{"id":298,"date":"2017-06-28T18:49:05","date_gmt":"2017-06-28T18:49:05","guid":{"rendered":"http:\/\/blogs.magicjudges.org\/judgeclasses\/?page_id=298"},"modified":"2017-08-31T14:04:08","modified_gmt":"2017-08-31T14:04:08","slug":"class-3-en","status":"publish","type":"page","link":"https:\/\/blogs.magicjudges.org\/judgeclasses\/english\/class-3-en\/","title":{"rendered":"Class 3 &#8211; Copying objects (CR 706)"},"content":{"rendered":"<div align=\"justify\">\n<p style=\"text-align: center\">Last updated: 02 August 2017<\/p>\n<p style=\"text-align: center\">Downloadable PDF file available\u00a0<a href=\"https:\/\/drive.google.com\/open?id=0B9aieAZw25iGMUtodlFIbDhmaHc\">HERE<\/a><\/p>\n<p>COPYING PERMANENTS<\/p>\n<p>When copying an object, the copy acquires the copiable values of the original object\u2019s characteristics and, for an object on the stack, choices made when casting or activating it (mode, targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on).<\/p>\n<p>The \u201ccopiable values\u201d are the <strong>values derived from the text printed on the object<\/strong> (that text being name, mana cost, color indicator, card type, subtype, supertype, rules text, power, toughness, and\/or loyalty), <strong>as modified by other copy effects, by its face-down status, and by \u201cas . . . enters the battlefield\u201d and \u201cas . . . is turned face up\u201d abilities that set power and toughness<\/strong> (and may also set additional characteristics). Other effects (including type-changing and text-changing effects), status, and counters are not copied.<\/p>\n<p>A copy acquires the color of the object it\u2019s copying because that value is derived from its mana cost or color indicator.<\/p>\n<p>A copy acquires the abilities of the object it\u2019s copying because those values are derived from its rules text.<\/p>\n<p>An object that enters the battlefield \u201cas a copy\u201d or \u201cthat\u2019s a copy\u201d of another object <strong>becomes a copy as it enters the battlefield<\/strong>. It doesn\u2019t enter the battlefield, and then become a copy of that permanent. If the text that\u2019s being copied <strong>includes any abilities that replace the enters-the-battlefield event<\/strong> (such as \u201centers the battlefield with\u201d or \u201cas [this] enters the battlefield\u201d abilities), those abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a chance to trigger.<\/p>\n<p>When copying a permanent, any choices that have been made for that permanent aren\u2019t copied. Instead, if an object enters the battlefield as a copy of another permanent, the object\u2019s controller <strong>will get to make any \u201cas [this] enters the battlefield\u201d choices for it<\/strong>.<\/p>\n<p>When copying a double-faced permanent, a face-up meld card, or a melded permanent, only the copiable values of the face that\u2019s currently up are copied. Exceptions:<\/p>\n<p>Copy effects may include modifications or exceptions to the copying process.<\/p>\n<ul>\n<li>Some copy effects cause the copy to gain an ability as part of the copying process. This ability becomes part of the copiable values for the copy, along with any other abilities that were copied.<\/li>\n<\/ul>\n<p>Example: Phantasmal Image add the ability \u201csacrifice me if I\u2019m being made target\u201d as part of the copy process.<\/p>\n<ul>\n<li>Some copy effects specifically state that they don\u2019t copy certain characteristics and instead retain their original values. These effects use the phrase \u201cexcept its [characteristic] is still [value]\u201d or \u201cexcept it\u2019s still [value(s)].\u201d They may also simply state that certain characteristics are not copied.<\/li>\n<\/ul>\n<p>Example: Quicksilver Gargantuan still beeing a 7\/7.<\/p>\n<ul>\n<li>Some copy effects modify a characteristic as part of the copying process. The final value(s) for that characteristic becomes part of the copiable values for the copy.<\/li>\n<\/ul>\n<p>Example: Phyrexian Metamorph add the type artifact to type line of the creature that he is copying.<\/p>\n<p>COPYING SPELLS AND ABILITIES<\/p>\n<p>To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn\u2019t cast and a copy of an activated ability isn\u2019t activated.<\/p>\n<p>A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made for it, including modes, targets, the value of X, and additional or alternative costs.<\/p>\n<p>Example: If we copy a Fireball that was paid as R+2+1 in order that X=2 and an additional target, the value of X in the copy will be 2 and an additional target. Also will have the same targets.<\/p>\n<p>Example: If we copy an Azorious Charm with the chosen mode \u201cDraw a card\u201d, you can\u2019t choose a new mode for the copy.<\/p>\n<p>Example: If we copy a Firespout that was cast paying Green and Red, we will not make any damage because the copy wasn\u2019t cast paying Green and Red (the mana which the spell cost was paid isn\u2019t part of the information that we copy).<\/p>\n<p>Choices that are normally made on resolution are not copied.<\/p>\n<p>If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability.<\/p>\n<p>A copy of a spell is owned by the player under whose control it was put on the stack. A copy of a spell or ability is controlled by the player under whose control it was put on the stack.<\/p>\n<p>A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.<\/p>\n<p>If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist. These are state-based actions<\/p>\n<p>Some effects copy a spell or ability and state that its controller may choose new targets for the copy. The player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal. Once the player has decided what the copy\u2019s targets will be, the copy is put onto the stack with those targets.<\/p>\n<p>If an effect refers to a permanent by name, the effect still tracks that permanent even if it changes names or becomes a copy of something else.<\/p>\n<p>Some effects copy a spell or ability for each player or object it \u201ccould target.\u201d The copies are put onto the stack with those targets in the order of their controller\u2019s choice. If the spell or ability has more than one target, each of its targets must be the same player or object. If that player or object isn\u2019t a legal target for each instance of the word \u201ctarget,\u201d a copy isn\u2019t created for that player or object.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<h1>ESSENTIAL KEYWORD ABILITIES<\/h1>\n<p>(Comprehensive Rules 702)<\/p>\n<p>Deathtouch<\/p>\n<p>Static ability. Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage, regardless of that creature\u2019s toughness. A creature with toughness greater than 0 that\u2019s been dealt damage by a source with deathtouch is destroyed. The deathtouch rules function no matter what zone an object with deathtouch deals damage from. If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.<\/p>\n<p>Defender<\/p>\n<p>Static ability. A creature with defender can\u2019t attack.<\/p>\n<p>Double Strike<\/p>\n<p>Is a static ability that modifies the rules for the combat damage step (as First Strike).<\/p>\n<p>Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.<\/p>\n<p>Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.<\/p>\n<p>Enchant X<\/p>\n<p>Static ability, written \u201cEnchant [object or player].\u201d The enchant ability restricts what an Aura spell can target and what an Aura can enchant. If an Aura has multiple instances of enchant, all of them apply. The Aura\u2019s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.Auras that can enchant a player can target and be attached to players. Such Auras can\u2019t target permanents and can\u2019t be attached to permanents.<\/p>\n<p>Equip<\/p>\n<p>Activated ability of Equipment cards. \u201cEquip [cost]\u201d means \u201c[Cost]: Attach this permanent to target creature you control. Activate this ability only any time you could cast a sorcery.\u201d If a permanent has multiple instances of equip, any of its equip abilities may be activated.<\/p>\n<p>First Strike<\/p>\n<p>Static ability that modifies the rules for the combat damage step.<\/p>\n<p>If at least one attacking or blocking creature has first strike or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike.<\/p>\n<p>After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike.<\/p>\n<p>After that step, the phase proceeds to the end of combat step.<\/p>\n<p>Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won\u2019t prevent that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won\u2019t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).<\/p>\n<p>Flash<\/p>\n<p>Static ability that functions in any zone from which you could play the card it\u2019s on. \u201cFlash\u201d means \u201cYou may play this card any time you could cast an instant.\u201d<\/p>\n<p>Flying<\/p>\n<p>Evasion static ability. A creature with flying can\u2019t be blocked except by creatures with flying and\/or reach. A creature with flying can block a creature with or without flying.<\/p>\n<p>Haste<\/p>\n<p>Static ability. If a creature has haste, it can attack or activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn\u2019t been controlled by that player continuously since his or her most recent turn began.<\/p>\n<p>Hexproof<\/p>\n<p>Static ability. \u201cHexproof\u201d on a permanent means \u201cThis permanent can\u2019t be the target of spells or abilities your opponents control.\u201d \u201cHexproof\u201d on a player means \u201cYou can\u2019t be the target of spells or abilities your opponents control\u201d.<\/p>\n<p>Indestructible<\/p>\n<p>Static ability. A permanent with indestructible can\u2019t be destroyed. Such permanents aren\u2019t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage.<\/p>\n<p>Intimidate<\/p>\n<p>Evasion static ability. A creature with intimidate can\u2019t be blocked except by artifact creatures and\/or creatures that share a color with it.<\/p>\n<p>Landwalk<\/p>\n<p>Landwalk is a generic term that appears within an object\u2019s rules text as \u201c[type]walk,\u201d where [type] is usually a subtype, but can be the card type land, any land type, any supertype, or any combination thereof. Landwalk is an evasion ability. A creature with landwalk can\u2019t be blocked as long as the defending player controls at least one land with the specified [type]. Landwalk abilities don\u2019t \u201ccancel\u201d one another.<\/p>\n<p>Lifelink<\/p>\n<p>Static ability. Damage dealt by a source with lifelink causes that source\u2019s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink. The lifelink rules function no matter what zone an object with lifelink deals damage from.<\/p>\n<p>If multiple sources with lifelink deal damage at the same time, they cause separate life gain events.<\/p>\n<p>If a source has multiple instances of Lifelink, you will gain life only once.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Reach<\/strong><\/p>\n<p>Static ability. A creature with flying can\u2019t be blocked except by creatures with flying and\/or reach.<\/p>\n<p>Trample<\/p>\n<p>Trample is a static ability that modifies the rules for assigning an attacking creature\u2019s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. In order to assign damage a creature, the creature that precedes must be assigned lethal damage. An amount of damage that\u2019s greater than a creature\u2019s lethal damage may be assigned to it. Once all creatures have being assigned lethal damage, you can assign excess damage to defending player or planeswalker.<\/p>\n<p>When checking for assigned lethal damage, take into account:<\/p>\n<ul>\n<li>Damage already marked on the creature.<\/li>\n<li>Damage from other creatures that\u2019s being assigned.<\/li>\n<\/ul>\n<p>Don\u2019t will be taken in account if the damage destroy the creature:<\/p>\n<ul>\n<li>Because there\u2019s any abilities or effects that might change the amount of damage that\u2019s actually dealt (a prevention damage effect).<\/li>\n<li>Because the creature has a regeneration shield.<\/li>\n<li>Because the creature is indestructible.<\/li>\n<\/ul>\n<p>Example:<\/p>\n<ul>\n<li>A 2\/2 creature with 1 damage marked on her only needs 1 damage to being assigned lethal damage.<\/li>\n<li>A 2\/2 creature which states that next 1 damage will be prevented, needs 2 damage to being assigned lethal damage (but should be 3 in order to kill her).<\/li>\n<li>A creature 3\/3 with indestructible needs 3 damage to being assigned lethal damage (even if really not going to die).<\/li>\n<li>A 5\/5 creature is being assigned lethal damage with 1 damage from a source with Deathtouch.<\/li>\n<\/ul>\n<p>If an attacking creature with trample is blocked, but there are no creatures blocking it when damage is assigned, all its damage is assigned to the player or planeswalker it\u2019s attacking.<\/p>\n<p>If a creature with trample is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker\u2019s loyalty.<\/p>\n<p>Protection<\/p>\n<p>Static ability, written \u201cProtection from [quality].\u201d This quality is usually a color (as in \u201cprotection from black\u201d) but can be any characteristic value.<\/p>\n<ul>\n<li>If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name.<\/li>\n<li>If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype.<\/li>\n<\/ul>\n<p>Protection means 4 things:<\/p>\n<ul>\n<li>Prevented Damage<\/li>\n<\/ul>\n<p>Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.<\/p>\n<ul>\n<li>Enchanted \/ Attached<\/li>\n<\/ul>\n<p>A permanent or player with protection can\u2019t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners\u2019 graveyards as a state-based action.<\/p>\n<p>A permanent with protection can\u2019t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield.<\/p>\n<ul>\n<li>Blocked<\/li>\n<\/ul>\n<p>Attacking creatures with protection can\u2019t be blocked by creatures that have the stated quality.<\/p>\n<ul>\n<li>Target<\/li>\n<\/ul>\n<p>A permanent or player with protection can\u2019t be targeted by spells with the stated quality and can\u2019t be targeted by abilities from a source with the stated quality.<\/p>\n<p>\u201cProtection from [quality A] and from [quality B]\u201d is shorthand for \u201cprotection from [quality A]\u201d and \u201cprotection from [quality B]\u201d; it behaves as two separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B].<\/p>\n<p>\u201cProtection from all [characteristic]\u201d is shorthand for \u201cprotection from [quality A],\u201d \u201cprotection from [quality B],\u201d and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B], [quality C], and so on.<\/p>\n<p>\u201cProtection from [a player]\u201d is a variant of the protection ability. A permanent with protection from a specific player has protection from each object the player controls and protection from each object the player owns not controlled by another player, regardless of that object\u2019s characteristic values. Such a permanent can\u2019t be targeted by spells or abilities the player controls, enchanted by Auras the player controls, equipped by Equipment the player controls, fortified by Fortifications the player controls, or blocked by creatures the player controls, and all damage that would be dealt to it by sources controlled by the player or owned by the player but not controlled by another player is prevented.<\/p>\n<p>Shroud<\/p>\n<p>Static ability. \u201cShroud\u201d means \u201cThis permanent or player can\u2019t be the target of spells or abilities.\u201d<\/p>\n<p>Vigilance<\/p>\n<p>Static ability that modifies the rules for the declare attackers step. Attacking doesn\u2019t cause creatures with vigilance to tap.\n<\/p><\/div>\n","protected":false},"excerpt":{"rendered":"<p>Last updated: 02 August 2017 Downloadable PDF file available\u00a0HERE COPYING PERMANENTS When copying an object, the copy acquires the copiable values of the original object\u2019s characteristics and, for an object on the stack, choices made when casting or activating it (mode, targets, the value of X, whether it was kicked, how it will affect multiple [&hellip;]<\/p>\n","protected":false},"author":28,"featured_media":0,"parent":186,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":"","_links_to":"","_links_to_target":""},"language":[3],"class_list":["post-298","page","type-page","status-publish","hentry","language-en_us"],"_links":{"self":[{"href":"https:\/\/blogs.magicjudges.org\/judgeclasses\/wp-json\/wp\/v2\/pages\/298","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blogs.magicjudges.org\/judgeclasses\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/blogs.magicjudges.org\/judgeclasses\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/blogs.magicjudges.org\/judgeclasses\/wp-json\/wp\/v2\/users\/28"}],"replies":[{"embeddable":true,"href":"https:\/\/blogs.magicjudges.org\/judgeclasses\/wp-json\/wp\/v2\/comments?post=298"}],"version-history":[{"count":3,"href":"https:\/\/blogs.magicjudges.org\/judgeclasses\/wp-json\/wp\/v2\/pages\/298\/revisions"}],"predecessor-version":[{"id":609,"href":"https:\/\/blogs.magicjudges.org\/judgeclasses\/wp-json\/wp\/v2\/pages\/298\/revisions\/609"}],"up":[{"embeddable":true,"href":"https:\/\/blogs.magicjudges.org\/judgeclasses\/wp-json\/wp\/v2\/pages\/186"}],"wp:attachment":[{"href":"https:\/\/blogs.magicjudges.org\/judgeclasses\/wp-json\/wp\/v2\/media?parent=298"}],"wp:term":[{"taxonomy":"language","embeddable":true,"href":"https:\/\/blogs.magicjudges.org\/judgeclasses\/wp-json\/wp\/v2\/language?post=298"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}