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cr:glossary [2026/02/12 11:16]
Siyang Li
cr:glossary [2026/04/26 20:33] (当前版本)
Siyang Li
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- 
 [[:​完整规则|返回完整规则目录]] [[:​完整规则|返回完整规则目录]]
 ====== 词汇表(按英文首字母排序) ====== ====== 词汇表(按英文首字母排序) ======
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 Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Adventure spell type. See rule 715, “Adventurer Cards.”\\ ​ Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Adventure spell type. See rule 715, “Adventurer Cards.”\\ ​
-一张分为两部分(且其中一部分是嵌在文字栏左面)的牌,其副特征包括历险此咒语类别。参见规则[[cr:​7#​cr715|715]],“历险者牌”。+一张分为两部分(且其中一部分是嵌在文字栏左面)的牌,其副特征包括历险此咒语类别。参见规则[[cr:​7#​cr715|715]],“历险者牌”。
  
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行 147: 行 146:
 ---- ----
 Alternate Name\\ ​ Alternate Name\\ ​
-别名+隔位分队玩法
  
 A different name used on promotional or alternate-art versions of some cards. This name has no rules meaning. See rule 201.6.\\ ​ A different name used on promotional or alternate-art versions of some cards. This name has no rules meaning. See rule 201.6.\\ ​
-些牌其推广版本异画版本上使用的不同名称。此名称没有规则含义。参见规则[[cr:​2#cr201-6|201.6]]。+种多人游戏玩法,可两个更多位牌手数量相同的队伍之间使用。参见规则[[cr:​8#cr811|811]],“隔位分队玩法”
  
 ---- ----
 Alternating Teams Variant\\ ​ Alternating Teams Variant\\ ​
-隔位分队玩法+替代性费用
  
 A multiplayer variant played among two or more teams of equal size. See rule 811, “Alternating Teams Variant.”\\ ​ A multiplayer variant played among two or more teams of equal size. See rule 811, “Alternating Teams Variant.”\\ ​
-一种多人游戏玩法,在两个或更多位牌手数量相同队伍之间使用。参见规则[[cr:​8#cr811|811]],“隔位分队玩法”。+咒语能具有费用,其操控者可以选择支付该费用而不是其法术力费用。参见规则[[cr:​1#cr118|118]],“费用”,以及规则[[cr:​6#​cr601|601]],“施放咒语”。
  
 ---- ----
 Alternative Cost\\ ​ Alternative Cost\\ ​
-替代性费用+别名
  
 A cost a spell may have that its controller can pay rather than paying its mana cost. See rule 118, “Costs,​” and rule 601, “Casting Spells.”\\ ​ A cost a spell may have that its controller can pay rather than paying its mana cost. See rule 118, “Costs,​” and rule 601, “Casting Spells.”\\ ​
-咒语可能具有的费用,操控者可以选择支付该费是其法术力费用。参见规则[[cr:​1#cr118|118]],“费用”,以及规则[[cr:​6#cr601|601]],“施放咒语”+一些牌在推广版本或异画版本上使同名称。此名称没有规则含义。参见规则[[cr:​2#cr201-6|201.6]]。
  
 ---- ----
行 211: 行 210:
 任意一个目标 任意一个目标
  
-A spell or ability may require “any target.” “Any target” is the same as “target creature, player, ​or planeswalker.” See rule 115.4.\\  +A spell or ability may require “any target.” “Any target” is the same as “target creature, player, planeswalker, or battle.” See rule 115.4.\\  
-一个咒语或异能可能需要“任意一个目标”。“任意一个目标”等同于“目标生物、牌手鹏洛客”。参见规则[[cr:​1#​cr115-4|115.4]]。+一个咒语或异能可能需要“任意一个目标”。“任意一个目标”等同于“目标生物、牌手鹏洛客或战役”。参见规则[[cr:​1#​cr115-4|115.4]]。
  
 ---- ----
行 359: 行 358:
 ---- ----
 Attacks and Isn’t Blocked\\ ​ Attacks and Isn’t Blocked\\ ​
-攻击且未阻挡+攻击且未阻挡
  
 An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an unblocked attacking creature. See rule 509.1h.\\ ​ An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an unblocked attacking creature. See rule 509.1h.\\ ​
-一个当生物“攻击且未阻挡”的异能在该生物成为未阻挡的攻击生物时触发。参见规则[[cr:​5#​cr509-1h|509.1h]]。+一个当生物“攻击且未阻挡”的异能在该生物成为未阻挡的攻击生物时触发。参见规则[[cr:​5#​cr509-1h|509.1h]]。
  
 ---- ----
行 444: 行 443:
 ---- ----
 Basic Land Type\\ ​ Basic Land Type\\ ​
-基本地类别+循环基本地
  
 There are five “basic land types”: Plains, Island, Swamp, Mountain, and Forest. Each one has a mana ability associated with it. See rule 305, “Lands.”\\ ​ There are five “basic land types”: Plains, Island, Swamp, Mountain, and Forest. Each one has a mana ability associated with it. See rule 305, “Lands.”\\ ​
-总共有五种“基本地类别”:平原、海岛、沼泽、山脉、和树林。每种类别对应一个法术力异能。参见规则[[cr:​3#​cr305|305]],“地”+参见类别循环
  
 ---- ----
 Basic Landcycling\\ ​ Basic Landcycling\\ ​
-循环基本地+基本地类别
  
 See Typecycling.\\ ​ See Typecycling.\\ ​
-参见类别循环+总共有五种“基本地类别”:平原、海岛、沼泽、山脉、和树林。每种类别对应一个法术力异能。参见规则[[cr:​3#​cr305|305]],“地”
  
 ---- ----
行 545: 行 544:
  
 An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\\ ​ An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\\ ​
-一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则[[cr:​5#​cr509|509]],“宣告阻挡者步骤”。+一个被其他生物阻挡或因为某效应而成为被阻挡的攻击生物。它在它在被移出战斗、一个效应让它成为未阻挡、或战斗阶段结束三者中最先发生的之前,都保持为被阻挡的生物。参见规则[[cr:​5#​cr509|509]],“宣告阻挡者步骤”。
  
 ---- ----
行 718: 行 717:
 ---- ----
 Characteristic-Defining Ability\\ ​ Characteristic-Defining Ability\\ ​
-特征定义异能+特征
  
 A kind of static ability that conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/​toughness box). See rule 604.3.\\ ​ A kind of static ability that conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/​toughness box). See rule 604.3.\\ ​
-种静止式异能,包含物件一般情况下在该物件其他部分才能找到特征信息(比如法术力费用,类别栏,或力量/​防御力框)。参见规则[[cr:​6#cr604-3|604.3]]。+定义物件的信息。参见规则[[cr:​1#cr109-3|109.3]]。
  
 ---- ----
 Characteristics\\ ​ Characteristics\\ ​
-特征+特征定义异能
  
 Information that defines an object. See rule 109.3.\\ ​ Information that defines an object. See rule 109.3.\\ ​
-定义物件的信息。参见规则[[cr:​1#cr109-3|109.3]]。+种静止式异能,包含物件一般情况下在该物件其他部分才能找到特征信息(比如法术力费用,类别栏,或力量/​防御力框)。参见规则[[cr:​6#cr604-3|604.3]]。
  
 ---- ----
行 819: 行 818:
 ---- ----
 Color Identity\\ ​ Color Identity\\ ​
-标识+
  
 A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4.\\ ​ A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4.\\ ​
-系列颜色,在指挥官休闲玩法中决定哪些牌可加入套牌。参见规则[[cr:​9#cr903-4|903.4]]。+1. 个没有颜色的物件为无色。无色不是颜色。参见规则[[cr:​1#​cr105|105]],“颜色”,以及规则[[cr:​2#​cr202|202]],“法术力费用和颜色”。 
 + 
 +\\  
 +2. 一种法术力。参见规则[[cr:​1#​cr106|106]],“法术力”,以及规则[[cr:​1#cr107-4c|107.4c]]。
  
----- 
 Color Indicator\\ ​ Color Indicator\\ ​
-颜色标志+
  
 A characteristic of an object. See rule 105, “Colors,​” and rule 204, “Color Indicator.”\\ ​ A characteristic of an object. See rule 105, “Colors,​” and rule 204, “Color Indicator.”\\ ​
-物件的个特征。参见规则[[cr:​1#​cr105|105]],“颜色,以规则[[cr:2#cr204|204]],“颜色标志”+标识色 
 + 
 +\\  
 +系列颜色,在指挥官休闲玩法中决定哪些牌可加入套牌。参见规则[[cr:9#cr903-4|903.4]]。
  
----- 
 Colorless\\ ​ Colorless\\ ​
-无色+
  
 1. An object with no color is colorless. Colorless is not a color. See rule 105, “Colors,​” and rule 202, “Mana Cost and Color.”\\ ​ 1. An object with no color is colorless. Colorless is not a color. See rule 105, “Colors,​” and rule 202, “Mana Cost and Color.”\\ ​
-1. 一个没有颜色的物件为无色。无色不是颜色。参见规则[[cr:​1#​cr105|105]],“颜色”,以及规则[[cr:​2#​cr202|202]],“法术力费用和颜色”。+颜色标志
  
 2. A type of mana. See rule 106, “Mana,” and rule 107.4c.\\ ​ 2. A type of mana. See rule 106, “Mana,” and rule 107.4c.\\ ​
-2. 种法术力。参见规则[[cr:​1#​cr106|106]],“法术力”,以及规则[[cr:​1#cr107-4c|107.4c]]。+物件的个特征。参见规则[[cr:​1#​cr105|105]],“颜色”,以及规则[[cr:​2#cr204|204]],“颜色标志”
  
 ---- ----
行 965: 行 968:
 ---- ----
 Continuous Artifact (Obsolete)\\ ​ Continuous Artifact (Obsolete)\\ ​
-持续神器(已废止)+持续性效应
  
 An obsolete term that appeared on the type line of artifacts without activated abilities. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.”\\ ​ An obsolete term that appeared on the type line of artifacts without activated abilities. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.”\\ ​
-一个已废止用语出现在不具有起动式异能的神器类别栏印有此叙述的牌已经在Oracle牌张考文献中得到了勘误改为只是神器”。+影响物件特征、物件操控权、或影响牌手或游戏规则效应,具有固定时限或一直有效。参见规则[[cr:​6#​cr611|611]],“持续性效应”。
  
 ---- ----
 Continuous Effect\\ ​ Continuous Effect\\ ​
-持续性效应+持续神器(已废止)
  
 An effect that modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. See rule 611, “Continuous Effects.”\\ ​ An effect that modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. See rule 611, “Continuous Effects.”\\ ​
-影响物件特征、物件操控权、或影响牌手或游戏规则效应,具有固定时限或一直有效。参见规则[[cr:​6#​cr611|611]],“持续性效应”。+一个已废止用语出现在不具有起动式异能的神器类别栏印有此叙述的牌已经在Oracle牌张考文献中得到了勘误改为只是神器”。
  
 ---- ----
行 981: 行 984:
 操控其他牌手 操控其他牌手
  
-To make all choices and decisions that player is allowed to make, or is told to make, by rules or by any objects. See rule 722, “Controlling Another Player.”\\  +To make all choices and decisions that player is allowed to make, or is told to make, by rules or by any objects. See rule 723, “Controlling Another Player.”\\  
-为在该牌手作出由规则或物件允许或要求的所有选择和决定。参见规则[[cr:​7#​cr722|722]],“操控其他牌手”。+为在该牌手作出由规则或物件允许或要求的所有选择和决定。参见规则[[cr:​7#​cr723|723]],“操控其他牌手”。
  
 ---- ----
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 白昼 白昼
  
-Along with night, a designation the game can have. See rule 730, “Day and Night,” and rule 702.145, “Daybound and Nightbound.”\\  +Along with night, a designation the game can have. See rule 731, “Day and Night,” and rule 702.145, “Daybound and Nightbound.”\\  
-与黑夜一起,均是游戏可以具有的称号。参见规则[[cr:​7#​cr730|730]],“白昼与黑夜”,与规则[[cr:​7#​cr702-145|702.145]],“昼形与夜形”。+与黑夜一起,均是游戏可以具有的称号。参见规则[[cr:​7#​cr731|731]],“白昼与黑夜”,与规则[[cr:​7#​cr702-145|702.145]],“昼形与夜形”。
  
 ---- ----
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 昼形 昼形
  
-An ability found on the front faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,​” and rule 730, “Day and Night.”\\  +An ability found on the front faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,​” and rule 731, “Day and Night.”\\  
-一种异能,见于一些双面牌的正面上。具昼形与夜形异能的牌,在白昼时正面朝上,在黑夜时背面朝上。参见规则[[cr:​7#​cr702-145|702.145]],“昼形与夜形”,与规则[[cr:​7#​cr730|730]],“白昼与黑夜”。+一种异能,见于一些双面牌的正面上。具昼形与夜形异能的牌,在白昼时正面朝上,在黑夜时背面朝上。参见规则[[cr:​7#​cr702-145|702.145]],“昼形与夜形”,与规则[[cr:​7#​cr731|731]],“白昼与黑夜”。
  
 ---- ----
行 1568: 行 1571:
 结束战斗阶段 结束战斗阶段
  
-To “end the combat phase” as the result of an effect is to perform an expedited process that skips everything else that would happen that phase. See rule 723, “Ending Turns and Phases.”\\  +To “end the combat phase” as the result of an effect is to perform an expedited process that skips everything else that would happen that phase. See rule 724, “Ending Turns and Phases.”\\  
-作为一个效应的结果来“结束战斗阶段”指,进行一个快速的流程来略过该阶段将发生的所有其他事情。参见规则[[cr:​7#​cr723|723]],“结束回合和阶段”。+作为一个效应的结果来“结束战斗阶段”指,进行一个快速的流程来略过该阶段将发生的所有其他事情。参见规则[[cr:​7#​cr724|724]],“结束回合和阶段”。
  
 ---- ----
行 1575: 行 1578:
 结束回合 结束回合
  
-To “end the turn” as the result of an effect is to perform an expedited process that skips nearly everything else that would happen that turn. See rule 723, “Ending Turns and Phases.”\\  +To “end the turn” as the result of an effect is to perform an expedited process that skips nearly everything else that would happen that turn. See rule 724, “Ending Turns and Phases.”\\  
-作为一个效应的结果来“结束回合”指,进行一个快速的流程来略过该回合将发生的所有其他事情。参见规则[[cr:​7#​cr723|723]],“结束回合和阶段”。+作为一个效应的结果来“结束回合”指,进行一个快速的流程来略过该回合将发生的所有其他事情。参见规则[[cr:​7#​cr724|724]],“结束回合和阶段”。
  
 ---- ----
行 1706: 行 1709:
 ---- ----
 Excess Damage\\ ​ Excess Damage\\ ​
-过量伤害+交换
  
 Damage dealt to a creature greater than what would be lethal damage or damage dealt to a planeswalker greater than its loyalty. See rule 120.4a.\\ ​ Damage dealt to a creature greater than what would be lethal damage or damage dealt to a planeswalker greater than its loyalty. See rule 120.4a.\\ ​
-对生造成之大于其致命伤害的部分伤害,或是对鹏洛客造成之大于其忠诚的部分伤害。参见规则[[cr:​1#cr120-4a|120.4a]]。+交换两个东西,例如件、一组物件,或生命总值。参见规则[[cr:​7#cr701-12|701.12]],“交换”
  
 ---- ----
 Exchange\\ ​ Exchange\\ ​
-交换+耗竭
  
 To swap two things, such as objects, sets of objects, or life totals. See rule 701.12, “Exchange.”\\ ​ To swap two things, such as objects, sets of objects, or life totals. See rule 701.12, “Exchange.”\\ ​
-交换两东西例如物件、件,或生命总值。参见规则[[cr:​7#​cr701-12|701.12]],“交换”。+关键字动作阻止个永久于耗竭之的牌手之下一个重置步骤中重置。参见规则[[cr:​7#​cr701-43|701.43]],“耗竭”。
  
 ---- ----
 Exert\\ ​ Exert\\ ​
-耗竭+过量伤害
  
 A keyword action that stops a permanent from untapping during the next untap step of the player who exerted it. See rule 701.43, “Exert.”\\ ​ A keyword action that stops a permanent from untapping during the next untap step of the player who exerted it. See rule 701.43, “Exert.”\\ ​
-一个关键字动作,阻止一个永久于耗竭之的牌手下一个重置步骤中重置。参见规则[[cr:​7#cr701-43|701.43]],“耗竭”+对生造成大于其致命伤害部分伤害,或是对鹏洛客造成大于其忠诚的部分伤害。参见规则[[cr:​1#cr120-4a|120.4a]]。
  
 ---- ----
 Exhaust\\ ​ Exhaust\\ ​
-竭绝+放逐
  
 A special kind of activated ability that may be activated only once. See rule 702.177, “Exhaust.”\\ ​ A special kind of activated ability that may be activated only once. See rule 702.177, “Exhaust.”\\ ​
-类特殊起动式异能,只能起动一次参见规则[[cr:​7#​cr702-177|702.177]],竭绝”。+1. 个区域。放逐区本质上是保留牌区域它之前被称为“移出游戏”区。 
 + 
 +\\  
 +2从一个物件当前的区域中放到放逐区。一张被放逐的牌指被放进放逐区的牌
  
----- 
 Exile\\ ​ Exile\\ ​
-放逐+参见规则[[cr:​4#​cr406|406]],“放逐”。
  
 1. A zone. Exile is essentially a holding area for cards. It used to be known as the “removed-from-the-game” zone.\\ ​ 1. A zone. Exile is essentially a holding area for cards. It used to be known as the “removed-from-the-game” zone.\\ ​
-1. 一个区域。放逐区本质上是保留牌的区域。它之前被称为“移出游戏”区。+
  
 2. To put an object into the exile zone from whatever zone it’s currently in. An “exiled” card is one that’s been put into the exile zone.\\ ​ 2. To put an object into the exile zone from whatever zone it’s currently in. An “exiled” card is one that’s been put into the exile zone.\\ ​
-2. 从一个物件当前的区域中放到放逐区。一张“被放逐”的牌指被放进放逐区的牌。+竭绝
  
 See rule 406, “Exile.”\\ ​ See rule 406, “Exile.”\\ ​
-参见规则[[cr:​4#cr406|406]],“放逐”。+一类特殊的起动式异能,只能起动一次。参见规则[[cr:​7#cr702-177|702.177]],“竭绝”。
  
 ---- ----
行 2016: 行 2021:
 ---- ----
 Free-for-All\\ ​ Free-for-All\\ ​
-自由竞赛玩法+狂热
  
 A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, “Free-for-All Variant.”\\ ​ A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, “Free-for-All Variant.”\\ ​
-一个多人玩法牌手们会以个人方式来互相展开对抗。参见规则[[cr:​8#cr806|806]],“自由竞赛玩法”。+一个关键字异能让生物在战斗中更好。参见规则[[cr:​7#cr702-68|702.68]],“狂热”。
  
 ---- ----
 Freerunning\\ ​ Freerunning\\ ​
-自由奔跑+自由竞赛玩法
  
 A keyword ability that allows certain spells to be cast for an alternative cost. See rule 702.173, “Freerunning.”\\ ​ A keyword ability that allows certain spells to be cast for an alternative cost. See rule 702.173, “Freerunning.”\\ ​
-一个关键字异能允许特定咒语替代性费用施放。参见规则[[cr:​7#cr702-173|702.173]],“自由奔跑”。+一个多人玩法牌手们会个人方式来互相展开对抗。参见规则[[cr:​8#cr806|806]],“自由竞赛玩法”。
  
 ---- ----
 Frenzy\\ ​ Frenzy\\ ​
-狂热+自由奔跑
  
 A keyword ability that can make a creature better in combat. See rule 702.68, “Frenzy.”\\ ​ A keyword ability that can make a creature better in combat. See rule 702.68, “Frenzy.”\\ ​
-一个关键字异能,让生物在战斗中更好。参见规则[[cr:​7#​cr702-68|702.68]],“狂热”。+一个关键字异能,允许特定咒语以替代性费用施放。参见规则[[cr:​7#​cr702-173|702.173]],“自由奔跑”。
  
 ---- ----
行 2090: 行 2095:
  
 A keyword action that causes a creature to be goaded until a player’s next turn. See rule 701.15, “Goad.”\\ ​ A keyword action that causes a creature to be goaded until a player’s next turn. See rule 701.15, “Goad.”\\ ​
-一一个关键字动作,使一个生物直到某牌手的下一个回合以前成为煽惑。参见规则[[cr:​7#​cr701-15|701.15]],“煽惑”。+一一个关键字动作,使一个生物直到某牌手的下一个回合以前成为煽惑。参见规则[[cr:​7#​cr701-15|701.15]],“煽惑”。
  
 ---- ----
 Goaded\\ ​ Goaded\\ ​
-煽惑+煽惑
  
 A designation a permanent can have. Goaded creatures are forced to attack and to attack a player other than the player that caused it to be goaded. See rule 701.15, “Goad.”\\ ​ A designation a permanent can have. Goaded creatures are forced to attack and to attack a player other than the player that caused it to be goaded. See rule 701.15, “Goad.”\\ ​
-永久物可拥有的一种称号。煽惑的生物会被强制攻击,且若能攻击使其成为煽惑的牌手以外的牌手,则须如此作。参见规则[[cr:​7#​cr701-15|701.15]],“煽惑”。+永久物可拥有的一种称号。煽惑的生物会被强制攻击,且若能攻击使其成为煽惑的牌手以外的牌手,则须如此作。参见规则[[cr:​7#​cr701-15|701.15]],“煽惑”。
  
 ---- ----
行 2271: 行 2276:
 非法动作 非法动作
  
-An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 732, “Handling Illegal Actions.”\\  +An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 733, “Handling Illegal Actions.”\\  
-一个违反游戏规则和/​或效应所创造的要求或限制的动作。参见规则[[cr:​7#​cr732|732]],“处理非法动作”。+一个违反游戏规则和/​或效应所创造的要求或限制的动作。参见规则[[cr:​7#​cr733|733]],“处理非法动作”。
  
 ---- ----
行 2329: 行 2334:
 An instant spell that’s been cast, or an activated ability that’s been activated, while another spell or ability is on the stack has been cast or activated “in response to” the earlier spell or ability. See rule 117.7.\\ ​ An instant spell that’s been cast, or an activated ability that’s been activated, while another spell or ability is on the stack has been cast or activated “in response to” the earlier spell or ability. See rule 117.7.\\ ​
 于另一个堆叠上的咒语或异能被施放或起动时,施放一个咒语或起动一个异能,指对前一个咒语或异能“作出响应”。参见规则[[cr:​1#​cr117-7|117.7]]。 于另一个堆叠上的咒语或异能被施放或起动时,施放一个咒语或起动一个异能,指对前一个咒语或异能“作出响应”。参见规则[[cr:​1#​cr117-7|117.7]]。
 +
 +----
 +Increment\\ ​
 +递增
 +
 +A keyword ability that lets you put a +1/+1 counter on a creature whenever you cast a spell if the amount of mana you spent on it is greater than that creature’s power or toughness. See rule 702.191, “Increment.”\\ ​
 +一个关键字异能,每当你施放咒语时,如果你支付的法术力数量比生物的力量或防御力大,让你将+1/​+1指示物放在生物上。参见规则[[cr:​7#​cr702-191|702.191]],“递增”。
  
 ---- ----
行 2386: 行 2398:
 先制 先制
  
-A designation a player can have. Some effects instruct a player to take the initiative. The player with the initiative ventures into Undercity whenever they take the initiative and at the beginning of their upkeep. See rule 725, “The Initiative.”\\ ​+A designation a player can have. Some effects instruct a player to take the initiative. The player with the initiative ventures into Undercity whenever they take the initiative and at the beginning of their upkeep. See rule 726, “The Initiative.”\\ ​
 牌手能获得的一种称号。一些效应使牌手掌握先制。握有先制的牌手在其掌握先制、及在其维持开始时深入地底城。参见规则[[cr:​7#​cr725|725]],“先制”。 牌手能获得的一种称号。一些效应使牌手掌握先制。握有先制的牌手在其掌握先制、及在其维持开始时深入地底城。参见规则[[cr:​7#​cr725|725]],“先制”。
  
行 2590: 行 2602:
 ---- ----
 Legend Rule\\ ​ Legend Rule\\ ​
-传奇规则+传奇
  
 A state-based action that causes a player who controls two or more legendary permanents with the same name to put all but one into their owners’ graveyards. See rule 704.5j.\\ ​ A state-based action that causes a player who controls two or more legendary permanents with the same name to put all but one into their owners’ graveyards. See rule 704.5j.\\ ​
-个状态动作令操控两个或更多具有相同名称的传奇永久物的操控者,将其中一个以外的都放进它们拥者的坟墓场。参见规则[[cr:​7#cr704-5j|704.5j]]。+种超类别一般情况下与永久物有。参见规则[[cr:​2#cr205-4|205.4]],“超类别”。另参见传奇规则
  
 ---- ----
 Legendary\\ ​ Legendary\\ ​
-传奇+传奇规则
  
 A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” See also Legend Rule.\\ ​ A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” See also Legend Rule.\\ ​
-种超类别一般情况下与永久物有。参见规则[[cr:​2#cr205-4|205.4]],“超类别”。另参见传奇规则+个状态动作令操控两个或更多具有相同名称的传奇永久物的操控者,将其中一个以外的都放进它们拥者的坟墓场。参见规则[[cr:​7#cr704-5j|704.5j]]。
  
 ---- ----
行 2738: 行 2750:
 循环(动作) 循环(动作)
  
-A set of actions that could be repeated indefinitely. See rule 731, “Taking Shortcuts.”\\ ​+A set of actions that could be repeated indefinitely. See rule 732, “Taking Shortcuts.”\\ ​
 一系列可以重复无数次的动作。参见规则[[cr:​7#​cr731|731]],“进行简化”。 一系列可以重复无数次的动作。参见规则[[cr:​7#​cr731|731]],“进行简化”。
  
行 2777: 行 2789:
 主游戏 主游戏
  
-The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 728, “Subgames.”\\  +The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 729, “Subgames.”\\  
-施放(或起动)了创造一个子游戏之咒语(或异能)所在的游戏。参见规则[[cr:​7#​cr728|728]],“子游戏”。+施放(或起动)了创造一个子游戏之咒语(或异能)所在的游戏。参见规则[[cr:​7#​cr729|729]],“子游戏”。
  
 ---- ----
行 2861: 行 2873:
 地图 地图
  
-A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.” See rule 701.44, “Explore.” For more information about predefined tokens, see rule 110.10.\\ ​+A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.” See rule 701.44, “Explore.” For more information about predefined tokens, see rule 111.10.\\ ​
 地图衍生物是具有“{1},{T},牺牲此衍生物:令目标由你操控的生物勘察。只能于法术时机起动。”的无色衍生神器。欲知关于预先定义的衍生物的更多信息,参见规则[[cr:​1#​cr111-10|111.10]]。 地图衍生物是具有“{1},{T},牺牲此衍生物:令目标由你操控的生物勘察。只能于法术时机起动。”的无色衍生神器。欲知关于预先定义的衍生物的更多信息,参见规则[[cr:​1#​cr111-10|111.10]]。
  
行 2941: 行 2953:
 结聚永久物 结聚永久物
  
-A card or token may merge with a permanent to form a merged permanent. This merged permanent is represented by more than one card and/or token. See rule 729, “Merging with Permanents.”\\  +A card or token may merge with a permanent to form a merged permanent. This merged permanent is represented by more than one card and/or token. See rule 730, “Merging with Permanents.”\\  
-牌或衍生物可能会与永久物结聚,组合成结聚永久物。这个结聚永久物会由多于一张的牌或衍生物所代表。参见规则[[cr:​7#​cr729|729]],“与永久物结聚”。+牌或衍生物可能会与永久物结聚,组合成结聚永久物。这个结聚永久物会由多于一张的牌或衍生物所代表。参见规则[[cr:​7#​cr730|730]],“与永久物结聚”。
  
 ---- ----
行 3004: 行 3016:
 君主 君主
  
-A designation a player can have. Some effects instruct a player to become the monarch. The monarch draws a card at the beginning of their end step. Dealing combat damage to the monarch steals the title from that player. See rule 724, “The Monarch.”\\  +A designation a player can have. Some effects instruct a player to become the monarch. The monarch draws a card at the beginning of their end step. Dealing combat damage to the monarch steals the title from that player. See rule 725, “The Monarch.”\\  
-牌手能获得的一种称号。一些效应使牌手成为君主。君主在其结束步骤开始时抓一张牌。对君主造成战斗伤害可以从该牌手上夺取该称号。参见规则[[cr:​7#​cr724|724]],“君主”。+牌手能获得的一种称号。一些效应使牌手成为君主。君主在其结束步骤开始时抓一张牌。对君主造成战斗伤害可以从该牌手上夺取该称号。参见规则[[cr:​7#​cr725|725]],“君主”。
  
 ---- ----
行 3126: 行 3138:
 合变式生物咒语 合变式生物咒语
  
-A creature spell cast using the mutate keyword ability. As it resolves, if its target creature is legal, it merges with the target creature. The resulting creature has all characteristics of the topmost component and has the abilities of each component. See rule 702.140, “Mutate,​” and rule 729, “Merging with Permanents.”\\  +A creature spell cast using the mutate keyword ability. As it resolves, if its target creature is legal, it merges with the target creature. The resulting creature has all characteristics of the topmost component and has the abilities of each component. See rule 702.140, “Mutate,​” and rule 730, “Merging with Permanents.”\\  
-一个使用合变关键字异能施放的生物咒语。于其结算时,如果其目标的生物合法,其与该目标生物结聚。所成的生物具有最顶上组件的所有特征以及每个组件的异能。参见规则[[cr:​7#​cr702-140|702.140]],“合变”,以及规则[[cr:​7#​cr729|729]],“与永久物结聚”。+一个使用合变关键字异能施放的生物咒语。于其结算时,如果其目标的生物合法,其与该目标生物结聚。所成的生物具有最顶上组件的所有特征以及每个组件的异能。参见规则[[cr:​7#​cr702-140|702.140]],“合变”,以及规则[[cr:​7#​cr730|730]],“与永久物结聚”。
  
 ---- ----
行 3148: 行 3160:
 黑夜 黑夜
  
-Along with day, a designation the game can have. See rule 730, “Day and Night,” and rule 702.145, “Daybound and Nightbound.”\\  +Along with day, a designation the game can have. See rule 731, “Day and Night,” and rule 702.145, “Daybound and Nightbound.”\\  
-与白昼一起,均是游戏可以具有的称号。参见规则[[cr:​7#​cr730|730]],“白昼与黑夜”,与规则[[cr:​7#​cr702-145|702.145]],“昼形与夜形”。+与白昼一起,均是游戏可以具有的称号。参见规则[[cr:​7#​cr731|731]],“白昼与黑夜”,与规则[[cr:​7#​cr702-145|702.145]],“昼形与夜形”。
  
 ---- ----
行 3155: 行 3167:
 夜形 夜形
  
-An ability found on the back faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,​” and rule 730, “Day and Night.”\\  +An ability found on the back faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,​” and rule 731, “Day and Night.”\\  
-一种异能,见于一些双面牌的背面上。具昼形与夜形异能的牌,在白昼时正面朝上,在黑夜时背面朝上。参见规则[[cr:​7#​cr702-145|702.145]],“昼形与夜形”,与规则[[cr:​7#​cr730|730]],“白昼与黑夜”。+一种异能,见于一些双面牌的背面上。具昼形与夜形异能的牌,在白昼时正面朝上,在黑夜时背面朝上。参见规则[[cr:​7#​cr702-145|702.145]],“昼形与夜形”,与规则[[cr:​7#​cr731|731]],“白昼与黑夜”。
  
 ---- ----
行 3213: 行 3225:
  
 Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Omen spell type. See rule 720, “Omen Cards.”\\ ​ Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Omen spell type. See rule 720, “Omen Cards.”\\ ​
-一张分为两部分(且其中一部分是嵌在文字栏左面)的牌,其副特征包括预兆此咒语类别。参见规则[[cr:​7#​cr720|720]],“预兆牌”。+一张分为两部分(且其中一部分是嵌在文字栏左面)的牌,其副特征包括预兆此咒语类别。参见规则[[cr:​7#​cr720|720]],“预兆牌”。
  
 ---- ----
行 3294: 行 3306:
  
 ---- ----
-Paris Mulligan\\  +Paradigm\\  
-巴黎再调度+定式
  
-Informal term for previous system ​of taking ​mulligan. Using the Paris mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer cardFor current mulligan rules, see rule 103.5.\\  +A keyword ability that allows you to cast copy of a spell at the beginning of each of your first main phasesSee rule 702.192, “Paradigm.\\  
-指代种曾经再调度方式非正式用词使用巴黎再调度方式时,牌手再调度时将其手牌洗入其牌库,然后少抓一张牌。要查看当前的再调度规则,参见规则[[cr:​1#cr103-5|103.5]]。+个关键字异能,允许你在你每个第一个行动阶段开始时施放咒语复制。参见规则[[cr:​7#cr702-192|702.192]],“定式”
  
 ---- ----
行 3625: 行 3637:
 The first main phase of a turn. See Main Phase.\\ ​ The first main phase of a turn. See Main Phase.\\ ​
 回合中的第一个行动阶段。参见行动阶段。 回合中的第一个行动阶段。参见行动阶段。
 +
 +----
 +Preparation Card\\ ​
 +备法牌
 +
 +Cards with a two-part card frame (one part of which is inset on the right) on a single card. See rule 722, “Preparation Cards.”\\ ​
 +一张分为两部分(且其中一部分是嵌在文字栏右面)的牌。参见规则[[cr:​7#​cr722|722]],“备法牌”。
 +
 +----
 +Prepare Spell\\ ​
 +备法咒语
 +
 +The inset frame of a preparation card that includes its alternative characteristics. See rule 722, “Preparation Cards.”\\ ​
 +备法牌上嵌印的牌框,包含了它的一组副特征。参见规则[[cr:​7#​cr722|722]],“备法牌”。
 +
 +----
 +Prepared\\ ​
 +已备法
 +
 +A designation a permanent may have that allows you to cast a copy of that card with its alternative characteristics. See rule 722, “Preparation Cards.”\\ ​
 +永久物可具有的称号,允许你用副特征施放这张牌的复制。参见规则[[cr:​7#​cr722|722]],“备法牌”。
  
 ---- ----
行 3722: 行 3755:
 拉德指示物 拉德指示物
  
-A type of counter a player can have that causes that player to mill cards at the beginning of their precombat main phase, then lose 1 life and remove one rad counter for each nonland card milled this way. See rule 122, “Counters,​” and rule 727, “Rad Counters.”\\  +A type of counter a player can have that causes that player to mill cards at the beginning of their precombat main phase, then lose 1 life and remove one rad counter for each nonland card milled this way. See rule 122, “Counters,​” and rule 728, “Rad Counters.”\\  
-牌手可以具有的一种指示物,会导致牌手在其战斗前行动阶段磨牌,然后每以此法磨掉一张非地牌,便失去1点生命并移去一个拉德指示物。参见规则[[cr:​1#​cr122|122]],“指示物”,及规则[[cr:​7#​cr727|727]],“拉德指示物”。+牌手可以具有的一种指示物,会导致牌手在其战斗前行动阶段磨牌,然后每以此法磨掉一张非地牌,便失去1点生命并移去一个拉德指示物。参见规则[[cr:​1#​cr122|122]],“指示物”,及规则[[cr:​7#​cr727|727]],“拉德指示物”。
  
 ---- ----
行 3822: 行 3855:
 Parenthetical text in italics in the text box of a card that summarizes a rule that applies to that card, but is not actually rules text and has no effect on play. See rule 207.2.\\ ​ Parenthetical text in italics in the text box of a card that summarizes a rule that applies to that card, but is not actually rules text and has no effect on play. See rule 207.2.\\ ​
 牌的文字栏内括号中的斜体字,总结对该牌生效的一条规则,但不是正式规则叙述且对游戏没有效应。参见规则[[cr:​2#​cr207-2|207.2]]。 牌的文字栏内括号中的斜体字,总结对该牌生效的一条规则,但不是正式规则叙述且对游戏没有效应。参见规则[[cr:​2#​cr207-2|207.2]]。
 +
 +----
 +Remove from Combat\\ ​
 +移出战斗
 +
 +Certain events can cause an attacking or blocking creature, or a planeswalker that’s being attacked, to be “removed from combat.” A permanent that’s removed from combat has no further involvement in that combat phase. See rule 506.4.\\ ​
 +一些特定的事件将造成攻击或阻挡生物,或正被被攻击的鹏洛客,被“移出战斗”。一个被移出战斗的永久物对该战斗阶段没有更多的参与。参见规则[[cr:​5#​cr506-4|506.4]]。
  
 ---- ----
行 3829: 行 3869:
 “Remove [something] from the game” is an obsolete term for “exile [something].” “The removed card” is an obsolete term for “the exiled card.” The removed-from-the-game zone is an obsolete term for the exile zone. Cards with that text have received errata in the Oracle card reference. See Exile.\\ ​ “Remove [something] from the game” is an obsolete term for “exile [something].” “The removed card” is an obsolete term for “the exiled card.” The removed-from-the-game zone is an obsolete term for the exile zone. Cards with that text have received errata in the Oracle card reference. See Exile.\\ ​
 “将[某物]移出游戏”是对“放逐[某物]”已废止的用词。“被移除的牌”是对“被放逐的牌”已废止的用词。移出游戏区是对放逐区已废止的用词。具有这些叙述的牌在Oracle牌张参考文献中得到了勘误。参见放逐。 “将[某物]移出游戏”是对“放逐[某物]”已废止的用词。“被移除的牌”是对“被放逐的牌”已废止的用词。移出游戏区是对放逐区已废止的用词。具有这些叙述的牌在Oracle牌张参考文献中得到了勘误。参见放逐。
- 
----- 
-Removed from Combat\\ ​ 
-移出战斗 
- 
-Certain events can cause an attacking or blocking creature, or a planeswalker that’s being attacked, to be “removed from combat.” A permanent that’s removed from combat has no further involvement in that combat phase. See rule 506.4.\\ ​ 
-一些特定的事件将造成攻击或阻挡生物,或正被被攻击的鹏洛客,被“移出战斗”。一个被移出战斗的永久物对该战斗阶段没有更多的参与。参见规则[[cr:​5#​cr506-4|506.4]]。 
  
 ---- ----
行 3881: 行 3914:
 ---- ----
 Respond\\ ​ Respond\\ ​
-响应+重新开始游戏
  
 To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 117.7.\\ ​ To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 117.7.\\ ​
-另一个咒语或异能已经在堆叠时,施放一个瞬间咒语或起动一个异能。参见规则[[cr:​1#cr117-7|117.7]]。+当前游戏马结束并且重新开始。参见规则[[cr:​7#cr727|727]],“重新开始游戏”
  
 ---- ----
 Restart the Game\\ ​ Restart the Game\\ ​
-重新开始游戏+响应
  
-To immediately end the current game and restart it. See rule 104, “Ending ​the Game.”\\  +To immediately end the current game and restart it. See rule 727, “Restarting ​the Game.”\\  
-当前游戏马结束并且重新开始。参见规则[[cr:​1#​cr104|104]],“结束游戏”+另一个咒语或异能已经在堆叠时,施放一个瞬间咒语或起动一个异能。参见规则[[cr:​1#​cr117-7|117.7]]。
  
 ---- ----
行 4097: 行 4130:
 简化 简化
  
-A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule 731, “Taking Shortcuts.”\\ ​+A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule 732, “Taking Shortcuts.”\\ ​
 在无须双方牌手特别指出每个选择的情况下,让大家自然可以理解并让游戏自然通过这些游戏选择(作出动作或让过优先权)。参见规则[[cr:​7#​cr731|731]],“进行简化”。 在无须双方牌手特别指出每个选择的情况下,让大家自然可以理解并让游戏自然通过这些游戏选择(作出动作或让过优先权)。参见规则[[cr:​7#​cr731|731]],“进行简化”。
  
行 4155: 行 4188:
 See Typecycling.\\ ​ See Typecycling.\\ ​
 参见类别循环。 参见类别循环。
 +
 +----
 +Sneak\\ ​
 +奇袭
 +
 +A keyword ability that allows a spell to be cast for an alternative cost, including returning an unblocked attacking creature to its owner’s hand. Creatures cast this way enter tapped and attacking.\\ ​
 +一个关键字异能,允许咒语以替代性费用施放,此费用包括将未受阻挡的攻击生物移回其拥有者手上。以此法施放的生物进场时为横置且正进行攻击。
  
 ---- ----
行 4364: 行 4404:
 ---- ----
 State Trigger\\ ​ State Trigger\\ ​
-状态触发+状态动作
  
 A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.\\ ​ A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.\\ ​
-一个游戏状态符合而不是触发事件发生时触发触发式异能。参见规则[[cr:​6#cr603-8|603.8]]。+特定条件符合时自动发生的游戏动作。参见规则[[cr:​7#cr704|704]],“状态动作”
  
 ---- ----
 State-Based Actions\\ ​ State-Based Actions\\ ​
-状态动作+状态触发
  
 Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.”\\ ​ Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.”\\ ​
-特定条件符合时自动发生的游戏动作。参见规则[[cr:​7#cr704|704]],“状态动作”+一个游戏状态符合而不是触发事件发生时触发触发式异能。参见规则[[cr:​6#cr603-8|603.8]]。
  
 ---- ----
行 4450: 行 4490:
 子游戏 子游戏
  
-A completely separate Magic game created by an effect. See rule 728, “Subgames.”\\  +A completely separate Magic game created by an effect. See rule 729, “Subgames.”\\  
-由一个效应创造出的完全分开的万智牌游戏。参见规则[[cr:​7#​cr728|728]],“子游戏”。+由一个效应创造出的完全分开的万智牌游戏。参见规则[[cr:​7#​cr729|729]],“子游戏”。
  
 ---- ----
行 4568: 行 4608:
 ---- ----
 Tap Symbol\\ ​ Tap Symbol\\ ​
-横置符号+横置
  
 The tap symbol {T} in an activation cost means “Tap this permanent.” See rule 107.5.\\ ​ The tap symbol {T} in an activation cost means “Tap this permanent.” See rule 107.5.\\ ​
-在起动费用中的横置符号{T}指“横置此永久物。参见规则[[cr:​1#​cr107-5|107.5]]。+一个永久物可能具有的状态。参见规则[[cr:​1#​cr110-5|110.5]]和规则[[cr:​7#​cr701-26|701.26]],“横置和重置”。另参见未横置
  
 ---- ----
 Tapped\\ ​ Tapped\\ ​
-横置+横置符号
  
 A status a permanent may have. See rule 110.5 and rule 701.26, “Tap and Untap.” See also Untapped.\\ ​ A status a permanent may have. See rule 110.5 and rule 701.26, “Tap and Untap.” See also Untapped.\\ ​
-一个永久物可能具有的状态。参见规则[[cr:​1#​cr110-5|110.5]]和规则[[cr:​7#​cr701-26|701.26]],“横置和重置”。另参见未横置+在起动费用中的横置符号{T}指“横置此永久物。参见规则[[cr:​1#​cr107-5|107.5]]。
  
 ---- ----
行 4596: 行 4636:
 ---- ----
 Team vs. Team Variant\\ ​ Team vs. Team Variant\\ ​
-伍对队伍玩法+
  
 A multiplayer variant played among two or more teams, each of which sits together. See rule 808, “Team vs. Team Variant.”\\ ​ A multiplayer variant played among two or more teams, each of which sits together. See rule 808, “Team vs. Team Variant.”\\ ​
-两个或以上队伍间的多人玩法每个队伍坐在一起。参见规则[[cr:​8#cr808|808]],“队伍对队伍玩法”+队伍间的多人游戏中牌手的队友是其队伍中的其他牌手。参见规则[[cr:​1#cr102-3|102.3]]。
  
 ---- ----
 Teammate\\ ​ Teammate\\ ​
-+伍对队伍玩法
  
 In a multiplayer game between teams, a player’s teammates are the other players on their team. See rule 102.3.\\ ​ In a multiplayer game between teams, a player’s teammates are the other players on their team. See rule 102.3.\\ ​
-队伍间的多人游戏中牌手的队友是其队伍中的其他牌手。参见规则[[cr:​1#cr102-3|102.3]]。+两个或以上队伍间的多人玩法每个队伍坐在一起。参见规则[[cr:​8#cr808|808]],“队伍对队伍玩法”
  
 ---- ----
行 4830: 行 4870:
 ---- ----
 Trigger Event\\ ​ Trigger Event\\ ​
-触发事件+触发式异能
  
 The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, “Handling Triggered Abilities.”\\ ​ The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, “Handling Triggered Abilities.”\\ ​
-触发式异能所注意的事件。每当触发发生时该触发式异能触发。参见规则[[cr:​6#​cr603|603]],“处理触发式异能”。+一种异能。触发式异能以词语“当”、“每当”、或“在”开头。它们的格式为“[触发][效应]”。参见规则[[cr:​1#​cr113|113]],“异能”、以及规则[[cr:​6#​cr603|603]],“处理触发式异能”。
  
 ---- ----
 Triggered Ability\\ ​ Triggered Ability\\ ​
-触发式异能+触发事件
  
 A kind of ability. Triggered abilities begin with the word “when,” “whenever,​” or “at.” They’re written as “[Trigger condition], [effect].” See rule 113, “Abilities,​” and rule 603, “Handling Triggered Abilities.”\\ ​ A kind of ability. Triggered abilities begin with the word “when,” “whenever,​” or “at.” They’re written as “[Trigger condition], [effect].” See rule 113, “Abilities,​” and rule 603, “Handling Triggered Abilities.”\\ ​
-一种异能。触发式异能以词语“当”、“每当”、或“在”开头。它们的格式为“[触发][效应]”。参见规则[[cr:​1#​cr113|113]],“异能”、以及规则[[cr:​6#​cr603|603]],“处理触发式异能”。+触发式异能所注意的事件。每当触发发生时该触发式异能触发。参见规则[[cr:​6#​cr603|603]],“处理触发式异能”。
  
 ---- ----
行 4851: 行 4891:
 ---- ----
 Turn Markers\\ ​ Turn Markers\\ ​
-回合标记+回合动作
  
 Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.\\ ​ Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.\\ ​
-大型混战游戏中用于记录正在进行其回合之牌手标记物。参见规则[[cr:​8#cr807-4|807.4]]。+当特定的步骤或阶段开始时或当每个步骤或阶段结束时自动发生游戏动作。参见规则[[cr:​7#cr703|703]],“回合动作”
  
 ---- ----
 Turn-Based Actions\\ ​ Turn-Based Actions\\ ​
-回合动作+回合标记
  
 Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, “Turn-Based Actions.”\\ ​ Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, “Turn-Based Actions.”\\ ​
-当特定的步骤或阶段开始时或当每个步骤或阶段结束时自动发生游戏动作。参见规则[[cr:​7#cr703|703]],“回合动作”+大型混战游戏中用于记录正在进行其回合之牌手标记物。参见规则[[cr:​8#cr807-4|807.4]]。
  
 ---- ----
行 4932: 行 4972:
 ---- ----
 Unblocked Creature\\ ​ Unblocked Creature\\ ​
-阻挡的生物+阻挡的生物
  
 An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\\ ​ An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”\\ ​
-一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况未知,一直保持是未阻挡的生物。参见规则[[cr:​5#​cr509|509]],“宣告阻挡者步骤”。+一旦一个攻击生物没有被宣告任何阻挡者,除非一个效应导致它被阻挡。它在从战斗中被移除或战斗阶段结束两者中先发生的情况为止,一直保持是未阻挡的生物。参见规则[[cr:​5#​cr509|509]],“宣告阻挡者步骤”。
  
 ---- ----
行 4992: 行 5032:
 One half of a split permanent is “unlocked” if it has the appropriate unlocked designation. See rule 709.5.\\ ​ One half of a split permanent is “unlocked” if it has the appropriate unlocked designation. See rule 709.5.\\ ​
 如果一个连体永久物具有特定的解锁称号,则其相应的一边为“已解锁”。参见规则[[cr:​7#​cr709-5|709.5]]。 如果一个连体永久物具有特定的解锁称号,则其相应的一边为“已解锁”。参见规则[[cr:​7#​cr709-5|709.5]]。
 +
 +----
 +Unprepared\\ ​
 +已撤法
 +
 +A permanent that becomes unprepared loses the prepared designation. See rule 722, “Preparation Cards.” See also Prepared.\\ ​
 +成为已撤法的永久物会失去已备法此称号。参见规则[[cr:​7#​cr722|722]],“备法牌”。另参见已备法。
  
 ---- ----
行 5030: 行 5077:
 ---- ----
 === V === === V ===
-Vancouver Mulligan\\ ​ 
-温哥华再调度 
- 
-Informal term for a previous system of taking a mulligan. Using the Vancouver mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. After choosing to not mulligan, a player who took a mulligan looked at the top card of their library and could put it on the bottom of their library. For current mulligan rules, see rule 103.5.\\ ​ 
-指代一种曾经的再调度方式的非正式用词。使用温哥华再调度方式时,牌手再调度时将其手牌洗入其牌库,然后少抓一张牌。在决定不再次再调度之后,已执行过再调度的牌手查看其牌库顶牌,并能够选择将其置于牌库底。要查看当前的再调度规则,参见规则[[cr:​1#​cr103-5|103.5]]。 
- 
----- 
 Vanguard\\ ​ Vanguard\\ ​
 先锋 先锋
行 5229: 行 5269:
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