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
- "[Anchor word] — [Ability]" means "As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability]." [3]
- The anchor word "Dragons" has no connection to the creature type Dragon.