Anchor word: Difference between revisions

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==Rules==
==Rules==
{{CR|glossary|Anchor Word}}
{{CR|glossary|Anchor Word}}
{{CR|lookup=614.12b}}


==Rulings==
==Rulings==

Revision as of 02:57, 7 January 2016

An anchor word is a word that precedes a choice on a modal spell, to give the respective abilities a bit of flavor and signify the choice. Anchor words don't have a specific rule attached to them.

Anchor words were introduced in Fate Reforged, where the "Siege"-cycle featured the choice between "Khans" and "Dragons". [1] [2]

Rules

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Anchor Word
A word that precedes one of two abilities a permanent may enter the battlefield with. See rule 614.12b.

From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

  • 614.12b Some replacement effects cause a permanent to enter the battlefield with its controller’s choice of one of two abilities, each marked with an anchor word and preceded by a bullet point. “[Anchor word] — [ability]” means “As long as [anchor word] was chosen as this permanent entered the battlefield, this permanent has [ability].” The abilities preceded by anchor words are each linked to the ability that causes a player to choose between them. See rule 607, “Linked Abilities.”

Rulings

References