Creature: Difference between revisions

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Unlike other [[:Category:Card types|card types]], almost all creature cards have a [[subtype]], also referred to as a "[[creature type]]."  There are no rules inherent to creature types, but there are many cards that affect specific types. In addition, creature types are often associated with particular colors and abilities, typically for flavor purposes. For example, [[angels]] are almost always large [[white]] [[flying]] creatures, [[spiders]] are typically [[green]] creatures with high toughness and an ability to block flyers, and [[goblins]] are often small [[red]] creatures with self-destructive abilities.
Unlike other [[:Category:Card types|card types]], almost all creature cards have a [[subtype]], also referred to as a "[[creature type]]."  There are no rules inherent to creature types, but there are many cards that affect specific types. In addition, creature types are often associated with particular colors and abilities, typically for flavor purposes. For example, [[angels]] are almost always large [[white]] [[flying]] creatures, [[spiders]] are typically [[green]] creatures with high toughness and an ability to block flyers, and [[goblins]] are often small [[red]] creatures with self-destructive abilities.
{{rules|text=
'''From the [[Comprehensive Rules]]''':
*'''212.3.''' Creatures
**'''212.3a''' A player who has priority may play a creature card from his or her hand during a main phase of his or her turn when the stack is empty. Playing a creature as a spell uses the stack. (See rule 409, “Playing Spells and Activated Abilities.”)
**'''212.3b''' When a creature spell resolves, its controller puts it into play under his or her control.
**'''212.3c''' Creature subtypes are always a single word and are listed after a long dash: “Creature — Human Soldier,” “Artifact Creature — Golem,” and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. (You can find the complete list of creature subtypes under “Creature Types” in the glossary at the end of this document.)
Example: “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard.
**'''212.3d''' Power and toughness are characteristics only creatures have. A creature’s power is the amount of damage it deals in combat, and its toughness is the amount of damage needed to destroy it. To determine a creature’s power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See rule 418.5, “Interaction of Continuous Effects.”)
**'''212.3e''' Creatures can attack and block. (See rule 308, “[[Declare Attackers Step]],” and rule 309, “[[Declare Blockers Step]].”)
**'''212.3f''' A creature’s activated ability with the tap symbol in its activation cost can’t be played unless the creature has been under its controller’s control since the start of his or her most recent turn. A creature can’t attack unless it has been under its controller’s control since the start of his or her most recent turn. This rule is informally called the “[[summoning sickness]]” rule. Ignore this rule for creatures with haste (see rule 502.5).
**'''212.3g''' Creature lands combine the characteristics of both lands and creatures, and are subject to spells and abilities that affect either or both card types. Creature lands can only be played as lands. They can’t be played as spells.}}


{{Cardtypes}}
{{Cardtypes}}
[[category:Magic rules]]
[[category:Magic rules]]

Revision as of 16:34, 24 October 2007

Creatures represent warriors, minions, beasts and monsters that serve the player, usually by fighting on his or her behalf. Because almost all creatures can attack each turn to reduce an opponent's life, or block the opponent's attackers, creature cards are fundamental to most deck strategies.

Creatures are played on the player's own main phase, when the stack is empty. When a creature comes into play or changes controllers, it has what's commonly called "summoning sickness" until the beginning of its controllers next turn. A creature with summoning sickness cannot attack or use an activated ability with the tap symbol in its cost, but it can block or use any other abilities it has. A tapped creature cannot attack, block, or become tapped as a cost.

On the bottom-right corner of each creature card is that creature's power and toughness, respectively. The power is the amount of damage a creature deals to an opponent or other creatures in combat, and the toughness is the amount of damage a creature can survive. A creature with damage equal to or greater than its toughness has "lethal damage," and is destroyed. Similarly, a creature whose toughness is reduced to zero or less will go to its owner's graveyard (though it is technically not destroyed.) Any damage a creature takes will accumulate until the end of the turn, when all damage is removed from all creatures.

Unlike other card types, almost all creature cards have a subtype, also referred to as a "creature type." There are no rules inherent to creature types, but there are many cards that affect specific types. In addition, creature types are often associated with particular colors and abilities, typically for flavor purposes. For example, angels are almost always large white flying creatures, spiders are typically green creatures with high toughness and an ability to block flyers, and goblins are often small red creatures with self-destructive abilities.

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