601.2f–h.\\ |
- | 700.2h 一些具有模式的咒语使用加号(+)而不是圆点,且加号后面带有费用。它表示每个模式具有一个额外费用,如果选择了该模式,则在施放咒语时必须支付之。如果选择了多于一个此类模式,则在施放该咒语时必须支付所有额外费用。支付这些费用时,需依照规则[[cr:6#cr601-2b|601.2b]]与规则[[cr:6#cr601-2f|601.2f-h]]的规定来支付额外费用。 | + | 700.2h 一些咒语具有一个或数个模式,且模式之前列有费用。它表示该模式具有一个额外费用,如果选择了该模式,则在施放咒语时必须支付之。如果选择了多于一个此类模式,则在施放该咒语时必须支付所有额外费用。支付这些费用时,需依照规则[[cr:6#cr601-2b|601.2b]]与规则[[cr:6#cr601-2f|601.2f-h]]的规定来支付额外费用。 |
<BOOKMARK:cr700-2i>700.2i Some modal spells have one or more pawprint symbols ({P}) rather than bullet points, as well as an instruction to choose up to a specified number of {P} “worth of modes.” While casting such a spell, its controller can choose any number of modes such that the total number of pawprint symbols listed for the chosen modes is not greater than the specified number.\\ | <BOOKMARK:cr700-2i>700.2i Some modal spells have one or more pawprint symbols ({P}) rather than bullet points, as well as an instruction to choose up to a specified number of {P} “worth of modes.” While casting such a spell, its controller can choose any number of modes such that the total number of pawprint symbols listed for the chosen modes is not greater than the specified number.\\ | ||
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700.6. 史迹一词表示一个具有传奇此超类别、或具有神器此牌张类别、或具有传纪此副类别的物件。 | 700.6. 史迹一词表示一个具有传奇此超类别、或具有神器此牌张类别、或具有传纪此副类别的物件。 | ||
- | <BOOKMARK:cr700-7>700.7. If an ability 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.\\ | + | <BOOKMARK:cr700-7>700.7. If an ability uses a phrase such as “this [something]” to identify an object, where [something] is a characteristic or other quality, it is referring to that particular object, even if it isn’t the appropriate quality at the time.\\ |
- | 700.7. 如果异能使用“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。 | + | 700.7. 如果异能使用“此[对象]”来表示一个物件,且[对象]为某个特征或其他特性,则仅指该物件本身,即使该物件的[对象]特性当时已经改变。 |
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.\\ | 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.\\ | ||
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700.14. 一些异能于“每当你花销N”时触发。如果牌手支付费用施放咒语,且于本回合中,该牌手支付该费用之前用于施放咒语的法术力数量小于N,且支付该费用后成为至少N,则该牌手花销N。 | 700.14. 一些异能于“每当你花销N”时触发。如果牌手支付费用施放咒语,且于本回合中,该牌手支付该费用之前用于施放咒语的法术力数量小于N,且支付该费用后成为至少N,则该牌手花销N。 | ||
- | Example: A player casts Bark-Knuckle Boxer, which costs {1}{G} and reads “Whenever you expend 4, Bark-Knuckle Boxer gains indestructible until end of turn.” After it resolves, that play casts Divination, a spell that costs {2}{U}. Prior to paying the cost to cast Divination, that player has spent two mana to cast spells this turn. After paying the cost, they have spent five mana to cast spells this turn. Since they have now spent at least four mana to cast spells this turn, Bark-Knuckle Boxer’s ability triggers.\\ | + | Example: A player casts Bark-Knuckle Boxer, which costs {1}{G} and reads “Whenever you expend 4, this creature gains indestructible until end of turn.” After it resolves, that player casts Divination, a spell that costs {2}{U}. Prior to paying the cost to cast Divination, that player has spent two mana to cast spells this turn. After paying the cost, they have spent five mana to cast spells this turn. Since they have now spent at least four mana to cast spells this turn, Bark-Knuckle Boxer’s ability triggers.\\ |
- | 例如:某牌手施放树结拳手[Bark-Knuckle Boxer],其费用为{1}{G}且具有“每当你花销4时,树结拳手获得不灭异能直到回合结束。”它结算后,该牌手施放卜卦,一个费用为{2}{U}的咒语。在支付卜卦的费用之前,该牌手本回合中已经将两点法术力用于施放咒语。在支付费用之后,其本回合中已经将五点法术力用于施放咒语。由于其本回合中已经将至少四点法术力用于施放咒语,因此树结拳手的异能触发。 | + | 例如:某牌手施放树结拳手[Bark-Knuckle Boxer],其费用为{1}{G}且具有“每当你花销4时,此生物获得不灭异能直到回合结束。”它结算后,该牌手施放卜卦,一个费用为{2}{U}的咒语。在支付卜卦的费用之前,该牌手本回合中已经将两点法术力用于施放咒语。在支付费用之后,其本回合中已经将五点法术力用于施放咒语。由于其本回合中已经将至少四点法术力用于施放咒语,因此树结拳手的异能触发。 |
<BOOKMARK:cr700-15>700.15. The term enter[s] is short for “enter[s] the battlefield.”\\ | <BOOKMARK:cr700-15>700.15. The term enter[s] is short for “enter[s] the battlefield.”\\ | ||
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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。如果曾贴附于某物的灵气、武具或工事不再贴附于该物件或牌手之上,便视作“[从该物件或牌手上]不再贴附/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。 | 701.3d 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。如果曾贴附于某物的灵气、武具或工事不再贴附于该物件或牌手之上,便视作“[从该物件或牌手上]不再贴附/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。 | ||
- | <BOOKMARK:cr701-4>701.4. Cast\\ | + | <BOOKMARK:cr701-4>701.4. Behold\\ |
- | 701.4. 施放 | + | 701.4. 请援 |
- | <BOOKMARK:cr701-4a>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.”\\ | + | <BOOKMARK:cr701-4a>701.4a “Behold a [quality]” means “Reveal a [quality] card from your hand or choose a [quality] permanent you control on the battlefield.”\\ |
- | 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[[cr:6#cr601|601]],“施放咒语”。 | + | 701.4a “请援[特性]”意指“从你手上展示一张[特性]牌,或选择一个战场上由你操控的[特性]永久物”。 |
- | <BOOKMARK:cr701-4b>701.4b To cast a card is to cast it as a spell.\\ | + | <BOOKMARK:cr701-4b>701.4b The phrase “if a [quality] was beheld” refers to whether or not the object had that quality at the time the player took that action, regardless of whether or not the revealed card or chosen permanent still has that quality as the spell or ability including that phrase resolves.\\ |
- | 701.4b 施放某牌指将其作为咒语来施放。 | + | 701.4b “如果已请援[特性]”此描述仅关注该物件于牌手执行该动作时是否具有该特性,无论所展示的牌或所选择的永久物于包含该描述的咒语或异能结算时是否仍具有该特性。 |
- | <BOOKMARK:cr701-5>701.5. Counter\\ | + | <BOOKMARK:cr701-5>701.5. Cast\\ |
- | 701.5. 反击 | + | 701.5. 施放 |
- | <BOOKMARK:cr701-5a>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.\\ | + | <BOOKMARK:cr701-5a>701.5a 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.”\\ |
- | 701.5a 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。 | + | 701.5a 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[[cr:6#cr601|601]],“施放咒语”。 |
- | <BOOKMARK:cr701-5b>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.\\ | + | <BOOKMARK:cr701-5b>701.5b To cast a card is to cast it as a spell.\\ |
- | 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。 | + | 701.5b 施放某牌指将其作为咒语来施放。 |
- | <BOOKMARK:cr701-6>701.6. Create\\ | + | <BOOKMARK:cr701-6>701.6. Counter\\ |
- | 701.6. 派出 | + | 701.6. 反击 |
- | <BOOKMARK:cr701-6a>701.6a To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.\\ | + | <BOOKMARK:cr701-6a>701.6a 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.\\ |
- | 701.6a 派出一个或数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。 | + | 701.6a 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。 |
- | <BOOKMARK:cr701-6b>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.\\ | + | <BOOKMARK:cr701-6b>701.6b The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid.\\ |
- | 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。 | + | 701.6b 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。 |
- | <BOOKMARK:cr701-6c>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.\\ | + | <BOOKMARK:cr701-7>701.7. Create\\ |
- | 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. 派出 |
- | <BOOKMARK:cr701-7>701.7. Destroy\\ | + | <BOOKMARK:cr701-7a>701.7a To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.\\ |
- | 701.7. 消灭 | + | 701.7a 派出一个或数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。 |
- | <BOOKMARK:cr701-7a>701.7a To destroy a permanent, move it from the battlefield to its owner’s graveyard.\\ | + | <BOOKMARK:cr701-7b>701.7b 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.\\ |
- | 701.7a 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 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。 |
- | <BOOKMARK:cr701-7b>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.”\\ | + | <BOOKMARK:cr701-7c>701.7c 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.\\ |
- | 701.7b 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[[cr:7#cr704-5g|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 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。 |
- | <BOOKMARK:cr701-7c>701.7c A regeneration effect replaces a destruction event. See rule 701.15, “Regenerate.”\\ | + | <BOOKMARK:cr701-8>701.8. Destroy\\ |
- | 701.7c 一个重生效应可替代一次消灭事件。参见规则[[cr:7#cr701-15|701.15]],“重生”。 | + | 701.8. 消灭 |
- | <BOOKMARK:cr701-8>701.8. Discard\\ | + | <BOOKMARK:cr701-8a>701.8a To destroy a permanent, move it from the battlefield to its owner’s graveyard.\\ |
- | 701.8. 弃牌 | + | 701.8a 消灭一个永久物指,将其从战场移至其拥有者的坟墓场。 |
- | <BOOKMARK:cr701-8a>701.8a To discard a card, move it from its owner’s hand to that player’s graveyard.\\ | + | <BOOKMARK:cr701-8b>701.8b 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.”\\ |
- | 701.8a 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 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[[cr:7#cr704-5g|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。 |
- | <BOOKMARK:cr701-8b>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.\\ | + | <BOOKMARK:cr701-8c>701.8c A regeneration effect replaces a destruction event. See rule 701.19, “Regenerate.”\\ |
- | 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 一个重生效应可替代一次消灭事件。参见规则[[cr:7#cr701-19|701.19]],“重生”。 |
- | <BOOKMARK:cr701-8c>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 730, “Handling Illegal Actions”).\\ | + | <BOOKMARK:cr701-9>701.9. Discard\\ |
- | 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[[cr:7#cr730|730]],“处理非法动作”)。 | + | 701.9. 弃牌 |
- | <BOOKMARK:cr701-9>701.9. Double\\ | + | <BOOKMARK:cr701-9a>701.9a To discard a card, move it from its owner’s hand to that player’s graveyard.\\ |
- | 701.9. 加倍 | + | 701.9a 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。 |
- | <BOOKMARK:cr701-9a>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 613.4c.\\ | + | <BOOKMARK:cr701-9b>701.9b 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.\\ |
- | 701.9a 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[[cr:6#cr613-4c|613.4c]]。 | + | 701.9b 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。 |
- | <BOOKMARK:cr701-9b>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.\\ | + | <BOOKMARK:cr701-9c>701.9c 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 731, “Handling Illegal Actions”).\\ |
- | 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 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[[cr:7#cr731|731]],“处理非法动作”)。 |
- | <BOOKMARK:cr701-9c>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.\\ | + | <BOOKMARK:cr701-10>701.10. Double\\ |
- | 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。 | + | 701.10. 加倍 |
- | <BOOKMARK:cr701-9d>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.\\ | + | <BOOKMARK:cr701-10a>701.10a 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 613.4c.\\ |
- | 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。 | + | 701.10a 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[[cr:6#cr613-4c|613.4c]]。 |
- | <BOOKMARK:cr701-9e>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.\\ | + | <BOOKMARK:cr701-10b>701.10b 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.\\ |
- | 701.9e 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。 | + | 701.10b 加倍生物的力量指,其得+X/+0,X为将该生物力量加倍的咒语或异能结算时,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。 |
- | <BOOKMARK:cr701-9f>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.\\ | + | <BOOKMARK:cr701-10c>701.10c 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.\\ |
- | 701.9f 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。 | + | 701.10c 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。 |
- | <BOOKMARK:cr701-10>701.10. Exchange\\ | + | <BOOKMARK:cr701-10d>701.10d 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.\\ |
- | 701.10. 交换 | + | 701.10d 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。 |
- | <BOOKMARK:cr701-10a>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.\\ | + | <BOOKMARK:cr701-10e>701.10e 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.\\ |
- | 701.10a 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。 | + | 701.10e 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。 |
+ | |||
+ | <BOOKMARK:cr701-10f>701.10f 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.\\ | ||
+ | 701.10f 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。 | ||
+ | |||
+ | <BOOKMARK:cr701-10g>701.10g To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect.\\ | ||
+ | 701.10g 加倍某个来源将造成的伤害指,该来源改为造成两倍的伤害。此为替代性效应。 | ||
+ | |||
+ | <BOOKMARK:cr701-11>701.11. Triple\\ | ||
+ | 701.11. 加两倍 | ||
+ | |||
+ | <BOOKMARK:cr701-11a>701.11a Tripling 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 613.4c.\\ | ||
+ | 701.11a 加两倍生物的力量和/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[[cr:6#cr613-4c|613.4c]]。 | ||
+ | |||
+ | <BOOKMARK:cr701-11b>701.11b To triple a creature’s power, that creature gets +X/+0, where X is twice that creature’s power as the spell or ability that triples its power resolves. Similarly, an effect that triples a creature’s toughness gives it +0/+X, where X is twice that creature’s toughness. Tripling a creature’s power and toughness gives it +X/+Y, where X is twice its power and Y is twice its toughness.\\ | ||
+ | 701.11b 加两倍生物的力量指,其得+X/+0,X为将该生物力量加两倍的咒语或异能结算时,该生物的力量的两倍。类似地,加两倍生物的防御力之效应使其得+0/+X,X为该生物防御力的两倍。加两倍生物的力量和防御力使其得+X/+Y,X为其力量的两倍且Y为其防御力的两倍。 | ||
+ | |||
+ | <BOOKMARK:cr701-11c>701.11c If a creature’s power is less than 0 when it’s tripled, tripling that creature’s power instead means that the creature gets -X/-0, where X is twice the difference between 0 and its power. Similarly, if its toughness is less than 0 when tripled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are tripled, it gets -X/+Y or +X/-Y, as appropriate.\\ | ||
+ | 701.11c 如果生物的力量于被加两倍时小于0,加两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之差值的两倍。类似地,如果其防御力于被加两倍时小于0,其得-0/-X。如果两者都被加两倍,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。 | ||
+ | |||
+ | <BOOKMARK:cr701-12>701.12. Exchange\\ | ||
+ | 701.12. 交换 | ||
+ | |||
+ | <BOOKMARK:cr701-12a>701.12a 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.\\ | ||
+ | 701.12a 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.\\ | 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。 | 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。 | ||
- | <BOOKMARK:cr701-10b>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.\\ | + | <BOOKMARK:cr701-12b>701.12b 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位牌手操控,则此交换效应没有效果。 | + | 701.12b 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位牌手操控,则此交换效应没有效果。 |
- | <BOOKMARK:cr701-10c>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 119.7–8).\\ | + | <BOOKMARK:cr701-12c>701.12c 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 119.7–8).\\ |
- | 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[[cr:1#cr119-7|119.7-8]])。 | + | 701.12c 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[[cr:1#cr119-7|119.7-8]])。 |
- | <BOOKMARK:cr701-10d>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.\\ | + | <BOOKMARK:cr701-12d>701.12d 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。 | + | 701.12d 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。 |
- | <BOOKMARK:cr701-10e>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.\\ | + | <BOOKMARK:cr701-12e>701.12e 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,其中之一正贴附于某物件之上,则交换时,原本贴附于物件之上的牌不再贴附于该物件,改为由另一张牌贴附于该物件。 | + | 701.12e 如果在交换处于两个不同区域的牌时,其中之一正贴附于某物件之上,则交换时,原本贴附于物件之上的牌不再贴附于该物件,改为由另一张牌贴附于该物件。 |
- | <BOOKMARK:cr701-10f>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.\\ | + | <BOOKMARK:cr701-12f>701.12f 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。 | + | 701.12f 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。 |
- | <BOOKMARK:cr701-10g>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 119.7–8). 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 613.4b). This rule does not apply to spells and abilities that switch a creature’s power and toughness.\\ | + | <BOOKMARK:cr701-12g>701.12g 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 119.7–8). 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 613.4b). 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[[cr:1#cr119-7|119.7-8]])。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[[cr:6#cr613-4b|613.4b]])。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。 | + | 701.12g 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[[cr:1#cr119-7|119.7-8]])。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[[cr:6#cr613-4b|613.4b]])。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。 |
- | <BOOKMARK:cr701-10h>701.10h One card (Exchange of Words) instructs a player to exchange the text boxes of two creatures. This creates a text-changing effect (see rule 612, “Text-Changing Effects”). In such an exchange, the rules text of each permanent becomes the previous rules text of the other.\\ | + | <BOOKMARK:cr701-12h>701.12h One card (Exchange of Words) instructs a player to exchange the text boxes of two creatures. This creates a text-changing effect (see rule 612, “Text-Changing Effects”). In such an exchange, the rules text of each permanent becomes the previous rules text of the other.\\ |
- | 701.10h 一张牌(Exchange of Words)指示牌手交换两个生物的文字栏。这会创造一个改变叙述的效应(参见规则[[cr:6#cr612|612]],“改变叙述的效应”)。在这此交换中,每个永久物的规则叙述成为另一个永久物之前的规则叙述。 | + | 701.12h 一张牌(Exchange of Words)指示牌手交换两个生物的文字栏。这会创造一个改变叙述的效应(参见规则[[cr:6#cr612|612]],“改变叙述的效应”)。在这此交换中,每个永久物的规则叙述成为另一个永久物之前的规则叙述。 |
- | <BOOKMARK:cr701-11>701.11. Exile\\ | + | <BOOKMARK:cr701-13>701.13. Exile\\ |
- | 701.11. 放逐 | + | 701.13. 放逐 |
- | <BOOKMARK:cr701-11a>701.11a To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”\\ | + | <BOOKMARK:cr701-13a>701.13a 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[[cr:4#cr406|406]],“放逐”。 | + | 701.13a 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[[cr:4#cr406|406]],“放逐”。 |
- | <BOOKMARK:cr701-12>701.12. Fight\\ | + | <BOOKMARK:cr701-14>701.14. Fight\\ |
- | 701.12. 互斗 | + | 701.14. 互斗 |
- | <BOOKMARK:cr701-12a>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.\\ | + | <BOOKMARK:cr701-14a>701.14a 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。 | + | 701.14a 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。 |
- | <BOOKMARK:cr701-12b>701.12b If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage.\\ | + | <BOOKMARK:cr701-14b>701.14b If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage.\\ |
- | 701.12b 如果一个被要求互斗的生物已不在战场上或不再是生物(或两者皆如此),没有生物互斗,也没有伤害造成。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(或两者皆如此),没有生物互斗,也没有伤害造成。 | + | 701.14b 如果一个被要求互斗的生物已不在战场上或不再是生物(或两者皆如此),没有生物互斗,也没有伤害造成。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(或两者皆如此),没有生物互斗,也没有伤害造成。 |
- | <BOOKMARK:cr701-12c>701.12c If a creature fights itself, it deals damage to itself equal to twice its power.\\ | + | <BOOKMARK:cr701-14c>701.14c 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。 | + | 701.14c 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。 |
- | <BOOKMARK:cr701-12d>701.12d The damage dealt when a creature fights isn’t combat damage.\\ | + | <BOOKMARK:cr701-14d>701.14d 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。 | + | 701.14d 生物互斗所造成的伤害并非战斗伤害。 |
- | <BOOKMARK:cr701-13>701.13. Mill\\ | + | <BOOKMARK:cr701-15>701.15. Goad\\ |
- | 701.13. 磨 | + | 701.15. 煽惑 |
- | <BOOKMARK:cr701-13a>701.13a For a player to mill a number of cards, that player puts that many cards from the top of their library into their graveyard.\\ | + | <BOOKMARK:cr701-15a>701.15a Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature is goaded.\\ |
- | 701.13a 牌手磨数张牌指,该牌手将该数量的牌从牌库顶置于其坟墓场。 | + | 701.15a 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,该生物被煽惑。 |
- | <BOOKMARK:cr701-13b>701.13b A player can’t mill a number of cards greater than the number of cards in their library. If given the choice to do so, they can’t choose to take that action. If instructed to do so, they mill as many as possible. Similarly, the player can’t pay a cost that includes milling a number of cards greater than the number of cards in their library.\\ | + | <BOOKMARK:cr701-15b>701.15b Goaded is a designation a permanent can have. A goaded creature attacks each combat if able and attacks a player other than the controller of the permanent, spell, or ability that caused it to be goaded if able. Goaded is neither an ability nor part of the permanent’s copiable values.\\ |
- | 701.13b 牌手不能磨大于其牌库中牌之数量的牌。如果该牌手获得如此作的选项,其不能选择执行该动作。如果该牌手被指示如此作,该牌手磨尽可能多的牌。相似地,该牌手不能支付包含磨大于其牌库中牌之数量的牌的费用。 | + | 701.15b “被煽惑”是永久物能够具有的称号。被煽惑的生物每次战斗若能攻击,则必须攻击,且若能攻击使其被煽惑之永久物、咒语或异能的操控者以外的牌手,则必须如此作。被煽惑既不是异能,也不是该永久物可复制特征值的一部分。 |
- | <BOOKMARK:cr701-13c>701.13c An effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone is a public zone.\\ | + | <BOOKMARK:cr701-15c>701.15c A creature can be goaded by multiple players. Doing so creates additional combat requirements.\\ |
- | 701.13c 提及所磨的牌的效应可以在其从牌库移动到的区域找到该牌,只要该区域是公开区域。 | + | 701.15c 一个生物可以被多位牌手煽惑。这会创造额外的战斗需求。 |
- | <BOOKMARK:cr701-13d>701.13d If an ability checks information about a single milled card but more than one card was milled, that ability refers to each of the milled cards. If that ability asks for any information about the milled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each milled card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected.\\ | + | <BOOKMARK:cr701-15d>701.15d Once a player has goaded a creature, the same player goading it again has no effect. Doing so doesn’t create additional combat requirements.\\ |
- | 701.13d 如果一个异能检查一张所磨的牌的信息,但多于一张牌被磨掉,该异能提及所磨的每张牌。如果该异能询问所磨的牌的任何信息,诸如特征或法术力值,它将得到复数个答案。如果这些答案用于确定一个可变数值的值,使用这些答案之加总。如果该异能对“该”牌执行任何动作,它将对每张所磨的牌执行该动作。如果该异能对“一张”牌执行任何动作,该异能的操控者选择哪张牌会受其影响。 | + | 701.15d 一旦牌手煽惑了某个生物,同一位牌手再次煽惑它没有效果。这不会创造额外的战斗需求。 |
- | <BOOKMARK:cr701-14>701.14. Play\\ | + | <BOOKMARK:cr701-16>701.16. Investigate\\ |
- | 701.14. 使用 | + | 701.16. 探查 |
- | <BOOKMARK:cr701-14a>701.14a 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 116), 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.”\\ | + | <BOOKMARK:cr701-16a>701.16a “Investigate” means “Create a Clue token.” See rule 111.10f.\\ |
- | 701.14a 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[[cr:1#cr116|116]]),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[[cr:3#cr305|305]],“地”。 | + | 701.16a “探查”意指“派出一个线索衍生物。”参见规则[[cr:1#cr111-10f|111.10f]]。 |
- | <BOOKMARK:cr701-14b>701.14b To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.\\ | + | <BOOKMARK:cr701-17>701.17. Mill\\ |
- | 701.14b 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。 | + | 701.17. 磨 |
- | <BOOKMARK:cr701-14c>701.14c 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.\\ | + | <BOOKMARK:cr701-17a>701.17a For a player to mill a number of cards, that player puts that many cards from the top of their library into their graveyard.\\ |
- | 701.14c 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。) | + | 701.17a 牌手磨数张牌指,该牌手将该数量的牌从牌库顶置于其坟墓场。 |
- | <BOOKMARK:cr701-14d>701.14d 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.\\ | + | <BOOKMARK:cr701-17b>701.17b A player can’t mill a number of cards greater than the number of cards in their library. If given the choice to do so, they can’t choose to take that action. If instructed to do so, they mill as many as possible. Similarly, the player can’t pay a cost that includes milling a number of cards greater than the number of cards in their library.\\ |
- | 701.14d 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。 | + | 701.17b 牌手不能磨大于其牌库中牌之数量的牌。如果该牌手获得如此作的选项,其不能选择执行该动作。如果该牌手被指示如此作,该牌手磨尽可能多的牌。相似地,该牌手不能支付包含磨大于其牌库中牌之数量的牌的费用。 |
- | <BOOKMARK:cr701-14e>701.14e 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.\\ | + | <BOOKMARK:cr701-17c>701.17c An effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone is a public zone.\\ |
- | 701.14e 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。 | + | 701.17c 提及所磨的牌的效应可以在其从牌库移动到的区域找到该牌,只要该区域是公开区域。 |
- | <BOOKMARK:cr701-15>701.15. Regenerate\\ | + | <BOOKMARK:cr701-17d>701.17d If an ability checks information about a single milled card but more than one card was milled, that ability refers to each of the milled cards. If that ability asks for any information about the milled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each milled card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected.\\ |
- | 701.15. 重生 | + | 701.17d 如果一个异能检查一张所磨的牌的信息,但多于一张牌被磨掉,该异能提及所磨的每张牌。如果该异能询问所磨的牌的任何信息,诸如特征或法术力值,它将得到复数个答案。如果这些答案用于确定一个可变数值的值,使用这些答案之加总。如果该异能对“该”牌执行任何动作,它将对每张所磨的牌执行该动作。如果该异能对“一张”牌执行任何动作,该异能的操控者选择哪张牌会受其影响。 |
- | <BOOKMARK:cr701-15a>701.15a 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 its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”\\ | + | <BOOKMARK:cr701-18>701.18. Play\\ |
- | 701.15a 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,然后其操控者将它横置。如果它为进行攻击或阻挡的生物,则将其移出战斗。” | + | 701.18. 使用 |
- | <BOOKMARK:cr701-15b>701.15b 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 its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”\\ | + | <BOOKMARK:cr701-18a>701.18a 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 116), 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.”\\ |
- | 701.15b 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,然后其操控者将它横置。如果它为进行攻击或阻挡的生物,则将其移出战斗。” | + | 701.18a 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[[cr:1#cr116|116]]),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[[cr:3#cr305|305]],“地”。 |
- | <BOOKMARK:cr701-15c>701.15c 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.\\ | + | <BOOKMARK:cr701-18b>701.18b To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.\\ |
- | 701.15c 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。 | + | 701.18b 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。 |
- | <BOOKMARK:cr701-16>701.16. Reveal\\ | + | <BOOKMARK:cr701-18c>701.18c 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.\\ |
- | 701.16. 展示 | + | 701.18c 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。) |
- | <BOOKMARK:cr701-16a>701.16a 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, or if a card is revealed because an ability is activated from a hidden zone (see rule 602.2a), the card remains revealed from the time the spell or ability is announced until the time it leaves the stack. If revealing a card causes a triggered ability to trigger, the card remains revealed until that triggered ability leaves the stack. If that ability isn’t put onto the stack the next time a player would receive priority, the card ceases to be revealed.\\ | + | <BOOKMARK:cr701-18d>701.18d 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.\\ |
- | 701.16a 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,或因从隐藏区域中起动异能而展示牌(参见规则[[cr:6#cr602-2a|602.2a]]),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。如果展示一张牌导致一个触发式异能触发,则直至该触发式异能离开堆叠为止,都需要一直展示该牌。如果该异能在下一次牌手将获得优先权时没有进入堆叠,则该牌不再被展示。 | + | 701.18d 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。 |
- | <BOOKMARK:cr701-16b>701.16b Revealing a card doesn’t cause it to leave the zone it’s in.\\ | + | <BOOKMARK:cr701-18e>701.18e 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.\\ |
- | 701.16b 展示一张牌并不会使得它因此离开当前所在区域。 | + | 701.18e 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。 |
- | <BOOKMARK:cr701-16c>701.16c 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.\\ | + | <BOOKMARK:cr701-19>701.19. Regenerate\\ |
- | 701.16c 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。 | + | 701.19. 重生 |
- | <BOOKMARK:cr701-16d>701.16d 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.\\ | + | <BOOKMARK:cr701-19a>701.19a 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 its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”\\ |
- | 701.16d 一些效应指示牌手检视一张或数张牌。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。 | + | 701.19a 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,然后其操控者将它横置。如果它为进行攻击或阻挡的生物,则将其移出战斗。” |
- | <BOOKMARK:cr701-17>701.17. Sacrifice\\ | + | <BOOKMARK:cr701-19b>701.19b 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 its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”\\ |
- | 701.17. 牺牲 | + | 701.19b 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,然后其操控者将它横置。如果它为进行攻击或阻挡的生物,则将其移出战斗。” |
- | <BOOKMARK:cr701-17a>701.17a 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.\\ | + | <BOOKMARK:cr701-19c>701.19c 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.\\ |
- | 701.17a 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。 | + | 701.19c 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。 |
- | <BOOKMARK:cr701-18>701.18. Scry\\ | + | <BOOKMARK:cr701-20>701.20. Reveal\\ |
- | 701.18. 占卜 | + | 701.20. 展示 |
- | <BOOKMARK:cr701-18a>701.18a 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 the rest on top of your library in any order.\\ | + | <BOOKMARK:cr701-20a>701.20a 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, or if a card is revealed because an ability is activated from a hidden zone (see rule 602.2a), the card remains revealed from the time the spell or ability is announced until the time it leaves the stack. If revealing a card causes a triggered ability to trigger, the card remains revealed until that triggered ability leaves the stack. If that ability isn’t put onto the stack the next time a player would receive priority, the card ceases to be revealed.\\ |
- | 701.18a “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。 | + | 701.20a 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,或因从隐藏区域中起动异能而展示牌(参见规则[[cr:6#cr602-2a|602.2a]]),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。如果展示一张牌导致一个触发式异能触发,则直至该触发式异能离开堆叠为止,都需要一直展示该牌。如果该异能在下一次牌手将获得优先权时没有进入堆叠,则该牌不再被展示。 |
- | <BOOKMARK:cr701-18b>701.18b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.\\ | + | <BOOKMARK:cr701-20b>701.20b Revealing a card doesn’t cause it to leave the zone it’s in.\\ |
- | 701.18b 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。 | + | 701.20b 展示一张牌并不会使得它因此离开当前所在区域。 |
- | <BOOKMARK:cr701-18c>701.18c 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.\\ | + | <BOOKMARK:cr701-20c>701.20c A card that is currently revealed may be revealed again.\\ |
- | 701.18c 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[[cr:1#cr101-4|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。 | + | 701.20c 当前已展示的牌可以再次被展示。 |
- | <BOOKMARK:cr701-18d>701.18d An ability that triggers whenever a player scries triggers after the process described in rule 701.18a is complete, even if some or all of those actions were impossible.\\ | + | Example: Telepathy is an enchantment card that reads “Your opponents play with their hands revealed.” Silvergill Adept is a creature card that reads, in part, “As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}.” A player may reveal a Merfolk card from their hand to pay the additional cost of Silvergill Adept even if that card is already revealed due to Telepathy’s effect.\\ |
- | 701.18d 每当牌手占卜时触发的异能会在完成规则[[cr:7#cr701-18a|701.18a]]所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。 | + | 例如:心灵感应是叙述为“对手以展示手牌的方式进行游戏”的结界牌。银鳃专家是部分叙述为“从你手上展示一张人鱼牌或支付{3},以作为施放此咒语的额外费用”的生物牌。即使一张人鱼牌已经因为心灵感应的效应而被展示,牌手仍然可以从手上展示该牌以作为施放银鳃专家的额外费用。 |
- | <BOOKMARK:cr701-19>701.19. Search\\ | + | <BOOKMARK:cr701-20d>701.20d 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.\\ |
- | 701.19. 搜寻 | + | 701.20d 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。 |
- | <BOOKMARK:cr701-19a>701.19a 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.\\ | + | <BOOKMARK:cr701-20e>701.20e 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.\\ |
- | 701.19a 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。 | + | 701.20e 一些效应指示牌手检视一张或数张牌。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。 |
- | <BOOKMARK:cr701-19b>701.19b 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.\\ | + | <BOOKMARK:cr701-21>701.21. Sacrifice\\ |
- | 701.19b 如果牌手需要在隐藏区域中搜寻符合某个标准的牌,例如特定的牌张类别或颜色,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。 | + | 701.21. 牺牲 |
+ | |||
+ | <BOOKMARK:cr701-21a>701.21a 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.\\ | ||
+ | 701.21a 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。 | ||
+ | |||
+ | <BOOKMARK:cr701-22>701.22. Scry\\ | ||
+ | 701.22. 占卜 | ||
+ | |||
+ | <BOOKMARK:cr701-22a>701.22a 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 the rest on top of your library in any order.\\ | ||
+ | 701.22a “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。 | ||
+ | |||
+ | <BOOKMARK:cr701-22b>701.22b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.\\ | ||
+ | 701.22b 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。 | ||
+ | |||
+ | <BOOKMARK:cr701-22c>701.22c 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.\\ | ||
+ | 701.22c 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[[cr:1#cr101-4|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。 | ||
+ | |||
+ | <BOOKMARK:cr701-22d>701.22d An ability that triggers whenever a player scries triggers after the process described in rule 701.22a is complete, even if some or all of those actions were impossible.\\ | ||
+ | 701.22d 每当牌手占卜时触发的异能会在完成规则[[cr:7#cr701-22a|701.22a]]所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。 | ||
+ | |||
+ | <BOOKMARK:cr701-23>701.23. Search\\ | ||
+ | 701.23. 搜寻 | ||
+ | |||
+ | <BOOKMARK:cr701-23a>701.23a 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.\\ | ||
+ | 701.23a 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。 | ||
+ | |||
+ | <BOOKMARK:cr701-23b>701.23b 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.\\ | ||
+ | 701.23b 如果牌手需要在隐藏区域中搜寻符合某个标准的牌,例如特定的牌张类别或颜色,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.\\ | 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。 | 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。 | ||
- | <BOOKMARK:cr701-19c>701.19c 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.\\ | + | <BOOKMARK:cr701-23c>701.23c 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.\\ |
- | 701.19c 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。 | + | 701.23c 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.\\ | 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。 | 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。 | ||
- | <BOOKMARK:cr701-19d>701.19d 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).\\ | + | <BOOKMARK:cr701-23d>701.23d 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).\\ |
- | 701.19d 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)。 | + | 701.23d 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)。 |
- | <BOOKMARK:cr701-19e>701.19e If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed.\\ | + | <BOOKMARK:cr701-23e>701.23e If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed.\\ |
- | 701.19e 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。 | + | 701.23e 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。 |
- | <BOOKMARK:cr701-19f>701.19f If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger.\\ | + | <BOOKMARK:cr701-23f>701.23f If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger.\\ |
- | 701.19f 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。 | + | 701.23f 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.\\ | + | 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 this creature dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then shuffle.” 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。”资深探险家的叙述为“当资深探险家死去时,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。”因资深探险家的异能而搜寻了牌库顶四张牌的对手也将洗整个牌库。 | + | 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。”资深探险家的叙述为“当此生物死去时,每位牌手各可以从其牌库中搜寻至多两张基本地牌,将它们放进战场,然后洗牌。”因资深探险家的异能而搜寻了牌库顶四张牌的对手也将洗整个牌库。 |
- | <BOOKMARK:cr701-19g>701.19g 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.\\ | + | <BOOKMARK:cr701-23g>701.23g 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.\\ |
- | 701.19g 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。 | + | 701.23g 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。 |
- | <BOOKMARK:cr701-19h>701.19h An effect may instruct a player to search a library for one or more cards more than once before instructing a player to shuffle that library. This is the same as a single instruction for that player to search that library for all those cards. The player searches that library only once.\\ | + | <BOOKMARK:cr701-23h>701.23h An effect may instruct a player to search a library for one or more cards more than once before instructing a player to shuffle that library. This is the same as a single instruction for that player to search that library for all those cards. The player searches that library only once.\\ |
- | 701.19h 某些效应可能会指示牌手从牌库中搜寻一张或数张牌多于一次,再指示牌手洗该牌库。这与令该牌手一次性从该牌库中搜寻所有这些牌的单一指示并无区别。该牌手只会搜寻该牌库一次。 | + | 701.23h 某些效应可能会指示牌手从牌库中搜寻一张或数张牌多于一次,再指示牌手洗该牌库。这与令该牌手一次性从该牌库中搜寻所有这些牌的单一指示并无区别。该牌手只会搜寻该牌库一次。 |
- | <BOOKMARK:cr701-19i>701.19i 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.\\ | + | <BOOKMARK:cr701-23i>701.23i 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.\\ |
- | 701.19i 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[[cr:1#cr101-4|101.4]])决定要找到哪张牌。 | + | 701.23i 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[[cr:1#cr101-4|101.4]])决定要找到哪张牌。 |
- | <BOOKMARK:cr701-19j>701.19j If an effect instructs a player to search outside the game for a card, that player may choose an appropriate card they own from outside the game.\\ | + | <BOOKMARK:cr701-23j>701.23j If an effect instructs a player to search outside the game for a card, that player may choose an appropriate card they own from outside the game.\\ |
- | 701.19j 如果一个效应指示牌手从游戏外搜寻一张卡牌,该牌手可以从游戏外选择一张由其拥有的适当卡牌。 | + | 701.23j 如果一个效应指示牌手从游戏外搜寻一张卡牌,该牌手可以从游戏外选择一张由其拥有的适当卡牌。 |
- | <BOOKMARK:cr701-20>701.20. Shuffle\\ | + | <BOOKMARK:cr701-24>701.24. Shuffle\\ |
- | 701.20. 洗牌 | + | 701.24. 洗牌 |
- | <BOOKMARK:cr701-20a>701.20a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.\\ | + | <BOOKMARK:cr701-24a>701.24a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.\\ |
- | 701.20a 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。 | + | 701.24a 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。 |
- | <BOOKMARK:cr701-20b>701.20b Some effects cause a player to search a library for a card or cards, shuffle that library, then put some or all of the found cards into a different zone or in a certain position in that library. In such cases, the found cards aren’t included in the shuffle, even though they remain in the library at that time. 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.”\\ | + | <BOOKMARK:cr701-24b>701.24b Some effects cause a player to search a library for a card or cards, shuffle that library, then put some or all of the found cards into a different zone or in a certain position in that library. In such cases, the found cards aren’t included in the shuffle, even though they remain in the library at that time. 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.”\\ |
- | 701.20b 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,并将搜寻到的一些或全部牌置入其他区域,或置于该牌库中的特定位置。这种情况下,即使这些搜寻到的牌此时仍在牌库中,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[[cr:4#cr401|401]],“牌库”。 | + | 701.24b 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,并将搜寻到的一些或全部牌置入其他区域,或置于该牌库中的特定位置。这种情况下,即使这些搜寻到的牌此时仍在牌库中,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[[cr:4#cr401|401]],“牌库”。 |
- | <BOOKMARK:cr701-20c>701.20c 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.\\ | + | <BOOKMARK:cr701-24c>701.24c 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.\\ |
- | 701.20c 如果某效应将使得牌手将一个或数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。 | + | 701.24c 如果某效应将使得牌手将一个或数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.\\ | 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.\\ | ||
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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。 | 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。 | ||
- | <BOOKMARK:cr701-20d>701.20d 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.\\ | + | <BOOKMARK:cr701-24d>701.24d 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.\\ |
- | 701.20d 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。 | + | 701.24d 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, 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.\\ | + | Example: Loaming Shaman says “When this creature enters, 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。”它进战场时异能触发,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。 | + | 例如:填土祭师的叙述为“当此生物进场时,目标牌手将任意数量的目标牌从其坟墓场洗入其牌库。”它进战场时异能触发,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。 |
- | <BOOKMARK:cr701-20e>701.20e 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.\\ | + | <BOOKMARK:cr701-24e>701.24e 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.\\ |
- | 701.20e 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。 | + | 701.24e 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。 |
- | <BOOKMARK:cr701-20f>701.20f 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.\\ | + | <BOOKMARK:cr701-24f>701.24f 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.\\ |
- | 701.20f 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。 | + | 701.24f 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。 |
- | <BOOKMARK:cr701-20g>701.20g If an effect would cause a player to shuffle a library at the same time that an object would be put into a certain position in that library, the result is a shuffled library that’s randomized except that the object is in the specified position.\\ | + | <BOOKMARK:cr701-24g>701.24g If an effect would cause a player to shuffle a library at the same time that an object would be put into a certain position in that library, the result is a shuffled library that’s randomized except that the object is in the specified position.\\ |
- | 701.20g 如果某效应将使得牌手洗牌库的同时某物件将被置于该牌库的指定位置,其结果是一个被洗牌的牌库,除了该物件在指定位置之外,其余部分被随机化。 | + | 701.24g 如果某效应将使得牌手洗牌库的同时某物件将被置于该牌库的指定位置,其结果是一个被洗牌的牌库,除了该物件在指定位置之外,其余部分被随机化。 |
- | Example: Darksteel Colossus and Gravebane Zombie are put into a player’s graveyard from the battlefield at the same time. Darksteel Colossus says in part “If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner’s library instead.” Gravebane Zombie says “If Gravebane Zombie would die, put Gravebane Zombie on top of its owner’s library instead.” The player shuffles Darksteel Colossus into their library and puts Gravebane Zombie on top of that library.\\ | + | Example: Darksteel Colossus and Gravebane Zombie are put into a player’s graveyard from the battlefield at the same time. Darksteel Colossus says in part “If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner’s library instead.” Gravebane Zombie says “If this creature would die, put it on top of its owner’s library instead.” The player shuffles Darksteel Colossus into their library and puts Gravebane Zombie on top of that library.\\ |
- | 例如:玄铁巨像和破坟灵俑被同时从战场置于一位牌手的坟墓场。玄铁巨像的一部分叙述为“若玄铁巨像将从任何区域置入坟墓场,则改为展示玄铁巨像,并将它洗入其拥有者的牌库。”破坟灵俑叙述为“若破坟灵俑将死去,则改为将破坟灵俑置于其拥有者的牌库顶。”该牌手将玄铁巨像洗入其牌库,并将破坟灵俑置于该牌库的牌库顶。 | + | 例如:玄铁巨像和破坟灵俑被同时从战场置于一位牌手的坟墓场。玄铁巨像的一部分叙述为“若玄铁巨像将从任何区域置入坟墓场,则改为展示玄铁巨像,并将它洗入其拥有者的牌库。”破坟灵俑叙述为“若此生物将死去,则改为将它置于其拥有者的牌库顶。”该牌手将玄铁巨像洗入其牌库,并将破坟灵俑置于该牌库的牌库顶。 |
- | <BOOKMARK:cr701-21>701.21. Tap and Untap\\ | + | <BOOKMARK:cr701-25>701.25. Surveil\\ |
- | 701.21. 横置和重置 | + | 701.25. 刺探 |
- | <BOOKMARK:cr701-21a>701.21a To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.\\ | + | <BOOKMARK:cr701-25a>701.25a 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.\\ |
- | 701.21a 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。 | + | 701.25a “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。 |
- | <BOOKMARK:cr701-21b>701.21b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.\\ | + | <BOOKMARK:cr701-25b>701.25b 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.\\ |
- | 701.21b 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。 | + | 701.25b 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。 |
- | <BOOKMARK:cr701-22>701.22. Fateseal\\ | + | <BOOKMARK:cr701-25c>701.25c If a player is instructed to surveil 0, no surveil event occurs. Abilities that trigger whenever a player surveils won’t trigger.\\ |
- | 701.22. 论命 | + | 701.25c 如果牌手被指示刺探0,刺探事件不会发生。因牌手刺探而触发的异能不会触发。 |
- | <BOOKMARK:cr701-22a>701.22a 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 the rest on top of that library in any order.\\ | + | <BOOKMARK:cr701-25d>701.25d An ability that triggers whenever a player surveils triggers after the process described in rule 701.25a is complete, even if some or all of those actions were impossible.\\ |
- | 701.22a “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。 | + | 701.25d 每当牌手刺探时触发的异能会在完成规则[[cr:7#cr701-25a|701.25a]]所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。 |
- | <BOOKMARK:cr701-23>701.23. Clash\\ | + | <BOOKMARK:cr701-26>701.26. Tap and Untap\\ |
- | 701.23. 比点 | + | 701.26. 横置和重置 |
- | <BOOKMARK:cr701-23a>701.23a To clash, a player reveals the top card of their library. That player may then put that card on the bottom of their library.\\ | + | <BOOKMARK:cr701-26a>701.26a To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.\\ |
- | 701.23a 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。 | + | 701.26a 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。 |
- | <BOOKMARK:cr701-23b>701.23b “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.”\\ | + | <BOOKMARK:cr701-26b>701.26b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.\\ |
- | 701.23b “与一位对手比点”意指,“选择一位对手。你与该对手分别比点。” | + | 701.26b 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。 |
- | <BOOKMARK:cr701-23c>701.23c 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.\\ | + | <BOOKMARK:cr701-27>701.27. Transform\\ |
- | 701.23c 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[[cr:1#cr101-4|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。 | + | 701.27. 转化 |
- | <BOOKMARK:cr701-23d>701.23d A player wins a clash if that player revealed a card with a higher mana value than all other cards revealed in that clash.\\ | + | <BOOKMARK:cr701-27a>701.27a To transform a permanent, turn it over so that its other face is up. Only transforming tokens and permanents represented by transforming double-faced cards can transform. (See rule 712, “Double-Faced Cards.”)\\ |
- | 701.23d 如果某位牌手所展示的牌之法术力值比所有参与比点者所展示的牌都高,其赢得这次比点。 | + | 701.27a 转化一个永久物指,将它翻到另一面牌面朝上。只有转化式衍生物和以转化式双面牌代表的永久物才能转化。(参见规则[[cr:7#cr712|712]],“双面牌”。) |
- | <BOOKMARK:cr701-24>701.24. Planeswalk\\ | + | <BOOKMARK:cr701-27b>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.\\ |
- | 701.24. 时空换境 | + | 701.27b 虽然转化某永久物与将某永久物翻为牌面朝下或翻回正面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。 |
- | <BOOKMARK:cr701-24a>701.24a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.”\\ | + | <BOOKMARK:cr701-27c>701.27c If a spell or ability instructs a player to transform a permanent that isn’t represented by a transforming token or a transforming double-faced card, nothing happens.\\ |
- | 701.24a 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[[cr:9#cr901|901]],“竞逐时空”。 | + | 701.27c 如果某咒语或异能要求牌手转化某个既不是转化式衍生物也不是转化式双面牌代表的永久物,则什么都不会发生。 |
- | <BOOKMARK:cr701-24b>701.24b 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.\\ | + | <BOOKMARK:cr701-27d>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, or is a transforming token that was created with an instant or sorcery face, nothing happens.\\ |
- | 701.24b 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回正面。 | + | 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,或牌面是以瞬间或法术牌面派出的转化式衍生物,则什么都不会发生。 |
- | <BOOKMARK:cr701-24c>701.24c 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 704.6f). Abilities may also instruct a player to planeswalk.\\ | + | <BOOKMARK:cr701-27e>701.27e Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule 701.28) and has the specified characteristic immediately after it does so.\\ |
- | 701.24c 牌手可以因“时空换境异能”的结果(参见规则[[cr:9#cr901-8|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[[cr:9#cr901-10|901.10]]),或因异象的触发式异能离开堆叠(参见规则[[cr:7#cr704-6f|704.6f]])而时空换境。异能也可能指示牌手时空换境。 | + | 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或转换(参见规则[[cr:7#cr701-28|701.28]]),且在这之后的时刻立即具有该特征时触发。 |
- | <BOOKMARK:cr701-24d>701.24d 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.\\ | + | <BOOKMARK:cr701-27f>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 does so only if it hasn’t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn’t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.\\ |
- | 701.24d 翻回正面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出的时空。异象也同样适用此规则。 | + | 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或转换过时才会如此作。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或转换过时才会如此作。在这两种情况下,如果该永久物已被转化或转换过,这类指示将被忽略。这是对先前规则的更改。 |
- | <BOOKMARK:cr701-25>701.25. Set in Motion\\ | + | <BOOKMARK:cr701-27g>701.27g Some spells and abilities refer to a “transformed permanent.” This phrase refers to a permanent on the battlefield with its back face up that’s also a transforming double-faced card or a transforming token. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously.\\ |
- | 701.25. 发动 | + | 701.27g 一些咒语和异能提及一个“已转化的永久物”。此用词意指一个在战场上且背面朝上的永久物,且此面同样为转化式双面牌或转化式衍生物。正面朝上的永久物不会被视为已转化的永久物,即使它们之前是背面朝上的。 |
- | <BOOKMARK:cr701-25a>701.25a 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 314, “Schemes,” and rule 904, “Archenemy.”\\ | + | <BOOKMARK:cr701-28>701.28. Convert\\ |
- | 701.25a 只有邪计牌可以发动,并且只可以在魔王游戏中如此作。只有魔王可以发动邪计。参见规则[[cr:3#cr314|314]],“邪计”,及规则[[cr:9#cr904|904]],“魔王”。 | + | 701.28. 转换 |
- | <BOOKMARK:cr701-25b>701.25b 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.\\ | + | <BOOKMARK:cr701-28a>701.28a To convert a permanent, turn it so that its other face is up. This follows rules 701.27a–f, 712.9–10, and 712.18. Those rules apply to converting a permanent just as they apply to transforming a permanent.\\ |
- | 701.25b 发动邪计指,如果它在你的邪计套牌牌库顶,将其从邪计套牌牌库顶移离,且如果它不是牌面朝上,将其翻回正面。即使以上动作之一或两者均未在其上实行,该邪计仍视同为被发动。 | + | 701.28a 转换一个永久物指,将它翻到另一面牌面朝上。这遵循规则[[cr:7#cr701-27a|701.27a-f]]、[[cr:7#cr712-9|712.9-10]]、及[[cr:7#cr712-18|712.18]]。这些规则如同适用于转化永久物一般适用于转换永久物。 |
- | <BOOKMARK:cr701-25c>701.25c 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.\\ | + | <BOOKMARK:cr701-28b>701.28b Although converting 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 converts, and so on.\\ |
- | 701.25c 每次只能发动一个邪计。如果牌手被指示发动多个邪计,其发动等量次数的邪计。 | + | 701.28b 虽然转换某永久物与将某永久物翻为牌面朝下或翻回正面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换时触发,其他依此类推。 |
- | <BOOKMARK:cr701-26>701.26. Abandon\\ | + | <BOOKMARK:cr701-28c>701.28c If a spell or ability instructs a player to convert a permanent that isn’t represented by a transforming token or a transforming double-faced card, nothing happens.\\ |
- | 701.26. 撤废 | + | 701.28c 如果某咒语或异能要求牌手转换某个不是转化式双面牌的永久物,则什么都不会发生。 |
- | <BOOKMARK:cr701-26a>701.26a Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 314, “Schemes,” and rule 904, “Archenemy.”\\ | + | <BOOKMARK:cr701-28d>701.28d If a spell or ability instructs a player to convert a permanent, and the face that permanent would convert into is represented by an instant or sorcery card face, or is a transforming token that was created with an instant or sorcery face, nothing happens.\\ |
- | 701.26a 只有面朝上的长效邪计牌可以被撤废,并且只可以在魔王游戏中如此作。参见规则[[cr:3#cr314|314]],“邪计”,及规则[[cr:9#cr904|904]],“魔王”。 | + | 701.28d 如果某咒语或异能要求牌手转换某个永久物,且该永久物将要转换成的牌面是以瞬间或法术牌面代表,或牌面是以瞬间或法术牌面派出的转化式衍生物,则什么都不会发生。 |
- | <BOOKMARK:cr701-26b>701.26b To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck.\\ | + | <BOOKMARK:cr701-28e>701.28e If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to convert it, the permanent does so only if it hasn’t converted or transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to convert that permanent, the permanent does so only if it hasn’t converted or transformed since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.\\ |
- | 701.26b 撤废邪计指,将其翻为牌面朝下,并置于其拥有者的邪计套牌牌库底。 | + | 701.28e 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)试图转换之,该永久物仅在自该异能放进堆叠之后还没有被转化或转换过时才会如此作。如果一个永久物的延迟触发式异能试图转换该永久物,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或转换过时才会如此作。在这两种情况下,如果该永久物已被转化或转换过,这类指示将被忽略。 |
- | <BOOKMARK:cr701-27>701.27. Proliferate\\ | + | <BOOKMARK:cr701-28f>701.28f If a spell or ability states that a permanent can’t transform, that permanent also can’t convert.\\ |
- | 701.27. 增殖 | + | 701.28f 如果一个效应叙述一个永久物不能转化,则该永久物也不能转换。 |
- | <BOOKMARK:cr701-27a>701.27a To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.\\ | + | <BOOKMARK:cr701-29>701.29. Fateseal\\ |
- | 701.27a 增殖表示,选择任意数量其上有指示物的永久物和/或牌手,然后对于其上已经有的每种指示物而言,给该永久物或牌手一个额外的此种指示物。 | + | 701.29. 论命 |
- | <BOOKMARK:cr701-27b>701.27b 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. The player who proliferates chooses which player that is. See rule 810, “Two-Headed Giant Variant.”\\ | + | <BOOKMARK:cr701-29a>701.29a 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 the rest on top of that library in any order.\\ |
- | 701.27b 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。由执行增殖的牌手来选择是哪位牌手获得该指示物。参见规则[[cr:8#cr810|810]],“双头巨人玩法”。 | + | 701.29a “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。 |
- | <BOOKMARK:cr701-28>701.28. Transform\\ | + | <BOOKMARK:cr701-30>701.30. Clash\\ |
- | 701.28. 转化 | + | 701.30. 比点 |
- | <BOOKMARK:cr701-28a>701.28a To transform a permanent, turn it over so that its other face is up. Only transforming tokens and permanents represented by transforming double-faced cards can transform. (See rule 712, “Double-Faced Cards.”)\\ | + | <BOOKMARK:cr701-30a>701.30a To clash, a player reveals the top card of their library. That player may then put that card on the bottom of their library.\\ |
- | 701.28a 转化一个永久物指,将它翻到另一面牌面朝上。只有转化式衍生物和以转化式双面牌代表的永久物才能转化。(参见规则[[cr:7#cr712|712]],“双面牌”。) | + | 701.30a 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。 |
- | <BOOKMARK:cr701-28b>701.28b 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.\\ | + | <BOOKMARK:cr701-30b>701.30b “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.”\\ |
- | 701.28b 虽然转化某永久物与将某永久物翻为牌面朝下或翻回正面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。 | + | 701.30b “与一位对手比点”意指,“选择一位对手。你与该对手分别比点。” |
- | <BOOKMARK:cr701-28c>701.28c If a spell or ability instructs a player to transform a permanent that isn’t represented by a transforming token or a transforming double-faced card, nothing happens.\\ | + | <BOOKMARK:cr701-30c>701.30c 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.\\ |
- | 701.28c 如果某咒语或异能要求牌手转化某个既不是转化式衍生物也不是转化式双面牌代表的永久物,则什么都不会发生。 | + | 701.30c 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[[cr:1#cr101-4|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。 |
- | <BOOKMARK:cr701-28d>701.28d 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, or is a transforming token that was created with an instant or sorcery face, nothing happens.\\ | + | <BOOKMARK:cr701-30d>701.30d A player wins a clash if that player revealed a card with a higher mana value than all other cards revealed in that clash.\\ |
- | 701.28d 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,或牌面是以瞬间或法术牌面派出的转化式衍生物,则什么都不会发生。 | + | 701.30d 如果某位牌手所展示的牌之法术力值比所有参与比点者所展示的牌都高,其赢得这次比点。 |
- | <BOOKMARK:cr701-28e>701.28e Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule 701.50) and has the specified characteristic immediately after it does so.\\ | + | <BOOKMARK:cr701-31>701.31. Planeswalk\\ |
- | 701.28e 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或转换(参见规则[[cr:7#cr701-50|701.50]]),且在这之后的时刻立即具有该特征时触发。 | + | 701.31. 时空换境 |
- | <BOOKMARK:cr701-28f>701.28f 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 does so only if it hasn’t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn’t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.\\ | + | <BOOKMARK:cr701-31a>701.31a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.”\\ |
- | 701.28f 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或转换过时才会如此作。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或转换过时才会如此作。在这两种情况下,如果该永久物已被转化或转换过,这类指示将被忽略。这是对先前规则的更改。 | + | 701.31a 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[[cr:9#cr901|901]],“竞逐时空”。 |
- | <BOOKMARK:cr701-28g>701.28g Some spells and abilities refer to a “transformed permanent.” This phrase refers to a permanent on the battlefield with its back face up that’s also a transforming double-faced card or a transforming token. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously.\\ | + | <BOOKMARK:cr701-31b>701.31b 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.\\ |
- | 701.28g 一些咒语和异能提及一个“已转化的永久物”。此用词意指一个在战场上且背面朝上的永久物,且此面同样为转化式双面牌或转化式衍生物。正面朝上的永久物不会被视为已转化的永久物,即使它们之前是背面朝上的。 | + | 701.31b 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回正面。 |
- | <BOOKMARK:cr701-29>701.29. Detain\\ | + | <BOOKMARK:cr701-31c>701.31c 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 704.6f). Abilities may also instruct a player to planeswalk.\\ |
- | 701.29. 拘留 | + | 701.31c 牌手可以因“时空换境异能”的结果(参见规则[[cr:9#cr901-8|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[[cr:9#cr901-10|901.10]]),或因异象的触发式异能离开堆叠(参见规则[[cr:7#cr704-6f|704.6f]])而时空换境。异能也可能指示牌手时空换境。 |
- | <BOOKMARK:cr701-29a>701.29a 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.\\ | + | <BOOKMARK:cr701-31d>701.31d 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.\\ |
- | 701.29a 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。 | + | 701.31d 翻回正面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出的时空。异象也同样适用此规则。 |
- | <BOOKMARK:cr701-30>701.30. Populate\\ | + | <BOOKMARK:cr701-32>701.32. Set in Motion\\ |
- | 701.30. 殖民 | + | 701.32. 发动 |
- | <BOOKMARK:cr701-30a>701.30a To populate means to choose a creature token you control and create a token that’s a copy of that creature token.\\ | + | <BOOKMARK:cr701-32a>701.32a 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 314, “Schemes,” and rule 904, “Archenemy.”\\ |
- | 701.30a 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品。 | + | 701.32a 只有邪计牌可以发动,并且只可以在魔王游戏中如此作。只有魔王可以发动邪计。参见规则[[cr:3#cr314|314]],“邪计”,及规则[[cr:9#cr904|904]],“魔王”。 |
- | <BOOKMARK:cr701-30b>701.30b If you control no creature tokens when instructed to populate, you won’t create a token.\\ | + | <BOOKMARK:cr701-32b>701.32b 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.\\ |
- | 701.30b 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。 | + | 701.32b 发动邪计指,如果它在你的邪计套牌牌库顶,将其从邪计套牌牌库顶移离,且如果它不是牌面朝上,将其翻回正面。即使以上动作之一或两者均未在其上实行,该邪计仍视同为被发动。 |
- | <BOOKMARK:cr701-31>701.31. Monstrosity\\ | + | <BOOKMARK:cr701-32c>701.32c 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.\\ |
- | 701.31. 蛮化 | + | 701.32c 每次只能发动一个邪计。如果牌手被指示发动多个邪计,其发动等量次数的邪计。 |
- | <BOOKMARK:cr701-31a>701.31a “Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.”\\ | + | <BOOKMARK:cr701-33>701.33. Abandon\\ |
- | 701.31a “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。 | + | 701.33. 撤废 |
- | <BOOKMARK:cr701-31b>701.31b 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.\\ | + | <BOOKMARK:cr701-33a>701.33a Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 314, “Schemes,” and rule 904, “Archenemy.”\\ |
- | 701.31b “已蛮化”此称号并无规则含义。它仅用作标记,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”既不是异能,也不是该永久物可复制特征值的一部分。 | + | 701.33a 只有面朝上的长效邪计牌可以被撤废,并且只可以在魔王游戏中如此作。参见规则[[cr:3#cr314|314]],“邪计”,及规则[[cr:9#cr904|904]],“魔王”。 |
- | <BOOKMARK:cr701-31c>701.31c 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.\\ | + | <BOOKMARK:cr701-33b>701.33b To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck.\\ |
- | 701.31c 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。 | + | 701.33b 撤废邪计指,将其翻为牌面朝下,并置于其拥有者的邪计套牌牌库底。 |
- | <BOOKMARK:cr701-32>701.32. Vote\\ | + | <BOOKMARK:cr701-34>701.34. Proliferate\\ |
- | 701.32. 投票 | + | 701.34. 增殖 |
- | <BOOKMARK:cr701-32a>701.32a 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.\\ | + | <BOOKMARK:cr701-34a>701.34a To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.\\ |
- | 701.32a 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。 | + | 701.34a 增殖表示,选择任意数量其上有指示物的永久物和/或牌手,然后对于其上已经有的每种指示物而言,给该永久物或牌手一个额外的此种指示物。 |
- | <BOOKMARK:cr701-32b>701.32b 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.\\ | + | <BOOKMARK:cr701-34b>701.34b 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. The player who proliferates chooses which player that is. See rule 810, “Two-Headed Giant Variant.”\\ |
- | 701.32b 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。 | + | 701.34b 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。由执行增殖的牌手来选择是哪位牌手获得该指示物。参见规则[[cr:8#cr810|810]],“双头巨人玩法”。 |
- | <BOOKMARK:cr701-32c>701.32c 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.”\\ | + | <BOOKMARK:cr701-35>701.35. Detain\\ |
- | 701.32c 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。 | + | 701.35. 拘留 |
- | <BOOKMARK:cr701-32d>701.32d If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.\\ | + | <BOOKMARK:cr701-35a>701.35a 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.\\ |
- | 701.32d 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。 | + | 701.35a 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。 |
- | <BOOKMARK:cr701-33>701.33. Bolster\\ | + | <BOOKMARK:cr701-36>701.36. Populate\\ |
- | 701.33. 振励 | + | 701.36. 殖民 |
- | <BOOKMARK:cr701-33a>701.33a “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.”\\ | + | <BOOKMARK:cr701-36a>701.36a To populate means to choose a creature token you control and create a token that’s a copy of that creature token.\\ |
- | 701.33a “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。” | + | 701.36a 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品。 |
- | <BOOKMARK:cr701-34>701.34. Manifest\\ | + | <BOOKMARK:cr701-36b>701.36b If you control no creature tokens when instructed to populate, you won’t create a token.\\ |
- | 701.34. 显化 | + | 701.36b 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。 |
- | <BOOKMARK:cr701-34a>701.34a 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 for 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.\\ | + | <BOOKMARK:cr701-37>701.37. Monstrosity\\ |
- | 701.34a 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,它便是已显化的永久物。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。 | + | 701.37. 蛮化 |
- | <BOOKMARK:cr701-34b>701.34b 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 116.2b). 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.)\\ | + | <BOOKMARK:cr701-37a>701.37a “Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.”\\ |
- | 701.34b 在你拥有优先权的时机下,你可以把由你操控之已显化的永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则[[cr:1#cr116-2b|116.2b]])。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。) | + | 701.37a “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。 |
- | <BOOKMARK:cr701-34c>701.34c If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up.\\ | + | <BOOKMARK:cr701-37b>701.37b 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.\\ |
- | 701.34c 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[[cr:7#cr702-37e|702.37e]]中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已显化的永久物来翻回正面。 | + | 701.37b “已蛮化”此称号并无规则含义。它仅用作标记,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”既不是异能,也不是该永久物可复制特征值的一部分。 |
- | <BOOKMARK:cr701-34d>701.34d If a card with disguise is manifested, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a manifested permanent face up.\\ | + | <BOOKMARK:cr701-37c>701.37c 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.\\ |
- | 701.34d 如果显化的是一张具伪装异能的牌,则其操控者可将其当作具伪装异能的牌面朝下生物,并按照规则[[cr:7#cr702-168d|702.168d]]中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已显化的永久物来翻回正面。 | + | 701.37c 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。 |
- | <BOOKMARK:cr701-34e>701.34e If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.\\ | + | <BOOKMARK:cr701-38>701.38. Vote\\ |
- | 701.34e 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。 | + | 701.38. 投票 |
- | <BOOKMARK:cr701-34f>701.34f 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.\\ | + | <BOOKMARK:cr701-38a>701.38a 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.\\ |
- | 701.34f 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。 | + | 701.38a 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。 |
- | <BOOKMARK:cr701-34g>701.34g 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.\\ | + | <BOOKMARK:cr701-38b>701.38b 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.\\ |
- | 701.34g 如果一个由瞬间和法术牌代表之已显化的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。 | + | 701.38b 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。 |
- | <BOOKMARK:cr701-34h>701.34h See rule 708, “Face-Down Spells and Permanents,” for more information.\\ | + | <BOOKMARK:cr701-38c>701.38c 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.”\\ |
- | 701.34h 欲了解更多信息,参见规则[[cr:7#cr708|708]],“牌面朝下的咒语和永久物”。 | + | 701.38c 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。 |
- | <BOOKMARK:cr701-35>701.35. Support\\ | + | <BOOKMARK:cr701-38d>701.38d If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.\\ |
- | 701.35. 支援 | + | 701.38d 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。 |
- | <BOOKMARK:cr701-35a>701.35a “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.”\\ | + | <BOOKMARK:cr701-39>701.39. Bolster\\ |
- | 701.35a 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。” | + | 701.39. 振励 |
- | <BOOKMARK:cr701-36>701.36. Investigate\\ | + | <BOOKMARK:cr701-39a>701.39a “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.”\\ |
- | 701.36. 探查 | + | 701.39a “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。” |
- | <BOOKMARK:cr701-36a>701.36a “Investigate” means “Create a Clue token.” See rule 111.10f.\\ | + | <BOOKMARK:cr701-40>701.40. Manifest\\ |
- | 701.36a “探查”意指“派出一个线索衍生物。”参见规则[[cr:1#cr111-10f|111.10f]]。 | + | 701.40. 显化 |
- | <BOOKMARK:cr701-37>701.37. Meld\\ | + | <BOOKMARK:cr701-40a>701.40a 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 for 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.\\ |
- | 701.37. 融合 | + | 701.40a 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,它便是已显化的永久物。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。 |
- | <BOOKMARK:cr701-37a>701.37a Meld is a keyword action that appears in an ability on one card in a meld pair. 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. See rule 712, “Double-Faced Cards.”\\ | + | <BOOKMARK:cr701-40b>701.40b 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 116.2b). 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.)\\ |
- | 701.37a 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。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。参见规则[[cr:7#cr712|712]],“双面牌”。 | + | 701.40b 在你拥有优先权的时机下,你可以把由你操控之已显化的永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则[[cr:1#cr116-2b|116.2b]])。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。) |
- | <BOOKMARK:cr701-37b>701.37b 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.\\ | + | <BOOKMARK:cr701-40c>701.40c If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up.\\ |
- | 701.37b 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。 | + | 701.40c 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[[cr:7#cr702-37e|702.37e]]中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已显化的永久物来翻回正面。 |
- | <BOOKMARK:cr701-37c>701.37c If an effect instructs a player to meld objects that can’t be melded, they stay in their current zone.\\ | + | <BOOKMARK:cr701-40d>701.40d If a card with disguise is manifested, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a manifested permanent face up.\\ |
- | 701.37c 如果某效应要求牌手融合不能融合的物件,则这些物件会留在当前区域。 | + | 701.40d 如果显化的是一张具伪装异能的牌,则其操控者可将其当作具伪装异能的牌面朝下生物,并按照规则[[cr:7#cr702-168d|702.168d]]中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已显化的永久物来翻回正面。 |
- | 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.\\ | + | <BOOKMARK:cr701-40e>701.40e If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.\\ |
- | 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。 | + | 701.40e 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。 |
- | <BOOKMARK:cr701-38>701.38. Goad\\ | + | <BOOKMARK:cr701-40f>701.40f 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.\\ |
- | 701.38. 煽惑 | + | 701.40f 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。 |
- | <BOOKMARK:cr701-38a>701.38a Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature is goaded.\\ | + | <BOOKMARK:cr701-40g>701.40g 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.\\ |
- | 701.38a 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,该生物被煽惑。 | + | 701.40g 如果一个由瞬间和法术牌代表之已显化的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。 |
- | <BOOKMARK:cr701-38b>701.38b Goaded is a designation a permanent can have. A goaded creature attacks each combat if able and attacks a player other than the controller of the permanent, spell, or ability that caused it to be goaded if able. Goaded is neither an ability nor part of the permanent’s copiable values.\\ | + | <BOOKMARK:cr701-40h>701.40h See rule 708, “Face-Down Spells and Permanents,” for more information.\\ |
- | 701.38b “被煽惑”是永久物能够具有的称号。被煽惑的生物每次战斗若能攻击,则必须攻击,且若能攻击使其被煽惑之永久物、咒语或异能的操控者以外的牌手,则必须如此作。被煽惑既不是异能,也不是该永久物可复制特征值的一部分。 | + | 701.40h 欲了解更多信息,参见规则[[cr:7#cr708|708]],“牌面朝下的咒语和永久物”。 |
- | <BOOKMARK:cr701-38c>701.38c A creature can be goaded by multiple players. Doing so creates additional combat requirements.\\ | + | <BOOKMARK:cr701-41>701.41. Support\\ |
- | 701.38c 一个生物可以被多位牌手煽惑。这会创造额外的战斗需求。 | + | 701.41. 支援 |
- | <BOOKMARK:cr701-38d>701.38d Once a player has goaded a creature, the same player goading it again has no effect. Doing so doesn’t create additional combat requirements.\\ | + | <BOOKMARK:cr701-41a>701.41a “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.”\\ |
- | 701.38d 一旦牌手煽惑了某个生物,同一位牌手再次煽惑它没有效果。这不会创造额外的战斗需求。 | + | 701.41a 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。” |
- | <BOOKMARK:cr701-39>701.39. Exert\\ | + | <BOOKMARK:cr701-42>701.42. Meld\\ |
- | 701.39. 耗竭 | + | 701.42. 融合 |
- | <BOOKMARK:cr701-39a>701.39a To exert a permanent, you choose to have it not untap during your next untap step.\\ | + | <BOOKMARK:cr701-42a>701.42a Meld is a keyword action that appears in an ability on one card in a meld pair. 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. See rule 712, “Double-Faced Cards.”\\ |
- | 701.39a 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。 | + | 701.42a 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。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。参见规则[[cr:7#cr712|712]],“双面牌”。 |
- | <BOOKMARK:cr701-39b>701.39b 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.\\ | + | <BOOKMARK:cr701-42b>701.42b 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.\\ |
- | 701.39b 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。 | + | 701.42b 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。 |
- | <BOOKMARK:cr701-39c>701.39c An object that isn’t on the battlefield can’t be exerted.\\ | + | <BOOKMARK:cr701-42c>701.42c If an effect instructs a player to meld objects that can’t be melded, they stay in their current zone.\\ |
- | 701.39c 不在战场上的物件不能被耗竭。 | + | 701.42c 如果某效应要求牌手融合不能融合的物件,则这些物件会留在当前区域。 |
- | <BOOKMARK:cr701-39d>701.39d “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 607.2h.)\\ | + | 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.\\ |
- | 701.39d “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[[cr:5#cr508-1g|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[[cr:6#cr607-2h|607.2h]]。) | + | 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。 |
- | + | ||
- | <BOOKMARK:cr701-40>701.40. Explore\\ | + | |
- | 701.40. 勘察 | + | |
- | + | ||
- | <BOOKMARK:cr701-40a>701.40a 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.\\ | + | |
- | 701.40a 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。 | + | |
- | + | ||
- | <BOOKMARK:cr701-40b>701.40b A permanent “explores” after the process described in rule 701.40a is complete, even if some or all of those actions were impossible.\\ | + | |
- | 701.40b 在完成规则[[cr:7#cr701-40a|701.40a]]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。 | + | |
- | <BOOKMARK:cr701-40c>701.40c 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.\\ | + | <BOOKMARK:cr701-43>701.43. Exert\\ |
- | 701.40c 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。 | + | 701.43. 耗竭 |
- | <BOOKMARK:cr701-41>701.41. Assemble\\ | + | <BOOKMARK:cr701-43a>701.43a To exert a permanent, you choose to have it not untap during your next untap step.\\ |
- | 701.41. 组装 | + | 701.43a 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。 |
- | <BOOKMARK:cr701-41a>701.41a 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.\\ | + | <BOOKMARK:cr701-43b>701.43b 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.\\ |
- | 701.41a 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。 | + | 701.43b 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。 |
- | <BOOKMARK:cr701-42>701.42. Surveil\\ | + | <BOOKMARK:cr701-43c>701.43c An object that isn’t on the battlefield can’t be exerted.\\ |
- | 701.42. 刺探 | + | 701.43c 不在战场上的物件不能被耗竭。 |
- | <BOOKMARK:cr701-42a>701.42a 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.\\ | + | <BOOKMARK:cr701-43d>701.43d “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 607.2h.)\\ |
- | 701.42a “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。 | + | 701.43d “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[[cr:5#cr508-1g|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[[cr:6#cr607-2h|607.2h]]。) |
- | <BOOKMARK:cr701-42b>701.42b 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.\\ | + | <BOOKMARK:cr701-44>701.44. Explore\\ |
- | 701.42b 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。 | + | 701.44. 勘察 |
- | <BOOKMARK:cr701-42c>701.42c If a player is instructed to surveil 0, no surveil event occurs. Abilities that trigger whenever a player surveils won’t trigger.\\ | + | <BOOKMARK:cr701-44a>701.44a 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.\\ |
- | 701.42c 如果牌手被指示刺探0,刺探事件不会发生。因牌手刺探而触发的异能不会触发。 | + | 701.44a 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。 |
- | <BOOKMARK:cr701-42d>701.42d An ability that triggers whenever a player surveils triggers after the process described in rule 701.42a is complete, even if some or all of those actions were impossible.\\ | + | <BOOKMARK:cr701-44b>701.44b A permanent “explores” after the process described in rule 701.44a is complete, even if some or all of those actions were impossible.\\ |
- | 701.42d 每当牌手刺探时触发的异能会在完成规则[[cr:7#cr701-42a|701.42a]]所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。 | + | 701.44b 在完成规则[[cr:7#cr701-44a|701.44a]]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。 |
- | <BOOKMARK:cr701-43>701.43. Adapt\\ | + | <BOOKMARK:cr701-44c>701.44c 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.\\ |
- | 701.43. 演化 | + | 701.44c 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。 |
- | <BOOKMARK:cr701-43a>701.43a “Adapt N” means “If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.”\\ | + | <BOOKMARK:cr701-44d>701.44d If multiple permanents are instructed to explore at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.44c) one or more of those permanents chooses one of them and it explores. Then this process is repeated for each remaining instruction to explore,\\ |
- | 701.43a “演化N”意指“如果此永久物上没有+1/+1指示物,则在其上放置N个+1/+1指示物。” | + | 701.44d 如果同时令多个永久物勘察,则在操控了一个或数个此类永久物的牌手(如果该永久物已不在战场上,则是最后操控它的牌手;参见规则[[cr:7#cr701-44c|701.44c]])中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物勘察。然后对每个剩余的勘察指示重复此流程。 |
- | <BOOKMARK:cr701-44>701.44. Amass\\ | + | <BOOKMARK:cr701-45>701.45. Assemble\\ |
- | 701.44. 囤兵 | + | 701.45. 组装 |
- | <BOOKMARK:cr701-44a>701.44a To amass [subtype] N means “If you don’t control an Army creature, create a 0/0 black [subtype] Army creature token. Choose an Army creature you control. Put N +1/+1 counters on that creature. If it isn’t a [subtype], it becomes a [subtype] in addition to its other types.”\\ | + | <BOOKMARK:cr701-45a>701.45a 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.\\ |
- | 701.44a “囤兵[副类别]N”意指,“如果你未操控军队生物,则派出一个0/0黑色[副类别]/军队衍生生物。选择一个由你操控的军队生物。在该生物上放置N个+1/+1指示物。如果它不是[副类别],它额外具有[副类别]此类别。” | + | 701.45a 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。 |
- | <BOOKMARK:cr701-44b>701.44b A player “amassed” after the process described in rule 701.44a is complete, even if some or all of those actions were impossible.\\ | + | <BOOKMARK:cr701-46>701.46. Adapt\\ |
- | 701.44b 在完成规则[[cr:7#cr701-44a|701.44a]]中所述之流程后,牌手便已“囤兵”,就算该流程之部分或全部动作无法完成也是一样。 | + | 701.46. 演化 |
- | <BOOKMARK:cr701-44c>701.44c The phrases “the Army you amassed” and “the amassed Army” refer to the creature you chose, whether or not it received counters.\\ | + | <BOOKMARK:cr701-46a>701.46a “Adapt N” means “If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.”\\ |
- | 701.44c “受囤兵的军队”、“受囤兵军队”字样指的是你选择的生物,它是否确实得到指示物并不重要。 | + | 701.46a “演化N”意指“如果此永久物上没有+1/+1指示物,则在其上放置N个+1/+1指示物。” |
- | <BOOKMARK:cr701-44d>701.44d Some older cards were printed with amass N without including a subtype. Those cards have received errata in the Oracle card reference so that they read “amass Zombies N.”\\ | + | <BOOKMARK:cr701-47>701.47. Amass\\ |
- | 701.44d 一些老牌印有不包括副类别的“囤兵N”。这些牌在Oracle牌张参考文献中勘误为“囤兵灵俑N”。 | + | 701.47. 囤兵 |
- | <BOOKMARK:cr701-45>701.45. Learn\\ | + | <BOOKMARK:cr701-47a>701.47a To amass [subtype] N means “If you don’t control an Army creature, create a 0/0 black [subtype] Army creature token. Choose an Army creature you control. Put N +1/+1 counters on that creature. If it isn’t a [subtype], it becomes a [subtype] in addition to its other types.”\\ |
- | 701.45. 温习 | + | 701.47a “囤兵[副类别]N”意指,“如果你未操控军队生物,则派出一个0/0黑色[副类别]/军队衍生生物。选择一个由你操控的军队生物。在该生物上放置N个+1/+1指示物。如果它不是[副类别],它额外具有[副类别]此类别。” |
- | <BOOKMARK:cr701-45a>701.45a “Learn” means “You may discard a card. If you do, draw a card. If you didn’t discard a card, you may reveal a Lesson card you own from outside the game and put it into your hand.”\\ | + | <BOOKMARK:cr701-47b>701.47b A player “amassed” after the process described in rule 701.47a is complete, even if some or all of those actions were impossible.\\ |
- | 701.45a “温习”意指“你可以弃一张牌。如果你如此作,则抓一张牌。如果你未弃牌,则你可以从游戏外展示一张由你拥有的课程牌,并将它置于你手上。” | + | 701.47b 在完成规则[[cr:7#cr701-47a|701.47a]]中所述之流程后,牌手便已“囤兵”,就算该流程之部分或全部动作无法完成也是一样。 |
- | <BOOKMARK:cr701-46>701.46. Venture into the Dungeon\\ | + | <BOOKMARK:cr701-47c>701.47c The phrases “the Army you amassed” and “the amassed Army” refer to the creature you chose, whether or not it received counters.\\ |
- | 701.46. 深入地城 | + | 701.47c “受囤兵的军队”、“受囤兵军队”字样指的是你选择的生物,它是否确实得到指示物并不重要。 |
- | <BOOKMARK:cr701-46a>701.46a If a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule 309, “Dungeons.”\\ | + | <BOOKMARK:cr701-47d>701.47d Some older cards were printed with amass N without including a subtype. Those cards have received errata in the Oracle card reference so that they read “amass Zombies N.”\\ |
- | 701.46a 如果牌手未在统帅区拥有一张地城牌时被指示深入地城,该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。该牌手将其进度标记置于最上方的房间上。参见规则[[cr:3#cr309|309]],“地城”。 | + | 701.47d 一些老牌印有不包括副类别的“囤兵N”。这些牌在Oracle牌张参考文献中勘误为“囤兵灵俑N”。 |
- | <BOOKMARK:cr701-46b>701.46b If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card’s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player’s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room.\\ | + | <BOOKMARK:cr701-48>701.48. Learn\\ |
- | 701.46b 如果牌手在统帅区拥有一张地城牌、且其进度标记不在该地城的最底下的房间上时被指示深入地城,该牌手按照某个从当前房间出发的箭头指示,选择一个相邻的房间。如果从该牌手的进度标记所在的房间出发的箭头有多个,该牌手选择其中一个。该牌手将其进度标记移动到该相邻的房间。 | + | 701.48. 温习 |
- | <BOOKMARK:cr701-46c>701.46c If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule 309.7). They then choose an appropriate dungeon card they own from outside the game, put it into the command zone, and put their venture marker on the topmost room of that dungeon.\\ | + | <BOOKMARK:cr701-48a>701.48a “Learn” means “You may discard a card. If you do, draw a card. If you didn’t discard a card, you may reveal a Lesson card you own from outside the game and put it into your hand.”\\ |
- | 701.46c 如果牌手在统帅区拥有一张地城牌、且其进度标记在该地城的最底下的房间上时被指示深入地城,该牌手将该地城牌移出游戏。然后该牌手从游戏外选择一张由其拥有的、且适用的地城牌,将其置入统帅区,然后将其进度标记置于该地城最上方的房间上。 | + | 701.48a “温习”意指“你可以弃一张牌。如果你如此作,则抓一张牌。如果你未弃牌,则你可以从游戏外展示一张由你拥有的课程牌,并将它置于你手上。” |
- | <BOOKMARK:cr701-46d>701.46d Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to “venture into [quality]” while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in 701.46b–c.\\ | + | <BOOKMARK:cr701-49>701.49. Venture into the Dungeon\\ |
- | 701.46d “深入[特性]”是深入地城的变化形式。于指示牌手“深入[特性]”时,如果统帅区中没有由该牌手拥有的地城牌,则该牌手从游戏外选择一张由其拥有的、具有所述特性的地城牌,并将其置入统帅区。该牌手将其进度标记置于该地城最上方的房间上。如果统帅区中有由该牌手拥有的地城牌,则该牌手按照规则[[cr:7#cr701-46b|701.46b-c]]所述的一般流程深入地城。 | + | 701.49. 深入地城 |
- | <BOOKMARK:cr701-47>701.47. Connive\\ | + | <BOOKMARK:cr701-49a>701.49a If a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule 309, “Dungeons.”\\ |
- | 701.47. 筹谋 | + | 701.49a 如果牌手未在统帅区拥有一张地城牌时被指示深入地城,该牌手从游戏外选择一张由其拥有的地城牌并将其置入统帅区。该牌手将其进度标记置于最上方的房间上。参见规则[[cr:3#cr309|309]],“地城”。 |
- | <BOOKMARK:cr701-47a>701.47a Certain abilities instruct a permanent to connive. To do so, that permanent’s controller draws a card, then discards a card. If a nonland card is discarded this way, that player puts a +1/+1 counter on the conniving permanent.\\ | + | <BOOKMARK:cr701-49b>701.49b If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card’s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player’s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room.\\ |
- | 701.47a 某些异能会令永久物筹谋。其意指,该永久物的操控者抓一张牌,然后弃一张牌。若以此法弃掉了一张非地牌,则该牌手在正筹谋的永久物上放置一个+1/+1指示物。 | + | 701.49b 如果牌手在统帅区拥有一张地城牌、且其进度标记不在该地城的最底下的房间上时被指示深入地城,该牌手按照某个从当前房间出发的箭头指示,选择一个相邻的房间。如果从该牌手的进度标记所在的房间出发的箭头有多个,该牌手选择其中一个。该牌手将其进度标记移动到该相邻的房间。 |
- | <BOOKMARK:cr701-47b>701.47b A permanent “connives” after the process described in rule 701.47a is complete, even if some or all of those actions were impossible.\\ | + | <BOOKMARK:cr701-49c>701.49c If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule 309.7). They then choose an appropriate dungeon card they own from outside the game, put it into the command zone, and put their venture marker on the topmost room of that dungeon.\\ |
- | 701.47b 在规则[[cr:7#cr701-47a|701.47a]]中描述的过程完成后,某永久物便“筹谋”,即使该过程中的一些或全部动作无法完成也是如此。 | + | 701.49c 如果牌手在统帅区拥有一张地城牌、且其进度标记在该地城的最底下的房间上时被指示深入地城,该牌手将该地城牌移出游戏。然后该牌手从游戏外选择一张由其拥有的、且适用的地城牌,将其置入统帅区,然后将其进度标记置于该地城最上方的房间上。 |
- | <BOOKMARK:cr701-47c>701.47c If a permanent changes zones before an effect causes it to connive, its last known information is used to determine which object connived and who controlled it.\\ | + | <BOOKMARK:cr701-49d>701.49d Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to “venture into [quality]” while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in 701.49b–c.\\ |
- | 701.47c 如果一个永久物在有效应令其筹谋之前就已改变区域,则利用其最后已知信息来确定筹谋的物件及其操控者。 | + | 701.49d “深入[特性]”是深入地城的变化形式。于指示牌手“深入[特性]”时,如果统帅区中没有由该牌手拥有的地城牌,则该牌手从游戏外选择一张由其拥有的、具有所述特性的地城牌,并将其置入统帅区。该牌手将其进度标记置于该地城最上方的房间上。如果统帅区中有由该牌手拥有的地城牌,则该牌手按照规则[[cr:7#cr701-49b|701.49b-c]]所述的一般流程深入地城。 |
- | <BOOKMARK:cr701-47d>701.47d If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls one or more of those permanents chooses one of them and it connives. Then if any permanents remain on the battlefield which have been instructed to connive and have not done so, this process is repeated.\\ | + | <BOOKMARK:cr701-50>701.50. Connive\\ |
- | 701.47d 如果同时令多个永久物筹谋,则在操控了一个或数个此类永久物的牌手中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物筹谋。然后如果有任何被指示令其筹谋的永久物仍在战场且还未如此作,重复此流程。 | + | 701.50. 筹谋 |
- | <BOOKMARK:cr701-47e>701.47e Connive N is a variant of connive. The permanent’s controller draws N cards, discards N cards, then puts a number of +1/+1 counters on the permanent equal to the number of nonland cards discarded this way.\\ | + | <BOOKMARK:cr701-50a>701.50a Certain abilities instruct a permanent to connive. To do so, that permanent’s controller draws a card, then discards a card. If a nonland card is discarded this way, that player puts a +1/+1 counter on the conniving permanent.\\ |
- | 701.47e “筹谋N”是筹谋的变化形式。该永久物的操控者抓N张牌,弃N张牌,然后在该永久物上放置若干+1/+1指示物,其数量等同于以此法弃掉的非地牌数量。 | + | 701.50a 某些异能会令永久物筹谋。其意指,该永久物的操控者抓一张牌,然后弃一张牌。若以此法弃掉了一张非地牌,则该牌手在正筹谋的永久物上放置一个+1/+1指示物。 |
- | <BOOKMARK:cr701-48>701.48. Open an Attraction\\ | + | <BOOKMARK:cr701-50b>701.50b A permanent “connives” after the process described in rule 701.50a is complete, even if some or all of those actions were impossible.\\ |
- | 701.48. 打开景点 | + | 701.50b 在规则[[cr:7#cr701-50a|701.50a]]中描述的过程完成后,某永久物便“筹谋”,即使该过程中的一些或全部动作无法完成也是如此。 |
- | <BOOKMARK:cr701-48a>701.48a A player may open an Attraction only during a game in which that player is playing with an Attraction deck (see rule 717, “Attraction Cards”).\\ | + | <BOOKMARK:cr701-50c>701.50c If a permanent changes zones before an effect causes it to connive, its last known information is used to determine which object connived and who controlled it.\\ |
- | 701.48a 牌手只可以在使用景点套牌进行的游戏中打开景点(参见规则[[cr:7#cr717|717]],“景点牌”)。 | + | 701.50c 如果一个永久物在有效应令其筹谋之前就已改变区域,则利用其最后已知信息来确定筹谋的物件及其操控者。 |
- | <BOOKMARK:cr701-48b>701.48b To open an Attraction, move the top card of your Attraction deck off the Attraction deck, turn it face up, and put it onto the battlefield under your control.\\ | + | <BOOKMARK:cr701-50d>701.50d If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.50c) one or more of those permanents chooses one of them and it connives. Then this process is repeated for each remaining instruction to connive.\\ |
- | 701.48b 打开景点意指,将你的景点套牌牌库顶牌移离景点套牌,将其翻回正面,然后将其在你的操控下放进战场。 | + | 701.50d 如果同时令多个永久物筹谋,则在操控了一个或数个此类永久物的牌手(如果该永久物已不在战场上,则是最后操控它的牌手;参见规则[[cr:7#cr701-44c|701.44c]])中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物筹谋。然后对每个剩余的筹谋指示重复此流程。 |
- | <BOOKMARK:cr701-48c>701.48c An ability which triggers whenever a player opens an Attraction triggers when that player puts an Attraction card onto the battlefield while performing the instruction in the above rule. If an effect prevents that Attraction from entering the battlefield or replaces entering the battlefield with another event, that ability doesn’t trigger.\\ | + | <BOOKMARK:cr701-50e>701.50e Connive N is a variant of connive. The permanent’s controller draws N cards, discards N cards, then puts a number of +1/+1 counters on the permanent equal to the number of nonland cards discarded this way.\\ |
- | 701.48c 一个当牌手“打开一个景点”时触发的异能在牌手因执行上述规则的指示而将一张景点牌放进战场时触发。如果一个效应防止该景点牌进战场,或以其他事件替代其进战场,该异能不会触发。 | + | 701.50e “筹谋N”是筹谋的变化形式。该永久物的操控者抓N张牌,弃N张牌,然后在该永久物上放置若干+1/+1指示物,其数量等同于以此法弃掉的非地牌数量。 |
- | <BOOKMARK:cr701-49>701.49. Roll to Visit Your Attractions\\ | + | <BOOKMARK:cr701-51>701.51. Open an Attraction\\ |
- | 701.49. 掷骰造访景点 | + | 701.51. 打开景点 |
- | <BOOKMARK:cr701-49a>701.49a To roll to visit your Attractions, roll a six-sided die. Then if you control one or more Attractions with a number lit up that is equal to that result, each of those Attractions has been “visited” and its visit ability triggers. See rule 717, “Attraction Cards,” and rule 702.159, “Visit.”\\ | + | <BOOKMARK:cr701-51a>701.51a A player may open an Attraction only during a game in which that player is playing with an Attraction deck (see rule 717, “Attraction Cards”).\\ |
- | 701.49a 掷骰造访景点意指,掷一个六面骰,然后若掷骰结果等同于由你操控之一个或数个景点上的一个亮起的数字,这些景点均被“造访”,且其造访异能被触发。参见规则[[cr:7#cr717|717]],“景点牌”,及规则[[cr:7#cr702-159|702.159]],“造访”。 | + | 701.51a 牌手只可以在使用景点套牌进行的游戏中打开景点(参见规则[[cr:7#cr717|717]],“景点牌”)。 |
- | <BOOKMARK:cr701-50>701.50. Convert\\ | + | <BOOKMARK:cr701-51b>701.51b To open an Attraction, move the top card of your Attraction deck off the Attraction deck, turn it face up, and put it onto the battlefield under your control.\\ |
- | 701.50. 转换 | + | 701.51b 打开景点意指,将你的景点套牌牌库顶牌移离景点套牌,将其翻回正面,然后将其在你的操控下放进战场。 |
- | <BOOKMARK:cr701-50a>701.50a To convert a permanent, turn it so that its other face is up. This follows rules 701.28a–f, 712.9–10, and 712.18. Those rules apply to converting a permanent just as they apply to transforming a permanent.\\ | + | <BOOKMARK:cr701-51c>701.51c An ability which triggers whenever a player opens an Attraction triggers when that player puts an Attraction card onto the battlefield while performing the instruction in the above rule. If an effect prevents that Attraction from entering the battlefield or replaces entering the battlefield with another event, that ability doesn’t trigger.\\ |
- | 701.50a 转换一个永久物指,将它翻到另一面牌面朝上。这遵循规则[[cr:7#cr701-28a|701.28a-f]]、[[cr:7#cr712-9|712.9-10]]、及[[cr:7#cr712-18|712.18]]。这些规则如同适用于转化永久物一般适用于转换永久物。 | + | 701.51c 一个当牌手“打开一个景点”时触发的异能在牌手因执行上述规则的指示而将一张景点牌放进战场时触发。如果一个效应防止该景点牌进战场,或以其他事件替代其进战场,该异能不会触发。 |
- | <BOOKMARK:cr701-50b>701.50b Although converting 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 converts, and so on.\\ | + | <BOOKMARK:cr701-52>701.52. Roll to Visit Your Attractions\\ |
- | 701.50b 虽然转换某永久物与将某永久物翻为牌面朝下或翻回正面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换时触发,其他依此类推。 | + | 701.52. 掷骰造访景点 |
- | <BOOKMARK:cr701-50c>701.50c If a spell or ability instructs a player to convert a permanent that isn’t represented by a transforming token or a transforming double-faced card, nothing happens.\\ | + | <BOOKMARK:cr701-52a>701.52a To roll to visit your Attractions, roll a six-sided die. Then if you control one or more Attractions with a number lit up that is equal to that result, each of those Attractions has been “visited” and its visit ability triggers. See rule 717, “Attraction Cards,” and rule 702.159, “Visit.”\\ |
- | 701.50c 如果某咒语或异能要求牌手转换某个不是转化式双面牌的永久物,则什么都不会发生。 | + | 701.52a 掷骰造访景点意指,掷一个六面骰,然后若掷骰结果等同于由你操控之一个或数个景点上的一个亮起的数字,这些景点均被“造访”,且其造访异能被触发。参见规则[[cr:7#cr717|717]],“景点牌”,及规则[[cr:7#cr702-159|702.159]],“造访”。 |
- | <BOOKMARK:cr701-50d>701.50d If a spell or ability instructs a player to convert a permanent, and the face that permanent would convert into is represented by an instant or sorcery card face, or is a transforming token that was created with an instant or sorcery face, nothing happens.\\ | + | <BOOKMARK:cr701-53>701.53. Incubate\\ |
- | 701.50d 如果某咒语或异能要求牌手转换某个永久物,且该永久物将要转换成的牌面是以瞬间或法术牌面代表,或牌面是以瞬间或法术牌面派出的转化式衍生物,则什么都不会发生。 | + | 701.53. 抚育 |
- | <BOOKMARK:cr701-50e>701.50e If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to convert it, the permanent does so only if it hasn’t converted or transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to convert that permanent, the permanent does so only if it hasn’t converted or transformed since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.\\ | + | <BOOKMARK:cr701-53a>701.53a To incubate N, create an Incubator token that enters the battlefield with N +1/+1 counters on it. See rule 111.10i.\\ |
- | 701.50e 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)试图转换之,该永久物仅在自该异能放进堆叠之后还没有被转化或转换过时才会如此作。如果一个永久物的延迟触发式异能试图转换该永久物,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或转换过时才会如此作。在这两种情况下,如果该永久物已被转化或转换过,这类指示将被忽略。 | + | 701.53a “抚育N”意指,派出一个进战场时上面有N个+1/+1指示物的抚育器衍生物。参见规则[[cr:1#cr111-10i|111.10i]]。 |
- | <BOOKMARK:cr701-50f>701.50f If a spell or ability states that a permanent can’t transform, that permanent also can’t convert.\\ | + | <BOOKMARK:cr701-53b>701.53b An Incubator token is a transforming double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this artifact.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.”\\ |
- | 701.50f 如果一个效应叙述一个永久物不能转化,则该永久物也不能转换。 | + | 701.53b 抚育器衍生物是转化式双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此神器。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。 |
- | <BOOKMARK:cr701-51>701.51. Incubate\\ | + | <BOOKMARK:cr701-54>701.54. The Ring Tempts You\\ |
- | 701.51. 抚育 | + | 701.54. 魔戒引诱你 |
- | <BOOKMARK:cr701-51a>701.51a To incubate N, create an Incubator token that enters the battlefield with N +1/+1 counters on it. See rule 111.10i.\\ | + | <BOOKMARK:cr701-54a>701.54a Certain spells and abilities have the text “the Ring tempts you.” Each time the Ring tempts you, choose a creature you control. That creature becomes your Ring-bearer until another creature becomes your Ring-bearer or another player gains control of it.\\ |
- | 701.51a “抚育N”意指,派出一个进战场时上面有N个+1/+1指示物的抚育器衍生物。参见规则[[cr:1#cr111-10i|111.10i]]。 | + | 701.54a 某些咒语和异能具有叙述“魔戒引诱你”。于魔戒引诱你时,选择一个由你操控的生物。该生物成为你的持戒人,直到另一个生物成为你的持戒人或另一位牌手获得它的操控权为止。 |
- | <BOOKMARK:cr701-51b>701.51b An Incubator token is a transforming double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this artifact.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.”\\ | + | <BOOKMARK:cr701-54b>701.54b Ring-bearer is a designation a permanent can have. Being a Ring-bearer is not a copiable value.\\ |
- | 701.51b 抚育器衍生物是转化式双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此神器。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。 | + | 701.54b 持戒人是永久物能够具有的称号,且并非该永久物的可复制特征值。 |
- | <BOOKMARK:cr701-52>701.52. The Ring Tempts You\\ | + | <BOOKMARK:cr701-54c>701.54c If a player doesn’t have an emblem named The Ring at the time the Ring tempts them, they get an emblem named The Ring before choosing a creature to be their Ring-bearer. The Ring has “Your Ring-bearer is legendary and can’t be blocked by creatures with greater power.” As long as the Ring has tempted that player two or more times, it has “Whenever your Ring-bearer attacks, draw a card, then discard a card.” As long as the Ring has tempted that player three or more times, it has “Whenever your Ring-bearer becomes blocked by a creature, the blocking creature’s controller sacrifices it at end of combat.” As long as the Ring has tempted that player four or more times, it has “Whenever your Ring-bearer deals combat damage to a player, each opponent loses 3 life.”\\ |
- | 701.52. 魔戒引诱你 | + | 701.54c 于魔戒引诱一位牌手时,如果其没有名称为魔戒的徽记,则其在选择持戒人之前获得一个该徽记。魔戒具有“你的持戒人是传奇且不能被力量比它大的生物阻挡。”只要魔戒已引诱该牌手两次及以上,它便具有“每当你的持戒人攻击时,抓一张牌,然后弃一张牌。”只要魔戒已引诱该牌手三次及以上,它便具有“每当你的持戒人被一个生物阻挡,在战斗结束时该生物的操控者将它牺牲。”只要魔戒已引诱该牌手四次及以上,它便具有“每当你的持戒人对任一牌手造成战斗伤害时,每位对手各失去3点生命。” |
- | <BOOKMARK:cr701-52a>701.52a Certain spells and abilities have the text “the Ring tempts you.” Each time the Ring tempts you, choose a creature you control. That creature becomes your Ring-bearer until another creature becomes your Ring-bearer or another player gains control of it.\\ | + | <BOOKMARK:cr701-54d>701.54d Some abilities trigger “Whenever the Ring tempts you.” The Ring tempts a player whenever they complete the actions in 701.54a, even if some or all of those actions were impossible.\\ |
- | 701.52a 某些咒语和异能具有叙述“魔戒引诱你”。于魔戒引诱你时,选择一个由你操控的生物。该生物成为你的持戒人,直到另一个生物成为你的持戒人或另一位牌手获得它的操控权为止。 | + | 701.54d 一些异能于“魔戒引诱你”时触发。每当一位牌手完成701.54a中所述动作时,魔戒便引诱该牌手,即使其中部分或全部动作无法完成也是一样。 |
- | <BOOKMARK:cr701-52b>701.52b Ring-bearer is a designation a permanent can have. Being a Ring-bearer is not a copiable value.\\ | + | <BOOKMARK:cr701-54e>701.54e Some abilities check to see if a creature “is your Ring-bearer.” For the purposes of those abilities, that condition is true if that creature is on the battlefield under your control and has the Ring-bearer designation.\\ |
- | 701.52b 持戒人是永久物能够具有的称号,且并非该永久物的可复制特征值。 | + | 701.54e 一些异能检查一个生物是否“是你的持戒人”。对于这些异能而言,若该生物在战场上由你操控且具有持戒人此称号,即符合该条件。 |
- | <BOOKMARK:cr701-52c>701.52c If a player doesn’t have an emblem named The Ring at the time the Ring tempts them, they get an emblem named The Ring before choosing a creature to be their Ring-bearer. The Ring has “Your Ring-bearer is legendary and can’t be blocked by creatures with greater power.” As long as the Ring has tempted that player two or more times, it has “Whenever your Ring-bearer attacks, draw a card, then discard a card.” As long as the Ring has tempted that player three or more times, it has “Whenever your Ring-bearer becomes blocked by a creature, the blocking creature’s controller sacrifices it at end of combat.” As long as the Ring has tempted that player four or more times, it has “Whenever your Ring-bearer deals combat damage to a player, each opponent loses 3 life.”\\ | + | <BOOKMARK:cr701-55>701.55. Face a Villainous Choice\\ |
- | 701.52c 于魔戒引诱一位牌手时,如果其没有名称为魔戒的徽记,则其在选择持戒人之前获得一个该徽记。魔戒具有“你的持戒人是传奇且不能被力量比它大的生物阻挡。”只要魔戒已引诱该牌手两次及以上,它便具有“每当你的持戒人攻击时,抓一张牌,然后弃一张牌。”只要魔戒已引诱该牌手三次及以上,它便具有“每当你的持戒人被一个生物阻挡,在战斗结束时该生物的操控者将它牺牲。”只要魔戒已引诱该牌手四次及以上,它便具有“每当你的持戒人对任一牌手造成战斗伤害时,每位对手各失去3点生命。” | + | 701.55. 面临邪恶抉择 |
- | <BOOKMARK:cr701-52d>701.52d Some abilities trigger “Whenever the Ring tempts you.” The Ring tempts a player whenever they complete the actions in 701.52a, even if some or all of those actions were impossible.\\ | + | <BOOKMARK:cr701-55a>701.55a “[A player] faces a villainous choice — [option A], or [option B]” means “[A player] chooses [option A] or [option B]. Then all actions in the chosen option are performed.”\\ |
- | 701.52d 一些异能于“魔戒引诱你”时触发。每当一位牌手完成701.52a中所述动作时,魔戒便引诱该牌手,即使其中部分或全部动作无法完成也是一样。 | + | 701.55a “[牌手]面临邪恶抉择~[选项A];或[选项B]”意指“[牌手]选择[选项A]或[选项B]。然后执行所选项中的所有动作。” |
- | <BOOKMARK:cr701-52e>701.52e Some abilities check to see if a creature “is your Ring-bearer.” For the purposes of those abilities, that condition is true if that creature is on the battlefield under your control and has the Ring-bearer designation.\\ | + | <BOOKMARK:cr701-55b>701.55b While facing a villainous choice, a player may choose an option that is illegal or impossible. In that case, they perform as much of the action as is possible. This is an exception to rule 608.2d.\\ |
- | 701.52e 一些异能检查一个生物是否“是你的持戒人”。对于这些异能而言,若该生物在战场上由你操控且具有持戒人此称号,即符合该条件。 | + | 701.55b 当面临邪恶抉择时,牌手可以选择非法或无法完成的选项。在这种情况下,该牌手执行其中尽可能多的动作。这是规则[[cr:6#cr608-2d|608.2d]]的例外。 |
- | <BOOKMARK:cr701-53>701.53. Face a Villainous Choice\\ | + | <BOOKMARK:cr701-55c>701.55c A replacement effect may replace an instruction to face a villainous choice with an instruction to face that choice some number of additional times. In that case, the entire process described in rule 701.55a is performed for that player the appropriate number of times one at a time.\\ |
- | 701.53. 面临邪恶抉择 | + | 701.55c 一个替代性效应可能将指示牌手面临一次邪恶抉择替代为指示牌手面临若干次额外的邪恶抉择。在这种情况下,牌手需要逐次执行相应次数的规则[[cr:7#cr701-55a|701.55a]]中所述之整个流程。 |
- | <BOOKMARK:cr701-53a>701.53a “[A player] faces a villainous choice — [option A], or [option B]” means “[A player] chooses [option A] or [option B]. Then all actions in the chosen option are performed.”\\ | + | <BOOKMARK:cr701-55d>701.55d If more than one player is instructed to face a villainous choice, the entire process described in rule 701.55a is performed for each of those players one at a time in APNAP order. This is an exception to rule 608.2e.\\ |
- | 701.53a “[牌手]面临邪恶抉择~[选项A];或[选项B]”意指“[牌手]选择[选项A]或[选项B]。然后执行所选项中的所有动作。” | + | 701.55d 如果多位牌手被指示面临邪恶抉择,这些牌手按照“主动牌手先决定”的顺序逐个执行规则[[cr:7#cr701-55a|701.55a]]中所述之整个流程。这是规则[[cr:6#cr608-2e|608.2e]]的例外。 |
- | <BOOKMARK:cr701-53b>701.53b While facing a villainous choice, a player may choose an option that is illegal or impossible. In that case, they perform as much of the action as is possible. This is an exception to rule 608.2d.\\ | + | <BOOKMARK:cr701-56>701.56. Time Travel\\ |
- | 701.53b 当面临邪恶抉择时,牌手可以选择非法或无法完成的选项。在这种情况下,该牌手执行其中尽可能多的动作。这是规则[[cr:6#cr608-2d|608.2d]]的例外。 | + | 701.56. 时间旅行 |
- | <BOOKMARK:cr701-53c>701.53c A replacement effect may replace an instruction to face a villainous choice with an instruction to face that choice some number of additional times. In that case, the entire process described in rule 701.53a is performed for that player the appropriate number of times one at a time.\\ | + | <BOOKMARK:cr701-56a>701.56a To time travel means to choose any number of permanents you control with one or more time counters on them and/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time counter on it or remove a time counter from it. See rule 702.62, “Suspend.”\\ |
- | 701.53c 一个替代性效应可能将指示牌手面临一次邪恶抉择替代为指示牌手面临若干次额外的邪恶抉择。在这种情况下,牌手需要逐次执行相应次数的规则[[cr:7#cr701-53a|701.53a]]中所述之整个流程。 | + | 701.56a “时间旅行”意指,选择任意数量由你操控且其上有计时指示物的永久物和/或放逐区内由你拥有且其上有计时指示物之已延缓的牌。对每个这类物件而言,在其上放置一个计时指示物,或从其上移去一个计时指示物。参见规则[[cr:7#cr702-62|702.62]],“延缓”。 |
- | <BOOKMARK:cr701-53d>701.53d If more than one player is instructed to face a villainous choice, the entire process described in rule 701.53a is performed for each of those players one at a time in APNAP order. This is an exception to rule 608.2e.\\ | + | <BOOKMARK:cr701-57>701.57. Discover\\ |
- | 701.53d 如果多位牌手被指示面临邪恶抉择,这些牌手按照“主动牌手先决定”的顺序逐个执行规则[[cr:7#cr701-53a|701.53a]]中所述之整个流程。这是规则[[cr:6#cr608-2e|608.2e]]的例外。 | + | 701.57. 倾探 |
- | <BOOKMARK:cr701-54>701.54. Time Travel\\ | + | <BOOKMARK:cr701-57a>701.57a “Discover N” means “Exile cards from the top of your library until you exile a nonland card with mana value N or less. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than or equal to N. If you don’t cast it, put that card into your hand. Put the remaining exiled cards on the bottom of your library in a random order.”\\ |
- | 701.54. 时间旅行 | + | 701.57a “倾探N”意指“从你的牌库顶开始放逐牌,直到放逐一张法术力值等于或小于N的非地牌为止。你可以施放该牌,且不需支付其法术力费用,只要该牌所成为的咒语之法术力值等于或小于N。如果你未施放此牌,则将它置于你手上。然后将所有以此法放逐的其他牌以随机顺序置于你的牌库底。” |
- | <BOOKMARK:cr701-54a>701.54a To time travel means to choose any number of permanents you control with one or more time counters on them and/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time counter on it or remove a time counter from it. See rule 702.62, “Suspend.”\\ | + | <BOOKMARK:cr701-57b>701.57b A player has “discovered” after the process described in 701.57a is complete, even if some or all of those actions were impossible.\\ |
- | 701.54a “时间旅行”意指,选择任意数量由你操控且其上有计时指示物的永久物和/或放逐区内由你拥有且其上有计时指示物之已延缓的牌。对每个这类物件而言,在其上放置一个计时指示物,或从其上移去一个计时指示物。参见规则[[cr:7#cr702-62|702.62]],“延缓”。 | + | 701.57b 在完成规则[[cr:7#cr701-57a|701.57a]]中所述之流程后,牌手便已“倾探”,就算该流程之部分或全部动作无法完成也是一样。 |
- | <BOOKMARK:cr701-55>701.55. Discover\\ | + | <BOOKMARK:cr701-57c>701.57c If the final card exiled during the process described in rule 701.57a has mana value N or less, it is the “discovered card,” regardless of whether it was cast or put into a player’s hand.\\ |
- | 701.55. 倾探 | + | 701.57c 如果以规则[[cr:7#cr701-57a|701.57a]]中所述之流程放逐的最后一张牌之法术力值等于或小于N,则该牌为“所倾探之牌”,无论该牌是被施放还是置于手上。 |
- | <BOOKMARK:cr701-55a>701.55a “Discover N” means “Exile cards from the top of your library until you exile a nonland card with mana value N or less. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than or equal to N. If you don’t cast it, put that card into your hand. Put the remaining exiled cards on the bottom of your library in a random order.”\\ | + | <BOOKMARK:cr701-58>701.58. Cloak\\ |
- | 701.55a “倾探N”意指“从你的牌库顶开始放逐牌,直到放逐一张法术力值等于或小于N的非地牌为止。你可以施放该牌,且不需支付其法术力费用,只要该牌所成为的咒语之法术力值等于或小于N。如果你未施放此牌,则将它置于你手上。然后将所有以此法放逐的其他牌以随机顺序置于你的牌库底。” | + | 701.58. 匿伏 |
- | <BOOKMARK:cr701-55b>701.55b A player has “discovered” after the process described in 701.55a is complete, even if some or all of those actions were impossible.\\ | + | <BOOKMARK:cr701-58a>701.58a To cloak a card, turn it face down. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a cloaked permanent for 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.\\ |
- | 701.55b 在完成规则[[cr:7#cr701-55a|701.55a]]中所述之流程后,牌手便已“倾探”,就算该流程之部分或全部动作无法完成也是一样。 | + | 701.58a 匿伏一张牌指,将其翻为牌面朝下。它成为2/2、具守护{2}的生物牌,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,它便是已匿伏的永久物。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。 |
- | <BOOKMARK:cr701-55c>701.55c If the final card exiled during the process described in rule 701.55a has mana value N or less, it is the “discovered card,” regardless of whether it was cast or put into a player’s hand.\\ | + | <BOOKMARK:cr701-58b>701.58b Any time you have priority, you may turn a cloaked permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). 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.)\\ |
- | 701.55c 如果以规则[[cr:7#cr701-55a|701.55a]]中所述之流程放逐的最后一张牌之法术力值等于或小于N,则该牌为“所倾探之牌”,无论该牌是被施放还是置于手上。 | + | 701.58b 在你拥有优先权的时机下,你可以把由你操控之已匿伏的永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则[[cr:1#cr116-2b|116.2b]])。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。) |
- | <BOOKMARK:cr701-56>701.56. Cloak\\ | + | <BOOKMARK:cr701-58c>701.58c If a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a cloaked permanent face up.\\ |
- | 701.56. 匿伏 | + | 701.58c 如果匿伏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[[cr:7#cr702-37e|702.37e]]中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已匿伏的永久物来翻回正面。 |
- | <BOOKMARK:cr701-56a>701.56a To cloak a card, turn it face down. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a cloaked permanent for 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.\\ | + | <BOOKMARK:cr701-58d>701.58d If a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a cloaked permanent face up.\\ |
- | 701.56a 匿伏一张牌指,将其翻为牌面朝下。它成为2/2、具守护{2}的生物牌,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,它便是已匿伏的永久物。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。 | + | 701.58d 如果匿伏的是一张具伪装异能的牌,则其操控者可将其当作具伪装异能的牌面朝下生物,并按照规则[[cr:7#cr702-168d|702.168d]]中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已匿伏的永久物来翻回正面。 |
- | <BOOKMARK:cr701-56b>701.56b Any time you have priority, you may turn a cloaked permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). 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.)\\ | + | <BOOKMARK:cr701-58e>701.58e If an effect instructs a player to cloak multiple cards from a single library, those cards are cloaked one at a time.\\ |
- | 701.56b 在你拥有优先权的时机下,你可以把由你操控之已匿伏的永久物翻回正面。这属于特殊动作;它不用到堆叠(参见规则[[cr:1#cr116-2b|116.2b]])。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。) | + | 701.58e 如果某效应指示牌手从其牌库匿伏数张牌,则逐张匿伏该些牌。 |
- | <BOOKMARK:cr701-56c>701.56c If a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a cloaked permanent face up.\\ | + | <BOOKMARK:cr701-58f>701.58f If an effect instructs a player to cloak a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t cloaked. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.\\ |
- | 701.56c 如果匿伏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[[cr:7#cr702-37e|702.37e]]中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已匿伏的永久物来翻回正面。 | + | 701.58f 如果某效应指示牌手匿伏一张牌,且有另一个规则或效应阻止该面朝下的物件进入战场,该牌不会被匿伏。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。 |
- | <BOOKMARK:cr701-56d>701.56d If a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a cloaked permanent face up.\\ | + | <BOOKMARK:cr701-58g>701.58g If a cloaked 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.\\ |
- | 701.56d 如果匿伏的是一张具伪装异能的牌,则其操控者可将其当作具伪装异能的牌面朝下生物,并按照规则[[cr:7#cr702-168d|702.168d]]中所述之流程来将其翻回正面;亦可比照本条前述之流程,将其当作已匿伏的永久物来翻回正面。 | + | 701.58g 如果一个由瞬间和法术牌代表之已匿伏的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。 |
- | <BOOKMARK:cr701-56e>701.56e If an effect instructs a player to cloak multiple cards from a single library, those cards are cloaked one at a time.\\ | + | <BOOKMARK:cr701-58h>701.58h See rule 708, “Face-Down Spells and Permanents,” for more information.\\ |
- | 701.56e 如果某效应指示牌手从其牌库匿伏数张牌,则逐张匿伏该些牌。 | + | 701.58h 欲了解更多信息,参见规则[[cr:7#cr708|708]],“牌面朝下的咒语和永久物”。 |
- | <BOOKMARK:cr701-56f>701.56f If an effect instructs a player to cloak a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t cloaked. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.\\ | + | <BOOKMARK:cr701-59>701.59. Collect Evidence\\ |
- | 701.56f 如果某效应指示牌手匿伏一张牌,且有另一个规则或效应阻止该面朝下的物件进入战场,该牌不会被匿伏。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。 | + | 701.59. 搜证 |
- | <BOOKMARK:cr701-56g>701.56g If a cloaked 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.\\ | + | <BOOKMARK:cr701-59a>701.59a To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater.\\ |
- | 701.56g 如果一个由瞬间和法术牌代表之已匿伏的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。 | + | 701.59a “搜证N”意指,从你的坟墓场放逐任意数量的牌,且其法术力值加总须达到N或更多。 |
- | <BOOKMARK:cr701-56h>701.56h See rule 708, “Face-Down Spells and Permanents,” for more information.\\ | + | <BOOKMARK:cr701-59b>701.59b If a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from their graveyard (usually because there aren’t enough cards to do so) they can’t choose to collect evidence.\\ |
- | 701.56h 欲了解更多信息,参见规则[[cr:7#cr708|708]],“牌面朝下的咒语和永久物”。 | + | 701.59b 如果牌手于其无法放逐法术力值加总达到N或更多的牌时得到搜证的选项(通常是由于其坟墓场中没有足够的牌),则其不能选择进行搜证。 |
- | <BOOKMARK:cr701-57>701.57. Collect Evidence\\ | + | <BOOKMARK:cr701-59c>701.59c A spell that has an ability that allows a player to collect evidence as an additional cost to cast it may have another ability that refers to whether evidence was collected. These abilities are linked. See rule 607, “Linked Abilities.”\\ |
- | 701.57. 搜证 | + | 701.59c 如果一个咒语具有允许牌手搜证以作为施放此咒语的额外费用的异能,则其可能还具有另一个提及是否搜证的异能。这些异能相互关联。参见规则[[cr:6#cr607|607]],“关联异能”。 |
- | <BOOKMARK:cr701-57a>701.57a To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater.\\ | + | <BOOKMARK:cr701-60>701.60. Suspect\\ |
- | 701.57a “搜证N”意指,从你的坟墓场放逐任意数量的牌,且其法术力值加总须达到N或更多。 | + | 701.60. 怀疑 |
- | <BOOKMARK:cr701-57b>701.57b If a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from their graveyard (usually because there aren’t enough cards to do so) they can’t choose to collect evidence.\\ | + | <BOOKMARK:cr701-60a>701.60a Certain spells and abilities instruct a player to suspect a creature. That creature becomes suspected until it leaves the battlefield or until a spell or ability causes it to no longer be suspected.\\ |
- | 701.57b 如果牌手于其无法放逐法术力值加总达到N或更多的牌时得到搜证的选项(通常是由于其坟墓场中没有足够的牌),则其不能选择进行搜证。 | + | 701.60a 某些咒语和异能指示牌手怀疑一个生物。该生物成为已遭疑,直到它离开战场或是有咒语或异能使其不再遭疑为止。 |
- | <BOOKMARK:cr701-57c>701.57c A spell that has an ability that allows a player to collect evidence as an additional cost to cast it may have another ability that refers to whether evidence was collected. These abilities are linked. See rule 607, “Linked Abilities.”\\ | + | <BOOKMARK:cr701-60b>701.60b Suspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neither an ability nor part of the permanent’s copiable values.\\ |
- | 701.57c 如果一个咒语具有允许牌手搜证以作为施放此咒语的额外费用的异能,则其可能还具有另一个提及是否搜证的异能。这些异能相互关联。参见规则[[cr:6#cr607|607]],“关联异能”。 | + | 701.60b 已遭疑是永久物能够具有的称号。只有永久物能够具有已遭疑此称号。已遭疑既不是异能,也不是该永久物可复制特征值的一部分。 |
- | <BOOKMARK:cr701-58>701.58. Suspect\\ | + | <BOOKMARK:cr701-60c>701.60c A suspected permanent has menace and “This creature can’t block” for as long as it’s suspected.\\ |
- | 701.58. 怀疑 | + | 701.60c 已遭疑的永久物于已遭疑期间具有威慑异能与“此生物不能进行阻挡”。 |
- | <BOOKMARK:cr701-58a>701.58a Certain spells and abilities instruct a player to suspect a creature. That creature becomes suspected until it leaves the battlefield or until a spell or ability causes it to no longer be suspected.\\ | + | <BOOKMARK:cr701-60d>701.60d A suspected permanent can’t become suspected again.\\ |
- | 701.58a 某些咒语和异能指示牌手怀疑一个生物。该生物成为已遭疑,直到它离开战场或是有咒语或异能使其不再遭疑为止。 | + | 701.60d 已遭疑的永久物不能再次成为已遭疑。 |
- | <BOOKMARK:cr701-58b>701.58b Suspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neither an ability nor part of the permanent’s copiable values.\\ | + | <BOOKMARK:cr701-61>701.61. Forage\\ |
- | 701.58b 已遭疑是永久物能够具有的称号。只有永久物能够具有已遭疑此称号。已遭疑既不是异能,也不是该永久物可复制特征值的一部分。 | + | 701.61. 觅粮 |
- | <BOOKMARK:cr701-58c>701.58c A suspected permanent has menace and “This creature can’t block” for as long as it’s suspected.\\ | + | <BOOKMARK:cr701-61a>701.61a To forage means “Exile three cards from your graveyard or sacrifice a Food.”\\ |
- | 701.58c 已遭疑的永久物于已遭疑期间具有威慑异能与“此生物不能进行阻挡”。 | + | 701.61a 觅粮意指“从你的坟墓场放逐三张牌,或牺牲一个食品”。 |
- | <BOOKMARK:cr701-58d>701.58d A suspected permanent can’t become suspected again.\\ | + | <BOOKMARK:cr701-62>701.62. Manifest Dread\\ |
- | 701.58d 已遭疑的永久物不能再次成为已遭疑。 | + | 701.62. 显化惧象 |
- | <BOOKMARK:cr701-59>701.59. Forage\\ | + | <BOOKMARK:cr701-62a>701.62a “Manifest dread” means “Look at the top two cards of your library. Manifest one of them, then put the cards you looked at that were not manifested this way into your graveyard.” See rule 701.40, “Manifest.”\\ |
- | 701.59. 觅粮 | + | 701.62a “显化惧象”意指“检视你牌库顶的两张牌。将其中一张显化,然后将所检视之牌中未以此法显化的牌置入你的坟墓场。”参见规则[[cr:7#cr701-40|701.40]],“显化”。 |
- | <BOOKMARK:cr701-59a>701.59a To forage means “Exile three cards from your graveyard or sacrifice a Food.”\\ | + | <BOOKMARK:cr701-62b>701.62b An ability that triggers whenever a player manifests dread triggers after the process described in rule 701.62a is complete, even if some or all of those actions were impossible.\\ |
- | 701.59a 觅粮意指“从你的坟墓场放逐三张牌,或牺牲一个食品”。 | + | 701.62b 每当牌手显化惧象时触发的异能会在完成规则[[cr:7#cr701-62a|701.62a]]所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。 |
- | <BOOKMARK:cr701-60>701.60. Manifest Dread\\ | + | <BOOKMARK:cr701-63>701.63. Endure\\ |
- | 701.60. 显化惧象 | + | 701.63. 续战 |
- | <BOOKMARK:cr701-60a>701.60a “Manifest dread” means “Look at the top two cards of your library. Manifest one of them, then put the rest into your graveyard.” See rule 701.34, “Manifest.”\\ | + | <BOOKMARK:cr701-63a>701.63a Certain abilities instruct a permanent to endure N. To do so, that permanent’s controller creates an N/N white Spirit creature token unless they put N +1/+1 counters on that permanent.\\ |
- | 701.60a “显化惧象”意指“检视你牌库顶的两张牌。将其中一张显化,另一张则置入你的坟墓场。”参见规则[[cr:7#cr701-34|701.34]],“显化”。 | + | 701.63a 某些异能会指示永久物续战N。其意指,除非该永久物的操控者在该永久物上放置N个+1/+1指示物,否则其派出一个N/N白色精怪衍生生物。 |
- | <BOOKMARK:cr701-60b>701.60b An ability that triggers whenever a player manifests dread triggers after the process described in rule 701.60a is complete, even if some or all of those actions were impossible.\\ | + | <BOOKMARK:cr701-63b>701.63b If a permanent is instructed to endure 0, nothing happens. No counters are put on that permanent and no tokens are created.\\ |
- | 701.60b 每当牌手显化惧象时触发的异能会在完成规则[[cr:7#cr701-60a|701.60a]]所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。 | + | 701.63b 如果某永久物被指示续战0,则什么都不会发生。该永久物上不会放置任何指示物,也不会派出衍生物。 |
===== 702. 关键字异能 Keyword Abilities ===== | ===== 702. 关键字异能 Keyword Abilities ===== | ||
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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。 | 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}.\\ | + | Example: Volcano Hellion has the ability “This creature 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}。 | + | 例如:熔岩口地狱兽具有异能“此生物具有返响{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: Fire//Ice 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.” Fire//Ice 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}.”\\ | Example: Fire//Ice 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.” Fire//Ice 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}.”\\ | ||
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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[[cr:1#cr119-9|119.9-10]])。 | 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[[cr:1#cr119-9|119.9-10]])。 | ||
- | Example: A player controls Ajani’s Pridemate, which reads “Whenever you gain life, 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.\\ | + | Example: A player controls Ajani’s Pridemate, which reads “Whenever you gain life, put a +1/+1 counter on this creature,” 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,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。 | + | 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,在此生物上放置一个+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。 |
<BOOKMARK:cr702-15f>702.15f Multiple instances of lifelink on the same object are redundant.\\ | <BOOKMARK:cr702-15f>702.15f Multiple instances of lifelink on the same object are redundant.\\ | ||
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702.26j 因一个永久物成为贴附或未贴附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。 | 702.26j 因一个永久物成为贴附或未贴附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。 | ||
- | <BOOKMARK:cr702-26k>702.26k 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.\\ | + | <BOOKMARK:cr702-26k>702.26k Phased-out permanents owned by a player who leaves the game also leave the game. This doesn’t cause zone-change abilities to trigger. See rule 800.4.\\ |
- | 702.26k 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[[cr:8#cr800-4|800.4]]。 | + | 702.26k 由离开游戏的牌手拥有的已跃离永久物同样会离开游戏。这不会导致因区域改变而触发的异能触发。参见规则[[cr:8#cr800-4|800.4]]。 |
<BOOKMARK:cr702-26m>702.26m If an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn.\\ | <BOOKMARK:cr702-26m>702.26m If an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn.\\ | ||
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702.29b 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数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。 | 702.29b 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数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。 | ||
- | <BOOKMARK:cr702-29c>702.29c 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.\\ | + | <BOOKMARK:cr702-29c>702.29c 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.\\ |
- | 702.29c 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。 | + | 702.29c 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。 |
<BOOKMARK:cr702-29d>702.29d Some cards have abilities that trigger whenever a player “cycles or discards” a card. These abilities trigger only once when a card is cycled.\\ | <BOOKMARK:cr702-29d>702.29d Some cards have abilities that trigger whenever a player “cycles or discards” a card. These abilities trigger only once when a card is cycled.\\ | ||
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<BOOKMARK:cr702-50a>702.50a 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 707.10.\\ | <BOOKMARK:cr702-50a>702.50a 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 707.10.\\ | ||
- | 702.50a 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,则你可以为该复制品选择新的目标。”参见规则[[cr:7#cr707-10|707.10]]。 | + | 702.50a 历传代表两个咒语异能,其中一个会创造一个延迟触发式异能。“历传”意指,“于这盘游戏接下来的时段中,你不能施放咒语”以及“于这盘游戏接下来的时段中,在你的每个维持开始时,复制此咒语,但不包含其历传异能。你可以为该复制品选择新的目标。”参见规则[[cr:7#cr707-10|707.10]]。 |
<BOOKMARK:cr702-50b>702.50b 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.\\ | <BOOKMARK:cr702-50b>702.50b 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.\\ | ||
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702.94a 奇迹是与触发式异能有关联的静止式异能。(参见规则[[cr:6#cr603-11|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。” | 702.94a 奇迹是与触发式异能有关联的静止式异能。(参见规则[[cr:6#cr603-11|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。” | ||
- | <BOOKMARK:cr702-94b>702.94b 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. (See rule 701.16a.)\\ | + | <BOOKMARK:cr702-94b>702.94b 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. (See rule 701.20a.)\\ |
- | 702.94b 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。(参见规则[[cr:7#cr701-16a|701.16a]]。) | + | 702.94b 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。(参见规则[[cr:7#cr701-20a|701.20a]]。) |
<BOOKMARK:cr702-95>702.95. Soulbond\\ | <BOOKMARK:cr702-95>702.95. Soulbond\\ | ||
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<BOOKMARK:cr702-139a>702.139a Companion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule 103.2b.) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay {3} and put that card into your hand. This is a special action that doesn’t use the stack (see rule 116.2g). This is a change from previous rules.\\ | <BOOKMARK:cr702-139a>702.139a Companion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule 103.2b.) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay {3} and put that card into your hand. This is a special action that doesn’t use the stack (see rule 116.2g). This is a change from previous rules.\\ | ||
- | 702.139a 行侣是一个关键字异能,在游戏外生效。其叙述写作“行侣~[条件]。”在一盘游戏开始前,你可以一张由你拥有、且在游戏外的具行侣异能的牌,其条件须由你的起始套牌来满足。(参见规则[[cr:1#cr103-2b|103.2b]]。)每盘游戏中限一次,在你拥有优先权且堆叠为空、但仅限在你回合的行动阶段中,你可以随时支付{3}将该牌置于你手上。这是个特殊动作,不使用堆叠(参见规则[[cr:1#cr116-2g|116.2g]]。)这是对先前规则的改动。 | + | 702.139a 行侣是一个关键字异能,在游戏外生效。其叙述写作“行侣~[条件]。”在一盘游戏开始前,你可以展示一张由你拥有、且在游戏外的具行侣异能的牌,其条件须由你的起始套牌来满足。(参见规则[[cr:1#cr103-2b|103.2b]]。)每盘游戏中限一次,在你拥有优先权且堆叠为空、但仅限在你回合的行动阶段中,你可以随时支付{3}将该牌置于你手上。这是个特殊动作,不使用堆叠(参见规则[[cr:1#cr116-2g|116.2g]]。)这是对先前规则的改动。 |
<BOOKMARK:cr702-139b>702.139b If a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards. In a Commander game, this is also before you’ve set aside your commander.\\ | <BOOKMARK:cr702-139b>702.139b If a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards. In a Commander game, this is also before you’ve set aside your commander.\\ | ||
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702.140b 于合变式生物咒语开始结算时,若其目标不合法,则其不再是合变式生物咒语,并以生物咒语继续结算,在该咒语操控者的操控下被放进战场。 | 702.140b 于合变式生物咒语开始结算时,若其目标不合法,则其不再是合变式生物咒语,并以生物咒语继续结算,在该咒语操控者的操控下被放进战场。 | ||
- | <BOOKMARK:cr702-140c>702.140c As a mutating creature spell resolves, if its target is legal, it doesn’t enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule 727, “Merging with Permanents”). The spell’s controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent.\\ | + | <BOOKMARK:cr702-140c>702.140c As a mutating creature spell resolves, if its target is legal, it doesn’t enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule 728, “Merging with Permanents”). The spell’s controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent.\\ |
- | 702.140c 于合变式生物咒语结算时,若其目标合法,其不会进入战场。它就只是与该目标生物结聚,并成为一个由多于一张牌或衍生物所代表的物件(参见规则[[cr:7#cr727|727]],“与永久物结聚”)。该咒语的操控者选择是要将该咒语放置在该生物的顶上还是底下。所成的永久物是结聚永久物。 | + | 702.140c 于合变式生物咒语结算时,若其目标合法,其不会进入战场。它就只是与该目标生物结聚,并成为一个由多于一张牌或衍生物所代表的物件(参见规则[[cr:7#cr728|728]],“与永久物结聚”)。该咒语的操控者选择是要将该咒语放置在该生物的顶上还是底下。所成的永久物是结聚永久物。 |
<BOOKMARK:cr702-140d>702.140d An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell.\\ | <BOOKMARK:cr702-140d>702.140d An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell.\\ | ||
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702.145a 昼形与夜形分别见于一些转化式双面牌(参见规则[[cr:7#cr712|712]],“双面牌”)的两面。 | 702.145a 昼形与夜形分别见于一些转化式双面牌(参见规则[[cr:7#cr712|712]],“双面牌”)的两面。 | ||
- | <BOOKMARK:cr702-145b>702.145b Daybound is found on the front faces of some transforming double-faced cards and represents three static abilities. “Daybound” means “If it is night and this permanent is represented by a transforming double-faced card, it enters transformed,” “As it becomes night, if this permanent is front face up, transform it,” and “This permanent can’t transform except due to its daybound ability.” See rule 728, “Day and Night.”\\ | + | <BOOKMARK:cr702-145b>702.145b Daybound is found on the front faces of some transforming double-faced cards and represents three static abilities. “Daybound” means “If it is night and this permanent is represented by a transforming double-faced card, it enters transformed,” “As it becomes night, if this permanent is front face up, transform it,” and “This permanent can’t transform except due to its daybound ability.” See rule 729, “Day and Night.”\\ |
- | 702.145b 昼形见于一些转化式双面牌的正面,代表三个静止式异能。“昼形”意指“如果当前是黑夜,且此永久物以转化式双面牌代表,则此永久物进场时已转化”,“于成为黑夜时,若此永久物正面朝上,转化之”,以及“此永久物不能因其昼形异能之外的方式转化。”参见规则[[cr:7#cr728|728]],“白昼与黑夜”。 | + | 702.145b 昼形见于一些转化式双面牌的正面,代表三个静止式异能。“昼形”意指“如果当前是黑夜,且此永久物以转化式双面牌代表,则此永久物进场时已转化”,“于成为黑夜时,若此永久物正面朝上,转化之”,以及“此永久物不能因其昼形异能之外的方式转化。”参见规则[[cr:7#cr729|729]],“白昼与黑夜”。 |
<BOOKMARK:cr702-145c>702.145c Any time a player controls a permanent that is front face up with daybound and it’s night, that player transforms that permanent. This happens immediately and isn’t a state-based action.\\ | <BOOKMARK:cr702-145c>702.145c Any time a player controls a permanent that is front face up with daybound and it’s night, that player transforms that permanent. This happens immediately and isn’t a state-based action.\\ | ||
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702.159. 造访 | 702.159. 造访 | ||
- | <BOOKMARK:cr702-159a>702.159a Visit is a keyword ability found on Attraction cards (see rule 717). “Visit — [Effect]” means “Whenever you roll to visit your Attractions, if the result is equal to a number that is lit up on this Attraction, [effect].” See rule 701.49, “Roll to Visit Your Attractions.”\\ | + | <BOOKMARK:cr702-159a>702.159a Visit is a keyword ability found on Attraction cards (see rule 717). “Visit — [Effect]” means “Whenever you roll to visit your Attractions, if the result is equal to a number that is lit up on this Attraction, [effect].” See rule 701.52, “Roll to Visit Your Attractions.”\\ |
- | 702.159a 造访是见于景点牌上的关键字异能(参见规则[[cr:7#cr717|717]])。“造访~[效应]”意指“每当你掷骰造访景点时,若掷骰结果等同于由此景点上的一个亮起的数字,[效应]。”参见规则[[cr:7#cr701-49|701.49]],“掷骰造访景点”。 | + | 702.159a 造访是见于景点牌上的关键字异能(参见规则[[cr:7#cr717|717]])。“造访~[效应]”意指“每当你掷骰造访景点时,若掷骰结果等同于由此景点上的一个亮起的数字,[效应]。”参见规则[[cr:7#cr701-52|701.52]],“掷骰造访景点”。 |
<BOOKMARK:cr702-159b>702.159b Some Attractions instruct a player to “claim the prize,” followed by a second paragraph that starts with the word “Prize” and a long dash. This text is part of its visit ability. To claim the prize of an Attraction, perform the actions listed after the long dash.\\ | <BOOKMARK:cr702-159b>702.159b Some Attractions instruct a player to “claim the prize,” followed by a second paragraph that starts with the word “Prize” and a long dash. This text is part of its visit ability. To claim the prize of an Attraction, perform the actions listed after the long dash.\\ | ||
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702.162. 远超所见 | 702.162. 远超所见 | ||
- | <BOOKMARK:cr702-162a>702.162a More Than Meets the Eye represents a static ability that functions in any zone from which the spell may be cast. “More Than Meets the Eye [cost]” means “You may cast this card converted by paying [cost] rather than its mana cost.” Casting a spell using its More Than Meets the Eye ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). See rule 701.50, “Convert.”\\ | + | <BOOKMARK:cr702-162a>702.162a More Than Meets the Eye represents a static ability that functions in any zone from which the spell may be cast. “More Than Meets the Eye [cost]” means “You may cast this card converted by paying [cost] rather than its mana cost.” Casting a spell using its More Than Meets the Eye ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). See rule 701.28, “Convert.”\\ |
- | 702.162a 远超所见代表一个静止式异能,在任何能施放该咒语的区域中都会生效。“远超所见[费用]”意指“你可以支付[费用]来施放已转换的此牌,而不支付其法术力费用。”支付某咒语的远超所见费用时,需依照规定来支付额外费用(参见规则[[cr:6#cr601-2b|601.2b]]与规则[[cr:6#cr601-2f|601.2f-h]])。参见规则[[cr:7#cr701-50|701.50]],“转换”。 | + | 702.162a 远超所见代表一个静止式异能,在任何能施放该咒语的区域中都会生效。“远超所见[费用]”意指“你可以支付[费用]来施放已转换的此牌,而不支付其法术力费用。”支付某咒语的远超所见费用时,需依照规定来支付额外费用(参见规则[[cr:6#cr601-2b|601.2b]]与规则[[cr:6#cr601-2f|601.2f-h]])。参见规则[[cr:7#cr701-28|701.28]],“转换”。 |
<BOOKMARK:cr702-163>702.163. For Mirrodin!\\ | <BOOKMARK:cr702-163>702.163. For Mirrodin!\\ | ||
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702.171. 乘驾 | 702.171. 乘驾 | ||
- | <BOOKMARK:cr702-171a>702.171a Saddle is an activated ability. “Saddle N” means “Tap any number of other untapped creatures you control with power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.”\\ | + | <BOOKMARK:cr702-171a>702.171a Saddle is an activated ability. “Saddle N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.”\\ |
702.171a 乘驾属于起动式异能。“乘驾N”意指“横置任意数量由你操控且力量总和等于或大于N的其他未横置生物:此永久物成为已乘驾直到回合结束。只能于法术时机起动。” | 702.171a 乘驾属于起动式异能。“乘驾N”意指“横置任意数量由你操控且力量总和等于或大于N的其他未横置生物:此永久物成为已乘驾直到回合结束。只能于法术时机起动。” | ||
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702.172a 追欢是见于某些具有模式之咒语上的静止式异能(参见规则[[cr:7#cr700-2|700.2]]),会于咒语在堆叠上时生效。“追欢”意指“选择一个或数个模式。支付与这些模式关联的费用,以作为施放此咒语的额外费用。” | 702.172a 追欢是见于某些具有模式之咒语上的静止式异能(参见规则[[cr:7#cr700-2|700.2]]),会于咒语在堆叠上时生效。“追欢”意指“选择一个或数个模式。支付与这些模式关联的费用,以作为施放此咒语的额外费用。” | ||
- | <BOOKMARK:cr702-172b>702.172b Cards with the spree ability have a plus sign icon in the upper right corner of the card. This symbol is a visual reminder that this card requires an additional cost to be cast. This icon has no rules meaning.\\ | + | <BOOKMARK:cr702-172b>702.172b Cards with the spree ability have a plus sign icon in the upper right corner of the card, and use a plus sign (+) rather than traditional cullet points. These symbols are a visual reminder that this card requires an additional cost to be cast, and do not have additional rules meaning..\\ |
- | 702.172b 具有追欢异能之牌的右上角印有一个加号符号。此符号仅为视觉提示,说明此牌要求额外费用才能施放。此符号并无规则含义。 | + | 702.172b 具有追欢异能之牌的右上角印有一个加号符号,且使用加号(+)而非通常的圆点来指示模式。这些符号仅为视觉提示,说明此牌要求额外费用才能施放,并无额外规则含义。 |
<BOOKMARK:cr702-173>702.173. Freerunning\\ | <BOOKMARK:cr702-173>702.173. Freerunning\\ | ||
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702.176. 隐现 | 702.176. 隐现 | ||
- | <BOOKMARK:cr702-176a>702.176a Impending is a keyword that represents four abilities. The first and second are static abilities that function while the spell with impending is on the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N—[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this spell’s impending cost, it enters with N time counters on it,” “As long as this permanent has a time counter on it, if it was cast for its impending cost, it’s not a creature,” and “At the beginning of your end step, if this permanent was cast for its impending cost and there is at least one time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\\ | + | <BOOKMARK:cr702-176a>702.176a Impending is a keyword that represents four abilities. The first and second are static abilities that function while the spell with impending is on the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N—[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this spell’s impending cost, it enters with N time counters on it,” “As long as this permanent’s impending cost was paid and it has a time counter on it, it’s not a creature,” and “At the beginning of your end step, if this permanent’s impending cost was paid and it has a time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\\ |
- | 702.176a 隐现此关键字代表四个异能。第一个和第二个是静止式异能,会于具有隐现异能的咒语在堆叠上时生效。第三个是静止式异能,在战场上生效。第四个是触发式异能,在战场上生效。“隐现N~[费用]”意指“你可以选择支付[费用],而非支付此咒语的法术力费用”、“如果你选择支付此咒语的隐现费用,则其进场时上面有N个计时指示物”、“只要该永久物上有计时指示物,如果曾支付其隐现费用来施放之,它便不是生物”以及“在你的结束步骤开始时,若曾支付此永久物的隐现费用来施放之,且其上有至少一个计时指示物,则从其上移去一个计时指示物。”支付隐现费用以施放咒语时,需依照规则[[cr:6#cr601-2b|601.2b]]与[[cr:6#cr601-2f|601.2f-h]]之规范来支付替代性费用。 | + | 702.176a 隐现此关键字代表四个异能。第一个和第二个是静止式异能,会于具有隐现异能的咒语在堆叠上时生效。第三个是静止式异能,在战场上生效。第四个是触发式异能,在战场上生效。“隐现N~[费用]”意指“你可以选择支付[费用],而非支付此咒语的法术力费用”、“如果你选择支付此咒语的隐现费用,则其进场时上面有N个计时指示物”、“只要曾支付过此永久物的隐现费用且其上有计时指示物,它便不是生物”以及“在你的结束步骤开始时,若曾支付此永久物的隐现费用且其上有计时指示物,则从其上移去一个计时指示物。”支付隐现费用以施放咒语时,需依照规则[[cr:6#cr601-2b|601.2b]]与[[cr:6#cr601-2f|601.2f-h]]之规范来支付替代性费用。 |
+ | |||
+ | <BOOKMARK:cr702-177>702.177. Exhaust\\ | ||
+ | 702.177. 竭绝 | ||
+ | |||
+ | <BOOKMARK:cr702-177a>702.177a An exhaust ability is a special kind of activated ability. “Exhaust — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only once.”\\ | ||
+ | 702.177a 竭绝异能是一类特殊的起动式异能。“竭绝~[费用]:[效应]”意指,“[费用]:[效应]。只能起动一次。” | ||
+ | |||
+ | <BOOKMARK:cr702-177b>702.177b An effect may allow you to take an action as long as you haven’t activated an exhaust ability this turn. Such an effect allows that action only if you haven’t begun to activate an exhaust ability this turn.\\ | ||
+ | 702.177b 一个效应允许你只要本回合中还未起动过任何竭绝异能,就能执行一个动作。此类效应仅在你本回合中尚未开始起动竭绝异能的情况下,才允许你执行该动作。 | ||
+ | |||
+ | Example: Elvish Refueler has an exhaust ability that costs mana and also has an ability that reads “During your turn, as long as you haven’t activated an exhaust ability this turn, you may activate exhaust abilities as though they haven’t been activated.” Loot, the Pathfinder has an exhaust ability that is also a mana ability. If you’ve already activated both of these abilities in a previous turn, you can’t activate Loot’s mana ability during the process of activating Elvish Refueler’s exhaust ability, because you have already begun to activate a different exhaust ability.\\ | ||
+ | 例如:加油妖精[Elvish Refueler]具有支付法术力起动的竭绝异能,以及另一个叙述为“于你的回合中,只要你本回合中还未起动过任何竭绝异能,你便可以将竭绝异能视同从未起动过地来起动”的异能。寻路烂宝[Loot, the Pathfinder]具有一个同时为法术力异能的竭绝异能。如果你已经在先前的回合中起动过这两个异能,则你不能在起动加油妖精之竭绝异能的过程中起动烂宝的法术力异能,因为你已经开始起动一个不同的竭绝异能。 | ||
+ | |||
+ | <BOOKMARK:cr702-178>702.178. Max Speed\\ | ||
+ | 702.178. 速度极限 | ||
+ | |||
+ | <BOOKMARK:cr702-178a>702.178a A max speed ability is a special kind of static ability. “Max speed — [Ability]” means “As long as your speed is 4, this object has ‘[Ability].’” See rule 702.179, “Start Your Engines!”\\ | ||
+ | 702.178a 速度极限是一类特殊的静止式异能。“速度极限~[异能]”意指“只要你的速度达到4,此物件便具有[异能]。”参见规则[[cr:7#cr702-179|702.179]],“发动引擎!”。 | ||
+ | |||
+ | <BOOKMARK:cr702-178b>702.178b If an ability granted by a max speed ability states which zones it functions from, the max speed ability that grants that ability functions from those zones. (See rule 113.6c.)\\ | ||
+ | 702.178b 如果速度极限异能所赋予的异能注明了其生效的区域,则赋予该异能的速度极限异能也会在这些区域生效。 | ||
+ | |||
+ | <BOOKMARK:cr702-179>702.179. Start Your Engines!\\ | ||
+ | 702.179. 发动引擎! | ||
+ | |||
+ | <BOOKMARK:cr702-179a>702.179a Start your engines! is a static ability. If a player controls a permanent with start your engines! and that player has no speed, their speed becomes 1. This is a state-based action. See rule 704.\\ | ||
+ | 702.179a 发动引擎!属于静止式异能。如果某牌手操控具有发动引擎!异能的永久物且其没有速度,则其速度成为1。此为状态动作。参见规则[[cr:7#cr704|704]]。 | ||
+ | |||
+ | <BOOKMARK:cr702-179b>702.179b Players do not have speed until a rule or effect sets their speed to a specific value.\\ | ||
+ | 702.179b 牌手没有速度,直到某规则或效应将其速度设定为某特定值。 | ||
+ | |||
+ | <BOOKMARK:cr702-179c>702.179c If a player has no speed and they are instructed to increase their speed by a certain value, their speed becomes that value.\\ | ||
+ | 702.179c 如果牌手没有速度时被指示将其速度增加一定数值,则其速度成为该数值。 | ||
+ | |||
+ | <BOOKMARK:cr702-179d>702.179d There is an inherent triggered ability associated with a player having 1 or more speed. This ability has no source and is controlled by that player. That ability is “Whenever one or more opponents lose life during your turn, if your speed is less than 4, your speed increases by 1. This ability triggers only once each turn.”\\ | ||
+ | 702.179d 牌手具有1或更高的速度会产生一个与之关联的固有触发式异能。此异能没有来源,且由该牌手操控。此异能为“于你的回合中,每当有一位或数位对手失去生命时,若你的速度小于4,则将你的速度增加1。此异能每回合只会触发一次。” | ||
+ | |||
+ | <BOOKMARK:cr702-179e>702.179e Rules and effects may refer to whether a player has “max speed.” A player has max speed if their speed is 4.\\ | ||
+ | 702.179e 一些规则和效应可能会提及牌手是否达到“速度极限”。如果某牌手的速度达到4,则其便达到速度极限。 | ||
+ | |||
+ | <BOOKMARK:cr702-179f>702.179f Some effects refer to a player’s speed. If that player has no speed, their speed is 0 for the purpose of an effect that refers to speed.\\ | ||
+ | 702.179f 一些效应提及牌手的速度。如果该牌手没有速度,则对于提及速度的效应而言,其速度为0。 | ||
+ | |||
+ | <BOOKMARK:cr702-180>702.180. Harmonize\\ | ||
+ | 702.180. 谐颂 | ||
+ | |||
+ | <BOOKMARK:cr702-180a>702.180a Harmonize represents three static abilities that function while the spell with harmonize is on the stack. “Harmonize [cost]” means “You may cast this spell from your graveyard by paying [cost] and tapping up to one untapped creature you control rather than paying this spell’s mana cost,” “If you cast this spell using its harmonize ability, its total cost is reduced by an amount of generic mana equal to the tapped creature’s power,” and “If the harmonize cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its harmonize ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\\ | ||
+ | 702.180a 谐颂代表三个静止式异能,于具有谐颂异能的咒语在堆叠上时生效。“谐颂[费用]”意指,“你可以从你的坟墓场施放此牌,并支付[费用]及横置至多一个由你操控且未横置的生物,而非支付其法术力费用”“如果你利用此咒语的谐颂异能来施放之,则其总费用减少若干一般法术力,其数量等同于所横置生物的力量”,以及“若曾支付其谐颂费用,当此牌将于任何时机下离开堆叠时,改为将它放逐,而非置入任何地方。” | ||
+ | |||
+ | <BOOKMARK:cr702-180b>702.180b You choose which creature to tap as you choose to pay a spell’s harmonize cost (see rule 601.2b), and then tap that creature as you pay the total cost.\\ | ||
+ | 702.180b 于你选择支付咒语的谐颂费用时,一并选择横置哪个生物(参见规则[[cr:6#cr601-2b|601.2b]])。于你支付总费用时,横置该生物。 | ||
+ | |||
+ | <BOOKMARK:cr702-181>702.181. Mobilize\\ | ||
+ | 702.181. 动员 | ||
+ | |||
+ | <BOOKMARK:cr702-181a>702.181a Mobilize is a triggered ability. “Mobilize N” means “Whenever this creature attacks, create N 1/1 red Warrior creature tokens. Those tokens enter tapped and attacking. Sacrifice them at the beginning of the next end step.”\\ | ||
+ | 702.181a 动员属于触发式异能。“动员N”意指,“每当此生物攻击时,派出N个已横置且正进行攻击的1/1红色战士衍生生物。在下一个结束步骤开始时将它们牺牲。” | ||
+ | |||
+ | <BOOKMARK:cr702-182>702.182. Job Select\\ | ||
+ | 702.182. 职业选择 | ||
+ | |||
+ | <BOOKMARK:cr702-182a>702.182a Job select is a triggered ability. “Job select” means “When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this Equipment to it.”\\ | ||
+ | 702.182a 职业选择属于触发式异能。“职业选择”意指“当此武具进场时,派出一个1/1无色英雄衍生生物,然后将它贴附于其上。” | ||
+ | |||
+ | <BOOKMARK:cr702-183>702.183. Tiered\\ | ||
+ | 702.183. 分级 | ||
+ | |||
+ | <BOOKMARK:cr702-183a>702.183a Tiered is a static ability found on some modal spells (see rule 700.2) that applies while the spell is on the stack. Tiered means “Choose one. As an additional cost to cast this spell, pay the cost associated with that mode.”\\ | ||
+ | 702.183a 分级是见于某些具有模式之咒语上的静止式异能(参见规则[[cr:7#cr700-2|700.2]]),会于咒语在堆叠上时生效。“分级”意指“选择一项。支付与该模式关联的费用,以作为施放此咒语的额外费用。” | ||
===== 703. 回合动作 Turn-Based Actions ===== | ===== 703. 回合动作 Turn-Based Actions ===== | ||
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703.4d 在抓牌步骤开始之后,主动牌手立刻抓一张牌。参见规则[[cr:5#cr504-1|504.1]]。 | 703.4d 在抓牌步骤开始之后,主动牌手立刻抓一张牌。参见规则[[cr:5#cr504-1|504.1]]。 | ||
- | <BOOKMARK:cr703-4e>703.4e 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 701.25.\\ | + | <BOOKMARK:cr703-4e>703.4e 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 701.32.\\ |
- | 703.4e 在魔王游戏中(参见规则[[cr:9#cr904|904]]),在魔王的战斗前行动阶段开始之后,该牌手立刻发动其邪计套牌的牌库顶牌。参见规则[[cr:7#cr701-25|701.25]]。 | + | 703.4e 在魔王游戏中(参见规则[[cr:9#cr904|904]]),在魔王的战斗前行动阶段开始之后,该牌手立刻发动其邪计套牌的牌库顶牌。参见规则[[cr:7#cr701-32|701.32]]。 |
- | <BOOKMARK:cr703-4f>703.4f 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.”\\ | + | <BOOKMARK:cr703-4f>703.4f Immediately after a player’s precombat main phase begins, that player puts a lore counter on each Saga enchantment they control with one or more chapter abilities. In an Archenemy game, this happens after the archenemy’s scheme action. See rule 714, “Saga Cards.”\\ |
- | 703.4f 在牌手的战斗前行动阶段开始之后,该牌手立刻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,这会在魔王的邪计动作之后发生。参见规则[[cr:7#cr714|714]],“传纪牌”。 | + | 703.4f 在牌手的战斗前行动阶段开始之后,该牌手立刻在每个由其操控且具有章节异能的传纪结界上放置一个学问指示物。在魔王游戏中,这会在魔王的邪计动作之后发生。参见规则[[cr:7#cr714|714]],“传纪牌”。 |
- | <BOOKMARK:cr703-4g>703.4g Immediately after the action of placing lore counters has been completed, if the active player controls any Attractions, that player rolls to visit their Attractions. See rule 701.49, “Roll to Visit Your Attractions.”\\ | + | <BOOKMARK:cr703-4g>703.4g Immediately after the action of placing lore counters has been completed, if the active player controls any Attractions, that player rolls to visit their Attractions. See rule 701.52, “Roll to Visit Your Attractions.”\\ |
- | 703.4g 在放置学问指示物动作完成之后,如果主动牌手操控任何景点,该牌手立刻掷骰造访景点。参见规则[[cr:7#cr701-49|701.49]],“掷骰造访景点”。 | + | 703.4g 在放置学问指示物动作完成之后,如果主动牌手操控任何景点,该牌手立刻掷骰造访景点。参见规则[[cr:7#cr701-52|701.52]],“掷骰造访景点”。 |
<BOOKMARK:cr703-4h>703.4h 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.\\ | <BOOKMARK:cr703-4h>703.4h 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.\\ | ||
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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。 | 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.\\ | + | Example: A player controls Maro, a creature with the ability “Maro’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.” Maro 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 Maro 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。 | + | 例如:某牌手操控玛洛,一个具有“玛洛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,玛洛的防御力会暂时为0,但在咒语结算完之后又变为7。因此在检查状态动作时,玛洛会存活下来。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。 |
<BOOKMARK:cr704-5>704.5. The state-based actions are as follows:\\ | <BOOKMARK:cr704-5>704.5. The state-based actions are as follows:\\ | ||
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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。 | 704.5r 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。 | ||
- | <BOOKMARK:cr704-5s>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.”\\ | + | <BOOKMARK:cr704-5s>704.5s If the number of lore counters on a Saga permanent with one or more chapter abilities 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[[cr:7#cr714|714]],“传纪牌”。 | + | 704.5s 如果一个具有章节异能的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[[cr:7#cr714|714]],“传纪牌”。 |
<BOOKMARK:cr704-5t>704.5t If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. See rule 309, “Dungeons.”\\ | <BOOKMARK:cr704-5t>704.5t If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. See rule 309, “Dungeons.”\\ | ||
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<BOOKMARK:cr704-5y>704.5y If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard.\\ | <BOOKMARK:cr704-5y>704.5y If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard.\\ | ||
704.5y 如果某个永久物其上结附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。 | 704.5y 如果某个永久物其上结附有由同一位牌手操控的数个角色,则除了具最近之时间印记者外,所有其他这类角色都会被置入其拥有者的坟墓场。 | ||
+ | |||
+ | <BOOKMARK:cr704-5z>704.5z If a player controls a permanent with start your engines! and that player has no speed, that player’s speed becomes 1. See rule 702.179, “Start Your Engines!”\\ | ||
+ | 704.5z 如果一位牌手操控具有发动引擎!异能的永久物且该牌手没有速度,则其速度成为1。参见规则[[cr:7#cr702-179|702.179]],“发动引擎!”。 | ||
<BOOKMARK:cr704-6>704.6. Some variant games include additional state-based actions that aren’t normally applicable:\\ | <BOOKMARK:cr704-6>704.6. Some variant games include additional state-based actions that aren’t normally applicable:\\ | ||
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<BOOKMARK:cr705-2>705.2. Some effects that instruct a player to flip a coin care only about whether the coin comes up heads or tails. No player wins or loses a coin flip for this kind of effect. For all other effects that instruct a player to flip a coin, the player that flips the coin 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.\\ | <BOOKMARK:cr705-2>705.2. Some effects that instruct a player to flip a coin care only about whether the coin comes up heads or tails. No player wins or loses a coin flip for this kind of effect. For all other effects that instruct a player to flip a coin, the player that flips the coin 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.\\ | ||
705.2. 某些令牌手掷一枚硬币的效应只关心掷硬币的结果是正面还是反面。对于此类效应而言,没有牌手会猜对或猜错此掷。对于所有其他令牌手掷硬币的效应而言,掷硬币的牌手说出“正面”或“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. 某些令牌手掷一枚硬币的效应只关心掷硬币的结果是正面还是反面。对于此类效应而言,没有牌手会猜对或猜错此掷。对于所有其他令牌手掷硬币的效应而言,掷硬币的牌手说出“正面”或“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。 | ||
+ | |||
+ | <BOOKMARK:cr705-3>705.3. An effect may state that a coin flip has a certain result and/or that a certain player wins a coin flip. In that case, ignore the actual results of that flip and use the indicated results instead. This can cause a player to win a flip that couldn’t otherwise be won.\\ | ||
+ | 705.3. 一个效应令掷硬币的结果成为某一面和/或某位牌手猜对掷硬币。在此情况下,忽略该掷的实际结果,并改为使用所指示的结果。这可能使得牌手猜对原本无法猜对的掷硬币。 | ||
===== 706. 掷骰 Rolling a Die ===== | ===== 706. 掷骰 Rolling a Die ===== | ||
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<BOOKMARK:cr706-2b>706.2b If two or more effects are attempting to modify the natural result, the player who rolled chooses one to apply, following these steps: First, consider any effects that modify the result of a die roll by rerolling that die. Second, consider any effects that modify the result of a die roll by increasing or decreasing that result by a specified amount.\\ | <BOOKMARK:cr706-2b>706.2b If two or more effects are attempting to modify the natural result, the player who rolled chooses one to apply, following these steps: First, consider any effects that modify the result of a die roll by rerolling that die. Second, consider any effects that modify the result of a die roll by increasing or decreasing that result by a specified amount.\\ | ||
- | 706.2b 如果两个或更多效应尝试修正原值,掷骰牌手按照以下规则选择一个生效:首先,考虑任何以重新掷骰之方式修正结果的效应;其次,考虑任何以增加或减少原值之方式修正结果的效应。 | + | 706.2b 如果两个或更多效应尝试修正原值,掷骰牌手按照以下规则选择一个生效:首先,考虑任何以重掷之方式修正结果的效应;其次,考虑任何以增加或减少原值之方式修正结果的效应。 |
<BOOKMARK:cr706-3>706.3. Some abilities that instruct a player to roll one or more dice include a results table.\\ | <BOOKMARK:cr706-3>706.3. Some abilities that instruct a player to roll one or more dice include a results table.\\ | ||
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<BOOKMARK:cr706-8>706.8. One card (Centaur of Attention) has an ability that instructs a player to roll dice and “store” those results on it and another ability that allows a player to reroll any number of those results.\\ | <BOOKMARK:cr706-8>706.8. One card (Centaur of Attention) has an ability that instructs a player to roll dice and “store” those results on it and another ability that allows a player to reroll any number of those results.\\ | ||
- | 706.8. 一张牌(Centaur of Attention)具有一个指示牌手掷骰并“存储”掷骰结果的异能,以及一个对其中任意数量的结果重新掷骰的异能。 | + | 706.8. 一张牌(Centaur of Attention)具有一个指示牌手掷骰并“存储”掷骰结果的异能,以及一个重掷其中任意数量的结果的异能。 |
<BOOKMARK:cr706-8a>706.8a To store the result of a die roll on a permanent means to note both the kind of die rolled and the result of that roll. That noted information is considered a “stored result” of that permanent, and the result is the “value” of that stored result.\\ | <BOOKMARK:cr706-8a>706.8a To store the result of a die roll on a permanent means to note both the kind of die rolled and the result of that roll. That noted information is considered a “stored result” of that permanent, and the result is the “value” of that stored result.\\ | ||
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<BOOKMARK:cr706-8b>706.8b To reroll one or more stored results of a permanent, roll one of the kind of die noted for each of them. If one kind of die is noted for more than one of those results, roll that many of that kind of die. The results you rerolled stop being stored results, and you store the results of each of the new die rolls on that permanent.\\ | <BOOKMARK:cr706-8b>706.8b To reroll one or more stored results of a permanent, roll one of the kind of die noted for each of them. If one kind of die is noted for more than one of those results, roll that many of that kind of die. The results you rerolled stop being stored results, and you store the results of each of the new die rolls on that permanent.\\ | ||
- | 706.8b 要对永久物的一个或数个存储结果重新掷骰,为每个存储结果掷一个该类型的骰子。如果一个骰子类型被一个以上的存储结果记下,则掷等同于其数量的此类骰子。被你重新掷骰的结果不再作为存储结果,然后你将新掷骰的结果存储在该永久物上。 | + | 706.8b 要重掷永久物的一个或数个存储结果,为每个存储结果掷一个该类型的骰子。如果一个骰子类型被一个以上的存储结果记下,则掷等同于其数量的此类骰子。被你重掷的结果不再作为存储结果,然后你将新掷骰的结果存储在该永久物上。 |
<BOOKMARK:cr706-8c>706.8c If a permanent has an ability that stores results on it and another ability that refers to the stored results, those abilities are linked. (See rule 607.2e.)\\ | <BOOKMARK:cr706-8c>706.8c If a permanent has an ability that stores results on it and another ability that refers to the stored results, those abilities are linked. (See rule 607.2e.)\\ | ||
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707.2. 当复制某物件时,该复制品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、指示物,以及贴纸均不会被复制。 | 707.2. 当复制某物件时,该复制品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、指示物,以及贴纸均不会被复制。 | ||
- | 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 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.)\\ | + | Example: Chimeric Staff is an artifact that reads, “{X}: This artifact becomes an X/X Construct artifact creature until end of turn.” Clone is a creature that reads, “You may have this creature enter as a copy of any creature on the battlefield.” After a Staff has become a 5/5 Construct artifact creature, a Clone enters the battlefield as a copy of it. The Clone is an artifact, not a 5/5 Construct 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“你可以使仿生妖当成战场上任一生物的复制品来进场”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品进入了战场。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。) | + | 例如:盖美拉之杖为具有“{X}:此神器成为X/X组构体神器生物直到回合结束”的神器。仿生妖为具有“你可以使此生物当成战场上任一生物的复制品来进场”的生物。当盖美拉之杖成为5/5组构体神器生物后,仿生妖作为该盖美拉之杖的复制品进入了战场。此时仿生妖是神器,而非5/5组构体神器生物。(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.\\ | 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.\\ | ||
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707.3. 复制品的可复制特征值被其所复制的信息所取代,且被该复制品的状态所影响(参见规则[[cr:1#cr110-5|110.5]])。其他物件要复制此物件时,会使用新的可复制特征值。 | 707.3. 复制品的可复制特征值被其所复制的信息所取代,且被该复制品的状态所影响(参见规则[[cr:1#cr110-5|110.5]])。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 as a copy of any creature on the battlefield, except it doesn’t copy that creature’s color and it has ‘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 and it has 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.\\ | + | Example: Vesuvan Doppelganger reads, “You may have this creature enter as a copy of any creature on the battlefield, except it doesn’t copy that creature’s color and it has ‘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 and it has 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:维苏瓦化妖[Vesuvan Doppelganger]具有“你可以使维苏瓦化妖当成战场上任一生物的复制品来进场,但它不复制该生物的颜色且具有‘在你的维持开始时,你可以使此生物成为目标生物的复制品,但它不复制该生物的颜色且具有此异能。’”此时维苏瓦化妖作为符爪熊(2/2绿色生物,无异能)的复制品进入战场。之后仿生妖作为维苏瓦化妖的复制品进入战场。则这个仿生妖会成为一个名称为符爪熊的2/2蓝色熊,且具有维苏瓦化妖的维持触发异能。 | + | 例如:维苏瓦化妖[Vesuvan Doppelganger]具有“你可以使此生物当成战场上任一生物的复制品来进场,但它不复制该生物的颜色且具有‘在你的维持开始时,你可以使此生物成为目标生物的复制品,但它不复制该生物的颜色且具有此异能。’”此时维苏瓦化妖作为符爪熊(2/2绿色生物,无异能)的复制品进入战场。之后仿生妖作为维苏瓦化妖的复制品进入战场。则这个仿生妖会成为一个名称为符爪熊的2/2蓝色熊,且具有维苏瓦化妖的维持触发异能。 |
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.\\ | 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.\\ | ||
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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)的复制品。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。 | 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)的复制品。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。 | ||
- | <BOOKMARK:cr707-4>707.4. 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.\\ | + | <BOOKMARK:cr707-4>707.4. Some effects cause a permanent that’s copying a permanent to copy a different object while remaining on the battlefield. The change doesn’t cause enters-the-battlefield or leaves-the-battlefield abilities to trigger. This also doesn’t change any noncopy effects presently affecting the permanent.\\ |
- | 707.4. 一些效应令战场上已经为另一永久物之复制品的永久物,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。 | + | 707.4. 一些效应令战场上已经为另一永久物之复制品的永久物,复制一个不同的永久物,且留在战场上。此改变不会导致进入战场或离开战场异能触发。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, 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.\\ | + | Example: Unstable Shapeshifter reads, “Whenever another creature enters, this creature becomes a copy of that creature, except it has 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“每当另一个生物进场时,不稳定变形兽成为该生物的复制品,但它具有此异能。”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品,但仍然会因为变巨术得到+3/+3。 | + | 例如:不稳定变形兽具有“每当另一个生物进场时,此生物成为该生物的复制品,但它具有此异能。”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品,但仍然会因为变巨术得到+3/+3。 |
<BOOKMARK:cr707-5>707.5. 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 with” or “as [this] enters” abilities), those abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a chance to trigger.\\ | <BOOKMARK:cr707-5>707.5. 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 with” or “as [this] enters” abilities), those abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a chance to trigger.\\ | ||
707.5. 一个“作为复制品”或“是…复制品”进入战场的物件,于进入战场时便已经是该物件的复制品。它并不是首先进入战场,然后才成为该永久物的复制品。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“进场时上面有…”或“于[此永久物]进场时”的异能),则这些异能都会生效。并且,该复制品具有的任何进入战场触发式异能也有机会触发。 | 707.5. 一个“作为复制品”或“是…复制品”进入战场的物件,于进入战场时便已经是该物件的复制品。它并不是首先进入战场,然后才成为该永久物的复制品。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“进场时上面有…”或“于[此永久物]进场时”的异能),则这些异能都会生效。并且,该复制品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 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 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.\\ | + | Example: Skyshroud Behemoth reads, “Fading 2 (This creature enters 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 “This creature enters 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(此生物进场时上面有两个消退指示物。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场。”仿生妖作为天帷贝西摩斯的复制品进入战场,则它也需要横置进战场,且上面有两个消退指示物。 | + | 例如:天帷贝西摩斯具有“消退2(此生物进场时上面有两个消退指示物。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“此生物须横置进场。”仿生妖作为天帷贝西摩斯的复制品进入战场,则它也需要横置进战场,且上面有两个消退指示物。 |
- | Example: Wall of Omens reads, “When Wall of Omens enters, 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.\\ | + | Example: Wall of Omens reads, “When this creature enters, 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“当预兆墙进场时,抓一张牌。”仿生妖作为预兆墙的复制品进入战场。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。 | + | 例如:预兆墙具有“当此生物进场时,抓一张牌。”仿生妖作为预兆墙的复制品进入战场。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。 |
<BOOKMARK:cr707-6>707.6. 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.\\ | <BOOKMARK:cr707-6>707.6. 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.\\ | ||
707.6. 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品进入战场的,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。 | 707.6. 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品进入战场的,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, 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.\\ | + | Example: A Clone enters the battlefield as a copy of Adaptive Automaton. Adaptive Automaton reads, in part, “As this creature enters, 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品进入战场。适境机械兽具有“于适境机械兽进场时,选择一种生物类别。”仿生妖不会复制适境机械兽进场时选择的生物类别;而是仿生妖的操控者可以重新为其选择一种生物类别。 | + | 例如:仿生妖作为适境机械兽之复制品进入战场。适境机械兽具有“于此生物进场时,选择一种生物类别。”仿生妖不会复制适境机械兽进场时选择的生物类别;而是仿生妖的操控者可以重新为其选择一种生物类别。 |
<BOOKMARK:cr707-7>707.7. 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.”\\ | <BOOKMARK:cr707-7>707.7. 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.”\\ | ||
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707.9a 一些复制效应会在复制过程中将异能赋予该复制品。此异能就如其他被复制的异能一样,成为此复制品之可复制特征值的一部分。 | 707.9a 一些复制效应会在复制过程中将异能赋予该复制品。此异能就如其他被复制的异能一样,成为此复制品之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, Unstable Shapeshifter becomes a copy of that creature, except it has 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.\\ | + | 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 another creature enters, this creature becomes a copy of that creature, except it has 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品。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“每当另一个生物进场时,不稳定变形兽成为该生物的复制品,但它具有此异能。”然后仿生妖作为不稳定变形兽的复制品进入战场。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。 | + | 例如:奎利恩妖精进入战场,且不稳定变形兽成为其复制品。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“每当另一个生物进场时,此生物成为该生物的复制品,但它具有此异能。”然后仿生妖作为不稳定变形兽的复制品进入战场。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。 |
<BOOKMARK:cr707-9b>707.9b Some copy effects modify a characteristic as part of the copying process. The final set of values for that characteristic becomes part of the copiable values of the copy.\\ | <BOOKMARK:cr707-9b>707.9b Some copy effects modify a characteristic as part of the copying process. The final set of values for that characteristic becomes part of the copiable values of the copy.\\ | ||
707.9b 一些复制效应在复制过程中修改特征。该特征的一组最终值成为该复制品的可复制特征值的一部分。 | 707.9b 一些复制效应在复制过程中修改特征。该特征的一组最终值成为该复制品的可复制特征值的一部分。 | ||
- | Example: Copy Artifact is an enchantment that reads, “You may have Copy Artifact enter 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.\\ | + | Example: Copy Artifact is an enchantment that reads, “You may have this enchantment enter 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:复制神器[Copy Artifact]是一个结界,其叙述为“你可以使复制神器当成战场上任一神器的复制品来进场,但它额外具有结界此类别。”它作为攻城巨车的复制品进入战场。复制神器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。 | + | 例如:复制神器[Copy Artifact]是一个结界,其叙述为“你可以使此结界当成战场上任一神器的复制品来进场,但它额外具有结界此类别。”它作为攻城巨车的复制品进入战场。复制神器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。 |
<BOOKMARK:cr707-9c>707.9c Some copy effects specifically state that they don’t copy certain characteristics and the affected objects instead retain their original values. Copy effects may also simply state that certain characteristics are not copied.\\ | <BOOKMARK:cr707-9c>707.9c Some copy effects specifically state that they don’t copy certain characteristics and the affected objects instead retain their original values. Copy effects may also simply state that certain characteristics are not copied.\\ | ||
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707.9d 当一个(1)不复制指定特征、(2)为某指定特征保持一个或数个原值、或(3)为某指定特征提供一组特定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[[cr:6#cr604-3|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[[cr:2#cr204|204]])也不会被复制。此规则不对具有例外的复制效应生效,这些效应叙述“但该物件额外是”特定的牌张类别、超类别和/或副类别。在这种情形下,任何定义牌张类别、超类别和/或副类别的特征定义异能会被复制。 | 707.9d 当一个(1)不复制指定特征、(2)为某指定特征保持一个或数个原值、或(3)为某指定特征提供一组特定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[[cr:6#cr604-3|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[[cr:2#cr204|204]])也不会被复制。此规则不对具有例外的复制效应生效,这些效应叙述“但该物件额外是”特定的牌张类别、超类别和/或副类别。在这种情形下,任何定义牌张类别、超类别和/或副类别的特征定义异能会被复制。 | ||
- | Example: Quicksilver Gargantuan is a creature that reads, “You may have Quicksilver Gargantuan enter 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.\\ | + | Example: Quicksilver Gargantuan is a creature that reads, “You may have this creature enter 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“你可以使水银巨兽当成战场上任一生物的复制品来进场,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。 | + | 例如:水银巨兽是一个生物,其叙述为“你可以使此生物当成战场上任一生物的复制品来进场,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。 |
- | Example: Glasspool Mimic is a creature that reads “You may have Glasspool Mimic enter as a copy of a creature you control, except it’s a Shapeshifter Rogue in addition to its other types.” Glasspool Mimic enters as a copy of a creature with changeling. Glasspool Mimic will have changeling and will have all creature types.\\ | + | Example: Glasspool Mimic is a creature that reads “You may have this creature enter as a copy of a creature you control, except it’s a Shapeshifter Rogue in addition to its other types.” Glasspool Mimic enters as a copy of a creature with changeling. Glasspool Mimic will have changeling and will have all creature types.\\ |
- | 例如:璃池拟态妖是一个生物,其叙述为“你可以使璃池拟态妖当成任一由你操控的生物之复制品来进场,但它额外具有‘变形兽/浪客’此两个类别。”璃池拟态妖作为一个具化形异能的生物之复制品进场。璃池拟态妖会具有化形异能并具有所有生物类别。 | + | 例如:璃池拟态妖是一个生物,其叙述为“你可以使此生物当成任一由你操控的生物之复制品来进场,但它额外具有‘变形兽/浪客’此两个类别。”璃池拟态妖作为一个具化形异能的生物之复制品进场。璃池拟态妖会具有化形异能并具有所有生物类别。 |
<BOOKMARK:cr707-9e>707.9e Some replacement effects that generate copy effects include an exception that’s an additional effect rather than a modification of the affected object’s characteristics. If another copy effect is applied to that object after applying the copy effect with that exception, the exception’s effect doesn’t happen.\\ | <BOOKMARK:cr707-9e>707.9e Some replacement effects that generate copy effects include an exception that’s an additional effect rather than a modification of the affected object’s characteristics. If another copy effect is applied to that object after applying the copy effect with that exception, the exception’s effect doesn’t happen.\\ | ||
707.9e 一些产生复制效应的替代性效应包含一个本身为额外效应的例外(而不是对受影响物件之特征的修改)。如果另一个复制效应在具此类例外的复制效应生效后对该物件生效,该例外的效应不会发生。 | 707.9e 一些产生复制效应的替代性效应包含一个本身为额外效应的例外(而不是对受影响物件之特征的修改)。如果另一个复制效应在具此类例外的复制效应生效后对该物件生效,该例外的效应不会发生。 | ||
- | Example: Altered Ego reads, “You may have Altered Ego enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.” You choose for it to enter the battlefield as a copy of Clone, which reads “You may have Clone enter as a copy of any creature on the battlefield,” for which no creature was chosen as it entered the battlefield. If you then choose a creature to copy as you apply the replacement effect Altered Ego gains by copying Clone, Altered Ego’s replacement effect won’t cause it to enter the battlefield with any +1/+1 counters on it.\\ | + | Example: Altered Ego reads, “You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.” You choose for it to enter the battlefield as a copy of Clone, which reads “You may have this creature enter as a copy of any creature on the battlefield,” for which no creature was chosen as it entered the battlefield. If you then choose a creature to copy as you apply the replacement effect Altered Ego gains by copying Clone, Altered Ego’s replacement effect won’t cause it to enter the battlefield with any +1/+1 counters on it.\\ |
- | 例如:另我离影叙述为“你可以使另我离影当成战场上任一生物的复制品来进场,但它进战场时上面额外有X个+1/+1指示物。”你选择其进战场时复制仿生妖,其叙述为“你可以使仿生妖当成战场上任一生物的复制品来进场”,且该仿生妖进战场时没有选择生物。如果你此时为另我离影复制仿生妖而获得的替代性效应选择一个生物来复制,另我离影的替代性效应不会使得它进战场时带有任何+1/+1指示物。 | + | 例如:另我离影叙述为“你可以使此生物当成战场上任一生物的复制品来进场,但它进战场时上面额外有X个+1/+1指示物。”你选择其进战场时复制仿生妖,其叙述为“你可以使此生物当成战场上任一生物的复制品来进场”,且该仿生妖进战场时没有选择生物。如果你此时为另我离影复制仿生妖而获得的替代性效应选择一个生物来复制,另我离影的替代性效应不会使得它进战场时带有任何+1/+1指示物。 |
<BOOKMARK:cr707-9f>707.9f Some exceptions to the copying process apply only if the copy is or has certain characteristics. To determine whether such an exception applies, consider what the resulting permanent’s characteristics would be if the copy effect were applied without that exception, taking into account any other exceptions that effect includes.\\ | <BOOKMARK:cr707-9f>707.9f Some exceptions to the copying process apply only if the copy is or has certain characteristics. To determine whether such an exception applies, consider what the resulting permanent’s characteristics would be if the copy effect were applied without that exception, taking into account any other exceptions that effect includes.\\ | ||
707.9f 一些复制过程中的例外仅在该复制品是某特征或具有某特征时才会生效。要决定此类例外是否生效,考虑假如没有该例外复制效应生效后所成的永久物的特征会是什么,也将该效应包含的任何其他例外考虑在内。 | 707.9f 一些复制过程中的例外仅在该复制品是某特征或具有某特征时才会生效。要决定此类例外是否生效,考虑假如没有该例外复制效应生效后所成的永久物的特征会是什么,也将该效应包含的任何其他例外考虑在内。 | ||
- | Example: Moritte of the Frost says, in part, “You may have Moritte of the Frost enter as a copy of a permanent you control, except it’s legendary and snow in addition to its other types and, if it’s a creature, it enters with two additional +1/+1 counters on it and it has changeling.” Moritte of the Frost copies a land that has become a creature until end of turn. It would enter as a noncreature permanent, so it won’t enter with two additional +1+1 counters on it and it won’t have changeling, even if it becomes a creature later in the turn.\\ | + | Example: Moritte of the Frost says, in part, “You may have Moritte enter as a copy of a permanent you control, except it’s legendary and snow in addition to its other types and, if it’s a creature, it enters with two additional +1/+1 counters on it and it has changeling.” Moritte of the Frost copies a land that has become a creature until end of turn. It would enter as a noncreature permanent, so it won’t enter with two additional +1+1 counters on it and it won’t have changeling, even if it becomes a creature later in the turn.\\ |
- | 例如:冰霜摩立特的一部分叙述为“你可以使冰霜摩立特当成任一由你操控之永久物的复制品来进场,但它额外具有传奇与雪境此两种类别,且如果它是生物,则它进战场时上面额外有两个+1/+1指示物并具有化形异能。”冰霜摩立特复制了一个直到回合结束成为生物的地。该生物将作为非生物永久物进战场,因此它进战场时不会带有两个额外的+1/+1指示物,也不会具有化形异能,即使它在该回合中稍后成为生物也是一样。 | + | 例如:冰霜摩立特的一部分叙述为“你可以使摩立特当成任一由你操控之永久物的复制品来进场,但它额外具有传奇与雪境此两种类别,且如果它是生物,则它进战场时上面额外有两个+1/+1指示物并具有化形异能。”冰霜摩立特复制了一个直到回合结束成为生物的地。该生物将作为非生物永久物进战场,因此它进战场时不会带有两个额外的+1/+1指示物,也不会具有化形异能,即使它在该回合中稍后成为生物也是一样。 |
<BOOKMARK:cr707-9g>707.9g Some replacement effects that generate copy effects are linked to triggered abilities written in the same paragraph. (See rule 603.11.) If another copy effect is applied to that object after applying the copy effect with the linked triggered ability, the ability doesn’t trigger.\\ | <BOOKMARK:cr707-9g>707.9g Some replacement effects that generate copy effects are linked to triggered abilities written in the same paragraph. (See rule 603.11.) If another copy effect is applied to that object after applying the copy effect with the linked triggered ability, the ability doesn’t trigger.\\ | ||
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707.10d 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品。 | 707.10d 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品。 | ||
- | <BOOKMARK:cr707-10e>707.10e 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.\\ | + | <BOOKMARK:cr707-10e>707.10e 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. In the case where a replacement effect causes the copy to target more than one object, the copy’s controller chooses one of them to be the new target. The chosen target must be a legal target for that spell or ability.\\ |
- | 707.10e 一些效应复制咒语或异能并为该复制品指定一个新的目标。如果该咒语或异能具有多于一个目标,该复制品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,则该复制品不会被产生。 | + | 707.10e 一些效应复制咒语或异能并为该复制品指定一个新的目标。如果该咒语或异能具有多于一个目标,该复制品的每个目标都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,则该复制品不会被创造。在某个替代性效应使得该复制品以多个物件为目标的情况下,该复制品的操控者选择其中一个作为新的目标。所选择的目标必须是该咒语或异能的合法目标。 |
+ | |||
+ | Example: Frontline Heroism is an enchantment with the ability “Whenever you cast a spell that targets only a single creature you control, create a 1/1 red Soldier creature token with haste, then copy that spell. The copy targets that token.” Anointed Procession is an enchantment with the ability “If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.” If you control both and cast Moment of Triumph targeting a creature you control, Frontline Heroism’s ability triggers. As that ability resolves, you create two 1/1 red Soldier creature tokens with haste, then copy Moment of Triumph and the copy targets one of those tokens of your choice. The copy doesn’t target both the tokens.\\ | ||
+ | 例如:前线勇行[Frontline Heroism]是具有以下叙述的结界:“每当你施放仅以单一由你操控之生物为目标的咒语时,派出一个1/1红色,具敏捷异能的士兵衍生生物,然后复制该咒语。此复制品以该衍生物为目标。”圣洗者行列是具有以下叙述的结界:“如果某效应将在你的操控下派出一个或数个衍生物,则改为它派出两倍数量的该类衍生物。”如果你于同时操控这两者时施放了得胜之时并指定一个由你操控的生物为目标,则前线勇行的异能会触发。于该异能结算时,你派出两个1/1红色,具敏捷异能的士兵衍生生物,然后复制得胜之时,且该复制品依你的选择以其中一个衍生物为目标。该复制品不会同时指定两个衍生物为目标。 | ||
<BOOKMARK:cr707-10f>707.10f Some effects copy a permanent spell. As that copy resolves, it ceases being a copy of a spell and becomes a token permanent. (See rule 608.3f.)\\ | <BOOKMARK:cr707-10f>707.10f Some effects copy a permanent spell. As that copy resolves, it ceases being a copy of a spell and becomes a token permanent. (See rule 608.3f.)\\ | ||
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707.11. 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品,此效应也会一直追踪该永久物。 | 707.11. 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品,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 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.\\ | + | Example: An Unstable Shapeshifter copies an Olivia Voldaren. Olivia Voldaren reads, “{1}{R}: Olivia Voldaren deals 1 damage to another target creature. That creature becomes a Vampire in addition to its other types. Put a +1/+1 counter on Olivia Voldaren.” If this ability of the Shapeshifter is activated, the Shapeshifter will deal 1 damage and you will put a +1/+1 counter on it, even if it’s no longer a copy of Olivia Voldaren 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。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品,也会被消灭。 | + | 例如:不稳定变形兽复制奥莉薇亚沃达连。奥莉薇亚沃达连具有“{1}{R}:奥莉薇亚沃达连对另一个目标生物造成1点伤害。该生物额外具有吸血鬼此类别。在奥莉薇亚沃达连上放置一个+1/+1指示物。”如果起动不稳定变形兽的这个异能,则即使不稳定变形兽已不再是奥莉薇亚沃达连的复制品,也会造成1点伤害并在其上放置一个+1/+1指示物。 |
<BOOKMARK:cr707-12>707.12. 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 copy is a spell on the stack, and just like any other spell it can resolve or be countered.\\ | <BOOKMARK:cr707-12>707.12. 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 copy is a spell on the stack, and just like any other spell it can resolve or be countered.\\ | ||
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712.4. 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。 | 712.4. 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。 | ||
- | <BOOKMARK:cr712-4a>712.4a 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 701.37, “Meld”). The resulting permanent is a single object represented by two cards.\\ | + | <BOOKMARK:cr712-4a>712.4a 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 701.42, “Meld”). The resulting permanent is a single object represented by two cards.\\ |
- | 712.4a 每对融合牌组中都有一张牌具有放逐此物件及同组当中之另一物件,并融合两者的异能。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[[cr:7#cr701-37|701.37]],“融合”。)所得之永久物为由两张牌代表的单一物件。 | + | 712.4a 每对融合牌组中都有一张牌具有放逐此物件及同组当中之另一物件,并融合两者的异能。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[[cr:7#cr701-42|701.42]],“融合”。)所得之永久物为由两张牌代表的单一物件。 |
<BOOKMARK:cr712-4b>712.4b The back faces of a meld pair are used only to determine the characteristics of the melded permanent that pair becomes on the battlefield. If a rule or effect references the back face of a meld card when not part of a melded permanent on the battlefield, it fails to determine its characteristics, regardless of which parts of the melded permanent is represented on that card’s back face.\\ | <BOOKMARK:cr712-4b>712.4b The back faces of a meld pair are used only to determine the characteristics of the melded permanent that pair becomes on the battlefield. If a rule or effect references the back face of a meld card when not part of a melded permanent on the battlefield, it fails to determine its characteristics, regardless of which parts of the melded permanent is represented on that card’s back face.\\ | ||
712.4b 融合牌组的背面仅用于确定战场上该融合牌组所成为之已融合的永久物之特征。如果某规则或效应提及融合牌的背面,但它并非战场上已融合的永久物之一部分,则此规则或效应无法确定其特征,无论它代表该已融合的永久物之哪一部分。 | 712.4b 融合牌组的背面仅用于确定战场上该融合牌组所成为之已融合的永久物之特征。如果某规则或效应提及融合牌的背面,但它并非战场上已融合的永久物之一部分,则此规则或效应无法确定其特征,无论它代表该已融合的永久物之哪一部分。 | ||
- | <BOOKMARK:cr712-5>712.5. There are six specific meld pairs.\\ | + | <BOOKMARK:cr712-5>712.5. There are seven specific meld pairs.\\ |
- | 712.5. 目前有六对融合牌组。 | + | 712.5. 目前有七对融合牌组。 |
<BOOKMARK:cr712-5a>712.5a Midnight Scavengers and Graf Rats meld to form Chittering Host.\\ | <BOOKMARK:cr712-5a>712.5a Midnight Scavengers and Graf Rats meld to form Chittering Host.\\ | ||
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<BOOKMARK:cr712-5f>712.5f Argoth, Sanctum of Nature and Titania, Voice of Gaea meld to form Titania, Gaea Incarnate.\\ | <BOOKMARK:cr712-5f>712.5f Argoth, Sanctum of Nature and Titania, Voice of Gaea meld to form Titania, Gaea Incarnate.\\ | ||
712.5f 自然圣所亚格斯和盖亚之声泰坦尼亚融合,组成盖亚化身泰坦尼亚。 | 712.5f 自然圣所亚格斯和盖亚之声泰坦尼亚融合,组成盖亚化身泰坦尼亚。 | ||
+ | |||
+ | <BOOKMARK:cr712-5g>712.5g Fang, Fearless l’Cie and Vanille, Cheerful l’Cie meld to form Ragnarok, Divine Deliverance.\\ | ||
+ | 712.5g 无畏路希牙和愉悦路希班尼拉融合,组成神圣救赎诸神黄昏。 | ||
<BOOKMARK:cr712-6>712.6. Players who are allowed to look at a double-faced card may look at both sides of that card.\\ | <BOOKMARK:cr712-6>712.6. Players who are allowed to look at a double-faced card may look at both sides of that card.\\ | ||
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712.8g 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,其法术力值为其正面两张牌之法术力值的总和。如果某永久物复制了已融合的永久物,则复制品的法术力值为0。参见规则[[cr:2#cr202-3c|202.3c]]。 | 712.8g 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,其法术力值为其正面两张牌之法术力值的总和。如果某永久物复制了已融合的永久物,则复制品的法术力值为0。参见规则[[cr:2#cr202-3c|202.3c]]。 | ||
- | <BOOKMARK:cr712-9>712.9. Only transforming tokens and permanents represented by transforming double-faced cards can transform or convert. (See rule 701.28, “Transform,” and rule 701.50, “Convert.”) If a spell or ability instructs a player to transform or convert any permanent that isn’t a transforming token or isn’t represented by a transforming double-faced card, nothing happens.\\ | + | <BOOKMARK:cr712-9>712.9. Only transforming tokens and permanents represented by transforming double-faced cards can transform or convert. (See rule 701.27, “Transform,” and rule 701.28, “Convert.”) If a spell or ability instructs a player to transform or convert any permanent that isn’t a transforming token or isn’t represented by a transforming double-faced card, nothing happens.\\ |
- | 712.9. 只有转化式衍生物和由转化式双面牌代表的永久物才能转化或转换。(参见规则[[cr:7#cr701-28|701.28]],“转化”及规则[[cr:7#cr701-50|701.50]],“转换”。)如果一个咒语或异能指示牌手转化或转换一个不是转化式衍生物或不由转化式双面牌代表的永久物,没有事情会发生。 | + | 712.9. 只有转化式衍生物和由转化式双面牌代表的永久物才能转化或转换。(参见规则[[cr:7#cr701-27|701.27]],“转化”及规则[[cr:7#cr701-28|701.28]],“转换”。)如果一个咒语或异能指示牌手转化或转换一个不是转化式衍生物或不由转化式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 transforming double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a transforming double-faced card, it can’t transform.\\ | Example: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a transforming double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a transforming double-faced card, it can’t transform.\\ | ||
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<BOOKMARK:cr714-1>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.\\ | <BOOKMARK:cr714-1>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。 | 714.1. 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。 | ||
+ | |||
+ | <BOOKMARK:cr714-1a>714.1a Saga enchantments that also have the type creature are printed with both a power and toughness box and an additional text box below the type line. Any abilities in that text box are independent of its chapter symbols.\\ | ||
+ | 714.1a 同时具有生物此类别的传纪结界,会印制力量/防御力,且在类别栏下方有一个额外的文字栏。该文字栏中的任何异能与其章节符号无关。 | ||
<BOOKMARK:cr714-2>714.2. A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.\\ | <BOOKMARK:cr714-2>714.2. A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.\\ | ||
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714.3a 于不具跳读异能的传纪进战场时,其操控者在其上放置一个学问指示物。于具跳读异能的传纪进战场时,其操控者选择一个数字,范围须在一到该传纪最大章节数字之内。该传纪进战场时上面有所选数量的学问指示物。(参见规则[[cr:7#cr702-155|702.155]],“跳读”。) | 714.3a 于不具跳读异能的传纪进战场时,其操控者在其上放置一个学问指示物。于具跳读异能的传纪进战场时,其操控者选择一个数字,范围须在一到该传纪最大章节数字之内。该传纪进战场时上面有所选数量的学问指示物。(参见规则[[cr:7#cr702-155|702.155]],“跳读”。) | ||
- | <BOOKMARK:cr714-3b>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.\\ | + | <BOOKMARK:cr714-3b>714.3b As a player’s precombat main phase begins, that player puts a lore counter on each Saga they control with one or more chapter abilities. 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。 | + | 714.3b 于牌手的战斗前行动阶段开始时,该牌手在每个由其操控且具有章节异能的传纪结界上放置一个学问指示物。此回合动作不使用堆叠。 |
- | <BOOKMARK:cr714-4>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.\\ | + | <BOOKMARK:cr714-4>714.4. If the number of lore counters on a Saga permanent with one or more chapter abilities 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。 | + | 714.4. 如果一个具有章节异能之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. 历险者牌 Adventurer Cards ===== | ===== 715. 历险者牌 Adventurer Cards ===== | ||
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715.2. 出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。 | 715.2. 出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。 | ||
- | <BOOKMARK:cr715-2a>715.2a If an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object for which these alternative characteristics exist, even if the object currently doesn’t use them.\\ | + | <BOOKMARK:cr715-2a>715.2a If an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object that has the alternative characteristics of an Adventure spell, even if the object currently doesn’t use them.\\ |
- | 715.2a 如果一个效应提及“具有历险”的牌、咒语或永久物,它提及的是具有此类副特征的物件,即使该物件当前并没有用到其副特征。 | + | 715.2a 如果一个效应提及“具有历险”的牌、咒语或永久物,它提及的是具有历险咒语副特征的物件,即使该物件当前并没有用到其副特征。 |
- | <BOOKMARK:cr715-2b>715.2b The existence and values of these alternative characteristics is part of the object’s copiable values.\\ | + | <BOOKMARK:cr715-2b>715.2b The existence and values of these alternative characteristics are part of the object’s copiable values.\\ |
715.2b 这些副特征的存在性及其各值是该物件的可复制特征值的一部分。 | 715.2b 这些副特征的存在性及其各值是该物件的可复制特征值的一部分。 | ||
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715.2c 即使历险者牌印有多组特征,每张历险者牌仍只是一张牌,例如,抓到或弃掉一张历险者牌的牌手仍只是抓或弃了一张牌,而不是两张。 | 715.2c 即使历险者牌印有多组特征,每张历险者牌仍只是一张牌,例如,抓到或弃掉一张历险者牌的牌手仍只是抓或弃了一张牌,而不是两张。 | ||
- | <BOOKMARK:cr715-3>715.3. As a player casts an adventurer card, the player chooses whether they cast the card normally or as an Adventure.\\ | + | <BOOKMARK:cr715-3>715.3. As a player plays an adventurer card, the player chooses whether they play the card normally or as an Adventure.\\ |
- | 715.3. 于牌手施放历险者牌时,该牌手选择是要正常施放该牌,或是将其作为历险来施放。 | + | 715.3. 于牌手使用历险者牌时,该牌手选择是要正常使用该牌,或是将其作为历险来使用。 |
<BOOKMARK:cr715-3a>715.3a When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast.\\ | <BOOKMARK:cr715-3a>715.3a When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast.\\ | ||
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715.3c 如果一个历险咒语被复制,该复制品也是历险。它具有该咒语的副特征,而非代表该历险咒语的牌之正常特征。任何提及作为历险施放的咒语之规则或效应也会提及该复制品。 | 715.3c 如果一个历险咒语被复制,该复制品也是历险。它具有该咒语的副特征,而非代表该历险咒语的牌之正常特征。任何提及作为历险施放的咒语之规则或效应也会提及该复制品。 | ||
- | <BOOKMARK:cr715-3d>715.3d Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may cast it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure.\\ | + | <BOOKMARK:cr715-3d>715.3d Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may play it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure.\\ |
- | 715.3d 作为历险施放的咒语于其结算时,该咒语的操控者改为将其放逐,而非置入其拥有者的坟墓场。于该咒语持续被放逐期间,该牌手可以施放之。它不能以此法作为历险施放,尽管其他允许某牌手施放该牌的效应可能会允许某牌手将其作为历险施放。 | + | 715.3d 作为历险施放的咒语于其结算时,该咒语的操控者改为将其放逐,而非置入其拥有者的坟墓场。于该咒语持续被放逐期间,该牌手可以使用之。它不能以此法作为历险施放,尽管其他允许某牌手施放该牌的效应可能会允许某牌手将其作为历险施放。 |
<BOOKMARK:cr715-4>715.4. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.\\ | <BOOKMARK:cr715-4>715.4. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.\\ | ||
- | 715.4. 在堆叠以外的其他区域、以及在堆叠上不作为历险施放时,历险者牌只具有其正常特征。 | + | 715.4. 在堆叠以外的其他区域、以及在堆叠上且不为历险时,历险者牌只具有其正常特征。 |
<BOOKMARK:cr715-5>715.5. If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative name, the player may do so.\\ | <BOOKMARK:cr715-5>715.5. If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative name, the player may do so.\\ | ||
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<BOOKMARK:cr716-2d>716.2d If a rule or effect refers to a permanent’s level and that permanent doesn’t have a level, it is treated as though its level is 1.\\ | <BOOKMARK:cr716-2d>716.2d If a rule or effect refers to a permanent’s level and that permanent doesn’t have a level, it is treated as though its level is 1.\\ | ||
- | 716.2d 如果一个规则或效应提及永久物的等级,且该永久物没有等级,该永久物被视作等级是1。 | + | 716.2d 如果一个规则或效应提及永久物的等级,且该永久物没有登记,该永久物被视作等级是1。 |
<BOOKMARK:cr716-3>716.3. Any ability printed on a Class card that isn’t preceded by a class level bar is treated normally. In particular, the Class has the ability printed in its top text box section at all times. That ability may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability.\\ | <BOOKMARK:cr716-3>716.3. Any ability printed on a Class card that isn’t preceded by a class level bar is treated normally. In particular, the Class has the ability printed in its top text box section at all times. That ability may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability.\\ | ||
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717.2b 在限制赛中,一副景点套牌必须包含至少三张景点牌且须在该牌手的牌池中,可以包含多张英文名称相同的牌景点牌。 | 717.2b 在限制赛中,一副景点套牌必须包含至少三张景点牌且须在该牌手的牌池中,可以包含多张英文名称相同的牌景点牌。 | ||
- | <BOOKMARK:cr717-3>717.3. Effects can cause an Attraction card to enter the battlefield from the command zone. See rule 701.48, “Open an Attraction.”\\ | + | <BOOKMARK:cr717-3>717.3. Effects can cause an Attraction card to enter the battlefield from the command zone. See rule 701.51, “Open an Attraction.”\\ |
- | 717.3. 一些效应会将景点牌从统帅区放进战场。参见规则[[cr:7#cr701-48|701.48]],“打开景点”。 | + | 717.3. 一些效应会将景点牌从统帅区放进战场。参见规则[[cr:7#cr701-51|701.51]],“打开景点”。 |
- | <BOOKMARK:cr717-4>717.4. As a player’s precombat main phase begins, a player who controls one or more Attractions rolls to visit their Attractions. See rules 703.4g and 701.49, “Roll to Visit Your Attractions.” This turn-based action doesn’t use the stack.\\ | + | <BOOKMARK:cr717-4>717.4. As a player’s precombat main phase begins, a player who controls one or more Attractions rolls to visit their Attractions. See rules 703.4g and 701.52, “Roll to Visit Your Attractions.” This turn-based action doesn’t use the stack.\\ |
- | 717.4. 于牌手的战斗前行动阶段开始时,如果该牌手操控一个或数个景点,则该牌手掷骰造访景点。参见规则[[cr:7#cr703-4g|703.4g]],及规则[[cr:7#cr701-49|701.49]],“掷骰造访景点”。此回合动作不使用堆叠。 | + | 717.4. 于牌手的战斗前行动阶段开始时,如果该牌手操控一个或数个景点,则该牌手掷骰造访景点。参见规则[[cr:7#cr703-4g|703.4g]],及规则[[cr:7#cr701-52|701.52]],“掷骰造访景点”。此回合动作不使用堆叠。 |
<BOOKMARK:cr717-5>717.5. Each Attraction card has an ability that begins with the word “Visit” followed by a long dash in its rules text. This is a visit ability. A visit ability triggers whenever you roll to visit your Attractions and the result matches one of the lit-up numbers. See rule 702.159, “Visit.”\\ | <BOOKMARK:cr717-5>717.5. Each Attraction card has an ability that begins with the word “Visit” followed by a long dash in its rules text. This is a visit ability. A visit ability triggers whenever you roll to visit your Attractions and the result matches one of the lit-up numbers. See rule 702.159, “Visit.”\\ | ||
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719.3c 如果案件具有已侦结此称号,则其具有的“侦结~[异能文本]”异能如果是静止式异能,可以影响游戏;如果是触发式异能,可以触发;如果是起动式异能,可以被起动。参见规则[[cr:7#cr702-169|702.169]],“侦结”。 | 719.3c 如果案件具有已侦结此称号,则其具有的“侦结~[异能文本]”异能如果是静止式异能,可以影响游戏;如果是触发式异能,可以触发;如果是起动式异能,可以被起动。参见规则[[cr:7#cr702-169|702.169]],“侦结”。 | ||
- | ===== 720. 操控其他牌手 Controlling Another Player ===== | + | ===== 720. 预兆牌 Omen Cards ===== |
- | <BOOKMARK:cr720>720. Controlling Another Player\\ | + | <BOOKMARK:cr720>720. Omen Cards\\ |
- | 720. 操控其他牌手 | + | 720. 预兆牌 |
- | <BOOKMARK:cr720-1>720.1. 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.\\ | + | <BOOKMARK:cr720-1>720.1. Omen cards have a two-part card frame, with a smaller frame inset within their text box.\\ |
- | 720.1. 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。 | + | 720.1. 预兆牌具有分为两部分的牌框,其中较小的牌框嵌印在文字栏中。 |
- | <BOOKMARK:cr720-1a>720.1a Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.\\ | + | <BOOKMARK:cr720-2>720.2. The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.\\ |
- | 720.1a 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。 | + | 720.2. 出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。 |
- | <BOOKMARK:cr720-1b>720.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.\\ | + | <BOOKMARK:cr720-2a>720.2a If an effect refers to a card, spell, or permanent that “has an Omen,” it refers to an object that has the alternative characteristics of an Omen spell, even if the object currently doesn’t use them.\\ |
- | 720.1b 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。 | + | 720.2a 如果一个效应提及“具有预兆”的牌、咒语或永久物,它提及的是具有预兆咒语副特征的物件,即使该物件当前并没有用到其副特征。 |
- | <BOOKMARK:cr720-2>720.2. Two cards (Word of Command and Opposition Agent) allow a player to control another player for a limited duration.\\ | + | <BOOKMARK:cr720-2b>720.2b The existence and values of these alternative characteristics are part of the object’s copiable values.\\ |
- | 720.2. 两张牌(命令咒[Word of Command]和反对派密探)允许牌手在有限的时间内操控另一位牌手。 | + | 720.2b 这些副特征的存在性及其各值是该物件的可复制特征值的一部分。 |
- | <BOOKMARK:cr720-3>720.3. 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.\\ | + | <BOOKMARK:cr720-2c>720.2c Although omen cards are printed with multiple sets of characteristics, each omen card is only one card. For example, a player who has drawn or discarded an omen card has drawn or discarded one card, not two.\\ |
- | 720.3. 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。 | + | 720.2c 即使预兆牌印有多组特征,每张预兆牌仍只是一张牌,例如,抓到或弃掉一张预兆牌的牌手仍只是抓或弃了一张牌,而不是两张。 |
- | <BOOKMARK:cr720-4>720.4. 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.\\ | + | <BOOKMARK:cr720-3>720.3. As a player casts an omen card, the player chooses whether they cast the card normally or as an Omen.\\ |
- | 720.4. 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。 | + | 720.3. 于牌手施放预兆牌时,该牌手选择是要正常施放该牌,或是将其作为预兆来施放。 |
+ | |||
+ | <BOOKMARK:cr720-3a>720.3a When casting an omen card as an Omen, only the alternative characteristics are evaluated to see if it can be cast.\\ | ||
+ | 720.3a 在将预兆牌作为预兆来施放时,仅会利用其副特征来决定此时能否施放该咒语。 | ||
+ | |||
+ | <BOOKMARK:cr720-3b>720.3b While on the stack as an Omen, the spell has only its alternative characteristics.\\ | ||
+ | 720.3b 预兆在堆叠上时,该咒语只有其副特征。 | ||
+ | |||
+ | <BOOKMARK:cr720-3c>720.3c If an Omen spell is copied, the copy is also an Omen. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Omen spell. Any rule or effect that refers to a spell cast as an Omen refers to the copy as well.\\ | ||
+ | 720.3c 如果一个预兆咒语被复制,该复制品也是预兆。它具有该咒语的副特征,而非代表该预兆咒语的牌之正常特征。任何提及作为预兆施放的咒语之规则或效应也会提及该复制品。 | ||
+ | |||
+ | <BOOKMARK:cr720-3d>720.3d As an Omen spell resolves, its controller shuffles it into its owner’s library instead of putting it into its owner’s graveyard as it resolves.\\ | ||
+ | 720.3d 于预兆咒语结算时,该咒语的操控者改为将其洗入其拥有者的牌库,而非置入其拥有者的坟墓场。 | ||
+ | |||
+ | <BOOKMARK:cr720-4>720.4. In every zone except the stack, and while on the stack not as an Omen, an omen card has only its normal characteristics.\\ | ||
+ | 720.4. 在堆叠以外的其他区域、以及在堆叠上且不为预兆时,预兆牌只具有其正常特征。 | ||
+ | |||
+ | <BOOKMARK:cr720-5>720.5. If an effect instructs a player to choose a card name and the player wants to choose an omen card’s alternative name, the player may do so.\\ | ||
+ | 720.5. 如果一个效应指示牌手选择一个牌名,而该牌手想要选择一张预兆牌的副名称,则该牌手可以如此作。 | ||
+ | |||
+ | ===== 721. 操控其他牌手 Controlling Another Player ===== | ||
+ | <BOOKMARK:cr721>721. Controlling Another Player\\ | ||
+ | 721. 操控其他牌手 | ||
+ | |||
+ | <BOOKMARK:cr721-1>721.1. 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.\\ | ||
+ | 721.1. 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。 | ||
+ | |||
+ | <BOOKMARK:cr721-1a>721.1a Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.\\ | ||
+ | 721.1a 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。 | ||
+ | |||
+ | <BOOKMARK:cr721-1b>721.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.\\ | ||
+ | 721.1b 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。 | ||
+ | |||
+ | <BOOKMARK:cr721-2>721.2. Two cards (Word of Command and Opposition Agent) allow a player to control another player for a limited duration.\\ | ||
+ | 721.2. 两张牌(命令咒[Word of Command]和反对派密探)允许牌手在有限的时间内操控另一位牌手。 | ||
+ | |||
+ | <BOOKMARK:cr721-3>721.3. 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.\\ | ||
+ | 721.3. 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。 | ||
+ | |||
+ | <BOOKMARK:cr721-4>721.4. 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.\\ | ||
+ | 721.4. 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 control.\\ | Example: The controller of a player can see that player’s hand and the face of any face-down creatures they control.\\ | ||
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。 | 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。 | ||
- | <BOOKMARK:cr720-5>720.5. 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.\\ | + | <BOOKMARK:cr721-5>721.5. 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.\\ |
- | 720.5. 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。 | + | 721.5. 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.\\ | 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.\\ | ||
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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位牌手或哪个鹏洛客,以及这些攻击生物的战斗伤害该如何分配。 | 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位牌手或哪个鹏洛客,以及这些攻击生物的战斗伤害该如何分配。 | ||
- | <BOOKMARK:cr720-5a>720.5a The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player.\\ | + | <BOOKMARK:cr721-5a>721.5a The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player.\\ |
- | 720.5a 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。 | + | 721.5a 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.\\ | 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。 | 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。 | ||
- | <BOOKMARK:cr720-5b>720.5b 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.\\ | + | <BOOKMARK:cr721-5b>721.5b 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.\\ |
- | 720.5b 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。 | + | 721.5b 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.\\ | 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。 | 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。 | ||
- | <BOOKMARK:cr720-6>720.6. 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.\\ | + | <BOOKMARK:cr721-6>721.6. 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.\\ |
- | 720.6. 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[[cr:1#cr104-3a|104.3a]]。 | + | 721.6. 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[[cr:1#cr104-3a|104.3a]]。 |
- | <BOOKMARK:cr720-7>720.7. 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.\\ | + | <BOOKMARK:cr721-7>721.7. 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.\\ |
- | 720.7. 使某牌手操控另一位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。 | + | 721.7. 使某牌手操控另一位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。 |
- | <BOOKMARK:cr720-8>720.8. A player who controls another player also continues to make their own choices and decisions.\\ | + | <BOOKMARK:cr721-8>721.8. A player who controls another player also continues to make their own choices and decisions.\\ |
- | 720.8. 操控其他牌手的牌手如常为自己作出选择与决定。 | + | 721.8. 操控其他牌手的牌手如常为自己作出选择与决定。 |
- | <BOOKMARK:cr720-9>720.9. A player may gain control of themselves. That player will make their own decisions and choices as normal.\\ | + | <BOOKMARK:cr721-9>721.9. An effect may give a player control of themselves. That player will make their own decisions and choices as normal.\\ |
- | 720.9. 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。 | + | 721.9. 某些效应可能会允许牌手获得自己的操控权。该牌手将如常为自己作出选择与决定。 |
- | ===== 721. 结束回合和阶段 Ending Turns and Phases ===== | + | ===== 722. 结束回合和阶段 Ending Turns and Phases ===== |
- | <BOOKMARK:cr721>721. Ending Turns and Phases\\ | + | <BOOKMARK:cr722>722. Ending Turns and Phases\\ |
- | 721. 结束回合和阶段 | + | 722. 结束回合和阶段 |
- | <BOOKMARK:cr721-1>721.1. 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”).\\ | + | <BOOKMARK:cr722-1>722.1. 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”).\\ |
- | 721.1. 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[[cr:6#cr608|608]],“结算咒语及起动式异能”),须依序进行下列步骤。 | + | 722.1. 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[[cr:6#cr608|608]],“结算咒语及起动式异能”),须依序进行下列步骤。 |
- | <BOOKMARK:cr721-1a>721.1a 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 721.1f).\\ | + | <BOOKMARK:cr722-1a>722.1a 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 722.1f).\\ |
- | 721.1a 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[[cr:7#cr721-1f|721.1f]])。 | + | 722.1a 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[[cr:7#cr722-1f|722.1f]])。 |
- | <BOOKMARK:cr721-1b>721.1b Exile every object on the stack, including the object that’s resolving. 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”).\\ | + | <BOOKMARK:cr722-1b>722.1b Exile every object on the stack, including the object that’s resolving. 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”).\\ |
- | 721.1b 放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区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[[cr:7#cr704|704]],“状态动作”)。 | + | 722.1b 放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区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[[cr:7#cr704|704]],“状态动作”)。 |
- | <BOOKMARK:cr721-1c>721.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.\\ | + | <BOOKMARK:cr722-1c>722.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.\\ |
- | 721.1c 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。 | + | 722.1c 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。 |
- | <BOOKMARK:cr721-1d>721.1d The current phase and/or step ends. If this happens during combat, remove all creatures and planeswalkers from combat. 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.\\ | + | <BOOKMARK:cr722-1d>722.1d The current phase and/or step ends. If this happens during combat, remove all creatures and planeswalkers from combat. 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.\\ |
- | 721.1d 当前的阶段和/或步骤结束。如果这发生在战斗阶段中,则将所有生物和鹏洛客移出战斗。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。 | + | 722.1d 当前的阶段和/或步骤结束。如果这发生在战斗阶段中,则将所有生物和鹏洛客移出战斗。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。 |
- | <BOOKMARK:cr721-1e>721.1e Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.\\ | + | <BOOKMARK:cr722-1e>722.1e Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.\\ |
- | 721.1e 即使回合结束,“在结束步骤开始时”触发的触发式异能不会触发,因为结束步骤已被略过。 | + | 722.1e 即使回合结束,“在结束步骤开始时”触发的触发式异能不会触发,因为结束步骤已被略过。 |
- | <BOOKMARK:cr721-1f>721.1f 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.”\\ | + | <BOOKMARK:cr722-1f>722.1f 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.”\\ |
- | 721.1f 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[[cr:5#cr514|514]],“清除步骤”。 | + | 722.1f 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[[cr:5#cr514|514]],“清除步骤”。 |
- | <BOOKMARK:cr721-2>721.2. One card (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).\\ | + | <BOOKMARK:cr722-2>722.2. One card (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).\\ |
- | 721.2. 一张牌(和平授令[Mandate of Peace])结束战斗阶段。当一个效应结束战斗阶段时,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[[cr:6#cr608|608]],“结算咒语及起动式异能”),须依序进行下列步骤。 | + | 722.2. 一张牌(和平授令[Mandate of Peace])结束战斗阶段。当一个效应结束战斗阶段时,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[[cr:6#cr608|608]],“结算咒语及起动式异能”),须依序进行下列步骤。 |
- | <BOOKMARK:cr721-2a>721.2a 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 721.2f).\\ | + | <BOOKMARK:cr722-2a>722.2a 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 722.2f).\\ |
- | 721.2a 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[[cr:7#cr721-2f|721.2f]])。 | + | 722.2a 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[[cr:7#cr722-2f|722.2f]])。 |
- | <BOOKMARK:cr721-2b>721.2b Exile every object on the stack, including the object that’s resolving. 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”).\\ | + | <BOOKMARK:cr722-2b>722.2b Exile every object on the stack, including the object that’s resolving. 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”).\\ |
- | 721.2b 放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区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[[cr:7#cr704|704]],“状态动作”)。 | + | 722.2b 放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区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[[cr:7#cr704|704]],“状态动作”)。 |
- | <BOOKMARK:cr721-2c>721.2c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.\\ | + | <BOOKMARK:cr722-2c>722.2c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.\\ |
- | 721.2c 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。 | + | 722.2c 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。 |
- | <BOOKMARK:cr721-2d>721.2d The current combat phase ends. Remove all creatures and planeswalkers from combat. Effects that last “until end of combat” expire. The game skips straight to the next phase, usually the postcombat main phase; skip any steps between this step and that phase.\\ | + | <BOOKMARK:cr722-2d>722.2d The current combat phase ends. Remove all creatures and planeswalkers from combat. Effects that last “until end of combat” expire. The game skips straight to the next phase, usually the postcombat main phase; skip any steps between this step and that phase.\\ |
- | 721.2d 当前的战斗阶段结束。将所有生物和鹏洛客移出战斗。持续到“直到战斗结束”的效应结束。游戏过程直接跳到下一个阶段,通常是战斗后行动阶段;从目前的步骤到该阶段之间,所有的步骤均被略过。 | + | 722.2d 当前的战斗阶段结束。将所有生物和鹏洛客移出战斗。持续到“直到战斗结束”的效应结束。游戏过程直接跳到下一个阶段,通常是战斗后行动阶段;从目前的步骤到该阶段之间,所有的步骤均被略过。 |
- | <BOOKMARK:cr721-2e>721.2e Even though the combat phase ends, “at end of combat” triggered abilities don’t trigger because the end of combat step is skipped.\\ | + | <BOOKMARK:cr722-2e>722.2e Even though the combat phase ends, “at end of combat” triggered abilities don’t trigger because the end of combat step is skipped.\\ |
- | 721.2e 即使战斗阶段结束,“在战斗结束时”触发的触发式异能不会触发,因为战斗结束步骤已被略过。 | + | 722.2e 即使战斗阶段结束,“在战斗结束时”触发的触发式异能不会触发,因为战斗结束步骤已被略过。 |
- | <BOOKMARK:cr721-2f>721.2f 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 following phase, then the active player gets priority and players can cast spells and activate abilities.\\ | + | <BOOKMARK:cr722-2f>722.2f 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 following phase, then the active player gets priority and players can cast spells and activate abilities.\\ |
- | 721.2f 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,则这些异能会在下一个阶段中被放入堆叠,此后主动牌手会得到优先权,牌手可施放咒语或起动异能。 | + | 722.2f 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,则这些异能会在下一个阶段中被放入堆叠,此后主动牌手会得到优先权,牌手可施放咒语或起动异能。 |
- | <BOOKMARK:cr721-2g>721.2g If an effect attempts to end the combat phase at any time that’s not a combat phase, nothing happens.\\ | + | <BOOKMARK:cr722-2g>722.2g If an effect attempts to end the combat phase at any time that’s not a combat phase, nothing happens.\\ |
- | 721.2g 如果一个效应试图在任何不是战斗阶段的时间点结束战斗阶段,什么都不会发生。 | + | 722.2g 如果一个效应试图在任何不是战斗阶段的时间点结束战斗阶段,什么都不会发生。 |
- | ===== 722. 君主 The Monarch ===== | + | ===== 723. 君主 The Monarch ===== |
- | <BOOKMARK:cr722>722. The Monarch\\ | + | <BOOKMARK:cr723>723. The Monarch\\ |
- | 722. 君主 | + | 723. 君主 |
- | <BOOKMARK:cr722-1>722.1. 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.\\ | + | <BOOKMARK:cr723-1>723.1. 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.\\ |
- | 722.1. “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”。 | + | 723.1. “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”。 |
- | <BOOKMARK:cr722-2>722.2. 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 113.8. 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.”\\ | + | <BOOKMARK:cr723-2>723.2. 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 113.8. 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.”\\ |
- | 722.2. “身为君主”会产生与之关联的两个固有触发式异能。这些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[[cr:1#cr113-8|113.8]]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”。 | + | 723.2. “身为君主”会产生与之关联的两个固有触发式异能。这些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[[cr:1#cr113-8|113.8]]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”。 |
- | <BOOKMARK:cr722-3>722.3. Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch.\\ | + | <BOOKMARK:cr723-3>723.3. Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch.\\ |
- | 722.3. 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。 | + | 723.3. 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。 |
- | <BOOKMARK:cr722-4>722.4. 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. If no player still in the game can become the monarch, the game continues with no monarch.\\ | + | <BOOKMARK:cr723-4>723.4. 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. If no player still in the game can become the monarch, the game continues with no monarch.\\ |
- | 722.4. 如果君主离开游戏,则主动牌手在其离开游戏的同时成为君主。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。如果仍在游戏中的牌手均不能成为君主,游戏以没有君主的状态继续。 | + | 723.4. 如果君主离开游戏,则主动牌手在其离开游戏的同时成为君主。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。如果仍在游戏中的牌手均不能成为君主,游戏以没有君主的状态继续。 |
- | <BOOKMARK:cr722-5>722.5. If the result of a continuous effect generated by a static ability is determined based on who is currently the monarch, but there is no monarch in the game as that effect begins to apply, that effect does nothing until a player becomes the monarch. See rule 613, “Continuous Effects.”\\ | + | <BOOKMARK:cr723-5>723.5. If the result of a continuous effect generated by a static ability is determined based on who is currently the monarch, but there is no monarch in the game as that effect begins to apply, that effect does nothing until a player becomes the monarch. See rule 613, “Continuous Effects.”\\ |
- | 722.5. 如果一个静止式异能产生的持续性效应的结果是根据哪位牌手是君主来确定的,但此效应生效时游戏中没有君主,则该效应没有效果,直到某位牌手成为君主。参见规则[[cr:6#cr613|613]],“持续性效应”。 | + | 723.5. 如果一个静止式异能产生的持续性效应的结果是根据哪位牌手是君主来确定的,但此效应生效时游戏中没有君主,则该效应没有效果,直到某位牌手成为君主。参见规则[[cr:6#cr613|613]],“持续性效应”。 |
- | ===== 723. 先制 The Initiative ===== | + | ===== 724. 先制 The Initiative ===== |
- | <BOOKMARK:cr723>723. The Initiative\\ | + | <BOOKMARK:cr724>724. The Initiative\\ |
- | 723. 先制 | + | 724. 先制 |
- | <BOOKMARK:cr723-1>723.1. The initiative is a designation a player can have. There is no initiative in a game until an effect instructs a player to take the initiative. A player who currently has the initiative designation is said to have the initiative.\\ | + | <BOOKMARK:cr724-1>724.1. The initiative is a designation a player can have. There is no initiative in a game until an effect instructs a player to take the initiative. A player who currently has the initiative designation is said to have the initiative.\\ |
- | 723.1. “先制”是牌手可获得的称号。游戏开始时没有先制,直到某效应令牌手掌握先制为止。当前拥有先制称号的牌手便“握有先制”。 | + | 724.1. “先制”是牌手可获得的称号。游戏开始时没有先制,直到某效应令牌手掌握先制为止。当前拥有先制称号的牌手便“握有先制”。 |
- | <BOOKMARK:cr723-2>723.2. There are three inherent triggered abilities associated with having the initiative. These triggered abilities have no source and are controlled by the player who had the initiative at the time the abilities triggered. This is an exception to rule 113.8. The full text of these abilities are “At the beginning of the upkeep of the player who has the initiative, that player ventures into Undercity,” “Whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the controller of those creatures takes the initiative,” and “Whenever a player takes the initiative, that player ventures into Undercity.” See rule 701.46, “Venture into the Dungeon.”\\ | + | <BOOKMARK:cr724-2>724.2. There are three inherent triggered abilities associated with having the initiative. These triggered abilities have no source and are controlled by the player who had the initiative at the time the abilities triggered. This is an exception to rule 113.8. The full text of these abilities are “At the beginning of the upkeep of the player who has the initiative, that player ventures into Undercity,” “Whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the controller of those creatures takes the initiative,” and “Whenever a player takes the initiative, that player ventures into Undercity.” See rule 701.49, “Venture into the Dungeon.”\\ |
- | 723.2. 握有先制会产生与之关联的三个固有触发式异能。这些触发式异能没有来源,且其操控者是当这些异能触发时握有先制的牌手。这是规则[[cr:1#cr113-8|113.8]]的例外情况。这三个异能的完整叙述为“在握有先制的牌手的维持开始时,该牌手深入地底城。”、“每当一个或数个生物对握有先制的牌手造成战斗伤害时,这些生物的操控者掌握先制。”,和“每当一位牌手掌握先制时,该牌手深入地底城。”参见规则[[cr:7#cr701-46|701.46]],“深入地城”。 | + | 724.2. 握有先制会产生与之关联的三个固有触发式异能。这些触发式异能没有来源,且其操控者是当这些异能触发时握有先制的牌手。这是规则[[cr:1#cr113-8|113.8]]的例外情况。这三个异能的完整叙述为“在握有先制的牌手的维持开始时,该牌手深入地底城。”、“每当一个或数个生物对握有先制的牌手造成战斗伤害时,这些生物的操控者掌握先制。”,和“每当一位牌手掌握先制时,该牌手深入地底城。”参见规则[[cr:7#cr701-49|701.49]],“深入地城”。 |
- | <BOOKMARK:cr723-3>723.3. Only one player can have the initiative at a time. As a player takes the initiative, the player who currently has the initiative ceases to have it.\\ | + | <BOOKMARK:cr724-3>724.3. Only one player can have the initiative at a time. As a player takes the initiative, the player who currently has the initiative ceases to have it.\\ |
- | 723.3. 同一时间只有一位牌手能握有先制。于某位牌手掌握先制时,当前握有先制的牌手便不再握有先制。 | + | 724.3. 同一时间只有一位牌手能握有先制。于某位牌手掌握先制时,当前握有先制的牌手便不再握有先制。 |
- | <BOOKMARK:cr723-4>723.4. If the player who has the initiative leaves the game, the active player takes the initiative at the same time 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 takes the initiative.\\ | + | <BOOKMARK:cr724-4>724.4. If the player who has the initiative leaves the game, the active player takes the initiative at the same time 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 takes the initiative.\\ |
- | 723.4. 如果握有先制的牌手离开游戏,则主动牌手在其离开游戏的同时掌握先制。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掌握先制。 | + | 724.4. 如果握有先制的牌手离开游戏,则主动牌手在其离开游戏的同时掌握先制。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掌握先制。 |
- | <BOOKMARK:cr723-5>723.5. If the player who currently has the initiative is instructed to take the initiative, this causes the last triggered ability in 723.2 to trigger but does not create a second initiative designation.\\ | + | <BOOKMARK:cr724-5>724.5. If the player who currently has the initiative is instructed to take the initiative, this causes the last triggered ability in 724.2 to trigger but does not create a second initiative designation.\\ |
- | 723.5. 如果当前握有先制的牌手被指示掌握先制,这会使规则[[cr:7#cr723-2|723.2]]所述的最后一条触发式异能触发,但不会产生第二个先制称号。 | + | 724.5. 如果当前握有先制的牌手被指示掌握先制,这会使规则[[cr:7#cr724-2|724.2]]所述的最后一条触发式异能触发,但不会产生第二个先制称号。 |
- | ===== 724. 重新开始游戏 Restarting the Game ===== | + | ===== 725. 重新开始游戏 Restarting the Game ===== |
- | <BOOKMARK:cr724>724. Restarting the Game\\ | + | <BOOKMARK:cr725>725. Restarting the Game\\ |
- | 724. 重新开始游戏 | + | 725. 重新开始游戏 |
- | <BOOKMARK:cr724-1>724.1. 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:\\ | + | <BOOKMARK:cr725-1>725.1. 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:\\ |
- | 724.1. 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[[cr:1#cr103|103]],“开始游戏”,所规定的流程,但包括以下例外: | + | 725.1. 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[[cr:1#cr103|103]],“开始游戏”,所规定的流程,但包括以下例外: |
- | <BOOKMARK:cr724-1a>724.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game.\\ | + | <BOOKMARK:cr725-1a>725.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game.\\ |
- | 724.1a 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。 | + | 725.1a 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。 |
- | <BOOKMARK:cr724-2>724.2. 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.\\ | + | <BOOKMARK:cr725-2>725.2. 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.\\ |
- | 724.2. 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。 | + | 725.2. 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.\\ | 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。 | 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。 | ||
- | <BOOKMARK:cr724-3>724.3. 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.”)\\ | + | <BOOKMARK:cr725-3>725.3. 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.”)\\ |
- | 724.3. 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[[cr:7#cr704|704]],“状态动作”。) | + | 725.3. 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[[cr:7#cr704|704]],“状态动作”。) |
- | <BOOKMARK:cr724-4>724.4. 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.\\ | + | <BOOKMARK:cr725-4>725.4. 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.\\ |
- | 724.4. 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。 | + | 725.4. 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。 |
- | <BOOKMARK:cr724-5>724.5. 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.\\ | + | <BOOKMARK:cr725-5>725.5. 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.\\ |
- | 724.5. 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。 | + | 725.5. 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。 |
- | <BOOKMARK:cr724-5a>724.5a 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.”\\ | + | <BOOKMARK:cr725-5a>725.5a 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.”\\ |
- | 724.5a 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[[cr:9#cr903|903]],“指挥官”。 | + | 725.5a 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[[cr:9#cr903|903]],“指挥官”。 |
- | <BOOKMARK:cr724-6>724.6. If a Magic subgame (see rule 724) 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.\\ | + | <BOOKMARK:cr725-6>725.6. If a Magic subgame (see rule 727) 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.\\ |
- | 724.6. 如果一个万智牌子游戏(参见规则[[cr:7#cr726|726]])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。 | + | 725.6. 如果一个万智牌子游戏(参见规则[[cr:7#cr727|727]])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。 |
- | <BOOKMARK:cr724-7>724.7. 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.\\ | + | <BOOKMARK:cr725-7>725.7. 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.\\ |
- | 724.7. 如果在限制影响范围模式(参见规则[[cr:8#cr801|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。 | + | 725.7. 如果在限制影响范围模式(参见规则[[cr:8#cr801|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。 |
- | ===== 725. 拉德指示物 Rad Counters ===== | + | ===== 726. 拉德指示物 Rad Counters ===== |
- | <BOOKMARK:cr725>725. Rad Counters\\ | + | <BOOKMARK:cr726>726. Rad Counters\\ |
- | 725. 拉德指示物 | + | 726. 拉德指示物 |
- | <BOOKMARK:cr725-1>725.1. Rad counters are a kind of counter a player can have (see rule 122, “Counters”). There is an inherent triggered ability associated with rad counters. This ability has no source and is controlled by the active player. This is an exception to rule 113.8. The full text of this ability is “At the beginning of each player’s precombat main phase, if that player has one or more rad counters, that player mills a number of cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”\\ | + | <BOOKMARK:cr726-1>726.1. Rad counters are a kind of counter a player can have (see rule 122, “Counters”). There is an inherent triggered ability associated with rad counters. This ability has no source and is controlled by the active player. This is an exception to rule 113.8. The full text of this ability is “At the beginning of each player’s precombat main phase, if that player has one or more rad counters, that player mills a number of cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”\\ |
- | 725.1. 拉德指示物是牌手可具有的一种指示物(参见规则[[cr:1#cr122|122]],“指示物”)。具有拉德指示物会产生与之关联的一个固有触发式异能。这些触发式异能没有来源,且其操控者是主动牌手。这是规则[[cr:1#cr113-8|113.8]]的例外情况。此异能的完整叙述为“在每位牌手战斗前的行动阶段开始时,若该牌手具有一个或数个拉德指示物,该牌手磨等同于其具有之拉德指示物数量的牌。每以此法磨掉一张非地牌,该牌手便失去1点生命并从自己上移去一个拉德指示物。” | + | 726.1. 拉德指示物是牌手可具有的一种指示物(参见规则[[cr:1#cr122|122]],“指示物”)。具有拉德指示物会产生与之关联的一个固有触发式异能。这些触发式异能没有来源,且其操控者是主动牌手。这是规则[[cr:1#cr113-8|113.8]]的例外情况。此异能的完整叙述为“在每位牌手战斗前的行动阶段开始时,若该牌手具有一个或数个拉德指示物,该牌手磨等同于其具有之拉德指示物数量的牌。每以此法磨掉一张非地牌,该牌手便失去1点生命并从自己上移去一个拉德指示物。” |
- | <BOOKMARK:cr725-1a>725.1a A card that refers to life loss “from radiation” refers to life lost as a result of the triggered ability associated with rad counters.\\ | + | <BOOKMARK:cr726-1a>726.1a A card that refers to life loss “from radiation” refers to life lost as a result of the triggered ability associated with rad counters.\\ |
- | 725.1a 提及“因辐射量”而失去生命的牌,其意指因与拉德指示物关联的触发式异能失去生命。 | + | 726.1a 提及“因辐射量”而失去生命的牌,其意指因与拉德指示物关联的触发式异能失去生命。 |
- | ===== 726. 子游戏 Subgames ===== | + | ===== 727. 子游戏 Subgames ===== |
- | <BOOKMARK:cr726>726. Subgames\\ | + | <BOOKMARK:cr727>727. Subgames\\ |
- | 726. 子游戏 | + | 727. 子游戏 |
- | <BOOKMARK:cr726-1>726.1. One card (Shahrazad) allows players to play a Magic subgame.\\ | + | <BOOKMARK:cr727-1>727.1. One card (Shahrazad) allows players to play a Magic subgame.\\ |
- | 726.1. 只有一张牌(Shahrazad)允许牌手进行万智牌的子游戏。 | + | 727.1. 只有一张牌(雪赫拉莎德[Shahrazad])允许牌手进行万智牌的子游戏。 |
- | <BOOKMARK:cr726-1a>726.1a 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.\\ | + | <BOOKMARK:cr727-1a>727.1a 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.\\ |
- | 726.1a “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。 | + | 727.1a “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。 |
- | <BOOKMARK:cr726-1b>726.1b 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.\\ | + | <BOOKMARK:cr727-1b>727.1b 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.\\ |
- | 726.1b 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。 | + | 727.1b 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。 |
- | <BOOKMARK:cr726-2>726.2. 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 726.2a–c. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.”\\ | + | <BOOKMARK:cr727-2>727.2. 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 727.2a–c. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.”\\ |
- | 726.2. 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[[cr:7#cr726-2a|726.2a-c]]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[[cr:1#cr103|103]]部分“开始游戏”中规定的其他规则。 | + | 727.2. 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[[cr:7#cr727-2a|727.2a-c]]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[[cr:1#cr103|103]]部分“开始游戏”中规定的其他规则。 |
- | <BOOKMARK:cr726-2a>726.2a As a subgame begins, if one or more supplementary decks of nontraditional cards are being used, each player moves each of their supplementary decks from the main-game command zone to the subgame command zone and shuffles it. (Face-up nontraditional cards remain in the main-game command zone.)\\ | + | <BOOKMARK:cr727-2a>727.2a As a subgame begins, if one or more supplementary decks of nontraditional cards are being used, each player moves each of their supplementary decks from the main-game command zone to the subgame command zone and shuffles it. (Face-up nontraditional cards remain in the main-game command zone.)\\ |
- | 726.2a 于子游戏开始时,如果用到了一套或多套由非传统卡牌组成的附加套牌,每位牌手将这些附加套牌从主游戏统帅区移到子游戏统帅区,并将其洗牌。(牌面朝上的非传统卡牌留在主游戏的统帅区。) | + | 727.2a 于子游戏开始时,如果用到了一套或多套由非传统卡牌组成的附加套牌,每位牌手将这些附加套牌从主游戏统帅区移到子游戏统帅区,并将其洗牌。(牌面朝上的非传统卡牌留在主游戏的统帅区。) |
- | <BOOKMARK:cr726-2b>726.2b 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.\\ | + | <BOOKMARK:cr727-2b>727.2b 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.\\ |
- | 726.2b 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。 | + | 727.2b 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。 |
- | <BOOKMARK:cr726-2c>726.2c 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.\\ | + | <BOOKMARK:cr727-2c>727.2c 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.\\ |
- | 726.2c 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。 | + | 727.2c 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。 |
- | <BOOKMARK:cr726-3>726.3. 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.”)\\ | + | <BOOKMARK:cr727-3>727.3. 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.”)\\ |
- | 726.3. 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[[cr:7#cr704|704]],“状态动作”。) | + | 727.3. 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[[cr:7#cr704|704]],“状态动作”。) |
- | <BOOKMARK:cr726-4>726.4. 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.\\ | + | <BOOKMARK:cr727-4>727.4. 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.\\ |
- | 726.4. 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。 | + | 727.4. 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。 |
- | <BOOKMARK:cr726-4a>726.4a 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.\\ | + | <BOOKMARK:cr727-4a>727.4a 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.\\ |
- | 726.4a 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。 | + | 727.4a 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。 |
- | <BOOKMARK:cr726-4b>726.4b 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.\\ | + | <BOOKMARK:cr727-4b>727.4b 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.\\ |
- | 726.4b 一位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。 | + | 727.4b 一位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。 |
- | <BOOKMARK:cr726-5>726.5. At the end of a subgame, each player takes all traditional 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 and cards that represent phased-out permanents as the subgame ends. Except as specified in rules 726.5a–c, 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.\\ | + | <BOOKMARK:cr727-5>727.5. At the end of a subgame, each player takes all traditional 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 and cards that represent phased-out permanents as the subgame ends. Except as specified in rules 727.5a–c, 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.\\ |
- | 726.5. 在子游戏结束时,每位牌手将其拥有,且参与过子游戏的传统卡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,以及在子游戏结束时代表已跃离的永久物的牌。除了规则[[cr:7#cr726-5a|726.5a-c]]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。 | + | 727.5. 在子游戏结束时,每位牌手将其拥有,且参与过子游戏的传统卡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,以及在子游戏结束时代表已跃离的永久物的牌。除了规则[[cr:7#cr727-5a|727.5a-c]]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.\\ | 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。 | 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。 | ||
- | <BOOKMARK:cr726-5a>726.5a At the end of a subgame, each nontraditional card not in a supplementary deck that began the subgame in a supplementary deck is turned face down and put on the bottom of that deck. Then each player moves each of their supplementary decks from the subgame command zone to the main-game command zone and shuffles it.\\ | + | <BOOKMARK:cr727-5a>727.5a At the end of a subgame, each nontraditional card not in a supplementary deck that began the subgame in a supplementary deck is turned face down and put on the bottom of that deck. Then each player moves each of their supplementary decks from the subgame command zone to the main-game command zone and shuffles it.\\ |
- | 726.5a 于子游戏结束时,将每张在附加套牌中开始子游戏,且当前不在附加套牌中的非传统卡牌翻为牌面朝下并置于该附加套牌牌库底。然后每位牌手将其附加套牌从子游戏统帅区移到主游戏统帅区并将其洗牌。 | + | 727.5a 于子游戏结束时,将每张在附加套牌中开始子游戏,且当前不在附加套牌中的非传统卡牌翻为牌面朝下并置于该附加套牌牌库底。然后每位牌手将其附加套牌从子游戏统帅区移到主游戏统帅区并将其洗牌。 |
- | <BOOKMARK:cr726-5b>726.5b 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 313.2.\\ | + | <BOOKMARK:cr727-5b>727.5b 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 313.2.\\ |
- | 726.5b 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[[cr:3#cr313-2|313.2]]的例外情况。 | + | 727.5b 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[[cr:3#cr313-2|313.2]]的例外情况。 |
- | <BOOKMARK:cr726-5c>726.5c 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.\\ | + | <BOOKMARK:cr727-5c>727.5c 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.\\ |
- | 726.5c 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。 | + | 727.5c 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。 |
- | <BOOKMARK:cr726-6>726.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.\\ | + | <BOOKMARK:cr727-6>727.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.\\ |
- | 726.6. 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。 | + | 727.6. 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。 |
- | ===== 727. 与永久物结聚 Merging with Permanents ===== | + | ===== 728. 与永久物结聚 Merging with Permanents ===== |
- | <BOOKMARK:cr727>727. Merging with Permanents\\ | + | <BOOKMARK:cr728>728. Merging with Permanents\\ |
- | 727. 与永久物结聚 | + | 728. 与永久物结聚 |
- | <BOOKMARK:cr727-1>727.1. One keyword causes an object to merge with a permanent. See rule 702.140, “Mutate.”\\ | + | <BOOKMARK:cr728-1>728.1. One keyword causes an object to merge with a permanent. See rule 702.140, “Mutate.”\\ |
- | 727.1. 一个关键字异能会导致物件与永久物结聚。参见规则[[cr:7#cr702-140|702.140]],“合变”。 | + | 728.1. 一个关键字异能会导致物件与永久物结聚。参见规则[[cr:7#cr702-140|702.140]],“合变”。 |
- | <BOOKMARK:cr727-2>727.2. To merge an object with a permanent, place that object on top of or under that permanent. That permanent becomes a merged permanent represented by the card or copy that represented that object in addition to any other components that were representing it.\\ | + | <BOOKMARK:cr728-2>728.2. To merge an object with a permanent, place that object on top of or under that permanent. That permanent becomes a merged permanent represented by the card or copy that represented that object in addition to any other components that were representing it.\\ |
- | 727.2. 要将物件与永久物结聚,将该物件放置在该永久物的顶上或底下。该永久物成为结聚永久物,其除由已经代表该永久物的任一其他组件所代表外,还额外由代表该物件的牌或复制品所代表。 | + | 728.2. 要将物件与永久物结聚,将该物件放置在该永久物的顶上或底下。该永久物成为结聚永久物,其除由已经代表该永久物的任一其他组件所代表外,还额外由代表该物件的牌或复制品所代表。 |
- | <BOOKMARK:cr727-2a>727.2a A merged permanent has only the characteristics of its topmost component, unless otherwise specified by the effect that caused them to merge. This is a copiable effect whose timestamp is the time the objects merged. (See rule 613.2.)\\ | + | <BOOKMARK:cr728-2a>728.2a A merged permanent has only the characteristics of its topmost component, unless otherwise specified by the effect that caused them to merge. This is a copiable effect whose timestamp is the time the objects merged. (See rule 613.2.)\\ |
- | 727.2a 结聚永久物仅具有其最顶上组件的特征,除非令其结聚的效应另有说明。这是一个可复制效应,其时间印记为这些物件结聚之时。(参见规则[[cr:6#cr613-2|613.2]]。) | + | 728.2a 结聚永久物仅具有其最顶上组件的特征,除非令其结聚的效应另有说明。这是一个可复制效应,其时间印记为这些物件结聚之时。(参见规则[[cr:6#cr613-2|613.2]]。) |
- | <BOOKMARK:cr727-2b>727.2b As an object merges with a permanent, that object leaves its previous zone and becomes part of an object on the battlefield, but the resulting permanent isn’t considered to have just entered the battlefield.\\ | + | <BOOKMARK:cr728-2b>728.2b As an object merges with a permanent, that object leaves its previous zone and becomes part of an object on the battlefield, but the resulting permanent isn’t considered to have just entered the battlefield.\\ |
- | 727.2b 于一个物件与永久物结聚时,该物件离开其原本区域,并成为战场上一个物件的一部分,但所成的永久物并非被认为是刚刚进入战场。 | + | 728.2b 于一个物件与永久物结聚时,该物件离开其原本区域,并成为战场上一个物件的一部分,但所成的永久物并非被认为是刚刚进入战场。 |
- | <BOOKMARK:cr727-2c>727.2c Because a merged permanent is the same object that it was before, it hasn’t just come under a player’s control, any continuous effects that affected it continue to do so, and so on.\\ | + | <BOOKMARK:cr728-2c>728.2c Because a merged permanent is the same object that it was before, it hasn’t just come under a player’s control, any continuous effects that affected it continue to do so, and so on.\\ |
- | 727.2c 因为结聚永久物与其结聚前是同一个物件,其并未刚刚处于某牌手的操控下,任何先前对其生效的持续性效应仍继续生效,依此类推。 | + | 728.2c 因为结聚永久物与其结聚前是同一个物件,其并未刚刚处于某牌手的操控下,任何先前对其生效的持续性效应仍继续生效,依此类推。 |
- | <BOOKMARK:cr727-2d>727.2d If a merged permanent contains a token, the resulting permanent is a token only if the topmost component is a token.\\ | + | <BOOKMARK:cr728-2d>728.2d If a merged permanent contains a token, the resulting permanent is a token only if the topmost component is a token.\\ |
- | 727.2d 如果一个结聚永久物包含一个衍生物,所成的永久物仅当其最顶上的组件是衍生物时才是衍生物。 | + | 728.2d 如果一个结聚永久物包含一个衍生物,所成的永久物仅当其最顶上的组件是衍生物时才是衍生物。 |
- | <BOOKMARK:cr727-2e>727.2e If a merged permanent contains face-up and face-down components, the permanent’s status is determined by its topmost component. If a face-down permanent becomes a face-up permanent as a result of an object merging with it, other effects don’t count it as being turned face up.\\ | + | <BOOKMARK:cr728-2e>728.2e If a merged permanent contains face-up and face-down components, the permanent’s status is determined by its topmost component. If a face-down permanent becomes a face-up permanent as a result of an object merging with it, other effects don’t count it as being turned face up.\\ |
- | 727.2e 如果一个结聚永久物包含牌面朝上和牌面朝下的组件,该永久物的状态由其最顶上的组件决定。如果一个牌面朝下的永久物因某物件与其结聚之故而成为牌面朝上,其他效应不会视同其翻回了正面。 | + | 728.2e 如果一个结聚永久物包含牌面朝上和牌面朝下的组件,该永久物的状态由其最顶上的组件决定。如果一个牌面朝下的永久物因某物件与其结聚之故而成为牌面朝上,其他效应不会视同其翻回了正面。 |
- | <BOOKMARK:cr727-2f>727.2f If a merged permanent is turned face down, each face-up component that represents it is turned face down. If a face-down merged permanent is turned face up, each face-down component that represents it is turned face up.\\ | + | <BOOKMARK:cr728-2f>728.2f If a merged permanent is turned face down, each face-up component that represents it is turned face down. If a face-down merged permanent is turned face up, each face-down component that represents it is turned face up.\\ |
- | 727.2f 如果一个结聚永久物被翻为牌面朝下,每个代表该永久物的牌面朝上组件都被翻为牌面朝下。如果一个牌面朝下的结聚永久物被翻回正面,每个代表该永久物的牌面朝下组件都被翻回正面。 | + | 728.2f 如果一个结聚永久物被翻为牌面朝下,每个代表该永久物的牌面朝上组件都被翻为牌面朝下。如果一个牌面朝下的结聚永久物被翻回正面,每个代表该永久物的牌面朝下组件都被翻回正面。 |
- | <BOOKMARK:cr727-2g>727.2g A face-down merged permanent that contains an instant or sorcery card can’t be turned face up. If such a permanent would turn face up, its controller reveals it and leaves it face down. Abilities that trigger when a permanent is turned face up won’t trigger.\\ | + | <BOOKMARK:cr728-2g>728.2g A face-down merged permanent that contains an instant or sorcery card can’t be turned face up. If such a permanent would turn face up, its controller reveals it and leaves it face down. Abilities that trigger when a permanent is turned face up won’t trigger.\\ |
- | 727.2g 一个包含瞬间或法术牌的牌面朝下的结聚永久物不能被翻回正面。如果一个此类永久物将翻回正面,其操控者展示之并保持其牌面朝下。当永久物翻回正面时触发的异能不会触发。 | + | 728.2g 一个包含瞬间或法术牌的牌面朝下的结聚永久物不能被翻回正面。如果一个此类永久物将翻回正面,其操控者展示之并保持其牌面朝下。当永久物翻回正面时触发的异能不会触发。 |
- | <BOOKMARK:cr727-2h>727.2h If a merged permanent contains a flip card (see rule 710), that component’s alternative characteristics are used instead of its normal characteristics if the merged permanent is flipped.\\ | + | <BOOKMARK:cr728-2h>728.2h If a merged permanent contains a flip card (see rule 710), that component’s alternative characteristics are used instead of its normal characteristics if the merged permanent is flipped.\\ |
- | 727.2h 如果一个结聚永久物包含一张倒转牌(参见规则[[cr:7#cr710|710]]),且如果该结聚永久物已倒转,则该组件的替代用特征会被使用,而非其一般情况下的特征。 | + | 728.2h 如果一个结聚永久物包含一张倒转牌(参见规则[[cr:7#cr710|710]]),且如果该结聚永久物已倒转,则该组件的替代用特征会被使用,而非其一般情况下的特征。 |
- | <BOOKMARK:cr727-2i>727.2i A merged permanent is not a double-faced permanent even if it contains one or more double-faced components. If a merged permanent contains one or more transforming double-faced components (see rule 712), transforming that permanent causes each of those double-faced components to turn so that its other face is up.\\ | + | <BOOKMARK:cr728-2i>728.2i A merged permanent is not a double-faced permanent even if it contains one or more double-faced components. If a merged permanent contains one or more transforming double-faced components (see rule 712), transforming that permanent causes each of those double-faced components to turn so that its other face is up.\\ |
- | 727.2i 结聚永久物不是双面永久物,即使它包含一个或数个双面组件。如果一个结聚永久物包含一张或数张转化式双面组件(参见规则[[cr:7#cr712|712]]),转化该永久物会使得其中每张双面组件都翻为另一面朝上。 | + | 728.2i 结聚永久物不是双面永久物,即使它包含一个或数个双面组件。如果一个结聚永久物包含一张或数张转化式双面组件(参见规则[[cr:7#cr712|712]]),转化该永久物会使得其中每张双面组件都翻为另一面朝上。 |
- | <BOOKMARK:cr727-2j>727.2j A face-up merged permanent that contains a double-faced component can’t be turned face down.\\ | + | <BOOKMARK:cr728-2j>728.2j A face-up merged permanent that contains a double-faced component can’t be turned face down.\\ |
- | 727.2j 一个牌面朝上的、包含双面组件的结聚永久物不能翻为牌面朝下。 | + | 728.2j 一个牌面朝上的、包含双面组件的结聚永久物不能翻为牌面朝下。 |
- | <BOOKMARK:cr727-3>727.3. If a merged permanent leaves the battlefield, one permanent leaves the battlefield and each of the individual components are put into the appropriate zone.\\ | + | <BOOKMARK:cr728-3>728.3. If a merged permanent leaves the battlefield, one permanent leaves the battlefield and each of the individual components are put into the appropriate zone.\\ |
- | 727.3. 如果一个结聚永久物离开战场,只有一个永久物会离开战场,且其中每个单独组件都会置入相应的区域。 | + | 728.3. 如果一个结聚永久物离开战场,只有一个永久物会离开战场,且其中每个单独组件都会置入相应的区域。 |
- | <BOOKMARK:cr727-3a>727.3a If a merged permanent is put into its owner’s graveyard or library, that player may arrange the new objects in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.\\ | + | <BOOKMARK:cr728-3a>728.3a If a merged permanent is put into its owner’s graveyard or library, that player may arrange the new objects in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.\\ |
- | 727.3a 如果一个结聚永久物被置入其拥有者的坟墓场或牌库,该牌手可以任意顺序排列这些新物件。如果它被置于其拥有者的牌库,该牌手不展示其顺序。 | + | 728.3a 如果一个结聚永久物被置入其拥有者的坟墓场或牌库,该牌手可以任意顺序排列这些新物件。如果它被置于其拥有者的牌库,该牌手不展示其顺序。 |
- | <BOOKMARK:cr727-3b>727.3b If a player exiles a merged permanent, that player determines the relative timestamp order of the cards at that time. This is an exception to the procedure described in rule 613.7m.\\ | + | <BOOKMARK:cr728-3b>728.3b If a player exiles a merged permanent, that player determines the relative timestamp order of the cards at that time. This is an exception to the procedure described in rule 613.7m.\\ |
- | 727.3b 如果一位牌手放逐了一个结聚永久物,该牌手在此时决定这些牌的相对时间印记顺序。这是规则[[cr:6#cr613-7m|613.7m]]中描述之流程的例外。 | + | 728.3b 如果一位牌手放逐了一个结聚永久物,该牌手在此时决定这些牌的相对时间印记顺序。这是规则[[cr:6#cr613-7m|613.7m]]中描述之流程的例外。 |
- | <BOOKMARK:cr727-3c>727.3c If an effect can find the new object that a merged permanent becomes as it leaves the battlefield, it finds all of those objects. (See rule 400.7.) If that effect causes actions to be taken upon those objects, the same actions are taken upon each of them.\\ | + | <BOOKMARK:cr728-3c>728.3c If an effect can find the new object that a merged permanent becomes as it leaves the battlefield, it finds all of those objects. (See rule 400.7.) If that effect causes actions to be taken upon those objects, the same actions are taken upon each of them.\\ |
- | 727.3c 如果一个效应可以找到于某结聚永久物离开战场时所成为的新物件,则该效应找到所有这些物件。(参见规则[[cr:4#cr400-7|400.7]]。)如果该效应使得动作会对这些物件执行,则该动作会对其中的每个物件同样执行。 | + | 728.3c 如果一个效应可以找到于某结聚永久物离开战场时所成为的新物件,则该效应找到所有这些物件。(参见规则[[cr:4#cr400-7|400.7]]。)如果该效应使得动作会对这些物件执行,则该动作会对其中的每个物件同样执行。 |
- | <BOOKMARK:cr727-3d>727.3d If multiple replacement effects could be applied to the event of a merged permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to the object applies it to all components of the object. If the merged permanent is a commander, it may be exempt from this rule; see rules 903.9b–c.\\ | + | <BOOKMARK:cr728-3d>728.3d If multiple replacement effects could be applied to the event of a merged permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to the object applies it to all components of the object. If the merged permanent is a commander, it may be exempt from this rule; see rules 903.9b–c.\\ |
- | 727.3d 如果多个替代性效应可以对一个结聚永久物离开战场或置入新的区域的事件生效,这些替代性效应中的一个效应对该物件生效会影响该物件的所有组件。如果该结聚永久物是指挥官,它可能会不受此规则影响;参见规则[[cr:9#cr903-9b|903.9b-c]]。 | + | 728.3d 如果多个替代性效应可以对一个结聚永久物离开战场或置入新的区域的事件生效,这些替代性效应中的一个效应对该物件生效会影响该物件的所有组件。如果该结聚永久物是指挥官,它可能会不受此规则影响;参见规则[[cr:9#cr903-9b|903.9b-c]]。 |
- | <BOOKMARK:cr727-3e>727.3e If a replacement effect applies to a “card” being put into a zone without also including tokens, that effect applies to all components of the merged permanent if it’s not a token, including components that are tokens. If the merged permanent is a token but some of its components are cards, the merged permanent and its token components are put into the appropriate zone, and the components that are cards are moved by the replacement effect.\\ | + | <BOOKMARK:cr728-3e>728.3e If a replacement effect applies to a “card” being put into a zone without also including tokens, that effect applies to all components of the merged permanent if it’s not a token, including components that are tokens. If the merged permanent is a token but some of its components are cards, the merged permanent and its token components are put into the appropriate zone, and the components that are cards are moved by the replacement effect.\\ |
- | 727.3e 如果一个替代性效应对一张“牌”(但不影响衍生物)被置入一个区域生效,且如果该结聚永久物不是衍生物,该替代性效应对该结聚永久物的所有组件生效,其中也包含为衍生物的组件。如果该结聚永久物是衍生物但其部分组件是牌,结聚永久物及其衍生物组件被置于适当的区域,而为牌的组件被该替代性效应移动。 | + | 728.3e 如果一个替代性效应对一张“牌”(但不影响衍生物)被置入一个区域生效,且如果该结聚永久物不是衍生物,该替代性效应对该结聚永久物的所有组件生效,其中也包含为衍生物的组件。如果该结聚永久物是衍生物但其部分组件是牌,结聚永久物及其衍生物组件被置于适当的区域,而为牌的组件被该替代性效应移动。 |
- | ===== 728. 白昼与黑夜 Day and Night ===== | + | ===== 729. 白昼与黑夜 Day and Night ===== |
- | <BOOKMARK:cr728>728. Day and Night\\ | + | <BOOKMARK:cr729>729. Day and Night\\ |
- | 728. 白昼与黑夜 | + | 729. 白昼与黑夜 |
- | <BOOKMARK:cr728-1>728.1. Day and night are designations that the game itself can have. The game starts with neither designation. “It becomes day” and “it becomes night” refer to the game gaining the day or night designation. It can become day or night through the daybound and nightbound keyword abilities (see rule 702.145). Other effects can also make it day or night. Once it has become day or night, the game will have exactly one of those designations from that point forward.\\ | + | <BOOKMARK:cr729-1>729.1. Day and night are designations that the game itself can have. The game starts with neither designation. “It becomes day” and “it becomes night” refer to the game gaining the day or night designation. It can become day or night through the daybound and nightbound keyword abilities (see rule 702.145). Other effects can also make it day or night. Once it has become day or night, the game will have exactly one of those designations from that point forward.\\ |
- | 728.1. 白昼与黑夜是游戏本身可获得的称号。(中文版译注:中文版牌张在规则提示中,会利用“天色”来指称。)游戏在一开始时没有任何称号。“成为白昼”与“成为黑夜”意指游戏获得白昼或黑夜的称号。通过昼形与夜形关键字异能(参见规则[[cr:7#cr702-145|702.145]]),游戏可以成为白昼或黑夜。其他效应也可以使游戏成为白昼或黑夜。一旦游戏成为白昼或黑夜,则接下来的时段中,游戏便会是这两种称号之一,且同一时间只会是两者之一。 | + | 729.1. 白昼与黑夜是游戏本身可获得的称号。(中文版译注:中文版牌张在规则提示中,会利用“天色”来指称。)游戏在一开始时没有任何称号。“成为白昼”与“成为黑夜”意指游戏获得白昼或黑夜的称号。通过昼形与夜形关键字异能(参见规则[[cr:7#cr702-145|702.145]]),游戏可以成为白昼或黑夜。其他效应也可以使游戏成为白昼或黑夜。一旦游戏成为白昼或黑夜,则接下来的时段中,游戏便会是这两种称号之一,且同一时间只会是两者之一。 |
- | <BOOKMARK:cr728-1a>728.1a The phrases “day becomes night” and “night becomes day” refer to the game losing the first designation and gaining the second one.\\ | + | <BOOKMARK:cr729-1a>729.1a The phrases “day becomes night” and “night becomes day” refer to the game losing the first designation and gaining the second one.\\ |
- | 728.1a 短语“白昼成为黑夜”与“黑夜成为白昼”意指游戏失去前者称号并获得后者称号。 | + | 729.1a 短语“白昼成为黑夜”与“黑夜成为白昼”意指游戏失去前者称号并获得后者称号。 |
- | <BOOKMARK:cr728-2>728.2. As the second part of the untap step, the game checks the previous turn to see if the game’s day/night designation should change. See rule 502, “Untap Step.”\\ | + | <BOOKMARK:cr729-2>729.2. As the second part of the untap step, the game checks the previous turn to see if the game’s day/night designation should change. See rule 502, “Untap Step.”\\ |
- | 728.2. 作为重置步骤的第二个部分,游戏会检查上一个回合,来决定游戏的白昼/黑夜称号是否应当变化。参见规则[[cr:5#cr502|502]],“重置步骤”。 | + | 729.2. 作为重置步骤的第二个部分,游戏会检查上一个回合,来决定游戏的白昼/黑夜称号是否应当变化。参见规则[[cr:5#cr502|502]],“重置步骤”。 |
- | <BOOKMARK:cr728-2a>728.2a If it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s day and no player from the previous turn’s active team cast a spell during that turn, it becomes night.\\ | + | <BOOKMARK:cr729-2a>729.2a If it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s day and no player from the previous turn’s active team cast a spell during that turn, it becomes night.\\ |
- | 728.2a 如果当前是白昼,且上一个回合的主动牌手在该回合没有施放咒语,则成为黑夜。使用队伍共享回合模式(参见规则[[cr:8#cr805|805]])的多人游戏使用不同的规则:如果当前是白昼,且上一个回合的主动队伍中没有任何牌手在该回合中施放咒语,则成为黑夜。 | + | 729.2a 如果当前是白昼,且上一个回合的主动牌手在该回合没有施放咒语,则成为黑夜。使用队伍共享回合模式(参见规则[[cr:8#cr805|805]])的多人游戏使用不同的规则:如果当前是白昼,且上一个回合的主动队伍中没有任何牌手在该回合中施放咒语,则成为黑夜。 |
- | <BOOKMARK:cr728-2b>728.2b If it’s night, and previous turn’s active player cast two or more spells during the previous turn, it becomes day. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s night and any player from the previous turn’s active team cast two or more spells during that turn, it becomes day.\\ | + | <BOOKMARK:cr729-2b>729.2b If it’s night, and previous turn’s active player cast two or more spells during the previous turn, it becomes day. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s night and any player from the previous turn’s active team cast two or more spells during that turn, it becomes day.\\ |
- | 728.2b 如果当前是黑夜,且上一个回合的主动牌手在该回合中施放了两个或更多咒语,则成为白昼。使用队伍共享回合模式(参见规则[[cr:8#cr805|805]])的多人游戏使用不同的规则:如果当前是黑夜,且上一个回合的主动队伍中有任一牌手在该回合中施放了两个或更多咒语,则成为白昼。 | + | 729.2b 如果当前是黑夜,且上一个回合的主动牌手在该回合中施放了两个或更多咒语,则成为白昼。使用队伍共享回合模式(参见规则[[cr:8#cr805|805]])的多人游戏使用不同的规则:如果当前是黑夜,且上一个回合的主动队伍中有任一牌手在该回合中施放了两个或更多咒语,则成为白昼。 |
- | <BOOKMARK:cr728-2c>728.2c If it’s neither day nor night, this check doesn’t happen and it remains neither.\\ | + | <BOOKMARK:cr729-2c>729.2c If it’s neither day nor night, this check doesn’t happen and it remains neither.\\ |
- | 728.2c 如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。 | + | 729.2c 如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。 |
- | ===== 729. 进行简化 Taking Shortcuts ===== | + | ===== 730. 进行简化 Taking Shortcuts ===== |
- | <BOOKMARK:cr729>729. Taking Shortcuts\\ | + | <BOOKMARK:cr730>730. Taking Shortcuts\\ |
- | 729. 进行简化 | + | 730. 进行简化 |
- | <BOOKMARK:cr729-1>729.1. 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.\\ | + | <BOOKMARK:cr730-1>730.1. 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.\\ |
- | 729.1. 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。 | + | 730.1. 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。 |
- | <BOOKMARK:cr729-1a>729.1a 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.\\ | + | <BOOKMARK:cr730-1a>730.1a 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.\\ |
- | 729.1a 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。 | + | 730.1a 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。 |
- | <BOOKMARK:cr729-1b>729.1b 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.\\ | + | <BOOKMARK:cr730-1b>730.1b 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.\\ |
- | 729.1b 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。 | + | 730.1b 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。 |
- | <BOOKMARK:cr729-1c>729.1c 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.\\ | + | <BOOKMARK:cr730-1c>730.1c 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.\\ |
- | 729.1c 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[url]http://WPN.Wizards.com/en/resources/rules-documents[/url]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。 | + | 730.1c 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[url]http://WPN.Wizards.com/en/resources/rules-documents[/url]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。 |
- | <BOOKMARK:cr729-2>729.2. Taking a shortcut follows the following procedure.\\ | + | <BOOKMARK:cr730-2>730.2. Taking a shortcut follows the following procedure.\\ |
- | 729.2. 进行简化时,须遵循下列顺序: | + | 730.2. 进行简化时,须遵循下列顺序: |
- | <BOOKMARK:cr729-2a>729.2a 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.\\ | + | <BOOKMARK:cr730-2a>730.2a 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.\\ |
- | 729.2a 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。 | + | 730.2a 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, 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.\\ | 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, 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的生物,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999999次,在最后一个派出衍生物的异能结算后终止。 | 例如:某位牌手操控着一个结附有刚德现身的生物,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999999次,在最后一个派出衍生物的异能结算后终止。 | ||
- | <BOOKMARK:cr729-2b>729.2b 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.\\ | + | <BOOKMARK:cr730-2b>730.2b 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.\\ |
- | 729.2b 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。 | + | 730.2b 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.\\ | 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。 | 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。 | ||
- | <BOOKMARK:cr729-2c>729.2c 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.\\ | + | <BOOKMARK:cr730-2c>730.2c 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.\\ |
- | 729.2c 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。 | + | 730.2c 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。 |
- | <BOOKMARK:cr729-3>729.3. 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.\\ | + | <BOOKMARK:cr730-3>730.3. 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.\\ |
- | 729.3. 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。 | + | 730.3. 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.\\ | + | 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。 | + | 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}:此生物获得飞行异能”,而另一位牌手操控者一个永久物,具有“{0}:目标生物失去飞行异能”,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。 |
- | <BOOKMARK:cr729-4>729.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)\\ | + | <BOOKMARK:cr730-4>730.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)\\ |
- | 729.4. 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[[cr:1#cr104-4b|104.4b]]和[[cr:1#cr104-4f|104.4f]]。) | + | 730.4. 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[[cr:1#cr104-4b|104.4b]]和[[cr:1#cr104-4f|104.4f]]。) |
- | <BOOKMARK:cr729-5>729.5. 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.\\ | + | <BOOKMARK:cr730-5>730.5. 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.\\ |
- | 729.5. 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。 | + | 730.5. 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.\\ | 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。 | 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。 | ||
- | <BOOKMARK:cr729-6>729.6. 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.\\ | + | <BOOKMARK:cr730-6>730.6. 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.\\ |
- | 729.6. 如果一个循环中包含有“除非[B],否则[A]”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。 | + | 730.6. 如果一个循环中包含有“除非[B],否则[A]”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。 |
- | ===== 730. 处理非法动作 Handling Illegal Actions ===== | + | ===== 731. 处理非法动作 Handling Illegal Actions ===== |
- | <BOOKMARK:cr730>730. Handling Illegal Actions\\ | + | <BOOKMARK:cr731>731. Handling Illegal Actions\\ |
- | 730. 处理非法动作 | + | 731. 处理非法动作 |
- | <BOOKMARK:cr730-1>730.1. 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.\\ | + | <BOOKMARK:cr731-1>731.1. 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.\\ |
- | 730.1. 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。 | + | 731.1. 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。 |
- | <BOOKMARK:cr730-2>730.2. 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.\\ | + | <BOOKMARK:cr731-2>731.2. 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.\\ |
- | 730.2. 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。 | + | 731.2. 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。 |
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