Card

From MTG Wiki
Revision as of 11:21, 10 December 2016 by >Hunterofsalvation (NewRef)
Jump to navigation Jump to search

In Magic: The Gathering, a card is the standard component of the game. The word card usually refers to a Magic card with a Magic card front and a Magic card back, or to double-faced cards.

Description

Tournament-legal cards are 2.5 x 3.5 inches (6.35 x 8.89 cm) and weigh 0.064 ounces (1.814 grams).[1] Non-foil cards are approximately 0.012 inches (0.305 mm) thick. Magic cards, like regular playing cards, are made from two layers of cardboard joined together by an opaque blue adhesive, so that they're opaque even seen in direct sunlight. The card stock allows the cards to be handled and shuffled without loosing their "bounce", or bendibility. The corners of the card are cut with a radius of 1/8 inch (3 mm). Foil cards have an extra foil layer on the card that highlights certain parts of the artwork over others.

Rules inserts and tokens are made of diferent cardstock than the rest of the cards. They don't have the opaque layer in the middle.

Rules

A card is only referred to as a "card" by game rules or effects when in a player's hand, library, or graveyard, or in exile. Tokens are never considered cards, even if cards are used to represent them. When a card has been cast and is on the stack waiting to resolve, the game refers to it as a "spell." When a card is on the battlefield, the game refers to it as a "permanent," or simply by its type or subtype.

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

  • 108. Cards
    • 108.1. Use the Oracle card reference when determining a card’s wording. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com.
    • 108.2. When a rule or text on a card refers to a “card,” it means only a Magic card or an object represented by a Magic card.
      • 108.2a Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Traditional Magic cards are included in players’ decks. Certain formats also use nontraditional Magic cards. Nontraditional Magic cards are not included in players’ decks. They may be used in supplementary decks. Additionally, they may be oversized, have different card backs, or both.
      • 108.2b Tokens aren’t considered cards—even a card-sized game supplement that represents a token isn’t considered a card for rules purposes.
    • 108.3. The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player’s deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)
      • 108.3a In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6.
      • 108.3b Some spells and abilities allow a player to take cards they own from outside the game and bring them into the game. (See rule 400.11b.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule 108.3. If a card outside that game is in the sideboard of a Magic game (see rule 100.4), its owner is considered to be the player who started the game with it in their sideboard. In all other cases, the owner of a card outside the game is its legal owner.
    • 108.4. A card doesn’t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules 110.2 and 112.2.
      • 108.4a If anything asks for the controller of a card that doesn’t have one (because it’s not a permanent or spell), use its owner instead.
    • 108.5. Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card other than a dungeon card (see rule 309, “Dungeons”) into the game from outside the game, it doesn’t; that card remains outside the game.
    • 108.6. For more information about cards, see section 2, “Parts of a Card.”

Parts of a card

On a card, several elements can be distinguished.[2][3]

Main article: Parts of a card

Marked cards

A marked card is a card in a deck that can be identified by some means other than looking at its face. Protective sleeves can also be considered marked in a similar manner. Marked cards are illegal in all tournament play because there may be the chance that the player is cheating by knowing all the marks and may predict his/her draws.

Some examples of features that make a card "marked" include excessive wear, patterned wear, pen markings, card curvature or card-back color saturation. Card curvature can matter when using foiled premium cards, as early foil cards would warp differently than normal cards. Card-back color saturation can matter when using cards from different sets, especially when combining older and newer cards. Older cards tend to have a more varied and lower saturation to the card back while newer cards have a more homogeneous and higher saturation to them.

Altered cards

Some players and collectors have their cards signed by artists, written on by celebrities, drawn on, or otherwise "embellished". In tournaments it is always the head judge's call as to whether a card is "disruptively" altered. Cards with just signature on them are almost universally acceptable; the fuzziness starts when the whole text box is covered or if the art is obscured too much. Even if the card name is readable, altered cards can be ruled illegal if they seem deceptive to your opponent from a distance.[4]

Nontraditional cards

Oversized Magic cards that have a Magic card back, but not a “Deckmaster” back and the Magic logo is yellow not blue.

Counterfeits

If a non-foil Magic card is bent corner-to-corner (or top-to-bottom), it will not crease, and will bounce back to its original state instead. [5] This is one way in which people test for counterfeit cards, although it should be carried out with caution, as even a genuine card may fail after repeated bending.

Illegal counterfeit boxes of Magic as well as counterfeit single cards have been produced and distributed. Most counterfeits are easily distinguishable as fakes by a different color, gloss coating or texture.[6] Wizards of the Coast takes legal action, when appropiate. [7]

In November 1995, the Windsor, Ontario Police in Canada were informed that two men were running a counterfeiting operation in the area. The police seized 40,000 counterfeit Magic cards, as well as film plates for the reproduction of more. Eighteen rare cards (including moxes and dual lands) were printed 2,200 times each. The men were charged with eighteen counts under the Canadian Copyright Act. [8] In 2002, white-bordered versions of regular black-borderered cards were sold as exclusives. It turned out it was possible to "erase" the border off of a card using transparent tape and a good eraser. [9]

Proxies

A proxy is a card that represents another card in casual play. They are forbidden at DCI-sanctioned tournaments. [10]

References