Archived from groups: rec.games.trading-cards.magic.rules (
More info?)
Keith Piddington <uj551@vtn1.victoria.tc.ca> wrote:
>David DeLaney (dbd@gatekeeper.vic.com) wrote:
>: Oh, right - an even better reason, alongside the one I gave. Look at the
>: definition of "flying" in the rulebook: "A creature with flying can't be
>: blocked by creatures without flying.". That's saying this can't happen.
>: And when a rule (or effect) says something can't happen, and another either
>: says it can, or says to do it, we have another rule - 103.2 - that says the
>: 'can't' effect wins out.
>
>However, isn't there also a fundamental rule that says in some
>fashion "card words take precedence over rules", or has that
>been abandoned?
Take precedence over? No. The rules take precedence. The cards can contradict
what a rule says, or say to do something that no rule allows you to do, and
103.1 covers DIRECT contradictions: the card wins - but only over the specific
rule it's contradicting. (Thus, "regenerate this" can win over the rule that
says "destroy lethally damaged creatures" ... but can't do anything to stop
the card being returned to hand, sacrificed, etc. "Indestructible" can't stop
sacrifice. "Can attack as though it doesn't have defender" doesn't allow it
to attack when it's not your turn, or not a Combat phase. Etc.)
103.2 covers the interaction of "do this"/"this can do this" and "this can't
do this"; "can't" wins over "can". (In practice, "do this only under these
conditions" also wins over "do this some other way", and "only" has needed to
get put into 032 for some time now too...)
>Thus, if a card says "yes" but the rules
>say "no", the card wins out, but if two cards disagree (or
>two rules, unlikely) then the "no" always wins.
Nope. If a card says "yes" and the rules say "you can't", the rule wins. If
the _rule_ says "yes" and the card says "nope you can't"? The card wins.
This is what "as though" gets used for - to get around "can't" cards or
rules.
>*If* this is still true, the simple wording could be used...
In the simple sense you mean, that hasn't been true since Unlimited. People
took it to mean WAY too much - the "this says my Wall can attack, so I can
ignore every rule about WHEN it can attack, right?" problem. It got codified
to "only breaks the rule it SAYS it breaks" and "can't overrides can,
regardless", which make things a lot more manageable.
And yes, some cards get designed that are meant to go around a rule that
says something can't be done - Spiders versus flying, to get back to this
thread's original topic. That's where "as though it had flying" comes in...
the Spider doesn't have flying at all - but it can't block a flyer without
it, so it PRETENDS it has it, for blocking purposes only, and the game
plays along...
Dave
--
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It's not the clock that slows the hour The definition's plain for anyone to see
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